============================== = = = THE GUIDE TO ADVENTURE = = = ============================== Gamemaster's Handbook Version 5.1 Written By Michael Ball bd097@freenet.carleton.ca ========= COPYRIGHT ========= COPYRIGHT NOTICE This electronic document is Copyright 1996 by Michael Ball All rights reserved. You are granted the following rights: I. To make copies of this work, so long as (a) the copies are exact and complete; (b) the copies include the copyright notice and these paragraphs in their entirety; (c) the copies give obvious credit to the authors; II. To distribute this work, or copies made under the provisions above, so long as (a) you do not charge a fee for copying or for distribution; (b) you ensure that the distributed form includes the copyright notice, this paragraph, and credit to the authors; (c) the distributed form is not in an electronic magazine or within computer software (prior explicit permission may be obtained from the authors); These rights are temporary and revocable upon written, oral, or other notice by the authors. This copyright notice shall be governed by the laws of Canada and the Berne Copyright Agreement. ================ = = = CONTENTS = = = ================ INTRODUCTION Author's Introduction Contacts Internet There is More Preamble New Players Preparing to Play Fractions Dice Advice to the Gamemaster Who Wins? GLOSSARY Abbreviations Glossary ADVENTURING Dungeons Light Setting the Watch Outdoor Movement Ship Travel CARDS Hit Locations Card Damage Card Magic Power Point Card Phase Sequence Cards Stun and Body Balance Cards DAMAGE Endurance Damage Points Body Damage Points Willpower Damage points Recovering Damage Points Wounds Broken Bones Disease and Sickness Poisons Falling Drowning Fire Lightning Death of a Character Aging TIME AND ACTIONS Action Phases Phase Sequence Chart Recovery Phase Skill Action Phase Movement Action Phase Random Action Phase Surprise ARMS AND ARMOUR Weapon Tables Weapon Notes Determining the Damage Value (DV) Weapon Quality Armour Armour Types Resistance to Damage Value (RDV) Encumbrance Combat Data Sheet Shields Helmets Damaging Armour Armour Encumbrance Table Body Balance Modifier Weapon Table COMBAT Miniatures and Scale Weapon Readiness Missile Combat Melee Combat Resolving the To-Hit Primary and Secondary Weapons Long Weapons Unarmed Combat Applying Damage Severing Limbs Stun Body Balance Riding Ability Stability Dodge Advancing and Retreating Disengage Shields Parry Disarming Mounted Attacks Special Combat Rules Scatter Tables Example of Combat OBJECTS AND SIEGES Siege Equipment Damage Objects Resistance to Damage Value of Objects CREATURES The Creature Table Creature Sheet Creature in Combat Combat Example BESTIARY Beasts, Creatures and Humanoids HERBS Poisonous Herbs Herb Lore and Foraging Herbs and Plants Herb Summary Table TREASURE Gems and Jewellery Magic Items Potions Misuse The Potions Scrolls and Tablets Scrolls Scroll Examples Sacred Tablets Tablet Examples Cursed Items CONVERSION Professions Attributes Attribute Scores Creatures REFERENCE SHEETS Character Summary Sheet Combat Reference Chart Creature Reference Sheet Event Calender =================== = = = ABBREVIATIONS = = = =================== ABBREVIATIONS AGL Agility AS Attribute Score AST Attribute Saving Throw BDP Body Damage Points COR Coordination cp Copper Piece d Dice d6 A six sided die xd6 Roll x number of 6 sided dice, add results d66 Roll two different coloured 6 sided dice DEX Dexterity DV Damage Value Enc Encumbrance EDC Education EDP Endurance Damage Points EDV Effective Damage Value END Endurance FRP Fantasy Role-Playing (Game) GM Gamemaster gp Gold Piece gs Gold Sovereign HLH Health INT Intuition LAB Learning Ability MAG Magic Affinity MAP Movement Action Phase MR Magic Resistance MU Magic-User n/a Not Applicable NPC Non-Player Character OBS Observation PC Player Character PER Perception PP Power Points RAP Random Action Phase RDV Resistance to Damage Value RMR Racial Magic Resistance RP Ritual Points SAP Skill Action Phase SL Skill Level sp Silver Piece SP Skill Points SST Skill Saving Throw STR Strength TGTA The Guide To Adventure WDP Willpower Damage Points WIL Willpower ============== = = = GLOSSARY = = = ============== GLOSSARY Agility (AGL): An attribute. The ability to move quick and nimble plus body control and balance. Armour: Any protective clothing which reduces the damage a character receives from an attack. Armour includes helmets and shields as well. Attribute: Each character has 13 inherit qualities and distinguishing features that indicate their mental, magical and physical characteristics. Attribute Saving Throw (AST): A 2d6 dice roll is used to determine if a character utilizes an attribute successfully. Rolling less than or equal to the attribute score equals success. Attribute Score (AS): A number from 2-12 that is a relative indication of a character's attribute. The higher this number the more strength or agility a character has for example. Body Damage Points (BDP): The amount of damage a creature can receive before dying, based on height and weight. Campaign: A series of sessions played with the same characters over a long period of time. Character: Also called Player Character (PC). Each character is created by a player and have skills, personalities, and racial abilities which differentiate them from other characters. Coordination (COR): An attribute. A measure of hand-eye coordination and depth perception. Copper Piece (cp): The smallest denomination of money equalling one tenth of a silver piece and two hundredth of a gold piece. One thousand copper pieces equal one gold sovereign. Copper pieces can also be cut in half to make « copper pieces. Damage Value (DV): A relative number that indicates the amount of damage a weapon, spell or mishap can inflict on a character. The higher the number the more chance a character has of being knocked unconscious or killed. Dexterity (DEX): An attribute. Represents the skill in using the hands. Education (EDC): An attribute. Education represents the amount of a scholarly training your character has received. Endurance (END): An attribute. The ability to remain conscious after taking damage. The power to endure and keep moving. Endurance Damage Points (EDP): The amount of damage a creature can receive before falling unconscious and is based on the health and endurance attributes. Gamemaster (GM): The judge and referee of the game. He or she is responsible for scenario design, rule interpretation, plays non-player characters and resolves conflicts. Gold Piece (gp): The second largest denomination of money. One gold piece equals 20 silver pieces equals 200 copper pieces. Five gold pieces equal one gold sovereign. Gold Sovereign (gs): Also call gold crown. The highest denomination of money. Equal to 5 gold pieces, 100 silver pieces and 1000 copper pieces. Equal to 113 grains in weight. Health (HLH): An attribute. How well a character fights off disease and poison. Intuition (INT): An attribute. The character's sixth sense. Invocation: A special skill group relating to deities and religion. The ability to conjure deity powers to cast "spells". Learning Ability (LAB): An attribute. The speed at which your character absorbs information and the degree of understanding. Magic Affinity (MAG): An attribute. The characters ability to control magic and form spells. Magic Resistance (MR): The natural ability to resist certain spells based on willpower, race and magic affinity. Magic-User (MU): Any character capable of casting spells. More specifically, any character belonging to the guild of magic. Movement Action Phase (MAP): The time during a turn when a character may move. Non-Player Character (NPC): A creature controlled by the gamemaster that the characters encounter. Such NPC's are shop keepers, kings, orcs, etc. Observation (OBS): An attribute. This represents the eyesight of the character. Also, how observant a character is. Although your character's eyesight is functioning at all times, this attribute is used to notice specific things or events. Party: A group of characters. Perception (PER): An attribute. This is the measure of the other 4 senses of the character: hearing, taste, touch and smell. Perception is treated like observation with regards to use. Phase: A period of time equal to one second. 60 phases equal one turn. Phase Sequence Cards: A deck of cards that dictates the sequential order of events within a turn. Player: The person controlling the actions of the character. Player Character (PC): Longer form of character. Power Points: Points used to cast magic spells. Racial Magic Resistance (RMR): Each race has an inborn ability to resist magic. The higher the number, the more resistant to magic a certain race is. Random Action Phase (RAP): The time during a turn when a character may perform a miscellaneous action (like lighting a torch) and is equal to the character's dexterity attribute score. Resistance to Damage Value (RDV): All armour types stop certain forms of damage easier than others. The higher the RDV the more protection the armour offers for that type of attack. Ritual Points: Points gained by paying homage to a deity. Used to cast clerical invocations. Session: A single gathering to play. Silver Piece (sp): A denomination of currency. One silver piece equals 10 copper pieces or one twentieth of a gold piece. One hundred silver pieces equal one gold sovereign. Skill: A particular craft or ability. Skill Action Phase (SAP): The time during a turn when a character may utilize his or her skills. Skill level (SL): A number which indicates the level of expertise in a skill. The higher the better. Skill Saving Throw (SST): A 2d6 dice roll used to determine if a character performs a skill successfully. Strength (STR): An attribute. A measure of a character's body and muscular power. The Guide: Short form for The Guide to Adventure. Turn: A turn is equal to one minute in duration and is divided into 60 phases. Willpower (WIL): An attribute, The ability to continue on. Mind over body. Willpower Damage Points (WDP): The amount of damage a creature can receive before expiring from over exertion. Based on the willpower attribute. =================== = = = ADVENTURING = = = =================== DUNGEONS Players should indicate on a piece of paper or by using miniature figures, the order of the party as it proceeds through a dungeon complex. This will help visualize where the party is in relation to each other and their surroundings. Players should also map out the dungeon as they journey down passageways and through rooms. The gamemaster will describe what the character's see and the players will draw a map based on this. It may be useful at times for the gamemaster to take the map and draw complicated areas. LIGHT To successfully light a torch or lantern, a character must roll a 1 or a 2 on 1d6 when using tinder, flint and steel. A character may only attempt this during a random action phase. If the phase sequence cards are not being used, then no die roll is needed. Characters may have a variety of lights sources. Below is the duration of the light source and the amount of light they shed. For every ounce of oil, a lantern will burn 20 minutes. The durations listed below are for full lanterns. LIGHT SOURCE DURATION AREA LIT Torch 1hr 40' diameter Lantern - 6 oz 2hrs 30' diameter Lantern - 12 oz 4hrs 30' diameter Lantern - bullseye 3hrs 250' x 10' beam Magic Weapon Infinity 5' diameter SETTING THE WATCH The event calendar has room for daily events, encounters and specials dates. Moon phases may also be recorded in the event calender. Players should record the order that their characters will stand watch (if they so desire). Depending on the amount of characters in the party, the time for each watch will vary. The most common length of time for a watch is two hours. A gamemaster should make note of characters that stay on watch for long periods of time. The character may become tired affecting their skills and abilities. OUTDOOR MOVEMENT The following table indicates the movement rate in miles per hour for different modes of travel. Following the miles per hour is the speed in kilometres per hour. A common unit of measuring distances is the league. A league is equal to the distance a human can walk in one hour (about 3 miles or 5 kilometres). A character might say, "the next town is five leagues from here". This would be equal to 18 miles, 25 kilometres or a 5 hour walk. Travelling through the forest, while not on a road, halves the movement rates. FOOT HORSE WAGON Road 3/5 6/10 5/8 Open 2/4 5/8 3/5 Hills 2/3 4/7 1/2 Mountainous 1/1.5 1/1.5 0/0 Forest half half half SHIP TRAVEL The rate of travel for ships are as follows. The most common ship is the merchant (round) ship averaging 100-140 feet. Some races use long ships while others use uniremes and biremes to patrol the seas. The speed for a sailing ship at full sail and a ship with oars is 4 mph (7 kph) at 25 feet long and an additional 1 mph (1.5 kph) for every 25 feet above that (a 125 foot ship travels 8 mph/13 kph). Seasickness: Characters may become seasick while travelling on ships. Every day, each character must make a seamanship skill saving throw. If they fail, the character is seasick for that day. While sick the character will lose 1d6 endurance damage points. These points will not be recovered until the character makes a successful seamanship skill saving throw the next day. All fighting is at a -1 to-hit chance penalty while seasick and all skill saving throws are reduced by 1. Once a successful seamanship skill saving throw is made, the character does not have to roll again for that voyage and regains all penalties and endurance damage. ============= = = = CARDS = = = ============= HIT LOCATION CARD Whenever damage inflicted on a character, non-player character or creature requires the knowledge of a hit location, this card is drawn. Each player and the gamemaster should have a deck of these cards. The cards are shuffled and a single card is drawn each time a hit location is called for. After the hit location is determined, the drawn card is placed back in the deck. Hit location cards are numbered 01 to 60. Only cards 01 to 53 are used. Cards 54 through 60 are extra cards. Players may design their own hit location cards or unique combat results with these cards. High, Central or Low: When a hit from a melee attack or an attack which is aimed at a specific level occurs, this section of the card is used to determine the location of the hit. Random/Missile: This section of the card is used for random melee attacks, missile strikes or other undirected hits. Four Legged: This section is used to determine hits (random and melee) on four legged animals. If the creature attacked does not have that location (e.g. tail or wings), use the hit location in parenthesis. Effect of Severity Modifier: Following each hit location is a number which is used to modify the effective damage value. For example, if the high melee hit location result (left upper arm) has an effect of severity modifier of -3, the attack's damage value is lowered by 3. Stun: If a stun follows the hit location the recipient is automatically stunned. DAMAGE CARD Whenever a character, non-player character or creature receives damage from combat, spells or other mishaps, they must draw a damage card. Each player and the gamemaster should have a set of these cards. The cards are shuffled each time prior to drawing. After the damage is determined, the drawn card is placed back in the deck. Damage cards are numbered 01 to 30. Only cards 01 to 27 are used. Cards 28 through 30 are extra cards. Players may design their own damage cards or unique combat results with these extra cards. Severity: Each card has the severity of the injury expressed as 'L" light, 'M' moderate, 'S' serious or 'C' critical. Description: A few lines describing the seriousness of the wound. Players and gamemasters may embellish this. EDP: This represents the amount of endurance loss a character will receive. If the number has a + EDV following it, then add the effect damage value to determine the total amount of endurance damage points the target loses. The effective damage value is determined by subtracting hit location modifiers, resistance to damage value from armour and any other modifiers to the DV. BDP: This column represents the amount of body damage a character receives. If the number has a + EDV following it. then add the effect damage value to determine the total amount of body damage points the target loses. The effective damage value is determined by subtracting hit location modifiers, resistance to damage value from armour and any other modifiers to the DV. Effect of Severity: Due to the severity of the wound, characters may be stunned, knocked unconscious or killed. Take the final adjusted body damage a character received and apply it to the table. Stun: The effect causes the character to make a stability check and draw a stun card. Unconscious: A character is knocked unconscious for 2d6 turns. The target has the option of making a willpower attribute saving throw. If successful, they will not fall unconscious. Regardless of the outcome of the saving throw, the target will lose 1d6 willpower damage points for the attempt. Death: The character expires in 1d6 turns. The character is unconscious for this period. The target may decide to make a willpower attribute saving throw to stay conscious. Regardless of the outcome of the saving throw, the target will lose 2d6 willpower damage points for the attempt. A heal spell, mental blend or laying of the hands used at a level equal to the number of body points taken from the card which caused the effect will save the character. Any character knocked unconscious from an effect of severity and fails a willpower saving throw (or decides not to make one), can try a willpower attribute save on any 'M' movement action phase. The saving throw can be made anytime during the movement phase. Failure to make any willpower attribute saving throw while trying to regain consciousness will result in a 1d6 or 2d6 (if dying) willpower damage points loss. A character may never lose more than the 1d6 or 2d6 per attempt. **EXAMPLE** Marc strikes an orc high with his longsword. The sword has a damage value of 12 (based on the attack type and Marc's strength). Hit location card #24 is drawn, a head hit. The effect of severity modifier is +2. The orc has a natural resistance to edge attacks of -2 for edged weapons. The effective damage value is 12 (12 + 2 - 2). The orc is also stunned from the hit location as shown on the card. Damage card #21 is drawn. Critical. The amount of endurance damage points taken is 3 + 12 = 15. The orc takes 18 body damage points (6 + 12 = 18). Consulting the effect of severity table, the orc is unconscious (18 falls between the range of 14 to 23). The orc can decide to make an attribute saving throw versus willpower to stay conscious. The orc rolls a 12, a failure, and suffers 1d6 willpower damage and fails unconscious. The orc must wait until a movement phase to try to regain consciousness. MAGIC POWER POINT CARD Whenever a character, non-player character or creature casts a spell, they must draw a magic power point card. Each player and the gamemaster should have a set of these cards. The cards are shuffled each time prior to drawing. After the point loss is determined, the drawn card is placed back in the deck. Magic cards are numbered 01 to 30. Only cards 01 to 29 are used. Card 30 is an extra card. Players may design their own magic cards or unique magic outcomes with this extra card. Severity: Each card has the severity of the point loss expressed as 'L" light, 'M' moderate, 'S' serious or 'C' critical. Power Point Loss: Expressed as a formula. The SL is the spell level used when casting the spell. For example, a 10th level spell using the card on the right would be 50 power points. Endurance: If a magic-user decides to cast the spell using their endurance as a source of power, the amount of endurance damage points lost is indicated here. This amount is for every 10 spell levels. When determining the multiplier, round up to the next higher level. For example, a 43rd level spell would be 5 times the amount of endurance damage shown (5 x 2d6 in the above card). PHASE SEQUENCE CARDS Whenever the sequence of events must be regulated (e.g. combat) the phase sequence cards are used. Only the gamemaster has this deck of cards. The cards are shuffled at the beginning of each turn and a single card is drawn. The gamemaster announces the number, M or R and all characters, non-player characters and creatures may react. The drawn card is placed in a discard pile. When all the cards are drawn, one turn has passed. The cards are shuffled and again drawn one at a time until combat has ended. Each card is considered one phase and is one second in duration. Each deck of cards is 1 turn and is one minute in duration. There is no time or actions for R cards. Phase sequence cards are numbered 01 to 75. Only cards 01 to 66 are used. Cards 67 through 75 are extra cards. Players may design their own cards these extra cards. Numbered Cards: These numbers are used to determine when a character can perform a skill or random action. This is called a skill or random action phase. The skill saving throw of the skill is the skill action phase number. For example, a skill saving throw of 7 in hafted weapon means a character may use that skill whenever a 7 is drawn from the phase sequence deck. There is only one 11 card. Skill action phases based on an 11 skill saving throw, do all their actions on the 10 cards and the single 11 card. The random action phase number is the dexterity attribute score of the character. Gamemaster should use logic and flexibility in determining the amount of actions a character can take during one action phase. For example, a character has a melee weapon drawn and is engaged in melee. The gamemaster should not allow the character to be picking locks, attacking and deciphering runes all on the same action phase regardless of skill saving throw numbers. M Cards: Movement. This represent when characters may move during a turn. R Cards: Recovery. This is a special card. The only thing done on this card is that combatants may move their body balance up one level, from prone to kneeling or kneeling to standing. STUN AND BODY BALANCE CARDS Whenever damage inflicted on a character, non-player character or humanoid creature results in a stun, a stun card is taken. Each player and the gamemaster should have a deck of these cards. Stun cards are numbered 01 to 10. If a character is on their knees or prone from a failed stability check, they can use the body balance card to indicate the position. The cards are numbered 01 to 05. Each player should have a at least 5 of these cards. The gamemaster should have about 30 of these cards. ============== = = = DAMAGE = = = ============== ENDURANCE DAMAGE POINTS Endurance damage points (EDP) indicates the loss of energy caused by bruises, exhaustion, cuts or hunger. It also represents damage taken from poisons and diseases. Magic spells can be powered from a character's endurance damage points. The character's maximum endurance damage points is equal to the endurance attribute score multiplied by 2 and adding the health attribute score. Elves add 4 to this total. Any endurance damage sustained by the character is subtracted from this number. If the character's endurance damage points fall to a negative number, he or she will fall unconscious. They may also die of shock. The chance of surviving is shown on the table below. A 2d6 dice roll less than or equal to this number indicates the character has not died from shock. If the character's endurance damage points fall below -19, the character will die instantly from shock. A character may not be healed above their maximum endurance damage points. ENDURANCE SURVIVAL CHANCE -10 11 -11 10 -12 9 -13 8 -14 7 -15 6 -16 5 -17 4 -18 3 -19 2 BODY DAMAGE POINTS Each race has a certain amount of body damage points. Add the strength attribute score to the base number shown below. This will yield the maximum body damage points a character has. These points represent the amount of physical damage a character may receive in terms of bleeding, wounds and broken bones. Any body damage received should be subtracted from this number. When these points reach 0 or less the character will die in 1d6 turns. A character is unconscious during this period. No healing can increase the body damage points above the maximum. RACE BASE BODY DAMAGE POINTS Dwarf 97 Elf 73 Gnome 35 Half-Elf 85 Halfling 46 Human 95 Reptiliad 170 WILLPOWER DAMAGE POINTS A character has 3 times their willpower attribute score in willpower damage points (WDP). Halflings have 4 times the willpower attribute score. Effect of Severity: If a character is knocked unconscious from an effect of severity of 'unconscious', they will be knocked out for 2d6 turns. The target has the option of making a willpower attribute saving throw. If successful, they will not fall unconscious. Regardless of the outcome of the saving throw, the target will lose 1d6 willpower damage points for the attempt. If the severity is death, the character will expires in 1d6 turns. The character is unconscious for this period. The target may decide to make a willpower attribute saving throw to stay conscious. Regardless of the outcome of the saving throw, the target will lose 2d6 willpower damage points for the attempt. Negative Endurance: Should a character fall unconscious from negative endurance, he or she may use their willpower attribute to regain consciousness. If a successful attribute saving throw against willpower is made, the character becomes conscious regaining all negative endurance plus 5. The character then loses 1d6 willpower damage points. Failure of the saving throw will still reduce the willpower damage points by 1d6 and the character remains unconscious. Any character that is knocked unconscious from negative endurance, or an effect of severity and fails a willpower saving throw (or decides not to make one), can try the willpower attribute save on any 'M' movement action phase. The saving throw can be made anytime during the movement phase. Failure to make any willpower attribute saving throw while trying regain consciousness will result in a 1d6 or 2d6 (if dying) willpower damage points lose. A character may never lose more than the 1d6 or 2d6 per attempt. A character instantly dies when the willpower damage points reach 0 or less. Characters may also lose willpower damage points from psionic talents. Some spells, skills and invocations will also affect the willpower damage points. RECOVERING DAMAGE POINTS Characters may heal naturally, by spells or by herbs. Whatever the type of healing, no character may have their damage points raised above the