Seven characteristics define capacities and skills: Strength
(STR), Constitution (CON), Size (SIZ), Intelligence (INT), Power (POW),
Dexterity (DEX), Appearance (APP).
No human starts with any characteristic above 18. Most
characteristics can't be rolled below 3; INT and SIZ can't be rolled
below 8.
Characteristic
Summary
STR
Muscular force; affects damage bonus, armor worn, weapons usable.
Increasable by training up to the character's CON or SIZ (whichever is
higher).
CON
Health; determines hit points and resistance to disease/special
attacks. Increasable by training up to STR or SIZ (whichever is
higher).
SIZ
Mass; affects damage dealt/absorbed, squeezing through gaps, hiding,
armor fit. Cannot be altered except by magic.
INT
Ability to think, memorize, coordinate; major influence on
Knowledge-category skills and number of spells known. Doesn't change
except rarely by disease/magic.
POW
Life Force; harmony with the universe, hiding difficulty,
leadership. Can rise, but never above (max possible rolled POW + min
possible rolled POW); for humans, POW never exceeds 21.
DEX
Coordination and speed; raised by training/magic up to 1.5× initial
DEX.
APP
Physical attractiveness to same species. Raised by grooming etc.,
never beyond 1.5× initial APP.
Determining
Characteristics
Roll 3D6 for all characteristics except INT and SIZ,
which use 2D6+6.
Entering
Characteristics
Write the rolled value on the "original" line. When a characteristic
changes, use the "current" line but never erase the original value.
2. Attributes
Attributes are numerically derived from characteristics: Magic
Points, Fatigue Points, Hit Points, Damage Modifier, DEX Strike Rank,
SIZ Strike Rank Modifier, and Movement (fixed at 3 meters/strike rank
for all humans).
Magic Points
Equal to current POW. Enter the original POW value into the magic
point tally.
Fatigue
Points
Equal to STR + CON.
Hit Points
Total hit points = average of SIZ and CON (round
fractions up).
Hit points are distributed by hit location using the Hit
Points Per Location Table (below).
If an adventurer loses all hit points in one location, that location
is disabled (e.g., a leg becomes useless). Death occurs when total hit
points reach zero.
Hit Points Per Location Table (by total hit points
band):
Location
01–03
04–06
07–09
10–12
13–15
16–18
19–21
Each Leg
1
2
3
4
5
6
7
Abdomen
1
2
3
4
5
6
7
Chest
2
3
4
5
6
8
9
Each Arm
1
2
3
3
4
5
6
Head
1
2
3
4
5
6
7
Formulas for locations: legs/abdomen/head = 1/3 total HP each; chest
= 4/10 total HP; each arm = 1/4 total HP (all rounded up).
3. Damage
Modifier
Total STR + SIZ, then consult:
STR+SIZ Total
Damage Modifier
01–12
−1D4
13–24
0
25–32
+1D4
33–40
+1D6
41–56
+2D6
57+
additional +1D6 per 16 points (or fraction) over 56
Full modifier applies to melee weapon attacks; half modifier applies
to thrown weapon attacks.
4.
Strike Ranks and Strike Rank Modifiers
A melee round has ten strike ranks (1–10, lower acts first).
DEX Strike Rank — from the table below, based on
DEX.
DEX
Strike Rank
01–09
4
10–15
3
16–19
2
20+
1
SIZ Strike Rank Modifier
SIZ
SRM
01–09
3
10–15
2
16–19
1
20+
0
Melee Strike Rank Modifier = DEX Strike Rank + SIZ
Strike Rank Modifier. Used with all melee weapons.
Weapon's first strike rank (melee) = Melee SRM +
the weapon's own Strike Rank Modifier (from the weapons table).
Missile/Thrown weapons use the DEX Strike Rank
directly as their first strike rank.
Spell Strike Rank Modifier = number of magic points
used to cast the spell. Added to the caster's DEX Strike Rank to find
when the spell takes effect.
5.
Skills and Modifiers
A skill is a percentage chance of success (roll D100 ≤ skill % to
succeed). Skills group into seven categories, each influenced by
particular characteristics.
Skill
Categories
Category
Skills
Agility
Boat, Climb, Dodge, Jump, all Parries, Ride, Swim, Throw
Communication
Fast Talk, Orate, Sing, Speak Own Language, Speak Other
Languages
Knowledge
Craft, Evaluate Item, Animal Lore, World Lore, Human Lore, Mineral
Lore, Plant Lore, Martial Arts, Read/Write Languages, Shiphandling
Magic
Skills for manipulating magical energies
Manipulation
Conceal, Sleight, Devise, Play Instrument, all Weapon Attacks
Perception
Listen, Search, Scan, Track
Stealth
Hide, Sneak
Category
Modifiers (how to calculate)
For each characteristic influence:
Primary influence: +1% per point of the
characteristic over 10; −1% per point under 10.
Secondary influence: +1% per 2 points over 10; −1%
per 2 points under 10 (max +10% for secondary; characteristic points
above 30 are ignored).
Negative influence: reverse of Primary (−1% per
point over 10; +1% per point under 10).
Category modifiers, once found, are added to the printed base chance
of every skill in that category with a base chance above 0%. A skill
modifier never takes a skill below 0%.
Category characteristic influences:
Category
Primary
Secondary
Negative
Agility
DEX
STR
SIZ
Communication
INT
POW, APP
—
Knowledge
INT
—
—
Magic
INT, POW
DEX
—
Manipulation
INT, DEX
STR
—
Perception
INT
POW, CON
—
Stealth
DEX
—
SIZ, POW
Skill Notes
(05), (00), etc. next to a skill name are base
chances common to all humans (non-human base chances are in the
Creatures book).
Weapon skills have no printed base chance on the sheet — look them
up in the Cultural Weapons Tables (or the general weapons table if not
culturally listed) and add the category (Manipulation) modifier.
An experience-check box (☐) next to a skill means it can be improved
via experience roll; skills without a box cannot be improved this
way.
6. Weapons
Section
Attack Modifier = Manipulation skills category
modifier (added to attack chance for any weapon).
Parry Modifier = Agility skills category modifier
(added to parry chance for any weapon).
Weapon Damage = weapon's die roll + damage
modifier.
AP (Armor Points) = how many hit points of damage a
weapon can withstand before breaking, per the combat chapter's weapons
tables.
7. Magical
Data
Three varieties of magic exist depending on campaign/culture. The
magic skills category modifier is entered once at the top of the magic
section; individual spell names and percentage chances are recorded
beneath it.
8. Equipment
Record: starting coinage (pennies), personal armor (with total
encumbrance), weapons, and items carried on the adventurer or pack
animals. Track total encumbrance and compare to fatigue rating.
9.
Previous Experience
Adventurers begin at a minimum of 15 years old.
Skills
Tally 30 percentiles for every year older than 15.
Divide these percentiles among skills:
Skills with an experience-check box may be raised
to a maximum of 75% this way.
Skills without an experience-check box may be
raised to a maximum of 100% this way.
Magic skills: only sorcery-using characters gain percentiles in
Intensity and their known spells this way; these can only be increased
to 75%.
Magic by
Culture
Primitive/Nomadic: gain 1D3−1 points of spirit
magic at 15, plus 1 more point per 10 years or fraction thereafter.
Barbarian: roll D100 — 01–50 means spirit magic as
a primitive/nomad (above); 51–00 means automatic initiation into
parents' religion (no spirit magic, but 1 point of POW increase per 3
years/fraction, sacrificed for divine spells; also 1 point of cult
spirit magic per 5 years/fraction).
Civilized: roll D100 — 01–75 means divine magic as
a barbarian initiate (above); 76–00 means 1D3−1 sorcery spells at 15
plus 1 more spell per 5 years/fraction.
Equipment
(starting kit)
1H weapon + shield, or a 2H weapon; self bow or javelin or sling;
cuirbouilli armor and helm (3 points of protection); one scar, tattoo,
or birthmark; odd goods worth 100 pennies; Standard Traveler's Pack
(50p, 14 ENC): 4-liter waterskin, 30m weak rope, peasant clothes, hand
axe, hammer, tarpaulin, fish hooks, fishing line, sack, knife, bandages,
cookware, blanket.
Cultural
Weapons Tables
Percentages listed are added to the human-generic base chance from
the combat chapter tables (only use generic base if a weapon isn't
culturally listed).
Primitive:
Attack & parry: 1H or 2H Spear (25); 1H Axe or Mace (25)
Attack & parry: 1H or 2H Spear (25); 1H Axe, Mace, or Sword
(25); 2H Axe or 2H Sword (15)
Attack only: Bow or Javelin (25)
Parry only: Buckler or Target Shield (25)
Civilized:
Attack & parry: Broadsword, Rapier, Scimitar, or Shortsword
(25); 1H or 2H Spear (20); 2H Axe or 2H Sword (15)
Attack only: Crossbow or Sling (25)
Parry only: Buckler, Heater, or Hoplite Shield (25)
(1H = one-handed; 2H = two-handed, in terms of hands required to
attack/parry with the weapon.)
10.
Game System — Skill Use
Automatic
Success
Ordinary actions (walking, talking, breathing) always succeed without
a roll.
Simple
Success Rolls
Roll D100 ≤ skill percentage to succeed.
Skill Versus
Skill
Designate an "attacking" skill and a "defending" skill. The defender
rolls first; if successful, subtract the defender's roll percentile from
the attacker's skill, and the attacker must roll equal to or under the
remainder (minimum 5% chance). If the defender fails, the attacker only
needs a simple success roll.
Characteristic
Rolls
Roll characteristic × a multiplier (commonly ×5, or a situational
multiplier set by the gamemaster) as a percentage; roll D100 ≤ that
value to succeed.
The
Critical Success
A critical success occurs on a roll ≤ 1/20th (5%) of the simple
success chance (minimum 01). Benefits vary by skill/situation (e.g.,
weapons ignore armor, climbers gain distance).
The Special
Success
A roll better than normal but not critical. Occurs on 01–20% of the
normal chance (see table below), when the skill has 51%+ or has been
defined as offering special successes.
Skill Results Table (ranges of the actual skill %,
giving the D100 ranges for Critical / Special / Fumble; "Failure" is
everything else up to but not including Fumble):
Actual Skill
Critical
Special
Fumble
01–07
01
01
96–00
08–10
01
01–02
96–00
11–12
01
01–02
97–00
13–17
01
01–03
97–00
18–22
01
01–04
97–00
23–27
01
01–05
97–00
28
01
01–06
97–00
30
01–02
01–06
97–00
31–32
01–02
01–06
98–00
33–37
01–02
01–08
98–00
38–42
01–02
01–09
98–00
43–47
01–02
01–10
98–00
48–49
01–02
01–10
98–00
50
01–02
01–10
98–00
51–52
01–03
01–10
99–00
53–57
01–03
01–11
99–00
58–62
01–03
01–12
99–00
63–67
01–03
01–13
99–00
68–69
01–03
01–14
99–00
70
01–04
01–14
99–00
71–72
01–04
01–14
00
73–77
01–04
01–15
00
78–82
01–04
01–16
00
83–87
01–04
01–17
00
88–89
01–04
01–18
00
90–92
01–05
01–18
00
93–97
01–05
01–19
00
98–00
01–05
01–20
00
A 01 result is always a critical success; a 00 result is always a
fumble.
The Fumble
Chance of a fumble = 5% of the chance of failure (failure % × 0.05,
rounded up to 2%). This is always at least a 99 or 00 roll.
11. The
Resistance Table
Used to compare one quantity against another (e.g., STR vs. STR, POW
vs. POW). One factor is "active," one is "passive."
If the quantities are equal, there's a 50% chance of success. Success
chance rises 5% for every point the active factor exceeds the passive,
and drops 5% for every point it's less — capping at 1% minimum and no
defined maximum cap (effectively very high when active vastly exceeds
passive).
Common uses:
Magic Points vs. Magic Points (spell-caster overcoming a target's
resistance).
STR vs. SIZ (lifting an object).
STR vs. STR (forcing open doors/bending bars).
Potency vs. CON or Hit Points (disease/poison effects).
12.
Improvement
Skill
Experience Rolls
After using a skill successfully in a stressful situation, the
gamemaster may allow an experience checkmark. At the end of an
adventure, roll D100 for each checked skill: if the roll
exceeds the current skill %, the skill improves — add
the category modifier to the roll, then add 1D6 percentiles to the skill
(or the player may choose to add a flat +3 instead of rolling, decided
before rolling).
Exceeding
100% in a Skill
Once a skill reaches 100%, only successful experience rolls can raise
it further; the roll must be over 100 on D100 to succeed, though the
skill's category modifier can still push a roll over 100.
Skill
Training
Training requires an instructor with a higher skill %. Training
increase is normally 1D6−2 percentiles (minimum 0, i.e.
"no gain" is possible), or the player may choose a flat +2 instead of
rolling (decided before the training roll). Training time and cost
depend on current skill % (more hours/cost required as skill % rises).
Skills at 100%+ with no experience-check box have a training/research
cap of 75% — further increases must come from actual
field experience.
Research
Increases a skill or characteristic without an instructor, by
self-study/practice. Takes the same amount of time as training. The
player must roll above the current skill % on D100 for
it to succeed (a die-roll indicating a genuinely new technique was
found), then gains the same 1D6−2 (or flat +1) percentile increase as
training.
Increasing
Characteristics
STR/CON: limited by the highest of the adventurer's
original STR, CON, or SIZ.
DEX/APP: may be increased by training/research up
to 1.5× the original value (rounded up).
INT/SIZ: increase only through rare magical
means.
POW Gain
Rolls
Made when a spellcaster's POW is matched against a target's magic
points on the Resistance Table and the attack succeeds. There's no gain
chance if the resistance table indicated a 95%+ success chance;
otherwise, compute the maximum possible POW (18 for humans) plus minimum
possible POW (3 for humans), subtract current POW, multiply the
remainder by 5, and roll D100 ≤ that result to succeed. On success, roll
1D3−1 and add to current POW (a roll of 1 means no gain).
Improvement
Summary Table
Method
Die Roll
Flat Add (alternative)
Time Required
Experience
1D6
3
one adventure, plus ~1 game week
Training
1D6−2
2
hours equal to current skill %
Research
1D6−2
1
hours equal to current skill %
POW Gain
1D3−1
1
one adventure, plus ~1 game week
Characteristic (training/research)
1D3−1
none
current characteristic × 25 hours
13. Time
and Movement
Game Week: used to regulate skill/magical training
and travel over long distances; commonly 1 real week ≈ 1 game
month.
