Welcome to adventure! You are about to enter the world of Powers and Perils, a completely new fantasy role-playing system, that breaks from the old standards to create an environment of unlimited, exciting adventure. As you read the four books that comprise the basic rules, you will discover that the rules are presented, as much as possible, in the order that they are used. Throughout the first two books, where it is appropriate, you will find optional rules to enhance or simplify various rule sections. These are provided to allow you to select the level of diffculty that is most appropriate to the world that you choose to run. We present basic rules backed with a wealth of data and systems geared to unlimited variation. You choose, from this hoard of information, the rules that fit the abilities, experience and biases of your world and its participants.
Within this package, you will find four books, a pad of detailed Character record sheets and three dice. The first book details the basic rules that are required to create a Character. Depending on the creating Player’s rolls and choices, the Character created is formed into a totally unique individual in one of four Character races. To complete this detailed sculpture of your Character persona, you will find rules for Education, the Economic section, an equipment list and the basic rules for gaining experience in play.
The other books detail important factors in the fantasy environment. Book Two covers the rules for combat and magic in detail. Book Three presents the basic encounter system, encounter tables and the descriptions of the creatures that can be encountered in play. It also contains detailed optional rules that can be used to enhance the variation in your world. The final book details human encounters, contains a detailed treasure system and important suggestions for the Player and Referee.
Powers and Perils forms a detailed fantasy environment that can be modified to fit the needs of an existing campaign or used to create a new and exciting dimension of fantasy pleasure. In either case, it is strongly suggested that all participants familiarize themselves with the game before they begin play. It is especially important that the Referee do so.
Powers and Perils is a highly detailed fantasy system. Before playing, you should take some time to familiarize yourself with its rules. Once you are familiar with these rules, Characters can be created. To perform this task, the appropriate sections of the rules should be consulted in the following order:
1) Section 1.1 Characteristics, as background.When every Player has a Character, and the Referee has created a campaign environment, the game is ready to be played. Prior to the first game rolls, the Referee, consulting his Players as he deems appropriate, will determine what options will be used. He should inform the Players of his decision before the game begins. Any rule or section that is marked optional may be used or ignored as you see fit. Any other section may be modified or ignored on the agreement of the participants in the game.
Possibly more than any other fantasy role playing game, Powers and Perils demands that the Referee have a familiar and comfortable understanding of the system. For the smooth play of the game, this is crucial where it relates to the Combat, Magic, Encounter and Treasure systems. Where Players are only asked to learn those sections that deal directly with the abilities of their Characters, the Referee should have a general grasp of the system as a whole. He should never start his campaign until this is the case.
It is possible that you will find that certain sections of this system are too complex for your role playing group. Where this is the case, and the aids provided within do not fully solve the problem, you must feel free to modify the rules to your own level of play. No rules are set in concrete. As the necessity arises, adapt.
Throughout these rules, standard abbreviations and dice codes are used. Wherever they are found, except where they are specifically used to detail sub-sections of specific rules, they have the following meaning:
A Agility AB Agility Bonus AHP Average Hit Point Value Ap Appearance AV Armor Value B Bonus BB Brass Bit(s) BL Base Line C Constitution CB Constitution Bonus CC Copper Coin(s) CDF Creature Diffculty Factor CEL Combat Experience Level CEP Combat Experience Points(s) CL Contact Level D Dexterity DB Dexterity Bonus DCV Defensive Combat Value DR Damage Resistance DTVFinally, it is impossible, given this volume of work, that the rules presented here will prove acceptable for your world without change or question. Where such questions arise, the Referee must feel free to modify the rules to fit his campaign. The rules should be viewed as a guide, not an iron-bound testament to the faithful.
This said, we invite you to explore Powers and Perils. Let
the game begin.
2
The first goal of every player, and the essential feature
of any role-playing environment, is the creation of a unique
individual -- a Character. The rules in this section, and the
step chart in the Beginning Note, are used to generate your
game persona. Chapter 1 of this book creates the person.
Chapters 2 and 4 complete him. A) Roll 2D10 for each characteristic and add any modifier
that is listed for the Character’s Race and Sex.
(Section 1.1.1).
B) Roll 1D10 to determine a multiplier for the characteristic
on table 1.2. In all cases, the value in parentheses
is the multiplier that is used for Appearance. The unparenthesized
value is the Constitution multiplier.1 Character Generation
1.1 Characteristics
Ten characteristics are determined for each Character. Together,
they delineate his abilities and set the potentials
that he will have. Section 1.1.1 lists these characteristics.
It is used to create a Native Ability in each. Section 1.1.2
sets a number of multipliers that allow the Player, by his
own volition, to set development priorities for his Character
and increase characteristic values in play. The sections that
follow these add further layers of detail to the Character,
making him a unique and vital person.
NOTE -- Native Ability represents the phenotypic potential
of the Character. The multipliers, as applied to the Native
Ability, represent the effect of his interests and goals on the
development of his somatic potential.
1.1.1 Native Ability
Native Ability, for each modifiable characteristic, is determined
using the procedure below (See 1.1.1.1 to determine
Constitution and Appearance).
A) Select a Race and Sex for your Character.
B) Roll 2D10 for each characteristic.
C) Add any modifier listed in table 1.1, based on your
Race and Sex.
IMPORTANT -- The minimum Native Ability that is possible
for any characteristic, regardless of the modifier added
is one. If the value that results is less, increase it to one.
1.1.1.1 Constitution and Appearance
The Native, Current and Maximum Abilities in these characteristics
are determined using the procedure below:
IMPORTANT -- Always round up in multiplying on table 1.2.
Native Ability is only the foundation of your Character.
All attributes, except Constitution and Appearance, can
be improved in the normal course of play. The amount of
improvement possible is determined in section 1.1.2.
Table 1.1: Native Ability
Human | Elf | |||
---|---|---|---|---|
Characteristic | Male | Female | Male | Female |
Strength | +3 | -1 | -2 | -3 |
Stamina | 0 | +1 | -3 | -2 |
Dexterity | -1 | 0 | +1 | +2 |
Agility | -1 | +1 | +2 | +2 |
Intelligence | +2 | 0 | +3 | +2 |
Will | 0 | +2 | 0 | +2 |
Eloquence | 0 | 0 | +3 | +2 |
Empathy | -3 | -1 | 0 | +1 |
Constitution | 0 | +1 | -1 | -1 |
Appearance | 0 | 0 | +1 | +2 |
Faerry | Dwarf | |||
Characteristic | Male | Female | Male | Female |
Strength | -4 | -6 | +1 | 0 |
Stamina | -2 | -3 | +2 | +2 |
Dexterity | +2 | +3 | -1 | -2 |
Agility | +3 | +3 | -2 | -1 |
Intelligence | +4 | +2 | 0 | 0 |
Will | +1 | +3 | +2 | +1 |
Eloquence | +2 | +2 | -2 | -2 |
Empathy | +1 | +2 | -1 | 0 |
Constitution | -2 | -2 | +1 | +2 |
Appearance | +2 | +4 | -1 | -2 |
Roll | Human | Elf | Faerry | Dwarf |
---|---|---|---|---|
1 | 1(1) | 1(2) | 1(2.5) | 2(1) |
2+3 | 2(2) | 2(3) | 1.5(3) | 3(1.5) |
4-7 | 3(3) | 2.5(4) | 2(4) | 4(2) |
8+9 | 4(4) | 3(5) | 2.5(6) | 5(2.5) |
10 | 5(5) | 4(6) | 3(8) | 6(3) |
A) The maximum multiplier that can be assigned to a modifiable characteristic is four.
B) The minimum multiplier that must be assigned to each modifiable characteristic is 1.5.
C) Multipliers are only assigned in increments of .5 or 1.
D) No multiplier may be assigned to Constitution or Appearance.
E) Maximum Ability equals the multiplier assigned to a characteristic times your Native Ability in that characteristic.
F) All multiplication in this section is rounded up,
G) Beyond the restrictions above, Players may assign their
multipliers in any way that they desire. The total number
assigned may not exceed the Total Multipliers that
are available for that Character.
OPTIONAL -- The preceding system reflects the interests of
the Character and allows the Player to have a greater feeling of
progress as his Character matures. If you do not feel that this
is worth the effort that it entails, use all characteristics at their
Maximum Ability levels and ignore all mention of Characteristic
Increases in the sections that follow, excluding those that are
derived from some form of magic. Also use any Native Ability
increases that occur in the Special Event section and Current
Ability increases that are found there.
1.1.3 Age and Station
Age represents the physical age of the Character in Middle
World years. Station is his relative standing in his native
society. For non-human Characters, age reflects a period of
Lower World years that they have lived. For simplicity, all
of these years were spent in the Lower World.
1.1.3.1 Age
A Character’s age is determined by rolling D100 on the Age
Table.
Table 1.3: Age Table
Roll | Age |
---|---|
01-05 | 17 |
06-12 | 18 |
13-21 | 19 |
22-30 | 20 |
31-40 | 21 |
41-55 | 22 |
56-66 | 23 |
67-76 | 24 |
77-84 | 25 |
85-90 | 26 |
91-94 | 27 |
95-97 | 28 |
98+99 | 29 |
100 | 30 |
Roll | Station | Coin Type | Social Class |
---|---|---|---|
01-20 | 0 | 1CC | Serf, slave, indentured peasant, barbarian outcast, unproven warrior, etc. |
21-50 | 1 | 2CC | Free man, common soldier, servant, common barbarian warrior or artisan |
51-75 | 2 | 1SC | Artisan, guildsman, military sergeant, constable, petty merchant experienced barbarian warrior, skilled artisan, minor shaman |
76-90 | 3 | 2SC | Merchant, noted Scholar, respected artisan, landholder, low grade offcers, wardens, knights, respected barbarian warriors and shamans. |
91-96 | 4 | 5SC | Rich, merchant, large landholder, petty nobility (Baron and less), field grade offcers (Major through general), Clan chiefs and shamans. |
97-99 | 6 | 1GC | High nobility (Count and higher), important military leaders (Field Marshal, Grand Admiral, etc.), extremely wealthy and powerful families, barbarian tribal chiefs, tribal shamans. |
100 | 10 | 3GC | Royalty (A member of the reigning royal family or a close blood relative), Warrior society leader, dominant tribal chief, highly respected tribal shamans, war chief of more than one related tribe. |
Number Assigned | Char. Points | Experience Points | Expertise Points | Wealth* |
---|---|---|---|---|
5 | 20 | 0 (CEL 0) | 100 | 25 |
6 | 24 | 25 | 120 | 30 |
7 | 28 | 50 (CEL 1) | 140 | 35 |
8 | 32 | 75 | 160 | 40 |
9 | 36 | 100 (CEL 2) | 180 | 45 |
10 | 40 | 125 | 200 | 50 |
11 | 43 | 150 | 220 | 55 |
12 | 46 | 175 | 240 | 60 |
13 | 49 | 200 | 260 | 65 |
14 | 52 | 225 | 280 | 70 |
15 | 55 | 250 (CEL 3) | 300 | 75 |
16 | 58 | 300 | 320 | 80 |
17 | 61 | 350 | 340 | 85 |
18 | 64 | 400 | 360 | 90 |
19 | 67 | 450 (CEL 4) | 380 | 95 |
20 | 70 | 500 | 400 | 100 |
21 | 72 | 550 | 425 | 110 |
22 | 74 | 600 | 450 | 120 |
23 | 76 | 650 | 475 | 130 |
24 | 78 | 700 | 500 | 140 |
25 | 80 | 750 (CEL 5) | 550 | 150 |
26 | 82 | 800 | 600 | 160 |
27 | 84 | 900 | 650 | 170 |
28 | 86 | 1000 | 700 | 180 |
29 | 88 | 1100 | 750 | 190 |
30 | 90 | 1200 (CEL 6) | 800 | 200 |
A) At least five points must be assigned to each area.
B) No more than thirty points may be assigned to any one area.
C) The total number of points that the Player assigns may
not exceed the Initial Increase Factor that he determined
for his Character.
IMPORTANT -- Magic-using Characters receive their initial
magic experience and expertise based on their natural
ability. See chapter 4 in Book Two for the rules that apply
for trained Magic Users. If the Character is an untrained
natural magician, or has some type of innate power, see
chapter 6 in Book Two for these starting points. No experience
or expertise that is gained in section 1.1.4 may be
applied, other than to paying for the required apprenticeship,
towards magic in any way.
1.1.4.1.1 Characteristic Points
Each point received in this
area can raise one modifiable characteristic, that is not at its
Maximum Ability level, by one. They may not be assigned
to Constitution or Appearance. There is no limit to the
number that may be assigned to any one characteristic. The
total assigned may not exceed the number gained in using
table 1.5.
EXAMPLE -- Osc has 40 characteristic points. He may raise
his eight modifiable characteristics by a total of 40 points. If his
Current Strength is 20, and he assigns 12 points to Strength, it
is raised to 32.
1.1.4.1.2 Experience Points
The points gained here are
Combat Experience Points. They are used in determining
the CEL of a Character only.
EXAMPLE -- Osc, with 280 experience points, starts with a
CEL of 3.
1.1.4.1.3 Expertise Points
Expertise points are expended
to gain any skill listed in section 2 of this book or to meet
the expertise requirement to learn a given Magic Path, see
Book Two. Once a skill has been learned, these expertise
points may be used to improve its EL. They may not be
used to learn or improve any spells, if the Character is a
magic-user. Any points that are not allocated to learn or
improve skills may be taken as Partial Expertise in any skill
that the Character has learned.
1.1.4.1.4 Wealth
The number in table 1.5, times the Character’s
Coin Type (Section 1.1.3.2), yields the number of
coins that the Player has to spend in outfitting his Character.
Any money that is not spent for this purpose is used,
as desired by the Player, once the game begins.
IMPORTANT -- Before the game begins, item availability
rolls are ignored unless the rules specify that they are not.
1.2 Special Events
Use of this section is optional. It reflects special influences
that may have affected the Character in his pre-game life.
One roll is taken per 10 years that the Character has lived,
rounded down. If the Player opts to take these rolls, he
must take every roll that his age allows him to take. He is
never required to risk rolling on this table.
1.2.1 Special Event Explanations
1.2.1.1 Felons
The Referee should determine the severity of the crime committed.
There is a 25% chance that the Character was
falsely accused. Roll this chance and roll D100 on table
1.7. If a crime is felonious, it was committed against a
person with a station of 4 or higher. In this case, the reward
is Dead or Alive. In all other cases, the Felon must
be returned alive. The authority that wants them will pay
nothing for a corpse.
Table 1.7: Felony
Roll | Crime Reward |
---|---|
01-30 | Simple Theft 2D10 SC |
31-55 | Felonious Theft 1D10 GC |
56-75 | Felonious Assault 2D20 GC |
76-90 | Murder 2D6 SC |
91-96 | Felonious Murder 2D5×Station* SC |
97-99 | Treason D100 GC |
100 | Felonious Treason D100×10 GC |
Roll | Result |
---|---|
01-20 | None |
21-28 | Increase your Current Ability in one characteristic by 1D6 |
29-32 | Increase your Current Ability in two characteristics by 1D6+2 or in one characteristics by 1D10+2. |
33 | Special Attribute |
34-36 | Increase any Current Abilities by a total of 2D10. The total may not exceed the number rolled. |
37 | Your face bears pox scars from an old disease. Reduce Appearance 50% rounded down. |
38 | You have a pronounced limp from an old wound. Reduce Agility by 20% rounded down. |
39 | You recently escaped from a prison in a neighboring nation. You are a wanted felon in the land of the Referee’s choice. |
40+41 | As for 39 except you escaped from a prison in the nation that the adventure is starting in within the last 1D6 days. |
42 | You are under a powerful Geas, the referee will set all parameters of its effect. |
43 | You were raised among the Faerry. In addition to normal Human Knowledge, you speak the tongue of the Faerry Sidh with an EL of 60. |
44 | Special Attribute |
45-47 | Past luck garners you D100 SC. |
48 | As 45-47 except 2D10+10 GC. |
49 | As 48 except 1D3 bars of Silver. |
50+51 | You posses 1D3 Small Jewels of unknown value. If your Station is zero, you stole them. |
52 | You have 1D2 Medium Jewels of unknown value. If your Station is 1 or less, you stole them. |
53 | You possess 1 Large Jewel of unknown value. If your Station is 2 or less you stole it. |
54-56 | Roll 1D6. On a 1-3 as for 50+51, 4+5 as for 52 and 6 as for 53, except you know the value of the jewels. |
57 | Increase any Native Abilities by a total of 1D6. (Increase Maximum Abilities as appropriate afterwards). |
58 | You have a piece of Jewelry. You have no idea where you got it or what it is worth. You have had it since birth. The Referee will determine the type of jewelry. |
59-62 | Take any three items from the Equipment List with a combined value under 40GC and an individual value of at least 5GC. |
63 | Take any one item from the Equipment list with a value between 10 and 100GC, inclusive |
64 | If your Station is 4 or higher, you are a prosperous land owner in your homeland. Roll 1D10×1D10 to determine the hundreds of acres that you control. (Your income from this is 1SC per acre per year). If your Station is 3 or less you control 1D10×1D10 acres as a personal freehold. (Income from this land is 3CC per acre per year). All income figures are gross values. |
65 | You have a random Magic Amulet. Roll Result |
66 | Special Attribute. |
67-70 | Training with a Skilled Master raises your Expertise with all weapons in a Weapon type of your choice to the maximum EL currently possible for your Character. No Expertise Cost is assessed for this training. |
71 | You have a random Magic Weapon. |
72 | You have a random type of Magic Armor. |
73 | You have an authentic map to a large treasure. Referee will roll 1D6+14 on the Map Table for it’s value. |
74 | You possess 1D6 doses of a random Potion or Elixir. |
75 | You possess 1D6 doses of a random Natural Magic material. |
76 | You have 1D6 doses of a random Powder. |
77 | Special Attribute. |
78-81 | You have a Pet. It is a normally wild animal. The Referee will determine its species and full parameters. |
82 | You have a Magic Item. The Referee will determine what it is. |
83+84 | Apprentice in the Magic Path of your choice if your Native Intelligence is 15 or higher. If not, as for 82. |
85+86 | You have a powerful enemy. Gain 1D10×10 Experience Points and D100 SC. The Referee will determine the enemy based on your actual gain, i.e. the more gained, the more powerful the enemy. The enemy will seek revenge whenever possible. |
87 | Raise your Native Ability in any Mental Attribute by 1D3*. (Raise Maximum Ability as appropriate afterwards). |
88 | Special Attribute. |
89-91 | You have a Personal Contact among your people. The Referee will determine his or her parameters. |
92+93 | As 89-91 except the Contact must reside in the area that the party is starting in. |
94 | As for 87 except Native Ability in any Physical Attribute, including Constitution and Appearance, may be increased. |
95-96 | You have a friend. You are accompanied by a Character Class NPC. The Referee will determine the attachment and all parameters of the friend. The CEL of the friend is 1D6+4. He may not be a magic-user. He will defend his friend to the death. |
97 | You were raised among the Elves. In addition to Human Knowledge, you speak the tongue of the Elf Sidh with an EL of 60. |
98 | An old friend, who once saved your life, is lost in a hostile land. You are aware of his whereabouts. He holds the key to a great treasure that both of you were searching for. |
99 | You are the master of a Firesnake. |
100 | You have come under extraordinary influences. The referee will determine something exceptionally good or bad. If he does not wish to do so, roll three times on this table or twice on the Special Attribute table. |
Roll | Attribute |
---|---|
01-05 | Battle Fury, Controllable |
06-08 | Battle Fury, Uncontrollable |
09-12 | Innate Power, Law |
13-15 | Innate Power, Chaos |
16-18 | Innate Power, Elder |
19+20 | Innate Power, Sidh |
21+22 | Innate Power, Balance |
23+24 | Innate Power, Shamanic |
25-29 | Animal Power |
30-32 | Creature Power |
33 | Supernatural Power, Upper |
34 | Supernatural Power, Lower. |
35-38 | Mana Reading |
39 | Fire Powers |
41 | Aerial Powers |
42 | Earth Powers |
43-45 | Shape Changer |
46 | Natural magician |
47-49 | Supernatural Stamina |
50-52 | Supernatural Dexterity |
53-55 | Supernatural Agility |
56-58 | Supernatural Eloquence |
59+60 | Empathic Power |
61+62 | Intellectual Power |
63 | Supernatural Will Power |
64 | Mental invulnerability |
65 | Fanatical Power, Law. |
66 | Fanatical Power, Chaos |
67 | Fanatical Power, Elder |
68 | Fanatical Power, Sidh |
69+70 | Fanatical Power, Balance |
71+72 | Fanatical Power, Shamanic |
73-75 | Shadow Powers |
76-78 | Physical Power |
79-83 | Mana Sensing |
84-86 | Immunity |
87+88 | Invisible Sight |
89-92 | Emotional Curse |
93-95 | Physical Curse |
96 | Mental Curse |
97 | Other Powers |
98+99 | Two Attributes* |
100 | Three Attributes* |
For Uncontrollable Fury, the above ratio is the only way that the Character can be affected. With Controllable Fury, the Player can attempt to will his Character into a state of fury. The chance of success, per phase of trying, equals the Character’s Will.
The state of fury lasts until the Character fails to score
any damage for a number of phases equal to the hit points
required to send him into fury or until five phases after there
are no targets remaining in sight.
EXAMPLE -- A Character has a Will of 64. 13 hit points are
required to send him into fury. He will return to normal if he
fails to hit for 13 straight tactical phases or if he doesn’t see
anyone to hit for 5 phases.
A Character with Uncontrollable Fury can only come out
of it in this way. A Character with Controllable Fury may
will himself out of the fury if he rolls his Will or less.
OPTIONAL -- If the only targets left to attack are friends, a
Character with Uncontrollable Fury can attempt to Will himself
out of the fury on any phase that he is not hit and that he does
not Hit. The chance equals his Will divided by 2, rounded down.
While a Character is in a state of fury, the following increased
abilities will apply:
A) Normal damage effects will not apply to his movement.
B) When he reaches his DTV he will not be unconscious. He remains conscious until death.
C) While in Fury, the DTV is tripled. When the Fury
ends, if the damage taken is less than the normal DTV
the Character is dead. If it is between 0 and the DTV,
he passes out.
EXAMPLE -- A Character has a DTV of -3. While enraged,
he can take damage to -9. It he reaches -5, and
comes out of fury, he drops dead on the spot. If he is at -1
when he comes out, he passes out.
D) The Character may not use any EL factors defensively while he is in fury.
E) The Character may not use any missile weapon or magic while in a state of fury. If he has an Innate Magic talent that is capable of inflicting damage, this power may be used.
F) While furious, the Character’s SB is increased by two.
G) Persons defending against a furious Character may subtract 5 from their roll to hit or add 10 to the Furious Character’s roll.
H) While affected, the Character will attack the closest
target available. If no enemies are available, he will
turn on his closest friends.
The Referee will decide when rolls for the curse effect
should be taken. If the Character does not roll less than or
equal to his Will, he is affected.
1.2.2.1.8 Empathic Power
Increase Native Empathy by
1D6×5. (See Supernatural Agility for the proper application
of this increase).
The amount of his Native Ability increase is his percentage
chance of communing with other creatures. (The
amount times 2 is used if the creature is not normally hostile
to the Character’s race). The attempt may only be made
once per encounter. If it works, contact is established with
all members of the species that are in range.
When a successful attempt is made, the creatures communed
with will not attack unless they feel compelled to do
so. (By being attacked, encroachment on territory, theft,
etc.). The Empath will be able to tell the emotional state
of any creature that he is communing with one phase before
it reacts to it. The range for this power equals the Character’s
rating. Its duration is one turn per point of increase.
No Mana is required to use this talent.
Shamans with this talent are considered to be Natural
Magicians for all Shamanic magics.
The EL of a Fanatic equals (W+Em)/10, rounded down.
All other factors of the power’s use are as specified for Innate
Powers. The referee, at his discretion, may assign other
powers and detriments to Characters with this nature. (As
he deems necessary to maintain Balance). Fanatics may
not have a fanatic tie with any other force. If one is rolled,
re-roll.
A) His Casting Speed, starting experience gain, starting
expertise gain and the maximum Base Mana Cost spell
that he can learn are all reduced by 50%, rounded
down.
B) He receives no increase in his MDV due to his MEL.
C) In determining his Casting Ability, the Character’s
Mana Level is used at 1/2 value, rounded down.
D) He may never learn any supernatural language.
E) He may not learn any spell that has a Base Mana Cost
higher than his Mana Level/3, rounded down.
F) In casting magic, his EL modifier equals his EL instead
of his EL×2. A) Untrained, the Character will gain mana at the rate
specified for trained Wizards. If trained, any Mana
that he has and all future increases are doubled. B) All Natural Magicians have any two of the following attributes:
Supernatural Will Power, Intellectual Power
and Empathic Power.
C) Natural Magicians recover expended Mana at a faster
rate than normal (See 1.3.2.7.2.1)
D) The number of Mana Points that he may cast in one
phase is twice that normal for his MEL and EL, if he
is trained.
E) Natural Magicians may learn and cast any type of
magic. The cost to gain the knowledge is 1/2 that normal,
rounded up.
F) Natural Magicians have the ability to use Mana Reading
and Mana Sensing.
Other attributes of this extremely talented individual are
at the discretion of the Referee. A) The Character can move through Shadow invisibly. See
the Shadow Magic Invisibility spell in Book II.
B) The Character can create Shadow Warriors. See the
Shadow Magic Create Warriors spell in Book II. The
Warrior created has the form of the Shadow used to
create it. The Character may not use his own Shadow
for this purpose.
C) The Character can see in any darkness without cost.
See the Shadow Magic Dark Sight spell in Book II.
D) The Character can send his own Shadow away to perform
errands and other tasks for him. See the Liberate
Shadow spell in Book II.
E) The Character’s EL in all talents equals his Empathy
divided by 5, rounded down. His MEL can be increased
as normal.
F) The Character’s Starting Mana Level is doubled.
The powers of a Shadow Weaver only work in a place that
has Shadows in it. Total light and total darkness negate his
ability to cast shadows.
1.2.2.1.4 Creature Power
The Character has an affnity
for a specific type of non humanoid, Fantastic creature.
(Anything from a Cait Sith to a Dragon). He has the innate
ability to communicate with these creatures at a telepathic
level. He is always marked, i.e. a birthmark, with the sigil
or semblance of that creature.
In learning magic that this species is naturally capable
of, the Character will pay 1/2 the normal cost to learn and
advance, rounded up. He will always cast the spell at one
EL higher than his actual EL. He will be affected, as for
Animal Power, when his species is threatened.
EXAMPLE -- A Character has an affnity with the Dragon. He
gains advantage in learning Fire Powers and Magic in general.
(Fire Powers would be gained at 1/4 cost because it is effected
once for Fire and again for Magic). He may communicate with
any Dragon.
Finally, the Character will never be attacked by any creature
that he has an affnity with unless he is the aggressor.
1.2.2.1.5 Dimension Sight
The Character’s EL in this
power equals his Will divided by 10, rounded down. He
is able to place himself into a state of conscious trance. In
this trance he has the ability to see into other planes of
existence. The visions seen are clear and precise.