maximum damage points. Certain skills will add bonuses to the normal healing process. Only one try per skill per day on wounds received that day is allowed. Additional healing by medical aid is not cumulative. A character cannot receive first-aid and general medicine and gain the +1 and +2 per day. In that case, only the general medicine bonus would apply as it is the more effective type of treatment. A character recovers naturally or with the help of medical aid as per the following schedule. Normal Endurance: 1 endurance damage point per 10 turns of resting Body: 1 body damage point per day Willpower: 1 willpower damage point per day Medical Aid First-aid: +1 body damage point per day. General Medicine: +1d6+1 body damage points at the end of the first day (when the skill is performed) plus an extra +2 per day. Disease: +1d6 endurance damage points per week. WOUNDS Wounds must be bound or they will continue to bleed. Characters with open wounds will lose 1, 2, 3 or 4 body damage points per hour from a light, moderate, serious or critical wound respectively. Wounds may also become infected. If a character was wounded from an attack, then a health attribute saving throw should be made at the end of the week. Failing the saving throw indicates the character loses 2d6 from the maximum endurance damage points. This reduction can only be removed by curing the disease. BROKEN BONES If a character receives a critical or serious wound from an attack which physically strikes the character, (e.g. a mind blast and sonic disruption spells do not strike the character), there is a chance a bone will break. If damage card #27 is drawn, and a second damage card is a critical, the hit location's bone is broken. A 30th level heal spell will mend a bone with no recovery time. Laying of the hands will also mend a broken bone instantly if 100 ritual points are used. If a character uses general medicine or first-aid (with a -3 penalty) successfully, the bone will mend in 5-8 weeks with 3d6 days of recovery. If an unsuccessful setting occurs (failed the SST), the character will lose 1 point from the attribute which best suits the area of the break (legs agility, hand dexterity). DISEASE AND SICKNESS For a character to avoid sickness or disease a successful attribute saving throw against health must be made. The severity of the ailment will modify this chance. Certain diseases or ailments will temporarily lower the maximum endurance damage points. Any reduction to the maximum endurance damage points from a disease can only be cured by the disease skill, cure spell, remedy invocation or through the use of herbs. Depending on the type and duration of the sickness, the gamemaster may apply any amount of damage to a character. A list of a few common diseases are provided as a guide when designing other diseases. Green Fever: Characters may receive this disease from a mosquito bite. The character will turn green and have a high fever. The disease lasts 3 weeks and the character will lose 2d6 from their maximum endurance damage points per week until cured. To avoid this disease, a character must make a successful attribute saving throw versus health with a -3 modifier to the attribute score. Plague: A dreaded disease in medieval times. The source of the disease is from unsanitary conditions usually spread by rats. A character affected with the plague will be at half endurance damage points for one month. The character will suffer 6d6 endurance damage points at the end of the month if the saving throw versus health failed. There is a -3 modifier to the attribute score when making the save. Atchim: If a character consumes contaminated water lilies, they could contact atchim if they fail there health attribute saving throw. The character will have a rash and itch for one month. The character also loses 1d6 endurance damage points mid way through the duration of the disease. Typhoid: Spread by contaminated food or by contact with an infected person, typhoid causes a fever, headaches and red spots to appear on the character. The duration of the disease is 6 weeks and the character will lose 1d6 + 2 from the maximum endurance damage points per week. To avoid typhoid, a character must make a successful attribute saving throw versus health. Typhus: Spread by fleas, typhus will last for 2 weeks and inflict 4d6 + 5 endurance damage points at the end of the period. The character will have a fever, headaches and a rash. The character may avoid the disease by making an attribute saving throw versus health modifying the attribute score by +1. Dungeon Cough: A character that is exposed to cold damp places for a period of time may catch dungeon cough. A character will constantly cough uncontrollably for 2d6 days. There is no endurance damage from this disease and a character may avoid it by making a successful attribute saving throw versus health modified by +2. POISONS Certain poisons attack the characters endurance damage points until the character dies or they have a cure, remedy or antidote. Other poisons may reduce the maximum endurance damage points and will remain in affect until cured by the above means. The Herb section details the effects of different types of poisons. FALLING If a character falls over five feet they may be injured. A character suffers 1/2 damage value per foot fallen above five feet. A hit location card is drawn using the random result effect of severity modifier. A fall from a mount is a 1d6 DV random attack. Falling is impact damage type unless the character lands on something to dictate otherwise (e.g. spikes). DROWNING Characters will lose willpower damage points when they are held under water or tire from swimming. The amount of damage should not exceed 6d6 WDP per turn. FIRE Any flammable clothing that is struck by flames has a 50% chance of catching on fire. A person who is on fire will take 2 DV attack per movement action phase. The hit location card is drawn using the level of attack where the fire is concentrated. A 30th level heal spell will heal all burn related damage. Laying of the hands will also heal burn damage if 30 ritual points are used. Mental blend cannot heal burn damage. LIGHTNING If a target is struck by lightning from magical or invocations, they will receive an additional 1d6 DV if the hit location is covered by metal armour. DEATH OF A CHARACTER A character may expire from many circumstances. All is not lost though as a character may be revived by magical means, herbs, clerical invocation, or divine intervention. However the character is resurrected, he or she will lose one to four points permanently for his or her maximum willpower damage points. These points can never be recovered. MAXIMUM WILLPOWER DAMAGE POINTS REDUCTION Resurrection Spell or Life Giving Invocation: death from effect of severity 1 death from negative body points 1 death from shock 2 death from negative willpower damage 3 Resurrection by item, herb, potion or any other instantaneous method 4 Resurrection by Divine Intervention 1d6 / 2 Embalming: If a character has been successfully embalmed, the length of time a character may be dead is increased by ten for purposes of spells or items. Thus a character who is embalmed may be dead for 20 days per skill level of a resurrection spell instead of 2 days per skill level. AGING Characters will age throughout the play of the game. Characters do not age within real time, but age as their characters adventure and live in their campaign world. Some characters may have been aged already when they were created receiving extra starting wealth and skill points. Race Starting Age Dwarf 75 + 2d6 Elf 200 + d66 Gnome 60 + 2d6 Half-Elf 50 + d66 Halfling 40 + 1d6 Human 15 + 1d6 Reptiliad 25 + 1d6 Aging Skill Maximum Race Intervals Points Wealth Years Added Dwarf 2 years 8 70 cp 24 years Elf 13 years 8 60 cp 130 years Gnome 2 years 9 65 cp 20 years Half-Elf 5 years 10 55 cp 50 years Halfing 1 year 7 45 cp 14 years Human 1 year 10 50 cp 10 years Reptiliad 1 year 9 80 cp 11 years As characters age, attributes scores change. Most physical attributes are reduced. Some mental attributes are increased. When an attribute score reaches 0, the character is permanently dead. No magical or divine means can keep a character alive when an attribute score reaches 0 through aging. Race Approximate Maximum Age Dwarf 250 years Elf 1000 years Gnome 200 years Half-Elf 400 years Halfling 120 years Human 80 years Reptiliad 100 years Dwarf Elf Gnome Half-Elf Halfing Human Reptiliad Aging 95 375 75 150 45 30 40 1 125 500 100 200 60 40 50 2 160 625 125 250 75 50 65 3 190 750 150 300 90 60 75 4 220 825 175 350 105 70 85 5 250 1000 200 400 120 80 100 6 +4 +10 +3 +5 +2 +1 +1 7 Aging Level Attributes Affected 1 END -1 2 HLH -1, EDC +1, INT +1 3 STR -1, OBS -1, END -1, DEX -1, AGL -1, LAB +1 4 PER -1, STR -1, HLH -1, AGL -1, COR -1, EDC +1 5 OBS -1, PER -1, STR -1, END -1, WIL -1 6 PER -1, HLH -1, END -1, COR -1, AGL -1, STR -1 7 HLH -1 ========================= = = = TIME AND ACTIVITY = = = ========================= There are two types of time that occur within a gaming session. The first is real time and the second is game time. Real time is the time that passes for the player of the game. Game time is the time that passes for the characters. For example, a group of characters encounter a party of orcs and a battle ensues. From the character's point of view the battle may only have taken two minutes but to the players, an actual half hour has passed. Each game turn is one minute in duration and is divided into 60 phases of 1 second each. Each character is capable of performing a number of actions during a turn as described below. ACTION PHASES There three types of actions that may occur during a turn: skill actions, moving actions and random actions. Each action takes one complete phase to perform and all action within a phase is simultaneous. Recovery phases take up no time and no actions may be performed during a recovery phase. PHASE SEQUENCE CARDS Mass confusion can occur during a turn due to characters and non-player characters performing a variety of activities, especially during combat. To alleviate this problem The Guide to Adventure utilizes phase sequence cards to regulate the sequence of actions during a turn. The phase sequence cards consist of numbers, M and R cards. Each number and "M" represents one second (phase). R (recovery) cards are special phases. When a card with a number is drawn and it equals a character's skill or random action phase number, he or she may use that skill or perform a random action. When an "M" is called out creatures may move. When the last card is drawn from the deck, one turn has passed. The deck is shuffled and the cards are again drawn until all actions have stopped. RECOVERY PHASE This is a special phase used to remove a single stun card from all characters and non-player characters involved in combat, etc. No actions can be performed. SKILL ACTION PHASE The points during a turn in which a character may perform an attack, cast a spell or utilize a skill is called a skill action phase (SAP). A character's skill action phase number is different for each skill and is equal to the skill saving throw number. All magic spell's skill action phase is equal to the power channelling skill saving throw. Certain skills (such as draw weapon, swimming, climbing, riding) are not performed on their skill action phase but used in conjunction with another action phase. MOVEMENT ACTION PHASE The points during a turn in which a character may only execute movement is called the movement action phase (MAP). All things may move up to their maximum rated distance when an "M" card is drawn from the phase sequence deck. The order of movement is based on the intuition attribute score plus a 1d6 die roll. Characters move in order from the lowest number to the highest. A character retains this intuition movement number for one week, at which time he must reroll for a new number. If a character is being chased by something with a faster movement rate, the character will be caught. Common sense will dictate when to ignore the intuition movement number restriction. If the character is kneeling or prone and not engaged in melee combat, may, after standing up, move half of their movement allowance for that phase. Some skills may be performed on a movement action phase if they involve movement. Such skills are acrobatics, swimming, diving, riding, climbing, and stealth (moving silently only). Swimming: A character swims 15 feet per movement action phase. Multiply the endurance attribute score by the skill saving level to determine the number of turns a character may swim for. Climbing: A character climbs sheers surfaces at a rate of 10 feet per movement action phase. Climbing ropes is faster at 15 feet per movement action phase. RANDOM ACTION PHASE There are times during a turn when a character wishes to perform a non-skill, non-movement related action. These random actions are performed whenever the character's dexterity attribute score is called on the phase sequence chart. Such random actions include: quaffing a potion, throwing magic dust, using an action item, reading a scroll, untying a rope or pulling a lever. If a character's random action phase number falls on a skill action phase, they can perform both the skill and the random action in any order such as opening a door and casting a spell. Verbal Actions: A character may utter command words for magic items once ever second action phase regardless of the card drawn. SURPRISE It is up to the gamemaster to determine advantages gained from surprising a target due to a superior tactics (such as sneaking up from behind). If the gamemaster feels the attacker has the advantage, then the turn will begin on their skill action phase number. ======================= = = = ARMS AND ARMOUR = = = ======================= WEAPON TABLES Explained below are the terms found on the missile/thrown and melee weapon tables. Weapon Name: The common name for that type of weapon. Weapon Skill: The skill used to wield that weapon. Similar weapons are grouped by a common skill name. Damage Value Modifier: This number is added or subtracted from the character's strength to determine the damage value for each attack type. Attack Type: There are four types of attacks which can be used in melee combat. Not all weapons can use each type as indicated in the column. The attack types are: Hack (H): a nearly vertical upswing or downswing. Slash (Sl): a horizontal attack performed by one-handed weapons or long weapons within 5 feet. Swing (Sw): a horizontal attack performed by two-handed weapons at a range of 5 to 10 feet. Thrust (T): an attack which comes straight towards the opponent with the point of the weapon. Damage Type: All weapons inflict their damage by different methods. The three methods of causing damage are: Edge: damage is caused by a sharp cutting edge. Impact: damage is caused by a blunt striking surface. Puncture: this type of damage is usually inflicted by arrows and bolts. Parry Modifier: The parry modifier is a relative indication of the weapon's defensive capabilities. This number is subtracted from the weapon's skill saving throw to determine the chance of parrying. Break Save: After a successful parry, all weapons must check for breakage. A 2d6 dice less than or equal to this number indicates the weapon has broken. Range: A missile or thrown weapon's chance to successfully hit a target varies with range. All ranges are given in feet. Notes: Weapons which require two hands are indicated here. WEAPON NOTES Bastard Sword: A bastard sword used one handed loses the swing attack type. Bodkin: The bodkin is a long sharp thrusting weapon and ignores the resistance to damage value of metal armour. Bola: If a bola hits a target in the legs, the target is entangled and falls down. Anywhere else results in normal damage. Catch-Pole: A successful hit other than arm, indicates the target is caught in the catch-pole. The stronger of the attacker or defender will control the pole. Crossbow: A light crossbow takes one complete skill action phase to reload while a heavy crossbow takes 2. The damage value of a crossbow is not adjusted using the character's strength. It uses a preset value. Pole-Arms (P): All pole-arms have a range of 10 feet. Quarter Staff: A quarterstaff may swing and hack a target that is ten feet away. Two-Handed Sword: The two-handed sword may be used up to 10 feet away. DETERMINING THE DAMAGE VALUE All weapons have a damage value (DV) used to determine the amount of injury the target receives after a successful hit. The higher the damage value the greater the chance of injuring the defender. Regardless of how the damage value is calculated, all damage values are adjusted by the effect of severity from the hit location card prior to applying the results from the damage card. See the Card and Combat sections. To determine the damage value a melee, missile or unarmed (punch or kick) weapon inflicts, add or subtract the damage value modifier found on the melee weapon table from the character's strength attribute score. This result is the damage value of the weapon. Secondary weapons use only half of a character's strength attribute score and two handed weapons use one and a half times the strength attribute score. For every 3 skill levels above 10, the character will inflict an additional 1 DV on all attack types. ** EXAMPLE ** Assume that Thwuk has a 10 strength and employs an average bastard sword. The damage value modifier is +1 for hack (11 DV), -3 for slash (7 DV), and +3 for thrust (13 DV). If used two handed the DV would be: hack 16 (15 + 1), slash 12, swing 16 and thrust 18. If used as a secondary weapon the DV would be: hack 6 (5 + 1), slash 2 and thrust 8. WEAPON QUALITY A character may purchase weapons of varying craftsmanship. Weapons may be inferior, average or superior in construction and balance. An inferior weapon indicates the blacksmith failed his or her smithing SST. A superior weapon means the smith rolled a 2 when making the SST. To reflect this varying craftsmanship, break and parry modifiers are indicated below. Smithing Parry Modifier Break Modifier poor -1 +1 average 0 0 superior +1 -1 A weapon forged of exceptional or inferior metal may incur bonuses or penalties to the base DV. Bonuses or penalties to the base DV may never exceed plus or minus 3. A weapon's cost increases or decreases per DV change. For example, a mithril metal sword would increase the DV of a weapon by +3 and raise the cost by 2000 cp. Silver Coating: Weapons may be coated with silver. The reason may be ornamental and perhaps life-saving, as some creatures can only be injured from silver weapons. Arrows, bolts and sling stones may also be silver coated. ARMOUR Characters may place armour on any location in any combination. For example, the character may wear a breast plate piece, a chain sleeve on their right arm and leather leggings. The player will decide what is best for encumbrance, protection and cost. Presented below are some armour terms. Barding (BA): armour for a horse or other mounts. Breast Plate (BP): a single piece of metal armour covering the chest and stomach but not the back. Coif (CF): a hooded shaped cap usually made of chain mail armour. Cowl (CL): an enhanced version of the coif that extends to cover the neck. Gauntlet (GN): a plate metal arm guard covering the lower arm and hand. Gorget (GR): a neck piece. Grieve (GE): covers the lower arm or shin (calf). Haubergeon (HGN): a set of armour covering the chest, stomach, shoulders, upper arms, groin, hip and thigh. Hauberk (HK): a set of armour that covers the chest, stomach, shoulders, upper arms, elbow, lower arms, groin, hip, thigh and knee. Leggings (FL or HL): leather armour that covers the hip, thigh, knee and calf if full leggings and only knee and calf if half leggings. Mittens (MI): chainmail gloves. Roundel (RO): covers the armpit. Shirt (LS or SS): covers the chest, stomach, shoulder, upper arm, elbow and lower arm. A short sleeve shirt does not cover the elbow and lower arm. Surcoat: outer clothing worn over top of armour which usually displays the character's heraldry. Also worn to reduce the over-heating effect caused from wearing metal armour in hot climates. Tunic: a cloth undergarment. ARMOUR TYPES There are 11 different types of armour found on the armour table, each with its own unique encumbrance and protection from damage. The purchase costs, encumbrance value and RDV of ringmail, scalemail and studs do not include the backing (e.g. leather, cloth, quilt, padding). Mithril chainmail armour had the same protective properties of chainmail (RDV) but is half the encumbrance. The types of armour are as follows: Chainmail: small interlocking rings forming a metal mesh. Fur: typically wolf fur. Laminated: consists of overlapping metal strips. Leather: hardened boiled leather. Padding: usually placed beneath metal armour to absorb impact blows. Plate: large pieces of metal armour. To prevent chaffing, padding, quilt or cloth is usually worn underneath plate armour. Quilt: looks similar to a bed quilt. Ringmail: metal rings sewn onto leather, quilt or cloth. Scalemail: overlapping metal scales (like those of a fish) sewn onto cloth, padding or quilt. Splintmail: vertical pieces of metal plates tied together. Studs: small metal studs which are affixed to either leather or cloth. RESISTANCE TO DAMAGE VALUE The protection armour offers is based on the material as well as the damage type of the weapon striking it. Metal is good for stopping edged attacks while padding offers protection from blunt (impact) weapons. This protection is referred to as the resistance to damage value (RDV). The resistance to damage value is listed for each layer of armour for three types of attacks, edge, impact and puncture. Multiple armour layers in one location should be added together within their respected groups (impact, edge, puncture) to yield the resistance to damage value for that location. The protection offered to the character is determined by subtracting the RDV number from the damage value (DV) of the weapon based on the weapon's attack type. If the difference is 0 or less, the armour has absorbed the damage. A damage card is drawn using a damage value of one. The character only loses endurance damage (no body damage or effect of severity), representing the force of the blow. If the difference is greater than 0, the armour did not completely absorb the damage. The unabsorbed difference represents the new damage value which is applied to your character. Subtracting the hit location modifier yields the effective damage value that is applied to the damage card. ** EXAMPLE ** Targ hacks Nary in the chest with his mace. Nary is wearing chainmail over quilt, encumbrance 29 (22 + 7), in that location. The following are the RDVs; impact: 1 (0 + 1), edge: 9 (8 + 1), puncture: 4 (4 + 0). The mace is an impact damage type and its damage value is 7 (7 strength + 0 damage value modifier). Therefore only 6 DV affects Nary. ENCUMBRANCE Cross indexing the body location with the type of armour will yield the encumbrance weight as shown on the armour table, Arms and Armour page 4. For example, a laminated stomach piece weighs 22. Characters may wear any combination of the same or different types of armour on any location as long as it does not exceed the maximum encumbrance for that location. Once all armour is recorded, add up the all the weight from each location. The total, plus the shield encumbrance, are used to determine any modifiers to the body balance or riding ability numbers. Consult the body balance and riding ability modifier table, Arms and Armour page 5. The table will determine the maximum armour the character can wear. For example, a moving in armour skill saving throw of 5 would yield a maximum encumbrance of 410. Any body balance penalties based on the encumbrance of the armour worn and shield weight are also determined by cross-referencing the armour encumbrance and the skills saving throw. For every five skill levels above 10 in moving in armour, the moving in armour penalty is reduced by 1. COMBAT DATA SHEET On the combat data sheet there is room for recording the armour types and locations covered. The maximum armour weight based on the moving in armour skill saving throw is recorded on the combat data sheet. The total armour weight (without shield) is recorded in the box marked Armour Weight (worn). Determine any penalty for the armour weight from the body balance and riding ability modifier table. The armour weight modifier is determined by cross referencing the total armour weight that the character is wearing and the skill saving throw in moving in armour. For example, a character wearing 200 points of armour and has a skill saving throw of 3 in moving in armour has a -7 penalty. Record the armour weight and shield weight if the character is using a shield in the box provided. Determine any penalty for the armour and shield weight from the body balance and riding ability modifier table. SHIELDS If a character has a shield, the shield may stop the attack. The attack may be melee, missile or physical spells and invocations (e.g. lightning bolt). The size of the shield dictates its base chance to stop an attack. A roll of 2d6 equal to or less than the number indicates a successful blocking of the attack. Shield encumbrance counts towards the total armour weight a character may manoeuvre in. A shield may also be damaged beyond use. Each time a shield stops on attack, the hits-to-destroy amount is reduced by one. When this reaches 0, the shield is destroyed beyond use. Type Chance Encumbrance Hits Buckler 5 20 10 Round (wood) 7 30 15 Round 7 50 30 Kite 9 75 50 HELMETS Any attack which strikes the head of a character wearing a helmet or coif has a chance of hitting the helmet as indicated below. A 2d6 dice roll less than or equal to this number indicates the attack struck the helmet. Half Helm(cap) 5 3/4 Helm(coif) 8 Full Helm 10 Great Helm 11 The resistance to damage value of a helmet does not apply to attacks which do not hit it. The observation and perception (hearing only) attribute scores are lowered by 3 when wearing a full and great helm. Character's wearing a 3/4 helm when struck in the head from behind are fully protected by the helmet. DAMAGING ARMOUR All armour can be damaged beyond usefulness. If a critical attack strikes a piece of armour, a roll of 1-3 on a 1d6 means the armour is damage and is no longer effective at stopping attacks. A roll of 1 on a 1d6 will ruin armour if it takes a serious hit. Smiths can repair damage to armour and shields. Non-Metal armour is usually discarded. The base cost to repair a piece of metal armour is half the value if purchasing it, plus 4d6 copper pieces. The cost to regain one hit on a shield is 55 cp. The smith may charge an additional 1d6 cp over the cost of repairing