Birthright Fuzion Rules

These rules are based on the free Fuzion game system copyrighted by HeroGames, R.Talsorian and created by Fuzion Labs.  The Skills, Perks, Talents, Derived Characteristic Enhancements, Martial Arts, and Combat Equipment sections are  an expanded, edited and modified subset of rules created and copyrighted by Sean Patrick Fannon.  Modifications by Dustin Evermore for integration into a Birthright campaign.  Birthright concepts and material are copywrite TSR and Wizards of the Coast.  This rulesbook created by Dustin K. Evermore.  Not for publication in any medium, except for personal use.

Main Characteristics
The following Characteristics will be used in the Fuzion Birthright campaign: Each character will start with 45 Character points(CP) with which to build their characters.  Character points may be saved from this portion to use in buying options later at a conversion of 1 CP = 5 OPs.  You can not convert from OPs back to CPs.

Derived Charateristics
    HITS (BODY x 5)
    STUN (BODY x 5)
    STUN DEFENSE [SD] (CON x 2)
    RECOVERY[REC] (STR + CON)
    RUN (MOVE x 2 in meters)
    SPRINT (MOVE x 3 in meters)
    LEAP (MOVE in meters)
    RESISTANCE[RES] (WILL x 3)
LUCK(LUCK)(INT + REF)

Special Derived Characteristics:
   MAGIC POOL[MP] (MAGE x 5) (Only characters with the MAGE talent will have this.)
    MAGICAL RECOVERY [MREC] (MAGE + CON) (Only characters with the MAGE talent will have this.)

    These are the only two derived characteristics that can be improved with Option Points.  Magic Pool can be increased at a rate of 1 MP for 1 OP.  Magical Recovery can be increased at a rate of 1 MREC per 5 OP.

MAGICAL RECOVERY DIAL:  Set for MREC in MPs every five minutes.

Campaign Options
Options such as Racial Packages, Skills, Talents, Perks, Derived Charateristic Enhancemnts (DCEs) and Martial Arts can be purchased with the 50 starting Option Points (OPs).  30 more OPs can be gained from taking Complications.

Rule of X: 18


Racial Packages:

Dwarf Package:  12 pts.
 
+1 CON (5) -1 DEX (-5)
Long Life (2) Cannot Swim (Infequent, Severe, Greater Impair) (-10)
Density Increase (2x mass, +1 STR, +1 PD, +1 ED, -2 m knockback, No END) 25 Distinctive (Not Concealable) (-15)
50% Damage Resistance vs. Crushing attacks (15) Can not use Wizard, Magician or Bard Casting Systems (Infrequent, Severe, Major) (-10)
Thermal Vision (5)  

 

Elf Package:  20 pts.
 
+1 MENTAL (15) -1 PHYSICAL (-15)
+1 COMBAT (15) Feared (Frequent, Strong, Major) (-10)
Night Vision (3) Distinctive Features (Not Concealable) (-15)
Immortal (5)  
Beautiful (3)  
Light Sleeper(3) Move unimpeded in any terrain (3)
Gain +3 to WILL vs. Mental spells (3) Wizardry Potential (20)  (Doesn't require a bloodline to be a Wizard)

Half-Elf Package:  20 pts.
 
+1 INT (5) +1 DEX (5)
Night Vision (3) 1 PHYSICAL (-15)
Beautiful (3) Distinctive (Easily Concealed) (-5)
Very Long Life (3)  
Gain +1 to WILL vs. Mental spells (1) Wizardry Potential (20) (doesn't require a bloodline to be a Wizard)

Halfling Package: 11 pts.
 
+1 DEX (5)  -1 STR (-5)
+1 to Slings and Throwing skills (2)  
+1 WILL (5) Distinctive Features (Not Concealable) (-15)
Enhanced senses, Shadow World (Sense Undead, Necromantic Magic, Shadow Portal) (9) Shadow Walk (Extra-dimensional movement to Related pts, 1 Dimension, 6pts.  Travel at rate of up to 42 mph for 10 hrs.  3 x per week, take up to 4 people, must be near Portal) (5)
Teleport up to 320 m (takes 1 extra phase, charges 3 x per week, must be near Portal) (5)

 

HUMANS ALL TOTAL 0 PTS.
 
Anuirean: +1 WILL (5) -1 DEX (-5)
Brecht: +1 DEX (5) -1 WILL (-5)
Khinasi:  +1 INT (5) -1 CON (-5)
Rjurik: +1 CON (5) -1 PRE (-5)
Vos:  +1 STR (5) -1 INT (-5)


Character Types:

The suggested character types outlined below may provide you with some character ideas. The Skills, Options, and Equipment listed with the various character types are suggested starting points. Obviously a Warrior may wish to pick up skills in a variety of melee weapons, or even Hand to Hand, but all Warrios tend to have certain traits in common. If you have enough option points, you might even combine the character types below to come up with Warrior Wizards, Mercenary Priests, and more!
 
 

WARRIOR

This is a basic fighting character type. Use any weapon skill in the skill list for Birthright in place of the Swords skill.

Skills: Swords, Melee Evade, Riding(horse)

Options: Combat Sense, Renown

Equipment: Sword, Armor, Shield
 
 

SOLDIER

A soldier is a professional fighter. This type of character tends to be even more specialized in fighting than the Warrior. Use any weapon skill in the skill list for Birthright in place of the Swords skill.

Skills: Swords, Melee Evade, Riding(horse), Tactics

Options: Combat Sense, Blind Fighting, Ambidexterity

Equipment: Sword, Chain Armor, Shield
 
 

MERCENARY

A Mercenary may have started out as a soldier, but now she works for highest bidder. Use any weapon skill in the skill list for Birthright in place of the Swords skill.

Skills: Swords, Melee Evade, Riding(horse)

Options: Combat Sense, Renown, Contact, Reputation(Complication)

Equipment: Sword, Armor, Shield
 
 

KNIGHT

This highly skilled professional may come from blooded nobility (scions) or wealthy commoners can purchase a knighthood, depending on the kingdom. Use any weapon skill in the skill list for Birthright in place of the Swords skill.

Skills: Swords, Melee Evade, Riding(horse), Noble Lore

Options: Combat Sense, Ambidexterity, Wealth, Membership in Knighthood (e.g. Avanil's Cerulian Order)

Equipment: Sword, Full Plate armor
 
 

RANGER

A ranger has skills that enable him to survive both nature, and nature's creatures! Use any weapon skill in the skill list for Birthright in place of the Swords skill.

Skills: Sword, Archery, Melee Evade, Ranger, Stealth

Options: Acute Sense, Direction Sense, Night Vision

Equipment: Sword or Bow, Leather Armor
 
 

THIEF

A thief specializes in stealth, cunning and luck to succeed in his profession. Use any weapon skill in the skill list for Birthright in place of the Small Blades skill.

Skills: Small Blades, Gambling, Lockpicking, Sleight of Hand, Stealth, Streetwise

Options: Common Sense, Double Jointed, Membership in Theive's Guild (note that a vassal or regent is assumed to already have membership as a lieutenant or regent of a Guild).

Equipment: Small blades, Partial Leather, Lockpick
 
 

WIZARD or MAGICIAN

A character must have elven heritage or divine blood to use the Wizard Casting Systems, but any race may become a Magician (which are Illusionists and Divinationists).

Skills: Spells, Thaumaturgy, Languages, Research, Teaching, Sleight of Hand

Options: Eidetic Memory, Scholastically Gifted, Wealth, Membership in Magician's Guild.

Equipment: Staff, robes
 
 

PRIEST

There are a variety of priests in Cerilia, each with access to the spell categories determined by the specific dieties they follow. There are no general clerics in the land, but the following can be used as a starting point.

Skills: Spells, Thaumaturgy, Languages, Research, Teaching, Profesional Skill (Religion)

Options: Intuition, Membership in Religious Order (vassals and regents are assumed to already be heads of their order)

Equipment: Diety-approved weapon and armor
 
 

MERCHANT

A merchant specializes in the sale. A good merchant can be an explorer or an entrepreneur as well.

Skills: Bribery, Professional Skill(Business), Persuasion, Small Weapons (to defend against "bargain shoppers")

Options: Common Sense, Contact, Favor, Wealth, Membership in Theives Guild (vassals and regents are assumed to already be heads of their guild)

Equipment: Small Weapon, fine clothes, jewelry
 
 

NOBLE

A noble is often also blooded, but not necessarily. Some noble lines --not ruling lines--are even descended from hero commoners. Use any weapon skill in the skill list for Birthright in place of the Swords skill.

Skills: Swords, Acting, Noble Lore, Interaction, Persuasion, Leadership, Courtier

Options: Bloodline, Beautiful/Handsome, Wealth

Equipment: Any. +200 gold pieces minimum (2 option points)
 


Talents

Talents have many functions in the campaign. Some are like minor powers, while others are more or less "skill enhancers," representing certain "knacks" a character may have. Some have "skill-like" functions; as such, they will likely have a Characteristic associated with them for when rolls are needed. All Talents have a cost of 3 unless otherwise noted (expressed in <> ). In some cases (marked with a + ), it may be possible to purchase a Talent multiple times (GM's approval).

Perks

Perks represent external resources or levels of influence that a character has. This is highly subject to role-playing and storytelling constraints, as well as the GM's goodwill. These Perks are affected by their Frequency of effect. If a Perk has a Rare impact (once every four sessions at best), the Cost is 1/2 (round up). If it has an Infrequent impact (once every two or three sessions), apply no modifier. If the Perk has Frequent impact (once every session), the Cost is half again (x1 1/2) as much (round up).

Derived Characteristic Enhancements (DCEs)

With this "plug-in," it is possible for Players to purchase enhancements to their Derived Characteristics (not something that can normally be done in FUZION). This will allow characters to be even more diverse and detailed without escalating the Primary Characteristics.
 Each DCE costs 3 Option Points. The number of+ next to the individual entry indicates how many times a Character should be allowed to purchase the Enhancement.

Skill List

Acrobatics (DEX)
Acting (PRE)
Administration (INT)
Alchemy (INT)
Animal Handler (PRE)
Archery (REF)
Artisan Skills (TECH)
Artist (TECH)
Athletics (DEX)
Axes (REF)
Bind Wounds (TECH)
Clubs (REF)
Concealment (INT)
Concentration (WILL)
Contortionist (DEX)
Courtier (PRE)
Crossbows (REF)
Cryptography (INT)
Dance (DEX)
Demonology (INT)
Diplomacy (WILL)
Disguise (TECH)
Expert (INT)
Flails (REF)
Fletching (TECH)
Forgery (TECH)
Gambling (INT)
General Knowledge (INT)
Great Axes (REF)
Great Clubs (REF)
Great Hammers/Maces (REF)
Great Swords (REF)
Hammers/Maces (REF)
Hand to Hand (REF)
History (INT)
Horsemanship (REF)
Interaction (PRE)
Interrogation (PRE)
Intrigue (INT)
Intuition (PRE)
Inventor (INT)
Investigation (INT) 
Lances (REF)
Language
Law (INT)
Leadership (PRE)
Lip Reading (INT)
Local Expert (INT)
Lockpicking (TECH)
Lore (INT)
Meditation (WILL)
Melee Evade (DEX)
Merchant Skills (PRE)
Mimicry (INT)
Noble Lore (Heraldry) (INT)
Perception (INT)
Pole Arms (REF)
Politics (INT)
Profession (TECH)
Ranged Evade (DEX)
Ranger (TECH)
Relicology (INT)
Research (INT)
Sailing (TECH)
Seige Weapons (TECH)
Seigecraft (INT)
Sleight of Hand (REF)
Slings (REF)
Small Blades (REF)
Smithing (Tech)
Spears (REF)
Staves (REF)
Stealth (DEX)
Strategy (INT)
Streetwise (PRE)
Strength Feats (STR)
Swords (REF)
Tactics (INT)
Teaching (PRE)
Thaumaturgy (INT)
Throwing (REF)
Ventriloquiest (TECH)
Wagon Driving (REF)
Whips (REF)
Wilderness Lore (INT) 

Skills:

Resolving skill use is straightforward . When you use a Skill, simply add your rating in that Skill to the Characteristic and add that to 3d6. The difficulty chart is below - note that the normal default result you are looking for is always 14, while the usual difficult result (the kind only experts should be able to do regularly) is 22. Here's the formula:

CHARACTERISTIC + SKILL + 3D6 vs DIFFICULTY VALUE (DV)

The difficulty value, in this system, is the opposing CHAR + SKILL + 10 or the chart below can be used:
 
 
DIFFICULTY TARGET
Challenged 
10 
Everyday
14
Competent 
18 
Heroic
22
Incredible 
26 
Legendary 
30 
Superheroic 
34 
Competently Superheroic 
38 

NOTE - See Champions: New Millenium for an expanded chart.

Next to each Skill is a Characteristic listed in []; this is the most common Characteristic that will be used with that Skill (although the GM is welcome to require a different one be used under certain circumstances).

Skills that are in BOLD are considered "Everyman" skills. Each character is assumed to have a score of 2 in this skill to begin with. After buying all skill levels, the player should add +2 to the Everyman skills (this addition is free and does not come out of any provided point totals).

ACROBATICS [DEX]: This skill combines gymnastic prowess with tumbling skills and overall graceful balance. A GM may permit an Acrobatics roll (with an appropriate Difficulty) to cover difficult terrain or run through obstacles at normal movement. Acrobatics might also be used to gain advantages in combat (the GM is encouraged to require the players to be very descriptive to get such bonuses). In addition, GMs might allow an Acrobatics roll to get up (from a fall or a Throw, for example) without spending an Action (Target Number 14).

ACTING [PRE]: This is the skill of the performer, used to assume a role and maintain the illusion of said role. It can also be useful when a character is attempting to "pretend" something is true when it is not (in other words, it can be used to lie effectively). Typically, a GM may allow a Player to add their PRE and Acting scores in an opposed roll versus any "targets'" PRE scores (and the GM may also allow the "target" to add their Intuition scores).

ADMINISTRATION [INT]:  A character skilled in administration usderstands the workings of the apparatus of government and the governmental heirarchy.  Versed in the responsibilities of various arms and offices of his land, the character knows which officials can get things done.  A regent character can, on a successful skill check, reduce his maintnance costs by 25% (rounded down) every domain turn.  With a successful check, he can also use this skill to reduce the base Gold Bar cost of any domain action by 1.

ALCHEMY [INT]: A study and understanding of formulas, mixtures, and other processes that result in various reactions. A trained alchemist may be able to take odd agents and combine them in ways that will create any number of effects. Alchemy uses the mana that is within all things, and is a skill that may be used by non-magicians.

ANIMAL HANDLER [PRE]: Skill in handling and understanding animals. Characters use this skill in training, grooming, caring for, and predicting the actions of animals. This skill can be useful for calming an angered predator or frightened mount, as well as in hunting or trapping game.

ARCHERY [REF]: Skill in using Bows (not Crossbows). This is added to REF for an AV to hit a target. It can also be used in a Skill Roll contest with other characters in any Archery Contest.

ARTISAN SKILLS [TECH]: This "skill group" represents a character's ability in designing and building things (mostly with wood), as well as an overall facility with tools. Realistically, this could be broken down into areas such as Carpentry, Woodworking, and Architecture, but for the purposes of this game, they are conveniently grouped together. As a general rule, INT is used for designing, while TECH is logically used in actually constructing something.

ARTIST [TECH]: The character with this skill is gifted and/or experienced in some artistic endeavor. Which Characteristic is best used depends on the craft - drawing or playing a flute would depend on TECH, playing drums might rely on REF, while singing would certainly benefit from a high PRE.

ATHLETICS [DEX]: This Everyman skill group represents the overall athletic inclinations (or lack thereof) of any character. Having a good score in this represents that the character has some natural gift or general experience with physical pursuits. These include (but are by no means restricted to) - Climbing, Throwing (non-combat), Running, Swimming, Jumping, Low-Crawling, Endurance, and even some basic Gymnastics (nothing that would replace Acrobatics). In any instance where a character is attempting something physical and the GM feels a skill roll is needed, add this to whatever Characteristic makes the most sense. In addition, in any instance where the GM feels that a character has potentially overextended themselves (hard marches, extended runs, going without sleep, fighting literal hordes of monsters, etc), they can ask for an Athletics check (using CON as the related Stat). Typical penalties for failing such a check range from penalties to all related actions (usually -1 to -3) all the way to simply passing out from exhaustion. The GM is encouraged to only use this when Drama is best served.

AXES [REF]: The skill used to wield the hand axe, wood axe, Dwarven Axe, and Battle Axe in combat. It is added to REF for an AV.

BIND WOUNDS [TECH]: This is the basic skill of preventing a character from bleeding to death or otherwise suffering further from wounds. A roll of 2x the number of hit points a character has taken below zero will stop all bleeding and generally stabilize a character. A roll of 22 will actually add 1d6 Hits back to a character (although this should take time, effort, and some resources, such as herbs and poultices).