Game Day: used mostly for movement
calculations.
Full Turn = 5 minutes = 25 melee rounds. In a full
turn, an adventurer may cautiously advance 100m, stroll 250m, or run
(once, unrested) 1km. Walking speed for a mount is no faster than a
walking human unless well-trained.
Melee Round = 12 seconds of frenetic activity. An
adventurer doing nothing else can move ~30 meters and still watch
surroundings, parry, and react. Most humanoids can move 3 meters per
strike rank during a melee round.
Daily
Movement Rates Table
Type
Notes
Rate
Hiking
Average 10 hrs steady walking, road/path, no encumbering
wagons/animals
50 km/day
Marching
Organized groups, 10 hrs, ready to fight at the end
30 km/day
Riding
Walking pace, possibly with pack train/wagons
30 km/day
Cavalry
Unhindered by wagons/pack animals, disciplined trot-walk pace
50 km/day
Terrain Effects (modify the base rate): Major River
adds 1 day/km to cross unless bridged/forded (or call for Swim/World
Lore rolls); Vegetation — light slows to 85% of normal, medium to 70%,
heavy to 50%; Rolling Hills slow movement to 70% of normal; Mountains
slow movement to 30% of normal. Effects are cumulative.
14. Damage
Damage comes from weapons, fire, falls, bites, drowning, etc. —
expressed as points of damage. Enter damage on the adventurer sheet by
marking off hit points both from the total and from the specific hit
location struck.
Reduced to 2 or 1 total hit points →
unconscious.
Reduced to zero or negative total hit points →
dying, and dead at the end of that melee round.
Hit
Locations
Roll D20 to determine which location is struck, using one of two
tables depending on attack type.
Humanoid Hit Point Location Table — Melee
D20
Body Area
Description
01–04
Right Leg
Right leg from hip to foot
05–08
Left Leg
Left leg from hip to foot
09–11
Abdomen
Hip to just under floating ribs
12
Chest
Floating ribs to neck and shoulders
13–15
Right Arm
Entire right arm
16–18
Left Arm
Entire left arm
19–20
Head
Neck and head
Humanoid Hit Point Location Table —
Missiles/Spells
D20
Body Area
Description
01–03
Right Leg
Right leg from hip to foot
04–06
Left Leg
Left leg from hip to foot
07–10
Abdomen
Hip to just under floating ribs
11–15
Chest
Floating ribs to neck and shoulders
16–17
Right Arm
Entire right arm
18–19
Left Arm
Entire left arm
20
Head
Neck and head
(The melee table gives the chest/abdomen a smaller chance of
being hit, since limbs partially block those areas; the missile/spell
table has no such blocking and gives the chest a much higher
chance.)
Results of
Damage
Leg reduced to 0 or negative: the limb is useless;
the adventurer falls and may only fight from the ground in subsequent
rounds.
Abdomen reduced to 0 or negative: both legs are
useless, the adventurer must fall; loses 1 additional HP per round to
blood loss unless a CON×5 roll succeeds (or CON×1 or less stops it
permanently; a "heroic" CON×1 roll lets the character keep fighting for
that round only).
Chest reduced to 0 or negative: the adventurer
falls, can only crawl, and loses 1 HP/round to blood loss unless healed
or a CON×5 roll succeeds (a CON×1 roll stops the loss permanently).
Arm reduced to 0 or negative: the limb is useless;
dropped items fall if not attached; the adventurer can still fight with
remaining limbs.
Head reduced to 0 or negative: the adventurer falls
unconscious, and loses 1 HP/round afterward unless a CON×5 roll succeeds
(CON×1 or less lets the character fight on instinctively, without memory
of it afterward).
Damage
Equal to or Exceeding Double a Location's Hit Points
Limb: the limb is severed or irrecoverably maimed
(a severed limb can be reattached only via Healing magic capable of
regrowing limbs, applied within ten melee rounds).
Head/Chest/Abdomen: the character is instantly
unconscious and begins losing 1 HP/round; a successful CON×5 roll stops
it that round, CON×1 or less stops it permanently.
Permanent
Damage and Death
Death is the primary permanent damage; a dead adventurer permanently
loses 1D3 from current STR, CON, DEX, and APP after each 24 hours of
death, until resurrected or those stats reach zero (unresurrectable).
Severed/destroyed body parts, blindness, and similar effects may also be
ruled permanent by the gamemaster.
First Aid
Used once per specific wound (not per total hit points), takes one
melee round, stops bleeding, and needs a successful roll plus 5 melee
rounds to restore hit points. Cannot restore severed limbs or negative
hit points.
Healing
Magic
Can cure any injury, any number of times. Only Healing magic
specifically described as regrowing limbs can reattach a severed limb
(must be used within ten melee rounds of severing). Will not fix damage
to total hit points unrelated to a specific location.
Natural
Healing
Without skill or spell use: 1D3 points per location per game week the
location remains wounded (assumes the character isn't
adventuring/working during recovery).
15. Fatigue
Current Fatigue Points (FP) = Basic FP (STR+CON) − current
ENC.
Lose 1 FP per melee round of combat, or furtive/careful movement, or
swimming.
Lose 2 FP per melee round of sprinting or rapid heavy work.
Once positive FP is exhausted, further loss goes negative; every
negative FP subtracts 1% from every
skill/resistance/characteristic roll.
Reaching negative FP equal to (in magnitude) basic FP causes
incapacitation from exhaustion, lasting until FP returns positive.
Natural recovery: 1D3−1 FP per melee round of not
spending fatigue points (any FP-costing action that round prevents
recovery that round). A resting adventurer can fully recover from zero
in 4–10 minutes.
Marching without appreciable rest costs 1 FP/hour; riding costs 1 FP
per 1.5 hours.
Unconsciousness (from 1–2 total HP, or negative HP in the head)
immediately zeroes all positive fatigue points.
Going into shock from a limb taking double normal location hit
points costs double fatigue points (unless already negative).
16.
Encumbrance
ENC measures how much weight an adventurer can
carry, in points roughly equal to 1 kilogram each (see the SIZ
Equivalency Table for the full kg/lb conversion by SIZ rating). A
character can lift ENC = STR×6 with a 50% chance on the resistance
table, but carrying that much and still being able to fight, climb, or
run is unrealistic — items often have higher ENC than their raw weight
to reflect awkwardness of handling.
A "thing" (sword, axe, rock, rope, etc.) — any item
easily held in one hand — is generally 1–2 ENC regardless of true
weight.
Most two-handed weapons (spears, bows, arrows, etc.) are considered
3–4 ENC.
Dodge at full value costs 1 percentile of the skill
per point of ENC carried, or the Dodge is reduced accordingly.
Non-human ENC (creatures with SIZ over 20 and more
than two legs): find the creature's SIZ-equivalent STR on the SIZ
Equivalency Chart, divide by three (the "kilograms beside the number"),
then subtract carried ENC (in kg) from that to find fatigue points. For
creatures with only two legs and SIZ over 20, divide the equivalent
weight in kilograms by six instead.
Armor Points: the amount of damage armor (or some
magic spells) can nullify per blow.
Critical Hit: a blow placed so well that
extraordinary damage is done. Chance = 5% of the attacker's normal
attack percentage.
Damage Done: once armor points are subtracted from
rolled damage, each remaining point of damage reduces hit points by
one.
Damage Points (also "rolled damage"): the total of
the damage dice rolled, plus any weapon-type or magic additions.
Fumble: an attack so badly delivered the result is
disastrous for the attacker. Chance = 5% of the attacker's normal chance
to miss.
Impale: a special hit with an impaling weapon. Does
extra damage if it impales, and has a good chance of sticking in the
target.
Knockback: damage higher than the target's SIZ can
knock them backward from their position, possibly knocking them
down.
Melee Round: a 12-second period in which
participants battle each other in strike rank order.
Set: bracing a long thrusting weapon to receive the
impact of a charge.
Special Hit: a well-delivered blow that might cause
special damage, depending on weapon type. Chance = 20% of the attacker's
normal attack chance.
Strike Rank: an abstraction based on an
adventurer's SIZ, DEX, and weapon length, determining when in a melee
round an adventurer may attack, use magic, run, etc. A melee round has
10 strike ranks (1–10).
Strike Rank Modifiers: individual modifiers (from
DEX, SIZ, and weapon length) totaled to determine which strike rank a
melee weapon can be used on. Missile/thrown weapon strike ranks depend
only on DEX; spell strike ranks depend on DEX and the magic points
powering the spell.
1H: one-handed — a weapon normally used that
way.
2H: two-handed — a weapon normally used that
way.
The Melee
Round
A melee round is a roughly 12-second slice of game time, divided into
three phases:
Statement of Intent Phase: players and gamemaster
declare what their characters intend to do this round (doesn't need to
be precise — just enough to convey the general plan).
Action Phase: the gamemaster counts out strike
ranks 1 through 10 in order; adventurers, NPCs, magic, melee, and
missiles all occur on their appointed strike ranks. The round ends after
strike rank 10 resolves.
Bookkeeping Phase: after each round, subtract
expended fatigue points, confirm damage has been recorded, and process
any experience checks — then return to the Statement of Intent phase for
the next round.
Movement
Within the Melee Round
An adventurer moving within a melee round starts moving on the
strike rank equal to their DEX strike rank.
During each subsequent strike rank, up to 3 meters may be moved,
unless performing some other action (fighting, spellcasting, etc.) that
strike rank.
The next melee round, movement resumes at 3m per strike rank, again
starting on the DEX strike rank.
The Strike
Rank
Whoever has the lowest total strike rank attacks first each melee
round. Ties on total strike rank are broken by DEX (higher DEX acts
first); if DEX also ties, actions and effects are considered
simultaneous.
Strike Ranks
Table
SIZ
Modifier
DEX
Strike Rank
Weapon Modifier
(example)
1–9
3
1–9
4
0–.3m = 3
(fist/knife)
10–15
2
10–15
3
.4m–1.1m = 2
(1H weapon)
16–19
1
16–19
2
1.2–2.1m = 1
(2H weapon)
20+
0
20+
1
2.2m+ = 0
(pike/tree)
The
Three Main Criteria
SIZ: a larger being gets an earlier strike rank due
to greater reach relative to a smaller being. Gamemasters should adjust
the SIZ-implies-reach assumption for unusually-proportioned creatures
(e.g., a long but not-tall snake). Missile weapons and spells always use
a SIZ strike rank of zero.
DEX: a quick person hits first.
Weapon Length: a small, slow person with a long
spear can still get the jump (at least in the first melee round) on a
large, fast person using their fist — since the fist is part of the
user's body, using it as a weapon in the 0–.3m range risks that body
part when hit.
Preparing a
Weapon
Changing from one weapon/tool to another takes 3 strike
ranks (item in hand is dropped, and a new item is drawn from an
easily-accessible location).
Re-sheathing a weapon and then drawing another counts as two
3-strike-rank actions.
Dropping a weapon onto the ground and drawing another is only one
action — a dropped object is assumed not to break or take damage except
in unusual circumstances.
Preparing two items (e.g., drawing a sword and unlimbering a shield)
takes two actions (6 strike ranks), modified by circumstance (hands
being free helps; whether the items are easily accessible). An
unstrapped shield on the back takes 6 strike ranks to unlimber; other
stowed weapons may require further strike ranks similarly.
Drawing an arrow and fitting it to a bow is one action; drawing an
already-strung bow and then drawing an arrow is two actions; stringing a
bow takes the whole melee round.
Altering
Intent
Either the gamemaster or a player may alter a stated intent. Any
action performed in addition to (or instead of) the originally stated
intent costs three extra strike ranks. Example: an adventurer ready with
sword and shield who instead decides at strike rank 4 to run for a door
would need 3 strike ranks plus their DEX strike rank modifier to get
moving — so at melee round strike rank 10, they'd move 3 meters.
Limit to
Strike Ranks
No combat action (or combination of actions) may be performed in a
round if the total strike ranks required add up to 11 or
more. Combat actions don't carry over from one melee round to
the next. If an adventurer doesn't act on a strike rank they could have,
they're assumed to have spent it inactively (can't save it for later),
though they may consciously delay an action until later in the same
round. Exception: spellcasting (which can cost many
magic points) can carry over into the next melee round.
Multiple
Activities
An adventurer may combine actions (e.g., moving and readying a
weapon) with gamemaster approval, so long as sufficient strike ranks are
available and movement is relatively unimpeded — but only when the
movement itself doesn't interfere with the other action. A DEX roll or
an appropriate skill roll may be required as a prerequisite.
If an adventurer wants to use a weapon in either hand, he must train
with the weapon separately for each hand, requiring additional
appropriately-handed weapon entries on the character sheet.
Improving
Weapons Skills
Attack and parry percentages increase through experience, training,
or research, like other skills.
The melee weapons table divides weapons into categories (e.g.,
"Dagger" or "Maul"). A skill increase applies to the whole category —
every weapon within it gains the same experience.
If picking up and using an unfamiliar weapon within a category (in a
stress situation), the gamemaster may require a moment to examine/heft
it, or apply a reduced percentage for the first few swings.
A weapon used in the off-hand (usually the left) begins with a 0.5×
base chance.
Except for weapons that are mutually within a category, experience
with one weapon has no significance for any other weapon.
Use of a weapon with one hand does not confer experience for using
it with the other hand.
Attack and parry are separate skills, even for the same weapon — an
adventurer's Broadsword attack has no direct relation to their
Broadsword parry; the two skills can diverge significantly based on
which one has received more successful experience rolls.
Increase
by Training or Research
Attack and parry skills increase through training/research like
other skills.
For a given weapon, the attack and parry skills are learned/trained
at the same time and rate; training cost/time is based on whichever of
the two skills has the higher hourly cost at the time.
An adventurer can train in attack/parry for two-handed weapons and
for one-handed weapons generally used alone (like a rapier). For weapons
usually used with a parrying weapon (usually a shield), an adventurer
can choose to train to parry with the attack weapon or to parry
with the parrying weapon — not both for one hourly cost. Training in
both simultaneously is possible for extra time and cash, within the
normal 50-hour-per-week training limit.
Attacks
and Parries Over 100%
An adventurer whose attack or parry skill is 100%+ can split that
skill, gaining a second major chance for special/critical rolls.
To split: divide the actual percent chance by two (round up any
fraction), then make two separate attacks or two parries with the same
weapon, each resolved using one of the two halved chances.
Strike rank for the first attack is the normal one for the weapon;
the strike rank for the second attack is the first attack's strike rank
plus 3.
An attack cannot be split to attack the same target twice — the two
attacks must be against separate targets (though the two parries from a
split parry may both defend against the same attacker).