the entire shield. ====================================================================== ARMOUR ENCUMBRANCE S C L S P M H A R C L a A M L I P A I x I I E N A L Q N N N A P G D E T S T M A T L M D M U T M E F A T H A A I A I U A n U I E E T I N I L D I c R L* D R E L G L T S L ---------------------------------------------------------------------- Impact RDV 1 0 1 0 1 0 3 0 1 0 0 Edge RDV 1 8 10 1 12 6 0 7 1 2 7 Puncture RDV 0 7 4 0 4 2 0 5 0 1 4 ---------------------------------------------------------------------- Head 23 4 10 10 4 12 3 8 4 3 1 5 Neck 11 2 5 5 2 6 2 3 2 2 1 2 Chest 50 8 22 22 8 26 7 11 9 7 3 10 Stomach 50 8 22 22 8 26 7 11 9 7 3 10 Back 100 16 44 44 17 52 14 22 17 14 6 20 Shoulder 9 1 4 4 2 5 1 2 2 1 1 2 Upper Arm 21 3 9 9 4 11 3 5 4 3 1 4 Elbow 3 1 1 1 1 2 1 1 1 1 1 1 Lower Arm 20 3 9 9 4 11 3 5 4 3 1 4 Hand 5 1 3 3 1 2 1 1 1 1 1 1 Groin 10 2 5 5 2 6 2 3 2 2 1 2 Hip 11 2 5 5 2 6 2 3 2 2 1 2 Thigh 52 8 23 23 9 27 7 12 9 7 3 11 Knee 10 2 2 5 2 6 2 3 4 2 1 2 Calf 23 4 4 10 4 12 3 5 4 3 1 5 Foot 11 2 2 5 2 6 2 3 2 2 1 2 ---------------------------------------------------------------------- Cost 8x 40x 45x 10x 50x 25x 5x 30x 15x 20x 30x *Mithril Chainmail costs 160x, weighs 1/2 ====================================================================== BODY BALANCE/RIDING ABILITY MODIFIER Armour Encumbrance Moving in Armour Skill Saving Throw ---------------------------------------------------------------------- 1 2 3 4 5 6 7 8 9 10 11 10 20 30 -1 40 -2 50 -3 60 -4 -1 70 -5 -2 80 -6 -3 90 -7 -4 -1 100 -8 -5 -2 120 -9 -6 -3 140 -10 -7 -4 -1 160 -11 -8 -5 -2 -1 180 -9 -6 -3 -2 -1 200 -10 -7 -4 -3 -2 -1 220 -11 -8 -5 -4 -3 -2 -1 240 -9 -6 -5 -4 -3 -2 -1 260 -10 -7 -6 -5 -4 -3 -2 -1 290 -11 -8 -7 -6 -5 -4 -3 -2 -1 320 -9 -8 -7 -6 -5 -4 -3 -2 350 -10 -9 -8 -7 -6 -5 -4 -3 380 -11 -10 -9 -8 -7 -6 -5 -4 410 -11 -10 -9 -8 -7 -6 -5 440 -11 -10 -9 -8 -7 -6 470 -11 -10 -9 -8 -7 500 -11 -10 -9 -8 ---------------------------------------------------------------------- For every 5 skill levels above 10 in moving in armour, reduce this penalty by 1. ====================================================================== ====================================================================== | Damage Value | M | Modifiers | o | T | D d S | S S h | a P i B k | H l w r | m T a f r S i | a a i u | a y r i e a l | c s n s | g p r e a v Name l | k h g t | e e y r k e Notes ----------------------------------------------------------------------- Axe, Battle W 0 -5 0 -2 Edge -3 4 2H Axe, Broad W +1 0 n/a -2 Edge -3 4 Axe, Hand W -2 -2 n/a -2 Edge -3 4 Axe, Pole P 0 -5 0 +2 Edge -3 5 2H Ball and Chain F -2 -2 n/a -5 Impact -3 4 Bec De Corban W -1 -6 n/a +1 Edge -3 3 Berdiche P 0 -4 0 -4 Edge -4 5 2H Bill P 0 -5 0 -4 Edge -2 5 2H Bodkin H -3 -4 n/a -2 Edge -3 3 Caltrop n/a n/a n/a n/a n/a Edge n/a n/a Catch-Pole P -4 -7 -4 -2 Impact -3 5 2H Cat O' Nine Tail F -2 -4 n/a -5 Impact -4 4 Club W -2 -2 n/a -4 Impact -3 3 Cudgel W -2 -2 n/a -4 Impact -3 4 Cutlass H 0 0 n/a -3 Edge -4 3 Dagger H -3 -2 n/a -1 Edge -2 3 Falchion H +2 +1 n/a -2 Edge -2 3 Fauchard P +1 -6 -1 +1 Edge -3 5 2H Flail F -2 -2 -2 -5 Impact -4 4 Furniture U -2 -2 n/a -1 Impact -5 5 Glaive P -1 -5 -1 +1 Edge -2 5 2H Halberd P -1 -5 -1 +1 Edge -3 5 2H Hammer, Horseman W 0 0 n/a -2 Impact -3 4 2H Hammer, Lucerne P -1 -6 -2 +1 Edge -2 5 2H Javelin S 0 -3 n/a +2 Edge -3 5 Kick U -4 -5 n/a -2 Impact -5 n/a Lance S -8 -8 n/a +2 Edge -6 5 Mace W 0 0 n/a -2 Impact -3 5 Mace & Chain F -1 -1 n/a -4 Impact -4 3 Main Guache H -2 -6 n/a 0 Edge -3 3 Military Fork P -1 -5 -1 +1 Edge -2 5 2H Morning Star W +1 0 n/a -1 Impact -3 3 Pike P -1 -6 -1 +1 Edge -5 5 2H Pike-Awl P -4 -7 -4 -2 Edge -4 5 2H Punch U -5 -5 n/a -3 Impact -4 n/a Quarterstaff Q -3 -3 -3 -1 Impact -3 5 1/2H Rapier H 0 0 0 -2 Edge -3 4 Sap U -2 -3 n/a -1 Impact -4 n/a Scorpion P -1 -5 -1 +1 Edge -2 5 2H Scythe P -2 -6 -2 0 Edge -3 5 2H Shield Smash B U -2 -2 n/a 0 Impact n/a n/a Shield Smash K U -1 -1 n/a +1 Impact n/a n/a Shield Smash R U 0 0 n/a +2 Impact n/a n/a Spear S 0 -3 n/a +2 Edge -3 5 1/2H Spetum P 0 -4 0 +2 Edge -2 5 2H Sword, Bastard H 0 -3 +1 +3 Edge -2 3 1/2H Sword, Broad H +1 -3 n/a +3 Edge -2 3 Sword, Long H +2 -2 n/a +4 Edge -2 3 Sword, Short H 0 -4 n/a +2 Edge -2 3 Sword, 2 Handed H +2 -2 +1 +3 Edge -3 3 2H Trident T 0 0 n/a +2 Edge -3 4 1/2H Voulge P +1 -6 +1 +3 Edge -2 5 2H War Hammer W -1 -1 n/a -3 Impact -2 4 2H Whip Wh -3 -3 -3 -5 Impact -5 3 ====================================================================== ====================================================================== M - Range in Feet o M d D M a S D i a P B S e x k f m T o l h d L i i V i a y i a o i o m l e g p n n r u n u Name l r e e t k t m g m ----------------------------------------------------------------------- Axe Tw -2 Edge 5 15 30 45 60 Bola Bo -2 Impact 5 15 30 45 60 Blow Gun Bg -4 Edge 5 15 30 45 60 Bow, Long Bow +1 Puncture 30 135 270 510 750 Bow, Short Bow -1 Puncture 30 135 270 435 600 Crossbow, Heavy CB 15 Puncture 15 75 150 510 750 Crossbow, Light CB 10 Puncture 15 60 120 435 600 Dagger Tw -3 Edge 5 15 30 45 60 Furniture Tw -5 Impact 5 10 15 20 25 Javelin S 0 Edge 10 30 60 90 120 Net Ne -6 Impact 10 15 30 40 50 Sling Sl -2 Edge 15 75 150 225 300 Spear S 0 Edge 10 20 60 90 120 Trident T +1 Edge 10 25 40 60 80 Weapon Tw -5 Edge 5 10 20 30 50 ----------------------------------------------------------------------- Skill: Bg - blow gun Bo - bola Bow - bow CB - crossbow F - flexible H - hafted Ne - net S - spear Sl -sling P - pole-arm T - trident Tw - throw weapon U - unarmed W - weighted Wh - whip Notes: 2H two handed 1/2H one or two handed ============== = = = COMBAT = = = ============== This section covers missile and melee combat and the rules of engagement. Although most situations are covered in this section, players (and gamemasters) will come up with unique tactics and approaches not entirely presented herein. The rules should not disallow heroic play or override logical decision making and actions. The combat rules are designed to combine realistic, yet playable battles. Combat takes into consideration the skill of the player, not just the skills of the character. MINIATURES AND SCALE It is highly suggested to use miniature figures (25mm) and a playing surface that has squares or hexes drawn on it when conducting combat. The square should be 3/4 of an inch (20mm) in size and each humanoid figure occupies one square. The game scale is 5 feet to the square. Thus if two miniatures are beside each other they are engaged. If one of the combatants has a two handed weapon, quarterstaff or pole-arm then being one square away is still considered engaged. WEAPON READINESS It can be assumed that all combatants will have a weapon ready when they engage in combat. If they are engaged in melee combat and must produce a weapon (surprise, fumbled previous weapon, etc), the must use their draw weapon skill. When a character's weapon skill action phase card is drawn, they can use the draw weapon skill to pull out a weapon and ready it. If the skill saving throw is successful, the weapon is ready and can be used to attack. If the saving throw fails, the attacker suffers a -2 penalty on the to-hit chance. Drawing a weapon and having it ready also applies to missile weapons. Missile weapons incur a -2 penalty on the draw weapon skill saving throw. A character can draw a weapon during a movement action phase if they are not engaged in melee combat and not have to make the draw weapon skill saving throw. A character may also draw a weapon without having to use the draw weapon skill, if the gamemaster indicates the situation does not warrant such pressured readiness. MISSILE COMBAT Combat involving any type of weapon which leaves the attackers hand, for example arrows, sling stones or thrown axes, are resolved as follows. The weapon must be ready and the attacker's weapon skill action phase card is drawn from the phase sequence deck. To hit the target, the attacker must make a successful skill saving throw in the type of weapon being employed, modified for range or other applicable bonuses or penalties. All successful missile/thrown skill saving throws require a hit location card to be drawn using the random/missile section to determine the hit location. There should be no penalties to the skill saving throw for cover. If the location hit is behind impenetrable cover, such as a stone wall or similar material, the attack misses. Consult the Objects and Siege section for the resistance to damage value (RDV) of materials. After drawing the hit location card, the attacker draws a damage card and the results are applied to the defender. An attacker may choose to fire "general" or "aimed" instead of the "random" method above. If an attacker chooses the "general" method, they may pick the level of attack, high, central or low, and if the skill saving throw is successful, scores a hit at that level as shown on the hit location card. This method incurs a -3 penalty. If the attacker chooses the aimed method, he incurs a -5 penalty. If successful, he or she may choose the exact hit location and rolls 1d6 + 1 to determine the positive effect of severity modifier. If the target has a shield facing the attacker, then it may stop a missile. The chance to stop the attack is based on the shield size and any shield modifiers in effect. The RDV of the shield should be taken into consideration if the missile strikes the shield. Should a player rolls a 12 when making a skill saving in bow or crossbow the string breaks. The shot does not go off. A character may not fire or use a missile weapon if they have been attacked (successful or not) in melee combat. For every 5 skill levels above 10, an attacker may add +1 to the skill saving throw chance. This bonus does not alter the skill saving throw with regards to action phases (i.e the maximum of 11). Missile and thrown weapon skill saving throw modifiers are as follows: Point Blank Range +3 Short Range +1 Medium Range 0 Long Range -1 Maximum Range -3 Random Hit 0 General Hit -3 Aimed Hit -5 Per attacker stun card -1 Per attacker 5 skill levels above 10 +1 MELEE COMBAT When all movement during a movement action phase is completed, a character is considered engaged in melee combat when an attacker is capable of using armed or unarmed attacks at a range of approximately five feet. Pole-Arms and other long weapons (two-handed swords, quarterstaves, etc..) have a range of ten feet and thus a character may, at certain times, attack and not be attacked by a character without such a weapon. For example, a character is using a glaive and moves up to an enemy using a shortsword but remains ten feet away. The enemy has already performed their movement for that phase. The enemy is held (engaged) in melee combat even though they cannot attack the character with the glaive. RESOLVING THE TO-HIT If a character is engaged in melee, within weapon range, has their weapon ready and it is their weapon's skill action phase, they may attack the target. Consulting the Combat Reference Sheet, the attacker picks a level of the attack, high, central, low, or random and cross indexes the attack type, hack, slash, swing, or thrust to yield a base to-hit chance. For example, a hack high has a base to-hit chance of 5 against humanoid defenders. This chance may be modified based on actions of the attacker, defender and other factors in effect. For example, a character who slashes central (base chance of 8) who is kneeling (reduced to 7) and the defender successfully dodges would have the base chance reduced to 5 (7 - 2). A 2d6 dice roll less than or equal to this modified to-hit chance indicates a successful hit at that level of attack. The base to-hit chance cannot be adjusted below 2 or above 11 regardless of modifiers. Certain attack types yield different damage values as indicated in the Arms and Armour section. Therefore, it is up to the attacker to determine the best combination of attack types and level for their desired combat outcome. It can be assumed that the defender is doing everything to avoid being hit (ducking, leaping, pivoting, dancing around, etc.). A defender can choose some special defences to reduce the chance of being struck. These are dodging, retreating, parrying, disarming and using a shield. The defender may also try to disengage from the attacker. These rules are covered later. If the attack to-hit roll is successful, the attacker draws a hit location card to yield the exact location of the hit under the high, central, low or random section. After drawing the hit location card, the attacker draws a damage card and the results are applied to the defender. PRIMARY AND SECONDARY WEAPONS It is assumed that a character will attack with the weapon in their primary handiness. Characters may choose to attack with a weapon in their off hand or choose to attack with a weapon in each hand. Off-Hand weapon attacks occur on half the skill action phase of the primary weapon. They also incur a to-hit modifier of -1. If a character is fighting with a weapon in both hands, the each weapon will incur a -2 to hit penalty (a total of -3 for the off-handed weapon). The primary weapon skill action phase is unaffected but the secondary weapon still attacks at half the primary weapon skill action phase. LONG WEAPONS Any weapon that has the swing attack type listed, is considered to have a range of 10 feet. This provides advantages for engaging targets at a range that may be out of reach for their weapon. This also produces greater damage from two handed strength bonuses. The disadvantage to a two-handed or long weapon is that the must use the slash attack type if the defender is within five feet. They will also lose the slash attack type when the defender is from six to ten feet away. UNARMED COMBAT A character may opt to kick an opponent or use their hands during their unarmed skill action phase. Only one type of unarmed attacked may be performed on the unarmed skill action phase. Grapple and tackle are a special type of unarmed melee attack. Grapples are holding manoeuvres applied to some part of a defenders body. The type of hold is depended on the melee hit location card result. A head hit yields a head lock, a stomach hit yields a bear hug, etc. If the character being held makes a successful skill saving throw in unarmed melee they have freed themselves. A successful tackle hit indicates the defender has a chance of being knocked over. The defender must make a successful attribute saving throw versus agility with a minus 2 penalty to remain standing. If a character has the martial arts skill, they may use their feet like a secondary (off-hand) weapon. All the rules for primary secondary weapons apply when using martial arts. APPLYING DAMAGE If the attacker has successfully struck a target, they will draw a damage card. Beside each hit location is an effect of severity modifier. Subtract this modifier from the base damage value of the weapon for the attack employed (missile, slash, hack, thrown, etc.). The base damage value is determined by the strength of the attacker and modifiers based on the weapon. The Arms and Armour section covers the damage value of weapons. From this modified damage value, subtract the resistance to damage value of the armour where the attack hit. This total yields the effective damage value. If the effective damage value is 0 or less, the defender takes one endurance damage point. If the effect damage value is greater then 0, a damage card is drawn. Consulting the damage card there are three things that will happen to the defender; endurance and body damage loss, and an effect of severity result. If the endurance or body damage loss is a number, the target will lose that number of damage points. If the number has a +EDV following it, the target will lose the amount of points indicated plus the effective damage value. Using the total amount of body damage points taken, look this number up on the effect of severity table. Stun: The effect causes the character to make a stability check and draw a stun card. Unconscious: A character is instantly knocked unconscious for 2d6 turns. Death: The character expires in 1d6 turns. The character is unconscious for this period. A heal spell, laying of the hands invocation or mental blend used at a level equal to the number of body points taken from the card which caused the effect will save the character. ** EXAMPLE ** Marcus strikes an orc high with his longsword. The sword's damage value is 12. Hit location card #13 reveals left shoulder, with a -3 effect of severity. The orc's natural armour has a resistance to damage value of 2 for edged weapons. Therefore the effective damage value is now 7 (12 - 3 - 2 = 7). Drawing damage card number 20, a critical, the orc takes 10 endurance damage (3 + 7), 15 body damage (8 + 7) and is knocked unconscious as 15 falls between 15-25 on the effect of severity table. SEVERING LIMBS (optional) A character must have a skill level of 10 in the weapon to inflict this type damage. The base chance to severe a limb is 2. For every 5 skill levels above 10, the chance is increased by 1. A 2d6 dice roll less than or equal to this chance severs the limb. This special rule comes into affect when a critical damage card is drawn on a vulnerable hit location. The areas that can be severed are hands, lower arm, elbow, upper arm, should (arm), foot, calf and knee. If the hit location is neck or head and the severe dice roll is successful, the defender is instantly killed. If a defender has a limb removed they must make a willpower attribute saving throw to remain conscious. If successful they will lose 2d6 willpower damage points. The injured character will also lose 3 body damage points and 1d6 endurance damage points per turn. The target will probably die from system shock after losing a limb. STUN A character may be stunned from combat hit locations, damage effect of severity, spells and other mishaps. When a character is stunned they take a stun card. All modifiers and effects from being stunned are applied immediately. All modifiers are cumulative. To remove a stun card, an 'R', recovery card must be drawn from the phase sequence deck. There can be no actions taken during an 'R' recovery phase. The following modifiers are applied for each stun card. Attacker to-hit chance -1 Shield base defence chance -1 Body balance checks -1 Missile SST -1 When a character is stunned they must make a body balance stability check. If they fail this 2d6 dice roll, they will fall to their knees. If the character is already at their knees, they will fall prone. Should a character fall prone as a result of a failed body balance check, they are still considered engaged in melee if within weapon reach of the attacker. The attacker is also considered engaged in melee as well. BODY BALANCE Body balance is the character's ability to remain stable while fighting. It is used to determine if a character is knocked to their knees or fallen prone from stuns. It also used to determine successful dodges, retreats, advances and if the character disengages from combat. There are body balance numbers for each type of body balance checks. Each body balance number is based on the moving in armour skill saving throw minus a modifier as indicated below. A character must also subtract the moving in armour modifier based on their skill and amount of armour (encumbrance) worn. This information and table is found in the Arms and Armour section. Stability Moving in Armour SST Dodge Moving in Armour SST - 1 Retreat/Advance Moving in Armour SST - 2 Disengage Moving in Armour SST - 3 When forced to make a body balance check, the character must roll 2d6. A total equal to or less than the body balance number will indicate the character has succeeded in that type of body balance manoeuvre. This chance may be modified from stuns and other situations. There is space on the combat data sheet to record these body balance numbers. RIDING ABILITY Once aspect of the skill riding ability is the character's ability to remain stable while fighting on a mount. It is used to determine if a character is disadvantaged or 'unhorsed' from stuns or other combat results. It also used to determine successful dodges, retreats, advances and if the character disengages from combat. There are riding ability numbers for each type of riding ability checks. Each riding ability number is based on the riding ability skill saving throw minus a modifier as indicated below. A character must also subtract the moving in armour modifier based on their skill and amount of armour (encumbrance) worn. This information and table is found in the Arms and Armour section. Stability Riding Ability SST Dodge Riding Ability SST - 1 Retreat/Advance Riding Ability SST - 2 Disengage Riding Ability SST - 3 When forced to make a riding ability check, the character must roll 2d6. A total equal to or less than the riding ability number will indicate the character has succeeded in that type of body balance manoeuvre. This chance may be modified from stuns and other situations. There is space on the combat data sheet to record these riding ability numbers. All rules regarding body balance numbers and checks also apply to riders. The only exception, a rider will not fall to their knees but will suffer the penalties imposed by this disadvantage. If the rider falls prone, they will be 'unhorsed' and fall to the ground. The rider will receive a 1d6 DV attack to a random hit location from the fall. The example below shows a character with a moving in armour skill saving throw of 5, a riding skill saving throw of 10, total armour encumbrance of 140 and a wooden round shield (30 encumbrance). STABILITY This type of body balance check occurs when a character is stunned. The first time a character fails a stability check they will fall to their knees. If the character fails a stability check while they are already on their knees, they will fall prone. There is a card to help keep track of a characters stability during combat. A prone character may move to kneeling during a recovery action phase. A character may move to standing from kneeling during a recovery action phase. DODGE Dodge is a special defensive tactic that moves the character 5 feet (one square ) to the right or left of the attack. When a character is defending, they can announce they are going to dodge. If the defender makes a successful dodge body balance check (with modifiers) the attacker will suffer a -2 penalty to the to-hit chance. If they fail, the defender is disadvantaged, and the attacker gains a bonus of +2 to the to-hit chance. In order to use the dodge defence, the defender must have ample room on either side to accommodate the character. Thus dodging on a narrow ledge is probably not a good idea. ADVANCING AND RETREATING There are two cases where a character may move from his or her position even though it is not a movement action phase. These are advances and retreats. An advance move can be performed when a character is not engaged in melee combat and wishes to move to engage another enemy. He or she can only advance on their primary or secondary weapon's (i.e. weapon in hand) skill action phase. For every five feet the character moves, they must make an advance body balance check. The movement must be made to a specific target insight and every five feet travelled will prompt a body balance stability check. As soon as the character fails the check, they must stop moving and may not try again until their next skill action phase. As a defence in melee combat, a character may retreat. A character may only call the retreat defence when attacked. Like advance, every five feet a character retreats will prompt a retreat body balance check. The retreat must be in a straight line away from the attacker and will prompt a body balance check for each five feet moved. The primary reason for retreating is to better position the attacker for using a pole-arm or similar lengthy weapon. If a character fails to retreat, attack are considered disadvantaged and the attacker gains a +2 to-hit chance bonus. DISENGAGE For a character to be considered not engaged in melee combat, they must be five feet or more for short weapon and ten feet or more for pole-arms, two-handed and quarterstaves away from the attacker. A character may not move during a movement action phase or cast spells during a skill action phase unless he or she is disengaged from the attacker. To disengage the character must announce they are doing so. They do not have to wait until being attacked to initiate this type of manoeuvre. When disengaging, the character must make a disengage body balance check. If successful, the character will move 15 feet away from the attacker. If they fail the disengage, the character is considered disadvantaged for the next attack only. The opponent gets to attack the defender while they are disengaging. It does not have to be the attackers weapon's skill action phase to initiate this type of attack. Opponents may still advance and retreat once a character has made the successful 15 foot disengage to re-engage each other. ** EXAMPLE ** After a movement phase, Alderock, with longsword drawn, finds himself 13 feet away from an orc. The gamemaster draws an 8 from the phase sequence deck which happens to be his longsword skill saving throw. He must make two advances to bring him within weapon range and engage the orc. He has an moving in armour SST of 8 and must roll less than 6 (8 - 2) for each five feet travelled. If he fails either roll he must stop his advance. If he makes both rolls he can attack the orc with a -2 modifier. SHIELDS If a character is using a shield, they may choose to block the attack. The chance to block an attack is based on the size of the shield. This base chance is modified by -1 per stun card the defender has. If the attacker is using a flexible weapon the base chance is lowered by -3. A 2d6 dice roll is made and if the total is less than or equal to the modified base shield block chance, the defender has successfully blocked the attack. In doing so, the defender must make a stability body balance check. If the defender fails the shield block check, the combat proceeds as normal with the attacker using the to-hit chance. Each time a blow strikes a shield, it will become damaged. The number of strikes a shield can take before becoming useless is indicated below Shield Base Chance Hits to Destroy Buckler 5 10 Round (wood) 7 15 Round (metal) 7 30 Knight 9 50 PARRY If a weapon is ready, an defender may choose to parry. The chance to successfully parry is equal to the weapon's skill saving throw minus the parry modifier as found on the melee table. This chance may never exceed 9 regardless of the character's skill saving throw. A 2d6 dice roll equal to or less than the parry chance indicates the parry was successful and the attacker suffers a -4 penalty to-hit. If a defender fails