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MIROR

Mirror Images, Reflections Of Reality


Gaming System

BOOK OF LORE
Version 7.1 ( November 2005)

Colin Tod and Peter Ludwig


1987 - 2005 - MIROR Games All Rights Reserved MIROR Games HTTP://mirorgames.orcon.net.nz MIROR@MyRealBox.com 69 Wood St, Palmerton North, New Zealand

Copyright 1987 - 2005 by Miror Games. These rules may be freely copied and passed on to others as long as the following restrictions are kept: 1/ This copyright notice must be passed on with any copy of this document The Book Of Lore. 2/ This document The Book Of Lore may not be modified in any way. 3/ No financial, or other, gain can be made when passing on this document The Book Of Lore.

FORWARD
Q. What constitutes a good role-playing system? There is no true answer to this question. There are as many different opinions as there are players. MIROR was created out of a sense of frustration at a series of systems my role-playing group went through. Although these systems had many fine traits they also had many highly annoying ones. Which brings me to our attempt to answer the above question. Realism vs. Complexity The world is an extremely complex place. Attempting to model the simplest aspects is exceptionally hard and complicated (just ask your average scientist). None-the-less role-playing systems, to greater and lesser degrees, do this all the time using some bits of paper, a bag of dice and a few rules. The problem is that the more accurate your model, the more complex it is. The problem with simple systems, though easy to learn and remember, is that they are open to abuse and a sense of unreality. Reality may seem a strange word to use when we are talking of worlds that have magic and dragons in them but characters (and their players) must have a sense that the world is solid and has a logic that is understandable. In a system where a hero, when surrounded by 50 angry goblinoid creatures, has the expectation that he will walk out unharmed, rather than being overcome by numbers, then that sense that the world is logical has been lost. In the MIROR role-playing system we have attempted to find a balance between reality and complexity. Within role-playing circles there has been constant debate about the advantages/disadvantages of level vs. skill base point systems. Both systems have advantages and disadvantages. We have decided on a level based system, for our primary skills, as being less complex but we added a point system for secondary skills. We believe we have created an exceptional, dynamic combat and damage system. This is without a doubt the gem in the crown. The rest of the system (with 20 years of effort and weekly rule changes) was wrapped (warped!) around this. If you are reading this then you must have some interest in looking at a new system. It is well worth your while reading this manual in its entirety before starting to play as it covers all aspects required for fantasy role-playing. Between us we have played a wide range of systems and are yet to come across one which fits our view of a fantasy world as effectively as this one.

Colin Tod, Peter Ludwig

ACKNOWLEDGMENTS
After more than 20 years developing this system we have forgotten more people who have had some input into it than we can remember. We will, regardless, attempt to name as many as possible. First must come the role-players who have played and tested the system over the years, and who have put up (luckily with good senses of humour) with an almost constant series of weekly rule changes. Duane - (Whose ongoing twisting and abuse of the rules have constantly forced us to refine them and close loopholes) Blair (the original psychotic Orc) Darren Cedric Mike Kay Nik Reagan Brian (Potty) Nigel (Nine fingers) Graham (a homicidal maniac, currently employed in the armed forces) Jed Ben We also wish to thank Jonathan Dixon who put significant effort in the early stages and whose invaluable suggestions and comments always made us rethink those brilliant new rules we would introduce. Lastly I (Colin) wish to thank Heather my wife for putting up with it all and nodding sagely to 15 years of Its almost finished!! Colin Tod, Peter Ludwig

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Contents

CONTENTS
CHARACTER GENERATION ............................................................................................................1 CHARACTER ATTRIBUTES.............................................................................................................1 GENERATE ATTRIBUTES............................................................................................................1 CHOOSE A CLASS.........................................................................................................................1 CHOOSE A RACE ..........................................................................................................................1 DETERMINE HIT POINTS AND WEAPON SKILL POINTS .....................................................1 DETERMINE COMBAT ATTRIBUTES........................................................................................2 CALCULATE SAVES ..................................................................................................................2 CALCULATE DOMINANT HAND ...............................................................................................2 DETERMINE CHARACTER ATTRIBUTE MODIFIERS ............................................................2 CALCULATE HEIGHT AND WEIGHT ........................................................................................3 DETERMINE GRAPPLE ATTACK / DEFENCE ..........................................................................4 ARE YOU A BERSERKER?...........................................................................................................4 CALCULATE MONEY GIVEN TO STARTING CHARACTERS ...............................................4 MAGIC ITEMS FOR NEW CHARACTERS..................................................................................4 DETERMINE CHARACTER EXPERIENCE POINTS..................................................................4 SPELLS AND MANNA POINTS........................................................................................................5 SPELL LEARNING.........................................................................................................................5 MAGIC DISCIPLINES....................................................................................................................5 RECOVERY OF MANNA POINTS ...............................................................................................6 SECONDARY SKILLS .......................................................................................................................6 SECONDARY SKILL POINT ALLOCATION..............................................................................6 SECONDARY SKILL LIST............................................................................................................6 CHARACTER RACES..........................................................................................................................8 RACIAL CHARACTERISTICS......................................................................................................8 DWARVES ......................................................................................................................................8 FRAAKEN .......................................................................................................................................8 ORCS ...............................................................................................................................................9 PRUTZEN ........................................................................................................................................9 YELLAN ........................................................................................................................................10 GLANYAR ...................................................................................................................................10 HUMANS.......................................................................................................................................10 EQUIPMENT .......................................................................................................................................11 ENCUMBRANCE .............................................................................................................................11 WEIGHT ........................................................................................................................................11 ANIMALS AND WHAT THEY CAN CARRY ...........................................................................12 VEHICLE RATE OF TRAVEL.....................................................................................................12 VOLUME.......................................................................................................................................12 EQUIPMENT LIST............................................................................................................................13 FIELD KITS...................................................................................................................................19 EQUIPMENT MAINTENANCE...................................................................................................19 "SUPERIOR" QUALITY EQUIPMENT.......................................................................................19 CUSTOM BUILT EQUIPMENT...................................................................................................19 RESALE VALUE OF EQUIPMENT ............................................................................................20 EQUIPMENT SAVES ...................................................................................................................20 WEAPONS AND ARMOUR...............................................................................................................22 WEAPONS.........................................................................................................................................22 WEAPON NOTES .........................................................................................................................24 BOWS DRAW WEIGHTS AND RANGES...............................................................................27 NON-STANDARD MISSILES......................................................................................................28 WEAPON CLASSES.....................................................................................................................29 ARMOUR ..........................................................................................................................................30

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ARMOUR AND SPELL CASTING..............................................................................................31 MAGIC..................................................................................................................................................32 THE PRINCIPLES OF SPELL CASTING.........................................................................................32 DISCIPLINES OF MAGIC ................................................................................................................33 ALCHEMY ....................................................................................................................................33 ANIMISM ......................................................................................................................................33 SORCERY......................................................................................................................................33 THAUMATURGY.........................................................................................................................34 SUMMONING...............................................................................................................................34 PLANAR MAGIC..........................................................................................................................35 MENTALISM ................................................................................................................................35 VIVIMANCY.................................................................................................................................35 APOTHECARY (SECONDARY SKILL).....................................................................................36 CALCULATION OF LEARNING LOCATIONS.........................................................................39 SCROLLS, SPELL-BOOKS AND THE ACQUISITION OF SPELLS .............................................41 LEARNING SPELLS.........................................................................................................................41 FORGETTING SPELLS ....................................................................................................................42 RECOVERING MANNA POINTS....................................................................................................42 MAGIC ITEMS AND THEIR MANUFACTURE.............................................................................42 PERMANENT MAGIC ITEMS AND THEIR COSTS.................................................................43 APOTHECARIC RESEARCH ..........................................................................................................44 COMBAT..............................................................................................................................................45 THE COMBAT SEQUENCE.............................................................................................................45 THE COMBAT SECOND..................................................................................................................45 SURPRISE .........................................................................................................................................45 CLOSE QUARTERS .........................................................................................................................46 SPECIAL ATTACK TYPES..............................................................................................................48 THE HIGH GROUND BONUS.....................................................................................................48 THE EN-PASSANT ATTACK......................................................................................................48 THE SWOOPING ATTACK .........................................................................................................48 THE STORMING ATTACK .........................................................................................................48 BERSERKER ATTACK................................................................................................................49 MARTIAL ARTS...........................................................................................................................49 GRAPPLING..................................................................................................................................51 MOUNTED COMBAT ..................................................................................................................52 DEFENSIVE TACTICS.................................................................................................................53 SUBDUING AN OPPONENT.......................................................................................................54 DISENGAGING FROM MELEE..................................................................................................55 MELEE ATTACK MODIFIERS ...................................................................................................56 RANGED COMBAT .........................................................................................................................57 MISSILE ATTACKS (MATT) ......................................................................................................57 USING MISSILE WEAPONS WHILE IN MELEE......................................................................57 FIRING INTO MELEE..................................................................................................................57 GRENADE TYPE MISSILES .......................................................................................................57 SOFT COVER................................................................................................................................58 MISSLE ATTACK MODIFIERS ..................................................................................................59 SPELL COMBAT ..............................................................................................................................60 THE SPELL ATTACK ..................................................................................................................60 USING A MAGIC ITEM...............................................................................................................62 DAMAGE ..........................................................................................................................................63 RECOVERY OF HIT POINTS......................................................................................................64 RUNNING ON ADRENALINE (FIGHTING AT NEGATIVE BP) ............................................64 FALLING DAMAGE ....................................................................................................................64 POISONS AND POISON DAMAGE............................................................................................64 POISONED WEAPONS................................................................................................................66 HEALING ..........................................................................................................................................68 NON CORPOREAL CREATURES (INTANGIBLE CREATURES) ...............................................68

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CASTING MAGIC WHILE NON-CORPOREAL........................................................................69 MISCELLANEOUS.............................................................................................................................70 SPECIFIC ACTIONS.........................................................................................................................70 MOVEMENT.....................................................................................................................................71 COMBAT.......................................................................................................................................71 PURSUIT .......................................................................................................................................71 ASPHYXIATION ..............................................................................................................................72 DIFFICULTY FACTORS (DF) .........................................................................................................72 RELATED SECONDARY SKILLS ..............................................................................................73 TRAINING RELATED INCREASES (SECONDARY SKILLS) .....................................................73 INITIAL SELF TRAINING...........................................................................................................73 FORMAL TRAINING ...................................................................................................................73 DEDICATED SELF TRAINING...................................................................................................74 EFFECT OF TRAINING AIDS ON TRAINING..........................................................................75 WEAPON PROFICIENCIES.............................................................................................................75 EXPERIENCE FOR PLAYER CHARACTERS................................................................................78 EXPERIENCE POINTS SYSTEM................................................................................................79 SLEEP REQUIREMENTS.................................................................................................................80 ATTRIBUTE VS ATTRIBUTE CONTEST ......................................................................................80 MONEY .............................................................................................................................................80 LIVING COSTS AND EQUIPMENT MAINTENANCE..................................................................81 APPENDIX 1 ........................................................................................................................................82 SECONDARY SKILL DESCRIPTIONS...........................................................................................82 GLOSSARY OF TERMS ....................................................................................................................94 INDEX ...................................................................................................................................................99

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Character Generation

CHARACTER GENERATION
Character Generation is split into 3 sections. Character Attributes, Spells and Manna Points, Secondary Skills

CHARACTER ATTRIBUTES
GENERATE ATTRIBUTES ATTRIBUTE ROLL TABLE To start character creation; first generate the following 7 attributes using D1000 Roll Attrib. the Attribute Roll Table. The Table requires a D1000 roll (3 D10s). For 1 to 2 1 all characters the numbers generated may be freely allocated amongst the 3 to 7 2 first 6 attributes. Comeliness must be rolled separately. See the glossary 8 to 17 3 for a full description of attributes. NPCs can be generated quickly using 18 to 36 4 Attribute = D6 + 7 for a narrower range or 2D10 for a wider range. 37 to 64 5 65 to 102 6 Strength (STR) 103 to 165 7 Intelligence (INT) 166 to 248 8 Dexterity (DEX) 249 to 361 9 Constitution (CON) 362 to 500 10 Perception (PER) 501 to 639 11 Social Standing (SOC) 640 to 752 12 Comeliness (COM) 753 to 835 13 836 to 898 14 CHOOSE A CLASS 899 to 935 15 Now choose a class (FIGHTER, MAGE). There are only the 2 classes 936 to 964 16 and they are set. This represents the Miror perception of adventuring 965 to 983 17 characters. All characters are variations of these two types. Fighters 984 to 993 18 spend 8 years in apprenticeship from the age of 12, 6 on weapons skills 994 to 998 19 and 2 on other peripheral skills. Mages spend 13 years in apprenticeship 999 to 1000 20 from the age of 10, 8 on magic, 3 on weapons skills and 2 on other peripheral skills. There is no time for Fighters to learn Mage craft or for Mages to learn more than the basics of weapon craft. As much as 50% of free time is spent by both classes in training and study that is required just to maintain their existing skill levels in weapons and magic. CHOOSE A RACE Choose a race (See the Character Races section). DETERMINE HIT POINTS AND WEAPON SKILL POINTS Determine the new characters Hit Points and Weapon Skill Points using the table below. See Damage under the Combat section for a full description of Hit Points, Body Points & Fatigue Points. A 1st level Fighter therefore has 15 + 1D6 Hit Points. A 2nd level Fighter has 15 + 2D6 Hit Points. Body Points = Hit Points (rounded up) Fatigue Points = Hit Points - Body Points CLASS STARTING VALUES CLASS HP HP BASE INCREMENT PER LEVEL FIGHTER 15 D6 MAGE 15 D2

WEAPON SKILL POINTS 10 4

Weapon skills are gained by allocating Weapon Skill Points among the range of weapon skills found in the Weapons and Armour section. For characters that are created at a level above first, the Weapon Skill Points available to the character can be increased by 2 (for a Fighter), or 1 (for a Mage) for every level above first. This represents the extra knowledge/training gained through experience. This can only be used at character creation time. Weapon skills may be increased during game time through training, see Training Related Increases under the Miscellaneous section.

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DETERMINE COMBAT ATTRIBUTES Determine the Attack (ATT), Defence (DEF), and Missile Attack (MATT) values for your character on the table below ATTACK, DEFENCE AND MISSILE ATTACK VALUES MAGE FIGHTER MELEE MELEE MISSILE LEVEL LEVEL ATTACK DEFENCE ATTACK 1 0 14 4 4 2-3 1 15 5 5 4-6 2 16 6 6 7-9 3 17 7 7 10-12 4 18 8 8 13-15 5 19 9 9 16-18 6 20 10 10 19-21 7 21 11 11 22-24 8 22 12 12 25-27 9 23 13 13 28-30 10 24 14 14 31-33 11 25 15 15 34-36 12 26 16 16 37-39 13 27 17 17 40-42 14 28 18 18 CALCULATE SAVES Calculate your character's saves (attribute check). Saving against spells is an active process. This is done by checking against one of the characters attributes at a standard difficulty factor of DF4 (see Difficulty Factors under the Miscellaneous section). PCs can elect not to save, e.g. accepting a healing spell or allowing a mind based spell to work. Saving Throw (%) = DF4 vs. the appropriate attribute Strength: Used where physical strength or brute force is needed to overcome a situation. Dexterity: Used against physical attacks that might be avoided through quick action, for example breath weapons, falling rubble, direct magic attacks. Constitution: The natural defences of the body to withstand deprivations, insidious assaults such as poison or large amounts of pain from major damage or torture. Intelligence: Attacks that are mind based or require such things as reason, logic, or sheer will force to avoid e.g. charm spells, insanity, fear. Perception: Used against attacks that are generally too fast for a dexterity save (it's hard to move faster than a beam of light or bolt of lightning, etc.). Here an attack is foreseen or anticipated (perhaps a character sees a Mage looking at him while winding up a spell). Also commonly used against illusion effects i.e. sense affecting not mind affecting (Delusion/Hallucination) Social Standing: Often used in interactions with NPCs. - Also see Grand Grimoire for save descriptions. CALCULATE DOMINANT HAND Roll a D6 and a D12 Left handed D6 roll is higher than the D12 roll Ambidextrous D6 roll = D12 roll Right handed D6 roll is lower than D12 roll DETERMINE CHARACTER ATTRIBUTE MODIFIERS Different character attributes have an effect on the character's abilities. A character with a high strength has a greater chance of doing more damage to an opponent that a character with low strength. . The default Reaction Modifier (React Mod) is 0 and any DEX based modifiers are then added/subtracted.

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CHARACTER ATTRIBUTE MODIFIERS


Attribute Strength ATT/DEF GATT/GDEF DAM RANGE MOD WPN SPEED MOD Constitution HP BONUS BP RECOVERY FP RECOVERY Intelligence ATT/DEF GATT/GDEF MANNA POINTS Dexterity ATT/DEF GATT/GDEF REACT Perception MATT 20 +4 +8 +4 -2 +7 6 15 +2 +4 +4 +3 +6 1D3 +4 +3 +3 +2 +5 1D4 +2 +6 17 +5 8 20 +1 +3 +2 +1 +4 1D5 +1 +1 19 +3 +7 +3 x 1.5 -1 +4 24 +3 30 +2 12 40 +1 60 18 +2 +6 17 16 +1 +5 +2 x 1.25 +1 15 14 13-8 0 +4 0 x1 0 0 24 120 0 +2 0 0 +3 1D6 0 -1 -1 240 7 6 -1 +3 -1 -2 x 0.75 +1 -2 48 480 -1 +1 -1 -2 -1 +2 1D7 -2 -3 -2 +1 1D8 -3 -3 -4 -5 5 4 -2 +2 -3 x 0.5 +2 -6 96 960 -2 0 -4 -3 0 1D9 -4 -7 3 2 -3 +1 1 -4 0 -4

Strength modifiers do not add to or subtract from missile attack but do affect potential missile ranges. Weapon speed modifiers are only applicable to two handed weapons of 5 pounds weight or greater. The HP CON bonus is only given once at first level. The bonus is not added at every level. The BP (Body Point) recovery time is the time in hours required to regain 1 BP. The FP (Fatigue Point) recovery time is the time in seconds required to regain 1 FP. There is a minimum FP recovery time of 15 second per point of fatigue. The default reaction dice roll (REACT) is 1D6. Dexterity modifies this dice as shown. The reaction dice can never be below 1D1. Range modifiers apply to any thrown objects. Strength also affects the type (poundage) of bow that can be used by an archer. See the section Bows in the Weapons and Armour section for details. CALCULATE HEIGHT AND WEIGHT In order to determine the height and weight of a character roll on the table below. For the race in question determine the height e.g. For a Human, height = 58 +2D10 inches. Based on the result of this roll, find the weight range and roll accordingly. E.g. the weight roll for a Human of 78" is 200 + 2D20 lb. HEIGHT & WEIGHT GENERATION Race Height and Weight Range 1 Dwarf Height (40 + 2D7) 42 - 45 Weight 124 + 2D9 Fraaken Height (40 + 2D7) 42 - 45 Weight 70 + 2D8 Orc Height (52 + 2D15) 54 - 62 Weight 60 + 2D35 Prutzen Height (66 + 2D9) 68 - 72 Weight 128 + 2D20 Yellan Height (68 + 2D8) 70 - 74 Weight 98 + 2D9 Glan'Yar Height (42 + 2D8) 44 - 48 Weight 46 + 2D8 Human Height (58 + 2D10) 60 - 66 Weight 120 + 2D20

Range 2 46 50 141 +2D10 46 50 85 +2D10 63 73 129 + 2D35 73 79 167 +2D20 75 79 115 +2D9 49 53 60 + 2D10 67 73 160 + 2D20

Range 3 51 - 54 160 + 2D9 51 - 54 99 + 2D8 74 - 82 198 + 2D35 80 - 84 206 + 2D20 80 - 84 132 + 2D9 54 - 58 80 + 2D8 74 - 80 200 + 2D20

There are a range of other possible methods that can be used to generate Height and Weight but we like using this table because it tends to give quite a wide variety of shapes.

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DETERMINE GRAPPLE ATTACK / DEFENCE The default Grapple attack (GATT) and defence (GDEF) for all characters is 10/0. The modifiers are shown as follows; For ST, DEX and INT modifiers to GATT/GDEF see CHARACTER ATTRIBUTE MODIFIERS table above +1/+1 GATT/GDEF for each Fighter level (a 13th Mage level = 5th Fighter level, see Attack, Defence and Missile Values table above). +1/+1 GATT/GDEF for each 12 in height. +1/+1 GATT/GDEF for each 20 lb. weight. Grappling is a weapon skill that can be taken (see Melee Weapons table below). If this skill is taken then the non weapon proficiency penalty of -5/-5 does not apply, therefore add +5/+5 to GATT/GDEF. ARE YOU A BERSERKER? A berserker is a character that suffers from an unbalanced state of mind and becomes psychotic when subjected to combat stress. If a player is mad enough to want to be a berserker then he simply chooses to be so at character creation. Note: this is a permanent condition and no known cure is available (although some mages/apothecaries are known to be working on it). For the benefits and drawbacks of this state please refer to Berserker Attack in the Combat section. The Races that can suffer from this affliction are Human, Dwarf, Orc, and Fraaken. CALCULATE MONEY GIVEN TO STARTING CHARACTERS Characters starting at first level begin with little possessions or money as they have spent most of it on training. However a characters social standing plays a great part in how much they can gather together before they begin in their respective professions. See Money under the Miscellaneous for a full description of the monetary system. To find out how much you start with, make a D100 roll and divide this by their social standing attribute, then consult the table below. This roll should be made for each level a starting character has. % Roll / SOC attribute = result (round down) RESULT STARTING MONEY (bits) 6 or more 2,000 5 3,000 4 5,000 3 7,000 2 9,000 1 15,000 <1 20,000

MAGIC ITEMS FOR NEW CHARACTERS For characters introduced into a existing game there is the assumption that they have accumulated some items in their previous adventures. Therefore they begin the game with a number of enchanted items that they can select as they desire working on the formula for working out the level of items as below. This of course is at the GMs discretion and he may disallow any particular items as he sees fit. 2 x (Character level 1)= Number of charged magic items (randomly generated number of charges). For example a 2nd level character can get 2 x 1st level items, or 1 x 2nd level item. At high enough levels charged items may be swapped for permanent items at the rate shown below Charged items 10 Levels can be replaced with a 1 manna point permanent item 12 levels can be replaced with a 2 manna point permanent item 16 levels can be replaced with a 3 manna point permanent item 24 levels can be replaced with a 4 manna point permanent item 40 levels can be replaced with a 5 manna point permanent item DETERMINE CHARACTER EXPERIENCE POINTS. It costs 100 experience points to go from one level to EXPERIENCE POINTS the next. See Experience For Player Characters in the LEVEL 1 2 3 4 ... Miscellaneous section for an explanation of XP 0 100 200 300 ... experience point allocation.

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SPELLS AND MANNA POINTS


MANNA POINTS LEVEL SPELL CIRCLE MANNA POINTS 1 2 3 4 5 1 1 2 2 3 2 4 5 7 8 6 3 10 7 4 11 8 4 13 9 5 14 10 5 16 11 6 17 12 6 19 13 7 20 14 7 22 15 8 23 16 8 25 17 9 26

NUMBER OF SPELLS GIVEN TO STARTING CHARACTERS Char Spell Circle level 1 2 3 4 5 6 7 1 4 2 6 3 8 4 4 10 6 5 12 8 4 6 14 10 6 7 16 12 8 4 8 18 14 10 6 9 20 16 12 8 4 10 22 18 14 10 6 11 24 20 16 12 8 4 12 26 22 18 14 10 6 13 28 24 20 16 12 8 ... ...

SPELL LEARNING The base chance for a mage to learn spells is: 2 x INT + 10 E.g. If INT. = 10, this gives a 30% chance to learn a spell in any school. This figure represents the unmodified chance to learn spells in all the Magic Disciplines. This chance can be selectively modified by the mage to significantly increase his chance to learn spells in some disciplines. See Discipline Distribution in the Magic section.

MAGIC DISCIPLINES Natural physical principles can be classified into different broad "disciplines" such as physics, chemistry, thermodynamics, etc. which all (on the whole) comply to a common set of laws. These areas with all their laws and rules fall under the category of Science. In the PC's universe the "disciplines" of metaphysical principles have come to be known as "Magic". Magic is split into the following 8 disciplines. Alchemy Thaumaturgy Sorcery Animism Summoning Planar Mentalism Vivimancy

See the Arcane Tome in Findles Compilation for a full description of Magic, Spell Casting and Magic Disciplines. Starting mages are given a number of spells. At first level these represent spells that they have learnt through their studies and have been given a scroll or two to copy from their mentors. If the character starts at higher levels the number of extra spells are those that the character is assumed to have picked up during his prior adventures. All new mages get the spell Fetter the Runes of Power, on top of this they may choose two first circle spells (from any discipline that they have at least a 1% chance to learn), the rest are randomly chosen from the spell lists (again from any discipline that they have at least a 1% chance to learn). Starting spells are distributed based on the chance the mage has to learn each magic discipline (see the Magic section to calculate this). An example from a real situation is given below. Michael (after having his old character gruesomely burned to death by an unfeeling and vicious GM, Pete) has created a new 4th level mage character named Carlos. Carlos has the schools and the chances to learn those schools shown in the table below. The percentage out of the total chance to learn is calculated and then the ranges noted down.

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Magic discipline Summoning Planer Animism Mentalism Vivimancy Alchemy Sorcery Thaumaturgy

Chance to learn 99% 99% 47% 47% 21% 21% 0% 0% Total = 335 99 / 335 x 100 = 30%

Percentage out of Total 30% 30% 14% 14% 6% 6% 0% 0%

Range 1-30 31-60 61-74 75-88 89-94 95-100 NA NA

1st 3 5 2

2nd 2 1 2 1

Michael is allowed 10 1st circle spells (2 of which he can pick) and 6 2nd circle spells. Rolling a D100 on the range column he gets 3 1st circle summoning spells, 5 1st circle planer spells, etc. The exact spells are determined randomly based on the number of spells available in the particular discipline. RECOVERY OF MANNA POINTS The default rate of manna point recovery is 1 point per hour of meditation. See the secondary skill Meditation for modification of this rate. Note that meditation is an active process and is not the same as sleep. Manna points are not recovered during sleep.

SECONDARY SKILLS
Primary skills are those skills that relate to the Character Class e.g. Fighting Skills, Magic Skills etc. Secondary Skills are those skills that give a more detailed definition and colour to the character. Both Primary and Secondary Skills are used in association with DIFFICULTY FACTORS (a description of which is found in the Miscellaneous section). SECONDARY SKILL POINT ALLOCATION The number of skill points a player has to allocate to their secondary skills at first level is (SOC x 10). For every level after 1st the PC is given (SOC x 4) points to distribute. To gain the next Skill Rank (SR) the player must allocate that many points, for example to go from 3 SR to 4 SR requires 4 points. Each Skill (see appendix 1) has at least 1 attribute associated with it. This attribute (or the highest, if the skill has multiple attributes associated with it) represents the highest Skill Rank a PC can attain in that skill without formal or dedicated training (see Training Related Increases in the Miscellaneous section). Any skill points left over after distribution are lost (must be discarded). SECONDARY SKILL LIST These skills are open-ended; there is no limit to the number of points a skill may have. The number in the left-hand column, of the table below, represents the starting rank value for the skill. A '1' represents a skill that everybody has to some degree (albeit very minor). A '0' represents a skill which requires some training/study before it can be used (if you haven't got it, you can't use it). The asterisks represent the level of difficulty in training in the appropriate skill: Easy(*), Intermediate(**), and Taxing(***). See APPENDIX 1 for full description of the secondary skills given in this table. Note: Everyone automatically speaks his or her own language at Skill Rank 25. Note: The following table is by no means the only secondary skills available, they are just the ones we could think of. Feel free to expand this list as much as you wish.

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SECONDARY SKILL LIST 0 Acrobatics *** 0 Disable traps *** 0 Anatomy *** 0 Disguise * 0 Animal handling ** 1 Dive * 0 Animal training ** 1 Drink * 0 Apothecary *** 0 Escape bonds *** 0 Armour craft *** 0 Etiquette/protocol ** 1 Artistic ability * 1 Fast talk * 0 Astrology *** 0 Fish * 0 Ballistics *** 0 Gamble ** 1 Bargaining * 1 Healing ** 0 Begging ** 0 Heraldry ** 1 Biology *** 0 Herbal lore ** 0 Blacksmith * 1 Hide * 0 Body control *** 0 History *** 0 Bow'yer/Fletcher ** 0 Hunt ** 1 Brawling tactics * 0 Hypnotism *** 0 Brew * 0 Impersonate *** 1 Bribery * 0 Jeweller/Gemsmith *** 0 Cartography *** 0 Juggle ** 1 Climb * 1 Jumping * 0 Construction *** 0 Jurisprudence *** 1 Cooking * 0 Leather work ** 0 Cryptography *** 0 Linguistics *** 1 Deceit * 1 Listening *

1 0 1 1 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 1 0 1 1 0

Long run * Masonry *** Meditation ** Memorise *** Mining *** Mountaineering ** Mythology *** Navigate ** Ocean lore *** Orate ** Pick locks *** Planar Knowledge *** Play instrument ** Poison lore *** Precious metal smith *** Read lips *** Read/write language *** Ride (horse) ** River lore *** Rope use * Sailing ** Seduction ** Sing ** Sleight of hand ***

1 0 0 1 1 1 1 1 0 1 0 0 1 0 0 0 0 1 0 0 0

Sneak * Speak language ** Spell craft *** Spot hidden ** Sprint * Story telling * Stun/knockout * Survival ** Swim ** Teaching ** Teamster * Theology ** Torture * Track ** Trading ** Ventriloquism ** Weapon smith *** Willpower *** Wood lore ** Woodwork ** Xenology ***

SKILL RANK CALCULATION TABLE Skill Cumulative Skill Cumulative Rank Skill Points Rank Skill Points 1 1 11 66 2 3 12 78 3 6 13 91 4 10 14 105 5 15 15 120 6 21 16 136 7 28 17 153 8 36 18 171 9 45 19 190 10 55 20 210

Skill Rank 21 22 23 24 25 26 27 28 29 30

Cumulative Skill Points 231 253 276 300 325 351 378 406 435 465

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Character Races

CHARACTER RACES
RACIAL CHARACTERISTICS The following is a list of race based attribute modifiers for those races that can be taken as player characters. The modifiers may not take an attribute below 1 or above 20. Included is a list of general traits for the race. Like any species there tend to be some physical and social differences within the species depending on geographical location, environment, etc. (e.g. Plains Dwarves tend to be larger, more sociable types, following more an agricultural lifestyle than their mining, stoic, and shorter Mountain cousins). As a rule though a particular species will tend towards the following traits where appropriate. The different species also have leanings towards specific weapon skills and secondary skills. For the weapons mentioned for each race, the Weapon Skill Points required (rounded up) are halved. For the secondary skills mentioned for each race, the Secondary Skill Points required (rounded up) are halved. In both these cases (Weapon Skills and Secondary Skills) this only applies at first level. DWARVES Consolidative, Assertive +1 STR, +3 CON, -2 DEX, -1 PERC Starlight vision. Max. Move Rate -2'/sec. on all rates greater than 5'/sec. Appearance: Short 3' 6" - 4' 6", Stocky 126 lb. - 178 lb. As in Tolkien Dwarves. Society/Demeanour: Dwarves are curt and stoic people. Generally down on spontaneity but do enjoy drinking and singing. They are heavily into mining, mountains, and are famous for their love of metals. They are very business like in their dealings, and get along tolerably with most races (though they traditionally don't get on with Orcs). They have aversions to water and horses. They prefer heavy arms and armour. Dwarves tend to have medium sized Tribal societies run by Elders. Females have an equal standing with males in dwarven society. Preferred Weapons: All Axes, X-bows, Hammers, and Maces. Common Secondary Skills: Mining, Mountaineering, Masonry, Precious metal craft, Blacksmith, Armour craft, Weapon smith, Jeweller/Gemsmith. FRAAKEN Cautiously expansionist, Aggressive. +2 PERC, +1 INT, -2 STR, -1 DEX Max. Move Rate -2'/sec. on all rates greater than 5'/sec. Appearance: Short 3' 6" - 4' 6", Man like proportioned 72 lb. - 115 lb. Generally balding (even at an early age). They have a stature between that of Glan'Yar and Dwarves, with the general dour nature of Dwarves (though they are more warlike and aggressive). They have sallow (yellowish) skin, dark hair, and large facial features. Society/Demeanour: Fraaken are excitable but quick to calm down. They are an intelligent, mechanically minded race, love gadgets and gizmos, and serve well as mercenaries (artillerists and sappers). Fraaken are well known for their intricate and elaborate but somewhat hazardous inventions (rarely going beyond the prototype stage). A full description of the Fraaken design method can be found in Findles Compilation under Perilous Prototypes and Cunning Artificers: A Treatise on Fraaken Research and Design Techniques. Fraaken also have a love of the sea and all forms of sailing and water lore. Like Dwarves they are tribal but can live in large towns or small cities. Preferred Weapons: All mechanical weapons (most commonly x-bows), Sling, Bolas, Flail, Morning star, All shields. Common Secondary Skills: Apothecary, Artistic Ability, Ballistics, Bower/Fletcher, Construction, Mathematics, Masonry, Navigate, Ocean Lore, Pick locks, River lore, Rope Use, Sailing.