A Character with this power can use Astral Powers, Planar
Travel and other trans-dimensional spells with an increased
chance of success if he learns them. He will subtract
his EL times two from his roll. In summoning, when the
power is used, he will subtract his EL. These subtractions
are in addition to the normal EL Modifier that is used in
magic.
1.2.2.1.6 Earth Powers
As for Aerial Powers. This attribute
applies for Earth Elementals and Earth Powers.
1.2.2.1.7 Emotional Curse
The Character is cursed with
an exaggerated form of a particular emotion. The exact
emotion is left to the discretion of the Referee. Until it is
cured, it will affect the actions attempted by the Character.
The emotion may be directed, operating when a certain
person or thing is encountered, or general.
All Curses have a means for placating them. They may
be dispelled magically, if a magic-user can be found that
will attempt to do so.
EXAMPLE -- A Character is cursed with despair. He will have
no morale. At the slightest setback, he will surrender or give
up.
1.2.2.1.9 Fanatical Power
The Character is tied to the
Alignment from which his power is gained. He must align
with that force. He is naturally capable of communicating
with all creatures that are aligned with it.
Elder and Sidh Fanatics will be capable of entering both
the Lower and Upper Worlds, Shamanic Fanatics may enter
the Lower World. All other fanatics may enter the Upper
World.
1.2.2.1.10 Fire Powers
As for Aerial Powers. Applies for
Fire Powers and Fire Elementals.
1.2.2.1.11 Innate Powers
The Character is naturally able
to use a spell of the Alignment specified. If the spell determined
is a power that has multiple applications, his talent
will allow him to use all of those applications. The EL of an
Innate Power equals the Character’s (W+Em)/20, rounded
down. Points gained for success may be applied towards
the MEL in its use. Normal Expertise is not applicable
to these powers. The EL increases only as the characteristics
involved increase. The Mana Cost to use this spell is
as normal for magic-users. Innate Powers may be derived
from more than one alignment. No alignment tie is derived
from Innate Power. (See Fanatical Power).
1.2.2.1.12 Intellectual Power
The Native Intelligence of
the Character is increased by 1D6×5. (See Supernatural
Agility for the proper application of this increase). Any
person with this talent is considered to be a Natural Magician
for all Wizardry spells if he is trained as a Wizard.
1.2.2.1.13 Invisible Sight
A Character with this power can
see any invisible object. His Range equals his Empathy
divided by 5, rounded up. In addition, the Character will
add his Empathy to his chance of disbelieving any Illusion
that he sees.
1.2.2.1.14 Immunity
The Character is totally immune
to the affect of a specific power. Consult the Immunity Table
in Book Four and determine what the immunity applies
for. The Character cannot be damaged in any way by that
power.
1.2.2.1.15 Mana Reading
When in the presence of mana,
or those that are capable of casting mana, the Character
will be able to determine its Alignment, Relative Power
and, if a spell, a basic purpose. The EL and MEL for this
are as specified for Innate Powers. The Range equals the
Character’s W divided by 10, rounded down. No Mana
Cost applies to the use of this power. Success is automatic.
Each time this power is used, gain 1D10MEP, up to a
maximum of once per day.
1.2.2.1.16 Mana Sensing
The Character is able to detect
the presence of spells. The Range is equal to his Em divided
by 5 rounded up. No Mana Cost applies in using this
talent. Success is automatic. The knowledge received by
the Character will be the Relative Strength of the Magic
and nothing else.
Each time this power is used, gain 1D10MEP, up to a
maximum of once per day.
1.2.2.1.17 Mental Curse
The curse affecting the Character
will make it impossible for him to perform a given action,
force him to react in certain ways or rob him of some or all
of his memories. The effect that applies is at the discretion
of the Referee. Resistance to the curse is as specified for
Emotional Curses.
1.2.2.1.18 Mental Invulnerability
A Character with this
attribute is totally immune to Telepathic Powers, magical
Detection and Soul Sight. He is immune, at an EL as specified
in Innate Powers, to all spells that affect the mind of
their victims. (See Immunity in Book Four for the proper
method of handling immunity). Characters that have this
attribute make poor magic-users. Effectively, they are deadened
to the flow of magic about them. If the Player chooses
to become a magic-user, the following restrictions apply:
NOTE -- Only Humans can have this Special Attribute,
unless it is cast on a member of another race as a curse. If
it is rolled for a non-human Character, re-roll.
1.2.2.1.19 Natural Magician
The Character is naturally
capable of manipulating Mana. Whether he receives the
proper training or not, he will be capable of using magic.
If he is trained, in addition to his natural gift, he can
increase his power to legendary proportions. The attributes
of the Natural Magician are:
EXAMPLE -- A Natural Magician has 12 Mana Points.
On completion of his training, he increases to 24. When he
increases to his next level, if his Mana Level is 5, he will
gain 10 Mana Points.
IMPORTANT -- Trained Naturals, i.e. persons with Intellectual
or Empathic Power as the source of their talent
only receive benefits 3, 4, 6 above.
1.2.2.1.20 Other Powers
The Referee can assign the Character
any attributes that he desires. As examples, the Character
can be winged, have infravision, have the power to
walk through walls, etc. The Power assigned is limited only
by the Referee’s decision. It can be anything.
1.2.2.1.21 Physical Curse
The Curse either diminishes
some physical attribute or places some horrid physical
growth or deformity on the Character. The attributes assigned
are at the Referee’s discretion. If characteristics are
diminished, they will be reduced by 1D6×5, with a minimum
rating of zero, for as long as the Curse lasts.
No resistance is possible against the effects of a Physical
Curse once it is in force. It may be cured magically or by
placating it as specified for Emotional Curses.
1.2.2.1.22 Physical Power
The Character’s Native
Strength is increased by 1D6×5, or to a rating of 25,
whichever is higher. Native Stamina is increased by 1/2
the amount of the Strength increase, rounded up. (See
Supernatural Agility for the proper application of this
increase). The increase in the Characteristics will affect
the Height and Weight of the Character. The Character
will add 3 to his Weight roll and add 1 to the final
multiplier determined if his height is 72" or more.
EXCEPTION -- The height increase gained may not increase
the Character’s height by more than 1.2 times the
original height determined for him, round up.
EXAMPLE -- A Dwarf Male Character has Physical Power. His
rating is 25. His Native Strength is 11, Native Stamina is 19.
Native Strength is increased to, 11+25, 36. Native Stamina is
increased to, 19+(25/2), 32. His original height was 50". His
new Strength and Stamina, would increase his height to 69"
except that the new height may not exceed 1.2 times his old
height. He is therefore, 50×1.2, 60" tall (Always round down).
1.2.2.1.23 Shadow Powers
The Character is a Shadow
Weaver. He is able to warp and use the substance of
Shadow to his own benefit. The basic powers are:
1.2.2.1.24 Shape Changer
A limited form of the spell.
The Character is capable of taking the form of a specific
type of creature or animal for any duration desired without
the expenditure of mana. He is not required to possess any
portion of that animal to make the change. He does not
have the power to change into any other form of animal.
The animal that he can take the form of is at the Referee’s
discretion.
All Shape Changers will have the Animal Power talent
for the creature that they can take the form of. When a
threat exists to that creature, fury will result without any
chance of controlling it. The Character will always take his
animal form when furious.
1.2.2.1.25 Supernatural Agility
The Character’s Native
Agility is increased by 1D6×5. Regardless of the original
Agility rating, the minimum rating for Agility, after this
value is added, is 25. Use the new Agility rating as the
Character’s Native Ability.
EXAMPLE -- A Character has a Native Ability, in Agility, of
9. He has his Special Attribute. He rolls a 2 on 1D6. Because
an increase of 10 would not increase Agility enough, his Native
Ability is increased 16 to a rating of 25. If his assigned multiplier
is set at four, this yields a Maximum Ability of 100.
IMPORTANT -- Any increase in Native Ability, due to
this attribute, is added to the new Native Ability to determine
the Character’s Current Ability before any characteristic
points are applied to it. In the example above,
the Character starts with a Current Ability 16 higher than
his Native Ability after modification by this factor.
EXAMPLE -- The Native Agility of a Character is 25 after it
is modified by this Special Attribute. To reach 25, the Native
Ability was increased 19. The starting Current Ability of the
Character, in Agility, is 44 before any characteristic points are
applied to it.
1.2.2.1.26 Supernatural Dexterity
As for Supernatural
Agility except Dexterity is affected.
1.2.2.1.27 Supernatural Eloquence
As for Supernatural
Agility except Eloquence is affected.
1.2.2.1.28 Supernatural Power, Lower
The Character is
attuned to the Sidh forces of the Lower World. He has
the natural ability to use all Sidh Magics, as for the Alfar.
When he encounters Elf or Faerry parties he will be treated
as one of the Alfar.
The Character is innately able to understand, and speak,
all Sidh tongues. His EL equals Em×2 or 80, whichever is
less.
All Non-Sidh Elder or Kotothi parties that encounter the
Character will relate to him as they would to an Elf.
1.2.2.1.29 Supernatural Power, Upper
The Character can
communicate with any creature or person, native to the
Upper World, that is aligned with Law, Chaos or Balance.
He has the ability, as for Mana Sensing, to detect forces
native to this realm. Finally, he has the innate ability to
use all Astral Power spells.
The Character’s MEL and EL for Communicate and Astral
Powers, are as specified for Innate Powers.
1.2.2.1.30 Supernatural Stamina
As for Supernatural
Agility except Stamina is affected. The amount of increase
in Stamina does not apply in determining the Height of
the Character.
EXAMPLE -- The Native Stamina is 14. It increases to 50. 14
is used in the equation for determining the Character’s height.
1.2.2.1.31 Supernatural Will Power
As for Supernatural
Agility except Will is affected. Characters that have this
attribute also have the evil eye if their rating is 30. The
Evil Eye may be used to cause Disease, Paralysis and Death.
The Death effect is as for the Hand of Death. The EL with
each spell equals W/30, rounded up. His starting MEL is
as specified for Innate Powers. See the appropriate spells
for the effects that apply. To gain effect with any of the
powers, the Character must be using the power and have
direct eye contact with an entity that can be affected.
1.2.2.1.32 Three Attributes
As specified in the table.
1.2.2.1.33 Two Attributes
As specified in the table.
1.2.2.1.34 Water Powers
As for Aerial Powers except the
connection is with Water Powers and Water Elementals.
NOTE--Except where it is used in Book Two through Four,
section 1.2.2 is optional.
1.3 Use of Characteristics
This section contains values that are determined based on
the characteristics of the Character. As these characteristics
increase, so do these values. Where appropriate, the
complete rules governing the factor are listed in the section
where it is explained.
1.3.1 Characteristic Bonuses
Strength, Stamina, Agility, Dexterity and Constitution
yield bonuses in play. Table 1.9 is used to determine the
bonus that applies, based on the Current Ability in the applicable
characteristic. (A reduced form of this chart can
be found in the right hand corner of The Character record
sheet.)
Table 1.9: The Bonus Table
Current Rating | Current Bonus |
---|---|
0-5 | -1 |
6-15 | 0 |
16-30 | +1 |
31-50 | +2 |
51-75 | +3 |
76-105 | +4 |
106-140 | +5 |
141-180 | +6 |
181-225 | +7 |
226-275 | +8 |
276-330 | +9 |
331-395 | +10 |
396-465 | +11 |
466-550 | +12 |
551-630 | +13 |
1) The SB is added to the damage that the Character scores in combat when he hits.
2) SB is used as a factor in determining the OCV of the Character. (See Section 1.3.3.2.1).
3) The SB is used as a modifier in determining a Character’s
maximum EL in certain skills. (See 2.4).
1) A Character’s StB is subtracted from all 2) StB is a factor in determining a Character’s OCV (See
section 1.3.3.2.1).
3) The Character’s StB is used in determining his Portage
Ability (See section 1.3.2.1 4).
4) StB is used in determining a Character’s Poison Resistance
(See section 1.3.2.5.4).
5) The StB is used in determining the DTV of the Character
(See section 1.3.2.5.2).
6) StB is used in determining a Character’s maximum EL
in certain skills (See section 2.4).
1) The DB is used in determining a Character’s DCV (See
Section 1.3.3.2.2).
2) DB is used in determining a Character’s Dodge Value
(See Section 1.3.2.4).
1) As for Dexterity.
2) As for Dexterity.
3) The AB is used in determining a Character’s maximum
EL in certain skills (See section 2.4).
4) AB is used in determining a Character’s MR (See section
1.3.3.5).
1) Per day that an injured Character fails to heal, CB is
substracted, as an additive modifier, from the healing
chance roll (See Section 1.3.2.5.1).
2) CB is used in determining a Character’s Poison Resistance
(See Section 1.3.2.5.4). A) The basic chance to overpower an opponent is determined
by subtracting his Strength from yours. If the
result is negative, you have no chance of success. If
you succeed, the opponent is pinned, held, knocked
over, etc. depending on what you specified you were
attempting to do.
If the target you are attempting to affect dodges successfully,
failure is automatic. If you are damaged while
making the attempt, add five times the number of hits
scored to your roll. A Minimum Chance equal to S divided
by 5, rounded up, can be applied if the Referee
chooses to do so. B) When attempts are made to batter in doors, break
locks, etc., the Referee will use the system detailed in
(A) above. To do so, he must determine a Strength rating
for the door, lock, etc. The Strength Table (1.10)
is provided as a guide for these values.
C) Strength is used in determining a Character’s HPV.
D) Portage Ability -- A Character’s Portage Ability
equals: (S×2)+(StB×20) or (S×2),1.3.1.1.2 Stamina (StB)
1.3.1.1.3 Dexterity (DB)
1.3.1.1.4 Agility (AB)
1.3.1.1.5 Constitution (CB)
NOTE--For detailed descriptions of the primary ways that
the characteristics are used, see section 1.3.2. If the optional
Problem Solving rules are used, the characteristics
are also of importance in this area.
1.3.2 Other Uses
1.3.2.1 Strength
In actions where Strength is the deciding factor, such as
pinning an opponent, breaking down a door, etc., the following
rules will apply:
IMPORTANT -- If the Referee allows, additional persons
may add their Strength to this attempt. Each
additional person adds his Strength to the initiators
Strength.
EXAMPLE -- Three Characters, S43, 29 and 14 battle a
Rock Troll, S80. The Character with S29 decides to throw
himself at the Troll to tackle it. (29-80, an action doomed
to failure). His friends grab him to throttle his suicidal
ambition. Their chance of Success is (43+14)-29, 28%.
Table 1.10: Strength Table
Material | Resistance | |
---|---|---|
Rotted Wood | 0-5 | (1D6-1) |
Normal Wood | 6-16 | (2D6+4) |
Good Wood | 17-35 | (2D10+15) |
Aged Wood | 38-65 | (3D10+35) |
Rusted Metal | 1-10 | (1D10) |
Soft Metal | 12-30 | (2D10+10) |
Hard Metal | 43-70 | (3D10+40) |
Tempered Metal* | 61-160 | (D100+60) |
E) Lifting Ability -- The maximum weight that a Character
can lift equals:
Portage Ability×5
A) Stamina is used in determining the HPV of a Character (See section 1.3.3.1).
B) Stamina is used in determining a Character’s healing
chance (See section 1.3.2.5.1).
AB+DB The AV of the dodger’s armor+the attacker’s Dodge
Value Regardless of the success or failure of a dodge, the dodger
may not perform any other action during the phase that he
dodges, excluding use of a shield defensively. No dodging
defender may attack, in any way, in any phase that he
dodges. His efforts are totally consumed by the defensive
maneuver of dodging.
Both factors are used on table 1.11 to determine a percentage
chance that the attempt to dodge is successful. In
all cases, any Character that wishes to dodge must declare
his intention before the attacker takes his attack roll. If
he does not do so, he may not dodge.
A) The Character has a clear view of the person or thing
that is casting the spell.
B) The spell is a spell that inflicts damage when it succeeds.
C) The physical appearance of the spell is both directional
and visible.
Where any of the factors above do not apply, the Player
may not dodge. Where all of them apply, the Referee may
allow him to do so. The AV of the dodger’s armor+the EL of the spell A) If the dodge attempt is a Partial Success, the dodger may
subtract his Dodge Value+3 from the number of hits that
the spell inflicts.
B) The dodger, if his dodge does not succeed, may attempt
to interpose his shield between himself and the spell. His
chance of doing so equals: Dodge Chance+Shield AV+EL in the Shield A) They can see the firer release the missile.
B) They can see the missile coming for at least 50% of its
flight towards them.
Dodges of this type obey all rules specified in section
1.3.2.4.1 and 1.3.2.4.1.1. The total value dodged equals:
The AV of the dodger’s armor+a Missile Range modifier.
1.3.2.4.3.1 Missile Range Modifier The modifier that is
used is based on the range fraction that the missile is fired
from. Table 1.12 applies.
(C+St)/2, rounded up A) StB is subtracted each day.
B) Per day that the Character fails to heal, additive, CB
is subtracted. A) Per day, starting immediately, the Infection will score
1D3 hits on the Character.
B) While infected, the Character’s C) If an infection scores 10 or more hit points on a Character,
the Character is delirious and incapable of meaningful
action.
D) All normal Damage Tolerance rules apply while infected.
E) When the player heals, the infection is checked. The
successful healing serves only to check the infection. It
will not cure any damage.
-((C/20)+StB), round up A) Without extra-somatic aid, i.e. a wand, magic ring,
etc., the usable Casting Ability of a magic-user can
never exceed his Energy Level. B) Forms of attack that target on the soul, mind or spirit
of the Character score damage against his Energy Level
If the Energy Level reaches zero the Character is killed.
Healing lost energy points is done by rolling against your
Constitution and subtracting your Mana Level from the
roll. If the result is less than or equal to the Constitution,
1D6 energy points are regained.
Effects that attack the Energy Level are specified in their
descriptions. Examples are Vampirism, Soul Attack, etc.
(CB+StB)×2 (W/10, ru)+(MEL/5, rd) (S+St+C)/4, round up Native Strength+Native Stamina+the factor below C×2-(Hit Points Taken×(Magic Uses for Healing-1)) A) The maximum EL currently possible in the terrain that
the Character’s tribe lives in.
B) A starting level in Sign Language.
C) (Station/3, rounded up)+1 skills from the following
list: IMPORTANT A) Mana Sensing MEL2, EL dependent on the Character.
B) The ability to hide invisibly in any forest. The EL
equals W+Em or 80, whichever is less. The EL is used
to determine the chance that they are not observed
if the person that they are hiding from is aware that
something is present. Success indicates that they remain
hidden. Any other result means that their presence
is discovered. C) EL80 in the tongue of the Elf Sidh. EL60 in the tongue
of the Faerry Sidh. If the Elf is a trained magician,
EL80 in the tongue of the Sidh.
D) Innate ability to enter the Upper and Lower Worlds.
Determine EL based on the Elf’s characteristics. MEL
equals the Elf’s MEL as a magic-user, or 2, whichever
is higher.
E) The maximum EL currently possible in Forest Survival.
F) The ability to read the intent of others, as for Empathic
Power. Treat as an Innate Power. The EL
equals Em/10 rounded down.
Elves do not make plate armor or platemail. Elven chainmail,
AV4, is very rare. Commonly, it is only worn by Elven
kings. Any armors that they do make will have an AV one
level higher than standard human armor and weight 20%
less, rounded up.
Elves will never wear, use or willingly touch any item
that is made out of Iron or Steel. The metal items that
they make are made of alloys that do not contain any Iron
whatsoever.
The values of Elven weapons are listed in table 1.22.
A) Learn new languages at 50% of the normal cost to do
so, rounded down.
B) Have Mana Sensing, MEL and EL dependent on the
Character’s characteristics.
C) Have Mana Reading, MEL and EL dependent on the
Character’s characteristics.
D) Speak the tongue of the Faerry Sidh and the tongue of
the Elf Sidh at EL80. They speak one human tongue
at EL60. If the Faerry is a trained magician, he speaks
the tongue of the Sidh at EL80.
E) Are winged and capable of flying.
F) Can enter the Lower World, MEL and EL dependent
on the Character.
G) Have the maximum EL currently possible in Forest or
Swamp Survival.
H) Have Innate Power in one Sidh spell. The Player may
choose any spell with a Base Mana Cost of two or less.
Starting MEL and EL are dependent on the Character.
A) Can communicate with other Dwarfs, wordlessly, as for
a Communicate spell. MEL and EL are dependent on
the Character’s characteristics. If either Dwarf succeeds
when the skill is used, communication occurs.
B) Are prone to Controllable Battle Fury when they encounter
a hated enemy of their race. C) Speak Dwarf Elder at EL80.
D) Have a starting Level as a Miner or an Armorer.
E) Have a maximum EL currently possible in Mountain
Survival and both forms of Underground Survival.
F) Can enter the Lower World, MEL and EL dependent
on the Character’s characteristics.
G) Have all attributes of the Dwarf that are specified in
The classical Dwarf of norse myth. Dwarfs are three and a
half to four feet in height, heavily built and well-muscled.
They are commonly bearded with long hair. They are noted
for their ability as artisans and warriors.
All Dwarfs speak Dwarf Elder and the Tongue of Dvalinn.
Dwarf Elder is related to the common Elder tongue and the
tongue of the Faerry Sidh. The tongue of Dvalinn is only
used by Dwarfs when they are speaking to another Dwarf.
It is not related to any other language. It is their magical
tongue and is sacred to them. No Dwarf will ever lie when
he speaks in this tongue. No non-Dwarf will ever be taught
it willingly.
The magic of Dwarfdom is learned by Dwarfs that are
skilled as armorers when they achieve an EL of 50 or higher.
It allows them to place permanent magics on items that
they manufacture. It is only rarely used to cast any magic
other than permanent magic rites. (Such debasement of
these sacred rites is commonly frowned upon by the Dwarf.
It is moral only in the most dire emergencies). Dwarfs never use any missile weapon except spears and
daggers. (The bow, after all, was an insidious invention of
immoral, dishonorable elves). If the Referee allows, Dwarfs
may make and use crossbows. (W+EL)/10, round down The Maximum EL that a character can achieve in a skill
is based on the characteristics that apply to that skill. The
Current Maximum is determined using the Character’s Current
Ability ratings in the characteristics that apply.
The points above are gained for Success. For Combat
Skills, success is scoring damage. For other skills, success if
getting the desired result. Points are gained as specified for Combat Skills in the
preceding portions of this section.
While untrained status applies, the Character may not
use any WSB that applies for the weapon. He has yet to
discover how to employ it effciently. If the weapon has a
WSB of 0 or -1, 1 is subtracted from the WSB while the
Character is untrained.
A Character is untrained as long as he is required to add
any amount to his attack roll due to his skill level.
A) When fighting from horseback, on a war-trained
mount, add the Horsemanship EL to the EL of the
weapon used for all hit chance and damage modifiers.
B) The Horsemanship EL may always be used independently
of the Weapon EL, i.e. one can be used offensively
while the other is used defensively.
C) The EL required to ride and control each type of
mount, for which Horsemanship is applicable, is listed
in table 2.6.
D) In combat, while charging only, the rating of a
wartrained mount is added to the horsemanship EL of
the rider if that EL is suffcient to control the mount.
The same factor is added to the damage scored by a
charge, if the mount is controlled.
E) The EL of a horseman that cares for his wounded
mount is subtracted from its A) A two-weapon user must be trained in both weapons
if they are different.
B) A two-weapon user must complete a 10 expertise point
course specifically in using this technique. (Maximum
EL = (St+D+A)/15, Cost to advance is NEL×7). After
completing the course, he will raise his two-weapon
EL sperately from his skill in the weapons that he uses.
(he gains expertise in the weapon(s) used and in two-weapon
skill, when they are used in combat).
C) A two-weapon user must have two, functional weapons,
that fit within the size limits required to use this skill,
in order to use the technique once it is learned. 1) He may use his EL offensively and attack twice in the
same phase. When he does, his EL is divided as he
desires between the two attacks. In addition, his first
attack will strike one position higher on the attack priority
table. 2) He may make one attack during the phase and use his
other weapon to block incoming attacks, as for a shield.
In this case, he will divide his EL between offense and
defense as he desires. His defense will apply as a shield
using the FV of the weapon as its shielding AV.
3) He may fight defensively, without attacking. In this
case his full EL applies defensively and the highest FV
of the two weapons +2 is used as the shielding AV, i.e.
if he has two swords, the shielding AV is 9+2, 11.
A) The shielding effect in 2 and 3 above does not apply
against magic. It is negated against attacking creatures
and weapon-users if the SB+(NWI×(-1)) or
SB+WSB is greater than or equal to the shielding AV. B) Damage and breakage rules are as specified for shields
in Book Two of Powers and Perils. If two weapons are
used defensively, both take damage if damage is scored.
If the blow is suffcient to break the weapon, when two
are used, one is broken and the other takes 1 damage
point. C) Only weapons with a base WSB of zero or less, excluding
magic enhancements and special benefits gained
through specific uses, and a weight of two pounds or
less, that are not solely missile weapons, may be used
for this technique. A) The Armorer may make a metal item on the Weapon
or Armor table, or any item that is used as a weapon
or armor that does not require magic to produce.
B) If the AV or WSB of the item is greater than or equal
to the Armorer’s EL divided by 10, rounded up, he
may not make the item. For shields, the AV is divided
by 3 and rounded down.
C) The time required to make an item is equal to the AV
or WSB, plus 2, squared in days. For Shields, the value
is not squared.
D) The Armorer can evaluate a weapon or piece of armor
as for the Artist.
A) Analyze the quality of Artwork -- Success will yield
the value of the piece. Partial Success will give the
value within 20% in either direction. Failure will give
a value within 100% in either direction. The Character
will believe any value determined to be correct.
B) Create Art -- The Artist can produce valuable artwork.
The cost of the materials will be determined by
the Referee based on what the artist wants to make.
The value of the finished piece will equal the cost of the
materials times ((EL/20, rounded up)+1) The time required
to create the item is at the Referee’s discretion.
A) Subtract the EL from all Combat rolls.
B) Subtract the EL×2 when he tries to ambush someone.
C) Subtract the EL×3 when he Trails someone or tries to
hide.
D) The EL/3, rounded down, is added to the Character’s
OCV.
E) All Assassins have the training specified in table 2.7 in
addition to their Assassin skills. City-born Assassins
are allowed to replace the City Survival increase for
their skill with Underground II survival, to reflect their
knowledge of the city’s sewers and labyrinths.
F) When an Assassin attacks from a successful ambush,
the following damage results:
Deadly hit (SB+1)D10+(EL as Assassin× 2) + all
normal Modifiers.
Severe hit 2D10+EL as Assassin + all normal modi-
fiers.
Normal hit 1D10+EL as Assassin/2 + normal modi-
fiers.
Shield hit As for Normal Hit above.
Miss As for a normal Shield Hit.
G) The Assassin will always add his EL, divided by 3,
rounded down, to his EL with any weapon that he is
trained to use.