CLUBS [REF]: Unlike most weapon groups, this one has no "non-proficiency" penalties; everyone is considered to have at least a 0 in this skill. It is used to wield the sap, mug, chair leg, club, war club, and any other "weapon of opportunity" that can be loosely translated to this group. It is added to REF for an AV.

CONCEALMENT [INT]: The skill used in hiding things from sight or in searching for things that have been Concealed by others.

CONCENTRATION [WILL]: This Everyman skill represents someone's ability to focus and exert mental control. By doing nothing else, a character might receive bonuses based on a successful Concentration roll towards some feat of mental or physical exertion. The GM is encouraged to allow for creative uses of this skill. This skill is also used in defending against Mental Powers.

CONTORTIONIST [DEX]: This skill refers to a character's training in "hyper-limberness," allowing them to fit in otherwise impossible spaces, bend in ways that aren't normal, and do other feats of body twisting and squeezing. A successful Contortionist roll may allow the escaping of such bonds as ropes or manacles, and the GM is encourage to permit a Contortionist (plus DEX) roll instead of STR to escape Grabs.

COURTIER [PRE]: This skill group refers to an overall facility with all things "courtly." A character trained in this area is skilled in maneuvering through high society, has intimate knowledge of etiquette, and is quite familiar with the intrigues and political machinations that go on in whatever "court" they have experience with.

CROSSBOWS [REF]: Skill in using Crossbows (not Bows). This is added to REF for an AV to hit a target. It can also be used in a Skill Roll contest with other characters in any Crossbow Contest.

CRYPTOGRAPHY [INT]: Any character skilled in this area can encrypt and decrypt coded messages with some time, effort, and a successful roll. Furthermore, they can be quite useful in gleaning at least some meaning from ancient runes, hieroglyphics, and the like.

DANCE [DEX]: This is the specific skill in moving one's body rhythmically and with style and grace. A character may actually only know one style or form, but they can quickly pick up other styles and, more importantly, they can look really good dancing.

DEMONOLOGY [INT]: This is the study of all things demonic and and their names.  This is an ancient and difficult skill, but can be quite useful.  Though demonlology is not inherently evil, the practice of summoning demons can be extremely dangerous.  A demonolater (one who summons demons) should be an expert demonologist.  This is the skill that is used, in part, to help summon demons.

DIPLOMACY [WILL]:  Talented diplomats are vital to the success of any domain.  A character skilled in diplomacy understands the protocol, subtleties, and conventions of diplomatic meetings and is good at getting what he wants while meeting a minimum of demands.  With a successful skill check, a character may add a +4 bonus to the success chance of a diplomacy action.  The outcome of the scharacter's resolution of the Diplomatic Matter random event is automatically increased by one level (e.g., a fair result becomes a good result).

DISGUISE [TECH]: This skill allows a character to alter their appearance in various ways so as to look like someone else. To merely change one's appearance is little more than a Simple to maybe Standard task, while looking like a specific person may be Advanced, Complicated, or even Hard (or beyond), depending on the race and Characteristics of the intended target. Typical "contests" will involve a Perception (or, perhaps, Intuition) check vs the Disguise skill (plus TECH).

EXPERT [INT] : This could be pretty much anything not listed that the character is knowledgeable of and/or good at. This includes hobbies (like stone collecting), advanced education (like Elvish Politics), performance crafts (like Juggling) or simple life experiences (like Farming).

FLAILS [REF]: The skill used to wield the flail or in combat. It is added to REF for an AV.

FLETCHING [TECH]: A useful skill for any archer (or someone who likes to make money from them). Fletching allows a character to make new arrows, given the appropriate time and resources. In an environment conducive to the work, a character can make a number of arrows equal to their roll -10 per hour (minimum 1). Thus, someone who rolled their Fletching at 20 could make 10 arrows in an hour.

FORGERY [TECH]: This is the skill of creating faked documents that will serve in the place of real ones; it also allows someone some added skill in spotting other forgeries. Typically, Forgery + TECH is rolled against someone's Perception + INT (although a skilled forger could add their Forgery skill to their INT instead, if they wished).

GAMBLING [INT]: Skill at playing games of chance. Which Characteristic applies depends entirely upon the game; INT is often best in games such as Blackjack or Chess (yes, Chess can easily be a gambling game), PRE is useful in any game of Poker, and DEX is highly effective when one wants to toss the Bones. Gambling can also be used to cheat or to spot cheaters - appropriate Skill vs Skill rolls will apply.

GENERAL KNOWLEDGE [INT]: This Everyman skill group is an indication of a character's overall education, knowledge, and experience. It is a "catch-all" that anyone can roll to see if they know something about something. In most cases, especially where a more specific skill is better used, the General Knowledge skill should be required at a much higher Difficulty. It is, however, a great way for GMs to get out information that needs to be known.

GREAT AXES [REF]: The skill used to wield the Dwarven Axe, battle axe and great axe in combat. It is added to REF for AV.

GREAT CLUBS [REF]: The skill used to wield the war club, Ogre Club, and Giant Club in combat. It is added to REF for AV.

GREAT HAMMERS/MACES [REF]: The skill used to wield the war hammer and maul in combat. It is added to REF for AV.

GREAT SWORDS [REF]: The skill used to wield the bastard sword and great sword in combat. It is added to REF for AV.

HAMMERS/MACES [REF]: The skill used to wield the hammer, sledgehammer, and war hammer in combat. It is added to REF for AV.

HAND TO HAND [REF]: The skill used to fight open (bare) handed in combat. This can be anything from a formal martial art to dirty street brawling. Unlike most combat skills, there are no lack of proficiency penalties. It is added to REF for an AV.

HISTORY [INT]: This skill represents a character's knowledge and understanding of history. It has some overlap with Legends Lore, but there are some important differences. Someone with a knowledge of Legends might know a tale that speaks of caves full of treasure deep within Castle Mourne, but someone with History may be able to tell you what the last battle that was fought there was about and how it affected the balance of power in the region.

HORSEMANSHIP [REF]: This Everyman skill represents a basic skill in riding and handling a horse. Someone with any skill here is at ease in the saddle for at least normal travelling, and a high skill has a good chance of being able to outride pursuers, leap chasms, and perform other stunts.

INTERACTION [PRE]: This Everyman skill group deals with a character's interpersonal abilities. This includes (but is not restricted to) basic conversation, seduction, oratory, and persuasion. Accomplished actors, skilled con artists, and successful merchants have good scores in this area.

INTERROGATION [PRE]: This Presence skill involves gaining information (or, perhaps, some other form of compliance) from a hostile and unwilling source. The Interrogator (with a successful skill roll) can judge how to not leave marks, where someone's breaking point is, when they are close to death, etc..

INTRIGUE [INT]:  Some people have a talent for under-handed dealings.  A character with the intrigue proficiency understands how such games are played.  He notices when intrigue is afoot in his surroundings and can initiate his own schemes.  An intrigue requires three to six weeks of preparation (determined by the GM after the player has developed a plan).  After that time, if the character succeeds a skill check, the scheme unfolds as planned.  An intrigue may target a specific individual; a target who is a regent suffers an Intrigue random event.  If a regent with this proficiency defends against an Intrigue random event, his response is automatically one level better.  In addition, the character can use this skill to identify the players in an intrigue from partial evidence or informaion by making a check with a -2 to -6 penalty, depending on the quality of information.

INTUITION [PRE]: Another Presence-based skill group, this refers to a character's attunement and instincts in regards to other people. Someone with a high Intuition knows how to watch, listen, and predict the actions of others. They are also very good at determining how someone is feeling.

INVENTOR [INT]: A highly complimentary skill for both Artisan and Alchemy, this represents a character's natural talents as well as their experience in creating new things from existing elements and ideas. The Inventor skill could also be used by Mages (or even other spellcasters, as the GM permits) to create new spells or rituals.

INVESTIGATION [INT]: This skill group represents a character's ability to search for clues, ask the right questions, and otherwise go through the process of solving a mystery or crime. It can often be complimented by Perception, Interaction, Intuition, and even tracking (Ranger Skills).

LANCES [REF]: This unusual weapons skill is used for attacking a target with a lance from horseback (an attack almost always performed as a Full Move Maneuver). It is added to REF for an AV.

LANGUAGE: Unlike most skills, there is no roll associate with Languages. A character may have a language at the following levels (for the indicated points), and the GM is expected to interpret how much they can glean from a conversation based on their knowledge. Conversely, the Player is expected to role-play according to their ability with a given language.  Languages available to characters are Human:  Andu (old Anuirean), Anuirean, Low (modern) Brecht, Hight (ancient) Brecht, Basarji (Khinasi), Rjuven (Rjurik), Vos.  Demihuman:  Sighelien (elvish), Karamhul (dwarvish).  Nonhuman:  Giant, Gnoll, Goblin, Orog, Ogrish, Troll.

Language Levels
  1. Basic
  2. Coversational
  3. Fluent
  4. Expert
  5. Master (Only those with Linguistically Gifted may have this level, even for a native tongue)
LAW [INT]:  A firm grasp of a government's legal system and the criminal code can be very useful to a ruler.  When a character with this proficiency rolls on Table 16 for event reolution for the Matter of Justice random event, he automatically increases his result by one level (i.e., a fair result becomes a good result).  Furthermore, on a successful check, he adds a +1 bonus to his success chance in a Create Holding, Decree, Rule, or Espionage action.  One roll must be made for each action attempted, but the character may attempt as many actions per round as the rules allow.

LEADERSHIP [PRE]: This represents a character's ability to influence people, especially in a stressful situation or where management is needed over persuasion. It is really only useful in situations where NPCs are involved (as using it "against" PCs would be counterproductive to role-playing).   Regents can, on a successful check, improve the loyalty rating in one province per domain turn by one level.  This is the result of a personal appeal to the principal agitators that wins them over to his side.

LIP READING [INT]: A very specialized and useful talent that allows a character to "see" what people are saying even when they cannot be heard. The level of success on a roll should determine how much information is gleaned in any situation.

LOCAL EXPERT [INT]: This skill represents a character's knowledge about an area, focusing on geography, climate, and the location of settlements and other notable landmarks. It also encompasses knowledge of the society, politics, belief systems, and general demeanor of the people of an area. All characters have at least a score of 2 for where they come from (an Everyman skill), but they must buy this skill separately for each area they want to have some expertise in.

LOCKPICKING [TECH]: The classic ability to open that which someone wanted you to leave closed. The GM is encouraged to use both time and difficulty ratings to challenge any would-be thief or intruder.

LORE [INT]: This is a familiarity and knowledge of age-old tales and traditions involving supernatural, mythical, and magical stories.

MEDITATION [WILL]: Learning the proper techniques will allow characters to gain near to full rest with little time lost (anywhere from half the time needed to sleep to a mere 5 or 10 minutes, depending on the success of the roll). With a high enough roll (GM's discretion), the character may be treated as being in "Light Sleeper" mode, as per the Talent.

MELEE EVADE [DEX]: This skill represents someone's overall training and experience in avoiding blows from melee weapons (either through parrying, ducking, or just side-stepping out of the way). Everyone is considered to have at least a 0 in this skill (no non-proficiency penalties). This skill is added to DEX to gain a DV.

MERCHANT SKILLS [PRE]: This skill group refers to the general talents and knowledge involved in being a successful businessman. This includes trading; bargaining; appraisal of goods, metals, and gems; basic economics; and a slew of other skills. Where the story is better served by "getting on with it," some simple rolls against this skill will determine the finding and acquisition of goods at a good (or poor) price.

MIMICRY [INT]: The specific talent of being able to imitate other voices. Skill in this area will greatly enhance a good Disguise, especially if used in conjunction with Acting.

NOBLE LORE (HERALDRY) [INT]: Any bard or seneschal worth the title will have this skill, giving extensive knowledge of nobles, noble families, heraldic symbols, and other related information. It is particularly useful when complimented by Courtier Skills.

PERCEPTION [INT]: Another Everyman skill group, this represents a character's overall awareness, deductive skills, and memory. A GM may ask for a Perception check whenever a character might see, hear, sense, deduce, or remember something.

POLE ARMS [REF]: The skill used to wield the halberd, pike, military fork, and pole arm (and, by default, can be used with the scythe and pitch fork) in melee combat. It is added to REF for an AV.

POLITICS [INT]: The study of politics and political structure in the land. This skill can be useful for predicting the responses of various nations, city-states, and other political bodies to any event or major decision. To a degree, it can also be used to predict the responses of a political figure, such as a king, duke, or minister.

PROFESSION [TECH]: There are any number of professions that a Player could name for their character, either as a past or present occupation. The Player and the GM are encouraged to develop the specifics of how a Profession skill might work (and other Characteristics besides TECH may very well apply).

RANGED EVADE [DEX]: This skill represents someone's overall training and experience in avoiding missiles shot or hurled at them. Everyone is considered to have at least a 0 in this skill (no non-proficiency penalties). This skill is added to DEX to gain a DV (vs Ranged attacks only).

RANGER [TECH]: This skill set refers to a character's knowledge and expertise in surviving and thriving in outdoor environments, as well as their skills in dealing with both the natural elements and all that Nature contains. Such skills as tracking, survival, hunting, fishing, camouflage, land navigation, and scouting can be dealt with by this skill group.

RELICOLOGY [INT]:  This is the knowledge of magical relics.  This skill is used to help identify magical items.  At level 2 your knowledge is based mainly on folklore and wives-tales, giving no true knowledge.  At level 4 you have begun to learn of relics that really can truly work and prove useful.  At level 6 and above, you know some truly powerful relics.

RESEARCH [INT]: A vital skill for most spellcasters (especially Mages), this entails the knowledge and experience necessary to navigate through libraries, search through stacks of books, and find the desired information.

SAILING [TECH]: The wide world of the sea calls many, and this skill set represents everything they might learn as a sailor. This includes rope use, sail trimming, navigation, steering, etc..

SEIGE WEAPONS [TECH]: In Birthright, it never hurts to know how to knock a castle wall over or fire a really huge crossbow (ballista). This is the skill, using TECH instead of REF to generate an AV.

SEIGECRAFT [INT]:  The character is an expert in the construction of military machines and methods of defeating forifications.  Normally, castles are invludnerable to direct attack during the domain turn unless a company of artillerists is detailed to lead the attack. A character with the seigecraft skill counts as a unit of artillerists when he accompanies an army.  On a successful skill checks, he can lead them in an assault against a castle; the castle's rating has a negative modifier to the total. The character may attempt one check per War Move (week) reducing the penalty by one for each new check--thus, a character who besieges a castle (5) neutralizes the -5 modifier to his check after five weeks of siege.  A character who is involved in the planning and supervision of a new fortification to increase its level, the character may attempt a skill check to increase the structure an additional point (say from a castle 5 to a castle 6).  (This also requires a Character Action.)  If the character also has the Engineering skill, he gains a +1 bonus to the Siegecraft roll.

SLEIGHT OF HAND [REF]: This skill represents a character's overall hand-eye coordination, allowing them to palm object, pick pockets, and do "magic tricks." Typical skill contests might pit Sleight of Hand + REF against Perception + INT.

SLINGS [REF]: Skill in using Slings. This is added to REF for an AV to hit a target. It can also be used in a Skill Roll contest with other characters in any Sling Contest.

SMALL BLADES [REF]: The skill used to wield the knife, dagger, dirk, rapier, saber, and short sword in melee combat. It is added to REF for an AV.

SMITHING [TECH]: This "skill group" represents a character's ability in designing and building things (mostly with metal), as well as an overall facility with metalworking tools. Realistically, this could be broken down into areas such as weaponsmithing, armorer, and blacksmithing, but for the purposes of this game, they are conveniently grouped together. As a general rule, INT is used for designing, while TECH is logically used in actually constructing something.

SPEARS [REF]: The skill used to wield the long spear, spear, and javelin in melee combat. It is added to REF for an AV.

STAVES [REF]: The skill used to wield the quarterstaff and Ironwood Staff in melee combat. It is added to REF for an AV.

STEALTH [DEX]: This Everyman skill entails a character's ability to move quietly and unseen. Typically, it is a contest against another character's Perception + INT to be successful (Note, this campaign combines Shadowing with Stealth as one skill).

STRATEGY [INT]:  A warrior with a gift for strategy understands how to most effectively use his armies to defeat his enemy.  When a strategist leads a domain's war effort and is empowered to issue orders, he may gain a strategic advantage by succeeding a skill check vs. the opponents skill or INT check.  A strategic advantage allows a character to ignore the rules that determine which side moves armies first.  Instead, he can choose whether to move his armies first or second.  All other rules for movement apply.

STREETWISE [PRE]: Use of this skill aids a character in navigating the "seedier side" of life, which includes dealing with the "black market," getting information, and finding places to hide from the authorities.

STRENGTH FEATS [STR]: Some characters are particular skilled and well-trained to apply their natural strength to bracing, lifting, and carrying. A Player may add any points they have in Strength Feats to their natural STR in almost any Strength-related task (which would include any arm-wrestling contests but not Grabs or other combat situations).

SWORDS [REF]: The skill used to wield the saber, short sword, broadsword, longsword, bastard sword, Elvish Longsword, Rrka (Brinchie Sword), and Lo-sska (Brinchie Dagger) in melee combat. It is added to REF for an AV.