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ORCS Expansionist, Aggressive +2 STR, +1 CON, -3 INT Starlight vision. Appearance: Wide height range 4' 6" - 6' 10", Wide weight range 62 lb. - 268 lb. Dark skinned, Massive/Imposing, Bestial, Heavy-set bone structure, semi-muzzle-like jaws. Society/Demeanour: Orcs wear piecemeal armour, patchwork clothes. They display battle trophies upon their person. They have a penchant for Jewellery (gaudy). They live in large tribal societies that are considered barbaric by most of the other species. Orcs are a semi-nomadic species that live by the rule of might. They are intelligent enough to have learned by experience that trade and peaceful cohabitation is generally the way to survive if your enemies are stronger or equal to you in battle, so many Orcs have settled to form more permanent societies. These in particular have fared well even though there is a general antipathy towards Orcs. Orc societies are patriarchal but advice from the female elders is sought on all matters, including trade, politics and war craft. In battle they tend to use heavy long bladed and crushing weapons such as Mauls, Bastard-swords, and Hammers. They prefer X-Bows to hand-drawn bows. They use heavy armour but very few can obtain it or keep it in good repair. (Equivalent: Picts, Gauls) Preferred Weapons: Great axe, Maul, Falchion, Mace, Hammer, Heavy X-bow. Common Secondary Skills: Brawling tactics, Drink, Fish, Herbal lore, Hunt, Leather work, Long run, Survival, Swim, Track, Wood lore. PRUTZEN Expansionist (Calculating), Aggressive +2 STR, +1 PERC, -1 CON, -1 DEX, -1 INT Appearance: Man sized 5' 8" - 7', 130 lb. - 246 lb. Prutzen appear human in the main, but with feral, canine attributes to their faces and bodies. Society/Demeanour: In most Prutzen societies, the male carries with him a Thaktar, which is a heavy long dagger, or short-sword used exclusively for duels between Prutzen. In ordinary combat they tend to use long shafted weapons such as spears, pole-arms, pole-axes, and broadswords. They also are renowned for their re-curved horn short-bows. They have little preference for any one type of armour, but all arms and armour are utilitarian with little ornamentation (except for the Thaktar upon which much artistic skill is lavished) apart from honour badges and clan badges. Prutzen are considered one of the darker, more savage species by most, due to their aggressive nature. They are far from barbarians in that they have a highly structured society based on a warrior caste system. They live in medium sized clans, expanding according to need. As individuals, Prutzen are likely to take instant (and complete) retaliation at the slightest affront. This wildness is mainly what keeps the Prutzen civilisation in check, as constant in-fighting and blood feuds keep numbers down. A unified Prutzen species would threaten humans for their place at the top of the social strata. They are however highly sought after as mercenaries for their abilities and knowledge of war craft. (Equivalents: Star Trek's Klingons, Medieval Japanese, and Samurai society) Preferred Weapons: Broad sword, Short sword, Broad axe, Halberd, Lance, Spear, Short bow, Javelin, Martial arts. Common Secondary Skills: Animal care/handling, Animal training, Ballistics, Biology, Body control, Brawling tactics, Etiquette/protocol, Heraldry, History, Jurisprudence, Ride, Teamster, Xenology.

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YELLAN Consolidative, Peaceful +2 INT, +1 PER, -2 STR, -1 CON Appearance: Tall 6' - 7', Slight framed 100 lb. - 150 lb. Yellan have very flat features. They have high vertical foreheads and almost no nasal protrusion. Tall with very pale to white skin and pale to white hair. They are thin and rakish but healthy all the same. Society/Demeanour: The Yellan are a graceful people prone to philosophy and reflection. They are generally peaceful (although realistic when facing an aggressor), unflappable, and live an agrarian lifestyle. They prefer to live in mountain valley settings in small to medium sized communities. Their societies are "open" with a loose political structure however they achieve things rapidly through a strong sense of duty and community spirit. They are adept learners and are magically inclined; they have more Mages, Sages, etc. per capita than any other race. They prefer to use missile weapons in combat (although not mechanical e.g. X-bows) and lighter long edged weapons. Preferred Weapons: Sabre, Rapier, Foil, Long Bow, Short bow, Sling, Staff, Spear. Common Secondary Skills: Astrology, Etiquette/protocol, Heraldry, Healing, History, Linguistics, Meditation, Mythology, Orate, Play instrument, Spell craft, Story telling, Teaching, GLANYAR Expansionist, Capricious, Peaceful +2 DEX, +1 PER, -2 STR, -1 CON. Starlight vision. Appearance: Short 3' 8" - 4' 10", Slight framed 48 lb. - 96 lb. These people are short and slightly built; they have pointy ears and yellow eyes. Society/Demeanour: They tend to be scatty, flighty types that dwell in Sylvan type woods surroundings. They are known to make entire villages that are in the tree canopy. Their villages tend to be on the small side. They are lovers of art and the finer things in life, but tend to have a short attention span. GlanYar are obsessed with cultural purity and as such they rarely allow other races to live within their societies, so as to reduce the chance of pollution. This does not stop individual Glan'Yar from living within other societies, but this is not as common as with other races. They are naturally curious (which make them adventurous). They generally use light armour, light finely crafted weaponry, and are very adept with small missile weapons. Preferred Weapons: Rapier, Foil, Short sword, Dagger, Garrotte, Case weapon style, Short bow, Hand X-bow, Dart, Sling, Shuriken, Heater shield, Buckler. Common Secondary Skills: Acrobatics, Artistic Ability, Bower/Fletcher, Climb, Deceit, Fish, Herbal lore, Hide, Pick locks, Play instrument, Poison lore, Rope use, Sing, Sleight of hand, Sneak HUMANS Expansionist, Assertive +1 on any 2 attributes or +2 on 1 attributes. Appearance: 5' - 6' 8", Medium Build 124 lb. - 240 lb. Society/Demeanour: Humans are of course the mainstay of the races. They do this by breeding faster than most of the races, or in their adaptability to environments and situations. They can be as aggressive as Orcs and yet at the same time be as intelligent as Yellan. They will tend to be everywhere, and in most milieus make up the highest level of civilisation as they trade (or exploit), the best from other civilisations. As a species, their chief attributes lie in manipulating and organising the environment (and other species) to their own advantage. Preferred Weapons: Broad sword, Bastard sword, Falchion, Lance, Mace, Spear, Staff, Long bow, Kite shield Common Secondary Skills: Bargaining, Body control, Brawling tactics, Bribery, Construction, Etiquette/protocol, Fast talk, Gamble, Heraldry, Linguistics, Orate, Ride, Speak other language, Survival, Theology, Trading, Willpower, Xenology, Mythology.

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EQUIPMENT
ENCUMBRANCE
Encumbrance is a combination of how much an object weighs and how much space it takes up. A person may be able to carry 40lb quite easily in a backpack, however 40lb of feathers takes up far more space than 40lb of lead. WEIGHT Due to a conflict with the damage system, the Carrying STR attribute for encumbrance is different than the Combat STR attribute which is used in the rest of the system. Usually where a creatures STR attribute is discussed, this is the Combat STR rating. When talking about the load a creature can bear a different Carrying STR attribute is used. The following table gives the Carrying STR equivalent for every Combat STR. COMBAT STRENGTH CARRYING STRENGTH Combat STR 1-20 21 22 23 24 25 Carrying STR 1-20 30 40 50 60 70

26 80

27 90

The limit of weight (in pounds) that a character can carry for an extended amount of time (greater than half an hour, with no penalties), is found by multiplying the characters Carrying STR x 5, e.g. a character with 9 strength can carry up to 45 lb. Gear unencumbered. However if a characters strength is 4 or less then the maximum weight he can carry is 20 lb., i.e. a character with a strength of 1, 2, 3, or 4 can carry 20 lb. load at no penalties. Unencumbered: - [Strength x 5] The maximum amount a character can carry for more than half an hour without penalties. Encumbered: - [Strength x 10] The maximum amount a character can carry, A character that is encumbered incurs the following penalties while in combat. maximum movement rate -2 to ATT/DEF 20% chance to miscast a spell. The effect of encumbrance during long term travel is to lose 2 points of CON per hour of travel. This is recovered at the rate of 1 point per hour of rest. If enough equipment is divested at the start of combat then the penalties will not apply. Dead lift: - [Strength x 15] The maximum amount a character can lift. For encumbrance purposes ordinary clothes that are worn are considered to weigh nothing and armour when worn is considered to be at half weight. The following table is for bipeds (creatures standing upright, e.g. humanoids). WEIGHT ENCUMBRANCE TABLE Carrying Capacity (lb.) Carrying Unencumbered Encumbered STR x5 x10 14 1 20 21 - 40 10 1 50 51 - 100 20 1 100 101 - 200 30 1 150 151 - 300 40 1 200 201 - 400 50 1 250 251 - 500 60 1 300 301 - 600 70 1 350 351 - 700 80 1 400 401 - 800

Dead Lift x15 0 - 60 0 - 150 0 - 300 0 - 450 0 - 600 0 - 750 0 - 900 0 - 1050 0 - 1200

Equivalent Strength Goblin Average Human Troll, V Strong Human Minotaur, Ogre, Yeti Werewolf Giant Vampire

Quadrupeds (4 legs) distribute loads differently on 4 legs and therefore the above formula does not apply.

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ANIMALS AND WHAT THEY CAN CARRY As a rough rule-of-thumb, fine boned animals can carry about 15% of their body weight e.g. Horse, Donkey. Heavy boned or stocky animals can carry about 20% of their body weight e.g. Mule, Mountain pony, Big boned horse (Destrier, Draft horse). Not all animals follow this rule e.g. goat. Animal Load Rate of Pulling Carried Travel Load*** (lb.) (m/d) Goat * 50 15 150 Llama ** 100 20 300 Pony 150 24 450 Donkey 200 20 600 Mountain Pony 250 24 700 Riding Horse 300 32 800 Rounsey, 300 32 800 Mule 400 20 1000 Courser 400 24 1500 Destrier 500 24 2000 Draft horse 500 24 2000 Camel 500 24 2000 Bullock(Oxen) 600 15 2500 * 1/10 the upkeep of a horse (1/6 the food), handles rough terrain better than any other animal ** Very good in rough terrain. Here is an interesting point: 2 animals hitches together can pull about 11 times that of 1 animal (info unconfirmed, but supplied by one of our role-players). VEHICLE RATE OF TRAVEL Vehicle Rate of Travel (m/d) Wagon 15 Barge* 5 Keelboat (rowed)* 10 Rowboat 15 Sailing ship 48 Warship** 60 Longship** 72 ** Galley 96 * Rafts, barges, and keelboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 mph) to the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can also float an additional 14 hours, if someone can guide it, so add an additional 42 miles to the daily distance travelled. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. ** Sailed and rowed VOLUME This section deals with how much volume a PC can carry and where they can carry it. For purposes of determining the number of items a PC can carry, the volume of any item is broken down into Item Slots or Weapon Slots. 1 Item Slot = approx. 1000cc volume (1L) Different body locations can hold different sizes and numbers of slots. For instance a hand can hold an object much larger than 1000cc in size but can only hold (effectively) one object at a time. Weapon slots come in various sizes (smallest - S, M, L, VL, X -largest). A smaller weapon can always fit into a larger weapon slot. X (extra large) weapons can only be carried in the hand and then only for a limited period of time.

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Locations Hand Back Waist Shoulder

One item/weapon slot of any size. One VL or 2 L weapon slots plus the backpack. One belt (a weapons belt or a pouch belt). One shoulder bag or bandoleer.

EQUIPMENT LIST
Cost: The cost in bits for a standard quality item Item: Item name Wgt: Weight in pounds of the item. The weight of clothing and armour is that when it is carried rather than worn. When worn it is considered to be half the weight when taking into account encumbrance. Size: The size equivalent of the item when taking into account the construction of an item (see Custom Built Equipment below) and equipment saves. Also used for encumbrance purposes as relates to weapons (see Case Weapon Style and Weapon Slots) Weapons Cost (bits) 4,000 30 300 2,000 15 100 20 1,500 1,500 3,000 10 4,000 6,000 1,500 1,200 1,100 1,500 4,000 200 2,000 1,000 2,000 4,000 1,000 750 1,300 1,000 50 2,000 1,000 10 100 50

Item Bastard-Sword Bolas Broad Axe Broad-Sword Club Dagger Dart Falchion Flail Foil Garrotte Great Axe Great Sword Halberd Hammer Hand Axe Hand X-Bow Large X-Bow Javelin Lance 12' Lance, Blunted Jousting Small X-Bow Long Bow Mace Maul Morning Star Sabre Shuriken Short Bow Short-Sword Sling Spear Staff

Wgt lb 5 3 7 4 3 1 1 4 7 1 0.1 10 10 8-15 5 5 5 14 3 15 15 7 3 5 15 8 3 0.1 2 3 0.25 5 4

Size L S VL M M S S M M M S VL VL X S S S VL L X X M L M VL M M S M M S L L

Comments can be a two-handed weapon two-handed weapon

two-handed weapon two-handed weapon two-handed weapon

two-handed weapon

two-handed weapon two-handed weapon two-handed weapon

two-handed weapon

Ammunition Cost Item (bits) 12 Arrow, Long 6 Arrow, Short

Wgt lb 0.2 0.1

Size S S

Comments

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0.5 5 2.5 5 2.5 30 50

Sling Bullet (Lead) Caltrop Quarrel, Hand X-Bow Quarrel, Large X-Bow Quarrel, Small X-Bow Quiver For 12 Arrows Shuriken Silvering for ammo Silver alloy point

0.1 0.1 0.1 0.3 0.1 1 0.1 N/A N/A

T VS VS S S M T N/A N/A

x3 cost, Useful for only one shot x10 cost, Permanently silvered

Armour Cost (bits) 120,000 30,000 1,000 500 150 50 1500 1,300,000 250 5000 5000 2500 125 7,000 15,000 60,000 500 700 1,300 12,000 400,000 300 6000

Item Banded Armour Chain Armour Gambeson Gauntlets, Chain Gauntlets, Cuir Bolle (backed) Gauntlets, Leather (Soft) Gauntlets, Plate Gothic-Plate Armour Greaves, Cuir Bolle (Pair) Greaves, Plate (Pair) Helm, Jousting Helm, Large (Great Helm) Helm, Small (Bassinets) Leather Armour Ring Armour Scale Armour Shield, Buckler Shield, Heater (Small) Shield, Kite (Large) Studded Armour Transitional Plate Armour Vambraces, Cuir Bolle (Pair) Vambraces, Plate (Pair)

Wgt (lb.) 45 40 8 3 2 1 5 60 5 8 8 5 2 15 20 40 4 7 15 30 70 5 8

Size VL VL L S S S M VL M M M M M VL VL VL M L VL VL VL M M

Comments

AF 12, 5 Item Slots in size AF 7, 4 Item Slots in size AF 4, 2 Item Slots in size

4 Item Slots in size

Field Supplies Cost Item (bits) 50 Bedroll 0.5 Candle, 3 Hr 1 Chalk 3 Cord 10' 125 Crampons 3,000 Field Kit -Apothecary 2,000 Field Kit - Biology 2,000 Field Kit -Healing 1,000 Field Kit -Herbalist 4,000 Field Kit -Poison 40 Grappling Hook 2 Iron Spike 20 Journal 150 pages 1.5 Lamp Oil 75 Lantern -Bulls-Eye 15 Lantern -Candle

Wgt (lb.) 2 0.1 0.1 0.5 2 5 5 5 5 5 7 0.5 2 2 5 2

Size M T T VS M M M M M M M VS S S M S 10' radius

Comments

Pair 10 Uses (150 bits consumables / use) 10 Uses (100 bits consumables / use) 10 Uses (100 bits consumables / use) 10 Uses (50 bits consumables / use) 10 Uses (200 bits consumables / use)

1 pint (L) 100' beam 10' radius

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25 30 15 300 2 25 20 25 135 0.1 25 120 75 1,500 1,000 1,000 350 600 15 2 5 10

Lantern -Hurricane Lantern -Shuttered Link Chain (25') Lock Picks and Tools Mirror Naphtha Oil Notebook Padlock (DF10) Pair of Manacles & key Paper Per Sheet Rope -Hawser, 50' Rope -Silk, 50' Snowshoes Spell Book (50 leaves) Spyglass Tent -Canvas -Four Man Tent -Canvas -One Man Tent -Canvas -Two Man Tinderbox Torch, 1 Hr Vellum Per Sheet Writing Ink + 2 Quills

3 3 25 1 0.2 1 1 1 8 * 20 8 5 2 3 25 5 12 0.5 1 * 0.1

M M L VS VS S VS VS S * VL L L S S XL VL XL T M * T

60' radius 30' radius

1 pint (L) 50 Pages DF9=50bits, DF8=75bits, etc. Negligible weight unless lrg quantity

30' radius Scroll quality

Clothing Jewellery Cost Item (bits) 150 Amulet 150 Armband 75 Bracelet 50 Belt (thin) 175 Circlet 140 Girdle 130 Broach 200 Necklace 350 Torc 100 Ring 25 Wand 50 Rod 100 Walking Staff 100 Ball (Hand Sized) glass 300 Ball (Head Sized) glass 200 Boots High 150 Boots Low 100 Shoes 50 Slippers 75 Cap 200 Cloak 45 Gloves 150 Hat 100 Hood 90 Tunic 150 Jerkin Short (Light) 250 Jerkin Long (Heavy Winter) 200 Robe 125 Surcoat 100 Trousers

Wgt (lb.) * 0.5 * 0.3 0.1 3 * 0.5 2 * 0.5 2 3 2 7.5 5 3 2 1 1 5 1 1.5 1.5 1 7 12 12 3 3

Size S S VS S S M S S M VS S M L S M M M M M S L S M M M M L M M M

Comments

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Miscellaneous Cost Item (bits) 150 Holy Symbol 250 Meditation Beads 50 Meditation Incense 1,000 Meditation Wheel 2000 Bag Pipes 1 Bell Tinkle 30 Chime 150 Drum, Hand 45 Fife 250 Flute 120 Gong 150 Horn 200 Lute 300 Lyre 175 Mandolin 5 Whistle 100 Wig 15 Bird Cage 350 Bullwhip 50 Cane Walking 20 Cologne/Perfume 50ml 1 Dice/Knucklebones Pair 40 Hourglass 500 Magnifying Glass 25 Merchant's scale 20 Pipe Smoking 18 Pocket Sundial 300 Spectacles 275 Water clock Containers Cost (bits) 150 75 5 12 200/500 400 125/300 20 2.5 20 35 105 5 2 35 175 20 100 40 320

Wgt (lb.) 1 0.2 0.5 3 10 * 0.3 5 0.5 1.5 5+ 5 4 7 3 * 2 5 2 1 0.2 * 4 0.5 4 * 0.5 * 12

Size S S VS S M T S M S S M M M M M VS M M M M VS T S VS S T T T L

Comments Only clergy have blessed symbols

15 range

Item Backpack 60lb cap Barrel 200L Bottle Bucket 10L Chest, Large (Iron Bound) Chest, Large, Travelling trunk Chest, Small (Iron Bound) Drinking Skin Flask, Ceramic Keg 25L Map Case Pouch belt Sack Large Sack Small Satchel Scroll Case, Ivory Scroll Case, Leather Scroll Case, Ornate wood Sheath, Dagger Sword Scabbard and Belt

Wgt (lb.) 8 40 1 4 25/40 50 10/18 1 1 7 2.5 3 0.5 0.2 3 2 1 2 1 3

Size L XL S M VL XL M M S M M M M M M S S S S M

Comments 100 slot (litre) capacity 2 L cap. 80 slot cap. 200 slot cap. 25 slot cap. 2 L cap. 0.5 L cap. 15 slot cap. 10 slot cap. 75 slot cap. 25 slot cap. 20 slot cap.

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2 Tools Cost (bits) 10 25 25 65 35 15 17 2 10 120 25 10 25 5 15 45 12 75 45 75 25 35 40 10 Vehicles Cost (bits) 10,000 1,750 7,000 1,500 6,000 3,000 30,000

Vial

0.2

50 ml cap.

Item Chisel Crowbar Fishing net Grindstone (hand cranked) Hammer, Armourer's Hammer, Carpentry Iron Drill Iron Spike Knife Ladder 12' Metal File Nails Iron (100) Paint 1L Paint brush Fine Paint brush Pick Axe Pliers Pulley Saw 1 man Saw 2 man Scissors Sickle Spade/shovel Whetstone

Wgt (lb.) 1 5 15 25 5 2.5

Size S L L M M M M S S VL S M M VS S L S M M L S M L S

Comments

Item Basic Coach Buggy Covered Wagon (sprung) Dogsled Flat Deck Wagon (sprung) Flat Deck Wagon (unsprung) Well Appointed Coach

Size 12 x 8 8 x 6 12 x 8 6 x 3 15 x 8 15 x 8 12 x 8

Comments Carry 1,000lb Carry 400lb Carry 2,500lb, Designed for long distance travel Carry 50lb per dog (ideal conditions) Carry 2,500lb, Designed for med distance travel Carry 1,500lb Carry 1,000lb

Tack and Harness Cost Item (bits) 4,000 Horse Barding Padded Armour 160,000 Horse Barding Chain 32,000 Horse Barding Leather 60,500 Horse Barding Leather Studded 2,000,000 Horse Barding Plate 75 Bit And Bridle 12,000 Elephant Howdah (4 Man Cap) 1500 Horse Saddle 200 Saddle Bags Large (30lb Cap) 100 Saddle Bags Small (10lb Cap)

Wgt (lb.) 120 60 100 200 0.5 150 20 5 3

Size S VL VL L AF = 4 AF = 2 AF = 3 AF = 8

Comments

75 slot capacity 25 slot capacity

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10 200 Livestock Cost (bits) 40,000 2,000 150 7000 10,000 2,500 7,000 10,000 30,000 100,000 150,000 200,000 150 1,500 ?

Saddle Blanket Wagon Harness

1 1

M M

Item Camel Donkey Guard Dog, 1 Hit Dice Hunting Hound, 2 Hit Dice War Dog, 3 Hit Dice Oxen Pony Riding / pack Horse Work Horse Rounsey (Light War Horse) Courser (Medium War Horse) Destrier (Heavy War Horse) Goat Llama Elephant

Comments Strength # =23 Strength # =21 Can be trained to attack Can be trained to attack Trained to attack Strength # =25 Strength # =20 Strength # =21 Strength # =24 Strength # =21, Trained to attack Strength # =22, Trained to attack Strength # =24, Trained to attack Pack Animal Pack Animal Strength # =29, Pack Animal, Can be trained to attack

Food and Rations Cost Item (bits) 8 Ale (2l) 60-100 Banquet (Per Person) 4 Beer (2l) 7 Field Rations Per Day 20-50 Good Meal 3 Horse Grain Per Day 15-25 Square Meal 50+ Wine, Fine (1l) 15 Wine, Good (1l) 7.5 Wine, Reasonable (1l) Accommodations and Services Cost Item (bits) 100 / week General travelling/living expenses on the road 300 20 70 100 1,500 45 30 200 120 80 50 1,500 or more 3 Bdrn. House, In Town Common Tavern Room Double Room In Inn Hovel, Two Rooms Total Royal Suite In Hotel Small Single Room In Inn Small Tavern Room Suite In Inn Shoeing Horses Per Beast Livery, Per Beast Grazing for Horse Casting a spell (see comment for formula)

Wgt (lb.) 4 NA 4 2 NA 3 NA 2 2 2

Size

Comments

Comments Includes food, 1 nights accommodations and stabling for a single person and his mount per week at the lowest level of comfort. to rent per week (min 1 month in advance) per night per night per week (min 1 month in advance) per night per night per night per night per week (includes stabling but not supervised exercise) per week (does not include supervised exercise) 750 x manna points + spell circle2 x 750 (750 x mp + sc2 x 750) bits

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FIELD KITS When investigating an unknown potion or attempting to diagnose/cure a disease, the character performing the investigation requires equipment and reagents to analyse/treat the unknown. Obviously a fully equipped lab or surgery may not always be available when adventuring. In this case the characters may decide to take a Field Kit of the most basic (portable) supplies and equipment that will significantly improve his chances of succeeding in his task. See the appropriate secondary skill for the description of the use of each Field Kit. EQUIPMENT MAINTENANCE All equipment must be maintained. As equipment is used it starts to degrade. This results in a reduction of effectiveness. The cost of maintenance is 10% of the standard purchase price per 6 months. If this maintenance is not performed then there is a 10% chance every month that a major breakage will occur and the item become unusable. Magic items are not immune to damage or wear and tear. As such the maintenance cost also apply to them. The maintenance cost on magical items is only that of the nonmagical equivalent. Characters may reduce the maintenance cost of equipment using any skills they may have that are appropriate (e.g. armourer, weapon smith). Such skills may (GM adjusted) reduce the 10% cost by as much as their skill rank, for example, if a character has the Armourer Skill at rank 16 then the maintenance cost of his armour can be reduced to 2% per 6 months. There are many items that do not require maintenance due to the fact that they do not undergo that much wear and tear, or are perceived as of minor value. Such items as rings, jewellery, wands, potions, etc do not undergo significant amounts of wear and tear. Such items as inexpensive clothing, crockery, arrows, any items in the standard backpack, most items under 500 bits, are perceived as minor items. "SUPERIOR" QUALITY EQUIPMENT The equipment list above gives the prices of "standard" quality items that can be purchased at most stores. It is possible to purchase superior quality items that actually improve the operator's chances of success while using the item in with a secondary skill (e.g. lock pick tool with the picklocks skill). These superior quality items can never improve the skill rank by more than 5 skill ranks. Most superior quality items will cost between 2 6 times the cost of a standard item. CUSTOM BUILT EQUIPMENT Sometimes a character may wish to purchase an item that is not listed in the list above or is custom built for his purposes. This may be with particular materials (rather than the standard listed next to each item in the list) or with particular design features. Examples of these may be a silver plated sword, a battle-axe completely made of bronze or a robe made of silk (rather than standard linen). To work out the cost of constructing a custom/purpose built item, the following steps are followed. Select the type of material from table 1 and determine the cost of the materials [Material base cost]. Work out the Material size multiplier for the item from table 2. Note the Size of the object can radically affect its equipment save. The Total material cost is Material base cost times the Material size multiplier For simplicitys sake the new Total Material Cost is added to the retail price of a standard item. This gives the retail price of a custom built item. This allows for the fact that the craftsman has to work in non-standard materials but to a known design. Where the GM determines that the difficulties in working with the materials (or design) is outside the abilities of a standard craftsman he may increase the retail price of the custom built item by up to 200% Total Material Cost (bits) = Material base cost x Material size multiplier Retail price (Custom Built Item) = Total Material Cost + Retail Price of Standard Item

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Table 1 MATERIAL COSTS Cost (bits) * Material Cost (bits) * Material 90 Fabric 300 Crystal 75 Parchment 75 Stone (non precious) 150 Leather 750 Stone (semi precious) 75 Wood 75000 Stone (precious) 90 Bone 150 Soft Metal (non precious) e.g. lead 90 Ceramic 450 Hard Metal (non precious) e.g. steel 90 Glass 900 Soft Metal(semi precious) e.g. silver 600 Amber 3000 Hard Metal(semi precious) e.g. alloys 600 Resin 3000 Soft Metal(precious) e.g. gold 600 Ivory 6000 Hard Metal(precious) e.g. mithril *Based on the amount of material required for a single item of small size Note costs of materials vary widely and the above are shown as a generalised and average guideline only. For instance some homespun wools may cost as little as 5 bits for a single item of small size or silks which may cost 100 bits for the same item. Table 2 MATERIAL COST SIZE MULTIPLIER Size of item Material size Bonus to multiplier equip save (%) Tiny 0.25 -60 Very Small 0.5 -30 Small 1 0 Medium 2 10 Large 4 20 Very Large 8 40 Extra Large 16 80 RESALE VALUE OF EQUIPMENT The quality of items varies widely which can affect the price that a character can receive when attempting to sell an item as second hand goods. There are many other factors including the initial quality of construction of the item (e.g. was it constructed by a master craftsman or by an apprentice). Therefore the quality and resale percentage is entirely at the GMs discretion. However as a general guideline for standard quality items in good repair a character can expect to receive around 35% of the retail price of a new item of similar quality. For livestock the resale value is around 75% of an equivalent beast for sale on the open market. Enchanted items sell for around 75% of the full retail value of an equivalent enchanted item if there is some remaining enchantment or charges left. If the item has been fully used (discharged) its resale value is 60% of the normal retail value of the base item. If the construction material is of greater value than the normal item (e.g. a sword made of silver rather than steel) then the total material cost may be added to the resale value instead of the normal book price of the item, at the GMs discretion EQUIPMENT SAVES Under certain conditions items may need to make a save against structural damage due to some form of stress. On failing a saving throw the item may be degraded in integrity or reduce in resale value or incur greater repair/maintenance costs (as determined by the GM) or even be destroyed. Some items that have been specially constructed may have bonuses to their save rolls, usually the cost for an item doubles for every +10% to its save. I.e. a leather bound tome normally costing 100 bits can be bound in special leathers for extra durability, 200 bits for +10% to its saves, 400 bits for +20% to its saves etc. Obviously there is a limit to how high this can go (GMs discretion). For an item to save: - roll less than or equal to the number shown below on a D100. Note: - If a character succeeds in making a save (e.g. a DEX save verses a fire-based attack) then, normally, any items that he carries are not required to make a save.

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EQUIPMENT SAVES MATERIAL TYPE (MT) 1 Parchment 2 Cloth / Leather 3 Glass 4 Ceramic 5 Bone 6 Resin/Amber 7 Leather (hard) 8 Wood 9 Metal (soft) 10 Metal (hard) 11 Stone 12 Liquid

Fire 0 25 55 85 75 50 105 75 200 200 200 100

Impact N/A N/A 0 0 50 50 50 100 50 150 125 N/A

Electricity 25 30 25 100 50 150 100 0 55 60 125 0

Acid 5 -25 N/A N/A 75 100 50 65 125 75 125 Cont

Water/ Smoke 25 50 N/A N/A 150 150 25 100 N/A N/A N/A Cont

NOTES Size of the item will modify the equipment save required. The table above is based on the saves required for an item of small size Damaging effects are considered; Normal; if causing less than or equal to 15 hp damage. Severe; between 15 and 25 hp damage and is -1% per hit point damage incurred, on normal saves Extreme; greater than 25 hp damage, save is at -2% per hit point damage incurred, on normal saves. Items having to save verses a spell effect may (in some cases) have their save lowered at the caster's option by expending extra manna points (-10% per extra manna point cast). Fire vs. material types 1 and 2 check with a cumulative -25% penalty for every 5 seconds continued exposure. 3 check every 30 seconds. 8, 9 and 10 require extreme damage to have any chance to effect the material or prolonged exposure to incur damage. All other material types check on initial exposure and every minute thereafter. Items that have been frozen receive a -25% on their Impact saves. Water or smoke damage indicates prolonged exposure or a corrosive ingredient to the medium. Cont = contamination, may not necessarily ruin the liquid but the contaminant may have other effects A Normal Impact is equivalent to a blow by human with strength of up to 20 or a fall of approximately 20' onto an unyielding surface. For falls greater than 20' add a -2% penalty for every extra 1 foot fallen. A Severe Impact is equivalent to a blow by an inhumanly strong opponent (STR 21 or better). For STR greater than 21 add a -10% penalty for every extra STR point. Armour that has failed a save loses a point of AF and is at 10% to any future saves. This does not increase again until some significant repair work has been performed requiring the spending of at least 10% of the original item cost per failed save. Shields that fail their save lose a point of DEF and require maintenance as above to repair damage. Weapons that fail their save drop a weapon class. They are at 1 to ATT/DEF/DAM and they are at 10% to any future saves. This does not increase again until some significant repair work has been performed requiring the spending of at least 10% of the original item cost per failed save. Wooden items that fail to save will ignite immediately. Where the flame is maintained on the wooden item by other sources the item must save each 10 seconds at a cumulative -5% penalty. A wooden item exposed to fire will be destroyed (at least) 50% of the time, even if extinguished immediately after ignition as the integrity of the wood is compromised.

