GAME MECHANICS
An adventurer will face many challenges and tasks in the course of his or her career. The RuneQuest game mechanics provide rules with which to resolve most situations likely to arise in the course of a game. The rules provide a means by which to determine the success or failure of an adventurer in a given situation without the need to resort to argument or hasty decisions. The adventurer's chance to succeed or fail at a task depends on a number of factors, including the adventurer's attributes, skill and luck, and the difficulty of the task at hand. If a situation arises that is not directly addressed by the rules, the gamemaster must arbitrate, using common sense and the examples set by the existing rules as a guide.
ROUNDING
Numbers in RuneQuest are always rounded up to the nearest whole number. Always round up from 0. 5 and round down from below 0. 5.
DICE
RuneQuest uses a number of different dice, including a twenty-sided die (D20), an eight-sided die (D8), and a sixsided die (D6). Certain combinations of dice or divisions of results rolled on a die create the other die rolls called for in the game, such as D10, D3, or D2. The various dice allow different ranges of probability.
In the standard abbreviations used above, the letter D always stands for the word "die" or "dice. " The number following the letter D denotes the number of sides on the die being used. Thus, D20 indicates a twenty-sided die, D6 indicates a six-sided die, and D100 indicates percentile dice (as explained below).
Rolling Dice
In general, dice are read by rolling them, and once the dice have come to rest, reading the topmost number on the die, or on each die, if more than one are rolled. Specific types of dice are discussed below.
D100 (Percentile dice) A percentile dice roll requires one or two D20s, each numbered from 1-10 twice. If you have one D20, roll it twice. The number that comes up on the first roll is the "tens" roll, and the number on the second roll is the "ones. " If you roll a 4 the first time and an 3 the second time, you've rolled 43. A roll of two zeros always equals 100. If using two D20s, roll them at the same time, but make sure they are of different colors, and always read one color as tens and the other as ones. Ten-sided dice may be used as well.
D20 (Twenty-sided die) A twenty-sided die is also used for D20 rolls. There are three ways to make a D20 yield 20 different numbers. The first is to use a twenty-sided die that is actually numbered from 1 to 20. The number that comes up is used. Most twenty-sided dice are simply numbered from 1 to 10 twice, in which case you can take a marking pen or crayon and mark one set of the numbers 0-9 to distinguish them from the second, identical set of ten numbers, and then decide whether the marked or the unmarked numbers represent the single digits. The others will be the numbers 11-20. The single digit zero will be 10, and the high zero will be 20. Finally, one can use a method that does not require marking the die. Roll the D20 and a D6 (or other die) at the same time. The other die result determines whether the D20 is a single digit or a double digit number: low (1, 2 or 3 on a D6) equals 1-10, high (4, 5, or 6) equals 11-20. This last method can be used to generate a number between 1 and 20 with a ten-sided die as well.
D10 (Ten-sided die) Typically, a twenty-sided die is rolled, and the number that comes up is used, regardless of any marking. If the die is actually marked from 1-20, drop the first digit from any two digit number that comes up, treating any result of zero as a 10. An actual ten-sided die may be used as well.
D8 (Eight-sided die) An eight-sided die is rolled, and the number that comes up is used.
D6 (Six-sided die) A six-sided die is rolled, and the number that comes up is used.
D4 (Four-sided die) Typically, an eight-sided die is rolled, and half the number that comes up is used, rounding up to the nearest whole number. Thus a roll of 1 or 2 is a 1, a roll of 3 or 4 is a 2, etc. Alternatively, an actual four-sided die may be used.
D3 (Three-sided die) Typically, a six-sided die is rolled, and half the number that comes up is used, rounding up to the nearest whole number. Thus a roll of 1 or 2 is a 1, a roll of 3 or 4 is a 2, and a roll of 5 or 6 is a 3.
If a dice designation is preceded by a number, the preceding number is the specific quantity of that kind of dice to be rolled. For instance, 2D6 means that two 6-sided dice should be rolled. If you don't have the right quantity of a type of die, roll one (or more) the number of times indicated. Whenever the result of more than one die is called for, add the results together to form a single total. Sometimes additions are made to specified die rolls. You might see "1D8+2," for instance. Always add the number following the plus sign to the result of the 1D8 roll. The final result in this case must be between 3 and 9, though the actual total depends on the result of the D8 roll.
Meta Rolls
In RuneQuest, percentile dice are always used to determine whether or not an adventurer succeed in a particular task or action. Rolling low on a D100 roll is always good. Generally, the lower you roll, the better. Other kinds of die rolls are generally used to further elaborate upon the results of success or failure in a given situation. Some examples are die rolls to determine damage done, the specific hit location struck after a successful weapon attack, or die rolls to determine damage from a fall. On a non-percentile die roll, generally the higher the roll, the greater the effect.
AUTOMATIC SUCCESS
A number of tasks are simple enough that anyone can perform them successfully in a normal situation. Running, walking across a room, or opening a door can be said to be skills, but RuneQuest assumes that an adventurer is competent enough to automatically succeed in these actions in most situations. Actions which should not normally require a skill roll include breathing, digging, grasping an inanimate object, running, talking or walking. A routine action or application of a skill are examples of actions that normally succeed automatically. A skilled carpenter need not roll for simple tasks, nor should a shepherd that scrambles up the same steep slope every day have to make a Climb skill roll to succeed.
THE SIMPLE SUCCESS ROLL
The simplest success roll in RuneQuest uses percentile dice (D100). This roll is used with characteristic rolls, rolls on the resistance table, skill rolls for which the exact degree of success is unimportant, or any other situation to which a simple percentage chance of success can be assigned. The D100 is rolled, and if the result is less than or equal to the percentage chance for success, the adventurer has succeeded. If the result is greater than the percentage chance for success, the adventurer has failed. On a simple success roll, a roll of 01 to 05 is always a success and a roll of 96 to 00 is always a failure. This serves to add an element of randomness to the even the most unlikely or certain of situations.
CHARACTERISTIC ROLLS
In situations where a particular characteristic is important, or an adventurer lacks an appropriate skill, a roll against the appropriate characteristic can be used to resolve the situation. Another common use is to give an adventurer one last chance to recover in a critical situation, for example after missing or fumbling an important skill roll or missing a critical characteristic roll. The gamemaster picks the characteristic he or she feels most appropriate to the situation and calls out a multiplier ranging from x5 (a relatively easy roll to make) to x1 (a hard roll to make). The characteristic times the multiplier give the adventurer's percentage chance of success, for which a simple success roll should be made. Some frequently used characteristic rolls:
The Appeal Roll (APP Roll)
Used to determine whether the adventurer presents themselves well. An APP x5 roll might be used to determine whether the adventurer made a good first impression, an APP x3 roll might be used to determine whether the adventurer was able to catch the cute one's eye, and an APP x1 roll might be used to determine whether the Babeester Gor priestess started laughing instead of cutting the adventurer down after he fumbled a Seduce roll.
The Dexterity Roll (DEX Roll)
Used to determine whether an adventurer succeeds in a feat of speed, dexterity, or balance. A DEX x5 roll might be used to see if an adventurer was able to snatch up his pack as the boat overturned, a DEX x3 roll might be used to see if the adventurer was able to grab hold of a protruding root after fumbling a Climb roll and starting to fall, and a DEX x1 roll might be used to see if an adventurer lacking Acrobatics skill was able to land on his feet after falling from his horse.
The Fatigue Roll (CON Roll)
Used to determine whether an adventurer succumbs to fatigue. A set of guidelines for the multiplier to be used, based on the adventurer's encumbrance, can be found in the Fatigue rules. A CON x5 roll might also be used to determine whether an adventurer stays awake at night after a long day's march, a CON x3 roll might be used to determine whether an adventurer pushes on after a long day's march, and a CON x1 roll might determine whether an armored adventurer continues to march through the Wastes when the sun god is directly overhead.
The Heroic Effort Roll (CON Roll)
Used to determine whether an adventurer succumbs to injuries, poison, or illness. A CON x5 roll might be required to shrug off the effect of a fever, where a CON x4 roll might be required to withstand the effect of a potent magical venom. The gamemaster may wish to allow wounded adventurers a Heroic Effort roll to see if they can shrug off the effects of an injury. A CON x3 roll might allow an adventurer to use an injured location normally, a CON x2 roll might allow an adventurer that was incapacitated by a blow to function normally, and a CON x1 roll might be required to shrug off the effects of a blow that would have otherwise rendered the adventurer unconscious. Such a roll should not be granted every time an adventurer is wounded, but is appropriate for a desperate situation or struggle against a hated foe, or for a warrior that has gone berserk.
The Idea Roll (INT Roll)
Used to determine whether an adventurer was able to puzzle something out, deduce something, or otherwise come to the correct conclusion. An INT x5 roll might be used by a newly arrived adventurer to avoid getting lost in streets of the city of Pavis, an INT x3 roll might make an adventurer realize that he is being ripped off even though he lacks a Bargain skill or missed a Bargain skill roll, and an INT x1 roll might be used to decipher the coded message that the intercepted courier was carrying.
The Memory Roll (INT Roll)
Used to determine whether the adventurer was able to remember something, or recall a related fact. An INT x5 roll might be used to remember what the trader the adventurer briefly spoke to last week looked like, an INT x3 roll might be used to recall the name of the speaker you heard at the Grand Hospital five years ago, and an INT x1 roll might recall the exact text of the document the adventurer skimmed at the Lhankor Mhy temple a few weeks ago.
The Luck Roll (POW Roll)
Used to determine whether an adventurer's luck holds in a crucial situation. A POW x5 roll provides an elegant way to deal with any situation where a roughly 50/50 chance of success seems appropriate. A POW x5 roll might be used to determine whether the adventurer was exhaling instead of inhaling when that walktapus suddenly spewed poison gas, a POW x3 roll an adventurer being swept downstream by a river's swift current comes across a low hanging branch she can grab, and a POW x1 roll might be used to determine whether a tree broke the adventurers fall from a cliff.
THE RESISTANCE TABLE
The resistance table is used when pitting one force against another, such as matching an adventurer's STR vs. the SIZ of an object to be lifted. Some other common uses of the resistance table include matching STR vs. STR to resolve a contest of strength, such as arm-wrestling, MP vs. POW to determine if an offensive spell overcame a target that resisted, MP vs. MP in spirit combat, and HP vs. the potency of a poison to determine the poison's effect. The resistance table can be used to determine the success of any opposed action, whether the opposition be from a living foe, such as matching INT vs. INT in a riddling contest, or a difficult situation, such as matching the adventurer's STR vs. the STR of a current, to see if the adventurer can make any headway. If a particular skill covers the situation, use the skill vs. skill rules (below) instead.
The Resistance Table
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | ||
| 1 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 95 | 95 | 95 | 95 | 95 | 95 | 95 | 95 | 95 | 95 | 95 | |
| 2 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 95 | 95 | 95 | 95 | 95 | 95 | 95 | 95 | 95 | 95 | |
| 3 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 95 | 95 | 95 | 95 | 95 | 95 | 95 | 95 | 95 | |
| 4 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 95 | 95 | 95 | 95 | 95 | 95 | 95 | 95 | |
| 5 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 95 | 95 | 95 | 95 | 95 | 95 | 95 | |
| 6 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 95 | 95 | 95 | 95 | 95 | 95 | |
| 7 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 95 | 95 | 95 | 95 | 95 | |
| 8 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 95 | 95 | 95 | 95 | |
| 9 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 95 | 95 | 95 | |
| 10 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 95 | 95 | |
| 11 | 5 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 95 | |
| 12 | 5 | 5 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | |
| 13 | 5 | 5 | 5 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | |
| 14 | 5 | 5 | 5 | 5 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | |
| 15 | 5 | 5 | 5 | 5 | 5 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | |
| 16 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | |
| 17 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | |
| 18 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | |
| 19 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | |
| 20 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | |
| 21 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 |
To use the resistance table, find the number of the active, or attacking force along the top, then find the number of the passive, or defending force along the left side. The number at the point where the column of the active force intersects the row of the passive force represents the active force's chance for success. A single simple success roll using this number should be used to resolve the situation, rolling for the active force. Thus, if the D100 roll is less than or equal to the number, the active force wins. If the D100 roll is greater than the number, the passive force wins. This D100 roll is also called a resistance roll.
Note that the formula used by the resistance table can also be stated as:
Active Force's Chance of Success - 50% + (Active Value - Passive Value) x 5%
THE SKILL ROLL
Skill rolls use a mechanism which allows one to measure the degree of success or failure achieved with five possible results—critical success, special success, normal success, failure and the fumble. The exact effects of these results depend on the type of skill being used (combat, social, informational, etc. ) and are described in further detail in the Skills and Combat chapters.
Skills represent one's percentile chance to succeed at any given task under average conditions, and therefore a skill roll, like a simple success roll, is a D100 roll. The result of the die roll falls into one of the five possible results. If the die roll qualifies for more than one possible level of success (for example, a roll of 02 that qualifies for a critical success, a special success, or a normal success), the highest level of success is used (in this case, a critical success). Likewise, if the die roll qualifies for more than one possible level of failure (for example, a roll of 99 that qualifies for both a fumble and a failure), the highest level of failure is used (in this case, a fumble).
Critical Success
A critical success represents the best performance possible, and is the highest level of success possible. A critical success is a roll less than or equal to 1/20 of the chance of success. The critical success number for a skill can be prefigured by dividing the skill percentiles by twenty (as always, rounding up).
A natural roll of 01 on percentile dice is always a critical success.
Special Success
A special success represents a better than usual performance, and is the next highest level of success possible. A special success is a roll less than or equal to 1/5 of the chance of success.
Normal Success
A normal success represents an ordinary level of success. A normal success is a roll less than or equal to the chance for success. A roll of 02-05 is always at least a normal success, unless the gamemaster rules that the task is impossible.
Failure
A failed attempt. A failure is a roll greater than the chance for success. A roll of 96-99 automatically fails if the adventurer's skill is below 200%. For every 200% of skill, reduce the automatic failure chance by 1. Note that the gamemaster can rule that a simple task automatically succeeded.
Fumble
A spectacular failure. If the chance for success is below 90%, a fumble occurs on a roll of 99 or 00. If the chance for success is greater than or equal to 90%, a fumble occurs on a roll of 00. A natural roll of 00 is always a fumble.
SKILL vs. SKILL
Some skills may be used by different adventurers in opposition to each other. The skills may be different, such as an attempt to Sneak vs. another's attempt to Listen, or the same, such as using Track skill to find a trail vs. another using Track skill not to leave one. The adventurer that achieves a higher level of success automatically wins a contest of skills. A critical ties a critical, but beats anything else. A special loses to a critical, ties a special, and beats anything else. A normal success loses to a critical or special, ties a normal success, and beats anything else. A failure beats a fumble, ties a failure, and loses to anything else. A fumble ties a fumble, but loses to anything else.
A tied result is resolved by a single additional roll on the resistance table. Divide each adventurer's skill by 10 (rounding up), and compare the resulting values against each other on the resistance table, making a single roll to see who won—it makes no difference which adventurer's skill is active or passive. If one adventurer is an NPC, and the other a player, a simple convention is to always make the player take the active role.
Example
Arlia tries to sneak past a sentry. She has a 65% Stealth skill, and the sentry has a 44% Listen skill. Both roll. If Arlia can achieve a higher level of success than the sentry (i. e. , special where the sentry only succeeds), she can successfully sneak past him. If the sentry achieves a higher level of success, he spots her. If both fail, they would tie, and roll on the resistance table to resolve the tie. If Arlia fumbled, she would make so much noise that the sentry would not fail to notice her unless he fumbled as well. Both roll. Arlia's player rolls a 58, the gamemaster rolls a 37 for the sentry. Both have achieved a normal level of success. To resolve the tie, they match a 65/10 = 7 (Arlia) vs. a 44/10 = 4 (the sentry) on the resistance table. This gives Arlia a 65% chance of sneaking past successfully, and a 35% chance of being noticed. It makes no difference who rolls—if rolled by the sentry, he would have a 35% chance of noticing Arlia, and a 65% chance of not noticing her. Using the simple convention, of players taking the active role, Arlia's player rolls, and gets a 61—close, but good enough for Arlia to win, and sneak past the sentry.
Active Skills vs. Passive Skills
Environment being equal, skills used actively have an advantage over skills used passively. Passive skills are at half the normal chance of success. Active means "concentrated on" (taking a "Miscellaneous Action" in combat). A maximum of two skill can be Active at a time, and no skill can be active for long periods unless there is something to hold the adventurer's interest. A bored guard uses his Listen passively, a suspicious guard uses Listen actively.
Example
If the sentry in the example above was bored and sleepy, his Listen skill would be effectively reduced to 44/2 = 22%, so he would have lost the skill contest with his initial roll of 37.
Multiple Contestants on a Side
Situations will occasionally arise where one or both sides making a resistance roll or engaging in a contest of skills have more than one member. In this case, the fastest way to resolve the situation is to make a single die roll for each side, adjusting for the type of roll as follows: For resistance rolls, simply add up the total values on each side and resolve the situation with a single simple roll for each side. For contests of skill vs. skill, make a single die roll for each side, and apply the result to all members of that side. If the members of one side achieve a greater overall level of success, that side wins. If the result is a tie, resolve the situation on the resistance table, averaging the skills of the members of each side to determine their overall level of skill for the resistance table roll (see Skill vs. Skill, above).
Example
Four broo, with Hide skills of 88, 66, 44 and 41, respectively, are attempting to ambush a band of three Sartarite rebels, with Scan skills of 85, 77 and 46, respectively. If the broo roll a 24 and the rebels roll a 16, the rebels win, and spot the broo (one of the rebels achieved a special success, the other two achieved a normal success—the broos only achieved normal successes). If the broo roll a 24 and the rebels roll a 32, the result is a tie (all members of both parties achieved normal successes). The contest is resolved with a single resistance table roll, with the rebels matching a value of 69/10=7 (average of 85, 77 and 46 divided by 10) vs. the broo's value of 60/10 = 6 (average of 88, 66, 44 and 41 divided by ten) on the resistance table.
The gamemaster may wish to precalculate such average values or simply estimate them.
ABBREVIATIONS
STR, CON, SIZ, INT, POW, DEX, APP—various characteristics, describing an adventurers aptitudes in certain areas. See Characteristics, in Creating an Adventurer, for details.
HL—Hit Points per Location, a measure of the damage an adventurer or creature can take in a specific location. On the average, this is equal to 1/3 HP, but varies from location to location. See Damage, in Combat, for details.
HP—Hit Points, a measure of the total damage an adventurer can take. See Damage, in Combat, for details.
HT—Hit Location Table, the type of hit location table (based on body form) used to determine where a blow landed. See Creatures for details.
MP—Magic Points, a measure of a character's offensive capability in magic, ability to fuel spells, and fight in spirit combat. See Magic, and Spirit Combat, in Combat, for details.
MR—Melee Round, a flexible period of time typically lasting three to twelve seconds. An average Melee Round is considered to last six seconds. See Combat for details.
MV—Move, a measure of a character's movement rate. In combat situations, this corresponds to how far a character can move in meters in the course of a single melee round.
SR—Strike Rank, a measure of when an adventurer acts in combat. DEX SR is used for missiles, spells, or miscellaneous actions, while Melee SR is used for melee weapon attacks. See Combat for details.
A%—an adventurers skill with a particular weapon Attack. See Combat for details.
P%—an adventurers skill with a particular weapon Parry. See Combat for details.
AP—Armor Points, a measure of the ability of armor or a parrying weapon to block damage, also a measure of an item's resistance to damage. See Combat for details.
DB—Damage Bonus, a measure of the ability of an adventurer to put strength and weight behind a blow. This number is added to melee weapon damage rolls. See Combat for details.
ENC—Encumbrance, a measure of the weight and bulk of the items carried or worn by an adventurer. It affects how quickly an adventurer tires, and hinders the use of certain skills.
m—meter, a measure of distance equal to approximately 3. 3 feet, or I. I yards.
km—kilometer, a thousand meters, a distance equal to 3,280. 8 feet, or 0. 6 miles.
kg—kilogram, a measure of weight equal to approximately 2. 2 pounds.
NPC—Non-Player Character, a character run by the gamemaster instead of a player.
SKILLS
Skills are one of the means by which an adventurer interacts with the world around him or her. Many actions require knowledge of a particular skill to accomplish. RuneQuest defines a number of skills that are used in physical, mental and magical endeavors. Skills serve to flesh out the abilities and increase the diversity of the characters that populate the world of Glorantha. They allow players to further differentiate themselves from the adventurers whose roles they adopt. This chapter describes both common and uncommon skills, and their use in a variety of situations. Expertise with a particular set of skills is the hallmark of a successful adventurer.
SKILLS
RuneQuest defines a wide variety of skills. Many skills exist to add flavor and to help describe both adventurers and the people they encounter in greater detail, but not to make it impossible to do something if a character lacks the skill. A character does not need to know Intimidate to put a sword to someone's throat and threaten effectively. In such cases, the gamemaster has to decide what the character's chances are, which will often depend on the situation, what the character does, how the player roleplays the situation, the character's background, and so on.
S k i l l s normally fall into three categories—Easy, Medium or Hard. A skills difficulty governs how long it takes to learn and eventually master a skill (see Time and Learning).
Some skills overlap. When bargaining, a character who does not know Bargain but is very skilled at Persuade can get some use out of that skill instead.
SKILL USE
Complementary Skills
In a task where one skill is obviously the most appropriate, and yet there is another skill that could help, add 1/5 (the special chance) of the less relevant skill to the first skill to determine success. Note that specific complementary skills are listed in the skill definitions that appear later in this chapter.
Example
Achmed the Armorer is a master armorer with Craft/Armory 95% and Bargain 41%. When selling armor in his shop (using Bargain), his Bargain skill would have 1/5 his Craft/Armory skill added to it, or 41 + 95/5 = 60% Bargain. If however, he was asked to take over a friend's fruit stand for a little while, Achmed would use only his 41 % skill Bargain (Achmed knows next to nothing about fruit). If Achmed knew Evaluate, it could act as a complementary skill in either situations.
Situational Modifiers
Gamemasters should use skill modifiers based on the specific situation a character is in and the player's roleplaying in the situation. The gamemaster should strive for a realistic level of success. If a character has a 30% skill, and due to the situation and player's actions the gamemaster thinks that a 75% chance of success is more realistic, the gamemaster should assign a 45% bonus. Likewise, should the gamemaster decide that a task is so simple or routine that there is no chance of failure, the skill user should automatically succeed.
SKILL SUCCESS AND FAILURE
Skill success rolls are called for when the task is difficult, the situation is unusual, danger threatens, urgency is required, or the routine becomes dramatic or extraordinary. The following guidelines are meant to add color to the use of skills in such situations:
A critical success, that is, rolling 1/20 of your skill or less, is a spectacular success. In general, it should achieve the best possible effect for that skill.
A special success, that is, rolling 1/5 of your skill or less, is an extremely good success. In general, it should have twice the effect of a normal success.
A normal success, that is, rolling your skill or less, is an average success. In general it should achieve the normal effect for the skill.
A failure, that is, rolling above your skill, is an average failure. In general, the skill attempt should fail, but not disastrously.
An automatic failure occurs on a roll of 96-00. An adventurer with a skill of 128% will still fail on a roll of 96-00. Reduce the chance for automatic failure by 1 for every full 200% of skill. Thus, an adventurer with a skill of 213% will automatically fail only on a roll of 97-00. A fumble, that is, rolling 99 or 00 when your skill is below 90%, or rolling 00 when your skill is 90% or greater is a catastrophic failure.
In general, a skill roll that was just made should barely succeed, and a skill roll that was just missed should barely fail. At the gamemaster's option, a skill roll that rolls 1/2 the skill or less (but is not a special) could have a slightly enhanced effect. Likewise, a skill roll that fails by more than 1/2 the chance to fail could be a more serious failure.
Gamemasters that wish to go to the trouble can also use a 'Botch' result, the inverse of a special success. The special failure chance is calculated by taking 1/5 of the adventurer's chance of missing the roll and subtracting from 101. If the character rolls equal to or higher to that number, the results are very poor, just short of a fumble (which is even more catastrophic).
Example
A character with a 71% Craft/Battle skill normally criticals on a roll of 4 or less, specials on a roll of 14 or less, succeeds on a roll of 71 or less, fails on a roll of 72 or above, and fumbles on a roll of 99 or 00. If using the more detailed success and failure rules, a success roll of 36 or less will be an above average success (not as good as a special), a roll of 86 or above is a more serious failure, and a roll of 95 or above is a botch, a very serious failure just short of a fumble.
In game terms, the gamemaster might decide that a critical success means the adventurer ended up in a perfect position to significantly affect the course of the battle (such as happening upon the wounded enemy commander trying to find his mount). A special success might mean the adventurer ended up in a position of advantage where he would have a significant advantage in any combat (such as on top of a hill with a group of fellow soldiers facing a smaller enemy unit charging uphill at them). A success might mean that the adventurer had a slight advantage in any combat that ensued, the better the success the better the advantage (such as ending up with fellow soldiers in good tactical position). A failure might put him at a slight disadvantage, the higher the failed roll, the worse the result (such as with his fellow soldiers, but facing a larger body of foes, and no positional advantage). A botch would put the adventurer at a serious disadvantage (such as alone behind enemy lines or outnumbered and outmanoeuvred). A fumble would put the adventurer in a situation where he was likely to be killed or captured, such as alone behind enemy lines and discovered by a unit of enemy lancers
Gamemasters should feel to be creative with the results of skill success and failure, as such interpretations can make almost any situation a more interesting one.
TIME DEPENDENT SKILLS
Some task skills work better the longer you spend on them, success being essentially guaranteed if you spend long enough time. With these skills the gamemaster should consult only the initial roll, and from that judge how long it will take. Task skills such as Crafts; Bargain, Orate and Persuade skills used over long periods of time; research Lores and Search all fall into this category.
With these skills, the gamemaster should set a base time to accomplish the task. A normal success accomplishes the task in the set time, a failure would take twice as long or produce an item (or effect) of half the quality. A special success would take half as long or produce an item (or effect) of twice the quality. A critical success would take half as long and produce an item (or effect) of twice the quality or produce an item (or effect) of four times the normal quality or produce an item (or effect) of normal quality in one quarter the normal time. A fumble would take twice as long and produce an item of half the normal quality or produce a seriously flawed item (or effect).
Example
The gamemaster decides that an otherwise bare chamber contains a concealed document. The document is concealed behind a loose brick, and the gamemaster decides that it would normally take a single searcher 1 hour to find the document. A failed Search roll would take 2 hours to find the document, a special would take 30 minutes, and a critical 15 minutes. A fumble would miss the document entirely. Whether there is anything to find or not, the gamemaster should state: "You find nothing after 5 minutes", "10 minutes", etc.
