Powers & Perils

Book I
The Character Book
February 14, 2004

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.

List of Tables

A Beginning Note
Trained Magic-User
Innate Magic-Users
Abbreviations and Dice Codes
1 Character Generation
1.1 Characteristics
1.2 Special Events
1.3 Use of Characteristics
1.4 Common Knowledge
2 Character Skills
2.1 Starting Skills
2.2 Increase Of Skills
2.3 Skill Types
2.4 The Skill Tables
2.5 Combat Skills
2.6 Other Skills
2.7 General Knowledge
3 Economics and Equipment
3.1 The Economic System
3.2 Equipment
4 Experience
4.1 Combat Experience Gain
4.2 Magic Experience Gain
4.3 Creature Diffculty Factor
4.4 Encounter Resolution
4.5 Combat Experience Levels
4.6 Magic Experience Levels
4.7 Restrictions
4.8 Training
5 Problem Solving (Optional)
5.1 Characteristic Use
5.2 Skill Use
5.3 Characteristic and Skill Combinations
5.4 Restrictions
5.5 Characteristic and Skill Gains
6 Language and Cultural Variation
6.1 Supernatural Languages
6.2 Human Tongues
6.3 Cultural Variation (Optional)

List of Tables

1.1 Native Ability
1.2 Constitution and Appearance
1.3 Age Table
1.4 Station Table
1.5 Initial Increase
1.7 Felony
1.6 Special Events
1.8 Special Attributes
1.9 The Bonus Table
1.10 Strength Table
1.11 Dodge Table
1.12 Missile Range Modifier
1.13 Appearance Modification
1.14 Appearance Effect
1.15 Height Factors
1.16 Weight (Humans)
1.17 Weight (Non-Humans)
1.18 Food Requirements
1.19 Movement Rate
1.20 Influence Chance Modifiers
1.21 Skills for Civilized Human Characters
1.22 Elven Weapons
1.23 Armor and Weapons of Encountered Dwarfs
2.1 Expertise Gain
2.3 Combat Skills
2.2 Starting ELs for Other Skills
2.4 Other Skills
2.5 Weapon Courses
2.6 EL required to ride mount types
2.7 Additional Training for Assassins
2.8 Climbing Table
2.9 Damage in Falling
2.10 The Entertainment Table
2.11 Crowd Type
2.12 The Punishment Table
2.13 Executioner Skill Effect
2.14 Forester Special Benefits
2.15 Moneylending
2.16 Specialties for Scholars
2.17 Swimming Table
2.18 Wine Quality
3.1 Animal Portage Table
3.2 Animal Commands
3.3 Armor Table
3.4 The Weapon Table
3.5 Animal Table
3.6 Animal Equipment Table
3.7 Travel Equipment and Supplies
3.8 Climbing Supplies
3.9 Common Medical Aids
3.10 Transport Table
3.11 Buildings/Property
3.12 Clothing Table
3.13 Lodging and Entertainment Table
3.14 Travel Charges
3.15 Hirelings
3.16 Slave Chart
3.17 Miscellaneous Items
3.18 Magic and Special Goods
4.1 Magic Experience
4.2 Combat Experience Levels
4.3 Magic Experience Levels
5.1 Multipliers for Problem Solving
5.2 Multipliers for Skill Use
5.3 CDF for Problem Solving
5.4 Characteristics and Skill Gains
6.1 Supernatural Language Table

A Beginning Note

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.

2) Section 1.1.1 Native Ability. Before selecting your race, read section 1.4 and the descriptions of the Elf, Faerry and Dwarf that are listed in Book Three.

3) Section Constitution and Appearance.

4) Section 1.1.3 Age and Station.

5) Section 1.2 Special Events, if desired. As required by the result in this section, see 1.2.1 and/or 1.2.2. If a castable power results, as a Special Attribute, see Chapter 6 and the steps for an Innate Magic-user that follow in this note.

6) Section 1.1.2 Maximum Ability. Determine your total multipliers, assign them to your modifiable characteristics, record them on your Record Sheet (in the multiplier boxes) and determine your Maximum Ability in each characteristic.

7) Section 1.1.4 Initial increases. Using your Age and Station, determine your combat experience, expertise, characteristic points and wealth. Assign them to your Character, and record them on your Record Sheet, as specified in sections 1.4.1, 1.4.2, 1.4.3 and 1.4.4. 8) Section 4.5 Combat Experience Levels. Record your COMBAT EXPERIENCE LEVEL based on the combat experience that you purchased in section 1.1.4.

9) Section 1.3, in its entirety, where appropriate. This section details the basic factors that are used in play. The formulas that are used to determine these values are listed in the Commonly Used Formulas section of each Record Sheet.

10) Section 1.4 Common Knowledge. Select the CommonKnowledge that is appropriate for your Character’s race. If he is Human, make the selections, consulting section 2 as necessary, to define this knowledge.