Melee
Activities
An adventurer is normally limited to one attack and one
parry per melee round; a dodge may substitute for either.
Spells may be cast before, after, or instead of
attacking/parrying/dodging, as long as there are enough strike ranks in
the round.
Changing from spellcasting to combat (or vice versa) during the
round costs 3 strike ranks.
An adventurer cannot attack, parry, dodge, or cast a spell faster
than one action per 0.5 meters per strike rank of required
movement.
If, while in hand-to-hand combat, an adventurer attempts some major
non-fighting action (standing up, climbing a wall, jumping down a slope,
mounting a horse, etc.), they cannot attack, parry, dodge, or cast
during the strike ranks needed to perform that action.
Melee Skills
Fist, falchion, or fencepost — a weapon is any object used by an
adventurer to do damage to a target. Each weapon skill is unique and
must be learned separately from every other weapon skill (though some
skill knowledge overlaps between weapons, e.g. sword and spear differ
entirely and must be separately trained/experienced).
How to
Attack
An attack represents a series/combination of blows occurring over a
span of time beginning with the strike rank on which the weapon may
first be used, continuing until the end of the melee round. The attacker
has individual probabilities of success per weapon used; a successful
roll hits the target, and (since combat is stressful) earns an
experience check for that weapon.
The damage done depends on weapon type and the target's armor.
How to Parry
If a weapon can parry (per the weapons list), it can parry one
attack per melee round, or up to the number of parrying weapons held if
attacked more than once (one parry per weapon per round); an adventurer
cannot attack with a weapon they've parried with that round unless it
can also attack (two-handed weapons can only attack or
parry once, not both).
With one weapon, an adventurer may try to parry one specific attack
on any strike rank of the round, provided the parrying weapon is ready.
A successful parry roll partially or completely blocks that attack
(unless it breaks the parrying weapon).
An adventurer's parry skill is influenced by their Agility skills
category bonus (from STR, small SIZ, DEX). Learning to parry with each
weapon is a separate, trained skill.
Damage to Parrying Weapons: a successful parry
blocks damage only up to the parrying weapon's armor points. Damage
beyond that reaches the parrier's body, and the parrying weapon also
loses one armor point (simulating the damage it took blocking the blow).
A special-success parry takes no damage to the weapon; a
critical-success parry means no damage got through at all, even against
a critical attack.
Successful Parry Versus Unsuccessful Attack: a
successful sword parry against an unsuccessful attack always
damages the attacking weapon for its regular weapon damage (regardless
of how successful the parry was); damage exceeding the parried weapon's
armor points subtracts from the armor points of that weapon. A
successful parry by an axe (or similar bladed weapon) against a haft can
do its regular damage to an unsuccessful attacking weapon if
the parry is a special success (extra skill is needed to get the blade
in position to damage the attacking weapon).
How to Dodge
Dodge is an Agility skill (detailed in the Skills chapter) usable
instead of an attack or parry.
If Dodge is 100%+, it may be split into two Dodges (like a 100%+
attack/parry), potentially defending against two sources of attack. Each
split portion must be at least 50%.
A successful Dodge against a normal attack means the attack missed
entirely. Against a special hit, a special-success
Dodge roll is needed to avoid it; against a critical
hit, a critical-success Dodge roll is needed. A fumbled Dodge
means an automatic normal hit unless the attacker's roll already
indicated better than normal.
Dodge favors unencumbered characters — encumbering items/clothing
subtract from Dodge ability. If unencumbered (for game purposes, nothing
worn or carried), Dodge is at full percentage. Encumbered, Dodge is
reduced 1 percentile for every point of ENC carried.
If Dodge is combined with a parry in the same round, the user may
either parry one opponent and Dodge the other, or Dodge and parry the
same attacker (check Dodge first; if unsuccessful, attempt the parry).
The player always has the right to choose this order.
Moving and
Melee
Normally, an adventurer who has moved cannot attack in the same
round unless enough strike ranks remain after moving. Similarly, an
opponent who arrives without enough strike ranks left cannot attack that
round. Some conditions allow both moving and attacking, and attacking a
moving target.
To attack, a moving adventurer must attack on or after their DEX
strike rank plus the weapon's own strike rank — SIZ benefits/penalties
don't apply while moving.
Opportunity
Melee
A stationary character who sees an opponent running past in their
general direction may use opportunity fire to strike as the foe passes —
losing 10 percentiles from their attack chance for doing so. The
attacker can parry or dodge normally as well as attack. Since a moving
target negates any SIZ benefit/disadvantage, the attacker's strike rank
is DEX strike rank plus weapon strike rank modifier.
Disengaging
From Melee
An adventurer caught in melee who wants to escape must spend one
melee round attempting to disengage; during that round they can do
nothing but parry and Dodge.
After that round, they may move as desired if they're still able to.
Movement in the next round begins on their DEX strike rank.
A footman cannot disengage from a mounted opponent unless he can
hide, teleport, etc.
If a disengaging adventurer is on a riding animal and the foe is
not, the mounted adventurer need only spend half a melee round
Dodging/parrying, then may ride away. Only fast footmen with long
weapons can get a swing or thrust at a disengaging cavalryman.
If an opponent can strike before the disengaging character escapes,
they get the attack modifier for striking at an opponent's back.
Armor
and Hit Point Relation Summary
Two possible relationships between armor and hit points:
Separate Armor and Hit Points: e.g., an adventurer
and their armor, or a wall/weapon deliberately struck. If damage exceeds
the armor points, the excess reduces the hit points of the
adventurer/object (in the hit location and general hit points).
Armor and Hit Points of an Interposed Object: with
most objects (e.g., a weapon used to parry), the armor points and hit
points are the same number. If the object is parried with (blocking a
blow for another object) and the armor/hit points are exceeded, that
object's armor/hit points are reduced by one only,
regardless of how much they were exceeded by — the remaining damage then
proceeds to damage the object that was originally attacked. This shared
armor/hit-point number is usually just called "armor points."
Knockback
A sufficiently powerful blow can send a target staggering backward —
a knockback.
Knockback distance depends on total damage done (ignoring
armor/magic subtractions), minus the target's SIZ. If SIZ ≥ damage done,
there's no knockback; for every 5 points that damage exceeds SIZ, the
target is knocked back one meter (or fraction thereof).
The target's player must also successfully roll DEX×5 or less on
D100, or the character falls down (a Riding roll may substitute if
mounted, adding the mount's SIZ to the rider's own for the purpose of
resisting knockback; if unsuccessful, knockback is figured against the
adventurer's own SIZ alone, and he's knocked off the animal).
Gamemasters may lessen the DEX-roll multiple for uneven ground, slope,
or the target's prior damage.
Special Knockback: smashing/slashing weapons
(broadswords, maces, etc.) that score a special success knock the target
back 1 meter per 5 points of rolled damage (rather than only
the excess over SIZ, as with normal hits). If the DEX×5 roll fails, the
target falls; use standard knockback rules for further injury from
incidental collisions with intervening obstacles.
Critical
Hits and Critical Parries
Critical Success Attack Roll: a critical hit gets
past any armor/protection entirely. The weapon used automatically does
its maximum possible damage (e.g., a broadsword automatically does 9
points), added to the attacker's damage modifier; the target's armor
cannot subtract anything from this damage, though a successful parry can
still block up to its normal amount (only damage beyond that reaches the
target).
Critical Parry Roll: always blocks the
entire damage of the parried blow, even if it was a critical
attack; the parrying weapon takes no damage.
Special Success from an Attack Roll: occurs on a
roll of 20% (1/5) or less of the maximum possible successful D100 roll
for that attack (after all modifiers). For thrusting and missile
weapons, see the Impale rules instead.
The Impale
For thrusting and missile weapons (spears, shortswords, arrows, sling
stones), a special success result means the weapon has
impaled the target — different rules apply than a
normal special hit.
Impaling Damage: doubles the weapon's normal rolled
damage (e.g., a Shortsword's normal 1D6+1 becomes 2D6+2 when impaling).
The attacker's damage modifier is added normally (only once, not
doubled); any magical damage addition is likewise only added once (only
the weapon dice are doubled).
If the impale is also a critical success, the maximum
possible impaling damage is done instead of a roll.
Removing an Impaling Weapon: the weapon may become
stuck in the victim. If the impaler's player rolls twice or less their
weapon's attack chance (40% of the attack chance for the impaling
weapon), the weapon can be pulled out 3 strike ranks after the impale;
otherwise it's stuck. Each melee round afterward, there's the same
chance to retrieve it (at full attack chance, since the target is
helpless to the impaler while so occupied). If not retrieved after 5
melee rounds, the gamemaster may rule it can be pulled out anyway;
fumbling the retrieval roll breaks the weapon.
Removing an Impaling Weapon (by someone other than
the impaler, e.g. the victim helping themself): compute (current STR +
CON − weapon's ENC) × 2% as the chance to successfully remove it in one
melee round.
An impaled adventurer cannot be healed until the impaling weapon is
removed. If the impaled character moves, they take half the normal
weapon damage directly to the affected hit location (the weapon catches
on obstacles, widening the wound, etc.).
Parrying an Impale with a Shield: even though a
blow may have penetrated a shield to hit its holder, if a shield blocked
an impaling attack, the attacker's weapon gets stuck in the shield if
the attacker's player fails the retrieval roll. Effects depend on the
impaling weapon's ENC relative to the shield: if the weapon's ENC is 1
or 2 and the impaler isn't holding it, the shield can still be used at
half normal attack/parry percentage until the weapon is removed; if ENC
is less than 1, the shield is unaffected; if enough small weapons
accumulate in the shield to total ENC 4+, the shield becomes useless
until they're removed.
The Fumble
Fumbles are individual, sometimes bizarre events. When a fumble
occurs, roll D100 on the appropriate fumble table (there are three:
Melee and Parry, Missile, and Natural Weapons) and apply the result. If
a rolled result seems inappropriate to the situation, the gamemaster may
substitute a similar fumble or have the player reroll.
Melee
and Parry Weapons Fumbles (D100)
D100
Nature of Fumble: Effect on Fumbler
01–05
Lose next parry.
06–10
Lose next attack.
11–15
Lose next attack and parry.
16–20
Lose next attack, parry, and Dodge.
21–25
Lose next 1D3 attacks.
26–30
Lose next 1D3 attacks and parries.
31–35
Shield strap breaks; shield immediately falls.
36–40
As 31–35 above, and also lose next attack.
41–45
Armor strap breaks; roll for hit location from where the armor
fell.
46–50
Armor strap breaks; as 41–45, and also lose next attack and
parry.
51–55
Fall: lose parry and Dodge this round, and take 1D3 melee rounds to
get up.
56–60
Twist ankle: halve movement rate for 5D10 melee rounds.
61–63
Twist ankle and fall: apply both 51–55 and 56–60 above.
64–67
Vision impaired: lose 25 percentiles from attacks and parries; fix
helmet or clear eyes in 1D3 unengaged melee rounds.
68–70
Vision impaired: lose 50 percentiles from attacks and parries; fix
helmet or clear eyes in 1D6 unengaged melee rounds.
71–72
Vision blocked: lose all attacks and parries; fix helmet or clear
eyes in 1D6 unengaged melee rounds.
73–74
Distracted: foes attack at +25 percentiles effectiveness for next
round.
75–78
Attack — weapon dropped: recover in 1D2 melee rounds. Parry —
parrying weapon dropped: recover in 1D2 melee rounds.
79–82
Attack — weapon knocked away: roll 1D6 meters for distance, 1D8 for
compass direction, and recovery time of 1D3+1 melee rounds. Parry —
parrying weapon or shield knocked away: same, but 1D6 meters for
distance.
83–86
Attack — weapon shattered: 100% chance if unenchanted, subtract 10
percentiles from chance per point of spirit magic or sorcery on weapon;
subtract 20 percentiles from chance per point of divine magic on weapon.
Parry — parrying weapon or shield shattered: same odds.
87–89
Attack — hit nearest friend; hit self if no friend is near. Parry —
wide open; foe automatically hits for rolled damage.
90–91
Attack — hit nearest friend for maximum rolled damage; hit self if
no friend is near. Parry — wide open; foe automatically hits for rolled
damage.
92
Attack — hit nearest friend for rolled damage and ignore any armor;
hit self if no friend is near. Parry — wide open; foe automatically hits
for rolled damage.
93–95
Attack — hit self: do rolled damage. Parry — wide open; foe
automatically hits for rolled damage.
96–97
Attack — hit self: do maximum rolled damage. Parry — wide open; foe
automatically hits for rolled damage.
98
Attack — hit self: do maximum rolled damage and ignore any armor.
Parry — wide open; foe automatically hits for critical success with
weapon.
99
Attack or Parry — blow it: roll twice on this table and apply both
results.
00
Attack or Parry — blow it badly: roll three times on this table and
apply all three results.
Missile
Weapons Fumbles (D100)
D100
Result
01–10
Lose next attack.
11–20
Lose next 1D4 attacks.
21–30
Lose next 1D3 melee rounds for any activity.
31–40
Weapon strap breaks: lose next melee round.
41–50
Armor strap breaks: roll for hit location to determine which piece
breaks and falls.
51–60
Armor strap breaks: as 41–50, and neither initiate action nor parry
next melee round.
61–65
Fall to ground.
66–70
Vision impaired: lose 50 percentiles from all attack chances for 1D3
melee rounds.
71–73
Vision blocked: cannot see for 1D3 melee rounds.
74–80
Drop weapon: weapon lands 1D6−1 meters distant.
81–85
Weapon shatters: 100% chance if unenchanted, −10 percentiles per
point of spirit magic or sorcery on weapon; −20 percentiles per point of
divine magic on weapon.
86–89
Hit nearest friend: do regular rolled damage. If no friend is near,
apply as per entry 81–85.
90–92
Hit nearest friend: do impaling damage. If no friend is near, apply
as per entry 81–85.
93–94
Hit nearest friend: do critical damage. If no friend is near, apply
as per entry 81–85.
95–98
Blow it: roll twice on this table and apply both results.
99–00
Blow it badly: roll three times on this table and apply all three
results.
Natural
Weapons Fumbles (D100)
D100
Result
01–05
Lose next Dodge.
06–10
Lose next attack.
11–15
Lose next Dodge and parry.
16–20
Lose next Dodge, parry, and attack.
21–25
Lose next 1D3 melee rounds: initiate no action nor parry.
26–30
Lose next 1D6 attacks.
31–35
Armor or clothing strap breaks: roll to determine hit location.