When Searching, Ambushing, Avoiding or Hunting, the
Badlander will add his EL/5 (round up) to his Survival skill
in both Badlands and Desert terrain. The resulting increase
may not more than double his effective Survival EL. He may
roll D100 against his EL to detect an ambush in these terrains
before it is sprung. Success indicates that he is aware
of the ambush, knows where the enemy is coming from and
can alert other party members. Partial Success indicates
that he is alert but cannot warn anyone else. Failure gives
him no advantage; he is caught unaware. (Party members
that are aware may strike on the first phase of the ambush
or roll to wake up immediately. This skill is only usable
when the Badlander is awake.)
Badlanders have an increased chance of Waking Up in
any environment. Their chance will be one level higher than
normal, i.e. if the normal roll for the situation is W+Em,
the Badlander will roll against (W+Em)×2.
The other advantages gained through this skill are:
1) Tracking, maximum EL currently possible.
2) The Badlander knows the basic creatures native to the
Badlands and any legends about the Badlands nearest
to his home.
3) 40% chance the Badlander speaks Dwarf Elder (EL
equal to Current Empathy). If so, he is a dwarf friend.
4) 10% chance of speaking Elf Sidh (EL equal to Current
Empathy). If so, he is a friend of the Searbhani.
5) Starting EL in both Sling forms.
6) 60% chance maximum EL currently possible in Fighting
Dagger.
7) Maximum EL currently possible in Badlands Survival.
1) Knowledge of creatures that can be encountered in waterways.
2) Waterway Survival, maximum EL currently possible.
3) Starting EL with War Staff.
4) 40% chance of maximum EL currently possible with
the Sling.
1) Maximum EL currently possible in Swamp Survival.
2) Knowledge of creatures that can be encountered in the
Swamp.
3) Starting EL with the Bow.
4) 40% chance of maximum EL currently possible with
War Staff.
EL+AB+((SB+StB)/2 rounded down) (1D6×(Feet fallen/10, round up))-EL A) Increase DCV by EL/5 (rounded down).
B) Increase Dodge Value by EL/3 (rounded down).
C) An Acrobat’s Climbing Factor is increased by one
whether he is a trained climber or not. This applies
for all aspects of Climbing including falls.
D) Acrobats add their EL to all uses of Deftness, and all
Dexterity or Agility based saving throws, where precise
body placement is important.
A) Per increase in EL, beginning with EL0, increase Current
Agility by one. If Agility reaches its Maximum
Ability it may not be increased further.
B) The EL/2, round down, may be subtracted from any
problem solving roll in which Agility is used as one of
the prime factors.
None The audience holds you in disdain but are too cultured
to throw bricks or tomatoes.
Evicted You are bodily removed from the stage, the building
and, if it is a noble audience, the City.
Lashed As for Evicted. You suffer 1D10 hits from a thorough
flogging.
Tar and Feathers Hot Tar is spread on your body and
feathers are ground into it. You are ridden out of town
on a rail. All equipment is lost if you roll a 40 or less
on D100. If not, it is put next to you when you are
released. Take 2D6 hits in burns from the tar.
Prison The Noble is not pleased. You are locked in his
dungeon for 2D10 days. When this period ends, if you
fail to influence him, severe punishment will be meted
out to you.
Death The Noble is insulted by your performance. You are
incarcerated for 1D6 days. At the end of this time, if
you fail to influence the Noble, you will be executed.
If you influence him, you are lashed.
A) Knowledge of natural materials and drugs that bring
pleasure or ease pain. (Starting Level as Herbalist with
knowledge restricted to the areas above only.)
B) A Starting Level in Rhetoric.
C) May learn Dancer, Singer and any Musician skill at 1/2
the normal Cost to learn. (If skills are not learned at
the same time that Erotic training is taken this advantage
is lost.)
D) May use EL/5, rounded up, to give soothing massages
for injured persons. The effect increases both StB and
CB for healing by the number determined plus one.
If the Eroticist does not have the oils and balms used
with massages, reduce the effect by 50% rounded down.
(EL×6)-Victim’s Stamina/2) or less The Executioner is capable of telling when he is bringing
his subject close to death. He may stop at any time. The
chance that the victim passes out is a percentage of his total
hit points. A) Gambler EL to his Deftness, he can cheat while Gambling.
Successful cheats add EL×3 to their gambling
roll. If the Deftness roll is a Partial Success the Gambler
adds his EL to the roll. If it is a failure he adds
nothing.
B) Without cheating, a Gambler may add his EL to his
Gambling roll, reflecting his familiarity with the sport
and a learned ability to figure the odds.
C) Gamblers have an increased chance of spotting cheaters
and may roll Em+(Gambler EL×5) to spot another
professional while gambling.
D) Gamblers can make and use devices that give the benefits
of 1 above without requiring a Deftness roll to
cheat, i.e. marked cards, loaded dice, etc.
If the Herbalist fails, he analyzes the item incorrectly or
produces a potion with the opposite effect of that desired.
In either case, he will be sure that he has succeeded. (The
Referee must take this roll to insure the suspense of the
Player). The Healer receives Expertise Points based on whether
the creature treated heals. If he heals, the Healer succeeds.
If he is not healed, the Healer fails.
A) The Referee should establish Language families.
Within each family, the member tongues are Related.
Outside the family, they are Unrelated. (See chapter 6
for tongues that can be used).
B) A person without knowledge of a Language will have
a chance of Partial Success if that Language is related
to his own, or one that he speaks. The chance equals
the Character’s Empathy. He gains no such benefit for
unrelated tongues.
C) The chance of success in understanding a Language
that has been learned is equal to the EL of the Listener.
Partial Success indicates 10+EL% understanding
of what is said. Failure indicates that nothing is
understood.
D) Extra time can be taken to insure understanding. If
three times the normal time is taken by the Listener
and the Speaker, the chance of success is doubled.
E) KeyWords (Optional) --The Referee may allow Characters
to learn Key words in the various tongues. The
cost to do so is 1/2 Expertise Point per word or 1 per
short phrase. He will understand these items with an
EL equal to his Empathy. It is always the Player’s
responsibility to keep track of the words and phrases
that he is familiar with if this option is used.
F) A Language may only be learned, beyond the key word
level, if the Player gains access to a person that has
Native Fluency in it, i.e. an EL of 80.
A) The interest rate that a Moneylender will charge is
based on the station of the person in the society. Traditional
practice is that the Higher the status of the
Debtor, the Lower the rate of interest. All interest
rates charged are monthly rates. Moneylenders are
not required to abide by the traditional rates.
A standard chart of traditional rates is found in table
B) All loans must be repaid within 12 months. If not, the
lender and his minions may take action to collect either
Money or Vengeance.
C) The EL of the Moneylender is his chance of convincing
the person to accept his terms. Per point that the rate
exceeds tradition, add 2 to this roll. Per point that
it is less, subtract 3. Both modifiers are based on the
maximum rate that is traditionally charged. 1) Knowledge of the creatures that can be encountered in
the Mountains.
2) Maximum EL currently possible in Climbing.
3) 40% chance of speaking Dwarf Elder (starting EL
equals Current Empathy). If so, he is a Dwarf friend
and gains a starting EL in both forms of Underground
Survival.
4) Starting EL with Throwing Spear.
5) 40% chance maximum EL currently possible with one
type of Heavy Sword or Axe (player’s choice).
6) Maximum EL currently possible in Mountain Survival.
1) Knowledge of the creatures encountered in the Hills.
2) Starting EL in Climbing.
3) 40% chance of speaking Elf Sidh (starting EL equals
Current Empathy). If so, character is an elf friend and
gains a starting EL in Forest Survival.
4) Starting EL with Throwing Spear.
5) Maximum EL currently possible in Hill Survival.
6) 40% chance maximum EL currently possible in Sword
or Hand-to-Hand skill (player’s choice).
The ability of the Scholar allows him to recognize items
from within his area of interest and, with successful analysis,
to determine their approximate age, value, area of origin
and significance. Players must be precise in defining their
specialty such that it covers a specific type of item or knowledge.
Some basic specialties that can be used are listed in
table 2.16.
1 The physical area, nation or group the scholar studies.
2 The specific type of item or specialty within the class that
is studied.
3 A general historical epoch the scholar concentrates on. A) devices hidden by others.
B) chance that others can detect them, given available
space and a way to do it. (To hide an item perfectly the
smuggler must specify how he is hiding the item, roll
success and have enough time to hide it as specified.)
The Referee may modify a Searcher’s success chance
based on how well the item is hidden, the roll and how
much of the necessary time the Smuggler actually had
to hide the item.
C) They add their EL/5, rounded up, to anyone’s roll to
find them if they try to hide or try to avoid an encounter.
In 1 and 2 above the Smuggler uses his EL as his chance.
When the person trying to detect hidden items is also a
trained smuggler, the Smuggler may subtract his EL/2,
rounded up, from that Smuggler’s roll to find the item.
Underground I is survival learned in natural caves and caverns.
Underground II applies for manufactured mines, dungeons,
mazes, etc. Waterway Survival is the basic survival
skill operating on waterways and lakes. Ocean Survival applies
for Ocean environments, sea voyages and other like
areas.
The survival EL is used in Hunting, Ambushing, avoiding
ambushes and avoiding encounters. Per day of surviving in
a given terrain 1 Expertise Point is gained. This is assigned
to the terrain in which it is earned only.
1) When hunting for food, the Scrounging EL is subtracted
from the success roll, i.e. if the EL is 4 and the
roll is a 32, the rol1 becomes a 28. (Only the highest
Scrounger EL applies.)
2) Add the EL×2 to the Availability Chance for an item
that the Scrounger tries to find in a market or elsewhere
in a human habitation.
3) Subtract the EL from the roll when searching for anything
in a city or town environment.
This skill may only be learned by a person who has City
Survival. It may not be used at an EL higher than the
character’s current EL in City Survival. It is used at 1/2
value, round up, in areas that the Scrounger does not have
personal knowledge of or where he does not speak the native
language of the area.
A) chance equals the EL. Success is indelible, 100% accuracy,
Partial Success is 20% inaccuracy and Failure is
50% inaccuracy.
B) Maximum EL currently possible in City Survival and
Climbing. City-born Thieves are allowed to replace the
City Survival increase for their skill with Underground
II survival, to reflect their knowledge of the city’s sewers
and labyrinths.
C) Gain Trailing, Deftness and Locksmith at a starting
level as part of training.
D) With a roll as for (A) above, the Thief can memorize
passages that he passes through.
If a victim is followed successfully, the skill may be used
to set an ambush for him. A separate roll, as above, is
required for this. The person ambushed must be a person
that the Character has trailed successfully or that he knows
passes a certain place at a certain time dependably.
Skilled watermen may navigate on inland waterways,
handle swift currents and avoid water obstacles in inland
waterways and lakes. They may use their Watercraft EL
at 1/2 value when sailing in the open sea, i.e. operating as
Seamen. (The same applies for Seamen when they sail on
inland waterways and lakes.)
Finally, watermen will have some training in maintaining
and repairing small vessels. Their success chance doing
either is equal to their EL.
A) Not allowed for any Combat skill.
B) Not allowed for any skill with a cost to learn less than 20.
C) Skill gained is subject to Referee interpretation.
D) General Knowledge of this kind may not be gained in
Survival or Language skills. It is only applicable towards
skills that have multiple applications or benefits.
A) Rarity.
B) The importance of the material in the culture.
C) The Cultural value of the items that it is used to produce.
EXAMPLE -- In a culture with little Native Iron, a dedication
to Warfare and a disdain for personal ornamentation, iron would
far exceed Gold in value. Brass could easily be the second most
valuable metal.
1) The Rarest Valued Material,
2) The most common material.
The Rare Material is placed at the top of the exchange,
the common material is placed at the bottom. Other items
fluctuate in value between these points. ×X In some tables a factor is listed in Cost and/or Weight.
The listed factor is multiplied times the cost listed for
the general or normal form of the item desired. The
result is the base for that item. Kill The command is accompanied by a gesture. The animal
will attack the target indicated by the gesture until
it is released or the target is dead.
Hold As for Kill except the animal will grab the indicated
victim and hang on until released. If a fetch command
is given as well the animal will attempt to bring the
victim to its master.
Protect The animal will guard the area, specifically to protect
its Master. It will threaten anything that enters
a 10 area, with the master at the center except for
persons and animals excluded by the master. It will
always attack if its threats are not heeded.
Heel The animal will follow the master on his right side
until released or given other orders.
Play Dead The animal will lie motionless until released.
Freeze The animal immediately ceases all movement and
activity. It will remain motionless until released.
Release A general command that releases the animal from
other orders. The animal will stop doing whatever it
was doing as a result of the original command.
Fetch The animal will bring the master the item indicated.
The item to be brought must be in plain sight or, as
the Referee determines, clearly known to the animal.
A) Which characteristics apply to the problem.
B) The diffculty of the problem.
Based on the diffculty of the problem and the number of
characteristics that are involved, the Referee will assighn an
appropriate multiplier or divisor. Table 5.1 should be used
for this purpose.
In another situation, a Character decides that he wants to
jump from his Charging horse and tackle someone. The jump
will require Agility. The tackle will require Strength and Dexterity.
The Referee may also require Empathy or Intelligence to
determine if the Character picks the right time to start his leap
and/or guesses where his target will be correctly. If he misses,
Dexterity will determine his chance of flipping around and land-
ing on his feet.
A) No more than three characteristics should be used for
any one problem.
B) No more than one skill should be applied to any one
problem.
C) Where both characteristics and a skill are applied, no
more than three factors should be applied, i.e. the skill
applies as a characteristic towards the limit of three
specified in 1 above.
D) Any success chance, for solving any problem, of 100 or
highter indicates automatic success. Any result of zero
or less is automatic failure.
E) Where skills are used to solve a problem that involves
another entity, and that entity has the skill that the
Referee chooses to apply, the entities skill may be used
to reduce the chance that the Character succeeds in
the action. Use of non-player skill in this way is not
mandatory.
A) All civilized tongues have a written form that can be
learned. It is generally used in conducting commerce,
recording events and for offal purposes. (Usually only
5 to 30% of a population will be literate).
B) Barbarian tongues will only have a spoken form to be
learned. Any writing that the people may have will be
magically significant to them. As such, it is not taught
to the general public for any reason.
A) Where the male height is 66" or more the average
female height is 10% less, rounded up. B) Where the male height is less than 66" the average
female height is 5% less, rounded up. A) Subtract the average height in the basic system, 70" for
males and 63" for females, from the cultural average for
the culture the Character belongs to.
B) Divide the difference by two and round to the highest
whole number value, i.e. 4.5 becomes 5, -4.5 becomes
-5.
C) Add the result to the Character’s determined height.
The result is the Character’s actual height.1.3.2.3 Dexterity
Dexterity, as other than a bonus, is not used in any significant
way, beyond its use in the education system. See the
Dexterity Bonus in section 1.3.1.1 for its most significant
uses.
1.3.2.4 Agility
Agility, as other than a bonus, is not used in any significant
way, beyond its use in the education system. See the Agility
Bonus in section 1.3.1.1 for its most significant uses.
1.3.2.4.1 Dodging (Optional)
Any defender engaged in
combat may attempt to dodge blows that are aimed at him.
The Dodge Value of a Character equals:
EXAMPLE -- A Character is wearing EL5 magic Chainmail.
An AV of 3 is used in determining total value when he attempts
to dodge. A dragon has a NAV of 3. Three is added when it
attempts to dodge.
1.3.2.4.2 Dodging Magic (Optional)
At the Referee’s discretion,
Players may be allowed to dodge spells under the
following circumstances:
IMPORTANT -- If this form of dodging is allowed, the
total value dodged for the spell equals:
IMPORTANT -- If a Character attempts to dodge a spell,
and fails, he will use his MDV at 1/2 value, rounded down,
in resisting its effects.
OPTIONAL -- The following rules may be employed in physically
resisting magic that can be dodged:
EXAMPLE -- Vlad has a Dodge Value of 3, an AV8 shield
and EL12 in the Shield. A Giant casts an EL5 Lightning
Bolt at him. He tries to dodge. His chance is 30%. He fails.
He now tries his shield. His chance is, 30+8+12, 50%. He
succeeds. The bolt strikes the shield, scoring 29 hits. The
shield blocks, 8+8, 16 hits and is destroyed. Vlad takes
13 hits and is left without a shield. (Had the shield been
magic with AV12, Vlad could block 36 hits and retain a
usable shield).
1.3.2.4.3 Dodging Missiles (Optional)
The Referee may
allow Players to attempt to dodge incoming missiles in the
following circumstances:
Table 1.12: Missile Range Modifier
Range Fraction Range Modifier
Point Blank 8
Short 4
Medium 2
Long 0
Extreme -2
Where the weapon that fires the missile has a listed WSB,
the WSB/3, rounded up, is added to the modifier above.
EXAMPLE -- The modifier for an unarmored dodger to dodge
an Arbalest at point blank range is, 8+(5/3, rounded up), 10.
Unless the dodger is exceptionally agile and dexterous, he is not
likely to succeed.
1.3.2.5 Constitution
Constitution is a primary determiner of the following factors:
1.3.2.5.1 The Healing Chance
A Character’s
S = Automatic success, F = Automatic failure
When a Character starts a day damaged, he rolls his Total Value Dodged
Dodge Value t1 1+2 3+4 5 6 7 8 9 10 11 12
t0 25% 15% 5% N F F F F F F F
0 30% 20% 10% 5% F F F F F F F
1 40% 30% 30% 10% 5% F F F F F F
2 50% 40% 30% 20% 10% 5% F F F F F
3 60% 50% 40% 30% 20% 10% 5% F F F F
4 70% 60% 50% 40% 30% 20% 10% 5% F F F
5 80% 70% 60% 50% 40% 30% 20% 10% 5% F F
6 90% 80% 70% 60% 50% 40% 30% 20% 10% 5% F
7 S 90% 80% 70% 60% 50% 40% 30% 20% 10% 5%
8 S S 90% 80% 70% 60% 50% 40% 30% 20% 10%
8 S S S 90% 80% 70% 60% 50% 40% 30% 20%
10+Up S S S S 90% 80% 70% 60% 50% 40% 30%
EXAMPLE -- A Character has an StB of +1 and a CB of +2.
On every healing roll, he will subtract one. Per day that he
rolls and fails to heal, by rolling greater than his
IMPORTANT -- When healing occurs a Character heals
1D3+StB hit points. No more than one healing roll is allowed
per day, unless magic is used on the Character (See
1.3.4.3). Healing cannot increase a Character above his
HPV at any time.
EXAMPLE -- If a Character’s HPV is 23, healing stops when he
is at 23 hit points.
1.3.2.5.2 Damage Tolerance
All Characters can withstand
excessive amounts of damage. The
EXAMPLE -- A Character has a DTV of -4. His HPV is 26.
If his current HPV, considering damage taken, is one to twentysix,
he is conscious, From zero to minus four, he is unconscious.
At minus five or less, he is dead.
1.3.2.5.3 Energy Level
The Energy Level of a Character
is equal to his C+W. It has the following effects:
EXAMPLE -- A MEL14 Wizard has a Casting Ability of
139 and an Energy Level of 72. Without extra-somatic aid,
he may never cast more than 72 Mana Points in one day.
With it he can.
1.3.2.5.4 Poison Resistance
This factor is added to the roll
that is taken when a Character might be affected by any
poison. A Character’s poison resistance is:
EXAMPLE -- A Character has an StB of +2 and a CB of +4.
His poison resistance is 12. When a roll is taken to see if a poison
affects him, 12 is added.
OPTIONAL -- At the Referee’s discretion poison resistance as
an indicator of a Character’s general health may be used to resist
the effect of disease, plague etc. Where it is to be applied is up
to the Referee.
1.3.2.6 Intelligence
Intelligence is used to determine the following factors:
1.3.2.6.1 Mana Level
The Character’s Mana Level is
equal to (I+W+Em)/10, round up.
IMPORTANT -- In starting a magic-user, multiply his
starting MEL times his current Mana Level, after all initial
increases have been applied. If the starting MEL is zero,
Casting Ability equals ML/2 rounded down.
EXAMPLE -- A magic-user starts at MEL3, ML 11. He has a
Casting Ability of 33. If, by the time he reaches MEL4, his ML
has increased to 14, his Casting Ability increases from 33 to 47.
1.3.2.7 Will
Will is used in the following ways:
1.3.2.7.1 Influence
If the Player does not wish to be influenced,
he may subtract his Will from the Influence Chance
of the person trying. The minimum chance applies when
NPC’s do this. It does not apply when Players do.
1.3.2.7.2 Mana Regeneration
The speed with which a
magic-user regenerates expended mana is:
EXAMPLE -- An MEL6 magic-user casts no magic while he
is regenerating his normal 7 mana points. He will regain 13
instead.
All mana is regained at the start of the day, based on
the expenditures of the preceding twenty-four hours. Mana
never regenerates to a point greater than the magic-user’s
current Casting Ability.
1.3.2.8 Eloquence
Eloquence is used with Empathy to determine a Character’s
Base Influence Chance.
1.3.2.9 Empathy
Empathy is used with Eloquence to determine a Character’s
Base Influence Chance.
1.3.2.10 Appearance
The Character’s physical attractiveness to members of his
own race. When dealing with other races, the Referee may
modify a Character’s appearance to fit the standards of
beauty that apply in that race. Appearance will never apply
except when dealing with Intelligent Lifeforms. Non-
Intelligent forms couldn’t care less.
Table 1.13 gives factors that can be used. Factors for
other races that can be encountered should be determined
by the Referee based on these values.
Table 1.13: Appearance Modification
The Racial view, after modification, is found on table
1.14.
Perceiver’s Race
Character’s Race Human Elf Faerry Dwarf
Human 0 -10 -15 -25
Elf +10 0 +5 -10
Faerry +20 +10 0 -5
Dwarf -10 -15 -5 0 Table 1.14: Appearance Effect
The effect listed is the amount that is added to the Influence
Chance before any other modifiers are applied. If IC
is 28, and the Character is viewed as Ugly, it is reduced to
23 before other modifiers are applied. This does not apply
when dealing with Contacts.Modified Rating Appearance Effect
0 or less Hideous -10
6 to 15 Ugly -5
16 to 35 Average +5
36 to 65 Handsome +5
66 to 95 Gorgeous +10
96 and Up Stunning +15
EXAMPLE--A Dwarf, appearance 24, meets a Human, appearance
60. The Dwarf sees the Human as having an Appearance
of 55. The Human sees the Dwarf as having an Appearance of
18. For this interaction, the Human is Handsome and the Dwarf
is Average.
1.3.3 Other Factors
1.3.3.1 Hit Point Value
The number of hit points that a Character can take before
he reaches the point of unconsciousness is his Hit Point
Value (HPV). The HPV is determined by the Character’s
current Strength, Stamina and Constitution. The formula
that is used for this determination is:
1.3.3.2 Combat Values
All Characters determine Offensive Combat Value (OCV)
and a Defensive Combat Value (DCV). These are the basic
values that are used in combat in Book Two.
1.3.3.2.1 Offensive Combat Value
The OCV of a Character
equals CEL+SB+StB.
1.3.3.2.2 Defensive Combat Value
A Character’s DCV is
equal to CEL+AB+DB.
1.3.3.3 Height and Weight
1.3.3.3.1 Height
A Character’s Height equals:
Table 1.15: Height Factors
Race Male Female
Human 46 42
Elf 45 42
Faerry 28 28
Dwarf 35 32 1.3.3.3.2 Weight
A Character’s Weight is derived from his
Height, Race and Sex. Roll 1D10 on the appropriate table
(either 1.16 or 1.17). For non-humans, add three if the
Character is taller than 71". Subtract one if he is shorter
than 40". For humans, use the table appropriate for the
Height and Sex without modification, unless it is required
for some other reason, i.e. Supernatural Stamina, Physical
Power, etc.
Table 1.16: Weight (Humans)
Less than 60" 60" to 70" 71" to 80" 81" and Up
Roll Male Female Male Female Male Female Male Female
0 1.6 1.4 2 1.6 2.2 1.7 2.4 1.8
2 + 3 1.7 1.5 2.2 1.7 2.4 1.8 2.7 1.9
4-7 1.8 1.6 2.4 1.8 2.6 1.9 3 2
8 + 9 2 1.7 2.6 2 2.9 2.1 3.3 2.2
10 + Up 2.2 1.8 2.8 2.2 3.2 2.3 3.5 2.5 Table 1.17: Weight (Non-Humans)
EXAMPLE -- A Human male has Native Strength of 10 and
Native Stamina of 9. He is 65" tall. He rolls a nine on the
weight table. He weighs, 65×2.6, 169 pounds. A 74" human,
with the same roll, weighs, 74×2.9, 215 pounds.Elf Faerry Dwarf
Roll Male Female Male Female Male Female
0 - - 1.2 1 2.4 2.3
1 1.7 1.5 1.2 1.1 2.6 2.5
2 + 3 1.8 1.6 1.3 1.2 2.8 2.6
4-7 1.9 1.7 1.4 1.3 3 2.7
8 + 9 2 1.8 1.5 1.3 3.2 2.8
10 2.1 1.9 1.6 1.4 3.5 3
11 + Up 2.2 2
IMPORTANT -- In all multiplications above, round up.
OPTIONAL -- If you do not desire to have the full range of
weight and height variation in your campaign, use the 4-7 line
at the weight multiplier for all members of a given Race and Sex.
EXAMPLE -- If the simplification is used all Dwarf males have
a weight multiplier of three. All human females, height 60" to
70", have a weight multiplier of 1.8.
1.3.3.4 Food Requirements
The Food that a Character requires each day is based on
his weight. The requirements, in Food Points (a standard
of nutritional value), are listed in table 1.18.
Humans use this table as listed. Faerries and Elves reduce
the value listed by 50%, retaining fractions. Dwarfs increase
the requirement by 1 FP, i.e. Dwarf weighing 130 pounds
needs 3 FP.
Table 1.18: Food Requirements
Per additional 30 Lbs.+1 FPWeight Food Required
Under 100 lbs. 1/2 FP
100-125 lbs. 1 FP
126-160 lbs. 2 FP
161-210 lbs. 3 FP
211-250 lbs. 4 FP
NOTE -- The food requirement listed is a minimum number
of points required to maintain the character. Less and he
begins to starve. He could consume up to three times the
amount needed if he chose to do so for some reason. The
standard weight of a Food Point is 1/4 pound.
1.3.3.5 Movement
The Movement Rate determined for a Character is the number
of inches that he is capable of moving in one tactical
turn. The basic factors that apply arelisted in table 1.19.
Table 1.19: Movement Rate
*The value in parentheses is the MR when flying.
Race MR
Human 9
Elf 10
Faerry 6(27)*
Dwarf 8 1.3.3.5.1 MR Modifiers
All Characters will add their
AB+1 to their base MR for ground movement. Faerries
will add their DB+1 to their MR for flying speed. Characters
that weigh 251 to 300 pounds will subtract one from
their base MR for ground movement. Per additional 50
pounds, over 300, an additional one movement point should
be subtracted. Regardless of negative modifiers for weight,
the minimum MR for a Character that is unencumbered, is
six.
