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Tales of Blades
and Heroes
Players’ Book
A Fantasy Roleplaying Game based on the
Song of Blades and Heroes Miniatures Rules
Written by Andrea Sfiligoi
Edited by Chris Lendrum
Illustrated by Andrea Sfiligoi and Ignazio Corrao
Playtest and useful comments: Roberto Bernardini, Rosaria Esposito, Giuseppe Maio, Sergio Laliscia,
Roberto Ricci, John Acar, Patrizio Nini, Marco Coccia, Rich Spainhour, Deirdre Spainhour, Rhiannon
Spainhour, Áine Spainhour, Six Guys In A Dirty Basement (Wade Wilcox, Scott Butcher, Paul Wellner,
Kris Wellner, Edwin Giles, Mark Mickelson), Steve Page, Spike Page, Ben Rogers, Chris Holcomb, Mark A.
Siefert, David Flinn, Simon Godfrey, Ian Burke, Dale Forster, David Armstrong, Rachel Lewins, Andrew
Car, Gary Ellington, Kurt Coslett, Alyssa Fant, Jeffrey Neveu, Joe Mitchell, Jason Smith, Jay Hypes, Robert
J. Lawrence, Brendan Mayhugh, Morgan Hazel, Carys Hazel, Vickie Brooks, Theresa Brooks, Brian Loeffler,
and all the members of the
Song of Blades
Yahoo!
group and the Ganesha Games
Proboards
forum.
www.ganeshagames.net
Table of Contents
Poem
Introduction
The Golden Rules
Theme and Style
Why Fantasy?
Dice
Exploding Dice
How to Create Characters
Points Value
Quality
Quality Rolls: the Basic Rule
Opposed Actions
Teaming Up
Special Successes and Failures
Modifiers on Quality rolls
Do Not Roll Dice For Everything
Quality Breakdown
Increasing Quality
Combat
Armor
Hero Points
Experience
Special Rules
Levelled Special Rules
Bottlenecked Abilities
Detrimental Rules
Inborn Special Abilities
Basic Level Abilities
NPC-Only Abilities
Non-Human Characters
Special Rules
Equipment
Equipment That Costs Points
Money
Equipment List
The Action System
Initiative
Initiative Tie-breakers
Simplified Initiative
Waiting
Overwatch (Optional)
Initiative of Goons and Hirelings
Activation Table
Characters with No Actions
The Free Step
At the End of Turn
At The Beginning of Turn
Hero Points and Initiative
Activation
3
4
4
4
4
4
4
5
5
5
5
6
6
6
6
7
7
8
8
8
8
9
9
9
9
9
10
10
10
10
11
29
29
29
29
31
31
31
31
31
31
31
32
32
32
32
32
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32
Sample Actions
Critical Failures in Activation
Movement
Measuring Sticks
Difficult Terrain
Movement Can’t Be Broken
in Smaller Steps
Interpenetration
Characters With Large Bases
Mounted Characters
Vehicles
Combat
Hand-to-Hand Combat
The Combat Roll
The Damage Roll
Armed and Unarmed
Melee Combat Modifiers
Ambush
Size Modifier
Helpless Targets
Fallen Targets
Outnumbered
Defending an Obstacle
Power Attacks
Called Blows
Sidestep
Damage
Damage Modifiers
Mounted Combat
Roleplaying Pain and Death
Ranged Combat
Ranged Combat Modifiers
Range
No Shooting In or Out of Melee
Cover Modifiers
Ambush
Missile Expenditure
Aimed and Called Shots
Size in Ranged Combat
Shooting at Helpless Targets
Shooting at Inanimate Objects
Target on the Ground
Shooting Damage
Healing
Magic
The Winds of Change
Magic Creativity
Mages With Focused Quality
What Magic Can and Can’t Do
33 Information
33 Obviousness
Targeting Restrictions
34 Resisted Spells
34 Attack Spells
34 Immune Creatures
Time
35 Spells are Non-Stackable
35 Can’t Create Wealth
35 Resurrection
35 Enhancing Self or Others
35 Stealth
Mind Control
36 Healing
36 Target Type and Race
36 Verbs
37 Nouns
37 Forbidden Magic
37 Forbidden Power Words
37 Cost of Spells in Successes
37 Range
37 Area Effect
37 Time and Duration
37 Resistance
38 Quantity of Matter Affected
38 Ritual
38 Encumbrance
38 Spellblasting
38 Spell Pushing
38 Spell Backfire Table
41 Spellcasting Examples
41 Typical Power Word Usage
41 Tables
42 Character Sheet
42
42
42
42
42
42
43
43
43
43
43
44
44
44
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45
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56
A Tale of Blades and Heroes
The love of gold is doom enough. “So long have we attended you
The love of blood is harder still. and sang your praises just as long.