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WEAPONS AND ARMOUR


WEAPONS
MELEE WEAPONS WEAPON DIVIDER SPEED SKILL DICE POINTS LANCE D1 4 10 GREAT SWORD D2 5 13 GREAT AXE D3 5 10 MAUL D3 6 6 FALCHION D4 4 6 BROAD AXE D4 5 5 HALBERD D4 6 3 BASTARD-SWORD D5/D4 3/4 12 BROAD-SWORD D5 3 8 MORNING STAR D5 4 10 SPEAR D5/D6 3 4 SABRE D6 2 8 MACE D6 3 4 FLAIL D7 3 8 RAPIER D7 1 9 SHORT-SWORD D7 2 5 H AXE D7 2 4 STAFF D8 2 4 HAMMER D7 2 3 CLUB D9 2 1 DAGGER D9 1 2 GRAPPLE D12 1 2 BOXING D12 1 2 WHIP- BULL D15 2 6 WHIP- WAR D12 2 6 GARROTTE SPEC 1 3 CALTROP D12 NA 0 CASE WEAPON STYLE 12 MA-FLYING FOOT D7 2 10 MA-IRON HAND D8 1 8 MA-MONGOOSE D9 1 12 MA-FALLING RAIN D10 0 10 MA-EMPTY HAND D10 1+WSpd 12 SHIELDS KITE SHIELD HEATER SHIELD BUCKLER (forearm) BUCKLER (domed) BUCKLER (spiked) DAM TYPE P SP S C S S SP SP SP C SP SP C C SP SP S C C C SP C C S S P C C C C C COMMENTS see note 1 see note 22 see note 22 see note 22 see note 2 & 22 see note 2 & 22 see note 3 & 22 see note 4 see note 6 & 22

see note 4 see note 5

see note 7 see note 19 see note 21 see note 18 see note 18 see note 9 see note 10 see note 11 see note 20 see note 20 see note 20 see note 20 see note 20

D11 D10

1 1

1 2 2 2 3

C C(P)

see note 12 see note 12 see note 12 see note 12 see note 12

SHIELD DEFENCE BONUSES SHIELD DEF COMMENTS TYPE BONUS Buckler +1 0% missile cover Small +3 40% missile cover, -1 / -2 CON penalty to Running / Sprinting speed Large +5 75% missile cover, -2 / -4 CON penalty to Running / Sprinting speed The Dam Type column: P = Piercing, C = Crushing, S = Slashing.

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MISSILE WEAPONS WEAPON DIVIDER DICE LARGE X-BOW D2 LONG BOW D4 SMALL X-BOW D5 SHORT BOW# D7 HAND X-BOW# D12 STONE# * D12 DART# * D11 DAGGER * D10 BOLAS# D20(x3) SLING * D9 LASSO# NA HAND AXE * D7 JAVELIN# * D5 SPEAR# * D6 CLUB# * D9 SHURIKEN# * D11 NAPHTHA D8 VITRIOL (Acid) D6

SPEED (Load/Aim) 15 (13/2) 5 (3/2) 6 (4/2) 3 (1/2) 2 (1/1) 2 (1/1) 2 (1/1) 3 (2/1) 4 (2/2) 4 (2/2) 4 (3/1) 4 (2/2) 5 (3/2) 5 (3/2) 4 (2/2) 2 minimum 5 (4/1) 2 (1/1)

SKILL POINTS 3 7 2 5 2 0 1 3 3 4 8 3 1 2 3 4 0 0

DAM TYPE P P P P P C P P C P P P P C P -

COMMENTS

See note 13 See note 14

See note 15 See note 16 See note 17

- The figures in brackets in the Speed column are the weapon speed broken down into loading/aiming times. Loading times for weapons are set, but aiming times can be varied with various consequences to MATT, see Missile Attack Modifiers in the Combat section. If the missile weapon has been pre-loaded and aimed then the weapon speed for that shot is 0. If a character moves or receives damage prior to firing a shot then he must go through the aiming time again. # - These missiles can be fired from horseback while riding but must make a riding skill roll DF5, if unsuccessful then the to-hit roll is at -4. * - These missiles receive strength based damage bonuses if used at Point Blank range. MISSILE WEAPON RANGES WEAPON PT BLANK (x2) LARGE X-BOW 0 30' LONG BOW (STR 10) 0 30' SMALL X-BOW 0 30' SHORT BOW (STR 10) 0 30' HAND X-BOW 0 20' STONE 0 20' DART 0 20' DAGGER 0 20' BOLAS 0 15' SLING 0 25' LASSO 0 10' HAND AXE 0 15' CLUB 0 15' JAVELIN 0 20' SPEAR 0 15' SHURIKEN 0 15

STD (x1) 31 - 100' 31 100' 31 - 75' 31 - 50' 21 - 30' 21 - 30' 21 - 30' 21 - 30' 16 - 25' 26 - 50' 11 - 20' 16 - 20' 16 - 20' 21 - 70' 16 - 30' 16 - 20'

LONG (x) 101 - 500' 101 - 500' 76 - 250' 51 - 200' 31 - 40' 31 - 40' 31 - 40' 31 - 40' 26 - 40' 51 - 75' 21 - 25' 21 - 30' 21 - 30' 71 - 130' 31 - 50' 21 - 30'

EXTREME (x) 501 1000' 501 - 750' 251 - 500' 201 - 400' 41 - 60' 41 - 80' 41 - 80' 41 - 80' 41 - 60' 76 - 120' 26 - 30' 31 - 50' 31 - 50' 130 - 190' 51 - 60' 31 - 50'

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WEAPON NOTES 1) 10-12 Is considered a standard length of lance that is common to most cultures that use lances. To dismount an opponent the attacker must score a successful hit and score over 15 points damage (regardless of whether it penetrates the armour or not). The struck opponent must then make a successful horsemanship skill (DF5) roll to stay in the saddle. See Falling Damage under Damage inn the Combat section. The damage inflicted by the lance is related to the horsemanship skill of the rider. On a successful attack the rider must make a (secondary skill) Ride roll on a D100. The Ride DF, rounded down (minimum of 1), becomes the weapon deviser. E.G. Percival the Chivalrous (Ride skill of 10) charges an unarmed peasant and scored a hit. He then makes a Ride skill roll (D100) of 47. This equates to a DF of 4. He therefore does 2D20/4 (+ charging bonus see the Mounted Combat section). 2) Weapons, which can be used to hook a persons limb, have a chance of tripping up an opponent. The action to hook must be stated prior to the attack. If the tripping ability is used then the following sequence occurs. The attacker needs to make a successful attack as per the notes (see broad axe). They do 1/2 damage on that attack and the defender falls over. The attacker may decide to retain the hook/engagement, if so on his initiative he does 1/2 damage (include all bonuses). This strike is an automatic hit (no attack roll required). He cannot engage another opponent but may defend against others. The weapon speed of the axe is halved (round up). This reflects the reduced damage of lighter quicker attacks (prodding, poking, slapping, ripping at the opponent to keep him engaged). The defender remains on the ground for as long as he is hooked/engaged. On his initiative he can attempt to break free of the hook by making a successful DEX check DF3. On doing so he has disengaged himself and rolled from 5 - 10 feet away. This is enough distance so he is out of melee range and as such the attacker must follow up if he wishes to continue normal melee combat (see Melee Combat section for modifiers to prone and rising targets). The Bastard Sword (also known as Hand-and-a-Half Sword) can be used both 1 handed and 2 handed. The damages D5 / D3 and the weapon speed 3 / 4 relate to 1-handed / 2-handed use. A person who learns Bastard Sword skill also automatically knows Broad Sword skill. These weapons reduce the shield bonus (+5 for a Kite shield, +3 for a Heater shield, +1 for a Buckler) of a target by 2 DEF points. This penalty is cumulative for every combatant wielding an articulated weapon. The defenders DEF is never reduced by more than the maximum DEF offered by the shield. E.G. Third Level Joe, with a Kite Shield (DEF = 7 + Kite = 12) faces Fred with a flail, Joes total DEF now equals 10. Fred then gets help from Paul who uses a morning star, Joes total DEF now equals 8. In comes Mac with his flail, Joes total DEF now equals 7 (notice only 1 DEF reduction here, as the shield bonus has completely gone). Last comes Janet with her morning star, a somewhat worried Joes total DEF still equals 7. Joes 7 DEF is split 4 ways, 2 on each of the guys and 1 on Janet (cunning Joe knows that girls cant hit). 3 seconds later Janet brains him for 23 points of damage, and thats the end of the fight. If Janet had wielded a broadsword then the results are exactly the same. These are the weapons of the nobility in most cases and as such are rarely used against a heavily armed or armoured opponent. They are used mainly in duels and around town where little or no armour is encountered. If used against plated or solid armour (e.g. Banded armour or above) the weapon must make a breakage save each time the damage roll is greater than 8, if it fails then the weapon breaks. If used against heavy arms, the weapon must make a save each time a blow is directed at it (the attacker must make a successful hit vs. the defenders DEF but stating the blow is specifically directed at the weapon) and the defender takes no damage. In both these cases the weapons saves on a D20 roll that is less than (20 minus the amount of damage done), this is noncumulative. Spears can be used in melee two handed giving 2D20/D5 damage or one handed with a shield but the damage is changed to 2D20/D6. Spears cannot be used as a case-weapon style weapon. Pole-arms that are 10'+ feet long (such as pikes) are usually a battlefield formation weapon only. Weapons that can be braced against an unyielding surface and are set to receive a charge improve their damage divisor dice by 2 places e.g. a pole arm, like a halberd, set to receive a charge causes 2D20/D2 hit points damage. On a to-hit roll of 1 (5% chance) the long shafted weapons have

3)

4)

5)

6)

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impaled the charging creature causing x2 damage and, if it does not break (Severe Impact if struck by a horse sized creature), will automatically dismount an opponent. See also Mounted Combat in the Combat section. 7) Some weapons may cause incidental damage for instance a burning branch/brand causes club damage as a class III weapon, but fire damage on a successful strike as well (i.e. D6 damage). Martial arts (MA): - This skill allows the user to fight unarmed against an armed opponent with no penalties. If grappling an armed opponent, a character with MA may get past the enemy's guard with no penalties to his ATT (see Grappling in the Combat section). The Garrotte: - This weapon can only be used against a victim who is at 0 DEF or defenceless against the garrotter. If a successful strike is made the victim loses hit points at a rate of 2 per second. During this time the victim is silenced. When unconscious the victim loses 1 hit-point per second until dead if the stranglehold is maintained. If the strangle hold is released before death occurs the victim regains 1 hit-point per minute until he reaches 0 hit points at this point he is merely unconscious. During the period that the victim is conscious he may attack with fists or short/medium length weapons at ATT (his DEF is 0). The garrotter is at 0 DEF during this time.

8)

9)

10) For every caltrop strewn into a 10' square there are two 1% chances to hit a creature travelling through that 10' square area. The chance to see an area strewn with caltrops is PERC x difficulty factor. For every caltrop per 10' sq. area the difficulty factor is increased by 0.1. Therefore for 30 caltrops in a 10' area, chance to see = PERC * (30 * 0.1), chance to step on caltrop = 30% twice. 11) Case Weapon Style (Two-weapon style) gives the PC the ability to use two weapons in hand to hand melee. Each weapon is treated separately; reaction and weapon speed are calculated independently for each weapon. The offhand strike is made at -2 to hit. Ambidextrous characters do not suffer the 2 to hit penalty. 12 Weapon skill points are required for this specialised skill. A character must also be proficient in the weapons of choice. There are a very limited number of short and light weapons that can be used as in the off hand. These are: - Short Sword, Hand Axe and Dagger. Any other weapons are at GMs discretion. Only single handed weapons can be used in the primary hand (obviously!). 12) Skill points must be spent to be able to use a shield. Although the forearm buckler can be worn by a casting mage, it provides no DEF during casting. 13) Has 3 damage rolls on a successful hit and entangles a victim. Entangled victims can undo themselves in 10 seconds. Use the Lasso entanglement table below. 14) A lasso may be used to try to entrap a victim or target that has some form of extension or appendage. Any single protrusion may not be more than 4' in diameter. A successful hit indicates that the victim is entangled in the noose. A D100 roll is then made and the table below is consulted to see what part is entangled. If the creature does not have the appropriate appendage the roll may either be taken again or assigned at the GM's discretion (usually the next closest roll) % roll Entangled part 01 09 Head / neck 10 15 Shield / weapon 16 20 Single arm / foreleg (roll high = left, low = right) 21 25 Single leg / hind leg (roll high = left, low = right) 26 30 Both arms / forelegs 31 40 Both legs / hind legs 41 65 Torso arms free 66 86 Torso + Single arm / foreleg (roll high = left, low = right) 87 00 Torso + Both arms / forelegs To escape entanglement the PC must spend 5 seconds disentangling himself. If the attacker is placing tension on the noose then a strength vs. strength contest is required, see Attribute vs.

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Attribute Contest in the Miscellaneous section. Once the entangled PC wins the contest then he must make a DEX roll DF5 to remove the lasso before the noose holder can place tension on it again. If the lasso is attached to a mount the STR vs. STR contest is against the mount. While entangled the victim is at 0 DEF and ATT 15) More than one shuriken may be thrown at once, up to a maximum of 5. The preparation rate (missile weapon speed) is 2 for the first shuriken plus 1 for each shuriken loaded thereafter, e.g. to throw 3 shuriken, the weapon speed is 4 seconds to "load" (getting them into hand) and fires all 3 at once. The chances to hit are reduced when throwing multiple shurikens. This is a 1 cumulative penalty on the MATT roll for every shuriken loaded after the first. A MATT is rolled for each shuriken thrown. For example in the above example each of the 3 shurikens is thrown with a 2 on the MATT roll. 16) Naphtha (Greek Fire) causes damage every 5 seconds until put out. The damage caused is 2D20/D8 every 5 seconds and any equipment subjected to attack must make a saving throw. The oil burns for 60 sec. To extinguish the flames the creature must spend 10 seconds smothering the flames (blanket or rolling), or some other acceptable method. Note the weapon speed in the above table assumes that there is an open flame, to light the fuse, beside the thrower. Otherwise the speed is 10 seconds for using flint and steel. 17) Vitriol (Acid) causes severe chemical burns to exposed flesh (2D20/D6 per litre) and any equipment subjected to attack must make a saving throw. The purity of acid available restricts the length of the attack to 10 seconds after which it has become effectively neutralised. Damage is inflicted every 5 seconds i.e. (1) on the initial strike, (2) 5 seconds after and (3) 10 seconds after. Acid must be kept in ceramic, crystal, or glass containers. Holy water acts as acid to undead and creatures from the infernal planes (but not extra-planer beings e.g. Effreet, aerial servants, etc.). 18) War whip are a bull whip with small jagged blades on the end few inches of the whip. Whips are essentially missile weapons and cannot be used in hand to hand range (within 5). They can be used to entangle (as lasso) or trip a running character (as halberd). Max range is 15. 19) See Grappling rules in the Combat section below. 20) See Martial Arts rules in the Combat section below. 21) As with all the weapons, boxing may be used by a character who does not have the skill, but this is done at a non-weapon proficiency penalty of 5/-5 to ATT/DEF and initiative roll is 1D8 (see the Weapon Proficiency Table in the Miscellaneous section below). 22) The weapon speed of these 2 handed weapons is modified by strength. See Attribute Modifiers Table above. Bastard sword is only strength modified if used 2 handed.

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BOWS DRAW WEIGHTS AND RANGES The range of a self-drawn bow (longbows & shortbows) relates directly to the draw weight or "pull" of the bow. The greater the draw weight of a bow, the greater the minimum strength is required to use the bow. The maximum draw weight (in pounds) that a person can effectively use is half of their "dead lift" weight (see Encumbrance above). We have taken the standard draw weight as 75 lb. requiring a minimum STR of 10 to draw. For every STR point change above or below STR 10 the distance for the ranges STD, LONG, and EXTEME increases/decreases by 5%. The draw weight of a bow determines its range. A character's strength determines what bow draw he can pull. A character with SRT 17 can use a bow with a draw weight of 127.5lb or less. He cannot effectively use a bow of greater draw weight. LONGBOW RANGES STR DRAW WEIGHT lb. 1-4 30 5 37.5 6 45 7 52.5 8 60 9 67.5 10 75 11 82.5 12 90 13 97.5 14 105 15 112.5 16 120 17 127.5 18 135 19 142.5 20 150

PT BLANK (x2 MATT) 0 - 20' 0 - 20' 0 - 20' 0 - 20' 0 - 20' 0 - 20' 0 - 20' 0 - 20' 0 - 20' 0 - 20' 0 - 20' 0 - 20' 0 - 20' 0 - 20' 0 - 20' 0 - 20' 0 20'

STD (x1MATT) 21 70' 21 75' 21 80' 21 85' 21 90' 21 95' 21 100' 21 105' 21 110' 21 115' 21 120' 21 125' 21 130' 21 135' 21 140' 21 145' 21 150'

LONG (x MATT) 71 350' 76 375' 81 400' 86 425' 91 450' 96 475' 101 500' 106 525' 111 550 116 575' 121 600' 126 625' 131 650' 136 675' 141 700 146 725 151 750'

EXTREME (x MATT) 351 - 525' 376 - 562' 401 - 600' 426 - 637' 451 - 675' 476 - 712' 501 - 750' 526 - 787' 551 - 825' 576 - 862' 601 - 900' 626 - 937' 651 - 975' 675 - 1012' 701 - 1050' 726 - 1087' 751 - 1125'

SHORTBOW RANGES STR DRAW PT BLANK WEIGHT lb. (x2 MATT) 1-4 30 0 - 20' 5 37.5 0 - 20' 6 45 0 - 20' 7 52.5 0 - 20' 8 60 0 - 20' 9 67.5 0 - 20' 10 75 0 - 20' 11 82.5 0 - 20' 12 90 0 - 20' 13 97.5 0 - 20' 14 105 0 - 20' 15 112.5 0 - 20' 16 120 0 - 20' 17 127.5 0 - 20' 18 135 0 - 20' 19 142.5 0 - 20' 20 150 0 20'

STD (x1MATT) 21 35' 21 37' 21 40' 21 42' 21 45' 21 47' 21 50' 21 52' 21 55' 21 57' 21 60' 21 62' 21 65' 21 67' 21 70' 21 72' 21 75'

LONG (x MATT) 36 - 140' 38 150' 41- 160' 43 - 170' 46 - 180' 48 - 190' 51 200' 53 - 210' 56 - 220' 58 - 230' 61- 240' 62 - 250' 66 - 260' 68 - 270' 71 - 280' 72 - 290' 73 - 300'

EXTREME (x MATT) 141 280' 151 - 300' 161 - 320' 171 - 340' 181 - 360' 191 - 380' 201 400' 211 - 420' 221- 440' 231 - 460' 241 - 480' 251 - 500' 261 - 520' 271 - 540' 281 - 560' 291 - 580' 301 - 600'

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NON-STANDARD MISSILES Some of the more common grenade missile weapons and their penalties/bonuses, ranges are listed below. Also see below Weapon Classes. It is almost impossible to give damages for these missiles, there is a huge variation in the structure of any particular missile, e.g. how large is the chair and what is it made of, how full is the keg, etc. We have given, for siege weapons, what we believe to be the maximum damage range that a missile can do to a human. It is up to the GMs discretion to create the damage range for any particular circumstance. GRENADE MISSILE RANGES MATT BONUS / PENALTY THROWN MISSILE TYPE FLASK (2 pints,(1L)) OIL, ACID BOTTLE (1 pint (500ml)) OIL, ACID VIAL (1 fl. oz.) HOLY WATER, POISON POUCH POWDER (1lb) FRAMEWORK SMALL (STOOL SIZE) FRAMEWORK MED (CHAIR SIZE) KEG SMALL (2 gallon (10L)) HANDFUL, POWDER POT, HOT LIQUID (-1gallon) DEVICE PROPELLED MISSILE TYPE ROCKS 50 + lb. (fragmenting) BARRELS (20 gallon (100L)) PITCH BALLS FRAMEWORK LARGE (TABLE SIZE) SIEGE DEVICE (Direct fire - bolts) BALLISTAE (4D20/D1) MANGONEL (3D20/D1) SCORPION (2D20/D1) (Indirect fire rocks, barrels, etc.) TREBUCHET (? Lots - 20D20/D1) CATAPULT, HEAVY (4D20/D1) CATAPULT, LIGHT (ONAGER) (4D20/D4) Pnt blk Std Long Extreme x2 x1 x x RANGE (<= distance) 10' 10' 20' 10' 5' 0' 0' 20' 20' 30' 20' 10' 5' 10' 5' 5' 30' 30' 40' 30' 15' 10' 15' 50' 50' 60' 40' 25' 15' 25' 10' 10' SPLASH AREA Diam. (feet) 5' 3' 1' 5' 0' 0' 10' 1' 5'

30' 25' 10' 10' Max Weight

40' 40' 40' -

200' 200' 200' 600' 600' 300'

1000' 700' 400' 1200' 1200' 400'

3000' 2400' 1600' 2000' 2400' 600'

10lb 5lb 2lb 300lb 50lb 10lb

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WEAPON CLASSES Standard weapons are designed for the rigours of battle, they have good balance and are able to withstand severe treatment, therefore they suffer no penalties to hit, damage, or to their saves. However sometimes PC's or NPCs may be caught without their weapons and have to make do with substandard or non-standard weapons. In order to allow for these differences most substandard or nonstandard weapons can be given a class, expressed as one, two, or three (I, II, III). These include such things as meat cleavers (II), wood cutting axes (I), grain threshers (II), sharpened sticks or knives tied to sticks used as crude spears (I or II), flint adzes (II or III), branches used as clubs (II), bar stools (III), fire pokers (II), etc. The easiest way to decide how effective these items are as weapons is to determine how close they are to the original weapons form and how sturdy they are. For instance a wood axe (I) is extremely close in form and sturdiness to a war axe whereas a stone axe (II) is less similar to a conventional war axe in form and durability. This classing indicates the penalty to hit, damage, and various saves verses breakage during use. The weapon classes penalties are cumulative with nonproficiency penalties. Class I Weapons Those things that are in common everyday use that closely resemble the original weapons. They are -1 to ATT/DEF/DAM, and -10% to saves verses breakage. Other weapons that are non standard or exotic forms of a weapon, can be treated as a Class I weapon e.g. wood cutting axes = great axes, sledge hammers = mauls, heavy (bread) knives = daggers, bat = club, scimitar, cutlass, or kopesh are equivalent to a broadsword etc. Class II Weapons Those things that are in common everyday use that loosely resemble the original weapons. They also might be tools that reasonably resemble the original weapon but are not designed for the rigours of battle or are lighter in structure. They are -2 to ATT/DEF/DAM, damage, and -20% to saves verses breakage e.g. pitch fork = spear, wheat threshers = flails, light (table) knives = daggers, fire pokers = mace, etc. Class III Weapons Those things that are in common everyday use that barely resemble the original weapons or they simply have an offensive capability and the tactics of using such an item can be equated to some form of weapon. They are -3 to ATT/DEF/DAM, damage, and -30% to saves verses breakage. Some items may require saves verses breaking for each use during combat. E.g. medium sized framework (chairs) = mauls, broken bottleneck = daggers, broken chair/table leg = club, length of chain = flail.

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ARMOUR
ARMOUR DAMAGE-REDUCTION AND MOVEMENT PENALTY ARMOUR TYPE Running Speed DAMAGE REDUCTION CON Penalty WEAPON FIRE/OIL/ACID/FALLS CONSTRICTION 6' - 15' per sec None 0 0 0 Gambeson 1 2 0 Leather 2 2 -1 Ring 3 2 -1 Studded 3 2 -2 Chain 4 2 -2 Scale 5 3 -2 Banded 6 3 -2 Transitional Plate 8 4 -2 Gothic Plate 10 4 -2 Heater Shield -1 Kite Shield -2 Sprinting Speed CON Penalty 16' 20 per sec -1 -2 -2 -2 -3 -3 -3 -3 -4 -4 -2 -4

The above table considers any particular armour type as being a full complement of the specific armour components (where appropriate) i.e. a full suit including head, leg, arm, and hand/feet protection. A complete suit of armour gives an average damage reduction as shown in the table above. Specific armour factors may be shown on particular pieces of armour e.g. a great helm, even though these may not increase the average armour factor of the 'suit' type. These are only used where the GM determines that the particular body part e.g. the head, is being specifically struck or damaged. Armour size: Armour is normally designed to fit an individual (i.e. custom made, an armourer normally adjusts the size of an in stock suit as part of the purchase cost). If armour is procured through other means (e.g. looting a dead body) then it may not fit. - If within 10% of a persons height and weight then it is a perfect fit. - If between 11% and 20% of a persons height and weight then it is uncomfortable and will need resizing (-1 to ATT and DEF, +1 to React). - If above 20% of a persons height and weight then it does not fit and cannot be worn. For a description of running and sprinting speeds refer to Movement under the Miscellaneous section. Note that armour and shield CON penalties are cumulative. Note that running / sprinting from one part of a combat to another must take CON penalties into account. Magically enhanced armour (which gives bonuses to the armour factor) is one of the normal (physical) armour types that has had its structural integrity strengthened with magic. This does not specifically make it light unless that has been actively incorporated into the magic. Personal magical shields/barriers are normally represented by a deflecting or damage-absorbing field outside the armour. These fields, unless specifically stated in the spell description, are not cumulative in their effect. The strongest field overrides the lesser fields. SHIELD DEFENCE BONUSES SHIELD DEF COMMENTS TYPE BONUS Buckler +1 0% missile cover Small +3 40% missile cover, (-) -1 CON penalty to (running) sprinting speed Large +5 75% missile cover, (-1) -2 CON penalty to (running) sprinting speed

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ARMOUR AND SPELL CASTING Armour by its very nature is bulky and cumbersome. As spell casting requires free movement of the upper body, the wearing of armour can cause casters to miscast their spells. The bulkier the armour, the higher the chance of miscast. Consequently forms of armour (often with some form of free action spell on it) that have little affect on spell casting are highly sought after by mages. Note that the forearm buckler can be freely worn by the mage with no chance of spell miscast, but does not provide DEF during casting. ARMOUR INTERFERENCE OF SPELLS ARMOUR FACTOR 0 1 2 SHIELD TYPE Buckler %CHANCE FAILURE 0 10 25 %CHANCE DISASTER 0 1 5 Note: -a roll is required each time a spell is cast. Disaster is a blow back situation where the magical energy being manipulated by the mage is violently disrupted and causes D8 damage per manna point cast to the caster.

3 40 10

4 Heater 55 20

5 70 30

6 80 50

8 90 70

12 Kite 95 90

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MAGIC
In the MIROR system, the world not only conforms to the natural laws of physics but also to the supernatural laws of metaphysics. Unlike the "real" universe where metaphysics are intangible, unproven and only abstract concepts, the worlds in which PC's are living are infused with an elemental energy that can be manipulated to cause seemingly miraculous occurrences. This metaphysical energy, that completely saturates the PCs world, is a complex combination of forces of which the basic principles are little understood. Yet many creatures have come to understand how to control these forces in a variety of useful ways. An analogy of this in the real world is that of the manipulation of physical laws. One does not have to understand quantum sciences in order to strike a match or even build a hydroelectric dam. Natural physical principles can be classified into different broad "fields" such as physics, chemistry, thermodynamics, etc. which all (on the whole) comply to a common set of laws. These areas with all their laws and rules fall under the category of Science. In the PC's universe the "fields" of metaphysical principles have come to be known as magic. These are split into a number of disciplines. In general terms the use of magic rests on a creatures mental ability to manipulate the raw metaphysical energy. The mind of a creature can shape and wield some of these forces to have a tangible effect on its surroundings. For example a person may use a branch and the principle of leverage to lift an otherwise immovable rock. When using magic, instead of hands using a branch to move the rock, a creature may mentally focus certain metaphysical forces to cause the rock to be moved. As with physical principles a creature needs a greater understanding and more complex or powerful "tools" in order to have a greater effect on the environment. In the above example a branch might be able to move a 200lb rock but a block and tackle could move a 500lb rock. A bulldozer can shift rocks 1000's of lb. in weight. Many creatures (including animals) may have natural magical or spell casting abilities. Through natural adaptation the ability to manipulate metaphysical forces has become instinctual. In the real world a chaffinch using a twig to extract an otherwise unreachable grub from the bark of a tree is a prime example of a tool-using animal. The ability of many creatures to navigate over vast distances by using the sun and stars. In a world where Magic is real, many uses for it will have been developed in nature.

THE PRINCIPLES OF SPELL CASTING


When casting a spell the mage directly utilises the manna that infuses his body. With this manna he constructs a "tool" that in turn draws in, focuses and converts a range of environmental energy sources, into the form or pattern that the mage desires. The mage then directs this "tool" to release the effect where he wishes it to go. As the energy is channelled through the tool, it destroys the integrity of the tool and "burns out" in much the same way as an electric current passed through a light bulb filament produces light but eventually "burns out" the filament. As a mage progresses in ability he is able to construct more complex tools, using more of his personal manna to do so. At any level of ability he is able to strengthen his existing tool so as to channel more raw power. Some of this strengthening improves the power output of the spell which may result in greater range, or greater energy expenditure (a bigger bang). Some of this strengthening may take the form of a greater efficiency of the spell (resulting in reduced saves by the victim). There is a limit to the level of efficiency that can put on a spell. The amount of extra manna that can be diverted into efficiency is limited to up-to-or-equal-to that of the spell circle being cast. When a mage creates the tool, it then becomes a stand-alone entity. It will continue to function, as it was designed to, for the spell duration. Its continuing existence does not depend on the mages existence. Because the tool exists separately from the mage, he may not automatically remove his spells. He must cast some form of terminating enchantment if he wishes to stop the tool from function prior to its predefined duration. Although all tools are transient, the effects may or may not persist. E.g. magically fuelled fire exists only as long as the tool that is feeding it (unless another source of fuel is found, such as wood). The conversion of wood to rock may be permanent, as the conversion process stops when the tool dissipates, but the result remains, just changed in form/composition. Wards or other forms of stored manna exist in micro time-stasis-fields that are triggered by specific events. If a spell allows mental control and if the mage is then removed, the spell persists but the mages control input does not.

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DISCIPLINES OF MAGIC
In the same way that science is split into Chemistry, Physics, Biology, etc. the magic commonly available to most mages is split into the following 8 disciplines. THE DISCIPLINES OF MAGIC DISCIPLINE (of) CASTER ALCHEMY ALCHEMIST ANIMISM ANIMIST SORCERY SORCERER THAUMATURGY THAUMATURGE SUMMONING SUMMONER PLANAR PLANAR MENTALISM MENTALIST VIVIMANCY VIVIMANCER The different disciplines may create spells that have similar effects but which use different principles to create them. These schools all vary in the type of energy source they manipulate to create their magical effects or in the type of effect that they can produce. This energy source is one of the prime differences between the schools. The results of this manipulation are dependent on the energy source and the base methods used by the school. ALCHEMY Description: Using his personal manna the mage creates a tool that (normally) surrounds one or more inexpensive components (conveniently packaged). Energy is drawn from these components, or from a manna initiated reaction between components, and the effect is created. Energy source: A variety of energy types derived directly from components or from component interactions. Effects: Due to the wide range of energy types that the alchemy mage can draw upon, the range of possible effects are very broad. Notes: For any spells that work at range, the mage is normally reduced to throwing, although there are some exceptions to this. ANIMISM Description: Elemental magic can control and manipulate the four elements. It is important to note that this is not the control of extra planar elementals or extra planar elemental forces, that is the realm of the Summoner and Planar mages. On the other hand there are a wide variety of small native, elemental sprites whose existence is transient. Only Animists truly understand the level of sentience of these creatures Energy Source: Direct elemental energy Fire, Air, Water, and Earth. Effects: Any and all effects that manipulate the above elements. Also the ability to direct elemental sprites to perform tasks (these tasks must be within the sprites nature). SORCERY Description: Sorcery is the magic of patterns. Patterns have the ability to focus and enhance natural manna; it also helps to shape and control manna. Pattern types are: Written sigils and symbols, written on paper or in the earth/sand or in the air with visible manna, music/tunes/sounds, dance or movement, construction - buildings/items/knots, glyphs and gesticulation. These are all used by the mage to enhance his ability to channel the environmental raw manna. The skill level of the mage represents his ability to perfectly create more complex patterns. As the magic flows through the pattern it eventually destabilises and disrupts the pattern. Energy Source: Raw environmental manna.