EXAMPLE -- Vlad and Drexel are together. Vlad has an AB
of zero and weight of 273 pounds. His MR is 9. Drexel is a
Faerry with a DB of +1 and an AB of +2. His MR is modified
to 9(29).
1.3.3.6 Influence
A Character’s Influence Chance equals E+Em. It reflects
his ability to manipulate the actions of others through verbal
persuasion. To use it, he must speak the language of the
person or thing that he is attempting to influence. It may
only be attempted with non-hostile, intelligent creatures.
1.3.3.6.1 Modifiers
The Influence Chance is modified by
the factors in table 1.20.
In all cases where a Characteristic is listed in the preceding
table, it is the rating of the Listener not the Influencer.
Table 1.20: Influence Chance Modifiers
+X% The factor is applied after any +X factors.Factor Modifier
A) Initial Appearance reaction As listed previously
B) Influencer is a Stranger -10%
C) No Common Verbal Language or Means of Communication -100
D) Poor fluency in the Listener’s Language -80+Fluency
E) Commercial Negotiation 0
F) The Suggestion is clearly to the Listener’s advantage. +40%
G) The Suggestion is clearly dangerous. -40
H) The Suggestion is clearly not to the Listener’s advantage. -30
I) Refusal will be physically dangerous to the listener (The Influencer is threatening him in some obvious way.) +20-(W/5)
J) The Listener is a Personal Contact of the Influencer +40%
K) The Listener is an Enemy of the Influencer -80
L) The Listener is under pressure from some other source to refuse the request. -40+W
M) E + F above +60%
N) E + H above -50
O) F + G above +10%
P) G + H above -90
Q) Opposite Sex member of Humanoid race Appearance Modifier
EXAMPLE -- A Character has a Base Chance of 42%. He
is Handsome. He is trying to influence a Duchess to perform
a dangerous action that is to her advantage. The chance is,
(42+10)×1.1, 58%.
In all modifications, round up fractions.1.3.3.6.2 Minimum Chance
The Minimum Chance that a
Character will have to successfully influence a non-enemy is
equal to 25% of his Influence Chance, rounded down. This
applies only for Player Characters. It does not apply when
they are attempting to influence other Player Characters.
EXAMPLE -- A Character has an Influence Chance of 82. His
Minimum Chance, when applicable, is 20%.
1.3.3.6.3 Success
Each time that a Character influences
someone he may increase either his Eloquence or his Empathy
by 1. If the Influence attempt succceds when he is at
or below his minimum chance he may increase both characteristics
by 1. (No characteristic may be increased past
the Character’s Maximum Ability in this way).
NOTE -- In influence, the Player must explicitely define
what he is attempting to influence the listener to do. The
Referee will assign factors, as he feels appropriate, based
on the description. If the description is insuffcient and
the attempt succeeds, the Referee will determine what the
listener believes he has agreed to do.
1.3.4 Healing Aids
1.3.4.1 Rest
If a Character does nothing for the 24 hours preceding a
1.3.4.2 Medicines
The use of medicines and natural balms will increase the
1.3.4.3 Magic
When magic is used to heal, the effect will be as for 1.3.4.2.
However, with magic, a separate and additional Healing
Chance roll is allowed immediately after the magic is successfully
applied. Magic will always affect the Healing
Chance and the Stamina Bonus. In rolling, no chance of
Infection will apply.
When more than one Magical Healing power, regardless
of type, is used on a given Character in the same 24 hour
period, it can kill.
The chance that the Character can withstand the treatment
is:
1.4 Common Knowledge
Every Character has certain skills and abilities, based on
his Race and culture, before he allocates any starting ex-
pertise points. The sections that follow detail this common
knowledge, by race.
IMPORTANT -- Any time a Common Knowledge skill is
duplicated through a group skill (e.g. Forester, Assassin,
etc.), the player may choose to give the character another
related skill of the same value or the maximum EL currently
possible in the skill that is duplicated.
1.4.1 Human Characters
All human Characters speak their native tongue at an EL
of 80. They also have the following skills, depending on
whether they are civilized or barbarian in origin.
1.4.1.1 Civilized Characters
A) The maximum EL currently possible in City Survival
and EL0 in Rhetoric or the maximum EL currently
possible for Survival in a terrain that is contained
within the boundaries of the Character’s home nation
and EL0 in Tracking.
NOTE -- Here you are deciding whether the Character
is a city dweller or a person from some outlying region
of the nation.
B) Depending on the Character’s Station, he has the skills
listed in table 1.21.
Table 1.21: Skills for Civilized Human Characters
IMPORTANT -- Where a skill is specifically named above, it
is gained at the maximum EL currently possible. Any other
skill selected as Common Knowledge is gained at a starting
level only.Station Skills
0 Carrying, Any non-combat skill with a Cost to Learn of ten or less or 10 partial expertise points towards an an apprenticeship in any non-combat skill with a Cost to Learn of 35 or less.
1 Husbandry, Forester or Miner or any two skills with a Cost to Learn of fifteen or less.
2 Locksmith, A Language at maximum EL, Sign Language at maximum EL, Seaman, Moneylender or Entertainer or any two skills with a Cost to Learn of twenty or less.
3 Read and Write plus any two skills with a Cost to Learn of twenty-five or less.
4 Read and Write plus any two skills with a Cost to Learn of thirty or less.
6 Read and Write plus any three skills with a Cost to Learn of thirty-five or less.
10 Read and Write plus any five skills with a Cost to Learn of forty or less.
EXAMPLE -- A Character is a city dweller with a Station
of 2. Without cost, he speaks his native tongue at EL80,
has his maximum EL in City Survival (based on his current
characteristics), has EL0 in Rhetoric and receives the skill or
skills listed in the table. He will choose to have one of the
skills that is explicitly listed at his maximum EL or two skills,
with a Cost to Learn of 20 or less, at a starting level.
1.4.1.2 Barbarian Characters
Any Combat Skill at EL0, Climbing,
Swimming, Survival,
Tracking, Carrying,
Husbandry, Forester,
Miner, Seaman*,
Entertainer, or A Language
*This skill may not be selected unless there is a large
body of water, i.e. large lake, sea, etc., in or adjacent
to the tribal area.
1.4.2 Elf
Elves have the following skills:
NOTE -- This skill is primarily useful against creatures
whose primary sense, for observing their environment,
is sight. Where his is not the case, or where
magic is used to detect the Elf, the skill is relatively
useless.
1.4.2.1 Appearance
Elves are thin, lithe, humanoid creatures four to six feet in
height. They have high cheekbones in a narrow, aquiline
face. Their skin has a slightly greenish cast and they have
finely pointed ears. They vary considerably in both size and
power. They are among the eldest of the intelligent races.
1.4.2.2 Special
Elves cannot be affected by Sidh Migic. They are afficted
by Iron. Any damage caused by Iron or Steel weapons is
increased by two hit points, after AV subtraction, if the
net damage scored is greater than zero. All Elves have a
minor affiction to light. Reduce both the OCV and DCV
by 50%, rounded up, when they are fighting in magical light
or daylight. Any light power will score its normal damage
plus its EL when the target is an Elf. Light that does not
have a normal damage effect will not damage an Elf in any
way. All Elves double their MDV in defending against Elder
and Balance magic.
Table 1.22: Elven Weapons
Other weapons are not commonly used by Elves. They
are only manufactured by them as rare curiosities. (The
Referee may modify these weapon parameters as he sees
fit).
Weapon WSB Fatigue Skill Type
Sword +1 12 Scimitar
Dagger +1 8 Sword
Throwing Dagger 0 7 Sword
Bow +2 NA Bow
Spear 0(+2) 10 Spear
Arrow +1 15 Used with the Bow 1.4.2.3 Elven Society
Elven society has a rigid, hereditary hierarchy. Beyond the
social importance that is given to birth, status is gained
through skill in magic and war. The Station of a character
will never be less than 1/2 his CEL or MEL, whichever is
higher. If it is, his station is increased upon succesfully in-
fluencing Elves of higher or equal station that he has indeed
earned the position that he claims. Beyond the hierarchy of
birth and accomplishment, individuals in the society are allowed
a great deal of freedom to do as they wish. As long as
their actions do not violate the land, interfere with another
Elf or bring trouble to the clan, they are tolerated. Where
events caused by a chracter’s actions bring trouble, the Referee
(As the Elven council of nobility) will determine what
penalty, quest or geas will be imposed on the miscreant.
EXAMPLE--An Elf Character starts with a station of 2. When
his CEL or MEL reach level 5, his station can increase to 3. To
gain the increase he must convince Elves with a station of 3 or
higher that he deserves it.
1.4.3 Faerry
All Faerries:
1.4.3.1 Appearance
Faerries have the general facial appearance of the Elf. They
are small creatures, averaging three feet in height. They
have rounded, diaphonous wings and are capable of flight.
Their bodies, with few exceptions, are lithe, slight and wiry.
1.4.3.2 Special
Faerries are a²icted by light and iron, as specified for the
Elf. All Faerries are natural magicians in the use of Sidh
Magic. If trained, the Faerry can use any Sidh, Balance or
Elder spell that he learns. Untrained Faerries have innate
ability in one Sidh Magic spell. They may learn others in
the course of play if they are a Character.
Faerries have limited access to, and training in, weapons.
The standard weapons are daggers, slings and light lances.
Items of their own manufacture will have a WSB one less
than standard and a fatigue of two less. They are not accomplished
weapon smiths.
Faerries do not choose to wear armor. They can ride Fay
creatures but seldom choose to do so.
1.4.3.3 Faerry Society
The Faerries are ruled by a hereditary king and queen. To a
degree, the social rules that apply, parallel those of a human
monarchy. Lesser faerries are allowed freedom but they are
not given access to knowledge or wealth. Birth and the
favor of the nobleborn determine the station of the faerry.
To a large extent, social interaction is through reciprocal
favors and obligations between individuals.
Faerries are noted thieves of wealth, food and children.
Due to the skills that they lack, they need to interact with
stronger races that are talented in the working of metal. For
this reason, they are often closely associated with nearby
human settlements, Favors are exchanged, needed items are
"claimed," etc. To a Faerry, there is no moral wrong in theft
unless the item is stolen from them.
Finally, faerries expect moral conduct from those that
they deal with. If promises are not kept, they will seek
vengeance. Persons that are overly noisy are despised.
Those that are kind are rewarded. In general, if faerries
are dealt with in a kind and moral manner they will be
friendly. If not, trouble will follow.
NOTE -- Faerries feel no obligation to be moral to non-
Sidh creatures. They expect morality from them but feel no
compulsion to react in kind. They can be quite capricious
in their actions towards humans, especially humans that are
handsome or beautiful.
1.4.4 Dwarfs
All Dwarfs:
NOTE -- Goblins are the primary enemy that applies
here. The Referee, at his discretion, may expand this
hatred to include all Chaos and Kotothi creatures that
can be encountered underground.
1.4.4.2 Special
Dwarfs are resistant to Poison, Disease and Plague. Triple
the MDV when they are resisting these powers. They are
also resistant to Fire. Any damage that they suffer from fire
of any kind, excluding Astral Fire, is reduced 50%, rounded
down.
NOTE -- A Dwarf character that reaches EL50 as an Armorer
can learn these rites. To do so he must complete a
150 expertise point initiation and training session. Thereafter,
he is a Rune Master and can use Elder Magics and
Permanent Magic as magic-users. Any Dwarf who becomes
a Rune Master will increase his station to six if it is lower.
All Dwarfs that are encountered are armed and armored.
The quality of these items depends on the number found as
listed in table 1.23.
IMPORTANT -- Dwarf society places a great emphasis
on personal property. The most heinous crime in their
society is theft. No Dwarf will steal from another creature
without due payment for the item taken. (Regaining one’s
Table 1.23: Armor and Weapons of Encountered Dwarfs
*All Dwarf armor is one AV level higher than the AV listed
in the Armor Table in Book One. All shields and helmets are
two levels higher.
own property, with possible interest and definite penalty,
is expected. It is not theft).
Number Found Weapon Types Possible Armor Type
1D3 Spear, Sword or Axe Banded Ring Mail(AV3)*
2D6 As for 1D3, heavy forms only Chainmail (AV4)*
3D10 As for 2D6, WSB is one higher than the weapon’s normal WSB Platemail (AV5)* 1.4.4.3 Dwarf Magic
A Dwarf’s skill in magic varies with his Will and his EL
as an Armorer or Artisan, depending on what he is making.
His maximum EL in Magic is:
NOTE -- All non-human character races (i.e. Elf, Faerry
and Dwarf) can see in the dark as if it were daylight.
NOTE -- All powers for non-human races should be treated
as innate powers unless specified otherwise. To determine
the starting MEL and EL, where it is not specified, see Book
Two, Innate Magic. Characters, regardless of race, do not
gain any equipment based on common knowledge.
2 Character Skills
2.1 Starting Skills
All skills are purchased with expertise points. The number
of points that you will start the game with is determined
in section 1.1.4.
Expertise is expended either to gain new skills or to improve
skills that the Character already has.
All skills are increased in Expertise Levels, termed EL
throughout these rules.
2.2 Increase Of Skills
2.2.1 Education
Characters may use Education to learn skills. Per day allocated
to a skill, one Expertise Point is earned. If any other
actions are taken during that day, the gain is reduced 50%
rounded down, retaining fractions.
2.2.1.1 Instructors
If the Character engages an Instructor in a skill, he will
double the Expertise gain per day of study. An Instructor
can never increase your EL beyond his. If he is not another
Player, or a Contact, he must be paid 1CC per EL per week
(for skills with a Maximum EL of 80) or 1SC per EL per
week (other skills).
2.2.2 Experiential Training
Expertise may be gained through the successful use of skills
that are already known. Per encounter, in which a specific
skill is used successfully, the Character gains the expertise
specified in table 2.1.
Table 2.1: Expertise Gain
*See 4.3Skill Type Point Gain
Combat Skill CDF*×2
Other Skill 1D10
Magic Skill See 4.2.1.1
EXAMPLE -- A character with EL3 in the Dagger uses it to
score a hit in a battle. He will gain CDF×2 Expertise points for
using it in that battle. If a Jeweler succeeds in determining the
value of a gem he gains 1D10 points towards increasing his skill
as a Jeweler.
EXCEPTION -- Shield users succeed when they block a
Shield Hit in battle. If their shield is not hit, Partial Success
will apply.
2.2.3 Partial Success
For all skills, points can be gained for Partial Success. For
Combat Skills, Partial Success is using a skill but not scoring
any damage with it. For other skills, Partial Success
occurs when your roll is 1 to 25, inclusive, higher than your
chance of success.
Each time that Partial Success is achieved, the Character
will receive one Expertise Point in the skill used.
2.2.4 Failure
If a Combat Skill is not used, or another skill fails, failure
is the result. No Expertise is gained for Failure. For Magic,
see Book Two for the result of Failure.
2.2.5 Continued Attempts
For Other Skills only, the Character can make continued
attempts to succeed. If a continued attempt follows Partial
Success, the chance of success is not reduced. If it follows
Failure, the chance is reduced 50% rounded down. The
reduction applies only for the thing that the Player is having
his Character re-attempt. The effect is cumulative.
2.3.1 Combat Skills
Skills that have a direct influence on Combat.
All Combat Skills start at EL0.
2.3.2 Other Skills
Other skills are physical skills that give a Character an increased
chance of success in performing certain actions and
skills that allow the Character to use special skills in play.
The starting EL in these skills is determined as specified
below:
Table 2.2: Starting ELs for Other Skills
*Where a bonus is used to determine the maximum EL in one
of these skills, that characteristic does not apply in determining
a Character’s starting EL in that skill.Maximum EL Starting EL
X or 80 The starting EL equals the highest Current Ability that the Character has in a Characteristic that applies to that skill.
Other* Other skills that are not increased to 80, i.e. those that "or 80" is not listed for. To calculate the starting EL, use the highest characteristic that applies. Divide this number by the divisor that is used in the Maximum EL formula, or ten, whichever is higher. Round up. The resulting number is the starting EL, with a maximum of ten.
Language The starting EL for a new non-native language equals the Empathy of the Character. For a language of another race it equals the Empathy divided by 2, rounded up.
Carrying The starting EL equals Strength divided by 2, rounded up.
EXAMPLE -- A Character learns Climbing. His starting
EL is derived from Strength or Agility, divided by ten and
rounded up. Stamina does not apply in determining the starting
EL.
A Character becomes an Assassin. His starting EL equals his
highest applicable Current Ability divided by 20, rounded up.
2.3.3 Magic Skills
See Book Two. All skills start at EL0. Completion of the
basic training for the Magic Path gives the Character Spell
Knowledge, Experience, and Expertise as specified in chapter
4 of Book Two.
2.4 The Skill Tables
2.4.1 Skill Table Explanations
Skill The actual skill learned.
Cost to Learn The Expertise Cost to gain the Starting
Level for the skill learned.
Per EL Increase The cost to increase your EL, in Expertise
Points. The factors listed are:
NEL New Expertise Level, the NEL times the factor
listed is the cost in Expertise Points.
EXAMPLE -- If the New Level is 4 and NEL×5 is
listed 20 points are required to advance. If NEL squared is
listed, 16 points are required, i.e. 4×4.
The cost required is always per additional
level.
Table 2.3: Combat Skills
*See section 2.5.1 to determine the precise weapon skills that are gained when the courses above
are completed. See section 2.5 and Book Two for the rules that govern weapon use in play.Skill Cost To Learn Per EL Increase Maximum Level
Axe 18 NEL×6 (S+St)/10
Bow 27 NEL×9 (D+A)/10
Crossbow 35 NEL×8 (S+D)/10
Dagger -- Fight 16 NEL×5 (St+D)/10
Dagger -- Throw 24 NEL×7 (D+A)/10
Hand to Hand 25 NEL squared (S+St+D+A)/20
Heavy Lance 35 NEL×8 (S+A)/10
Heavy Sword 25 NEL×7 (S+St)/10
Horse Archery 10 NEL×3 (D+A)/10
Horsemanship 40 NEL squared (D+A)/10+SB
Light Lance 25 NEL×6 (D+A)/10
Light Sword 15 NEL×5 (D+A)/10
Mace 20 NEL×6 (S+St)/10
Miscellaneous Throwing Weapons 15 NEL×10 (D+A)/10
Polearms 30 NEL×7 (S+St+D)/15
Repeating Crossbow 50 NEL×9 (St+D)/10
Scimitar 20 NEL×6 (St+A)/10
Shield 20 NEL×6 (S+D+A)/15
Spear -- Fight 15 NEL×5 (S+D)/10
Spear -- Throw 22 NEL×6 (D+A)/10
Sling 30 NEL×8 (D+A)/10
Sword 15 NEL×5 (St+A)/10
Throwing Axe 25 NEL×7 (D+A)/10
Two-weapon Fighting 10 NEL×7 (S+D+A)/15
War Staff 15 NEL squared (S+St+D+A)/20
EXAMPLE -- A Character wishes to increase his skill
with the Bastard Sword from EL3 to EL5. The cost
to do so is (4×7)+(5×7), 63 Expertise Points.
XX The number specified is the number of Expertise
Points required per EL.
Maximum Level The Maximum Level that can be attained.
The limit depends on the Character’s Current values in
the characteristics indicated. If "or 80" is specified, the
maximum limit, regardless of characteristics, for that
skill is EL80. Where an EL is specified, no characteristics
apply. The specified EL is the maximum limit. In
all divisions, round up.
2.5 Combat Skills
2.5.1 Weapon Skills
Weapon skill is initially gained in a specific Weapon Type.
The starting EL, unless a Special event specifies otherwise,
is zero. The basic courses that can be learned are listed in
table 2.5.
2.5.1.1 Advanced Expertise
After a skill is learned, each weapon within the class is
advanced individually.
EXAMPLE--A Character with Heavy Sword skill can have EL4
in Broadsword, EL1 in Bastard Sword and EL0 in Great Sword.
All Weapon Skills are advanced beyond EL0 on
an individual basis.
Table 2.4: Other Skills
Table 2.5: Weapon Courses
Skill Cost to Learn Per EL Increase Maximum Level
Architect 150 8 (I+W+Em)/2 or 80
Armorer 100 9 I+W+(StB×5) or 80
Artist 60 5 (W+D+Em)/2 or 80
Assassin 200 NEL×15 (I+W+D+A)/20
Badlander 50 10 (A+Em)+(StB×5) or 80
Blacksmith 10 5 (S+W) or 80
Boatman 40 9 (S+A)+(StB×5) or 80
Bowyer 45 7 (I+W+D)/2 or 80
Brewer 10 3 (I+Em) or 80
Carpenter 10 5 (W+D)+StB×5 or 80
Carrying 10 2 (S+St)/2, round up
Climbing 25 NEL squared (S+A)/10+StB
Clothier 10 4 (W+D+Em)/2 or 80
Deftness 15 3 (W+D) or 80
Disguise Artist 30 5 (I+Em+D)/2 or 80
Entertainer: 40 NEL squared
Acrobat (D+A+E)/15
Actor (I+E+Em)/15
Dancer (A+Em+App)/15
Musician (D+Em)/10
Singer (W+E+Em)/15
Eroticist 70 NEL squared (W+Em+A+App)/20
Executioner 30 NEL squared (S+W+E)/15
Fletcher 10 4 (W+D) or 80
Forester 40 9 (S+A)+(StB×5) or 80
Gambler 60 NEL×5 (W+D+E+Em)/20
Healer 120 20 (I+Em)/10
Herbalist 80 7 (I+Em) or 80
Husbandry 30 8 (W+Em) or 80
Jeweler 100 10 (W+D) or 80
Language of Another Race 30 3 EL60
Language of Your Own Race 20 2 EL80
Locksmith 25 7 (W+D) or 80
Mason 10 5 (S+St) or 80
Merchant 45 5 (W+E) or 80
Miner 30 6 (S+St) or 80
Moneylender 60 5 (I+W+E)/2 or 80
Mountaineer (Hillman) 40 9 (S+A)+(StB×5) or 80
Navigation 80 12 ((I+W)/2)+Em or 80
Potter 10 4 (D+W+Em)/2 or 80
Read and Write 45 3 (I+Em) or 80
Rhetoric 30 NEL squared (W+E+Em)/15
Scholar 100 6 (I+W+Em)/2 or 80
Scribe 30 4 (D+Em) or 80
Seaman 25 5 (S+St+A)/2 or 80
Servant 10 3 (St+I+Em)/2 or 80
Sign Language 15 2 (I+Em) or 80
Smuggler 120 8 (D+W+E)/2 or 80
Supernatural Language 60 5 (I+W+Em)/3 or 60
Survival 20 15 (I+Em)/10+StB
Swimming 15 NEL×5 (S+St)/10+AB
Tanner 10 5 (St+W) or 80
Teamster 10 3 (St+W) or 80
Thief 75(100) 10 (I+D+A)/2 or 80
Tracking 20 NEL squared (W+Em)/10
Trailing 15 4 (I+Em+A)/2 or 80
Vintner 15 4 (I+Em) or 80
Watercraft 25 5 (S+St+A)/2 or 80
*Skill applies for fighting with the weapon only. You must
learn Throwing Axe to throw it effectively.Course Name Weapons Included
Axe Throwing Axe*, Hand Axe, Axe and Battle Axe
Bow Bow, Composite Bow, Longbow
Crossbow Light and Heavy Crossbow, Arbalest
Dagger Throwing Dagger, Fighting Dagger
Heavy Lance Heavy Lance
Heavy Sword Broadsword, Bastard Sword, Great Sword
Light Lance Lance**
Light Sword Rapier, Epee
Mace Club, Mace, Flail, Hammer
Miscellaneous Rocks, Bottles, Chairs, Shuriken, etc.
Throwing Weapons
Polearms Halberd, Poleaxe, Glaive
Repeating Crossbow Repeating Crossbow
Scimitar Scimitar, Tulwar
Spear Spear, Javelin, Pike
Sling Sling, Handle Sling
Sword Sword, Short Sword***
Throwing Axe Throwing Axe
War Staff War Staff, any pole of usable dimensions
**Light spears intended to be thrown, and used as thrusting
weapons, from horseback. Lance skill trains the user in both.
If a Character has Lance skill, he may use light spears and
javelins from horseback at 1/2 his EL, rounded up, in the
weapon used.
***The Short Sword is a weapon with a short, wide blade
that is intended for thrusting and is best used with a shield.
The standard sword used by Roman legions is a fine exmple
of this type of weapon.
2.5.1.2 Use of Expertise
Weapon ELs are used in combat to subtract from your attack
roll or add to the roll of a single attacker that is attacking
you. You may not do both during the same phase.
Missile Weapon ELs may only be used offensively, i.e. on
your attack roll. They have no defensive value. Weapon Expertise
will increase the amount of damage that the Character
will score on Deadly and Severe hits. The EL/2, round
up, applies on Severe Hits. The EL is added for Deadly
Hits.
EXAMPLE -- If the EL is 7, +4 damage is scored on Severe hits
and +7 on Deadly hits.
When examining a weapon that you are skilled in, the
EL times 5 is your chance of determining whether it is a
good weapon. The Referee will inform the Player that it is
excellent, good or bad.
2.5.1.3 Untrained Use
When a Character uses a weapon that he is not trained in
he will add the cost to learn for the weapon type to his
attack roll.
EXAMPLE -- If a Character picks up a Scimitar without training,
he adds 20 to his roll, i.e. a 24 becomes a 44.
Per Expertise Point gained with the weapon, either educationally
or in combat, this inexperience factor is reduced
one. When it reaches zero, you have achieved EL0 with
that weapon.
2.5.2 Shields
This skill allows the use of shields in combat. The EL with
the shield is added to the AV of the shield being used.
AV+EL is the total damage that a shield can block in
combat without being broken itself.
Characters may add their shield EL to opponent’s attack
rolls. The factor added may not exceed the AV of the shield
used.
IMPORTANT -- At no time may a Character using his EL
more than double the AV of any shield that he is using. If
the AV of a shield is 8, it may not be increased by the EL
beyond 16.
2.5.2.1 Untrained Use
When unskilled persons use a shield, the AV is reduced by 2.
Per 10 Expertise Points gained, the reduction is reduced 1.
When it reaches zero, EL0 in the Shield has been attained.
2.5.2.2 Non-Combat Use
As for Weapons.
2.5.3 Horsemanship
The ability to ride a horse. Where mounts other than horses
are available, the skill is gained individually for each creature.
If the person learning is already a trained horseman,
reduce the cost to gain the knowledge at EL0 by 20 expertise
points.
2.5.3.1 Expertise Effect
Table 2.6: EL required to ride mount types
*May never be used in combat. The rider must dismount to
fight.
Mount Type EL
Riding horse I 0
Riding horse II 1
Riding horse III 2
Riding horse IV 4
War horse I 2
War horse II 3
War horse III 5
War horse IV 8
Donkey 0*
Mule 0*
Ox 0* 2.5.4 Horse Archery
The ability to use Bows from horseback. The Maximum
EL that a Character can use when firing from a mount is
equal to his Horse Archery EL or his EL with the weapon,
whichever is less.