36–40
Armor or clothing strap breaks: roll to determine hit location, and
lose next melee round as per entry 21–25.
41–50
Fall: lose Dodge and parry this round.
51–60
Fall and twist ankle: lose 1 meter of movement per strike rank for
5D10 melee rounds.
61–70
Vision impaired: lose 25 percentiles for attacks, parries, and
Dodges for 1D3 melee rounds.
71–73
Vision impaired: lose 50 percentiles on attacks, parries, and
Dodges.
74–75
Vision blocked: fumbler cannot see for 1D3 melee rounds.
76–80
Distracted: all foes may attack at +25 percentiles during the next
melee round.
81–85
Miss an attack, and strain a muscle: lose 1 hit point in the
attacking limb and 3 fatigue points.
86–90
Hit nearest friend: do regular rolled damage. If no friend is near,
apply as per entry 81–85.
91–94
Hit nearest friend: do maximum rolled damage. If no friend is near,
apply as per entry 81–85.
95–96
Hit nearest friend: do critical damage. If no friend is near, apply
as per entry 81–85.
97–98
Hit self: do maximum rolled damage.
99
Blow it: roll twice on this table and apply both results.
00
Blow it badly: roll three times on this table and apply all three
results.
(Weapon-shatter results affect only unenchanted weapons at full
chance; spirit/sorcerous or divine enchantments reduce or eliminate the
shatter chance as detailed in the tables above.)
Weapons
Weapons are "melee" or "missile." Melee weapons are designed to
attack and to parry; missile weapons are normally used beyond
weapon-length range and have no designed capacity to parry.
A melee weapon falls into one of three classes: hand-held weapon,
natural weapon, or impromptu weapon.
Melee
Weapons Table
Weapon Category
Weapon
Damage
STR/DEX
ENC
Base%
Armor
SR
Price
Axe, 1H
Battleaxe
1D8+2
13/9
1.0
10
8
2
100
Axe, 1H
Hatchet
1D6+1
7/9
0.5
10
6
2
25
Axe, 2H
Battleaxe
1D8+2
9/9
1.0
05
8
2
100
Axe, 2H
Great Axe
2D6+2
11/9
2.0
05
10
1
120
Dagger
Dagger
1D4+2
−/−
0.5
15
6
3
33
Flail, 1H
Ball & Chain
1D10+1
11/7
2.0
05
8
2
250
Flail, 1H
Three Chain
1D6+2
9/13
2.0
05
10
2
240
Flail, 2H
Military
2D6+2
9/−
2.5
05
10
1
240
Hammer, 1H
Warhammer
1D6+2
11/9
2.5
05
10
1
150
Hammer, 2H
Great Hammer
2D6+2
9/9
2.5
05
10
1
250
Mace, 1H
Heavy Mace
1D10
13/7
2.0
15
10
2
220
Mace, 1H
Light Mace
1D8
7/7
1.0
15
6
2
100
Mace, 1H
Wooden Club
1D6
−/7
0.5
15
4
2
4
Maul
Heavy Mace
1D10
9/7
2.5
10
10
2
220
Maul
Quarterstaff
1D8
9/9
2.5
10
8
1
20
Maul
War Maul
1D10+2
11/7
2.5
10
12
1
150
Rapier
Rapier
1D6+1
7/13
1.0
05
8
2
100
Shortsword
Gladius
1D6+1
−/−
1.0
10
10
2
100
Shield
Buckler
1D4
−/9
1.0
15
12
3
120
Shield
Heater/Target
1D6
9/−
3.0
15
12
3
60
Shield
Hoplite Shield
1D6
12/−
3.0
15
18
3
150
Spear, 1H
Javelin
1D6+1
7/7
1.0
05
8
2
100
Spear, 1H
Lance (mounted)
1D10+1
7/7
3.0
05*
10
0
150
Spear, 1H
Short Spear
1D8+1
7/7
2.0
05
10
2
20
Spear, 2H
Long Spear
1D10+1
9/7
2.0
15
10
1
30
Spear, 2H
Short Spear
1D8+1
7/7
2.0
15
10
2
20
Sword, 1H
Bastard Sword
1D10+1
13/9
2.0
10
12
2
230
Sword, 1H
Broadsword
1D8+1
9/7
1.5
10
10
2
175
Sword, 1H
Scimitar
1D6+2
7/11
2.0
10
10
2
200
Sword, 2H
Bastard Sword
1D10+1
9/9
2.0
10
12
2
230
Sword, 2H
Greatsword
2D8
11/13
3.5
05
12
1
320
Lance cannot parry when used from horseback. Percent given is for
parry; attack is 05%.Weapons marked with "@" can be used
either as a cutting/smashing weapon or as a thrusting weapon which can
impale — mode must be declared before the attack is rolled. Weapons
marked "@@" have all special hits as impales.
Definitions
of Headings
Category: adventurers trained in a category of
weapon gain equal percentiles in all weapons in that category. Weapons
appearing in more than one category must be trained for separately by
category.
Damage: the weapon's damage when it strikes, plus
the user's damage modifier, gives total damage done.
STR/DEX: minimum STR/DEX to use the weapon well.
Every point a characteristic is short of the minimum reduces hit chance
by 5 percentiles.
ENC: approximate kilograms the item weighs,
adjusted for handling clumsiness.
Base %: base chance of a successful attack by
someone with no prior experience/training with that weapon category.
Prior experience (or a manipulation-skills-modifier bonus for attack,
agility-skills-modifier for parry) adds to this base.
Armor: armor points the weapon has; decreases by
one each time the weapon's armor points are exceeded by a blow.
SR: the weapon's strike rank modifier; combine with
the adventurer's melee (base) strike rank to find which strike rank the
weapon can be used on.
Price: cost in pennies at the place of
manufacture.
Two-Weapon
Use
When using two weapons (e.g., sword and shield, or sword and dagger),
an adventurer may perform one action with each — as long as they don't
Dodge that round, they may attack twice, parry twice, or attack with one
and parry with the other.
If attacking with two weapons, the first attack is on the normal
strike rank; the second attack is 3 strike ranks after the first (only
possible if enough strike ranks remain).
If parrying twice, two different attacks can be parried, but the
same attack cannot be parried twice.
Two-Handed
Weapon Use
An adventurer with a two-handed weapon may attack once and parry once
with it. If Dodging, one of the attack/parry must be given up. Two
attacks or two parries with the same two-handed weapon are not
possible.
Natural
Weapons
Natural weapons are part of a combatant's own body — a human's fist
and foot, or (for other creatures) claws, fangs, prehensile tails,
stings, horns, and even (for some, like dragons) natural missile
weapons.
Natural
Weapons Table
Weapon
Damage
Base %
SR
Claw*
1D6
25%
3
Fist
1D3
25%
3
Grapple
1D6
25%
3
Head Butt
1D4
10%
3
Kick
1D6
15%
3
For animals and intelligent humanoids who have working
claws.
Definitions: Weapon — the natural
weapon's name. Damage — rolled damage (plus the user's
damage modifier for total damage). Base % — chance of a
successful attack for someone with no prior experience/training (use
prior experience instead if higher). SR — the natural
weapon's strike rank modifier (combine with the character's melee strike
rank modifier as normal).
Fist and
Kick
Fist and Kick attacks work exactly like melee weapon attacks.
Everyone starts with a 25% fist attack and 15% kick attack.
A humanoid may parry with a fist as with any weapon; the fist's hit
points (for parry purposes) are the adventurer's own arm hit points,
plus any arm armor points (which go to both the arm's hit points and the
total hit points).
Grappling
A natural-weapon skill for wrestling. Base chance is on the natural
weapons list.
A successful grapple attack catches a random hit location of the
foe. A successful weapon parry against a grapple means the weapon arm
was caught instead; a successful shield parry means the shield was
caught. Dodge can be used against the initial grapple attack; a parry
with fist or grapple percentage means the hold was blocked.
After a successful grapple, the attacker may attempt to
immobilize the grasped limb or throw
the foe next melee round. Failure on the second (follow-up) grapple roll
means the hold is broken.
To immobilize a limb: the attacker's player must
also succeed at a STR-vs-STR roll on the resistance table (against the
foe's STR). Failing this still means the limb is held, just not
immobilized.
To throw a foe: roll on the resistance table,
matching the attacker's STR+DEX vs. the foe's SIZ+DEX. Failure means the
throw didn't work, though the grip is maintained. If thrown, the foe
must make a DEX×5 roll on D100 or suffer 1D6 damage to a random hit
location (armor protects against this).
If both combatants grapple each other simultaneously (two successful
grapples), both are considered held; two successful immobilizations may
mean nothing was accomplished (if contradictory) or that both succeeded;
two successful throws cancel out (no one is thrown). Resolve an
immobilize attempt before a throw attempt.
Claws,
Fangs, and Other Natural Weapons
Most creatures with claws, stings, etc. use them like a human uses a
weapon; strike rank for all natural weapons is 3.
Most animals don't parry — they Dodge, or rely on their natural
armor.
Unless stated in a creature's description, natural weapons do not
impale.
Attacks that constrict, bite, or hold the target do not cause
knockback.
Missile
Weapons
Weapons that leave the user's grasp to reach their target, traveling
through the air. Two types: thrown and
projectile.
Thrown
Weapons
Can also be used as melee weapons (dual-function, augmenting normal
melee weapons). Difficult but not impossible to carry enough to last a
battle.
Damage Bonus: a thrown weapon only gets
half the user's normal damage bonus (e.g., a 1D4 bonus
becomes 1D2 thrown; a 2D6 bonus becomes 2D3; a 3D6 bonus becomes
3D3).
Projectile
Weapons
Weapons that project a missile at a target — bows, crossbows,
slings.
Missile
Weapons Table
Weapon
STR/DEX
Base %
ENC(m)
Damage
AP
Effect Range
Max Range
Rate of Fire
Price
Bow, Self
9/9
05
.5(.05)
1D6+1
5
90
120
1/SR
150
Bow, Composite
13/9
05
.5(.05)
1D8+1
7
120
225
1/SR
350
Crossbow, Heavy
13/7
25
8.0(.05)
2D6+2
10
55
300
1/3MR
500
Crossbow, Light
13/7
25
3.4(.05)
1D6+2
6
40
225
1/2MR
300
Sling
−/11
05
.1(.1)
1D8
—
100
100
1/MR
30
Javelin
9/9
10
1.5
1D8
8
20
50
1/SR
100
Throwing Axe
9/11
10
.5
1D6
4
20
50
1/SR
50
Throwing Knife
−/11
05
.2
1D4
4
20
50
1/SR
50
Thrown Rock
−/−
15
.5
1D3
—
20
20
1/SR
0
(Throwing Axe, Throwing Knife, and Thrown Rock do not do impaling
damage with a special hit.)
Definitions
of Headings
STR/DEX: minimum STR and DEX to use the weapon;
each point short reduces hit chance by 5 percentiles.
Base %: base attack chance for someone with no
prior experience (use prior experience if higher).
ENC(m): weight in kg, adjusted for clumsiness. The
parenthesized figure is the weight per individual missile for a
projectile weapon (e.g., a quiver of 20 arrows = 1 ENC; a full 50-arrow
load for a full-time archer = 2.5 ENC).
Damage: rolled damage. Thrown weapons add half the
thrower's damage modifier as noted above.
AP: armor points of the weapon.
Effective Range: within this distance, the weapon
hits at the user's full skill percentage.
Maximum Range: the weapon/projectile can reach no
further; between effective and maximum range, chance to hit is
halved.
Rate of Fire: 1/#MR means the weapon can be used
once, then needs # melee rounds to ready again (e.g., 1/3MR fires once
every 3 rounds' worth of readying, with the intervening rounds spent
solely on readying). 1/MR means readied once per melee round. 1/SR means
it can be fired on the wielder's DEX strike rank, then again on DEX SR +
3 + DEX SR (i.e., twice in one round if enough strike ranks remain, per
the standard readying-time rule for the weapon).
P: price in pennies at place of manufacture.
Firing Into
a Melee
When throwing/shooting into a general melee (not a single clear
target), the shooter can't be sure which combatant will be hit.
The chance to hit the particular intended target is divided
by the number of people in the melee. If the roll succeeds by the
(lower, divided) chance, the gamemaster randomly determines who was
actually struck (a roll between the normal chance and the reduced chance
can still result in the intended target being hit). The missile firer
only gets an experience check if the intended target was actually
struck.
If shooting into a dense mass of targets rather than caring who's
hit, the chance to hit increases 5% for every extra body packed closely
together (loose skirmish line: pick one target; dense spear wall: may
fire at the massed troops as a whole).
Armor
Armor is hard clothing (cloth, leather, metal, or a combination) that
absorbs damage from blows.
Encumbrance
Armor's ENC depends on the wearer's SIZ. SIZ 11–15 is "normal;" every
5-SIZ increment above or below that changes armor ENC by 1/5 in the
corresponding direction (larger character = heavier armor for the same
protection; smaller = lighter).
Effects
on Stealth Skills
Both armor and weapon ENC subtract one percentile from Sneak per
point carried. There is no effect on Hide as long as the armor isn't
shiny (dirty from travel, or deliberately dulled).
Breakage
Unlike weapons' armor points (which never change even after a blow
exceeds them), armor is designed to take repeated pounding — its armor
points never reduce through damage.
Armor
Types and Costs
Soft Leather: roughly equivalent to a leather
jacket/vest; common among primitives, nomads, barbarians. Often worn
under other armor as extra padding. Cloth padding worn under other armor
is equivalent in protection and ENC to Soft Leather.
Cuirbouilli: leather boiled in oil and wax, then
molded into shape and hardened; cannot be reshaped afterward without
breaking it.
Ringmail: soft leather (or other backing) with
metal rings sewn onto it (like the rings found on chainmail).
Chainmail: woven metal links forming the body of
the armor; stronger and more durable than metal-backed-on-leather
forms.
Plate: solid metal plates molded to the body, held
together with leather straps covered by the metal. Best at spreading a
blow's impact and best for absorbing damage, but heaviest and hottest to
fight in.
Armor Table
Armor Type
Armor Points
Cost per ENC
Small (6–10) ENC (cost)
Medium (11–15) ENC (cost)
Large (16–20) ENC (cost)
"Troll" (21–25) ENC (cost)
Clothes
0
varies
2.0 (40)
2.5 (45)
3.0 (50)
3.5 (60)
Soft Leather
1
20 p
3.0 (60)
3.5 (70)
4.0 (80)
5.0 (100)
Stiff Leather
1
20 p
4.0 (80)
5.0 (100)
6.0 (120)
7.0 (140)
Cuirbouilli
3
45 p
4.0 (180)
5.0 (225)
6.0 (270)
7.0 (315)
Ringmail
5
110 p
8.0 (880)
10.0 (1100)
12.0 (1320)
14.0 (1540)
Chainmail
7
240 p
16.0 (3840)
20.0 (4800)
24.0 (5760)
28.0 (6720)
Plate
8
270 p
20.0 (5400)
25.0 (6750)
30.0 (8100)
35.0 (9450)
(This table gives armor points, ENC, and average total cost per
size band; actual prices may vary by the gamemaster's price
lists.)