TACTICS [INT]: This skill relates a character's knowledge of warfare and combat in terms of units and how they move, as well as what people are likely to do in conflict situations. In any situation where a character can plan before a given conflict, the GM may allow them to roll against a Difficulty rating (typically vs 18, although terrain and conditions should modify this). Every point of success over the target number should be treated as an Initiative bonus for all friendly forces the Tactician can influence for the first round of combat only. Alternately, if both sides have a character actively using Tactics, this should be done as a skill vs skill contest, with the winner gaining the Initiative bonus. On any round where the character does nothing but evaluate an existing battle, he may make a Tactics roll for the above-named bonus for the next round. Only he and everyone he can directly influence (through shouted commands or Telepathy, for example) may gain the Initiative bonus on the next round.

Note: For added realism, and to better represent the ability, the GM is encouraged to require that anyone wanting the INIT bonus must let the Tactician actually move their character (if miniatures are being used), though they would still determine all other actions.

TEACHING [PRE]: This Everyman skill reflects a character's ability to teach what they know to others, a necessary skill in a society where "word of mouth" is how most anything is learned. A character can teach almost anything they are skilled in; the nature of the skill and the student's capacity to learn it will figure into the GM's decision as to how hard it is to teach and how long it will take.

THAUMATURGY [INT]:  This is the knowledge of how magic works and how to control it.  This skill is used to cast spells straight from books, or create new spells.  Most good mages have this skill, as most enjoy making spells more than they do learning them.

THROWING [REF]: Like Clubs, this skill has no non-proficiency penalties - anyone can pick something up and toss it. Although not completely realistic, this skill includes pretty much anything for throwing purposes (such as knives, daggers, spears, hand axes, and even mugs and rocks). This is added to REF for an AV to hit a target. It can also be used in a Skill Roll contest with other characters in any Throwing Contest.

VENTRILOQUIST [TECH]: Using whichever Characteristic (INT or TECH) is higher, a character can develop the ability to "throw their voice." This can be used to no end of mischief, and is typically used against someone's Perception + INT.

WAGON DRIVING [REF]: Harder than it looks, there is a whole set of skills involved in driving a wagon effectively. Someone without the skill will be hard pressed to get from Point A to Point B, and a high skill rating is imperative when being chased by mounted warriors.

WHIPS [REF]: The skill used to wield the whip and slaver's whip in melee combat. It is added to REF for an AV.

WILDERNESS LORE [INT]: Though complimentary to both Ranger Skills and Druidic Lore, this skill reflects a character's scholarly knowledge of the Great Outdoors. This includes knowing what kinds of food and plants to expect in a region, what animals there are, when their mating season will start, whether or not a tree looks sick, etc...


Combat

Martial Arts - A Campaign Plug-In

Although many Game Masters may not wish to deal with the added complexities that Martial Arts can create in game play, they do add a certain level of "spice" that many Players enjoy.

The following are the Martial Arts that can be purchased (with Option Points) for characters. Each listing is a "package," and the cost (listed in < >) purchases all of the abilities described in the package. The GM must approve all Martial Arts purchases.

FENCING <10>
A very artistic and formalized form of swordplay that is popular in Brechtur. Unlike most martial arts, this one requires the use of Weapons (Small Blades) and cannot be used in Hand to Hand (non-Melee) combat.

MASTER MELEE <10>
Another weapons-based set of forms, although much more "direct" and "brutal" than the graceful Fencing of the Camoners. In truth, there are literally dozens of variants on this set of maneuvers, but the end result is much the same in each case (this art is very much like "The Forms" of Robert Jordan's Wheel of Time series and is inspired by a style created by Aaron Allston for Hero System). Like Fencing, this form requires the use of Weapons (choose one group: Axes, Clubs, Flails, Great Axes, Great Clubs, Great Hammers/Maces, Great Swords, Hammers/Maces, Pole Arms, Spears, or Swords) and cannot be used in Hand to Hand (non-Melee) combat.

Note - If the GM allows it, the Player may purchase additional weapon groups for Master Melee at the cost of one group per 2 points.

BRAWLING <16>
This "martial art" represents less a structured set of forms than it does either years of pub-crawling experience or a natural gift for pummeling people (and not getting too pummeled in return).

Combat

Basic Combat Maneuvers

Maneuvers listed in Italics are considered OPTIONAL and should only be used by experienced Game Masters or where the effect of the maneuver won't be considered unbalancing. Note - No maneuver may cause an attack to do more than double its normal damage. Any weapon pushed to this limit must have a 3d6 roll made (-1 for every 6 rolled on the damage roll), target 12. If the target is met, the weapon remains unbroken.

Range Modifiers

 
CATEGORY THROWN BOW/SPELL PENALTY
Melee  0-2m  0-2m  -0 
Very Close  3-6m  3-6m  -1 
Close  7-10m  7-10m  -2 
Medium  11-20m  11-50m  -4 
Long  21-50m  51-100m  -6 
Extreme  51+m  101+m  -8 



 
 

Mass Combat for Fantasy Fuzion & Birthright

In examining the mass combat systems from the Fantasy Hero Companion, I became inspired to do a like implementation for Fantasy Fuzion. After all, in the Birthright setting where heros could be kings and queens, there was often call for them to lead forth armies to defend their lands and strike down their enemies. Until now, those of us wanting to us Fuzion were limited to using the War Card system presented in the AD&D Birthright setting. Now I bring you a Total Fuzion Mass Combat System!

Like the Fantasy Hero Mass Combat System, this system is scalable, giving generals flexibility in army composition and new unit construction. I have included numerous translations of the Birthright War Card units, but you may wish to follow the system I developed to create your own or expand the current listings.

This system should be used with miniatures and a hex map. You can use any terrain. Stacking of units is not allowed, except in the case of characters which may join any large unit.
 

Unit Composition.
First, I felt it important to determine exactly what made up fantasy battle units. The Birthright system indicates about 200 individuals. However, if one looks up the costs for monthly pay, housing, training and arms costs, the numbers are way off!! Instead, I used a simple rule of thumb. This brought the numbers down to a manageable level, and made the listed costs per unit more realistic. Here's the formula:

Total Body per Unit = 100 * War Card Hits

Total # of Persons = Total Body per Unit / Body per person

Thus, if a unit of infantry had 2 War Card Hits, then the Total Body would be 200. If you had decided that the infantry was filled with reasonably average people, (Say 3 BODY), then the Total # of Persons in the unit would be 67. This number seems to me to be far more in line with a medivel or fantasy unit. And since the system is scalable, you can build "massed infantry" units of hundreds of individuals by recruiting them at the per unit cost, and simply re-arraging them into "combat units". Massed together, they'd pack a bigger punch and could take more damage.

If you are creating units from scratch, keep in mind that a War Card Hit (using this system) is equivalent to 100 BODY of people or, thinking of it another way, 5 * 100 BODY = 500 HITS per War Card HIT.
 

Scaling.
Next, it's important to understand scaling. Rather than roll dozens of dice and figure damage for units with combined totals of thousands of HITS (Fuzion HITS, not War Card Hits), it's far simpler and faster to scale the battles. Obviously you'll lose some detail doing this, but you'll keep far more detail than you would using the old War Card system.

First divide up the units such that the scale of the battle remains somewhat uniform for all units. Note that if you use my War Card conversions, this is already done for you.
 
# Troops
Damage & HITS Modifier
Time & Distance
1 Round is
1 Hex is
1
2
3
4
6
8
12
16
24
32
48
64
96
125
187
250
375
500
750
1000 
0
+5
+8
+10
+13
+15
+18
+20
+23
+25
+28
+30
+33
+35
+38
+40
+43
+45
+48
+50 
x1
x1
x1
x4
x4
x4
x4
x8
x8
x8
x8
x16
x16
x16
x16
x32
x32
x32
x32
x64 
12sec
12sec
12sec
48sec
48sec
48sec
48sec
1.5min
1.5min
1.5min
1.5min
3min
3min
3min
3min
6min
6min
6min
6min
12min 
2m
2m
2m
8m
8m
8m
8m
16m
16m
16m
16m
32m
32m
32m
32m
64m
64m
64m
64m
125m 
Using the example from before, we have determined that each individual in our Infantry unit had pretty average stats, except that they were reasonably well trained. Thus using Instant Fuzion, we might have 3 MENTAL, 3 COMBAT, 3 PHYSICAL, and 4 MOVE.

Note that Instant Fuzion is simply a way to quickly note characters. I.e. instead of figuring out Intelligence, Willpower and Presense we lump them together and give the average value under MENTAL. Likewise, Technique, Reflex and Dexterity are grouped as COMBAT. Constitution, Strength, and Body are PHYSICAL. Move is, well MOVE!

They have a 3 PHYSICAL giving us 15 HITS a piece. We arm them with swords. These will do 3d6 if the Strength minimum of 4 is met. Our infantry isn't too muscular, though, so since we are one point under the minimum we lose one die of effect for a total of 2d6. Our calculations above have already determined for us the number of individuals in the group to by 67. Using the chart, we see the Damage and HITS modifier is +30. Thus our new unit has 45 HITS and does 2d6 + 30 HITS to opponents. Our well-trained infantry has a fighting skill of 4 (this counts for both melee, melee evade, and ranged evade since we are just summarizing the abilities for the average soldier in the unit). Looking at our equipment section on swords tells us that there is a +1 AV modifier. Thus the total AV for the unit is 3 (COMBAT stat) + 4 (skill) +1 (sword) = 8. 

Next we figure the average person's armor or Defense. I like to have them wear decent armor, but I don't want to slow them down with Armor Penalties so I'll equip them with Partial Scale Armor. This'll give them 10 points of Partial Armor and only a Penalty of -1. Mostly this affects their MOVE and EVADE so I'll have to remember to write them up with a Move of 3, and subtract one from their EVADE.

Each unit has a Cohesive Battle Rating (CBR) based on their fighting ability or strength of will. Essentially, this determines how easily a unit will break up when it gets hit in battle. It's a combination of morale and training. For instance a bunch of levies are ill trained, and liable to break up and run when a determined attacker such as knights smash into their midst. Also, one might note that although undead might not worry about such things as morale, they can still be scattered by an attack unless they are well trained or strongly controlled. Consult the table and formula below and use the lower of the two numbers for the CBR rating. When the unit takes half or greater its modified HITS after armor in a single attack, a CBR check is called for.
 
Combat Skill
Roll (3d6)
1
2
3
4
5
6
7
8+ 
14+
13+
12+
11+
10+
9+
8+
7+ 
WILL + Concentration + 3d6 vs. DV 18 
Continuing our example, we have two options here. Using the straight combat skill give us a CBR roll of 11+ on 3d6. (Note that if you wish to use the d10 method for morale, just subtract 5 from the Roll number). Using the formula, I know the Infantry have a 3 WILL (based on its 3 MENTAL Instant stat). I also know that usually the Concentration skill is an everyman skill with a value of 2 in it. These guys ain't no veterans, so I'll leave the Concentration skill at 2. This gives us a 3 WILL plus 2 Concentration for a total of 5 plus 3d6 vs. a difficulty value of 18. Hmmm... this means I'd have to roll a 13+ on 3d6 to keep them from cracking up under pressure. The 11+ roll based on their skill sounds a lot better to me, so I'll stick with a straight CBR roll of 11+, thus relying on that fine training I'm paying for.

After doing all this work, we can finally bring it all together in a neat little package of information about this unit.
 
Anuirean Infantry (67 Individuals) 
           
Move:
3 Hexes 
Melee:
Scaled Damage:
2d6 + 30 
Defense:
10 
Evade:
Scaled Hits:
45 
CBR:
11+ (on 3d6)     
War Card Hits:
           
Instant Stats: 3 MENTAL, 3 COMBAT, 3 PHYSICAL, 4 MOVE

* Note: In the Birthright setting, you should use the Base Move of the original units to determine the how many provinces the unit may move per week, where the average province is around 30-40 miles across. As a rule of thumb when designing new units Infantry & Levies move 1; Knights, Goblin Cavalry & Archers move 2; Scouts & Medium Cavalry move 3; Elven Cavalry moves 4. This movement is modified by terrain.
 

Battle Rules
I've attempted to keep the rules about as straightforward as the original rules. However, the original Ward Card system did not use math or dice to determine the outcome. It also lost any facing restrictions, scalability, and limited the battles to a 3 x 5 box map. Here, I've reduced nearly all the math to simple addition and subtraction and allowed for as large a battlefield as you like.

Setting up the battle area is mostly up to the GM, although a little consulting with the players is probably in order. Size of the battle area can vary, but 3 x the fastest unit's MOVE in hexes at it's widest point is a decent rule of thumb. In cases where one army is not encircled by the other, each side should determine which side of the map is their Reserve Area. The attacker and defender should take turns placing units on the battle area or the reserve, with the attacker placing first. I'd recommend not allowing placing units farther than around 5 hexes from the edge of the battlefield. Also, units may be freely moved into or out of the reserve area during the Movement phase, although a unit may not be both moved into the reserve and moved out of the reserve in the same Round. Additionally, no units may move into an enemy reserve area! The reserve area should be considered out-of-combat and units here are in Non-Combat status and movement. Obviously, if one or the other of the armies is encircled, then that army will have no reserve area, no place to withdraw to. Obviously, its best to use miniatures which at least vaguely resemble the individuals of the unit it is to represent. Good sized hexes on the hex map are also recommended so you can more easily accomodate very large or mounted miniature more easily. All of these set up guidelines are only suggestions, however, and a battlefield can look like anything you like.
 
Order of Battle
A) Movement.
     
  1. Attacker Moves 
  2. Defender Moves 
B) Attack. All magical attacks occur simultaneously on their action, all missile attacks on their action, all charge attack on their action, and all melee attacks on their action. Thus, all Charges are resolved at the same time but before melee attacks.
  1. Magical Attacks and Presence Attacks (large monsters & terrifying creatures may cause Fear if they wish. Units which are Afraid may not attack in any way.) 
  2. Ranged Attacks for units that have not yet moved. 
  3. Charge Attacks 
  4. Melee Attacks 
  5. Ranged Attacks for units that did move earlier in this Round. Exception: Crossbow units may not both move and attack. 
C) Cohesive Battle Readiness Checks
  1. Remove units which have taken move than their War Card Hits. 
  2. Units in combat (in a hex adjacent to an enemy) may voluntarily fall back one hex without changing facing. 
  3. Units which have succomed to Fear and Routed (the Presence attack is 30>=Resistance) must turn 180 degrees and run 1.5 x MOVE the opposite direction. DV falls to 0. They will proceed off the battlefield at this pace and DV until Rallied by a leader or Orator. 
  4. Surrender or Withdraw. 
Movement

The GM determines the relative distance and position of the units. The GM must also determine which army is the aggressor. Even if an army is on it's home ground, if it is launching an attack against another army, then for the purposes of this particular battle, it is the attacker. That army must move all its units first, before the defender moves any of his. This represents a home ground advantage or defensive stance on the part of the defender.

A unit may move its MOVE in hexes per round. To change facing, it costs one MOVE per hex side. Thus, for a unit to turn and face the opposite direction, it costs 3 MOVEs. A unit may not move into an opponents Reserve.

Attack
A unit may make only make one damaging attack of any kind per round. Individual characters attached to a unit may make a separate Magic or Fear attack as well. 

Magic and Fear
First magic and Presense (Fear) attacks are resolved. This is all done simultaneously so if one wizard would have been annihilated by a rival's magical attack, he still gets his spell off this round before he dies. Wizards and Priests may cast their spells in any direction, not just the direction the unit is facing.

A terrible monster such as a dragon may decide to try to scare off its opponents rather than fight them. This kind of Fear or Presence attack still counts as a 0-Phase action, however, so any Ranged, Charge or Melee attack it was planning to make can still be done. Roll Presence as normal, but it must act against the unit's Resistance. Use this formula:

 

Unit Resistance = MENTAL x 3 + (Damage & Hits Modifier / 2)

Ranged Attack
If the unit has not moved, it may make a missile attack now. The damage will be resolved before any charge or melee attacks, so if the unit is being charged, now is a good time to try to hit that unit before it does damage! Use the usual Fuzion rules for attacking and hitting, i.e. use 3d6 + attacking unit's Attack Value (AV) vs. 10 + the defending unit's Defense Value (DV).

Special Area Effect Rule for Ranged Attacks. Ranged attacks of units of 16 or more individuals are not resolved against the DV of the unit. Usually, a unit this size is trying to put as many missiles as they can into the target area (and in these larger-scale combats, they have enough time per Round to really pepper an area, too!) Therefore, use the Targeting Against Range chart to find the Difficulty Value. For convenience, it is reprinted here.
 
Range
Melee
Close
Medium
Long
Extreme
Meters
4m<
10m<
50m<
51>*
>Listed Range
to Hit
4
8
12
16
16 (+2)**
           
* Up to Listed Range of Weapon
** +2 for every 50 m past listed range

Note that unless you have scaled the battle up or down, the default meters/hex using the standard units outlined in the Appendix is 32 meters. This means that the Difficulty Value will be at least a 12.

