James Hutchings presents
 
 
PART 1: CREATING A CHARACTER
PART 2: COMBAT
PART 3: MAGIC
PART 4: OTHER ADVENTURING SITUATIONS
APPENDIX: BLANK CHARACTER SHEET
 
For random tables which can be used with these rules (or any other fantasy rules), visit Tables for Fables
For a randomly-generated idea for an adventure, click here
 
 
dice:
 
The All-Seeing Eye uses two kinds of dice: ordinary, six-sided dice (d6s), and twenty-sided dice (d20s).
 
This document assumes you know the meaning of GM, ‘character’, ‘player character’, and ‘non-player character.’
 
creating a player character:
 
1) Qualities
 
There are five Qualities: Courage, Intelligence, Charisma, Agility, and Strength.
 
Roll a d6 for each Quality in turn, and add 7 to the result. Each Quality will thus begin with a score in the range 8-13.
 
If you roll at least three ones, you may start again and re-roll all five Qualities.
 
Player characters who survive will increase their Qualities. However the usual maximum score for any Quality is 20 (a Quality may temporarily go over this amount by magical means).
 
 
2) Class
 
There are five classes: Adventurers, Warriors, Magicians, Elves, and Dwarves.
 
Any character can be an Adventurer. The other four classes have minimum ability scores, as follows:
 
Warriors: Courage 12, Strength 12
 
Magicians: Intelligence 12, Charisma 12
 
Elves: Intelligence 12, Agility 12
 
Dwarves: Agility 12, Strength 12
 
The abilities of the different classes are dealt with in detail in the relevant sections. However, briefly;
 
Adventurers are the most common class. They are mostly good at fighting, but not to the extent that Warriors are.
 
Warriors are specialists in combat. They have the ability to use weapons and armour that no other class can use.
 
Magicians are extremely weak in combat, but can use magic.
 
Elves are a kind of half-and-half class. They’re able to use some spells, but also have some skill in combat. They also have a much stronger sense of smell than other classes.
 
Dwarves are unusually tough. They have trouble using larger weapons because of their small size. However they are particularly skilled in using the battle-axe. They have a unique ability to sense if treasure and secret doors are nearby. They also have an advantage when facing opponents with bows or other ranged weapons: their small size makes them harder to hit.
 
Both Adventurers and Dwarves may eventually become Warriors.
 
 
3) Vitality Points
 
Their starting value depends on the character’s class:
 
Adventurers: 30
 
Warriors: 30
 
Magicians: 20
 
Elves: 25
 
Dwarves: 35
 
 
4) Astral Energy Points
 
Elves: 25
 
Magicians: 30
 
The other three classes have 0 Astral Energy Points.
 
 
5) Adventure Points
 
These are equivalent to Experience Points, and begin at zero.
 
 
6) Level
 
This starts at 1.
 
 
7) Money
 
Roll a d6, add 6, and multiply by 10. The character will start with this many silver coins (always in the range 70 to 120).
 
Silver coins are the main currency, but there are others:
 
1 gold coin = 10 silver coins = 100 bronze coins = 1000 copper coins
 
 
8) Attack and Defence
 
Attack begins with a value of 10.
 
Defence begins with a value of 8.
 
If the character has an Agility of 13, they can raise their Attack or their Defence by one point.
 
If the character has an Agility of 8, they must lower their Attack or their Defence by one point.
 
 
9) Weapons and Equipment
 
The player character should then use their coins to buy equipment: weapons, armour, and other useful items such as boots and blankets.
 
Weight
 
Weight is measured in ‘coins’. An actual coin, unsurprisingly, weighs 1 coin (regardless of what kind of coin it is). A character can comfortably carry a total weight of no more than their Strength x 100 coins. If a character has more than that, they can’t run or jump, must rest frequently, and will walk at a much slower pace. The actual maximum weight that a character can carry for short distances is left to the GM.
 