his or her parry dice roll, the attacker gains a +2 bonus on the to-hit chance. After the parry the defender's weapon must check for breakage. A 2d6 dice roll is made and if the total is less than or equal to the weapon's break number, it shatters. If a 12 is rolled the attacker must roll to see if their weapon breaks. DISARMING A character may wish to disarm an opponent. This can be used as a defence or an offence. Defence: When attacked, the defender must make a skill saving throw in disarm. A successful dice roll means the attacker's weapon may become dislodged from their hand. Should the character being disarmed make a successful dexterity attribute saving throw, they will not drop the weapon. The saving throw is reduced by one for every five disarm skill levels. The weapon will land 1d6 x 5 feet away in a direction determined from the scatter table. An attacker using a two-handed weapon induces a -4 penalty to the disarm skill saving throw. If the disarm saving throw fails, the to-hit chance is raised by +3 and the attack proceeds as normal. The defender trying the disarm may not use a parry, dodge, retreat or disengage defence for the attack in which an disarming attempt was made. Shields blockage will still be in effect. Offence: A character may opt to disarm their opponent instead of attacking them on their weapon skill action phase. The base chance to do this is the disarm skill saving throw. All to-hit modifiers are applied to this chance. A successful skill saving throw means the defender's weapon may become dislodged from their hand. Should the character being disarmed make a successful dexterity attribute saving throw, they will not drop the weapon. The saving throw is reduced by one for every five disarm skill levels. The weapon will land 1d6 x 5 feet away in a direction determined from the scatter table. An defender using a two-handed weapon induces a -4 penalty to the disarm skill saving throw. If the disarm saving throw fails, the attacker misses their next weapon skill action phase. MOUNTED ATTACKS If the attacker is on a mount they gain a +1 bonus to strike any target on the ground. Any attack on the ground has a -1 penalty to strike at a defender on a mount. An attacker on the ground may choose to attack the mount instead on their weapon skill action phase. If the character is riding a warhorse, the warhorse can also attack on the horse's 'hooves' attack skill action phase. SPECIAL COMBAT RULES Ambush: If a target is struck unknowingly from behind, the attacker may use his or her ambush skill. A successful SST in ambush indicates the defender receives double the normal endurance and body damage. The damage value of the weapon is increased by 3 when determining the effect of severity only. Attacks from behind: Any character attacked from behind uses the stand defence unless he or she is aware of the attacker. To turn around outside a movement action phase requires a successful advance body balance/riding check. Multiple Attackers: When more than one attacker is attacking a target within a skill action phase, the defender resolves each attack separately. SCATTER TABLES Use these tables to determine random directions (e.g. for disarming, fumbles, etc.) The distance an object will Travel is equal to 1d6 X 5 feet (1d6 squares). EXAMPLE OF COMBAT Matlock the halfling thief and Dagor the human barbarian decide to rescue Sarb the magician. After searching through the dungeon complex, they come across a room 50 foot square. There is a passageway directly across from their entrance. On the left wall about 25 feet away is Sarb. Sarb's feet are shackled to the wall with a chain and are locked and his hands are bound by rope. Before the two could act, an orc enters through the opposite passageway. The gamemaster decides to use the phase sequence cards to regulate the actions of the characters and non-player characters. Below are all pertinent data required for the battle. NAME MOVEMENT SKILL SL SST Matlock 9/40 Hafted Weapon 6 7 Pick lock 10 8 Draw Weapon 5 7 Dagor 10/55 Hafted Weapon 9 10 Moving in Armour 8 9 Sarb 8/40 Power Channelling 8 9 Sonic Disruption 5 6 Orc 12/40 Pole-Arm Weapon 5 6 Moving in Armour 4 7 Dagor already had his longsword drawn and shield ready while the orc is carrying a halberd. Matlock does not have his shortsword drawn but gets his lock picking kit out instead. The gamemaster starts drawing cards from the phase sequence deck. A "5" is drawn. Since nobody can perform an action, he continues. An "M" is drawn next. This is a movement action phase and the person with the lowest movement number reacts first. Thus Sarb would move first because of his 8 but cannot as he is tied to the wall. Matlock will move with his 9 and proceeds to Sarb. Matlock easily makes the 25 feet with his 40 feet per MAP movement. Dagor moves next and crosses the 50 foot room and stands in front of the orc (this does not engage the orc as all movement is simultaneous). The orc makes his move last because of his 12 and backs up ten feet out of the reach of Dagor's longsword but still within range of his halberd. Dagor is held engaged in melee combat. All movement is completed and the gamemsater continues drawing cards from the phase sequence each. Next number drawn is an "8" and Matlock can use his pick lock skill because of his 8 skill saving throw. He rolls a 5 on 2d6 and successfully picks the lock holding Sarb's legs. Since the metal is removed from Sarb, he is free from that restriction for casting spells. A "9" is drawn and since this is Sarb's power channelling SST, he can cast a spell (all spells are cast on the power channelling skill saving throw). He decides to spend that phase preparing to cast sonic disruption. Sarb has a power channelling SST of 9 and rolls a 3 and 4, total of 7, and gains the +1 bonus. He may not cast the spell in this phase and had he failed the roll, no bonus would be gained. A "6" comes next and the orc attacks. He chooses to thrust central. There are no modifiers to the to-hit chance so it remains unchanged at 3. Dagor has a shield (round-metal) and decides to block the attack. He needs a 7 or less on a 2d6 dice roll to block the thrust. He rolls 7 and the halberd strikes the shield. The shield's 'hits to destroy' number is reduced from 30 to 29 from the hit. Since the attack hit the shield, Dagor must make a stability check. His moving in armour skill saving throw is 8. Consulting his body balance section, he needs an 8 for this type of 'stability' check (Dagor has enough skill in moving in armour to negate the weight of the shield). He rolls a 5 on 2d6 on does not fall to his knees. A "3" is drawn next, then a "10", Dagor's longsword skill saving throw. Dagor must advance towards the orc to get within his weapon's range. He only needs to move five feet, prompting an advance body balance check. His moving in armour skill saving throw is reduced by 2 for this type of check. The chance is 8 (10 - 2) and he rolls an 6 on 2d6, and makes the check. Dagor decides to slash high. The to-hit chance is 6 but reduced to 4 because of the advance (-2 modifier). He rolls an 8 and fails. The next number drawn is "7", Matlock's skill saving throw in shortsword. Since he is drawing the weapon in a pressure situation, he must use the draw weapon skill. He rolls 11 on 2d6 failing the skill saving throw of 7. Since he is not engaged in melee, the -2 failed draw weapon modifier does no come into effect. The next number drawn is an "8". A "4" then "9" is drawn and Sarb decides to cast his sonic disruption spell. He cannot use gestures (his hands are tied) and with no incantations has a -3 penalty. He does gain the +1 bonus for the one skill action phase of preparation. He needs a 4 (6 - 2) on 2d6 to cast the spell. Since Sarb is using his endurance as a source of power, he only casts a 16th level spell. He rolls a 1 and 3 making the skill saving throw and inflicts 8 damage value on the orc. Since it is an undirected attack, he must use the random portion of the hit location card to find the effect of severity. He draws card #29, and uses the -3 effect from the right calf hit location. This lowers his effective damage value to 5. He draws a serious, card #18, and inflicts 8 endurance damage points, 12 body damage points, and stuns the orc as 12 falls between 0 - 15 on the effect of severity table. Dagor was not affected by the spell because Sarb centred it on the orc with only a 6" radius. Because of the stun, the orc takes a stun card. The orc must also make a stability check. He needs a 7 or less to remain standing and rolls a 6 when making his body balance check. A "10" is called next and Dagor can attack the orc. Dagor picks thrust high but the orc decides to parry. The orc must roll a 3 or less (his weapon SST minus the parry modifier) to successfully parry the thrust. The gamemaster rolls a 7 and the parry fails. Dagor's chance for the thrust high is raised from 2 to 4 from the +2 modifier for failed parries. Dagor rolls a 4. The successful hit! A hit location card is drawn, #32, and the high location is used. This is a neck hit plus 3 effect of severity modifier. Dagor draws card #23 for damage and critically hits the orc with his 10 DV sword. The adjusted 10 damage value to 13 is reduced to 11 from the orc's natural resistance to damage value for edged attacks. The final 11 effective damage value is applied to the damage card. The orc receives 15 endurance damage points, 20 body damage points and the effect of severity is unconscious. The orc fails the willpower attribute saving throw and falls to the ground unconscious. The orc loses 1d6 willpower damage points for the attempt. A 7 is drawn which is Dagor's random action phase number on he bounds and gags the orc. Since all combat has ceased the gamemaster stops using the phase sequence deck. All drawn cards are placed in the deck and the deck reshuffled. Matlock unties Sarb's hands and Dagor searches the orc for treasure. The three continue on to find their captured friend Skylar. They hope that their ranger friend Gilbert is having no difficulty guarding the entrance to the dungeon complex. =================================== = = = SIEGE EQUIPMENT AND OBJECTS = = = =================================== SIEGE EQUIPMENT For siege equipment to successfully strike their target, a siege engineer must make a successful SST in his or her siege engineer skill. This save is modified by -4 for the first shot, -3, -2 , -1, for each subsequent shot and finally no modifier for all shots thereafter. Even if a siege device successfully strikes a target, a SST in siege engineer must still be made for each shot. Battering rams and screws always strike their targets. Siege equipment must be manned by a certain number of crew. Should the crew fall to half its original value, double the rate of fire. Siege equipment cannot operate with less than half the normal amount of crew. All siege equipment have a damage value similar to melee weapons. There is no modifier to this damage value. Breaches may also be accomplished by mining under the walls and burning away the supports. The time needed to mine is equal to 1d6 days for normal ground and 1d6 months for stone ground. The fire will take an additional 1-2 days to burn through the wood. If the leader makes a successful siege engineer SST the wall will suffer a 300 damage value attack. If the save failed, the wall will suffer only a 70 DV attack. Name Crew DV Range (yards) Rate of Fire Arbalest 1 20 400 1 shot per turn Ballista - arrow 3 30 400 1 shot per 2 turns Ballista - stone 3 50 300 1 shot per 5 turns Battering Ram 16 100 touch 1 hit per turn Boat Ram - 100/ft touch 1 per 30 turns Catapult (light) 6 100 300 1 shot per 4 turns Catapult (heavy) 10 200 300 1 shot per 5 turns Onager 6 80 400 1 shot per 5 turns Screw 10 70 touch 1 attack per turn Springal 6 40 300 1 shot per 5 turns Trebuchet 12 1000 300 1 shot per 15 turns DAMAGING OBJECTS Objects can be damaged by physical and magical attacks. All inanimate objects have structure points. When struck by physical or magical means, a damage card is drawing and the body damage is subtracted from the structure points. There is no effect of severity modifiers for objects. When an object's structure points reach zero, it is destroyed beyond use. The following list is a guideline for structure points of various objects. Battering Ram 650 Lock 30 Boat 70/foot Mantelet 200 Catapult 320 Onager 360 Chair 20 Portcullis 625 Door, Iron 575 Siege Tower 1300 Door, Wooden 65 Stone Wall 250/foot Door, Wooden (bound) 200 Table 60 Gate 600 Trebuchet 500 **EXAMPLE** Skylar the sorceress is trapped in a room and decides to use a fire bolt spell to destroy the door leading to the exit. The door is wooden therefore Skylar must inflict 65 structure points to destroy it. She successfully casts a 30th level fire spell and draws damage card #24, a critical, and inflicts 40 body damage, reducing the door to 25. Since the power loss from the spell was more than she expected, Skylar decides to use her battle axe to chop herself out. The axe does 11 DV and she drew card #13 which does +5 BDP. She hits the door and inflicts 16 more points of damage. The door has only 9 points left. She hits the door again and draws card #23. The axe inflicts 20 damage points destroying the door. Skylar can now make her escape. RESISTANCE TO DAMAGE VALUE OF OBJECTS All materials will have a resistance to damage value. The following is a guide to determining the RDV of an object. Use this table for missile weapons. Material/Item RDV Buckler 10 Creature/Human 11 + 1 per strength AS above 10 Knight Shield 15 Metal 10 per inch Round Shield (wood) 7 Round Shield (metal) 12 Straw (baled) 1 per inch Table 7 Wood 3 per inch Wood (bound) 5 per inch ================= = = = CREATURES = = = ================= A gamemaster should make encounters with creatures exciting, challenging and different each time. By using creatures sparingly and having each encounter well thought out, the level of role-playing and game play will greatly increase. The best method of accomplishing this is to place yourself in the creature's position. Give the creature a purpose, goals, a personality, habits, flaws, and so on. Try to treat each creature as an individual being. Although this can be hard during large encounters, you only have to look at any party of characters to see that they do not always act will similar motives, in unison and with perfect timing. All creatures of the same species do not act the same. One hobgoblin may surrender while another who is fanatically loyal to his master will fight to the death. When planning encounters, do not make the creatures simple cannon fodder. In doing so, the players gain a level of arrogance and power that will alter the balance of play. If a party was simply thrown orcs to kill with ease at every turn of an adventure, this may diminish a great climax or forgo a chance for role-playing. When the orc king is discovered, characters may simply blunder in with swords and wands blazing. Unknown to the party, the orc king is under pressure form above and within his own troops. With this sudden attack he must defend himself and prove his worth to the clan. The characters, not taking the time to properly access this more powerful orc, fail to notice the orc king has a wand of metamorphosis (with 6 charges) and a garrison of 30 orcs down the hall loyal to his cause. The party may find themselves in a worse position had they not though out and respected the power of the creatures. Creatures do not always fight to the end. Animals retreat and lick their wounds while intelligent creatures may surrender. Animals will rarely attack a large group of people. Intelligent creatures should have a goal they are trying to accomplish. These goals could be: patrols simply reporting all they find but no contact, searching looking for food, lodging, money, information, or they play a larger purpose (they are part of the character's enemy force whose purpose is to slow down or defeat the party). Powerful monsters should only be encountered on special occasions. As powerful as a dragon is, meeting one over every hill, will get a little ridiculous. Sometimes a direct encounter is not always desirable. Tracks and occasional sightings keeps player on their toes just as effectively as needless combat. Legends and the evidence of a creature should be enough to place the characters on edge. By being creative with the encounters and creatures the scenario and campaign will be more enjoyable. THE CREATURE TABLE After each monster and animal is a common set of parameters describing each creatures' abilities. Encounter: This is an indication of how often a creature may be encountered by the characters. A 2d6 dice roll equal to or less than the number indicates the group has found tracks, the lair, sighted or actually encountered the creature. Very Rare (VR) 3 Rare (R) 5 Uncommon (UC) 7 Common (C) 10 Number Encountered: This indicates the number of creatures usually encountered. Type: Defines what type of magic attacks will affect the creature. There are four types: animal (A), humanoid (H), monster (M) and undead (U). This is important as certain spells (e.g. charm, speak with animals, banishment) can only affect certain types of creatures. This is also a indication of how the creature should be role-played. Attribute Scores: The average attribute score for each of the 13 attributes. Some attribute scores may be 0 reflecting this attribute does not apply to the type of creature. Magic Resistance (MR): The average magic resistance for that type of creature. This number may vary. Movement: The land, air and water movement rates given in feet per movement action phase. Movement Number: The average movement number for that type of creature. Attack Level: Determines which row on the combat reference chart to-hit table under the humanoid heading to use when attacking. Random means the creature uses the random row. All means the creature has some intelligence and may pick the level of attack (high, central, low or random). Defence: Determines which row the creature will use when defending. Extraordinary, fierce, average and weak creatures use that row when being attacked. Humanoid creatures defend normally (i.e. the attacker may pick the level of attack, high central, low or random). Effect Modifier: The effect of severity given on the damage cards are for human-sized opponents. Due to the size or mass of some creatures, they can lower or ignore the effects of the severity on the damage card. Normal: The creatures takes the effect as stated on the damage card. Lower: The creature takes the next lower effect (dead becomes unconscious, unconscious becomes stun, stun becomes no effect). Ignore: The creature ignores all effect of severities. RDV: The impact, edge and puncture RDV of the creatures natural skin, hide, shell, etc. Certain creatures may wear armour which will add to their natural resistance to damage value. Damage Points: Almost all creatures have endurance (EDP), body (BDP), and willpower (WDP) damage points. Attacks: The first number is the amount of attacks, followed by the attack type, the damage value, the damage type (edge, impact, puncture) and the skill saving throw. For example: 1xclaw 10DV edge 8 Skills: A list of possible skills the creature may have. Following the skill name is the skill level and skill saving throw. Example, foraging 8/9 has a skill level of 8 and a 9 skill saving throw. Banishment Points: Used only for undead creatures. This is the average banishment points. CREATURE SHEET A reference sheet is provided to record most of the data and scores for a creature. On the top of the next column is an example of a sheet for a troglodyte. Space is available for weapons and skills. Additional information like armour and spells may be recorded on a separate piece of paper. CREATURES IN COMBAT Creatures that are humanoid or beasts with great intelligence will fight to the best of their abilities. All creatures, where applicable, will use the same combat rules as found in the combat section. Creatures, whether they are using natural weaponry or a weapon, attack using the standard to-hit table found on the combat reference chart. Creatures that use weapons pick their attack type based on the weapon. Those creatures without weapons may attack unarmed or with natural weaponry. Natural weapons have the following attack types. Weapon Attack Type Bite Hack Branch Swing Claw Slash Hooves Hack Horn Thrust Tail Swing The 'Attack Level' parameter determines what row to use. All means the attacker may choose the level (high central, low or random). Random indicates the attacker must use that row. For example, a tiger (cat, wild) bite attack would be a random 'hack', to-hit chance of 7. Like other skills, there is a skill saving throw for each attack indicating when a creature may utilize their weapons in combat. A creature may perform as many attacks per turn as it desires (e.g. a creature that bites, uses claws and has a tail may employ any of these attacks per turn when the skill action phase number is drawn). Creatures with multiple attacks can strike multiple times (e.g. 2xClaw can strike twice) within the same action phase and may attack different opponents with each attack. The 'Defend As' parameter determines what row the creature will use when being attacked by a humanoid (e.g. the player characters). There are five types of defences a creature may be classed as: humanoid, weak, average, fierce and extraordinary. Creatures defending as humanoids use the humanoid column. Therefore, the attacker can pick the level of attack. If a creature is not humanoid, it will use the row based on the toughness (weak, average, fierce and extraordinary). The attacker need not pick a level (high, central, low or random), but simply uses the appropriate row to determine the to-hit chance. Monsters do not have to make body balance track number checks when advancing or retreating (backing off). When determining the hit location area on the hit location card, creatures of extraordinary, fierce, average and weak toughness will use the Creature section. All other humanoid creatures will use the section depending on the level of attack. A creature section that has a second hit location in parenthesis will use this alternate hit location if the first location given does not exist for that type of creature. Some creatures are larger and more tenacious than the characters and can withstand the effect of being damaged to a greater degree. To reflect this, the effect of severity may be lowered to the next effect or totally ignored. Listed in the creatures statistics under effect modifier, is normal, lower or ignore. Normal: The creatures takes the effect as stated on the damage card. Lower: The creature takes the next lower effect (dead becomes unconscious, unconscious becomes stun, stun becomes no effect). Ignore: The creature ignores all effect of severities. Stun: If a creature is not humanoid, then the result of stun means it will forfeit its next attack. Unconscious: Creatures may use their willpower to regain consciousness. They lose 1d6 willpower damage points every attempt. COMBAT EXAMPLE After completing a movement action phase, Gilbert the warrior finds himself engaged with a bear. Gilbert's skill saving throw in longsword is 9. Drawing a card from the phase sequence deck, the gamemaster announces a 3. Drawing another card, the gamemaster announces a 5. The 5 is the bear's bite skill saving throw. The bear attacks using the random row (Attack Level: random) and a bite is a hack attack type. The to-hit chance is 7. The gamemaster rolls a 5 on 2d6 and hits Gilbert. Drawing hit location card #33, the random result is left lower arm with -3 effect of severity modifier. The bear's bite inflicts 10 damage value but is lowered to 7 from the -3 effect modifier. Damage card #01 is drawn and Gilbert is lightly wounded. He loses 1 endurance damage point and 7 (0 + 7) body damage points. The effect of severity is none as 7 falls between 0 and 24 on the effect of severity table. The next number drawn is "6", the bear's claw skill saving throw. The claw attack type is slash, therefore the to-hit chance is 9 using the random row. Gilbert decides to parry. The chance to parry is equal to the skill saving throw of the weapon minus the parry modifier. Since Gilbert is using a longsword the chance to parry is equal to 7 (9 - 2). He rolls a 4 on 2d6 and successfully parries the blow. The weapon does not break on a 2d6 dice roll of 9. An "8", "10", and "9" is drawn. Nine is Gilbert's weapon skill saving throw. Since the bear is an average (Defend As: average) creature we use that row of the to-hit table to determine the outcome of the strike. Gilbert slashes and the chance is 8 or less. He rolls a 5 and hits the bear. The sword inflicts 8 damage value (10 for his strength attribute score and -2 for the damage value modifier for slash). Hit location card #43 is drawn and yields a head +4 hit under the creature heading. Four is added to the damage value bringing the total to 12 before drawing the damage card. Card #74 is a critical hit. The bear loses 17 endurance damage points (5 + 12) and 22 body damage points (10 + 12). Normally the creature would be killed on this attack but the bear's effect modifier lowers the result to unconscious instead. ================ = = = BESTIARY = = = ================ BEAR Bears vary from brown to black and weigh 500-1500 pounds. They usually eat berries or small game, but when pressed for food will attack a human. Bears are found in every clime, except the desert, and are active for only half of the year. Bears mate yearly with 1-2 cubs commonly encountered with a parent. Encounter: uncommon Number Encountered: 1-2 Type: animal STR: 10 HLH: 7 END: 9 WIL: 5 COR: 6 DEX: 5 AGL: 7 OBS: 6 PER: 10 INT:: 7 LAB: 4 EDC: 0 MAG: 1 MR: 15 Movement (ft/MAP) Land: 50 Air: Water: 25 Movement Number: 13 Attack Level: random Defend As: average Effect Modifier: lower I-RDV: 0 E-RDV: 1 P-RDV: 0 EDP: 40 BDP: 350 WDP: 12 1xbite 10DV edge 5 1xclaw 10DV edge 6 foraging 10/8 CAT, WILD This description represents only the big cats which pose a threat to the characters. Such felines include tigers, lions, panthers and cougars. Each has a specific area in which they inhabit. A lion on plains or grasslands, tigers in forests and cougars in mountains or arid places. If a cat makes a successful ambush SST, they will receive 4 claw attacks instead of 1 for the first attack. Cats mate yearly with 1-6 kittens commonly encountered in the spring. Encounter: uncommon Number Encountered: 1-2 Type: animal STR: 9 HLH: 7 END: 10 WIL: 4 COR: 8 DEX: 6 AGL: 10 OBS: 10 PER: 10 INT: 7 LAB: 5 EDC: 0 MAG: 1 MR: 15 Movement (ft/MAP) Land: 90 Air: Water: 15 Movement Number: 15 Attack Level: random Defend As: average Effect Modifier: lower I-RDV: 0 E-RDV: 0 P-RDV: 0 EDP: 20 BDP: 150 