SKILL SUCCESS BY CATEGORY
Certain skills have specifically defined success or failure effects in their descriptions or in other sections of the rules. In these cases, follow the specific skill's guidelines rather than the general guidelines for criticals, specials, successes, failures and fumbles above. In addition, certain categories of skills have other special effects or limitations.
Agility Skills
The skills of Dodge, Maneuver and all Parries are combat skills which have specific effects detailed in the Combat chapter.
The skills of Acrobatics, Boat, Climb, Hide, Ride and Sneak all have specific effects or limitations described in their skill definitions. They otherwise follow the general guidelines.
The skill of Dance follows the general guidelines.
Communication Skills
The skills of Act, Bargain, Orate and Persuade are used to achieve a specific effect described under the skill description. In roleplaying situations successes can generate hints for how best to approach the situation (see the individual skill definitions for details. Realistically, the communication skill of Speak <Language> and the reasoning skill of Custom <Culture> additionally limit the use of these communication skills.
These skills (Act, Bargain, Orate and Persuade) cannot effectively be used above the level of the sum of user's Speak <Language> and Custom <Culture> skills. For example, an Etyries trader has Bargain 94%, Speak Sartarite 36% and Sartarite Custom 45%. Her Bargain skill when bargaining with a Sartarite in the Sartarite language would be limited to 80% (36 + 44).
The skills of Instruct, Speak <Own Language> and Speak <Language> all have specific effects or limitations described in their skill definitions. They may otherwise follow the general guidelines.
The skill of Sing follows the general guidelines.
Knowledge Skills
The skill of Martial Arts has specific effects in combat which are described in the skill's definition. The skill of Read/Write <Language> has specific effects and limitations described in its definitions. The Lore skills follow the general guidelines, but additional specific effects are described in the skill definitions. Successes may generate clues or hints.
Reasoning Skills
When used for tasks, Craft skills follow the time dependent skill use rules above. Otherwise, the use the general guidelines.
The skills of Custom <Culture>, Evaluate, First Aid and Physician all have specific effects or limitations described in their definitions, but otherwise follow the general guidelines.
The skills of <Low Sorcery> Spell and <High Sorcery> Spell have specific effects described in the Sorcery chapter.
Magic Skills
The skill of Ceremony <Type> has specific effects described in its skill definition.
The skills of Summon and Enchant have specific effects described in the various magic chapters.
The skills of Duration, Intensity, Multispell, and Range, as well as other sorcery manipulation skills have specific effects described in the Sorcery chapter. The skills of Spirit Combat, Spirit Dance, Spirit Sense, Spirit Speech, and Spirit Travel, have specific effects described in the Spirit Magic chapter.
Manipulation Skills
The skills Brawl, Grapple and <Weapon> Attack are combat skills whose effects are described in detail in the Combat chapter.
The skills of Conceal, Devise, Pass and Sleight all have specific effects or limitations described in their definitions, but otherwise follow the general guidelines.
The skills of Drive, Play <Instrument>, and Trap follow the general guidelines.
Perception Skills
The skills of Listen, Scan, Search, Track all have specific effects or limitations described in their definitions, but otherwise follow the general guideline.
DISADVANTAGEOUS SITUATIONS
In special situations, the gamemaster may decide that a character is at a major disadvantage, in which case a special is only a success, and a critical only a special (a normal success and a failure are both treated as failures). Some examples might be trying to Hide in a nearly empty room (or anywhere there is really no place to hide), trying to Sneak through dry brush, trying to spot someone hiding in a dense jungle, or hearing someone sneaking up on you when you're asleep.
EFFECTS OF ENCUMBRANCE ON SKILLS
For normal SIZ creatures (SIZ 1-20), each point of ENC subtracts 1 percentile from Climb, Dodge, Jump, Maneuver and Stealth and 5 percentiles from Swim. For every 10 points of SIZ or fraction thereof above 20, add one point to the amount of ENC required to cause a subtraction. For example, a SIZ 22 creature would suffer a subtraction for every 2 points of ENC, a SIZ 35 creature would suffer a subtraction for every 3 points of ENC.
NEW SKILLS
If gamemasters and players want additional skills, they should by all means define them, though they should keep in mind that additional skills can add unnecessary complexity to the game. Use the current skill list, as well as some common sense and consideration of how this skill works in real life to create new skills, both in terms of category and level of difficulty.
Composite Skills
Some new skills might best be described as composite skills, skills that subsume one or more other skills. Use common sense in creating and categorizing these skills. As a rule of thumb, a composite skill that lets a character do what two Easy skills do is a Medium skill, one that encompasses four Easy or two Medium skills is a Hard skill, and so on. If the skill also has other benefits, the benefits should count as one or more Easy skills. Sleight and Hide are examples of such skills.
Example
A Donandar cultist wishes to study a skill that lets him jump and dance while swordfighting. After some discussion between the gamemaster and the player, they decide that this skill would basically consist of Jump, Dance, and Broadsword Attack, with no significant additional benefits. The skill could be called Swordancing, and would be a Hard skill (it is a composite of two Easy skills and a Medium skill), starting at a percentage equal to the lowest of the skills known by the adventurer. The gamemaster would have to determine the availability of training. Entertainers and weaponmasters might know such a skill.
SKILL DECAY
Skills that are not used and practiced will decay. Normally, one can assume that an adventurer will spend a little time practicing his or her skills so that they do not decay. However, in very unusual circumstances, such as imprisonment, restrictive duties, constant training in other skills, and so on, a gamemaster may want to assess some skill decay penalties.
SKILL LIST BY CATEGORY
Agility Skills
Acrobatics, Boat, Climb, Dance, Dodge, Jump, Maneuver, all Parries, Ride, Stealth
Communication Skills
Act, Bargain, Instruct, Orate, Persuade, Sing, Speak <Own Language>, Speak <Language>
Knowledge Skills
All Lores, Martial Arts, Read/Write <Language>
Reasoning Skills
All Crafts, all Customs, Evaluate, First Aid, Physician, all Sorcery spells
Magic Skills
Ceremony <Type>, Duration, Enchant, Intensity, Multispell, Range, Spirit Combat, Spirit Dance, Spirit Sense, Spirit Speech, Spirit Travel, Summon
Manipulation Skills
Brawl, Conceal, Devise, Drive, Grapple, Pass, Play <Instrument>, Sleight, Trap, all Weapon Attacks
Perception Skills
Listen, Scan, Search, Track
SKILL LIST
Indented skills are subskills of the skill above. Subskills are easier but more limited versions of the parental skill, and are more fully described under Skill Definitions. The base chance is the starting percentage in that skill (if 0%, do not add a skills category bonus). Category describes the skills category the skill belongs to. Difficulty describes the difficulty of the skill (see Time and Learning for details).
Pay careful attention to the "Availability" column (see Time and Learning for details). Uncommon skills are unusual skills, often only taught only in specific cultures or certain areas of the world, or only to certain people. Most characters have no opportunity to learn rare skills. Availability may vary from culture to culture.
Skills Table
| Skill | Base | Category | Difficulty | Availability |
|---|---|---|---|---|
| Acrobatics | 0% | Agility | Medium | Rare |
| Balance | 0% | Agility | Easy | Rare |
| Tumble | 0% | Agility | Easy | Rare |
| Act | 5% | Communication | Medium | Rare |
| Bargain | 5% | Communication | Medium | Uncommon |
| Beg | 5% | Communication | Easy | Rare |
| Bribe | 5% | Communication | Easy | Rare |
| Boat | 5% | Agility | Medium | Uncommon |
| Row | 5% | Agility | Easy | Uncommon |
| Sail | 5% | Agility | Easy | Uncommon |
| Brawl | 30% | Manipulation | Medium | Common |
| Ceremony <Type> | 5% | Magic | Medium | Common |
| Climb | 30% | Agility | Easy | Common |
| Conceal | 5% | Manipulation | Medium | Rare |
| Craft<Any> | 5% | Reasoning | Varies | Varies |
| Custom <Culture> | Varies | Reasoning | Varies | Varies |
| Dance <Culture> | 5% | Agility | Easy | Common |
| Devise | 5% | Manipulation | Hard | Rare |
| Lockpick | 5% | Manipulation | Medium | Rare |
| Mechanician | 5% | Manipulation | Medium | Rare |
| Dodge | 15% | Agility | Hard | Rare |
| Drive <Vehicle> | 15% | Manipulation | Easy | Uncommon |
| Enchant <Type> | 0% | Magic | Hard | Rare |
| Evaluate | 5% | Reasoning | Medium | Uncommon |
| first Aid | 15% | Reasoning | Easy | Uncommon |
| Grapple | 15% | Manipulation | Medium | Common |
| Instruct | 5% | Communication | Hard | Rare |
| Jump | 30% | Agility | Easy | Common |
| Listen | 30% | Perception | Medium | Uncommon |
| Lore <Any> | 0% | Knowledge | Varies | Varies |
| Maneuver | 15% | Agility | Hard | Rare |
| Martial Arts | 0% | Knowledge | Hard | Rare |
| Orate | 5% | Communication | Medium | Common |
| Intimidate | 5% | Communication | Easy | Uncommon |
| Seduce | 5% | Communication | Easy | Uncommon |
| Pass | 15% | Manipulation | Medium | Uncommon |
| Catch | 15% | Manipulation | Easy | Uncommon |
| Throw | 15% | Manipulation | Easy | Uncommon |
| Persuade | 5% | Communication | Medium | Common |
| Debate | 5% | Communication | Easy | Uncommon |
| Fast Talk | 5% | Communication | Easy | Uncommon |
| Physician | 5% | Reasoning | Hard | Rare |
| Treat Disease | 5% | Reasoning | Medium | Rare |
| Treat Poison | 5% | Reasoning | Medium | Rare |
| Play <Instrument> | 0% | Manipulation | Varies | Varies |
| R/W <Language> | 0% | Knowledge | Varies | No |
| Ride <Beast> | 5% | Agility | Medium | Common |
| Scan | 30% | Perception | Medium | Common |
| Search | 30% | Perception | Medium | Rare |
| Shield Parry | Varies | Agility | Easy | Common |
| Sing <Culture> | 5% | Communication | Easy | Common |
| Sleight | 5% | Manipulation | Medium | Rare |
| Juggle | 5% | Manipulation | Easy | Rare |
| Pickpocket | 5% | Manipulation | Easy | Rare |
| Sorcery Manip. | 0% | Magic | Hard | Rare |
| Sorcery Spells | 0% | Reasoning | Varies | Rare |
| Speak <Language> | Varies | Communication | Varies | Varies |
| Spirit <Skill> | 0% | Magic | Medium | Rare |
| Stealth | 15% | Agility | Hard | Uncommon |
| Hide | 15% | Agility | Medium | Uncommon |
| Sneak | 15% | Agility | Medium | Uncommon |
| Summon <Type> | 0% | Magic | Hard | Rare |
| Swim | 15% | Agility | Easy | Uncommon |
| Track | 5% | Perception | Medium | Uncommon |
| Trap | 15% | Manipulation | Medium | Uncommon |
| Disarm Trap | 15% | Manipulation | Easy | Uncommon |
| Set Trap | 15% | Manipulation | Easy | Common |
| <Weapon> Attack | Varies | Manipulation | Varies | Varies |
| <Weapon> Parry | Varies | Agility | Varies | Varies |
SKILL DEFINITIONS
Angle brackets <> show that many forms of this skill with similar names exist. Each is a separate skill, one instance of the group to which they belong. Such skills may be distantly or closely related. For example, Dance <Culture> means that every culture—Praxian, Theyalan, Pelorian, and so on—has its own dance skill. If a character is Praxian, he has Dance/Praxian skill.
Square brackets [ ] show that this skill may be divided into optional subskills. These subskills are easier than the parental skill (and are also known as a composite skill), but encompass only a portion of what the parental skill covers. For example, a cutpurse may only know how to pick pockets, and know nothing about juggling, both covered by the Medium difficulty Sleight skill. She might know only Pickpocket, an Easy skill. With the gamemaster's permission, players may learn a subskill instead of the fuller parental skill.
Agility Skills
This category includes all skills dependent on gross motor coordination. Most of these skills are trained into the reflexes of the user; an adventurer does not require profound intelligence or continual cogitation to be agile. Agility skills call for high STR and DEX but small SIZ, allowing for good coordination and rapid response.
ACROBATICS (0%) Medium [Balance, Tumble]
The skill of tumbling, rope-walking and gymnastics. A character can use it to entertain, or in combat to flip or move to another position in an unexpected manner. The skill allows one to maintain one's balance and equilibrium under adverse conditions, such as a narrow ledge, sloped roof, storm tossed ship's deck or a swaying rope. As a rule of thumb, an acrobat can routinely cross a distance of unstable surface equal to 1/5 their Acrobatics skill in meters (the special chance). No skill roll would be required unless a greater distance had to be covered, or conditions were particularly adverse.
The tumbling aspects of the skill allow one to absorb and redirect the force of a fall. A successful Acrobatics roll reduces falling damage by 1D6, a special success reduces falling damage by 2D6, and a critical success reduces damage by 2D6 and halves the amount of any excess damage inflicted. Additionally, a successful Acrobatics roll after a fall allows an adventurer to either specify which hit location(s) take damage or regain a standing or kneeling position from the fall without having to spend any additional time to do so. A fumbled roll increases falling damage by 1D6. An optional Easy subskill, Balance, subsumes the balancing aspects of Acrobatics, another Easy subskill, Tumble, subsumes the tumbling aspects of Acrobatics.
BOAT (5%) Medium [Row, Sail]
The ability to handle a small oar, paddle, or wind propelled craft. An adventurer with a Boat skill of at least 30 can handle a craft under normal conditions. A Boat skill roll might be required to get a craft moving in a hurried situation or at a faster than normal speed. In adverse conditions, such as bad weather, strong winds, whirlpools, rapids, or shoals, a Boat skill roll would be required to keep the boat on course. Penalties for particularly adverse conditions such as a storm or gale force winds might be assigned by the gamemaster. If the roll is unsuccessful, the boat either goes off course or doesn't move, depending on the situation. If the roll is a fumble, disaster strikes. An oar might be lost, the mast might break, or the boat might run aground or overturn, as the gamemaster sees fit.
An optional Easy subskill, Row, subsumes the oar and paddle craft aspects of Boat, another Easy subskill, Sail, subsumes the wind powered craft aspects of Boat.
CLIMB (30%) Easy
The skill of climbing. An adventurer with a Climb skill of at least 30 can climb well enough to scale a slope with handholds, climb a tree with low branches, climb a rope ladder, etc. As a rule of thumb, a climber can routinely ascend a distance in meters on a slope of 75° or less lacking significant handholds equal to 1/5 their Climb skill (the special chance). No skill roll would be required unless a greater distance had to be covered, the slope was steeper, or conditions were particularly adverse.
At the gamemaster's discretion, obstacles like overhangs, smooth sides, an oily climbing surface, or adhesive powder on the climbing surface can increase or decrease the percentage roll needed to successfully climb. Particularly long climbs would require more than one successful roll to complete. The difficulty of the climb should govern the distance covered by a single roll. A difficult vertical climb might require one roll every 10 meters, a 70° slope with occasional handholds might require one roll every 1000 meters.
If the player misses the Climb roll, his adventurer stays in one place, unable to find appropriate hand and foot holds. If the player fumbles, the adventurer falls. The consequences of a fall from a vertical or near vertical climb can be lethal (see Falling in the Natural World), those from a less steep slope less so.
A typical climbing rate for humanoids is 1/10 their MV score. One can increase this rate by subtracting 10 percentiles from the adventurer's success chance for every extra 10% of speed desired, not to exceed 1/5 their MV.
DANCE <Culture> (5%) Easy
The ability to move gracefully and make the right gestures, with or without noise or music, according to the accepted standards of the culture. The greater the dancer's level of skill and degree of success, the better the dance performed. See the Custom skill for cultural divisions and how the skill would default across cultures.
DODGE (15%) Hard
The art of getting out of the way. It is the ability to be where a blow is not. Dodging is a combat skill used to evade blows and missiles. For more details, see Combat.
JUMP (25%) Easy
The ability to leap for height or distance, or over obstacles such as fallen bodies. Generally speaking, a successful skill roll allows the adventurer to jump his MV in meters horizontally or up to half his MV in meters vertically with a running start. A standing start reduces this distance by half. A special or critical success increases the distance traveled slightly or results in a better landing. An unsuccessful roll means that the distance desired was not traveled. A fumbled roll means that the adventurer not only did not travel the desired distance, but landed badly, falling with the force equivalent to a 3-meter fall, and took that damage.
If an adventurer is falling, a normal success on a Jump roll allows the player to select the hit location on which the falling character lands. A special success would also reduce any falling damage by 1D6, and a critical success would also reduce the falling damage by 2D6. A fumbled roll increases falling damage by 1D6. If the fall was the result of a fumbled Jump roll, no such roll can be made.
MANEUVER (15%) Hard
This skill covers the art of combat movement, engaging, disengaging and closing. Warriors, martial artists or duelists study it. For more details, see Combat.
RIDE <Beast> (5%) Medium
This skill applies to riding a particular type of mount or pack animal. It includes knowledge of handling the animal at any gait, handling the animal in combat, riding gear, using it as a pack animal, and the rudiments of caring for the animal. Riding a horse or other riding animal takes no skill as long as the animal goes no faster than a walk and is trained to accept a rider. To compel the animal to go faster than a congenial amble, and stay mounted under normal circumstances an adventurer must have a Ride skill of at least 30.
Ride skill rolls are required if a mount does something unexpected (bolts, shys, etc. ), the adventurer wishes to make it do something it hasn't done before (jump a barrier, swim a river with the adventurer mounted on it), or at the beginning of each round of combat on a mount not trained for combat.
If the player fails the Ride skill roll, the adventurer has lost control. His player must attempt a Ride skill roll (which requires using an action in melee) at the end of each melee round until the roll succeeds at which time the adventurer regains control of the horse. A fumble roll while the animal is out of control means that the adventurer falls off, taking no damage. For an adventurer riding bareback without saddle or stirrups, an unsuccessful roll means that he falls off, taking no damage, but a fumble means that he was thrown off, taking falling damage.
A mounted adventurer's attacks and parries cannot exceed his or her Ride skill, and their Dodge skill cannot exceed half his or her Ride skill. Thus, an adventurer with 94% Broadsword Attack, 72% Broadsword Parry, 81% Dodge and 71% Ride skill attacks and parries with his broadsword at 71% and dodges at 36% while mounted.
In general, an adventurers Ride skill is halved when dealing with a different type of beast. Of the common Gloranthan mounts, only horses and zebra are close enough for the skills to be used interchangeably. An adventurer with Ride/ Horse 71% would have Ride/Zebra 71 %, but a starting Ride/Sable skill of only 36%.
STEALTH (15%) Hard [Hide, Sneak]
The skill of remaining unnoticed. It includes the ability to use any available cover, including shadows, vegetation, pedestrians, etc. to hide oneself from others and includes the ability to freeze in place or move in silence to avoid alerting a foe.
If the user of the skill wishes to remain unnoticed and move at the same time, halve his or her Stealth skill. If this skill is used in the vicinity of others who are not actively searching for someone, a simple success roll will keep the user from being discovered. A failed roll might result in discovery. If the potential observers are at all alert and in a position to notice, a roll of under half their Scan or Listen skill (whichever is more appropriate) means they did. A fumbled roll will automatically attract the attention of anyone in the vicinity. If the others are on alert or actively searching for someone, use the skill vs. skill rules instead.
The gamemaster may wish to assign modifiers for the environment and what the skill user is wearing or doing. Moving across a creaky floor, trying to hide in an area with insufficient cover for your SIZ or bright lighting, running, or wearing bright or noisy armor might halve the user's Stealth skill, while plentiful cover, a distraction or a solid stone floor might add half again skill. These modifiers would be cumulative. When setting an ambush or concealing oneself when time is not of the essence, Conceal is complementary.
An optional Medium subskill, Hide, covers only the aspects of the skill that involve using cover or motionlessness to conceal oneself. Another optional Medium subskill, Sneak, covers only the aspects of the skill that involve moving in silence.
SWIM (15%) Easy
The ability to swim. As a rule of thumb, a swimmer can routinely cross a distance of calm water equal to his or her Swim skill in meters. No skill roll would be required unless a greater distance had to be covered, or conditions were particularly adverse. Under calm conditions, a Swim roll is necessary every time an adventurer completes a distance in meters equal to the number of percentiles of his Swim skill. Gamemasters can assess additional penalties for rough water, stormy weather, obstacles, currents, bad visibility, and so on.
A failed Swim roll means that the adventurer fails to progress through the water, in the next melee round the player must make a successful Swim roll or his character will begin to drown. If the second Swim roll is made, the adventurer recovers and proceeds normally. A fumbled Swim roll automatically means that the adventurer begins to drown. A typical swimming rate for humanoids is 1/4 their MV score. One can increase this rate by subtracting 10 percentiles from the adventurer's success chance for every extra 10% of speed desired, not to exceed 1/2 their MV.
<Weapon> PARRY (Varies) Varies
The skill of parrying with a particular weapon. Weapon skills are divided into categories and groups. For example, the category of 1H Impaling and Slashing weapons includes the groups of 1H Dagger and 1H Sword. The 1H Sword group includes the weapons Shortsword, Scimitar and Broadsword. An adventurer with skill in a weapon can use all other weapons in that group at 3/4 skill, and all other weapons in that category at 1/2 skill. Most Parry skills are Medium skills, with the following exceptions—Shield parries are Easy skills; any 1H Axe, 1H Flail, 1H Hammer, or 1H Mace Parry is a Hard skill; and any Parry except Shield or Main Gauche Parry studied in an off hand (left hand if right handed and vice versa) is a Hard skill.
Communication Skills
An adventurer uses such skills to transmit by word or gesture his thoughts and desires to others and understand their responses. Good communication skills usually leave a good impression. Communication skills are enhanced by high Intelligence and Appeal.
ACT (5%) Hard
The ability to convincingly portray another. It can be used to entertain or to deceive, and it includes both verbal and non-verbal mimicry. If the situation is being role-played, on a success the gamemaster should give the player a hint as to how best to go about his or her impersonation, on a special success, two hints, and on a critical success exactly how best to go about the impersonation.
BARGAIN (5%) Medium [Beg, Bribe]
This is the skill of negotiation and trade. It can be used to trade and barter, negotiate with someone, ask for something politely, or offer a bribe or gift without blatantly offending the person. The adventurer can use the skill to buy something for a lower price than is asked. To use it, one must be in a position where bargaining is reasonable; bargaining for the sacred axe of a Babeester Gor temple guard is not reasonable. The bargainer must state the price at which he or she wishes to purchase an item, and for each 10% difference in between that price and the asking price, subtracts 5% from his or her Bargain skill. The success of the offer is resolved by a contest of skill vs. skill. In any case, the person selling the item will almost never take a loss, no matter how well someone bargains with him or her. As a result, the best bargain one can achieve is typically the price at which the seller bought the item. If a bargaining attempt fails, the user can increase the offer and try again. Absurdly low offers or trivial increases to rejected offers may offend the party being bargained with, bringing the bargaining session to an end. If the situation is being role-played, the skill user should make a single Bargain roll before the bargaining begins. On a success the gamemaster should give the player a hint as to how best to go about his or her bargaining, on a special success, two hints, and on a critical success exactly what would be his or her best approach to this transaction. Evaluate skill, or a Craft skill pertaining to the object(s) being bargained over can act as complementary skills. An optional Easy subskill, Beg, covers only the aspects of asking without giving in return, another Easy subskill, Bribe, covers only the aspects of offering money or other gifts to others.
INSTRUCT (5%) Hard
The skill of teaching others. See Time and Learning for complete details.
ORATE (5%) Medium [Intimidate, Seduce]
The skill of appealing to other's emotions. A successful orator can emotionally convince those he speaks to that what he says is true. Imagine an orator as a speaker standing before the tribal council convincing the tribe to go to war over an imagined slight, or a captive adventurer who appeals to the pity of his nomad captors to not to slaughter their captives, or an official who sways the populace into uniting to rebuild their devastated city. The skill can convince only those actually witnessing the oration, although those convinced by it may try to convince others in turn, employing their own skills of persuasion.
If the basis behind the oratory is false or unreasonable, its effects will be muted or temporary, as reason asserts its hold on those swayed by the oratory. If the nomads have been ordered by their chieftain to slaughter their captives, they will probably do so in any case, though they will now feel pity for them. It is certainly possible that their pity might lead them to check with their chieftain once again, ask their chieftain to spare the captives, or leave the captives to die in such a manner that they have a slight chance to survive, but this is something the gamemaster would have to determine. The length of time needed to employ Orate might range from a brief speech or exhortation to a speech that lasts hours, depending on the quality of the oratory and the amount of work required to unify the listeners into full agreement with the speaker. A gamemaster may call on a player to make one Orate roll for each point on which the adventurer needs the agreement of people.
If the situation is being role-played, on a success the gamemaster should give the player a hint as to how best to appeal to his audience with his or her oration, on a special success, two hints, and on a critical success exactly what would be his or her best approach to the audience. An adventurer with a higher local Renown (see Creating an Adventurer) than the audience the skill is being used on gains a free additional hint, a benefit of his or her reputation.
An optional Easy subskill, Intimidate, covers only the aspect of appealing to other's fear through threats, whether subtle or overt. Another Easy subskill, Seduce, covers only the aspects of appealing to other's love and sentiment through sugared words and flattery.
PERSUADE (5%) Medium (Debate, Fast Talk]
The skill of appealing to other's intellect and reason. A successful persuader will convince those he speaks to that the persuader's point of view is correct. Listeners may still deny the point of view emotionally, but will admit that the successful persuader sounds right, and agree with what he proposes. Typical applications of Persuade would be to sell an idea, plan or concept, temporarily deceive someone into agreeing with one, convince someone of an error, or to carry out a reasoned debate at a trial. The skill can convince only those that actually hear the speaker, although those convinced by it may try to convince others in turn, employing their own skills of persuasion. Persuasion can convince someone of the truth of something, but the effects of this can not go beyond what the gamemaster considers reasonable. If the basis behind the persuasion attempt is false or unreasonable, its effects may be muted or temporary, as those convinced by the persuader will tend to quickly come to their senses. If a wrongfully imprisoned adventurer manages to successfully persuade a guard as to the error of the situation the guard will be impressed with his reasoning, but is unlikely to let the adventurer go. It is possible that the guard would now check with his superior, or agree to convey a message from the prisoner to a friend that could help him, but this is something the gamemaster would have to determine. The length of time needed to employ Persuade depends on the effect one is looking for. The skill can be used to quickly convince someone in a brief discussion, but this will have a lesser or temporary effect. The more time spent the greater the effect or the more permanent it becomes. A gamemaster may call on a player to make one Persuade roll for each point on which the adventurer needs to convince someone.