The GM may allow characters to haggle. If so, the character Tests their Charisma (see ‘Testing Qualities’), and adjusts prices accordingly. The GM should apply a minimum of 20% reduction on listed prices, or a maximum increase of 10%.
 
The GM may say that each character has to buy a set of clothes, which costs 20 silver coins and weighs 80 coins.
 
However if the GM and players want to go into more detail, they can use the following table.
 
If the price is just a number, and doesn’t give a type of coin, it’s in silver coins.
 
ClothingWeightPrice
Shirt (flax)25 bronze coins (half a silver coin)
Shirt (silk)210
Tunic (regular)301
Tunic (individually tailored)202 gold coins (20 silver coins)
Trousers (simple)201
Trousers (high quality)2015
Coat402
Cape4025
Robe (simple)205 bronze coins (half a silver coin)
Robe (high quality)405 gold coins (50 silver coins)
Hat101
Shoes508 bronze coins (four-fifths of a silver coin)
Sandals304 bronze coins (two-fifths of a silver coin)
Boots605
Gloves103
 
EquipmentWeightPrice
Lamp (requires Lamp oil) (lights up to 10 metres, or 30 feet)203
Wooden torch, soaked in resin (lights up to 10 metres, or 30 feet)205 bronze coins (half a silver coin)
Leather backpack301
Bag (leather)502
Bag (fabric)158 copper coins (one one hundred and twenty-fifth of a silver coin)
Match55 bronze coins (half a silver coin)
Flint32 bronze coins (one-fifth of a silver coin)
Fishhook and line15 bronze coins (half a silver coin)
Blanket402
Water Bottle (holds 1 litre, or 1 quart)402
Water (1 litre, or 1 quart. Requires water bottle, above)451
Lamp oil (250ml, or ¼ of a quart) 115 bronze coins (half a silver coin)
Rope (10 metres, or 30 feet)452
Rope ladder (5 metres, or 15 feet)707
Crowbar8510
Pole (2 metres, or 6 feet)505 bronze coins (half a silver coin)
Saw4515
Hammer407
10 pitons (climbing spikes)505
50 nails3015
Chain (per metre, or per 3 feet)6010
Knife, fork and spoon (tin)155
Parchment, ink, and quill65
 
ProvisionsWeightPrice
Salted meat204 bronze coins (two-fifths of a silver coin)
Smoked meat202 bronze coins (one-fifth of a silver coin)
Sausage203 bronze coins (three-tenths of a silver coin)
Bread201 bronze coin (one-tenth of a silver coin)
Cheese202 bronze coins (one-fifth of a silver coin)
 
ArmourProtectionAgility
Penalty
WeightPriceWho can wear?
Padded coat201204 gold coins (40 silver coins)any character
Leather vest301808 gold coins (80 silver coins)any character except Magicians
Chainmail shirt4132020 gold coins (200 silver coins)any character except Magicians
Scale-mail shirt51480100 gold coins (1000 silver coins)any character except Magicians
Knightly armour62900400 gold coins (4000 silver coins)only Warriors
Shield1, added to the value of the
character’s clothing or armour
014025 silver coinsany character except Magicians
 
‘Protection’ is explained in Part 2: Combat. In brief, it’s a measure of how much damage the armour can absorb from a single blow.
 
‘Agility Penalty’: the heavier types of armour force the character wearing them to lower their Agility by the amount shown. This will be relevant if the character has to ‘Test their Agility’ (explained in ‘Testing Qualities’). It may also affect the character’s Attack and Defence scores: an Agility of 8 or less means that the character has a penalty of -1 on either their Attack or Defence, and an Agility of 13 or more means that a character has a bonus of +1 on either their Attack or Defence. So, for example, a character with Agility of 9 would normally have no bonus or penalty – but if they were wearing a chainmail shirt, their Agility would be lowered to 8, giving them a penalty.
 