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Effects: In general the spells created by the sorcerer involve the release and containment of energy. THAUMATURGY Description: Thaumaturgy uses a form of sympathetic magic. In creating an ordinary event the mage can use external energy sources to transfer the effect (much multiplied) to the location he requires. The Mage channels/transfers energy to manipulate disconnected forces or objects. The Mage may use any ready energy source including environmental manna. He must also use components representative of the target to be manipulated (the sympathetic component). Energy source: Thaumaturgy mages can use a variety of energy sources. But there is always a link (through the tool) to a sympathetic component. If there is no ready energy source available then the mage can utilise environmental manna. Energy transference is a large part of thaumaturgic magic. The tree-lifting example given below may make a raging bonfire go cold or a river briefly slow. Effects: The effects produced by this form of magic are primarily reliant on the sympathetic component. Using a peace of string in sympathy a mage can make a rope move at a distance. A small metal rod used in sympathy can transfer heat or maybe some other energy from one point to another. Striking a small toy door may create a battering ram force on a castle gate. Lifting a small twig may move a tree. SUMMONING Description: Summoning magic is formulaic in that all spells involve the opening of an inter-planar portal and by use of the Truename of an entity. The entity is called and bound to the performance of a task as defined by the structure of the spell. This task is set on the portal opening (an inherent implanted suggestion to override free will of the entity). The mage may then give more specific instructions to the creature, for the duration of the spell, as long as they fall within the general parameters of the portals main task. Once a task is completed the summoned creature will return to the mage for further instruction. The portal also allows one way communication from the mage to the summoned creature unless otherwise stated in the spell description. Communication with a summoned creature is through verbal commands only. The summoned creatures may be commanded to perform tasks which they will attempt to do to the best of their ability. In general they will act autonomously (GM discretion) and will follow their essential nature within the bounds of the task set. It is worth noting that the mage should be reasonably specific with his commands as not to give the summoned creatures too much leeway. For example, some summoned creatures may be unable to distinguish between the enemy and party members who are in close combat. For instance if sending a summoned Spectre into a room with the task kill all enemies, the Spectre will set about killing all creatures in the room. The Spectre is unable to distinguish who is the mages friend or foe. In this case the mage would have to be in the room to direct the Spectre. Once a task is completed the summoned creature will return to the mage for further instruction. The major part of research involved in the creation of Summoning spells is; the discovery of planar creatures, their Truenames and the tasks that suit the nature of the creatures summoned. Energy Source: Draws upon the manna energy flow that is created from the manna imbalance found between planes (like punching a hole in a barrier between two different water levels). Effects: In each case it has the same effect of calling an extra planar being and binding a task to it. It is the creature (called by its Truename) and the task that is variable. The task is always specific to the creature (the mages research has divined what the creature can do). Notes: Summoning spells are designed to complement the essential nature of the summoned creature. Use of the summoned entity outside of the scope of the spells boundaries/intent weakens the binding of the entity to the mages will. If the Mage attempts to force the entity to perform a task outside of the scope of the spells original intent this allows the entity freedom to act independently (see the table below - The result of an entity breaking free from the Mages will.) Willpower also limits the number of summoned creatures a mage can control. The accumulated (Willpower x level) of summoned creatures must be less than or equal to the Mages (willpower x level). If this number is exceeded the mage loses control of all summoned creatures.

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The result of an entity breaking free from the Mages will can have several possible outcomes, such as Attacking the Mage Returning to their home plane Following their own nature while remaining on the current plane (e.g. the typical demon-on-aSaturday-night-rampage) These or any other outcomes are at the GMs discretion. As a rough guideline the willpower of a summoned entity is 3 5 times the spell circle of the spell required to summon the creature. Summoned creatures appear as close to the summoner as is practicable at the time of casting. If there is no room for the creature to appear without hindrance, the spell fails. Summoned creatures are able to be enhanced by further magic cast upon them or by use of enchanted items, however many summoned creatures may not have the faculties to use or understand how to use active enchantments. For instance a Morlane would not comprehend how to use a Bound About spell as it wouldnt know how to utilise the ability the spell gives. On the other hand it could use a Press of Oil spell as it is a passive enhancement. PLANAR MAGIC Description: The Planar Mage manipulates the forces and boundaries of planes. The Mage opens filtered portals, which primarily allow and/or draw energy and matter (non-living) from that plane. The planar Mages sphere of influence also involves that of planar boundaries, which include travel between the planes. Energy Source: Draws upon the manna energy flow that is created from the manna imbalance found between planes (like punching a hole in a barrier between two different water levels). Effects: Where the Summoner manipulates extra-planar entities, the planar mage manipulates extraplanar energies and matter. He also can manipulate planar boundaries. Notes: Any spell cast beyond the original limits of the spell (i.e. extra manna points cast beyond the minimum) destabilise the open portals to the degree that there is a chance that something may come through. Weather this happens and what comes through is up to the GMs discretion. The chance of this happening is 1% per extra manna point cast. MENTALISM Description: The Mentalist can establish a link between his mind and others to control their will and bodies (i.e. drains fatigue). He can create mind-altering effects (delusions, illusions, phantasm, etc.). He can also manipulate the mind-body link to enhance/degrade the performance of the target. The mage also has a limited ability to manipulate the environment/objects through the use of telekinesis. Energy Source: When casting his spells the mage draws energy exclusively from body reserves. This is virtually insignificant when affecting a creatures mind (the difficulty in the spell is the tools complexity rather than the amount of energy). Effects: Any thing that affects the mind of the recipient, control, suggestion, and perception change. Also some limited telekinetic abilities. VIVIMANCY Description: Vivimancy manipulates life forces, forest, spirit, plants, living things and dead things e.g. Healing, talking to plants / animals, necromancy. Energy Source: The life mage draws upon the manna concentrations that reside in sentient things. Effects: Affects anything with life or anything that has had life.

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APOTHECARY (SECONDARY SKILL) Although not officially one of the 8 disciplines of magic, Apothecary is mentioned here specifically to highlight the similarities and the differences between it and the magic discipline of Alchemy. The Apothecarist cannot mentally manipulate manna to create the tool required to create the desired effects. He has instead found a way to shape the raw manna concentrations found in a range of naturally found components. This shaping is done through carefully constructed chemical reactions, which also commonly produce the energy source required to produce the effects. The Apothecarist uses special components to suppress the chemical reactions until required. These suppressants are neutralised during delivery or at the reaction location (e.g. a common neutraliser is stomach acid which neutralises the suppressants in a potion). Over and above the standard range of components used are 2 rare and expensive types. Firstly, the component that is the source of the manna used to create the tool. Secondly, 1 or more suppressing agents required to stop the reaction occurring until the required moment. Apothecary is a secondary skill and as such you do not need to be a mage to be an apothecarist. The apothecarist must have the read/write secondary skill of that of his apothecary skill (rounded down).

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DISCIPLINE DISTRIBUTION AND SPELL LEARNING CHANCES


In the same way that physics and mechanics are both closely related to each other but have little in common with biology and biochemistry, which are themselves closely related, the same can be said to happen between the various disciplines of magic. These similarities and differences are represented on the Discipline Distribution Circle in fig. 1 below. Those disciplines that utilise similar underlying principles are located near to each other whereas those that have little in common are on opposite sides of the figure. The large arrows in the figure merely represent the exact location of each of the disciplines that are written on the outside of the circle. When calculating the discipline learning chance, the position of the disciplines can be changed as long as they stay relative to each other. Treat them as if they are on a ring that can rotate around the learning locations, as shown in the 2 figures below (compare Fig 1 and Fig 2). Fig 1

When a mage first studies magic during his apprenticeship he must determine how he allocates his time to learning each of the disciplines (or has it determined for him by the limitations of those teaching him). The Mage is limited by various factors, such as intelligence, time, resources, etc. This is reflected later in his career in his chances to learn new spells in the different disciplines. He may decide to become a generalist, and have a broad but surface knowledge of many disciplines, whereby he distributes his study time equally among the disciplines. He may become a specialist whereby the majority of his study effort is concentrated a narrower band among 1 or 2 closely related disciplines. Or it could be anything in-between. Whatever course the mage decides to take is represented by his chance to gain new knowledge (i.e. spells) in any particular discipline. Fig 3 as a set of 3 examples which show a generalist, a specialist, and one in between. The grey areas represent the chances to learn spell in the specific location on the circle. The calculations required to determine the learning chance at each position on the discipline distribution circle are described in the Calculation Of Learning Locations section.

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Fig 2.

Fig 3.

When a circle is cut in half down the middle and one half is then flattened out we get a graph similar to Fig 4. Note the different slopes created for each of the images (a, b, c). Each graph can be created from 2 values. 1/ A characters INT. 2/ The value that the player decides to put into the position Max (see Fig 1 for the location of Max).

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Fig 4.

CALCULATION OF LEARNING LOCATIONS To determine the spell learning chances for each school you can do one of 3 things. 1/ Download the program DisciplineCalc.exe from the MIROR web site. 2/ Choose from the tables provided in Findle's Compilation. 3/ Use the formulas below to calculate the value for each discipline position based on your own Max number. Use the following formulas to calculate the chance to learn a spell at each position on the Discipline Distribution Circle. First determine the position of the disciplines on the distribution circle (put the discipline you are most interested on or close to MAX). Then decide the value of MAX. This will affect the degree of specialisation. Now calculate the following variables. BaseChance = 10 + (2 x INT) . Max = Value (designated by the player) at the top of the circle. Max must be equal to or higher than the BaseChance Area = 12 x BaseChance Min = BaseChance - (Max - BaseChance) Y = Max Min Slope = Y / 12 For each learning location there is a number (ranging from 11 down to 1. See Fig 1 above). Use this Learning Location Number (LLN) and the variables you have just calculated in the formulas below. If Y = 0 then the Magic Learning Chance is equal to the BaseChance at each position. This means that the mage is putting an equal amount of time and effort into each discipline. (Equivalent to diagram a in Fig 3) If Min is greater than or equal to 0 then use the following calculations for each LLN that holds a discipline.

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Magic Learning Chance = (LLN x slope) + Min (Equivalent to diagram b in Fig 3) If on the other hand Min is Less than 0 then use this calculation Min = 2 x (Area / Max); Slope = Max / Min; Magic Learning Chance = ((LLN - (12 - Min)) x slope) At each point where you find that the Magic Learning Chance is below 0 (i.e. is a negative number) then reset it to 0. (equivalent to diagram c in Fig 3) All Magic Learning Chance numbers are rounded to the nearest whole number. This is quite straight forward if you already know the MAX value you want to use. If on the other hand you want to play around with different numbers to see what suits best then it can become quite tedious. As you can see it is a lot easier to get the program.

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SCROLLS, SPELL-BOOKS AND THE ACQUISITION OF SPELLS


Magic spells cannot be cast directly from scrolls. Scrolls are used only to pass on spells to other mages. They are written fully and comprehensively in a high arcane jargon that requires the use of many symbols, and runes that only mages are able to understand (that's what they went to elemental-ary school for). A first circle spell takes up roughly 1 page (double sided) of writing, for every spell circle thereafter, approximately 1 single sided page is added. Not only is this script extremely hard to understand but it is also a natural channel for the raw magic that infuses the environment. This means that normal ink dissipates rapidly under normal conditions. In fact the script disappears almost as soon as it is written with normal ink. A special form of ink ("Spell Ink" - Encaustum Arcana) with magic resistant properties that suppresses the volatile nature of the written spell is normally used, however due to its component parts the cost of the ink is high and so producing scrolls can be a costly business. The ink has a special combination of ingredients, which produces a barrier to stem the flow of raw magic through the runes and so allows the script to be written without it disappearing from the page. However the mental energy produced through the act of reading the runes (thoroughly for comprehension) weakens the barrier enough to negate the suppressive qualities of the ink, therefore once read the writing disappears from a scroll. Usually for the sake of convenience there is a title or descriptive phrase at the head of the scroll written in a more mundane language. The cost of the ink is approximately 1500 bits per spell per spell circle. A specialised spell (Fetter The Runes Of Power) must also be used to bind the ink to the page (all mages have this spell by defauls). This spell allows the mage to imbue the ink with some of his aura. This bolsters the suppressive qualities of the ink and allows it to remain on the page even though the script is read by the mage more than once. If it were not for the Fetter spell, the symbols would disappear from the pages of mages spell books as he read them. As an aside the Fetter spell is commonly used in the initial stages of the apprenticeship to weed out many would be Mages. If they fail to master this basic spell then they are dismissed from further training. Two unfortunate side effects of bolstering the suppressive qualities are 1. The spell is only legible to the mage who wrote the spell. A bit like covering the writing with cover film that is only translucent to the owner of the aura. 2. When the mage dies, the violent disruption of his aura, from the page causes some of the ink to dissipate and so some spells (Base 50%) are unable to be learned and unusable as scrolls. Which is similar to tearing the afore mentioned cover film from the page, which then tears away some of the writing as well. The more powerful the mage the stronger is his aura, therefore the more violent is his aura's disruption. The chances of any individual spell becoming unusable is (50 + mage level) %. Those spells not damaged by this process can be read by anyone who can read the magic script.

LEARNING SPELLS
During the course of an adventure a mage may come across either a scroll (purchased or found) or the spell book of a vanquished mage and may wish to learn new spells. If they wish to do so they must follow the procedure set below. 1. The spell must be in one of the mages disciplines of magic that he has some ability to learn in. 2. The mage must attempt to learn the spell (roll under his chance to learn on a D100) and not be disturbed AT ALL during this time, if he is then the spell is lost. If he fails to do so he must then note down that he cannot learn this spell by normal means and he may only attempt to do so one final time by magic spell research. If he fails by this method he may never learn that spell. 3. The time taken for learning a new spell is 3 hours + 1 hour per spell circle 4. The writing disappears from the scroll or page as it is read. 5. He must write the spell into his own book (at a cost of approximately 1500 bits /spell /spell circle for the magic suppressive ink) before the spell is forgotten (see below for how long it takes to forget a spell). 6. The time taken for inscribing a new spell into spell books is approximately 15 minutes per spell circle. From the above, the following example shows the procedure and costs in learning a new spell. Dick the Decadent (a first level mage, just out of mage school) wishes to learn the "Abide in Darkness" spell. He goes to "Simions Scrolls and Scriptures" and negotiates the purchase of the spell in question. The cost of the spell will be 1500 bits for a first circle spell plus 1500 bits (cost of the spell ink) for

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Simion to write the spell for Dick to take away. Dick then (back at his hovel) spends 4 hours intensely studying the scroll. As he does this the writing on the scroll slowly dissipates. He has a 75% chance to learn this spell. If he succeeds then he must spend another 15 minutes writing it into his spell book (another 1500 bits worth of ink). The total cost of purchasing, learning and inscribing the spell has been 4500 bits If he fails to understand the spell then the total cost has been just 3000 bits.

FORGETTING SPELLS
Due to the complexity and intricacy of spells and spell casting a mage must be forever studying his spells. If ever separated from his spell books for an extended length of time, the mage may forget some of the important and intricate processes involved in the casting of some spells. Once a mage has failed to cast a spell then he may not cast that spell again until he has re-read from his spell book (or gained another copy if he does not have it in his spell book), this relearning is automatic and does not require a dice roll. The chance of failing to cast a spell is: (% chance of failure = spell circle x 2 x W) W = number of weeks without spell books (2 week minimum).

RECOVERING MANNA POINTS


To regain manna points a mage must enter a period of intense meditation (NOTE this trance like state is not equal to sleep). It takes 2 seconds to come out of the trance if forcibly awoken from it. The rate of recovery is 1 manna point per hour of meditation. While in this state the mage is defenceless. Because of the intense concentration required, a mage can only meditate for a maximum of 8 hours out of every 24. The secondary skill Meditation can increase the rate at which manna points are recovered (see page 74) .A second method of regaining manna points is by magical means such as imbibing a Manna Restoration potion.

MAGIC ITEMS AND THEIR MANUFACTURE


When a mage casts a spell he draws upon his own internal manna to create a "tool", which manipulates the external magical energy. In the creation of a magic item, the mage impresses the pattern for the tool and a store of manna within the item. On activation of the item the pattern uses the stored manna to create the "tool" which delivers the effect in a pre-set manner. Mages of any level may be capable of making charged items that have either spell like effects or cause a magical effect to take place. In creating items a mage must pay attention to the spell description. Many spells have chemical components (especially Alchemy spells) or sympathetic components (commonly Thaumaturgy). These components must be incorporated into the item. For example the spell Coat The Wounds And Make Them Go must be created as a paste, it cannot be a wand. The spell Press of Oil Consumes the Blow must have the sympathetic component (a small hydraulic piston) as the item or as a part of the item. As well as enchanted items being of appropriate form, all items require both somatic (hand/body gestures) movements and verbal expressions in order to activate and target the item. Items are designed to be used by those untrained in the intricacies of magic, so the somatic gestures and verbal expressions are not complex (unlike those required in casting spells) however they are essential. The level of spoken words must be at least equivalent to conversational level and usually involve an activating password and a simple command word or two to assist the mental targeting or control of the magical effect. The somatic gestures likewise are simple movements designed to initiate or target the effect. For example to activate a Press of Oil Consumes the Blow item the hydraulic piston must be primed by hand while speaking the activating command words. A Wand of Bolt of Ghouls Taint must be pointed at potential targets while initiating the magic. Findles Compilation has a full description of the process for making magic items and the chances of success. What follows is a brief summery of the calculations required to determine the retail cost of magic items. - An item of high quality must be constructed by an artisan (craftsman) with a High skill rank to hold the charges. Retail Receptacle cost (bits)= (standard Item cost x 4) Wholesale Receptacle cost (bits) is about half the retail cost -The item then needs to be charged. -There is a cumulative 1% chance (per manna point of charge) of the item not being able to absorb any more manna points during manufacture. For each charge pumped into the item the PC must roll to see

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when the maximum number of charges are reached. For example a mage constructs a 4 manna point Wand of Hells Mouth, for the first charge there is a 4% chance it will accept no more charges, for the second charge there is a 8% chance, etc. D100 roll 1 x 4 mp. charge = 4% 13% 2 x 4 mp. charge = 8% 16% 3 x 4 mp. charge = 12% 23% 4 x 4 mp. charge = 16% 45% 5 x 4 mp. charge = 20% 19% the wand will accept no more charges Unfortunately there is no way to determine when the item has reached its limit until it has been reached. At this stage there is a chance (1%) that the item will "go off" releasing all stored charges at once (have a fire extinguisher close by!). As charged items are used up the magic stored within them destroys some of the integrity of the items and weakens their structure to the point that they cannot be recharged (e.g. much as a non rechargeable battery). The final charging costs are variable and depend on the mage (how he charges for his time) and the cost of ingredients (is giant spider silk cheap or hard to get this year). As such the charging costs are plus or minus 20 % (1D20). Charging cost = ((1000 x manna points (in one charge) x charges) + (Spell Circle2 x 1000 )) 20%

Charged item cost = Receptacle cost + Charging cost PERMANENT MAGIC ITEMS AND THEIR COSTS Permanent magic items are enchanted items that have had the spell Enchantment Perpetuation cast on them. See the spell Enchantment Perpetuation for a description of how it works. Findles Compilation has a full description of the process for making permanent magic items. For a permanent item the cost to enchant the item depends on how many months recuperation are required by the mage casting Enchantment Perpetuation. This is heavily affected by the number of manna points in the active spell that Enchantment Perpetuation has to perpetuate. The time in months required is 8 + the manna points of the active spell all cubed. A mage (or more likely a consortium of lower level mages using the spell Power Pyramid Erected By Mages Connected) charges about 4000bits per month: Months (recuperation) = (8 + manna points (of the active spell))3 Mage cost (bits) = (Months (recuperation) x 4000) 10% This cost is almost always paid to the mage prior to the spell being cast. Note that the item to be enchanted must be of enchantable quality (see above). Also the mage charges for casting the active spells. Cost per active spell = (750 x manna points) + (spell circle2 x 750)

The total cost is: Retail permanent item = Receptacle cost + Active spell cost + Mage recuperation cost Because of the rather extreme costs to the mages casting Enchantment Perpetuation, especially where the spells have higher numbers of manna points, such items are quite rare. They are almost never available over the counter at magic shops and need to be ordered in advance (if you can get anyone to make them in the first place).

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APOTHECARIC RESEARCH
Apothecary is the process of creating magic with chemistry. There are many plants, animals, and minerals that naturally store and use manna. The Alchemist utilises many of these properties in his spell casting. On the other hand the apothecarist is commonly not a spell caster and must use stored manna from within his ingredients. A full description of the process of apothecary can be found in Findles Compilation under Pharnums Treatise on Unguents and Elixirs with a list and description of many of the known magical ingredients. Here is a short summery of the calculations needed to determine the costs of apothecaric creations. An apothecarist cannot create a preparation unless he has a formula. He can research one himself (see Findles Compilation), steal it or buy it (very, very expensive). Assuming he has one then the production costs are: Cost of raw reagents (bits) = 750 + 5D100 Cost of a single batch (bits) = Potion Class2 x Reagent Cost. Use the table below to determine the preparation time. PREPARATION TIME Potion Class 1 2 Time (days) 1D4 1D6

3 2+1D4

4 2+1D6

5 2+1D8

6 4+1D8

7 4+1D10

8 4+1D12

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COMBAT
THE COMBAT SEQUENCE
At the start of combat the GM designates a counter (the GM may wish to do this himself), this player counts slowly up from 1 until the combat is finished (we have in the past used a mechanical counter, but now use the Miror Melee Manager program). Each count represents a second in game time. The count starts when the sequence of actions needs to be known by the GM, not just when melee begins. The counter must not proceed to the next count until all actions for that count (second) are finished. It is the responsibility of the counter to determine when all actions are finished. It is the responsibility of the player to inform the counter that he/she wishes to perform an action on the present count. When melee starts the characters should note whether they are encumbered, what weapons they have drawn and whether they should divest themselves of stuff. Backpacks take time to remove, where have they been dropped. Similarly, shields take time to put on/take off. Lanterns, where are they and what areas do they illuminate. Combat officially ends for each character on their next reaction roll after combat is perceived to be over. Combat is perceived to be over when there is no obvious danger (e.g. there are no opponents in sight) and there is nothing actively stressful to do.

THE COMBAT SECOND


Combat events that occur in the same second will occur in the sequence shown below Missiles are fired (this does not include weapon speed time which is a matter of nocking the arrow, drawing the bow, and sighting) 2. Spell casting starts 3. Spell effects occur (from a previous casting) 4. Specific action including movement stops (from a previous second) 5. Melee strike occurs 6. Specific actions including movement starts 7. Strike of opportunity occurs (see Disengaging From Melee below) 8. Missile strike occurs (from this seconds missile launch) 9. Spell casting finishes 10. ATT/DEF changes and DEF distribution changes. Note that a character can perform only one single action (points 1 to 8 above) within a second. As an exception to this: Action 8 (change/redistribute ATT/DEF) can be performed on the same second as actions 1, 4, or 7. Obviously the effect of timing within a second is only important if events are going to affect each other within that second. If, for instance:- If an archer fires his weapon on the same second as a spell affects him, the shot comes off regardless with no penalties applied to his shot, even though he may be killed or incapacitated by the spell. - A Mage starts casting a defensive spell, the effect of which occurs at the start of second 5. If a Fighter can strike a mage on second 4 or less, he has a good chance of disrupting the spell, if he strikes on second 5 then he must put up with the effects of the mages changed defence and his defensive spell. Melee actions occur after the previous seconds magic comes into effect, but before specific actions. Thus an opponent trying to blind his attacker with his cape (a specific action) may actually do so, but if his attacker was striking on the same second then this strike by the attacker would be unaffected by the specific action on that second. 1.

SURPRISE
Sometimes an opponent may be taken by surprise giving excellent opportunities to the attacker. In a lot of cases the actions of the NPCs or the characters will determine whether they surprise their opponents or not. For example a successful completion of a Sneak roll allows a PC to sneak up unnoticed behind a guard, or the PCs may plan an ambush against a caravan along a road. In these cases the GM may feel free to simply state that surprise has/has not occurred depending on the

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circumstances or the quality/success of the preparations. If the GM is unsure whether the opponents would be surprised or an encounter happens where both parties may be surprised, e.g. two parties walk into each other around a corner, then all PCs or NPCs must make a successful surprise check (PERC check DF5) to avoid being surprised. If an opponent is surprised he must roll a surprise dice (D4) and is surprised for this number of seconds (after the current second). While surprised, he is stunned and confused, trying to collect his thoughts, and is at 0 DEF. Surprised opponents may yell out (words like Arrrrrgh! come to mind) but this is all they may do. The surprised character may change their ATT/DEF at the end of the last second of their surprise.

Initiative This is the total time taken between the end of one action and the beginning of the next. It includes reaction rolls, reaction modifiers (DEX, size, etc.), weapon speed, special actions Total initiative can never be less than 1. Reaction roll - This roll (D6 adjusted for DEX) represents a period of fencing and circling where a combatant searches for an opening in which to make a strike. Reaction modifiers (these are affected by DEX and Size) are subtracted from / added to this roll. Total reaction can never be less than 0. If a character fails to act on his initiative then he must re-roll his reaction roll. Weapon Speed (or Weapon Recovery) - This is the time it takes a character to regain the ready (or 'engarde') position after making a strike. This is different for each weapon. Weapon Speed for 2 handed weapons can be modified by strength. The Weapon Speed can never be less than 1. During this time a characters choice of actions is very limited. He may wait until his weapon recovery has finished before he can do any other action. He may release his weapon (which will fly D8 + 2 feet away) and then in the next second perform a specific action e.g. run away. When a character first enters melee with an opponent he must note the current count (this is 0 if a combat is not already underway). The character adds the current count to a D6 reaction roll (assuming a DEX of about 10); the resulting number is the count on which the player strikes. After striking the player must then add his weapon speed (which may be modified by strength) before he can start his next action. If combat continues the player then rolls another D6 reaction roll and adds this to end of his last action etc. The order of events will therefore be (reaction roll), (strike), (weapon speed), (reaction roll), (strike), (weapon speed), (reaction roll), (strike), (weapon speed), etc. Note:- Those engaged in melee always miss on a natural dice roll of 20, but do not always hit on a 1. When in melee the attacker subtracts the opponents Defence (DEF) from his own Attack (ATT) and must roll equal to or under the resulting number on a D20 to successfully hit. If a successful hit is made then the attacker rolls damage. This is usually 2D20 divided by that weapons divider dice, then adding strength bonuses, weapon bonuses, etc. Any physical damage (crushing/piercing/slashing) incurred in combat is first reduced by the Armour Factor (AF) provided by the armour type the character is wearing. For instance an unarmoured person, who receives a dagger cut for 3 points of damage, will take all three points of damage. Whereas a person wearing leather armour will only take 1 point of damage (the leather has absorbed 2 points of damage). A characters defence is the sum of his natural ability (level, attribute modifiers, non-magical shield bonuses) plus any magical defensive bonuses provided by his best magical defensive item. Defence due to items such as magic shields, magical swords, etc. are based on the best bonus only, not the combined bonuses. The assumption made is that a character is using the best item to defend with. E.g. A 5th level fighter has a natural DEF of 9, a DEX of 16 adds +1 to this, and a +1 kite shield adds 6, giving a total of: 9(level) + 1(DEX) + 6(shield) = 16. If he only had a +1 heater shield (DEF 3 + 1) and a +4 (to DEF) sword then the shield's magic would be discounted and the DEF would be 9(level) + 1(DEX) + 3(shield) + 4(sword) = 17. Total DEF = DEF + shield + best magical defensive bonus. Bonuses for attack are specific for the weapon that is being used. During normal combat ATT and DEF may be actively changed in the following situations. 1/ When entering combat. 2/ When someone who is attacking you leaves combat. 3/ When a new person enters combat and attacks you. 4/ On your initiative (instead of a strike). 5/ A mage may do so at the end of the last second of completing spell casting.

CLOSE QUARTERS

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6/ An archer may do so at the end of the second he fires a missile. 7/ A Character may do so at the end of the second that he finishes a special action. DEF may be increased at the expense of ATT and vice-versa at a ratio of 2:1, i.e. DEF increases by 1 for every 2 points of ATT lost, or ATT increases by 1 for every 2 decrease in DEF. If fighting more than one opponent, a defender must split his defence amongst all the attackers. He may allocate his defence as he chooses, e.g. 10 DEF may be split 5/5 or 3/7 or 2/4/4. If there isnt enough DEF to go round the character suffers the remaining attacks at 0 DEF. DEF distribution may be actively changed in the following situations. 1/ When entering combat. 2/ When someone who is attacking you leaves combat. 3/ When a new person enters combat and attacks you. 4/ On your initiative (instead of a strike). 5/ A mage may do so at the end of the last second of completing spell casting. 6/ An archer may do so at the end of the second he fires a missile. 7/ A Character may do so at the end of the second that he finishes a special action. As with all modifications, unless specifically noted, multipliers are done first and then additions or subtractions are done after. A character may attempt to strike any weapon/items that is not designed for melee combat (e.g. bows, javelins, lassoes, magic wands, rods, etc.) which is in hand. This can be done on his initiative with the same chance to hit as needed to hit the missile holder. If a successful strike occurs then the weakest component of the missile weapon must make a save vs. normal impact (e.g. the string or arrow on a bow). A creature (loosely) requires a circular area (diameter) for combat space equal to its height. In melee combat it is common that one creature comes up against more that one opponent. the following list gives the limits on the number of combatants that can surround a single enemy. This list assumes that all combatants are on the ground and that that the victim (surrounded individual) is of generally upright stature (similar to bipeds). Obviously if the creature takes up more ground than height (Snakes, Dragons) then the GM must decide on the appropriate number of combatants that can surround it. 2 creatures around a creature of 2 sizes category smaller 3 creatures around a creature of 1 size category smaller 4 creatures around a creature of the same category size 6 creatures around a creature of 1 size category larger 8 creatures around a creature of 2 sizes category larger 10 creatures around a creature of 3 sizes category larger

Normal Defence This is the standard situation where combat occurs between 2 or more combatants attempting to ward off blows or at least ensure the blows are not fatal. Zero Defence 0 defence is the minimum DEF that is put up by a person. This is the natural level of defence and is instinctive (natural reactions). This is a minimum of small movements, flinching, ducking (more passive defences). This level of defence allows a character to make physical saves as he normally would. Negative defence is not permissible. Defenceless Persons who are defenceless are unable to defend against an attack e.g. magically held, asleep, bound or chained, unconscious, etc. A defenceless person suffers double damage from any blow (double the dice roll then add any damage bonuses) as the attacker can place the blow in a more effective manner. No attack roll or reaction roll is requires to strike a defenceless person. But weapon speed still applies. Having said this there may be situations were striking a defenceless person requires an attack roll and a reaction roll. For example trying to strike an unconscious person while engaged in active combat with a third party. It is the GMs decision to judge when this is the case. In the situation where such an attack roll or reaction roll is required then the double damage does not occur. None of these features apply to missile attacks. No DEX based saving throws can be made by a defenceless person and in some cases no PERC saving throw.

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A defenceless person can be coup-de-grace (automatically slain). This takes 5 seconds and puts the slayer at 0 defence (see above) for that period of time. Note: A coup-de-grace is an "instantaneous" kill that involves a deathblow to the heart or the brain (or other such actions like decapitation). A cut throat is not considered as instantaneous as in the world of magic this can be readily healed in time to prevent death thought the GM may want to significantly increase the rate of HP reduction due to blood loss.