If the situation is being role-played, on a success the gamemaster should give the player a hint as to what point would be most effective to make, on a special success, two hints, and on a critical success exactly what would be his or her best approach to convincing his or her audience. An adventurer with a higher local Renown (see Creating an Adventurer) than the audience the skill is being used on gains a free additional hint, a benefit of his or her reputation.
An optional Easy subskill, Fast Talk, covers only the aspect of temporarily convincing others of the fast talker's point of view. Another Easy subskill, Debate, can be used to slowly convince others through reasoned debate, but cannot be used quickly, generally taking an hour or more to take effect.
SING <Culture> (5%) Easy
The ability to make one's voice carry a tune according to their culture's standards of rhythm, rhyme, pitch, and harmony. Success in this skill means that the singer pleased the audience. Failure indicates that the singer went off key, forgot the right words, or something similar. The greater the singer's level of skill and degree of success, the better the song performed. See the Custom skill for cultural divisions and how the skill would default across cultures.
SPEAK <Own Language> (50%) Medium
The ability to speak one's native language. See the table near the end of the communication skills for general effects of language ability and the special functions of conversation, eavesdropping, and similar languages below.
SPEAK <Language> (0%) Varies
The ability to speak another language. Pidgin, trade languages and related languages are easier to learn than languages of cultures entirely different than that of the adventurer. See the table near the end of the communication skills for general effects of language ability and the special functions of conversation, eavesdropping, and similar languages below. Language skills are Medium difficulty skills, unless otherwise stated.
| Skill Level | Result |
|---|---|
| 01-14 | May only communicate simple ideas like "I want food. " |
| 15-29 | May get across simple requests and live day-to-day in the native country of the language speakers. "How many moneys for leg of bison?" |
| 30-49 | Assured communication. One can speak as well as a stupid native and get most ideas across. "But that was only three clacks yesterday. " |
| 50-79 | Allows one to tell stories, sagas, songs, etc. Can argue and bargain as well as any native speaker, although a foreign speaker would retain an accent "That bison was rotten before it was butchered, and it never was worth the spit it took to hit the tax collectors eye last month. " |
| 80-00 | This is the language of poets, philosophers, leaders, diplomats, emissaries and others who aspire to a fluent grasp of the nation's speech. "Surely the assessment for this specimen of decomposing provender could be re-evaluated in consideration of its advanced state of putrefaction. " A foreign speaker would speak the language without an accent. |
Language Proficiency Table
SPECIAL FUNCTIONS OF LANGUAGES
Conversation
Conversation at any one moment is an exchange of views and information between two speakers. If both speakers have a skill of 50% or greater with the language, there is no communication problem. When one or both members of a conversation have less than 50% skill, there is a chance of misunderstanding. The chance then of successful communication is the lower percentage of language skill x2. In many cases the gamemaster will want to make this roll, then determine how much information the speakers got out of the conversation if the roll is missed. It is likely that most of the message will get through, but key words may be garbled.
Eavesdropping
When an adventurer is trying to listen in on a conversation, his chance of understanding the conversation is his percentile skill with the language. This may be modified by distance, surrounding noise, thickness of the door he is listening through, etc. If the conversation is distant or muffled, the gamemaster may call for a successful Listen roll (see perception skills) before the adventurer's player makes a language roll. The gamemaster should roll the language roll if an adventurer wants to listen in, and then relate to the eavesdropper the gist of the conversation if the roll is successful. If the roll failed, it is likely that some portion of the conversation will be understood by the eavesdropper, but key portions may be missed. If the roll is a fumble, the gamemaster should give the listener a distorted rendition of the conversation, which might put the adventurer on entirely the wrong track
Similar Languages
It is possible that a character may not know a language being spoken, but does know a similar one which can help him figure out what is being said. Language skills default depending on their degree of relationship as follows:
Similar: 1/2 skill
Related: 1/5 skill
Distant: 1/10 skill
Dragon Pass Languages
Languages spoken in different regions in the area of Dragon Pass and their relationships:
Sartarite
The native language of the Sartarites. It is a Theyalan language, and is similar to other languages spoken in the Holy Country to the south, including Esrolian, Caladran, Ditali, and Solanthi. It is related to Tarshite, spoken in Tarsh to the north, and is distantly related to Stormspeech, Tusk Rider, and other Theyalan languages.
Tradetalk (Easy)
A common second language in Sartar, it is the trade language of the Issaries trader cult, and is the widest known second language, spoken by humans and non humans across the world. It is an easy language to learn, but due to its simplicity cannot express more abstract concepts, and thus cannot be effectively used beyond 50% skill. Knowing the language to higher levels can still be of benefit, as in distant lands Tradetalk may vary, penalizing a foreign speaker by a varying amount, in which case higher levels become useful.
Stormspeech
Spoken by wind children, wind spirits and the storm gods and their worshippers, it is cult language of the Orlanth cult and a number of other storm and air cults. It is a Theyalan language, and is distantly related to other Theyalan languages and Praxian.
Swordspeech (Easy)
The secret battle-language of the Humakti, primarily spoken by Humakt initiates, or warriors and mercenaries that served with a Humakti regiment. It is primarily a gesture based language, and difficult to use to express concepts not dealing with death, swordplay, strategy or tactics. A similar language is used by the Lunar Empire's Yanafal Tamils cult.
Tarshite
The native language of the Kingdom of Tarsh, which lies to the north of Sartar and part of the Lunar Empire. It is a Theyalan language, related to Sartarite, and distantly related to other Theyalan languages.
Grazelander The native language of the Grazers, whose lands lie to the west of Sartar. Tradetalk is also known by almost all Grazers as a second language, and commonly used even among themselves.
Esrolian
The language of the most populous of the six province of the Holy Country. It is a Theyalan language, with Earthtongue influences. It is similar to Sartarite, Caladran, Ditali, and Solanthi, and distantly related to other Theyalan languages and Earthtongue.
Darktongue
The language of creatures of darkness, spoken by trolls, darkness spirits, insects, and invertebrates. In the region of Sartar, it is primarily spoken by the trolls of Dagori Inkarth, which lies to the northeast of Sartar, and the trolls and humans of the Troll Woods and Shadowlands, which lie to the south of Sartar. It is very ancient.
Firespeech
The language of creatures of fire, spoken by salamanders, Agimori, horses, birds and the elusive Nargahiim. It is also the cult language of the Sun Dome templars of the Sartar Sun Dome Temple.
Aldryami (Hard)
The language of elves and their kin. It varies little if at all from one group of elves to another. In the region of Sartar, it is primarily spoken by the elves of the Stinking Forest, which lies to the north of Sartar. Aldryami prefer to use Tradetalk to communicate with non-Aldryami, even with those that speak Aldryami.
Beastspeech (Hard)
The language of the by the beastmen of Sartar. It is primarily spoken by the centaurs, minotaurs and satyrs of Beast Valley, which lies to the west of Sartar. It is difficult for humans to learn. It is related to Baboon and distantly related to some of the Hsunchen languages.
Draconic (Hard)
Spoken by dragons, dream dragons, dragonewts and wyrms, many of which are native to the land of Sartar. Non-draconic types can only learn the language with difficulty, as it has many non-verbal components, and cannot speak it beyond 25%, although their passive understanding of it can go beyond that. It is related to Old Pavic.
Tusk Rider
The native language of the Tusk Riders of the Stinking Forest, about whom the less is said, the better. It is a Theyalan language, and is distantly related to other Theyalan languages.
Pavic Languages
Languages spoken in city of Pavis and the surrounding area, including the town of Adari:
Old Pavic
Spoken in Pavis and Adari. The old language of the Empire of the Wyrms Friends. It is popular as a secret language among travelers. It is related to Auld Wyrmish (Draconic), and distantly related to the Pelorian Farmer Languages.
Boatspeech
The language of the river people, spoken by fish and river people of the Zola Fel river of Prax, also known as the River of Cradles. Boatspeech is also known as Riverspeech, and is spoken by all the river people of the world, and also used as a common tongue by many sailors. It is distantly related to Seaspeech and Cetoi.
Mostali
The language of the Mostali, dwarfs and their minor created races. It is used by the Flintnail cult of Pavis, and also spoken by some masons and miners as a secret language, though it sees little other use. It is related to no other language on Glorantha.
Kralori
The official language of the Kralori Empire, as standardized by the merging of sections of the 15 original languages of the region into a single new language by Emperor Vayobi. The Kralori Empire lies far to the east of Pavis, but on occasion Kralori traders and adventurers find their way across the inhospitable Wastes to the ruins of Pavis. Kralori is distantly related to all other Vithelan family languages, spoken only in the eastern portions of Genertela.
Earth tongue
The language of the creatures of the earth, spoken by the Copper Peoples, gnomes, reptiles, elves and plants. It is also spoken in earth temples, including the temples of Pavis and Flintnail. Earthtongue is distantly related to Aldryami.
Other languages commonly spoken in the area of Pavis include Tradetalk, Sartarite, New Pelorian, Pelorian Farmer Languages, Esrolian, Darktongue, Aldryami, Praxian, Swordspeech and Auld Wyrmish (Draconic).
Praxian Languages
Languages spoken in Prax and the Wastes:
Praxian
The language spoken by the Beast Riders and Morokanth of Prax and the Sable Riders of the Hungry Plateau in the Lunar Empire. Various tribal dialects with minor variations exist in Prax, but all are mutually intelligible. Praxian is distantly related to Stormspeech and Old Mantongue.
Pol Joni
The language spoken by the Pol Joni horse riders of Prax, the beast rider's traditional foes. Pol Joni is related to Pentan.
Oasis People's Tongue
The native language of the oasis people of Prax. They often speak Tradetalk as a second language.
Baboon
Spoken by the giant baboons of Prax. They often learn Praxian as a second language. Baboon is related to Beastspeech.
Other languages spoken in the area of Prax and the Wastes include Tradetalk (among the Zebra Riders and the Pol Joni), Firespeech (among the Sun Dome people of Sun County and the Agimori of Prax), Pelorian farmer Languages (among the Lunar settlers in Prax), Boatspeech (along the Zola Fel river people), Earthtongue (in the Paps) and Darktongue (among the Morokanth).
Lunar Empire Languages
Languages spoken in the Lunar Empire:
New Pelorian
The official language of the Lunar Empire and the native tongue of the Oslir river valley people. It is related to Dara Happan and the Pelorian Farmer Languages, and distantly related to Balazaring and Jarstic.
Pelorian Farmer Languages
A number of related languages spoken by the natives of Peloria. Each is similar to other Pelorian Farmer Languages, related to New Pelorian and Dara Happan, and distantly related to Balazaring and Jarstic.
Dara Happan
Spoken in Dara Happa, and also by solar priests and pedants. It is related to New Pelorian and the Pelorian Farmer Languages, and distantly related to Balazaring, Jarstic and Firespeech.
Carmanian
A Western language spoken in Carmania. It is similar to Loskalmi, and related to the other Western languages.
Balazaring
Spoken in Balazar and the Elder Wilds. It is distantly related to New Pelorian, the Pelorian Farmer Languages, Dara Happan, Jarstic and Firespeech.
Jarstic
Spoken by the tribes of Jarst. It is distantly related to New Pelorian, the Pelorian Farmer Languages, Dara Happan, and Balazaring.
Other languages spoken in or around the Lunar Empire include Tradetalk, Tarshite, Firespeech, Riverspeech, Praxian (spoken by the Sable Riders of the Hungry Plateau), Darktongue, Pentan (spoken by the horse nomads of Pent and the Lunar Empire's Char-Un allies), and a number of other Theyalan languages of the Pelorian sub-family.
Knowledge Skills
These skills depend on the ability of the adventurer to memorize a body of knowledge, whether learned by rote around a tribal campfire or deduced from endless pedantic lectures at the Grand Hospital in the Holy Country or a temple school. They cannot be increased through experience, but must be trained, practiced or researched. They depend on the adventurer's INT for enhancement,
LORE <Various> (0%) Varies
There are four major branches of lore skills. These are Nature Lore, which encompasses knowledge of the living world, World Lore, which encompasses knowledge of the physical world, Magic Lore, which encompasses knowledge of the magical world, and Glorantha Lore, which encompasses knowledge of the historical world. Hundreds of additional lores exist. In general, a Lore skill covering a broad or difficult topic is a Medium skill, a Lore skill covering a single subject is an Easy skill.
An adventurer's level of skill in a Lore measures the depth and breadth of their knowledge regarding the subject. The broader the lore, the more difficult it is, and the less in depth the knowledge it encompasses. A successful roll for a particular Lore means that the adventurer has knowledge of an item or situation, or yields a useful clue or hint. A special success roll in a Lore yields twice the depth or quality of knowledge of a normal success roll, and a critical success roll means that the adventurer knows about as much that can be known about the subject. Some sample lore skills, and the branches they fall under:
The Living World
Easy—<Beast>Lore, Fungus Lore
Medium—Animal Lore, Elf Lore, Human Lore, Plant Lore, Troll Lore
Hard—Nature Lore (Hard)
The Physical World
Easy—<Terrain> Lore, <Substance> Lore, Lock Lore, Star Lore
Medium—Alchemy Lore, Machine Lore, Math Lore, Mineral Lore, Music Lore, Sky Lore, Surface World Lore
Hard—World Lore
The Magical World
Easy—<Cult> Lore, <Tradition> Lore, <School> Lore
Medium—God Lore, Sorcery Lore, Spirit Lore
Hard—Magic Lore
The Historical World
Easy—<Area> Lore
Medium—Genertela Lore, Ocean Lore, Pamaltela Lore
Hard—Glorantha Lore
The specific areas covered by some of these lores:
The Living World (Nature Lores)
NATURE LORE (0%) Hard
General knowledge of the living world, including the animals, plants, humans, major elder races, lesser elder races, freshwater life and sea life in the areas with which the adventurer is familiar.
ANIMAL LORE (0%) Medium
Knowledge of animal behavior and biology. A successful Animal Lore roll can identify an animal, suggest what to feed the animal, tell if the animal is in good health, or guess at the animal's behavior.
HUMAN LORE (0%) Medium Knowledge of human biology, behavior and psychology. A successful Human Lore roll can identify someone's nationality, place an accent, tell if someone is in good health, or possibly predict how they might behave or react in a given situation.
PLANT LORE (0%) Medium
Knowledge of plants and their uses. A successful Plant Lore roll can identify a plant, identify medicinal or magical properties, determine its edibility and tell if it is in good health. The skill is often used by healers to identify medicinal plants, by shaman to identify magical plants, and by farmers to determine what crops would best grow in a given region and how to care for them.
<Beast> LORE (0%) Easy
Detailed knowledge of the biology, behavior, care and feeding of a specific kind of animal. The knowledge is of greater depth than that of Animal Lore or Nature Lore. For example, a successful Horse Lore roll would almost always predict what a horse would do in a given situation. The skill also covers closely related animals, though at half skill. An adventurer with Horse Lore could function at half normal skill with respect to a hippogriff, mule, unicorn or zebra.
The Physical World (World Lores)
WORLD LORE (0%) Hard
General knowledge of the physical world, including climate, weather, geography, geological features, knowledge of the features of the six worlds and general understanding of the processes of the physical world.
ALCHEMY LORE (0%) Medium
Knowledge of alchemy and chemistry. A successful Alchemy Lore skill roll can identify a potion, detect a poison, suggest an alchemical solution to a problem, or identify the ingredients required to make a particular type of potion. The skill of actually making a particular kind of potion is a specific Craft <Potion> skill, but Alchemy Lore is complementary to all such skills.
MINERAL LORE (0%) Medium
Knowledge of geology, minerals and soils. A successful Mineral Lore skill roll can identify types of rock formations, determine if what glitters really is gold, check soil for fertility, determine if a mine is valuable or not, or discover the best place for a copper deposit in the region.
<Terrain> LORE (0%) Easy
Detailed knowledge of where to find food, water, shelter and safe passage in varying types of terrain. A successful roll suggests the easiest pathways, keeps the adventurer from getting lost, or suggests the best hiding places, sources of water or sources of food. In a city, a successful City Lore roll will tell where the good and bad parts of town are, where a good ambush point is, how secure a building is, and so on. Various terrains include Arctic, City, Broken, Desert/Plains, Marsh, Mountain and Woods/Jungle.
<Substance> LORE (0%) Easy
Detailed knowledge regarding a particular substance. The level of knowledge is of greater depth than that provided by Alchemy Lore or Mineral Lore, and is of particular use to a craftsman. A successful roll would allow one to determine the purity of the substance, how best to work it for a given purpose, or whether the substance has unusual properties.
The Magical World (Magic Lores)
MAGIC LORE (0%) Hard
General knowledge of the magical world, including magic, the god plane, the spirit plane, magical creatures, and general understanding of magical processes.
GOD LORE (0%) Medium
Knowledge of theology, mythology, divine magic and the god plane. A successful God Lore roll can identify divine magic, identify a common divine magic spell or enchantment, identify the cult or cults to which a particular divine magic spell or enchantment belonged, recall something regarding a god or cult, or recall a particular myth.
SORCERY LORE (0%) Medium
Knowledge of sorcery, and the natural laws of magic that pertain to sorcery. A successful Sorcery Lore roll can identify sorcerous magic, identify a common sorcery spell, enchantment or manipulation, identify the school of sorcery to which a particular spell, enchantment or manipulation belonged, recall something concerning a particular school of sorcery, analyze a long duration sorcery spell or enchantment, or research a new sorcery spell, enchantment or manipulation.
SPIRIT LORE (0%) Medium
Knowledge of spirits, spirit magic and the spirit plane. A successful Spirit Lore roll can identify a common spirit magic spell or enchantment, identify a spirit, identify a spirit's kindred and runic associations, recall something regarding a well known shamamic tradition, identify a place where the spirit plane touched upon the mundane world, or tell how best to avoid, drive away, or appease a particular kind of spirit.
<Cult>LORE (0%) Easy
Detailed knowledge of the theology, mythology, history and divine magic of a particular cult. The knowledge is in greater depth than that afforded by God Lore, and is of particular interest to members of the cult, as at the higher levels it includes information regarding the cult's inner secrets and doctrines. The skill also covers closely related cults, though at half skill, and with little or no information on their inner secrets and doctrines. An adventurer with Lhankor Mhy Lore could function at half normal skill with respect to the cults of the other Lightbringers, the cult of the Mistress of the Light of Knowledge, the cult of Irrippi Ontor, and the Lhankor Mhy cult's particular enemy, the Thanatar cult.
The Historical World (History Lores)
GLORANTHA LORE (0%) Hard
General knowledge of history, covering the history, legends and peoples of Glorantha.
GENERTELA LORE (0%) Medium
Knowledge of the history, legends and peoples of Genertela. A successful Genertela Lore roll can recall a particular historical fact, recall a pertinent legend, or tell one something about a particular group of Genertelans.
<Area>LORE (0%) Easy
Detailed knowledge of the history, legends and people of a particular area. The knowledge is in greater depth than that afforded by Glorantha Lore or Genertela Lore (assuming the area in question is part of Genertela). In combination with Custom <Culture>, which covers law and customs, and Human Lore, which provides general knowledge of human behavior, it would give one a thorough understanding of a particular place and its inhabitants.
Many other lore skills exist. Gamemasters should feel free to develop them as they see fit.
MARTIAL ARTS (0%)
This skill makes the best use of natural weapons. It is a discipline of the mind that allows a character to double the damage or effect of a natural weapon. This skill is studied by gladiators, boxers, wrestlers, pitfighters, skilled streetfighters and martial artists alike. It may take different forms, ranging from dirty infighting, to knowledge of effective holds and chokes, to skill at targeting vulnerable areas, to the form of a full fledged martial art, such as one of the many martial arts forms practiced in the Kralori Empire. See Combat for details.
READ/WRITE <Language> (0%) Varies
With this skill, also known as R/W <Language>, an adventurer can read a language and write in it. The writer knows how to form written symbols so that another literate person can read them. Reading and writing must be learned separately for each language known, even if both use the same symbols. Unless otherwise specified, these are Medium difficulty skills. The collection of symbols particular to a given language is generally referred to as an alphabet or script. An adventurer can use any collection of symbols he knows to write the languages he can read and write, even if it the language is not normally written in that alphabet or script. Only someone that was familiar with both the symbols and the language could easily read such a message.
If unsuccessful in reading a written passage from some language, a character cannot try again until he has been trained further or researched enough to increase his skill. It is generally a good idea for a gamemaster to roll the dice for a character reading a vital manuscript, as a fumbled roll will yield misinformation.
Similar Languages
In general, the relationships discussed in Speak <Language> hold true for Read/Write <Language>, with a few notable exceptions. The Western languages not only share an identical alphabet, but use the same written language, called Western. In addition, similar languages that do not share the same native alphabet or script do not generally have a default in their written form. Thus, although Speak Praxian and Speak Stormtongue have a distant relationship, since they do not share the same native alphabet or script, there is no relationship between R/W Praxian and R/W Stormtongue. This rule does not hold for languages that share similar, though not identical, alphabets or scripts, such as Auld Wyrmish and Old Pavic.
Hard Gloranthan Alphabets and Scripts
Auld Wyrmish
A written form of Draconic developed by the humans of the Empire of the Wyrm's Friends. It is a heavily modified version of Old Pavic Script, with a number of odd glyphs, runes and symbols added to represent peculiar draconic concepts. Read/Write Auld Wyrmish is related to Read/Write Old Pavic.
Kralori Ideograms
The official written language of the Kralori Empire. It is based on thousands of different symbols, each standing for a particular idea or object, and is very difficult to master. Read/Write Kralori is a Hard skill.
Old Pavic Script
The written form of Old Pavic, the language of the former Empire of the Wyrm's Friends. Read/Write Old Pavic is related to Read/Write Auld Wyrmish.
Pelorian Cursive
Variations of this cursive script are used by various Pelorian languages, including New Pelorian, some of the Pelorian Farmer Languages, and Dara Happan. The original form of this script was a cuneiform, and this is particularly noticeable in the variations used by Dara Happan and some of the Pelorian Farmer Languages.
Pentan Macrame Signs
A specialized form of writing used by the Pentan and Pol Joni languages. It is particularly well suited for tracing lineages, but cannot be used to express many abstract concepts. Read/Write Pentan and Read/Write Pol Joni are both Easy skills.
Praxian Knot Writing
The Praxian language uses an ancient method of recording ancient wisdom called the Waha Ropes. The best-known type is used to record pathways by having, in a very specific order, knots which denote distance from chaos, critical events, beings, or an event from a traditional myth or legend. It is not unusual to find one or more ropes hanging at the natural approach to an area in Prax.
Swordscript
The written form of Swordspeech. It is particularly well suited to the recording of weapon techniques, strategy and tactics, and poorly suited to communicating other concepts. Read/Write Swordspeech is an Easy skill.
Theyalan Runes
Variations of this runic alphabet are used by various Theyalan languages, including Sartarite, Tarshite, Esrolian and Stormtongue. At their simplest, such as in Stormtongue, the runes are primarily used as ideograms, at their most complex, such as in Esrolian, the runes are used primarily as letters in an alphabet.
Tradescript
The written form of Tradetalk developed by Issaries, god of languages and communication. Tradescript is particularly well suited to figuring and the recording of transactions, and poorly suited to communicating other concepts. Read/Write Tradetalk is an Easy skill.
Western
The written language of the West, which not only shares a common alphabet, but a common written language as well. A speaker of Carmanian and a speaker of Seshnegi, who would speak to each other at 1/5 skill could read and write each others language with no skill penalty.
Aldryami
The written form of Aldryami is known to few but the elves, as it primarily consists of growing living plants to act as repositories for knowledge.
Darkscript
The written form of Darktongue. Writings in it exist from before the Greater Darkness. It can be read in the absence of light, as much of it consists of raised bumps, lumps, indentations, rough and smooth textures, and the specific material it was carved or chewed on, typically stone or lead.
Earthscript
The written form of Earthtongue. It is typically found carved in stone or clay, often in the form of tablets. Esrolian, a Theyalan language, is occasion written in this script as well.
Firescript
The written form of Firespeech. The distinctive characters resemble nothing so much as marks burned onto paper, though they are often carefully crafted in gold leaf. Dara Happan, a Pelorian language, is on occasion written in this script as well.
Mostali Alphanumeric System
The written form of Mostali. Parts of it are a mystery to human scholars, particularly its numbering system, which appears to be based on only two symbols.
Reasoning Skills
These skills depend on the adventurer's ability to learn from and comprehend a body of knowledge. They depend on the adventurer's INT for enhancement. Unlike Knowledge skills, they can be increased through experience.
CRAFT <Various> (VARIES) Varies
Crafts are skills that can be used to create objects, create pleasing effects or otherwise accomplish a useful task. Nearly any professional skill is a craft. Hundreds of craft skills exist.
When using a craft skill to create an object, the result of a skill roll is secondary to the level of skill, physical abilities and time invested by the Crafter. The gamemaster and player using a craft skill should agree on the required, on the average, to accomplish a particular task. The Crafter's roll will determine the speed at which the task is accomplished (see Time Dependent Skills, earlier in this chapter). For large scale craftwork one can assume that on the average, a Crafter with 80% skill can produce twice as much, or an item of twice the quality as a 40% Crafter.
When using a craft skill to create a pleasing effect, accomplish a specific task, or gain information related to the craft, a regular skill roll is in order. The base chance for a particular craft skill varies from culture to culture, but most have a 5% base. More difficult or obscure crafts often have a 0% base.
A sampling of craft skills:
Easy—Baker, Basketweaver, Butchery, Candlemaker, Carpenter, Cobbler, Cooper, Cook, Fletcher, Mapmaking, Prepare Corpse
Medium—Administrate, Armorer, Artificer, Battle, Bowyer, Brewer, Craft <Substance>, Disguise, Farming, Fishing, Herder, Jeweler, Locksmith, Mason, Painter, Potter, Sculptor, Smith, Torture, Weaver
Hard—Artificer), Craft <Potion>, Intrigue, Refine Medicine, Shiphandling, Shipwright
Details of some craft skills:
CRAFT/Administrate (5%) Medium
The ability to coordinate the many different things needed to run an organization larger than a warband in a businesslike manner. The level of skill reflects the general efficiency of the leader.