Results of
Combat
A successful weapon hit means the attacker can do damage to the
defender. Each weapon has a die-roll damage rating (e.g., a broadsword
does 1D8+1 — roll 1D8 and add 1). Armor and special magic subtract
points from this damage before it's applied; it's possible for a
successful hit to do no damage at all if the target's armor is efficient
enough.
Covered
Targets
If a target is partially covered by a wall, doorway, window ledge,
fencepost, etc., any hit landing on a covered hit location instead
strikes the cover (see the inanimate objects rules in The World chapter
for damage to the cover).
Condensed from the "Skills" chapter and the opening of "The
World" chapter.
General
Skill Rules
Gamemasters call for a skill roll in stressful situations; routine
use of a skill doesn't require one.
Modifying Skill Rolls: a gamemaster may adjust
(usually reduce) a skill's success percentage for a given situation —
e.g., a Climb roll reduced for a steep or crumbly surface, a Devise roll
reduced for unfamiliar tools.
Who Rolls for Success: Agility rolls (and combat
attacks/parries) are always made by the player, since the adventurer
would immediately know if he succeeded. Most other rolls (Listen,
Search, Sneak, Hide, etc.) should be rolled by the gamemaster instead,
so the player doesn't automatically learn whether a roll failed or
simply found nothing — this preserves uncertainty for stealth-related
skills in particular.
The seven skill categories (previously defined by the characteristics
that influence them) are detailed below, skill by skill, in alphabetical
order. Each skill's parenthetical number is its human base chance.
Agility
Skills
Agility skills rely on gross motor coordination rather than
intelligence; they call on STR, DEX, and (negatively) large SIZ.
Boat (05)
Handling small, water-borne craft (oar or paddle-driven). A Boat roll
is needed to start moving in an unhurried situation; rougher conditions
call for a percentile difficulty penalty set by the gamemaster. A fumble
capsizes the boat and forces a Swim roll.
Climb (40)
Lets an adventurer scale a ≤75° slope, low-branched tree, etc. A
missed roll leaves the climber in place (no progress); a fumble means a
fall. Climbing speed: 1 meter of a 75°-or-shallower slope (or
thickly-branched tree) per 5 strike ranks. A player may trade skill
percentage for climbing speed: subtract 10 percentiles from Climb for
every extra meter per 5 strike ranks desired (this also raises fumble
chance). A large creature (SIZ over 20) climbs 1 extra meter per 5
strike ranks for every 10 points (or fraction) of SIZ over 20. Rolls are
typically made once per 10 meters of height gained, or once per minute
spent climbing.
Dodge (05)
A successful Dodge means the incoming attack misses entirely. Dodge
takes no time against melee attacks but a full melee round against
missile attacks, and cannot be used during strike ranks already occupied
firing a missile weapon. Encumbrance reduces Dodge (1 percentile lost
per ENC point carried, at full value — see Consequences of Encumbrance
for Dodging in the Game System chapter).
Jump (25)
Roll on D100 (≤ skill roll) to jump twice one's height horizontally,
or one's height vertically, from a running start (halved from a standing
start). Each ENC point reduces Jump chance by 1 percentile. A failed
roll means the distance wasn't covered; a fumble means landing with the
force of a 3-meter fall (and takes that damage). Jumping from standing
takes one strike rank. A Jump roll (if successful) can be used to choose
which hit location a falling character lands on.
Ride (05)
Riding a trained animal at no faster than a walk requires no roll.
Faster gaits, or an unexpected event, require a Ride roll (with a
saddle/stirrups) — failure means loss of control (requiring another Ride
roll each round to regain it, or a fumble throws the rider). Riding
bareback without saddle/stirrups: any failure = fall, any fumble =
thrown (as per a fall, see The World chapter). Ride % is also used for
training a mount to do something new. Experience-roll opportunities
include: surviving a melee while mounted, doing something new with a
mount, completing a week+ mounted journey through difficult terrain, or
successfully training a mount to saddle and bridle.
Swim (15)
A Swim roll is required each time an unfatigued, unhurried swimmer
covers a distance in meters equal to their Swim skill percentage.
Swimmers move at 5m per melee round (2 strike ranks), starting on their
DEX strike rank. A failed Swim roll means no progress (and the character
begins to drown, following the World chapter's asphyxiation rules)
unless a second Swim roll one round later succeeds. Encumbered Swimming:
lose 5 percentiles of Swim per ENC point carried. Fatigue in Swimming:
lose 1 fatigue point per round of swimming; regain 1 fatigue point per
round of treading water instead.
Throw (25%)
Throws a balanced, palm-sized object 1 meter per point by which STR
exceeds the object's SIZ. Unbalanced/awkward objects have reduced range.
Beyond 20 meters, accuracy drops 1 percentile of Throw per meter over
20. Maximum vertical throw distance is half the horizontal maximum.
Communication
Skills
Enhanced by high INT, APP, and POW.
Fast Talk
(05)
Causes the target to believe (falsely) that the speaker is logically
correct, prompting agreement/assistance. The target's player may attempt
an INT×5 roll to see through it if given a moment's reflection away from
the talker. One Fast Talk roll is allowed per full turn of talking; it's
used implicitly against one or a few individuals.
Orate (05)
Appeals to emotion (rather than intellect, as Fast Talk does) and can
move a crowd. A successful roll immediately sways everyone present, with
no chance for later reconsideration — Orate against a crowd may take
hours to unify listeners into agreement. A gamemaster may call for one
Orate roll per point on which the adventurer wants agreement.
Sing (05)
Success pleases the audience; failure means an off-key or forgotten
performance. A higher skill produces a noticeably better performance
even if both a high- and low-skill singer succeed their rolls. One Sing
roll is allowed per full turn of performance.
Speak Own
Language (30)
Base chance is 30% plus any experience gained; cannot be raised by
training/research, only by experience. Even a low-INT adventurer keeps
the full 30% Speak Own Language.
Speak
Other Language (00)
Increased only through training and research (often by living where
the language is spoken). Languages very different from the adventurer's
own may take a gamemaster-imposed training-time multiplier (e.g., 2
hours per percentile instead of the usual rate) to reflect
difficulty.
Special Functions of Languages:
Conversation: an exchange of views. If both speakers are
above 50% proficiency, there's no communication problem. If either is
below 50%, there's a chance of misunderstanding — the chance of
successful communication is the lower party's language skill ×2.
Eavesdropping: chance to understand an overheard
conversation equals the listener's percentile in that language (modified
for distance, noise, doors, etc.); a Listen roll may be required first.
A fumbled roll gives the eavesdropper a distorted, misleading version of
what was said.
Similar Languages: a character may not know a language
being spoken but may know a related one, giving partial understanding (a
gamemaster-set fraction of full proficiency).
Language Proficiency Table (by D100 roll, describing
what a given skill % lets a speaker communicate):
Roll (D100)
Result
01–10
Can only communicate simple ideas ("I want food.")
11–30
Can get across simple requests and live day-to-day needs.
31–50
Assured communication; speaks better than a "stupid" native (most
stupid natives are ~30%) and gets most ideas across.
51–80
Can tell stories, sagas, songs; argue and bargain as well as any
native speaker.
81–00
The language of poets, philosophers, leaders, diplomats — a fluent,
sophisticated grasp of the tongue.
Knowledge
Skills
Depend on memorizing/comprehending a body of knowledge; usually
cannot be increased by experience (must be trained or researched);
enhanced by INT.
Craft (10)
Covers many distinct trades (armorer, baker, brewer, carpenter,
tailor, etc.) — each craft is trained, researched, and recorded
separately. Performing a craft usually takes several hours of game
time.
Evaluate (05)
Determines the worth of artifacts, goods, and valuable natural
materials. Having a relevant Craft skill doubles the chance to correctly
evaluate related materials; having a relevant Lore likewise doubles the
Evaluate chance for associated items/substances. Failure means the
adventurer doesn't know the value; a fumble gives an entirely wrong
value (always in the direction least convenient for the adventurer).
Takes one full turn to perform.
First Aid
(10)
Basic knowledge of how to help an injury/shock victim. A success
stops all bleeding and prevents further hit point loss; failure costs
the victim 1 additional hit point. Taking 5 melee rounds to perform
heals 1D3 hit points (a critical success heals 2D3; a special success
heals 1D3+3). Cutting the 5-round process short costs the recipient 2
hit points for every round skipped, even on an otherwise successful
roll. Can only be used once per specific wound, but may be retried until
successful; a fumble does 1D3 damage to the recipient and ends further
attempts on that wound. Usable on any living creature.
Lores
(05 each — Animal, Human, Mineral, Plant, World)
Represent regional/specialized knowledge that does not increase
through experience — either the adventurer knows the fact or doesn't. A
fumble may be used by the gamemaster to feed the adventurer false
information.
Animal Lore: identify an animal, its health,
feeding, or behavior; a major use is training riding animals (a 50%+
Animal Lore and 25%+ Ride can train a mount to saddle and bridle; a
riding master at 50%+ in both Ride and Animal Lore can train a war
mount, up to the master's Ride % minus 50).
Human Lore: psychology and sociology — reading
political situations, obscure history, genealogies.
Mineral Lore: geology and soils — identifying rock
types, soil fertility, ore/mining potential.
Plant Lore: identifying plants and their uses, crop
suitability, wild edibility.
World Lore: the physical world — weather
prediction, geography, natural processes.
Martial Arts
(00)
Doubles the damage of a successful natural-weapon (unarmed) attack
(no effect on the damage bonus, only the base damage dice). A
player must roll a successful attack with the natural weapon, and the
roll must also succeed against the (usually lower) Martial Arts
percentage, to get the doubled-damage benefit. Martial Arts also
improves a Fist parry: a successful parry roll that also succeeds
against Martial Arts blocks 6 points of damage regardless of the
attacking weapon (excess damage still gets through).
Read/Write
(00)
Lets an adventurer read and write a specific language (learned
separately per language, even if two languages share an alphabet —
reading and writing are also separate skills/training tracks). Failure
while reading a passage means no information gained until further
training/research; a fumble may give misinformation.
Shiphandling
(00)
Commanding a ship with a crew of more than two: navigation,
sail-setting, watches, and related duties. Unlike most Knowledge skills,
Shiphandling can be increased by experience rolls once some
training has been gained.
Magic Skills
Used to enhance or create magical effects; depend on INT, POW, and
DEX.
Manipulation
Skills
Require fine hand control (unlike Agility skills, they depend on INT
and DEX rather than STR).
Conceal (5)
Hides an object of any size (in a drawer, false floor, etc.) so it
can only be found with a Search roll (the searcher subtracts the
Concealer's skill from their Search % before rolling). Time to conceal
something depends on the object/facilities; a rough guide is one melee
round per SIZ point of the item.
Devise (5)
Assembling or disassembling mechanisms like traps and locks. A
successful Craft roll (if the deviser has the relevant Craft) doubles
Devise's success chance. If a mechanism was devised by someone
specifically to foil later Devisers, the original devisers' Devise skill
is subtracted from a later attempt's Devise skill before rolling. Takes
at least one melee round per SIZ point of the object to disassemble, one
full turn per SIZ point to assemble.
Play
(Instrument) (00)
A given skill covers one specific instrument. Failure means wrong
chords, forgotten notes, or a dropped instrument. One roll per full turn
of performance; higher skill produces a noticeably better
performance.
Sleight (5)
Quick hands and misdirection — taking a small object unseen,
juggling, card tricks, pickpocketing. A success with no one watching
means unqualified success; if someone is actively using Scan at the same
time, that Scanner's player subtracts the Sleight-user's skill from
their Scan % and rolls against the remainder to expose the trick. Takes
one strike rank to perform.
Perception
Skills
Extracting/organizing information from the senses; enhanced by INT,
POW, CON.
Listen (25)
Both the ability to hear things not normally noticeable and to
correctly interpret incidental sounds. A successful Sneak roll against
the listener must be subtracted from the listener's Listen chance (along
with modifiers for walls, distance, etc.) before the Listen roll is
made. Time taken to use successfully varies from instantaneous to a full
turn, at the gamemaster's discretion.
Scan (25)
Observing an area for anomalous movement (e.g., guards watching
terrain for approaching enemies). Intervening terrain can reduce the
chance of success. Takes one melee round per 90° arc scanned; scanning
more than 90° in one round halves the Scan chance for the extra arc. Can
be pitted against a Sleight attempt the same way Search is pitted
against Conceal/Hide.
Search (25)
Closely scrutinizing an area to find a concealed item, a person using
Hide, or a small object hidden with Sleight. To beat a Concealed item or
a Hide attempt, subtract the concealer's/hider's relevant skill from the
Search percentile and roll equal to or under the remainder. Takes one
melee round per 4-square-meter area searched.
Track (05)
Trailing a living being through wilderness/rural terrain by reading
traces (footprints, droppings, disturbed vegetation). A Track roll is
made every two full turns while following a trail; each failed attempt
to pick up a lost trail costs a full turn, and every day (or fraction)
the trail is cold subtracts 20 additional percentiles from the tracker's
chance.
Stealth
Skills
Concealing oneself from hostile eyes; high POW hurts these skills
(the aura draws attention), while small SIZ and good DEX help.
Hide (10)
Uses shadows, cover, or misty areas to hide from view; terrain
affects the chance (per a Terrain/Stealth table referenced in the source
but not detailed with specific values here). Hiding while moving at the
same time halves the normal Hide percentage (after terrain modifiers).
If a Searcher is actively looking, they must subtract the hider's Hide
skill from their own Search % and roll under the remainder to find the
hider; otherwise, a simple success roll by the hider is enough to avoid
discovery. Takes until the user's DEX strike rank to perform; can only
be rolled once per hide attempt.
Sneak (10)
Moving in silence without alerting a foe. If used at the same time as
Hide, a single roll resolves both. Against an adventurer actively using
Listen, the sneaker's player subtracts their Sneak skill from the
listener's Listen percentile and must roll equal to or under the
difference to move unheard; a Sneak roll is made for every melee round
in which the sneaker is being listened for (but only once if there is no
active listening). Each point of ENC from metal armor subtracts 1
percentile from Sneak.