11) Section 2.4 Skill Table. Select the skills that your Character knows. All skills in these tables are purchased, and improved, using the expertise points that you obtained in section 1.1.4.

NOTE -- If you wish to be a magic-user, see chapter 4 in Book Two.

12) Sections 2.5 and 2.6. The descriptions of the skills that you have chosen. All Players should familiarize themselves with these details.

13) Section 3.2 Equipment Tables. The wealth that was purchased in section 1.1.4 is used here to purchase your starting equipment. If your Character is not a trained or innate magic-user, he is now complete. If he is a magic-user, see the appropriate steps below.

Trained Magic-User

1) Complete the first ten steps in setting-up a Character.

2) Chapter 4 of Book Two "Creating a Magic-User". This section details acceptance, starting magic experience and expertise and the Magic Paths that the Player can choose from. Pay all expertise costs and gain all benefits that are appropriate for the Magic Path that you select.

3) Section 4.6 Magic Experience Levels. Record your magic experience points and determine your starting MAGIC EXPERIENCE LEVEL.

4) Section 1.3. Determine Mana Regeneration and Casting Ability.

5) Familiarize yourself with chapter 3 of Book Two, the general rules that apply to magic-use in play.

6) Determine your starting benefits based on the Magic Path that you selected for your Character. (Sections 4.4.1, 4.4.2, 4.4.3 and 4.4.4 of Book Two. Elf and Faerry Characters are restricted to section 4.4.3. Dwarf Characters may not use any of these sections).

7) Sections 5.2 and 5.3 of Book Two. Using the expertise points gained in section 4.1 of Book Two only, select your starting spell knowledge and increase individual EXPERTISE LEVELs, if desired. See any restrictions that apply based on your Magic Path. See chapter 3 of Book Two for the rules and tables that are used.

8) Section 5.4 in Book Two, familiarize yourself with the attributes of the spells that you have selected. The Player is responsible for retaining this knowledge as fluently as possible. See section 3.6 of Book Two for the basic EXPERTISE LEVEL modifiers that apply to these spells.

9) Complete steps 11 to 13 in setting-up a Character.

Your Character is complete if he is not an innate magic-user.

Innate Magic-Users

1) Complete the first five steps in setting-up a Character.

2) See section 1.2.2 Special Attributes. Determine all factors that can be determined based on the description of your at tribute.

3) See chapter 6 in Book Two. Determine your MEL. Familiarize yourself with the rules, in chapters 3 and 6, that pertain to the use of your attribute.

4) Consult section 5.2 or 5.3 in Book Two, as appropriate, and section 5.4 in Book Two to determine the precise powers of your attribute. The Player is responsible for retaining this knowledge.

5) Complete the last eight steps in setting-up a Character.

Your Character is now complete.

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.

Abbreviations and Dice Codes

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 DTV DAMAGE TOLERANCE VALUE E Eloquence EL Expertise Level Em Empathy EnL Energy Level FV Fatigue Value GC Gold Coin(s) .GT. Greater Than HC HEALING CHANCE HPV Hit Point Value I Intelligence IC Influence Chance INT Intellect .LT. Less Than MDV Magic Defense Value MEL Magic Experience Level MEP Magic Experience Point(s) ML Mana Level Mod. Modifier(s) MP Mana Point MR Movement Rate Mult. Multiplier(s) NA Not Applicable NAV Natural Armor Value NF Number Found OCV Offensive Combat Value PA Portage Ability PMR Phase Movement Rate PR Poison Resistance RD Round Down RU Round Up S Strength SB Strength Bonus SC Silver Coin(s) St Stamina StB Stamina Bonus W Will WGT. Weight WSB Weapon Strength Bonus Dice Codes D2 Roll a six sided die, 1-3=1, 4-6=2. D2* As for D2 except 1-4=1, 5+6=2. D3 As for D2 except 1+2=1, 3+4=2, 5+6=3. D3* As for D2 except 1-3=1, 4+5=2, 6=3. D6 Roll a six sided die. Read it as it is rolled. D10 Roll a ten sided die. Read it as it is rolled. (In all cases a roll of 0 is equal to 10). D100 Roll two ten sided dice. Choose, before rolling, one to represent the ten’s place and the other the one’s place. The final result yields a value between 1 and 100. (If 00 is rolled, the value is 100. In all other cases, 0 equals zero.) xDy When this form is used, x indicates the number of dice that are to be rolled. Dy indicates the type of die that is to be used. (In example, 3D10 tells you to roll three ten sided dice and total them). xDy×z As for xDy above except the roll is multiplied by z, a fixed numerical expression. (xDy)×(xDy) The die rolls indicated are multiplied times each other to determine the result. (In example, 1D6×1D3 yields a result from 1 to 18).