CRAFT/Artificer (0%) Hard
This is the skill of creating mechanical devices, such as crossbows, locks, springs, waterclocks, etc. Devise is a complementary skill.
CRAFT/Battle (5%) Medium
The skill of functioning effectively and accomplishing tasks in a battlefield situation. It defines the savvy and behavior of the adventurer in mid to large size battles and in warfare.
CRAFT/Butchery (15%) Easy
The ability to quickly slaughter and skin an animal, identifying and removing the most edible, useful or valuable portions while doing the least possible damage.
CRAFT/Disguise (5%) Medium
The ability to disguise oneself by changes in costume and the use of makeup. To disguise oneself as a specific person is at half normal skill, as this is considerably more difficult than a generic disguise. Act skill governs the ability to disguise oneself by changes of posture, voice and attitude, and is complementary to Craft/Disguise.
CRAFT/Intrigue (5%) Hard
The ability to gather sensitive information by indirect means, and apply such information to its best advantage. The skill is of great use to social climbers or those that are active in almost any form of politics.
CRAFT <Potion> (0%) Medium
The ability to concoct a specific potion. With time and effort, the skill user car The Crafter must provide the appropriate ingredients, many of which are quite expensive. Some typical potions include acid, healing potion, mineral poison, mineral poison antidote, etc. Alchemy Lore is complementary to all Craft <Potion> skills.
CRAFT/Shiphandling (5%) Hard
Shiphandling allows an adventurer to successfully command a ship which needs a crew of more than two. It includes aspects of navigation, sail-setting, arranging watches, and the other knowledge necessary for the master of a ship, Many other craft skills exist. Gamemasters should feel free to develop them as they see fit.
CUSTOM <Culture> (50%/0%) Varies [Custom <Subculture>]
Knowledge of the customs and laws of a specific culture. This skill measures the amount of knowledge the character has about what is going on in a society, and how to get along in it. This includes major things, such as knowing who the king is and who has a feud with whom, and minor things, like how to ask your brother-in-law for a favor or whether a particular dish is cooked right. It also includes knowledge of the manners and acceptable behavior for a specific culture. A skill level of at least 15% prevents the character from making gross social blunders. A skill level of 30% or greater shows familiarity with that culture's social customs (as per the language proficiency table under Speak <Language>). An adventurer's level of Custom skill can serve as a guide to the number of friends and acquaintances he or she has within a given culture, and can serve as the adventurer's percentage chance of getting them to do a favor for him or her. Each culture has its own Custom skill. Base skill (50%) applies to one's own culture only (others have a base of 0%, but may default to higher levels (see below)). Every culture has subcultures, and the skill can be broken down by subculture. Some typical subcultures include High <Culture>, the culture of the nobility and upper class; Low <Culture>, the culture of the lower and middle class; Military <Culture>, knowledge of military customs; Guild <Culture>, knowledge of guild or professional association customs, and Tribal <Culture> or Clan <Culture>, knowledge of a specific tribe or clan's customs. In general, Custom <Culture> is a Medium skill, and Custom <Subculture> is an Easy skill.
Similar Customs
Custom skills default depending on their degree of relationship as follows:
Similar: 1/2 skill
Related: 1/5 skill
Distant: 1/10 skill
Alien: No default
Dragon Pass Customs
The relationships of some cultures in the Dragon Pass area:
Sartar (Custom/Sartarite)
Similar: Sartarite subcultures, Heortlander
Related: Tarshite, Esrolian, Theyalan Distant: Grazelander, Telmori
Alien: Dragonewt, et al.
Lunar Empire (Custom/Pelorian)
Similar: Pelorian subcultures, Dara Happan
Related: Carmanian, Tarshite
Distant: Balazaring, Jarstic
Alien: Pentan, et al.
Pavis (Custom/Pavic)
Similar: Pavic subcultures, Rubble
Related: Sartarite
Distant: Elf, Dwarf, Praxian, Troll
Alien: Kralori, Pelorian, Pentan, et al.
Prax (Custom/Praxian)
Similar: Praxian subcultures
Related: Morokanth
Distant: Pol Joni, Praxian Oasis People
Alien: Pentan, et al.
EVALUATE (5%) Medium
With this skill you can evaluate the worth of artifacts and goods (cloth, jewelry, art objects, etc. ), and valuable natural materials (gems, land, exotic animals). If an object or substance is associated with a Lore, the lore skill is complementary. An appropriate Craft skill can be complementary as well. Failure to Evaluate means that the adventurer doesn't know the worth of an item. A fumble with the roll means the adventurer has an entirely erroneous idea of an item's value. This idea will be either too high or too low always the direction more inconvenient for the adventurer. A critical success roll means that the adventurer knows the exact worth of the object in whatever coinage the adventurer is most familiar. Evaluate takes one full turn to perform.
Because the roll may convey information which the adventurer should not know, the gamemaster should always make this roll for the player.
FIRST AID (15%) Easy
This skill imparts a basic knowledge of what to do to help an injury or shock victim, and how to use materials at hand for that purpose.
When treating a victim of an injury or shock, a successful First Aid roll after a full melee round of treatment will stabilize the victim's condition. The victim will not lose more hit points from bleeding and will not die if at death's door. If unsuccessful, the user may try again in one full melee round later, but the patient will meanwhile suffer any ill effects that would normally occur.
A successful roll First Aid roll after ten full melee rounds of treatment will either heal damage taken, bring a victim out of shock, or rouse an unconscious patient, as the user desires. If healing damage, a success at the end of that time heals 1D3 hit points of damage to the patient, a special success heals 2D3 damage points, and a critical success heals 1D3+3 damage points.
First Aid can only be used successfully once against injury to a specific hit location, but it may be tried again and again until successful. However, a fumble with the skill will cause 1D3 damage to the recipient, and no further attempts may be made to fix that injury by that First Aid user.
If using First Aid on a living creature with an unfamiliar anatomy, halve the skill of the user.
PHYSICIAN (5%) Hard
[Treat Disease, Treat Poison]
The skill of diagnosing and treating diseases and poisons.
When dealing with a disease, successful use of this skill doubles a victim's chance of success at his or her next disease recovery CON roll. A critical success triples the next chance of success, a fumble halves the next chance of success. Victims of acute, terminal or serious diseases must get constant care to get this bonus. Victims of mild diseases only need attention one day per week.
When dealing with poisons, successful use of this skill purges the victim of 2D6 POT of poison, a special roll purges 4D6 POT, and a critical success purges all of the poison. A fumble halves the victim's chance of resisting the poison. The skill attempt must be begun before damage has been taken. A skill roll can be attempted only once per poisoning, and takes 10 melee rounds to complete. The medium difficulty subskills of Treat Disease and Treat Poison handle only the disease or poison treatment aspects of the skill.
<Low Sorcery> SPELL (0%) Easy
The ability to cast a particular Low Sorcery spell. See Sorcery for details.
<High Sorcery> SPELL (0%) Varies
The ability to cast a particular High Sorcery spell. Generally only available to sorcerers. See Sorcery for details.
Magic Skills
These skills are used either to enhance or to create magical effects. They depend on INT, POW, and DEX. They cannot be increased through experience or practice, but must be trained or researched.
CEREMONY <Type> (5%) Medium
The skill of ceremonial magic. Used to perform ceremonies, or to ritually enhance the casting of spells. One type of skill covers a particular form of magic. Ceremony/Spirit, Ceremony/Divine and Ceremony/Sorcery are the three most common forms of the skill. Each enhances the casting of its form of magic only. Ceremony/Spirit and Ceremony/ Divine default to each other at 1/2 skill and to Ceremony/Sorcery at 1/5 skill (and vice versa).
Some ritual Ceremony spells require that the caster roll under his or her Ceremony skill to succeed. This is noted in the individual spell descriptions. The most common use of Ceremony is to enhance the chance of successfully casting a spell. The more additional time the spell's caster spends casting the spell, the greater the benefit (see the tables below). Ceremony can be used to enhance the casting of ritual spells as well, but the time required is greater.
Ceremony Table
Spell Casting & Ritual Spellcasting
| Extra Time | Add |
|---|---|
| melee round | 1/10 of Ceremony skill |
| turn | 2/10 of Ceremony skill |
| full turn | 3/10 of Ceremony skill |
| hour | 4/10 of Ceremony skill |
| day | 5/10 of Ceremony skill |
| week | 6/10 of Ceremony skill |
| season | 7/10 of Ceremony skill |
| year | 8/10 of Ceremony skill |
| 7 years | 9/10 of Ceremony skill |
| 49 years | Full Ceremony skill |
RANGE (0%) Hard
A skill known only by sorcerers, used to increase the range of sorcery spells. See Sorcery for details.
DURATION (0%) Hard
A skill known only by sorcerers, used to enhance the duration of sorcery spells. See Sorcery for details.
ENCHANT <Type> (0%) Hard
A skill used in conjunction with certain spells and the sacrifice of POW to create enchanted or magical items. Enchant/ Divine and Enchant/Spirit are the most common forms of the skill. They default to each other at 1/2 skill. Enchant/Sorcery exists, but simply acts as a complementary skill to all sorcery enchanting spell skills. See Spirit Magic, Divine Magic or Sorcery for details.
INTENSITY (0%) Medium
The skill of manipulating the intensity of sorcery spells. It is studied by those that use sorcery. See Sorcery for details.
MULTISPELL (0%) Hard
A skill known only by sorcerers, used to cast multiple sorcery spells. See Sorcery for details.
SPIRIT COMBAT (0%) Medium
A skill known only by shaman or members of certain cults, typically used to fight spirits. It enhances one's abilities in Spirit Combat. See Spirit Magic for details.
SPIRIT DANCE (0%) Medium
A skill known only by shaman, which allows them to maneuver quickly and effectively while in the spirit plane. It is typically used to avoid and evade hostile spirits. See Spirit Magic for details.
SPIRIT SENSE (0%) Medium
A skill known only by shaman or members of certain cults, typically used to sense the presence of spirits. Normally one cannot sense the presence of a disembodied spirit (nor can the spirit sense an embodied creature). With Spirit Sense, a special success will sense that a spirit is in the area. If using the Second Sight spell or a shamanic Second Sight ability, a normal success will sense the presence of the spirit. One only senses the presence of the spirit—no information is gained, even using Second Sight, unless the spirit manifests itself or a shaman discorporates to take a look at the spirit in the spirit plane.
Note that spirits use this skill to sense the presence of mundane creatures. If hostile, curious, or friendly, they might then manifest. A neutral spirit probably will not bother to manifest itself. Note that no roll is required to notice a manifested (visible) spirit, and Second Sight can tell an embodied user something about a manifested spirit's aura.
SPIRIT SPEECH (0%) Medium
A skill known only by shaman and members of certain cults, typically used to communicate with spirits. One cannot communicate with disembodied or manifested (visible) spirits unless one uses a spell such as Mindspeech, or has this skill. When speaking to spirits in this manner, one's communications skills are limited to the lower of the communication skill or Spirit Speech skill.
SPIRIT TRAVEL (0%) Medium
A skill known only by shaman, which they use to discorporate and travel the spirit plane, where they hunt spirits. See Spirit Magic for details.
SUMMON <Type> (0%) Hard
A skill used in conjunction with certain spells to summon beings not of the mundane world. Summon/Spirit and Summon/Divine are the most common forms of the skill. They default to each other at 1/2 skill. Summon/Sorcery exists, but simply acts as a complementary skill to all sorcery summoning spell skills. See Magic for details.
Manipulation Skills
Manipulation skills are those requiring fine hand control. Unlike agility skills, they depend as much on INT as DEX, nor is STR as important
BRAWL (30%) Medium
[Brawl Attack, Brawl Parry]
The skill of unarmed striking and blocking. It is used to punch, kick, gouge, head butt, or otherwise strike foes, and defend oneself from their blows. It can be used to both attack and parry. See Combat for details.
An Easy subskill, Brawl Attack, covers only the striking aspects of the skill, while another Easy subskill, Brawl Parry, covers only the blocking and parrying aspects of the skill.
CONCEAL (5%) Medium
With this skill an object can be concealed so that it may be found only with a Search skill roll. The object may be of any size, and the act of concealing can be as simple as putting it into a drawer or as complex as rigging a false floor for a chest. The object may be of any size, even as large as a war machine or a horse. Gamemasters must be prepared to modify this roll for the SIZ of the concealed object or any special knowledge the searcher might have. The Conceal skill can be used in any area, outside or inside, to find a hiding place (either natural or constructed) for an object. It is assumed that anyone watching while the object is concealed can later find the object. While the time to conceal an object will depend on the object and facilities for concealment, as a guide the gamemaster may use a time scale of one melee round per SIZ point to be concealed to determine time spent on concealment.
DEVISE (5%) Medium
[Lockpick, Mechanician]
This is the skill of repairing, assembling and disassembling equipment, gear and machinery, including clocks and mechanical traps. Actually crafting the individual components that make up the item is the realm of Craft skills. Devise includes the ability to defeat locks and to open and restore seals.
A set of appropriate tools (lockpicks for picking a lock, appropriate tools for assembly and disassembly, appropriate tools and material for repairs) allows for a normal chance of success. If the adventurer uses crude tools (metal scraps, wire, a piece of a buckle, a dagger, a knife), halve the chances of success. If the adventurer has inadequate or improvised tools (twigs, or tools of the wrong size), reduce chances for success to one-fourth normal. Devise typically takes at least one melee round per SIZ point of machine for disassembly, and one full turn per SIZ point for assembly. Using Devise to pick a lock typically takes from 1 melee round to one turn, depending on the complexity of the lock. If the initial roll fails, the adventurer can make a second try at half skill, then a third at one-fourth skill and so on. A fumble jams a lock or mechanism, and no further tries can succeed. Simple mechanisms may add to the chance for success, and complex mechanisms may subtract from the chance of success.
Craft/Artificer is complementary to Devise. Lock Lore is complementary to Devise when dealing with locks. An Easy subskill, Lockpick, covers only the lockpicking aspects of Devise. Another Easy subskill, Mechanician, covers only the skills of repairing, assembling and disassembling machinery.
DRIVE <Vehicle> (5%) Easy
This skill covers the handling of any common beast of burden or team of beast pulling a vehicle, including carts, plows, dogsleds, wagons, and chariots. Driving a chariot or fast wagon under race or battle conditions requires two hands, and using only one hand reduces the Drive skill by 20%. If both hands are taken from the task, then the vehicle is driverless, and careens wherever the horses take it. When a person attacks from a moving vehicle, his attack percentage cannot exceed the Drive skill of the driver.
Three types of common Drive <Vehicle skills exist—Chariot, Cart (two-wheeled slow vehicle), and Wagon (four-wheeled slow vehicle). Other, more exotic vehicles also exist, such as coaches, Lunar Moon Boats or the sailwagons of central Pamaltela.
The Drive roll need only be made when a vehicle is involved in a race or gets stuck somehow. If a vehicle is stuck, a successful Drive skill frees it. Serious bogging-downs, such as having driven a wagon right into the middle of a pond, will cause penalties to the Drive skill roll. Similar Drive skills default to each other at 1/2 skill.
GRAPPLE (15%) Medium
[Grapple Attack, Grapple Parry]
The skill of unarmed grappling and wrestling. The skill may be used to attack, with variable effects, or to parry. See Combat for details.
An Easy subskill, Grapple Attack, covers only the attacking aspects of the skill, while another Easy subskill, Grapple Parry, covers only the defensive aspects of the skill.
PASS (15%) Medium
[Catch, Throw]
The ability to catch, drop and throw objects. A palm-sized object may be thrown one handed up to five meters for every STR point which an adventurer exceeds its SIZ. A head-sized object may be thrown two handed up to one meter for every STR point which an adventurer exceeds its SIZ and one handed up to half a meter for every STR point which an adventurer exceeds its size. A torsosized object can be thrown two handed up to half a meter for every STR point which an adventurer exceeds its SIZ. If the thrown object is unbalanced or awkward, or is thrown upwards, halve the above distances.
The Pass skill is used to hit a target with a casual object. Hitting a target with the right pan of an object designed to be thrown, such as the blade of a throwing knife or the point of a javelin, calls for the ability skills of throwing those weapons.
A palm sized rock typically has a SIZ of 1 or 2, and does 1D3 damage. A head sized rock typically has a SIZ of 3 to 6, and does 1D6 damage. A torso sized rock typically has a SIZ of 7 to 12, and does 2D6 damage.
If the object is dropped or thrown from a height, multiply the damage done by one for every 3 meters of height it fell (1 to 3 m, normal damage; 4 to 6 m double damage; 7 to 9 m, triple damage, etc. ). For a thrown object, subtract 1 percentile of Pass skill for every meter in excess of 20 meters it is thrown. For a dropped object, subtract 1 percentile of Pass skill for every meter it falls. An adventurer with this skill may attempt to catch any object he can throw (using the guidelines above for throwing objects). In combat, this requires the expenditure of a miscellaneous action. Regardless of the success or failure of the attack (the attack may hit and do damage), if the catcher is not incapacitated by the attack, a normal success will catch most thrown weapons, a special success will catch an arrow or shuriken, and a critical success will catch a crossbow bolt, sling stone or sling bullet. If the attack fumbled, it is not likely the weapon went anywhere near the catcher, but if the gamemaster decides it did so anyway, use the half the catcher's skill as above. An Easy subskill, Catch, covers only the catching aspects of Pass. Another Easy subskill, Throw, covers only the throwing and dropping aspects of Pass.
PLAY <Instrument> (0%) Varies
With this skill a specific type of musical instrument can be used to give a pleasing performance. Failure indicates that the performer used the wrong chords, forgot the notes to play, dropped the instrument, etc. The greater the player's level of skill and degree of success, the better the piece performed.
Some instruments are unique to a particular cultures, some are used by more than one culture. The cultural defaults from Custom <Culture> may apply to instruments as well, particularly in distant or alien cultures.
Some commonly used instruments in the Dragon Pass area (Medium difficulty skill unless otherwise stated):
Sartar
Bagpipes (Hard), Bugle (Easy), Bullroarer (Easy), Drum (Easy), Harp, Lur Horn, Pipes, Rattle (Easy), Sticks (Easy), Whistle (Easy), Windharp
Lunar Empire
Cymbals (Easy), Flute, Harp, Lute, Lyre, Pipes, Two-sticks (Easy)
Pavis
Drum (Easy), Harp, Flute, River Pipes, Troll Drum
Prax
Praxian Drum (Easy), Rattle (Easy), Bones (Easy)
SLEIGHT (5%) Medium
[Juggle, Pickpocket]
The skill of manipulating small objects and of misdirection. An adventurer with a high skill in Sleight will do well with shell games, card tricks, and picking pockets.
The skill allows one to take a small object without being noticed while being watched, and includes the ability to pick pockets, cut purses, and otherwise relieve a victim of small valuables without being noticed. A successful simple success roll means that the user accomplishes his or her purpose with no complications if no one watching him attempts a Scan roll at the same time. If someone watching attempts a Scan roll, use the skill vs. skill rules to see if the watcher noticed. The skill also allows one to manipulate small objects, and includes the ability to catch, throw and juggle small balanced or unbalanced items. It can act as a complementary skill when throwing a knife or other small, unbalanced weapon. An Easy subskill, Juggle, covers only the juggling aspects of Sleight. Another Easy subskill, Pickpocket, covers only the pickpocketing aspects of Sleight.
TRAP (15%) Medium
[Disarm Trap, Set Trap]
The skill of setting and disarming traps. This ability encompasses all forms of pits, snares, tripwires, deadfalls, nets and simple mechanical traps. The skill of Devise is more appropriate for setting complex mechanical traps, although in this case Trap would be complementary. Trap could still be used to disarm a complex mechanical trap (though not disassemble it). Trap is complementary to Search when searching for traps. Devise is complementary to Trap when dealing with mechanical traps.
An Easy subskill, Disarm Trap, covers only the trap disarming aspects of Trap. Another Easy subskill, Set Trap, covers only the trap setting aspects of Trap.
<Weapon> ATTACK (Varies) Varies
The skill of attacking with a particular weapon. Weapon skills are divided into categories and subcategories. For example, the category of 1H Impaling and Slashing weapons includes the subcategories of 1H Dagger and 1H Sword. The category of 1H Sword includes the weapons Shortsword, Scimitar and Broadsword. An adventurer with skill in a weapon can use all other weapons in that subcategory at 3/4 skill, and all other weapons in that category at 1/2 skill. Most Attack skills are Medium skills, with the following exceptions—Crossbow, Knife, Throw, and Tools are Easy skills, Atlatl is a Hard skill, and any Attack studied in an off hand (left hand if right handed and vice versa) is one level more difficult, typically a Hard skill.
Perception Skills
With a perception skill, an adventurer can extract specific information from one or more senses and intelligently organize it. The characteristic modifiers are INT and CON
LISTEN (25%) Medium
This skill is both the ability of listening intently for sound where one would not normally hear it and the ability to pick up incidental sounds and interpret them correctly, even when not consciously searching for them. Trying to hear through a door or down a long corridor, or being awakened by the stealthy opening of a window are examples of Listen situations. The gamemaster often will negatively modify this skill roll for special circumstances or use the skill vs. skill rules to determine if someone Sneaking was heard. Successful use of this skill might take any length of time, from a full turn to no time at all, depending on the circumstances.
SCAN (30%) Medium
With Scan an adventurer can observe an area for anomalous movement. Guards and scouts, for instance, will study terrain for approaching enemies. The chance of a successful Scan roll can be decreased by intervening terrain. Scan can also be used to determine if something has changed in terrain with which the Scanner is already familiar. Scan takes one melee action per 90-degree arc scanned. The Scan skill is reduced by half for every extra 90-degree arc which the adventurer attempts to scan in the same action.
SEARCH (30%) Medium
Using Search, an adventurer can closely scrutinize an area to find a Concealed item, a person using Hide, or even a small object hidden with a Sleight roll. This skill can reveal secret passageways, traps, or hidden drawers in chests. Search often involves handling items and risking life and limb while tracing the exact parameters of a trap. Search takes at least one melee round per 4-square-meter area searched.
TRACK (5%) Medium
With this skill a living being can be trailed through wilderness and rural farming areas. A tracker follows traces which the quarry leaves behind, such as footprints, droppings, disturbed vegetation, etc. The skill includes such things as knowledge of how certain animals behave when trying to elude pursuers, and the tricks used to cover trails. When on the trail of something or someone, a Track roll must be made * every two full turns (ten minutes) of game time. If the trail is lost, the tracker may cast about to see if he can pick it up again at half his normal Track ability, then at one fourth normal Track skill, etc. Each attempt to pick up the trail again takes one full turn, plus any time spent retracing one's step to the place where a trail may have diverged. Each day or fraction thereof that the trail is cold, subtract 20 additional percentiles from the tracker's ability. If the person being tracked was actively trying to conceal their tracks, match Track vs. Track in a contest of skills. Unusual senses
FEEL (0%) Hard
The ability to find and identify something by touch alone. The skill can be complementary to Search, when using touch as well as sight. This skill is a Hard skill for humans. It is a Medium skill for dwarfs and trolls, with a base of 30%.
SCENT (0%) Hard
The ability to notice, discriminate between, and identify things using one's sense of smell. The skill is a Hard one for humans. It a Medium skill for Dragonewts and Wyrms, with a base of 30%.
TASTE (0%) Hard
The ability to notice, discriminate between, and identify things using one's sense of taste. It can detect some poisons in food or drink. The skill is a Hard one for humans. It is a Medium skill for trolls, with a base of 30%.
Nonhuman Senses
The nonhuman sense of Darksense (trolls), Earthsense (dwarfs) and Elfsense (elves) are described in further detail in the creatures section. They function instead of, or in addition to the human specific perception skills described here. Darksense is a form of sonar, Earthsense is a heat and air current sense, and Elfsense is a touch based emotional sense. A troll would know Darksense/Scan and Darksense/Search (medium skills for a troll, impossible for humans to learn), but might learn Visual/Search or Visual/Scan as well (though they are hard skills for a troll). Other skills may vary in difficulty for a nonhuman as well. Visual/Search and Visual/Scan are also hard skills for dwarfs and other Mostali.
TIME AND LEARNING
As time passes, adventurers grow and develop. Their skills, physical attributes and magical aptitude will increase. An adventurer can increase in skills and magical prowess through experience, and also increase skills or characteristics through training, practice, research, or magic. An adventurer can spend his free time studying, socializing, or taking on duties. Each option has specific benefits on the adventurers development as a person or as a member of a society.
TIME
Time in Glorantha
A year is the time it takes the Sky Dome to complete an entire revolution, or 294 days and nights. A day is the time needed for the sun to traverse the sky from east to west. A night is the time needed for the sun to traverse the underworld from west to east.
Time in Genertela
Twenty four hours make up one day and night, also known as a full day. Seven full days make up a week. In most of Genertela eight weeks (56 full days) make up one season. The first season of the year is Sea Season, followed by Earth Season, then Fire Season, then Dark Season, and finally Storm Season. Five seasons and a two week period called Sacred Time, which follows Storm Season, or forty two weeks, make up one year.
Game Time
An hour is a period of 60 minutes equal to 12 full turns, or 60 turns.
A full turn is a period of 5 minutes, equal to five turns or 50 melee rounds. A full turn also equals the time it takes a temporal battle magic spell to expire.
A turn is a period of 1 minute, equal to 10 melee rounds, and is a commonly used interval of game time (for checking short term fatigue, using skills, etc. ).
A melee round is a flexible period generally ranging from 3 to 12 seconds, the time required to plan and execute a single set of actions in combat. For game purposes, an average melee round is assumed to last 6 seconds.
LEARNING BY EXPERIENCE
As time passes, adventurers will have opportunities to increase their skills and magical aptitude through the use of their skills and magic.
Increasing Skills by Experience
We recommend two systems for tracking skill gain by experience. The first system is requires less effort on the gamemaster's part and allows for a more equitable distribution of experience gains. The second allows for more control on the gamemaster's part, but can easily result in argument or inequitable distributions of experience gains.
End of Adventure Experience
With this method, the gamemaster simply issues each adventurer a number of experience rolls at the end of an adventure session.
We recommend issuing 5 experience rolls for an adventure that lasted a week of game time. Shorter adventures should result in fewer rolls, longer adventures, more rolls. Gamemasters that prefer faster or slower rates of gain can vary this amount, but overly varying the rate will make either experience or study worthless. Unless an adventurer has for some reason not been able to participate in an adventure, the same number of rolls should be given to every adventurer in a party.