A unit making ranged attacks can attack enemy units within a 60 degree arc of its facing. It may not make ranged attacks against units which engaged it in a Charge or Melee attack the previous round and are still in an adjacent hex and are still facing it.

Charge Attack
All charges are resolved simultaneously. Only units with a Charge rating may make this kind of attack. It is resolved before melee, so it is possible to destroy an entire unit before it has a chance to react! Generally, units equipped with Lances of some sort have a Charge rating. Also, a few especially virulent units of Berserker may have a Charge rating. The unit must be in a hex adjacent to its target and facing it to complete the attack. A minimum of one hex must be between the charging unit and the defending unit at the start of the Movement phase in order to Charge.

Melee Attack
Again, all Melee attacks are resolved simultaneously. Use the Fuzion method of AV + 3d6 vs. DV + 10 to determine whether a hit may have been made. A unit may only attack units which it is facing!

Ranged Attack for Units which Moved
Units which moved but have not already attacked may attack now. Crossbow units may not attack if they already moved. Use the same rules as in Ranged Attack above.

Special note on Attacked Units: When an enemy unit moves into a hex adjacent to an enemy and is facing its target, the target unit may not move except to change facing. Such units are "locked into combat" until one unit or the other is forced to Fall Back or voluntarily falls back in phase C) CBR checks.

Damage
Determine damage by figuring the Scaled Damage. Subtract the Defense of the unit and compare the remaining hits to the Scaled Hits of the unit. If Hits done by the attack is greater than half the Scaled Hits of the unit, the unit must make a Cohesive Battle Readiness(CBR) check. If the check is failed, the unit takes one War Card Hit and must roll another CBR check! Each CBR check that is failed removes one hit from the unit. When the hits taken exceeds the War Card Hits for the unit, the unit is destroyed. You must continue rolling for the CBR check until the unit succeeds the check or suffers enough War Card Hits to eliminate it. Each War Card Hit the unit has sustained reduces the unit's AV and DV by 2. See the following charts for details.
 
Damage Taken Is
CBR Roll + Modification
>= x1/2 Scaled Hits CBR Roll
>= x1/2 Scaled Hits +5 CBR Roll -1
>= x1/2 Scaled Hits +10 CBR Roll -2
>= x1/2 Scaled Hits +15 CBR Roll -3
>= x1/2 Scaled Hits +20 CBR Roll -4
>= x1/2 Scaled Hits +25 CBR Roll -5
etc. etc.
Results:
     
  • 1 War Card Hit per failed CBR Roll.  
  • -2 AV and DV per War Card Hit. 
  • Fall back one space per failed CBR Roll. Unit keeps facing, but must move backwards. 
  • If the unit falling back collides into a friendly unit, that unit is displaced one space in the same direction and must make an unmodified CBR roll. If it, too, collides into another friendly unit, the chain reaction continues! 
  • If the unit falling back collides into an enemy unit, the unit falling back is destroyed immediately. 

Rally by Leader or Orator
If a unit is fleeing the battlefield, it may still be possible for a leader or great orator to rally the terrified troops. A leader with the panicked troops, or having met up with them, may make a Leadership check vs. a DV of 18. Success means the troops have taken heart and are willing to re-enter the fray! Likewise, a skilled Orator such as a Bard can also rally troops with a successful Interaction or Artisan Skill: Oration vs. DV 18.

Surrender or Withdraw
At the end of a Round, and general may call for a withdrawal. If he does so, he sacrifices any and all units left on the battlefield. He may withdraw only the units in his Reserve. A general is forced to withdraw if all of his units have been placed into the Reserve at the end of the round. In addition, for every unit of cavalry in a victor's army one unit is destroyed in the retreating army (retreating general's choice) minus one for every cavalry unit the retreating army has.

A general may attempt to surrender at any time. The terms of surrender are entirely negotiable and should be roleplayed. Additionally, a surrender need not be accepted by ignoble foes!


Special Rules

Tactics
A character leading a unit with the Tactics skill can improve the units AV, DV or CBR with a successful check vs. a DV of 18. If the check is successful (INT + Tactics skill + 3d6 vs. 18) the character can add a +1 to AV, DV or CBR for one Round. For every 2 points the character makes this check by, an additional +1 may be applied to the same values.

Inspiration
A character with Leadership or Artisan Skill: Oration can improve the CBR of the unit for one Round. The CBR roll can be improved by +1 for every two points the character exceeds the DV of 18.

The character may also attempt to inspire the troops with an impressive deed as well. For instance, by singling out an opponent and successfully striking him, the Leader may gain a bonus to add to his unit's AV. If in a single blow the character reduces his enemy's HITS by half, that's a +1. If it's by 3/4, that's a +2. Killing the enemy outright should earn a +3 to the character's unit's AV. Other heroic actions can earn similar bonuses--this is limited only by the players' or the GM's imagination.

Criticals

Characters vs. Units
A character or exceptional being may engage an entire unit, but remember that is will not have the Damage and Hits modifier. Thus it will have to do a lot of damage to force a CBR roll. It may also take a lot of damage!

Magic
Generally, only area affect magical attacks are going to have an effect on the battlefield. As a rule of thumb, for each multiply the HITS done in the attack x2 for an area affect attack, x1.5 for an explosive area affect. If you can actually afford to field an entire unit of spellcasters, then use the multiplier and then add the Damage modifier. Keep an eye on the Magic pages of this web site for ready-made Battle Spells (these are the really big babies that utilize multiple spell casters and/or assistants) that are scaled to the units described in the Appendix.


COMBAT EQUIPMENT

Weapons List

 
Weapon AV DAM MIN INIT Notes
Axes, Hammers, Maces
Great Axe  -1  -1  2H, APM 
Battle Axe  -1  -1  APM 
Dwarven Axe -0  1.5H, APM 
Wood Axe  -2  -2  2H, APM 
Hand Axe  -1  -0  TH, Rx5, APM 
Maul  -2  2H, +1 ST 
War Hammer  -1  1.5H, +1 ST 
Sledgehammer  -2  -2  2H, +1 ST 
Hammer  -1  TH, Rx5, +1 ST 
Great Mace  -1  2H, +1 ST 
Mace  +1 ST 
Morning Star  -1  1.5H, +1 ST 
Blades
Great Sword  +1  -0  2H, M 
Claymore  +1  -0  2H, M 
Bastard Sword  +1  -0  1.5H 
Broadsword/Longsword  +1  -0   
Saber/Short Sword  +1  -0   
Cutlass  +1  -0   
Rapier  +1  -0  APM, BA 
Dagger/Dirk/Stilletto  +1  -0  BA, TH, Rx5 (Stilletto AP) 
Knife  1/2  -0  BA, TH, Rx5 
Elvish Longsword +1  -0  AP, BA 
Main-gauche +1  -0  BA, +1DV 
Clubs
Giant Club  (8)  -0  2H, L 
Ogre Club  (6)  -0  2H, M 
War Club  +1  (4)  -0  1.5H 
Club  (3)  -0   
Stick  -1  (2)  -0   
Big Stick  -1  (3)  -0   
Mug/Chair Leg  -2  (2)  -0   
Tough Mug/Heavy Chair Leg  -2  (3)  -0   
Sap  -3  (3)  -0   
Pole Arms/Extended Weapons
Halberd  -1  2H, M 
Pole Arm  -2  2H, L 
Scythe  -2  -2  2H, M 
Long Spear  -1  2H, L, BA 
Spear  -1  1.5H, M, TH, Rx5, BA 
Javelin  -0  M, TH, Rx10 
Harpoon  -1  -2  2H, M, TH, Rx5 
Pitch Fork  -2  -1  2H 
Flails
Great Flail  -1  2H, FL, +1 ST 
Flail  -1  FL, +1 ST 
Uncommon
Quarterstaff  +1  (4)  -0  2H, M 
Ironwood Staff +1  (5)  -0  2H, M 
Whip  -1  -0  FL, GR, BA 
Slaver's Whip  -1  -0  FL, GR, BA 
Knight's Lance  0/-2*  -0/-2*  2H, CH, L 
Cavalry Lance  0/-2*  -0/-2*  2H, CH, L 
Darts  -1  TH, R x5 
* - The first value applies while the wielder is Mounted. The second applies when they are Dismounted



 

Ranged Weapon AV DAM STR INIT Notes
Short Bow  -0  2H, 1/2 RL, Rx20, -1DV 
Bow  -0  2H, 1/2 RL, Rx30, -1DV 
Long Bow  -1  2H, 1/2 RL, Rx40, -2DV 
Light Crossbow  +1  -0  2H, 1RL, 150 m/y range, AP 
Heavy Crossbow  +2  -0  2H, 2RL, 200 m/y range, AP 
Sling  -0  2H, 1/2 RL, Rx20, +1 ST, -1DV 
Staff Sling/Slingshot  -0  2H, 1/2 RL, Rx30, +1 ST, -3DV 
Siege Weapons
Arbalest  +2  -0  2H, 2 RL, 200 m/y range 
Ballista (bolt)  +3  --  -0  Takes 1 man three phases to load. 450 m/y range 
Ballista (stone)  +1  --  -0  Takes 1 man three phases to load. 300 m/y range 
Heavy Ballista (stones)  +4  --  -0  Takes 2 men 2 turns to load. 450 m/y range 
Catapult  10  --  -0  Takes 4 men five turns to load. 450 m/y range 
Trebuchets  11  --  -0  Takes 4 men five turns to load. 450 m/y range 
Heavy Trebuchets  12  --  -0  Takes 8 men five minutes to load. 600 m/y range 
Notes:

1/2 RL = Indicates that the wielder must spend part of the combat round preparing to use this weapon; this preparation precludes any movement or other "free" actions.

1 RL = Indicates that the wielder must spend an entire combat round preparing to use this weapon; they cannot attack until the following combat round.

2 RL = Indicates the wielder must spend two entire combat rounds preparing to use this weapon.

1.5H = "Hand-and-a-half" weapon; the wielder has the option of using one or both hands when using this weapon. If they choose to use both hands, the effective MIN goes down by 1 (which normally means they will do +1D6 of damage; see MIN below).

2H = 2-Handed Weapon; except in extreme cases (the GM's discretion), the weapon requires both hands to wield.

+1 ST: This weapon does increased Stun damage; add +1 Stun to the total Stun delivered for every die of damage rolled. If this is part of a Killing Damage attack, the extra Stun is applied against the KD (not the SD) of the target as part of the total accompanying Stun-to-Hits. For example; a 5d6 War Hammer attack does 18 Hits of damage, but it is treated as having done (18+5) 23 Stun, which is applied to the same DEF as the 18 Hits.

-xDV: This weapon incurs a DV penalty when it is used, but not when it is simply carried (normally because of how it restricts the user's movement and agility when used).

AP = Armor Piercing; this weapon is inherently able to apply its damage to only 1/2 of the defender's applicable defenses.

APM = Armor Piercing Maneuver; the wielder may, if they choose, perform the maneuver listed in the Combat Maneuvers section with this weapon.

AV = Attack Value modifier; this modifier (+ or -) is applied in all Attack rolls (it is also used in Blocking).

BA = The wielder may perform the Bypass Armor maneuver at 1/2 penalty (- 1/2 COV, -1 DV).

CH = This weapon can be used to Charge; normally used while mounted (+1d6 if the mount Moves, +2d6 if the mount Runs; all damage is considered AP).

DAM = This indicates the dice of Damage. Damage in () is Stunning Damage; otherwise, the attack is figured as Killing Damage.

FL: Flail Maneuver; the wielder may, if they choose, perform the maneuver listed in the Combat Maneuvers section with this weapon.

GR: Grab Maneuver; the wielder may, if they choose, perform a normal Grab attack with this weapon (apply normal modifiers).

INIT = The penalty (if any) to Initiative while using this weapon.

L = Long Weapon; The wielder gains +2 DV vs all Melee and Hand-to-Hand opponents.

M = Medium Weapon; The wielder gains a +1 DV vs all Melee and Hand-to-Hand opponents.

MIN = This is the Minimum STR needed to wield this weapon. For every STR under, suffer a -1 to DAM dice, AV, and INIT. For every STR over, add +1d6 DAM (up to 2x DAM).

Rx5: The effective range for this weapon is the STR of the wielder x5 y/m.

Rx10: The effective range for this weapon is the STR of the wielder x10 y/m.

Rx20: The effective range for this weapon is the STR of the wielder x20 y/m.

Rx30: The effective range for this weapon is the STR of the wielder x30 y/m.

Rx40: The effective range for this weapon is the STR of the wielder x40 y/m.

STR = Minimum STR to use a given Ranged Weapon; note that there are no bonuses gained from having a higher STR than this minimum (unlike there are with Melee weapons; see MIN above).

TH = This weapon can be thrown, doing the appropriate damage (STR bonuses included) at the range indicated.

Armor, Helmets, and Shields

Type COV KD MIN PEN
Heavy Clothes, Soft Leather  -5 
Partial Leather, Partial Padded Armor  -3 
Full Leather, Full Padded Armor  -5 
Part. Studded, Partial Boiled Leather  -3 
Full Studded, Full Boiled Leather  -5 
Partial Ring, Partial Brigandine  -3 
Full Ring, Full Brigandine  -5  -1 
Partial Scale, Partial Splinted  -3  10  -1 
Full Scale, Full Splinted  -5  10  -1 
Part. Chain, Partial Banded  -3  12  -1 
Full Chain, Full Banded  -5  12  -2 
Improved Chain, Rjurik or Khinasi  -5  13  -2 
Part Plate+Chain,  -3  14  -2 
Full Plate+Chain  -5  14  -2 
Part. Plate Mail  -3  16  -2 
Full Plate Mail  -5  16  -3 
Plate Armor  -5  18  -4 
Elven Chain (Part) -3  13 
Elven Chain (Full) -5  13  -1 
Dwarven Plate (Part) -3  17  -2 
Dwarven Plate (Full) -5  17  -2 

COV: This is the AV penalty that is applied whenever an attacker attempts the Bypass Armor Maneuver (see 5.1 - Basic Combat Maneuvers).

KD: The defense of the armor - the amount of damage taken off of an attack. Use this value against Killing attacks. Use either this number or the Stun Defense of the wearer (whichever is higher) against Stunning attacks.

MIN: This is the minimum STR required to wear the armor without additional penalties. Each point of STR under this increases the PEN by 1. Each point over decreases the Defense Value and Initiative part of the PEN by 1.

PEN: This is the overall Penalty of the armor, indicating the bulkiness and difficulty to certain tasks that this Armor presents. This includes (but is not restricted to) Stealth, Acrobatics, Athletics, Climbing, Bow Use, Defense Values (DVs) and most other COMBAT Characteristic related skill uses (although Melee and Hand to Hand AVs won't be affected). The PEN is also used as an INIT modifier in combat. Again, for every STR point of the wearer over the MIN, the DV and INIT penalties are offset by 1 (although the other applications of the PEN still apply).

HELMS -

Partial Helms (-1 COV, -1 Perception Rolls)
Full Helms (-2 COV, -3 Perception, -1 REC)

Helmets restrict Perception, hearing and sight, and are "stuffy," reducing REC. However, they add to the total COV value of the armor they are worn with. It assumed that the helmet is the same KD as the armor it is worn with.

SHIELDS -
 
Type DV+ STR Min
Small  +1 
Medium  +2 
Large  +3 
Parrying Dagger  +1 
Buckler  +1 

The DV+ can also be used a bonus in Blocking; Every Point of STR below Min, lose one DV+



Combat Appendix:
War Card Conversions

At this point, I have completed conversions on all the Rjurik units, as they have greatest relevance to my current campaign. Keep an eye on this section for additional types of units. For those unfamiliar with the Birthright setting, the Rjurik are a Viking/Celtic culture with middle ages technology and the units below reflect this.

