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SOL III
The World of Our Lord Joe
Game Instructions and Rules
INTRODUCTION
It is the year 336 of Sol III’s (the Earth’s) third age. Sol III’s first age, before
Christ, was the time of gods and goddesses, and legends and mythology. The
second age saw the coming of the world’s great religions and the one God. It
was also a time of man and his machines. At the end of the second age man
destroyed everything he had created in his first and last nuclear war. The war
threw man back to simpler times with only a handful still retaining bits of
knowledge from the last age. In the third age the world has become a place
where magic and science are side-by-side, along with beauty and untold
horrors. It is a world filled with adventure, glory, heroism, and riches. It is also a
world of greed, lust, destruction, and death. For this is the World of Our Lord
Joe.
GAME OBJECTIVE
Sol III is a four to thirteen person game in which one player plays the part of
Our Lord Joe (OLJ.) The other players play main character (players) that
travel through an area of Sol III that the OLJ player has created. The main
character players come across many dangers, challenges, and creatures of
good and evil in events created and controlled by the OLJ player. Players must
use their skills in combat, physical attributes, magic, wit, sexuality, and cunning
to gain experience in order to go up levels. Every time a player goes up a level
their basic abilities also increase. Every player starts at first level. The first player
to achieve tenth level wins the game. The OLJ player can never win the game
for he is the controller of the game and for all purposes god to the main
character players. The OLJ player was final word on all aspects of game play
and literally has the power of life and death. Sol III is much like a living book.
The OLJ player is the author who creates the time, the place, the basic story
line, and controls minor characters; yet the main characters in the story have
wills of their own and the author does not know how they will react to the
scenarios he has created.
CREATING THE GAME
Before any players can have any adventures, or go up any levels in abilities,
the OLJ player must first create a game to be played in. A game of the World of
Our Lord Joe has five major elements; Main Map, Main Map Event List, Town
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Maps, Town Event List, and Castle Floor Plans. All of which must be created
before game play.
MAIN MAP: The first step in creating a game is creating the Main Map. Using
graph paper divided by 1/16th of inch boxes or 3mm boxes, the OLJ player
draws a region of Sol III. The area should have several of the following
landscapes: mountains, rivers, woods, plains, lakes, deserts, and urban areas.
Towns, villages, castles, mines, ruins, towers, cities, farms, encampments
and/or caverns are then placed through out the map (a basic game should have
at least two towns and two castles for players to explore.) These are then
connected by roads (one box wide) for the players to travel upon. Along side the
roads (and some off road) the OLJ player would then place 40 to 50 Event
Boxes through out the map. Each event box is numbered and recorded on the
Main Map Event List. At each event box players will encounter different events;
from a rock in the road, lost travelers with information, damsels in distress, to
goblin patrols.
Example of a main map:
On a separate piece of paper a number, representing each Event Box, is
listed. After each number the OLJ player writes an event for that box. The OLJ
player must give a description of what the players encounter, possible actions
the players might take and an outcome for each action.
Example of Event:
(1) Stick in the road  pick up stick - Magic Sword
 kick stick - rattle snake (roll odd - bitten)
event box description actions result
The character players never view the original map or the Event List that has
been created by the OLJ player. They are instead required to make their own
map of the area as they travel through the game. Events should be as detailed
and descriptive as possible and the OLJ player should try to conceive as many
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different responses with appropriate outcomes as possible, and be rich with as
much detail as possible, adding dimension and enjoyment to game play.
Example: Event box: (3)
Description: Wood-Elf Princess being raped by 4 Goblins
Details: (2nd, -2 drunk, +2 S swords, +2 mail, +3 Ir shields (red eye))
Action:  save Princess
Result: - go up a level
The details give the players additional information about an event for making
better judgments for possible reactions. In the above example the goblins’ level
is given, their weapons and defenses, their state of mind and their political
association.
2nd: is the level of the Goblins
drunk: their state of mind (-2 combat points)
+2 S swords: their weapons (+3 combat short swords)
+2 I mail: one of their defenses (+2 combat Iron mail)
+3 Ir shield: another defense, (+3 Iron Round shields)
(Red eye): their shield colors. (They are troops of the Dark Lord of the Red Eye.)
Other abbreviations for weapons and defenses:
Swords Shields Metals
S - short r - round I - iron
L - long rec - rectangle m - mithral
TH - Two-handed p- pentagon s - steel
T - toothed w - wood P - platinum
M - magic pl - plexi-glass SL - silver
F - fire h - hide or leather Po - poison tipped
The event lists can actually be written in any fashion that suits the OLJ player.
As long as it works for him and he is able to easily and quickly follow his
instructions. The above is just a strongly recommended fashion in setting up the
game.
Towns: Towns are a very import aspect of the game. For it is usually in towns
that players can find safe heavens (although not always) they can re-supple, lick
their wounds, up grade their weapons and defenses, learn new skills and gather
important information. Each town must have its own map and an events list for
every building in the town that the main characters might enter. Suggested
establishments in each town are as followed:
Tourist trap - buy maps and information about the town
Blacksmith and Stable - buy mounts
Bank - money transactions
Police Station - to enforce the town laws
Inn or hotel - information, rooms, hire secondary characters
Church of Our Lord Joe - for spiritual favors and guidance
General Store - basic supplies, food and drink rations
Armory - weapons, defenses, and ammo
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Magic shop - magic items and phrases
Doctors’ Office - medical care and medical supplies
Other possible establishments:
Fast food restaurant Antique shop Restaurant
Book store Florist Jewelry shop
Insurance office Library Real-estate
Pet shop Locksmith Liquor store
Drug store Brothel Gates to town
Pubs and bars Pawnshop Clothing tore
Casinos Junk yard Residential
Ruins Marina etc....
Example of town event:
Tourist trap - buy map of town  go back for second time - trap: doors 30
weight.
Bar - gunfighter can hire to teach level B weapons usage
- dice game in corner, win more than 500 platinum accused
of cheating by gunfighter (7th, colt 45)
Bank - 50,000 platinum, 2 white knight guards (12th level, L
swords full mithral plate armor)
Grocery - buy all food and Drink rations, hear story from clerk of
ruins in the great dessert to the Northwest.
Magic Shop - buy magic balls, magic phrases, green-emerald, black
bag. Notice that shop keeper has a one eye with out
iris ask him about it - turns into One-eyed devil (8th,
+4 F sword)
Town maps are drawn on graph paper with boxes 3/16 th an inch square or
5mm square boxes.
Example of Town Map:
Castles: Castles are where the real adventure is in Sol III. Castles are usually
the homes and lairs of Dark Lords and Witches with dark armies. They are filled
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with treasures and terror. Yet it is in the dark, damp halls and bellows of castles
where heroes are made or destroyed.
Castle Floor Plan: On the same kind of graph paper that towns are made the
OLJ player lays out the floor plans of every castle in the game. Hallways should
be at least two squares wide and rooms should be large enough for the OLJ
player to write all necessary information about each room: the room’s light,
weights of doors, description and details of evil creatures, traps, secret doors,
magic items, and possible Main Character actions and results.
Unlike town maps, Castle floor plans may not be shown to Main Character
players. Players will have to use blank graph paper to map the castles as they
venture through them.
Example of Castle Map:
MAIN CHARACTER DEVELOPMENT
Picking a Character: With a game created by the OLJ player the other players
are ready to choose their characters and begin the adventure. At least three
players are needed to play Main Characters, less than three the game can be
technically played but it is highly recommended for better interaction and play
value to have at least three Main Character players. More than Ten players can
start getting crowded but could be attempted. Referring to the Main Character
Guide booklet, the players will choose the race they wish to play, being either
Anubis, centaurs, druids, dwarves, elves, fairies, giants, half-Orcs, humans
(which are broken up into five groups to choose from: commoners, criminals,
marshal artists, nobleman, and religious men), quaddorns (mutated humans),
reclaimsmen (generically engineered humans,) transformists, and wizards.
Having chosen a race the player then rolls one six sided die to select the type of
character with in the chosen group. From top to bottom the characters are
counted one to six. If there are less than six types the character can choose the
type if he rolls a number higher than the number of types in the race.
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Female Characters can only be played by females (unless given special
permission from the OLJ player). Females do not have to roll since there is only
one type of female character for every race that has them (accept for Anubis
and transformists since all types in their races can be played by females or
males).
All characters have advantages and disadvantages. They are either very skilled
in one area or a bit skilled in many. Character skills are, combat ability, brute
strength, technology, languages, intelligence and cunning, magic, senses, sex
appeal, and trades.
Writing up a Character Card: On a large lined index card (5 inches by 8 inches
or 13.5 cm by 18.5 cm) The character player keeps all-important information
recorded about his character. The card in its raw generic state is written in black
ink.
The Character player, using the Main Character guide booklet, will write all
given information in blue or red ink about his chosen character.
Example of filled out Character Card:
All other information needed during the game must be written in pencil so that
the information can be easily changed and updated.
Example of active character card:
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EXECUTION OF PLAY
With a game all prepared and characters ready to play, the stage and cast are
ready to perform.
Combat
Sol III is filled with enemies for the character players. Although players can
often use magic, cunning and reason to get out of trouble or even make friends
and allies, there are often times when one must kill or be killed.
Raw combat: When two characters engage in hand-to-hand combat, without
any weapons or defenses, the characters compare only the differences in their
combat points. For example if a first level dwarf soldier attacks a first level orc,
the dwarf is at a +1 advantage since his combat factor is 5 and the orc’s combat
factor is 4. The dwarf would than roll a six-sided die consulting the results on the
combat chart at (+1).
1 2 3 4 5 6
(+1) B-1 D-1 D-1 A-1 Miss D-1
Note: D = defender; A = attacker; B = both the attack and defender
If the Dwarf rolls a one both the Orc and the dwarf lose one combat point. If he
rolls a two, three, or six the orc, being the defender, loses one combat point. If
the Dwarf rolls a five he misses and if he rolls a four, being the attacker he loses
one combat point.
To increase his chances of success the Dwarf wants to increases his combat
factor spread between himself and the orc. The larger the spread the greater the
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odds he will succeed in combat. There are four ways a character can increase
his combat strength; go up levels, weapons, defense, and the use of magic. If a
character can make his spread larger than +10 his opponent is automatically
killed.
For example if the Dwarf is level two his combat factor increases by two. Now he
his combat factor is 7, a +3 advantage over the first level orc at 4.
1 2 3 4 5 6
(+3) A-1/D-2 D-2 D-1 A-1 D-1 D-1
Now if the Dwarf rolls he will find a better chance of success. A one; he loses
one combat point but the orc loses two. A two will knock the orc down two
combat points. A three, five or six the orc will lose one combat point. Yet if the
Dwarf rolls a four he will lose one combat point. Say the dwarf rolled a 1 at (+3).
He would lose one combat point making his combat factor now 6 the orc loses
2, bringing his combat factor down to 2. The orc now attacks the Dwarf. But the
Orc is attacking at a - 4 disadvantage. Rolling one six-sided die the orc consults
the combat chart at (-4) for the result of his attack.
1 2 3 4 5 6
(-4) A-1 A-1/D-1 A-1 A-2/D-1 A-2 B-2
Being now the attacker if the orc rolls a one or a three he must lose one combat
point. If he rolls a two he also loses one combat point, but the now defending
dwarf loses two from his combat factor. A four the orc would lose two; killing the
orc. Compared to the Dwarf only losing one. If the orc rolls a six both will lose
two combat points, yet also killing the orc.
The orc could have increased his chances against the second level dwarf if he
picked up a weapon and defenses such as a short sword giving him an
additional two combat points and an iron round shield giving him another three
combat points. The orc would then be attacking the Dwarf at a +1 advantage.
Increasing his odds of success in combat against the dwarf.