Note that on occasion a gamemaster may wish to specify a skill or skills in which an experience roll should be made. This can be in addition to, or instead of one or more of the regular experience rolls granted. For example, if the adventurers spent a week riding, with an adventure occurring along the route, the gamemaster might issue all the adventurers a Ride experience roll and 4 other rolls. Players can use these experience rolls to attempt to increase any skills their adventurers used during the course of an adventure. Although this generally means a skill that was rolled for in a situation that was stressful or otherwise conducive to learning, some skills, such as Scan, Search, or Listen, can be assumed to be in constant use by an alert adventurer, even if no rolls were made for them during the course of the adventure. With this method, the responsibility for keeping track of what skills were used by an adventurer falls on the adventurer's player. Note that Magic and Knowledge skills cannot be increased by experience. The mechanics of experience gain are described below.
Skill Checks
With this method, the gamemaster must keep track of when and how player's adventurers use their skills. If an adventurer uses a skill in a situation that is stressful, or otherwise p a r t i c u l a r l y conducive to learning, the gamemaster instructs the player to place a check next to the skill. No checks should be issued for Magic or Knowledge skills, as they cannot be increased by experience. The gamemaster should consider a number of factors before issuing a check for a skill. In general, skill checks should be issued only when something occurs that would cause the adventurer to learn from using the skill. This includes exceptional conditions, exceptional used of the skill, or use of the skill in stressful situations. Typical stressful situations include combat, hiding from enemies, operating under time pressure. An average success, even in a situation of stress, is generally not worth a check, unless the situation was exceptionally dangerous. A critical success or a fumble are generally worth a check, unless the situation or use of the skill was trivial (attacking a helpless target, taking an hour to pick a lock, etc. ). Finally, gamemaster should take the difficulty of the skill into account. Easy skills should require half the effort of medium skills to be rewarded a skill check, and hard skills should take twice the effort to be rewarded a skill check. The gamemaster is the final arbiter of the rate at which skill checks are issued, but if checks are issued more often than not when skills are used, or for trivial uses of a skill the rate of skill gain will become disproportionately high, reducing the challenge of the game. Likewise, giving out too few checks will deprive player's of the experience of watching their adventurer's grow and learn. It is the task of the gamemaster to strike a happy medium between the two extremes.
At the end of the adventure session, the adventurer's player makes experience rolls for each checked skill. The mechanics of experience gain are described below.
Mechanism of Experience Gain
Regardless of which of the systems is used, the basic mechanism of experience gain remains the same. Subtract the adventurer's current level of skill from 100, add the appropriate skill category modifier, and try to roll less than or equal to that number on percentile dice. If the roll succeeds, the adventurer gains 1D6 percentiles in that skill. It is possible to increase above 100 percentiles in a skill in this manner, although adventurers with a negative skill category modifier will find that they increase little if at all above 100 percentiles in skills in that category. The adventurer's chance to succeed in the roll can never drop below his skill category bonus. Thus an adventurer with 104% Jump skill and a 11% Agility bonus will have an 11% chance to succeed, not a 7% chance. As always with simple success rolls, a roll of 01-05 is an automatic success, and a roll of 96-00 is an automatic failure. The number of experience gain rolls an adventurer makes is determined by the method of experience gain used (see below). Magic and Knowledge skills cannot be increased by experience, they must be trained or researched (see below).
End of Adventure Experience
At the end of an adventure, a single issued experience roll gain roll can be used to try to increase a medium skill or two easy skills, half an issued experience roll gain roll can be used to try to increase a single easy skill, and two issued experience gain rolls can used to try to increase a hard skill. Thus, an adventurer that was issued five experience gain rolls can use them to make experience gain rolls for one hard skill, two medium skills, and two easy skills, or some other combination of skills. Once an experience gain roll is used, it is gone. A particular skill can only be increased once at the end of any given adventure. A single experience gain roll or half an experience gain roll can be saved for later use (if a player has half a roll left but no easy skills he wished to increase, or has a single roll left but wishes to increase an easy skill). This leftover amount should be noted on the character sheet, and used the next time experience gain rolls are issued by the gamemaster.
Skill Check Experience
At the end of the adventure, a single experience gain roll is made for each checked skill (the skills difficulty should have already been taken into account by the gamemaster in issuing the skill check). As soon as roll is made for a skill, its check is erased, regardless of the success or failure of the experience gain roll.
Increasing Magical Power Through Experience
The use of magic and engaging in magical activity can result in an adventurer's magical power increasing, reflected by a possible increase in the adventurer's POW determined by a POW gain roll. The gamemaster should issue POW gain rolls to adventurer's players every few sessions of play, the exact frequency varying with the adventurer's level of magical activity.
We recommend that adventurers that make significant use of magic or often engage in magical activities or struggles be issued 10 POW gain rolls a year, or in Glorantha, one POW gain roll every four weeks. This level of activity reflects frequent spellcasting, frequently overcoming foe's defensive POW, extensive use of ritual magic, frequent sacrifice of POW and use of MP, and engaging in spirit combat. A particularly active sorcerer or shaman may fall into this category.
Adventurers that occasionally cast spells or engage in magical activities or struggles should be issued 5 POW gain rolls a year, or in Glorantha, one POW gain roll every season. The vast majority of adventurers will fall into this category.
Adventurers that almost never cast spells or engage in magical activities should be issued at most 1 or 2 POW gain rolls a year, typically following a High Holy Day ceremony or at the conclusion of the Sacred Time ceremonies. The gamemaster is free to vary the rate of gain, but he should keep in mind that on average, an adventurer making 10 POW gain rolls a year will gain 4 POW a year (assuming a starting POW of 13), and the same adventurer making 5 POW gain rolls a year will gain 2 POW a year, which is a fairly significant rate—at this rate even a moderately magically active initiate can sacrifice for enough divine magic to qualify for the priesthood in 4 years time.
Mechanism of Power Gain
A POW gain roll is made by subtracting an adventurer's current POW from his or her species maximum POW (21 for humans), multiplying the resulting number by 5, and attempting to roll less than or equal to the number on percentile dice. A successful roll will increase the adventurer's POW by 1 point.
For human adventurers, the POW gain roll can be summarized as:
(21 - Current POW) x 5%.
As always, a roll of 01-05 is an automatic success, and a roll of 96-00 automatically fails. It is possible for a human to increase their POW beyond 21 with a roll of 01-05.
ALLOCATING TIME
Adventurers can spend their time in a number of ways. Among them are duties, socializing, practice, training and research. The way an adventurer decides to allocate his or her time will govern whether they gain in wealth, status, friends and associates, skills, physical attributes or magic. Adventurers should allocate the time they normally spend each week among days spent on duties, socializing, training, practice, or research.
Example
A typical week for a would be adventurer holding down a full time job in Pavis might be: 5 days of duties (a full time job. He uses 1 day out of 5 to practice a job related skill, Craft/Masonry—see Duties and Practice); 1 day of socializing (going out with friends, talking to people—see Socializing) and 1 day of training (weapons work with the local blademaster, costing a pretty penny—see Training).
The segmentation into days is just an abstraction—in reality, the adventurer would mix various parts of this into the way they spent each day. In the case of the would be adventurer above, it simply means that he spent 4/7 of his free time on duties, 1/7 of his free time practicing, 1/7 of his free time socializing, and 1/7 of his free time training. An adventurer is assumed to have 10 hours of free time a day (time not spent eating, sleeping, attending to bodily functions, resting or otherwise wasted). Thus, if an adventurer only spends a few hours of free time doing something it counts as 1/10 of a "day" per hour spent.
Duties
Duties represent time spent working for a salary, attending to cult duties, or otherwise spending one's time not socializing, training, practicing or doing research.
A full time job occupies at least 5 days a week of an adventurer's time, while a part time job will typically require 1 to 4 days a week of work.
One out of every five days spent working on a job can be used to practice a job related skill or characteristic or for job related socializing.
An adventurer holding down a full time job will draw a salary appropriate for his level of skill and the hazards of the job (see Economics). An adventurer holding down a part time job will receive a correspondingly lower salary (1/5 to 4/5 the full time job's salary, depending on the number of days per week worked). Membership in some cults (or other organizations) requires that an adventurer devote 1 day a week of duties to the organization's interests.
Functioning as a tribal shaman, priest or rune lord of a cult is a full time job. Acting as an acolyte of a cult is a part time job.
Volunteering for additional duties is a way to increase one's salary or build up one's status within an organization. If working overtime, 6 days a week of work duties increase one's full time salary by 1/5, and 7 days a week of work duties increase one's full salary by 2/5. Gamemasters should take into account any weekly time an adventurer has spent engaged in voluntary duties when an adventurer attempts to advance in an organization. An initiate seeking acceptance as an acolyte of a cult would have a much greater chance of success if he or she had devoted two days a week of voluntary duties to the cult for the past year.
Socializing
Time spent socializing yields friends and contacts. Most people devote at least one day a week to socializing. An adventurer that does not spend at least one day a week socializing will have few or no friends or contacts. As a guideline, the number of contacts an adventurer can maintain can be calculated by dividing the adventurer's Custom skill for the area by 20 and multiplying this number by the number of days a week spent socializing. Thus a Sartarite clansman with 63% Custom/Sartarite skill that spends 2 days a week socializing would have 6 contacts (63/20 = 3, 3 x 2 = 6). One can choose to maintain a friend instead of 2 contacts or an ally instead of 4 contacts. In general, a contact will be willing to lend assistance in a given situation if the adventurer succeeds in an APP x1 roll, a friend will help on an APP x3 roll, and an ally will help on an APP x5 roll.
Contacts, allies and friends should be developed by the player and the gamemaster. They are NPCs run by the gamemaster, with their own lives and problems to deal with. Calling upon them without reciprocating in turn is a good way to lose them. Generally the more powerful or useful the friend, ally or contact, the less influence over them the adventurer has. An adventurer can exert a fair amount of influence over a friend, ally or contact of lower Wealth or Renown, some influence over a friend, ally or contact of equal Wealth or Renown, and little influence over a friend, ally or contact of higher Wealth or Renown. Having friends and contacts can be very helpful when trying to find out something, or when a favor is needed. The lone Humakti adventurer who spent his free time training his weapon skills will be forced to rely only upon them if he must suddenly take on a rescue mission. The more social Orlanthi adventurer could, on the other hand, call on the assistance of the Wind Lord and the two weaponthanes he knows in the same situation.
Training
Though experience is often the best teacher, it is not the only way to learn. Magic and Knowledge skills, which encompass large elements of rote learning, cannot be increased by experience, only training, practice or research. Characteristics can only be increased by training or research. Training involves getting specific instruction in a s k i l l or characteristic from a qualified teacher. Training can be expensive, and may be difficult to obtain, particularly at higher skill or characteristic levels.
Skill Training
Increasing an easy skill by 1D6 takes skill/20 days of training by a competent teacher.
Increasing a medium skill by 1D6 takes skill/10 days of training by a competent teacher.
Increasing a hard skill by 1D6 takes skill/5 days of training by a competent teacher.
Example
Thus, an adventurer with 72% Scan skill would have to spend 72/10 = 7 days training to increase the skill by 1D6.
Optional rule—subtract skill category bonus from skill before calculating time required. This avoids penalizing adventurers with high skill category bonuses.
Example
Thus, if the adventurer in the above example had a 9% Perception bonus, he would only have to spend 63/10 = 6 days training (72 - 9 = 63).
Teachers
A teacher can normally train someone effectively that has a skill level equal to or less than theirs. If the student's skill level is above the teacher's skill but less than twice the teacher's skill, it counts as practice for the student. If the student's skill level is greater than twice that of the teacher, it counts as research for the student.
Instruct Skill
Instruct skill enhances the effectiveness of a teacher. The teacher's Instruct skill is complementary to the skill they are teaching for the purposes of determining their ability to teach.
For the sake of simplicity, gamemasters and players can assume that a competent teacher (Instruct skill 51% or above) always succeeds in his Instruct rolls, and training proceeds at the above rates. Likewise, any instruction with a poor teacher (Instruct skill of 50% or below) should only as practice (research if the students skill is also higher than the teachers).
In theory, a critical success on an instruct roll would impart 4 times the normal amount of training, a special success would impart 2 times the normal amount of training, a success would impart the normal amount of training, a failure would impart half the normal amount of training and a fumble would cost the student 1D6% of skill if he or she failed an INT x5 roll. This level of detail is generally not worth using, however.
Example
Arlia has a Scimitar attack skill of 68%, but an Instruct skill of only 15%. Her effective Scimitar teaching skill is 68 (Scimitar skill) + 15/5 (complementary Instruct skill)= 71%. She could effectively train someone with a Scimitar skill of 71 % or below, but due to her low Instruct skill, the sessions would count as practice.
Drill Sergeant Carnifex, with a Scimitar attack skill of 71% and a Instruct skill of 96% could effectively train someone with a Scimitar skill of 90% or below (71 + 96/5 = 90), or could practice with someone of skill from 91 to 180%.
Skills with 0% Base
For a skill with a base of 0%, the teacher must lay a foundation before the student can get a positive skill. This foundation takes 3 days for an Easy skill, 5 days for a Medium skill, or 10 days for a Hard skill, and will yield a starting percentage of 1D6% plus the appropriate skills category modifier. If the skill percentage is still 0% or less, a further training session (of 3, 5, or 10 days) will add another 1D6% to the skill, until the skill percentage has reached at least 1%, at which time the basics of the skill have finally been imparted. Training, practice or research then proceeds at the normal rates, and if the skill is not a Magic or Knowledge skill, it can be increased by experience as well.
Increasing a skill above a 0% base without instruction (i. e. through practice or research) is very difficult. At a minimum, multiply the above times by 4 for practice, and by 16 for research.
Availability Of Skill Training
Some skills are rarely taught or are socially unacceptable in many cultures. These are skills in which training is difficult or impossible to find. They are listed as having 'Rare' training availability in the skills list. Some potential sources for training in rare or unusual skills include entertainers, thieves, crafters, guilds, sages, military units, weapon schools, shaman, sorcerers, schools of sorcery, and cults. See the profession tables in Creating an Adventurer for other sources of skill training. The gamemaster is the final arbiter of training availability.
Cost of Skill Training
A competent instructor can train even large groups of unskilled people with ease. For more skilled students, classes must be smaller and instructors must be more skillf u l . As a rule of thumb, an instructor can teach 32 students in the 0-30% range, 16 students in the 31-45% range, 8 students in the 46-60% range, 4 students in the 61-75% range, 2 students in the 76-90% range, and 1 student with skill 91% or higher.
Thus, assuming they can fill a class, most instructors will charge 1 L a day to train a skill in the 0-30% range, 2 L a day for a skill in the 31-45% range, 4 L a day for a skill in the 46-60% range, 8 L for a skill in the 61-75% range, 16 L a day for a skill in the 76-90% range, and 32 L a day for a skill in the 91-105% range, and so on. If the skill is a rare one, or in areas where the desired skill training is in great demand, prices might be twice as high. If the skill is a cult skill and the adventurer is an initiate of the cult, prices are halved. Instructors that can train people in skills much above 90% are often rare, and their prices may be higher.
Characteristic Training
An adventurer can train to increase the characteristics of STR, CON, DEX or APR The availability of characteristic training is often rare, so characters may have to resort to research instead. An adventurer that has increased a characteristic through training or research can act as an instructor for that characteristic.
Increasing STR typically requires lifting weights, intensive exercise or other hard labor; increasing CON requires increasing cardiovascular fitness, running long distances, learning to shrug off blows, or improving one's diet; increasing DEX involves speed training, combat training, or movement training; and increasing APP involves improving one's grooming, posture and manner. As described in Creating an Adventurer, under Characteristic Maxima, a characteristic cannot be increased by training or research beyond 1-1/2i times its original rolled value, or beyond the species maximum for that characteristic, 21 for humans, whichever is lower. This value is the maximum possible value for the characteristic. See Characteristic Maxima for how to calculate species maxima for non-human adventurers.
If an instructor can be found, after a variable amount of training time and a successful Instruct roll on the trainers part, the character 1 point, to the current value of the characteristic. A critical Instruct roll adds 2 points to the current value of the characteristic. A failed Instruct roll forces the adventurer to succeed in a characteristic gain roll (see below) to gain a point, and a fumbled Instruct roll forces results in no gain and forces the adventurer to succeed in a characteristic gain roll to avoid losing a point from the current value of the characteristic.
A characteristic gain roll is required on a missed or fumbled characteristic training roll, and for characteristic practice or research. To succeed in a characteristic gain roll, the character must roll equal to or less than (maximum possible value for characteristic minus current value of characteristic) x 5 on percentile dice. If the roll is successful, add 1 point to the current value of the characteristic. If the roll fails, make no change to the characteristic. On a roll of 01, add 2 points to the current value of the characteristic, on a roll of 00, subtract 1 point from the current value of the characteristic.
There are three levels of difficulty of characteristic training—Easy, Medium and Hard, each taking longer than the other. The level of difficulty of characteristic training depends on how far from the original rolled characteristic one has already progressed.
To train STR, CON, DEX or APP by 1 point from the original rolled value to 1/3 the maximum possible amount of increase (see Characteristic Maxima) takes 30 days (Easy).
To train STR, CON, DEX or APP by 1 point from a current value that is from 1/3 to 2/3 the maximum possible amount of increase takes 60 days (Medium).
To train STR, CON, DEX or APP by 1 point from a current value that is from 2/3 to the maximum possible amount of increase take 120 days (Hard).
In cases where the maximum possible amount of increase is not neatly divisible by three, the first extra point is Easy characteristic training, and the second extra point (if any) is Medium characteristic training. See the Characteristic Increase Training, Practice and Research table, below, for a summary of human characteristic training and research times.
Example
Arlia has a 13 DEX. Her maximum DEX is 20, so her maximum possible amount of increase is 7 points. This would give her 2 points in each training category, with the leftover point dropping to the lowest training category, Easy. Each point of DEX training from DEX 14 to DEX 16 would take her 30 days. Each point of DEX training from DEX 17 to DEX 18 would take 60 days. Each point of DEX training from DEX 19 to DEX 20 would take 120 days. For Arlia to train her DEX from DEX 13 to DEX 16 would require that she somehow find the time and money for 90 days of training.
Cost of Characteristic Training
As a rule of thumb, an instructor can train up to 4 people at a time in an Easy characteristic gain, 2 people at a time in a Medium characteristic gain, and 1 person at a time in a Hard characteristic gain.
Given this, and given the comparative rarity of teachers qualified to train characteristics, most instructors will charge 8 L a day for an Easy gain, 16 L a day for a Medium gain, or 32 L a day for a Hard gain. In areas where the desired characteristic training is rare or in great demand, prices might be twice as high.
Weight Gain and Loss (Optional)
An adventurer's SIZ represents both his or her basic build and height, and his or her weight. An adventurer's weight may fluctuate, but height and basic build will not normally change except through magical means. At the gamemaster's discretion, excessive weight gain or loss can be represented by the gain or loss of Mass (MAS). If an adventurer's MAS differs from an adventurer's size, it is written in parentheses next to the adventurer's SIZ. Thus an adventurer with a 13 SIZ but 16 MAS would appear as SIZ 13 (16).
An adventurer's MAS is used instead of the adventurer's SIZ for the purpose of calculating damage bonus, HP, Agility skill modifier, and armor cost and ENC. Every point of MAS above an adventurer's SIZ counts as 6 additional ENC, which will affect fatigue and skill rolls normally, except Swim skill, to which it adds 1% per point of ENC (instead of subtracting 3% per point of ENC). In addition, every two full points of MAS above or below an adventurer's SIZ temporarily reduce the adventurers current CON by 1 point. This lost CON is regained when the adventurer's MAS decreases or increases to more closely match his or her SIZ. The maximum rate of MAS loss or gain should be determined by the gamemaster, but under normal circumstances losing 1 point of MAS (weight loss) or gaining 1 point of MAS (weight gain) every 2 weeks seems reasonable. Of course, an adventurer must have an ample supply of food available to gain MAS. Starving or dehydrated adventurers can lose MAS at an alarming rate. Extra MAS put on by an adventurer may be lost at the rate of 1 point every 4 weeks, until the adventurer reaches a MAS equal to his or her SIZ.
Practice
Practice is studying something on your own with the proper techniques, partners or equipment on hand, and takes twice as long as training (training time x2), but is generally more affordable and easier to arrange than training.
If practicing a characteristic, one must also succeed in a characteristic gain roll to gain a point (see Characteristic Training).
With most skills, one must have a partner of equal (within half) or greater skill, or extensive equipment (for weapon skills, practice weapons and armor, pivots, pells, posts, etc. ; for lores a library, or set of reference works, etc. ). These incidental costs will generally amount to half the cost of the equivalent training.
Research
Research is studying something on your own, with little or no equipment. It takes four times as long as training (training time x4), but costs little or nothing, and can be carried out with minimal gear and no partners, unlike practice.
If researching a characteristic, one must also succeed in a characteristic gain roll to gain a point (see Characteristic Training).
Skill Training, Practice and Research Table
| Skill % | Days of Training to increase by ID6 |
Days of practice to increase by ID6 |
Days of research to increase by ID6 |
|---|---|---|---|
| 01-10 | 1 | 2 | 4 |
| 11-20 | 2 | 4 | 8 |
| 21-30 | 3 | 6 | 12 |
| 31-40 | 4 | 8 | 16 |
| 41-50 | 5 | 10 | 20 |
| 51-60 | 6 | 12 | 24 |
| 61-70 | 7 | 14 | 28 |
| 71-80 | 8 | 16 | 32 |
| 81-90 | 9 | 18 | 36 |
| 91-100 | 10 | 20 | 40 |
| 101-110 | 11 | 22 | 44 |
Double the number of days required for hard skills, halve them for easy skills.
Optional rule
Subtract skill category bonus from skill before checking time required on chart (to avoid penalizing characters with high skill category bonuses).
Characteristic Training and Research Table
| Original Value | New Characteristic Value | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | |
| 10 | 30 | 30 | 60 | 60 | 120 | ||||||
| 11 | 30 | 30 | 60 | 60 | 120 | ||||||
| 12 | 30 | 30 | 60 | 60 | 120 | ||||||
| 13 | 30 | 30 | 60 | 60 | 120 | ||||||
| 14 | 30 | 30 | 60 | 60 | 120 | ||||||
| 15 | 30 | 30 | 60 | 60 | 120 | ||||||
| 16 | 30 | 30 | 60 | 60 | 120 | ||||||
| 17 | 30 | 30 | 60 | 60 | |||||||
| 18 | 30 | 30 | 60 | ||||||||
| 19 | 30 | 30 | |||||||||
| 20 | 30 | ||||||||||
Training Time (days)
For characteristic scores outside these ranges (such as with nonhumans), see Characteristic Training.
For characteristic increase through practice, double the above times.
For characteristic increase through research quadruple the above times.
With characteristic increase through training, the instructor must succeed in an Instruct roll. With characteristic increase through practice or research the adventurer must succeed in a characteristic gain roll (see Characteristic Training for details).
COMBAT
When subtler approaches fail, violence is always an option. The RuneQuest combat rules provide a realistic simulation of combat which can be correspondingly deadly. Those that live by the sword also die by it. A wise adventurer fights sparingly, when no other course of action will suffice. If combat is inevitable, expertise in combat skills and the use of clever tactics often mean the difference between life and death for an adventurer. The level of realism desired varies from one group of players to another. The combat rules are structured to allow one to strike a balance between playability and realism by using or discarding rules as gamemasters and their players see fit.
THE MELEE ROUND
A melee round has four phases:
1. Move
2. Declaration
3. Melee
4. Post Melee Move
A melee round is a short flexible period of time, the amount of time required to plan and execute two actions. For keeping track of time, each melee round lasts 6 seconds (10 melee rounds to a minute), but in reality a melee round might range anywhere from 3 to 12 seconds. Please note that in the discussions of combat that follow, the term figure applies to both adventurers run by players and creatures and characters run by the gamemaster as NPCs.
1. MOVE
Resolution of initial movement.
Figures move in order of MV score (highest MV first, ties broken by DEX—if MV and DEX are identical, movement is simultaneous).
Unengaged figures can move up to their MV in meters. Figures that move adjacent to an active foe that wishes to engage the figure, or vice versa, become engaged, and must stop moving. Figures that start the round adjacent to an active foe that wishes to engage them, or vice versa, start the round engaged, and cannot move. Figures moving backwards have 2/3 their normal MV. After all movement is done, all the combatants can freely adjust their facing (or take a free one hex facing shift if using a hex map) or attempt to disengage from a foe (see below). If there is a question as to the order of changing facing or attempting to disengage, figures with the lowest MV go first (ties broken by lowest DEX).
2. DECLARATION
Each player involved in the combat declares what kind of action their adventurer will take in combat, as does the gamemaster for each NPC. This determines how the figure attacks, defends and moves in combat.
The only declaration necessary is stating whether the figure will All Out Attack, Attack and Defend, All Out Defend, Attack only, Defend only, or Sprint. If no declaration is made, actions default to Attack and Defend. If attacking, the figure must also state how they are attacking. That is, each figure taking an Attack and Defend, All Out Attack, or Attack only action must additionally specify how they are attacking (casting a specified spell, attacking with a specified weapon (and what special tactics are used, if any), or taking a specified miscellaneous action). The exact target of the attack need not be declared until the SR of the attack in the Melee phase. Defenses occur in response to attacks, and require no additional specification.
All figures choosing to make an All Out Attack must declare first, followed by all other figures, in whatever order is convenient. If for some reason there is question as to the order of declaration, combatants with lowest INT declare first. A simpler convention is for the gamemaster to declare which, if any NPCs are making All Out Attacks, then any player-adventurers making All Out Attacks declare, followed by the gamemaster declaring actions for the remaining NPCs, followed by the declarations of any remaining player-adventurers.
3. MELEE
Attacks are resolved in order of SR, lowest SR first (ties broken by DEX—if SR and DEX are identical, attacks are simultaneous).
During the course of the melee phase, the gamemaster should set the pace of combat. The gamemaster should state the SR when his fastest NPC will attack (the one with the lowest SR) and resolve that attack, unless a player-adventurer(s) can act earlier, in which case that attack(s) should be resolved first. The gamemaster should then move on to the next NPC's attack.
Attack
This covers almost any considered action, be it a physical attack, casting a spell, attacking in spirit combat, or a miscellaneous action. Attacks take place in order of SR, from lowest to highest. Resolve ties by comparing the figures DEX scores—if these are identical as well, the attacks occur simultaneously.