The
World — Natural Damage (excerpt)
Hazards in the game world (rather than weapons or magic) can also
damage an adventurer.
Falling
Cumulative factors determine total fall damage:
Height: 1D6 damage (to a randomly-rolled melee hit
location) per 3 meters fallen; applies to both the location and total
hit points (an exception to the normal "a limb takes at most double its
hit points" rule).
Velocity: being thrown rather than simply
falling increases the effective distance (e.g., thrown from a horse
converts a 1–3m fall into a 3.1–6m fall; being thrown 9 meters by a
giant is treated as an 18-meter fall).
Size: adventurers under SIZ 5 take 1D6 less damage;
SIZ 6–20 gets no modifier; every 20 points (or fraction) of SIZ over 20
adds 1D6 to fall damage.
Surface: the gamemaster may adjust for a softer
landing surface; armor may help against fall damage at the gamemaster's
discretion; magical protection against falling always works.
Pointed Objects: falling onto a stake or similar
counts the object's own damage as well (e.g., a stake typically does
1D10+1).
A successful Jump roll while falling lets the faller choose which
hit location takes the fall damage.
Asphyxiation
Used for smoke inhalation, drowning, poison gas, or choking. If not
surprised, the adventurer can hold their breath for the first melee
round of exposure by rolling CON×10 or less on D100. Each subsequent
round the success multiplier drops by 1 (CON×9, then CON×8, etc.) until
CON×1 is reached on the tenth-and-later rounds, at which point the
character takes increasing damage to total hit points each round the
roll is missed, until death or escape. If deliberately choked, the
victim's player must roll CON as a percentage each round or take 1D6
damage to total hit points directly, with no chance to hold their breath
at all.
Damage per round of exposure depends on the substance: water 1D8,
smoke 1D4, dense smoke 1D6, poison gas 1D8 plus its corrosive effect (if
any).
If surprised by the situation, a luck roll determines whether a
breath was taken before exposure began; failing that luck roll means
subsequent CON rolls are capped at the current percentage-equivalent
stage rather than starting fresh.
Fire and
Heat
Fire damages any hit location it touches at the end of each melee
round; a torch typically affects one location, while being thrown into a
bonfire affects all locations. Armor and magical protection subtract
their protection points from fire damage for that round; metal
weapons/armor aren't destroyed by fire unless left in flames for several
full turns (though they may become too hot to use).
Source
Damage
Flame (candle/torch/lantern)
1 point/round
Small Fire (cooking fire)
1D6/round
Large Fire (bonfire, burning building)
2D6/round
Intense Fire (magical-grade)
3D6/round
Melting points for various metals (damage per round
if immersed): Zinc 4D6, Aluminum 6D6, Bronze 8D6, Silver 9D6, Copper
11D6, Rock/Glass 13D6, Nickel 14D6, Iron 15D6.
Exposure,
Hunger, and Thirst
Stifling heat or freezing cold causes 1×–4× the normal fatigue point
loss per melee round of activity (multiplier set by the gamemaster). A
hungry adventurer applies the same fatigue penalty per round of activity
after two days without food; a thirsty adventurer applies it after one
day without liquid. None of these penalties restore with rest while the
underlying condition (heat/cold/hunger/thirst) persists.
Poison
Every poison has a Potency (POT), matched against
the victim's CON. If POT overcomes CON, the poison's full POT is dealt
as damage to total hit points; if it doesn't overcome CON, typically
half the POT is dealt instead. Poison damage normally takes effect 3
melee rounds after exposure (unless the gamemaster/poison specifies
otherwise). Two doses of a weaker poison are not equivalent to one dose
of a stronger one (e.g., two POT 10 doses ≠ one POT 20 dose) — each dose
is resisted separately.
Poison Antidotes: also rated by POT. An antidote
administered within half an hour before poisoning subtracts its POT from
the poison's POT before damage is calculated. An antidote for one poison
type gives a lessened benefit (half POT) against a related poison type
(e.g., giant scorpion antidote at half POT vs. manticore venom, and vice
versa; giant spider antidote at half POT vs. giant scorpion venom, and
vice versa; wyvern antidote at half POT vs. snake venom, and vice
versa).
Disease
Diseases cause victims to lose characteristic points at intervals. On
exposure, the player rolls current CON×5 or less on D100 to resist; if
failed, they must keep retrying (typically once per game week) until
succeeding. The number of failed rolls before the first success
determines the severity:
Failures
Severity
Effect
0
none
—
1
mild
lose 1 characteristic point weekly
2
acute
lose 1 characteristic point daily
3
serious
lose 1 characteristic point hourly
4+
terminal
lose 1 characteristic point per minute
The first characteristic point is always lost immediately on
contracting the disease. Recovery normally requires a CON×5 roll
(reduced to CON×4/×3/×2/×1 for increasingly poor rest/care conditions,
at the gamemaster's discretion) at the same interval implied by the
severity.
Some named diseases: Wasting Disease (affects STR;
death at STR 0), Creeping Chills (affects CON; death at CON 0), Brain
Fever (affects INT; becomes a "vegetable" at INT 0), Soul Waste (affects
POW; ceases to exist, even spiritually, at POW 0), The Shakes (affects
DEX; becomes a "quivering mass of ganglia" at DEX 0).
Damage
to Inanimate Objects
Objects (doors, chairs, walls) are treated like a weapon or armor
piece — they have both hit points and armor points. Damage exceeding an
object's armor points reduces its hit points; when an object's hit
points reach zero, it's destroyed (if smaller than human-sized, or
leaves a human-sized hole if larger, e.g., a wall). An inanimate object
used as a parrying weapon (e.g., an improvised shield) loses 1 hit point
(and therefore 1 armor point) for every blow that exceeds its armor
points.
Armor Points for Objects Table
Object
Armor Points
Light Wooden Furniture
5
Light Wooden Door
6
Heavy Wooden Furniture
8
Heavy Wooden Door
8
Hut Wall
6
Fence Rail
12
Farmhouse Wall (wood & plaster)
15
Postern Gate
20
Large Stone
20
Loose Stone Wall
20
Adobe
25
Castle/Town Gate
30
Wooden Palisade
30
Mortared Stone/Brick Wall
35
(An object's armor points may roughly equal its SIZ, but this
isn't always the case — some heavy objects are more fragile than light
ones, and vice versa.)
Condensed from the "Magic" (Introduction), "Spirit Magic",
"Divine Magic", and "Sorcery" chapters.
The Three
Perspectives
RuneQuest presents three compatible, mechanically-parallel ways to
conceive of and practice magic: spirit (the shaman's
path), divine (the priest's/priestess's path), and
sorcerous (the sorcerer's path). None is objectively
"true" — each is a cultural/philosophical lens on the same underlying
magic system, and each answers the seven basic questions of existence
(where did the world/we come from, why do we die, what happens after
death, why am I here, how do I do magic, how do other
cultures/practitioners fit in) differently. Procedures, terminology, and
root mechanics are identical across the three; only the tactical powers,
spells, and flavor differ. It's difficult for one practitioner to
specialize in more than one type of magic, since the underlying
conceptualizations are too divergent to hold in the same mind at
once.
The Planes
The universe contains many discrete planes (levels/dimensions of
reality), each with well-defined borders; creatures ordinarily can't
travel from one plane to another.
The Mundane Plane: the physical plane where
adventurers live and act; has little natural contact with other
planes.
The Spirit Plane: home of disembodied spirits, the
dead, and nature's dormant spirits; a shapeless, dreamlike, mist-filled
place. It is contiguous with (but invisible to) every point of the
mundane plane.
God Plane (also called the hero plane): home of the
gods; resembles the mundane plane but every quality is more extreme
(beauty, horror, love). Priests and initiates go here after death. Great
pools of creative material here spawned the mundane world's oceans,
mountains, skies, etc.; elementals arise from these pools.
Otherworld Creatures: mundane creatures are
corporate (have physical bodies/SIZ); a creature is
discorporate when it lacks SIZ. Some otherworld
creatures (ghosts, nymphs) form temporary bodies as needed; most spirits
stay permanently discorporate. A discorporate creature on the spirit
plane normally cannot interact with the mundane plane (no natural
communication/travel between the two) — but many spirits can form a
shimmery, visible appearance on the mundane plane, and some know special
spells/abilities for casting, initiating spirit combat, or communicating
across planes.
Magical
Procedures and Concepts
Spirit Combat
Occurs only when one or both combatants are discorporate (even if
visible). Used to learn spells from certain spirits, to destroy an
opponent's magic points, and potentially to possess/capture the
victim.
Spirits rarely initiate spirit combat with living creatures (against
their nature); only the discorporate party can initiate it.
An attacker must make itself visible on the mundane plane for one
full melee round before attacking a mundane target; if both combatants
are already on the spirit plane, there's no such delay.
Once initiated, spirit combat cannot be disengaged until both sides
agree, or until one side has no chance of success on the resistance
table (an overwhelmingly stronger opponent, 10+ magic points ahead, may
ignore or engage the weaker party at will — the weaker party has no
choice either way).
Procedure: the attacker's magic points are matched
against the defender's magic points (or a resisting characteristic) on
the resistance table; both make a roll. If both succeed, both lose 1D3
magic points; if only one succeeds, only the loser of that exchange
loses 1D3 magic points; if neither succeeds, no effect that round.
If an embodied spirit's (one linked to a physical body) magic points
reach zero, the body becomes open to possession. If a
disembodied spirit's magic points reach zero, it becomes open to
capture or binding. Spirits don't fall unconscious from
magic point loss but become susceptible to spells.
Weapons cannot be used in spirit combat (even weapon-enhancing magic
already on them has no effect); however, an adventurer caught in spirit
combat can still cast spells if he makes a concentration roll.
Possession
Occurs when an otherworld being inhabits the body of a mundane-plane
being.
Dominant Possession: the original owner's identity
(INT and POW) is suppressed and imprisoned within the body, beyond
reach/communication/action. The possessed body cannot regain magic
points or heal itself under the possessor's control; the possessor only
has starting/beginning skill percentiles. Examples: demonic possession,
insanity. The possessed's aura (if magically viewed) has the possessor's
natural aura shape, with an ugly smudge showing the entrapped soul. Can
occur when a creature's magic points are reduced to zero during spirit
combat.
Covert Possession: the possessor only exerts
influence, without suppressing the original owner's
consciousness/actions; they share the physical form. Examples: disease
spirits, sendings, emotional spirits, hauntings (bad memories, dreams).
The aura (if magically viewed) appears cloudy where the two spirits
overlap. Requirements for success vary by spirit type; the possessed
person cannot expel the possessor on their own once its magic points
have returned to normal — only another spirit can perform the
exorcism.
Curses
A curse is the malicious sending of an otherworld creature, or a
long-duration spell, to attack/discomfort a target. Treat curses as
variants of the two possession types above.
Magic
Points Summary
Magic points represent the quantity of life force an adventurer can
spend to cast magic.
One magic point is the smallest usable amount; there's no particular
maximum, but a rested adventurer's magic points equal his current
POW.
Casting a spell (or worship, or spirit combat) uses up magic points,
marked off the character's tally.
An adventurer's magic points also resist spells cast at him — a
target always resists unless voluntarily accepting the spell (compare
the caster's current magic points vs. the target's current magic points
on the resistance table).
Magic points regenerate automatically at 1/24th of current POW per
hour (a full night's rest, ~24 hours, fully restores them). Regenerated
magic points never exceed the adventurer's POW, though other means can
push current magic points above POW temporarily.
Spells
— Common Terminology and Concepts
Intensity: a measure of a spell's strength; each
spell description gives the minimum effect and minimum magic-point cost
to achieve it (a "minimum-intensity spell").
Spell (the act of casting): combines arcane
sounds/phrases, gesture, and magic point expenditure to reliably alter
the environment.
Total Magic Points: the full number of magic points
the caster must provide to fulfill the caster's stated intent. For
sorcerers, this equals the spell's intensity plus any extra points spent
boosting plus manipulation costs. For priests, total magic points matter
less (only required for certain spells, or when boosting a divine spell
against defensive magic). For spirit magicians, total magic points equal
one per point of spell plus any boosting points.
Types of
Spells
Active Spell: only sorcerers and spirit magicians
have these. Requires the caster's continued concentration for the
spell's full duration. If the caster tries to cast another spell, is
attacked in spirit combat, takes damage, or is otherwise interrupted, he
must make a concentration roll (INT×3 as a percentage) or the spell ends
and must be recast. Active-spell casters are limited to a movement rate
of one-half meter per strike rank and cannot fight while maintaining the
spell.
Passive Spell: most spells are this type. Once it
takes effect, the caster needn't concentrate further and may act freely,
including casting other spells.
Stackable/Nonstackable Spell: all divine magic
spells have an initial point cost; sacrificing that cost yields one
casting. It's likely a priest learns several castings of the same spell
— if the spell is stackable, multiple castings can be combined for a
greater effect (possibly with a stated stacking limit); if nonstackable,
castings cannot be combined.
Variable/Nonvariable Spell: variable spells can be
learned/cast at several intensities (up to a stated limit, if any) —
e.g., Protection 1, or a stronger Protection 2 or 3 learned later. An
adventurer who knows a strong variable spell can always cast a weaker
version of it. Nonvariable spells have one fixed magic-point cost and
cannot be cast at any other intensity.
Spell
Effects, Ranges, and Duration
Spells are always cast at an area or thing; the description states
the affected area/target boundary. Once casting completes, anything
within that boundary is affected.
Touch Spell: affects only the person/thing
physically touched by the caster (no skin-to-skin contact required, but
must be close enough to affect the target's aura; the caster must stay
in contact for the entire casting duration).
Ranged Spell: has a maximum casting distance (in
meters); can be cast at any point within that distance which the caster
can physically or magically see. Each magic system has a standard range
for its spells, with exceptions noted per-spell.
Instant Spell: lasts one strike rank; effects can't
be dispelled once they've resolved (e.g., a Heal spell completed on SR4
takes effect by SR5, after which the healing can't be undone).
Temporal Spell: lasts for a definite stated span of
time.
Spells and
Memory
Each spirit-magic or sorcerous spell requires a certain number of
points of the caster's INT to be "allotted" (memorized) before it can be
cast; divine spells do not require INT to
memorize.
Free INT: INT not allotted to memorizing spells;
important mainly for sorcerers (governs how many manipulations they can
apply to their spells).
Changing Memorized Spells: to learn a new spell, a
caster may need to intentionally forget others to free up enough INT.