Note: that no matter how a character increases his combat factor he can only
lose his original combat hit points. In other words a second level dwarf with a
combat factor of 5, +2 combat points for second level, +3 iron round shield,
and +2 short sword would give him a total combat factor of 12.. Yet if in combat
he loses 5 combat points (takes 5 hits) the Dwarf is dead. The only way a
character can take more combat points during a battle is through the use of
medical items, or magic to heal his lost combat points. If character doses not
have any medical items or magic, he can disengage from combat (run away)
and let his natural healing process regain his lost combat points. For a Dwarf
soldier that would be two combat points per day.
Armed Combat: Weapons are the easiest way for a character to increase his
combat factor. Most characters can use basic hand to hand combat weapons;
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such as daggers, swords, spears, maces, or frails. Hand to hand weapons mean
that characters are engaging each other close enough to touch. Which means
that an attacker using a hand-to-hand weapon is always at risk of being harmed.
Whenever using weapons the location of the battle and how the weapons are
used effect their combat value. Some weapons are better in a rural setting, any
main map combat. Other weapons are best used in an urban environment; like a
town, in a castle or in caverns. If a character uses a two-handed sword in a
castle its combat factor is +4. Yet the same weapon on open road is worth +5 in
combat. Also some weapons are more effective when the player is mounted or
on foot. A +3 saber has an additional point advantage if the character is using it
mounted. Making the saber worth +4. Yet if the mounted character used a two-
handed sword, the sword would be subtracted 2 combat points giving it a
combat value of +2 in a urban setting and +3 in a rural environment. Other
weapons might be more valuable to a character depending on if they are being
used against armored or un-armored opponents. Consult the Weapons Chart for
complete details about weapons.
Projectile Weapons: Characters using a projectile weapons, such as bows,
throwing knives or guns, can hit their opponents from a safe distance. If the
attacker rolls any result in which the attacker loses combat points the attacker is
not effected. Even if the defender also has a projectile weapon the attacker has
the advantage of first strike. If the Defender with a projectile weapon survives
the first strike he is then able to counter-attacker against his assailant. After the
first strike, the defender and the Attacker are vulnerable to losing hit points.
When in engaging in projectile combat, characters can take cover behind
objects to increase their combat spread.
Flesh dead bodies, hostages +1 combat
Wood: tables, doors, carts, trees, logs +2 combat
Stone: walls, boulders, tables +4 combat
Steel: doors, vehicles +6 combat
Mithral door +7 combat
Note: Characters can also add one combat point for every point higher they are
then their opponents in sight range.
Group Combat: When a party of main characters confronts a group of
opponents, combat can be fought as a unit. Adding all characters combat
factors together (including weapons in use, defenses and magic spells) against
all their opponents combined combat factors. For example: if the attackers roll
an A-2, each character in the group loses two hit points. Unless the characters
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choose not to engage or do so from a safe distance using projectile weapons.
Male characters in love will defend female characters to the death. Any hit
points she receives in group combat he take hers along with his own.
Alternating Combat: Instead of fighting as a single force, character players can
decide to take turns in attacking. First one in the combat order would attack as
many enemies as the character as they are capable of. After all the main
characters that wish to attack, have, the opponents are then able to retaliate
individually, the roll of the dice selects their targets randomly. For example the
OLJ player in order writes down each main character and secondary character
on a piece of paper. If the OLJ player rolls a one the first character listed is
attacked. If there were more than six players the OLJ player would then have to
count the second player as number one for the next attack. (If a player has
multiple sided dice it is better) If there are less than six players the players then
must choose their combat order. For if a six is rolled and there are only five
players then the first player is attacked. So it is best to place the strongest
characters in the front. The characters can change combat order anytime before
the OLJ player rolls the die to see who is attacked.
If children or females are chosen in the attack the male character responsible for
them is attacked instead. In other words if a male character has a mate and
children he increases his chances of being attacked.
Flying characters can attack grounded characters without fear of retaliation,
unless the grounded characters are armed with projectile weapons.
Squaring Off: Characters can also choose to square off with one opponent.
Once they defeat that opponent they can then assist another character in
combat.
Assassination: A character can be killed instantly without warning by
assassination. An assassin will hit an opponent by adding only his combat factor
and weapon’s combat factor against his targets combat factor and defenses.
Finding the spread two dice are rolled using the Magic Chart for the result of the
hit. A pass is the death of the victim a failure is a miss. After the assassin
makes his attempt successful or not he is open to conventional combat
retaliation unless he is fast enough to escape his missed target or his targets
companions. For weapons dipped in poison the Assassin can add two more
points to his combat spread.
Magic
One of the most important powers in the World of Lord Joe is magic. Magic can
make the impossible possible. In the second age magic existed always in the
shadows among the occult, the third age has brought a renaissance to magic
and the beings that master it.
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Magic Users: All races have the ability to use some form of magic, although it
still eludes most. There are only a handful of races where magic comes to them
naturally and with the greatest power. Some races have a few among them that
study the art and are able to dabble in its practice.
Casting Spells: Whenever a magic user wishes to cast a spell it depends on
two factors. The first is the magic users magic factor and whether he is casting
a non-opponent spell or a opponent spell. In casting either a non-opponent or
opponent spell the magic user must consult the Magic Spell Chart using his
magic factor to determine his level of magic use. A magic user’s level
establishes the number of spells a magic user may attempt per turn and what
spells he may try to attempt. As a magic user advances in magic levels he is
able to use additional spells while still attending his ability to execute lower level
spells. Note: consult Magic Spell Chart for levels and spells
Non-opponent Spells: When casting a spell that is not against another
character it is known as a non-opponent spell. Deciding upon the successful
casting of spell is determined on the Casting Magic Chart. Spells at a magic
users level are cast at (0) level of the casting magic chart. Spells at one level
below the magic user’s level are cast at (+1) on the magic chart. Spells two
levels below the magic user’s level are cast at (+2) and so on depending on the
level of the magic user and the level of the spell. Magic users may not cast
spells above their level. After figuring out at what magic chart level, the magic
user rolls two six-sided dice. A (*) means that spell was successful a () means
that the spell has failed.
Opponent Spells: When casting a spell against another character, such as a
sleeping spell, mind control, or knowledge spells; the magic user must use his
magic factor against the opponent’s willpower factor. The difference of the
spread between the magic user’s magic factor and the opponent’s willpower
factor determines the level the spell is cast on the Magic Chart. For example a
first level Gray Wizard (+9 magic factor) attempts to cast a spell of carelessness
on a first level Uruk-hai (+4 willpower factor), the Wizard has a plus five
advantage. The magic user would then roll two dice using the (+5) level on the
casting magic chart. Since the Gray Wizard has a magic factor of +9, he is a
level B magic user, meaning that if the first attempt against the Uruk-hai fails he
is able to make a second attempt.
Magic Items: Objects with mystical powers that can be used by any character
that at least knows the magic phrase. Magic phrases are changed every game
and are created by the OLJ player. Magic phrases can be learned by three
methods. One; they can be purchased at a magic shop, they can be obtained
from the Book of Magic or they can be given by the OLJ player from prey.
Magic Range: Evil Characters who are strong magic users have a magic range.
Their magic range enables them to cast spells against travelers who enter their
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sphere of influence. Boxes on the main map measure range. For example a
Dark Lord of the White hand has a magic range of 15, which means that can
cast magic spells with in 15 boxes of their castle. When entering a magic user’s
range the spells are always first cast on the highest magic users of a party.
Voodoo: The only way Main Character players can cast magic spells at great
distances is by using voodoo. To pass voodoo spells a player must first obtain a
voodoo doll and the name of the victim must be written on the forehead of the
doll with blood. The magic user may then cast any spell within his level abilities
against the character the doll represents.
Divine Powers
Religious men or Holy men instead of having a magic factor have a holy factor.
Religious men cannot use magic spells. Instead their Holy factor gives the holy
men the ability to use the power of the OLJ player. Depending on the level of the
holy men the holy men may make a set number of attempts to requests the OLJ
player for miracles per day (every 4 turns). Holy men may also seek divine
guidance from the OLJ player every turn.
Miracles: If a Holy man is successful in praying to the OLJ, the OLJ player must
answer the prey. The Holy men may request anything except for the ability for
more miracles, to bring any characters up a level, or strike down or resurrect
more than one character per request. Holy men always roll two dice at level (0)
on the magic chart. As they go up levels they’re number of attempts for miracles
increase per day.
Divine Guidance: A set number of times per turn (depending on the Holy man’s
level) a Holy man can pray to OLJ for divine guidance. The Holy man again
would roll two dice at the (0) level of the Magic chart. If successful the OLJ
player must answer the pray, answering any question presented to him
truthfully.
Movement
Speed can be a life saving attribute for some characters. The speed of a
character sets the number of boxes a character can travel per turn on the main
map. This can be a extremely important factor when it comes to characters who
are ill and seek medical aid or characters in search of food or water. Speed is
also the ability for a character to flee danger.
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Note: Defenses, such as armor and shields, can slow down characters. (consult
Defense Chart)
Main Map Travel: A character’s speed factor is the number boxes on the main
map he can travel per turn. A party can only travel the speed of their slowest
member. Usually players will follow the roads laid out by the OLJ player.
Characters can though travel off road giving the direction and number of boxes
they move. The OLJ player keeps track of their travel on his original main map
describing any important information the party comes across along with any off
road event boxes. Characters can travel ten a breast (known as one wave)
Marching Orders: When moving through Sol III the players must have a
marching order in which they travel. A marching order consists of the point man
(the character leading the group), the rear guard (The character taking up the
rear), and the main body (all other characters). The point man is always subject
to booby traps and ambushes. The Rear guard is also subject to ambushes. It is
best for players to place scouts as their point men and fighters as rear guard.
Towns and Castles characters squares can hold two a breast.
Booby traps: When characters come across a booby trap the character must
roll one die. If he rolls a odd number he sets off the trap. If he rolls a even
number the trap is not set off and the next player must roll to see if they trigger
or not trigger the trap.
Traps Results
Poison dart death
Pit trapped
Steel-trap half combat
Snare trapped
Trip wired grenade death, next 2 character half combat
Traps Results
Quicksand death if not helped out
Sleeping gas knocked out 1 turn
Aging gas half combat, death in 3 days
Pongee sticks half combat
Poisoned pongee sticks death
Glue trapped
Spider web trapped
Anti-personal mine death and next 2 characters
Anti-tank mine destroys vehicle, all aboard half combat
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Note: Traps can be very informative. If players run into spider webs they can
assume that giant spiders are in the area. Grenades or mines are clues, for
Reclaimsmen or Russians. Steel traps and snares or usually the work of KKK
members.
Scouts: Scouts have the ability of detecting booby traps. Only if a scout rolls a
six does he trigger the trap. Any other number he discovers the trap without
triggering it.
Criminals: Criminals are also good point men. They too have the ability of
discovering traps. If they roll an odd they will still trigger the trap, but if they roll
an even number they discover it without triggering it.
Flying Characters: Flying characters are not able to trigger or discover traps.
Retreating: The speed of a character is also important if characters get into a
situation they cannot fight, use magic, divine power or cunning to get out of. If a
character’s speed is higher than his opponent he can disengage from the event
and run away. Mounts and vehicles are the most common way of increasing a
characters speed. When mounted or using a vehicle the character’s speed is
that of the mount or vehicle.
Learning:
Self-improvement is such an important element in intelligent beings. It is what
truly separates us from the lower animals. Learning and studying is an extremely
important aspect of the World of Our Lord Joe. Through study, Characters can
improve all their qualities, from combat skills to Charisma. Characters can also
pick up knew qualities and skills, like how to use more advanced weapons, and
how to operate a vehicle. Main Characters should take the time to seek out
books of knowledge and the wise. Knowledge is power…if you’re intelligent
enough to know how to use it. (Note: Marshal Arts cannot learn new things. Due
to their inflexible traditional values.)