But hardest of them all, the love Hast never heard our carping song,
of tales of blades and heroes.
the tale of blades and heroes?
In empty tombs I heard the wings We sing your deeds from west to
of senile and forgotten gods.
east,
No-one was there to see or sing
Dishonour not your only guests.
a tale of blades and heroes.
Again begins the song and feast,
and tales of blades and heroes.”
I saw the bright inhuman eyes,
and seeing them, I snuffed them out.
Poem by James Hutchings
In inns and halls I traded lies,
Illustration by Ignazio Corrao
and songs of blades of heroes.
I traded lies but sometimes gave
the truth away, to honour those
I stood beside, now in their grave,
now songs of blades and heroes.
For some had fled the tree and rope,
and some the tree and rope would find.
And some like me had chased the hope
of songs of blades and heroes.
I dreamed I lay in blood and snow
and knew I would forever lie.
I saw a black and fattened crow
That spoke of blades and heroes.
Tales of Blades and Heroes is a pen and paper roleplaying
game (RPG) inspired by the popular Song of Blades and
Heroes miniature skirmish rules. Use of miniatures and
scenery is recommended. The difference between a RPG
and a tabletop miniature game is that players participate
in a non-competitive, cooperative way to make the game
a better experience for everyone. Improvisation is an
important part of the game; in fact, part of the fun for both
GM and players is to make judgment calls when something
not covered by the rules happens. That is why these rules
try to be concise, universal, fast-playing and simple. It’s
easy to write long books that try to cover every possible
situation in detail, but we chose to strive for simplicity and
minimum page count while still giving players and GMs
the tools to create fun, exciting games.
If you never played pen-and-paper RPGs before, please
visit www. ganeshagames.net for some basic information.
No gender preference is implied by these rules. Whenever
you read “he”, we also mean “he or she”.
The special rules, skills and abilities in this book are only
a sample. We couldn’t cover all possible character traits
and abilities in the limited space of a rulebook.
MOST
IMPORTANTLY, use these rules as tools: understand the
design principles, and then build, expand or modify
them as you want.
If you don’t like a rule, change or
discard it. If a rule seems too complicated or adds too much
bookkeeping, ignore it. If you come up with an interesting
variant, submit it to
Free Hack,
our free webzine.
The most important rule is this: TBH is your game. You
are free to do anything you like with it!
TBH is set in an “anything goes”, quasi-medieval high
fantasy world where might makes right and monsters
lurk around every corner. Heroes are superior to common
people, both morally and in fighting ability. Combat plays
an important part in the game, although detective work
and clever plans should be used to solve problems. Above
all, the game should play quickly, like an action movie. The
GM should keep the pacing constant, creating an epic,
fast-moving adventure. Don’t stop to argue or discuss the
rules; play on, make a note of problems when you meet
them, and solve rules questions afterwards.
The story is
more important than the rules,
and if you have to bend
or ignore them to make the story better, so be it.
Fantasy is the most popular genre of RPG, so this book
gives you all the basics to run fantasy games. The rules,
however, are generic enough to be used in other genres,
such as pulp, post-apocalypse or SF, just by adding a few
special rules.
Introduction
This game uses six-sided dice only. If every player has a
set of three, play will be faster. The GM should have a screen
that allows him to roll dice in secret if the need arises. Dice
are abbreviated “d6”, so “roll 3d6” means “roll three dice”,
and “2d6+2” means “roll two dice and add two to the total”.
If the rules mention rolling a d3, it means “roll a d6 and
treat results of 1 or 2 as 1, 3 or 4 as 2, and 5 or 6 as 3”.
Dice in TBH are “exploding”.
Whenever a 6 is rolled, the player has the option to
keep that 6 as the rolled score, or to ignore it and roll
two dice instead.
If any of the rerolled dice result in a 6, the player has the
option to explode that die again. Theoretically, any number
of successes may be rolled if the player continues to roll
sixes. If a player rolls two or more sixes and desires to have
them explode, he declares what he wants to explode (“I
am exploding one of the two sixes I rolled”, for instance)
and then he rolls separately for each.
Example: John rolls 3 dice. The dice come up 3, 4 and 6. He
decides to explode the 6, so he picks up the die that scored a
6 and rolls two more dice in its place. The two new dice score
5 and 6. He can now keep a total score of 3, 4, 5 and 6, or keep
the 3,4 and 5 and roll two more dice for the 6. This process
continues until he decides to stop or none of his dice scores
a 6.
Dice
Exploding Dice
The Golden Rules
Theme and Style
Why Fantasy?
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