Finally, 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

1 Character Generation

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.

NOTE -- If your Character is a magic-user, some sections of Book Two are also required. If he is non-Human, the description of his race in Book Three should also be read.

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 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. Constitution and Appearance
The Native, Current and Maximum Abilities in these characteristics are determined using the procedure below:

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.

A separate multiplier should be determined for each characteristic based on the Character’s Race and Sex. Roll twice.
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
EXAMPLE -- A Character is a Human Male. He rolls a 13 for Strength. His Native Strength is 16. He rolls a 15 for Dexterity. Native Dexterity is 14. With a roll of 9 for Eloquence, Native Eloquence is 9.

Table 1.2: Constitution and Appearance

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)
EXAMPLE -- A Faerry Female rolls 13 for Constitution and 9 for Appearance. Her Native Ability modifiers are -2 and +4. The values are modified to 11 and 13. On he table above, she rolls a 1 for Constitution and a 9 for Appearance. Her Constitution is, 11×1, 11. Her Appearance is, 13×6, 78.

1.1.2 Maximum Ability

Maximum Ability is determined by multiplying an assigned number of multipliers times the Native Ability of a characteristic. The Total Multipliers that the Player may assign to his Character’s modifiable characteristics, i.e. all characteristics except Constitution and Appearance, are determined with the die roll below:
The method of applying the multipliers that are gained via the roll above is specified below:

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. 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
NOTE -- Age is used in
section 1.1.4 to determine the initial points that are available to the Character. It should be recorded on the Character Record Sheet. Station
The Character’s standing in his native society. To determine it, roll D100 on the Station Table.

Table 1.4: Station Table

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.
NOTE -- The social classes listed are provided to give the Referee an idea of the relative position of the Character’s family. More detailed placement of the Character in that society is left to the discretion of the Referee. See section 1.1.4 for the only mandatory use of Station.

1.1.4 Initial Increases

It is rational to assume that every Character was active in his world before the game began. Therefore, all Characters have initial characteristic, experience and expertise points and an initial number of coins as wealth. A Character’s Initial Increase Factor is equal to the result of the formula below:
NOTE -- If the option listed in section 1.1.2 is being used, reduce this factor by 25%, rounded up. No points are assigned to characteristic points in this case.
The formula yields a total number of points that are assigned, obeying the restrictions in
section, on table 1.5.

Table 1.5: Initial Increase

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
*The number listed in Wealth is multiplied by the Coin Type that was determined in section The result is the number of coins of that type that the Character has.
EXAMPLE -- A Station 3 Character has 14 initial points allocated to wealth. The number yielded is 70. The Character starts the game with, 70×5 SC, 350 silver coins.
NOTE -- Where a CEL is listed, that line and every line above it will yield that CEL, until the next CEL reference is reached. Restrictions
In using table 1.5, the following rules and restrictions apply:

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. 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. 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. 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. Wealth
The number in
table 1.5, times the Character’s Coin Type (Section, 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 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
*Times the Station of the Victim Gem Theft
Any gem theft by a Character is classed as Felonious Theft. There is a 30% chance that the authorities know who is responsible. Whether they do or not is unknown to the Player.

Table 1.6: Special Events

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.
NOTE -- The possibilities above are wide ranging. They do not, however, cover all the possibilities. The Referee is encouraged to expand on this table as he feels the necessity to do so. Powerful Enemy
The money and experience gained were at the expense of this enemy. The Referee will determine what wrong the enemy feels he has suffered and if there is anything that the Character can do to make amends. Until avenged or placated, the enemy will take every opportunity to make the Character’s life miserable, or short. Contacts
A Contact is a friend that a Character has made by doing something to a NPC’s advantage and then influencing him to be a friend. A Pet
The animal was raised by the Character from birth. It obeys him and him alone. For all others, unless curbed by the Character, it reacts as a wild animal would. Herbivores will obey 1D3 commands given by the Character. Other animals can obey 1D6+4 commands. The Referee may choose the animal, let the Player choose or roll randomly in the encounter section. The Referee will decide what, if any, special parameters or caution the Character must take in dealing with his animal. Non-Human Reared
A Character that was raised among the Elves or the Faerry may roll his Influence Chance. If he succeeds, he has a contact with his old friends. Partial Success indicates that he left under amicable terms. Failure indicates that he left under a cloud and has no advantage in future dealings with that race.
This roll is optional. The Player may opt to take Partial Success as his result without rolling.
If a Character has a contact in the race, he will start with one item of equipment from that race at no cost. What is given is left to the Referee’s discretion, Geas
A Geas is a magical compulsion placed on someone to force them to do something. The effect of failure to perform the action has a disadvantageous and eventually fatal effect on the victim. The Referee will determine the parameters with this in mind. See Curse or Ban (Book Two, Permanent Magics). Native Ability Increase
The increase at the Native Ability level will increase Current Ability by the same amount and Maximum Ability by the amount times the assigned multiplier.
EXAMPLE -- If Native Ability in Strength increases by 2, and a multiplier of 2.5 has been assigned to Strength, Current Ability is increased by 2 and Maximum Ability is increased by 5. An Old Friend
There is no limit to what the old friend’s attributes can be. The size of the treasure that the friend holds the key to is rolled on the Map Table with 1D6+14. It cannot be found without the friend. The Referee will determine all parameters of his predicament and the urgency of his need for rescue. Extraordinary Influences
Here, the Referee may assign whatever powers, disabilities and special circumstances he desires to the Character. The Character has been influenced in some exceptional way by an extremely potent influence. If the Referee does not wish to assign a value, the Player may select the rolls that he wishes to take as specified in the table.