Communication skills are a necessary skill in the World of Lord Joe. It is
through language that players can make friends out of enemies, gather
information, woe the opposite sex, and con opponents. In order to accomplish
any of these the character must be able to speak the language of the character
they wish to communicate with. All Main Characters start the game by knowing
Common and the language of their race. Some are able through the course of
the game to learn additional languages. All races are limited in the number of
languages they may learn. Once they learn a language they may not drop it in
favor of learning an alternative language.
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Learning Languages: Languages can be learned in two ways. One: any
Character that speaks the desired language and the language of the student
can teach Languages. Two: A character can learn on their own by using scrolls,
tablets, or books. Consult the language list for how long it takes to learn a
language from written material. If a character uses a teacher the time to learn
the language is cut in half. While a character is learning a language (or
anything) he cannot take part in any events during the set number of turns for
him to learn the language.
Leadership:
Characters with a leadership factor have the ability to make other characters do
their bidding and to take complete control of secondary characters the party
encounter with in the game.
Secondary Characters: Secondary characters are characters that have their
own character cards but are not created by the Main Character Players. The
OLJ player creates the Secondary characters. Their cards filled out before the
start of the game. When encountered the secondary characters join the party
and are put under the control of one of the players.
Only characters with a leadership factor can take control of secondary
characters. If more than one leadership character wishes to control a secondary
character the players must roll two die against each other adding their
leadership factors to the roll. The player with the highest roll takes control of the
secondary character. If a tie is rolled the players must roll again. If a leader
Character is the same race as the secondary character the player can add an
additional 2 points to his roll.
Note: For a leader character to take control of a secondary character they must
share a common language
Back Stabbing: Secondary characters are completely loyal to the character
they are controlled by, but at a set time in the game a secondary character could
turn against its leader. He could end up being a thief or even an assassin.
Battle of wills: Whenever characters reach a point of disagreement (which
direction to go or who should open the box first) characters can roll against each
other adding the differences of their willpowers and leadership factors. For
example if an Elf Noble thinks the party should travel east but a Human White
Knight feels the party should head north the two can roll against each other. The
Elf has a willpower of 8 and a leadership factor of +1 giving him a total of 9, the
White Knight has a willpower of 6 and a leadership factor of +2; giving him a
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total of 8. The Elf has a +1 advantage and may add one point to his roll against
the White knight. Character’s can also decide things in a democratic fashion, yet
the majority is not able to force any single individual to do anything. Only by
rolling against a character using one’s will powers and leadership factors against
each other, can players force each other to do anything.
Sex:
Just like the real world sex is a very powerful force in the World of Lord Joe.
Female characters use it as their main tool for survival and advancement. All
characters can go up a level the first time they have a sexual experience (except
for prostitutes.)
Female Characters: If a female character can make a male character fall in
love with her she has a +5 advantage added to her willpower and leadership
factor against him, forcing him to do things.
He is also required to defend her with his life. Enemy characters cannot attack
her as long as he is still alive.
A princess can only make one male character fall in love with her for the entire
game (but she receives a +7 advantage over him.) They are also only allowed to
have sexual relations with that character. Prostitutes on the other hand can
seduce several male characters to fall in love with her at the same time.
Prostitutes also start the game 2nd level and do not go up a level for sexual
experiences with in the game. Prostitutes cannot seduce White Knights, Holy
men or Wizards. All other female characters can only have one male character
in love with them at a time.
Note: Wizards are non-sexual and do not have sex and cannot be seduced. All
though White Witches are sexual.
Brothels: Cathouses are the easiest way for male characters to lose their
virginities. It is also the most risky. Players do have to pay and the cheaper the
girl the higher the chances in acquiring Sexually Transmitted Diseases. Brothels
are also great places for gathering information and hiring gun fighters to teach
higher weapon levels.
Nice Girls: Maidens or princesses are the safest and best way to lose ones
virginity. It is also with a maiden a character can have children to continue the
game in case he is killed. If more than one male character is interested in a
maiden or princess they must roll against each other. Adding their willpowers
and Charisma factors the players can add the difference to their rolls. Rolling
two dice the player with the highest roll wins the opportunity to roll against the
maiden. If they roll a tie the maiden is not interested in either of them. If a
17
character does win the chance, or no other player is interested in the maiden,
the character then rolls two die against the female adding his charisma factor to
his roll. More than a tie wins her over and he is able to seduce her.
Note: Champaign and roses can add points to a character’s roll.
Note: Criminals and Black Knights can seduce maidens and have sexual
relations with them without taking any responsibility for them. They do not have
to marry.
Mating: Once a character has won over the opposite sex. The female has the
potential of getting pregnant. The OLJ player rolls one die; if the roll is an even
number she is pregnant. A second die is rolled to see if it a male or female child
(even is male, odd is female).
Responsibility: If a character has his female mate with him and his child, he
most protects them at all times with his life. If either the female character or the
child is selected for attack the male character is responsible for them and is
attacked in their stead. If a character cannot afford to defend them all the time
and feed them he can buy the female and the child a house in a town or rent a
room in a hotel.
Note: Male criminals do not have to protect or feed mates or offspring. Criminals
have no sense of responsibility.
Inheritance: If a character has a same sex child they can have the child replace
them in the game if they are killed. The child would be the same character and
would inherit all the character’s processions. The child though would start at first
level.
Life Insurance: Characters with children that can replace them can purchase
life insurance. If they were killed the child taking his place would inherit a life
insurance policy. Payments and the amount of the insurance policy are
negotiated between the Main Character Player and the insurance broker (Played
by the OLJ player).
Temptress: When a party comes into contact with a Temptress or Siren the
single male characters with the highest charisma factors must fight each other to
the death for her. Once there is a victor the Temptress or Siren will vanish.
Queeradon: When male characters encounter a Queeradon they must roll two
die against it, if they roll a tie or less the main character becomes a homosexual.
Characters can no longer have sexual relations with the opposite sex and lose
their charisma and leadership factors. They must also spend five hundred gold
pieces on a new wardrobe every time the party enters a town.. The character
must also speak in an effeminate voice for the remainder of the game or until
“straightened out”. The only way to fend off a Queeradon is to bribe him with a
live hamster.
18
Casanova: Is the male equivalent of a Tempest or Siren, except he affects the
female characters. All female characters single or not, willingly have sexual
relations with him. They must roll one die two times. First time is to see if they
contract a sexually transmitted disease the second time is to see if they are
impregnated. If the female gets pregnant any male character in love with her
will abandon her. She alone is responsible to fend for the child.
The Pig Woman: One of the most horrible creatures in the World of Our Lord.
She is a foul woman with a high pitched nagging, whining, nasal voices that
sends chills up the spine of the strongest warrior, the most righteous holy man
and the wisest wizard. If a character some how wrongs the pig women’s father
he is forced to marry her. The Pig Woman slows the whole party down to
movement factor of 2 and must eat and drink twice a day. The worst thing about
the pig woman is that she has the habit of speaking at the worst times and has a
natural skill of upsetting very dangerous individuals who her hubby must defend
her against. The only way to rid one self of the Pig Woman is to give her a
Golden Credit Card (magic item) and send her off shopping.
Health:
In the World of Our Lord Joe a character’s health is always in jeopardy.
Diseases: Diseases can be caught in several ways; mosquito bits, unprotected
sex, wild animal bits, and exposure to the ill. To determine if a character catches
a disease (except for STD) he rolls two dice against the OLJ player, if he rolls a
tie or less he contracts the disease. Players may add their healing factor and
preventive clothing to their roll to increase their score.
Curing Diseases: If a character catches a disease, he must be cured with in a
set time period or the character will die. When contracting a disease the OLJ
player only describes the symptoms of the disease. It is up to the player to figure
out what the disease is and how to cure it. Cures can be achieved by magic
medicine, conventional medicine, doctors, or by praying for a miracle.
Healing Wounds: If a character is wounded his heal factor will replenish a set
number of hit points per turn. The use of bandages (+1 healing) and Sterlite (+2
healing) can be used to speed up the healing process. Magic user’s can also
use their powers to heal others or themselves. Holy man can pray for miracles.
Senses:
19
A keen eye and sensitive ear can easily save one’s life as much as an iron
round shield or mithral mail. All characters have different natural abilities in
taking in the sights and sounds of Sol III.
Hearing: When a character is in a castle or finds an interesting door in the back
of a town shop, it is more prudent to take the time to listen before opening that
inviting door. When a character decides to listen the OLJ player rolls two dice. If
the number falls into the listening range of the character the OLJ must describe
(better yet duplicate) the sound behind the door. Example: “You hear the sound
of Iron clashing against each other and shuffling of active feet.” or “ You hear
two voices speaking Black.” or “You hear a low moaning sounds, you are not
sure if they are the sounds of pleasure or pain.”
Eyesight: Eyesight is not measured how far or well a character sees, but how
he sees in light. (One is the brightest ten is the darkest) If a character enters a
room where the light is outside his light range he loses two combat points on his
combat spread for every point outside his eyesight range.
Sight Range: A character’s eyesight range is the spread between its lowest and
highest number of their eyesight. That number is the number of hexes the
character can see on the Main Map. For example a Human with eyesight of 1-5
would have a spread of 5, which means he can see 5 hexes in any direction. An
Elf with eyesight of 1-7 has a range of 7 and sees 7 hexes in any direction.
Flying doubles one’s sight range.
Sense of Smell: Before entering a room or eating anything they may first use
their sense of smell to see if they can learn more information before taking any
action. The OLJ player rolls one die to see if anyone in the party smells anything
special. All main characters have a sense of smell of 1-2 accept for Anubis
which have a sense of smell of 1-4. Sense of smell can also be used for
tracking.
Note: characters do not actually lose the combat points but it affects their
combat factor
Characters can use lighting items (torches, lanterns, flashlights) to bring the light
into their eyesight range. This would in turn effect the combat spread of most
evil creatures that see better in the dark.
Note: If a Stone Giant is taken out of his light range he will turn to stone.
Strength:
20
Characters also have to consider their physical strength. A physically strong
character, like a Giant, has many advantages. For one they can force open
locked or barred doors, bend bars, throw heavy objects, and carry more things
on their person.
Carrying: All characters can carry their weapons and defense limits in addition
to a set amount of pounds of coins and/or food and drink rations. For every point
of a character’s strength factor he can carry 1 pound. 50 coins of silver, gold or
platinum are equivalent to 1 pound. For example if a character has strength of 5
he can carry 5 pounds of coins or 250 coins. Every ration of food or drink is
worth half a pound. So the same character with strength of 5 could carry 10
days rations of food, or 10 days rations of drink, or 5 days ration of food and
drink. If a character is already carrying 2 pounds of coins he is then only able to
carry 3 days rations of food and drink.
Characters can increase the weight they carry be using a backpack. A backpack
can triple the weight a character can carry. A character with strength of 5 uses a
backpack he can carry up to 15 pounds of rations and coins.
Mounts, vehicles and pack animals are another way to greatly increase the
weight of supplies a character can carry.
Moving Heavy Objects: When moving a heavy object, such as a door or table,
characters use their strength by multiplying it by ten. If it the same as the weight
of the object or higher he is then strong enough to move the object. The OLJ
player when setting up the game decides the weight of the object. Characters
can work together adding up their strength to move or knock down extremely
heavy objects.
Breaking Down Doors: Locked or barred doors can be broken down if a
character is strong enough. His strength factor must be equal to or more than
the strength of the bolted door. Characters can work together but they are
limited to only two characters at time trying to knock down a single door. Four
characters working together can attempt double doors.
Note: Objects such as benches or Glasses (the character) can be used as
battering rams doubling the strength of the characters battering down the down.
Bending: Strong characters can be very useful when characters find
themselves in prison in the depths of some Dark Lord or Witch’s dungeon.