SPECIAL ATTACK TYPES


THE HIGH GROUND BONUS When an attacker is above (approx. 3 feet +) and engaging in melee combat with an opponent, they gain certain benefits. The attacker is able to strike at the upper and more vulnerable areas of an opponents body, and use height to increase the effectiveness of his blows. The defender on the other hand has difficulty reaching the more vulnerable areas when striking. These bonuses only apply to those having the higher ground and are not applicable to others that may be involved in the combat but are not at different height levels. The attacker gains a bonus of +3 ATT/DEF/DAM. The use of polearms or weapons over 6 by the opponent on the low ground normally negates the high ground bonus. THE EN-PASSANT ATTACK This attack type breaks some of the rules of the MIROR system (like allowing movement while in weapon speed), but we feel that it is useful enough to allow the exception. In some cases an attacker may wish to either dash past an opponent or attack an opponent in passing. In either case there is no need to roll reaction dice as the strikes occur at the instant the characters pass each other (much like mounted combat). There must be at least 10' room to pass. If the opponent is standing still he can decide to allow the attacker to strike first (and possibly be killed before he gets an attack), and then strike as a strike of opportunity (see The Combat Second above) at the attackers back at 0 defence. Or the opponent may decide to strike at the same time as the attacker in which case both strikes occur simultaneously. The attacker must be sprinting (suffering appropriate CON penalties). The attacker must move a minimum of one full seconds movement (suffering the same CON penalties) past the point of attack. Weapon speed (i.e. weapon recovery) cannot be recovered until the attacker has completely stopped. Another strike cannot be made until weapon speed is recovered. Note that in the situation where either the attacker or the defender is using Case-Weapon Style, only one weapon may be used. Doing an En-passant past an opponent who is already in melee is like shooting missiles into melee without the chance to do a aimed shot. There is an even chance that you will strike at any of the opponents in the melee. Interception/Blocking : A running character may be intercepted with a successful DEX vs. DEX check by a blocking character.A successful interception may result in a block where the runner is brought to a stop into a melee situation. At the time of interception the En-passant has been disrupted and neither opponent gets an immediate attack. A standard melee state now exists. The En-passant cannot be changed into any of the other special attack types at this point (eg. Storming Attack). THE SWOOPING ATTACK A swooping attack by a flying creature is treated as an en-passant attack with the benefits of being on high ground. The attacker is at +3 ATT/DEF/DAM. THE STORMING ATTACK The Storming Attack tries to deal with the situation where a character wishes to 'break through' a line of defenders. The formula below can be used in a range of situations. 1. Character A trying to break past defender B who is blocking a tunnel. 2. Character A trying to break through a defence line , charging between B and C. Treat as 1 above except mass of defender is (B + C)/2 3. Multiple attacking ranks trying to break through multiple defence ranks. The important elements in these situations are momentum and inertia. Attacker A's momentum is trying to overcome defender B's inertia. If B is intelligent and is able to, he can add some speed of his own to cancel out A's momentum. The chance for A to succeed in 'breaking through' is

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Mass(A) / Mass(B) x (30 + Speed(A) - Speed(B)) = % success Example A is a 200lb Fighter running at 20'/sec towards B (170lb) who is standing firm. 200 / 170 x 30 + 20 - 0 = 55% chance to succeed

Where there is more than one rank of attackers (or defenders). The mass of the front rank character = mass of front rank character + mass of the second rank character + mass of the third rank character. No more than 3 ranks are taken into account. For every rank successfully broken through speed is halved and another roll must be made to break through the next rank. On a successful Storming Attack the defender is knocked prone unless he makes a successful DEX save in which case he is just pushed aside. A weapon strike may be made at the moment of impact by both attacker and defender. The moving individual(s) are at ATT and normal DEF if they are using a shield, but at DEF if not using a shield. The attacker is limited to the use of single-handed weapons only if he wishes to strike during the charge. A point to note: this works put as you can see it is somewhat complicated and is designed for people who like using a calculator. The GM should feel free to make an intelligent decision on the outcome of a charge. BERSERKER ATTACK Only a person afflicted with the Berserker condition can do this attack. Every time a berserker enters combat they must roll an INT check DF4, if unsuccessful the PC goes berserk. If successful, a new check is made every 10 seconds until an unsuccessful roll is made. Once berserk his ATT goes up by 1 every second, DEF is reduced by 1 every second. This continues until DEF = 0. No more changes occur until combat ends. A character that is berserk will: Will not spend time putting on armour, shields, or activating magic items. Attempt to melee with the nearest enemy (once eliminated will continue to the next nearest enemy) May use any weapon of choice that is readily available (suffers normal non proficiency penalties) May throw weapons while running into melee. Will not go unconscious at 0HP or less but will fight until dead (-20HP). Will lose 1 Hit Point per 5 seconds from bleeding if Hit Points are below 0. Will continue to fight if there are known enemies in the vicinity until prevented from entering melee for a period of 5 seconds. A Berserker is aware of who his friends and will NOT attack them. MARTIAL ARTS Martial arts: which is unarmed combat but turns the hands and feet into lethal weapons that cause significant damage. Unless specifically stated these styles demand that the hands are free of melee weapons as these would encumber and slow the speed of the blows as well as throw the balance and timing off of many of the techniques. Usually Martial Arts is performed with little or no armour, as there are significant penalties to inflexibility and speed for wearing armour. These penalties are shown in the table below The DEX reduction is the temporary penalty to a characters DEX due to the encumbrance of the armour type. Note that shields may not be worn while using any of the Martial Arts. ARMOUR TYPE None Gambeson Leather Ring Studded Chain Scale Banded Transitional Plate Gothic Plate DEX Penalty 0 0 -1 -2 -2 -3 -4 -4 -6 -6 + to react dice 0 1 1 1 2 2 2 2 3 3 + to wspd 0 0 0 1 1 1 1 2 2 2 To Init 0 1 1 2 3 3 3 4 5 5

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Iron Hand Style All around unarmed weapon style that focuses punches, knife hand strikes, kicks, knees and elbows, etc as strong strikes on vulnerable parts of the body to do real damage to the opponent. Flying Foot Style This style focuses on powerful kicks and footwork such as leaping or spinning kicks. There is a chance that a solid strike may actually knock an opponent over or stagger them (where the opponent balance is disrupted and they are struggling just to regain balance and combat readiness) The chance for the effect to occur is equal to (actual ATT roll - current DEF [on that strike]). roll high/low Low = Stagger: Add +1d6 to initiative, specific actions are limited (GM discretion), 0 ATT, normal DEF (as it was on the second the strike took place) High = Knocked over: The opponent is knocked prone Mongoose Style This style appears to similar to the basic style of unarmed combat in that it uses a range of punches, kicks, holds, knife hand strikes, knees and elbows, etc but works on attacking very vulnerable nerve points or sensitive areas of the body (groin, throat, pressure points, etc). When a successful strike against these points are made they cause a range of effects (pain or increased damage). The type of effect must be stated by the attacker prior to the strike being attempted. Any effect only occurs when damage penetrates the armour/defences. The chance for effects to occur are shown against humanoid opponents. Non humanoid opponents can be struck similarly but require a Biology roll (DF4) or Planar Lore roll (DF2) as appropriate (each strike). Some creatures are naturally immune to certain effects e.g. creatures with no limbs, or undead and berserkers are immune to pain, Automatons are immune to either pain or increased damage. The chance for the effect to occur is equal to (actual ATT roll - current DEF [on that strike]) x 1%. Effect Pain: Damagea / 3 = -X b ATT/DEF/DAM for 30 sec (can be cumulative), will power check for each spell cast by a victim in pain (not each second of casting) Damagea / 2 = +X b damage

Increased damage:
a b

damage is the amount of damage taken that actually penetrates armour and other defences round down, a 0 result can actually occur

Falling Rain Style Uses a combination of very quick strikes with more than one limb, to generally any where on the opponents body that is open to be struck. While individual blows are not as damaging as many other styles, the sheer rapidity of strikes can rapidly bring down an opponents. It allows the combatant to strike with "case weapon style" (i.e. can strike with more than one limb at a time - has two attacks treated as separate weapons for initiative). Offhand penalties apply to the second hand's strike. Empty Hand Style A flowing style of "unarmed combat" that allows the attacker to deliver a series of opportunistic strikes to the opponent as well as lining the attacker up to perform disarming moves. Though this can be achieved by the attacker with no weapon to hand, some weapons (when used by the attacker) can be used as an aid to increase the chance of disarming the opponent. When the attacker actively uses a weapon with this style (that may give him a bonus to his chance of disarming), no matter what the weapon is, the preceding and following strikes will only do 2D20/D10 damage. The weapon is being used to attempt to prise the opponents weapon from his grasp rather than strike, and the strikes are

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actually blows from the attacker's free limbs assisting to distract the opponent's attention. In order to use this style at least one hand must be empty (no weapon or shield) at all times. The attacker must state their intention to use the Empty hand style. This occurs on their next initiative if already in combat or on the first initiative if just commencing combat using this style. The chance to disarm the opponent occurs every strike made by the attacker until they decide to stop using this style. ATTDis = attacker's ATT ATTWep = attacker's weapon bonus (percentage) to disarm DEFDis = opponent's DEF DEFWep = 20% if two handed weapon % chance to disarm = (ATTDis + ATTWep) (DEFDis + DEFWep) If successful the opponent has been disarmed. The attacker can attempt to make a successful DEX check DF1 to keep hold of the weapon. Failing this the weapon falls up to 2D10 feet away in a random direction. Weapons/tools that can be used for disarming purposes. Weapons greater than short sword length prevent this style from being used as the weapon actually inhibits the techniques being effective Weapon Unarmed Sickle Dagger Sai, Jitte Buckler Hammer Short sword Hand axe Sword Breaker Flail Nunchuka ATTWep (%) 0 3 6 12 2 2 3 5 10 3 8 Weapon Speed 0 1 1 1 2 2 2 2 2 3 3

GRAPPLING Grappling is wrestling and overbearing an opponent then banging his head against the floor until he stops fighting back. Grappling has a "weapon speed" of 1. Grappling an Unarmed Opponent Grappling is handled in a very similar manner as melee combat. When generating the character, the characters are given a Grapple Attack and Grapple Defence (GATT & GDEF) based on their attributes (see Character Generation at the beginning of this manual). The GATT & GDEF will change over time as the PC increases in level and other abilities. To grapple an opponent, the character doing so simply states his intent to the GM. It is simply considered another form of melee attack and such things as surprise, reaction, initiative, etc. are treated as in normal combat, with any exceptions being noted below. Combat takes place as normal with the characters each rolling reaction (D6). On a characters turn he attempts to roll equal to or less than his GATT - the victims GDEF on a 1D20 If the attackers roll is successful then he rolls his damage (2D20/D12 + STR bonuses). The recipient takes this damage off his HP (non-armour reduced). The fight ends when one combatant goes to or below 0 HP. This is the one situation where the unconscious victim does not continue to lose HP due to bleeding. This is a common attack used against mages (a grappling mage cannot cast whereas a mage in melee combat can attempt to get a spell off between being hit) Example: Attacker A (GATT/GDEF = 17/7) grapples defender B (GATT/GDEF = 19/9).

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A needs 8 (17-9) or less on a D20. A rolls a 7 for a successful grapple. A does 2D20/D12 damage (3). A then rolls his reaction roll. Grappling Between More Than Two Combatants In a similar way to normal melee attack, if a victim is attacked by more than one attacker then the victim has to split his grapple defence between all the attackers. The victim may split his grapple defence as he chooses. Grappling an Armed Opponent In order to grapple someone who has a weapon the grappler must make a successful melee attack using a stated weapon style. If it is successful the grappler is considered to have moved within the victim's guard and is close enough to begin grappling. The attacker does no damage on that strike and immediately drops any weapon used and starts using their grapple weapon skill (if one of the unarmed combat styles was used then the attacker drops this style). If it is not successful then the armed opponent has kept the grappling attacker at bay. The grappler may try again on his next action turn if he wishes to. Whatever the outcome, the victim gets an automatic free (non-reaction based, but not within weapon speed) strike. If the strike is successful, the damage against the grappler is multiplied by 1.5. At this point the 2 combatants are now grappling. The victim may then decide to drop or retain his weapon. Only thrusting weapons of short-sword length or shorter (primarily short-sword and dagger) may be used in a grapple. A character who is using a weapon in a grapple does so using GATT vs. GDEF. Damage done with a weapon is armour reduced. Both sides in a grapple combat may elect to use a weapon (of the appropriate type). A person being grappled cannot cast. A third person entering the grapple does not have to make the melee roll first. Example: Attacker A (ATT/DEF = 24/12) grapples defender B (ATT/DEF = 20/10). A needs 14 (24-10) or less on a D20 to get past Bs DEF and start the grapple. B gets a non-reaction based strike at A. He needs 8 (20-12) to hit. If successful the damage is x 1.5. A and B are now grappling and both must roll initiative. Surprise in Grapple Combat This follows the standard rules for surprise in combat i.e. the victim is defenceless for 1D4 sec, damage is doubled. Breaking Loose From a Grapple Anyone (on their initiative) may elect to break free from a grapple combat. This is done by rolling a successful GATT roll (no damage is done). If he succeeds in breaking away the other combatant may make a perception roll (DF5). If successful he may attempt another grapple attack to stop his opponent breaking loose (no damage is done). MOUNTED COMBAT Mounted Melee The main advantage of being on horseback (or other mount) during melee is gaining the high ground bonus. The attacker gains the appropriate bonuses but his mount does not. Mounted Charge A charge by any attacker is possible if they can meet all of the following requirements. This is designed primarily for the horse and should be modified for other animals, as the GM considers appropriate. 1. The attacker must have been travelling at full speed for at least 2 seconds before the attack is made. 2. There must be an unobstructed path between the attacker and defender and the ground that the attacker passes over must not impede progress in any way. 3. The attacker may veer no more than 45 degrees either side from the path of the charge each full second of movement unless otherwise stated, some creatures (very large, large mass, or low dexterity) may veer even less.

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4. If more than one target is near the point of impact only one may be elected as the target. 5. The charging attacker does not need to roll reaction when it reaches its target, the strike (and counter strike by the defender) happens simultaneously. If the weapons are of significantly different lengths (i.e. x1.5 longer), then the longest weapon strikes first. 6. If continuing to attack targets beyond the first target all of the above conditions apply, but the next attack can only occur if the charging creature has had time to recover (weapon speed) from the last strike. For instance a charging rider using a lance would make his first strike at a target and then must carry on at full movement rate veering no more than 45 degrees either side from the path for at least 2 seconds before he may strike at another target. 7. 10-12 Is considered a standard length of lance that is common to most cultures that use lances. 8. Some creatures (horse and rider using a lance, rhino) may attack using a weapon and then attempt to trample or ride down the target (see trampling damage in the Zoologica Terribilus). The weapon strike, as well as the targets own attack, occurs first simultaneously. The trample occurs at the end of the combat second. In the case of a rider on a mount, the rider must make a horsemanship roll (DF3) to get the mount to try and trample and the mount must make an attack roll to hit the target. 9. To slow down and stop from a charge requires 2 seconds and the charging creature is carried 1 seconds full movement rate beyond the target over this time. 10. Any charging rider that is struck must make a percentile roll under a horsemanship skill roll (DF3) minus the damaged received to stay in the saddle. If struck for more than 15 points of damage the charge is disrupted and reduced to a canter. See Falling Damage under Damage in the Combat section. 11. A target that decides to stand its ground may declare that it will receive the charge and strike back at the attacker. If they have a weapon longer than 6' in length that can be set or braced against the ground then the defender gets the same damage bonuses as the attacker. The only requirement of being set to receive a charge is that the defender must not move for the last second before the attacker strikes. A set 6' weapon is required to strike the mount, a set 9'(or more) weapon is required to strike the rider (if the mount is a horse). 12. Damage: A rider receives damage bonuses based on the speed of his mount. He may also gain bonuses based upon his own weight if he is using a couched/set weapon such as a lance, spear. The weight damage bonus is +1 DAM for every 50lb weight of rider. I.e. an average 180lb human will do +3 damage. The speed damage bonus is +1 DAM for every 5'/sec speed over 10'/sec of the mount. Therefore a horse charging at 30'/sec adds +4 to riders damage. 13. If both opponents are charging the above damage bonuses from both sides are added. DEFENSIVE TACTICS When a group of characters decide against taking the offensive in a fight and decide to rally themselves into a defensive position they increase their defence value at the expense of movement rates and attack values. The PC's if they decide to take this option must inform the GM. and must be in a position to do so, or to move to a position where they can form up. In order to form a defensive position each of the characters involved must be within 5' of the defensive group and stay within this 5' limit at all times. If any character moves out this range he loses all benefits and penalties of the defensive position. The group may also suffer if the defensive ploy cannot be maintained. There are multiple reasons for forming a defensive group. These include: - Increasing the protective value of the group by overlapping shields, decreasing the exposed flank areas available for an opponent to strike at, increasing the total defensive value by allowing your neighbour to deflect blows directed at you. The 2 most basic formations are: Defensive Line Formation A Defensive Line may be formed with as few as 2 men but if a Line is formed that has exposed men at its ends then those men at the ends gain only a +1 defensive benefit but do incur the attacking penalties. If the characters at the sides of the line can be protected (anchored) by an obstacle such as a wall, tree, etc. then they gain the full benefits of the Defensive Line. If the attackers manage to get past the defenders, i.e. work around the edge to the backs of the defenders, and if the defenders decide to retain the line then they are at zero defence against those attacking from behind. The defenders may break formation at any time. Defensive Ring Formation If the group decides to form a defensive ring then the minimum number of characters needed to form a Ring is 6 if using small shields or no shields and 5 men if using large shields. Characters form a rough

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circle or square with enough working space to form a continuous "line" but to give each other enough room to swing weapons and attack.

Benefits And Penalties Of Line and Ring Defensive Manoeuvres Attack -1 (This penalty does not apply if on an exposed end) Defence +3 on top of any bonus for the shield type (only +1 if on an exposed end) Dexterity based save -20% Movement 1\4 movement rate of slowest member of group SUBDUING AN OPPONENT In the course of an adventure it is likely that under certain circumstances, PCs (or NPCs) will wish to render an opponent unconscious. To do this the Secondary Skill "Stun/Knockout" is required. The strike must be made at the region where the creature's brain is located. In some cases the natural protection around the creatures brain pan or inaccessibility may give the creature some resistance or even immunity to this attack. If the target has some form of head armour (helm, thick skull, bone crest, etc.) the creature can make a CON based save (see below) to stay conscious. The strike must be made with a specifically designed blunt weapon (Sap, Cosh, club, etc.). If another object is used e.g. flat of a weapon such as a sword, then it incurs at least a -1 to hit and damage penalty (see Weapon Classes in the Weapons and Armour section). During Combat (normal defence) To attempt to deliberately knockout an opponent during combat is probably the hardest means of subduing an opponent, as it requires a combination of skill and luck on the part of the attacker. In order to attempt to knockout an opponent during combat a PC must state that he is attempting the knockout before he actually strikes. The chance of a successful strike is (ATT - DEF + Modifiers) / 5. E.g. a first level Fighter with a +1 sword attacking a first level Mage = (ATT) 16 - (DEF) 4 = 12 12 1 (using the flat of his sword) = 11. 11/5 (round down) makes the modified roll to hit a 2 or less on a D20. Then the fighter rolls on the Stun/Knockout calculation below. Surprised Target (0 defence) If a character manages to get within range of a target without the target knowing he is there, then the character may attempt to render the target unconscious by making an attack with the target at 0 DEF. Unresisting Target (defenceless) An unresisting target in this case can be defined as a creature that is defenceless. It usually implies that the creature to be rendered unconscious is in some way held, bound, or who cannot avoid the blow at all and the attacker simply goes to the knockout table once the blow is struck. Note that double damage is not incurred when a knockout is attempted. Modifiers to Con save -20% Creature size small. +10% Heavy skull structure, e.g. simian (gorilla) or pre-historic man. +20% Small helm, bassinet, or creature size large. +40% Great helm or bony crests or ram like skull structure. +80% Creature size very large. +160% Creature size gargantuan. Instead of the normal type of damage incurred for the weapon type, 2D20 are rolled and the resulting number is compared against the character's Knockout Range. Ineffectual Range: - The roll is below the Knockout Range. The blow was not substantive or accurately placed. The damage incurred is the 2D20 just rolled divided by 1D20. The victim is not rendered unconscious unless his hit points fall below 0. Knockout Range: - Is between but not equal to (21 - rank) and (21 + rank) E.g. for a character with the Stun/Knockout rank of 10 he must roll between 11 and 31 for the blow to be effective.

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The damage incurred is the 2D20 just rolled divided by 1D10. The opponent is rendered unconscious for the damage x 10 minutes. Dangerous Range: - The 2D20 roll is above the Knockout Range The blow was overly powerful doing too much damage and was poorly aimed. The damage incurred is the 2D20 just rolled divided by 1D5. The victim is not rendered unconscious unless his hit points fall below 0. DISENGAGING FROM MELEE Disengaging from melee can be achieved in 2 ways. Withdrawl The player may back up in a fighting withdrawal, this involves moving backwards at speed while continuing to fight. If the opponent elects to follow the player, melee continues and the player cannot disengage this way. If the opponent does not follow, then the players disengage automatically. Strike of Opportunity The player may simply turn and run away from his opponent. Running away from a melee may be done at any time (unless he is within weapon speed and does not wish to drop his weapon) but leaves the runners defence wide-open i.e. he has 0 defence. His opponent therefore has two choices: He may try to attack (hit) the runner and then give chase. To do this the attacker must make a successful dexterity check = DF.5 vs. DEX (this represents the attackers ability to respond quickly to a sudden and unexpected opening), if he succeeds he may make his attack at the undefended back of the opponent as long as he is not within weapon speed (DEF = 0). If the fleeing character has some means of avoiding being struck while running away (e.g. acrobatic skill or a magical jumping ring) the GM. may apply penalties to the attackers dexterity check. E.g. using the above acrobatics skill (if a successful skill roll is made) may apply a -20% penalty to the attackers dexterity check or modify his DF. After this he may choose to pursue the runner if he wishes but does so after weapon speed + 2 seconds. He may give chase immediately. He is therefore 2 seconds behind the runner and the combatants go to the pursuit rules (see Movement in the Miscellaneous Section).

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MELEE ATTACK MODIFIERS MELEE ATTACK MODIFIERS ACTION BONUS/PENALTY Size Gargantuan (20+) +15 ATT Very large (12 - 20') +6 ATT Large (8 - 12') +2 ATT Man size (4 - 8') Small (2 - 4') Very small (6" - 2') Minute (" - 6") Attack En-Passant Attack High Ground Bonus Mounted Charge Storming Attack Misc. Effects Casting Spells, Using Magic items Prone Stunned

COMMENTS

These bonus/penalties to attack are given to man sized creatures attacking a larger or smaller opponent

-2 ATT -6 ATT -15 ATT 0 DEF +3 ATT/DEF/DAM ATT DEF w/o shield 0 DEF, 0 ATT -4 ATT/DEF, -2DAM -4 ATT/DEF/MATT -4 GATT/GDEF +4 REACT -2 ATT/DEF/MATT -2 GATT/GDEF +2 REACT A crawling/raising person is at 0 DEF Move, - 20% to Saves, No spell casting allowed see point 12 under Mounted Charge above Mass(A) x (50 + Speed(A) Speed(B)) = % success Mass(B) Defence is 0 if struck from behind (end of combat sec)

Dazed/Nauseous

Move, - 20% to Saves, 50% spell casting failure

Deafened Visibility Invisible attacker Blinded

PERC Save and Checks at , 10% spell casting failure per spell circle of spell being cast +2 ATT, +4 DEF ATT/DEF/MATT GATT/GDEF +2 REACT -2 ATT/DEF/MATT -2 GATT/GDEF +1 REACT

Dazzled

Move, -20% to DEX & PERC Saves, Only personal effect spells can be cast, or area effect spells that are centred on the caster. Move, -10% to Saves, Personal effect spells allowed otherwise 50% chance of spell failure

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RANGED COMBAT
MISSILE ATTACKS (MATT) When attacking with a missile, the attacker must roll equal to or under his missile attack to hit the target, allowing for missile attack modifiers (see Missile Attack Modifiers table below). As with all modifications, unless specifically noted, multipliers are done first and additions / subtractions are done second. Be aware that unlike melee combat, in missile combat the weapon speed (which is composed of loading and aiming periods) comes before missile fire not after. Although missile fire (the actual loosing of the weapon) comes towards the front of the combat second, the archer cannot perform any other act during that second except to change his ATT/DEF ratio/distribution at the end of the second. The archer is at 0 DEF while loading and aiming. If the archer is struck during the aiming period of his weapon speed then the aiming period if reset to 0 and the archer must re-aim. Active evasion of missiles is not permitted during any activity where movement is restricted (climbing) or manipulated (e.g. melee). USING MISSILE WEAPONS WHILE IN MELEE The concentration required to load a missile weapon is such that it is impossible to do so while engaged in hand-to-hand (melee) combat. Having said this, if a character has a preloaded weapon (bow, x-bow, and javelin) when engaged in combat, he may elect to discharge it. He may only do this as a "Snap Shot" (see the missile modifiers table). A character may attempt to strike any weapon/items that is not designed for melee combat (e.g. bows, javelins, lassoes, magic wands, rods, etc.) which is in hand. This can be done on his initiative with the same chance to hit as needed to hit the missile holder. If a successful strike occurs then the weakest component of the missile weapon must make a save vs. normal impact (e.g. the string or arrow on a bow). FIRING INTO MELEE If an archer elects to fire into melee then he has a range of options 1. If the opponents of the elected-target are within or are greater than the same size range of the elected-target, then: The archer simply loads and fires (requiring only loading and aiming time). If he makes a successful attack then there is an equal opportunity to hit any of those involved in the melee (in direct combat with the target). A random roll is required to determine the victim. A miss misses everyone. If the archer awaits for a prime opportunity (e.g. trying to judge patterns in the movement of a targets combat style). After loading the archer adds his aiming time to a D6 reaction roll and then fires. The archer rolls to hit the elected-target. A miss misses everyone. If the Archer is hit during this aiming period then the aiming period is reset to 0 and he must reaim, which includes re-rolling his reaction roll 2. If the opponents of the elected-target are smaller than the size range of the elected-target, then: The archer may (if he wishes) fire at the visible target above the melee (a 10 ogre fighting 6 humans presents a 4 target) at his MATT for hitting that size range. The archer may fire at the full target using the rule (1) above. GRENADE TYPE MISSILES Grenade type missiles include objects and weapons that are thrown at a target and either impact on the target or have a zone of effect and so can land close enough and shatter, explode or splash their target and cause "fragmentation damage" to all those in the area of effect. The damage taken is of the damage that a direct hit would have made. Poison must be of the contact type and the poison toxicity rank is reduced by 1 rank (see Poison Damage). Some standard hurled grenade type missiles are large rocks 50lb+ as hurled by giants, catapult missiles, flasks: of oil, acid, holy water, poison. Some less common missiles are barrels and kegs, furniture (framework), pottery, bottles, pouches of powders: pepper, salts, caustics, scoops of hot coals, pots full of liquids, etc.

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If the missile strikes its target, the target takes full damage or effects from the attack. However a missile that misses its target may have a grenade like effect. There may be some damage or effect due to a `splash or fragmentation effect. If the target is missed then the GM. rolls a D8 and the missile lands according to the figure above Possible Miss Distance = 3 x (Range/10). The missile then lands up to 3' away from its target per 10' range. For example (as in the above image) if the range of a thrown flask is 40' and it misses its target. Then it may miss its target by up to 3' x (40' / 10) = 12' (roll a D12). If the missile lands within its splash area e.g. 3' for a standard flask, then the creature takes any incidental damage from splash or fragmentation effects. In order to work out exactly where it lands the GM. rolls a D8 and then (in this case) a D12. In the case of the above image he rolled a 6 and then a 4. The flask of oil has landed to the left and in front of the target about 4' away. If there is any other creature at this point it may attempt to make a DEX based save to see if it manages to avoid the missile. If it does then the missile does not actually strike the creature but lands within 1' of it and that creature takes splash damage (if any). SOFT COVER Soft cover, e.g. Bushes, Tapestries, etc. will not so much deflect a blow or shot as conceal the target, therefore soft cover should be taken as, 100 - ((Targets/Slots) * 100) = % cover Targets = The number of target sized objects Slots = The number of target sized objects that the cover can conceal E.g. An attacker shoots at a man who is hiding behind a tapestry that can hide 5 men. The cover given to the target is, 100-(1/5)*100 = 80% cover 2 men hiding = 60% 100-(2/5)*100 3 men hiding = 40% 100-(3/5)*100 4 men hiding = 20% 100-(4/5)*100 5 men hiding = 0% 100-(5/5)*100 If the archer rolls above the required % then in the case of multiple targets he (or the GM) must roll randomly to determine which target was hit.

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MISSLE ATTACK MODIFIERS MISSILE ATTACK MODIFIERS ACTION BONUS/PENALTY Range Extreme Long Standard Point blank Aiming time (ATm) Snap shot 0 sec Aimed shot x1 ATm Set shot x2 ATm Size Gargantuan (20-60') Very large (12-20') Large (8-12') Man size (4-8') Small (2'-4') Very small (6"-2') Minute (.5"-6") Visibility Gloom/twilight/torch Moonlight Rain Starlight/Mist/Fog Invisible opponent Partially concealed Blindness/Total darkness Miscellaneous Speed Evasion Unaware target Strafe (45 Arc) Thrown melee weapon Cover Hard cover Arrow slit Shield wall High wall Tree Low wall Kite shield (large) Heater shield (small)

COMMENTS

1 2

x x x x

MATT MATT MATT MATT

See Weapons and equipment section for missile weapon ranges, note that some weapons have no point blank ranges as they must be released in an arcing trajectory. This includes staff slings, Woomeras, and standard assault weapons such as catapults, etc.

x MATT 1 x MATT 2 x MATT

For every reduction in ATm the penalty is a further halving of MATT

+15 MATT +6 +2 0 -2 -6 -15

Crouching targets move down one size range. Targets lying down move two size ranges down.

-1 -2 -2 to 4 -3 -4 -1 -6

Equal to a single small torch within range of the victim. A clear summers night with a full moon could be adjudged as twilight i.e. -1 penalty Light conditions are at the GMs discretion and are cumulative unless contradictory i.e. invisible opponent in total darkness is only -6 Only possible if the target is making some form of noise

-1 per 10/sec -3 +3 x MATT x MATT

For movement in one direction Evasion halves forward movement rate Allow for recoil for each successive shot. Distribute hits at random e.g. Sword, Great Axe, Staff, Mace etc. not designed for throwing

?% 90% 80% 75% 50% 25% 75% 40%

- If an attack roll scores a hit then roll D100 dice, a score below the percentage shown means that the shot was deflected by the cover and does no damage. These numbers are only a guide. - Also includes Foxhole or Battlements - At 50% cover, a character is able to fire from behind a tree, if not attempting to fire then % cover may increase - This % cover assumes the character knows he is being fired upon.