1.2.2 Special Attributes

Special Attributes vary from Physical excellence to Supernatural powers. Roll D100 on table 1.8.

Table 1.8: Special Attributes

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*
*In these cases, re-roll the number of times specified subtracting 3 from each roll. A roll below 01 on any roll will grant the Player two additional rolls on the table.
EXAMPLE -- A Player rolls a 33 on the Special Event table to reach the Special Attributes table. He then rolls 100 here. He has three Special Attributes. Rolling for each he gets 02, 52 and 100. This is, subtracting 3: -1, 49 and 97. For the -1 he rolls two others, getting 22 and 65, i.e. 19 and 62. This Character has: Innate Power, Sidh; Other Power, referee assigned; Supernatural Stamina; Intellectual Power. Attribute Descriptions
The descriptions are listed in alphabetical order in the pages that follow. Aerial Powers
The Character has the innate ability to communicate with all creatures of the Air, i.e. Birds, Elementals, etc. He is totally immune to any damage inflicted by Storm Powers. He will never be attacked by any Air Elemental.
The EL for his Communicate talent equals (I+W+Em) divided by 20 rounded down. The starting MEL is dependent on his characteristics (See Book Two).
EXAMPLE -- A Character has Intelligence 12, Will 27 and Empathy 8, His EL with his talents is, (12+27+8)/20, 2. Animal Power
The Character can communicate with a specific species of animal. (The species is determined by the Referee, selected by the player or rolled randomly). At the subconscious level, the Character is a Tonah of the species. He will be treated as such by it. When they are threatened or attacked, the Character will suffer Uncontrollable Battle Fury against the attacker unless he rolls less than or equal to his Will. The fury will last as long as the threat to "his" creatures lasts. Battle Fury
The Character is prone to fits of fury when engaged in combat. During a battle, he will become furious when the hit points damage taken, times 5, exceed his Will.

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. 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. 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. Earth Powers
As for Aerial Powers. This attribute applies for Earth Elementals and Earth Powers. 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.

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. 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. 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.

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. Fire Powers
As for Aerial Powers. Applies for Fire Powers and Fire Elementals. 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). 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. 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. 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. 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. 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. 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. 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:

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.
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. 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:

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.
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.

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

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.
IMPORTANT -- Trained Naturals, i.e. persons with Intellectual or Empathic Power as the source of their talent only receive benefits 3, 4, 6 above. 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. 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. 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). 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:

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. 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. 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. Supernatural Dexterity
As for Supernatural Agility except Dexterity is affected. Supernatural Eloquence
As for Supernatural Agility except Eloquence is affected. 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. 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. 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. 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. Three Attributes
As specified in the table. Two Attributes
As specified in the table. 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 Bonus Use
This section gives the primary uses of the characteristic bonuses. They may be used, in these rules, in less important ways. The Referee is always free to use them in other ways, if he sees fit to do so, or to create bonuses for other characteristics as he desires. Strength (SB)

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

3) The SB is used as a modifier in determining a Character’s maximum EL in certain skills. (See 2.4). Stamina (StB)

1) A Character’s StB is subtracted from all HEALING CHANCE rolls that he takes. It is added to the number of points that he heals, if he heals (See section

2) StB is a factor in determining a Character’s OCV (See section

3) The Character’s StB is used in determining his Portage Ability (See section 4).

4) StB is used in determining a Character’s Poison Resistance (See section

5) The StB is used in determining the DTV of the Character (See section

6) StB is used in determining a Character’s maximum EL in certain skills (See section 2.4). Dexterity (DB)

1) The DB is used in determining a Character’s DCV (See Section

2) DB is used in determining a Character’s Dodge Value (See Section Agility (AB)

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 Constitution (CB)

1) Per day that an injured Character fails to heal, CB is substracted, as an additive modifier, from the healing chance roll (See Section

2) CB is used in determining a Character’s Poison Resistance (See Section
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 Strength
In actions where Strength is the deciding factor, such as pinning an opponent, breaking down a door, etc., the following rules will apply:

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.
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%.