Physical Attack
If a figure has a weapon ready, and attacks with it, or attacks unarmed, roll the attack at Melee SR. If a figure draws a weapon and attacks with it, roll the attack at Melee SR + 3 SR.
If a figure has a ready loaded missile weapon or a ready thrown weapon, and attacks with it, roll the attack at DEX SR. If a figure must reload a ready missile weapon before attacking, or must draw a throwing weapon before attacking with it, roll the attack at DEX SR + 3 SR.
Cast Spell
Divine magic spells go off on the caster's DEX SR. No roll to cast is necessary, though a MP vs. POW roll may be required in the case of an offensive spell. A casting roll for spirit magic, cult magic, or sorcery spells should be made at DEX SR + MP spent in SR. A MP vs. POW roll may also be required in the case of an offensive spell. A spell taking more than 10 SR must be continued next round with at least an Attack (Cast Spell) action. A spell taking 12 SR continued in the next round would go off on SR 2 of that round.
Attack in Spirit Combat
Roll for the attack at the figure's DEX SR (see Spirit Combat).
Miscellaneous Action
A miscellaneous action (opening a door, First Aid, etc. ) typically take place at DEX SR + 3 SR.
Attack Only
This represents taking only a single attack action, sacrificing any chance to defend oneself for additional movement in the Post Melee Move phase. The attack action can be selected from any of those described in Attack, above.
Defend
This represents readiness to take a reflexive defensive action, such as a dodge, parry, or defending in spirit combat. The precise action need not be specified until you choose to take a defensive action against an opponent's successful attack. At that time, choose how you defend (if at all), i. e. against a physical attack, choose whether to dodge or parry, against a spiritual attack choose whether to defend in spirit combat. If the attack missed or fumbled, no roll need be taken.
Parry
One can attempt to Parry all attacks from a single opponent that do not land on the same SR over the course of a melee round (if two or more attacks land on the same SR, pick one to Parry).
Dodge
One can attempt to Dodge all attacks from a single opponent over the course of a melee round.
Defend in Spirit Combat
Defend against an attacking spirit. See Spirit Combat for details.
Defend Only
This represents taking only a single defense action, sacrificing any chance to attack for additional movement in the Post Melee Move phase. The defense action can be selected from any of those described in Defend, above,
All Out Attack
This represents total commitment to a course of considered action. As no defensive actions can be taken once committed to an All Out Attack, it can be a risky maneuver.
Physical All Out Attack
Make two physical attacks against the same opponent or against two different opponents (a second melee attack takes place 3 SR after the first), or make a single physical attack against one opponent that does half again damage.
Cast Spells
Cast two spells. A second divine magic spell goes off at twice DEX SR. A second spirit magic, cult magic or sorcery spell can be started right after the first goes off. As normal, a second spell taking more than 10 SR must be continued next round with at least an Attack (Cast Spell) action.
All Out Spirit Combat Attack
Total offense in spirit combat. Rolled at DEX SR (see Spirit Combat).
Miscellaneous Actions
Take two miscellaneous actions (two brief actions or one long action).
All Out Defend
This represents total commitment to reflexive defensive action. The specific action need not be declared until one chooses to react against an opponent's successful attack. The available actions include:
Parry and Dodge
Parry and Dodge against the same opponent, or Parry one opponent and Dodge against another.
All Out Dodge
Dodge against two opponents or Dodge all attacks from any number of opponents that round at half skill.
All Out Parry
Parry normally against two different opponents or Parry all attacks that round from one opponent at half again Parry AP, regardless of the SR they land on.
All Out Spirit Combat Defense
Purely defensive action in spirit combat (see Spirit Combat).
Sprint
This action represents total commitment to movement, at the cost of any other actions, offensive or defensive. The figure gains additional movement in the Post Melee Move phase.
4. POST MELEE MOVE
Resolution of final movement (there may often be none, in which case this phase is skipped).
Figures that chose to Attack Only, Defend Only, or Sprint in the Declaration phase gain the benefit of an additional move during the Post Melee phase. Figures that chose other actions may not move during the Post Melee Move phase.
Rules of engagement do not apply in the Post Melee Move phase to those figures one started the Melee phase engaged with. Thus, you can move away from someone you were engaged with in this round's Melee phase, but must stop moving if you move adjacent to a foe you were not engaged with in this round's Melee phase. Figures that opted to Attack Only or Defend Only can now move up to their MV in meters.
Figures that opted to Sprint can now move up to twice their MV in meters.
MOVEMENT
The movement system provided above allows one to address simple questions, such as how far figures can move during an exchange of blows, how quickly figures can close with an archer, or how quickly pursuers can catch a fleeing foe. However, players and gamemasters that do not feel the need for a system of movement resolution should feel free to ignore the Move and Post Melee Move phases, simply using the Declaration and Melee phases instead, and deciding movement questions on a common sense, case by case basis.
Figure's MV scores and movement skills (Maneuver, Jump, Climb, Acrobatics, etc. ) can be a useful adjunct in settling questions of movement in nearly any movement situation, such as pursuit (higher MV figures will generally catch lower MV figures), whether the outlaw managed to climb out of the window before the adventurer got to him (match Climb skill vs. Maneuver skill in a contest of skill vs. skill), whether the adventurer was able to jump on the table and attack from it (Jump skill), and so on.
The following rules are provided for those that desire more detailed movement rules, suitable for battlemats.
Engagement
Figures adjacent to an active foe are considered to be engaged, and cannot move during the Move phase. If they wish to retreat or flee from combat, they would normally take less actions in the Melee phase (such as Defend Only) and move away in the Post Melee Move phase. If they want to move away before the Melee phase starts, they can attempt to Disengage at the end of the Move phase, but this is potentially riskier.
Disengaging
After all movement in the Move phase is completed, figures that wish to flee or retreat from combat may attempt to do so by matching their Maneuver skill against their foe(s) (see Skill vs. Skill). Each point of MV above that of all the foes one is engaged with adds 10% to one's effective Maneuver skill. If a figure wins the contest of skills, they start the Melee phase 2 meters (2 hexes) away from the foe(s) they won against, out of reach of any melee weapons but spears or pikes (their foe(s) may still cast a spell at them or throw a weapon at them). If they lose the contest of skills they stay where they were, and are at a disadvantage in the upcoming Melee phase, attacking and defending at half normal skill. A critical success places the figure out of reach of any melee weapons. A fumble results in a fall if a DEX x3 roll is failed, otherwise the figure remains standing but can only take a single Defend action in combat at half skill, and can not move any further that round.
Long Weapons
In theory, a user of a long weapon, such as a spear or pike, can engage a foe at a distance. If you wish to add this level of detail, simply allow spears and other long SR 1 weapons to engage foes that are 2 meters away (two hexes if using a hex map), and pike wielders to engage foes that are 3 meters away (three hexes if using a hex map). A shorter weapon wielder must either attack the longer weapon, hoping to damage it, or attempt to close in the Post Melee Move phase, or by outmanoeuvring the foe (see Closing for more details).
PHYSICAL ATTACKS
An attack with a weapon, natural or otherwise, is a skill, and like any other skill has a varying effect depending on the degree of success achieved. On a special or critical hit, a special effect will occur.
Fumble
A fumbled attack roll misses its target, and additionally forces the attacker to roll on the fumble table appropriate to the weapon used.
Miss
A missed attack roll misses its target, but has no other ill effect.
Normal Hit
A successful attack roll strikes its target in a random hit location, doing rolled weapon damage.
Special Hit
On a special success, a weapon attack does double rolled weapon damage.
Critical Hit
A critical success, a weapon has the effect of a special hit, but in addition either ignores any physical and magical armor, or allows the attacker to choose the hit location struck, in which case armor applies normally. Thus, at the attacker's option a critical hit does double weapon damage ignoring armor to a random hit location, or double weapon damage to a hit location of the attackers choice.
Optional Effects of Special Hits
Optionally, the exact nature of the special hit can vary with the weapon used. The weapons tables categorize weapons by type.
Crushing weapons can optionally Crush, doing a minimum of 1 point of damage for every 5 points of damage they did, regardless of the target's armor protection. This represents the jarring concussive effect of blunt weapons. Impaling weapons can optionally Impale, lodging deep within their targets. An Impaled weapon will cause damage equal to the base weapon damage should the target move (use MV) before the weapon is extracted. Removing a Impaled weapon takes a full melee round (Miscellaneous Actions) and requires a CON x3 roll on the victim's part if they attempt to remove the weapon themselves. A failed roll means that they stopped, but can try again the next round. In any case, a First Aid roll must succeed when the weapon is finally removed, otherwise the extraction causes damage equal to half the weapon's base damage. A weapon which Impales a shield can take up to a turn to remove, and tends to render the shield it Impaled useless—subtract 40% per ENC of the impaled weapon from the user's shield parry skill.
Slashing weapons can optionally Slash, causing extensive bleeding. A wound inflicted by a Slash bleeds at 1 HP of general HP damage at the end of each round, including the round the Slash was inflicted. A CON x3 roll should be made each time a point of damage is about to be taken. If the CON roll succeeds, the bleeding stops, and no damage (or no further damage) is taken. A successful First Aid roll or most healing spells will also stop the bleeding.
PHYSICAL DEFENSES
Parry
A parry with a weapon, natural or otherwise, is a skill, and like any other skill has a varying effect, depending on the degree of success achieved. On a special or critical hit, a better effect occurs.
Fumble
A fumbled parry blocks no damage, and additionally forces the defender to roll on the fumble table appropriate to the weapon used.
Miss
A missed parry blocks no damage, but has no other ill effect.
Normal Parry
A successful parry blocks damage from an attack equal to the parrying weapons AP.
Special Parry
On a special success, a parry blocks damage from an attack equal to twice the parrying weapons AP
Critical Parry
On a critical success, a parry blocks all damage from an attack. Treat the parrying weapon as if it had infinite AP. The defender may still suffer the consequences of knockback from the attack.
Parrying Missile or Thrown Weapons
A figure can try to parry a thrown or missile weapon if he or she is aware of the attack and is ready to parry. Large thrown weapons (spears, axes) can be parried normally with weapons or shields.
Small thrown weapons (knives, shuriken, or thunderstones) or missile weapons at maximum range are parried by a weapon at 1/2 skill. A shield will parry them normally Missile weapons at normal ranges are parried by a weapon at 1/5 normal skill, or by a shield at 1/2 normal skill. At point blank range, missile weapons can only be parried by a critical weapon parry, or by a shield at 1/5 normal skill.
Shield Coverage
Instead of parrying, ready shields can be used to cover hit locations (this takes no actions). A small shield can be used to cover one hit location, a medium shield can be used to cover two adjacent hit locations, and a large shield can be used to cover three adjacent hit locations. Half the shield's AP are added to any armor already covering the hit location (or act as armor, if none is present). Such coverage applies to melee, missile and thrown weapons.
A small or medium shield slung on one's back automatically provides such coverage to one's chest from behind, and a large shield slung one one's back automatically provides such coverage to one's chest and abdomen from behind.
Dodge
Dodge is a skill, and like any other skill has a varying effect, depending on the degree of success achieved.
Fumble
A fumbled dodge improves an opponents attack by one degree of success—only a fumbled attack misses. A missed attack hits, a hit specials, a special criticals, and a critical hit does maximum possible damage.
Miss
A missed dodge has no effect on an attack, but has no other ill effect.
Dodge
A successful dodge causes a normal hit to miss, a special hit to become a normal hit, and a critical hit to become a special hit.
Special Dodge
A special dodge causes a special or normal hit to miss, and a critical hit to become a normal hit.
Critical Dodge
A critical dodge causes a critical, special or normal hit to miss. No physical attack will strike a figure that achieves a critical dodge success.
Dodging Missile and Thrown Weapons
A figure can try to Dodge a thrown or missile weapon if he or she is aware of the attack and is ready to Dodge. At point blank range, Dodge is at 1/5 skill against a projected missile weapon such as a bow or crossbow (effectively, you need a special Dodge to counter a normal hit, or a critical Dodge to counter a special hit). Against a thrown weapon at point blank range, Dodge is at 1/2 skill. However, if the figure began the melee round directly adjacent to the missile weapon user, the figure can Dodge the missile or thrown weapon attack at full skill. Firing a missile weapon at an adjacent opponent is difficult. If a figure with a missile weapon starts the melee round adjacent to an opponent, missile attacks are at 1/2 skill. Thrown weapon attacks are at full skill.
Although missiles and thrown weapons are harder to Dodge at point blank range due to a decrease in the reaction time available to the dodger, the penalties to hit a moving target are doubled at point blank range, due to the increased difficulty of tracking a target at closer range.
Dodging by Large Creatures
Very large creatures, such as giants, will have trouble Dodging much smaller opponents. This is especially true if the very large creature attacks the smaller creature in such a way as to expose itself to a counterattack. A large giant kicking or punching a human can not Dodge an attack directed at the attacking arm or leg. The same rule applies to humans trying to kick or punch, say, a rubble runner. When using a weapon that lets it stay out of reach, the larger creature can Dodge normally. In this case, it better represents skillful footwork on the larger creature's part than weaving and dodging.
Missile or thrown weapons fire directed at a very large creature by a much smaller one is also difficult to Dodge. If a very large creature tries to Dodge missile or thrown weapons from a smaller creature out to normal weapon range, treat the attack as point blank range (but do not double the penalty for shooting at a moving target if the larger creature is moving. )
These rules generally come into play only when a creature has at least four times the SIZ of its opponent.
Consequences of Encumbrance for Dodge
For normal SIZ creatures (SIZ 1-20), each point of ENC subtracts 1 percentile from Dodge. For every 10 points of SIZ or fraction thereof above 20, add one point to the amount of ENC required to cause a subtraction. For example, a SIZ 25 creature would suffer a subtraction of 1 percentile for every 2 points of ENC.
Dodge Table
| Foe's Attack roll | Your Dodge roll | ||||
|---|---|---|---|---|---|
| Critical | Special | Normal | Failure | Fumble | |
| Critical | Miss | Normal | Special | Critical | Max Critical |
| Special | Miss | Miss | Normal | Special | Critical |
| Normal | Miss | Miss | Miss | Normal | Special |
| Failure | Miss | Miss | Miss | Miss | Normal |
| Fumble | Miss | Miss | Miss | Miss | Miss |
Armor
The final barrier between figures and the weapons that strike them is their armor. Armor subtracts its AP from the value of any rolled weapon damage striking a location protected by the armor.
The main disadvantage of armor is its weight and encumbrance. Wearing heavy armor for any length of time can be extremely fatiguing (see The Natural World). Some magical spells or enchantments act as armor as well. These have less disadvantages compared to physical armor. A critical hit result has the option of ignoring the defender's armor.
RESULTS OF DAMAGE
Blows struck in combat that penetrate a defender's armor or defenses cause hit points of damage, which can have a serious or lethal effect on the defender.
General HP Damage
A figure falls unconscious if they take damage equal to or greater than their general HP.
A figure dies when they take damage equal to or greater to twice their general HP. Death occurs at the instant that damage reaches that point.
For example, Arlia, with 12 general HP, takes 13 HP of damage. She falls unconscious. Arlia would die if she suffered 24 or more HP of damage.
Hit Locations
A successful attack normally strikes its target in a random hit location. The exact location struck is normally determined by a 1D20 roll. Hit location tables exist for both humanoid creatures (see below) and non-humanoid creatures (see Creatures)
Humanoid Hit Location Table
| D20 Roll | Location | Description |
|---|---|---|
| 19-20 | Head | Neck and Head |
| 16-18 | Left Arm | Entire left arm |
| 13-15 | Right Arm | Entire right arm |
| 11-12 | Chest | Torso from shoulders to floating ribs |
| 07-10 | Abdomen | Torso from floating ribs to groin |
| 04-06 | Left Leg | Entire left leg |
| 01 -03 | Right Leg | Entire right leg |
Humanoid Hit Points Per Location Table
| Hit Points (HP) | ||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Location | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| Right Leg | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 5 | 6 | 6 | 6 |
| Left Leg | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 5 | 6 | 6 | 6 |
| Abdomen | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 5 | 6 | 6 | 6 |
| Chest | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 7 | 7 | 8 |
| Right Arm | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 5 | 5 |
| Left Arm | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 5 | 5 |
| Head | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 5 | 6 | 6 | 6 |
Hit Points Per Location (HL)
For a humanoid, HL in legs, abdomen, and head equal 1/3 (or . 33) HP, HL in chest equals 2/5 (or . 40) HP, and HL in arms equal 1/4 (or . 25) HP.
Damage to Locations
A successful attack that is not parried or dodged causes its rolled damage directly to the hit location struck. If the location is protected by physical or magical armor, the AP value of the armor is subtracted from the rolled weapon damage. A critical attack may ignore armor AP.
If the attack is parried, the parry AP of the parry are subtracted from the rolled weapon damage. Any remaining damage is suffered by the location struck. Any damage suffered by a location (HL) is also inflicted on the victim's general HP.
Damage to a location can have the following effects:
Wounded—lightly injured. No other effect.
Injured—cannot use location (and legs if abdomen). Will fall if legs or abdomen are Injured, drop weapon if weapon arm is Injured.
Incapacitated—cannot use location (and legs if abdomen). Will fall if legs, abdomen or chest are Incapacitated, drop weapon if weapon arm is Incapacitated. The figure has one less action than normal (can Attack Only or Defend Only without moving in the Post Melee Move phase, or take no actions in combat but move up to their MV in the Post Melee Move phase), and all skills are halved.
Unconscious or Dead—the figure falls and can take no further actions.
Specific Effects of Damage to Locations
Damage Less Than Hit Points in a Location
The location is Wounded, but still functions normally. A damaged location brought to this point by healing or First Aid is restored to normal function.
Damage Equals or Exceeds Hit Points in a Location
(But is Under Twice the Hit Points of the Location)
Leg—the figure cannot use the Injured leg. He or she falls and cannot do anything else for the rest of that melee round. The figure may fight from the ground in subsequent melee rounds, and can only move by crawling (MV/5) or limping after standing up (MV/2).
Abdomen—the Injured figure cannot use either leg. He or she falls, and cannot do anything else for the rest of that melee round. The figure may fight from the ground in subsequent melee rounds, and can only move by crawling (MV/5).
Chest—the figure falls, Incapacitated, and cannot do anything else for the rest of that melee round. In subsequent rounds, the figure has one less action than normal in combat, and all of the figure's skills are halved. The figure may fight from the ground or stand in subsequent melee rounds.
Arm—the figure cannot use the Injured arm. He or she drops any item held in the hand, unless the item is attached to the arm. The figure can try to fight with whatever limbs are left.
Head—the figure becomes Unconscious and falls down. He or she will naturally regain consciousness upon succeeding in a CON x1 roll, rolled once every full turn.
Damage Equals or Exceeds Twice Hit Points in a Location
(But Under Thrice the Hit Points of the Location)
Leg or Arm—the figure cannot use the Injured limb, with identical results as if the limb had received damage equal to or greater than its hit points. If the damage to the limb came from a normal hand to hand, missile, or natural weapon attack, a maximum of twice the hit points of the limb should be taken to general hit points—damage beyond that point does not effect general hit points in the case of a limb injury. This does not apply if the damage to the limb came from an attack that would likely blow through the hit location and affect areas beneath it, such as an explosion, the impact of a massive boulder, or a fall.
Abdomen—the figure cannot use either leg. He or she falls, Incapacitated, and cannot do anything else for the rest of that melee round. In subsequent rounds, the figure has one less action than normal in combat (as per the standard fumble result), and all of the figure's skills are halved. The figure may fight from the ground in subsequent melee rounds, and can only move by crawling (MV/5).
Chest—the figure becomes Unconscious and falls down. If not healed, the figure will stay unconscious for at least a full turn. He or she regains consciousness upon succeeding in a CON x1 roll, rolled once every full turn, or when the location is healed.
Head—the figure becomes Unconscious and falls down. The figure stays unconscious until healed, and may die without recovering if unaided.
Damage Equals or Exceeds Thrice Hit Points in a Location
Leg or Arm—the figure cannot use the limb, with identical results as if the limb had received damage equal to or greater than its hit points. The rule of limb damage normally not affecting general hit points beyond twice the hit points of the limb still applies. The limb is maimed, Incapacitating the figure. In subsequent rounds, the figure has one less action than normal in combat (as per the standard fumble result), and all of the figure's skills are halved. Slashing weapon attacks, or a sufficiently large bite or claw attack will sever the limb.
Creatures with more than four limbs, or a limb such as a tail damaged should treat this result as one category less serious, that is damage equal to twice HL, but under thrice HL, though the limb is still maimed or severed.
Abdomen—the figure becomes Unconscious and falls down. If not healed, the figure will stay unconscious for at least a full turn. He or she regains consciousness upon succeeding in a CON xl roll, rolled once every full turn, or when the location is healed.
Chest or Head—the figure falls, dead.
Optional Effects of Damage
Heroic Effort
Gamemasters may wish to allow adventurers struck by a blow that would have Injured, Incapacitated or rendered them unconscious a CON roll called the Heroic Effort roll to shrug off the effects of the wound. The Heroic Effort roll is described in detail in the Game Mechanics chapter.
Fatigue
If using the optional fatigue rolls (see The Natural World), the shock of wounds and injury can be treated a source of short term fatigue. A Wounded location might require a Fatigue Roll, an Injured location might cause the automatic loss of a level of short term fatigue, and an Incapacitating blow might cause the automatic loss of two levels of short term fatigue.
Bleeding
Slashing weapons that achieve a special success can optionally cause bleeding. At the gamemaster's option, any blow that causes more damage than the hit points in a location in a single strike can cause bleeding. Bleeding causes 1 HP of general HP damage at the end of each round, including the round the injury was inflicted. A CON x3 roll should be made each time a point of damage is about to be taken. If the CON roll succeeds, the bleeding stops, and no damage (or no further damage) is taken. A successful First Aid roll or most healing spells will also stop the bleeding, but will not heal any damage already done to general HP by bleeding (see Natural Healing in The Natural World).
WEAPONS TABLES
The properties of melee weapons, shields, thrown weapons and missile weapons are described in the weapon tables.
A particular weapon skill can be used at 3/4 skill with any other weapon in its group, and at 1/2 skill with any other weapon in its category.
A weapon's Damage is the random amount of damage a blow struck with the weapon will do. To this should be added the wielders damage bonus (DB). Half of the thrower's damage bonus is added to a thrown weapon attack, and none added to a missile weapon attack. A weapon's ENC is its encumbrance value and its Price is its price in Lunars in the areas it is commonly available (see Economics for more details).
A weapon's SR is added to its wielder's Melee SR (based on DEX and SIZ) to determine the final SR at which a weapon will attack. Longer weapons have lower Weapon SR, shorter weapons have higher Weapon SR, as length determines reach, which plays a critical factor in determining who's blows have priority.
A weapon's AP are the weapon's base parry AP, the amount of damage blocked by a normal parry with the weapon. A% is the weapon's base attack chance—those without any training or experience in using the weapon will start at that level of skill (adding their Manipulation Skills Category Modifier to the base attack chance). P% is the weapon's base parry chance, similar to the base attack chance, except that the Agility Skills Category Modifier would be added instead. Missile weapons that have AP can be parried with at a base parry chance of 10%, but this is a skill that is not trained. Thrown weapons that have AP can be parried with, either using the skill of the closest equivalent melee weapon, or a base parry chance of 10%, whichever is higher.
Most weapons have a minimum STR and DEX requirement. For each point of STR or DEX below the minimum for a weapon, subtract 10% from all attacks and parries with that weapon. Excess STR can make up for low DEX, every 2 points of excess STR counting as 1 additional point of DEX to meet the DEX minimum. Using a 1H weapon 2H adds half again to the figure's effective STR for this purpose.
A thrown or missile weapon has different range values. These include point blank range (PB), normal range (Range) and maximum range (Max). Weapons fired at point blank range are more difficult to dodge or parry (see Physical Defenses). Weapons can be fired out to their normal range at normal chance of success, and fired to their maximum at half normal chance of success.
ARMOR TABLE
The properties of various kinds of armor are described in the armor tables.
A piece of armor's AP are its protective value—this amount is subtracted from any damage inflicted on a location covered by the armor (with the exception of some critical hits).
An armor's ENC is its encumbrance value. When calculating armor ENC by location, leg armor (covering both legs) is % the ENC of a full suit, while abdomen, chest, arm (covering both arms) and head armor are each 1/6 the ENC of a full suit. ENC values are listed both by location and for a full suit.
An armor's Price is its price in Lunars in the areas it is commonly available (see Economics for more details).
When calculating armor price by location leg armor (covering both legs) is % the price of a full suit, arm armor (covering both arms) is 2/8 the price of a full suit, and abdomen, chest, and head armor are each % the price of a full suit. Prices are listed both by location and for a full suit.
The armor ENC values and the prices listed in the table assume armor to fit a figure with SIZ 11-15. Adjust armor ENC and price for other figures as follows: SIZ 1-5 x1/2, SIZ 6-10 x3/4, SIZ 16-20 x1-1/2, SIZ 21-25 x2, etc. All of the listed armors have basic padding already taken into account in their AP and ENC values. If two pieces of soft armor or a piece of hard and soft armor are overlapped, and the lighter of the armors has at least 3 AP, add 1 AP to the value of the heavier armor to calculate the overall AP of the piece. The full ENC of both pieces applies. Two pieces of hard armor (greaves, cuirass, vambraces, open or closed helm) may not be overlapped. Thus, cuirbouilli greaves over chain trews provide 6 AP of protection, but have a total of 10. 5 ENC.
The armors described here are those common in central Genertela. As such, they generally do not afford full coverage of all locations, which would provide higher armor values. More advanced forms of armor exist in the advanced cultures of the West and among the dwarfs. These include bronze full heavy scale armor (6 AP, 28 ENC and 900 L), bronze full plate armor (7 AP, 28 ENC and 2400L for a full suit) and bronze field plate armor (8 AP, 28 ENC and 7200L for a full suit). They are not normally available in other parts of Genertela, except for bronze full scale armor, which is available in Carmania, the Western Reaches of the Lunar Empire.
FUMBLES
If a physical attack or parry is fumbled, the fumble table provides a way of determining what happens. For convenience a standard fumble result is provided. This should be used when it would overly interrupt the flow of combat to roll on the fumble table and look up the result, or when the gamemaster finds the rolled fumble table result inappropriate.
Standard Fumble
Lose an action next round. That is, one can only choose to Attack Only but not move in the Post Melee Move phase, to Defend Only but not move in the Post Melee Move phase, or take no actions in combat but move up to one's MV in the Post Melee Move phase.