WDP: 6 1xbite 11DV edge 7 1xclaw 8DV edge 6 ambush 10/10 tracking 9/9 foraging 10/8 camouflage 7/6 CAVNAR TREE Within almost every forest this peculiar tree grows. The tree stands approximately 40 feet tall and is quite indistinguishable from other trees that size. When something passes within 20 feet of the trunk, there is a 6 or less (on 2d6) chance the tree will attack. When it does, the roots quickly lash out from under the ground entangling the person. From 1d6 + 2 roots may attack a person and successful agility attribute saving throw is required to avoid each root. Once trapped, the victim is automatically injected with a poison from barbs on the roots. To avoid the affects of the poison, a successful AST versus health must be made. Failure indicates the victim falls unconscious for 3d6 turns. The character will lose 5 body damage points automatically per root when a six is drawn from the phase sequence deck. Once the victim is dead, the root releases it. A 1 on a 1d6 die roll indicates there is a body (humanoid or animal) already at the base of the tree. Encounter: rare Number Encountered: 1-20 Type: monster STR: 10 HLH: 8 END: 10 WIL: 8 COR: 0 DEX: 0 AGL: 0 OBS: 0 PER: 6 INT: 0 LAB: 0 EDC: 0 MAG: 0 MR: 200 Movement (ft/MAP) Land: 0 Air: 0 Water: 0 Movement Number: 0 Attack Level: none Defend As: weak Effect Modifier: ignore I-RDV: 4 E-RDV: 5 P-RDV: 3 EDP: 100 BDP: 600 WDP: 0 CENTAUR Centaurs are a cross between a man and a horse. They despise all other races and will attack on site. Centaurs usually roam in herds raiding small villages and caravans. Within their forest retreats they escape knights who hunt them down. A centaur can employ any weapon. Centaurs tend to be warriors, rangers, druids and physicians. Centaurs speak their own language and may know others as well. Encounter: uncommon Number Encountered: 1-10 Type: monster STR: 8 HLH: 7 END: 9 WIL: 8 COR: 9 DEX: 7 AGL: 10 OBS: 8 PER: 7 INT: 7 LAB: 8 EDC: 7 MAG: 7 MR: 30 Movement (ft/MAP) Land: 75 Air: Water: 25 Movement Number: 12 Attack Level: all Defend As: humanoid Effect Modifier: lower I-RDV: 0 E-RDV: 0 P-RDV: 0 EDP: 50 BDP: 250 WDP: 21 2xhooves 8DV impact 6 melee weapon 0/9 tracking 10/9 bow 10/10 wilderness skills CHIMAERA These monsters have a dragon's tail, a goat's body and a lion's head and retain all the colouring of their animal counterparts. When sitting upright a Chimaera stands 10 feet tall. Chimaeras inhabit lower caverns of mountains and are encountered by dwarves and orcs who accidently tunnel into their home. Although the bite of a Chimaera inflicts huge wounds, it is their breath weapon that keeps the best warriors at bay. The breath weapon can be used 1d6 times a day and inflicts 20 DV damage to all in its path. The area of effect is equal to a cone 50 feet long by 20 feet wide at the end. The flame lasts for 2d6 phases and the Chimaera may move its head while breathing every breath weapon skill action phase. These creatures are extremely smart and live for decades. Encounter: very rare Number Encountered: 1 Type: monster STR: 15 HLH: 8 END: 10 WIL: 4 COR: 7 DEX: 7 AGL: 8 OBS: 8 PER: 9 INT: 7 LAB: 4 EDC: 0 MAG: 1 MR: 40 Movement (ft/MAP) Land: 55 Air: Water: 25 Movement Number: 13 Attack Level: random Defend As: extraordinary Effect Modifier: ignore I-RDV: 1 E-RDV: 2 P-RDV: 1 EDP: 60 BDP: 500 WDP: 20 1xbite 14DV edge 8 1xclaw 10DV edge 7 1d6xbreath 20DV impact 7 foraging 5/7 caving 8/8 CRAB, GIANT These giant crustaceans can be found in deep cavern pools, inland bodies of water and seas. Giant crabs grow up to ten feet in diameter and are tenacious foes. Encounter: very rare Number Encountered: 1 Type: animal STR: 10 HLH: 8 END: 7 WIL: 6 COR: 6 DEX: 6 AGL: 6 OBS: 4 PER: 5 INT: 5 LAB: 2 EDC: 0 MAG: 1 MR: 20 Movement (ft/MAP) Land: 50 Air: Water: 70 Movement Number: 11 Attack Level: random Defend As: fierce Effect Modifier: ignore I-RDV: 5 E-RDV: 10 P-RDV: 3 EDP: 40 BDP: 300 WDP: 20 2xclaw 17DV edge 7 melee weapon 6/6 caving 10/7 CYCLOPS A cyclops stands roughly 20 feet tall and weighs 6000-8000 pounds. They prefer to employ only simple weapons and refrain from using missile weapons. Cyclops dwell in secluded areas in the mountains. Cyclops are carnivorous, favouring orcs and elves. Cyclops are dim witted and speak only a crude form of common. Encounter: rare Number Encountered: 1 Type: monster STR: 30 HLH: 8 END: 20 WIL: 7 COR: 5 DEX: 6 AGL: 9 OBS: 5 PER: 9 INT: 9 LAB: 5 EDC: 4 MAG: 7 MR: 18 Movement (ft/MAP) Land: 70 Air: Water: 50 Movement Number: 14 Attack Level: all Defend As: humanoid Effect Modifier: ignore I-RDV: 0 E-RDV: 0 P-RDV: 0 EDP: 300 BDP: 1000 WDP: 40 unarmed melee 10/10 melee weapon 10/10 foraging 10/6 DEMON Demons are summoned to the world by powerful clerics or magic-users. They may also be sent by an evil deity. Demons come in many forms but are generally humanoid in shape and very powerful. All demons may cast the fire spell twice per turn on a 9 action phase. The chance to cast the spell is 10. The demon need not prepare, gesture or incant for this spell and receives no penalties in doing so. Demons have 1000 power points and are limited to a 100th level spell. Demons may also return to their plane of existence if they feel they are finished their task or to heal and recover from battle. A demon takes 15 phases to plane shift. During this time they may not attack but can be attacked. A demon will usually throw up a protective ring of fire around themselves to avoid being attacked. Demons are immune to fire attacks. They have a natural 40 points of type 'fire' mystical armour. This armour takes 24 hours to regenerate. All demons can see in the dark as well as they can see in the light. Encounter: very rare Number Encountered: 1 Type: humanoid STR: 18 HLH: 14 END: 12 WIL: 15 COR: 10 DEX: 10 AGL: 10 OBS: 11 PER: 11 INT: 11 LAB: 11 EDC: 11 MAG: 11 MR: 120+ Movement (ft/MAP) Land: 70 Air: 50 Water: 30 Movement Number: 17 Attack Level: all Defend As: humanoid Effect Modifier: ignore I-RDV: 8 E-RDV: P-RDV: 8 EDP: 150 BDP: 500 WDP: 50 1xbite 17DV edge 10 2xclaws 15DV edge 9 melee weapon 10/9 power channelling 40/11 detect resistance 10/11 tracking 10/11 curse lore 10/11 ambush 10/11 climb sheer surfaces 10/11 stealth 10/11 illusion 10/11 quest 20/11 control light 15/11 derangement 20/11 fear 30/11 willpower drain 15/11 hex 10/11 blood letting 10/11 DRAGON Dragons are giant winged reptiles that are fierce fighters and tenacious opponents. Dragons are also intelligent and wise. It is these two factors which enables dragons to live for centuries. Fortunately for the residents of the world, only a handful of these serpents exist. Because dragons have armour-like skin and can breath fire, they are nearly impossible to kill. All dragons have an Achilles heel. The weak spot can be a personality or physical flaw. Such imperfections are greed, laziness, drowsiness or more direct soft spots, like a scale in the armour missing. This flaw, if discovered, can be used against the dragon to aid in its downfall. Dragons automatically detect all magic that come within 200 feet of them. This is a conscious effort and does not work while sleeping. Dragons may breath fire 1d6 + 2 times a day. The fire inflicts 20-30 damage value and lasts for 2d6 phases. The fire is 100 feet long and widens to 30 feet at the end. If a breath weapon skill action phase comes before the duration is over, the dragon may "fan" the flame 45 degrees to the left or right. Dragons speak common on occasion. There is a slim chance that a dragon will have 2-4 eggs or baby dragons in the den. Encounter: very rare Number Encountered: 1 Type: monster STR: 40 HLH: 14 END: 20 WIL: 11 COR: 8 DEX: 7 AGL: 10 OBS: 9 PER: 11 INT: 11 LAB: 12 EDC: 6 MAG: 16 MR: 100 Movement (ft/MAP) Land: 45 Air: 180 Water: 20 Movement Number: 10 Attack Level: all Defend As: extraordinary Effect Modifier: ignore I-RDV: 5 E-RDV: 16 P-RDV: 3 EDP: 3000 BDP: 5000 WDP: 30 1xbite 25DV edge 8 breath 25DV impact/fire 7 (1d6 + 2 times) 2xclaw 12DV edge 5 1xtail 10DV impact 3 history 10/10 philosophy 10/10 EAGLE, GIANT Giant eagles are found nesting upon the high mountains ranges. Eagles have a wing span of 60 to 100 feet and can easily lift a man. Although they tend to ignore the affairs of gnomes and elves, they sometimes will aid them in times of strife. Giant eagles once inhabited most of the great mountains but were driven away by orcs hunting them for pure pleasure. Encounter: very rare Number Encountered: 1-2 Type: animal STR: 15 HLH: 8 END: 20 WIL: 11 COR: 10 DEX: 7 AGL: 7 OBS: 15 PER: 8 INT: 12 LAB: 8 EDC: 8 MAG: 10 MR: 25 Movement (ft/MAP) Land: 30 Air: 170 Water: Movement Number: 14 Attack Level: random Defend As: fierce Effect Modifier: ignore I-RDV: 0 E-RDV: 1 P-RDV: 4 EDP: 80 BDP: 250 WDP: 24 1xbite 18DV edge 4 21claw 14DV edge 8 foraging 8/9 some (10%) speak eleven or gnomish FROG, GIANT Giant frogs average 7 feet in height and weigh hundreds of pounds. If a character is struck by the tongue of a frog they will travel 5 feet per 8 action phases towards the frog. The tongue has a range of 20 feet. The tongue can take 40 body damage points before the frog will release the target. The target may break free if they successfully make a strength attribute saving throw with a -6 modifier. They may make this attempt on a random action phase. If a character is swallowed they will begin to take 10 damage value attacks per movement action phase. Encounter: uncommon Number Encountered: 1-3 Type: animal STR: 12 HLH: 12 END: 10 WIL: 6 COR: 9 DEX: 5 AGL: 6 OBS: 7 PER: 7 INT: 7 LAB: 2 EDC: 0 MAG: 1 MR: 25 Movement (ft/MAP) Land: 50 Air: Water: 60 Movement Number: 11 Attack Level: random Defend As: average Effect Modifier: lower I-RDV: 6 E-RDV: 3 P-RDV: 2 EDP: 40 BDP: 300 WDP: 18 1xtongue 5DV impact 8 (sticky) foraging 7/6 GARGOYLES Gargoyles are human-like stone creatures that can fly limited distances. They tend to wait for their prey atop buildings blending in with fake gargoyles and pounce on unsuspecting victims with great deftness. Gargoyles are intelligent and very independent. Gargoyles speak their own language and common. Encounter: rare Number Encountered: 1-10 Type: monster STR: 12 HLH: 12 END: 12 WIL: 8 COR: 9 DEX: 10 AGL: 11 OBS: 8 PER: 7 INT: 8 LAB: 4 EDC: 2 MAG: 10 MR: 25 Movement (ft/MAP) Land: 40 Air: 60 Water: 0 Movement Number: 12 Attack Level: all Defend As: humanoid Effect Modifier: lower I-RDV: 2 E-RDV: 10 P-RDV: 5 EDP: 30 BDP: 130 WDP: 21 2xclaws 9DV edge 9 trident 10/9 GHOST A ghost is a spirit of a dead person. Ghosts are incorporeal and appear as a pale, dim shadowy form. Any person viewing a ghost must make a successful willpower attribute saving throw to avoid falling unconscious for 1d6 turns. Ghosts may pass freely between walls and can use a limited telekinesis to move objects up to 5 pounds (there is no power loss for the talent). A ghost may be released from its eternal state by either completing a goal left undone, righting a wrong it committed or destroying something of value associated with it. Ghosts are encountered on special occasions and are immune to all physical and spell attacks except vulth's demise. Encounter: special Number Encountered: 1+ Type: undead STR: 0 HLH: 0 END: 0 WIL: 0 COR: 0 DEX: 0 AGL: 0 OBS: 0 PER: 0 INT: 0 LAB: 0 EDC: 0 MAG: 0 MR: 35+ Movement (ft/MAP) Land: 40 Air: 40 Water: 40 Movement Number: 12 Attack Level: all Defend As: n/a Effect Modifier: n/a I-RDV: n/a E-RDV: n/a P-RDV: n/a EDP: n/a BDP: n/a WDP: n/a 1xtouch 0DV none 8 (1d6 willpower damage points) Banishment: 400 GHOUL These evil creatures devour carcasses left to rot. Ghouls stand 5 feet tall, are humanoid in appearance and are pale green in colour. They wear tattered and decaying clothing. Ghouls have long claws and sharp teeth. When a ghoul touches a character with its claw, they will lose 1d6 - 2 willpower damage points. If a character is struck by the ghoul's bite, they will lose 1d6 + 1 endurance damage points and 1d6 - 2 willpower damage points. There will usually be more than one ghoul found when encountered. The origin of ghouls is unknown but they may have entered this world from another plane. Encounter: rare Number Encountered: 2+ Type: undead STR: 10 HLH: 0 END: 8 WIL: 6 COR: 7 DEX: 7 AGL: 7 OBS: 6 PER: 8 INT: 8 LAB: 0 EDC: 0 MAG: 1 MR: 30 Movement (ft/MAP) Land: 35 Air: Water: 10 Movement Number: 11 Attack Level: all Defend As: humanoid Effect Modifier: normal I-RDV: 2 E-RDV: 2 P-RDV: 0 EDP: 30 BDP: 100 WDP: 15 1xbite 10DV edge 5 (+ 1d6 + 1 EDP, 1d6 - 2 WDP) 1xclaw 11DV edge 8 (+ 1d6 - 2 WDP) Banishment: 150 GIANT Giants weigh 800-25000 pounds and come in all shapes, sizes and appearances. Giants stand 10-30 feet tall and are classified by the location they inhabit (e.g. hill, cave, forest, mountain, ice). Most giants live alone and but a few can be found together living in fortresses, castles or other strongholds far away from civilization. Giants usually venture forth on monthly raids to capture livestock and at times people. Some giants have been friendly but few people believe so. On rare occasions giants have been known to cast spells (possibly a captured magic-user exchanged the spells for their release). Giants enjoy tossing rocks and employ large clubs or maces. Giants speak their own languages and may know others as well. Encounter: rare Number Encountered: 1 Type: monster STR: 30 HLH: 8 END: 15 WIL: 7 COR: 7 DEX: 7 AGL: 8 OBS: 8 PER: 8 INT: 7 LAB: 3 EDC: 2 MAG: 3 MR: 30 Movement (ft/MAP) Land: 65 Air: Water: 40 Movement Number: 14 Attack Level: all Defend As: humanoid Effect Modifier: ignore I-RDV: 0 E-RDV: 0 P-RDV: 0 EDP: 65 BDP: 900 WDP: 26 1xfist 25DV impact 7 melee weapon 15/10 unarmed melee 14/11 wilderness skills 10/9 some general skills 8/9 GOBLIN Goblins are short, ugly, mischievous creatures. Standing only 3 1/2 feet tall and weighing 40 pounds, goblins tend to look like halflings from a distance. A closer inspection will reveal their purple, green or lime coloured skin. Goblins live within forests and caverns in bands of 2 - 12. Goblins avoid direct combat preferring to use spells and missile weapons to confuse and panic their foes. Each goblin has an item for their source of power. Goblins may be purchased to perform tasks. They usually succeed in completing the goal and demand payment in gold. Goblins do not kill their targets, but if pressured, they will fight to the death. Goblins speak their own language as well as one other (usually common). Encounter: rare Number Encountered: 1-12 Type: humanoid STR: 7 HLH: 12 END: 14 WIL: 11 COR: 6 DEX: 9 AGL: 8 OBS: 11 PER: 11 INT: 9 LAB: 8 EDC: 9 MAG: 15 MR: 18 Movement (ft/MAP) Land: 45 Air: Water: 35 Movement Number: 15 Attack Level: all Defend As: humanoid Effect Modifier: normal I-RDV: 0 E-RDV: 0 P-RDV: 0 EDP: 30 BDP: 40 WDP: 25 melee weapon 9/9 tracking 10/8 power channelling 10/11 illusion 10/11 fear 10/11 bewilderment 10/11 teleportation 8/10 silence 6/8 control light 7/10 GORILLA, CARNIVOROUS This powerful animal stands six feet tall, has huge shoulders, a broad chest and weighs 400 pounds. Black or brown hair covers the entire body except for its face, palms and bottom of the feet. Gorillas travel in rain forests in groups of 2-30 and one adult male always leads. This dominant male will protect the group against danger. Gorillas live 25 years on the average. Encounter: rare Number Encountered: 2-30 Type: animal STR: 14 HLH: 10 END: 12 WIL: 7 COR: 6 DEX: 6 AGL: 11 OBS: 8 PER: 9 INT: 6 LAB: 2 EDC: 0 MAG: 1 MR: 17 Movement (ft/MAP) Land: 50 Air: Water: 15 Movement Number: 11 Attack Level: random Defend As: humanoid Effect Modifier: normal I-RDV: 0 E-RDV: 0 P-RDV: 0 EDP: 35 BDP: 225 WDP: 20 1xbite 8DV edge 8 2xclaw 8DV impact 6 foraging 8/9 GREENDEATH Greendeath grows in cold damp places and resembles the fungus commonly found in dungeons. Only a successful attribute saving throw versus observation, at a -3 penalty, will reveal the true nature of the fungus. Any person walking within 5 feet of the greendeath will cause the spores to release a poisonous gas. Those within a 5 'x 5' area of effect must make a successful AST versus health to avoids taking 1d6 endurance damage points per hour. Only a cure spell or remedy invocation will prevent the damage loss. Greendeath may only be destroyed by fire and is encountered uncommonly in dungeons. The fungus may fill any amount of area. GRIFFIN A griffin is a cross between an eagle and a lion. They stand 5 feet tall at the shoulders and weigh 800 pounds. The front half is that of the eagle and the griffin has wings enabling it to fly. Griffins inhabit almost all mountain ranges on which they build their lofty nests. Griffins are carnivorous, often raiding farms for sheep and cattle. It is only the height of their nesting grounds which enables them from being hunted to extinction. Griffins mate once every five years, thus maintaining a low population. Encounter: very rare Number Encountered: 1 Type: monster STR: 15 HLH: 11 END: 12 WIL: 7 COR: 7 DEX: 4 AGL: 10 OBS: 7 PER: 9 INT: 6 LAB: 2 EDC: 0 MAG: 1 MR: 33 Movement (ft/MAP) Land: 45 Air: 140 Water: 20 Movement Number: 14 Attack Level: random Defend As: fierce Effect Modifier: lower I-RDV: 0 E-RDV: 2 P-RDV: 3 EDP: 55 BDP: 300 WDP: 20 1xbite 16DV edge 9 1xclaw 12DV edge 8 HARPY Harpies are hideous winged monsters with the head of a woman and tail, legs and talons of a bird. Harpies stand about 5 feet tall. Harpies usually steal food from their victims and rarely fight. Some have been reported digging up graves and stealing the bodies. A harpy can release a poisonous gas that fills a 15 foot radius circle. All inside who fail a attribute saving throw versus health suffer 4d6 endurance damage points. Harpies inhabit all of the world and speak their own language as well as common. Encounter: rare Number Encountered: 1-3 Type: monster STR: 9 HLH: 11 END: 11 WIL: 9 COR: 8 DEX: 8 AGL: 8 OBS: 8 PER: 9 INT: 7 LAB: 4 EDC: 2 MAG: 7 MR: 25 Movement (ft/MAP) Land: 40 Air: 80 Water: 10 Movement Number: 13 Attack Level: all Defend As: humanoid Effect Modifier: normal I-RDV: 0 E-RDV: 1 P-RDV: 0 EDP: 25 BDP: 110 WDP: 20 2xclaw 8DV edge 8 foraging 6/6 HIPPOCAMPUS These gentle giants of the sea are the most sought after marine steeds. The front is that of a horse while the rear is a fish. A hippocampus can carry a rider and will often aid sailors in times of distress. Oceanids often ride these graceful beasts on regular intervals. Encounter: rare Number Encountered: 106 Type: animal STR: 12 HLH: 11 END: 12 WIL: 11 COR: 5 DEX: 5 AGL: 9 OBS: 7 PER: 8 INT: 7 LAB: 4 EDC: 2 MAG: 1 MR: 25 Movement (ft/MAP) Land: Air: Water: 70 Movement Number: 13 Attack Level: random Defend As: average Effect Modifier: lower I-RDV: 0 E-RDV: 0 P-RDV: 0 EDP: 40 BDP: 300 WDP: 20 1xbite 16DV edge 9 2xclaw 10DV edge 6 foraging 10/10 HIPPOGRIFF A hippogriff is a cross between a horse and an eagle (the eagle being the front half). At 600 pounds and 4 1/2 feet at the shoulders, hippogriffs are commonly mistaken for griffins. Hippogriffs prefer caves high in the mountains in which they build their nests. Their diet is mostly grass and mosses although chickens or sheep are occasionally consumed. Hippogriffs mate once every 2 years producing 1-2 eggs. Encounter: rare Number Encountered: 1-2 Type: monster STR: 14 HLH: 12 END: 12 WIL: 8 COR: 7 DEX: 4 AGL: 8 OBS: 9 PER: 9 INT: 7 LAB: 3 EDC: 0 MAG: 1 MR: 28 Movement (ft/MAP) Land: 60 Air: 130 Water: 30 Movement Number: 14 Attack Level: random Defend As: fierce Effect Modifier: lower I-RDV: 0 E-RDV: 1 P-RDV: 2 EDP: 40 BDP: 250 WDP: 20 1xbite 12DV edge 8 1xclaw 10DV edge 7 foraging 8/9 HOBGOBLIN Hobgoblins are creatures of great strength and endurance. They resemble orcs in many aspects but are more intelligent and wicked and often lead them into battle. Hobgoblins stand 6 feet tall and weigh 250 pounds. Their hairy hides range from dark brown to black. Their eyes are yellow and their teeth are sharp and dirty. Hobgoblins speak their own language and sometimes goblin, orcish or common as well. Hobgoblins hate almost everything and thrive on battle and cruelty. It is not uncommon to see jealous tribes feuding unless a strong non-hobgoblin leader prevails. Hobgoblins employ a variety of weapons and armour. There are no magic using hobgoblins. Encounter: uncommon Number Encountered: 1-20 Type: humanoid STR: 12 HLH: 12 END: 13 WIL: 9 COR: 8 DEX: 8 AGL: 8 OBS: 7 PER: 9 INT: 7 LAB: 4 EDC: 3 MAG: 7 MR: 27 Movement (ft/MAP) Land: 45 Air: Water: 40 Movement Number: 15 Attack Level: all Defend As: humanoid Effect Modifier: normal I-RDV: 0 E-RDV: 2 P-RDV: 0 EDP: 40 BDP: 200 WDP: 24 melee weapon 20/11 combat skills 9/8 wilderness skills 8/8 HORSE Horses provide the most common mode of transportation on the world. Horses are easily panicked by loud noises, sudden movement and strange spells. War horses do not panic as quickly. Horses also remember punishment and events that frighten them. A light horse weighs 1000 pounds and can carry 300 to 500 pounds. A medium horse weighs 1500 pounds and can easily carry up to 600 pounds. A heavy horse weighs 2000 pounds and can carry 500 to 750 pounds. Horses eat 3 times a day and require water and salt. In combat a normal horse cannot attack a defender on the ground. A war horse can attack a defender on the ground and still allow the rider to attack a different target. A character who rides a warhorse gains a +1 stability modifier all riding ability checks. The movement listed is for a heavy horse. Add 15 feet and 25 feet to the base movement per action phase for a medium and light horse respectively. The damage points are as listed below. Draft Light Medium Heavy War EDP 50 30 40 60 +100 BDP 300 150 200 400 +50 Encounter: common Number Encountered: 1+ Type: animal STR: 18 HLH: 12 END: 10 WIL: 7 COR: 7 DEX: 0 AGL: 5 OBS: 5 PER: 9 INT: 5 LAB: 6 EDC: 0 MAG: 0 MR: 15 Movement (ft/MAP) Land: 55+ Air: Water: 30+ Movement Number: 11 Attack Level: random Defend As: weak Effect Modifier: lower I-RDV: 0 E-RDV: 0 P-RDV: 0 2xhooves 5DV Impact 4 HYDRA Hydra are large serpents that have 6 to 20 heads. Hydra are brown and gray with a lighter coloured under belly. They make their homes in every terrain type, swamps, grasslands, and mountains. Each head may attack a different target up to 15 feet away from the main body. If a hydra's head is killed or stunned, it does not affect the other heads. The EDP and BDP listed is for each head. Encounter: very rare Number Encountered: 1 Type: monster STR: 25 HLH: 14 END: 20 WIL: 8 COR: 11 DEX: 4 AGL: 9 OBS: 12 PER: 12 INT: 12 LAB: 3 EDC: 2 MAG: 1 MR: 25 Movement (ft/MAP) Land: 60 Air: Water: 50 Movement Number: 13 Attack Level: random Defend As: extraordinary Effect Modifier: ignore I-RDV: 2 E-RDV: 6 P-RDV: 0 EDP: 30 BDP: 80 WDP: 20 1-20xbite 20DV edge 5 foraging 6/7 MEDUSA A medusa is a half woman, half snake creature 10 feet long. Atop of the head are many smaller snakes which are poisonous. Any being bit by these snakes must make a successful health AST or suffer 1d6 endurance damage points per turn. Medusa may employ melee and missile weapons and often do. These offenses are shadowed by the major consequences of viewing a medusa turning to stone. If a character directly views a medusa without taking precautions, he or she and all their possessions will turn to stone automatically. If a character is in combat with a medusa and takes precautions not to look, every 20th phase a character must make a successful AST versus observation to avoid accidentally looking at her. Once turned to stone, only a transmutation spell will bring a character back to life. Medusa speak their own language and common (20%). Encounter: very rare Number Encountered: 1 Type: monster STR: 8 HLH: 7 END: 8 WIL: 8 COR: 9 DEX: 9 AGL: 10 OBS: 8 PER: 6 INT: 7 LAB: 6 EDC: 5 MAG: 3 MR: 25 Movement (ft/MAP) Land: 30 Air: Water: 15 Movement Number: 11 Attack Level: all Defend As: humanoid Effect Modifier: normal I-RDV: 0 E-RDV: 1 P-RDV: 0 EDP: 23 BDP: 175 WDP: 15 2d6xbite 3DV edge 4 melee weapon 7/7 bow 10/11 MINOTAUR A minotaur is a creature with a bull's head and a man's body. Standing 7 feet tall, minotaurs weigh 290 pounds. Minotaurs live in complex labyrinths in which they use to separate groups and conquer their prey individually. Minotaurs use a variety of weapons and prefer crossbows to shoot down long corridors. Minotaurs speak their own language. Minotaurs have secrets for sources of power. Encounter: rare Number Encountered: 1 Type: monster STR: 12 HLH: 10 END: 14 WIL: 9 COR: 9 DEX: 8 AGL: 9 OBS: 7 PER: 8 INT: 7 LAB: 8 EDC: 7 MAG: 10 MR: 25 Movement (ft/MAP) Land: 60 Air: Water: 20 Movement Number: 16 Attack Level: all Defend As: humanoid Effect Modifier: normal I-RDV: 0 E-RDV: 0 P-RDV: 0 EDP: 50 BDP: 1700 WDP: 30 melee weapon 8/10 caving 9/10 crossbow 8/10 power channelling 6/8 illusion 6/8 bewilderment 7/9 trap lore 9/10 MOGANTAH These evil beasts are servants of the netherworld. Created to serve one master, a mogantah will fight to the death defending its lord and are afraid of nothing. Mogantahs stand 15 feet tall and are humanoid in shape. They have brick red coloured skin and drip lava. These beasts have yellow cat-like eyes and large fangs and claws. Mogantahs are immune to fire attacks but ice attacks inflict an additional 1d6 damage value to them. A mogantah may throw a 30th level fire ball inflicting 15 damage value to all within a 40 foot radius. The ball can be thrown 180 feet. A mogantah may only use this special ability on a 7 action phase and needs a 8 or less to be successful in forming the ball. Mogantahs have a unique ability to tunnel underground. It takes only 4 phases to prepare to go underground and once there, they move at 50 feet per movement action phase. A mogantah may not attack during this preparation time. While underground they cannot be attacked. When travelling underground they will leave a burn mark on the ground and push up 6 inches of earth in a one foot wide path. A mogantah may exit the ground on any action phase and may attack if it is a weapon action phase. Mogantahs can only travel for half a turn in this manner and are limited to once every 3 turns. Encounter: very rare Number Encountered: 1 Type: monster STR: 19 HLH: 12 END: 12 WIL: 12 COR: 12 DEX: 9 AGL: 14 OBS: 11 PER: 11 INT: 11 LAB: 15 EDC: 9 MAG: 12 MR: 55 Movement (ft/MAP) Land: 65 Air: Water: 40 Movement Number: 17 Attack Level: all Defend As: humanoid Effect Modifier: ignore I-RDV: 4 E-RDV: 5 P-RDV: 3 EDP: 600 BDP: 500 WDP: 40 1xbite 16DV edge 9 2xclaw 18DV edge 8 ambush 9/10 MUD MONSTER Mud monsters are humanoid shaped beings made of mud, grass, twigs and leaves. They have two arms and legs and a barely recognizable head. Mud monsters fear very few things and are summoned by powerful forces. Mud monsters can be found in the forest, swamps or large mud pools. Mud monsters ignore stun effects. Unconscious and dead effects are treated as an additional 4 and 6 body damage points damage respectively. Magic