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),

whichever is greater. This value is a weight, in pounds, that the Character can carry without reducing his MR. Per 20% increase over this value, the Character’s MR is reduced 10%, with the amount of the reduction being rounded up.

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)
*Whether the metal is tempered normally or with magic.
NOTE -- As an option, you may take the factors above as a number of "hit points" that the item will take before it breaks. The Players attempting to break it would then roll 1D10 and divide the applied strength by their roll, rounding up. The result is the "hits" inflicted. For damage to count, at least 25% of the item’s value, rounded up, must be inflicted on it.
EXAMPLE -- Before meeting the Rock Troll, the three adventurers, S 43, 29 and 14, found a door. It was aged wood worth 43. The strong adventurer charged it. He scored 43/3, 15 hits. The door is damaged and holds. In the next phase, he and S29 hit it. The applied Strength is 72. 72/8 is 9 for no damage. They go again. 72/2 is 36 hits and the door burst asunder.
EXAMPLE -- Vobal the Dancer has a Strength of 20 and a +2 StB. His Portage Ability is, (20×2)+(2×20), 80 pounds. His MR is 13. If he carries 120 pounds of weight, excluding his body weight, his MR is reduced by 30% to an MR of 9.

E) Lifting Ability -- The maximum weight that a Character can lift equals:

Portage Ability×5

EXAMPLE--Vobal’s Portage Ability is 80. The maximum weight that he can lift is 400 pounds. In essence, he can lift things that weigh 225 to 400 pounds, but he cannot move with them.
NOTE -- Where a Character possesses Carrying skill, the EL is added directly to his Portage Ability and is used as part of that value in determining all factors in (D) and (E) above.
EXAMPLE -- With EL20 in Carrying, Vobal would have a Portage Ability of 100. His speed reduces per extra 20 pounds that he carries and his maximum lift is 500 pounds. Stamina

A) Stamina is used in determining the HPV of a Character (See section

B) Stamina is used in determining a Character’s healing chance (See section 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 for its most significant uses. 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 for its most significant uses. Dodging (Optional)
Any defender engaged in combat may attempt to dodge blows that are aimed at him. The Dodge Value of a Character equals:


If a defender dodges, the total value that is dodged equals:

The AV of the dodger’s armor+the attacker’s Dodge Value

IMPORTANT -- In all cases, the AV that is used in determining the total value dodged is the AV for the type of armor, as listed in the equipment List. For creatures with a NAV, the creature’s actual NAV is used when he attempts to dodge.
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. Dodge Results If the listing in the table is (A), or the dodger rolls less than or equal to the listed percentage, the dodge is successful. In this case, the attacker’s blow automatically misses and he need not roll it. Any other result indicates that the dodge fails. The attacker must roll to hit the dodger and he will score damage if he does so.

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. Dodging Magic (Optional)
At the Referee’s discretion, Players may be allowed to dodge spells under the following circumstances:

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.
IMPORTANT -- If this form of dodging is allowed, the total value dodged for the spell equals:

The AV of the dodger’s armor+the EL of the spell

NOTE -- If a Player is the caster of a spell that is dodged succesfully, he should still roll for success. If he succeeds, and the spell does nothing because it was dodged, he will receive experience and expertise points as specified for other magic, case 2, in sections 4.2 and of this book. If Abysmal Failure results, he can suffer ill effects.
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:

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

If he succeeds, handle the spell’s success as specified for a Shield Hit except that magical shields will block (AV×2)+ usable EL hit points.
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). Dodging Missiles (Optional)
The Referee may allow Players to attempt to dodge incoming missiles in the following circumstances:

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 and The total value dodged equals: The AV of the dodger’s armor+a Missile Range modifier. Missile Range Modifier The modifier that is used is based on the range fraction that the missile is fired from. Table 1.12 applies.

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. Constitution
Constitution is a primary determiner of the following factors: The Healing Chance
A Character’s HEALING CHANCE (HC) equals:

(C+St)/2, rounded up

Table 1.11: Dodge Table
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%
S = Automatic success, F = Automatic failure When a Character starts a day damaged, he rolls his HEALING CHANCE. Healing occurs when the roll of D100 is less than or equal to the HEALING CHANCE. The following factors are subtracted from the Player’s roll:

A) StB is subtracted each day.

B) Per day that the Character fails to heal, additive, CB is subtracted.
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 HEALING CHANCE, he will add two for his CB, in addition to his StB modifier. On the second day, after failing to heal on the first day, the Character subtracts three, on the third he subtracts five, on the fourth seven, etc.
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 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. Infection If a Character’s HEALING CHANCE roll, after all modification, is 91 or higher, he is infected. He will remain infected until he succeeds in healing again. The result of infection is:

A) Per day, starting immediately, the Infection will score 1D3 hits on the Character.