Fumble Table
| D100 Roll | Fumble Result |
|---|---|
| 01-05 | Luck is with you. No significant fumble occurred. |
| 06-10 | Can't Parry next round. |
| 11-15 | Can't Dodge next round. |
| 16-20 | Can't Attack next round. |
| 21-23 | Can't Parry next 1D3 rounds. |
| 24-26 | Can't Dodge next 1D3 rounds. |
| 27-29 | Can't Attack next 1D3 rounds. |
| 30-43 | Weapon breaks (if enchanted, breaks only on a roll of 1 on 1D6). & |
| 44-47 | Weapon dropped. & |
| 48-50 | Weapon knocked away (roll 1D6 for distance in meters and 1D6 or 1D8 for direction). & |
| 51-53 | Lose one action next round. |
| 54-55 | Drop weapon and lose one action next round. & |
| 56-57 | Armor strap breaks (roll 1D20 for location) and lose one action next round. & |
| 58-60 | Shield strap breaks, lose shield immediately lose one action next round. & |
| 61-65 | Off balance — all skills halved next round. |
| 66-70 | Lose one action next 1D3 rounds. |
| 71-75 | Off balance — all skills halved next 1D3 rounds. |
| 76-80 | Lose two actions next round. |
| 81-85 | Lose two actions next 1D3 rounds. |
| 86-90 | Hit nearest ally, do normal rolled damage. |
| 91-93 | Hit nearest ally, do special hit damage. |
| 94 | Hit nearest ally, do special hit damage ignoring any armor. |
| 95-96 | Hit self, do normal rolled damage. |
| 97 | Hit self, do special hit damage. |
| 98-99 | Roll twice again, re-rolling if you obtain this result. |
| 00 | Roll thrice again, re-rolling if you obtain this result. |
& lf unarmed, use the standard fumble.
Melee Weapons
| Category | Group | Weapon | Damage | AP | A% | P% | SR | ENC | STR | DEX | Cost | Notes |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1H Crushing | 1H Flail | Grain Flail | 1D6 | 4 | 10 | 5 | 2 | 1 | 7 | 9 | 5 L | 3/4 parry AP, x2 fmb |
| War Flail | 1D6 | 6 | 5 | 5 | 2 | 2 | 9 | 11 | 75 L | 3/4 parry AP. x2 fmb | ||
| 1H Mace | Singlestick | 1D4 | 5 | 15 | 10 | 2 | 0. 5 | 7 | 7 | 3 L | Easily made | |
| Light Mace | 1D6 | 6 | 15 | 5 | 2 | 1 | 9 | 7 | 30 L | |||
| Heavy Mace | 1D8 | 8 | 15 | 5 | 2 | 2. 5 | 13 | 7 | 60 L | |||
| 1H Hammer | Warhammer | 2D4 | 6 | 15 | 5 | 2 | 2 | 9 | 9 | 75 L | ||
| 1H Impaling | 1H Spear | Javelin | 1D4 | 4 | 10 | 5 | 2 | 1. 5 | 5 | 7 | 30 L | |
| Spear | 1D6 | 6 | 10 | 5 | 2 | 2 | 7 | 7 | 30 L | |||
| War Spear | 1D8 | 8 | 10 | 5 | 2 | 2. 5 | 9 | 7 | 60 L | |||
| Lance | Lance | 1D10 | 8 | 5 | 5 | 0 | 3. 5 | 7 | 7 | 60 L | War Spear in melee | |
| 1H Slashing | 1H Axe | Handaxe | 1D6 | 6 | 15 | 10 | 2 | 0. 5 | 5 | 9 | 25 L | |
| Battleaxe | 1D8 | 8 | 10 | 5 | 2 | 1 | 7 | 9 | 75 L | |||
| 1. 5H Sword | Bastard Sword | 1D8 | 9 | 10 | 10 | 2 | 2 | 13 | 7 | I50 L | ||
| 1H Impaling& Slashing | 1H Dagger | Knife | 1D3 | 3 | 15 | 10 | 3 | 0. 2 | 0 | 0 | 5 L | Easy |
| Dagger | 1D4 | 4 | 15 | 10 | 2 | 0. 5 | 0 | 0 | 25 L | Easy | ||
| Parrying Dagger | 1D4 | 6 | 10 | 15 | 2 | 1 | 0 | 9 | 60 L | Easy | ||
| Sickle | 1D4 | 5 | 10 | 10 | 2 | 1 | 7 | 9 | 30 L | |||
| 1H Sword | Shortsword | 1D6 | 6 | 15 | 10 | 2 | 1 | 5 | 7 | 50 L | ||
| Scimitar | 1D8 | 8 | 10 | 10 | 2 | 1. 5 | 5 | 9 | 60 L | |||
| Broadsword | 1D8 | 8 | 10 | 10 | 2 | 1. 5 | 7 | 7 | 75 L | |||
| 2H Crushing | 2H Flail | Military Flail | 1D10 | 8 | 5 | 5 | 1 | 2. 5 | 13 | 11 | 150 L | 3/4 parry AP. x2 fmb |
| 2H Mace | Quarterstaff | 1D8 | 8 | 10 | 15 | 1 | 1. 5 | 9 | 7 | 5 L | Easily made | |
| Heavy Mace | 1D10 | 8 | 10 | 10 | 2 | 2. 5 | 13 | 7 | 60 L | |||
| War Maul | 2D6 | 9 | 10 | 10 | 1 | 3 | 13 | 9 | 75 L | |||
| Troll Maul | 2D8 | 10 | 10 | 10 | 1 | 5 | 17 | 7 | 75 L | |||
| 2H Hammer | Great Hammer | 1D10 | 8 | 10 | 10 | 1 | 2. 5 | 11 | 9 | I50 L | ||
| 2H Impaling | 2H Spear | Javelin | 1D6 | 4 | 15 | 15 | 2 | 1. 5 | 5 | 7 | 30 L | |
| Spear | 1D8 | 6 | 15 | 15 | 1 | 2 | 9 | 7 | 30 L | |||
| War Spear | 1D10 | 8 | 15 | 15 | 1 | 2. 5 | 11 | 7 | 60 L | |||
| Pike | 1D10 | 10 | 15 | 5 | 0 | 3. 5 | 11 | 7 | 75 L | Not for infighting | ||
| 2H Slashing | 2H Axe | Battleaxe | 1D10 | 8 | 5 | 5 | 2 | 1 | 7 | 9 | 75 L | |
| Scythe | 1D10 | 6 | 10 | 10 | 1 | 2. 5 | 9 | 9 | 30 L | |||
| Greataxe | 2D6 | 8 | 10 | 10 | 1 | 2 | 13 | 9 | 90 L | |||
| Poleaxe | 2D8 | 8 | 5 | 10 | 1 | 2. 5 | 15 | 9 | 150 L | |||
| 1. 5H Sword | Bastard Sword | 1D10 | 9 | 10 | 10 | 2 | 2 | 13 | 7 | 150 L | ||
| 2H Sword | Swordstick | 1D10 | 8 | 5 | 15 | 1 | 2 | 7 | 13 | 100 L | ||
| 2H Impaling & Slashing | Great Sword | 2D6 | 8 | 5 | 10 | 1 | 3. 5 | 11 | 13 | 300 L | ||
| Natural Weapons | Brawl | Brawling | 1D3 | 3 | 30 | 30 | 3 | 0 | 0 | 0 | NA | Easy |
| Cestus | 1D4 | 5 | 30 | 30 | 3 | 1 | 9 | 0 | 30 L | Easy | ||
| Claw | 1D4 | 5 | 15 | 15 | 3 | 1 | 7 | 9 | 60 L | Easy | ||
| Grapple | Grapple | 1D4 | 3 | 30 | 30 | 3 | 0 | 0 | 0 | NA |
Shields
| Category | Group | Weapon | Damage | AP | A% | P% | SR | ENC | STR | DEX | Cost | Notes |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Shields | Small | Small Shield | 1D4 | 8 | 5 | 15 | 3 | 2 | 4 | 7 | 30 L | Wood. Buckler or Heater. |
| Medium | Medium Shield | 1D4 | 10 | 5 | 20 | 3 | 4 | 8 | 7 | 60 L | Wood. Kite or Round. | |
| Large | Large Shield | 1D4 | 12 | 5 | 25 | 3 | 6 | 12 | 7 | 120 L | Wood. Hoplite or Legionnaire. |
Hide shields have half the cost, three quarters the ENC, and 2 AP less than a wood shield of the some size.
Metal shields have twice the cost, half again the ENC, and 2 AP more than a wood shield of the same size.
The STR minimum for a shield is equal to twice its ENC.
Thus, a large bronze shield would have 14 AP, 9 ENC, cost 240 L, and have a STR minimum of 18.
Use half the listed AP if used passively to cover locations (1 if small, 2 if medium, 3 if large).
Missile Weapons
| Category | Group | Weapon | Damage | AP | A% | PB | Range | Max | ENC | STR | DEX | Cost | Notes |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Blowgun | Blowgun | Blowgun | 1D3 | 2 | 5 | 6m | 30m | 30m | . 5 (. 05) | 0 | 9 | 25 L | Easy |
| Bow | Self Bow | Short Bow | 1D6 | 3 | 5 | 18m | 90m | 120m | . 5 (. 05) | 9 | 9 | 75 L | |
| Elf Bow | 1D8 | 5 | 30 | 20m | 100m | 300m | . 5 (. 05) | NA | NA | NA | Living. Has 2d6+2 MP | ||
| Composite | Nomad Bow | 1D8 | 4 | 5 | 24m | 120m | 240m | . 5 (. 05) | 13 | 9 | 150 L | ||
| Crossbow | Crossbow | Light Crossbow | 1D8 | 4 | 30 | 20m | 40m | 225m | 3. 5 (. 05) | 9 | 7 | 75 L | Easy. 2 actions to load |
| Medium Crossbow | 1D10 | 5 | 30 | 25m | 50m | 270m | 5 (. 05) | 11 | 7 | 150 L | Easy. 4 actions to Ioad | ||
| Heavy Crossbow | 2D6 | 6 | 30 | 30m | 60m | 300m | 8 (. 05) | 13 | 7 | 300 L | Easy. 6 actions to load | ||
| Sling | Sling | Sling | 1D6 | NA | 5 | 20m | 100m | 100m | . 1 (. 05) | 5 | 11 | 5 L | Craft/Leather to make |
| Staff Sling | Staff Sling | 1D8 | 4 | 15 | 24m | 120m | 120m | 1. 5 (. 1) | 7 | 9 | 15 L | Craft/Leather to make |
A lead bullet does +1 damage, but has twice the ENC of a stone.
Treat all of these as Impaling weapons.
Thrown Weapons
| Category | Group | Weapon | Damage | AP | A% | PB | Range | Max | ENC | STR | DEX | Cost | Notes |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Javelin | Javelin | Dart | 1D6 | 3 | 15 | 4m | 20m | 30m | 0. 5 | 7 | 9 | I5 L | |
| Javelin | 1D8 | 4 | 15 | 4m | 20m | 50m | 1. 5 | 9 | 9 | 30 L | |||
| Atlatl | Atlatl | +2 | 4 | 5 | +2m | + I0m | +20 m | 0. 5 | 7 | 9 | I5 L | Fires dart or javelin | |
| Lasso | Rope | Rope Lasso | Special | NA | 5 | NA | 10m | 10m | 1 | 9 | 11 | I5 L | Craft/Rope to make |
| Pole | Pole Lasso | Special | 4 | 15 | NA | 3m | 3m | 3 | 9 | 9 | I5 L | Craft/Rope to make | |
| Net | Net | Combat Net | 1D3 | 6 | 5 | 3 | 5m | 5m | 3 | 12 | 10 | 60 L | Entangles on a special |
| Throw | Throw | Rock | 1D3 | NA | 15 | 4m | 20m | 20m | 0. 5 | 5 | 11 | NA | Easy |
| Axe | Thrown Axe | Throwing Axe | 1D6 | 5 | 15 | 4m | 20m | 20m | 0. 5 | 9 | 11 | 75 L | |
| Knife | Thrown Knife | Throwing Knife | 1D4 | 4 | 5 | 4m | 20m | 20m | 0. 2 | 5 | 11 | 75 L | Shuriken |
Javelins and knives Impale, rocks Crush, and axes Slash.
Armor
| Type | Material | AP | ENC | Cost | Type | Material | AP | ENC | Cost | |
|---|---|---|---|---|---|---|---|---|---|---|
| Legs (both) | Abdomen and Chest | |||||||||
| Greaves | Heavy Leather | 2 | 3 | 20 L | Hauberk Leather | 1 | 1 | 10 L | ||
| Cuirbouilli | 3 | 3 | 50 L | Heavy Leather | 2 | 2 | 20 L | |||
| Bronze Light Scale | 3 | 7. 5 | 50 L | Linen | 3 | 4 | 20 L | |||
| Bronze Heavy Scale | 5 | 9 | I50 L | Bronze Light Scale | 4 | 5 | 80 L | |||
| Bronze Plate | 6 | 9 | 400 L | Bronze Ringmail | 4 | 4 | 100 L | |||
| Leather | 1 | 1. 5 | 10 L | Bronze Heavy Scale | 5 | 6 | I50 L | |||
| Bronze Ringmail | 4 | 6 | 100 L | Bronze Chainmail | 5 | 5 | 200 L | |||
| Bronze Chainmail | 5 | 7. 5 | 200 L | Arms (both) | ||||||
| Abdomen | Sleeves | Leather | 1 | 1 | 5 L | |||||
| Skirts | Leather | 0. 5 | 0. 5 | 5L | Bronze Ringmail | 2 | 4 | 50 L | ||
| Heavy Leather | 1 | 2 | 10 L | Bronze Chainmail | 3 | 5 | 100 L | |||
| Linen | 21 | 2. 5 | 10 L | Vambraces | Heavy Leather | 3 | 2 | 10 L | ||
| Cuirbouilli | 2. 5 | 1 | 25 L | Linen | 4 | 3 | 10 L | |||
| Bronze Light Scale | 2 | 21 | 40 L | Cuirbouilli | 4 | 3 | 25L | |||
| Bronze Ringmail | 3 | 2. 5 | 50 L | Bronze Light Scale | 5 | 4 | 40 L | |||
| Bronze Heavy Scale | 2. 5 | 3 | 75 L | Bronze Heavy Scale | 5 | 5 | 75 L | |||
| Bronze Chainmail | 3 | 3 | 100 L | Bronze Plate | 6 | 6 | 200 L | |||
| Bronze Plate | 0. 5 | 0. 5 | 200 L | Head | ||||||
| Chest | Cap | Heavy Leather | 1 | 0. 5 | 5L | |||||
| Byrnie | Leather | 1 | 0. 5 | 5L | Cuirbouilli | 2 | 0. 5 | I5L | ||
| Bronze Ringmail | 4 | 2 | 50 L | Bronze | 3 | 0. 5 | 40 L | |||
| Bronze Chainmail | 5 | 2. 5 | 100 L | Cowled | Leather | 1 | 0. 5 | 5L | ||
| Cuirass | Heavy Leather | 2 | 1 | 10 L | Helm/Hood | Bronze Ringmail | 4 | 2 | 50 L | |
| Linen | 3 | 2 | 10 L | Bronze Chainmail | 5 | 2. 5 | 100 L | |||
| Cuirbouilli | 3 | 1 | 25 L | Open Helm | Heavy Leather | 2 | 1 | 10 L | ||
| Bronze Light Scale | 4 | 2. 5 | 40 L | Cuirbouilli | 3 | 1 | 25 L | |||
| Bronze Heavy Scale | 5 | 3 | 75 L | Composite | 4 | 2. 5 | 40 L | |||
| Bronze Plate | 6 | 3 | 200 L | Bronze | 5 | 3 | 75 L | |||
| Closed Helm | Bronze | 6 | 3 | 200 L | ||||||
| Full Helm | Bronze | 7 | 6 | 400 L | ||||||
| Type | Material | AP | ENC | Cost | Notes |
|---|---|---|---|---|---|
| Leather | 1 | 4 | 30 L | Supple soft leather. Also cloth armor. | |
| Heavy Leather | 2 | 8 | 60 L | Heavy stiff leather. Also light linen, heavy cloth or padded armor. | |
| Cuirbouilli | 3 | 8 | I50 L | Heavy leather armor stiffened by boiling in wax and oil. | |
| Bronze Light Scale | 4 | 20 | 225 L | Scales or disks on outside and rivets inside, or vice versa. Also bezainted. | |
| Bronze Ringmail | 4 | 16 | 300 L | Butted metal rings sewn to leather. Also light riveted or butted Chainmail. | |
| Bronze Heavy Scale | 5 | 24 | 450 L | Also brigandine or splint. Heavy scales on outside and rivets inside, or vice versa. | |
| Bronze Chainmail | 5 | 20 | 600 L | Riveted metal links woven into a mesh. | |
| Bronze Plate | 6 | 24 | I,200 L | Large metal plates molded to the wearer's body. |
Full suit
| SIZ | Armor Price and ENC |
|---|---|
| 1-5 | x 1/2 |
| 6-10 | x 3/4 |
| 11-15 | Listed values |
| 16-20 | x1-1/2 |
| 21-25 | x 2 |
| 26-30 | X 2-1/2 |
| etc. | x 3 |
PHYSICAL COMBAT SUMMARIES
Combat Modifiers Table
| Situation | Effect |
|---|---|
| Target helpless | +40% attack |
| Target fully surprised | +20% attack |
| Target prone | +20% attack |
| Attacking target from behind | + 15% attack |
| Target kneeling or below you | + 10% attack |
| Target partially surprised | + 10% attack |
| Attacking target from flank | + 10% attack |
| Per 10 SIZ target is over SIZ 20 | +5% attack |
| Missile attack on moving target | -10% attack |
| Per 1 SIZ target is below SIZ 4 | -10% attack |
| Attacker is riding a moving animal | -10% attack |
| Attacker is riding a moving vehicle | -10% attack |
| Attacking opponent above you | -10% attack |
| Attacking while kneeling | -10% attack |
| Attacking while prone | 1/2 attack and dodge |
| Partial darkness | 1/2 attack, parry and dodge |
| Darkness, or blind, or unseen foe | 1/5 attack, parry and dodge |
Summary of Physical Attacks and Defenses
| Fumble | |
|---|---|
| Attack | Misses |
| Parry | Misses |
| Dodge | Only a fumbled attack misses. A missed attack becomes a normal hit |
| Miss | |
|---|---|
| Any | Missed, no other effect |
| Normal Success | |
|---|---|
| Attack | Rolled weapon damage. |
| Parry | Parrying weapon or shield blocks its AP in damage. |
| Dodge | Normal hit misses, special hit becomes a normal hit, critical hit becomes a special hit. |
| Special Success | |
|---|---|
| Attack | Double rolled weapon damage. |
| Parry | Parrying weapon or shield blocks twice its AP in damage. |
| Dodge | Normal or special hit misses, critical hit becomes a normal hit. |
| Critical | |
|---|---|
| Attack | Double rolled weapon damage and ignore armor but roll hit location normally or choose location hit, but apply armor normally. |
| Parry | Weapon or shield blocks all damage (may still take knockback). |
| Dodge | Any attack misses. |
Humanoid Hit Location Table
| D20 Roll | Location |
|---|---|
| 19-20 | Head |
| 16-18 | Left Arm |
| 13-15 | Right Arm |
| 11-12 | Chest |
| 07-10 | Abdomen |
| 04-06 | Left Leg |
| 01-03 | Right Leg |
Damage to Locations
| Location Damage | Effect |
|---|---|
| Under 1xHL | Wounded. No other effect. |
| From 1x to under 2x HL | Injured (limbs or abdomen) Incapacitated (chest) Unconscious (head) |
| From 2x to under 3x HL | Injured (limbs) Incapacitated (abdomen) Unconscious (chest or head) |
| From 3x HL and up | Incapacitated (limbs may be severed) Unconscious (abdomen) Dead (chest or head) |
Effects of Location Damage
| Injury | Effect |
|---|---|
| Normal | Location is undamaged, and functions normally |
| Wounded | Location is lightly damaged, but continues to function normally. |
| Injured | Cannot use location (and legs if abdomen). Fall If legs or abdomen, drop weapon if weapon arm. |
| Incapacitated | Cannot use location (and legs if abdomen). Fall if legs, chest or abdomen, drop weapon if weapon arm. One less action and half chance of success. |
| Unconscious | No actions, fall, may bleed to death |
Effects of General Hit Point Damage
| Injury | Effect |
|---|---|
| Under 1x general HP damage | No effect |
| From 1x to under 2x general HP in damage | Unconscious |
| From 2x and up in general HP damage | Dead |
SPIRIT COMBAT
Spirit combat is the struggle of two or more wills. Each seeks to force its will on the other. Each tries to grind the other down to the point where it can no longer resist. Individuals in spirit combat lose MP, sometimes at a frightful rate. More than one spirit can attack the same target, but a single individual can only attack one target at a time.
When Attacks Occur
Spirit combat attacks take place at the combatant's DEX SR in the melee round. Spirits without a listed DEX attack at DEX 20 (in SR 1). If more than one spirit combat attack occurs on the same SR, resolve them in order of DEX. If this does not resolve the tie, the attacks are simultaneous.
Options
The combat options in spirit combat are—Attack (one action), Defend (one action), Attack and Defend (two actions) All Out Attack (two actions), and All Out Defense (two actions). Most spirits will Attack and Defend, though some may use an All Out Attack or an All Out Defense.
Spirit Combat Procedure
If taking an Attack action, the attacker matches his MP against the defender's MP (0 if not defending, MP if defending, and twice MP if defending all out) and rolls on the resistance table.
If taking an All Out Attack action, the attacker matches twice his MP against the defender's MP (which are 0 if not defending, MP if defending, and twice MP if defending all out) and rolls on the resistance table. The attacker cannot defend or perform any other melee actions while attacking all out.
The defender defends against all attacking spirits with MP 0 if not taking any defensive spirit combat actions, his MP if taking a Defend action, and twice his MP if taking an All Out Defense action.
A success on the attacker's part means that the attacker does damage as appropriate to his magic points (see Damage Done).
A critical success on the attacker's part in spirit combat occurs only on a roll of 01. The attack does double damage in this case.
A fumble on the attacker's part in spirit combat occurs only on a roll of 00. The attacker rolls on the Spirit Combat fumble table.
Damage Done
Damage done in spirit combat after a successful attack or All Out Attack is 1D3 MP per 20 MP the attacker has. A successful All Out Attack against a victim that is not defending themselves (i. e. , defending with 0 MP) does maximum possible damage. Subtract lost MP from the defender's MP. A combatant that is reduced to 0 MP loses consciousness, and is open to binding, possession OT other special abilities of certain spirits.
Summary of Spirit Combat
| Number of melee actions | Attacks with | Defends with | Damage done | |
|---|---|---|---|---|
| Attack | 1 | MP | 0 MP | By MP |
| Defend | 1 | MP | None | |
| Attack & Defend | 2 | MP | MP | By MP |
| All Out Attack | 2 | 2 xMP | 0 MP | By MP* |
| All Out Defense | 2 | 2 xMP | None |
*Maximum damage if victim not defending (i. e. , 0 MP)
Damage Done in Spirit Combat
| Current MP | Damage Done (in MP) |
|---|---|
| 01-20 | 1D3 |
| 21-40 | 2D3 |
| 41-60 | 3D3 |
| 61-80 | 4D3 |
| etc. |
Double damage on a roll of 01
Spirit Combat Fumble Table
Fumbles occur in spirit combat on a roll of 00.
| D100 Roll | Result |
|---|---|
| 01-25 | Stunned. Lose remaining action in this round, or, if no actions remain this round, lose one action next round. |
| 26-35 | Shocked. Lose remaining action in this round and one action next round. If no actions remain this round, lose one action next round and one action the round after that. |
| 36-45 | Magic point recovery takes twice as long for the next 1D6 days. |
| 46-50 | All spirit skills (Spirit Combat, Spirit Speech, Spirit Sense, etc. ) are halved for the next 1D6 days (if no spirit skills known, treat as 36-45 above. |
| 51-65 | Next spirit combat attack against fumbler succeeds. |
| 66-75 | Next 1D3 spirit combat attacks against fumbler succeed. |
| 76-80 | Next spirit combat attack that succeeds can try to bind or possess the fumbler (or do whatever it does to helpless targets). If it has no special effect on helpless targets, it does double normal damage. |
| 81-85 | Knocked unconscious for 1D6 rounds. If individual is a discorporate spirit, he or she is forced back to the spirit plane. |
| 86-88 | Knocked unconscious for 1D6 turns. If individual is a discorporate spirit, the spirit is forced to return to its source or origin on the spirit or physical plane, as appropriate. |
| 89-96 | Lose 1D6 magic points. |
| 97 | Suffer a Soul Wound. Lose 1 POW. |
| 98-99 | Roll two times and apply both results. |
| 00 | Roll three times and apply all three results. |
SPECIAL RULES FOR COMBAT
The following sets of rules are meant to govern the various situations that might arise in the course of combat, or are meant to add flavor to combat. Gamemasters should feel free to use those that appeal to them, and discard those they feel overly slows the course of play.
Unarmed Combat
Unarmed combat can involve brawling, grappling, or the use of martial arts. Some of the unusual attacks described later in this section can be put to effective use in unarmed combat as well.
Brawling
Brawl skill represents skill in unarmed striking combat and unarmed blocks. The skill should be treated as a regular weapon skill with respect to the effects of criticals, specials, successes, failures and fumbles.
A successful Brawl attack does 1D3 damage, representing a fist or elbow strike, gouge, or kick. An All Out Brawl attack might be a flurry of blows, or a more powerful type of blow, such as a kick or haymaker.
A successful Brawl parry acts as a 3 AP parry.
Grappling and Wrestling
Grapple skill represents skill in unarmed grappling, wrestling, holds, throws, breaks, evasions and parries. The skill should be treated as a regular weapon skill with respect to the effects of criticals, specials, successes, failures and fumbles.
A successful Grapple parry acts as a 3 AP parry.
A successful Grapple attack roll that is not dodged or parried grabs hold of a random hit location. A successful Grapple attack that is parried grabs hold of the parrying weapon or shield. The attacker will take maximum weapon damage to the grasping limb if he or she attempts to continue to hold onto a bladed weapon. A special Grapple attack that is parried can grab hold of the parrying weapon or shield arm instead. A successful Grapple attack that has grabbed a hit location, shield or hafted weapon continues to hold onto what was grabbed, and may immobilize, cause damage, or throw the held victim with subsequent actions. These subsequent actions require taking an attack action in combat, but take place on the attackers DEX SR (instead of the 3 + Melee SR of the initial Grapple attack).