weapons inflict an additional 1 DV. Encounter: rare Number Encountered: 1+ Type: monster STR: 12 HLH: 8 END: 12 WIL: 7 COR: 5 DEX: 5 AGL: 8 OBS: 6 PER: 6 INT: 7 LAB: 2 EDC: 0 MAG: 1 MR: 25 Movement (ft/MAP) Land: 45 Air: Water: 30 Movement Number: 11 Attack Level: all Defend As: humanoid Effect Modifier: special I-RDV: 4 E-RDV: 3 P-RDV: 5 EDP: 30 BDP: 250 WDP: 0 2xclaw 12DV edge 8 ambush 8/10 camouflage 9/10 stealth 7/9 MUMMY These undead beings are brought to life by disturbers of their graves. When a mummy strikes an opponent they will lose 1d6 endurance damage points. They also have a chance of catching slow rot disease. If the character fails a health attribute saving throw, they will begin to lose 1d6 - 1 endurance damage points per hour until the disease is cured or the character dies. Mummies are extremely strong, having a strength attribute score of a 12. A mummy receives an additional 1d6 damage value from fire attacks. Orange spells do not affect a mummy. Encounter: very rare Number Encountered: 1 Type: undead STR: 12 HLH: 0 END: 12 WIL: 7 COR: 7 DEX: 6 AGL: 5 OBS: 5 PER: 6 INT: 7 LAB: 0 EDC: 0 MAG: 0 MR: 30 Movement (ft/MAP) Land: 40 Air: Water: Movement Number: 10 Attack Level: all Defend As: humanoid Effect Modifier: ignore I-RDV: 3 E-RDV: 2 P-RDV: 0 EDP: 40 BDP: 250 WDP: 20 2xclaw 15DV impact 9 Banishment: 170 NYMPH The gods created lovely creatures to protect the different realms of nature. Dryads watch the forest. Oceanids guard the ocean. Nereids are protecting the rivers, brooks, streams and lakes. The Oreads are the Nymphs of hills and mountains while the Nereids watch the inland sea. Nymphs are friendly and kind and often help lost or forlorn travellers. They do however take revenge on those who harm the things under their protection. Nymphs have 1000 power points to cast spells and suffer no affect if it goes negative. The source recovers 50 points per hour. Nymphs speak all 6 racial languages and can converse freely with the plants and animals within their domains. Encounter: very rare Number Encountered: 1 Type: monster STR: 7 HLH: 12 END: 14 WIL: 12 COR: 7 DEX: 7 AGL: 8 OBS: 9 PER: 9 INT: 9 LAB: 11 EDC: 8 MAG: 12 MR: 75 Movement (ft/MAP) Land: 55 Air: 200 Water: 70 Movement Number: 15 Attack Level: ALL Defend As: HUMANOID Effect Modifier: IGNORE I-RDV: 4 E-RDV: 4 P-RDV: 4 EDP: 30 BDP: 120 WDP: 30 power channelling 20/11 bewilderment 10/11 sleep 10/11 heal 30/11 cure 15/11 fly 10/11 sustenance 10/11 invisibility 30/11 camouflage 9/10 OGRE Ogres are ugly human-like creatures standing 8 feet tall and weighing 440 pounds. They have bumpy skin that is purple and brown in colour. Their hair is dark brown and they have yellow eyes. Ogres wear furs or skins and use any combination of weapons and armour. Their lair usually is foul smelling an odour that seems to follow them. Ogres live almost anywhere and move their lairs weekly to avoid depleting food stock. Ogres speak a simple form of common. Encounter: uncommon Number Encountered: 1-6 Type: monster STR: 13 HLH: 10 END: 9 WIL: 8 COR: 9 DEX: 7 AGL: 9 OBS: 7 PER: 8 INT: 7 LAB: 3 EDC: 2 MAG: 1 MR: 15 Movement (ft/MAP) Land: 45 Air: Water: 20 Movement Number: 10 Attack Level: all Defend As: humanoid Effect Modifier: lower I-RDV: 0 E-RDV: 2 P-RDV: 0 EDP: 40 BDP: 200 WDP: 20 melee weapon 15/10 ORC These hideous creatures are the most destructive race on the world. Orcs stand 4-6 feet tall and weigh 70-240 pounds. They have thick hides and sometimes have short body hair. Their skin is dark brown or black and they have grotesque faces. They have tremendous endurance and often run for days without rest. Orcs are highly skilled in mining and metal work. Orcs produce excellent warriors but no magic-users (they fear magic). Orcs speak their own language and sometimes common or hobgoblin. Encounter: common Number Encountered: 1-50 Type: humanoid STR: 10 HLH: 10 END: 12 WIL: 7 COR: 8 DEX: 8 AGL: 9 OBS: 9 PER: 9 INT: 7 LAB: 4 EDC: 2 MAG: 1 MR: 26 Movement (ft/MAP) Land: 50 Air: Water: 25 Movement Number: 12 Attack Level: all Defend As: humanoid Effect Modifier: normal I-RDV: 0 E-RDV: 2 P-RDV: 0 EDP: 30 BDP: 150 WDP: 20 melee weapon 9/10 caving 10/10 smithing 7/9 combat skills 7/8 PEGASUS These beautiful winged horses are found only in remote hideaways. They are very hard to train but sometimes can be turned into trustworthy mounts. A pegasus fights with its two fore hooves and teeth. Pegasi build nests on high plateaus and there will be 1-2 young for every pair. Encounter: rare Number Encountered: 1-2 Type: animal STR: 20 HLH: 12 END: 11 WIL: 8 COR: 7 DEX: 0 AGL: 9 OBS: 9 PER: 7 INT: 7 LAB: 7 EDC: 0 MAG: 1 MR: 25 Movement (ft/MAP) Land: 70+ Air: Water: 20+ Movement Number: 13 Attack Level: all Defend As: average Effect Modifier: lower I-RDV: 0 E-RDV: 0 P-RDV: 0 EDP: 70 BDP: 300 WDP: 20 1xbite 6DV impact 7 2xhooves 8DV impact 6 foraging 10/10 RAT, GIANT Giant rats average 4 feet in length and weigh 120-130 pounds. Giant rats can be found anywhere normal rats inhabit. A bite from a giant rat inflicts 12 damage value and causes the target to lose 1d6 - 1 endurance damage points. Encounter: uncommon Number Encountered: 3+ Type: animal STR: 6 HLH: 9 END: 7 WIL: 4 COR: 4 DEX: 2 AGL: 6 OBS: 6 PER: 9 INT: 9 LAB: 8 EDC: 0 MAG: 1 MR: 20 Movement (ft/MAP) Land: 55 Air: Water: 30 Movement Number: 11 Attack Level: random Defend As: weak Effect Modifier: normal I-RDV: 0 E-RDV: 0 P-RDV: 0 EDP: 30 BDP: 80 WDP: 20 1xbite 12DV edge 8 foraging 9/10 SEA SERPENT These giant water reptiles roam the oceans of the world in search of the boats which carry their favourite meal. Their ability to sink ships by coiling themselves around it and crushing the supports is most feared by sailors. A sea serpent can inflict 4 body damage points per foot to any ship each turn (a 150 foot sea serpent inflicts 600 body damage points). A sea serpent can also attack survivors at the same time. Some specimens have grown to 300 feet but most sea serpents are 100 to 200 feet in length. The damage points listed below are for a 100 foot sea serpent. Encounter: very rare Number Encountered: 1 Type: animal STR: 20 HLH: 12 END: 15 WIL: 8 COR: 7 DEX: 4 AGL: 8 OBS: 6 PER: 7 INT: 5 LAB: 2 EDC: 0 MAG: 1 MR: 25 Movement (ft/MAP) Land: 10 Air: Water: 60 Movement Number: 10 Attack Level: random Defend As: extraordinary Effect Modifier: ignore I-RDV: 2 E-RDV: 4 P-RDV: 1 EDP: 80+ BDP: 300+ WDP: 15 1xbite 20DV edge 7 foraging 7/9 SHADE A shade is an being trapped between planes and is stuck in this plane of existence. Shades resemble humans in shape and are completely black making them void of any distinguishing features. A shade is corporeal but can pass through solid objects at will. A shade has the power to drain the attribute of a victim it touches. A roll of 1d6 will determine which attribute is drained. If the shade scores a hit with its claw, a successful roll of 6 on 2d6 means the victim's attribute is permanently lowered by 1. Silver coated weapons inflict an additional 3 damage value to a shade. Roll Attribute 1 Observation 2 Willpower 3 Strength 4 Coordination 5 Agility 6 Magic Affinity Shades have 200 points of power to cast spells with. A shade regenerates this power at a rate of 20 points per hour. Encounter: very rare Number Encountered: 1 Type: monster STR: 10 HLH: 0 END: 10 WIL: 11 COR: 7 DEX: 8 AGL: 8 OBS: 7 PER: 8 INT: 11 LAB: 9 EDC: 3 MAG: 9 MR: 40 Movement (ft/MAP) Land: 65 Air: 30 Water: 30 Movement Number: 15 Attack Level: all Defend As: humanoid Effect Modifier: normal I-RDV: 3 E-RDV: 3 P-RDV: 3 EDP: 40 BDP: 100 WDP: 30 1xclaw 10DV edge 6 (drains AS) ambush 7/9 power channelling 10/10 illusion 10/10 SHADOW These undead beings are similar to ghosts but are mere shadows of their former self. A shadow is trapped in this world until it can be released. To release a shadow they must be killed by a blessed weapon. A shadow may pass through solid objects at will. If a shadow passes over the shadow of a character, they will lose 1d6 willpower attribute points and feel a cold shiver pass down their spine. A successful willpower attribute saving throw means the character takes no damage. A shadow may once per turn send a chilling fear. The chilling fear acts like a 6 + 4d6 fear spell. The area of effect is 15 foot radius around the shadow. A shadow can be damaged by normal weapons but will regenerate 5 body damage points per movement action phase unless the weapon is blessed. A shadow that has been reduced to 0 body damage points by a none blessed weapon will vanish and reappear 1d6 hours later with full damage points. An effect of stun or unconscious is counted as no effect. An effect of death means the shadow is reduced to half of its remaining body damage points (if the weapon is blessed the shadow is released). Encounter: very rare Number Encountered: 1 Type: undead STR: 14 HLH: 0 END: 0 WIL: 0 COR: 0 DEX: 0 AGL: 0 OBS: 8 PER: 8 INT: 8 LAB: 0 EDC: 0 MAG: 0 MR: 25 Movement (ft/MAP) Land: 50 Air: Water: Movement Number: 14 Attack Level: all Defend As: humanoid Effect Modifier: normal I-RDV: 0 E-RDV: 0 P-RDV: 0 EDP: 0 BDP: 200 WDP: 0 2xclaw 13DV edge 7 Banishment: 300 SKELETON A skeleton only suffers half damage from edged weapons (e.g. a longsword that scores a hit only inflicts 1/2 DV). Skeletons cannot be knocked unconscious by endurance points and if effect of severity calls for instant unconsciousness that hit location bones are dismembered instead. Skeletons cannot be stunned and are unaffected by orange spells or illusions. All missile attacks or thrown weapons have a -3 penalty to hit. Encounter: common Number Encountered: 1+ Type: undead STR: 8 HLH: 0 END: 0 WIL: 7 COR: 8 DEX: 7 AGL: 8 OBS: 5 PER: 7 INT: 6 LAB: 0 EDC: 0 MAG: 0 MR: 25 Movement (ft/MAP) Land: 45 Air: Water: 10 Movement Number: 11 Attack Level: all Defend As: humanoid Effect Modifier: special I-RDV: 0 E-RDV: 0 P-RDV: 0 EDP: 0 BDP: 50 WDP: 0 melee weapon 8/9 Banishment: 100 SKELETON LORD A skeleton lord is a being that inhabits a skeleton and uses it as a host. When the skeleton "dies", the being is banished back to its world. A skeleton lord only suffers half damage from edged weapons. Skeleton lords cannot be knocked unconscious by endurance points and if effect of severity calls for instant unconsciousness that hit location bones are dismembered instead. Skeletons cannot be stunned and are unaffected by orange spells or illusions. All missile attacks or thrown weapons have a -3 penalty to hit. A skeleton lord can cast a lightning bolt 2 times per turn on a 6 action phase. The chance to succeed is equal to 8 or less on 2d6. The bolt has a 20 damage value. Skeleton lords have been known to use weapons and favour the falchion. Encounter: very rare Number Encountered: 1 Type: undead STR: 12 HLH: 0 END: 0 WIL: 8 COR: 8 DEX: 8 AGL: 9 OBS: 7 PER: 7 INT: 7 LAB: 0 EDC: 0 MAG: 0 MR: 35 Movement (ft/MAP) Land: 50 Air: Water: 15 Movement Number: 12 Attack Level: all Defend As: humanoid Effect Modifier: special I-RDV: 0 E-RDV: 0 P-RDV: 0 EDP: 0 BDP: 200 WDP: 0 1xbite 7DV impact 8 1xclaw 10DV edge 7 melee weapon 10/9 Banishment: 200 SLUG, GIANT These are giant versions of the common garden slug. A giant slug averages 20 feet in length and stands 10 feet high. A slug will leave a trail of slime and moves only 20 feet per movement action phase. A giant slug may excrete an acid from its mouth. The acid spit has a range of 40 feet and inflicts 20 damage value and 5 damage value per turn until it can be washed off. Any metal armour is instantly ruined from the acid. A slug may perform this attack instead of biting. The bite inflicts an additional 1d6 of acid damage. Any metal coming in contact with the slug's mouth has a 50% chance of being ruined. Encounter: very rare Number Encountered: 1 Type: monster STR: 15 HLH: 12 END: 12 WIL: 8 COR: 7 DEX: 0 AGL: 7 OBS: 4 PER: 11 INT: 3 LAB: 0 EDC: 0 MAG: 1 MR: 27 Movement (ft/MAP) Land: 20 Air: Water: 10 Movement Number: 10 Attack Level: random Defend As: average Effect Modifier: ignore I-RDV: 5 E-RDV: 2 P-RDV: 2 EDP: 30 40BDP: 0 WDP: 30 1xbite 17+1d6DV edge 7 foraging 6/7 SNAKE, GIANT Like their smaller cousins, their are many varieties of giant snakes. Some bite or poison while others constrict inflicting 10 endurance damage points per its skill phase (7) and successfully hit a target on a 6 or less (using 2d6). Poisonous snakes vary greatly with minor or major poison strengths and effects. The damage can be set (e.g. 3d6 endurance damage) or varying (e.g. 1d6 endurance damage per turn) depending on the snake. Giant snakes do not always attack and can go months without food. Encounter: rare Number Encountered: 1 Type: animal STR: 14 HLH: 10 END: 10 WIL: 6 COR: 6 DEX: 0 AGL: 8 OBS: 5 PER: 10 INT: 7 LAB: 2 EDC: 0 MAG: 1 MR: 17 Movement (ft/MAP) Land: 50 Air: Water: 30 Movement Number: 10 Attack Level: random Defend As: average Effect Modifier: ignore I-RDV: 2 E-RDV: 2 P-RDV: 2 EDP: 50 BDP: 350 WDP: 10 1xbite 15DV edge 4 foraging 3/5 SPHINX Sphinxes inhabit only the warm climes like those of the desert. Sphinxes come in a variety of forms and stand 8 feet tall at the shoulders. All forms have a lions body but either a head of a man, woman, hawk or ram. Some sphinxes have wings enabling them to fly. Sphinxes make excellent guards as they riddle all who pass before them. Those failing to answer are eaten. Encounter: very rare Number Encountered: 1 Type: monster STR: 18 HLH: 11 END: 12 WIL: 12 COR: 6 DEX: 5 AGL: 8 OBS: 7 PER: 7 INT: 7 LAB: 8 EDC: 9 MAG: 6 MR: 35 Movement (ft/MAP) Land: 50 Air: 125 Water: 20 Movement Number: 12 Attack Level: all Defend As: fierce Effect Modifier: ignore I-RDV: 0 E-RDV: 0 P-RDV: 0 EDP: 40 BDP: 300 WDP: 21 1xbite 12DV edge 8 2xclaw 7DV edge 7 philosophy 10/10 History 10/9 SPIDER, GIANT Lurking within dark forests or hanging within caverns, giant spiders are a serious threat to all who tread beneath them. Giant spiders average 6 feet in length and resemble their smaller cousins. Not all spiders are poisonous. Those that are, inflict sleep or endurance damage (1d6, 2d6, 3d6 endurance damage points or 1d6 endurance damage points per turn). The web of the spider is very sticky. Those walking in it are slowed by one fifth and if wrapped in it, only a strength of 12 or better is sufficient to free oneself. Encounter: uncommon Number Encountered: 1 Type: animal STR: 4 HLH: 4 END: 7 WIL: 6 COR: 7 DEX: 9 AGL: 8 OBS: 8 PER: 8 INT: 5 LAB: 2 EDC: 0 MAG: 1 MR: 15 Movement (ft/MAP) Land: 60 Air: Water: 5 Movement Number: 14 Attack Level: random Defend As: average Effect Modifier: normal I-RDV: 0 E-RDV: 1 P-RDV: 2 EDP: 30 BDP: 170 WDP: 12 1xbite 11DV edge 8 ambush 10/8 TROGLODYTE Troglodytes resemble reptiliads in many ways but are shorter, only 6 feet tall. They have human-like builds with reptile features and weigh about 180 pounds. Being green and brown in colour, they are hard to find when camouflaged. About 30 inhabitants make up the clan. Troglodytes produce no spell casters but prefer fighting skills instead. Troglodytes are strong willed individuals and very knowledgeable of history and local events. Troglodytes are neutral towards all. Troglodytes speak their own language plus reptiliad and common. Encounter: rare Number Encountered: 1-3 Type: monster STR: 10 HLH: 8 END: 10 WIL: 9 COR: 8 DEX: 8 AGL: 8 OBS: 7 PER: 8 INT: 7 LAB: 6 EDC: 3 MAG: 1 MR: 30 Movement (ft/MAP) Land: 50 Air: Water: 20 Movement Number: 11 Attack Level: all Defend As: humanoid Effect Modifier: normal I-RDV: 0 E-RDV: 1 P-RDV: 0 EDP: 30 BDP: 120 WDP: 27 1xbite 3DV edge 2 2xclaw 7DV edge 9 melee weapon 10/9 combat skills 7/9 education skills 5/5 wilderness skills 8/8 TROLL A troll averages 10 feet and weighs 700-900 pounds. They have large limbs and bodies and sturdy stances. A thick black or dark brown hide enhanced by short stubby hairs, covers their body. A troll will sometimes wear furs or armour and can use weapons and shields. Trolls are stupid and enjoy fighting their way out of situations. They tend to live alone or in groups of 2 or 3 in caves and forests. A troll will not hesitate to raid small villages or farms and wanderers into their territory are never heard from again. It is their lack of direction which prevents them from any meaningful expansion. Trolls will travel with orcs and hobgoblins. Trolls speak orcish, hobgoblin as well as their own language. Magically enchanted weapons inflict an additional 1d6 DV. This number is rolled once for each troll. Encounter: rare Number Encountered: 1-3 Type: monster STR: 25 HLH: 12 END: 14 WIL: 9 COR: 9 DEX: 8 AGL: 8 OBS: 7 PER: 7 INT: 7 LAB: 3 EDC: 2 MAG: 5 MR: 30 Movement (ft/MAP) Land: 40 Air: Water: 20 Movement Number: 10 Attack Level: all Defend As: humanoid Effect Modifier: ignore I-RDV: 3 E-RDV: 4 P-RDV: 0 EDP: 60 BDP: 250 WDP: 18 melee weapon 8/9 TROME Tromes are gnome servants who defend the kingdoms of the gnomes. On occasion they have been encountered outside the gnome kingdoms searching for lost masters. Tromes can speak common but prefer gnome or their own language when conversing. Tromes average 10-20 feet tall and resemble the tree which they grew from. Their bark skin provides protection from almost all forms of attack. Encounter: very rare Number Encountered: 1+ Type: monster STR: 16 HLH: 12 END: 12 WIL: 14 COR: 6 DEX: 3 AGL: 4 OBS: 5 PER: 8 INT: 9 LAB: 7 EDC: 6 MAG: 12 MR: 35 Movement (ft/MAP) Land: 30 Air: Water: Movement Number: 10 Attack Level: random Defend As: humanoid Effect Modifier: ignore I-RDV: 4 E-RDV: 4 P-RDV: 2 EDP: 30 BDP: 300 WDP: 30 2xbranches 17DV impact 7 history 10/9 herb lore 8/10 camouflage 8/9 TURTLE, GIANT These twenty foot long creatures inhabit almost all regions of the world. They are green, brown and yellow in colour and large white spikes project outwards from their shells, head and tail. Giant turtles are extremely aggressive carnivores constantly searching for food in swamps, lakes, rivers, and on land. Reptiliads have managed to train these behemoths and are often seen riding them on patrols or into battles. Encounter: uncommon Number Encountered: 1 Type: animal STR: 24 HLH: 12 END: 10 WIL: 6 COR: 4 DEX: 3 AGL: 7 OBS: 6 PER: 8 INT: 7 LAB: 5 EDC: 0 MAG: 1 MR: 30 Movement (ft/MAP) Land: 40 Air: Water: 30 Movement Number: 9 Attack Level: random Defend As: fierce Effect Modifier: ignore I-RDV: 5 E-RDV: 9 P-RDV: 4 EDP: 70 BDP: 200 WDP: 12 1xbite 21DV edge 7 1xtail 15DV edge 3 foraging 6/7 UNICORN Unicorns are medium horses with a single gold horn protruding from their forehead. They avoid all other creatures if they can. The reason for this mistrust stems from the legend that states the horn of a unicorn is magical and one who possesses it will become magically powerful. Although their is no solid proof to confirm this belief, fortune hunters still seek to destroy the horse. Unicorns dwell in secluded areas well away from aggressive races. Unicorns mate for life and produce a single offspring once every ten years. A unicorn who's mate has been killed will stay behind mourning for 1-2 weeks. Nymphs will often protect unicorns and can be seen riding them. Encounter: very rare Number Encountered: 1-2 Type: animal STR: 17 HLH: 14 END: 14 WIL: 10 COR: 6 DEX: 3 AGL: 9 OBS: 6 PER: 11 INT: 11 LAB: 5 EDC: 2 MAG: 10 MR: 50 Movement (ft/MAP) Land: 100 Air: Water: Movement Number: 12 Attack Level: random Defend As: average Effect Modifier: lower I-RDV: 0 E-RDV: 0 P-RDV: 0 EDP: 60 BDP: 250 WDP: 30 1xbite 6DV impact 3 2xhooves 6DV impact 6 1xhorn 10DV edge 4 foraging 6/7 WIGHT These evil creatures are found lurking around burial mounds and graveyards. Wights shun daylight, preferring to attack at night instead. A wight stands 5 feet tall and appears human like. They have long arms equipped with sharp claws and grotesque faces. When a wight successfully strikes an opponent, they drain 1d6 willpower damage points as well as inflicting damage. A wight will carry its victim to a lair and perform ceremonial rituals before consuming the body. These rituals take several hours or even days. Wights also use spells to assist in capturing its prey. The wight receives 300 points from the mounds in which the ceremonies take place. They will always sleep victims (even if already unconscious), but the duration is unlimited. This sleep spell only gives one slumber point per spell level cast. Only destroying the wight's source of power can the sleep spell be broken. Destroying this mound will awaken the sleeping people. Wights are undead and thus unaffected by orange spells. A blessed item inflicts an additional 5 damage value. Encounter: rare Number Encountered: 1-6 Type: undead STR: 10 HLH: 0 END: 8 WIL: 6 COR: 8 DEX: 6 AGL: 8 OBS: 8 PER: 11 INT: 9 LAB: 4 EDC: 3 MAG: 9 MR: 30 Movement (ft/MAP) Land: 45 Air: Water: 10 Movement Number: 11 Attack Level: all Defend As: humanoid Effect Modifier: normal I-RDV: 0 E-RDV: 4 P-RDV: 0 EDP: 3 BDP: 12 WDP: 20 1xbite 4V edge 6 2xclaw 10DV edge 7 melee weapon 6/7 power channelling 6/9 sleep 9/9 vision 10/10 ward 5/7 willpower drain 7/8 Banishment: 250 WILL-O-THE-WISP A will-o-the-wisp appears as a floating ball 1 foot in diameter flying over marshes and swamps. A person viewing the ball must make a successful attribute saving throw versus willpower to avoid following it. The will-o-the-wisp will then lead the person through the swamp to quicksand where they will sink in 2d6 turns. Many legends state the will-o-the-wisp are fallen Nymphs. Will-o-the-Wisps cannot be killed by any physical or magic means and are encountered on special occasions only. They have a magic resistance of 75 (monster). WOLF, GREATER These are larger counterparts of the typical timber wolf. Greater wolves stand 3-5 feet at the shoulders and are sometimes ridden by orcs. Wolves usually follow potential victims for days disturbing their sleep by howling. Encounter: uncommon Number Encountered: 1-8 Type: animal STR: 10 HLH: 9 END: 12 WIL: 9 COR: 7 DEX: 7 AGL: 7 OBS: 5 PER: 10 INT: 9 LAB: 5 EDC: 0 MAG: 1 MR: 20 Movement (ft/MAP) Land: 60 Air: Water: 10 Movement Number: 10 Attack Level: random Defend As: average Effect Modifier: lower I-RDV: 0 E-RDV: 0 P-RDV: 0 EDP: 35 BDP: 250 WDP: 12 1xbite 11DV edge 8 foraging 10/9 WRAITH Wraiths are evil spirits that haunt the world. There true origin is unknown but they have endured for centuries. Wraiths can shift between being corporeal and incorporeal. While incorporeal people can still view them. They must stay in one form or another for a minimum of 1d6 turns. When corporeal, their chilling touch inflicts 2d6 willpower damage points. Wraiths also utilize weapons that are sometimes tipped with poison. Wraiths can produce a powerful shrill that causes all to hear to succumb to fear (treat as a 10+3d6 level fear spell). Wraiths have secrets for sources of power and historians believe unlocking the secret to their origin or purpose will destroy their source of power and them. Only weapons that are magically enchanted may harm a wraith. Encounter: very rare Number Encountered: 1-6 Type: undead STR: 12 HLH: 0 END: 10 WIL: 8 COR: 9 DEX: 7 AGL: 7 OBS: 5 PER: 11 INT: 11 LAB: 7 EDC: 5 MAG: 10 MR: 40 Movement (ft/MAP) Land: 55 Air: Water: Movement Number: 13 Attack Level: all Defend As: humanoid Effect Modifier: ignore I-RDV: 0 E-RDV: 0 P-RDV: 0 EDP: 50 BDP: 200 WDP: 30 1xclaw 15DV edge 7 (willpower drain) melee weapon 7/8 power channelling 30/10 fire 7/9 sleep 8/9 charm 7/9 boron's bidding 6/8 Banishment: 500 WYVERN These are smaller cousins to the great dragons. Wyverns average 15 feet high and have a wingspan of 40 feet. The tail is abnormally long, averaging about 15 feet in length. Wyverns are not as intelligent and wise as dragons and cannot speak. These fell beasts are often used as flying mounts. Encounter: rare Number Encountered: 1 Type: monster STR: 30 HLH: 14 END: 15 WIL: 9 COR: 9 DEX: 6 AGL: 7 OBS: 9 PER: 8 INT: 6 LAB: 3 EDC: 0 MAG: 1 MR: 30 Movement (ft/MAP) Land: 60 Air: 190 Water: 10 Movement Number: 11 Attack Level: random Defend As: extraordinary Effect Modifier: ignore I-RDV: 2 E-RDV: 5 P-RDV: 2 EDP: 150 BDP: 900 WDP: 30 1xbite 17DV edge 9 2xclaw 12DV edge 6 1xtail 10DV impact 7 foraging 7/9 ZOMBIE Zombies cannot be knocked unconscious and therefore have no endurance damage points. Zombies cannot be stunned and are unaffected by orange spells. Encounter: common Number Encountered: 1-12 Type: undead STR: 7 HLH: 0 END: 0 WIL: 4 COR: 8 DEX: 5 AGL: 7 OBS: 6 PER: 6 INT: 6 LAB: 4 EDC: 0 MAG: 1 MR: 18 Movement (ft/MAP) Land: 30 Air: Water: Movement Number: 10 Attack Level: all Defend As: humanoid Effect Modifier: normal I-RDV: 0 E-RDV: 0 P-RDV: 0 EDP: 0 BDP: 100 WDP: 0 1xclaw 6DV edge 8 melee weapon 7/8 Banishment: 80 ============= = = = HERBS = = = ============= The herb list provides reference for a few of the many herbs that are found in the world. Information concerning their form, preparation, application, and effect is given. POISONOUS HERBS A character who consumes a poisonous herb must make an attribute saving throw versus health, modified for the type of poison, to avoid its effects. A poison followed by an (N) may be noticed by a character. A successful attribute saving throw versus observation or perception (whichever is applicable), should be made. Success in the saving throw will alert the character. Damaging type poisons usually affect the character's endurance damage points and act with varying speeds and intensities. The following is a cost guide for poisons in copper pieces. Effect sleep 25 death 100/1d6 EDP other 50 Form liquid 100 powder 50 Health AST Modifier 100/-1 Unnoticeable 160 Speed per day x1 per hour x2 per turn x3 instantaneous x5 HERB LORE AND FORAGING Characters wishing to find their own herbs must first know what to look for by identifying the plant with the herb lore skill. Then they must find them using foraging. Finally the herb must be prepared using the alchemy skill. Failing the alchemy skill saving throw will cause the herb to be ruined. The foraging skill saving throw is modified by the rarity number. This rarity number can also be used to determine if a herb is in stock at an alchemist shop. A 2d6 dice roll of 7 or less modified by the rarity number indicates the herb is in stock. When this roll fails the alchemist is out of stock. Alchemists will purchase herbs for 1/4 the selling cost. HERBS AND PLANTS ACHNYR Type: miscellaneous Description: red flower, trifoliate leaf, 2 feet high Location: river banks Rarity: -1 Prepare: none Application: eat bulb Health AST Modifier: na Effect: raises the character's strength by 1 for 1d6 hours, the effects are not cumulative ALTA Type: poison Description: red flower, 2 feet high, sagittate leaves Location: temperate forests Rarity: -3 Prepare: brew flower for 3 hours Application: mix in food or drink Health AST Modifier: 0 Effect: causes the person to lose 1d6 endurance damage points per turn CAR-TRUN Type: poison (N - perception: acidic taste) Description: root of yellow flower, 1 foot high, cordate leaves Location: swamps Rarity: 0 Prepare: brew root for 4 hours Application: mix in food or drink Health AST Modifier: +1 Effect: sleep instantly for 1d6 hours per dose DWARF LOTUS Type: curative Description: green flower, brown leafs, 1 feet high Location: mountains Rarity: +1 Prepare: boil leaves without flower Application: inhale fumes Health AST Modifier: na Effect: cures dungeon cough if inhaled for 1d6 hours GOLDENROOT Type: antidote Description: gold grass Location: high forests Rarity: -1 Prepare: boil grass for one hour, drain Application: drink Health AST Modifier: na Effect: antidote for sage bite (may be prepared and stored) HUNDER Type: curative Description: small bush with brown nuts Location: anywhere Rarity: +2 Prepare: none Application: eat nut Health AST Modifier: na Effect: heals 1d6 body damage points JASPERITE Type: curative Description: moss Location: found in trees Rarity: +1 Prepare: boil for 1-2 hours Application: drink Health AST Modifier: na Effect: restores 15+2d6 body damage points, there is a 1 in 6 chance that the drinker will also lose 1d6 endurance damage points LARIN Type: poison (N - perception: salty taste) Description: orange and red flower, palmate leaves Location: cool climate forests Rarity: 0 Prepare: brew for 1 hour, add salt Application: drink or eat Health AST Modifier: -1 Effect: lose 3d6+2 endurance damage points NERAK Type: miscellaneous Description: small plant, purple flowers, runcinate leaves Location: warm climate forests Rarity: -1 Prepare: boil roots then mix with flower pedals Application: mix in food only Health AST Modifier: 0 Effect: if the person who consumes the nerak plant, fails a health attribute saving throw, they will fall hopelessly in love with the first person of the opposite sex they see PHYLAMPRITE Type: curative Description: resin extract for the bark of the phylam tree Location: temperate wooded areas Rarity: -2 Prepare: cook for 2 hours, make a thick paste Application: apply to wounded areas Health AST Modifier: na Effect: cures 50+6d6 body damage points (can be split into two applications, healing 25 body damage points each) PLUTE MOSS Type: curative Description: cyan coloured lichen Location: coastal regions Rarity: 0 Prepare: none Application: chew Health AST Modifier: na Effect: restores 4d6 EDP's QUICK HEAL (BERIDIN) Type: curative Description: small vine, purple berry, deltoid leaves Location: damp, dark places Rarity: 0 Prepare: none Application: eat berry Health AST Modifier: na Effect: restores 10 BDPs ROTHE BREAD Type: miscellaneous Description: elven bread made of fungus Location: na Rarity: +1 Prepare: none Application: eat Health AST Modifier: na Effect: rothe bread is equivalent to one weeks rations but is only the size of a small loaf of bread SAGEBITE Type: poison Description: amber coloured moss Location: jungles Rarity: -3 Prepare: brew for 2 days Application: drink or eat Health AST Modifier: -3 Effect: person will lose 4d6 endurance damage points per turn SEGNA Type: curative Description: green fern, 3 feet tall, pinnate leaves Location: mild climate forests Rarity: -1 Prepare: brew for 1 day, save leaves Application: eat leaves Health AST Modifier: none Effect: restores 25 body damage points caused by cold damage SPROG Type: curative Description: dark red berry, tree Location: hot climates Rarity: -2 Prepare: none Application: eat berry Health AST Modifier: na Effect: if the character makes a successful willpower attribute saving throw, they will regain 1d6 willpower damage points TANGY LEAF Type: curative Description: yellow orbiculate leafed plant Location: fields and meadows Rarity: 0 Prepare: burn Application: eat ashes Health AST Modifier: na Effect: restores 5 endurance damage points TAYNGA Type: curative Description: large plant about 4 feet in diameter with large reniform leaves Location: forests Rarity: +1 Prepare: none Application: eat the stalks Health AST Modifier: none Effect: restores 3d6 body damage points and 10+2d6 endurance damage points THYRMUS Type: curative Description: 4 foot high cactus Location: deserts Rarity: -2 Prepare: extract milk Application: pour on wounds Health AST Modifier: na Effect: restores all damage caused by fire TOULVEN Type: hallucinogenic Description: a tall perennial plant with cuneate leaves Location: mild temperate forests Rarity: -4 Prepare: boil plant bulbs for 2-3 hours Application: chew bulb Health AST Modifier: -1 Effect: cause the person to hallucinate, effect lasts for 3d6 hours VANAN Type: poison (N - observation) Description: 1 foot high, silver flower, lyrate leaves Location: forests Rarity: -2 Prepare: grind pedals into fine powder Application: sprinkle on food and drinks Health AST Modifier: -2 Effect: causes paralysis for 2d6 hours WATER MOLIC Type: poison Description: water lily, peltate leaves Location: shallow water Rarity: 0 Prepare: grind leaves into powder Application: mix in drinks Health AST Modifier: -2 Effect: causes blindness for 3d6 hours, if a 1 on 1d6 is rolled, the person is permanently blinded YYERGIN Type: miscellaneous Description: blue flowers, 1 foot high, palmate leaves Location: forests Rarity: -3 Prepare: grind flower into fine powder Application: sprinkle on food and drinks Health AST Modifier: -1 Effect: person will lose all sexual drive for 3d6 days ZEREDITH Type: miscellaneous Description: red flowers, 1 foot high, runcinate leaves Location: meadows Rarity: -1 Prepare: grind flower into powder, let brew for 3 days Application: pour on body Health AST Modifier: n/a Effect: embalming herb HERB SUMMARY TABLE NAME RARITY COST (cp) ANTIDOTE Goldenroot -1 1000 CURATIVE Dwarf Lotus +1 700 Hunder +2 75 Jasperite +1 360 Phylamprite -2 1250 Plute Moss 0 430 Quick Heal 0 100 Segna -1 130 Sprog -2 500 Tangy Leaf 0 220 Taynga +1 1000 Thyrmus -2 300 HALLUCINOGENIC Toulven -4 200 MISCELLANEOUS Achnyr -1 450 Nerak -1 500 Rothe Bread +1 150 Yyergin -3 600 Zeredith -1 275 POISONS Alta -3 360 Car-Trun 0 300 Larin 0 1500 Sagebite -3 2000 Vanan -2 590 Water Molic 0 360 ================ = = = TREASURE = = = ================ As a reward for completing a mission or items found within a creature's cave, characters will accumulate treasure. Treasure found is proportionate to the size or number of creatures or to the danger of the mission. A cyclops lair may have 30 gold pieces and 1-2 items of worth, a troll lair may have 10 gold pieces, 5 silver pieces and a slim chance of an item. The older the creature the more items it will have. A dragon a few centuries old will certainly have more treasure than a 60 year old orc. Payment for providing services will also vary. Rescuing the kings daughter will definitely pay more than guarding a caravan. When deciding where animals keep their treasure it is most likely to be spread out over its territory (from dragging victims back to its home) or in the lair itself. More intelligent creatures will gather it up and store it in chests, guarded rooms or carry some of it with them. Smart creatures may use the items they have found, especially when faced with a large, well organized party. Never give the characters too much treasure this will quickly unbalance the campaign in favour of the characters who will have become too powerful. If this happens or the characters are becoming out of control, there are actions to rectify the situation. Items of magic may wear out and the local thieves' guild could always use some practice on treasure laden people. Characters should not concentrate their treasure gathering on magical items and precious things. A room may be full of items like pewter cups and mugs, silverware, candleholders, and the like. A kitchen or pantry may hold fresh food or livestock. Any encounter with a enemy will leave the party with a heaping amount of weapons, armour, shields, and other personal items. A good broadsword is worth far more than a gold goblet. GEMS AND JEWELLERY Many people believe that certain gems have mysterious powers, bringing good fortune and possibly influencing their personalities. People also believe if they wear the stone they symbolize, no harm will come to them and they will be strengthen by the trait associated with each stone. Below is the legends surrounding various gems and stones and their relative (average) worth in copper pieces. Agates: reduce fever. 50 cp Amethyst: sincere, cure headaches and toothaches. 10 cp Aquamarine: courageous. 60 cp Diamond: innocent, cure leprosy and madness and prevent nightmares. 200 cp Emerald: loving and successful. 250 cp Garnet: firm and steadfast, keep the wearer free of injury. 5 cp Jade: protection from harm. 70 cp Opal: hopeful, guard the wearer's life. 130 cp Pearl: healthy, ward of evil spirits. 170 cp Peridot: happily married. 100 cp Sapphire: clear thinker, protect from evil spirits and darkness. 150 cp Topaz: faithful. 110 cp Turquoise: prosperous, prevent the wearer from falling off a horse. 120 cp Some typical jewellery and items of worth. Diamond Broach (cost: 600 - 2500 cp) Diamond Ring (cost: 400 - 1500 cp) Emerald Ring (cost: 450 cp) Gold Bracelet (cost: 400 cp) Gold Goblet (cost: 600 cp) Gold Necklace (cost: 700 - 3000 cp) Gold Ring (cost: 350 cp) Pearl Necklace (cost: 650 cp) Pearl Ring (cost: 200 cp) Ruby Necklace (cost: 1200 cp) Sapphire Ring (cost: 630 cp) Silver Goblet (cost: 200 cp) Silver Necklace (cost: 20 - 200 cp) MAGIC ITEMS Magic items are rare and most characters find them only on special occasions. Magic potions and scrolls may be purchased from a magic shop. Even magic shops are limited to what is available. Any character may use a magic-item, except scrolls, regardless of magic affinity or primary colour(s). All prices for magic items are given in gold pieces. A gamemaster may wish to expand on the magic items presented within. Use the cost of the magic items provided as a guideline when determining the worth of the item. A staff or rod will usually have a limit to the number of charges (10 - 50 uses). There may be multiple spells found on a scroll. Each spell will require a read magic scroll spell. Most magic items will change size to fit the person wearing the item. Magic boots will adjust to the size of the character's feet, a ring will expand or contract to fit the person's finger. Listed are some considerations and ideas for creating magic items. Cost Guide Base Item item (sword, ring, rod) paper potion scroll ink Enchantment variable spell level fixed level spell +1 bonus -1 penalty Functions per day per week per charge per power point per turn duration unlimited Trigger action automatic none verbal Miscellaneous potion/scroll power item (charges, points) AMULET OF PROTECTION The wearer of this amulet is under the guard of Kathrina and has a chance of not dying from a mortal combat wound. When a "dead" effect of severity is taken from a damage card, the wearer has a 50% (1-3 on 1d6) of lowering the effect to unconscious. (cost: 300 gp) ARMBANDS OF DEFLECTION The magical armbands will deflect any arrow or bolt fired at the wearer. The chance to successfully deflect the missile is equal to 8 or less if the missile strikes the front of the character, 7 or less from the side and 6 or less from the rear on 2d6. (cost: 150 gp) ARROW OF SLAYING Bauth created these arrows to instantly kill its target. There is no saving throw to avoid this death and the creature dies immediately. Roll d66 to determine the type of arrow. (cost: 200 gp) 11 Dwarf 24 Elf 41 Half-Elf 54 Reptiliad 12 Human 25 Gnome 42 Halfling 55 Orc 13 Goblin 26 Bear 43 Wyvern 56 Cat 14 Trome 31 Centaur 44 Cyclops 61 Eagle 15 Wolf 32 Unicorn 45 Troll 62 Giant 16 Gorilla 33 Wyvern 46 Harpy 63 Hippogriff 21 Horse 34 Hydra 51 Ogre 64 Hobgoblin 22 Medusa 35 Minotaur 52 Snake 65 Mud Monster 23 Pegasus 36 Spider 53 Slug 66 Gargoyle BACKPACK OF PLENTY This unique backpack has eleven different coloured patches on it. When a patch is removed, the item will appear. When all patches are removed the backpack will vanish. (cost: 80 gp) Red: bag of 10 gp Blue: wooden box (1'x6"x6") Green: portal (10'x10'x2') Purple: 20' ladder Pink: mule with saddle bags Yellow: heal 30 body damage points Orange: pit (10'x10'x15') Checkered: window (2'x4'x2') White: spade and hoe Gray: 3 weeks rations Plaid: rope (50') Black: 5 torches BOLT OF DEATH This crossbow bolt looks rather normal, but delivers incredible damage. The bolt inflicts an additional 5 damage value when it strikes the target. The bolt will then inflict 5 damage value per movement action phase for 1d6 + 1 'M' phases. The bolt is usable once and cannot be removed until all damage is taken. (cost 75gp) BREASTPLATE OF WONDROUS MIGHT The wearer of the breastplate of wondrous might will suffer no encumbrance value. The breastplate protects the chest and stomach (front and back) of the character. The armour has a resistance to damage value of 5 for impact, 8 for edge and 4 for puncture. The breastplate may not be combined with other metal armour in the same hit locations. (cost: 175 gp) BROAD AXE OF PROTECTION The broad axe of protection inflicts one additional damage value, can destroy a wooden and metal door (once each) and chop through 10 feet of stone (once). If the wielder of the axe falls unconscious while fighting the axe will continue to fight for 1d6 + 1 x 20 phases. It will fight with the character's skills and attributes. It cannot be injured, stunned or harmed in any way. The axe will not break. (cost: 250 gp) BELT OF STRENGTH When worn, the belt of strength will increase the strength attribute score of the character by one. (cost: 120 gp) BOOTS OF LOFTY MOVEMENT These boots work exactly like the lofty movement spell. The wearer will be able to move up or across surfaces which are normally unwalkable. (cost: 150 gp) BORLUND'S HORN When this horn is blown it will summon Borlund, a fighter from the days before men and elves. Borlund fights with a longsword and inflicts 11 damage value. He cannot be stunned or knocked unconscious but can be instantly "killed" by an effect of severity. If his 115 body damage points are reduced to zero or less, or he is "killed", Borlund will just disappear. He has no endurance or willpower damage points. His skill saving throw in hafted weapon (longsword) is 9 and his moving in armour SST is 10. He has an overall protection of 4 resistance to damage value in impact, edge and puncture. Borlund will protect and fight for the master of the horn for 3 turns or until he is killed. There is a chance that Borlund will never come again when the horn is blown. After he serves a master, roll 3d6. A roll of 3 or less indicates Borlund has found another person to serve and the horn is useless. Each time he is summoned and serves the horn master, the chance is increased by 1 (e.g for the second time a 4 or less, for the third time a 5 or less, and so on). (cost: 250 gp) BOW OF THE IMMORTALS The bow of the immortals can fire a 30 damage value lightning bolt instead of a regular arrow. The bow has 600 power points to use for this spell. If the points go negative the bolt is not fired and the points are reduced to zero. The bow can create light in a 30 foot radius. The light lasts for 3d6 turns and can be employed 4 times before it is used up. The bow can also fire a rope 400 feet which will anchor itself to the place of impact. The bow string will not break if a 12 is rolled. (cost: 270 gp) CLASP OF COMMUNICATION The wearer of this clasp may cast a sending spell at any level (as per the spell description). The clasp has 500 power points and receives power loss exactly as a source of power. When the power points reach zero or less, the clasp ceases to function and the message is not sent. (cost: 200 gp) CLOAK OF MANY THINGS The cloaks acts as armour and provides 3 resistance to damage value for each of the three damage types. The cloak can also stop a character's fall 3 times (as per the springy legs spell). When the hood of the cloak is pulled over the character's head, he or she will turn invisible. This can be done 5 times. (cost: 270 gp) DAGGER OF RETURNING This unique throwing dagger will return to the thrower if it misses the target. The dagger also inflicts an additional damage value. (cost: 150 gp) DOSHINDA SOLUTION This solution will allow the user to detect secret and hidden doors and find traps. This item requires a shallow silver pan (cost: 2 gp) to the hold the solution. A silver ring (cost: 1gp), 3 inches in diameter is slipped in the solution. When the ring is removed the solution forms a film on it. Looking through the film will reveal traps, secret and hidden doors. The solution will only allow a 10'x10' area to be examined before it breaks. The film will not last in strong winds. (cost: 5 gp per use) DUST OF LIFEGIVING Sprinkle dust of lifegiving on a dead person, and they will be restored to life. The person may not be dead for more than a week or 10 weeks if they have been embalmed. A character's willpower damage points will be permanently lowered by 4 when using the dust. (cost: 160 gp) EYE OF THE EAGLE When looking through this crystal, the person will be able to see miles just like an eagle. They will be able to pick out accurate features up to a mile. (cost: 100 gp) FIRE BERRIES When these special berries are thrown, they will explode. The explosion is equal to a 20 damage value fire ball (impact damage type). The explosion will fill a 20 foot radius. (cost: 38 gp) GLOVE OF SPEED The wearer of this glove will gain an additional melee attack per turn. The attack will come on a "1" action phase. The glove cannot be damaged and provides no protection. No other armour types may be combined with the glove. (cost: 160 gp) GUNTHER BEANS These magical beans, when eaten, will raise an attribute 1-2 points (1 - 3 = 1, 4 - 6 = 2 on 1d6). The increase lasts for 1d6 hours. Roll d66 to determine which type of bean is found. (cost: 45 gp) Dice Roll Attribute 11-13 STR 14-16 HLH 21-23 END 24-26 WIL 31-33 OBS 34-36 PER 41-43 INT 44-46 DEX 51-53 AGL 54-56 COR 61-62 MAG 63-64 LAB 65-66 EDC HEADBAND OF COMPREHENSION The wearer of this headband may use it to understand foreign or magic languages. The headband may be used only once per day. When used, roll 1d6. To decipher a magic scroll, a 1-2 must be rolled. To read a foreign language, a 1-4 must be rolled. To understand a foreign language a 1-3 must be rolled. (cost: 170 gp) HELM OF TRUE SEEING While wearing this helm the character will see all secret doors, poisons in food and drink, person's under the influence of a charm or metamorphosis spell and detect illusions. The helm is only usable once per day. (cost: 125 gp) LUTHRE ARROWS Luthre arrows are enchanted to inflict an additional two damage value. These arrows will not break. (cost: 60 gp) MAGIC FLINT This nifty item is constantly sought by adventurers. Magic flint will always light on the first strike and can even be used underwater. (cost: 50 gp) MYSTICAL SHEATH When a sword is placed in the mystical sheath, it will become magically enchanted. The enchantment causes the sword to inflict one additional damage value. It takes 8 hours to charge a sword and the enchantment lasts for 1 day. The sheath may only charge 20 swords before the power is used up. (cost: 150 gp) NOREZ HORN When this horn is blown a wild animal within the area of effect will come to the character. The animal will stay for ten plus two turns per skill level and will arrive in 1d6 x 20 phases. The type of animal is determined by a 3d6 dice roll. The animal will not be hostile to the character and should the animal be killed it will turn to dust. The animal will only stay for 30 turns. This horn may only be used outdoors. The spell does bestow a limited ability to communicate with the animal. The horn may be used once per week. (cost: 200 gp) Dice Roll Animal 3,4 Rat 5 Rabbit 6 Porcupine 7 Beaver 8 Raccoon 9 Hawk 10 Fox 11 Owl 12 Deer (1-4 Stag, 5-6 Doe) 13 Horse 14 Boar 15 Mountain Lion 16 Wolf 17 Bear 18 Great Wolf ORB OF POWER When thrown above a spell caster's head, the orb of power will orbit above the caster giving additional power points. The orb will give power points based on the die roll as shown below. These extra points are usable only when the orb is circling the magic user and are used first when taking power loss. When all the power is used, the orb returns to the owner's pocket. The orb may only be used once per week. (cost: 500 gp) Die Roll Power Points 1 20 2 30 3 45 4 60 5 80 6 100 PHRODON'S CHAMBER When this magic item is encountered, it will appear as a black cube measuring 5' x 5' x 5' and floating 2 feet in the air. When a character steps into the cube they will see a diamond sitting on a pedestal. When the diamond is removed, all persons within the cube will be entombed. The cube will disappear and a diamond will be left on the floor in its place. The characters inside the diamond will notice no difference and still see the pedestal and the sides of the cube. The diamond that was left in the real world may be moved. To release the character's from inside the diamond, the diamond inside the cube must be replaced back on the pedestal. The cube will reappear and the character's may step back out. The character's inside the cube will not be aware of the events taking place outside the cube and will not notice if they are being transported. The cube can hold 3 people. (cost: 300 gp) REDYL CREAM Applying this cream to the user's face will bestow unto them the power to swim underwater for 20 turns. The character's swimming skill level is increased to 10. (cost: 25 gp per use) RING OF ELEMENTAL PROTECTION The wearer of the ring will be protected from cold and fire. The wearer will be able to withstand temperatures ranging from -40 to +250 F. All fire and cold attacks will be reduced by 3d6 damage value. (cost: 110 gp) RING OF FREE ACTION The wearer of this ring cannot be affected by boron's bidding or paralysis and cannot be slowed. The character can freely pass through webs and is not entangled by vines or plants. (cost: 100 gp) RING OF INVISIBILITY The wearer of this ring may turn invisible when the proper command word is spoken. This ring causes all the character's possessions to turn invisible too. The character continues to make noise and gains no other powers while invisible. If the character casts a spell or attacks, he or she will become visible for 10 phases. The invisibility lasts 20 turns. The ring may used 20 plus 2d6 times before the power is gone. (cost: 85 gp) ROD OF LIGHTNING BOLTS This rod will fire a 15 damage value lightning bolt 150 feet when the proper command word is spoken. The rod usually has 20 + 2d6 uses before it becomes useless. (cost: 150 gp) ROD OF RATIONAL ACTION This rod has many powers. Each power is useable once. (cost: 200 gp) Cast a 40th level dispel magic Open any lock 40th level body damage heal spell Cure 1 poison or disease Restore 2d6 willpower damage points Give 200 extra power points Speak with animals for 10 turns Cast a 30th damage value fire bolt Cast a 30th damage value ice bolt Cast a 30th damage value lightning bolt Create a bridge that is 100 feet long by 20 feet wide Fly for 30 turns and 75' per movement action phase Cast a lungs spell that lasts 15 turns SCANELLUM'S RING The wearer of this ring will have their magic resistance raised by one. (cost: 120 gp) SLING OF TRUE HITTING The sling of true hitting will add a +2 bonus to the sling skill saving throw of the character. The bonus does not increase the skill saving throw with regards to the skill action phase. (cost: 140 gp) STAFF OF GUIDANCE This staff inflicts an additional one damage value and will not break. When the staff is tapped on the ground it will create enough light to fill a 20 foot radius. The light lasts 10 turns and may be invoked twice per day. (cost: 188 gp) SWORD OF GOODLY MIGHT The sword of goodly might inflicts 1 additional damage value above the normal damage value. The sword will inflict an additional 3 damage value if it strikes an undead creature. The sword cannot break and will glow if it comes within 40 feet of an undead being. (cost: 200 gp) SWORD OF THE NORTH This unique longsword can cast an ice bolt spell once per day. The ice bolt will have a damage value of 20 and a range of 200 feet. The sword also offers the wearer protection from cold and ice. When the sword is in the user's hand, they will be under the affect of an elemental protection spell. The sword also has a +1 damage value bonus. (cost: 175 gp) UBAR'S SWORD This specially enchanted broadsword will inflict one additional damage value. This sword will glow when it is used in battle. This weapon will not break. (cost: 130 gp) POTIONS Magic Potions come in a variety of spells and appearances. No two potions are identical in looks and smell even if they are of the same spell. When a character finds a potion a d66 roll should be made on the colour table to determine the potion's appearance. A second 2d6 roll on the special table will reveal any unique features the potion possesses. If a character takes a sniff or taste of the potion make a d66 roll on the taste/odour table. An identify spell will reveal the exact nature of the potion. A character may, by tasting a small amount of the potion, deduce its magical properties. Not all potions may be found out by this method. For example, there is no effect if a true skill potion is tasted because the entire potion must be drunk to gain the magical power. POTION - COLOUR 11 Clear 24 Violet 41 Peach 54 Navy Blue 12 Silver 25 Tan 42 Green 55 Clear 13 Cream 26 Copper 43 Lime 56 Orange 14 Black 31 Maroon 44 Ashen 61 Blue/Green 15 Gray 32 Red 45 Yellow 62 Azure 16 Dun 33 Rust 46 Purple 63 Light Green 21 Brown 34 Magenta 51 Amber 64 Light Blue 22 Clear 35 Pink 52 Gold 65 Red/Brown 23 Bronze 36 Cherry 53 Blue 66 Dark Brown POTION - SPECIAL 2 Cloudy 3 Fizzing 4 Flecked 5 Syrupy 6 Normal 7 Normal 8 Normal 9 Syrupy 10 Flecked 11 Bubbling 12 Vaporous POTION - TASTE/ODOUR 11 Acidic 21 Vinegary 31 Rotten 41 Perfumed 12 Tart 22 Rancid 32 Musty 42 Garlic 13 Sweet 23 Balmy 33 Stale 43 Burning 14 Spicy 24 Scented 34 Honey 44 Oily 15 Bitter 25 Stinking 35 Salty 45 Watery 16 Sour 26 Foul 36 Flat 46 Cool 51-66 Otherwise quite normal **EXAMPLE** Seth dips his finger in an invisibility potion and it turns invisible (only for a few seconds). Seth then takes a sip of a healing potion. He begins to feel better although no healing occurs. MISUSE A person who consumes a potion while under the effects of another potion will lose 6d6 endurance damage points. The outcome of the mixture is determined by rolling 1d6 and consulting the table below. 