Once forgotten, a spell must be relearned via the full training/research
process to be known again; spells can be forgotten at a rate of one hour
per point.
Readiness: a caster who is ready adds no
strike-rank penalty; a caster taken by surprise adds 3 strike ranks to
the time needed to cast their first spell after the surprise (afterward,
casting returns to normal).
Spell Strike
Rank
Strike rank to cast = caster's DEX strike rank + spell's
magic-point cost (including boosting) + readiness modifier (0, or +3 if
surprised).
DEX of Caster
Strike Rank
01–09
4
10–15
3
16–19
2
20+
1
Total Magic Points (in the spell)
+ Strike Rank
1
+1
2
+2
3
+3
each additional +1
+1
If total strike ranks needed exceed 10, casting spills into the
following melee round(s) — e.g., a spell requiring 16 strike ranks takes
effect on strike rank 6 of the next round if casting began on
strike rank 1 of the first; a 25-point spell requires 2.5 melee
rounds.
A caster can attack, parry, or dodge (two of these three actions)
and still cast spells in the same round, as long as there are enough
strike ranks; spell-casting doesn't count as one of the three
permissible melee-round actions.
A caster must spend 3 strike ranks (during which he can do nothing
else) to ready himself to cast a second spell in the same round, if
sufficiently dexterous to fit both.
Casting incurs a cumulative ENC penalty: subtract 1 percentile from
spellcasting chance for every point of ENC carried.
A minimum of one magic point must always be expended for spirit or
sorcery spells to work, regardless of result (success or failure).
Spell Boosting: additional magic points can be
added to any spell (even divine) to help it overcome defensive magic;
this increases the time needed to cast (adds to the strike-rank cost)
but not the base cost unless magic points are explicitly included as
part of the casting.
Aborting a Spell: spirit-magic users and sorcerers
may voluntarily abort a spell at any time before casting completes
(losing the time already spent, and must wait 3 strike ranks before
starting another); a spell can also be involuntarily aborted by loss of
concentration from damage.
Combined Spells: one adventurer cannot combine
their own spell with another adventurer's spell on the same target. If a
spell is cast on a target already under an incompatible spell, the two
compete: the one with more magic points remains and the other is
dispelled; if equal magic points, the older spell remains; if same
strike rank and equal strength, both fail.
Strength of Magic (for spell-vs-spell competition):
total magic points needed to cast the spell (spirit/sorcery); for divine
magic, double the divine spell's point value and add one per magic point
used to boost it.
Spirit Magic
The simplest and least powerful of the three approaches — cast
quickly, learned quickly and cheaply, but comparatively short-lived and
weak.
Learning
and Using Spells
Spirits are literally the source of spirit-magic spells; in many
cases, they are the spell, holding both the matrix and the
magic points needed to cast it. A spell must be learned by defeating the
teaching spirit in spirit combat.
Only certain spirits (usually low-magic-point ones under a
benevolent shaman's command) can teach spells; once learned, spirit
spells aren't forgotten unless voluntarily suppressed.
Cost to learn a spirit-magic spell from a tribal shaman:
traditionally 100 pennies per spell point, plus roughly three weeks'
income for a common laborer per spell point in time. A stranger wishing
to learn from a shaman must first befriend him (gift worth ≥500 pennies
per spell point desired, plus time ingratiating himself to the tribe); a
friendly shaman charges only 250 pennies per spell point from familiar
outsiders, plus a wait of 3D6 weeks for the shaman to travel the
otherworld and capture the appropriate spell spirit.
Limits to Spell Memorization: each point of spirit
magic requires one point of INT to remember; maximum potential
memorization equals the adventurer's INT. A spell can be voluntarily
forgotten to free room for others.
Spellcasting Ability: percentile chance equal to
POW×5, minus 1 percentile per point of ENC carried. Cannot be raised
except by increasing POW.
The Focus: all spirit-magic spells require a focus
— a trinket, medallion, rune-marked object, rock, bone, claw, etc. — as
a reminder/token that triggers the spell's release. Losing the focus (or
losing an arm, which halves the caster's spellcasting chance until
relearned; losing both arms quarters it) impairs spirit-magic
casting.
Spell Limits: spirit magic costs magic points to
cast. All targets except voluntary ones resist as "offensive spells,"
matching the caster's magic points against the defender's magic points
and current magic points on the resistance table. Magic points are spent
whether or not the target resists successfully.
Spirit spells have two nominal maximum ranges:
touch (must physically touch the target) or
ranged (typically 50 meters). For touch spells,
touching the target's clothing or armor is normally sufficient unless
stated otherwise.
Duration: temporal spells last 5 minutes (25 melee
rounds); instant spells take effect only on the strike rank they were
cast on.
Spell Strike Rank = caster's DEX strike rank + the
spell's magic points + any boosting magic points.
All spirit magic spells are passive once cast — the
caster needn't pay further attention, and the effect continues (e.g., a
Befuddled target stays Befuddled for the spell's duration regardless of
what happens to the caster, unless dispelled).
Some spell descriptions include a bracketed qualifier specifying a
substance, species, sense, or characteristic the spell affects (e.g.,
gold, silver, iron, wood, stone, fire, cotton — substances never include
living material).
Spirit
Magic Procedures
The caster states the target, touches the focus, concentrates, and
chants. On the strike rank the casting completes, the player rolls D100
≤ POW×5 (minus ENC penalty) for success. A roll of 96+ is always a
failure if the base chance exceeds 100%. If the roll fails, the spell
doesn't work but the magic point is still spent; the spell may be
attempted again next round. There are no critical-success or fumble
modifiers for spirit magic.
Spirit
Magic Spells (summary)
Spell
Cost
Befuddle
2 points
Bladesharp
Variable
Countermagic
Variable
Demoralize
2 points
Detect (Substance)
1 point
Disruption
1 point
Heal
Variable
Light
1 point
Protection
Variable
Repair
Variable
Speedart
1 point
Befuddle (2 pts, Ranged, Temporal, Passive):
confuses the target (doesn't change beliefs/perceptions, just muddles
them). Victim must roll over INT×5 to shake it off each round, standing
there confused and unable to act, parry, or dodge if they fail. A fumble
on the resist roll (or any critical success by the caster) causes the
victim to mistake friends for enemies, and vice versa.
Bladesharp (Variable, Touch, Temporal, Passive):
+5% to-hit and +1 extra damage point per level of intensity applied to
any cutting/stabbing/hacking weapon. Can harm creatures normally immune
to weapon damage (e.g., lycanthropes) via the magical bonus
portion.
Countermagic (Variable, Ranged, Temporal, Passive):
defends against incoming spells (detection, protection, even Healing) of
equal or weaker strength; loses if outmatched by 2+ points; both spells
vanish if within 1 point of each other; loses and is eliminated if
outmatched by 2+ points. Does not defend against spells already cast on
an object (e.g., a Bladesharp already on a sword) or against spirits,
and is incompatible with Protection.
Demoralize (2 pts, Ranged, Temporal, Passive):
victim loses faith in success (in combat, treasure hunts, rescues,
etc.), fighting only at half normal percentage but able to fully
defend/heal; will likely retreat if faced with superior odds. The victim
may attempt to realize they're under the spell (INT×1 roll) and then
cast Dispel Magic to counter it.
Detect (Substance) (1 pt, Ranged, Temporal,
Active): guides the caster toward the nearest supply of a named
substance, penetrating up to 1 meter of rock/metal/dirt.
Disruption (1 pt, Ranged, Instant): damages the
target's body directly; if the target's magic points are overcome, it
takes 1D3 damage to a random hit location (via the missile/spell hit
table), not absorbed by armor.
Heal (Variable, Touch, Instant): repairs 1 hit
point per point of Healing used, for creatures of the caster's own
species; creatures of other species cost 2 points of Healing per hit
point repaired.
Light (1 pt, presumably Ranged/Temporal — provides
illumination; details limited in the source excerpt.)
Protection (Variable, Ranged, Temporal, Passive):
adds one point of armor protection (to the whole body or an object) per
point applied; acts exactly like normal armor. Incompatible with
Countermagic.
Repair (Variable, Touch, Instant): fixes broken
objects (if all the parts are present) — a sword can be reforged,
shields renewed, armor mended. Each point fixes 1D10 points of damage;
the repaired object shows a scar and permanently loses 1 point from its
maximum hit points. Does not restore broken enchantments or released
spirits if used on magic items.
Speedart (1 pt, Touch, 1 melee round): adds 15
percentiles to attack chance and 3 points of damage to any missile
weapon; must be cast the same round the missile is thrown/shot, lasting
until the end of that round.
Divine Magic
Wielded by people qualified to act in the name of a deity or
principle. Divine magic offers the quickest, most reliable results of
all three approaches, but spells must be renewed at special holy places
(temples) and cost the sacrifice of current POW (not mere magic
points).
Lay members are casual worshipers; they don't know
cult secrets, are excluded from parts of the service, and receive no
special magical benefits.
Initiates and Priests are the
specialists. Both sacrifice current POW to join, are barred from using
other spirit magic (except cult spells) or sorcery while a member, and
must tithe regularly.
"Cult" may be used interchangeably with "religion" in the rules
(cult implies purely local/regional membership, without any negative
connotation).
Initiates
If an adventurer's parents are initiates/priests of a religion, the
adventurer automatically joins as an initiate at 15 — already having
internalized the religion's expectations.
Requirements to Initiate (for someone unfamiliar to
the temple): pass a rigorous test — donate 20 pennies, understand the
initiate's requirements/obligations, prove knowledge of the religion's
specialty skills. Roll D100 for each of five specialty skills; if that
roll exceeds the character's skill in it, the test is failed on that
count. Passing requires clearing at least three of the five skill
rolls.
The initiation ritual is sealed by sacrificing one point of current
POW, establishing a holy link through which further sacrifices flow
(this also permanently loses a point of POW as with any divine-magic
sacrifice; excommunication severs the link).
Duties: tithe a tenth of yearly income and a tenth
of free time to the temple; defend the deity's reputation (verbally,
physically, magically); initiates may never become shamans or
sorcerers.
Benefits: initiates may buy one-use divine magic
spells from their deity, at 20 pennies plus sacrifice of one point of
current POW per point of spell. One-use spells can only be cast once per
POW sacrifice; casting again requires another POW sacrifice.
Each year (High Holy Day), an initiate automatically gains +1
percentile in Orate and Read/Write Own Language. Every fifth year, an
initiate may learn one point of spirit magic acceptable to the religion,
for free.
Leaving the Religion: Voluntary
Departure — always possible; the initiate immediately becomes
inactive (loses restrictions/benefits, but keeps already-purchased
one-use spells until formally excommunicated). Inactive
Initiates — failing obligations (missed High Holy Day, withheld
tithe) makes an initiate inactive; a priest can always detect inactivity
via Soul Sight; an inactive initiate can't learn new spells and can't
call for divine intervention, though already-learned one-use spells
remain personally usable (but not relearnable).
Sacrilege: seriously breaking religious law;
commission of a sacrilegious act makes the initiate immediately
inactive. Correcting it (through penance, restitution, or gamemaster-set
corrective actions) can restore good standing.
Excommunication: a formal ritual performed by an
authorized priest, strippable at any distance, that permanently ends an
initiate's status, forfeiting all benefits and the sacrificed POW; all
divine spells learned from that deity are lost permanently (though other
magical benefits, like spirit magic or enchanted items, are retained,
though items/spirits linked to divine power may also lose potency).
Priests can always recognize an excommunicant via Soul Sight or
reputation, even at a distance.
Initiates of Multiple Religions: possible if the
religions are compatible; requires passing tests for and tithing to all
of them.
Learning
and Using Divine Magic Spells
Requires being an initiate and learning from a priest who knows the
spell. One full week of temple study (plus a ~20-penny donation) teaches
a spell; at the end of the week, the adventurer sacrifices POW equal to
the spell's point value.
Divine magic requires no INT to memorize.
A divine-magic user has a 100% base chance of
successfully casting, reduced by 1 percentile per point of ENC carried
(so there's still a chance of failure at 96–00% even with no ENC).
Spell Limits: unless stated otherwise, a divine
spell is one-use for initiates but reusable for priests. Priests may
re-sacrifice POW to relearn a used one-use spell.
Ranges: Touch, or a normal ranged casting distance
of 100 meters (special ranges given per-spell). Normal duration is 15
minutes.
Stacking Limits: divine spells have an initial
point cost; multiple castings can be stacked (combined for a stronger
effect, if "stackable") up to any stated ceiling; all stacked castings
must be cast at one target, in a single melee round.
Concentration: casting requires concentration
limited to no more than a head-shake or nod in response to questions;
movement limited to half a meter per strike rank; the caster may not
Dodge or parry. If damaged while sustaining concentration, roll INT×3 or
the spell is broken (automatically aborted if the caster goes into shock
or unconsciousness).
Boosting Spells: add magic points (not POW) to
strengthen defense against overcoming magic; each point raises the
spell's strength by one and adds one strike rank to the casting time.
Boosted spells can still be aborted without losing the extra magic
points spent.
Casting procedure: cast on the caster's DEX strike
rank, no additional delay from the spell's point value itself (strike
ranks are only added for boosting, one per magic point of boost). The
magician rolls percentile dice on the completion strike rank; success
requires ≤ (100 − caster's ENC). A roll >95 (i.e., 96–00) always
fails, with no cost to the adventurer beyond the earlier POW sacrifice
already made (for one-use spells, losing the roll means losing the
ability to try again until re-sacrificing POW; for reusable spells, the
priest must instead spend days praying at the temple, equal to the
spell's point value, to regain the ability). A fumble or critical roll
has no special effect.
Opposition Roll vs. Target Resistance: if the
target has magic points, the caster must overcome them using the
resistance table (caster's magic points vs. target's magic points).
Temples
A holy place consecrated to and protected by a deity — a conjugation
of the god plane (home of divinities) and the mundane plane (home of
mortals). A temple's presence enables priests/initiates to learn spells,
provides special defenses, and transmits mortals' prayers to the deity
(and divine messages back to the priests).