EXAMPLE -- An archer has EL9 in Horse Archery and EL5
with the Composite Bow. With a Composite Bow, he will fire
using an EL of 5 when mounted.
The Character’s Horse Archery skill is subtracted from
the modifier listed in the Combat section of Book Two for
firing from a Moving Mount.
EXAMPLE -- The Archer above will subtract 9 from the modifier
listed for the Composite Bow.
2.5.5 Miscellaneous Throwing Weapons
The weapons included here are Rocks, Bottles and whatever
else the Referee chooses to add or allow. The rules are as
for other weapons, see 2.5.1.
2.5.6 Hand-to-Hand
The Character is skilled in unarmed combat. The EL is
used, as specified in 2.5.1, when the Character is fighting
with his bare hands.
The Hand-to-Hand fighter may not score additional damage
against an armored, including natural armor, opponent
unless his EL is greater than the AV or NAV of the target’s
armor.
EXAMPLE -- To gain a damage increase against a person in
Plate Mail your EL must be 4 or higher. To gain it against a
Dragon, NAV 6, the EL must be 6 or higher.
The damage scored using this skill is detailed in Book
Two.
2.5.7 Two-weapon Fighting
Fighting with two weapons, or light weapons, is a unique
style that can be used. The requirements to do so are:
EXAMPLE -- If he is carrying a sword and a dagger, he can use
the technique. If he is carrying a sword and a broadsword, he
may not.
The basic methods of using this technique are:
IMPORTANT -- When the two-weapon user uses this
option, people who attack him during that phase, in
normal melee combat only, will substract five from
their roll to hit, i.e. a 41 becomes a 36.
2.5.7.1 Special Rules
IMPORTANT -- Do not include the EL in calculating
this factor. Do include it in determining wether the
blow will break the weapon. (Only the portion of the
EL that is applied defensively will ever be applied in
any way in resisting breakage.)
IMPORTANT -- In all cases when breakage occurs,
and two weapons are blocking, the weapon with the
lowest FV is the one that breaks.
EXCEPTION -- Unless the Referee specifically allows
it, only swords and sword form weapons can be used
for this technique. Axes may not be. (They are light
enough but do not have the physical dimensions necessary
to be used effectively.)
2.6 Other Skills
The following skills are listed in alphabetical order. They
will have various effects on the success and survival of your
Character.
2.6.1 Architect
Player Architects must specify whether the Character is a
military or civilian architect. Both specialties allow him
to design structures, create simple machines and engines
and detect weaknesses or points of easy access in structures.
Military architects use the skill at full value for military
buildings and design. When either uses his skill in the
other’s area, his EL applies at 1/2 value (rounded down).
The cost to learn the other specialty, once the first is known,
is 75 expertise points. The starting EL in the second field
may not exceed the Current EL in the first specialty.
OPTIONAL -- A second architect type, using the factors above,
is the Naval Architect. This specialist learns to design and analyze
the structure of ships. Within this specialty, the Referee
should require specialization as either a military or civilian naval
architect. This has the advantages stated above except it applies
to shipping and facilities with a maritime function, i.e. wharves,
piers, warehouses, quays, etc.
2.6.2 Armorer
The Character is skilled in the manufacture of weapons and
armors. The effects are:
2.6.3 Artist
The Character is skilled in variuos media of artistic expression.
The skill may be used to:
2.6.4 Assassin
Entry into the Assassin’s Guild is restricted to the children
of Assassins, persons sponsored by Assassins and individuals
that influence the Assassins and have promising characteristics.
The chance of a Character being accepted is equal to his
Maximum EL, using Maximum Ability ratings, times 6. If
the attempt is made, and fails, the Character starts the
game with the ill favor of the Guild.
The Assassin skill gives the following benefits:
Table 2.7: Additional Training for Assassins
*Max. = At the Maximum EL that he is currently capable
of.
Skill EL
Trailing Max.*
Hand to Hand Fighting Max.*
Swimming 1
City Survival Max.*
Climbing 1
Rhetoric 1 2.6.4.1 Restrictions
The Assassin’s Guild is strict. No Player Assassin may
impart the secret knowledge and techniques of the Guild
to any non-member. If they do so, every member of the
Guild is obligated to kill him.
The Assassin should remain available to his Guild, so
that he may be assigned "projects". The maximum station
of the target assigned will equal the Assassin’s EL+1. The
price paid to him, by the Guild, equals the Station of the
victim+1 squared in Silver Coins. (To take out a contract
on someone, 1/2 this amount in Gold Coins must be paid).
Assassins may contract on their own as long as the Guild
receives 50%, is appraised of the target and gives its permission.
Failure to insure any of these will result in heavy
Guild penalties, as determined by the Referee.
2.6.4.2 Guild Assassinations (Optional)
The basic amount that the Guild pays its assassins is only
20% of what they receive. While this is appropriate for
thugs and inexperienced guild members, it is insuffcient for
a Master Assassin (especially if he is a loyal guild member
with a good reputation). If you agree, the fee paid by the
Guild can be the base fee, plus an additional percentage
equal to (EL-3)×5% or 40%, whichever is lower, of the
total amount paid to the guild. The minimum payment
will always be the base fee.
EXAMPLE -- The Guild receives 4GC to kill a merchant. The
assassin chosen receives a base of 4SC to do the job. If his EL
is 3 or less, this is all that he gets. If his EL is 8 he receives an
additiona1 25% (1GC) because of his skill and reputation. In
the best case, EL11 and up, the assassin would make 2GC on
the job.
NOTE -- Though it is not specified, it is logical to assume
the Assassin’s Guild members would have safe houses
and other facilities available to them, as specified for the
Thieves Guild. Such facilities should be made available to
guild members.
2.6.5 Badlander
The Badlander is skilled in finding his way through unfamiliar
and/or hostile terrain, seeking out trails and water
sources and in avoiding or anticipating ambushes. They are
frequently loners who are employed as border guards and
guides.
2.6.6 Blacksmith
A Blacksmith is skilled in simple iron working, i.e, making
and repairing common iron items. He has no skill with
weapons or armor and gains no advantage in analyzing these
items. He can make rough approximations of iron quality,
workmanship, etc. for iron items he examines. (If Armorers
wish to be Blacksmiths, they must buy this skill in addition
to their skill as Armorers.)
2.6.7 Boatman
This skill is divided into two types. Either the character
is skilled in lakes and open waterways or he is skilled in
Swamps. The advantages that the character will gain varies
depending on the environment that the player chooses, In
both environments, the character can judge currents and
distances travelled by water, with a successful roll against
his EL, and has a memory for landmarks and watercourses
similiar to the Thief’s memory of maps and passages. Success
in both cases equals 100% accuracy, partial success is
75% accuracy and failure is 50% accuracy.
The other advantages of this skill are:
2.6.7.1 Open Waterway Boatman
2.6.7.2 Swamp Boatman
2.6.8 Bowyer
Skill in making bows. As for Armorer except the skill applies
for bows. The time necessary to make a bow is 10
days for a Bow, 20 for a Longbow and 40 for a Composite
Bow. The EL, divided by 10 and rounded down, is subtracted
from the number of days required. (For Crossbows,
the skill costs 60 expertise points. The time to make crossbows
is Light 12 days, Heavy 16 days, Arbalest 24 days and
Repeating Crossbow, if possible in the area, 60 days.) All
times are based on the availability of the materials necessary,
in the proper condition for their use. Where this is
not the case the Referee may increase the time required by
up to a factor of 20, i.e. up to 20 times the listed time.
NOTE -- If the Character is an Elven Bowyer he only
makes Elven Bows. The time to do so, as specified above, is
90 days. (If he has to make or collect the necessary material
himself it could take five years to finish the bow.)
2.6.9 Brewer
As for Vintner (see below) except the skill applies for beer,
ale and other brewed beverages. At EL61 and up, the
Brewer has enough skill to make Peska if he has a formula
for it.
2.6.10 Carpenter
Per time that the Cost to Learn is paid, choose one of the
following specialties: 1) Marine Carpenter, 2) Woodworker
or 3) Builder. Each specialty costs the full Cost to Learn.
The cost to learn all three forms of Carpentry is 30 expertise
points.
A Marine Carpenter can make naval implements, judge
the quality of vessels and, given a known design and the
materials, construct small vessels for carrying less than ten
people in coastal or riverine waters. He may not build
ocean-going or larger vessels without the services of a Naval
Architect.
Woodworkers are skilled in making common items, i.e.
barrels, furniture, etc. They can analyze the quality of various
woods for durability, usefulness, etc. (Possibly quite
important if you need to break down a door.) If the woodworker
is also an artist, or has art knowledge, he can create
exceptional pieces that could be worth a great deal.
NOTE -- It is up to the Referee to handle the possible monetary
gain from using this skill. In general, the most anyone
would pay for an item made by a woodworker equals EL divided
by 5, rounded down, in Copper Coins. If the character
is also an artist the coin type is Silver and the formula is
(Woodwork EL+Artist EL)/10, rounded down.
A Builder is skilled in raising wooden buildings. He can
analyze the features of these buildings. He may not build
structures more complex than a peasant house unless he
has a building plan or the services of an architect.
NOTE -- This skill can give the character advantages in
spotting traps, strange features in buildings, secret doors,
etc. It is also used to rig passable structures to shelter the
party from the elements when they are in the wild.
2.6.11 Carrying
The Character has learned economical ways of packing and
effcient methods of lifting and carrying. The EL is added
to the Portage Ability of the Character. It may never more
than double that value.
EXAMPLE -- A Character has an EL of 34. His portage ability
is 23 pounds. with this skill, the Portage Ability is increased to
46 pounds.
No Success Roll is taken with this skill. The Character
will gain 1 Expertise Point per day that he uses the skill.
2.6.12 Climbing
The Character is trained in climbing steep obstructions, i.e.
walls, cliffs, mountains, etc. His Climbing Factor equals:
NOTE -- The Referee must verbally describe the area that
the climber wishes to climb. This description should give the
Player some indication of he diffculty of the slope that he is
considering climbing. If the climber has equipment, increase
his success chance by as much as EL × 10, depending on
the quality of his equipment.
Table 2.8: Climbing Table
S = Success F = Failure
Climbing Factor Diffculty Level
0 1 2 3 4 5
-2 to 0 40% 30% 20% 10% F F
1 + 2 50% 40% 30% 20% 10% F
3 + 4 60% 50% 40% 30% 20% 10%
5 + 6 70% 60% 50% 40% 30% 20%
7 + 8 80% 70% 50% 50% 40% 30%
9 + 10 90% 80% 70% 60% 50% 40%
11-13 S 90% 80% 70% 60% 50%
14-16 S S 90% 80% 70% 60%
17-19 S S S 90% 80% 70%
20 + up S S S S 90% 80% 2.6.12.1 Falls
When a climber fails, or fails to catch himself after Partial
Success, he will fall to the ground. If he catches himself
after Partial Success, he will fall 1D10-2 feet before he
catches himself. In all cases, the damage scored from a fall
is determined using the following formula:
EXAMPLE -- Two Characters, EL3 and EL-2, fall 17 feet off a
wall. The damage roll for the first is a 3, the roll for the second
is a 2. The first Character takes, (3×(17/10)-3, 3 hits. The
second Character takes, (2×(17/10)-(-2), 6 hits.
OPTIONAL -- The Referee can modify the damage suffered in
a fall, if positive damage results, using table 2.9.
Table 2.9: Damage in Falling
In all cases where the faller strikes a sharp or jagged object
in falling, double the multiplier listed above. In using the multipliers,
all fractions are dropped.Diffculty Rating
0 1 2 3 4 5
Fluid ×.1 ×.2 ×.4 ×.6 ×.8 ×1
Soft ×.2 ×.4 ×.6 ×.8 ×1 ×2
Resistant ×.3 ×.6 ×.8 ×1 ×2 ×3
Hard ×.5 ×.8 ×1 ×2 ×3 ×4
EXAMPLE -- In the case above, the climbers fell onto a cobblestone
alley, i.e. hard if the Referee is mean. The first climber
takes, 3×2, 6 hits. The other takes 6×2, 12 hits.
2.6.13 Clothier
There are three types of clothiers, i.e. cloth workers, that
Players may choose from. They are 1) Weaver, 2) Tailor
and 3) Designer. The first two are purchased at the cost
above. To be a designer, the Character must be a Weaver
and a Tailor and pay 20 expertise points for a starting level
as a Designer.
Weavers weave cloth, rugs, etc. They can judge the quality
of woven cloth. Tailors can make garments, if cloth and
a basic pattern are available. They can also determine the
quality of the workmanship of clothing. Designers have all
the skills of Weavers and Tailors. They are capable of creating
unique designs and can tell, from cut and style, where
a particular garment is from (given experience in clothing
styles of that area).
2.6.14 Deftness
The Character is a skilled Cutpurse and Pickpocket. Success
with this skill indicates that the purse is cut, or the
pocket picked, without the victim’s knowledge. Partial Success
means that the Pickpocket pulled away before failing.
Failure indicates that the Character is caught in the act.
The result of Failure can vary from a loud scream to an
incandescent pickpocket, depending on the victim. (The
Referee can also apply Deftness in sleight of hand maneuvers,
etc).
2.6.15 Disguise Artist
The Character is skilled at disguising his appearance. Success
indicates that the Character cannot be recognized
through his disguise. Partial Success indicates that his appearance
is obscured. Close friends, relatives and enemies
will be able to recognize him for who he is. Strangers will
not be able to. Failure indicates that the disguise is obvious
to any perceiver. It will fool no one. The Referee will take
this roll. In all cases, unless the Character rolls less than
his Intelligence, he will believe that his Disguise is perfect.
(If the Character is trying to appear to be someone specific,
Partial Success is failure for the close friends and relatives
of the person that he appears to be.)
2.6.16 Entertainer
Training in one of five crafts. The attributes are:
2.6.16.1 Acrobat
If a Character is a Dancer, reduce the Cost to Learn Acrobatics
to 20. On the Entertainment table Acrobats use
the same line as Dancers. If a Character is both an Acrobat
and a Dancer, subtract 1 per Acrobat EL/5 (rounded
up) from his success roll as a Dancer and add one to the
number of coins earned performing. In addition to performing,
acrobatic training affects other abilities. The following
advantages are gained:
2.6.16.2 Actor
All Actors gain EL0 in Rhetoric and a starting level as a
Disguise Artist as part of their training. Their EL as Actors
may be used as an additional factor when they use either
of these skills.
EXAMPLE -- An Actor, EL6, has EL4 in Rhetoric. When he
uses Rhetoric, he may apply an EL of 10 instead of 4.
If the actor gives performances to earn money, he will roll
on the Entertainment Table.
2.6.16.3 Dancer
The Dancer is skilled in the lithe, agile movements of the
dance. Beyond the ability to perform for his bread, the
training of the Dancer will have the following benefits:
2.6.16.4 Musician
The Musician is trained to play one musical instrument.
After his initial training, he may learn the basics of one
other at a starting level cost of 15 Expertise Points.
If the Musician is also trained in Singing and Rhetoric,
he is a Troubadour, not just a Musician.
In these rules, Musicians may only use their talent to
perform.
2.6.16.5 Singer
A Singer is trained in the use of his voice and in the poetic
ballads of his culture. To learn the ballads of another culture,
he must speak the language and expend 20 Expertise
Points. This will gain him a starting level in that culture’s
music.
In these rules, Singers may only perform.
2.6.16.6 The Entertainment Table
To determine success, roll 2D10, subtract your EL and add
any Crowd Type modifier that applies on table 2.10.
Table 2.10: The Entertainment Table
Skill lt5 5-7 8-11 12-16 gt16
Singer 2D6 1D6 1D3 1D2 *
Musician 1D10+2 1D3 1D2 1D2* *
Troubadour 2D10 1D10 1D6 1D3 *
Actor 2D6+2 1D6+1 1D3 1D2 *
Dancer 3D6 2D6 1D6 1D2 * Table 2.11: Crowd Type
The crowd type, rolled randomly or determined by the
events of the adventure, refers to the average station of the
perceivers. On a 1-4 they are Peasants and Serfs, on a 5-7
they are Commoners, on a 8+9 they are wealthy tradesmen
or low nobility and on a 10 they are high nobles. The Mod.,
or Modifier, is added to the roll of 2D10 when the success
roll is taken. If the result is * a roll must be taken on the
Punishment Table (table 2.12).Roll Coin Type Mod.
1-4 BB -2
5-7 CC 0
8 + 9 SC 4
10 GC 8
EXAMPLE -- A Troubadour has an EL of 7. He is entertaining,
roll 8, a Gentle audience. He rolls a 14. 14-7+4 is 11. He gains
1D6SC for his efforts.
Table 2.12: The Punishment Table
Roll BB CC SC GC
1-4 Gain 1D6 FP 1D3 Hits None None
5-7 1D3 Hits 1D6 Hits Evicted Lashed
8 + 9 1D6 Hits Evicted Lashed Prison
10 Evicted Lashed Tar and Feathers Death 2.6.16.6.1 Explanation
1D6 FP You are pelted with this food. 1t is barely edible.
xDx hits You are pelted with bricks, bottles, etc. and suffer
damage as a result. Gain 1D6 FP if it is a BB or CC
audience.
2.6.17 Eroticist
An Eroticist is a specialist in bringing pleasure to others.
This skill is used, like Rhetoric, to convince others to do
something the Eroticist desires. Though the name of the
skill has sexual connotations, skill in that area is only part
of this skill. The Eroticist is a personal companion, skilled
entertainer and trained to find out what a person needs to
relax and then provide it. A fully trained Eroticist is a
consumate entertainer, a perfect companion and something
of a physical therapist. As part of this skill, the Eroticist
gains the following advantages:
2.6.18 Executioner
An Executioner is skilled in killing bound or helpless targets
and in the effective use of torture.
The skill applies when the target is unaware of the Executioner
or unable to defend itself. The effect is as specified
in table 2.13.
Table 2.13: Executioner Skill Effect
*In this circumstance, any Shield Hit is a Normal Hit.
When the skill is used against a defenseless or immobile
target, the EL×2 is subtracted from the attack roll.
Torture allows the Executioner to question prisoners.
The Prisoner will answer the question, with at least partial
truth, if the Executioner rolls:
Type of Hit Scored Damage Plus
Normal or Shield Hit* EL/2, round up
Severe Hit EL
Deadly Hit EL × 2
EXAMPLE -- The torturer has inflicted 13 hits on a person that
takes 20. There is a 65% chance that that person passes out.
The person will be unconscious 1/2 hour per hit point inflicted.
IMPORTANT -- The chance that the victim will pass out
is calculated from the damage inflicted per session. It is
not cumulative.
2.6.19 Fletcher
Skill in making arrows. This skill operates. for arrows and
quarrels, as specified for the Armorer. The time to make
an arrow is 1 day. (If the materials are available. If not he
must acquire the metal points and leathers and make the
shaft and nock.)
2.6.20 Forester
The Character is skilled in forestry. He is able to judge
the value of a stand of trees, as for the artist, and knows
effcient methods of harvesting them.
The Forester is skilled in Tracking, maximum EL currently
possible, and has knowledge of the creatures that
can be encountered in the forest. The creature skill allows
him to recognize any creature that can be encountered in
the forest. He will also know any legends or rumors about
the forest nearest to his home city or village.
The Forester has the ability to remember trails and landmarks,
as for a Thief’s memory for maps and passages. His
chance of success in this equals his EL, as specified for other
skills above.
There are chances that the Forester will have other special
benefits. Roll D100 for each entry on table 2.14.
Table 2.14: Forester Special Benefits
*The EL equals the Current Ability of the Character in this
characteristic. If he speaks the tongue, he is considered to be
a friend by that race.
All knowledge is gained without cost, it is part of the art
of Forestry.
Chance Benefit
20% EL Em* in the Tongue of the Elf Sidh
60% EL Em* in the Tongue of the Faerry Sidh.
80% EL2 in the Axe
40% Longbow skill is EL Maximum Currently possible.
100% Maximum Current EL in Forest Survival 2.6.21 Gambler
Gamblers are skilled in games of chance and sleight of hand
tricks. They get a Starting Level in Deftness as part of this
skill. They also have the following advantages:
2.6.21.1 Gambling Made Easy
The rules below are used to simulate a night of gambling for
one or more players. Where the gaming is especially intense,
the Referee may require the people involved to participate
in up to three passes using these rules. When this should
apply is left to the Referee’s discretion.
2.6.21.1.1 The Wager
The Referee determines, based on
the place and individuals involved, what coin type is being
played for. When the game is player initiated, they can set
the stake by convincing their would be pigeon to play at
that level. Once the coin type is set it remains at that level
for the entire game unless the situation changes it.
2.6.21.1.2 The Game
The basic game requires each participant
to roll 3D10. It can be played in simple or complex
forms. The gambling modifiers listed above are added to
the roll of 3D10 to determine the number of coins won or
lost.
2.6.21.1.3 Simple
In this game the high roller wins the
amount of his roll after all modifiers have been added.
Each loser pays an equal share of these winnings. Fractions
from division are dropped and paid by the participant
with the lowest roll. Trained Gamblers may use their
EL×10 on D100 (If the winner is a Gambler his EL×3 is
subtracted from this chance). Success reduces their loss by
50%, rounded down. Partial Success reduces it by one coin.
Failure has no effect. Any savings are substracted from the
winner’s winnings.
2.6.21.1.4 Complex
In this form of the game each roll is
compared to every other roll to determine who wins. In
this way there can be more than one winner and loser. The
basic procedure is as above except each person pays the
difference between his roll and any higher roll and collects
the difference between his roll and any lower roll. See the
example below to see how this works.
EXAMPLE -- Five Players throw 42, 28, 20, 16 and 8 respectively.
The following table results:
This might change if Player 1 or 2 got caught cheating, especially
if the stake is gold and Player 4 or 5 do the catching.Player
Player 1(42) 2(28) 3(20) 4(16) 5(8) Total
1(42) xxxx +14 +22 +26 +34 +96
2(28) -14 xxxx +8 +12 +20 +26
3(20) -22 -8 xxxx +4 +12 -14
4(16) -26 -12 -4 xxxx +8 -34
5(8) -34 -20 -12 -8 xxxx -74
NOTE -- Cutting losses may be attempted here also. Success
reduces the coin loss by EL×2; Partial Success reduces
it by the EL. Failure has no effect. Losses cut are divided
evenly between all winners. In the case above, if Player 3 is
an EL5 Gambler who succeeds in reducing his loss he loses
4 coins. Player 1 and 2 win 91 and 21 respectively.
2.6.21.1.5 Detecting a Cheater
The basic factor for catching
someone cheating is determined by adding City
Survival+2×Gambling. This is the net factor that you work
with in catching him. If the cheater made his Deftness roll
the chance to catch him equals the Net Factor. If the result
is a Partial Success it is the Net Factor×2. If he fails the
chance equals the Net Factor×4. From this factor, subtract
the EL of the Gambler you are trying to catch.
EXAMPLE -- Evad the Deft (EL11) is playing three pigeons
and a stranger. He decides to cheat. His opponents are City
Survival 3, 6, 12 and 8. The stranger is an EL7 Gambler. Evad
has a partial success on Deftness. The first player can’t catch
him. The second player has a 1% chance. The third player has
a 13% chance. The Stranger has a 33% chance.
2.6.22 Herbalist
Skill in recognizing medicinal plants and other natural material
and preparing medicines from them. Success with
the skill will indicate recognition or proper preparation of
the item. Partial Success indicates that the Herbalist is
unsure of his analysis and will require further study. In
the other case, it indicates that the preparation is 20% too
weak or too strong. The Referee will modify it’s effects by
2D10% in either direction. If it is too strong, the Percentage
Change-(C/5), round up, is the chance that it will kill
the imbiber.
EXAMPLE -- The Player finds Belladonna. He analyzes it as
Angelina. He will use it as such if circumstances call for the
benefits gainable from Angelina. In making a healing potion,
the Herbalist fails. The potion could be a virulent poison that
will kill the imbiber if he takes it.
2.6.23 Healer
Skill in healing a specific race or species. The Healer must
learn to care for his own race before any other intelligent
race. He may learn to care for animals at 1/2 the cost specified,
rounded up. He need not learn to care for Intelligent
creatures first. Healing that has value for one species or
race will only have 1/2 value when used on another related
species. (It has no value when the forms of the two species
are totally distinct).
EXAMPLE -- A healer is skilled in healing horses. He can apply
his skill at 1/2 value on Donkeys and Mules. It has no value on
Humans, Dogs, etc.
The effect of Healing Skill increases the
EXAMPLE -- A Character has StB +1 and HC 33. The Healer
is EL7. When he uses his skill, in addition to the benefit of any
medicines that he uses, the HC is increased by 14 to 47 and the
StB is increased 3 to +4. If he has no materials the increases
are 1 to HC and 2 to StB.
2.6.24 Husbandry
Skill in the care and training of a specific species of animal.
Success yields a correct evaluation of the animal’s worth or
one command correctly taught. Partial Success yields an
evaluation that is in error by 20% in either direction or the
incomplete teaching of a command. (50% chance that
the animal will respond. If the command is retaught,
the Husbandman can subtract 10 from his
roll. The time to attempt to teach a command
is 2 days). Failure indicates that the value is off by 100%
in either direction or the animal fails to understand the
command and has a 50%-(EL/2, round down) chance of
attacking the Husbandman.
Only animals listed in the Equipment List, or that
the Referee specifically allows, may be trained. The
number of commands that they can be trained to obey
is 1D6+Intellect, for Carnivores and Omnivores, and
1D2*+Intellect for other animals.
The cost for a Husbandman to gain a new specialty, once
he has the basic skill, is 20 Expertise Points for a Starting
Level. To gain these points, he must have continual access
to a sample of the species throughout his training.
Without separate training as a Healer, the Husbandman
can use healing arts on species that he is trained for. The
Healing EL equals his EL in Husbandry divided by 20,
rounded up.
2.6.25 Jeweler
Skill in the cutting, setting and evaluation of Gems, Jewels
and Jewelry. The basic attributes are as for the Artist,
except applying to these items.
2.6.26 Language of Another Race
The maximum EL that can ever be attained in a Language
of another race is 60. All rules are as for those specified in
the following section.
2.6.27 Language of Your Own Race
The ability to speak a tongue of the Player’s choice. All
Character’s start with a specified core of Language skill.
These are the tongues that he was raised speaking or educated
in. The maximum EL that can be attained in a Native
or Related Language is 80. If it is an unrelated tongue, or
the tongue of another race, the maximum is 60. For tongues
that are dead, i.e. for which no speakers can be found to
teach it, the maximum is 40.
EXAMPLE -- On Earth, two Language groups are Germanic
and Swahili. All Germanic tongues are related to each other.
A German speaker can much more easily understand a person
speaking Dutch than he can a person speaking Swahili. Tbe
same is true in the reverse.
To simulate the rules shown in the example, the following
rules can be used:
2.6.28 Locksmith
Skill in making and opening non-magical locks. The chance
to open a lock made by another Locksmith is equal to the
Opener’s EL. Success opens it, Partial Success allows another
try, Failure means that the Locksmith does not have
the skill to open it.