Unit notes:

RJURIK UNITS
Rjurik Irregulars (67 Individuals)
Bow:
5 (R=90 m)
Scaled Damage:
4d6 + 30
Move:
4 Hexes
Short Sword:
6
Scaled Damage:
2d6 + 30
Defense:
6 (Full)
Evade:
5
Scaled Hits:
45/23
CBR:
12+ (on 3d6)
Resistance:
24
War Card Hits:
2
Instant Stats: 3 MENTAL, 3 COMBAT, 3 PHYSICAL, 4 MOVE
Rjurik Infantry (75 Individuals)
Move:
3 Hexes
Sword:
8
Scaled Damage:
3d6 + 30
Defense:
12 (Partial)
Evade:
6 (8 w/Shield)
Scaled Hits:
50/25
CBR:
11+ (on 3d6)
Resistance:
24
War Card Hits:
3
+2 Melee vs. Pikes & Irregulars.
Instant Stats: 3 MENTAL, 3 COMBAT, 4 PHYSICAL, 4 MOVE
Rjurik Scouts (50 Individuals)
Bow:
6 (R=160 m)
Scaled Damage:
4d6 + 28
Move:
5 Hexes
Sword:
5
Scaled Damage:
3d6 + 28
Defense:
6 (Full)
Evade:
5
Scaled Hits:
48/24
CBR:
12+ (on 3d6)
Resistance:
23
War Card Hits:
2
Ignore terrain penalties for movement.
Instant Stats: 3 MENTAL, 3 COMBAT, 4 PHYSICAL, 5 MOVE
Rjurik Housecarls (75 Individuals)
Move:
2 Hexes
Great Axes:
8
Scaled Damage:
5d6 + 30
Defense:
13 (Full)
Evade:
7
Scaled Hits:
50/25
CBR:
9+ (on 3d6)
Resistance:
24
War Card Hits:
3
+2 Melee vs. Pikes & Irregulars.
Instant Stats: 3 MENTAL, 4 COMBAT, 4 PHYSICAL, 4 MOVE
Rjurik Archers (50 Individuals)
Long Bow:
6 (R=160 m)
Scaled Damage:
5d6 + 28
Move:
4 Hexes
Sword:
6
Scaled Damage:
3d6 + 28
Defense:
6 (Full)
Evade:
5
Scaled Hits:
48/24
CBR:
12+ (on 3d6)
Resistance:
23
War Card Hits:
2
+2 Long Bow vs. Large Targets.
Instant Stats: 3 MENTAL, 3 COMBAT, 4 PHYSICAL, 4 MOVE
Rjurik Cavalry (22 Individuals)
Charge:
7
Scaled Damage:
5d6 +20
Move:
7 Hexes
Sword:
8/5 Horse
Scaled Damage:
2d6 +20/4d6 +20
Defense:
12 (Partial)
Evade:
6 (8 w/Shield)
Scaled Hits:
55/28
CBR:
10+ (on 3d6)
Resistance:
19
War Card Hits:
2
Instant Stats: 3 MENTAL, 3 COMBAT, 3 PHYSICAL, 4 MOVE
Rjurik Mariners (75 Individuals)
Missile:
5 (R=80m)
Scaled Damage:
3d6 + 30
Move:
4 Hexes
Sword:
8
Scaled Damage:
3d6 + 30
Defense:
12 (Partial)
Evade:
6 (8 w/Shield)
Scaled Hits:
50/25
CBR:
11+ (on 3d6)
Resistance:
24
War Card Hits:
3
+2 Melee vs. Pikes & Irregulars.
Instant Stats: 3 MENTAL, 3 COMBAT, 4 PHYSICAL, 5 MOVE
Rjurik Tribesmen (75 Individuals)
Missile:
6 (R=80m) 
Scaled Damage:
4d6 + 30
Move:
3 Hexes
Melee:
9
Scaled Damage:
3d6 +30
Defense:
12 (Partial)
Evade:
8
Scaled Hits:
50/25
CBR:
9+ (on 3d6)
Resistance:
24
War Card Hits:
3
Instant Stats: 3 MENTAL, 4 COMBAT, 4 PHYSICAL, 4 MOVE
Rjurik BattleRagers (60 Individuals)
Move:
4 Hexes
Claymore:
12
Scaled Damage:
5d6 +28
Defense:
10 (Partial)
Evade:
4
Scaled Hits:
53/27
CBR:
8+ (on 3d6)
Resistance:
23
War Card Hits:
3
BattleRagers never fall back!
Instant Stats: 3 MENTAL, 4 COMBAT, 5 PHYSICAL, 4 MOVE
Rjurik ShapeShifters (67 Individuals)
Move:
4 Hexes
Melee:
11
Scaled Damage:
6d6 +30
Defense:
10 (Partial)
Evade:
8
Scaled Hits:
60/30
CBR:
8+ (on 3d6)
Resistance:
24
War Card Hits:
4
Ignore Terain penalties. +4 Evade vs. Mounted units.
Instant Stats: 3 MENTAL, 4 COMBAT, 6 PHYSICAL, 4 MOVE
Rjurik Druids (50 Individuals)
Missile:
5
Scaled Damage
3d6 +28
Move:
4 Hexes
Melee:
5
Scaled Damage:
3d6 +28
Defense:
10 (Partial)
Evade:
11
Scaled Hits:
48/24
CBR:
8+ (on 3d6)
Resistance:
23
War Card Hits:
2
Ignore Terain penalties. +2 Melee & Missile vs. humanoids & awnshegh lead units.
Instant Stats: 3 MENTAL, 3 COMBAT, 4 PHYSICAL, 4 MOVE
Halskapan Wolf Guard (75 Individuals)
Move:
2 Hexes
Great Axes:
8
Scaled Damage:
5d6 + 30
Defense:
13 (Full)
Evade:
7
Scaled Hits:
50/25
CBR:
9+ (on 3d6)
Resistance:
24
War Card Hits:
3
+2 Melee vs. Pikes & Irregulars.
Instant Stats: 3 MENTAL, 4 COMBAT, 4 PHYSICAL, 4 MOVE
Rjuvik Raiders (50 Individuals)
Short Bow:
4 (R=80 m)
Scaled Damage:
3d6 + 28
Move:
4 Hexes
Sword:
5
Scaled Damage:
3d6 + 28
Defense:
6 Full
Evade:
5
Scaled Hits:
48/24
CBR:
13+
Resistance:
24
War Card Hits:
2
+2 Melee vs. Pikes & Irregulars.
Instant Stats: 3 MENTAL, 3 COMBAT, 4 PHYSICAL, 4 MOVE
The Watch (75 Individuals)
Short Bow:
8 (R=80 m)
Scaled Damage:
3d6 + 30
Move:
6 Hexes
Sword:
8
Scaled Damage:
3d6 + 30
Defense:
6 Full
Evade:
8
Scaled Hits:
50/25
CBR:
11+
Resistance:
24
War Card Hits:
3
+2 Melee vs. Pikes & Irregulars.
Instant Stats: 3 MENTAL, 3 COMBAT, 4 PHYSICAL, 6 MOVE
Hogunmark Dragons (75 Individuals)
Move:
3 Hexes
Sword:
8
Scaled Damage:
3d6 + 30
Defense:
12 (Partial)
Evade:
6 (8 w/Shield)
Scaled Hits:
50/25
CBR:
11+ (on 3d6)
Resistance:
24
War Card Hits:
3
+2 Melee vs. Pikes & Irregulars.
Instant Stats: 3 MENTAL, 3 COMBAT, 4 PHYSICAL, 4 MOVE
Kvigmar Guardians (50 Individuals)
Move:
3 Hexes
Sword:
8
Scaled Damage:
3d6 + 28
Defense:
12 (Partial)
Evade:
6 (8 w/Shield)
Scaled Hits:
48/24
CBR:
11+ (on 3d6)
Resistance:
23
War Card Hits:
2
+2 Melee vs. Pikes & Irregulars.
Instant Stats: 3 MENTAL, 3 COMBAT, 4 PHYSICAL, 4 MOVE
Jankaping Black Arrows (30 Individuals)
Charge:
10
Scaled Damage:
6d6 + 23
Move:
7 Hexes
Sword:
8/5 Horse
Scaled Damage:
3d6 + 23/4d6 +23
Defense:
6 (Partial)
Evade:
6 (8 w/Shield)
Scaled Hits:
53/27
CBR:
8+ (on 3d6)
Resistance:
21
War Card Hits:
3
Instant Stats: 3 MENTAL, 3 COMBAT, 4 PHYSICAL, 4 MOVE
Khurin-Azur Infantry (50 Individuals)
Move:
2 Hexes
Melee:
7
Scaled Damage:
3d6 + 28
Defense:
12 (Full)
Evade:
5 (7 w/Shield)
Scaled Hits:
48/24
CBR:
10+ (on 3d6)
Resistance:
26
War Card Hits:
2
+2 Melee vs. Pikes & Irregulars. 
Instant Stats: 4 MENTAL, 3 COMBAT, 4 PHYSICAL, 4 MOVE
Kurin-Azur Crossbows (50 Individuals)
Crossbow:
10
Scaled Damage:
4d6 + 28*
Move:
2 Hexes
Battle Axe:
5
Scaled Damage:
4d6 + 28
Defense:
12 (Full)
Evade:
6 (8 w/Shield)
Scaled Hits:
48/24
CBR:
9+ (on 3d6)
Resistance:
26
War Card Hits:
2
*Crossbows do Armor Piercing Damage! (Divide Defense by 2)
Instant Stats: 4 MENTAL, 4 COMBAT, 4 PHYSICAL, 4 MOVE
Khurin-Azur Guards (60 Individuals)
Move:
2 Hexes
Dwarven Axe:
11
Scaled Damage:
6d6 + 28
Defense:
17 (Full Dw. Plate)
Evade:
10
Scaled Hits:
53/27
CBR:
7+ (on 3d6)
Resistance:
26
War Card Hits:
3
+2 Melee vs. Pikes & Irregulars. 
Instant Stats: 4 MENTAL, 4 COMBAT, 5 PHYSICAL, 4 MOVE
Khurin-Azur Miners (50 Individuals)
Move:
2 Hexes
Melee:
7
Scaled Damage:
3d6 + 28
Defense:
12 (Full)
Evade:
5 (7 w/Shield)
Scaled Hits:
48/24
CBR:
11+ (on 3d6)
Resistance:
26
War Card Hits:
2
May deploy in any hex on the field.
Instant Stats: 4 MENTAL, 3 COMBAT, 4 PHYSICAL, 4 MOVE
Lluabraight Swords (67 Individuals)
Javelin:
8
Scaled Damage:
3d6 + 30
Move:
4 Hexes
Sword:
9
Scaled Damage:
3d6 + 30
Defense:
10 (Partial)
Evade:
8 (10 w/Shield)
Scaled Hits:
45/23
CBR:
9+
Resistance:
36
War Card Hits:
2
+2 Melee vs. Pikes & Irregulars. Ignore all terrain penalties.
Instant Stats: 4 MENTAL, 4 COMBAT, 3 PHYSICAL, 5 MOVE
Lluabraight Archers(50 Individuals)
Long Bow:
8 (R=160m)
Scaled Damage:
5d6 + 28
Move:
4 Hexes
Sword:
7
Scaled Damage:
3d6 + 28
Defense:
10 (Partial)
Evade:
6
Scaled Hits:
48/24
CBR:
9+
Resistance:
35
War Card Hits:
2
+2 Long Bow vs. Large targets. Ignore all terrain penalties.
Instant Stats: 4 MENTAL, 4 COMBAT, 4 PHYSICAL, 5 MOVE
Lluabraight Guards(75 Individuals)
Short Bow:
6 (R=80m)
Scaled Damage:
3d6 + 30
Move:
4 Hexes
Sword:
12
Scaled Damage:
4d6 + 30*
Defense:
10 (Partial)
Evade:
10 (12 w/Shield)
Scaled Hits:
50/25
CBR:
8+
Resistance:
36
War Card Hits:
3
*Armor Piercing. Ignore all terrain penalties.
Instant Stats: 4 MENTAL, 4 COMBAT, 4 PHYSICAL, 5 MOVE
Lluabraight Gheallie Sidhe(30 Individuals)
Bow:
8 (R=120m)
Scaled Damage:
4d6 + 23
Move:
9 Hexes
Lance:
11
Scaled Damage:
5d6 + 23
Defense:
13 (Full)
Sword/Horse:
8/7
Scaled Damage:
4d6 + 23*/4d6 +23
CBR:
8+
Evade:
8 (10 w/Shield)
Scaled Hits:
73
Resistance:
33
War Card Hits:
3
*Armor Piercing. Ignore all terrain penalties.
Instant Stats: 4 MENTAL, 4 COMBAT, 4 PHYSICAL, 5 MOVE
Urga-Zai Infantry (100 Individuals)
Short Bow:
3 (R=40m)
Scaled Damage:
3d6 + 33
Move:
3 Hexes
Short Sword:
4
Scaled Damage:
1d6 + 33
Defense:
6 (Full)
Evade:
4 (6 w/Shield)
Scaled Hits:
43/22
CBR:
13+
Resistance:
23
War Card Hits:
2
+2 Melee vs. Pikes & Irregulars. 
Instant Stats: 2 MENTAL, 2 COMBAT, 2 PHYSICAL, 3 MOVE
Urga-Zai Archers (100 Individuals)
Short Bow:
4 (R=40m)
Scaled Damage:
3d6 + 33
Move:
3 Hexes
Short Sword:
3
Scaled Damage:
1d6 + 33
Defense:
6 (Full)
Evade:
4
Scaled Hits:
43/22
CBR:
13+
Resistance:
23
War Card Hits:
2
+2 Missile vs. Large targets.
Instant Stats: 2 MENTAL, 2 COMBAT, 2 PHYSICAL, 3 MOVE
Urga-Zai Cavalry (38 Individuals)
Short Bow:
4 (R=60m)
Scaled Damage:
3d6 + 25
Move:
7 Hexes
Charge:
8
Scaled Damage:
5d6 + 25
Defense:
10 Partial
Axe/Wolf:
4/5
Scaled Damage:
3d6 + 25/4d6 +25
CBR:
10+
Evade:
6 (7 w/Shield)
Scaled Hits:
65/33
Resistance:
22
War Card Hits:
3
Instant Stats: 3 MENTAL, 3 COMBAT, 3 PHYSICAL, 5 MOVE
Urga-Zai Elite (100 Individuals)
Short Bow:
6 (R=80m)
Scaled Damage:
3d6 + 33
Move:
2 Hexes
Sword:
8
Scaled Damage:
3d6 + 33
Defense:
10 Partial
Evade:
6 (8 w/Shield)
Scaled Hits:
53/27
CBR:
10+
Resistance:
23
War Card Hits:
4
Instant Stats: 2 MENTAL, 3 COMBAT, 4 PHYSICAL, 3 MOVE
Urga-Zai Ogres (67 Individuals)
Move:
3 Hexes
Great Axe:
7
Scaled Damage:
6d6 + 30
Defense:
6 Partial
Evade:
8
Scaled Hits:
60/30
CBR:
12+
Resistance:
23
War Card Hits:
4
Instant Stats: 3 MENTAL, 5 COMBAT, 6 PHYSICAL, 3 MOVE
Blood Skull Orogs (60 Individuals)
Move:
2 Hexes
Long Sword:
9
Scaled Damage:
4d6 + 28
Defense:
14 Partial
Evade:
7 (9 w/Shield)
Scaled Hits:
53/27
CBR:
10+
Resistance:
26
War Card Hits:
3
+2 Long Sword vs. Pikes & Irregulars.
Instant Stats: 4 MENTAL, 4 COMBAT, 5 PHYSICAL, 3 MOVE
Blood Skull Gnolls (50 Individuals)
Move:
4 Hexes
Axe:
6
Scaled Damage:
6d6 + 25
Defense:
8 Partial
Evade:
7 (9 w/Shield)
Scaled Hits:
55/28
CBR:
13+
Resistance:
25
War Card Hits:
3
Instant Stats: 4 MENTAL, 5 COMBAT, 6 PHYSICAL, 4 MOVE
Blood Skull Goblins (150 Individuals)
Short Bow:
3 (R=40m)
Scaled Damage:
3d6 + 35
Move:
3 Hexes
Dirk:
6
Scaled Damage:
1d6 + 35
Defense:
6 Partial
Evade:
6 (9 w/Shield)
Scaled Hits:
45/23
CBR:
12+
Resistance:
25
War Card Hits:
3
Instant Stats: 3 MENTAL, 2 COMBAT, 2 PHYSICAL, 3 MOVE
Scarlet Baron's Own (60 Individuals)
Move:
2 Hexes
Long Sword:
9
Scaled Damage:
4d6 + 28
Defense:
14 Partial
Evade:
7 (9 w/Shield)
Scaled Hits:
53/27
CBR:
10+
Resistance:
26
War Card Hits:
3
+2 Long Sword vs. Pikes & Irregulars.
Instant Stats: 4 MENTAL, 4 COMBAT, 5 PHYSICAL, 3 MOVE
Blood Skull Bats (300 Individuals)
Move:
6 Hexes
Melee:
4
Scaled Damage:
1d6 + 40
Defense:
4
Evade:
7
Scaled Hits:
45/23
CBR:
12+
Resistance:
23
War Card Hits:
3
Ignore all terrain.
Instant Stats: 1 MENTAL, 1 COMBAT, 1 PHYSICAL, 6 MOVE
Ghuralli's Guard (60 Individuals)
Missile:
6 (R=100 m)
Scaled Damage:
3d6 + 28
Move:
3 Hexes
Melee:
10
Scaled Damage:
4d6 + 28
Defense:
6 Full
Evade:
7 (9 w/Shield)
Scaled Hits:
53/27
CBR:
9+
Resistance:
26
War Card Hits:
3
+2 Melee vs. Pikes & Irregulars.
Instant Stats: 4 MENTAL, 4 COMBAT, 5 PHYSICAL, 3 MOVE


Birthright Blood Abilities



First Off, the Rules.

To have a bloodline, purchase the Bloodline Perk at desired level. Then roll the number of dice associated with that level (tainted 2d6+4, minor 5d6, major 8d6, great 11d6). This will give you your Blood Points. Next you determine your Bloodline Derivation by choice or a die roll, as per the chart in the Birthright RuleBook.