The Agility penalty doesn’t apply to whether a character can be a member of a particular class. For example, a character with an Agility of 12 is entitled to choose the Elf class. If that character wears a scale-mail shirt their Agility will go down to 11 – however they’re still entitled to be an Elf. In this case only, the character’s starting Agility is used, not their Agility after applying the Agility Penalty.
 
Obviously, if the character takes off their armour they then use their normal Agility.
 
Normal clothing has a Protection of 1. In hot climates, or when doing heavy work, people may wear clothing which gives no Protection.
 
The bonus for clothing doesn’t add on to the bonus for armour. For example, a character who’s wearing a chainmail shirt, which has Protection of 4, can’t say that “I’m wearing normal clothing as well so I should get Protection of 5.”
 
Note that, when creating a new character, they will never have enough money to buy better armour than a leather vest.
 
Weapons:
 
Characters can’t fight with two weapons at a time. They can fight while holding a torch or using a shield (unless of course their weapon is one which they have to hold in two hands).
 
Magicians always start with a magic wand. This is a staff of elm or oak, about 1.6 metres, or 5 feet 10 inches, long. This has no cost. It may be used as a weapon – treat it as a club, except that it isn’t breakable. Magic wands have a ‘level’, similar to characters. A wand starts at level 1. Increasing a wand’s level, and the benefits of doing so, are covered in the section ‘In Between Adventures’.
 
Hand-to-Hand WeaponsDamage AddWeightPriceAttack PenaltyDefence PenaltyBreakage FactorWho Can Use
Kitchen Knife010505 5any character
Flensing Knife23530023any character except Magicians
Shortsword26040002any character except Magicians
Club2805136 any character except Magicians
Sabre36060002 any character except Magicians
Sword37045013 any character except Magicians
Longsword (see note 1)48080002 any character except Magicians.
Battle-axe (see note 1)41209000 for Dwarves
3 for all others
3any character except Magicians.
Broadsword (see note 2)5140100232only Warriors.
Greatsword (see note 2)6160130343only Warriors.
War-hammer (see note 2)6150100354only Warriors.
Executioner’s Axe (see note 2)2 – and roll 2 dice
instead of 1
150180463only Warriors.
 
note 1: If a Dwarf uses a Longsword or Battle-axe, they must hold it with two hands. This means they can’t carry a torch, use a shield etc.
 
note 2: If a Warrior uses one of these weapons, they must hold it with two hands. This means they can’t carry a torch, use a shield etc. No other character may use these weapons at all.
 
A flensing knife is a knife designed to gut fish. Kitchen knives, daggers and flensing knives are all about the same length.
 
A sabre is about the same length as a sword, but thinner and curved, with a guard (a curve of metal which protects the hand).
 
A hatchet is a small, one-bladed hand axe which is mainly designed to cut wood. A battle-axe is much bigger, has two blades, and is designed as a weapon. An executioner’s axe is a bigger version of the same thing.
 
 
Ranged WeaponsDamage AddWeightPriceRange
Spear2601520 metres or 60 feet
Shortbow (requires arrows, see below)3204540 metres or 120 feet
Longbow (requires arrows, see below)4305060 metres or 180 feet
Crossbow (requires bolts, see below)420012560 metres or 180 feet
 
Spears require only 1 hand to use, and so may be used with a shield. The other weapons in this table require both hands.
 
Shortbows and longbows use arrows. 20 arrows cost 2 silver coins, and weigh 50 coins. Characters may be assumed to have a quiver to carry the arrows in.
 
Crossbows use bolts, which are much shorter than arrows. Crossbow bolts can’t be used in bows, nor arrows in crossbows. 20 bolts cost 4 silver coins, and weigh 80 coins.
 
All these weapons can be used by any character except Magicians.
 
Weapons that can be used Hand-to-Hand
and as Ranged Weapons
Damage AddWeightPriceAttack PenaltyDefence PenaltyWho Can UseRange
Dagger1202004any character10 metres or 30 feet
Hatchet3604504any character except Magicians 20 metres or 60 feet
 
Both these weapons require only one hand, and so can be used with a shield.