A Locksmith may always open a lock of his own construction.
(A craftsman has his own trade secrets, he will always
know the secret to opening his own locks).
A Locksmith can construct locks, including locks that
have triggers to spring traps if they are tampered with.
A Trap Lock is triggered whenever a person fails in his
attempt to open it. The chance that it will be triggered
is equal to 20 plus the EL of the Locksmith that made it
minus the EL of the opener. If the result of this formula is
zero or less, the opener is too skilled to fall for that simple
a trap.
2.6.29 Mason
A skilled stone-worker. Masons must choose between 1)
Stonelayer, 2) Stonecutter and 3) Brick Mason. Each time
that the skill is purchased, one of these skills can be gained.
Stonelayers know how stones are put in place in building.
Stonecutters can cut and shape blocks of building stone
and other crude stone artifacts. Brick masons know how to
make bricks and mortar and lay them in place. Stonelayers
and Brick masons can analyze structural features of stone or
brick buildings that apply to their skill, i.e. notice strange
textures or material, pick up anomalies in the building that
might conceal a door, trap, etc. Stonecutters can analyze
the shape of the building’s stones to get a clue about hidden
structural features.
2.6.30 Merchant
Merchant characters are skilled bargainers, experts in the
sale and analysis of a specific commodity and excellent
traders. As part of this skill, the Character receives a Starting
Level in Rhetoric and Read and Write (a foreign tongue
he speaks if he can already write his own).
Characters must select a precise category of goods that
they can buy and sell. His EL+20 is used in analyzing the
quality and value of this commodity. His unmodified EL
may be used with related commodities. His EL/2 can be
used for items made with related methods or materials. (If
the merchant sells some type of animal, this chance can be
used with other animals, i.e. a horse merchant looking at a
mule gets this chance, looking at a dog, bird or lizard he
does not.)
EXAMPLE -- You are a merchant. As a person, you are interested
in weapons. You choose to specialize in Heavy Swords.
You have EL+20 chance looking at any Heavy Sword, EL chance
with all Swords and Daggers and EL/2 with any other bladed
weapons (including those made by another race).
In another case, the player likes horses. He wants to choose
horses as his specialty. He can’t. He must select a specific class
of horse, i.e. riding, war or draft. He gets EL+20 for that type,
EL for all other Horses and EL/2 for all other Equines (Mules,
Burros, Sri Eponi, etc).
NOTE -- For an additional 20 expertise points, the player
may select humans as his commodity. In this case, he gains
a Starting Level as an Executioner as well and is a Slaver.
2.6.31 Miner
Skill in extracting metals and other wealth from mines. The
Miner can recognize raw ores and gems when he sees them
and determine a rough value for them, within 20% of their
actual value. (This only applies when they are in the Ore
form or uncut).
All Miners will have the maximum EL currently possible
in both forms of Underground Survival. They will have a
40% chance of speaking the Dwarf tongue. If they do, the
EL equals their Empathy and they are considered a friend
by the Dwarfs.
2.6.32 Moneylender
In most civilized societies, the lending of money for profit is
considered to be an immoral and dishonorable profession.
If your station is 6 or higher, or if you are not human,
you may not gain this skill. It is beneath you. Characters
that violate this rule, and that are found out, are generally
disowned.
2.6.32.1 Campaign Moneylending
Station Monthly Rate Maximum Loan (Unsecured)
0+1 22-40% 10GC
2-4 11-20% 30GC
6 1-5% 60GC
10 1-3% 100GC
EXAMPLE -- Vobal the Dancer, station 6, wants a 40GC loan.
Galtan the Pelaran, EL76, convinces him to pay 10% per month.
His chance was 76-((10-5)×2), 66%.
NOTE -- Moneylenders can have an underground society
for exchanging information with each other. They may also
have a strong connection to the Assassin’s Guilds in their
areas. They are noted for hiring Thugs and Assassins to
exact payment or vengeance for past due debts.
2.6.33 Mountaineer (Hillman)
Like the Boatman skill, a character must specialize; in this
case the Mountains or Hills. In both eases the character
can judge heights and distances and has a memory for
landmarks similiar to a Thief’s memory of maps. A Mountaineer/
Hillman has a chance equal to his EL to know where
he is, relative to where he had been and where he wants to
go. With success, he can retrace his steps and/or plot the
most effcient route from where he is to where he wants to
be. Success, Partial Success and Failure have the meaning
specified for Boatman above. The seperate skills of each
career are as follows:
2.6.33.1 Mountaineer
2.6.33.2 Hillman
2.6.34 Navigation
Skill in plotting the course of seagoing vessels. The EL
is the chance, rolled per week, of success in following the
intended course. Partial Success indicates that the vessel
goes off course but the Navigator discovers the error after
1D2 days of sailing in a random direction. Failure indicates
that the vessel is off course in a random direction until the
next time that the Navigator has Success, i.e. at least one
week.
The Navigator will know the layout of the major waterways
and ports within 20 miles times his EL of his home
port.
Navigation skill is used to fight off Storms. (See Storms
in the Encounter section).
A Navigator has the maximum EL currently possible in
Ocean Survival without additional cost.
2.6.35 Potter
The Character is skilled with ceramics. The skill may be
used to make ceramic items or analyze the value of Ceramics
as specified for Artists.
2.6.36 Read and Write
The ability to read and write the written form of a language
that you can speak. If you do not have an instructor for
this, once the game has started, double the cost to gain the
skill.
The skill is used, in all particulars, as for Language.
2.6.37 Rhetoric
Skill in the persuasive use of Language. The EL is added
to the Influence Chance of a Character. It is also added to
his minimum Influence Chance.
EXAMPLE -- The Influence Chance is 40%. The Minimum
Chance is 10%. If the Rhetoric EL is 7, the Influence Chance is
47% and the Minimum Chance is 17%.
2.6.38 Scholar
Scholars have a developed mastery of a specific field of
knowledge. All Scholars receive their Maximum Level in
Reading and Writing any two languages or any one archaic
language and a Starting Level in one Scholar specialty
of their choice. The languages chosen must bear a logical
relationship to the Scholarly specialty chosen by the player.
After the Cost to Learn specified above is paid, and the first
specialty is gained, the Character can gain a Starting Level
in a related specialty at a cost of 25 expertise points and
any other specialty at a cost of 50 expertise points.
EXAMPLE -- The scholars specialty is art, i.e. paintings. He
can gain sculpting for 25 expertise points. It will cost him 50 to
become a historian.
Table 2.16: Specialties for Scholars
Definition Required
Specialty Area 1 2 3
History yes no yes
Metaphysics no yes no
Art no yes no
Architecture no yes yes
Theology yes no no
Mathematics no yes no
Geology yes yes no
Geography yes yes no
Linguistics yes no yes
Medicine no yes no
Another Race yes yes yes
Astrology no yes no
Antique Coins yes no yes
Clothing no no yes
Myths and Legends yes no yes 2.6.39 Explanation
yes indicates that factor should be defined for the specialty
selected. no means that it need not be (but you may wish
to do so anyway). The definition of factors 1, 2 and 3 are
as specified below:
EXAMPLE -- The player wants to be an Art Scholar. He must
define the specialty studied. He chooses Sculpture (He could
have chosen Painting, Ceramics, Mosaic Art, etc.) Though it is
not neccesary, he also defines his primary interest as being the
sculpture of the E’lici 10th Dynasty to flesh out his skill.
With the appropriate factors defined, the scholar will have
a precise specialty that can be used in play. His EL is his
chance of analyzing that area. Half his EL, rounded up, is
his chance for dealing with closely related areas.
IMPORTANT -- This skill requires the player to logically
define the skill he wants to have. The Referee will set
the level of definition required. A scholar specialty should
never be taken without such forethought and analysis. No
Scholar skill gives the character any talent in making or
fashioning the item studied or any advantage in the use of
any other skill, i.e. an art scholar is not an artist, though
he can be if he acquires the appropriate skill.
2.6.40 Scribe
Characters must know how to read and write before they
learn this skill. Scribes are skilled copyists and calligraphers.
Once the basic skill is gained in their native writing
form, they gain it for the unique styles of other cultures at
a cost of 15 expertise points per culture. A scribe can tell,
from the writing style used, what culture a writer is from
(if they know that style, if not they know he isn’t from the
local area). In addition, because of the beauty of his writing,
his documents, when intended to influence the reader,
carry more weight. Add his EL/5, rounded up, to the In-
fluence Chance of the person who originated the message.
(The Influence chance can never be more than doubled in
this way.)
2.6.41 Seaman
A trained seaman is skilled in the various crew tasks common
on a seagoing vessel. ln addition, he may fight on the
deck of a ship without reduction in Combat Value. Any
person that is not a Seaman will reduce his OCV, DCV
and all weapon ELs, by 50% rounded up when fighting on
the deck of a moving ship.
A Seaman has the maximum EL currently possible in
Ocean Survival without additional cost.
2.6.42 Servant
The Servant professions, each acquired separately, are
House Servant, Cook, Barber, Gardener, etc. (Servants
such as maids, butlers, waitresses, etc. are House Servants.)
House servants are skilled in dealing with people, general
cleaning and (EL40 and up) managing house affairs. Cooks
are trained in the culinary arts. They gain some advantage
in detecting unusual undertastes, such as a poison. Barbers
are trained in personal hygiene maintenance. Their knowledge,
in most civilized lands, includes knowledge of cosmetics
as well as common hair-styles. Gardeners are skilled in
caring for plants and in landscaping.
NOTE -- If you wish to create other service professions,
assign the basic skills logically. The basic factors should be
as specified above. For all of these skills, the practices and
items they are fluent with are those that are native to their
culture. The full Cost to Learn must be paid to gain the
skill for the practices of any other culture. Until it is paid,
use the existing EL at 1/2 value. Afterwards, the existing EL
may be used at its full value.
2.6.43 Sign Language
The ability to communicate general concepts non-verbally.
The EL is the chance of success, as for Language. If the
person that you are trying to communicate with does not
know Sign Language, the best possible result when the skill
is used will be Partial Success.
Sign Language will only have value when used with Intelligent,
Humanoid races. (Key signs can be learned, as for
key words).
2.6.44 Smuggler
Smugglers are skilled in concealing items to prevent them
from being found. In addition to the basic skill, Smugglers
have a starting level in the Merchant specialty of their
choice and a starting level as an Actor (Actor only. To
gain the other skills that go with it, the Actor skill must
be bought. If it is, the Smuggler gets a maximum level
as an Actor and a starting level in Disguise and Rhetoric.)
Smugglers gain the following advantages in play:
2.6.45 Survival
Experience in surviving the various environments that exist
in the game. Survival skill is gained in the following specific
environments separately. Each has its own special rules and
valuable knowledge to be learned.
Scrounger, Waterway, Ocean, Swamp,
Underground I, City, Mountain, Lower World,
Underground II, Forest, Hill, Upper World,
Plains, Jungle, Badlands and Desert.
2.6.45.1 Scrounger
This allows the character to find what he wants near or in
human habitations. It has no value anywhere else. The
basic attributes of the skill are as follows:
2.6.46 Swimming
The Character has learned to swim for distance on the surface
and survive for short periods under the water. Table
2.17 lists the factors that apply:
Table 2.17: Swimming Table
*Add the Character’s StB×2 to these factors.
EL Turns* Swimming Phases* Underwater Chance Drowning MR
0 25 2 15% 3
1 30 4 14% 3
2 40 7 13% 3
3 60 10 12% 4
4 90 13 11% 4
5 130 16 10% 4
6 180 20 9% 5
7 240 24 8% 5
8 320 28 7% 5
9 400 32 6% 6
10 500 36 5% 6
11 620 40 4% 6
12 750 43 3% 7
13 900 45 2% 7
14 1100 46 1% 8
15 1300 47 1% 8
16 1500 48 1% 9 2.6.46.1 Drowning
When the number of turns swimming, or phases underwater,
is exceeded the Character has a chance to drown. Per
turn swimming or phase underwater, the Character will roll
his drowning chance. Per additional increment of time, the
listed drowning chance is added to the accumulated drowning
chance, i.e. after three turns on the surface, after becoming
fatigued, a Character with EL9 will have an 18%
chance of drowning.
2.6.46.2 Untrained Swimmers
Persons that do not know how to swim will be fatigued from
the first turn of swimming. Their drowning chance is 20%
per turn, or phase underwater. They will have a swimming
speed of 1.
2.6.46.3 Armor and Swimming
No Character may swim in any armor whose AV exceeds
the Character’s SB/3, rounded down. Any Character that
attempts to do so will be fatigued immediately and will have
four times his normal drowning chance while the armor
is worn or carried. While swimming in armor the MR is
divided by the AV and rounded down. If the adjusted MR
is zero, the Character sinks. He does not have suffcient
expertise to fight the increased weight.
NOTE -- This rule is optional. The Referee may specify
that the armor wearer sinks automatically.
2.6.46.4 Swimming Underwater
On the first two phases underwater, if the Character dives
in, his swimming speed will equal his MR. At all other
times, the speed swimming underwater will equal 50% of
the MR, rounded up.
2.6.46.5 Turning
When a swimming Character turns more than 45 degrees
his speed is reduced to zero for one phase. In that phase,
he may not move.
NOTE -- All rules and restrictions above apply to humanoid
form creatures that are swimming unless they are
fully adapted to an aquatic existence. The Referee may create
other rules as he believes they are necessary.
2.6.47 Thief
In the Skill Table, the unparenthesized value is the cost to
learn the skill from the Guild. The other value is the cost
for free lance thieves. A Thief will have the following skills:
2.6.47.1 Restrictions
If the Character is a Free Lance Thief, all Guild Thieves
are his enemies. Guild Thieves have access to Guild Halls,
safe houses and fences through their guild. They must pay
the Guild 40% of the profit from any theft.
To be a Guild thief, the Character must be accepted. The
chance equals his maximum EL as a thief. If he is refused,
he will never be accepted.
Thieves that fail to give the Guild their cut lose all privileges
and are expelled, at best. Free lancers are subject to
death, the Guild will pay 1SC per EL of any free lance thief
taken down by a member.
2.6.48 Tanner
Skill in working leather, tanning and fashioning leather
items. If the Tanner’s EL is greater than 40 he is capable
of making serviceable Leather Armor. He can analyze
common leather items and tell leather from other like materials,
i.e. he knows which is leather though he may not
know what the items that aren’t are made of.
2.6.49 Teamster
Skill in driving wagons and carts, caring for animal harnesses
and, if twice the normal cost is paid, taking care of
draft animals. The Teamster can analyze the quality of a
wagon, cart or harnesses. He can also tell how good a team
is, i.e. the quality of the animals, how well-trained they are
in working together, etc. If he learns to care for animals,
his Healing EL for common draft animals (horses and oxen)
equals his EL as a Teamster divided by 20 and rounded up.
2.6.50 Tracking
The ability to follow, or obscure, a trail in a non-city environment
that the Character has survival skill in. The EL×2
is added to the chance to follow a trail or subtracted from
the chance that a pursuer can follow it.
2.6.51 Trailing
The ablity to follow someone in a City environment. The
chance of maintaining contact equals the EL. Success indicates
that contact is maintained and the target is unaware
that he is being followed. Partial Success allows another
roll. Failure indicates either that contact is lost or that
the person becomes aware of the follower. In failure, the
follower is not aware that the blew it until he can’t find his
victim or is amhushed by him.
2.6.52 Vintner
The character is skilled in making wine and analyzing the
quality of wines. The EL is used to determine his chance of
success in this analysis. The quality of wine that he makes
is based on his EL as in table 2.18.
Table 2.18: Wine Quality
(The quality yielded above is, of course, dependent on
the availability of the proper equipment, aging time and
materials. No one can make exceptional wine from junk
grapes.)EL Quality
1-20 Poor
21-50 Good
51-70 Fine
71-80 Exceptional
NOTE -- In making any item the time stated is for making
that item and doing nothing else. If some other action is
taken, double the time required to make the item, i.e. per
day doing something else as well you get 1/2 days progress
on the item.
2.6.53 Watercraft
The character is trained to perform tasks common in operating
small boats. He may fight from these boats without
reduction of his OCV or DCV. (Those without this skill reduce
both values and their weapon EL by 50% when fighting
from a small boat.)
2.7 General Knowledge
It is possible to utilize some of the abilities gained from
certain skills without fully mastering that skill. For our
purposes, this is called General Knowledge. It indicates
that the Character has not sought to, or yet been able to,
master a given skill but he has learned certain things to
his benefit. Persons who gain General Knowledge in a skill
determine the costs, benefits and restrictions below:
2.7.1 Restrictions
2.7.2 Cost
The cost for General Knowledge with a given skill is 1/2 of
the Cost to Learn that skill completely, rounded up. Where
it is gained in play, the time to learn is as for any other
training.
2.7.3 Benefits
The character is able to use one specific attribute of the
skill as if he had full training. He may not use any other
attribute of the skill in any way. The Starting and Maximum
EL’s for the knowledge gained are as nornal for the
skill. The Cost to Increase EL is 1/2 that specified for the
skill, rounded up.
EXAMPLE -- Merda Redoris apprenticed to a Jeweler before
he ran off to become a soldier. He did not master the art, but
he learned how to analyze the value of gems. He has EL43 in
Analyzing Gems. He knows none of the other skills associated
with the trade. Wal-Azabar’s father was once an entertainer and
acrobat. When he retumed to the desert, he decided to teach
his sons ways to position themselves in defense. Wal-Azabar has
EL6 Acrobat only usable for DCV increase.
2.7.4 Further Education
If the person with General Knowledge decides to study further,
the expertise allocated to gaining General Knowledge
can be applied towards the cost to gain that skill. However,
no expertise gained from using the General Knowledge may
be applied to further studies in the skill. They are only applicable
to the Character’s use of his General Knowledge.
EXAMPLE -- Junal the Binder has EL65 in repairing weapons
with his Armorer General Knowledge. He decides to become
a real armorer. His cost to get the General Knowledge is his
starting point for progressing. The expertise he has gained in
repairing weapons is ignored in this. Second, with his attributes
Junal’s starting level is 40. He has EL65 in repairing weapor still
and EL40 in all other skills of an Armorer.
NOTE -- How the Referee chooses to use this rule is at
his discretion. Its purpose is to give Referees and Players
the ability to flesh out character personas as reasonably as
possible. It also adds a new layer of realism to the game.
It is reasonable to assume that people who deal often with a
given set of circumstances or a certain class of thing pick up
some knowledge relevant to those dealings. It is not completely
reasonable to assume that every such person will, or
can, master the skill or skills necessary to possess all of that
knowledge. This rule allows you to simulate this fact. Properly
used it should increase your ability to create characters
that are complete individuals.
3 Economics and Equipment
3.1 The Economic System
The basic economic system used is a gold standard. The
ratios are:
1 Gold Coin = 10 Silver Coins
1 Silver Coin = 10 Copper Coins
1 Copper Coin = 10 Brass Bits
The weight of Coins is 1/8th of an ounce. The weight of
the Brass Bit is 1/16th of an ounce. Money is also available
in bar form, i.e. ingots. The standard weight of a bar is 5
pounds, i.e. 80 ounces or 640 coins of the type. (For the
BB, a bar is 1280 Brass Bits).
3.1.1 Economic Variation (Optional)
In a world with widely spread and sometimes isolated cultures,
there is no guarantee that the items that have value
in one culture have the same value in another.
EXAMPLE -- With a bar of Gold, you are extremely wealthy
in a land where Gold is prized. Where Iron is the valued metal,
you could be a near pauper.
3.1.1.1 Rarity and Value
The prime indicators of value are:
3.1.1.2 Exchange Value
The material that is the primary means of exchange in a
culture must be one that is suffciently common to provide
an adequate supply for all its people. Thus, in the standard
culture, Copper and Brass are the medium of Common exchange,
i.e. most prevalently used in day to day society.
3.1.1.3 Variation
For Variation, the Referee must determine
EXAMPLE -- The City state of Dirllar*
1 Silver Coin = 1 Gold Coin
1 Gold Coin = 10 Brass Bits
1 Brass Bit = 5 Copper Coins
1 Copper Coin = 1 ounce of Salt
*Silver and Gold are Rare, Salt is the Common medium of exchange.
3.2 Equipment
The following tables delineate the common items that may
be purchased. Should you desire to include others, base
their value on the values set for these other items.
IMPORTANT -- All weapons that are purchased include
any quiver, sheath or other covering that is commonly used
with that weapon. Where the Referee considers that a
holder or covering that a Player desires is not standard, he
may charge more for the weapon to reflect the cost of that
item.
EXAMPLE -- The player has a chance to have his Character
buy a magic Scimitar. The cost is 5SC×100, 500SC.
NOTE -- The Equipment tables represent an effort to produce
an organized, extensive and comprehensive table of
equipment. If these tables do not contain items that you
desire to include, they should be added based on the values
listed for related items.
3.2.1 Armor and Weapon Tables
Type The general family of weapons that the Character
must be skilled in to use the weapon at EL0.
WSB In all cases where a weapon is used to fire a projectile,
the WSB of the attack equals the WSB of the weapon
plus the WSB of the projectile.
EXAMPLE -- When a handle sling is used to cast a stone
the WSB is, +1+(-1), zero.
Armor Value
Armor A factor that is subtracted from damage scored
against the armor wearer.
Helmets The +X factor, as for Armor above, is only
applied when a Severe or Deadly hit is scored
against the wearer.
Shields The value is the number of hit points that the
shield will block if it is hit.
3.2.1.1 Armor Encumberance (Optional)
If a Character is knocked off his feet while in Armor there
is a chance that he will be unable to get up. If his Strength,
times two, is not greater than the weight listed for the Armor
it will take him a full turn to rise without assistance.
If it is equal or greater, it will take him one phase to rise,
spent doing nothing else.
EXAMPLE -- To regain your feet in one phase while you are
wearing Chainmail, a Strength of at least 13 is required.
3.2.2 Animals
3.2.2.1 Carrying Capacity
Table 3.1 gives the Portage factors for animals that can
be saddled or harnessed, The amount listed is the amount
that they can carry or pull, in pounds, without a speed
reduction.
Table 3.1: Animal Portage Table
These values apply for the Average representative of the
species or type. Larger or smaller members of the various
types will increase or decrease these values based on the
parenthesized value, if any.Animal Saddled Harnessed
Draft Horse 225(60) 350
Riding Horse I 140(30) 250
Riding Horse II 160(40) 275
Riding Horse III 180(45) NA
Riding Horse IV 170(45) NA
Warhorse I 160(40) NA
Warhorse II 200(50) NA
Warhorse III 225(60) NA
Warhorse IV 250(60) NA
Mule 180(50) 300
Ox NA 450
Donkey 120(30) 150
Burro 100(35) 140
Dog I NA 50
EXAMPLE -- In rolling for the quality of a Warhorse I purchased,
a 99 is rolled. It is double value. When saddled, it can
carry 240 (80) without speed reduction, 40×2 is the parenthesized
value and is added to the unparenthesized value.
3.2.2.1.1 Table Explanation
Values listed that are not in
parentheses in the Saddled column represent the weight of
the rider and all items that he has on his person. The value
in parentheses is the maximum weight that can be carried
in saddle bags, or other containers, behind the rider. If no
such weight is carried, add this value to the rider weight. In
the Harnessed column, this is the total weight in a Wagon
or Sledge, including the weight of theWagon or Sledge, that
the animal can pull. Beyond this value, additional animals
will be required or speed reduction will occur. NA indicates
that the animal is never used in this way.
3.2.2.2 Speed Reduction
Per 10% over the limit above, reduce the animal’s speed
by 10% rounded down. If an animal is pulling a Wagon or
Sledge, its speed is 80% of that listed for it in Book Three,
rounded down.
IMPORTANT -- When animals pull as a team, their
pulling weights, Harnessed, are totalled. If the individual
animals are not trained to work together, reduce this
total value by 30%, rounded down.
For movement, the MR of a team of animals is based on
the MR of its slowest member, as specified above.
EXAMPLE -- An animal with a speed of 24 is pulling a Wagon.
Its maximum rate will be 18. Reductions are based on this figure
if the wagon is overloaded.
3.2.2.3 Verbal Commands
Where it is specified that an animal can be given verbal
commands, the commands are general actions to be done
by the animal. The master learns key words and symbols
that have been taught to the animal. When a specific signal
is given, the animal performs the action that it associates
with that signal.
EXCEPTION--Animals that are classed as Highly trained
or Superior will only obey a command if it is given by their
master. They will ignore any other person’s orders. For
this exception to apply, the master must train with the animal
when it is taught the commands. Otherwise, regardless
of ownership, he will not be considered to be the master
by the animal.
3.2.2.3.1 The Commands
The Referee can vary the meaning
of commands as he desires. Samples of commands that
fit within the narrow range that must apply are listed in
table 3.2.
Table 3.2: Animal Commands
*These commands cannot be learned by Warhorses or other
Herbivores unless the Referee specifically allows it.
Sit* Stay Come
Go Kill* Hold*
Protect* Heel Play Dead*
Freeze Release Fetch* 3.2.2.3.2 Command Effect
Sit The animal will sit on its haunches until it is released
from the command.
Stay The animal will stay where it is until it is released.
Come The animal goes to its master by the fastest route
possible.
Go The animal leaves its master by the fastest route possible,
but stays in earshot.
3.2.3 General Explanations
Cost The base price of an item. As for money, this value
can be varied for rarity. It may be increased or decreased
by up to a factor of 5.
EXAMPLE -- A suit of Plate Mail can range in cost from
9GC to 225GC. I would be 9GC in a great Armor center
Table 3.3: Armor Table
*This Helm is worn exclusively with Plate Mail and Plate Armor. Reduce its AV by one if worn with other armors.Armor Type Cost Avail. Weight Armor Value Description.
Leather Helmet 4CC 100% 2 +1 Metal banded skull cap
Metal Helmet 2SC 100% 4 +2 All metal skull cap with flaps.
Full Helm 1GC 75% 8 +3* All metal helmet with visor.
Buckler 6CC 100% 4 5 Small leather and wood shield.
Banded Shield 4SC 100% 10 8 Wood Banded with metal.
Metal Shield 6GC 80% 12 13 All metal.
Leather Armor 1SC 100% 6 1 Leather studded with metal.
Quilted Armor 8CC 100% 4 1 Thick padded cloth.
Ring Mail** 1GC 80% 8 1 Metal rings interlocked.
Banded Ring 2GC 75% 12 2 Metal rings interlocked & banded w/leather strips.
Scale Mail 3GC 90% 15 2 Metal, bone, etc. sewn on leather.
Brigandine 4GC 60% 16 2 Scale, covered with cloth.
Chainmail 16GC 60% 50 3 Small rings interlocked as mesh.
Plate Mail 45GC 40% 70 4 Chain with plates in strategic positions.
Plate Armor 150GC 20% 90 5 Plate sections covering chainmail.
Ornate Plate Armor 250GC 10% 80 4 Plate sections covering chainmail finely crafted, ornate.
**Ring Mail may be worn over Leather or Quilted armor. This is the only case where more than one suit of armor may be worn
at the same time.
and 225GC in a place where it is not made and seldom
seen.