B) While infected, the Character’s HEALING CHANCE is reduced 50%, rounded up.

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. Damage Tolerance
All Characters can withstand excessive amounts of damage. The DAMAGE TOLERANCE VALUE (DTV) of a Character equals:

-((C/20)+StB), round up

Any damage between this negative value and zero indicates that the character is unconscious. A remaining HPV greater than zero indicates that the Character is conscious and active. A value less than the DTV means that the Character is dead.
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. Trauma (Optional) When a Character has been battered into unconsiousness his DTV×3 is added to his roll for Healing. If, on any roll while unconsious, he fails to heal, he is dead. (Trauma does not apply if unconsiousness is the result of subdual damage). Energy Level
The Energy Level of a Character is equal to his C+W. It has the following effects:

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.
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.

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. 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:


NOTE -- Poison resistance is used against poisons in the same way that the MDV is used against magic.
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. Intelligence
Intelligence is used to determine the following factors: Mana Level
The Character’s Mana Level is equal to (I+W+Em)/10, round up. Magic Defense Value The Magic Defense Value (MDV) of a non-magic user is Mana Level. A trained magicuser has an MDV equal to his Mana Level plus (MEL)/2, round up. A natural magic-user’s MDV equals Mana Level plus MEL. Casting Ability A magic-user’s Casting Ability is a function of his MEL and his Mana Level. Per MEL that a magic-user increases, his Casting Ability is increased by his current Mana Level.
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. Will
Will is used in the following ways: 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. Mana Regeneration
The speed with which a magic-user regenerates expended mana is:

(W/10, ru)+(MEL/5, rd) Resting If a magic-user does not use any mana during a day that he is regenerating, or if he is a natural magic-user, add his MEL to the number of points that he normally regains for that day. If a natural magician rests, add MEL×2 to the mana points that he regains instead of MEL.
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. Eloquence
Eloquence is used with Empathy to determine a Character’s Base Influence Chance. Empathy
Empathy is used with Eloquence to determine a Character’s Base Influence Chance. 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

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
The Racial view, after modification, is found on table 1.14.

Table 1.14: Appearance Effect

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
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.
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 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:

(S+St+C)/4, round up

NOTE -- Characters that take less than ten hits are rare and have little chance of surviving in combat. At least one characteristic should be changed to give the Character a chance to survive and a HPV of at least ten. 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. Offensive Combat Value
The OCV of a Character equals CEL+SB+StB. Defensive Combat Value
A Character’s DCV is equal to CEL+AB+DB. Height and Weight Height
A Character’s Height equals:

Native Strength+Native Stamina+the factor below

For Dwarfs and Faerries only, the total of Native Strength and Native Stamina is divided by two and rounded up before adding it to the factor for their race. The factors that apply, depending on the Character’s Race and Sex, are listed in table 1.15.

Table 1.15: Height Factors

Race Male Female
Human 46 42
Elf 45 42
Faerry 28 28
Dwarf 35 32 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)

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
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.
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. 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

Weight 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
Per additional 30 Lbs.+1 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. 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

Race MR
Human 9
Elf 10
Faerry 6(27)*
Dwarf 8
*The value in parentheses is the MR when flying. 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). 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. 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

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 raceAppearance Modifier
+X% The factor is applied after any +X factors.
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. Table Explanations -X The factor is subtracted after all percentage factors have been applied. -X% The factor is applied after all positive percentages have been applied. +X The factor is added before any other modification. 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%. 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 Rest
If a Character does nothing for the 24 hours preceding a HEALING CHANCE roll, his Stamina Bonus is increased by 1 for that roll. If he takes this rest in a formal settlement, i.e. village, city, etc., the HEALING CHANCE is increased by 10. Both factors apply only while resting and only to healing. Medicines
The use of medicines and natural balms will increase the HEALING CHANCE and/or the Stamina Bonus. All such bene- fits apply for the HEALING CHANCE roll immediately following the application of the medicine. They do not allow a separate or additional roll. Magic
When magic is used to heal, the effect will be as for 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:

C×2-(Hit Points Taken×(Magic Uses for Healing-1))

EXAMPLE -- A party desperately needs to heal their best fighter. His Constitution is 42. On the second application of Magical Healing in the same 24 hour period his chance of surviving is, 42×2(23×(2-1)), 61%. If he rolls 62 or higher on D100, he is dead. The die used for Magic Healing is 1D6 instead of 1D3.

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. 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

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.
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.
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. Barbarian Characters

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:
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.


-- Except where specified otherwise, all skills above are gained at the maximum EL currently possible for the Character. If Survival is selected, the Character gains Survival skill in any one terrain type desired, other than his native terrain.

1.4.2 Elf

Elves have the following skills:

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.
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.

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. 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. 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.

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.