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SPELL COMBAT
THE SPELL ATTACK The amount of time it takes to cast a spell is dependent on the spell circle being cast and any modifications to the power of the spell (i.e. additional manna points added) Spell casting time = manna points cast + 2 seconds Spell casting has 2 phases. "Constructing the Tool" and then " Energy Priming and Focusing". During the Construction phase the mage creates a magical construct out of manna. This takes as many seconds to cast as the number of manna points in the spell. If interrupted during this phase then the number of manna points the mage has currently spent on the creation are lost. The Priming and Focusing phase lasts for the final 2 seconds of the spell casting. If interrupted during this period, all the points put into the creation are lost. The mage can increase the power of many spells by adding extra manna points into the casting as allowed in the spell descriptions. Extra points added into a spell increase the spell casting time by 1 second for each extra manna point cast. A recipients save can be reduced for the casting of any spell by increasing the efficiency of the spell using extra manna points. This is done at a rate of 10% save reduction per extra manna point cast. The number of manna points that can be diverted into reducing this save can be no more than the spell circle's level. Therefore in casting a 3rd circle spell a mage can reduce the save by up to 30% with the input of 3 extra points. Evasion of missiles is not permitted during spell casting. The spell caster has 0 DEF while casting. Any successful attack on a casting mage may cause the mages spell to be disrupted (see willpower secondary skill). This attack may include melee attacks, missile attacks, damaging spell attacks, or a concentration disrupting activity. A successful attack does not have to cause damage. The mage may cancel spell casting at any time with no ill effect, except of course the manna points loss (as if struck). During spell casting the caster may not move from his casting location. With most spells he may choose the target of the spell at the last second of casting (i.e. the second before the spell effect occurs). The mages upper body must be unrestrained while casting (i.e. a mage could cast while sitting or kneeling but not while lying down). He must have at least one hand free. This means that he can have an item (e.g. a staff) in the other hand. He must be able to talk at least at quiet conversation level. To cast a spell that involves physical contact, on a character involved in melee combat, a successful melee attack must be made by the casting mage. The mage is attempting to touch the character, not to cause damage. Where this is being cast on an ally (e.g. a healing spell) the most common practice is for the recipient of the spell to place 0 DEF against the mage and to elect not to save in which case the spell effect occurs automatically if the Mage makes a successful contact. For ranged magic attacks the mage must perceive the point of origin of his spell (the point of origin is anywhere within the spell range where the mage has decided to initiate the spell. This is commonly directly where the mage is but also can be some distance from the mage). If cast without seeing the origin (e.g. if the mage is in a fog with a visibility of 10' and decides to cast a spell to originate 20' away) then the spell goes off in a random direction (roll D8) and random % of range. If the spell is directed into an obscured area (e.g. the point of origin is visible but the spell effect is directed into an obscured area for instance, around a corner, behind a rock, into the dark) then Soft Cover rules apply. The mage can cast any personal effect spells even when blind. Example of a 2 Point spell Spell Can Be Disrupted Spell Effect Occurs

1
Constructing the Tool

Energy Priming and Focusing

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Spell targeting penalties for object sizes and range Although in a majority of situations the ranging and targeting of a spell effect is a mental process, except possibly within the Alchemy discipline where many spell components are physically thrown at the target. However this does not mean that targeting is perfect. Vision and distance are factors ("is that a cat or a rat over there?", "It's a long shot but I'll try and put it through that arrow slit"). As both size of a target diminishes and/or the range increases there comes a point where there is a chance to miss the target. The table below shows the range (max distance) at which each sized object can be targeted without error. The table also shows the chance to miss the target at ranges greater than the maximum distance given. Object size 0 - 1 inch square (keyhole size) 1" - 0.25 square feet (Approx. arrow slit size) 0.25 - 1 square feet (Minute size) 1 - 2 square feet (Very Small size) 2 - 4 square feet (Small size) 4 - 12 square feet (Man size) 12 - 48 square feet (Large size) 48 - 120 square feet (Very Large size) 120 - 1200 Square feet (Gargantuan size) Max distance 1' 10' 30' 60' 90' 120' 240' 480' 1000' Chance to miss for distance beyond max 10% / 2" 10% / 2' 10% / 6' 10% / 12' 10% / 18' 10% / 24' 10% / 48' 10% / 96' 10% / 200'

Spells with an Area of Effect Where a spell has an area of effect of equal to or greater than a 5 diameter, any creature caught in this region has no chance to escape the area before the effect occurs and therefore has no save. Many other types of events also have area effects. Explosions, breath weapons, landslides, etc. are examples of such occurrences. Who is in the area of effect? For a character that is not in melee, if any part of the character is caught within the area of effect of a spell then they are seen to be fully included in the effect.

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Combat (melee) is perceived to be a dynamic and a constantly moving situation. As such, if the centre point of two combatants is within the area of effect, then both combatants are seen as being within the area of effect and suffer the effects of the spell (see diagram above). If the centre of combat is outside the area of effect then neither combatant suffers the effects of the spell. They are seen as both being outside the area of effect USING A MAGIC ITEM Any character may use virtually all magic items. Any items that are class, race, etc., specific will have the limitations noted. A detailed explanation of how items work is covered in The Arcane Tome section of Findle's Compilation. When using any charged item in combat the user is at 0 DEF for the period of time it takes the item to activate. The time to activate the item is equal to the number of manna points in the charge. If a character uses an item in hand (e.g. a wand) while engaged in hand-to-hand (melee) combat, then his opponent may elect to strike at the item on his initiative. This strike requires the same chance to hit as needed to hit the character. If the strike is successful then the item must make a save vs. normal impact or be destroyed. If the item is not destroyed then the character must roll on the Item Miscast table below. Note that in this situation a willpower roll will not allow the item user to regain control of the spell. When charged magic items are created the process creates an effect which is akin to having a durational spell running on the item in question. This magical "tool" covers/surrounds the whole item. For permanent magical items, the spell "Enchantment Perpetuation" is running on the item and therefore has the same effects. This puts limitations on what other magic can effect the item. There is no room available for other durational spells to inhabit the same space. They can't get a grip on the item and as such will not work. For example: a sword with Blades Of The Storm running on it cannot then have Hammers Strike to Weapons Bite cast on it. Instantaneous magic may affects items. In this situation the tool is formed at a distance from the item, and fires its effect at the item rather than durational spells where the tool sits on the item producing its effect. The tools therefore don't get in each others way, interrupting each others effect. If the integrity of an item (transform or degrade) is changed (i.e. has failed its save against magical or physical effects) then the item is ruined as a magic item. For example a magical staff, if turned into a sapling, is not a magical sapling. Item Miscast If the user's concentration is disrupted during the activation period e.g. struck in melee, he may attempt to regain control of the disrupted spell with a successful willpower DF 2 roll. If this fails then a D100 should be rolled and the following table should be consulted. ITEM MISCAST 01 75 Charge is wasted, nothing happens 76 100 Charge goes off in a random direction (roll D8) and random % of range. Unlike Spell-casting, once an item is activated it cannot be 'turned off'. Characters with the secondary skill Willpower may make a roll to retain control of the item (see the skill description), in much the same way that a mage does if struck while casting a spell. Zero Range Items Personal effect items and items that have zero range cannot go off at range, therefore on a roll of 76 100 the effect works as expected. Potions Potions differ slightly from charged magic items in the way they are used and the way they function. Firstly each dose must be fully consumed, which takes 2 seconds. Although the volume of a dose may vary from potion to potion, if less than a full dose is consumed then no effect will occur. Next it takes as many seconds for the effect to occur, as the dose has manna points. Unlike charged items the effect cannot be disrupted once initiated, therefore the user can fully concentrate on other tasks while waiting for the effect to occur. Finally potions may only give spell effects that affect the caster (personal effect spells).

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DAMAGE
Damage in combat is normally received through weapon strikes or magic. Most weapons have the potential to give damage in the range of 1 to 40 points though the average damage is different for each weapon. Three dice are normally rolled for damage, two damage dice (normally 2D20) and 1 divider dice. The divider dice differs depending on the type of weapon being used. The rolls of the damage dice are added together and divided by the result of the divider dice roll e.g. 2D20/D4 means 2 D20 added together divided by a D4 roll. The result is the damage taken by the defender. As a character receives damage he reduces the number of total hit points accordingly. Every fourth hit point subtracted is a body point (BP). If the characters hit points are not divisible by 4 (most commonly the situation) then the extra fatigue points (FP) are removed first. Once body points have been reduced to 0 or less the character falls unconscious (see Running on Adrenaline below). Any physical damage (crushing/piercing/slashing) incurred in combat is first reduced by the Armour Factor provided by the armour type the character is wearing. For instance an unarmoured person, who receives a dagger cut for 3 points of damage, will take all three points of damage. Whereas a person wearing leather armour will only take 1 point of damage (the leather has absorbed 2 points of damage). Some other types of damage (fire, cold, falling, constriction, etc.) are to a lesser degree reduced by armour. See the Armour Damage-Reduction Table in the Weapons and Armour section Magically enhanced armour (which gives bonuses to the armour factor) is one of the normal (physical) armour types that has had its structural integrity strengthened with magic. Personal magical shields/barriers are normally represented by a deflecting or damage absorbing field outside the armour. These fields, unless specifically stated in the spell description, are not cumulative in their effect. The strongest field overrides the lesser fields. Hit points (HP) Hit Points may be reduced in many ways through an adventure. They may be reduced suddenly through receiving damage during combat or unexpected fall and the like or due to harsh conditions such as frostbite, exposure, sunstroke, etc. HP may be divided into two categories BODY points and FATIGUE points. Body Points (BP) Body Points account for of the total HP (rounded up) as well as all negative HP (from -1 to - 19). Body point damage can be considered as critical damage that the body receives and is made up of gashes, cuts, contusions, breaks, etc. and as such takes considerable time to heal naturally Fatigue Points (FP) Fatigue points make up of the total HP of a character and any fatigue damage incurred is due to general fatigue, bruising, strains, muscle fatigue etc. Once a character has time to rest and recuperate such damage tends to heal or at least become inconsequential very quickly. While characters may function at no penalty while they still have any positive HP, when they fall to 0 or less HP they fall unconscious. If the characters are on negative hit points they will remain unconscious and continue to lose HP at the rate of 1 HP per 5 seconds until their condition is stabilised. This deterioration is due to loss of blood and/or by the onset of shock. It takes 5 seconds to stabilise someone's condition; this is normally done through limited first aid (tourniquet, bandages etc.). If a PC reaches -20 HP without someone attending them then death occurs, if someone has been tending them and -20 HP is reached before their condition is stabilised then only a successful healing skill roll (DF4) will prevent their death. 0 HP: The PC falls unconscious. He does not continue to lose HP. To regain consciousness he must roll a D6 every 5 seconds and on a score of 1 will awaken -1 to -5 HP: The PC falls unconscious and loses HP at the rate of 1 per 5 seconds until tended to. The PC may regain consciousness using the method above. If the PC has regained consciousness and is still between -1 and -5 HP then he may treat his own wounds. He may not undertake any strenuous activity like running, spell casting, combat or use magic devices. He can walk talk, drink potions and ride unaided but only at a walking pace and must rest frequently. Any attempt to perform a strenuous activity requires a willpower roll (DF5 or lower, depending on the activity).

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-6 to -10 HP: Once stabilised between these scores the PC may regain consciousness using the method above. On regaining consciousness he may talk, lie and sit. He may not be moved and will lapse into unconsciousness frequently until up to -5 HP (see above). Any significant movement has a 10% chance (for every 5 minutes of movement) of destabilising their condition, if it does they will begin to lose HP as before. A willpower check will not help anyone at this level of damage. -11 to -19 HP: As above but characters will remain unconscious until they are at least up to -10HP. Any movement has a 50% chance (per minute) of destabilising their condition, if it does they will begin to lose HP as before. -20 HP: Death occurs.

RECOVERY OF HIT POINTS Body points heal (with full rest) at the rate of 1 point per 24 hours. Fatigue points heal at the rate of 1 point every two minutes. The rate of recovery can be affected by a characters CON and the secondary skills, Body Control and Healing. RUNNING ON ADRENALINE (FIGHTING AT NEGATIVE BP) During combat there may be the special situation of a character still having fatigue points (FP) but suddenly having their body points reduced to 0 or below. For example, with HP reduced after a battle, a character enters combat again after regaining FP through rest but not BP. During the combat every forth damage point reduces BP below 0 but FP stay positive. There are also some creatures whose damage type is directed at BP only. In this instance the character can continue to fight until fatigue points are reduced to 0 or combat officially ends. This is called running on adrenaline. If BP are reduced to below 0 then a combatant will lose 1 hit point per 5 seconds on top of damage received from further wounds. Note that any further damage comes off total hit points in the usual manner, i.e. 3 FP then 1 BP for each 4 total hit points lost. Once combat officially ends any characters running on adrenaline will fall unconscious. Combat officially ends for each character on their next reaction roll after combat is perceived to be over. Combat is perceived to be over when there is no obvious danger (e.g. there are no opponents in sight) and there is nothing actively stressful to do. FALLING DAMAGE The damage incurred from a fall is somewhat reduced by wearing armour, see armour damage reduction table, however falling can cause severe damage as it is cumulative for each ten feet fallen up to 100'. Note that terminal velocity is reached after 2500' feet and this will splatter any body. Damage from falling into a large body of water or similar liquid somewhat reduces the damage and so damage is only taken from 50' and above. Any creature of tiny size can sustain a fall from any distance with virtually no damage. Any creatures of greater than large size will sustain triple damage from falls. FALLING DAMAGE DISTANCE DAMAGE DAMAGE A fall from a moving object is the same FALLEN LAND WATER as falling from a height of half the 10' 1D6 speed e.g. a fall from a galloping horse 20' 3D6 30 mph = a fall from 15' = 2D6 damage. 30' 6D6 A fall from a moving object at height 40' 10D6 adds the damages e.g. A fall from a 50' 15D6 1D6 flying mount 20' up moving at 30 mph 60' 20D6 3D6 = 3D6 (20') + 6D6 (30mph) = 2D6 70' 20D6 + 5 5D6 80' 20D6 + 10 10D6 90' 20D6 + 15 15D6 100' 20D6 + 20 etc. 20D6 etc.

POISONS AND POISON DAMAGE The following section deals with poisons that are efficacious and rapid enough in effect to be used in melee combat. There are of course cheaper poisons that are commonly available but may not act quick enough or be able to be delivered effectively in a combat situation to warrant their use.

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There are two basic families of poisons, those that cause generalised damage to the body tissues and those that affect the attributes of a victim (such as STR, DEX, PERC etc.) Of those that cause generalised damage the poison is ranked by its toxicity (the amount of damage it does). For each 1D6 BDR of damage that a single dose of poison can do, it is equal to a potion class (in regards cost and effort involved in research of an apothecaric formula) Poison classes are also modified by the virulence (the damage rate per second) of their venom with the standard being 1 hp / sec. The poison class is raised by 1 class, for each hp/sec over this base rate, Poison Class Toxicity (Max damage done) Base Damage Range 1D6 2D6 3D6 4D6 5D6 etc. Poison Class modifier +0 +1 +2 +3 +4 Virulence (hp/sec) 1 hp/sec 2 3 4 5 etc.

1 2 3 4 5

Hence the class of a venom that delivers 3D6 hp damage at 3 hp/sec = 3 + 2 = Poison Class 5. Poisons that affect attributes will affect a single attribute and work by decreasing the attribute thus affecting the performance of a character. If any single attribute is bought to zero then the creature is incapacitated. For example a character bought to 0 STR would be in a helplessly weakened state incapable of any but the feeblest of movement, 0 DEX indicates a numbed paralytic state, 0 INT indicates total mental insensibility. The class of the poison is determined by the toxicity and virulence in much the same way as damaging poisons. The virulence of attribute affecting poisons however is the duration (in seconds) of the effect of an attribute affecting poison. Poison Class 1 2 3 4 Toxicity (Decrease in attribute) -1D1 -1D3 -1D5 -1D7 etc. Poison Class modifier +0 +1 +2 +3 +4 +5 +6 +7 +8 Virulence (seconds of effect) 1D10 sec 1D30 sec 1D60 sec 1D30 min 1D4 hours 2D12 hours 1D4 days 2D8 days 2D20 days

Saving Against Poisons When used in combat an envenomed weapon uses up a patent strike when the weapon makes a successful strike that penetrates the victim's armour / protection. If the character does not make a successful CON save then the character takes the equivalent damage of a full dose of the poison. If the victim makes a CON save against a venom that does damage, then the venom does damage (rounded down). If the CON save is made against an attribute affecting poison then the attribute loss is (rounded down). Each dose of poison delivered acts independently. Thus if a character was struck with two arrows that caused 4 hp at a rate of 1hp/second and 7 hp at a rate of 1hp/second respectively and failed his CON save against both then he would take 2hp/seconds for 4 seconds and then a further 1 hp/ seconds for an extra 3 seconds Note: - Poison damage comes off Total Hit Points (both body and fatigue points).

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Poisoned Weapons Any character attempting to coat a weapon with poison must have the secondary skill Poison Lore to coat the weapon efficiently and effectively. The standard check to envenom a weapon with a single dose is DF10. If a character fails this poison lore check the application is ineffectual and the dose is wasted. The character has for example allowed the poison to dry too quickly, too slowly, allowed it to get too hot, etc. and the mixture will not deliver properly when a strike occurs. As a character skill in poison lore increases however they may be able to apply the venom in such a manner that they can cause the venom to be patent (equivalent to a fully effective dose of the poison) for more than one strike. The envenoming of a weapon requires a complete dose of the poison, the use of a poison kit, uses one charge out of the kit for each patent strike. It takes 30 minutes to prepare the compound and 1D4 minutes per strike to apply. Poison Lore (DF) Patent Strikes 10 1 9 2 8 3 7 4 6 5 5 6 4 7 3 8 2 9 1 10 0.8 12 0.6 14 0.4 16 0.2 18 0.1 20

Size of weapon blade Tiny (e.g. Arrow heads) Small (e.g. Dagger) Medium (e.g. Broad Sword) Large (e.g. Bastard Sword) Very Large (e.g. Great Axe)

Maximum number of patent strikes on a single weapon 1 4 8 10 10

If more than the maximum patent strikes of venom is applied to a single weapon the extra is simply wasted as the excess will simply wipe/evaporate/degrade itself from the blade of the weapon as it is transported around. The method of determining the number of patent strikes that can be compounded from a single dose is as follows. The character constructs a mixture from his kit determining how many patent strikes he will thin the dose (of poison) out into. A like number of charges are used from his kit. The Poison Lore roll is made at this point. A successful roll equal to or below the required DF indicates the mixture is a good one and he can then apply as many patent strikes to the weapon(s) as there are in the mixture (up to the maximum number of patent strikes for that weapon). An unsuccessful roll indicates that the mixture is ineffectual and the dose of poison is wasted. If the maximum number of patent strikes for a particular weapon is not applied from a single batch of mixture then further batches may be compounded and applied to top up the weapons capability to its maximum capacity. This must be done within one hour of coating the weapon with the previous compound otherwise both coatings are ruined. For example Severan decides to turn a dose of poison (2D6 @ 2hp/sec) into a mixture that he can coat his short sword with. His Poison Lore skill rank is 12 He decides that he can possibly stretch out the poison to give 5 effective strikes (DF6 x SR12 = 72%). He makes up the mixture and with a roll of 43% has easily made a thin but viscous brew that will stretch the poison out for 5 good strikes. He coats his Short sword with 4 patent strikes worth of the brew and has a little left over to place one patent strike on his dagger. He then decides it may be a good idea to coat his dagger to its maximum capacity. He whips down to the local assassins guild/dairy and purchases another dose of the poison. He decides to thin it out to 3 patent strikes (DF8 x SR12 = 96%). Unfortunately he gets distracted halfway through brewing the batch and leaves it on the boiler too long (a roll of 99%). The dose of poison is completely ruined and just leaves a crusty residue on the bottom of the pot he was using. Envenomed weapons that have not delivered their patent strikes retain their toxic properties for a variable amount of time depending on the environmental conditions (generally 3 to 7 days). Any character whether they have poison lore or not, may use an envenomed weapon.

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An opponent may recognise that a weapon is envenomed on a successful PERC roll (DF 2). Poisons (just like apothecaric formulations) have specific modes of delivery. A poison liquor designed to be poured into a drink cannot be used to coat a weapon, it will simply run from the blade and whatever residue remains would be ineffective. Similarly an oil or unguent designed to coat a weapon would be immiscible in a drink or be readily noticed. See Pharnum's Formulary in Findles Compilation for types of formulae, liquors, oils, unguents, powders, etc. Some weapons are specifically designed to deliver poisons (e.g. daggers with hollow blades and storage cavities). These allow for longer viability of the poison or more doses of venom being stored. Mostly these weapons use liquid poisons and may deliver a certain number of patent strikes for each dose of poison in the reservoir. As they dont rely on the poison lore skill rank of the character wielding it, they are highly sort after items. Note that because the poison is only used to coat the blade of the weapon some weapons may fall into other categories (usually smaller). For example a spear is a Large weapon due to the haft but the size of the blade may fit into the small category (assuming the standard Ox tongue or Leaf bladed spear)

Poisonous Animals The size of an animal affects the amount of poison delivered to a victim and so for each size category a multiplier is used for the quantity of poison delivered. For example a very small creature using a moderate, poison (toxicity 2, damage rate 2hp/sec) delivers from 0 to (0.5 x D20) damage, a gargantuan creature using a strong poison (toxicity 3, damage rate 4hp/sec) can deliver from 0 to (8 x D50) damage from a single bite. For each bite the effects are cumulative (Once bitten, twice shy. Twice bitten, probably dead!). POISON SIZE MODIFIER ANIMAL SIZE MULTIPLIER Very small 0.5 Small 1 Man size 2 Large 3 Very large 5 Gargantuan 8

POISON COSTINGS
The process of poison manufacture is very similar to that of potions. The cost of the reagents are slightly different. An poisoner cannot create a preparation unless he has a formula. He can research one himself (see Findles Compilation), steal it or buy it (very, very expensive). Assuming he has one then the production costs are: Cost of raw reagents (bits) = 200 + 5D20 Cost of a single batch (bits) = Potion Class2 x Reagent Cost. Use the table below to determine the preparation time. PREPARATION TIME Potion Class 1 2 Time (days) 1D4 1D6

3 2+1D4

4 2+1D6

5 2+1D8

6 4+1D8

7 4+1D10

8 4+1D12

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HEALING
Healing covers a wide range of activities dealing with injury and disease. This includes healing through both natural means and magical. Obviously PCs are most commonly going to use magical means to heal battle injuries, diseases and poisonings that are the common hazards of your average adventurer. Where magic is not available, PCs may decide to use there own secondary skills (healing, herbalism, poison lore, etc.), or they may decide to turn to professional help in the form of Herbalists, Healers, Chirugeons, Specialists, Priests. In general Healers and Herbalists deal with injuries and diseases. Chirugeons deal with amputations, surgery, bone setting, etc. Specialists are the masters of there craft and can deal with the most rare or severe injuries. They deal with injuries, disease, poison. Priests can be any of the above and also deal with spiritual afflictions such as possession. See Findles Compilation for a fuller description of healers, diseases, poisons, and associated costs.

NON CORPOREAL CREATURES (INTANGIBLE CREATURES)


Intangible creatures are those that have most or all of their physical presence in another plane/dimension, but can be seen in this dimension. A non-corporeal creature must become tangible (have a physical presence in the current plane) to attack or affect creatures in the current plane. While in combat, a non-corporeal creature (those that can) will phase in and out of the current plane to attack his opponents. Some forces may have some or full, effect on the creature even while intangible (e.g. sunlight on certain types of undead or shadow creatures). The speed at which such creatures can materialise and dematerialise means there is a very limited time when the creature can be harmed by attacks that cannot strike intangible creatures. The process of staying intangible takes a moderate amount of concentration from the creature (about the same amount as reading or maintaining a beat). When an intangible creature is distracted (such as in melee combat) the ability to maintain an intangible state wavers and the creature constantly flickers in and out of tangibility. This means that an undistracted creature may move at leisure through intervening objects or remain untouched if they ignore what is going on around them. However if they engage in combat or even they sit out of range while in a fight they may (possibly be harmed by attacks that couldnt ordinarily affect intangible creatures e.g. missile fire or spells). In some instances there may be effects that constantly distract intangible creatures (e.g. full daylight on shadow creatures) and so they may not be able to dematerialise long enough to pass through intervening objects. This of course is at the GMs discretion but most intangible creatures will not willingly place themselves into a situation where this arises in the first place. Secondly they will seek to flee such a situation and may be able (with enough concentration) to dematerialise long enough to phase thru the floor, etc in order to flee the effect. Many non-corporeal creatures can bypass armour and shields and attack the body of their opponent directly. When attacking a person with a shield treat as if a morning star were being used (reduces opponents DEF by 2. See Weapons and Armour section; Note #4) An opponent striking back at the creature has a limited chance of striking the creature when it is tangible. Each time the creature is successfully struck at, a set percentage is rolled for. If a successful roll is made then the creature takes the damage. Different types of non-corporeal creatures have different chances of being struck (should be stated in the monster description). This relates to the different speeds at which they can phase in and out. Some materials (silver, certain plant extracts, minerals, etc) have a presence (natural harmonic vibration) in other planes. In this case weapons made from these materials do a portion (up to and including 100%, GM's option) of the damage caused when striking a creature from that plane even when the creature is intangible.

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To hit a creature From the plane of Paradiso Purgato Inferno Limbo Realm of Death Elemental Ethereal Shadow

Material Gold, Palladium, Platinum, Adamantite, Lead, Diamond Pure base metal (eg. Pure iron not steel), Topaz Sulphurnum (Sulphured steel), Adamantite, Ruby Flint, Silver, Lead, Amber, Blessed wood Silver, Gold, Ivory Bronze, Brass, Sapphire Copper, Tin, Emerald Gold, Silver, Onyx, Obsidian

Magically created fire, lightning, etc are simply energies/forces of the current plane created in a synthetic manner, therefore they do not specifically damage intangible creatures any more than do natural fires, lightning, etc. As with ordinary weapons there is a percentage chance of affecting the semi-tangible creature Any Weapon can strike any corporeal creature (they may have some resistance due to physical attributes e.g. Skeletons take dam from edged weapons, zombies take dam from blunt weapons, and both take only 1 hp dam from small missile weapons). There are a wide variety of methods to enchant a weapon to increase its ATT/DEF/DAM (e.g. Guidance mechanism, Skill increase, deflective forces, Balance, Weight, sharpness, Strength of blow, toxic effects, extra concussion, etc.). Unless otherwise specified an enchantment does not automatically allow the weapon to strike, or cause damage to a non-corporeal creature. A full description of the planes can be found in Findles Compilation. Descriptions of many of the creatures that inhabit them can be found in the Zoologica Terribilus. To determine whether a strike with an ordinary weapon is effective against a creature that can dematerialise, each time the creature is struck in combat a set percentile is rolled for. This percentile is listed in the Zoologica terribilus. If a successful roll is made then the creature takes the full damage of the strike. If the roll is unsuccessful then the creature was intangible during that time and the creature takes no damage. A general guideline to the intangibility percentage (i.e. the roll required needed to strike in its tangible state), for creatures that can go intangible, is as follows Plane of origin of the creature Shadow Ethereal Elemental Realm of Death Limbo Corporeal Infernal Purgato Paradiso Innate ability to dematerialise +20% Spell granted ability +0% Per Level of creature +2% For example a 7th level shadow creature will be intangible 54% of the time, if it is attempting to strike an opponent. If a successful attack is made and the percentage roll is < 54% then the blow simply passes through the creature without harming it. CASTING MAGIC WHILE NON-CORPOREAL Magic may be cast in any of the planes (sometimes with unusual/differing effects), but (unless otherwise stated) a mage/or creature must stay within the plane, in which he wants to effect to occur, while casting % 20 10 5 20 10 5 20 20 20

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MISCELLANEOUS
SPECIFIC ACTIONS
Below are listed a number of specific actions and the minimum time it takes to do them. The list is by no means comprehensive but is a guideline to some of the more common actions that PC's may attempt. Times shown are in seconds unless otherwise stated. Dexterity based reaction adjustment is only included where the action is marked with a #. Note that movement from one location to another is treated as a specific action. TIME 10 2 2 1 roll/5sec Initiative 2 3 2 10 2 10 1 2 Mp. 2 15 10 12 8 4 8 10 5 5 10 1 3 5 10 5 10 10 60 30*D10 10 1 60 2D20 4D20 3 3' / sec 1' / sec 1' / sec 2' / sec 5' / sec ACTION Binding an unresisting opponents hands Waking from sleep. Standing from a prone position (Character is at DEF 0). Regaining Consciousness (once stable) after rolling a 1 on a D6. Striking a sleeping person (with the intent of waking them) during melee, e.g. with a kick. Drawing a weapon from a belt or sheath (can be done while running). Sheathing a weapon (cannot be done while running). Getting an item from pouch belt or pockets. # Drawing a weapon or object packed away in backpack. Recovering a dropped item in combat (no DEF penalty) if next to item. Stringing a bow. Standing from a kneeling/crouching position. Strewing 10 caltrops in a 10' square. # Using a magic item per charge. Quaff potion 50ml (= 1 dose). # Donning armour unaided (per point of damage reduction). Donning armour aided (per point of damage reduction). # Getting out of armour unaided (per point of damage reduction). Getting out of armour aided (per point of damage reduction). # Getting out of armour quickly by cutting straps, etc. (per point of damage reduction). Getting out # armour quickly by cutting straps (per point of damage reduction) of underwater. Take up or removing a Kite Shield Take up or removing a Heater Shield Lighting a torch (using flint and steel) Lighting a lantern or candle (using flint and steel) Dousing a lantern or candle. Dousing a small fire or torch. Lighting a Molotov and throwing it (with a readily available open flame) Lighting a Molotov and throwing it (using flint and steel) Dousing a Molotov victim with help # Dousing a Molotov victim when they are on their own. Quick inspection of a 10'x10' area (SPOT HIDDEN x DF1). Close inspection of a 10'x10' area (SPOT HIDDEN x DF5). # Picking a lock or removing/disarming a trap. Listening at a door. Opening, shutting or bolting a door. Saddling a horse. Calming a war-horse. Calming a riding horse. Mounting up. 10' easy climb. 10' hard climb. Climbing a rope. Climbing a knotted rope. Swimming (fast).

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MOVEMENT
COMBAT During combat there are several points to consider when a character wishes to move from one point to another. Movement is treated as a specific action. Running / Sprinting All characters can RUN at a rate of up to 15'/sec or SPRINT at a rate of up to 20/sec unless they have racial penalties due to size or the secondary skill Sprint. This rate can be sustained for periods of time related the characters CON. For example a character that is wearing no amour (or unencumbered) drops 1 CON point/second for each second that they SPRINT (between 16/sec and 20/sec). The character may continue at this speed as long as he has remaining CON points. When the characters CON reaches 0 they must rest whether they wish to or not. For each second of complete rest (no other activity, ATT/DEF =0) the CON is raised by 1 point (up to normal maximum). If a character wears some form of armour or carries a shield the CON penalty per second is greater. For sprinting characters Gambeson, Leather, and Ring armour has a 2 CON/sec, Studded, Chain, etc at 3 CON/sec, and so on (see Armour-Damage Reduction Table in the Weapons and Armour section). PURSUIT Only characters with an equal movement rate need to go through with pursuit. Pursued characters with a slower rate will always be caught in `open' pursuit, and conversely pursued characters with a faster base movement rate will always eventually outrun slower pursuers, though this also depends on CON levels. At the start of pursuit, The starting distance between the two runners is determined e.g. a pursued character is in leather armour and pursuit begins 2 seconds after the character flees from a combat, therefore he is 30 feet in front of the pursuers. Each character then notes his CON down and pursuit can begin. The current count is taken (or begins) and both pursued and pursuers must roll under their current constitution on a D20 1. If the pursuers and pursued both succeed or both fail in rolling under their current constitution on the D20 roll then there is no change in the distance between either parties 2. If the pursued succeed and the pursuers fail in their rolls then the distance is increased by 5' between the parties. 3. If the pursuers succeed and the pursued fail in their rolls then the distance is decreased by 5' between the parties. In all 3 cases each character must lower their current CON by their RUNNING RATE CON PENALTY each second. Once a character reaches 0 current CON they can run no further and must rest whether they wish to or not. For each second of complete rest (no other activity, ATT/DEF =0) the CON is raised by 1 point (up to normal maximum). Pursuit may continue as long as each party is able to, or until the pursued escapes or the pursuers catch up. If the pursuer catches up to the pursued he may have a strike from behind (at 0 DEF) but then drops back 5', his CON drops a extra point for this second (for the exertion of his swing while running). The pursuer may attempt a grapple (tackle). Success means he has grabbed his opponent, in this case grapple combat starts. A point to note for GMs is that pursued characters on their `home turf' in closed environs should be allowed some avenues of escape after a while, unless the pursuers know the area equally as well. In outdoors environs such as woods they have a lesser chance, and in open planes or areas they have virtually no chance of slipping away and must simply outrun their pursuers.

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ASPHYXIATION
When a character is placed in a situation where he is unable to draw breath. This includes; internment in a solid medium (e.g. dirt, sand), a contaminated atmosphere (e.g. gas cloud), constricted breathing (constriction, choking), lack of breathable air, or immersion under liquid. The character will automatically attempt to hold his breath unless unconscious. The character may hold his breath as long as he makes a CON based check every 15 seconds. The DF for doing so begins at DF10 and reduces by 1 for every check until the character is either able to draw a breath or fails his CON check. If the character is performing any hard physical exertions (combat, running, swimming hard, etc.) the DF drops by 2 instead. Once a character has failed his CON check, he has attempted to breathe and begins to asphyxiate. The character then loses HP at the rate of 2 per second until he reaches 0 HP. During this time the character acts in a blind panic and acts in any manner that may escape his predicament (even if futile). The character is also considered berserk and will attack others around him if they get in his way (even if they are attempting to help him). The characters DEF goes on to his attack, he/she is at 0 DEF, and +2 to STR. As soon as the character reaches 0 HP he lapses into unconsciousness and begins to lose HP at the rate of 1 HP/ 5 SEC until dead. At this stage a character may be rescued and resuscitated using the healing skill at DF10. Rescuers that have not increased their Healing secondary skill only have a 10% chance of reviving a character (the default skill rank of 1). A normal cure spell has no affect on an asphyxiated victim.