EXAMPLE -- Factor variation is an amount that the base
price can be reduced or increased. In example, a book can
range from 3SC to 30GC in cost.
Weight The weight of the item in pounds. If x/x is the
listing, the first number is the weight, the second is the
number of items that total to that weight.
EXAMPLE -- 1/4/12’ indicates that 12 feet of the material
weighs 1/4 pound.
Avail. The chance that the item is available. This roll is
not taken in the Set-up of a Character. It should be
taken once play begins.
Avail.* As Avail. except the roll should be taken in the
Set-up also.
Strength A factor that is added to damage scored in combat.
To use it, the Character’s SB must be at least
equal to that listed for the weapon.
EXCEPTION -- The SB of the player does not matter
for use of parenthesized strength values. They are
received as part of the weapon’s use in particular situations.
Fatigue If the optional Weapon Breakage system is used,
Fatigue is the basic resistance of a weapon.
Table 3.4: The Weapon Table
*Two Hands requiredWeapon Cost Avail. Wt WSB FV Type Special Rules
Throwing Dagger 6CC 100% 0.5 -1 5 Dagger
Fighting Dagger 2SC 100% 1 0 6 Dagger
Short Sword 3SC 100% 1.5 0 7 Sword +10 on roll to hit when thrown. Usable while mounted.
Sword 5SC 100% 2 0 9 Sword As for Short Sword
Scimitar 8SC 70% 2 0(+1) 9 Scimitar The parenthesized WSB applies when used while charging and mounted.
Tulwar 10SC 60% 3 +1(+2) 10 Scimitar As for Scimitar
Broadsword 13SC 80% 4 +1(0) 10 Heavy Sword The parenthesized WSB applies when charging on foot. No restriction when used while mounted.
Bastard Sword 16SC 70% 5.5 +1(0) 12 Heavy Sword The parenthesized WSB applies when charging on foot. +5 on attack roll when used while mounted.
Great Sword* 4GC 60% 7 +2(+1) 13 Heavy Sword The parenthesized WSB applies when charging on foot. Not usable while mounted.
Throwing Axe† 4SC 75% 1.5 -1 7 Axe
Hand Axe 2SC 100% 2 0 8 Axe
Axe 7SC 100% 4 +1(0) 9 Axe As for Broadsword
Battle Axe* 12SC 80% 6 +2(+1) 11 Axe As for Great Sword
Glaive* 15SC 100% 10 0(+2) 11 Polearms The parenthesized WSB applies when used by stationary footman. Double effective WSB when used against charging, mounted opponent.
Halberd (Poleaxe)* 22SC 70% 12 +1(+3) 14 Polearms As for Glaive
Pike* 18SC 80% 9 +1 12 Spear As for spear. Double WSB when used by stationary footmen against charging, mounted opponent.
Spear 7SC 100% 4 0 9 Spear +5 on roll to hit when charging on foot. Increase effective WSB by 1 when used by stationary footman against charging, mounted opponent.
Javelin 2SC 100% 1.5 -1 6 Spear
Lance 15CC 100% 1.5 -1(+1) 7 Lance The parenthesized WSB applies when used from a charging mount. Increase the effective WSB by 1 against charging, mounted opponents
Heavy Lance 8SC 80% 6 NA(+2) 10 Heavy Lance The parenthesized WSB applies when used from a charging mount. Not usable by footmen. Double the effective WSB against charging, mounted opponents.
War Staff* 1SC 100% 3 +1 8 Staff Only usable on foot. Double the effective WSB on Dealy Hits. +5 on attack rolls when charging on foot.
Club 12CC 100% 4 0(-1) 10 Mace The parenthesized WSB applies on Shield Hits and when charging on foot. Increase the effective WSB by 1 on Deadly and Severe Hits.
Mace 7SC 80% 5 +1(0) 11 Mace As for Club
Flail 2GC 70% 7 +1(0) 9 Mace As for Club. Increase the effective WSB by 1 when charging and mounted.
Hammer* 12SC 60% 8 +2(+1) 10 Mace As for Club
Sling** 4CC 100% 0.5 0(+1) NA Sling The parenthesized WSB applies on Deadly Hits.
Handle Sling* 1SC 50% 1.5 +1(+2) NA Sling The parenthesized WSB applies on Deadly Hits.
Sling Projectile 8BB 75% 0.5 NA Used with Slings
Stone, Rock, etc. - - - -2(-1) NA Used with Sling The parenthesized WSB applies when cast with a sling or if the thrower has an SB of +3 or higher.
Bow* 10SC 100% 1.5 0 NA Bow
Longbow* 27SC 75% 2.5 +1 NA Bow
Composite Bow* 40SC 50% 2 0 NA Bow
Arrows (each) 2BB 100% 0.125 0 6 Used with Bow
Light Crossbow** 18SC 90% 2.5 +1(0) NA Crossbow The parenthesized WSB applies at extreme range.
Heavy Crossbow** 25SC 70% 4 +2(+1) NA Crossbow The parenthesized WSB applies at extreme range.
Arbalest* 48SC 40% 6 +4(+2) NA Crossbow The parenthesized WSB applies at extreme range.
Repeating Crossbow** 15GC 10% 4 0(-1) NA Repeating Crossbow The parenthesized WSB applies at long range.
Quarrel 3BB 100% 0.125 0 6 Used with Crossbow
Darts 3BB/5 NA‡ 0.25
/5 -1 4 Used with Repeating Crossbow
Lead Pellets 4BB/5 NA‡ 0.25
/5 0 Used with Repeating Crossbow
Caltrop 1CC/3 60% 0.5
/3 0 5 Nuisance Weapon, no course applies
**Two hands required to load, may be fired with one hand.
†To throw the weapon effectively the Throwing Axe course must also be taken.
‡If the Repeating Crossbow is available, so are these items.
Table 3.5: Animal Table
Item Cost Avail. Cost of
Upkeep Normal Usage
Draft Horse 2GC 100% 4FP/day Carry and Pull loads
Riding Horse I 4GC 100% 3FP/day Non-Combat Mount (Poor Quality)
Riding Horse II 8GC 90% 3FP/day Non-Combat Mount (Average Quality)
Riding Horse III 16GC 70% 3FP/day Non-Combat Mount (Good Quality)
Riding Horse IV 30GC 40% 3FP/day Non-Combat Mount (Superior Quality)
Warhorse I 5GC 100% 3FP/day Combat Mount (Poor Quality)
Warhorse II 10GC 80% 4FP/day Combat Mount (Average Quality)
Warhorse III 25GC 50% 4FP/day Combat Mount (Good Quality)
Warhorse IV 50GC 10% 5FP/day Combat Mount (Superior Quality). 1D3 Verbal Commands allowed.
Dog I 3SC 100% 2FP/day Tracking, Guard Dog. 1D3 Verbal Commands
Dog II 7SC 80% 2FP/day Guard Dog, War trained. 1D6 Verbal Commands
Dog III 4GC 40% 2FP/day Highly trained War Dog. 1D6+4 Verbal Commands
Donkey/Burro 4SC 100% None Used for carrying loads, riding.
Mule 9SC 80% 3FP/day Used for carrying loads, riding.
Ox 3GC 60% 6FP/day Used for carrying loads, pulling and riding.
Goat 3SC 100% None Food Animal. Produces 2FP per day or 40FP if slaughtered
Cow 12SC 80% 2FP/day Food Animal. Produces 5FP per day or 250FP if slaughtered
Cat 2CC 70% 1FP/day Companionship, detection of some creatures.
Small Bird 6BB 80% 0.5FP/day Companionship, detection of some dangers.
Falcon 3GC 90% 1FP/day Hunting. Per Strategic turn used, 80% chance of gaining 1D6FP.
Hawk 5GC 60% 2FP/day Hunting. Per Strategic turn used, gain 1D10FP on 80% chance.
Eagle 8GC 50% 3FP/day Hunting. Per Strategic turn used, 80% chance of gaining 2D6FP.
War Eagle 10GC 20% 3FP/day Combat. May not be used to hunt. Table 3.6: Animal Equipment Table
NOTE -- At the referee’s option, other creatures may be trained. Skill in Husbandry is required to train any creature.
Item Cost Avail. Weight Normal Usage
Leather Barding 5GC 100% 15 Light Armor for War or Riding Horse
Chain Barding 30GC 60% 50 Chainmail Armor for Warhorse.
Full Barding 100GC 20% 100 Plate Mail Armor for Warhorse II and up.
War Leather 2GC 80% 5 Leather Armor for Dogs II and III.
War Mail 9GC 50% 10 Chainmail Armor for Dog III.
Falcon Hood 4BB 100% None Control Hood.
Falconer’s Gauntlets 1SC 100% 0.5 Protect arm from landing birds.
Hawk Hood 1CC 100% None Control Hood.
Eagle Hood 12BB 100% None Control Hood for Eagle and War Eagle.
Dog Harness 7CC 60% 2 Allows dog to pull small sledge or carry weight on its back. Not used by Dogs II or III
Horse Harness 3SC 100% 6 Allows horse to pull wagon or sledge. Used with Draft Horse, Mule, Riding Horses I and II only.
Donkey/Burro Harness 1SC 100% 3 Allows Donkey or Burro to pull Small wagon or carry loads.
Ox Yoke 2SC 100% 12 Allows Ox to pull Wagon or Sledge.
Bridle 5CC 100% 1.5 Used to control Mount.
Saddle 5SC 100% 6 Allows Mount to carry a rider and small loads.
Goad 1CC 100% 1 Used to handle large animals.
Spurs 3CC 80% 0.25 Used to influence recalcitrant mounts.
Whip 6CC 100% 1 Used on Stubborn animals and as instrument or punishment. At Referee’s option may be trained in, and used, as a weapon.
Bolas 1SC 40% 2 Used to capture run away creatures. Specific training required.
Blinders 3BB 100% 0.5 Restricts animal’s vision to waht is directly in front of him.
Whistle 2BB 100% None Recall trained bird.
Jesses 3BB 100% None Leather straps for control and location of trained bird. Table 3.7: Travel Equipment and Supplies
Item Cost Weight Description
Travel Ration 1BB 1/4 1FP of non-perishable, dried meat.
Grain (10 lbs) 2CC 10 10FP of grain, bagged. Usable by Characters or Herbivores.
Fresh Meat 3BB 1 5FP of perishable meat. Usable for Character or Carnivore nees. Edible for five days after purchase.
Cheese (1lb) 4BB 1 8FP of Cheap Cheese.
Other Foods 1D6BB Varies Sugars, Fruits, Dried Fruits, etc. The Referee will decide if the item desired is available and how much is received for the amount demanded.
Water 1BB 1.5 One Quart of potable water, container extra.
Beer 2BB 1.5 One quart of Beer, container extra. 1 FP.
Ale 3BB 1.5 One quart of Ale, container extra. 1 FP.
Cheap Wine 4BB 1.5 One quart, 1FP, container extra.
Good Wine 1CC 1.5 One quart, 2FP, container extra.
Fine Wine 3SC 1.5 One quart, 2FP, sold in bottle.
Superior Wine 2GC 1.5 One quart, 2FP, sold in bottle.
Goideli Wine 2SC 1.25 One quart, sold in bottle. A distilled beverage with 4x the potency of the strongest wines. No food value.
Peska 20SC 2 Healing and Addictive beverage. The quality equals the cost paid divided by 2, rounded down. See the Natural Magic section in Book Four.
Salt 2SC 0.25 Four ounces, container extra. Used as a preservative. In some areas, used as money. Triples the time that Fresh Meat remains edible.
Glass Flask 8BB 0.25 Four ounce container with cork.
Metal Flask 2CC 0.5 Eight ounce container with cap.
Skin I 3BB 0.25 Sixteen ounce container with cap.
Skin II 5BB 0.25 One quart container with cap.
Skin III 1CC 0.5 Five quart container with cap.
Skin IV 2CC 1 Fifteen quart container with cap.
Keg I ×12 ×15 Ten quart keg. Multiply factors times the cost and weight of the beverage within it.
Keg II ×25 ×30 Twenty quart keg, multiply as specified above.
Keg III ×50 ×50 Forty quart keg, multiply as specified above.
Strap 1BB None Carrying thong for all containers except kegs.
Oil 1CC 1/4 Four ounces, container extra, used for Lighting.
Naphta 2SC 1/4 Four ounces, container extra, used in Warfare.
Fuse 1BB None 1" of oil soaked material, used in bombs. Approximate burn rate is 1 second per inch.
Candle 1BB 0.25/10 One Candle.
Tar 1CC 3 One quart. Used in lighting and as protective.
Torch 1CC 1/2 Tar coated stick for lighting.
Candle Lantern 2CC 1/2 Holds one candle.
Oil Lantern 3CC 1/2 Holds four ounces of oil, contains wick.
Wick 1BB None Replacement wick for oil lantern.
Flint And Steel 5BB 0.25 Used to light combustible material.
Flints 1BB 0.25/5 Replacement flints for Flint and Steel.
Bedroll 4BB 1 Blankets and bedding for sleeping.
Blanket 2BB 0.25 Blanket.
One Man Tent 6BB 3 Canvas shelter, 2’ by 6’ in area.
Two Man Tent 1CC 4 Canvas shelter, 3’ by 6 1/2’ in area.
Four Man Tent 4CC 8 Canvas shelter, 8’ diameter circle.
Pavillion 5GC 30 Large shelter at least 20’ by 20’ in area for up to 25 people. Can be multi-room construction.
Tent Poles 1BB Poles for 1 and 2 man tents. Two required.
2BB Poles for 4 man tent. One required.
3BB Poles for Pavillion. At least Six required.
Hide Construction -20% +10% Any tent can be purchased in Hide. Round up when cost and weight modifications are made.
Silk Construction ×4 -10% Pavillions can be made in fine cloth.
Stakes (per 5) 1BB 0.25 Used for putting up tents.
Belt Pouch/Purse 1BB None Small container. Carrying capacity 2(5) (2 lbs when held, 5 when attached to belt).
Sack 2BB None Carrying Capacity 10(20). (10 lbs when held, 20 in Back rack).
Bag 3BB None Carrying Capacity 20(50). As for Sack.
Large Bag 5BB 0.25 Carrying Capacity 30(75). As for Sack.
Bag Strap 1BB None Attaches to one Bag or sack for carrying over the shoulder.
Back Rack 1SC 0.5 Will hold 2 Large Bags, 3 Bags or 5 Sacks. The cost includes the straps necessary for its use. Table 3.8: Climbing Supplies
Item Cost Weight Description
5’ of Rope 3BB 0.25/5’ Used to bind and climb.
2’ of Cord 1BB 0.25/12’ Light rope used in binding and tying only.
1’ of Fine Rope 1BB 0.25/10’ A Climber’s Rope, thin and strong
Grappling Hook 3CC 1 Attached to rope to grab protuberances.
Climber’s Hammer 1SC 1.5 Used to pound spikes.
Iron Spike (each) 2BB 0.25 Various uses. Table 3.9: Common Medical Aids
NOTE -- The items in table 3.9 are the only common knowledge medical items. Other items can be used. All require the services
of a Healer and/or Magic User to be used safely. Non-Healers will receive only the basic benefits listed above.
Item Cost Weight Description
Roll Bandage 1BB 0.25/25 Cost per foot. Wounds that are bandaged will have +5 Soothing Herbs 2BB 1/16 One ounce of herbs. Calms pain. While effected movement allowed at two levels above your actual damage level, i.e. for reductions. 1/2 ounce required per time employed.
Healing Herbs 6BB 1/16 An ounce of healing balm for any wounds except burns. Per time used, 1/4 ounce is required. Increases Burn Ointment 1CC 1/16 One ounce of ointment. Used for burns. On burns only it will have effect of Soothing Herb and Healing Herb. 1/4 ounce used per time.
Healer’s Knife 2CC 1/4 General cutting tool. Used for Poison extraction. If used in time, increase Poison Resistance by the Healer’s EL×2 or 2, whichever is higher.
Healing Kit 1SC 1 Bag with 25’ of Bandage, 3 ounces of Soothing Herb, 3 ounces of Healing Herb, 1 ounce of Burn ointment and a Healer’s Knife. Healers must have this kit to use their full skill. Table 3.10: Transport Table
Vehicle Cost Weight Description
Sledge 1CC 12 Wooden Platform that is dragged along the ground. Surface area 3’ by 6’.
Cart 8CC 10 Light wagon, pulled by one animal. Surface area 2’ by 3’. Height 21/2’.
Small Wagon 2SC 35 Pulled by One or Two animals. Surface area 4’ by 6’. Height 31/2’.
Wagon 1GC 100 Pulled by up to Four animals. Surface area 4’ by 8’. Height 4’.
Large Wagon 4GC 200 Pulled by up to Eight animals. Surface area 5’ by 10’. Height 51/2’.
Great Wagon 12GC 300 Pulled by up to Twelve animals. Used as dwelling by some Nomadic barbarians. Surface 6’ by 12’, minimum. Height 10’
Small Travois 3BB 3 Travois pulled by dog, donkey or burro. Surface area 1’ by 2’.
Travois 4CC 10 Travois for Horse. Surface area 2’ by 6’.
NOTE -- To draw any of the above vehicles, the animal pulling it must be harnessed.
Litter 2BB 2 A device for carrying a wounded person. Requires two people carrying. Person carried in this way gets the benefit of rest if he does nothing else.
Palanquin 6GC 50 Noble vehicle carried by four to six bearers. Surface area 3’ by 5’. Height 4’ Table 3.11: Buildings/Property
NOTE -- If the Player wishes to purchase other buildings the referee will determine the cost based on the values given above.
Average Property Type Cost Descriptions
Farmland 1SC One acre of Farmland.
Forest 2SC One acre with good timber.
City Land 3GC per 50 square feet.
Other Land 2CC One acre of marginal or poor land.
Hovel 1SC 15×15 foot, one story, poorly constructed building. Land is extra.
Peasant House 2GC 20×15 foot, 11/2 story with cellar, land included.
Small Manor 50GC 2 story with full basement, land included.
Noble House 100GC 3 story with full basement, land included.
City Estate 250GC 3 story with full basement, size at least 100×50 feet. Land included.
City Palace 1000GC Minimum cost, size at least 120×80 feet. Land included.
Country Estate 5000GC Large estate with a minimum of 500 acres of mixed land types and multiple buildings. Manor House at least 120×80 feet.
Inn or Hotel ×300 Multipy factor times the cost of a night’s lodging. The result is the minimum amount that the owner will accept or the minimum cost to build. Table 3.12: Clothing Table
NOTE -- The Clothing types above are general classes. The referee can vary all prices listed by a factor of 20 in either direction
to reflect material and quality of workmanship. (Round up).Item Cost Weight Description
Tunic 1CC 1/4 Mid thigh length cloth shirt.
Jerkin 3CC 1/2 Waist length leather shirt.
Cloak 4CC 1/2 Knee length cloth. Weighted if desired.
Robe 2CC 1/4 Ankle length cloth garment.
Cowl I 3CC 1/2 Robe with Hood.
Cowl II 5CC 1/2 Cloak with Hood.
Pants 6CC 1/2 Waist to ankle cloth covering. Increase cost by 2CC for Leather.
Belt 1CC - Leather Strap for binding clothing around the waist.
Sandals 6BB 1/4 Leather covering for bottom of feet.
Boots 1SC 1 Covers from Mid-calf to bottom of feet. Leather.
Ornate Footwear 2GC 1/2 Finely crafted covering for feet.
Dress 5CC 1/4 Mid-calf to Angle length seath. Common garment for women.
Slave Silks 1SC - Revealing light garments worn by pleasure slaves, in the main.
Riding Tunic 5CC 1/4 Abbreviated Dress used when mounted.
Gloves 3CC - Hand covering in cloth. Double cost for leather. Triple for thick leather.
Cap 2BB - Cloth cap for head. Double cost for leather.
Hat 2CC - Full hat for head. Double cost for leather. Quadruple cost for fine materials.
Normal Cloth 1BB 1/10 Cost per yard of common fabric.
Fine Cloth 8BB 1/10 Cost per yard of fine fabric.
Silk 1CC 1/10 Cost per yard of Silk.
Canvas 2BB 1/4 Cost per yard of canvas.
EXAMPLE -- A pair of cloth gloves can range from 2BB to 6SC in price.
Table 3.13: Lodging and Entertainment Table
.
Location/Item Lodging Cost Meal Cost Descriptions
Farmstead * * Common dwelling outside of city.
*If owner influenced to take you in, no charge. If not, no staying without conflict.
Roadside Hostel 1CC 3BB One night’s lodging in Common Room, 2 FP meal. Hostel’s outside of cities on roads.
Cheap Inn 2CC 3BB City inn, poor district. Common Room lodging and 2 FP meal.
Good Inn 4CC 5BB City inn, poor or market district. Common Room lodging and 2 FP meal.
Fine Inn 2SC 2CC City inn, market district or noble area. Common Room lodging and 3 FP meal.
Private Room ×2 - Lodging in Private room in above places, i.e. Private room in Cheap Inn is 4CC.
Fine Hotel 2GC 0 Meal cost is included with lodging. All lodging is in Private rooms.
Ship Meals 1CC 2FP meal from ship’s stores. Not paid if you provide your own food.
Beer 1BB 8 ounce mug.
Ale 1BB 8 ounce mug.
Cheap Wine 2BB 4 ounce Glass.
Good Wine 5BB 4 ounce Glass.
Fine Wine 1SC 4 ounce Glass.
Goideli Wine 2CC 2 ounce Glass.
Peska (Q)CC 4 ounce Glass. (Q) = the quality of the Peska imbibed, i.e. 1-10.
Quarts ×5 Beer and Ale.
×15 Wine.
×10 Peska. All come in container Table 3.14: Travel Charges
NOTE -- All travel charges are per individual. Animals larger than Horse sized will cost at least twice the amount listed.
Travel In/Past Cost Description
Road Station 1CC Tariff levied per person or animal.
Caravan 1CC Paid per 10 miles travelled with the Caravan. All payment is in advance.
Merchant Ship 2CC Paid per 10 miles, food extra. Payment in advance.
Other Ship * As negotiated with the Captain.
Shipping Cargo 3SC Per animal transported.
1BB Per 10 lbs of inanimate cargo transported. Table 3.15: Hirelings
NOTE -- Per OCV-2 add 5CC to the cost above. For Magician, add 5SC per MEL. If the hireling is to be taken out of the
area in which he is hired, the cost is doubled and 2 months pay must be paid in advance. Cost figures are a minimum. The
actual pay must be negotiated. Use the appropriate section of Book Three to determine full values for the hireling.
47
3 Economics and Equipment
Profession Cost Minimum Avail. Description
Soldier 2SC/month 80% Trained Soldier with random equipment
Bearer 1SC/month 100% Person for general service, no combat training. Includes teamsters, etc.
Magician 4GC/month 40% Trained in Wizardry, no combat training.
Specialist 2GC/month 75% Person trained in one of the Educational specialties. No other training.
Crier 1BB/day 100% Person to spread message in city.
Horseman 5SC/month 60% Trained soldier with random equipment and mount.
Messenger 1SC/10 miles 100-(Miles/10) Message carrier. Paid in advance. Table 3.16: Slave Chart
EXAMPLE -- A fighting slave with an OCV of 7, DCV of 6 and EL of 4 will cost 46SC. A Pleasure slave, Agility 60 and Appearance 41, would cost 303SC.
NOTE -- As for hirelings, the referee must determine the actual characteristics. These are not known in detail to the purchaser,
unless obvious. The honesty of the Slaver will determine how close they are to the values that the person pays for. Roll 1D10×1D6
for each characteristic.
Table 3.17: Miscellaneous Items
Slave Type Cost Formula Descriptions
Pleasure (Agility + Appearance) x 3
Fighting (OCV×DCV)+EL in SC A trained soldier who is trusted not to turn on his master.
Field (S+St) in CC General Labor. Either unskilled or untrustworthy slave. House (I+App) in CC plus 1SC per skill. If this is a Female slave, double the value determined. House servants are personal servants or in the House staff.
Bondslave Varies A person that sells himself to pay debts owed. Cost = the amount of the debt. Cost is repaid at salary rate of person or 25GC per year, whichever is less.
Children ×1/2 Slaves aged 1 to 16 years. Cost 1/2 of area. Training must be provided by
purchaser
Table 3.18: Magic and Special Goods
Item Cost Weight Description
Nails 3BB 1/4 20 small iron spikes.
Work Hammer 3CC 2 Tool, -1 WSB as Weapon.
Hatchet 1SC 1 Tool. Can be used as Throwing Axe with -1 WSB.
Pitchfork 4CC 11/2 Tool. Can be used as Spear with -1 WSB.
Hoe 5CC 11/2 Tool. Can be used as Axe with -1 WSB.
Pick 2SC 8 Tool. Can be used as Axe with 0 WSB.
Shovel 4CC 3 Tool. Can be used as Club with -1 WSB.
Other Tools V V As determined by the Referee.
Parchment 3BB - 10×12 inch sheet for writing.
Parchment Scroll 1SC 1/4 10’ scroll with winding bar used for writing and documents.
Musical Instrument V V Instruments of all types. Referee will vary price charged by type of instrument.
Quill 1BB - Writing implement.
Ink 1CC - One ounce in bottle. Used in writing.
Religious Symbols 1SC Varies Symbols of various aligned deities. Price can vary by a factor of 100 in either direction, i.e. 1BB to 100SC.
The item’s true value is unknown to the player unless he has the appropriate skills.
*Chance is that of finding someone who says he has the item desired and will sell it. The chance that is actually magical is
50%. If not, the Character is being conned. The value in parentheses is for non-magical items with no special value in play.
48
4 Experience
There are two types of Experience:
A) Combat Experience.
B) Magic Experience.
Combat Experience is only gained in Combat.
Magic Experience is only gained through the successful
use of Magic.
4.1 Combat Experience Gain
Per Hit Point scored on an opponent, excluding any damage
scored with a spell, the Character scoring the damage will
receive the target’s CDF in Combat Experience Points.
EXAMPLE -- If the CDF of a target is 2, 7 hits are worth l4 Experience
Points. if the CDF is 7, 7 hits are worth 49 Experience
Points.
4.1.1 Other gains: Combat
4.1.1.1 Expertise
For each skill used in combat, except magic, the Character
will receive the CDF times two in Expertise points. If
the skill is used against targets with varying CDF values,
the highest CDF value is used to determine the Expertise
gain.
EXAMPLE -- A Character fights a person with a CDF of 1. He
receives 2 Expertise Points in each skill used. If he fights a CDF
of 1 and a CDF of 3 he will receive 6 Expertise Points per skill
used on both.
4.1.1.2 Characteristic Points
Per 50 Combat Experience Points that a Character gains in
Combat, he may increase any modifiable characteristic by
l. In determining the number of points earned, round up.
EXAMPLE -- A Character earns 124 Combat Experience
Points. He gains, 124/50, 3 characteristic points.
EXCEPTION -- To earn any characteristic points, the
Character must earn at least 10 Combat Experience Points
in the encounter. If the experience gained is less no characteristic
points are gained unless the opponent is defeated
succesfully. See 4.4 in gaining them.