Table 1.22: Elven Weapons

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
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). 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:

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. 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. 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. 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:

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.
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.

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. 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.

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).
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.

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.
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

Number FoundWeapon Types PossibleArmor 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)*
*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). 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:

(W+EL)/10, round down

Only male Dwarfs are taught the magic arts of their race. Females are excluded from them at all levels. (In fact, there is no mythological precedent for the existence of female Dwarfs. They are added to allow female players that want to be Dwarfs to do so without mandatory sex reversal. There is also a logical assumption that a race, unless it is immortal, must breed to survive. The presence of divergent sexes is therefore likely).
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.

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.

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. 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

Skill Type Point Gain
Combat Skill CDF*×2
Other Skill 1D10
Magic Skill See
*See 4.3
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.

The points above are gained for Success. For Combat Skills, success is scoring damage. For other skills, success if getting the desired result.
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 Skill Types

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

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.
*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.
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

SkillCost To LearnPer 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
*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.
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. 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

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
Table 2.5: Weapon Courses
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
MiscellaneousRocks, 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
*Skill applies for fighting with the weapon only. You must learn Throwing Axe to throw it effectively.
**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. 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. 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.

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.

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. 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. 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. Expertise Effect

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 HEALING CHANCE roll, in addition to any healing skills that he may have. The EL times 5 is his chance of determining how good the animal is without husbandry skill in horses.

Table 2.6: EL required to ride mount types

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*
*May never be used in combat. The rider must dismount to fight.

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:

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.
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:

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.
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) 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. Special Rules

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.
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.)

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.
IMPORTANT -- In all cases when breakage occurs, and two weapons are blocking, the weapon with the lowest FV is the one that breaks.

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.
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:

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.

2.6.3 Artist

The Character is skilled in variuos media of artistic expression. The skill may be used to:

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.

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:

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.

Table 2.7: Additional Training for Assassins

Skill EL
Trailing Max.*
Hand to Hand Fighting Max.*
Swimming 1
City Survival Max.*
Climbing 1
Rhetoric 1
*Max. = At the Maximum EL that he is currently capable of.

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. 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. 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.

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.

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: Open Waterway Boatman

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. Swamp Boatman

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.

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:

EL+AB+((SB+StB)/2 rounded down)

In climbing situations, the Referee will assign a diffculty level to the object being climbed. The level will range from zero (easy) to five (very diffcult). The climbing factor is indexed against this diffculty level in table 2.8 to determine the chance that the object is climbed successfully. If the Character that is climbing is not a trained climber, use an EL of -2 in determining the climbing factor above (Per 10 expertise points gained, the negative EL is increased by 1 until a starting EL of zero is reached). Partial Success with this skill indicates that the climber loses his grip but has a chance to regain it. Re-roll subtracting the climber’s EL from the roll. If he succeeds, he does not fall. If he does not succeed, he falls.
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

Climbing FactorDiffculty 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%
S = Success F = Failure 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:

(1D6×(Feet fallen/10, round up))-EL

In all cases, the minimum damage that can be suffered from a fall equals the number of feet fallen, divided by 10, rounded down.
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

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
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.
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: 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:

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. 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. 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:

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. 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. 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. 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

Roll Coin Type Mod.
1-4 BB -2
5-7 CC 0
8 + 9 SC 4
10 GC 8
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).
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

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 FeathersDeath 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.

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.

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:

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.

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

Type of Hit Scored Damage Plus
Normal or Shield Hit* EL/2, round up
Severe Hit EL
Deadly Hit EL × 2
*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:

(EL×6)-Victim’s Stamina/2) or less

The time to torture and ask one question is 1D6 tactical turns. The damage inflicted in doing so is 1D3 hit points. No Combat Experience is gained for damage scored in this way.

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.
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

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
*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.

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:

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. 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. 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. 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. 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. 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:
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
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.
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. 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.

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).
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 HEALING CHANCE by the EL×2 and increases the Stamina Bonus by the EL/3, rounded up. To gain this benefit the Healer must have access to the Healing materials in a Healing Kit. (See Equipment List). If he does not, his skill is used at 1/2 value, rounded down. The increase applies only in Healing and only for one HEALING CHANCE roll. If the Healer wants to continue treatment, he must stay and service the patient each day until he is healed.
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.

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.

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:

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.

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. Campaign Moneylending

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
Station Monthly Rate Maximum Loan (Unsecured)
0+1 22-40% 10GC
2-4 11-20% 30GC
6 1-5% 60GC
10 1-3% 100GC

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.
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: Mountaineer

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. Hillman

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).

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.

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.

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:

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.
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:

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.

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.

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. 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:

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.

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

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
*Add the Character’s StB×2 to these factors. 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. 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. 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. 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. 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:

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. 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.

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.

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

EL Quality
1-20 Poor
21-50 Good
51-70 Fine
71-80 Exceptional
(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.)
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.)