Prison bars can be bent wide enough for smaller characters like dwarfs or fairies
to slip out of and find a key to release the remaining characters. If the strength
of character is twice that of the bars he cannot just bend them but break them
so every one, including Giants can break out.
Material Strength
Wood bars 10
Iron bars 20
Steel bars 30
Mithral bars 35
21
Spider Web 25
Rope 7
Money:
Purchasing power is another extremely important factor in the World of Our
Lord Joe. Character’s need money to by rations, medical care, weapons,
defenses, services, mounts, and many other things. Sol is a completely free
enterprise system with no taxation and plenty of bartering.
The monetary system is based on silver, gold and platinum coins. One gold coin
is equal to ten silver coins. Ten gold coins are equal to one platinum coins.
Gambling: Although the World of Lord Joe is filled with risk, there is the added
risk of gambling. Casinos in towns or at some bars or pubs offer games of
chance where players can attempt to increase their funds. There are only two
games that can be played. First is High Number where a player rolls two dice
against the house (OLJ player). If he rolls higher than a tie he wins at 1:1 odds,
if he can rolls a number twice as high as the house he wins 2:1, 3 times as high
as the house he wins 3:1.
The other game is Craps. Rolling two dice if the player rolls a seven or eleven
he wins 2:1. If he rolls a two or twelve he loses. Any other number he must try to
roll again without rolling a two, seven or twelve again. If he does he wins 1:1.
Banks: Banks can play a very important function in the game. They are places
to safely keep money, 5% interest per 30 days. They also can change gold or
silver coins to platinum, which are worth more (which means carrying less
weight). Players can also borrow money at 20% interest per 30 days. Banks can
also be robbed, but only by criminals.
Con men and prostitutes can make phony checks and attempt to cash them in.
The player rolls one die; if he rolls an even number he succeeds in cashing the
check (1,000 platinum limit for con men, 500 platinum limit for prostitutes). If he
or she rolls an odd they are caught and thrown into the local jail.
Thieves can attempt to pick pockets on the bank lines. Player must roll one die,
if he rolls an odd number he fails and is thrown into the local jail. If he rolls an
even number he succeeds. He then must roll two dice to see how much money
he was able to snatch. The number he rolls is multiplied by twenty for the
number in platinum coins he steals.
22
Bandits can try to hold up the bank directly. They first roll one die, if they roll
even the guards surrender with out a fight, if they roll an odd number the guards
fight. Bandits can take from the bank whatever they can carry.
Rations:
At the end of each day (after four turns) players must use one food and one
drink ration. Characters can go without drink rations for three days, if after the
third day the character has not drunk he will die. Characters can go without food
for six days, after the sixth day without food the character will die. So it is
extremely important that characters carry rations with them when traveling. Each
ration of food or drink is .5 pounds.
NOTE: If a character has rations he must use them.
At the start of the game characters receive their strength limit of weight in food
and drink minus the pounds of coins they start with. For a example; a human
thief has a strength of 4, he starts with one pound of 50 gold coins so he will
receive 3 days of food rations and 3 days of drink rations. A Cave Giant has
strength of 25, after his 1-pound of 50 coins is subtracted, he can carry 24 days
supply of food rations and drink rations. Giants although must eat two rations of
food and drink a day.
Result Characters:
Result characters are characters that always give a certain result when
encountered in the game. They cannot be killed and are rarely reasoned with.
(Consult result character list.)
Army Ants Roll Odd - attacked - death
Black Cat Familiar to witches - enables witch to cast spells beyond her
range and is worth +6 in combat for witch.
Blob If touched - death / can be killed with liquid CO
2
Boogie Man Eats Children
Cobra If bitten - death in one day
Cockroaches Eats rubber - wheel vehicles disabled
Crocks Fall in water with crocks - death
Mosquito Transmits diseases / Roll odd - bitten
23
Giant Oyster Giant pearl try to get pearl: roll odd - lose arm, roll even - get
pearl
Thieves can get pearl if they don’t roll a one.
Gremlin Breaks down vehicles
Harlot Pay to have sex with her - roll odd get STD
High Priest Uncertain results (usually good - heal characters, raise dead,
etc.)
Indian Beggar Uncertain results (usually bad - takes all money, diseases, etc.)
IRA Member Blows up pubs
IRS Agent If you let him know you have more than 100 platinum he will take
35% of your money
Jay-elf monster Hear his song (OLJ player rolls # - in hearing range) sleep one
event
Leeches Roll odd - get leeches (-3 combat point per turn)
Leprechaun Roll higher number than leprechaun adding speeds [leprechaun
speed is +8]: catch - get three wishes.
Mad Frogs
(1,000’s)
Roll odd: leaped on - get warts (-4 Charisma)
Maintenance
Robot
Servant can repair all machines, does bidding, two way radio, +3
combat
Nadul Monster If found asleep and awoken (roll odd) - awakens in a rage [+7
combat, 15th level]
Rattle Snake If bitten - death in two days
Rebecca Attempt to woe - down two levels in willpower.
Salt Monster Roll odd - sucks body salts out of body - death if not replenished
in one turn. (Red rings on victims’ face)
Slave Robot Servant does bidding, +5 combat, two way radio
Slime Touch - lose half combat points
Soft Spirit Usually warns of danger and gives information
Sphinx Asks riddles (in Egyptian): answer correctly - may pass ;
incorrectly - death
Strangling Vines Death in one turn unless cut free buy companion
The Tough Guy
from Pleasantville
Roll lower number adding heal factors (Tough Guy +2 heal) - get
drunk (out of game for three turns)
Wood Elf Uncertain results (usually good)
Wood Elf Princess Uncertain results (usually very good: heal sick, raise dead, etc.)
U-no Say its name - attacks (-3 combat)
Zackaries Roll odd - bitten (-2 combat, contract disease)
Personalities:
24
Along with evil characters, secondary characters and result characters the Main
Character players will also encounter Personalities. Personalities are characters
played by the OLJ player and have very distinctive personalities. Personalities
give the World of Our Lord Joe its mood and color.
Most personalities are too powerful to ever engage in combat with and some are
under the direct protection of Our Lord Joe. Character players must learn to
communicate with them for they are usually a great source of information and
assistance.
The Ghost of Isaac: Isaac is the servant of the Silver Star of David (a magic
item). If one possess the Silver Star of David and know the magic phrase they
can ask Isaac any question, once a turn. Isaac must answer truthfully. Isaac
speaks in a very heavy Yiddish accent and does not understand kids (anyone
under 300 years old), but tries his hardest to guide them and help them.
Dorf: Dorf is a very common character and shows up in many different places.
He is a lover of telling tall tails and is just a plain old lair. The problem with Dorf
is that he sometimes tells the truths or has half-truths buried in his story. Dorf’s
favorite phrases are: “Hey, big guy.” “How’s it go’en you wild Casanova you.”
“Whoa! You got me, big. Just too smart for me.” and “It’s a super wild kind of
free lovin party.” Note Dorf is highly protected by Our Lord Joe, to kill a Dorf a
player is removed from the game.
Billy-Bob and Jeffrey: These two are just a couple of good old boys (Hicks).
Brothers they do not take kindly to strangers especially “city folk”, “homo-sex-u-
alls”, “Nigras” and any one else that is different from them. They usually drive a
broken down pick up truck (+35 speed) and are armed with shotguns and coon
dogs (+10 combat). They are also very good friends of the Grand Imperial
Wizard and his hooded friends of the KKK. Our Lord Joe does not protect Billy-
Bob and Jeffrey. If there are any homosexuals in the main character party, they
will summon 3 waves of Klansmen.
Mr. Bebop: Nobody really knows what Mr. Bebop is; there are some theories
that he was one of the first rejected scientific experiments of generic engineering
or a creature created by mistake by a Sorcerer’s apprentice. Mr. Bebop is known
for his oily black bristly hair; large black-rimmed glasses and very bouncy
“bebopping along” walk as his arms swing violently 180
o.
Mr. Bebop is often
used as a guard and cannot be passed unless players sing to him a Barry
Manaloue or Neil Diamond Song. He also can be deterred from his guard duty if
players present him the Platinum Cassette (magic item), a recording of the best
weather reports of the Twentieth Century. Mr. Bebop will put it into his walk man
and become too enthralled to notice players walking past him. Mr. Bebop cannot
be killed.
Sayboo: Sayboo has a very strong personality. He is extremely simple and
mistakes almost anything as cookies. Favorite phrases of Sayboo are; “me want
cookie”, “you look like cookie, me eat you.” “Me eat cookies.” “That don’t look
like cookie?” or “Me, Sayboo!” If Sayboo mistakes players as cookies the only
25
way to stop him from eating the characters is to present to him a real cookie.
Sometimes if players are cunning enough they can convince Sayboo that evil
characters are cookies, which Sayboo will promptly devour.
Larry: With only an IQ of the average television viewer Larry is extremely stupid.
He is easily conned from whatever belongings he has. Larry likes to say things
like; “My brain hurts.” “Heh?” “I don’t know!!!” You can get information from
Larry but he does not like to think about things, Thinking is a very difficult and
painful process for him.
Claude and Pierre: Descendants of Canadians, they are the Northern version
of hicks (without the bigotry). Known as hosiers, whom they call each other all
the time, they love to do nothing but drink beer and eat Canadian back bacon.
They are very harmless and can sometimes be good sources of information
although they don’t really understand much of it themselves. Their favorite
phrases are; “How’s it going, a?” “Take off, a!” “You’re a real hoser, a.” “That’s a
beauty, a.” “Like you got some smokes, a?”, “Like, good day, a.”
Stavros: the Great Greek Warrior: Stavros is the descendant of Greek
immigrants whom owned the deli around the corner (if you lived in NYC). Like all
great Greek warriors, Stavros hates Turks and will spit if they are even
mentioned. Stavros’s motto is: “To be Greek is to be a man, to be a man is to be
Greek!” Stavros can be a great ally in times of trouble. It is wise to befriend him.
Clint: The ultimate loner and extremely cool Individual. A character that one can
go up to and spit on, yet Clint would not even waste his time to notice you. Yet
threaten him with bodily harm he will kill with rattlesnake speed. Clint is a bounty
hunter and gunfighter. He is an expert in all weapons up to level G. He is 50th
level and costs at least 1000 platinum to hire.
Lee Van: Also a gunfighter and bounty hunter he is not as deadly as Clint but
much more easily angered. He will kill a man for just looking at him the wrong
way. Lee is also an expert in all weapons up to level G and is 35th level. He can
be hired for 500 platinum, but sometimes he will just take off with the money.
Wodowsan: Character assassin, who does not take away ones life but his
dignity and self-respect. Yet if befriended can be a very powerful ally. Whenever
first engaging against a Wodowsan a player rolls two dice against the
Wodowsan (OLJ) if he gets less than a tie he loses all his willpower, leadership
and Charisma. He than rolls a second die. If it is an odd number he commits
suicide. If it is an even number the character will regain all his factors after 1 day
and go up a level. If instead the player can roll a tie or higher against the
Wodowsan; he will earn the Wodowsan’s respect and will go up two levels.
26
Levels:
When a character does something correctly; he goes up a level. If he does
something incorrectly he will go down a level. This is all determined by the rules
of the game, the correct and incorrect responses to events and the whim of the
OLJ player. When ever a character goes up a level his combat skill is increased
by two points (although his hit points remain unchanged), his willpower factor
increases by two points and if he is a magic his magic factor increases by two
points. Religious man and Quaddorns increase their holy factors by one with
each increased level.
Experience points: Whenever a character reaches one hundred experience
points he will automatically go up a level. For every event that characters survive
they will receive 5 experience points, they will also receive 5 experiences for
each time they have sex (except for Wizards who are non-sexual). The first time
they have sex they go up a level (except for prostitutes who are already
experienced). Characters also go up levels for killing evil creatures; the amount
experience points depend on the value of the creature killed (consult Evil
Character list).