Religions
(example deity write-ups)
Each deity entry lists: an explanation of the deity's traits, skills
especially appropriate to the religion, the divine magic specialty
spells available, and the spirit magic the temple might teach. Three
examples given: The Mother of Light (nourishment,
protector of women; skills: Animal Lore, any Craft, First Aid, Human
Lore, Scan; divine: Find (Substance), Command (Species), Heal Body, Heal
Wound, Lightning, Soul Sight; spirit: Heal, Light, Repair), The
Father of Darkness (feared by humans, worshiped by evil men and
trolls; skills: Weapon Attack, Hide, Human Lore, Listen, Sneak; divine:
Absorption, Command (Species), Fear, Find (Substance), Heal Wound, Soul
Sight; spirit: Countermagic, Demoralize, Disruption), The Lord
of Battle (god of battle, fiery tempers, jealousy; skills:
Primary/Secondary Weapon Attack and Parry, Shield Parry; divine:
Berserk, Find (Substance), Heal Wound, Soul Sight, Shield, True
(Weapon); spirit: Bladesharp, Heal, Protection).
Common
Divine Spells (summary)
Spell
POW Cost
Absorption
1 point
Berserk
2 points
Command (Species)
1 point
Fear
1 point
Find (Substance)
1 point
Heal Body
3 points
Heal Wound
1 point
Lightning
1 point
Shield
1 point
Soul Sight
1 point
True (Weapon)
1 point
Absorption (1 pt, Ranged, Temporal, Stackable,
Reusable): absorbs enemy spells, converting them into usable magic
points for the caster, and screens out their effects. Each point of
Absorption soaks up one point of divine magic, or two points of
sorcery/spirit spells. Won't partially absorb an overpowering spell (if
the incoming spell has more total magic points than can be absorbed, it
takes full effect instead). Absorbed points remain suspended in the
caster's aura until used, or dissipate above his current Power when the
spell expires/is dispelled. Incompatible with Shield.
Berserk (2 pts, Ranged, Temporal, Nonstackable,
Reusable): sends the recipient into a murderous fury — greatly enhanced
combat stamina/skill, forgotten personal safety. Total hit points and
per-location hit points don't change, but the Berserker automatically
succeeds any CON roll except a 96–00 result, and is immune to
incapacitation, shock, unconsciousness, or exhaustion from location loss
(though location-based combat disadvantages, like a useless leg, still
apply); poisons do minimal damage; the Berserker dies only from loss of
total hit points. Attack percentage is doubled (with over-100% combat
competency rules applying if relevant). Cannot cast magic, parry, or
dodge while Berserk; can't voluntarily shake it off before the 15-minute
duration ends without gamemaster-judged extenuating circumstances
(requiring an INT×1 roll). Upon expiry, the Berserker's fatigue points
drop to −100 regardless of normal maximum.
Command (Species) (2 pts, Ranged, Temporal,
Nonstackable, Reusable): caster takes over the actions/will of an
unintelligent (fixed-INT) creature of the stated species that they can
see/sense, if the caster's magic points overcome the creature's. Grants
line-of-sight telepathic control; commanding requires the caster's full
concentration for a melee round.
Fear (1 pt, Ranged, Instant, Nonstackable,
Reusable): incapacitating fear, effective only if the caster's magic
points overcome the victim's; ineffective against unconscious victims or
those without INT. Effects can't be dispelled once cast. See the Fear
Spell Table below for degree-of-success effects.
Find (Substance) (1 pt, Ranged, Temporal,
Nonstackable, Reusable): informs the caster of the presence (and a faint
identifying glow, visible only to the caster) of a named substance; can
detect hidden objects of that substance unless beyond 1 meter of stone,
soil, or metal.
Heal Body (3 pts, Touch, Instant, Nonstackable,
Reusable): cures all damage to total hit points, regardless of
hit location, in one casting; will not regrow or heal a maimed/severed
limb.
Heal Wound (1 pt, Touch, Instant, Nonstackable,
Reusable): repairs damage to a living creature's hit points (person,
animal, plant, intelligent weapon, or certain otherworld creatures), as
long as it has hit points; converts magic points to hit points 1-for-1,
cured in the touched location and total hit points simultaneously.
Lightning (1 pt, Ranged, Instant, Stackable,
Reusable): a bolt from the caster's hand or a device (spear, wand,
sword); each point inflicts 1D6 damage to a single hit location if the
caster's magic points overcome the target's; no armor protects against
it, but defensive spells against physical attack will. Very bright; can
ignite dry, flammable materials.
Shield (1 pt, Ranged, Temporal, Stackable,
Reusable): each point gives 2 points of magical armor and 2 points of
Countermagic (equivalent to the spirit-magic spell); cumulative with
Protection or (mundane) Countermagic. To breach a Shield, an incoming
spirit or sorcery spell must be at least one point stronger than the
shield's defense; the shield doesn't dissipate when breached, only when
its 15-minute duration ends or it's dispelled. Incompatible with
Absorption; if cast on a target already protected by mundane
Countermagic, that Countermagic is dispelled first, before the
Shield.
Soul Sight (1 pt, Ranged, Temporal, Nonstackable,
Reusable): lets the recipient see the POW aura of the living and
magically know current magic points of things/creatures, including magic
points devoted to currently in-effect spells. Also reveals if a viewed
person is an initiate (and whether currently active), though it won't
reveal priesthood status.
True (Weapon) (1 pt, Ranged, Temporal,
Nonstackable, Reusable): cast on a specified melee weapon, doubles the
normal damage dice rolled by the weapon (roll the weapon's damage dice
twice and total); does not affect any damage bonus from the wielder's
exceptional SIZ or STR.
Fear Spell Table (degree of the caster's success on
the resistance-table roll):
Result
Effect
Critical
Victim dies of fear.
Special
Victim collapses for 20 minus CON full turns, and must make a CON×5
roll or die as above.
Success
Victim acts as if Demoralized (see spirit magic) for 20 minus CON
melee rounds.
Failure
Normal-INT creatures unaffected; INT-restricted creatures are
Demoralized for 20 minus CON melee rounds.
Fumble
Victim is unaffected.
Sorcery
The most flexible approach to magic, and its spells are potentially
the most powerful, though sorcerers believe in an impersonal universe
governed by exploitable natural laws rather than living spirits or
gods.
Learning
Sorcery
Anyone can learn sorcery by convincing a teacher and meeting the
requirements.
Becoming a student requires the applicant to already have a
positive magic skills category modifier (a negative
modifier bars the path entirely, unless later play raises it to
positive).
Befriending a sorcerer to become accepted as a student takes 2D6+2
weeks, a traditional gift of at least 100 pennies, a vow of obedience
while a student, and a POW×5 or less roll on D100.
A sorcerer may teach up to seven students at a time; students do
drudge-work and pay a small fee in exchange for lessons.
Benefits to a student: mundane skills, common
sorcery spells, and the sorcery skill of Intensity manipulation. If
sorcery is prevalent in the student's home region, they automatically
receive 1D3−1 free sorcery spells at 15 (plus one more per five
years/fraction thereafter). A beginning student's chance to cast a spell
= 1D6 + the student's magic skills category modifier; students also get
+1 percentile/year in Intensity or World Lore (player's choice), plus 2
percentiles/year allocatable to any spell(s) they know.
Learning New Spells (beyond initial student
benefits): from a teacher (100 hours of study, cost = 200 hours of work
or three weeks' wages; end-of-study roll ≤ INT×3 on D100 to succeed,
gaining a beginning skill of 1D6 plus the magic skills category
modifier), or via research (500 hours per spell; needs a roll ≤ INT×3 to
succeed; initial skill = 1D6 plus the magic skills category
modifier).
Sorcery Use
Percentage chance to cast, increasable through experience (unlike
spirit/divine magic, which increase differently).
Spell Limits: all sorcery spells cost one magic
point to cast (unless manipulated, each manipulation requiring one more
point), and one point of INT to memorize (unless otherwise stated).
Casting range for all spells defaults to 10 meters; duration defaults to
10 minutes (50 melee rounds) — exceptions noted per-spell.
Concentration: sorcerers must maintain
concentration while casting — no more than a simple nod/shake of the
head, no more than half a meter per strike rank of movement, no Dodge or
Parry. Taking damage while casting requires an INT×3 roll (D100) to
maintain concentration; a broken concentration automatically aborts the
spell (and loses it automatically if the sorcerer goes into shock or
unconsciousness).
Aborting a Spell: a sorcerer can abort a casting at
any time, losing the time spent plus one magic point; a spell once fully
cast normally cannot be aborted (though sustained/active spells can be
stopped by shifting concentration).
Boosting Spells: add extra magic points to help
overcome defensive magic; each added point raises the spell's strength
by one and its casting time by one strike rank. Abortable boosted spells
lose no additional magic points beyond the base cost when aborted.
Intensity
Skill
All sorcery spells have an automatic intensity of 1; sorcerers raise
a spell's intensity using this skill. Each magic point added to a
spell's cost doubles its intensity for general effects (2 points triples
it, etc. — a multiplicative rather than additive effect, detailed
per-spell). Beginning Sorcery Skill Percentages:
initial training for the Intensity skill takes one week (50 hours);
success (INT×3 or less on D100) grants 1D6 percentiles plus the magic
skills category modifier. Intensity (like other sorcery skills) can be
further increased through research and training.
Determining
the Success of the Cast
On the strike rank the sorcerer completes casting, roll percentile
dice ≤ the sorcerer's simple casting chance for success (magic points
are marked off as soon as casting completes, regardless of the roll's
outcome). A roll of 96+ (or any result greater than the chance but less
than a fumble) costs only 1 magic point with no effect; a fumble costs
all magic points committed to the casting, with no effect. A critical
success on the casting roll costs only 1 magic point regardless of how
many were committed, but the spell still takes full effect.
Using
Sorcery Skills
A sorcerer's chance to cast a given spell equals his
lowest ability among all the sorcery skills and
spell-specific skills involved in that casting (e.g., Intensity plus any
spell-specific manipulation skill, whichever is weakest, caps the
roll).
Limits
to Manipulating Spells
A sorcerer can perform a limited number of manipulations on his
spells, based on his free INT (INT not allotted to
memorizing spells) — each raised intensity level (or other manipulation)
requires one point of free INT. Sorcerers can never cast a spell
requiring more free INT than they currently have; they may forget spells
(at a rate of one per hour) to free up more INT.
Sorcery
Spells (summary — parenthesized qualifiers indicate a substance,
species, sense, or characteristic that must be specified when the spell
is learned)
Damage Resistance (Ranged, Passive, Temporal):
protects only the target's body (not possessions); total incoming damage
must overcome the spell's intensity on the resistance table before any
gets through; the target's own armor absorbs what it can of any damage
that does get through. Protects for the spell's full duration; stacks
with Shield or Protection (damage is matched against Resistance first,
and only the remainder passes to Shield/Protection/armor).
Mystic Vision (Ranged, Active, Temporal): lets the
target visually perceive the aura of magic-point-possessing things,
magical items that don't regenerate their own points but possess them,
and things with spells cast upon them — differentiable from normal sight
with practice. Doesn't work in the dark or where the viewer's normal
senses are blocked; doesn't boost normal Search/Scan. The caster learns
the approximate strength of any aura/spell seen (in bands of 10 magic
points, e.g. 1–10, 11–20, etc.). Higher spell intensity reveals more: at
intensity 5, the basic purpose of magic seen; at intensity 10, an image
of the item's creator and any conditions placed on the item.
Neutralize Magic (Ranged, Active, Instant): pits
the spell's intensity against the magic points of a target spell on the
resistance table; if successful, the targeted spell is eliminated; if
the resistance roll fails, Neutralize Magic has no effect. Cast without
a specified target, it will first attack the most powerful defensive
spell affecting the target that it's capable of neutralizing (destroying
spells in order from strongest to weakest it can overcome), unless the
caster can magically discern (or guess) a specific spell to target
instead.
Palsy (Ranged, Passive, Temporal): immobilizes one
random hit location of the target if the caster's magic points overcome
the target's and the spell's intensity exceeds that location's hit
points; if the chest, head, or abdomen is affected, treat it as if that
location had been reduced to zero hit points (though no actual hit-point
reduction occurs).
Sense (Substance) (Ranged, Active, Instant): causes
all sources of the specified substance within range to visibly glow
(visible only to the caster) — gold gleams, coal shimmers in darkness,
gems scintillate. Each level of intensity penetrates 1 meter of
intervening rock, wood, dirt, etc.
Shapechange (Species) to (Species) (Touch, Passive,
Temporal): the specific species pairing must be chosen when learned.
Changes the target's biological form (SIZ stays constant); the target
gains the new shape's natural abilities at base percentages only (no
bonus magical abilities), and retains its own INT and memories.
Spell Resistance (Ranged, Passive, Temporal):
protects a target (not their possessions) — any spell cast on the
protected person/thing must overcome the Spell Resistance's intensity on
the resistance table (using the casting spell's total magic points as
the attacking force) or it has no effect. Remains in effect until its
duration expires.
Stupefaction (Ranged, Passive, Temporal): to be
effective, the spell's intensity must be ≥ the target's free INT; if the
caster's magic points overcome the target's, the target stops all
action, standing there exhibiting no will/interest, though can be
led/forced to walk, eat, or sit; may babble incoherently. Lasts for the
spell's duration or until the target takes physical/magical damage.
Tap (Characteristic) (Touch, Active, Temporal):
permanently transforms points of a target's characteristic into Magic
Points or Fatigue Points (at the caster's discretion), requiring
physical touch; cannot Tap a creature lacking SIZ, and cannot add points
to both Magic and Fatigue from the same casting. The specific
characteristic to be tapped is chosen when the spell is learned. The
spell's intensity must be ≥ the target's magic points, and the caster
must overcome the target's magic points with his own via a resistance
roll for the Tap to succeed. Tapped points are lost permanently by the
victim (no characteristic can go below 1 this way); the transformed
points act as normal Magic/Fatigue Points for the caster but (for magic
points) don't regenerate through rest, and expire when the Tap spell's
duration ends. See the Tapping Yield table below for how many points of
intensity are needed to tap one point of each characteristic.
Treat Wounds (Touch, Passive, One Hour): repairs
damage to specific hit locations by increasing the natural healing rate
(cannot heal poison, acid, or damage measured solely against CON). A
wound treated with at least intensity-2 Treat Wounds stops bleeding
immediately; thereafter the creature heals 1 total hit point and 1
location hit point per hour until that location is fully healed.
Duration of the effect increases automatically with intensity. Often
requires a physical component (special roots, herbs, animal organs, or
minerals) to work.
Tapping Yield Table (intensity required to Tap one
point of the given characteristic):
Characteristic
Intensity Required
STR
2
CON
3
SIZ
3
INT
5
POW
1
DEX
2
APP
4
Only the seven main characteristics (STR, CON, SIZ, INT, DEX, POW,
APP) can be Tapped.
Condensed from the RuneQuest 3rd Edition (Games Workshop) System, Combat, Skills, and Magic chapters. Artwork from the source material has been omitted throughout.