1 Both potions function normally 2,3 First potion consumed functions normally 4,5 Second potion consumed functions normally 6 Neither potions function at all THE POTIONS Presented below are examples of the types of potions found. Each potion has only enough power for one person and once drunk takes effect immediately. Following each potion description is the cost to purchase the potion from a magic shop. ANTICIPATION When drunk, this potion enables the character to anticipate melee attacks. If, when choosing a defence, the character makes a successful intuition saving throw the attacker will have a -2 penalty on the to- hit chance. The potion lasts for 5 turns. (cost: 10 gp) BOLSTER Each bolster potion affects a different attribute. Upon quaffing the potion the attribute will be raised by 3. The bolster potion lasts 5 + 1d6 turns. (cost: 20 gp) CHARM PERSON The drinker of this potion is instantly charmed if their magic resistance is less than or equal to 30. The first person they see will be treated as a trusted friend. The charmed character will not obey the friend if the orders oppose his or her ethics. If the "friend" attacks the character the charm is also broken. The charms lasts 1d6 days. This potion is sometimes called a Love Potion. (cost: 20 gp) CURE This potion has the power to heal back 1d6 endurance damage points caused from disease or poisons. The potion will stop any ailment affecting a character. Ailments might be poison, disease or sense loss. (cost: 12 gp) CLAIRVOYANCE This potion bestows to the drinker the power to project all three senses 80 feet away from his body. All information gained from the senses is relayed back to the drinker. The potion lasts for half a turn. (cost: 25 gp) DISCOVER ZONE When drunk, the character may detect any high or low magic zones within a 10 mile radius. The direction and distance to the zone is given but exact points gained or lost is not. Once all zones are discovered in the area the potion wears off. (cost 20 gp) DIVINATION This potions bestows to the drinker the power to foresee the outcome of a particular action. The character will get a positive or negative feeling towards the action based on the what he or she asks. (e.g. a character is about to open a chest. He drinks the foresee potion and asks, "If I open this chest will something good come of it?" He may get a feeling of no if the chest is trapped.) The potion effects have a range of 20 feet. (cost: 15 gp) ELEMENTAL PROTECTION The resistance potion allows the character to withstand temperatures ranging from -40 F to +250 F. As a result of the resistance, magical fire and ice spells are lowered by 3d6 damage value. The resistance lasts for 15 turns. (cost: 13 gp) ELIXIR OF LIFE Pouring this potion over a dead character will restore life to their body. There is no recovery period and all the damage points will be at half. This type of resurrection lowers the character's maximum willpower damage permanently by 4. (cost: 100 gp) EYES OF TRUE SEEING This potion bestows to the drinker the power to see things in their true form. The character can detect poisons, illusions, changes (metamorphosis, were-creatures), charms, disguises and secret doors. The potion only lasts long enough for the character to look at a 10' x 10' area. (cost: 13 gp) FEIGN DEATH When drunk this potion will make the character appear dead. The character will hear what is happening around them but cannot see. The character may come out of the feign death prior to the hour duration. (cost: 35 gp) FORGET Upon consuming this potion the character will forget the last 100 minutes. The potion only affects characters with a magic resistance less than 18 + 2d6. (cost: 18 gp) FORTITUDE This potion has the power to prevent the character from being stunned in melee combat and wards of the effects of fear spells. The potion lasts for two turns. (cost: 10 gp) FLY The potion grants the power of flight. The character may travel up to 75 feet per movement action phase. While flying the character cannot cast spells, fire missiles or throw weapons. The flight lasts for 30 turns. (cost: 12 gp) FURY When consumed, this potion brings on the might of the gods. The character and all friendly targets within 150 foot radius centred on the character will gain a +1 bonus to all combat skill saving throws. All foes within the area of effect will have their combat skill saving throws reduced by 1. The fury lasts for 2d6x20 phases. (cost: 17 gp) HASTE The character who drinks this potion whose magic resistance is less than 31 will perform twice as many attacks per skill action phase and move twice as far per movement action phase. The haste lasts for 5 turns. When the duration ends the person will attack and move at half normal for 1d6 turns. (cost: 20 gp) HEALING There are three types of healing potions. If 3-6 is rolled on 2d6 a type I potion was found, 7-11 a type II potion was found and a Fantastic Healing potion was found if a 2 or 12 is rolled. Type I (3-6) Once drunk, this potion will heal 9 endurance damage points. (cost: 20 gp) Type II (7-11) When consumed, this potion will heal 30 body damage points. (cost: 20 gp) Fantastic Healing (2,12) The potion will heal 7 endurance damage points and 25 body damage points. (cost: 34 gp) IGNORE Any creature whose magic resistance is less than 31 and views the character under the effects of the ignore potion will not remember seeing the character. Although, if the character talks to the person he will remember him. A character may cast the query spell on a target and not be remembered. The ignore potion lasts 50 turns. (cost: 20 gp). IMAGES When drunk, 1 to 5 (1d6 - 1) exact duplicates of the character will appear within a 10 foot radius. The image will mimic the character and any one viewing them will be unable to distinguish between the image and the character. When the character is attacked, there is only a 1 in 3 chance of getting struck. The images last for 25 plus 3d6 phases. (cost: 18 gp) INVISIBILITY This potion causes the character and all their possessions to turn invisible. The character continues to make noise and gains no other powers while invisible. If the character casts a spell or attacks, he or she will become visible for 10 phases. The invisibility lasts 20 turns. (cost: 10 gp) LANGUAGE This potion bestows to the drinker the ability to speak another specific language. Common language potions are orcish, elvish, common, halfling, dwarvish, gnome and reptiliad. The potion lasts for 50 turns. (cost: 30 gp) LEVITATION The potion allows the drinker to rise vertically 20 feet per movement action phase with a maximum height of 150 feet. The character will rise 10 feet initially when the potion is consumed. Missile combat and spells may be performed with a -2 penalty to the skill saving throw. The potion does not confer horizontal movement. The levitation lasts 10 turns. The potion will only affect characters with a magic resistance less than 30. (cost 20 gp) LOCATE This potion gives the character the ability to find a familiar object. If the object is within 500 feet an arrow visible only to the character will point the way to it. (cost 30 gp) LOFTY MOVEMENT This potion bestows the power of lofty movement. While under the effects of the potion the character may walk across surfaces which are normally impassable. Such surfaces are water, quicksand, walls, ceilings, but not air. The potion lasts for 10 turns. (cost: 10 gp) LUNGS When consumed, the characters lungs become magically altered to allow breathing in unsuitable atmospheres. Such places may be underwater, poisonous gases and so on. The lungs last 40 turns. (cost: 25 gp) METAMORPHOSIS When quaffed, the character has the power to alter his or her physical properties so as to appear as something else. The character may vary their height and weight by ñ95% and only turn into creatures they have seen. The change only lasts for 35 turns. (cost: 22 gp) PERSEVERANCE This potion will restore 1d6 willpower damage points. (cost: 19 gp) PRESENCE Upon drinking this potion, the character will detect all beings surrounding him whose magic resistance is less than or equal to 30. The effect will pass through walls but will not confer the type of creature found. The area of the detection is a 200 foot circle centred on the character. Once all beings are discovered in the area the potion wears off. (cost: 20 gp) RAISE RESISTANCE When consumed, this potion raises the character's magic resistance by 8. The potions lasts for 5 plus 3d6 turns. (cost: 25 gp) SELF PROTECTION The character who drinks this potion will be protected from a certain colour of magic. No spell from that colour will affect the character. Popular protection potion colours are black, orange and gray. The protection lasts 2d6 turns. (cost: 15 gp) SENDING This potion bestows to the drinker the power to send a telepathic message to one person. The message may be no greater than 20 words. The sender will not know if the target has received the message. (cost: 15 gp) SHIFTY STATES The drinker of this potion will seem blurred to all who view them. Multiple images will shift around the character making it difficult for anyone to strike them. All melee or missile attacks which would normally hit the character, have a -2 penalty to SST's and the to-hit table. The images last 1 turn. (cost: 10 gp) SPEAK WITH ANIMALS This potion grants the drinker the ability to speak with one animal for 1 turn. This includes creatures with animal (A) for magic resistance. (cost: 12 gp) TRUE SKILL After drinking this potion, the character will gain a bonus of +2 on the next skill saving throw. If no saving throw is made within 10 turns the potion wears off. (cost: 20 gp) VISION Two thirds (1-4 on 1d6) of all vision potions are type I. Type I - Infravision (1-4) When this potion is quaffed, the drinker is bestowed with the power of infravision. Hot things appears red, warm orange, cool gray and cold black. Illumination from torch light or other light sources spoils infravision. A character may switch between infravision and their normal vision at will. The vision lasts for 1d6 hours. (cost: 10 gp) Type II - Night Vision (5-6) The drinker of the potion will gain the ability to see at night as if it were dusk. The enhanced vision lasts for 1d6 hours. (cost: 10 gp) VAPOROUS STATE Upon drinking this potion the character and all their possessions will turn into a green gas cloud. The character may travel 30 feet per movement action phase without restrictions unless passage is blocked. The state lasts for 15 turns. (cost: 14 gp) SCROLLS and TABLETS Character's may use a magic scroll created by another spell caster or a sacred tablet created by a high level cleric. Characters should not be allowed to purchase these valuable magic items too freely. Certain types of scrolls or tablets may be hard, if not impossible, to acquire. When searching through treasure hoards, characters should never find too many magic scrolls or sacred tablets. Other types of special writings that may be found are cursed scrolls and tablets, treasure maps or important documents. A 2d6 dice roll on the table below will indicate what type of special writing the character has discovered. A cost estimate is listed by each type. Dice Roll Special Writings Cost 2,3 Scroll 5+ gp 4 Sacred Tablet 3+ gp 5 Cursed Writing 10 gp 6 Treasure Map 3+ gp 7-10 Legal Document 10 sp 11-12 Other Important Writing 5 - 15 cp SCROLLS Magic scrolls are created by spell casters who enchant a spell onto a piece of special 'magic' paper. This is done for a number of reasons; the spell may be cast from the scroll at a later date, spells cast from scrolls require no magic power and scrolls may be sold. Creating: The spell write magic scroll is used to cast another spell onto a piece of paper creating a magic scroll. The ink needed to write the scroll is specially made and is usable only once for the 300 copper piece price. It takes a magic-user 1d6 days to write a scroll and at the end of the period, the spell is cast. The magic-user must not be interrupted during this process nor be in the presence of another being, except for their familiar. The magic-user must have a minimum skill level of 10 in the spell being embedded onto the paper. Thus all limitations of the written spell based on the skill level are assumed to at least 10th skill level. The spell to be placed on the scroll does not have to be cast separately it is considered to be cast simultaneously with the write magic scroll spell. Added to the write magic scroll base spell level of 100, is the spell level of the spell being enchanted. The final sum is the spell level of the write magic scroll spell. Any spell may be placed onto a scroll. Paper for making scrolls may not be reused and is rendered useless after the spell is cast off the scroll. If the write magic scroll spell fails, the ink and all writings are rendered useless. Deciphering: Once written, the scroll cannot be read by anyone but the magic-user who wrote the scroll. A read magic scroll spell cast on the scroll will decipher another magic-user's scroll. The deciphering does not unleash the spell, it simply explains its purpose and allows any character to utilize the spell at a later date. Using a Scroll: Character's must have a 7 magic affinity attribute score to use a scroll. If the scroll spell is of the character's primary colour, then only a 5 attribute score is required. When a spell is cast from a scroll it draws no power from the magic-user. When completed, the scroll paper crumbles and the scroll cannot be re-used. A person may cast a spell from a scroll once it has been deciphered even if he or she has no skill in that type of spell. If a spell cast from a scroll is not of the character's primary colour, there is a 1 in 6 chance the spell will fail and the scroll destroyed. Costs: The cost of a scroll is equal to the half the level of the spell in gold pieces. For example, a scroll that contains a 30th level presence spell will cost 15 gold pieces. SCROLL EXAMPLES ANTICIPATION The scroll enables the recipient to anticipate melee offensive attacks. Prior to picking a defence, the recipient makes an attribute saving throw against his or her intuition. If successful, the attacker must state their attack allowing the defender to act accordingly. (cost: 10 gp - based on the 20 power points used to make the scroll, the magic- user's skill level is not used) DETECT MAGIC This scroll causes all magic within the a 10' x 10' area of effect to glow. The glow is visible only to the caster. The range is 20 feet. This scroll will detect if a false magic spell has been placed on one item. The item must be touched. A detect magic scroll will also reveal if another spell is functioning on someone (e.g. metamorphosis, invisibility, charm, etc.). (cost: 30 gp - based on the 20 power points used to make the scroll, the magic-user's skill level is not used) DISPEL MAGIC This scroll causes all magic in a 10' x 10' x 10' cube to cease. To work successfully the level of the target's magic spell must be less than 30. The range is 150 feet. (cost: 15 gp - based on the 30 power points used to make the scroll, the magic-user's skill level is 15 in dispel magic) FIRE BOLT Upon reading this scroll the character will cast a fire bolt spell that inflicts 20 damage value. The range is 130 feet. (cost: 10 gp - based on the 20 power points used to make the scroll, the magic-user creating the scroll has a skill level of 20 in fire) SACRED TABLETS Sacred tablets are created by high level clerics and are thought to have the power of the Gods themselves bound within the stones. The tablets are about 6 inches by 6 inches, by half an inch deep. The tablets are inscribed with religious writings and are made from a special stone. The stone is brittle enough so that most characters can break them. By breaking a sacred tablet, the character releases the invocation contained therein. Creating: Blank tablets cost 500 copper pieces. A character must have a minimum skill level of 30 in piety and 10 in the invocation. The cleric must spend one day in solitary prayer for every 5 ritual points of the invocation being placed in the tablet. For random ritual point cost invocations, use the highest possible point cost (rounding up). After the proper amount of time has passed, the cleric makes a piety skill saving throw. If successful, the invocation is stored in the tablet. The skill level of the invocation in the tablet is based on the skill level of the invocation of the cleric. All other effects of the invocation are based on the amount of ritual points used to create the desired effect. The cleric will lose 3d6 willpower damage points when creating the tablet. The cleric will also lose 3d6 piety skill points as a test of faith. Using: Any character, upon finding a sacred tablet, must make a successful piety SST to reveal the tablet's invocation and strength. Each character may only attempt this once per tablet. To release the invocation the tablet must be broken. To break a tablet the character must make a successful attribute saving throw versus strength. If they fail they may not try again. Upon breaking the tablet the invocation is released and the character loses 1d6 willpower damage points. There is no ritual point cost to the user of the tablet. Costs: Tablets will vary greatly in price and are rare. A good guide for determining the worth of a tablet, is divide the ritual points of the invocation stored in the tablet by 20. This would yield the purchasing amount in gold pieces. Gamemasters may alter the cost of any tablet to reflect rare or powerful invocations. **EXAMPLE** Davin decides to create a sacred tablet that contains the extract curse invocation. His skill level in piety is 45 and the skill level of 15 in extract curse is more than enough. The cost in ritual points for the invocation is 500 + d66. The d66 is converting to 70 points. It will take Davin 115 days (570 / 5 ) to create the tablet. At the end of the period of time, Davin makes a successful skill saving throw in piety and the tablet is created. He loses 14 willpower damage points and 11 skill points in piety from the 3d6 dice rolls. **EXAMPLE** Davin will make a converse with animals tablet. The ritual point cost varies so Davin decides on 3 turns of duration for the invocation. The total ritual point cost is 30. Davin would only have to spend 5 days creating the tablet but would lose another 3d6 willpower and piety skill points. TABLET EXAMPLES BANISHMENT Upon breaking this tablet, 240 banishment points are released within a 30 foot circle. The breaker of the tablet may centre the circle on a spot up to 300 feet away. The tablet works exactly like the invocation banishment with regards to effects on undead creatures. (cost: 24 gp - based on the 480 ritual points used to make the tablet, the cleric creating the tablet has a skill level of 15 in banishment) BLESSING A blessing is placed on an item or being by breaking the tablet and then touching the target with a piece of the tablet. The blessing will last 5 days. (cost: 2 gp - based on the 36 ritual points used to make the tablet, the cleric creating the tablet has a skill level of 10 in blessing) BLOOD LETTING Three targets within 280 feet of the breaker of this tablet will lose 2d6 + 5 body damage points. They will also lose 1 BDP every 2 weeks. Only a laying of the hands invocation (200 rp), general medicine (only one attempt) or a 50th level heal spell will stop the blood letting. (cost: 5 gp - based on the 100 ritual points used to make the tablet, the cleric creating the tablet has a skill level of 14 in blood letting) GRAVE WALKER The target of this tablet will lose 2d6 willpower damage points. The range is 400 feet. (cost: 10 gp - based on the 198 (66 x 3) ritual points used to make the tablet, the cleric creating the tablet has a skill level of 20 in grave walker) LAYING OF THE HANDS After breaking this tablet and sprinkling the dust onto the wound, the injured character will be healed. There are 200 ritual points of healing stored in the tablet and may be used for any type of healing as described in the laying of the hands invocation. (cost: 10 gp - based on the 200 ritual points used to make the tablet, the cleric's skill level in laying of the hands is not used) REMEDY The recipient of this tablet breaking will have any disease cured or poison cleansed from their body. The tablet must touch the target once broken for the remedy to work. (cost: 3 gp - based on the 68 ritual points used to make the tablet, the cleric's skill level is not used) VICTUALS When this tablet is broken, enough food for one person will be created. (cost: 3 gp - based on the 68 ritual points used to make the tablet, the clerical skill level for this invocation is not used) CURSED ITEMS Any item, scroll, tablet or other writings may be cursed. Magic Items: A character who has found a cursed magic item will always use that item, even if they know it is cursed. A character may never simply throw away a cursed item nor 'accidently' leave it somewhere. The item will always return to the character. A cursed item will always be used over another item. For example, a cursed sword will somehow always be drawn when a fight starts, no matter how hard the character tries to avoid this. A cursed magic item is very difficult to destroy. A clerical invocation, extract curse, will work if a 1 is rolled on 1d6. A remove curse spell has a 2 in 12 chance of removing the cursed item. Only one attempt for each of these methods may be used. Otherwise, only divine intervention or some other super-magical means may rid the character of a cursed magic item. Some example curses: * item sings when frightened (annoying but not really a curse) * item has a negative damage value (e.g. a sword that inflicts minus 2 damage value) * item tries to take over the character (controlled by some evil deity?) * item brings bad luck to character or party * a bow that breaks its string every third shot * character is unable to cast spells * character is unable to use psionic talents * character is unable to use invocations * item remains glowing at all times * item lowers maximum BDP, WDP or EDP * item slowly kills wearer (e.g. headband of crushing!) * weapon that suffers a -1 penalty to-hit * attribute score is lowered by 1d6 * character is followed by group of rats * throwing item has 1 in 6 chance of attacking thrower * dust of sneezing * orb of reduction (power points are reduced by 200) * ring of tanglement (wearer has -1 to all body balance) * horn of poisoning (when blown, the character loses 3d6 endurance damage points, character must blow horn once every 2d6 hours) Scrolls and Tablets: Cursed scrolls look like normal scrolls or other writings when discovered. It is not until they are read that their true nature is revealed. Cursed tablets will appear to act like a real invocation but when broken, will release a curse. Use the following table below to determine the curse placed on an scroll, tablet, or other writing. If an attribute is affected, the attribute score will be reduced by 1d6 for the duration of the curse. No attribute score may be reduced below 2. The curse will last for 3d6 days. If a 2 is rolled on 2d6 when the curse is released, the effect is permanent. A remove curse spell or curse lore skill will determines how to remove the curse. The invocation extract curse will remove a curse. Dice Roll Type of Curse 1 Physical 2 Mental 3 Magical 4-6 Curse Physical Attribute 1 weakness - strength attribute 2 frailty - health attribute 3 exhaustion - endurance attribute 4 clumsy - dexterity attribute 5 spastic - agility attribute 6 bungler - coordination attribute Mental Attribute 1 stupidity - education attribute 2 slowness - learning ability 3 feeble minded - intuition attribute 4 blind - observation attribute 5 deafness - perception attribute 6 hopelessness - willpower attribute Magical Attribute/Resistance 1 - 3 unearthly - magic affinity attribute 4 dampening - magic resistance (lowered by 2d6) 5 draining - power points reduced by half 6 no spell casting Curse 1 character smells bad (no amount of washing will make this go away) 2 bad breath and teeth blacken, 1d6 - 3 teeth have rotted out 3 hair falls out (will regrow at the end of the duration) (a roll of 1 on 1d6 means all body hair has fallen out!) 4 character has pox marks, and festering pustules, quite disgusting! 5 character's hair grows at an alarming rate (a roll of 1 on 1d6 means all body hair grows!) 6 rashes, character must constantly itch, this hex causes 1 willpower damage point lost per turn not itching (wow!) =================================== = = = CONVERTING TO OTHER SYSTEMS = = = =================================== To convert other gaming systems to The Guide to Adventure, use the following guidelines presented below. PROFESSIONS It is important to remember that The Guide is a skilled based system, with emphasis on the character's abilities, not the profession level. A 'ranger' class from one gaming system can easily be converted to The Guide by using the Livelihood section to find the appropriate skills. Any unique abilities derived from a profession or character class can be converted with either a skill, spell, psionic, or invocation replacement. For example, a paladin's laying of hands can easily be a mental blend or a laying of hands invocation. The level of a profession will also give you an idea of how many skills, skill points and skill levels. A first level fighter would be equivalent to a beginning character with about 300 skill points. A 10th level fighter will have about 600 skill points. ATTRIBUTES To convert the attributes, use the following as a guide. The Guide Other Systems Agility Dexterity Coordination Dexterity Dexterity Dexterity, Quickness Education Intelligence, Reasoning Endurance Constitution Health Constitution, Presence Intuition Wisdom Learning Ability Intelligence, Memory Magic Affinity Intelligence, Empathy Observation Intelligence Perception Intelligence Strength Strength Willpower Constitution, Self Discipline ATTRIBUTE SCORES The table presented lists the equivalent attribute scores for the 2-12 (2d6) system used in The Guide versus a 3-18 (3d6) or a 1-100 (1d100) system. 2-12 3-18 1-100 2 3,4 3 3 5,6 9 4 7 17 5 8 28 6 9 42 7 10,11 59 8 12 73 9 13 84 10 14 92 11 15,16 98 12 17,18 100 CREATURES If the module or scenario calls for a certain type of creature, simply substitute the creature with the same or similar qualities from The Guide To Adventure. By doing this substitution, you will not have convert their statistics and data for each parameter (e.g. hit points, level, class). For example; the party encounters 3 orcs as described in the module. Instead of trying to convert the orcs' parameters, use 3 orcs from The Guide bestiary. Take caution with the number of creatures encountered. The Guide has a more violent and unforgiving combat system than most games. Creatures in the bestiary are not as weak or easily made inferior by veteran characters as found in other gaming systems. A group of 15 orcs may pose quite a threat to a party of 3 to 5 characters, regardless of the character's experience, skills and abilities. -------------------------------- End of the Gamemaster's Handbook --------------------------------