Blood Ability Generation Option 1. This is using the charts included in the Birthright Rulebook to generate your abilities randomly. Look up the generated abilities and refer to this chart for the Fuzion conversion.
Blood Ability Generation Option 2. You buy the abilities with BloodStrength Points. When you run out of points, you can purchase no more. But at least you get exactly what you wanted...

All abilities have their Strength Point cost included.

Alertness
Derivation: Basaia, Brenna, Reynir, Azrai
Minor, Cost: 15 Danger Sense, base value 10 & can sense out of combat

Alter Appearance
Derivation: Brenna, Vorynn, Azrai
Major, Cost: 10 Shape Shift, "Humanoids," limited group of shapes, 1 Charge

Animal Affinity
Derivation: All
Minor, Cost: 8 Mind Link, "With All Members of Animal Type," related group, Empathic Only
Major, Cost: 10 Mind Link, "With All Members of Animal Type," related group
Great, Cost: 23 Mind Link, "With All Members of Animal Type," related group

2D6 Mind Scan
Specific Animal Type Only
Clairsentience
3 Charges, continuing, duration: 1 hour
Concentrate, 0 DV, constant concentration
Extra Time, time: 1 turn
Only Usable on Specific Animal Type
Based On WILL
+5 Anduiras - Shapeshift, "Lion"
1 Charges,
Extra Time, time: 1 turn, only to start power
Only 2 hours / day
+10 Basaïa - Shapshift, "Eagle"
Shrinking 1 lvl, linked
1 Charge
Extra Time, time: 1 turn, only to start power
Only 2 hours / day
+10 Brenna - Shapshift, "Cat"
Shrinking 1 lvl, linked
1 Charges
Extra Time, time: 1 turn, only to start power
Only 2 hours / day
+5 Masela - Shapeshift, "Dolphin"
1 Charges (-2)
Extra Time (-1/2), time: 1 turn, only to start power
Only 2 hours / day (-1/2)
+5 Reynir - Shapeshift, "Wolf"
1 Charges (-2)
Extra Time (-1/2), time: 1 turn, only to start power
Only 2 hours / day (-1/2)
+10 Vorynn &endash Shapeshift, "Owl"
Shrinking 1 lvl, linked
1 Charges (-2)
Extra Time (-1/2), time: 1 turn, only to start power
Only 2 hours / day (-1/2)
+10 Azrai - Shapeshift, "Serpent"
Shrinking 1 lvl, linked
1 Charges (-2)
Extra Time (-1/2), time: 1 turn, only to start power
Only 2 hours / day (-1/2)


Battlewise
Derivations: Anduiras, Azrai
As written in the Birthright Rulebook.

Blood Form
Derivation: Azrai
GM's discretion. Note, this is the power which turns people into Awnsheghlien.

Blood History
As written in the Birthright Rulebook.

Bloodmark
As written in the Birthright Rulebook.

Blood Trait
Derivation: Any except Azrai
GM's discretion. Allows possibility of expanding blood powers through expenditure of experience points (XPs).

Character Reading
Derivation: Basaïa, Brenna, Vorynn
Major, Cost: 5 7D6 Telepathy

Extra Time (-6), time: 1 minute
Character reading only (-2)
Receive but not send (-2)
Incantation (-1)
Invisible (+2)


Charm Aura
Derivation: Azrai, Basaïa, Brenna
Major, Cost: 15 11D6 Mind Control

Love or Fear Only (-3)
Only Control 6 Creatures at one time (0)
3 Charges (-5)
Great, Cost: 25 11D6 Mind Control
Area Effect (+4), radius
Love or Fear Only (-3)
3 Charges (-5)
No Range (-2)


Courage
Derivation: Anduiras
Minor, Cost: 5 +3 WILL

Only vs. Presence and Fear Attacks
Major, Cost: 35 +3 WILL
Only vs. Presence and Fear Attacks (-2)
Must Stay within Area of Effect (-2)
Usable By Others (+7), doesn't lose power, usable at range,
x8 # Of Targets
Area Effect (+4), radius
Great, Cost: 65 +3 WILL
Only vs. Presence and Fear Attacks (-8)
Must Stay within Area of Effect (-2)
Area Effect (+8), radius, x16 Increased Area
Usable By Others (+12), doesn't lose power, usable at range,
x250 # Of Targets


Death Touch
Derivation: Azrai
These are simply examples. They should be modified to fit the character concept.

Skin Contact
Major, Cost: 10 1D6 Body Drain

Fade rate: per week (+6)
Uncontrolled Continuous, 1 x per Day (+2)
Skin Contact Required (-4)
Only vs. Organic (-4)
Great, Cost: 50 1D6 Body Drain
Fade rate: per week (+6)
Uncontrolled Continuous (+6)
0 END, Persistent (+4)
Skin Contact Required (-4)
Only vs. Organic (-4)
Injected
Major, Cost: 20 1D6 Body Drain
Fade rate: per week (+6)
Uncontrolled Continuous, 1 x per Day (+2)
Must cause Body with Carrier Attack (-2)
Only vs. Organic (-4)
Great, Cost: 60 1D6 Body Drain
Fade rate: per week (+6)
Uncontrolled Continuous (+6)
0 END, Persistent (+4)
Must cause BODY with Carrier Attack (-2)
Only vs. Organic (-4)
Spray
Major, Cost: 40 1D6 Body Drain
Fade rate: per week (+6)
Uncontrolled Continuous, 1 x per Day (+2)
Ranged (+2)
Only vs. Organic (-4)
Great, Cost: 70 1D6 Body Drain
Fade rate: per week (+6)
Uncontrolled Continuous (+6)
0 END, Persistent (+4)
Only vs. Organic (-4)
Cloud
Major, Cost: 50 1D6 Body Drain
Fade rate: per week (+6)
Uncontrolled Continuous, 1 x per Day (+2)
Area Effect, Cone (+4)
Only vs. Organic (-4)
Great, Cost: 90 1D6 Body Drain 0
Fade rate: per week (+6)
Uncontrolled Continuous (+6)
0 END, Persistent (+4)
Area Effect, Cone (+4)
Only vs. Organic (-4)
Detect Lies
Derivation: Any except Azrai
Minor, Cost: 10 Detect, "Lies,"
Concentrate
1 Charges, continuing, duration: 5 minutes


Detect Life
Derivation: Any
Minor, Cost: 15 Clairsentience Perception Roll, x8 Range (1200 m/y), General amts of animals only (-4)
Major, Cost: 25 Clairsentience Perception Roll, x16 Range (2400 m/y), Exact animals, general sentient(-3)
Great, Cost: 35 Clairsentience Perception Roll, x32 Range (4800 m/y), All life(-2)

Detect Illusion
Derivation: Any except Anduiras
Minor, Cost: 10 +0 Detect, "Illusions," make into sense, Ranged (+5)

Direction Sense
Derivation: Masela, Reynir
Minor, Cost: 5 Masela &endash; Direction Sense, Only at Sea

Cost: 5 Reynir - Bump Of Direction, Only in Wilderness Settings


Divine Aura
Derivation: All except Brenna
Major 5 +2 PRE

+2 PRE w/the following limitations
1 Charges
Only for Presence Skills
Not vs. Blooded Individuals
Great 15 +2 PRE
+4 PRE w/the following limitations
1 Charges (-1), continuing, duration: 1 minute


Divine Wrath
Derivation: Anduiras, Basaïa, Masela
Major Cost: 10 3d6 Aid to STR, REF, BODY, PRE

1 Charges (-8)
Only on Self (-4)
Must be "Berserk" (-8)
Extra Time (-2) ?
Elemental Control
Derivation: Anduiras, Basaïa, Masela, Reynir
UNDER REVISION
 

Enhanced Sense
Derivation: All
Anduiras
Minor, Cost: 5 +0 Detect, "Ill Intent," Ranged

3 Charges (-1), continuing, duration: 5 minutes
Major 15 +2 Detect, "Ill Intent," make into sense, Ranged (+5)
Azrai
Minor, Cost: 5 UV Vision
Use the Halfling sense abilities for the Major Azrai sensing ability.
Major, Cost: 14 Enhanced senses, Shadow World (Sense Undead, Necromantic Magic, Shadow
Portal)[as per Halflings power]
Basaïa
Minor, Cost: 5 +3 to Perception, Enhanced Sense, Sight Group
Major, Cost: 25 +3 Enhanced Sense, Sight Group
4m/y Change Environment, Desc: Fiery Sunlight 0
1 Charge, continuing, duration: 5 minutes
No Range
Area Effect, line, x4 Increased Area
Brenna
Minor, Cost: 10 UV Vision
+3 Enhanced PER, Hearing
Masela
Minor, Cost: 5 +6 Enhanced PER, with all senses
Only to counteract effects of weather
Major, Cost: 20 +6 Enhanced PER, with all senses
Only to counteract effects of weather
Clairsentience, Hearing Group, 32 mile radius
No Conscious Control
Speaker and Listener must be outside, Speaker must
Say name of Listener.
Concentrate constant concentration
0 END
Reynir
Minor, Cost: 10 Tracking Scent
Only in wilderness settings
+3 Enhanced PER, with all senses
Only in wilderness settings
Vorynn
Minor, Cost: 5 Clairsentience, Sight Group, see future
Concentrate, 0 DCV
Extra Time , time: 1 turn
1 Charges, continuing, duration: 1 turn
Immediate future only
Major, Cost: 10 Clairsentience, Sight Group, see future
Concentrate, 0 DCV
Extra Time, time: 1 turn
1 Charges, continuing, duration

+Clairsentience, Sight Group, see future

No Conscious Control
Activation 10-
Only when character is headed into danger
Immediate future only
0 END (+1/2)


Fear
Derivation: Azrai

Major, Cost: 10 12d6 Mind Control
3 Charges
Fear of User Only
No Range
+1 PRE
Only vs. Presence Attacks


Healing
Derivation: Anduiras, Basaïa, Reynir

Minor, Cost: 5 3D6 Aid to HITS, count all dice (not 1 HIT/5 points rolled!)

1 Charges (-8)
Major, Cost: 10 3D6 Aid to HITS, count all dice (not 1 HIT/5 points rolled!)
1 Charges (-8)
16D6 Dispel
Vs. Common Special Effect (Paralysis, Disease or Blindness (+1)
1 Charges (-8)
Only vs. Current Power Effects (-4)
Great, Cost: 30 5D6 Aid 0
Vs. Any Stat Below Normal (+1)
1 Charges (-8)
20D6 Dispel
Vs. Common Special FX (Poison, Paralysis, Disease or Blindness (+1)
1 Charges (-8)


Heightened Ability
Derivation: All except Masela
Anduiras, Cost: 5 +1 STR or +1 PRE
Basaïa, Cost: 5 +1 INT
Brenna, Cost: 5 +1 DEX
Reynir, Cost: 5 +1 CON
Vorynn, Cost: 5 +1 WILL
Azrai, Cost: 5 +1 PRE or +1 INT

Invulnerability
Derivation: Azrai, Basaïa, Vorynn
Great, Cost: 35 Regeneration, limbs & organs, back from the dead. Cannot be purchased.

As listed in Birthight Rulebook, this character can have in
excess of negative hits and look dead, yet will recover
at the normal rate of healing. This character can only
be destroyed in certain proscribed ways.
Iron Will
Derivation: Anduiras, Reynir, Azrai
Minor, Cost: 15 +2 CON
5 pts. Mental Defense


Long Life
Derivation: All
Minor, Cost: 1 Limited immunity to aging (1/10 years)
Major, Cost: 2 Limited immunity to aging (1/25 years)
Great, Cost: 3 Immune to aging.

Persuasion
Derivation: Azrai, Brenna
Major 10 10D6 Mind Control, single command only

1 Charge (-8)


Poison Sense
Derivation: Azrai, Reynir
Minor 5 Detect, "Poison," make into sense

Protection from Evil
Derivation: All except Azrai
Major, Cost: 25 +1 to melee DV vs. attacks by beings of ill intent

Area Effect, radius, x2 Increased Area (4 m/y)
15 pts. Mental Defense
Only vs. Beings of ill intent(-4)
Area Effect (+5), radius, x2 Increased Area


Regeneration
Derivation: Anduiras, Reynir, Azrai
Great, Cost: 10 REC in HITS Regeneration & regen lost limbs, recovery rate: per day

Major Regeneration
Derivation: Reynir, Azrai
Great, Cost: 40 REC in HITS Regeneration/minute & regen lost limbs & organs

Resistance
Derivation: All
Anduiras, Azrai, Brenna, Reynir
Minor, Cost: 10 50% Damage Reduction (Mental)

Activation 10+ (-4)
Major, Cost: 20 50% Damage Reduction (Mental)
Activation 8+ (-2)
Great, Cost: 30 50% Damage Reduction (Mental)
Azrai
Minor, Cost: 5 10 Power Defense
Only vs. Necromantic Magic & Drains
Major, Cost: 10 20 Power Defense
Only vs. Necromantic Magic & Drains
Great, Cost: 20 40 Power Defense
Only vs. Necromantic Magic & Drains
Basaïa
Minor, Cost: 10 50% Damage Reduction
Only vs. Fire and Light attacks
Activation 10+ (-4)
Major, Cost: 20 50% Damage Reduction
Only vs. Fire and Light attacks
Activation 8+ (-2)
Great , Cost: 30 50% Damage Reduction
Only vs. Fire and Light attacks
Brenna
Minor, Cost: 5 +3 STR
Only for breaking holds
Major, Cost: 10 +6 STR
Only for breaking holds
Great, Cost: 30 +10 STR
Only for breaking holds
Masela
Minor, Cost: 10 Life Support, breathe env: Water
+2 KD Armor
Only vs. Water Attacks (-4)
Major, Cost: 15 Life Support, breathe env: Water
+8 KD Armor
Only vs. Water Attacks (-4)
Great, Cost: 20 Life Support, breathe env: Water
+14 Armor
Only vs. Water Attacks (-4)
Reynir
Minor, Cost: 15 Life Support, doesn't eat/excrete
50% Damage Reduction, resistant
Only vs. Cold Attacks
Activation 10+ (-4)
Life Support, safe in cold
Major, Cost: 25 Life Support, doesn't eat/excrete
50% Damage Reduction, resistant
Only vs. Cold Attacks
Activation 8+ (-2)
Life Support, safe in cold
Great, Cost: 35 Life Support, doesn't eat/excrete
50% Damage Reduction, resistant
Only vs. Cold Attacks
Life Support, safe in cold
Vorynn
Minor, Cost: 10 50% Damage Reduction
Only vs. Combat Spells
Activation 10+ (-4)
Major, Cost: 20 50% Damage Reduction, resistant
Only vs. Combat Spells
Activation 8+ (-2)
Great, Cost: 30 50% Damage Reduction, resistant
Only vs. Combat Spells
Anduiras, Azrai, Reynir, Vorynn
Great, Cost: 10 50% Damage Reduction
Only vs. Spells
Activation 10+
Azrai, Basaia, Brenna, Masela, Reynir
Minor, Cost: 10 Power Defense vs. Poison 10
Major, Cost: 20 Power Defense vs. Poison 20
Great, Cost: 30 Power Defense vs. Poison 30

Shadow Form
Derivation: Brenna, Azrai
Great, Cost: 40 Desolid, "Shadow Form"

Can must move thru walls by using cracks, etc.
1 Charge
Only 2 hours / day


Touch of Decay
Derivation: Azrai
Great, Cost: 40 18D6 KA, vs physical defense, NND

1 Charges (-8)
No Range (-2)
Only vs. Inanimate Objects (-4)
Involuntarily Activates 1x/month (-4)


Travel
Derivation: All except Anduiras and Reynir
Azrai
Great, Cost: 15 Extra-Dimensional Movement, x250 Increased Mass

Dimension: Shadow World, must be near Portal
2 Charges per Week (-9)
Activation Roll 8+ (-2)
20m/y Teleport
2 Charges per Week (-9)
Variable Activation Roll (-2)
Only through shadows?
Basaïa
Great, Cost: 55 20m/y Teleport, x2 Increased Mass, x64K Increased Range,
4 Floating Locations
Must Step into Large Fire
1 Charge per Week
40 KD Force Field
Linked "to Teleport"
1 Charge per Week
Only vs. Fire
Usable By Others, doesn't lose power
Brenna
Great, Cost: 55 20m/y Teleport, x2 Increased Mass, x64K Increased Range
4 Floating Locations
1 Charge per Week
Only along contiguous roads, paths & trails
Masela
Great, Cost: 45 20m/y Teleport, x2 Increased Mass, x64K Increased Range
4 Floating Locations
1 Charge per Week
Only along the coast, through a river, etc.
Vorynn
Great, Cost: 50 20m/y Teleport, x2 Increased Mass, x250K Increased Range
4 Floating Locations
1 Charge per Week
Only at Moonrise & Moonset


Unreadable Thoughts
Derivation: All
Minor, Cost: 5 20 pts. Mental Defense

Only vs. Telepathy


Wither Touch
Derivation: Azrai
Great, Cost: 15 6D6 KA, vs physical defense

1 Charges per Week
No Range
Only vs. Living Tissue


Collecting Regency in Fuzion Birthright



Since Fuzion is a skill-based system and not class-based--which is what the Birthright system was founded upon--we need to answer a few new questions.