Humor:
Humor is such an important part of the World of Our Lord Joe that if a player
can give the OLJ player a good belly laugh the OLJ player must bring the
player’s character up a level. The OLJ player and the Main Character player’s
must submerge themselves into the game and have fun. Player’s must talk,
make jokes, and interact as much as possible with the strange creatures they
encounter in the game.
The OLJ player must also be flexible during the game. He does not have to stay
strictly with in the boundaries of the game he has set up. If the characters are
having difficulties; give them an edge. Lower the levels of the evil characters or
make divine intervention at any time. If the characters have gotten to strong; let
a Silent Giant walk into a camp and take away their weapons. Fifty percent of
the game is unpredictable so be flexible and have a good time.

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SOL III RULES

  • 1. SOL III The World of Our Lord Joe Game Instructions and Rules INTRODUCTION It is the year 336 of Sol III’s (the Earth’s) third age. Sol III’s first age, before Christ, was the time of gods and goddesses, and legends and mythology. The second age saw the coming of the world’s great religions and the one God. It was also a time of man and his machines. At the end of the second age man destroyed everything he had created in his first and last nuclear war. The war threw man back to simpler times with only a handful still retaining bits of knowledge from the last age. In the third age the world has become a place where magic and science are side-by-side, along with beauty and untold horrors. It is a world filled with adventure, glory, heroism, and riches. It is also a world of greed, lust, destruction, and death. For this is the World of Our Lord Joe. GAME OBJECTIVE Sol III is a four to thirteen person game in which one player plays the part of Our Lord Joe (OLJ.) The other players play main character (players) that travel through an area of Sol III that the OLJ player has created. The main character players come across many dangers, challenges, and creatures of good and evil in events created and controlled by the OLJ player. Players must use their skills in combat, physical attributes, magic, wit, sexuality, and cunning to gain experience in order to go up levels. Every time a player goes up a level their basic abilities also increase. Every player starts at first level. The first player to achieve tenth level wins the game. The OLJ player can never win the game for he is the controller of the game and for all purposes god to the main character players. The OLJ player was final word on all aspects of game play and literally has the power of life and death. Sol III is much like a living book. The OLJ player is the author who creates the time, the place, the basic story line, and controls minor characters; yet the main characters in the story have wills of their own and the author does not know how they will react to the scenarios he has created. CREATING THE GAME Before any players can have any adventures, or go up any levels in abilities, the OLJ player must first create a game to be played in. A game of the World of Our Lord Joe has five major elements; Main Map, Main Map Event List, Town
  • 2. 2 Maps, Town Event List, and Castle Floor Plans. All of which must be created before game play. MAIN MAP: The first step in creating a game is creating the Main Map. Using graph paper divided by 1/16th of inch boxes or 3mm boxes, the OLJ player draws a region of Sol III. The area should have several of the following landscapes: mountains, rivers, woods, plains, lakes, deserts, and urban areas. Towns, villages, castles, mines, ruins, towers, cities, farms, encampments and/or caverns are then placed through out the map (a basic game should have at least two towns and two castles for players to explore.) These are then connected by roads (one box wide) for the players to travel upon. Along side the roads (and some off road) the OLJ player would then place 40 to 50 Event Boxes through out the map. Each event box is numbered and recorded on the Main Map Event List. At each event box players will encounter different events; from a rock in the road, lost travelers with information, damsels in distress, to goblin patrols. Example of a main map: On a separate piece of paper a number, representing each Event Box, is listed. After each number the OLJ player writes an event for that box. The OLJ player must give a description of what the players encounter, possible actions the players might take and an outcome for each action. Example of Event: (1) Stick in the road pick up stick - Magic Sword kick stick - rattle snake (roll odd - bitten) event box description actions result The character players never view the original map or the Event List that has been created by the OLJ player. They are instead required to make their own map of the area as they travel through the game. Events should be as detailed and descriptive as possible and the OLJ player should try to conceive as many
  • 3. 3 different responses with appropriate outcomes as possible, and be rich with as much detail as possible, adding dimension and enjoyment to game play. Example: Event box: (3) Description: Wood-Elf Princess being raped by 4 Goblins Details: (2nd, -2 drunk, +2 S swords, +2 mail, +3 Ir shields (red eye)) Action: save Princess Result: - go up a level The details give the players additional information about an event for making better judgments for possible reactions. In the above example the goblins’ level is given, their weapons and defenses, their state of mind and their political association. 2nd: is the level of the Goblins drunk: their state of mind (-2 combat points) +2 S swords: their weapons (+3 combat short swords) +2 I mail: one of their defenses (+2 combat Iron mail) +3 Ir shield: another defense, (+3 Iron Round shields) (Red eye): their shield colors. (They are troops of the Dark Lord of the Red Eye.) Other abbreviations for weapons and defenses: Swords Shields Metals S - short r - round I - iron L - long rec - rectangle m - mithral TH - Two-handed p- pentagon s - steel T - toothed w - wood P - platinum M - magic pl - plexi-glass SL - silver F - fire h - hide or leather Po - poison tipped The event lists can actually be written in any fashion that suits the OLJ player. As long as it works for him and he is able to easily and quickly follow his instructions. The above is just a strongly recommended fashion in setting up the game. Towns: Towns are a very import aspect of the game. For it is usually in towns that players can find safe heavens (although not always) they can re-supple, lick their wounds, up grade their weapons and defenses, learn new skills and gather important information. Each town must have its own map and an events list for every building in the town that the main characters might enter. Suggested establishments in each town are as followed: Tourist trap - buy maps and information about the town Blacksmith and Stable - buy mounts Bank - money transactions Police Station - to enforce the town laws Inn or hotel - information, rooms, hire secondary characters Church of Our Lord Joe - for spiritual favors and guidance General Store - basic supplies, food and drink rations Armory - weapons, defenses, and ammo
  • 4. 4 Magic shop - magic items and phrases Doctors’ Office - medical care and medical supplies Other possible establishments: Fast food restaurant Antique shop Restaurant Book store Florist Jewelry shop Insurance office Library Real-estate Pet shop Locksmith Liquor store Drug store Brothel Gates to town Pubs and bars Pawnshop Clothing tore Casinos Junk yard Residential Ruins Marina etc.... Example of town event: Tourist trap - buy map of town go back for second time - trap: doors 30 weight. Bar - gunfighter can hire to teach level B weapons usage - dice game in corner, win more than 500 platinum accused of cheating by gunfighter (7th, colt 45) Bank - 50,000 platinum, 2 white knight guards (12th level, L swords full mithral plate armor) Grocery - buy all food and Drink rations, hear story from clerk of ruins in the great dessert to the Northwest. Magic Shop - buy magic balls, magic phrases, green-emerald, black bag. Notice that shop keeper has a one eye with out iris ask him about it - turns into One-eyed devil (8th, +4 F sword) Town maps are drawn on graph paper with boxes 3/16 th an inch square or 5mm square boxes. Example of Town Map: Castles: Castles are where the real adventure is in Sol III. Castles are usually the homes and lairs of Dark Lords and Witches with dark armies. They are filled
  • 5. 5 with treasures and terror. Yet it is in the dark, damp halls and bellows of castles where heroes are made or destroyed. Castle Floor Plan: On the same kind of graph paper that towns are made the OLJ player lays out the floor plans of every castle in the game. Hallways should be at least two squares wide and rooms should be large enough for the OLJ player to write all necessary information about each room: the room’s light, weights of doors, description and details of evil creatures, traps, secret doors, magic items, and possible Main Character actions and results. Unlike town maps, Castle floor plans may not be shown to Main Character players. Players will have to use blank graph paper to map the castles as they venture through them. Example of Castle Map: MAIN CHARACTER DEVELOPMENT Picking a Character: With a game created by the OLJ player the other players are ready to choose their characters and begin the adventure. At least three players are needed to play Main Characters, less than three the game can be technically played but it is highly recommended for better interaction and play value to have at least three Main Character players. More than Ten players can start getting crowded but could be attempted. Referring to the Main Character Guide booklet, the players will choose the race they wish to play, being either Anubis, centaurs, druids, dwarves, elves, fairies, giants, half-Orcs, humans (which are broken up into five groups to choose from: commoners, criminals, marshal artists, nobleman, and religious men), quaddorns (mutated humans), reclaimsmen (generically engineered humans,) transformists, and wizards. Having chosen a race the player then rolls one six sided die to select the type of character with in the chosen group. From top to bottom the characters are counted one to six. If there are less than six types the character can choose the type if he rolls a number higher than the number of types in the race.