4.2 Magic Experience Gain
The number of magic experience points that are gained
when a spell succeeds depend on the type of spell that is
used. The following rules apply:
A) Any spell used to inflict physical damage or that is used
offensively to cause something to happen to another
creature:
Victims’ MDV×(EL+2)
B) Any other type of spell:
Base Mana Cost×(EL+2)
IMPORTANT -- In all cases where multiple targets are
affected by a single spell, the magic-user gaines experience
points for the highest MDV that is affected only.
EXAMPLE -- A fireball torches four men, MDV1, MDV2,
MDV2 and MDV4. It is an EL4 spell. The caster recieves points
for affecting a MDV of 4, i.e. 24 magic experience points.
NOTE -- In all cases where the mathematics above is considered
diffcult, table 4.1 can be used to determine the
amount of magic experience that is gained.
4.2.1 Other Gains: Magic
4.2.1.1 Expertise
Using the cases specified in 4.2, the expertise point gain in
the spell used is:
A) Target’s MDV×2
B) Base Mana Cost×2
4.2.1.1.1 Failure When a spell is attempted, and fails, the
magic-user receives one expertise point in that spell. He
does not receive magic experience or characteristic points
from failure.
When abysmal failure occurs, the magic-user receives
nothing for the spell. His failure is total and he learns nothing
from it.
4.2.1.2 Characteristic Points
Per 25 magic experience points gained, rounded up, the
magic-user receives one characteristic point. Points that
are gained through the use of magic may not be used to
increase Strength, Agility or any unmodifiable characteristic.
No characteristic points are gained due to failure or
abysmal failure.
4.3 Creature Diffculty Factor
The CDF of an opponent equals (HPV/10)+(MEL/2).
Round up before adding the resulting values.
EXAMPLE -- A Troll, HPV 40, has a CDF of 4. A Wizard,
HPV 28, MEL 11, has a CDF of 9. The total value of the Troll
is 160 points. The total value of the Wizard is 252.
4.4 Encounter Resolution
Full points are gained by a Character only if the encounter is
resolved successfully, from his viewpoint. For an encounter
to be successful, the opponent faced must be:
A) Killed.
B) Driven Away.
C) Captured.
Encounters that end with the Character being driven away
yield 25% of the Experience determined, rounded down. If
he is captured he will receive 50% of the Experience determined,
rounded down. A Character receives no points if he
is killed. All Experience gains are per encounter or conflict.
They are awarded at the end of the encounter and before
the next encounter commences.
No points of any kind are gained when the target affected
is not free to resist, i.e. he is bound, unconscious, etc. If
magic is used, points are gained ignoring this restriction.
EXCEPTION - If the Character is an Executioner he maygain Expertise in this skill by attacking helpless targets.
4 Experience
Table 4.1: Magic Experience
Item Type Cost Weight Avail.* Description
Magic Weapon ×100 ×1 5% Magic form of Common weapon.
Elven Weapon ×40 ×1/2 10% Elven, non-iron, weapon, common type.
Dwarf Weapon ×80 ×1 10% Sword, Axe, Mace and Dagger forms only. High quality iron.
Magic Armor ×150 ×1 5% Magic form of any Armor type.
Elven Armor ×50 ×1/2 10% Non-iron, scale and chainmail only.
Dwarf Armor ×100 ×11/4 5% High quality iron, any armor type.
Paraphenalia 1GC Varies 20%(80%) Items of varying type, i.e. Staffs, wands, rings, goblets, maps. Price can vary by a factor of 100.
Potions/Elixirs 2GC 1 30% Sixteen ounces. Various types of magical and non-human beverages and powders. All attributes determined by the Referee. Factor of 10 cost variation.
Book/Scroll 3GC 1 5%(40%) Contents of book up to referee. Can vary by a factor of 10 in cost.
Jewelry, Gems And Jewels 25%(100%) The Referee will determine the value using the Treasure section.
Where the MDV value affected is not listed in this table, determine the experience gain by
adding combinations that equal that value on the EL+2 line that is appropriate.
4.4.1 Death Wounds
When the wound that is struck is suffcient to drive the
victim into unconsciousness, or kill him, the person that
scored the hit will receive his normal experience for the hit
points scored or experience based on:
Target’s remaining HPV+(Target’s DTV×(-1))
Where the values differ, the points received will be the
smaller of the two values.
EXAMPLE -- Vlad scores a 37 point deadly hit on a wolf that
has 5 hits remaining and a DTV of -3. Its CDF is 2. Vlad
receives 16 experience for this blow.
When more than one person hits a creature in a phase
where it becomes unconscious or is killed, all will receive
experience points as specified above.
EXAMPLE -- Vlad, Jaxom and Carroak all hit the same wolf on
the phasc of its death. They each receive l6 experience points,
if the hit points that they inflicted warrant at least that much.
Where the creature being fought is operating on a berserk
DTV, and it is into its DTV on the phase that it is killed,
only the remaining DTV×(-1) is considered to determine
the points that are gained from the killing blow.
EXAMPLE -- Saryan fight a creature with a -6* DTV. On the
phase that he strikes the death blow, it is at -2. He will, given
a CDF of 3, receive, -4×(-1)×3, 12 experience points.
4.5 Combat Experience Levels
Table 4.2 shows the total combat experience points required
to reach each level.
4.6 Magic Experience Levels
Table 4.3 shows the total magic experience points that
are required to reach each level:
4.7 Restrictions
A) Magic Experience Points may only be gained by trained
magic-users, Natural Magicians and Character’s with
a castable Innate Power of some kind.
Table 4.2: Combat Experience Levels
Base Mana Cost or MDV
EL+2 1 2 3 4 5 6 7 8 9 10 15 20
2 2 4 6 8 10 12 14 16 18 20 30 40
3 3 6 9 12 15 18 21 24 27 30 45 60
4 4 8 12 16 20 24 28 32 36 40 60 80
5 5 10 15 20 25 30 35 40 45 50 75 100
6 6 12 18 24 30 36 42 48 54 60 90 120
7 7 14 21 28 35 42 49 56 63 70 105 140
8 8 16 24 32 40 48 56 64 72 80 120 160
9 9 18 27 36 45 54 63 72 81 90 135 180
10 10 20 30 40 50 60 70 80 90 100 150 200
EXAMPLE -- If a Character has 40 to 99 CEP his CEL is 1.
To reach CEL22 122000 CEP are required.
Table 4.3: Magic Experience Levels
CEL Point Total
0 0
1 40
2 100
3 250
4 450
5 750
6 1200
7 2000
8 3000
9 4200
10 5500
11 7000
12 9000
13 12000
14 16000
15 22000
16 30000
17 40000
18 52000
19 66000
20 82000
21+up +20000/level
EXAMPLE -- A Character with 80 to 149 magic experience
points is MEL3. To reach MEL22, 132000 magic experience
points are needed.
B) No Magic Experience Points are gained when using an
item or artifact that itself produces the spell without
any mana expenditure on the part of the user.
C) The Level increase as a result of a given encounter is
unlimited.
EXAMPLE -- A Character has 47 Combat Experience
Points. He kills a Creature and gains 250 CEP. Hc will
advance from CEL1 to CEL3 as a result of this victory.
D) No characteristic may be increased more than 10% of
its Current Ability rating as a result of a single encounter.
Round up in determining the Maximum Limit
that applies.
EXAMPLE -- If the Current Ability is 8, the characteristic
50
4.8 Training
can be increased by 1. If it is 34, it can be increased by 4.
E) No more than 50% of the characteristic points earned in
a single encounter may be assigned to any one characteristic.
Round up in determining the Maximum Limit
that applies.
EXAMPLE -- If a Character earns 3 characteristic points,
the most that he may assign to one characteristic is 2. The
other point must be assigned to one of his other characteristics.
If it cannot be, it is lost.
F) Expertise Points gained that exceed a Character’s current
maximum EL, are taken as either Combat or
Magic Experience, whichever is applicable.
NOTE -- Sections (4) and (5) above are entirely optional.
Ignore them if you so choose.
4.8 Training
Beyond the method specified previously, Characters can
increase any modifiable characteristic through training.
Training is the allocation of time specifically to the increase
of a selected characteristic. Per four days allocated, the
selected characteristic may be increased by 1. With an instructor,
three days must be allocated for this process.
The maximum number of points that can be gained
through training equals the Character’s Native Ability plus
(his assigned multiplier times 2).
EXAMPLE -- A Character has a native Ability of 16 in
Strength. His multiplier is 3. He may gain, 16+(3×2), 22 points
through training his Strength. The time to do so without an
instructor, for the maximum increase possible, is 88 days.
For days of training to have the desired effect, all days
required to raise the characteristic by 1 point must be allocated
within 2 weeks, i.e. within 14 days of the expenditure
of the first day to gain the point increase.
EXAMPLE -- On Day 1 a half day is allocated to Stamina
training. Unless the remaining 31/2 days are allocated by the
end of day 15, the half day allocated is wasted.
NOTE--Training requires dedicated effort to succeed. Failure
to maintain the regimen selected is the same as not doing
it at all. In setting up a Character, Players may train
at 1/2 the cost specified above, i.e. receive one characteristic
point per two Expertise Points allocated. No time is
expended when players train at this time.
MEL Point Total
0 0
1 20
2 40
3 80
4 150
5 300
6 600
7 1200
8 2400
9 4000
10 6000
11 9000
12 13000
13 18000
14 24000
15 32000
16 42000
17 54000
18 68000
19 84000
20 100000
21+up +16000/level 5 Problem Solving (Optional)
Problem solving is, specifically, the use of characteristics
and/or skills in the game environment to successfully
perform desired actions and eliminate potentially serious
diffculties.
If this rule is used, the Referee will, based on the situatin,
determine chances of success that employ the characteristiscs
and/or skills of the Character. The sections that follow
detail a method for doing this.
5.1 Characteristic Use
Where characteristics are used to define the chance of solving
a problem, the Referee will determine:
Table 5.1: Multipliers for Problem Solving
×=times /=divided byNumber of Characteristics
Diffculty of the Problem One Two Three
Easy ×3 ×2 ×1
Moderate ×2 ×1 /2
Diffcult ×1 /2 /3
Very Diffcult /2 /3 /4
Impossible /3 /4 /5
IMPORTANT -- In all divisions above, round down. All
rolls are taken with D100. If the chance is 100 or higher,
success is automatic for that Character. Where the Referee
considers the task to be impossible, the divisor listed is the
minimum divisor that he must apply. A divisor up to twice
that listed may be applied if he chooses to do so. In all
cases, the Referee will determine whether Partial Success
is appropriate for the action attempted. Unless he specifies
that it is, the action either succeeds or fails. No Partial
Success applies.
5.1.1 Characteristic Applicability
Based on his impression of what attributes are tested by a
given problem, the Referee chooses the characteristics that
are used to solve a problem. The basic descriptions below,
in record sheet order, may be used to guide this choice.
Strength Strength is a rating of the Character’s physical
power. All problems that must be overpowered, physically
moved or that entail vigorous, powerful action
should use Strength as a factor.
Stamina Stamina is the physical toughness and staying
power of the individual. Any action that requires that
the Character maintain a level of activity over a period
of time, resist fatigue associated with the performance
of action or otherwise respond with a physically stubborn
tenacity should require Stamina as a factor.
Dexterity Dexterity is the Character’s ability to rapidly
maneuver his limbs and perform precise actions with
his hands and/or feet. Any action that requires quick,
or precise, arm or leg movements in its resolution
should use Dexterity as a factor. Those that require
precise manipulation of an object should also apply
Dexterity.
Agility Agility reflects the Character’s body sense and ability
to maneuver his body as a whole. Problems that
require quick body movement, precise positioning of
the body or otherwise deft awareness of bodily position
should use Agility as a factor.
Intelligence Intelligence is the mental power of the Character.
Problems that require logical analysis, rational
judgement or a calculated response should require Intelligence
as a factor in their solution.
Will The Character’s mental toughness. Problems that require
tenacious, stubborn or resolute response should
require Will as a factor in their solution. Also, those
problems that require that the Character resist intimidation,
on either a physical of mental level, should use
Will as a factor.
Eloquence Eloquence rates the Character’s mental dexterity.
Essentially, it can be viwed as his ability to think
quickly. Problems that require a Character to be convincint
in interpersonal relations, think quickly in any
situation or otherwise respond with mental rapidity
should require Eloquence as a factor in their solution.
Empathy Empathy reflects the Character’s ability to understand
the persons or things that he encounters, with
or without precise knowledge, on an intuitive basis. It
should be applied in cases where the Character is dealing
with an unknown, trying to deal with a surprise of
some kind, attempting to relate to other creatures or
in any other situation where a quick intuitive understanding
of a problem is beneficial.
Constitution Constitution rates the physical health of the
Character. In situations where the Character’s health
can influence his chance of survival, Consititution may
be applied.
Appearance The physical beauty of the Character. In interpersonal
relations where a Character’s beauty is a
beneficial factor, Appearance may be used.
EXAMPLE -- A Character is being tortured. He does not want
to respond to the Executioner’s questions in any way. Will
is used to determine his chance. At the Referee’s discretion
Stamina may be used as well.
5.2 Skill Use
Where a given skill that has been learned applies to an action
that a Character attempts, it may be used in Problem
Solving. The chance of success, based on the Referee’s estimation
of the diffculty of the problem, is determined by
table 5.2.
Table 5.2: Multipliers for Skill Use
EXAMPLE -- A barbarian wants to track an unskilled man that is trekking through the barbarian’s lands. This is easy. The Tracking EL×20 is his chance of success.Skill Type
Diffculty of the Problem "or 80" Other*
Easy ×2 ×20
Moderate ×1 ×10
Diffcult /2 ×5
Very Diffcult /3 ×3
Impossible /4 ×1
A thief wants to trail an experienced assassin through the city that the thief has just entered. This is very diffcult. The Trailing EL divided by 3 is his chance of success.
5.3 Characteristic and Skill Combinations
In certain situations, the Referee will determine that both
characteristics and a skill apply to a given problem. When
this is the case, the value of the skill, after multiplication
or division for diffculty in section 5.2, is used as a characteristic
in section 5.1.
EXAMPLE -- In the case above, where a thief attempts to trail
an assassin, the Referee can specify that Empathy and Trailing
skill apply in this very diffcult problem. The thief has an Empathy
of 42 and Trailing of 75, (42+(75/3))/2 yields a 33% chance
of success.
IMPORTANT -- No characteristic that is one of those
used in the maximum EL formula for the skill being used
should be added into the problem as an influencing factor
(Its weight is already part of the skill training).
5.4 Restrictions
The following restrictions should be used in using the Problem
Solving system:
5.5 Characteristic and Skill Gains
Each time that a problem is solved succesfully, the Character
is enhanced by his success. For characteristics, success
yields one characteristic point in one of the characteristics
that was used. For skills, success yields the normal expertise
gain that is specified in section 2.2.2. If the skill that
the Referee chooses to apply is a Combat Skill, the CDF
that is used is as listed in table 5.3.
Table 5.3: CDF for Problem Solving
OPTIONAL -- Instead of using the basic gain of one characteristic
point, the gain can be based on table 5.4.
Diffculty of the Problem CDF
Easy 1
Moderate 2
Diffcult 4
Very Diffcult 6
Impossible 10 Table 5.4: Characteristics and Skill Gains
IMPORTANT -- The gain listed in table 5.4 is the total number
of characteristic points that are earned by the Character. Points
are only earned for success. They are applied to any characteristic
that was used in solving the problem. They may not increase any
characteristic above its Maximum Ability.
EXAMPLE -- A very diffcult problem uses Agility and Empathy.
The Character’s Current and Maximum Empathy is 36. His
Current Agility is 27 while his Maximum Agility is 44. In this
case, no points can be applied to Empathy as it is at its Maximum.
All three points that are gained are applied to Agility,
which now has a Current Ability of 30.
NOTE -- This Problem Solving system provides a framework
for the Referee. It is not an exact system. The active
ingredient that will make it work, or fail, in your campaign
is the rational, logical deliberations of your Referee when he
chooses to apply it. This is its driving force.
54
6 Language and Cultural Variation
In this book, a detailed Language skill is provided. For
this skill to Operate there must be Languages that can be
used. The Referee may create his own or use those listed
in the sections that follow. The Human languages listed in
6.2 are an example of the linguistic groups that could exist
in an area of about 600 square miles. You may place them
on your map as you see fit.
Diffculty of the Problem Gain
Easy 0
Moderate 1
Diffcult 2
Very Diffcult 3
Impossible 4 6.1 Supernatural Languages
The languages listed in table 6.1 are spoken by supernatural
forces and non-human races, See Book Two for optional
rules that may apply if these languages are used.
Table 6.1: Supernatural Language Table
IMPORTANT -- In table 6.1 unparenthesized speakers are those races that actually speak the tongue. Any speaker that is in
parentheses is capable of understanding the tongue if it is spoken to him. They do not, as a rule, speak the tongue themselves.
Language Alignment Speakers
Tongue of the Abyss Chaos Lalassu, (Beasts of Chaos), (Endukuggu and Nindukuggu)
Animal Tongues None A single animal species, Tonah, Vily
Tongue of the Blasted Soul Chaos Soul Daivas
Tongue of Darkness Chaos Scorpion Women, Heliophobic Demons, (Kekoni), (Dark’ Serpent)
Tongue of the Dead Chaos The Dead
Tongue of Death Chaos Alal, Disease Demons, Lammashta, Harab Serapel, Heliophobic Demons, Lalassu
Tongue of the Desert Chaos Scorpion People, (Desert Lions), (Scorpion Beasts)
Tongue of Dvalin Elder Dwarfs, Norggen
Dwarf Elder Elder Dwarfs
Tongue of the Earth Elder (Barguest), Earth Elementals, Jinn, Peri
The Elder Tongue Elder Dryad, Hamadryad, Centaurs, Satyrs, Jinn, Peri
Tongue of Elder Fire Elder (Barguest), Fire Elementals, Elder Dragons, Jinn, Peri, (Mushrussu)
Elder Water Tongue Elder Water Elementals, Asrai, (Water animals)
Elf Sidh Elder (Barguest), (Cu Sith), (Fay Horse), Elf, Alfar, Searbhani, Faerry
Faerry Sidh Elder (Cu Sith), Faerry, Elf, Alfar, Cait Sith, Baobhan Sith, Sprite, Searbhani
Tongue of Fiery Chaos Chaos Fiery Spirit, Subterranean Demon, Chaos Dragon
Giant Tongue Elder (Barguest), Intelligent Giants
Goblin Elder (Barguest), Goblins
Great Ape Elder Great Apes
Tongue of Hecate Chaos Edimmu, Ghosts, (Hellhounds), (Barguest)
Tongue of the Jinn Elder Ifreet, Jinn, Peri
Kotothi Tongue Elder (Bargues), (Chimeara), (Cu Sidhe), (Great Ape), Chimana, Daoine Sidhe, Great Serpent, Baobhan Sith, Athach, Forest and Hill Giants, Intelligent Giants, Minotaur, Sprite, Elite Troll
Tongue of Lawful Fire Law (Angels of Fury), Amaliel, Mushrussu, Hafaza, Kerubim, (Vereghina), (Flaming Steed), Law Dragon
Tongue of Light Law Ahura, Kerubim, Maskela
Lilith’s Command Chaos Immortal Akhkharu, Vampire, (Lamia)
The Primal Tongue Balance Zehani Wolf, Asaghi, (Bouba), Chimana, Balance Dragon, Merkabah, (Molani), Zehani
Tongue of the Sidh Elder (Barguest), (Cu Sith), Daoine Sidhe, Elf, Alfar, Faerry, Afanc, Asrai, Peist, (Fay Horse), Searbhani, (Sidh Boar)
Tongue of Shadow Shadow Shadow Fox, Shadow Beast, Kiana’Shan, (Shadow Warriors)
Tonah Tongue Elder (Barguest), Tonah, Shamanic Dragon, (All wild animals)
Troll Tongue Elder Elite Goblin, Elite Troll, Rock Troll, Wood Troll, Trold Folk, Grundwergen, (Common Troll)
Tongue of the Wind Elder Air Elemental, Jinn, Peri
Tongue of Young Chaos Chaos Decay Demon, Disease Demon, Heliophobic Demon, Nergali, Storm Demon, Wyrm, Subterranean Demon, Terrestrial Demon, Chaos Dragon 6.2 Human Tongues
6.2.1 General Rules
6.2.2 Linguistic Families
There are twenty-one linguistic groups. Group members
marked with an asterisk(*) are Barbarian tongues. The others
are civilized. Where "associated tongues" are listed, these
tongues are considered to be related, through borrowing,
thogh they are actually members of a different linguistic
group. In most cases, the presence of associated tongues is
a result of conquest by a member of the linguistic group they
are listed under. You will also find certain tongues listed
after the group members that borrow from one or more
member tongues but are not associated. In these cases, the
player who knows languages in the group may be able to
pick up key words and phrases used in the listed language
because they are local corruptions of words that are native
to his language. The various linguistic groups are:
6.2.2.1 Armani
No western tongue is related to Armani. It borrows from
Goidanese. According to some Goidanese scholars, who
managed to learn Armani, it is closer to Elf Sidh than to
any human tongue. In fact, Armani is related to Elf Sidh,
Faerry Sidh and the Tongue of the Sidh. It is a corruption
of those languages (it does not have any of the magical
significance of the Sidh tongues).
6.2.2.2 Bhamoti
Bhamoti, Rizeeli*, Balas* and L’p’nth’s Desert tongue**.
**Use of this tongue has been outlawed in L’p’nth for centuries.
It survives as a secret tongue, most commonly used
by bandits, rebels and assassins in L’p’nth. The penalty for
speaking this tongue in public is death by slow torture.
6.2.2.3 Caldan
Caldan and Kazi*. Speakers of the Fierazi tongues* borrow
certain words (especially commercial terms) from Caldan.
6.2.2.4 Ced
La’Ced, Aratad, E’lici and Salaqi. Associated tongues are
Irava, Xianese, Zarunese and Shazir.
6.2.2.5 Cerulean
Cerulean, Patani* and Dallazi*. Associated tongues are
Dhalrani, Balas* Dechan, Bhamoti and Rogizini. The
desert tribes of western L’p’nth also borrow extensively
from the Cerulean language.
6.2.2.6 Fomorian
Fomorian, Shandar*, Kolari* and Goidanese*. An associated
language, borrowing from Goidanese*, is Armani.
6.2.2.7 Iravan
Irava and Xianese.
6.2.2.8 Kakana
Kakana*, Ghazai*, Kalem* and Timbaza*. In the recent
past the Izza* have borrowed heavily from this group, especially
for terms dealing with drugs, slavery, torture, etc.
6.2.2.9 Kameri
Kameri*, Assiran*, No’reas* and So’reas*. Valhani*,
Omava*, Dirlla, Kazi*, Djani and Zen’dali* borrow from
various members of this group.
6.2.2.10 Katai
Katai, Chunai, Bayan and L’p’nth. The Sarghut* borrow
certain phrases from this group. The Fomorian dialect of
the Kingdom of the East has also adopted many words from
this linguistic group. Somme Kll’maun dialects are associated
with Bayan.
6.2.2.11 Korchi
Korchi, Dirlla and Trean. Associated tongues are Fomorian,
Djani and Goidanese*. The Fierazi No’reas* dialect,
especially that used by the Nethagen, has begun to borrow
extensively from the Korchi language in the recent past.
6.2.2.12 Lemasan
Lemasan, Matan, Taolisan and Dawanese. Associated
tongues are the "Eastern Tongues" and Robari*.
6.2.2.13 Nordian
Djani, Ghiam*, Valhani and Novarischi. Associated
tongues are Assiran*, No’reas* and So’reas*.
6.2.2.14 Nylasa
Nylasa*, Izza* and Mopazi*. The Fomorian dialect of Port
Doman borrows from this linguistic group.
6.2.2.15 Ro’bab
Ro’babzan* and Shurani*. Associated tongues are Kiraza
and the old tongue of K’lza’babwe**.
**Under the Lorcan emperors the old tongue is out of favor.
Ro’babzan has been the offcial langueage of the nation
since the reign of Ali Lorca. The old tongue is still used extensively
in the city by the noble and merchant classes.
6.2.2.16 Robari
Robari is the only member of this group. They borrow from
Matan and take a few words from Sair’a’cili.
6.2.2.17 Rogizini
Rogizini, Gomese, Climan, Dechan, Kiraza, Shazir,
Sair’Kacili and Sair’a’cili*.
6.2.2.18 Rhuskan
Rhuselska*, Yapanza*, Kll’maun*, Djakschi* and Omava*.
The Kameri* borrow some terms from Omava*.
6.2.2.19 Sarghut
Sarghut and Helva. Helva is spoken by the Helva and the
Humagi. Few languages borrow anything from this tongue.
6.2.2.20 Teosan
Teosan and Dhalrani. The Cerulean tongue borrows from
Dhalrani.
6.2.2.21 Thaliban
Thaliban, Thaban*, Zen’dali, Portan, Ba’Ru, Marentian,
Donaran and Zarunese. Associated tongues are Salaqi,
E’lici and Xianese.
6.3 Cultural Variation (Optional)
Each culture in the Culture book has height, weight and
other statistics listed for it. This information may be used
to add flavor to your game and modify Characters to fit the
culture that is chosen for them, if such a choice is allowed.
The basic ways that this can be done are described in the
following sections.
6.3.1 Weapons
The Referee may insist that a Character’s first weapon skill
be one of those that is favored by his culture. Thus, if he
is a Portan, his first weapon, and the one that a Skilled
Master can train him in if he gets that Special Event, must
be a dagger form, clubs or the sword.
6.3.2 Armor
Each barbarian nation has specific armor preferences listed
for it. The Referee may compel Players to abide by these
preferences in purchasing their Character’s initial equipment.
Thus, a Character from a nation that dislikes helmets
and doesn’t use shields may not start with a helmet, shield
or any shield skill. If his nation’s only preferred armor is
leather, and he wishes to have armor, he will have leather
armor. There are other examples of reasonable limitations
that can be applied. How they are, if at all, is up to the
Referee.
6.3.3 Height
Different peoples have different average heights. In the basic
system, the average height of a male character is 70". The
female average is 63". Characters from specific cultures
may use the height statistics from that culture to modify
their determined height (or they may pick a culture based
on the height that they roll, a second option).
IMPORTANT -- The height figures given in the Culture
Book are the average male heights for the culture. The
average female height can be determined as follows:
EXAMPLE -- The average Ro’babzan city-man is 76" tall.
The average woman has a height of 69".
EXAMPLE -- The average male height in Katai is 64". The
average female height is 61".
To modify a Character’s height to take account of this
factor, the following procedure should be used:
IMPORTANT -- Use the system for determining weight
as normal once the actual height is determined.
EXAMPLE -- Your Character is a swordsman of Katai. His
determined height is 68". His actual height, 68+((64-70)/2), is
65". (Characters are given an advantage in this because they are
exceptional humans and are more likely to be large).
IMPORTANT -- Changes in height from the system above
do not affect any of the Character’s Native Ability scores.
He will retain the values determined by his rolls.