DIFFICULTY FACTORS (DF)


Any strenuous action related to an attribute or secondary skill shall be based on a percentile roll. This percent chance is found by multiplying the appropriate Attribute or Secondary Skill Rank by a Difficulty Factor determined by the GM. The character must then roll under or equal to the resulting number on a D100 to succeed in the action. The more difficult the action the lower the DF. If the secondary skill x the DF is greater than 100% then the action may be achieved automatically. In order to use DF the GM should decide on the chance that the average person (with no training) has to attempt the task and what skill or attribute that the task is based on. Suggested DF Ranges for task difficulties: DF - Task Difficulty 10-25 - Easy 5-10 - Average 3-5 - Hard 1-3 - Very Difficult 0.1-1 - Near Impossible Secondary skill ranks give an indication on the level of competence of the person in the particular skill. A rank of 0-5 indicates a complete beginner. A rank of 5-10 indicates a novice/apprentice/trainee. A rank of 10-20 indicates an experienced apprentice/journeyman. A rank of 20-30 indicates a professional/craftsman. A rank of 30-40 indicates a leading craftsman. A rank of 40-50 indicates a master. A rank of 50+ indicates a world-renowned expert. In the case of setting DF against attributes the GM's should remember that the average attribute is around 10. Therefore a rough estimate of the chances for an average PC's attribute based ability to do something is around 10 x the DF. If an average PC has a 50% chance of doing an action then the DF should be 5. When a character does a task the GM may him DF outright or if he does not want to give the DF he may say, "Try the task. Tell me what DF you get and I will tell you if you succeed". Prior to performing a task the PC may attempt to estimate the difficulty of the task (estimate the DF). The higher their rank, the better their estimate should be.

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RELATED SECONDARY SKILLS Many skills have areas where they `overlap'. In many cases when the GM calls for a set skill to be used to achieve a task, a related skill might be able to be used. For example a Shipwright would have some inkling of ocean or river lore and so would be able to handle a boat (albeit with some difficulty). Similarly Healing and Herbalism secondary skills have some considerable overlap. Where a healer is able to mend broken bones and diagnose diseases, a herbalist might be able to accomplish these functions. A healer on the other hand knows what `medicines' to prescribe but only has limited knowledge on how and where to gather them, how to prepare them and hasn't the in-depth knowledge on the more obtuse herbs. When a GM calls for a set skill to be used, the PCs may ask if a related skill is appropriate. The final decision is up to the GM (although it might pay for the PCs to note the circumstances for later use) and in most cases the GM will make the DF more difficult for a nonspecific skill.

TRAINING RELATED INCREASES (SECONDARY SKILLS)


When characters wish to increase secondary skill ranks through training they commonly go through differing methods; Initial self training, formal training and dedicated self training. INITIAL SELF TRAINING Initial self training- learning the basics of a skill in ones spare time. This is done by distribution of secondary skill points gained at each new character level, and these points cannot be used to raise the rank above the primary attribute associated with the specific skill e.g. INT for Mathematics. (see Secondary Skills section). The number of skill points a player has to allocate to their secondary skills at first level is (SOC x 10). For every level after 1st the PC is given (SOC x 4) points to distribute. To gain the next Skill Rank (SR) the player must allocate that many points, for example to go from 3 SR to 4 SR requires 4 points. Each Skill (see appendix 1) has at least 1 attribute associated with it. This attribute (or the highest, if the skill has multiple attributes associated with it) represents the highest Skill Rank a PC can attain in that skill without formal or dedicated training. Any skill points left over after distribution are lost (must be discarded).

FORMAL TRAINING Formal training- this is where a character pays a professional tutor to teach him at a faster rate that they would be able to get via self training, and able to teach them to ranks beyond that which they are limited to by their primary attributes. The only limitation to this is that they must find a tutor with a high enough skill rank in the appropriate skill to take them to the desired rank. Tutors can teach the required skill up to their own rank in that skill. The tutor must have the secondary skill Teaching to be effective. A character with a Teaching skill rank of 20 can be equated to having a diploma in teaching. This is the rank required to be able to teach with no penalties to training time. If a tutor has less than 20 in his Teaching skill then the time required to train a pupil is multiplied by (20 / Teaching Rank). Tutors can teach (Teaching Rank - 18) pupils at a time (with a minimum of one pupil regardless of Teaching rank) Some skills of course are much easier to learn then others and so secondary skills are sorted into Easy(*), Intermediate(**), and Taxing(***). Tutoring fees (per hour) are equal to the tutors Teaching Rank (minimum of 20 bits per hour). A student can spend up to 8 hours a day, learning and training. This may be split if desired over more than one skill per day however the maximum number of skills that can be learnt at one time is equal to INT/2 (round down to a minimum of 1). The Secondary Skill Training Table below shows the amount of full-time training required (in hours) for secondary skills. To use the table, simply deduct the characters cumulative total for his current skill rank from the cumulative total of the skill rank that the character wishes to train to. For example A character currently has a skill rank of 4 in an intermediate level skill and wishes to train to skill rank 10. The training time is 1100 - 200 = 900 hours The time required for learning (or increasing) a skill reduces as INT increases. The Secondary Skill Learning INT modifiers table gives the maximum number of skills that can be learnt simultaneously and the time modifier. Calculate the hours required to upgrade a skill and then multiply by the factor given for the characters INT.

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The final cost is then calculated by multiplying the hours by the tutors fee (per hour). If characters wish to train other characters they may do so but lose 1 secondary skill point at the next level increase, per week spent training other characters. What they are doing is using their own spare study time in tutoring other characters. For every month that the character spends away from his studies he must add 10 hours extra to his training time (revising).

SECONDARY SKILL LEARNING INT MODIFIERS INT Max no. of Time skills at one Multiplication time Factor 1 (IQ = 60) 1 x5 2 (IQ = 65) 1 x4 3 (IQ = 70) 1 x3 4 (IQ = 75) 2 x 2.5 5 (IQ = 80) 2 x2 6 (IQ = 85) 3 x 1.5 7 (IQ = 90) 3 x 1.5 8 (IQ = 95) 4 x 1.5 9 (IQ = 100) 4 x1 10(IQ = 105) 5 x1 11(IQ = 110) 5 x1 12 (IQ = 115) 6 x1 13 (IQ = 120) 6 x 0.75 14 (IQ = 125) 7 x 0.75 15 (IQ = 130) 7 x 0.7 16 (IQ = 135) 8 x 0.6 17 (IQ = 140) 8 x 0.6 18 (IQ = 145) 9 x 0.5 19 (IQ = 150) 9 x 0.4 20 (IQ = 155) 10 x 0.3

SECONDARY SKILL TRAINING TABLE Skill Cumulative total rank (Hours) Easy Intermediate Taxing 1 10 20 30 2 30 60 90 3 60 120 180 4 100 200 300 5 150 300 450 6 210 420 630 7 280 560 840 8 360 720 1080 9 450 900 1350 10 550 1100 1650 11 660 1320 1980 12 780 1560 2340 13 910 1820 2730 14 1050 2100 3150 15 1200 2400 3600 16 1360 2720 4080 17 1530 3060 4590 18 1710 3420 5130 19 1900 3800 5700 20 2100 4200 6300

Examples A Character with 5 INT wishes to increase his skill rank in Dive (*easy skill) and Navigate (**intermediate skill) both from Skill rank 4 to 6 He can learn both skills concurrently (Max of 2 new skill at once with a 5 INT) He learns Dive from a tutor with a Teaching skill rank of 23 For Dive it will take 110 hr x 2 (INT mod) = 220 hours He spends 2 hours a day (5 days a week) 220 hr / 2 hr per day = 110 days 110 days / 5 days per week = 22 weeks to increase his Dive skill At a cost of 220 hr x 23 bits per hr = 5,060 bits He learns Dive from a tutor with a Teaching skill rank of 27 For Navigate it will take 220 x 2 (INT mod) = 440hours He spends 4 hours a day (5 days a week) 440 / 4 hr per day = 110 days 110 days / 5 days per week = 22 weeks to increase his Navigate skill At a cost of 440 hr x 27 bits per hour = 11,800 bits DEDICATED SELF TRAINING This can be seen as formal training without a tutor. Once a character has raised his secondary skill rank to at least 30 then he now has enough advanced knowledge to self train to higher ranks. This is an option for training, though he may choose to continue with formal training (via a mentor) if one is

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available with a high enough skill rank. This is as active a training process as the formal training process described above. It takes a great deal of time (not just spare time) and significant money (though somewhat less than Formal Training). The same tables that are used for Formal Training are used for Dedicated Self Training, however the time taken is calculated as though the Teaching skill rank was 20, and then multiplied by 2. The cost after having been calculated from this modified time is then divided by 4. EFFECT OF TRAINING AIDS ON TRAINING The best example of training aids are Books. If a character finds a book on the subject of his interest then the reading of this, reduces the time needed to be spent with a tutor. The GM will allocate an amount of skill points that a tome is worth, and a skill range within which it can be used (See Spot Run is of no value to a person learning advanced linguistics). This can be used to calculate reduced training time. Calculation for modified training time = ((Required skill points book skill points) / Required skill points) x calculated training hours For example, a book worth 9 skill points (skill range 10 - 15) can be used by a character who wishes to raise his easy skill rank from 13 to 17. Skill Point cost is 62 and the time cost for this is 620 hr. Using the book the new time cost is: ((62 - 9) / 62) x 620 = 530 hr (always rounded up to the nearest whole number) Note: the knowledge gleaned in this way can only be used once by any particular character.

TRAINING RELATED INCREASES (WEAPON SKILLS)


Extra weapon skills may be obtained by training. A PC may learn new weapon skills on the assumption that he is able to find a weapons trainer as a teacher. A weapons tutor must be at least at the same level as the student and have the Secondary Skill Teaching. A character can only train his new weapon proficiency to his current level of combat ability (not higher or lower). Time taken to train in a new weapon is calculated in the equation below. All training must take place within twice the required number of weeks or training must begin again from the start. Tutoring fees (per hour) are equal to the tutors Teaching Rank (minimum of 20 bits per hour). A student can spend up to 8 hours a day, learning and training. This may be split if desired over more than one skill per day however the maximum number of skills that can be learnt at one time is equal to INT/2 (round down to a minimum of 1). No. of hours to train =

NPWP WSP 160 1 Lvl

NPWP = Non Proficient Weapon Penalty (see below) WSP = Weapon Skill Points Lvl = Level (maximum of 10) Once a character has attained 11th level (of combat ability), then finding a tutor of the same level becomes a difficult proposition. At this level the characters knowledge of combat is advanced enough that he can extrapolate from training given by a tutor of lower level. This means that he can train in new weapon proficiencies under the tutelage of a 10th level weapons trainer. Note that a 10th level weapons trainer is a minimum requirement. In the equation above, the value for level (Lvl) can be no greater than 10. A PC may be trained by another character who has the weapon skill, is of the appropriate combat level, and has the appropriate teaching skill rank. The trainer will lose 1 secondary skill point at the next level increase, per week spent training other characters (what they are doing is using their own spare study time in tutoring other characters).

WEAPON PROFICIENCIES
When a character elects a weapon proficiency for his character at the start of his adventuring career, it is assumed that he has trained for many months, even years, to master the basics of the weapon. Even with all this training the only real way in which to advance his expertise is to use the weapon (as well

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as any other proficiencies) in "real" combat. As he increases in level he finds that the weapon has become second nature and more of an extension of his body and so any increases in his ability to hit an opponent is due to his understanding of combat in general. This is why a character increases in all of his chosen weapon proficiencies at the same rate even though he may only use one or two weapons most of the time. By the same token if a character picks up a weapon that he is not proficient in, then the unfamiliarity of the basics of that weapon will hamper his chances of using it to his current level of mastery. Note that any weapon style may be used even if the character has no skill in it or a related skill, and his non weapon proficiency penalty is -5/-5 ATT/DEF. However aside from the penalty to hit and defence, the character is hesitant when using such a weapon. This hesitation is equal to the weapon skill points of the weapon and is added on to the normal 1D6 combat initiative roll range. Thus a character with no boxing skill must roll a 1D8 initiative roll. On the other hand the same character using a Great sword must roll a 1D19 initiative roll. Needless to say that the basic techniques of some weapons are similar to others. For instance a club and a mace are swung and used in very similar styles. However the balances, weights, points of contact, etc., are dissimilar enough to cause a character who is familiar with one but not the other, to incur a penalty (in this case -1) when using the weapon that he is not proficient with. Some weapons are very dissimilar in styles and the penalties for using such a weapon are greatly increased. If a character is forced to use a weapon he is not familiar with then the player should consult the table below and find the closest related weapon that he is proficient in. The character then moves from one category to the other adding the penalties as he moves to the right of the chart to the category level which is the common denominator between the two weapons. For instance to move from a falchion to a broadsword is one move in the long bladed weapons category incurring only a -1 penalty to attack and defence. When moving from a falchion to a poleaxe however the penalties accumulate to -4. Proficiency penalties for shields are subtracted from DEF. Proficiency penalties for domed and spiked buckler are also subtracted from ATT. POLE AXE TO GREAT AXE HEADED = -1 TOTAL NON PROF. PENALTY = -1 BROAD-SWORD TO SHORT-SWORD LONG = -1 BLADED = -1 TOTAL NON PROF. PENALTY = -2

WEAPON PROFICIENCY TABLE (MISSILES)

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WEAPON PROFICIENCY TABLE (MELEE)

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EXPERIENCE FOR PLAYER CHARACTERS


As a character progresses in his adventures it is assumed that he increases in knowledge and abilities in all aspects of his life. These increases are reflected in the advancements that are gained through increasing in levels. Such advancements include better combat abilities through training and actual combat. An increase in the mages spell power is bought about by greater wisdom and understanding of the supernatural and arcane forces. All increases in the more mundane (secondary) skills are by using those skills and running across different situations in which they use these skills. The price of failure in using different skills and abilities can vary between slightly frustrating to deadly results. People being what they are tend to learn from their mistakes (usually) and therefore increase their chances of being able to succeed next time, if they're lucky enough to get a second chance. However such learning does not come easily to most people. Only the most important or dangerous of lessons tend to teach people quickly. Reaching a final goal gives the character a chance to sit down and think about how he has achieved his success (and how it could have been done more easily). In this case an adventurers life, although it can be fraught with danger of physical combat, pitfalls, and traps, is usually measured by its overall successes. In gaming terms this means that only a small amount of increase in abilities can be accounted by physical confrontations, and the main experience gained is for achieving an overall goal. To the players and GM most campaigns or games have a specific target or objective in mind, otherwise the game tends to dissolve into a dice rolling monster bash where the PCs will hack and slay their way through untold enemies until they finally succumb to a `monster' themselves. No great lesson can realistically be learned from demolishing a monster horde if it serves no purpose. There is no set definition for an `objective'. Suffice it to say that it is the purpose of the game for the players to overcome the difficulties set by the GM. in order to achieve a solution that the GM. has decided upon. For instance in a campaign the party may have been set the task of rescuing a fair damsel, who of course is distressed at being snatched by a fearsome (and toothsome!) dragon. In order to achieve this task the party must 1) Find out where the dragon is currently holed up 2) Find some means of slaying the beastie 3) Get there 4) Vanquish the beast and return the damsel for the reward To find where the beast is may or may not be a difficult task in itself. The GM may have decided to have the dragon fly across half the continent to a little known lair in a deserted area, or it could be 2 miles away in some poor farmers barn. It should of course be up to the PCs to go round the various sources to find the information. The GM makes the tasks (needed to complete the quest) difficult or easy as he decides. These tasks can lead to minor objectives in order to fulfil the primary one. There is nothing wrong with the GM throwing in the occasional false lead to make the quest more interesting, however these red herrings should not be taken too far before the PCs are given some inkling that the lead is false. The GM must be aware of what must be achieved by the players to gain the final objective, and what is not essential but makes the game `fuller'. The purpose of the game is known as the primary objective. (1^) Those essential to the final objective are known as secondary objectives. (2^) Those non-essential (i.e. red herrings or apart from the main task of the game), or a sub-part of a 2^ objective are known as a tertiary objective. (3^) For instance the 1^ is to rescue the damsel and vanquish (not necessarily slay) the dragon if possible. Essential to this is to find the dragon (2^), obtain the dragon slaying spear (2^), get there without letting the dragon know (2^). To find the dragon they can, consult Boris the sage (3^), scour the country side (3^), a travelling merchant says he has sited the dragon and will sell the information, if the PCs check it out they will find it was a Wyvern (3^). Similar 3^ objectives exist for each of the 2^ and the possibilities for rescuing the damsel and/or vanquishing the dragon do not necessarily have to stick with the plot set out by the GM.

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EXPERIENCE POINTS SYSTEM In order to make a game format such that experience can be awarded with some definite standard in mind, and the progress of the PCs abilities can be regulated (i.e. on the efforts of the characters and not just on the whim of the GM.). The following experience points, based on a standard game, should be awarded. A standard game can be broken into the following and should contain 1 PRIMARY OBJECTIVE 2-3 SECONDARY OBJECTIVES 3-6 TERTIARY OBJECTIVES Even though a game may contain many objectives it should not be necessary to complete all of them especially the 3^s and if a party think of a way around an objective but still achieve the desired result they should be given that objectives experience. Each objective is worth a 3 Experience Point Base (XPB) times various multipliers based on objective level, difficulty in achieving the objective, and adventure level. A note to players and GMs is that 2 to 3 standard adventures should be concluded before characters should go up a level, if the characters are going up too quickly or too slowly something is wrong and all involved should assess the situation. Multipliers Objective Multipliers (OBM) are x5 for a 1^, x2 for a 2^, x1 for a 3^. Difficulty Multipliers (DFM) are usually between x0.5 and x1.5, and are hard to determine but these modifiers are generally up to the GMs discretion and should be noted as to how long or hard the PCs tried before achieving the objective. Combats are treated as objectives in their own right. Difficulty Multipliers (DFM) for combats equates to the difference between the combined PC levels and the combined level of the foes, e.g. a party of 6 second level adventurers takes on a horde of 60 first level Orcs to achieve an objective. The DFM, if the party takes on all the Orcs and wins (Yeah right!), will be equal to 60/12 = x5 DFM (60 x 1st level) = (6 x 2nd level) Finally a games XP may be broken down as such XP SUMMARY OBJECTIVE 1^ 2^ 3^ Combats

PER ADVENTURE 1 2-3 3-6 Any #

OBM x5 x2 x1 x1

DFM x0.5-1.5 x0.5-1.5 x0.5-1.5 see above

XPB 3 3 3 3

Example A party has achieved the primary objective This objective had a difficulty of 1 2 out of 3 secondary objectives DFM = 1 DFM = 0.5 and 3 out of 4 tertiary objectives DFM = 0.5 DFM = 0.8 DFM = 1.3 2 combats DFM = 6/12 = 0.5 DFM = 9/12 = 0.75 Total (rounded down)

XPB x OBM x DFM [3 x 5] x 1 [3 x 2] x 1 [3 x 2] x 0.5 [3 x 1] x 0.5 [3 x 1] x 0.5 [3 x 1] x 1 [3 x 1] x 0.5 [3 x 1] x 0.75

Total 15 6 3 1.5 1.5 3 1.5 2.25 33 / char

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SLEEP REQUIREMENTS
For a party member to perform at peak efficiency he must gain the benefits of some rest every day. Without sleep, water, and food a persons performance and ability to think clearly will rapidly deteriorate. In order to maintain themselves all characters must get at least 6 hours sleep in a 24-hour period. If the characters don't get the minimum required rest then the following effects occur. SLEEP DEPRIVATION PENALTIES Characteristic

TIME WITHOUT SLEEP(hours) 24 48 72 ATTACK / DEFENCE -1 -2 -4 PERCEPTION -1 -2 -4 INTELLIGENCE -1 -2 -4 DEXTERITY -1 -2 CONSTITUTION -1 -2 SPELL RECOVERY TIME (per mp) x2 x4 x8 After 48 hours without sleep a minimum of 12 hours must be spent sleeping before the penalties are removed. Of the 12 hours there must be at least 1 period of 8 hours uninterrupted sleep. After 72 hours without sleep a minimum of 18 hours must be spent sleeping before the penalties are removed. Of the 18 hours there must be at least 2 period of 8 hours uninterrupted sleep. After 96 hours (4 days) without sleep an individual becomes unable to function properly. He will be zombie like, unable to think coherently, cannot attack or defend. A minimum of 24 hours must be spent sleeping before the penalties are removed. Of the 24 hours there must be at least 2 period of 8 hours uninterrupted sleep. After 6 days without sleep an individual will automatically fall asleep unless kept awake by others or given strong stimulants. Every 2 hours the individual must make an INT save or suffer hallucinations lasting 1D20 minutes. A minimum of 36 hours must be spent sleeping before the penalties are removed. Of the 18 hours there must be at least 3 period of 8 hours uninterrupted sleep. After 8 days a character will fall unconscious and require at least 5 days rest (not necessarily all spent sleeping but no physical activity aside from short walks etc., are possible)

ATTRIBUTE VS ATTRIBUTE CONTEST


There are some situations where one characters Attribute or Secondary Skill must be pitted against another characters attribute or Secondary Skill. Probably the most common examples of this are Strength vs. Strength or Willpower vs. Willpower. In these situations roll 1D6 and add the characters attribute/skill. The highest number wins.

MONEY
In an attempt to make money and the value of items, objects and services easier to understand and more meaningful to modern players, we have adopted a system of comparing a contemporary object with an object in the game setting. The value of a Copper Bit is equivalent to 1 dollar, a Silver Tal is equivalent to 10 dollars, and a Golden Eagle is equivalent to 100 dollars. Therefore a riding horse in a medieval society would equate in price range to a modern car, a sword to a rifle, a loaf of bread to a loaf of bread, a night at an Inn to a night at a motel/hotel. The prices given here are only an indication and players/GMs should feel free to use prices that best reflect their own areas and currency. Denominatio n 1 Bit 1 Dun 1 Silver Tal 1 Beak 1 Eagle 1 Griffyn 1 Monarch Value Base Metal (Copper) (Bronze) (Silver) (Silver) (Gold) (Gold) (Platinum) Equivalent in Modern Money (=$1) (=$5) (=$10) (=$20) (=$100) (=$500) (=$1000)

= 5 Bits = 10 Bits = 2 Tals = 10 Tals = 5 Eagles = 10 Eagles

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LIVING COSTS AND EQUIPMENT MAINTENANCE


A character needs to maintain his Social Standing by acting accordingly and spending the appropriate amount money as described in Findle's Compilation under the Social Standing section. With regular use a PCs equipment and other major items (including livestock) degrades in condition and therefore requires frequent maintenance. For gaming purposes this is 10% of the value of the item per 6 months. See Equipment Maintenance in the Equipment section for a fuller description of the problems of equipment degradation. The GM can determine when maintenance costs and Social Standing costs must be paid but we suggest every 6 months.

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APPENDIX 1
SECONDARY SKILL DESCRIPTIONS
The descriptions given below give a general outline of what a PC knows and can do with a given secondary skill. In some cases there are specific rules and DF governing what can be done with a skill. Modifiers e.g. [DEX] Most skills have a primary character attribute which may enhance the characters chances of using the skill in difficult circumstances (some skills have multiple attributes). The modifying attribute(s) are shown for each skill. The bonus is usually in the form of a +/- 0.5 bonus/penalty to the Skill Rank per attribute point above or below the attribute range of 14 - 6. Self-Training Max The character attributes shown with every skill is the maximum skill rank that can be achieved through self-training (i.e. using points given with each level increase). If multiple attributes are given then the highest attribute represents this limit. Normal Difficulty Range Some skills are specific in their action and some Difficulty Factors are shown.

Secondary skill ranks give an indication on the level of competence of the person in the particular skill. A rank of 0-5 indicates a complete beginner. A rank of 5-10 indicates a novice/apprentice/trainee. A rank of 10-20 indicates an experienced apprentice/journeyman. A rank of 20-30 indicates a professional/craftsman. A rank of 30-40 indicates a leading craftsman. A rank of 40-50 indicates a master. A rank of 50+ indicates a world-renowned expert. ACROBATICS [DEX] The general ability to do acrobatics. Swing from ropes, do cartwheels, Roll without taking damage when thrown across floors or down stairs, can leap or roll out of a melee, etc. ANATOMY [INT] Understand the physical construction of humanoids and common animals, the bone and organ structure. ANIMAL HANDLING/CARE [INT] (specify type) Know how to take care for common animals and/or of a particular kind of animal, including feeding, treating simple illnesses, etc. Being able to work with animals and calm it if it becomes agitated. ANIMAL TRAINING [INT] (specify type) Train a kind of intelligent animal to do tricks and useful things. Dogs, pigs, chimpanzees, and dolphins are highly trainable. Horses, elephants, rats, and birds are less so. "Intelligent" animals can be trained to do tricks at the rate of 1 trick per three months training; a skill roll (DF dependant on the INT of the animal and the complexity of the trick) is required at the halfway stage of an animals training. A character can train an animal to do one trick for each skill point he has. APOTHECARY [INT + PERC/2] Identify ores, salts, and compounds of all kinds. Know how to handle caustic agents safely. Mix acids, or neutralise them. A chance to recognise magical potions, unguents, and oils. Can research and create magic potions and other formulations as set out in Findle's Compilation. To Identify Potions:- an Apothecary skill check DF3 is required to distinguish potion by taste, observation, and minimal physical experimentation. Apothecary field set can increase this by +5DF. There is a small use of expensive reagents in testing a potion (50 150 bits cost each attempt). If the potion is tested without an Apothecary Field Set then the character is considered to have tasted/touched the potion. If the potion is a poison the PC must make a CON save at +50% or suffer normal poison damage. A successful save indicates no damage but the PCs CON drops by 1D6 points for as many minutes x 10. In the case of an insidious poison the onset is delayed. i.e. the rate of hit point loss is in minutes instead of seconds.

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The apothecarist must have the read/write secondary skill of that of his apothecary skill (rounded down). ARMOURER [STR] Design and create and repair armour of various common styles. Difficult types of armour (e.g. chain mail, plate) will carry a negative modifier. Accurately judge the quality of armour. Recognise styles of armour and origin. Repair armour DF10 for AF1 AF2 DF8 for AF3 AF4 DF4 for AF5 AF6 DF2 for AF7 AF12 DF1 for magical Armour and also must have a min of 20 skill rank. ARTISTIC ABILITY [(DEX + PER)/2] Draw recognisable images of landscapes, cities, and people. Paint pleasing pictures, both of landscapes and persons, using contemporary techniques. ASTRONOMY [INT] Have knowledge of heavenly phenomena, periods with which planets or stars appear. Identify these phenomena quickly. Know mythological significance. May be used for Navigation. BALLISTICS [(INT + PER)/2] Understand the concepts of large ballistic weapons: catapults, ballistae, and even rockets. Be able to gauge distances and angles, aim and fire them. With indirect fire weapons (Trebuchet) DF10 DF7 DF4 DF2 DF0.5 Large immobile targets (Castle). Mansion (Large house). House. Small immobile targets (Haystack). Smaller immobile targets (Man looking the other way).

There are a range of modifiers on the resulting percent roll: After a successful strike on an immobile target there is a bonus of 10%. Direct fire weapons (e.g. Ballista) are at +25%. Mobile targets 2% for every foot/sec movement rate. Active evasion is - chance to hit x 0.5. Point Blank chance to hit x 2 Standard chance to hit x 1 Long chance to hit x 0.5 Extreme chance to hit x 0.25 BARGAINING [(COM + SOC)/2] Know how to bargain and barter and to reduce the cost of purchased goods lower than the given price (or increase the sale of an item). The given price includes the cost price of an item plus a standard mark-up (usually 100%). It also includes any extras such as the amount of mark-up due to the retailer's bargaining skill. For a character to use his bargaining skill he simply rolls a 1D(Bargaining Skill). The result is the percentage reduction from the given price. E.g. a fighter wishes to purchase a broadsword, the standard price being 2000 bits His bargaining skill is 13. He therefore rolls a 1D13 and gets a result of 10. This gives a 10% discount i.e. 200 bits off the standard price. Note: - There is a cap of 50% discount/increase beyond the offered price, which a retailer will not go. This roll may be made only once per retailer per item. BEGGING [INT] Know how to beg. To arouse the pity of passers by, appear particularly feeble, crippled, or mentally infirm.

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BIOLOGY [(INT + PER)/2] The study of biology and anatomy. The capability to make reasoned guesses of the abilities of creatures from simple observation. Be able to determine strengths and weaknesses from close up inspection of specimens, and determine the environmental niche that the creature occupies. Exotic or rare creatures get a lower DF. Have knowledge or be able to make intelligent guesses of the ecology and behaviour of any observed creature. BLACKSMITH [DEX] Perform usual blacksmith duties; make horseshoes, common iron implements. BODY CONTROL [CON] Body Control is an active process i.e. the character must be conscious to utilise it. It allows the character to control body physiology e.g. body temperature, heart rate, metabolic rate, oxygen consumption. The character can Reduce external stimuli e.g. pain (not to the extent of resist torture). Increase resistance to disease and poison - +2% per skill rank. Add skill rank to CON for the purposes of high activity CON checks including Sprint, Long run, Asphyxiation and other checks that the GM considers appropriate. Note in these situations when CON is reduced it comes off the Body Control CON bonus first. Decrease the time taken to recover a Fatigue Point at a rate of 5 seconds per skill rank. There is a minimum FP recovery time required of 15 second. For every 4 Body Control skill ranks add 1 to the Drink secondary skill rank. BOWYER/FLETCHER Self-evident. [PER]

BRAWLING TACTICS [(INT + Level)/2] The ability to size up an opponent and judge his relative fighting ability (Approximate level, Hit Points, Strength damage bonuses, etc.). The character must spend some time viewing the opponent before he can make an evaluation. The ability to induce or halt a "Bar room fight". The ability to determine the most likely alliances. BREW [PER] Be familiar with processes used to make beer and other alcoholic beverages. Have excellent taste in same. Identify beers based on taste and colour. Know how to brew beverages and distil spirits. BRIBERY [(INT + SOC)/2] Know how to excite the avarice of petty officials and guards, and how to discreetly transfer moneys or other forms of payment. How to judge the proper amount to offer. Persons of any social station may be bribed, although the cost will rise exponentially. CARTOGRAPHY [PER] Map building, tunnels, and outdoor terrain. Read and understand others' maps. At skill level 10, mapping can be done mentally, without using any writing equipment. Skill roll indicates quality of map, may be needed is complexity increases (mazes), or to read others' maps. CLIMB [DEX] Move rapidly up and down ropes and cables without difficulty. Scale sheer surfaces with only minimal apparent finger holds. Normally movement is at 1'/sec upwards (see SPECIFIC ACTIONS section). Normally only one skill check is required for a single climb. If the skill check fails, roll a D100% to determine how far in the ascent the failure occurs.

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Suggested DF DF15 Knotted rope DF10 Plain rope DF20 Rock slope, < 45 DF10 Rock slope, < 45-60 DF15 Rock slope, < 60-85 DF5 Rock slope, < 85-95 DF2 Rock slope, < 95-100 DF20 Tree (rough)

DF Modifiers -5 Loose surface (e.g. shale) +5 Very rough surface -5 Smooth surface +10 Professional climbing gear -3 Wet -6 Icy -4 Dark

CONSTRUCTION [INT] Understand common building techniques. Be able to determine special relationships of different parts of a building or dungeon. Estimate wall thickness and slope of passages. COOKING [PER] Self-evident. CRYPTOGRAPHY [INT] Be expert in the field of secret communications and signalling. Make codes and ciphers, and break them. Identify commonly used codes, and the groups that use them. [INT] DEMONOLOGY The study of demons and extra planar beings. DECEIT [INT] The ability to give false information in a believable manner. Can be used to counter the Interrogate skill (see the Interrogate skill). Also used in many interactions with NPCs where bluffing is useful, such as to lower ransoms (lying about social standing). There can at times be an overlap with the Fast Talk skill. DISABLE TRAPS [(DEX + PER)/2] Locate and understand small, mechanical traps. This can be on the basis of the triggering mechanisms: pins, wires, switches. Also, the effecting part of the trap may be identified if it is of this type: darts, needles, spears. Locate and understand traps involving large construction. Pivoting stone blocks, pits, portcullises. Identify weight- and light-activated traps. Be able to interrupt the triggering mechanism or disable the trap itself. An unsuccessful attempt to remove a trap requires a roll below half the character's skill (D20) to avoid setting off the trap DISGUISE [INT] Using physical props and general mannerisms to conceal your true identity from those who know/recognise you. DIVE [DEX] Dive skilfully from 25 feet + 5 feet per skill point into water or similar liquid without taking damage. Failure to dive successfully indicates the PC takes damage as per Falling Damage section DRINK [CON] Use intoxicants of all kinds without losing social or physical poise. Know and be able to prepare many different types of drinks. Doubles capacity over a normal character at 10 skill points and above. ESCAPE BONDS [DEX] Escape from boxes, sacks, chains, ropes, cuffs, and even straight jackets. Having tools gives a bonus. ETIQUETTE/PROTOCOL [SOC] Be familiar with the rituals and ceremonies of a culture. Know proper table manners, how to greet and introduce others. Be admired for always-correct behaviour. Be aware of the commonly known names and personalities in familiar courts, governments, and councils of prominent cities.