  • 6. 6 Female Characters can only be played by females (unless given special permission from the OLJ player). Females do not have to roll since there is only one type of female character for every race that has them (accept for Anubis and transformists since all types in their races can be played by females or males). All characters have advantages and disadvantages. They are either very skilled in one area or a bit skilled in many. Character skills are, combat ability, brute strength, technology, languages, intelligence and cunning, magic, senses, sex appeal, and trades. Writing up a Character Card: On a large lined index card (5 inches by 8 inches or 13.5 cm by 18.5 cm) The character player keeps all-important information recorded about his character. The card in its raw generic state is written in black ink. The Character player, using the Main Character guide booklet, will write all given information in blue or red ink about his chosen character. Example of filled out Character Card: All other information needed during the game must be written in pencil so that the information can be easily changed and updated. Example of active character card:
  • 7. 7 EXECUTION OF PLAY With a game all prepared and characters ready to play, the stage and cast are ready to perform. Combat Sol III is filled with enemies for the character players. Although players can often use magic, cunning and reason to get out of trouble or even make friends and allies, there are often times when one must kill or be killed. Raw combat: When two characters engage in hand-to-hand combat, without any weapons or defenses, the characters compare only the differences in their combat points. For example if a first level dwarf soldier attacks a first level orc, the dwarf is at a +1 advantage since his combat factor is 5 and the orc’s combat factor is 4. The dwarf would than roll a six-sided die consulting the results on the combat chart at (+1). 1 2 3 4 5 6 (+1) B-1 D-1 D-1 A-1 Miss D-1 Note: D = defender; A = attacker; B = both the attack and defender If the Dwarf rolls a one both the Orc and the dwarf lose one combat point. If he rolls a two, three, or six the orc, being the defender, loses one combat point. If the Dwarf rolls a five he misses and if he rolls a four, being the attacker he loses one combat point. To increase his chances of success the Dwarf wants to increases his combat factor spread between himself and the orc. The larger the spread the greater the
  • 8. 8 odds he will succeed in combat. There are four ways a character can increase his combat strength; go up levels, weapons, defense, and the use of magic. If a character can make his spread larger than +10 his opponent is automatically killed. For example if the Dwarf is level two his combat factor increases by two. Now he his combat factor is 7, a +3 advantage over the first level orc at 4. 1 2 3 4 5 6 (+3) A-1/D-2 D-2 D-1 A-1 D-1 D-1 Now if the Dwarf rolls he will find a better chance of success. A one; he loses one combat point but the orc loses two. A two will knock the orc down two combat points. A three, five or six the orc will lose one combat point. Yet if the Dwarf rolls a four he will lose one combat point. Say the dwarf rolled a 1 at (+3). He would lose one combat point making his combat factor now 6 the orc loses 2, bringing his combat factor down to 2. The orc now attacks the Dwarf. But the Orc is attacking at a - 4 disadvantage. Rolling one six-sided die the orc consults the combat chart at (-4) for the result of his attack. 1 2 3 4 5 6 (-4) A-1 A-1/D-1 A-1 A-2/D-1 A-2 B-2 Being now the attacker if the orc rolls a one or a three he must lose one combat point. If he rolls a two he also loses one combat point, but the now defending dwarf loses two from his combat factor. A four the orc would lose two; killing the orc. Compared to the Dwarf only losing one. If the orc rolls a six both will lose two combat points, yet also killing the orc. The orc could have increased his chances against the second level dwarf if he picked up a weapon and defenses such as a short sword giving him an additional two combat points and an iron round shield giving him another three combat points. The orc would then be attacking the Dwarf at a +1 advantage. Increasing his odds of success in combat against the dwarf. Note: that no matter how a character increases his combat factor he can only lose his original combat hit points. In other words a second level dwarf with a combat factor of 5, +2 combat points for second level, +3 iron round shield, and +2 short sword would give him a total combat factor of 12.. Yet if in combat he loses 5 combat points (takes 5 hits) the Dwarf is dead. The only way a character can take more combat points during a battle is through the use of medical items, or magic to heal his lost combat points. If character doses not have any medical items or magic, he can disengage from combat (run away) and let his natural healing process regain his lost combat points. For a Dwarf soldier that would be two combat points per day. Armed Combat: Weapons are the easiest way for a character to increase his combat factor. Most characters can use basic hand to hand combat weapons;
  • 9. 9 such as daggers, swords, spears, maces, or frails. Hand to hand weapons mean that characters are engaging each other close enough to touch. Which means that an attacker using a hand-to-hand weapon is always at risk of being harmed. Whenever using weapons the location of the battle and how the weapons are used effect their combat value. Some weapons are better in a rural setting, any main map combat. Other weapons are best used in an urban environment; like a town, in a castle or in caverns. If a character uses a two-handed sword in a castle its combat factor is +4. Yet the same weapon on open road is worth +5 in combat. Also some weapons are more effective when the player is mounted or on foot. A +3 saber has an additional point advantage if the character is using it mounted. Making the saber worth +4. Yet if the mounted character used a two- handed sword, the sword would be subtracted 2 combat points giving it a combat value of +2 in a urban setting and +3 in a rural environment. Other weapons might be more valuable to a character depending on if they are being used against armored or un-armored opponents. Consult the Weapons Chart for complete details about weapons. Projectile Weapons: Characters using a projectile weapons, such as bows, throwing knives or guns, can hit their opponents from a safe distance. If the attacker rolls any result in which the attacker loses combat points the attacker is not effected. Even if the defender also has a projectile weapon the attacker has the advantage of first strike. If the Defender with a projectile weapon survives the first strike he is then able to counter-attacker against his assailant. After the first strike, the defender and the Attacker are vulnerable to losing hit points. When in engaging in projectile combat, characters can take cover behind objects to increase their combat spread. Flesh dead bodies, hostages +1 combat Wood: tables, doors, carts, trees, logs +2 combat Stone: walls, boulders, tables +4 combat Steel: doors, vehicles +6 combat Mithral door +7 combat Note: Characters can also add one combat point for every point higher they are then their opponents in sight range. Group Combat: When a party of main characters confronts a group of opponents, combat can be fought as a unit. Adding all characters combat factors together (including weapons in use, defenses and magic spells) against all their opponents combined combat factors. For example: if the attackers roll an A-2, each character in the group loses two hit points. Unless the characters
  • 10. 10 choose not to engage or do so from a safe distance using projectile weapons. Male characters in love will defend female characters to the death. Any hit points she receives in group combat he take hers along with his own. Alternating Combat: Instead of fighting as a single force, character players can decide to take turns in attacking. First one in the combat order would attack as many enemies as the character as they are capable of. After all the main characters that wish to attack, have, the opponents are then able to retaliate individually, the roll of the dice selects their targets randomly. For example the OLJ player in order writes down each main character and secondary character on a piece of paper. If the OLJ player rolls a one the first character listed is attacked. If there were more than six players the OLJ player would then have to count the second player as number one for the next attack. (If a player has multiple sided dice it is better) If there are less than six players the players then must choose their combat order. For if a six is rolled and there are only five players then the first player is attacked. So it is best to place the strongest characters in the front. The characters can change combat order anytime before the OLJ player rolls the die to see who is attacked. If children or females are chosen in the attack the male character responsible for them is attacked instead. In other words if a male character has a mate and children he increases his chances of being attacked. Flying characters can attack grounded characters without fear of retaliation, unless the grounded characters are armed with projectile weapons. Squaring Off: Characters can also choose to square off with one opponent. Once they defeat that opponent they can then assist another character in combat. Assassination: A character can be killed instantly without warning by assassination. An assassin will hit an opponent by adding only his combat factor and weapon’s combat factor against his targets combat factor and defenses. Finding the spread two dice are rolled using the Magic Chart for the result of the hit. A pass is the death of the victim a failure is a miss. After the assassin makes his attempt successful or not he is open to conventional combat retaliation unless he is fast enough to escape his missed target or his targets companions. For weapons dipped in poison the Assassin can add two more points to his combat spread. Magic One of the most important powers in the World of Lord Joe is magic. Magic can make the impossible possible. In the second age magic existed always in the shadows among the occult, the third age has brought a renaissance to magic and the beings that master it.
  • 11. 11 Magic Users: All races have the ability to use some form of magic, although it still eludes most. There are only a handful of races where magic comes to them naturally and with the greatest power. Some races have a few among them that study the art and are able to dabble in its practice. Casting Spells: Whenever a magic user wishes to cast a spell it depends on two factors. The first is the magic users magic factor and whether he is casting a non-opponent spell or a opponent spell. In casting either a non-opponent or opponent spell the magic user must consult the Magic Spell Chart using his magic factor to determine his level of magic use. A magic user’s level establishes the number of spells a magic user may attempt per turn and what spells he may try to attempt. As a magic user advances in magic levels he is able to use additional spells while still attending his ability to execute lower level spells. Note: consult Magic Spell Chart for levels and spells Non-opponent Spells: When casting a spell that is not against another character it is known as a non-opponent spell. Deciding upon the successful casting of spell is determined on the Casting Magic Chart. Spells at a magic users level are cast at (0) level of the casting magic chart. Spells at one level below the magic user’s level are cast at (+1) on the magic chart. Spells two levels below the magic user’s level are cast at (+2) and so on depending on the level of the magic user and the level of the spell. Magic users may not cast spells above their level. After figuring out at what magic chart level, the magic user rolls two six-sided dice. A (*) means that spell was successful a () means that the spell has failed. Opponent Spells: When casting a spell against another character, such as a sleeping spell, mind control, or knowledge spells; the magic user must use his magic factor against the opponent’s willpower factor. The difference of the spread between the magic user’s magic factor and the opponent’s willpower factor determines the level the spell is cast on the Magic Chart. For example a first level Gray Wizard (+9 magic factor) attempts to cast a spell of carelessness on a first level Uruk-hai (+4 willpower factor), the Wizard has a plus five advantage. The magic user would then roll two dice using the (+5) level on the casting magic chart. Since the Gray Wizard has a magic factor of +9, he is a level B magic user, meaning that if the first attempt against the Uruk-hai fails he is able to make a second attempt. Magic Items: Objects with mystical powers that can be used by any character that at least knows the magic phrase. Magic phrases are changed every game and are created by the OLJ player. Magic phrases can be learned by three methods. One; they can be purchased at a magic shop, they can be obtained from the Book of Magic or they can be given by the OLJ player from prey. Magic Range: Evil Characters who are strong magic users have a magic range. Their magic range enables them to cast spells against travelers who enter their
  • 12. 12 sphere of influence. Boxes on the main map measure range. For example a Dark Lord of the White hand has a magic range of 15, which means that can cast magic spells with in 15 boxes of their castle. When entering a magic user’s range the spells are always first cast on the highest magic users of a party. Voodoo: The only way Main Character players can cast magic spells at great distances is by using voodoo. To pass voodoo spells a player must first obtain a voodoo doll and the name of the victim must be written on the forehead of the doll with blood. The magic user may then cast any spell within his level abilities against the character the doll represents. Divine Powers Religious men or Holy men instead of having a magic factor have a holy factor. Religious men cannot use magic spells. Instead their Holy factor gives the holy men the ability to use the power of the OLJ player. Depending on the level of the holy men the holy men may make a set number of attempts to requests the OLJ player for miracles per day (every 4 turns). Holy men may also seek divine guidance from the OLJ player every turn. Miracles: If a Holy man is successful in praying to the OLJ, the OLJ player must answer the prey. The Holy men may request anything except for the ability for more miracles, to bring any characters up a level, or strike down or resurrect more than one character per request. Holy men always roll two dice at level (0) on the magic chart. As they go up levels they’re number of attempts for miracles increase per day. Divine Guidance: A set number of times per turn (depending on the Holy man’s level) a Holy man can pray to OLJ for divine guidance. The Holy man again would roll two dice at the (0) level of the Magic chart. If successful the OLJ player must answer the pray, answering any question presented to him truthfully. Movement Speed can be a life saving attribute for some characters. The speed of a character sets the number of boxes a character can travel per turn on the main map. This can be a extremely important factor when it comes to characters who are ill and seek medical aid or characters in search of food or water. Speed is also the ability for a character to flee danger.
  • 13. 13 Note: Defenses, such as armor and shields, can slow down characters. (consult Defense Chart) Main Map Travel: A character’s speed factor is the number boxes on the main map he can travel per turn. A party can only travel the speed of their slowest member. Usually players will follow the roads laid out by the OLJ player. Characters can though travel off road giving the direction and number of boxes they move. The OLJ player keeps track of their travel on his original main map describing any important information the party comes across along with any off road event boxes. Characters can travel ten a breast (known as one wave) Marching Orders: When moving through Sol III the players must have a marching order in which they travel. A marching order consists of the point man (the character leading the group), the rear guard (The character taking up the rear), and the main body (all other characters). The point man is always subject to booby traps and ambushes. The Rear guard is also subject to ambushes. It is best for players to place scouts as their point men and fighters as rear guard. Towns and Castles characters squares can hold two a breast. Booby traps: When characters come across a booby trap the character must roll one die. If he rolls a odd number he sets off the trap. If he rolls a even number the trap is not set off and the next player must roll to see if they trigger or not trigger the trap. Traps Results Poison dart death Pit trapped Steel-trap half combat Snare trapped Trip wired grenade death, next 2 character half combat Traps Results Quicksand death if not helped out Sleeping gas knocked out 1 turn Aging gas half combat, death in 3 days Pongee sticks half combat Poisoned pongee sticks death Glue trapped Spider web trapped Anti-personal mine death and next 2 characters Anti-tank mine destroys vehicle, all aboard half combat
  • 14. 14 Note: Traps can be very informative. If players run into spider webs they can assume that giant spiders are in the area. Grenades or mines are clues, for Reclaimsmen or Russians. Steel traps and snares or usually the work of KKK members. Scouts: Scouts have the ability of detecting booby traps. Only if a scout rolls a six does he trigger the trap. Any other number he discovers the trap without triggering it. Criminals: Criminals are also good point men. They too have the ability of discovering traps. If they roll an odd they will still trigger the trap, but if they roll an even number they discover it without triggering it. Flying Characters: Flying characters are not able to trigger or discover traps. Retreating: The speed of a character is also important if characters get into a situation they cannot fight, use magic, divine power or cunning to get out of. If a character’s speed is higher than his opponent he can disengage from the event and run away. Mounts and vehicles are the most common way of increasing a characters speed. When mounted or using a vehicle the character’s speed is that of the mount or vehicle. Learning: Self-improvement is such an important element in intelligent beings. It is what truly separates us from the lower animals. Learning and studying is an extremely important aspect of the World of Our Lord Joe. Through study, Characters can improve all their qualities, from combat skills to Charisma. Characters can also pick up knew qualities and skills, like how to use more advanced weapons, and how to operate a vehicle. Main Characters should take the time to seek out books of knowledge and the wise. Knowledge is power…if you’re intelligent enough to know how to use it. (Note: Marshal Arts cannot learn new things. Due to their inflexible traditional values.) Communication skills are a necessary skill in the World of Lord Joe. It is through language that players can make friends out of enemies, gather information, woe the opposite sex, and con opponents. In order to accomplish any of these the character must be able to speak the language of the character they wish to communicate with. All Main Characters start the game by knowing Common and the language of their race. Some are able through the course of the game to learn additional languages. All races are limited in the number of languages they may learn. Once they learn a language they may not drop it in favor of learning an alternative language.