What holdings does a character gain regency from?
Simple. She gains regency by being a professional. In other words, certain skills correspond to being a proficient leader in particular holding. In this campaign, to be considered "professional" you need a 4 points of skill in one of the following professional skills:

Type
Regency 
Amount
Requirement
Regency
Amount
Requirement
Province
Full
No skill requirement
Half
N/A
Law
Full
Law
Half
Administration, Leadership
Temple
Full
Religion
Half
Leadership
Guild
Full
Merchant Skills 
or Intrigue
Half
Professional Skill
Ranger
Source
Full
Thaumaturgy
Half
Alchemy
Thus, if you created a character with a 5 Skill in Ranger, 3 Skill in Leadership, and a 4 Skill in Law you could gain full Regency from Provinces, and Law, and half Regency from Guild holdings. This is assuming you control these types of holdings, of course.

Rjurik Dooms

Rjurik "Special Dooms"

The Rjurik are a mercurial people, prone to extremes of mirth and depression. When they are at their lowest, the Rjurik are wont to carry on about their "special dooms" and the irresistable fate that binds them and drags them to their inevitable end. To simulate this unique (if somewhat grim) aspect of Rjurik culture and add a truly Rjurik flavor to such characters, the following powers may be purchased and/or disadvantages taken. While they are called "dooms" in keeping with Rjurik culture and outlook, they are probably more accurately referred to as"curses," since their presence does not necessarily lead to an afflicted character's destruction. Dooms vary from simple quirks or minor character features to relatively powerful effects. The more potent dooms generally provide both advantages and disadvantages (and both must be taken). Only one doom may be selected. Powers are calculated with Option points.

Enemy

The character has an ancient (possibly ancestral) enemy who has sworn vengeance against the character's clan. The enemy may be another clan or tribe whose ancestors fought a blood feud against the character's forbears; in this case the DM must select or create an appropriate opposing clan or tribe. Representatives of the enemy clan are likely to appear at inopportune moments to demand blood vengeance for ancient wrongs, insist the PC fight a duel, or, in the case of unscrupulous or chaotic Rjurik tribes, perpetrate an ambush.

Alternatively, the character's enemy might be an especially powerful creature such as an influential noble, fiend, or an awnshegh whose hatred of the PC's family or bloodline extends back to the Battle of Mount Deismaar or beyond. Such a foe might be long dead, existing only in family tales of evil creatures and vows of vengeance. (Of course, the adage for the Hunted Disad is "If you take it they will come...")

20 Hunted Complication &endash; Marked for Death
 

Special Vengeance

The PC or his clan has a special enemy upon whom punishment must be inflicted. The target may be an ancestral enemy clan or tribe, a powerful individual, or a supernatural creature such as an awnshegh. The character will have been instructed by his clan elders that family honor depends upon taking revenge.

How the PC handles this matter is up to the player, but a Rjurik who refuses to pursue a blood feud is often shunned by other clan members, denied assistance, and generally looked down upon. Actively pursuing a blood feud against an especially powerful enemy can be hazardous, however, especially considering that the feud is probably the result of insults and infractions committed generations before the character was born, giving the enemy time to
grow in power.

15 Psychological limitation "Special Vengeance" (Constant, Extreme)
 

Second Sight

The character has limited precognitive abilities. He receives visions, prophetic dreams, glimpses of things to come, or hints of future events. He might also recognize omens.

This doom is not magical clairvoyance or divination. Second sight is considered a curse by most Rjurik; those who have it often wish they did not. The visions are usually incomplete, incomprehensible, or confusing, and make sense only after the event in question has taken place. A character may see a vision of riches and ascent to a position of power, for example, but not a vision of his assassination a day later. A character who dreams of a specific enchanted sword will probably not know whether he will wield the sword in glorious victory, or if the sword will end his life.

Dreams may feature shadowy figures imploring the PC to beware of or seek out certain individuals or objects. Visions may appear at any time - as a character gazes into a mirror or a still pond, for example. Glimpses of the future will be brief and mysterious, involving people, places, and things that the character may recognize or which will enter the campaign in a future adventure.

30 Clairsentience - Normal Sight, Hearing, Smell, Future

-2 No Conscious Control
-1 Future Only
-2 No Range
 

Extreme Luck

This doom works in two ways: When the PC is lucky, he is very lucky, and when unlucky, extremely unlucky.

15 +3 Luck

15 Unlucky Complication
 

Animal Guide

This ability is similar but less powerful than the blood ability animal affinity. It is, however, available to nonblooded characters. A blooded character with animal affinity cannot receive this doom.

One particular animal species holds an affinity for the doomed character. The player may select a suitable animal from the following list: Raven, Wolf, Bear, Fox, Stag, Lynx, Badger, Snake, Otter & Hawk.

These animals do not serve as friends of companions to the affected character, and they do not communicate. An animal may simply appear at an opportune moment, accidentally aiding or hindering the character. A leaping stag may lead a character to safety, while a cawing raven may call attention to a hidden warrior's enemies. A great bear may wander onto a battlefield in time to delay pursuing enemies or to help a player character's forces triumph; it might suddenly block the way when victory seems assured.

10 +2 Luck (Animals)

10 Unlucky (Complication, Animals)
 

Battle Rage

This doom is similar to the divine wrath blood ability; a character with divine wrate cannot have the battle rage doom.

The battle rage curse differs from the Berserker in several important ways. First, any Rjurik character may be afflicted with "the Rage," regardless of class. Second, the Rage is involuntary - unlike berserkers, who can choose to "go beserk" of their own free will. The Rage comes unbidden upon curse Rjurik, often at the worst times. Though individuals with battle rage can be powerful fighters, its results (at least in Rjurik legend and story) are invariably tragic.

Battle rage must be triggered by a certain event or condition. This may be determined by the player, or by the GM (although all must be approved by the GM). Suitable events for triggering the Rage include:

- The death of a fellow party member in combat.
- The PC being wounded by an enemy.
- The sight of a certain creature or race.
- The presence of a member of a rival clan or tribe.
- A kinsman, loved one, or friend in danger.

When raging, characters must attack the nearest enemy, or, if no real "enemies" are present, the nearest individual, friend or otherwise. Once this individual has been killer or incapacitated, the character must then attack the next nearest individual, friend or foe.

Rjurik legend is full of sad tales about battle ragers who valiantly defeated enemies only to recover from the Rage and find a close friend or lover slain by the warrior's own hand.

Note that ragers are traditionally recognized as having black hair (though this is not a requirement).

25 Berserk Complication (Uncommon, Severe, Extreme)

60 3d6 Aid to Str, Dex,Body, Ref, Pre

+2 vs. SFX (all Powers)
+1 Triggered when Beserk
-8 1 charge
-8 Only while "Berserk"
-4 Only on Self
-1 Extra Time: Full Phase
Shapechanger

The wilderness of the northern highlands harbors a group of legendary Rjurik -- the mysterious shapechangers. These individuals wander the land alone and are blessed (or in the opinion of many, cursed) with the ability to transform into fearsome, wild creatures. Rjurik shapechangers are not lycanthropes. Their transformation is voluntary, and when in animal form, they are vulnerable to normal attacks. They also run the risk of becoming so lost in their animal form that they cannot change back.

Shapechanging carries an inherent danger; a character who remains in animal form for more than one hour runs the risk of being unable to change back. A PC must make an INT roll vs DV of 13 plus one for each full hour (or portion thereof) beyond the first spent in animal form. If the check fails, the character must remain in changed form for another hour. If the character remains in animal form for more hours than his Intellect score, he is allowed no more INT rolls and is permanently trapped in animal form. His intelligence immediately drops to animal level (0-1). This does not preclude others from locating the changed character and using magic to restore him, but the character may take no further voluntary actions.

Unless permanently changed, a character is considered to retain his normal human reasoning capacity but gains animal strength, speed, size, etc. Magic use is probably impossible. If slain in animal form, the character is dead.

The following are possible animal forms (the cost will vary--the GM and player may need to confer):

Shapeshift to Animal (one shape) with the following advantages & limitations
-Enlarge or Shrink (variable)
-Gain possible Hand to Hand Killing Attack
-Gain possible Extra limbs
- Extra Time: 1 Turn (one minute), only to start power
-1 Int Roll to change back (see above)

Suggested Animal Forms:
-Bear
-Eagle
-Wolverine
-Owl
-Badger
-Raven
-Stag
-Boar


Casting Systems for Birthright

In keeping with the Birthright feel, I felt it helpful to create systems of magic in keeping with the old style. This should maintain the balance of power, and even allow some conversion from AD&D to the Fuzion system. Wizardly magic, therefore, has different systems for Wizards (still requires a blooded character), Magicians, and Bards. These systems allow at least some access to most spell categories.

Priestly magic has systems which depend on the deity, and can even further depend on the sect and only has access to categories and spells the deity chooses. Although priestly magic can seem limited in the spell categories and spells to choose from, faithful priests are the only characters which may purchase super powers. See individual Priestly Magic systems for details.

All Birthright magic systems use a Magic Recovery of 5 minute units.

Magician Magic
Casting Method: Speak, Gesture, Reagents
Time: x1
Skills: +1 Illusion, +1 Knowledge
Aspect: +2 Illusion, +2 Knowledge
Special: Can not exceed mage level 2 ability in any spell category except Illusion and Knowledge. No access to Physiology.

Some recommended magic-related skills for bards would be Lore, Relicology, and Thaumaturgy although others may be chosen as well.
 

Bardic Magic
Casting Method: Song
Time: x1.5
Skills: +2 Enchantment
Aspect: +2 Enchantment, +2 Illusion, +1 Knowledge
Special: Can not access any other spell category other than those listed as Aspects.

Some recommend magic-related skills for bards would be Lore and Relicology.

Wizardly Magic - Elves
Casting Method: Speak, Gesture
Time: x1
Skills: +1 Enchantment, +1 Illusion, +1 Mental, -1 Summoning, -1 Necromancy
Aspect: +1 Elemental category of choice, +1 Mental, -2 Necromancy
Special: Can not access Physiology.

Wizardly Magic - Half Elves
Casting Method: Speak, Gesture
Time: x1
Skills: +1 Enchantment
Aspect: +1 Enchantment, -1 Necromancy
Special: Can not access Physiology.

Wizardly Magic - Anuirean
Casting Method: Speak, Gesture, Reagents
Time: x1
Skills: +1 Knowledge, +1 Combat, -1 Illusion, -2 Necromancy
Aspect: +1 Knowledge, +1 Combat, -1 Enchantment
Special: Can not access Physiology. Requires a bloodline.

Wizardly Magic - Brecht
Casting Method: Speak, Gesture, Reagents
Time: x1
Skills: +1 Knowledge, -2 Illusion,
Aspect: +1 Knowledge
Special: Can not access Physiology. Requires a bloodline.

Wizardly Magic - Khinasi
Casting Method: Speak, Gesture, Reagents
Time: x1
Skills: +1 Summoning, -1 Illusion, -1 Necromancy
Aspect: +1 Summoning
Special: Can not access Physiology. Requires a bloodline.

Wizardly Magic - Rjurik
Casting Method: Speak, Gesture, Reagents
Time: x1
Skills: +2 Nature, +2 Wizardry
Aspect: +1 Nature, -1 Combat
Special: Can not access Physiology. Requires a bloodline.

Wizardly Magic - Vos
Casting Method: Speak, Gesture, Reagents
Time: x1
Skills: +2 Combat, +2 Wizardry
Aspect: +1 Combat, -1 Mental
Special: Can not access Physiology. Requires abloodline.

Priestly Magic - Avani
Casting Method: Speak, Religion
Time: x1
Skills:
Aspects: +1 Knowledge, +1 Elemental - Fire, +1 Physiology, +1 Combat (Protection Spells), +1 Light and Dark, -1 Mental, -1 Creation/Destruction (Creation only)
Special: Limited to spells in Aspects only or diety's discretion. This deity can grant use of the spell, Turn Undead.

Special powers may be granted to faithful priests of Avani such as bonuses to perceive illusions, and the ability to throw flaming arrows or fire mystical beams of light and fire. (The character may save up experience to purchase appropriate powers. The GM and player can work together to generate a ritual or adventure based around such a "blessing".)

Priestly Magic - Erik
Casting Method: Speak, Religion
Time: x1
Skills:
Aspects: +1 Nature, +1 Physiology, +1 Elem. Earth, +1 Elem. Air, +1 Elem. Fire, +1 Elem. Water, -1 Knowledge, -1 Combat (Protection spells)
Special: Limited to spells in Aspects only or diety's discretion. This deity can grant use of the spells Bless and Curse.

Erik rewards faithful priests by granting matching skill points in each of the following skills: stealth, tracking, animal handler.

Priestly Magic - Haelyn
Casting Method: Speak, Religion
Time: x1
Skills:
Aspects: +1 Mental, +2 Combat, +1 Elem. Air, +1 Physiology, -1 Knowledge, -1 Creation/Destruction, -1 Wizardry
Special: Limited to spells in Aspects only or diety's discretion. This deity can grant use of the spells Turn Undead, Bless and Curse.

So long as the priest remains faithful to Haelyn, he can grant a +2 bonus to any action roll resisting the effects of fear (this is available immediately for free). Haelyn can also increase the SPD of a deserving cleric up to 150% of the original SPD value.

Priestly Magic - Nesirie
Casting Method: Speak, Religion
Time: x1
Skills:
Aspects: +1 Nature (sea creatures), +1 Mental, +1 Knowledge, +1 Elem. Water, +1 Combat (Protection spells) +1 Physiology, -1 Combat (Attack spells)
Special: Limited to spells in Aspects only or diety's discretion. This deity can grant use of the spells Turn Undead, Bless and Curse.

Nesirie grants the ability to breathe water or walk on water once per day for up to 10 minutes. This power remains until the priest falls out of favor. Characters of import in the service of Nesirie sometimes earn the ability to summon fog to literally entrap foes (Entangle Super Power).

Priestly Magic - Sera
Casting Method: Speak, Religion
Time: x1
Skills:
Aspects: +1 Knowledge, +1 Physiology, +1 Combat (Protection spells), +1 Summoning, -1 Mental, -1 Combat (Attack spells)
Special: Limited to spells in Aspects only or diety's discretion. This deity can grant use of the spells Bless and Curse.

A beginning priests of Sera tend to be luck and gain a +2 to the appropriate characteristic to avoid the magical effects. Additionally, renown priests of Sera are said to have been granted the power of Invisibility. Sera will sometimes waive the energy cost of particularly imaginative bless and curse spells.

Priestly Magic - Cuiraecen
Casting Method: Speak, Religion
Time: x1
Skills:
Aspects: +2 Combat, +1 Elem. Air, +1 Elem. Water, +1 Wizardry, -1 Physiology, -1 Movement
Special: Limited to spells in Aspects only or diety's discretion. This deity can grant use of the spells Bless and Curse.

Battle Priests of Cuiraecen have been known to receive certain divine blessings. Characters may earn the ability to call down lightning (Energy Blast Super Power) and/or Damage Reduction vs. cold based attacks.

Priestly Magic - Eloele
Casting Method: Speak, Religion
Time: x1
Skills:
Aspects: +1 Nature (animals), +1 Mental, +1 Knowledge, +1 Light and Dark, -1 Healing, -1 Necromantic
Special: Limited to spells in Aspects only or diety's discretion. This deity can grant use of the spells Control Zombie, Bless and Curse.

Eloele matches points placed in the following skills on a one for one basis: Stealth, Shadowing, Climbing, and Lock picking. Eloele has been known to bestow the powers of Infravision, and Darkness.

Priestly Magic - Laerme
Casting Method: Speak, Religion
Time: x1
Skills:
Aspects: +1 Mental, +1 Creation/Destruction, +1 Elem. Fire, +1 Physiology, +1 Combat (Protection only), +1 Summoning, -1 Knowledge
Special: Limited to spells in Aspects only or diety's discretion. This deity can grant use of the spells Turn Undead, Bless and Curse.

Laerme, being a rather chaotic goddess has been known to bestow a variety of powers upon the greatest artists and lovers of her clergy. Examples: Change environment (fires only), Mind Control (charm effects), Energy blast (variety of fire based attacks).

Priestly Magic - Kriesha
Casting Method: Speak, Religion
Time: x1
Skills:
Aspects: +1 Nature (Animals), +1 Combat, +1 Elem. Water (Ice spells), +1 Necromantic, +1 Summoning, -1 Physiology, -1 Light/Dark
Special: Limited to spells in Aspects only or diety's discretion. This deity can grant use of the spells Bless and Curse.

Kreisha is a cold, calculating and evil goddess which will reward her followers with chilling power. At the time of acceptance into the clergy, Kriesha awards the acolyte with a +1 to DV vs. cold based attacks. Other powers granted later include: Force Wall (ice) , Area Affect Blast (ice storm), Conical Area Affect Blast (cone of cold), Damage Reduction vs. Cold attack.