To immobilize an opponent (using the hit location grabbed), the attacker must succeed in another Grapple roll (at DEX SR). If a subsequent Grapple roll fails, the opponent is not immobilized, but the location is still held. If a subsequent Grapple roll fumbles, the opponent is released. If a subsequent Grapple roll succeeds, roll STR vs. STR on the resistance table to immobilize the opponent.
A resistance table roll that fails does not immobilize the opponent, but the location remains held. A resistance table roll that succeeds immobilizes the opponent. An immobilized opponent can be held in subsequent melee rounds without further rolls if the attacker spends a single attack action to do so (the immobilized opponent may try to break free, as described below).
To damage an opponent, the attacker must succeed in another Grapple roll (at DEX SR). If a subsequent Grapple roll succeeds, roll 1D4 damage plus damage bonus versus the hit location held. Armor only counts for half its normal value. Protective spells have full value. If a subsequent Grapple roll fails, no damage is inflicted, but the location is still held. If a subsequent Grapple roll fumbles, the opponent is released.
If the location held is the head, the attacker can instead attempt to apply a choke with another Grapple roll (at DEX SR). If a subsequent Grapple attack succeeds, the opponent's air supply is cut off, and he or she begins to asphyxiate (see the rules of asphyxiation in the Natural World chapter). A special success also does 1D4 damage (plus damage bonus) to the opponent's head, ignoring most armor but not protective spells. A critical success also does 2D4 damage (plus damage bonus) to the opponent's head, ignoring any armor or protective spells, in addition to asphyxiating the opponent. A successful choke may be maintained in subsequent melee rounds without further rolls if the attacker spends a single attack action to do so (the choked opponent may try to break free, as described below). The attacker can attempt to immobilize the choked opponent in subsequent rounds, using the rules for immobilization above. If a subsequent Grapple roll fails, no choke is inflicted, but the head is still held. If a subsequent Grapple roll fumbles, the opponent is released.
To throw an opponent, the attacker must succeed in another Grapple roll (at DEX SR). If a subsequent Grapple roll fails, the opponent is not thrown, but the location is still held. If a subsequent Grapple roll fumbles, the opponent is released. If the second Grapple roll succeeds, roll the STR + DEX of the attacker vs. SIZ + DEX of the opponent on the resistance table. On a special success, double the attacker's chance for success on the resistance table, on a critical success, quadruple the attacker's chance for success on the resistance table. If attacker succeeds in the resistance roll table, the opponent is thrown, and takes 1D6 damage to a random hit location (more if the fall is from a greater height), unless he or she succeeds in a DEX x1 or Acrobatics roll. Damage bonus in this case is Attacker's STR + Opponent's SIZ. Armor protects the thrown character from the falling damage at half value at best. The attacker does not have to release the held location after a successful throw. If resistance roll fails, the opponent is not thrown, but the location is still held.
Grapple skill may also be used to free a defender's held location. If a location is held, but the defender is not immobilized or choked, the defender can break free of the hold by making a successful Grapple roll (requiring an attack action), then succeeding in a STR vs. STR roll on the resistance table. On a special success, double the defender's chance for success on the resistance table, on a critical success, quadruple the defender's chance for success on the resistance table. If the defender is immobilized or choked, the defender can attempt to break free by making a successful Grapple roll at half skill (requiring an all out attack action in this case), then succeeding in a STR vs. STR roll on the resistance roll. On a special success, double the defender's chance for success on the resistance table, on a critical success, quadruple the defender's chance for success on the resistance table. A fumble means that the defender is stuck, and cannot break free, no matter how hard he or she tries.
Martial Arts
Using Martial Arts, an adventurer's player must roll a successful attack or parry with a natural weapon. If the percentile roll is also equal to or less than the adventurer's Martial Arts skill, then the adventurer gains an additional benefit, generally twice the normal effect or damage. A special or critical result on the attack or parry roll will add its benefit as well.
A Brawl attack roll that is also less than or equal to the Martial Arts percentage does 2D3, double the normal rolled damage. Damage bonus does not increase.
A Brawl or Grapple parry roll that is also less than or equal to the Martial Arts percentage blocks 6 points of damage and the defender may choose to take excess damage at the parrying location (typically on arm), or at the location rolled by the attacker, at the defender's option.
A Grapple attack roll that is also less than or equal to the Martial Arts percentage and is not parried or dodged by the opponent may be immediately followed by an attempt to damage, choke, immobilize or throw the opponent, which takes place DEX SR later. Essentially, if the defender failed to dodge or parry, the attacker gains a free Grapple action. A Grapple attack roll that is parried by an opponent's weapon or shield may grasp the opponent's weapon or shield arm instead of the weapon or shield, but acting on the hold would require an additional action, as normal—no free action is gained by the attacker if the defender's parry succeeded. A Grapple choke attempt that rolls equal to or less than the Martial Arts percentage does double damage (1D4 on a normal success).
A Grapple damage attempt that rolls equal to or less than the Martial Arts percentage does twice the normal rolled damage, or 2D4. Damage bonus does not increase.
A Grapple immobilization attempt that rolls equal to or less than the Martial Arts percentage has a double normal chance of success.
A Grapple throw attempt that rolls equal to or less than the Martial Arts percentage will have a double normal chance of success or do 2D6, double the normal rolled damage, at the thrower's option. Damage bonus does not increase.
UNUSUAL ATTACKS
A number of different tactics can be used in a combat situation. Some techniques, including the standard attack, parry and dodge are used by all figures. Other special effects take place using other modes of attack.
The player of adventurer that wishes to use an unusual attack form must state that his or her adventurer is doing so and specify the form of attack being used in the Declaration phase of the melee round.
Aimed Shot
An aimed melee or missile attack. On a normal success, the blow does normal rolled weapon damage, but the attacker can roll which location is struck using 1D10 (aiming low) or 1D10+10 (aiming high). On a special success, the blow does normal rolled weapon damage but strikes a location of the attacker's choice, no roll necessary. On a critical success, the blow does twice the rolled weapon damage and strikes a location of the attackers choice. A critical success with an aimed shot never ignores armor.
Bash
Attempt to knock an opponent aside or down by pushing them, sweeping their feet out from under them, or striking them with a weapon or object. The attack roll for the weapon being used is made as normal, but a successful attack causes knockback damage rather than regular weapon damage. A normal hit does twice the rolled weapon damage in knockback damage (only). A special hit does three times the rolled weapon damage in knockback damage (only). A critical success does four times the rolled weapon damage in knockback damage (only). See Knockback for more details.
Disarm
Attempt to disarm an opponent by attacking their weapon, using either brute force or finesse. A normal hit does normal rolled weapon damage to the foe. A special hit, instead of damaging the foe, has a chance of disarming the foe. Match the attacker's STR vs. the defender's STR on the resistance table. If either character's weapon is held with both hands, multiply that character's STR by 1. 5 for this roll. If the attacker wins, the defender's weapon is knocked 0 to 5 meters (1D6-1) away, in a random direction (roll 1D8 for compass direction, or 1D6 on a hex map). A weapon knocked 0 meters away lands at the defender's feet. Short weapons such as daggers are not particularly well suited for this task, and if used will only allow matching STR/2 vs. the defender's STR. A critical success with a disarming attack automatically succeeds in knocking the defender's weapon away. Only a critical parry will prevent the defender from being disarmed. Dodging has its normal effect, reducing the attacker's level of success, so a successful dodger is difficult to disarm.
Entangle
A weapon or shield parry has only 3/4 of its parry AP against a flexible or chain weapon such as a whip or flail. However, flexible or chain weapons have a double normal chance of a fumble. If using a flexible weapon, the attacker can opt to attempt to try to entangle an opponent or an opponent's weapon. A normal hit does normal rolled weapon damage. A special success entangles the hit location struck or the weapon attacked, doing only the normal weapon damage and with no other special effect. An entangled hit location is immobilized or an entangled weapon is pulled from the defender's grasp on a successful STR vs. STR roll on the resistance table. If either character's weapon is held with both hands, multiply that character's STR by 1. 5 for this roll. Treat an immobilized hit location as if it was Injured, except for a head hit, which temporarily blinds the defender. A weapon pulled from a defender's hands lands 0 to 5 meters (1D6-1) away in a random direction (roll 1D8 for compass direction, 1D6 on a hex map). If 0 meters, it lands at the wielder's feet. A critical success does normal rolled weapon damage but automatically immobilizes the struck hit location or pulls the entangled weapon out of the defender's hands.
Slam
Attempt to knock an opponent aside or down by moving directly through them with your body. The attack is made as if making an attack with Weapon SR 3, and does not normally do any damage other than what may be incurred from the knockback. The Slam attack is at DEX x3 or Grapple skill, whichever is higher. The attacker does his STR plus SIZ in points of knockback damage (see Knockback). The amount of knockback is doubled for a special roll, quadrupled for a critical roll. The attack can be dodged or parried normally. This form of attack can also represent an attempt to push or trip an opponent. See Knockback for more details.
SPECIAL COMBAT TACTICS
Special combat tactics reflect that the different people have different aptitudes and styles of fighting. These options make combat more interesting, allowing a player to better describe the fighting style his or her adventurer uses. It allows you to add color to opponents from particular cultures by making them fight similarly, for example. It encourages different behavior from different kinds of fighters.
The basic mechanic of by which these options function is the special success. A special combat tactic is a kind of skill. If the adventurer using the special combat tactic rolls a special hit with their weapon that is also equal to or less than 1/5 their skill in the special combat tactic, it has a particular effect. That is, the attack roll must be a special success with respect to both the weapon attack and the combat tactic for it to go into effect. The adventurer must declare that he or she is trying to use a specific special combat tactic before the attack roll is made Thus, if an adventurer with Broadsword Attack 93 and Flurry/Broadsword 74 announces that he will attempt to Flurry, and rolls a 15 or less, the attack is a Flurry. A roll of 16 to 19 would be a special hit, but not a Flurry, and a roll of 20 to 93 would be but a normal hit.
Acquiring Special Combat Tactics
Special combat tactics are the province of weaponsmasters, duelists, or advanced initiates of fighting cults. Thus, not everyone will know them. The following rules are suggested as guidelines for adventurer's acquiring these abilities. Learning a combat tactic is treated as if learning a skill, even though it is not a skill that is ever rolled for. If the adventurer wishes the tactic to apply to only a single group of weapons (i. e. 1H Sword), the skill is treated as an Easy skill. If the tactic is to apply to an entire category of weapons (i. e. 1H Slashing), it is a Medium skill. If the tactic is to apply to all weapons, it is a Hard skill. Training requires that the teacher know the special tactic. Such teachers are rare. Some exceptional weaponsmasters and rune lords, such as a Sword of Humakt, may teach such tactics. Some cults favor certain of these tactics. Wind Lords of Orlanth may favor Flurry, for instance. With the gamemasters permission, a adventurer may attempt to practice or research a special tactic on their own. This special tactics are not meant to suggest that the techniques mentioned here are the exclusive province of the people who choose them as their personal style. Certainly, every competent warrior knows how to throw multiple blows, to feint, to aim his shots where he wants. The learning of these things is measured by the basic weapon skill. As a fighter's skills improve, he learns how to include these things in his style. However, some people find a particular technique that works disproportionately well for them, others may focus on and refine a particular tactic to new heights, and this is what these special tactics are meant to reflect.
Even an adventurer that knows more than one special tactic should normally be allowed to use only a single attack tactic and a single defense tactic in the course of a melee round.
With the gamemaster's permission, combat tactics may be purchased as optional skills during character generation.
Special Attack Tactics
FEINT
An attack that trades force for evasion and deception. A Feint does normal rolled weapon damage but halves the defender's parry and dodge skill. A critical Feint does twice normal rolled weapon damage and halves the defender's parry or dodge skill. Using Feint requires having a DEX at least 3 above the minimum DEX for the weapon. This tactic is favored by the duelists and weaponsmasters of the Lunar Empire, particularly those of Peloria.
FLURRY
A flurry is a series of quick blows. A Flurry lands two normal blows, each doing normal rolled weapon damage, with the second blow landing 1 SR after the first. A critical Flurry lands two special hits, each doing twice normal rolled weapon damage, with the second blow landing 1 SR after the first. Using Flurry requires having a STR at least 3 above the minimum STR for the weapon.
This tactic is particularly favored by the weaponthanes and weaponmasters of Sartar and the Barbarian Belt. It is a particular specialty of the Orlanthi, and many Wind Lords know it.
Special Missile Weapon Tactics
STEADY
A Steady shot ignores maximum range penalties (if any) for that shot. This tactic is particularly favored by the archers of the Yelm and Saggitus cults.
Special Parry Tactics
DISARM
A Disarm blocks damage from an attack equal to the parrying weapon's Parry AP but also has a chance of disarming a foe. Match the defender's DEX vs. the attacker's DEX on the resistance table. If either character's weapon is held with both hands, multiply that character's DEX by 1. 5 for this roll. If the defender wins, the attacker's weapon is knocked 0 to 5 meters (1D6-1) away, in a random direction (roll 1D8 for compass direction, 1D6 on a hex map). A weapon knocked 0 meters away lands at the attacker's feet. Short weapons such as daggers are not normally suited for this task, and if used will only allow matching DEX/2 vs. the attacker's DEX. Parrying daggers or swordbreakers are an exception to this rule. A parrying dagger allows the defender to use his or her DEX, a swordbreaker allows the defender to use his or her DEX x 1. 5, even though it is a 1H weapon.
A critical Disarm blocks damage from an attack equal to twice the parrying weapon's AP and automatically disarms the foe.
The combination of using Disarm to attack and a Disarming parry to defend will leave many a foe bereft of their weapons.
This tactic is a particular favorite of Holy Country duelists.
GUARD
A specialty of cautious fighters. A Guard blocks damage from an attack equal to the parrying weapon's AP but also counts as a normal dodge. A critical Guard blocks damage from an attack equal to twice the parrying weapons AP but also counts as a special dodge.
RIPOSTE
An offensive parry. A Riposte blocks damage from an attack equal to the parrying weapon's AP but also hits the attacker, doing rolled weapon damage (the attacker defends against it normally). A critical Riposte blocks damage from an attack equal to twice the parrying weapon's AP and also hits the attacker, doing double rolled weapon damage. Using Riposte requires having a STR at least 2 above the minimum STR for the weapon.
This tactic is a particular favorite of the Humakti, though all sword based special combat tactics are a general specialty of the cult.
STANDFAST
A braced parry. A Standfast parry blocks damage from an attack equal to the parrying weapon's AP but the defender is also braced against knockback (adding STR to SIZ to resist knockback damage— see Knockback). A critical Standfast parry blocks damage from an attack equal to the twice parrying weapon's AP but the defender takes no knockback from any blow, not matter how much knockback damage was done. This tactic is a particular favorite of the Dara Happan hoplites of the Lunar Empire and the Sun Dome templars.
Special Dodge Tactics
COUNTER
An offensive dodge. A Counter has the effect of a normal dodge but also hits the attacker, doing rolled weapon damage (the attacker can defend against it normally). A critical Counter has the effect of a special dodge and also hits the attacker, doing double rolled weapon damage.
Using Counter requires having a DEX at least 3 above the minimum DEX for the weapon.
This is a particular favorite of the Yanafal Tarnils cult.
EVADE
A dodge combined with a parry. An Evade has the effect of a normal dodge but also blocks damage from an attack equal to the parrying weapon's AP, and a critical Evade has the effect of a special dodge and also blocks damage from an attack equal to twice the parrying weapon's AP.
CLOSING
An adventurer that starts the Move phase engaged with a foe, currently has at least MV 1, and wishes to close with the foe must defeat the foe in a contest of Maneuver skills to do so (see Skill vs. Skill in Game Mechanics). Likewise, an engaged adventurer that wishes to move away from a foe follows the same procedure. If the adventurer wins the contest of skills, he or she moves 1 meter (1 hex) closer or further way, as he or she wishes. Only a single contest of Maneuver skills is made for foes that disagree about their distance in a melee round. It makes no difference who makes the roll. The winner can decide to move 1 meter forward, 1 meter back, or maintain the same distance. The loser can not move. An adventurer that is engaged at a distance by a long weapon during the Move phase and has at least 1 meter of movement left may attempt to close by a meter at that point, using the guidelines above. A pike may engage and attack a foe at a distance of 3 meters (3 hexes). At that distance, no other weapon can reach the pike user, though an opponent may choose to strike at the pike (see Damage to Inanimate Objects).
A spear may engage and attack a foe at a distance of 2 meters (2 hexes). At that distance, no shorter weapon can reach the spear user, though an opponent may choose to strike at the spear.
All weapons can engage and attack adjacent foes (1 meter away, or 1 hex away). However, a pike user is at a disadvantage at this distance. He or she loses one action in combat (see the Fumble Table) and the pike attacks as if it was a SR 3 weapon.
All weapons can engage and attack closed foes (in the same hex). However, a pike user suffers the same disadvantage noted above. In addition, anyone using a SR 1 or SR 2 weapon against someone using a SR 3 weapon while closed suffers the same disadvantage (losing one action in combat and attacking as if a SR 3 weapon).
DAMAGE TO OBJECTS
Inanimate objects such as doors, chairs, and walls are likely to get in the way of a blow or need to be battered down in order to free an imprisoned adventurer.
Armor Points for Objects
Treat an inanimate object like a weapon or piece of armor (its armor points are also hit points). If the damage points hitting the object exceed the armor points, then the hit points are reduced by the amount of damage in excess of the armor points, which in turn reduces the armor points. If an object is reduced to zero hit points, it is totally destroyed if it is smaller than human-sized (such as a chair) or has a human-sized hole in it if it is larger (such as a wooden wall). The armor points of an object may equal its points of SIZ, but this is not necessarily the case—some heavy, but fragile objects may withstand less damage than lighter but more resilient objects.
Damaging Weapons
It is possible to strike at an opponent's weapon to attempt to damage it. A weapon has armor points ranging from its parry AP to twice its parry AP, depending on its construction, quality and reinforcement. Normal weapons have AP equal to their parry AP, fine weapons have AP equal to half again their parry AP and excellent weapons have AP equal to twice their parry AP (see Economics for prices). An attack attempting to damage a weapon that is parried by the weapon's user subtracts the weapon's parry AP from the damage done—it is difficult to break or damage the weapon of a skilled parrier.
Armor Points for Objects Table
| Object | Armor Points |
|---|---|
| Light Wooden Furniture | 2 |
| Light Wooden Door | 4 |
| Hut Wall | 5 |
| Heavy Wooden Furniture | 6 |
| Heavy Wooden Door | 6 |
| Fence Rail | 10 |
| Farmhouse Wall (wood & plaster) | 12 |
| Postern Gate | 20 |
| Large Stone | 20 |
| Loose Stone Wall | 20 |
| Adobe | 25 |
| Castle/Town Gate | 30 |
| Wooden Palisade | 30 |
| Mortared Stone/Brick Wall | 35 |
FALLEN FIGURES
A figure who falls in the course of a Move phase stops where they fell, and begins the Melee phase prone. He or she may fight while lying on the ground (attack skills, Dodge and DB are halved) during the Melee phase. A successful Acrobatics roll will negate the effects of the fall.
A figure who falls in the course of the Melee phase loses any further actions in that Melee phase. They may not attack or defend for the remainder of that Melee phase. A successful roll allows the figure to act at half the skill for the remainder of the round, and start the Post Melee Move phase standing.
A figure who falls in the course of a Post Melee Move phase stops where they fell, and begins the Move phase prone. A successful Acrobatics roll will negate the effects of the fall.
It costs 5 MV to move from a prone position to a kneeling position. Moving from a kneeling position to a standing position costs another 3 MV.
Fighting From the Ground
A figure fighting while lying on the ground cannot force engagement on other figures while he or she remains on the ground, although they may engage him or her, if they wish. When fighting lying on the ground, most weapon attacks are at half skill, as is Dodge. Parry skills are unaffected. In addition, the figure will only have half his or her normal damage bonus.
Fighting While Kneeling
Standing foes (that are at least half the figure's SIZ) gain the benefits of High Ground (see Environment, below). The kneeling figure subtracts 10% to hit standing foes, but otherwise fights normally.
KNOCKBACK
If a figure does at least 10 points of damage to a foe in a single blow, her or she can choose to force the foe to roll DEX x5 or fall. Each additional 10 points of damage moves the opponent back 1 meter and reduces the DEX roll by 1 multiple. Armor or parries have no effect on knockback, though armor will reduce incidental damage suffered as a consequence of knockback.
| Damage taken | Knockback |
|---|---|
| 1-9 | None |
| 10-19 | DEX x5 or fall |
| 20-29 | Knocked back 1 meter,DEX x4 or fall |
| 30-39 | Knocked back 2 meters,DEX x3 or fall |
| 40-49 | Knocked back 3 meters,DEX x2 or fall |
| 50-59 | Knocked back 4 meters,DEX x1 or fall |
| etc. |
A successful Large creatures subtract 10 points of damage for every 10 full points of SIZ above 10 for the purposes of calculating their knockback. A SIZ 22 dark troll that takes 19 points of damage or less will suffer no knockback, and need only make a DEX x5 roll if she takes 20-29 points of damage.
Knockback in Combat
Note that in combat extreme levels of knockback may well knock a foe out of engagement range or weapons reach, in which case the foes will have to move up to one another during the upcoming Post Melee move phase or next round's Move phase to reengage.
If the attacker is trying to knock a foe back into a specific object or person, and they are within the total knockback distance, have the attacker make a DEX x3 roll to have them hit the desired target. If the attacker succeeds, see below for the effect.
Knockback into Objects or People
If the distance traveled by a figure due to knockback damage is sufficient that he or she slams into an obstacle (which may be another figure), both may take damage. For each meter the figure still has to travel when he encounters the obstacle, both the figure and the obstacle suffer 1D6 damage (to a random location for the figure, and to a random hit location of the obstacle if it happens to be another figure). If the obstacle is another figure, it can attempt to Dodge, if this option would be available to him or her. Armor protects against this damage as with falling damage (see the Natural World). See Damage to Inanimate Objects for the effects of causing damage to other objects.
MOUNTED COMBAT
The movement of a mount is unrelated to the actions of its rider. A horse can take only a single action (Defend, unless it is a warhorse) and move in Melee and Post Melee while its rider loads and fires a bow twice, taking two combat actions. However, a riding animal moving at a Sprint is generally too unstable a platform to fight off or fire missiles off effectively. At best, allow the rider a single action at half skill in such a case.
Mounted figures use Ride skill instead of Maneuver skill when moving in combat.
Mounted vs. Footmen
Mounted figures fighting footmen get the advantage of High Ground (see Environment). If the foes have a SIZ equal to or greater than the mounts, this no longer applies.
Lance Charges
A lance charge is a special case. If the attacker and defender have become engaged in the Move phase just before the lance attack, and the charging animal Has moved at least its MV in meters in a straight line before becoming engaged, the attack is a charge. In a charge the lance attack takes place before any shorter melee weapon attacks (at the SR of the lance or shorter weapon, whichever is lower, but with the lance first) and the damage modifier used in the attack is the mount's, not the lance wielder's. If the enemy has a pike, the pike strikes before the lance (at the SR of the pike or lance, whichever is lower, but with the pike first). A pike that is set and braced against a charge uses the charging animal's damage bonus instead of the pike wielder's damage bonus. This rule only applies in an all out charge with a lance where the attack uses the riding animal's damage bonus instead of the rider's. If the figure with the lance is maneuvering and thrusting with the lance as if using a spear, charge modifiers do not apply.
SURPRISE
Surprise can be mild, partial, or complete. Mildly surprised figures add 3 SR to any action taken, but otherwise act normally. Partially surprised figures cannot move other than the free facing shift (one hex side) in the Move phase, lose one action in the Melee phase, and add 3 SR to any action taken. Completely surprised figures cannot act for an entire melee round.
ENVIRONMENT
Darkness
Halve all vision and vision dependent skills (including Scan, Search, Dodge, and all weapon skills for humans) in conditions of partial darkness, such as twilight, a starlit night, a poorly lit cave, a moonlit night, or a fog or mist. If very dark, such as an overcast night or a very heavy fog, all vision and vision dependent skills are at 1/2 skill. In utter darkness, or when dealing with a completely invisible opponent, visually targeted spells cannot be cast, and all vision and vision dependent skills are at 1/2 skill.
Flight
The combat modifiers for attacking from above (+10% to hit, 1D10+10 for hit location rolls) or below (-10% to hit, 1D10 for hit location rolls) and fighting from the back of an animal (see Ride skill) often apply to aerial combat.
High Ground
A figure who is standing at least half again higher than his or her target has a high ground advantage. This means that the figure rolls 1D10+10 for all hit location rolls for his attacks with one-handed melee weapons, and can choose to do so with a two-handed melee weapon as well. The higher figure also has a 10% bonus to all attacks against that enemy. The lower figure rolls 1D10 for hit location rolls with one-handed melee weapons, and can choose to roll 1D10 or 1D20 with a two-handed melee weapon. The lower adventurer subtracts 10% from all his or her attacks.
Narrow Passages
A figure with a 1 meter radius clear around him can fight freely with almost any weapon. Non thrusting weapons with a Weapon SR of 0 or 1 are used at half skill in narrow passageways. In an extremely narrow corridor, a non thrusting weapon with a Weapon SR of 0 or 1 cannot be used, and weapons with a Weapon SR of 2 are used at half skill. A longer thrusting weapon, such as a spear can be used if the height and length of the corridor are sufficient to allow it to move through it.
Fighting or engaging in other strenuous exertion in a small enclosed area with insufficient ventilation incurs an extra Fatigue Roll (i. e. a figure fighting without helmet or armor would have to make two Fatigue Rolls instead of one at the end of the first minute of combat. )
Poor Footing
Fighting or moving on broken ground, ice or other slippery or treacherous surfaces can be tricky. Figures that move half their full MV or less in a round must succeed in a DEX x5 or Maneuver roll to stay on their feet, those that move up to their full MV must succeed in a DEX x3 or Maneuver roll, otherwise they fall.
Underwater
Only thrusting weapons such as spears and knives, or specially constructed darts, javelins and crossbows can be used underwater. Treat all targets as having 3 extra AP, which apply to even critical hits. This represents the slowing effect water has on even thrusting weapons. Figures not used to fighting underwater will have twice the normal chance of fumbling (on a roll of 97-00 if under 90% skill, 99-00 if 90% or higher skill). Humans fighting underwater without water breathing spells will suffer from asphyxiation (see Asphyxiation) and may suffer from poor visibility (see Darkness) as well.