  • 15. 15 Learning Languages: Languages can be learned in two ways. One: any Character that speaks the desired language and the language of the student can teach Languages. Two: A character can learn on their own by using scrolls, tablets, or books. Consult the language list for how long it takes to learn a language from written material. If a character uses a teacher the time to learn the language is cut in half. While a character is learning a language (or anything) he cannot take part in any events during the set number of turns for him to learn the language. Leadership: Characters with a leadership factor have the ability to make other characters do their bidding and to take complete control of secondary characters the party encounter with in the game. Secondary Characters: Secondary characters are characters that have their own character cards but are not created by the Main Character Players. The OLJ player creates the Secondary characters. Their cards filled out before the start of the game. When encountered the secondary characters join the party and are put under the control of one of the players. Only characters with a leadership factor can take control of secondary characters. If more than one leadership character wishes to control a secondary character the players must roll two die against each other adding their leadership factors to the roll. The player with the highest roll takes control of the secondary character. If a tie is rolled the players must roll again. If a leader Character is the same race as the secondary character the player can add an additional 2 points to his roll. Note: For a leader character to take control of a secondary character they must share a common language Back Stabbing: Secondary characters are completely loyal to the character they are controlled by, but at a set time in the game a secondary character could turn against its leader. He could end up being a thief or even an assassin. Battle of wills: Whenever characters reach a point of disagreement (which direction to go or who should open the box first) characters can roll against each other adding the differences of their willpowers and leadership factors. For example if an Elf Noble thinks the party should travel east but a Human White Knight feels the party should head north the two can roll against each other. The Elf has a willpower of 8 and a leadership factor of +1 giving him a total of 9, the White Knight has a willpower of 6 and a leadership factor of +2; giving him a
  • 16. 16 total of 8. The Elf has a +1 advantage and may add one point to his roll against the White knight. Character’s can also decide things in a democratic fashion, yet the majority is not able to force any single individual to do anything. Only by rolling against a character using one’s will powers and leadership factors against each other, can players force each other to do anything. Sex: Just like the real world sex is a very powerful force in the World of Lord Joe. Female characters use it as their main tool for survival and advancement. All characters can go up a level the first time they have a sexual experience (except for prostitutes.) Female Characters: If a female character can make a male character fall in love with her she has a +5 advantage added to her willpower and leadership factor against him, forcing him to do things. He is also required to defend her with his life. Enemy characters cannot attack her as long as he is still alive. A princess can only make one male character fall in love with her for the entire game (but she receives a +7 advantage over him.) They are also only allowed to have sexual relations with that character. Prostitutes on the other hand can seduce several male characters to fall in love with her at the same time. Prostitutes also start the game 2nd level and do not go up a level for sexual experiences with in the game. Prostitutes cannot seduce White Knights, Holy men or Wizards. All other female characters can only have one male character in love with them at a time. Note: Wizards are non-sexual and do not have sex and cannot be seduced. All though White Witches are sexual. Brothels: Cathouses are the easiest way for male characters to lose their virginities. It is also the most risky. Players do have to pay and the cheaper the girl the higher the chances in acquiring Sexually Transmitted Diseases. Brothels are also great places for gathering information and hiring gun fighters to teach higher weapon levels. Nice Girls: Maidens or princesses are the safest and best way to lose ones virginity. It is also with a maiden a character can have children to continue the game in case he is killed. If more than one male character is interested in a maiden or princess they must roll against each other. Adding their willpowers and Charisma factors the players can add the difference to their rolls. Rolling two dice the player with the highest roll wins the opportunity to roll against the maiden. If they roll a tie the maiden is not interested in either of them. If a
  • 17. 17 character does win the chance, or no other player is interested in the maiden, the character then rolls two die against the female adding his charisma factor to his roll. More than a tie wins her over and he is able to seduce her. Note: Champaign and roses can add points to a character’s roll. Note: Criminals and Black Knights can seduce maidens and have sexual relations with them without taking any responsibility for them. They do not have to marry. Mating: Once a character has won over the opposite sex. The female has the potential of getting pregnant. The OLJ player rolls one die; if the roll is an even number she is pregnant. A second die is rolled to see if it a male or female child (even is male, odd is female). Responsibility: If a character has his female mate with him and his child, he most protects them at all times with his life. If either the female character or the child is selected for attack the male character is responsible for them and is attacked in their stead. If a character cannot afford to defend them all the time and feed them he can buy the female and the child a house in a town or rent a room in a hotel. Note: Male criminals do not have to protect or feed mates or offspring. Criminals have no sense of responsibility. Inheritance: If a character has a same sex child they can have the child replace them in the game if they are killed. The child would be the same character and would inherit all the character’s processions. The child though would start at first level. Life Insurance: Characters with children that can replace them can purchase life insurance. If they were killed the child taking his place would inherit a life insurance policy. Payments and the amount of the insurance policy are negotiated between the Main Character Player and the insurance broker (Played by the OLJ player). Temptress: When a party comes into contact with a Temptress or Siren the single male characters with the highest charisma factors must fight each other to the death for her. Once there is a victor the Temptress or Siren will vanish. Queeradon: When male characters encounter a Queeradon they must roll two die against it, if they roll a tie or less the main character becomes a homosexual. Characters can no longer have sexual relations with the opposite sex and lose their charisma and leadership factors. They must also spend five hundred gold pieces on a new wardrobe every time the party enters a town.. The character must also speak in an effeminate voice for the remainder of the game or until “straightened out”. The only way to fend off a Queeradon is to bribe him with a live hamster.
  • 18. 18 Casanova: Is the male equivalent of a Tempest or Siren, except he affects the female characters. All female characters single or not, willingly have sexual relations with him. They must roll one die two times. First time is to see if they contract a sexually transmitted disease the second time is to see if they are impregnated. If the female gets pregnant any male character in love with her will abandon her. She alone is responsible to fend for the child. The Pig Woman: One of the most horrible creatures in the World of Our Lord. She is a foul woman with a high pitched nagging, whining, nasal voices that sends chills up the spine of the strongest warrior, the most righteous holy man and the wisest wizard. If a character some how wrongs the pig women’s father he is forced to marry her. The Pig Woman slows the whole party down to movement factor of 2 and must eat and drink twice a day. The worst thing about the pig woman is that she has the habit of speaking at the worst times and has a natural skill of upsetting very dangerous individuals who her hubby must defend her against. The only way to rid one self of the Pig Woman is to give her a Golden Credit Card (magic item) and send her off shopping. Health: In the World of Our Lord Joe a character’s health is always in jeopardy. Diseases: Diseases can be caught in several ways; mosquito bits, unprotected sex, wild animal bits, and exposure to the ill. To determine if a character catches a disease (except for STD) he rolls two dice against the OLJ player, if he rolls a tie or less he contracts the disease. Players may add their healing factor and preventive clothing to their roll to increase their score. Curing Diseases: If a character catches a disease, he must be cured with in a set time period or the character will die. When contracting a disease the OLJ player only describes the symptoms of the disease. It is up to the player to figure out what the disease is and how to cure it. Cures can be achieved by magic medicine, conventional medicine, doctors, or by praying for a miracle. Healing Wounds: If a character is wounded his heal factor will replenish a set number of hit points per turn. The use of bandages (+1 healing) and Sterlite (+2 healing) can be used to speed up the healing process. Magic user’s can also use their powers to heal others or themselves. Holy man can pray for miracles. Senses:
  • 19. 19 A keen eye and sensitive ear can easily save one’s life as much as an iron round shield or mithral mail. All characters have different natural abilities in taking in the sights and sounds of Sol III. Hearing: When a character is in a castle or finds an interesting door in the back of a town shop, it is more prudent to take the time to listen before opening that inviting door. When a character decides to listen the OLJ player rolls two dice. If the number falls into the listening range of the character the OLJ must describe (better yet duplicate) the sound behind the door. Example: “You hear the sound of Iron clashing against each other and shuffling of active feet.” or “ You hear two voices speaking Black.” or “You hear a low moaning sounds, you are not sure if they are the sounds of pleasure or pain.” Eyesight: Eyesight is not measured how far or well a character sees, but how he sees in light. (One is the brightest ten is the darkest) If a character enters a room where the light is outside his light range he loses two combat points on his combat spread for every point outside his eyesight range. Sight Range: A character’s eyesight range is the spread between its lowest and highest number of their eyesight. That number is the number of hexes the character can see on the Main Map. For example a Human with eyesight of 1-5 would have a spread of 5, which means he can see 5 hexes in any direction. An Elf with eyesight of 1-7 has a range of 7 and sees 7 hexes in any direction. Flying doubles one’s sight range. Sense of Smell: Before entering a room or eating anything they may first use their sense of smell to see if they can learn more information before taking any action. The OLJ player rolls one die to see if anyone in the party smells anything special. All main characters have a sense of smell of 1-2 accept for Anubis which have a sense of smell of 1-4. Sense of smell can also be used for tracking. Note: characters do not actually lose the combat points but it affects their combat factor Characters can use lighting items (torches, lanterns, flashlights) to bring the light into their eyesight range. This would in turn effect the combat spread of most evil creatures that see better in the dark. Note: If a Stone Giant is taken out of his light range he will turn to stone. Strength:
  • 20. 20 Characters also have to consider their physical strength. A physically strong character, like a Giant, has many advantages. For one they can force open locked or barred doors, bend bars, throw heavy objects, and carry more things on their person. Carrying: All characters can carry their weapons and defense limits in addition to a set amount of pounds of coins and/or food and drink rations. For every point of a character’s strength factor he can carry 1 pound. 50 coins of silver, gold or platinum are equivalent to 1 pound. For example if a character has strength of 5 he can carry 5 pounds of coins or 250 coins. Every ration of food or drink is worth half a pound. So the same character with strength of 5 could carry 10 days rations of food, or 10 days rations of drink, or 5 days ration of food and drink. If a character is already carrying 2 pounds of coins he is then only able to carry 3 days rations of food and drink. Characters can increase the weight they carry be using a backpack. A backpack can triple the weight a character can carry. A character with strength of 5 uses a backpack he can carry up to 15 pounds of rations and coins. Mounts, vehicles and pack animals are another way to greatly increase the weight of supplies a character can carry. Moving Heavy Objects: When moving a heavy object, such as a door or table, characters use their strength by multiplying it by ten. If it the same as the weight of the object or higher he is then strong enough to move the object. The OLJ player when setting up the game decides the weight of the object. Characters can work together adding up their strength to move or knock down extremely heavy objects. Breaking Down Doors: Locked or barred doors can be broken down if a character is strong enough. His strength factor must be equal to or more than the strength of the bolted door. Characters can work together but they are limited to only two characters at time trying to knock down a single door. Four characters working together can attempt double doors. Note: Objects such as benches or Glasses (the character) can be used as battering rams doubling the strength of the characters battering down the down. Bending: Strong characters can be very useful when characters find themselves in prison in the depths of some Dark Lord or Witch’s dungeon. Prison bars can be bent wide enough for smaller characters like dwarfs or fairies to slip out of and find a key to release the remaining characters. If the strength of character is twice that of the bars he cannot just bend them but break them so every one, including Giants can break out. Material Strength Wood bars 10 Iron bars 20 Steel bars 30 Mithral bars 35
  • 21. 21 Spider Web 25 Rope 7 Money: Purchasing power is another extremely important factor in the World of Our Lord Joe. Character’s need money to by rations, medical care, weapons, defenses, services, mounts, and many other things. Sol is a completely free enterprise system with no taxation and plenty of bartering. The monetary system is based on silver, gold and platinum coins. One gold coin is equal to ten silver coins. Ten gold coins are equal to one platinum coins. Gambling: Although the World of Lord Joe is filled with risk, there is the added risk of gambling. Casinos in towns or at some bars or pubs offer games of chance where players can attempt to increase their funds. There are only two games that can be played. First is High Number where a player rolls two dice against the house (OLJ player). If he rolls higher than a tie he wins at 1:1 odds, if he can rolls a number twice as high as the house he wins 2:1, 3 times as high as the house he wins 3:1. The other game is Craps. Rolling two dice if the player rolls a seven or eleven he wins 2:1. If he rolls a two or twelve he loses. Any other number he must try to roll again without rolling a two, seven or twelve again. If he does he wins 1:1. Banks: Banks can play a very important function in the game. They are places to safely keep money, 5% interest per 30 days. They also can change gold or silver coins to platinum, which are worth more (which means carrying less weight). Players can also borrow money at 20% interest per 30 days. Banks can also be robbed, but only by criminals. Con men and prostitutes can make phony checks and attempt to cash them in. The player rolls one die; if he rolls an even number he succeeds in cashing the check (1,000 platinum limit for con men, 500 platinum limit for prostitutes). If he or she rolls an odd they are caught and thrown into the local jail. Thieves can attempt to pick pockets on the bank lines. Player must roll one die, if he rolls an odd number he fails and is thrown into the local jail. If he rolls an even number he succeeds. He then must roll two dice to see how much money he was able to snatch. The number he rolls is multiplied by twenty for the number in platinum coins he steals.