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.

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

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.

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. Rarity and Value
The prime indicators of value are:

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. 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. Variation
For Variation, the Referee must determine

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.
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.

×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.
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. 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 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

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
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.
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. 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. 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. 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. 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

Sit* Stay Come
Go Kill* Hold*
Protect* Heel Play Dead*
Freeze Release Fetch*
*These commands cannot be learned by Warhorses or other Herbivores unless the Referee specifically allows it. 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.

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.

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

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.
*This Helm is worn exclusively with Plate Mail and Plate Armor. Reduce its AV by one if worn with other armors.
**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

Weapon 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 SwordThe parenthesized WSB applies when charging on foot. +5 on attack roll when used while mounted.
Great Sword* 4GC 60% 7 +2(+1) 13 Heavy SwordThe 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 CrossbowThe parenthesized WSB applies at long range.
Quarrel 3BB 100% 0.125 0 6 Used with Crossbow
Darts 3BB/5 NA‡ 0.25
-1 4 Used with Repeating Crossbow
Lead Pellets 4BB/5 NA‡ 0.25
0 Used with Repeating Crossbow
Caltrop 1CC/3 60% 0.5
0 5 Nuisance Weapon, no course applies
*Two Hands required
**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
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

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.
NOTE -- At the referee’s option, other creatures may be trained. Skill in Husbandry is required to train any creature.

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

Item Cost Weight Description
Roll Bandage 1BB 0.25/25 Cost per foot. Wounds that are bandaged will have +5 HEALING CHANCE. 1D6 feet of bandage is required each time that bandaging is necessary.
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 HEALING CHANCE by 10%, rounded up.
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.
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.

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

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.
NOTE -- If the Player wishes to purchase other buildings the referee will determine the cost based on the values given above.

Table 3.12: Clothing Table

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.
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).
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

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.
NOTE -- All travel charges are per individual. Animals larger than Horse sized will cost at least twice the amount listed.

Table 3.15: Hirelings

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.
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

Table 3.16: Slave Chart

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
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
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.
Table 3.18: Magic and Special Goods
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.
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 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. 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 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 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. 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
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
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
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 -- 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
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
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.

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:

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.

Table 5.1: Multipliers for Problem Solving

Number 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
×=times /=divided by
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.

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.

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

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
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.
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:

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.

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

Diffculty of the Problem CDF
Easy 1
Moderate 2
Diffcult 4
Very Diffcult 6
Impossible 10
OPTIONAL -- Instead of using the basic gain of one characteristic point, the gain can be based on table 5.4.

Table 5.4: Characteristics and Skill Gains

Diffculty of the Problem Gain
Easy 0
Moderate 1
Diffcult 2
Very Diffcult 3
Impossible 4
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.

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

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
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.

6.2 Human Tongues

6.2.1 General Rules

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.

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: 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). 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. Caldan
Caldan and Kazi*. Speakers of the Fierazi tongues* borrow certain words (especially commercial terms) from Caldan. Ced
La’Ced, Aratad, E’lici and Salaqi. Associated tongues are Irava, Xianese, Zarunese and Shazir. 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. Fomorian
Fomorian, Shandar*, Kolari* and Goidanese*. An associated language, borrowing from Goidanese*, is Armani. Iravan
Irava and Xianese. 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. Kameri
Kameri*, Assiran*, No’reas* and So’reas*. Valhani*, Omava*, Dirlla, Kazi*, Djani and Zen’dali* borrow from various members of this group. 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. 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. Lemasan
Lemasan, Matan, Taolisan and Dawanese. Associated tongues are the "Eastern Tongues" and Robari*. Nordian
Djani, Ghiam*, Valhani and Novarischi. Associated tongues are Assiran*, No’reas* and So’reas*. Nylasa
Nylasa*, Izza* and Mopazi*. The Fomorian dialect of Port Doman borrows from this linguistic group. 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. Robari
Robari is the only member of this group. They borrow from Matan and take a few words from Sair’a’cili. Rogizini
Rogizini, Gomese, Climan, Dechan, Kiraza, Shazir, Sair’Kacili and Sair’a’cili*. Rhuskan
Rhuselska*, Yapanza*, Kll’maun*, Djakschi* and Omava*. The Kameri* borrow some terms from Omava*. Sarghut
Sarghut and Helva. Helva is spoken by the Helva and the Humagi. Few languages borrow anything from this tongue. Teosan
Teosan and Dhalrani. The Cerulean tongue borrows from Dhalrani. 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:

A) Where the male height is 66" or more the average female height is 10% less, rounded up.
EXAMPLE -- The average Ro’babzan city-man is 76" tall. The average woman has a height of 69".

B) Where the male height is less than 66" the average female height is 5% less, rounded up.
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:

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.
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.