Priestly Magic - Belinik
Casting Method: Speak, Religion
Time: x1
Skills:
Aspect: +2 Combat, +1 Summoning, +1 Wizardry, +1 Creation/Destruction(mainly destruction), -1 Nature (animal), -1 Mental -1 Physiology
Special: Limited to spells in Aspects only or diety's discretion. This deity can grant use of the spells Bless and Curse.

This chaotic god of feud and fear grants a bonus of +1 to the battle skill of choice for a new acolyte. Other commonly endowed powers (given only to the most brutal examples of his priesthood) include bonuses to STR and CON (+1 max), increased SPD (up to 50% more SPD), a bonus to WILL vs. mind affecting magic, and a bonus to PRE for PRE attacks only.

Priestly Magic - Moradin
Casting Method: Speak, Religion
Time: x1
Skills:
Aspect: +1 Combat, +1 Creation/Destruction, +1 Knowledge, +1 Light/Dark, +1 Physiology, -1 Necromantic, -Elemental: Earth
Special: Limited to spells in Aspects only or diety's discretion. This deity can grant use of the spells Bless, Curse, and Turn Undead.

This good god of the Dwarves, chief of the Dwarven Pantheon, has been known to grant special, powerful spells as well as powers of Clairvoyance.


Realm Magic Conversions for Birthright

Wizardly Realm Magic

Priestly Realm Magic

New Elven Realm Magic - conversions from TSR's Cormanthyr High Magic (TSR, Cormanthyr is a trademark of Wizards of the Coast and TSR Inc.)


Wizardly Realm Magic

Realms spells are extremely powerful magic and remain fundamentally the same as described in the birthright setting. However, some differences exist between the new Atomic Magic system and the old AD&D system. Below are translations of all the main Wizard Realm spells. Whether a human casts the spell or whether an elf casts the spell, these spells all still require the listed reagents (really only expressed as gold bar value).

Alchemy (Earth)
Regency: Special
Req'd Source: 3
Gold: 1 GB
MAGE level: 1
Duration: Permanent

A wizard can create wealth by spending Regency Points to transform worthless substances into valuables. for each 4 RP the wizard spends, he generates 1 Gold Bar of wealth. The effect is instantaneous at the conclusion of the spell. Alchemy can be cast only once per Domain turn. The materials and components for the spell cost 1 GB.
 

Death Plague (Necromancy)
Regency: 1/province level
Req'd Source: 5
Gold: 2 GB
MAGE level: 3
Duration: Permanent

An evil wizard can create a horrible, pestilent plague that depopulates an area, reducing an affected province by one level. At Mage 3, the wizard affects only the province in which the spell is cast. For every level of Mage beyond 3, he can affect one additional province adjacent to a province struck by the death plague, possibly infecting the kingdom of another regent.

The plague spreads at the rate of one province per action round until the maximum area of effect is reached. The RP cost is equal to the sum of the affected province levels; a Mage level 5 wizard who poisons three provinces (4)
 

Demagogue (Mental)
Regency: Special
Req'd Source: 3
Gold: 1 GB
MAGE Level: 2
Duration: Special

This pervasive, sublte charm plays upon the fears and loyalties of a privince, influencing the attitudes of its people toward its ruler. for each 5 RP a sizard spends, he improves or worsens the lyalty grade of a province by one step. At Mage 2, he can affect one province, at every Mage level beyond that he can affect one additional province, i.e. 2 provinces at Mage 3, three provinces at Mage 4. The change in loyalty occurs during the adjustment phase of the domain turn.

The wizard must pay 5 RP for each grade of loyalty affected in each province; casting a stable kingdom to rebellion could be very costly. The new loyalty level can be affected normally by various events.
 

Dispel Realm Magic (Wizardry)
Regency: Special
Req'd Source: 1
Gold: 1 GB
MAGE Level: 1
Duration: Special

This spell allows a mage regent to counter the effects of any other realm spell. The regency cost is equal to the regency cost that was spent on the target spell (if the dispel is to affect one province of a multi-province spell, only the cost of one province is incurred). Both casters may bid additional RPs to determine whether the dispel is successful. Dispel Realm Magic can even cancel the second use of this spell.

Dispel realm magic can be cast upon a province to protect it from possible realm spells. In this use, the protection lasts one domain turn (effectively, three action rounds) for every two levels of Mage the caster has. The RP expenditure determines the power of spells the dispel will prevent; for example, if the caster spends 20 RP, the dispel will prevent incoming spells cast with 20 RP or less. If an incoming spell were cast with 21 or more RP, the dispel would be cancelled and the incoming spell would take effect.

This use prevents realm spells and halts the spread of effects such as death plague, but it does not prevent a conjured or animated army from entering the province and it does not prevent casting of routine (nonrealm) spells.
 

Legion of Dead (Necromancy)
Regency: 4/company
Req'd Source: 3
Gold: 1 GB/company
MAGE Level: 4
Duration: One month + 2 weeks/MAGE level

A skilled necromancer can summon the ancient dead to his aid, raising a legion of skeletons and zombies to do his bidding. The wizard can summon two companies of undead minions for each Mage level above third. The wizard must spend 4 Regency points per unit. He must remain with his undead army or the spell will be broken and the army will collapse.

Refer to the Undead Legion War Card for large-scale combat information; in standard game terms, each company is composed of about 200 zombies, monster zombies, skeletons, and giant skeletons.
 

Mass Destruction (Combat)
Regency: 10/company
Req'd Source: 5
Gold: 5 GB
MAGE Level: 2
Duration: Instantaneous

This spell can slay hundreds of enemies with a single awesome parrage of devastating fire, lightning, ice, energy, or poisonous vapor (wizard's choice). The mage can affect one enemy unit plus one unit per MAGE level of 2 and above. The target units must all be in the same province as the wizard who casts the spell. Each unit affected costs the wizard 10 RP. Each target unit may attempt a morale check to lessen the efect; if it passes the check, the unit suffers only 1 hit of damage.

Mass Destruction causes some coincidental property damage such as small fires or flooding; the DM should determine any effects. The wizard must be in sight of the army to be destroyed, but he can delay the spell's destructive effects for up to one week in order to reach the unit's location. If he leaves the province in which the spell was cast, the spell is lost.
 

Raze (Combat)
Regency: 10/structure level
Req'd Source: 5
Gold: 2 GB/damage level
MAGE Level: 4
Duration: Instantaneous

Castles and fortifications can be reduced to rubble by means of this spectacular realm spell. Reducing a castle's level one step costs 10 RP, so razing a level 5 castle costs 50 Regency Points. There is no limit to the amount of damage that a mage can cause to a castle through one spell--he may simply reduce it in level or may destroy it outright--as long as he is willing to pay the required regency. Materials and preparation cost 2 GB per level of damage the mage intends to cause.

Fortified holdings can be reduced to normal holdings through this spell, but they are not otherwise damaged. The wizard must be in sight of the castle to be razed when the spell is cast and the preparations must be performed on the side.
 

Scry (Knowledge)
Regency: Special
Req'd Source: 1
Gold: 1 GB
MAGE Level: 1
Duration: Instantaneous

The scry spell allows a wizard to peer outside his domain and take the quivalent of an espionage action hundreds of miles away. The regency cost varies with the distance of the target province from the wizard's domain. The spell costs 5 RP plus 3 RP for each province of separation; spying on a province five areas away from the wizard's domain costs 20 RP.

Only the information gathering aspect of espionage may be used; the wizard can't create random events or rescue people. If the target of the scry spell is a wizard, he may spend RP against the caster to try to make the spell fail. Otherwise, it is automatically successful.
 

Stronghold (Creation)
Regency: Special
Req'd Source: 7
Gold: 10 GB
MAGE Level: 3
Duration: Two domain turns per MAGE level

By means of this spell, the wizard conjures up a castle, tower, fortification, or building of any kind. The RP cost is equal to the Gold Bar cost of constructing an equivalent stronghold, but difficult or remote terrain doesn't affect the magical version. For example, a castle (3) normally costs 30 Gold Bars; this realm spell can do the same for 30 RP regardless of where the castle is placed.

The wizard can dismiss the stronghold any time he wishes. If he dies without the castle somehow being made permanent, it fades from existence.
 

Subversion (Mental)
Regency: Special
Req'd Source: 1
Gold: 2 GB
MAGE Level: 4
Duration: One Action Round

By using subtle means of transmitting ideas to the subconcious via telepathy, a wizard can force one holding, province, army, or lieutenant belonging to another regent to take a domain or free action (regardless of whether such assets are normally allowed actions). He could force a group of military units to declare war and invade a neighboring land; he could use a holding to contest or agitate; or he could instigate almost any kind of mayhem.

Subversion is limited to one discrete action, and it will affect a target regent regardless of whether he has alread performed an action in the current round.

A cost of 3 RP per level of holding, province, or 20 RP per level of a lieutenant is required to subvert such an asses; a cost of 5 RP per army unit is required. The victim regent may bid RP against the casting wizard to negate the effects. The wizard can, of course, spend RP to help the spell succeed. The opponent who spends more regency controls whether the spell succeeds.
 

Summoning (Mental)
Regency: 5/company
Req'd Source: 3
Gold: 2 GB/company
MAGE Level: 2
Duration: One month plus two weeks/MAGE level

Using a powerful variation of the Far-Sending spell, a wizard creates an army of monstrous followers (mercenary types with a healthy fear of magic) to do his bidding. Each summoned unit costs the mage 5 Regency Points. He can summon one unit for each two MAGE levels (one at Mage 2, two at Mage 5, three at Mage 6).

The troops that appear depend on the wizard's Mage level, as shown below:
Mage Level
Troops
2-3
Goblin Skirmishers 
4-5
Gnoll Marauders or Goblin Wolfriders 
6
Goblin Guards or Gnoll Infantry 
7+
Stonecrown Ogres 

When the spell ends, the province in which the monsters disband automatically suffers a monsters or brigandage random event.
 

Transport(Movement)
Regency: 4/unit
Req'd Source: 5
Gold: 1 GB
MAGE Level: 2
Duration: Instantaneous

Transport allows a mage regent to instantly move troops from one province to another. He can move one unit 2 provinces per MAGE level regardless of terrain. Units can be moved only between provinces in which the mage has a magical source or ley line. Each unit to be moved costs 4 RP.

Because this spell is instantaneous, the affected units are eligible to move during any war moves following the action round in which this spell is cast. This spell can be used on unwilling units, but the regency cost doubles to 8 RP per unit.
 

Warding(Wizardry)
Regency: 5/province
Req'd Source: 5
Gold: 2 GB/province
MAGE Level: 4
Duration: 1 Domain turn plus 2 Action Rounds per MAGE Level

With this spell, a mage weaves a barrier of impenetrable mists and fog that prevents any creatures from entering or leaving a province. regardless of their actions, creatures are turned around and find themselves emerging from the mist at the same spot they entered it. A wizard or priest with appropriate spells or magical items has a 50% chance of successfully leading up to two persons per Mage level through the mist.

A mage can ward one province at Mage level 4, two at Mage level 5, three at Mage level 6 and so on. Warding costs 5 Regency Points per province affected. Wars, Trade, and diplomacy are all but impossible while a warding is in effect. The caster is immune to the effects of his own warding and may lead as many individuals through the mists as he wishes.
 



Priestly Realm Magic

Like wizards, Priests can also cast realm magic. However, priests must utilize the power of their temple holdings to power spells given to them by the gods. Spells denoted 'Any' can be granted by any deity. Otherwise, the priests will only have access to spells in the spell categories they normally have access to as priests of a particular god.

Bless Land (Any)
Regency: Special
Req'd Holding: 1
Gold: 1 GB
MAGE Level: 1
Duration: 1 Domain turn

By performaing a special ceremony, the priest invokes his deity's blessing for a province. The affected province and any holdings owned by the priest in the province are treated as if they were one level higher for all purposes. This means that affected regents may reroll taxation and collection for the current domain turn and may increase their regency accordingly. Bless land can affect one province per level of Mage.

The regency cost is equal to the difference between each target province level and the priest's temple holdings in the target provinces; a priest who controls a temple (3) in a province (5) and a temple (3) in a province (4) must spend 3 RP to bless both provinces. This spell always costs a minimum of 1 RP per province.
 

Bless Army(Combat)
Regency: 1/unit
Req'd Holding: 3
Gold: 1 GB
MAGE Level: 1
Duration: 2 War Moves + 2 War Moves/ Mage Level

This spell allows a priest to increase the effectiveness of a unit, increasing all of its offensive scores by 1 for the duration of the spell. He can affect a maximum of one unit per level, and all target units must be in the same province.
 

Blight(Nature)
Regency: Special
Req'd Holding: 3
Gold: 2 GB
MAGE Level: 2
Duration: One Domain turn

This is essential the reverse of the Bless Land realm spell. Blight depresses an affected province and all holdings within it by one level. Holdings belonging to the casting priest are unaffected. Blight affects one province per Mage level.

The regency cost is equal to the difference between each target province level and the priest's temple holdings in the target provinces; a priest who controls a temple (3) in a province (5) and a temple (3) in a province (4) must spend 3 RP to blight those two provinces (but a minimum of 1 RP per province).
If the priest is the ruler of the target province, he automatically loses one loyalty grade there.
 

Dispel Realm Magic (Wizardry)
Regency: Special
Req'd Holding: 1
Gold: 1 GB
MAGE Level: 1
Duration: Instantaneous

This resembles the wizard realm spell dispel realm magic in all respects, except that only the first use of the spell is allowed. A priest may not use dispel realm magic to create a protective warding.
 

Honest Dealings(Mental)
Regency: 3/province level
Req'd Level: 3
Gold: 2 GB
MAGE Level: 3
Duration: One Domain turn +1 round/level

This ceremony creates a widespread mind-influencing effect that magically guides a province's citizens toward honest and upright practices. In a province affected by this spell, agitate and espionage actions cannot succeed, diplomacy actions suffer a -4 penalty, and guild holdings are reduced two levels for collection purposes. An individual who attempts to commit a crime or tell a lie while in the province must succeed a Will + Concentration roll vs DV 22 to do so.

The priest may affect one province at Mage 3, two at Mage 4, etc.
 

Investiture(Any)
Regency: Special
Req'd Holding: 1
Gold: 1 GB
MAGE Level: 1
Duration: Permanent

Any priest regent can perform a ceremony of investiture to arrange the transfer of regency or bloodline between two characters. This does not usually cost the priest a domain action; only the recipients must each spend one domain action. See the Investiture action for more details.


Elven Realm Magic

This magic is specifically elven-oriented. I have included a selection of Elven spells from the Cormanthyr supplement here to add to my campaign to add interest to the elven culture and to more closely reflect their casting style, since the above Wizard Realm Magic is rather human-centric. This is a conversion only of those I found most interesting or useful to my version of Birthright. These ancient spells reflect the old power of the Elven Kingdoms of old...

Starshine Upon the Poeple(Enchantment)
Regency: 1/unit RP
Req'd Source: 3
Gold: 0 GB
MAGE Level: 3
Duration: Permanent/1 month

This spell affects up to one unit and must be performed under a clear, starry sky at night. The chant is usually performed in wartime, for the generals and warrior nobility before they go into battle. Glittering stardust settles on and washes away all impurity from those assembled and imbues them with health and vigor. It will cleans all equipment and cures all nonmagical diseases or sensory loss. It will also heal like a Greater Healing spell. It give all the benefits of the Bless spells for a period of one month after the casting.

The Song of Enevahr(Enchantment)
Regency: 2/unit RP
Req'd Source: 4
Gold: 0 GB
MAGE Level: 4
Duration: 3 action rounds

This powerful spell inspires the elven troops with such songs of victory and old glory days that the affected units will not be susceptible to Morale checks of any kind for the duration of the spell. The troops are also immune to any Mental or Presence effects causing Fear. In addition, as the elves continue the songs in battle, their foes are so stricken with awe and fear (even if they do not understand the language) that any Morale checks they must make are automatically failed the first round.

Gift of Alliance(Summoning)
Regency: 5/company
Req'd Source: 3
Gold: 2 GB/company
MAGE Level: 2
Duration: One month plus two weeks/MAGE level

This spell is much the same as the Wizard Summoning spell, except that the summoned creatures are more fey than monstrous. One unit may be summoned per 2 MAGE levels
Mage Level
Summoned Creatures
2-3
Centaur Skirmishers 
4-5
Dryad Protectors 
6
Treant Legion 
7+
One Baelnorn (if in appropriate area) 

One Heart, One Mind, One Breath(Mental)
Regency: 1
Req'd Source: 2
Gold: 1 GB
MAGE Level: 1
Duration: Permanent

This establishes a permanent mental link between an elf and another elf or creature. The bond is permanent (one elf may only have two such bindings in her lifetime). It usually is done for spouses but is sometimes done between an animal and elf, such as for a mount and rider. This is an empathic link although with concentration a telepathic link is possible (Will+Concentration roll). Linked creatures are best friends, lovers, and kindred (as is possible ;-). Such linked creatures will always render aid when needed to the other.

Hidden Homeland(Enchantment)
This is the same as the Ward spell, except that the wizard can allow friends and elves through without personally leading them.