  • 22. 22 Bandits can try to hold up the bank directly. They first roll one die, if they roll even the guards surrender with out a fight, if they roll an odd number the guards fight. Bandits can take from the bank whatever they can carry. Rations: At the end of each day (after four turns) players must use one food and one drink ration. Characters can go without drink rations for three days, if after the third day the character has not drunk he will die. Characters can go without food for six days, after the sixth day without food the character will die. So it is extremely important that characters carry rations with them when traveling. Each ration of food or drink is .5 pounds. NOTE: If a character has rations he must use them. At the start of the game characters receive their strength limit of weight in food and drink minus the pounds of coins they start with. For a example; a human thief has a strength of 4, he starts with one pound of 50 gold coins so he will receive 3 days of food rations and 3 days of drink rations. A Cave Giant has strength of 25, after his 1-pound of 50 coins is subtracted, he can carry 24 days supply of food rations and drink rations. Giants although must eat two rations of food and drink a day. Result Characters: Result characters are characters that always give a certain result when encountered in the game. They cannot be killed and are rarely reasoned with. (Consult result character list.) Army Ants Roll Odd - attacked - death Black Cat Familiar to witches - enables witch to cast spells beyond her range and is worth +6 in combat for witch. Blob If touched - death / can be killed with liquid CO 2 Boogie Man Eats Children Cobra If bitten - death in one day Cockroaches Eats rubber - wheel vehicles disabled Crocks Fall in water with crocks - death Mosquito Transmits diseases / Roll odd - bitten
  • 23. 23 Giant Oyster Giant pearl try to get pearl: roll odd - lose arm, roll even - get pearl Thieves can get pearl if they don’t roll a one. Gremlin Breaks down vehicles Harlot Pay to have sex with her - roll odd get STD High Priest Uncertain results (usually good - heal characters, raise dead, etc.) Indian Beggar Uncertain results (usually bad - takes all money, diseases, etc.) IRA Member Blows up pubs IRS Agent If you let him know you have more than 100 platinum he will take 35% of your money Jay-elf monster Hear his song (OLJ player rolls # - in hearing range) sleep one event Leeches Roll odd - get leeches (-3 combat point per turn) Leprechaun Roll higher number than leprechaun adding speeds [leprechaun speed is +8]: catch - get three wishes. Mad Frogs (1,000’s) Roll odd: leaped on - get warts (-4 Charisma) Maintenance Robot Servant can repair all machines, does bidding, two way radio, +3 combat Nadul Monster If found asleep and awoken (roll odd) - awakens in a rage [+7 combat, 15th level] Rattle Snake If bitten - death in two days Rebecca Attempt to woe - down two levels in willpower. Salt Monster Roll odd - sucks body salts out of body - death if not replenished in one turn. (Red rings on victims’ face) Slave Robot Servant does bidding, +5 combat, two way radio Slime Touch - lose half combat points Soft Spirit Usually warns of danger and gives information Sphinx Asks riddles (in Egyptian): answer correctly - may pass ; incorrectly - death Strangling Vines Death in one turn unless cut free buy companion The Tough Guy from Pleasantville Roll lower number adding heal factors (Tough Guy +2 heal) - get drunk (out of game for three turns) Wood Elf Uncertain results (usually good) Wood Elf Princess Uncertain results (usually very good: heal sick, raise dead, etc.) U-no Say its name - attacks (-3 combat) Zackaries Roll odd - bitten (-2 combat, contract disease) Personalities:
  • 24. 24 Along with evil characters, secondary characters and result characters the Main Character players will also encounter Personalities. Personalities are characters played by the OLJ player and have very distinctive personalities. Personalities give the World of Our Lord Joe its mood and color. Most personalities are too powerful to ever engage in combat with and some are under the direct protection of Our Lord Joe. Character players must learn to communicate with them for they are usually a great source of information and assistance. The Ghost of Isaac: Isaac is the servant of the Silver Star of David (a magic item). If one possess the Silver Star of David and know the magic phrase they can ask Isaac any question, once a turn. Isaac must answer truthfully. Isaac speaks in a very heavy Yiddish accent and does not understand kids (anyone under 300 years old), but tries his hardest to guide them and help them. Dorf: Dorf is a very common character and shows up in many different places. He is a lover of telling tall tails and is just a plain old lair. The problem with Dorf is that he sometimes tells the truths or has half-truths buried in his story. Dorf’s favorite phrases are: “Hey, big guy.” “How’s it go’en you wild Casanova you.” “Whoa! You got me, big. Just too smart for me.” and “It’s a super wild kind of free lovin party.” Note Dorf is highly protected by Our Lord Joe, to kill a Dorf a player is removed from the game. Billy-Bob and Jeffrey: These two are just a couple of good old boys (Hicks). Brothers they do not take kindly to strangers especially “city folk”, “homo-sex-u- alls”, “Nigras” and any one else that is different from them. They usually drive a broken down pick up truck (+35 speed) and are armed with shotguns and coon dogs (+10 combat). They are also very good friends of the Grand Imperial Wizard and his hooded friends of the KKK. Our Lord Joe does not protect Billy- Bob and Jeffrey. If there are any homosexuals in the main character party, they will summon 3 waves of Klansmen. Mr. Bebop: Nobody really knows what Mr. Bebop is; there are some theories that he was one of the first rejected scientific experiments of generic engineering or a creature created by mistake by a Sorcerer’s apprentice. Mr. Bebop is known for his oily black bristly hair; large black-rimmed glasses and very bouncy “bebopping along” walk as his arms swing violently 180 o. Mr. Bebop is often used as a guard and cannot be passed unless players sing to him a Barry Manaloue or Neil Diamond Song. He also can be deterred from his guard duty if players present him the Platinum Cassette (magic item), a recording of the best weather reports of the Twentieth Century. Mr. Bebop will put it into his walk man and become too enthralled to notice players walking past him. Mr. Bebop cannot be killed. Sayboo: Sayboo has a very strong personality. He is extremely simple and mistakes almost anything as cookies. Favorite phrases of Sayboo are; “me want cookie”, “you look like cookie, me eat you.” “Me eat cookies.” “That don’t look like cookie?” or “Me, Sayboo!” If Sayboo mistakes players as cookies the only
  • 25. 25 way to stop him from eating the characters is to present to him a real cookie. Sometimes if players are cunning enough they can convince Sayboo that evil characters are cookies, which Sayboo will promptly devour. Larry: With only an IQ of the average television viewer Larry is extremely stupid. He is easily conned from whatever belongings he has. Larry likes to say things like; “My brain hurts.” “Heh?” “I don’t know!!!” You can get information from Larry but he does not like to think about things, Thinking is a very difficult and painful process for him. Claude and Pierre: Descendants of Canadians, they are the Northern version of hicks (without the bigotry). Known as hosiers, whom they call each other all the time, they love to do nothing but drink beer and eat Canadian back bacon. They are very harmless and can sometimes be good sources of information although they don’t really understand much of it themselves. Their favorite phrases are; “How’s it going, a?” “Take off, a!” “You’re a real hoser, a.” “That’s a beauty, a.” “Like you got some smokes, a?”, “Like, good day, a.” Stavros: the Great Greek Warrior: Stavros is the descendant of Greek immigrants whom owned the deli around the corner (if you lived in NYC). Like all great Greek warriors, Stavros hates Turks and will spit if they are even mentioned. Stavros’s motto is: “To be Greek is to be a man, to be a man is to be Greek!” Stavros can be a great ally in times of trouble. It is wise to befriend him. Clint: The ultimate loner and extremely cool Individual. A character that one can go up to and spit on, yet Clint would not even waste his time to notice you. Yet threaten him with bodily harm he will kill with rattlesnake speed. Clint is a bounty hunter and gunfighter. He is an expert in all weapons up to level G. He is 50th level and costs at least 1000 platinum to hire. Lee Van: Also a gunfighter and bounty hunter he is not as deadly as Clint but much more easily angered. He will kill a man for just looking at him the wrong way. Lee is also an expert in all weapons up to level G and is 35th level. He can be hired for 500 platinum, but sometimes he will just take off with the money. Wodowsan: Character assassin, who does not take away ones life but his dignity and self-respect. Yet if befriended can be a very powerful ally. Whenever first engaging against a Wodowsan a player rolls two dice against the Wodowsan (OLJ) if he gets less than a tie he loses all his willpower, leadership and Charisma. He than rolls a second die. If it is an odd number he commits suicide. If it is an even number the character will regain all his factors after 1 day and go up a level. If instead the player can roll a tie or higher against the Wodowsan; he will earn the Wodowsan’s respect and will go up two levels.
  • 26. 26 Levels: When a character does something correctly; he goes up a level. If he does something incorrectly he will go down a level. This is all determined by the rules of the game, the correct and incorrect responses to events and the whim of the OLJ player. When ever a character goes up a level his combat skill is increased by two points (although his hit points remain unchanged), his willpower factor increases by two points and if he is a magic his magic factor increases by two points. Religious man and Quaddorns increase their holy factors by one with each increased level. Experience points: Whenever a character reaches one hundred experience points he will automatically go up a level. For every event that characters survive they will receive 5 experience points, they will also receive 5 experiences for each time they have sex (except for Wizards who are non-sexual). The first time they have sex they go up a level (except for prostitutes who are already experienced). Characters also go up levels for killing evil creatures; the amount experience points depend on the value of the creature killed (consult Evil Character list). Humor: Humor is such an important part of the World of Our Lord Joe that if a player can give the OLJ player a good belly laugh the OLJ player must bring the player’s character up a level. The OLJ player and the Main Character player’s must submerge themselves into the game and have fun. Player’s must talk, make jokes, and interact as much as possible with the strange creatures they encounter in the game. The OLJ player must also be flexible during the game. He does not have to stay strictly with in the boundaries of the game he has set up. If the characters are having difficulties; give them an edge. Lower the levels of the evil characters or make divine intervention at any time. If the characters have gotten to strong; let a Silent Giant walk into a camp and take away their weapons. Fifty percent of the game is unpredictable so be flexible and have a good time.