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FAST TALK [(INT + SOC)/2] Keep up a steady patter, which confuses and slows persons in conversation. Works well on guards, sentries, and similar individuals. Make others laugh, even in tense situations. Can improve morale, or hurt it if attempt fails. FISH [DEX] Know how to catch fish, using standard fishing tools, and how to scale, clean and prepare it. Get to recognise good fishing areas and the general chances of catching fish in a certain area. A successful fishing roll DF 10 can feed one person for one day. GAMBLE [(INT + DEX)/2] Know the ins and outs of gambling. Be familiar with gambling games, know the statistics, how to play the odds. Recognise when games are rigged, and know how to automatically "throw" the game so that you lose. HEALING [(INT + DEX + PER)/3] Determine accurately the extent of injuries. Be able to apply first aid. Stop bleeding, start breathing going, apply bandages and simple splints. Be able to mix medicines to cure disease, ease pain, etc. Recognise common disease symptoms, prescribe a regimen to cure the disease and medicines to take. Skill Rank 1-5 6-10 11-15 16-20

heals +1 body points per day per character heals +2 body points per day per character heals +3 body points per day per character heals +4 body points per day per character

Healing Field Kit: Similar to the Herbal Kit, however includes a more specialised range of equipment and reagents. Used mostly in non-magical healing of wounds and injuries. Can also be used to diagnose and treat diseases Note: - There is substantial overlap between healing and herbal lore. HERALDRY [SOC] The art and science of heraldic devices, family crests, etc. and being able to trace one's lineage from these. It can be used to identify noblemen, families, sects, guilds, castes, legions and political factions. Heraldic symbols may appear on flags, shields, helmets, badges, coins, seals, embroidery, clothes, etc. HERBAL LORE [(INT + PER)/2] Know where to find herbs, understand their properties and uses. Can cure basic complaints through the use of natural medicines. At higher skill levels can influence hit point recovery in a similar manner to a healer. Identify vegetable-based magical components. Identifying/curing plant based poisons and potions. A Herbalist gathers his own medicinal herbs and therefore does not have to incur the costs of maintaining his field kit. Herbal Lore forms the basis of many other skills such as Healing, Apothecary and Poison Lore. It can be used instead of these other skills, however at a reduced DF. Skill points 8-13 14-20 21-26

heals +1 body points per day per character heals +2 body points per day per character heals +3 body points per day per character

Herbal Field Kit: Consists of some preparations/infusions and reagents plus some basic equipment (mortar, pestle, vials, etc). It also commonly has pocket reference texts on how to treat diseases; assist healing of characters, identifying plant based poisons and potions. HIDE [DEX] Be able to conceal oneself in a setting or area that has plenty of cover. Concealment in an urban or underground setting requires shadows, in general.

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HISTORY [INT] Norm DF: 10 Note: this is by region Know the basic history of a region. Be able to identify major events of the past few centuries, and to describe the roles that major figures played in the history. Know the major cultural groups, and their interactions. Be familiar with wars and other conflicts. A region can be described as a single country or locale. DF modifiers are as follows. Areas bordering the region -2 to DF Per century -2 to DF As events become more specific and obscure the DF is decreased (GMs discretion). HUNT [(DEX + PER)/2] Know where to find game, how to recognise game from the spoor, know general habits, and how to catch and kill it. Also, know how to skin and prepare normal game animals. Be able to construct traps or snares to catch animals, using things found in woods. A successful hunt roll DF 10 can feed one person for one day. A successful hunt roll DF 5 can feed 5 person for one day. A successful hunt roll DF 1 can feed 20 person for one day. There is some overlap with the Track skill. HYPNOTISM [INT] Hypnotise persons who keep their attention on the hypnotist for more than 5 full minutes. People who are attempting to resist cannot be hypnotised unless they are induced in some way (some drugs, magic, pacified, etc.). While hypnotised, they will answer all questions as truthfully as they know the truth to be. They will perform actions they are commanded to if the appropriate skill check is successful. If the action is opposed to the characters usual personality, a lower DF should be applied. Post hypnotic suggestions can be implanted only by a hypnotist of 10 skill points or higher, and this should require another skill roll. IMPERSONATE [(INT + PER)/2] Attempting to portray a specific individual, in both physical characteristics and mannerisms, in the company of those who know the individual being portrayed. Pretend that you are someone else, and fill their role completely, so that casual acquaintances can be fooled. Look unrecognisable, like another person. Imitate the voice and mannerisms of another individual. INTERROGATION [(PERC + INT)/2] Know how to extract information from a victim and know how to recognise it as truthful. When the interrogator attempts to extract information from an uncooperative victim he simply rolls a percentile dice to determine the DF based on his skill rank (% rolled / skill rank). The victim determines his DF based on his Deceit skill. The lowest DF succeeds. If the interrogator gets the lowest DF then he has successfully extracted the truth from the victim. If the victim gets the lower DF then he has convinced the interrogator of either a falsehood or of a lack of knowledge. Interrogation on the same broad question cannot continue (the interrogator has been convinced by the victim and further interrogation is futile). All the info may not be given at one time i.e. more interrogation sessions may be required). Major info given at first followed by pieces of more specific info e.g. an Orc captive discloses 1) There will be a major attack on the town on the 15th at midnight. 2) There will be four battalions of Orc infantry attacking from the North and South. 3) There will be a squad trying to infiltrate prior to the attack though the sewers 4) He knows nothing more JEWELLER/GEM SMITH [(DEX + PER)/2] Recognise styles of jewellery, and accurately estimate its worth. Also, estimate the worth of both cut and uncut gems, and of statues formed of precious and non-precious materials. JUGGLE [DEX] Juggle small to moderate-sized objects. -1 DF modifier for each object beyond three. -3 DF modifier for different-sized or awkward objects.

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JUMPING [STR] A normal human can jump (clear) up to 5' with a high jump, 6' with a standing jump, and 12' with a long jump (where they have an uninterrupted run up of at least 20'). A PC with jumping as a secondary skill increases these distances by 3" per skill point for the high and standing jump, and by 6" per skill point for the long jump. Training with a master is required for advancement over 10 skill points. JURISPRUDENCE [(INT + SOC)/2] Be familiar with the legal structure of a society, important case histories, and the loopholes that can be exploited to avoid the legal system. Argue cases in court, if appropriate. LEATHER WORK [DEX] Competence at techniques of leather working. Knowledge and use of usual tools. Design, create, and treat belts, pouches, boots and other leather items for attractiveness and durability. LINGUISTICS [INT] Identify and understand obscure or forgotten ancient languages. Trace the development of languages and recognise linguistic similarities. Skill in Linguistics may allow communication (at a basic level) communication with people speaking another language. LISTENING Self-evident. [PER]

LONG RUN [CON] Be able to move when unencumbered: At 10'/sec for (CON x 3)mins. + 2 mins/skill rank. At 7.5'/sec for (CON x 5)mins + 4 mins/skill rank. For the purposes of PURSUIT or RUNNING, the PCs CON is considered to be at +1 for every 2 skill points. MASONRY [STR] Know standard techniques for working with stone. Recognise styles of stonework, determine age and type of stone and/or constructions made of stone. MATHEMATICS Self-evident. [INT]

MEDITATION [INT] By the use of this skill a spell caster can also reduce the time it takes to regain manna points, see table below. There is a minimum time required of 10 minutes per manna point. Skill Rank 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Recovery time (min) per point 60 55 50 46 42 38 34 31 28 25 22 20 18 16 15 14 13 12 11 10 MEMORISE [INT] By the use of mnemonics, and memory enhancing techniques the character is able to recall large amounts of detail about a subject that he has had adequate time to study. MINING [STR] Know standard mining techniques. Be able to identify mine and tunnel sections that are dangerous. Excavate tunnels using standard mining tools. Recognise precious ores and signs of ores. MOUNTAINEERING [(CON + DEX)/2] The skill enables the character to make climbs of extended duration in mountainous situations. Determine weather patterns with some accuracy in regions that the character has climbed in before. Basic understanding of survival techniques in the mountains (making snow caves, finding suitable campsites, avoid dangerous areas such as avalanche zones, etc.).

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MYTHOLOGY [INT] Be familiar with mythological history: the names, origins, qualities, exploits and deeds of mythical (and sometimes real) heroes, heroines and creatures. NAVIGATE [PER] Plot a course using astronomical landmarks. Identify position in (known) world using same. Requires some navigation tools. OCEAN LORE [(INT + DEX)/2] Understand the culture of ocean-going sailors. Know commonly seen ocean creatures, and tales of less commonly seen ones. Be familiar with ocean ships, and the skills required to sail them. A character with 1-12 skill points can hire on only as a common deck hand. 13-18 skill points can hire on as a leading mate 19-25 skill points can hire on as a first or second mate 26-35 skill points can hire on as an officer or specialist 36+ skill points can approach a ships firm to gain the captaincy of a vessel. ORATE [(INT + SOC)/2] Speak convincingly and interestingly before large audiences, silence hecklers. Incite crowds of "common people". Sway emotions, convince them to take on projects. Can be used in BEGGING and BARGAINING. Phrase requests in a way that will cause the requested to grant them. PICK LOCKS [DEX] Using lock-picking tools, open locks of most varieties. Multiple attempts may be made at a single lock if the first is not successful, however the DF drops by 1 for each successive attempt. PLAY INSTRUMENT [PER] (specify type) Play a musical instrument pleasingly. Some instruments may have a negative modifier, as they are more difficult. POISON LORE [(INT + PER)/2] Each kind of poison preparation must be learned independently. The practitioner of this skill will know how to secure the raw materials, and how to apply the poison to drinks, food, or weapons. A character with poison lore also knows how to safely draw the poison from wounds of the type that he himself can prepare. With regards to the; costs of poisons, discovering / researching new formulas, analysing poisons, preparation of, use of poison kits, etc., poisons can be treated exactly the same as apothecaric potions (see apothecary section). Envenomed weapons can be used (in melee combat) by any character, with virtually no chance of accidentally poisoning oneself. Coating such a weapon however does require a minimal poison lore skill to apply the poison to maximum efficacy. To coat a weapon requires a skill check DF20 for each dose applied. If this check is failed then the dose is wasted. It requires a poison lore rank of 21+ to prepare exotic delivery devices (e.g. burning candles, contact poisons, lipstick and cosmetic types, etc PRECIOUS METAL SMITH [(INT + DEX)/2] Know how to make items using precious metals such as gold and silver. Inlays metal into large items such as armour and buildings. Can determine the value of ceremonial paraphernalia such as sceptres, plates, crowns, chalices, candlesticks, goblets, etc. READ LIPS [PER] (by language) The ability to understand the speech of those that the character can see but not hear. The speaker must be talking in a language that the lip reader can speak himself. The maximum possible distance that the reader can comprehend the speaker is 30'. Distances beyond this require better than normal vision of the lip reader. Comprehension of the conversation is equal to the successful skill check percentage. Since certain sounds are impossible to differentiate the understanding of a lip read conversation can never be better than 70%.

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READ/WRITE LANGUAGE [INT] (specify language) Read and write a language. A prerequisite of read/write is the ability to speak the language involved. Only Mages start with reading and writing skill in their own language at 16. RIDE (Mount) [DEX] (Specify type e.g. Equine, Elephant, Camel, etc.) Ride horses or other similar creatures. No skill check required except for special manoeuvres. Also knows the basics of caring for the mount. RIVER LORE [(INT + DEX)/2] Be familiar with the properties of rivers: the common types of fish, dangers to avoid, classic yarns, etc. Be conversant with river based culture. A character with 1-12 skill points can hire on only as a common deck hand. 13-18 skill points can hire on as a leading mate 19-25 skill points can hire on as a first or second mate 26-35 skill points can hire on as an officer or specialist 36+ skill points can approach a ships firm to gain the captaincy of a vessel. ROPE USE [DEX] The character is proficient with many types of knots and can tie knots that slip, hold tightly, slide slowly, or loosen with a quick tug. The character gains a +1 DF modifying bonus to climbing checks when he is using a rope including attempts to belay companions SAILING [DEX] Sail boats of small to moderate size. Know how to repair and maintain them. Extended voyages require Ocean Lore or River Lore SEDUCTION [COM] The ability to judge the whims and weaknesses of the opposite sex (or members of the same sex if the character is that way inclined) and to play upon those emotions so that the target will see the seducer as extremely desirable. SING [COM] Sing pleasingly in both impromptu and planned occasions. Have a good singing voice. As in ORATE can be used to increase or decrease morale. Have a repertoire of songs SLEIGHT OF HAND [DEX] Remove objects from characters' pockets, cut pouches loose, and remove necklaces and other jewellery. Unnoticeably pick up small objects and place them on your person. The object may be as large as one's fist. SNEAK [(DEX + PERC)/2] Sneak involves the ability to move without being detected. A single roll is required to cover the distance moved. If failed then a D100 roll indicates the distance covered before being detected. The standard DF is DF5 (daylight, moderate cover, 5/sec movement) but is GMs decision. Modifiers to the DF should be made for trying to sneak in armour, in differing light conditions, in proximity to another creature, and other differing situations. These are: -

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-1% -2 to DF -5 to DF -8 to DF -2 to DF -3 to DF +2 to DF +5 to DF +2 to DF +5 to DF +3 to DF +1 to DF +0 to DF -1 to DF -3 to DF -5 to DF -1 to DF

For every point of PERC the victim has Ring, Chain. Scale, Banded Plate, etc. Approaching to within 10 of a creature (not engaged in melee) Approaching a Melee Full moon / Torch / Lantern Complete Darkness Silenced Jungle/Rain Forest Heavy Forest Light Woods Sparse Scrub Long Grass Short Grass Barren plain Per extra 2/sec movement above the 5/sec movement rate

A successful use of the sneak skill (with the appropriate modifiers) allows an automatic hit against a victim (they are defenceless for that attack only). They receive double damage from the attack and then are required to make a surprise check (this surprise check also applies if the victim is engaged in melee). The GM should feel perfectly free to allow or disallow this use of a sneak skill dependent on the situation. SPEAK LANGUAGE (specify language) [INT] All characters can speak their own language at a skill of 16, but other dialects must be considered as separate secondary skills. SPELL CRAFT [INT] Familiarity with the different forms and rites of spell casting and associated magical equipment and materials. If the character observes someone who is casting a spell, or can study the paraphernalia that is being used to work the magic then the observer may be able to identify the spell being cast. This skill can be used to determine what spell is being cast before it goes off, also to determine what spell has been cast if it has no immediate or visible effect. A mage has a higher chance of determining spells that are being cast if he has them himself. SPOT HIDDEN [PER] This skill is for finding hidden/concealed objects. This is not the same a perception (see Perception in the Glossary). SPRINT [STR] This skill increases the maximum sprint speed (20' / sec.) by 1' / second for each 2 skill points up to a maximum sprinting movement rate of 30'/sec. For a character wearing armour their skill points must exceed Armour Factor before they gain any increase in speed, e.g. A PC wearing Chain mail (AF. 4) must have a SPRINT skill of 6 points before he gains an increase in speed of 1'/sec. The same applies to a character carrying any equipment by dividing weight/5, i.e. if a character carries 30lbs of gear then they must have a sprint skill of 30/5 = 6 (+2) = 8 skill points to get 1'/sec faster. STORY TELLING [SOC] Tell tales of events that occurred (embellished), or invent new ones. Keep listeners enthralled. Have knowledge of sagas and ballads. STUN INSENSIBLE / KNOCKOUT [DEX] Prerequisite: Must have Weapon Proficiency for the weapon used. Norm DF: 10 Knock out an opponent, without undue injury (see Subduing an Opponent in the Combat section). The DF is lowered if using a class 1, 2, or 3 weapon by a like amount.

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SURVIVAL [(INT + CON)/2] The general ability to survive in harsh environments. The ability to find and make shelter, to find food, to improvise tools, be aware of common dangers, etc. SWIM [(CON + STR)/2] Breath holding check = CON x 10 for the first 15 sec., then CON x 9 for the next 15 sec, etc. (see Asphyxiation in the Miscellaneous section). The ability to tread water, dive and retrieve objects, swim. Deep diving (below 20') requires a skill roll. One skill roll required for each half-hour of continuous swimming beyond the first. Each 2 points of skill add 1 point of CON for the purposes of holding the breath TEACHING [INT] A person with rank 20 in teaching is a professional teacher. Has the experience and skills to maximise the transfer of information to students. At ranks below this PCs can train under supervision (student teachers) or with only partial success. TEAMSTER [STR] Control an animal-drawn cart. No skill check is required except for high-speed or skill requiring manoeuvres. THEOLOGY [INT] Be conversant (or expert) with the theological basis for a religion. Know the symbols and the myths. If a member of the religion, know the mysteries and the sacred rites. Be able to spew comforting religious babble to worshippers, or enrage them. Can be taken for a specific religion or as a general overview on all religions. The DF should be lower if taken as a general overview. TRACK [PER] Norm DF: 10 TRACKING MODIFIERS TO DF Soft or muddy ground Thick brush, vines or reeds Dust over hard ground Every two creatures in the group Every 12 hours since trail was made Poor light Tracked party attempts to hide trail Every hour of rain, snow, sleet Rocky ground or shallow water

+5 +2.5 +1 +1 -1 -2.5 -2.5 -5 -10

Once a trail is found (skill check needed or definite evidence of a trail is required) the trackers need to make a successful tracking skill roll for any of the following situations, otherwise the trail is lost. The chance to track decreases (due to terrain changes, creatures leaving the group, etc.) A second trail crosses the first. The party resumes tracking after a halt. (Eat, rest, fight, etc.) If the trackers lose the trail they may attempt to regain it by making a successful skill check at their normal chance. They may do this once each day. Tracking can be done at up to 10 per second.

TRADING [INT + PERC/2] The ability to determine markets for goods. Determine the efficiency and costs of different trading routes. See potential future markets. Determine how political decisions, weather, and other factors will effect prices in different locations. VENTRILOQUISM [DEX] Learn to "throw" one's voice, so that it appears that a doll, a statue, or another person is actually speaking the words. The character is able to speak without significant lip movement.

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WILLPOWER [(INT + CON)/2] The ability to concentrate and focus on the task at hand and to exclude external stimuli. A mage with a high enough willpower has a chance (DF2) of not being interrupted during spell casting or using an item by sudden external stimuli. Summoners may only control as many summoned creatures as long as the mages willpower x level is greater than the sum of willpower x level for all creatures summoned. A Summoner mage that makes a successful willpower vs. willpower roll may regain control of an escaped entity that he has summoned. Characters making a successful Willpower check, every second, may perform a strenuous physical or mental action while between zero and 5 hit points that would normally require positive hit points (e.g. casting a spell, activating an item, staying conscious). Failure at the willpower check means failure at the task (if a spell is being cast then the manna points are lost). WOODLAND LORE [INT] Have general knowledge about the plants and animals of a region. Be able to identify animals and plants, know which are dangerous, etc. WOODWORK [STR] Competence at techniques of woodworking. Knowledge and use of usual tools. Design and produce sturdy wooden implements, furniture, etc. WEAPON SMITH [STR] Produce common weapons, and accurately judge the quality of weapons inspected. Recognise styles and origin of weapons. XENOLOGY [INT] The study of non-human races and cultures. Understanding of the basic drives and customs of a race, and have a general knowledge about how a member of the race will react in different circumstances.

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GLOSSARY OF TERMS
AREA OF EFFECT: Normally used in spell casting this is the area covered by a spell effect. Can also be used for more natural occurrences like rock falls. Any character within the area of effect has a chance of being affected by the occurrences. Can also describe a 3 dimensional volume not just a 2 dimensional area. ARMOUR: Although many warriors of the middle ages wore mixed armour (chain mail with a breastplate, Leather armour with plate gauntlets and greaves). We have grouped armour into distinct categories/types and assume that when a character wears an armour type, he has obtained all the parts that relate to that type. Armour Types are: GAMBESON: Form of padded armour normally worn underneath metallic armour (chain, plate, etc.). This was often all that was available to common men-at-arms. LEATHER: RING: STUDDED LEATHER: CHAIN MAIL: SCALE: BANDED: TRANSITIONAL PLATE: GOTHIC PLATE: ARMOUR FACTOR (AF): This is a measure of the damage absorbing power of different armour types. ATTACK (ATT) / DEFENCE (DEF): These are a measure of a characters combat ability. They represent a character's ability to strike an opponent and defend against an opponents strike. ATTRIBUTE: The seven major character properties that are important to the functioning of the system. These are Strength, Dexterity, Intelligence, Constitution, Perception, Social-Standing, and Comeliness. They are rated on a scale of 1 to 20, for a normal humanoid adult. BODY POINTS (BP): This is a measure of the physical damage a character can sustain. BP are one quarter (rounded up) of a characters total HP. CASE WEAPON STYLE: This is a style of fighting using 2 weapons (one in each hand). Normally this involves a sword and dagger but may be a variety of weapon combinations. One weapon must be no longer than a short sword. CLASS: There are two main occupations for adventuring PCs. These are FIGHTER CLASS: Fighters concentrate on the use of weapons and armour. They have a rapid rise in combat ability. Fighters cannot cast spells. MAGE CLASS: Mages concentrate primarily in the use of magic in their adventuring career. They have a much slower rise in combat ability. CLOSE QUARTERS COMBAT: Also called Melee Combat. Also called Hand-to-Hand Combat. This is where combatant's fights at close range (within 5 feet of each other). COMBAT SECOND: The smallest unit of time used in combat. The time it takes to do any action during combat is measured in a set or variable number of seconds. COMBAT SEQUENCE: This is the sequence of actions that make up combat. The normal sequence of actions in hand-to-hand combat is, Reaction roll--->Action--->Weapon Speed--->Reaction roll-->Action--->Weapon Speed--->Reaction roll--->Action--->Weapon Speed--->. COMELINESS (COM): A measure of a characters physical beauty and poise to members of the same race. It can include natural presence and voice. This is a very minor attribute and plays a small role in this system. CONSTITUTION (CON): This is a measure of a characters physical resilience, stamina and health. It will help a character resist disease, poison and physical trauma. D2, D6, 2D20 etc.: These terms are an indication of the type of dice to roll. D6 means roll a 6-sided dice. D20 means roll a 20-sided dice. 2D20 means roll two 20 sided dice and add the result D17 means either, roll a 17 sided dice (we do not believe they are made), or roll a D20 and ignore results of 18 and above D5 means roll a D6 and ignore results of 6. D1000 means roll 3d10, the first = hundreds, the second = tens, the third = ones.

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DEXTERITY (DEX): This is a measure of a characters physical agility. A PC with a high DEX is nimble in large body actions (stealth, acrobatics) and fine finger work (sleight-of-hand, jewellery work). DF: Difficulty Factor. DISCIPLINES: This refers to the 8 disciplines of magic that mages can learn and become proficient in. EQUIPMENT SAVES: In situations where a piece of equipment may be damaged then the GM may determine that it must make a save (using the equipment saves table). If the save fails them the item is damaged or destroyed. ENCUMBRANCE: A combination of how much an object weighs and how much space it takes up. A person may be able to carry 40lb quite easily in a backpack, however 40lb of feathers takes up far more space than 40lb of lead. A person who has exceeded their encumbrance limit suffers penalties to various stats. FATIGUE POINTS (FP): This is a measure of a character's degree of exhaustion and comprises the other three-quarters of a characters HP. FIELD KITS: A field kit is a box or bag containing a specialised set of equipment designed for use with a specific secondary skill in the field. In many cases the skill cannot be used effectively without a field kit. Examples of field kits are those used with the skills, Picklocks, Herbal Lore, Apothecary. The average field kit has 10 uses in it. The used equipment, solutions, and other materials must then be replaced. FIGHTER: See CLASS FINDLE'S COMPILATION: (Findle's Compilation of Treatises and Methodologies) Fenmore Findle is a sage of great renown on the world of Argas. His famed compilation is the culmination of many years of research. There are only 23 copes of this work in existence and they are highly sort after. In the 100 plus pages of this volume there are (among other things) the following sections. - Miror Character Background: This contains information on living costs, social class, and parent's occupation. It also has an extensive section on social standing, which includes the costs of maintaining social positions and social mobility. - The Arcane Tome: The magic section in the Book of Lore is a summery of the first part of the Arcane Tome. Also to be found in here are sections on spell research, the research and creation of magic items, the difference in the creation of charged and permanent items and the costs there-of. Also to be found here is the Discipline Distribution Table which in a quick guide to determining spell learning chances. - Pharnum's Treatise on Unguents and Elixirs: Descriptions of different types of apothecaric formulae, apothecaric research, the manufacture of formulations with time and costs, guidelines and examples of specialised reagents. - Pharnum's Formulary: A list of apothecaric formula with descriptions of uses and effects of the final products. - Lorenzo's Lexicon of Enchanted Items: A rather extensive list of enchanted items and there uses. - Zoologica Terribilus: This is a bestiary of some of the creatures that inhabit the MIROR realms. GATT: Grapple Attack, See GRAPPLING. GDEF: Grapple Defence, See GRAPPLING. GLYPHS/WARDS: These are powerful magical symbols created by a spell. The symbol remains incomplete until activated by particular circumstances (usually set by the Mage at the time of casting). Once activated the spell completes the glyph and raw manna is channelled through the glyph to form a (often) violent physical effect. GM: Games Master - Person who referees / runs the game. GRAPPLING: Is a form of unarmed combat where the main intention is to control and restrain the opponent. The character skills used in this form of combat are GATT as the attack value and GDEF as the defence value. Both GATT and GDEF are calculated from the 'Grips' which is derived from character attributes and physical traits. GRiPS: Grapple Points Statistics, See GRAPPLING. HIT POINTS (HP): This is a measure of the amount of physical damage and exhaustion a character can sustain before losing consciousness. HP is split into 2 types, Body Points and Fatigue Points. INFRARED VISION: A form of vision available to many animals (snakes, some insects). Infrared vision is the ability to see infrared radiation in the absence of visible light. Infrared radiation is generated by heat sources. Therefore a man will be visible in a pitch-black cave. For Humanoid infravision the resolution of this form of sight is enough to see reasonably good outlines especially of creatures, at range, but fine detail is not distinguishable until within very close range (e.g. at 60' a

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creature with infravision could tell a humanoid from a similar sized and shaped creature, at 30' could probably tell an Orc from a Human, but only distinguish facial characteristics at 10' or less.).. Non heat sources such as furnishings, pits, etc., will not show up unless next to a heat source or in front of (partially occluding) a heat source. INITIATIVE: This is the total time taken between the end of one action and the beginning of the next. It includes reaction rolls, reaction modifiers (for DEX, size, etc.), weapon speed. Total initiative can never be less than 1. If weapon speed and reaction roll add up to 0 (it can happen) then initiative is still 1. INTELLIGENCE (INT): This is the combination of a characters reasoning ability, memory, learning ability and knowledge base. See also the Zoologica Terribilus in Findles Compilation for a fuller description of what constitutes intelligence. ITEM SLOTS (IS): Item Slot, approximately 1 Litre in volume. Used to determine the volume that an item takes up in a container, like a backpack. LEVEL: A representation of a character's combat/adventuring ability. MA: Martial Arts - Lethal form of unarmed combat. There are five major styles to be found in the system. See Melee Weapon Skills section for full descriptions of the styles MAGE: See CLASS MAGIC DISCIPLINES: See Disciplines. MAGIC ITEMS: Magic items are normally either charged magic items or permanent magic items. Charged Items store a set number of charges of a particular spell with set parameters. Once used up the item can no longer be charged again. These Items are relatively cheap. Permanent magic items have been through a complex procedure that to get the spell Enchantment Perpetuation cast on it that makes the item permanently magical. MANNA: This is a metaphysical energy found in variable concentrations every where throughout the Miror universe. It pervasive and is found in all things, both inanimate and animate. Using casting or natural abilities, many of the creatures in the Miror universe can tap into this source of power and use it in a wide range of ways. MANNA POINTS (mp): Manna Points are a measure of the amount of internal Manna a Mage can draw upon to create the magical "tool" which can be used to manipulate environmental and metaphysical energy. MELEE: See Close Quarters Combat. MISSILE ATTACK (MATT): This is a measure of a character's ability to strike an opponent in ranged combat. This is used for both hand propelled (Darts. Daggers) and weapon propelled missiles (X-Bows, Bows). MONEY: There are a wide variety of currencies and denominations in the MIROR universe but for ease of play all can be converted to standard currency units of Bits, Tals and Eagles. For the player's convenience, these equate to contemporary values of Bit =$1, Tal=$10, Eagle=$100. MMR: Maximum Movement Rate. NPC: Non-Player Character - A character played by the GM. PC: Player Character - A character played by a player. PERCEPTION (PERC): This attribute may be used in 2 ways. Perception can be used in relation to the physical senses; to determine if the PC notices an object, person, movement, flicker of light, spot on the horizon, something missing from a room, unusual odour, strange taste, etc. It is not for finding hidden/concealed objects, see the secondary skill Spot Hidden. Perception can also be used to mentally perceive a solution or make a connection based on known information. POTION: A standard potion is a 50lm vial filled with some form of (commonly magical) liquid chemical compound that has produces some spell like effect. PRIMARY SKILLS: Combat skills or magic casting skills. PURSUIT: Where one individual is attempting to race after and catch another individual. RACE: Normally refers to one of the 7 races available for a player character to be. These are: Human, Yellan, Dwarf, Prutzen, Orc, Fraaken, and Glan'Yar. There are many other races in the Miror universe. REACT.: On the character sheet this is the characters total modifier to his reaction roll. It can be positive or negative. REACTION: Reaction Roll. This is the D6 dice roll made in combat to determine when a character perceives an opening or opportunity to strike or act in some way. A characters reaction time can be reduced to 0 (with the React modifier or with magic) but cannot go below 0.

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RR: Recovery Rate. The rate at which Body points, Fatigue points and Manna points are recovered. RUNES: see symbols. RUNNING/SPRINTING: Running for a player character is any speed between 5' / second and 20' / second (assuming no penalties for size or armour). Sprinting is any speed above that. Both running and sprinting reduce CON at variable rates depending on the armour worn or other weight carried. SAVES: Certain attributes have saves associated with them. These saves represent the character's ability to resist, anticipate, and dodge certain types of attacks. Also see Equipment Saves. SCROLLS: A scroll is a peace of vellum or paper that has been written upon, then rolled into a tube shape. The most common reference to scrolls is magic scrolls where the writing is the recipe / description of a spell. Most commonly written for the purpose of being learned by a mage. Scrolls are commonly tied with ribbon and sealed with wax or placed in a scroll case (which can be made from leather, ivory, metal). SECONDARY SKILLS: Almost any skill other than combat or spell casting related skills (primary skills). The chance of successfully using a secondary skill is resolved by the use of Difficulty Factors. SIGLUM/SIGILS: see symbols SKILL RANK (SR): Number representing the level of ability gained in a Secondary Skill SOCIAL STANDING (SOC): This is a measure of a characters standing in the community. Depending on the type of society this may have a great deal of importance e.g. medieval. It can influence income, expenditure and contacts (see Character Background in Findle's Compilation) SPECIFIC ACTION: This is an action performed during combat which falls outside the normal set of strikes, reaction, initiative, aiming A specific action normally has a set duration. Examples are, Jumping, An acrobatic move, Tipping a table. Movement is treated as a specific action (running away, running from one section of the battlefield to another). SPELL BOOKS: The books in which a mage writes all the spells that he can cast. An average spell book has approximately 50 pages. Spell books are filled out as the mage sees fit but are usually 1 book for every circle. SPELL INK: Special ink designed for writing spells. The cost of the ink is very high (normally 1500 bits for enough to write a first circle spell). There are a very limited number of Apothecarists who know the formula for the ink. SPELL CIRCLE: This is a measure of the relative complexity and power of spells. A Mage is limited to casting spells of his own experience (level / 2) + 1. Therefore a 1st and 2nd level Mage can only cast 1st circle spells, a 3rd or 4th level Mage can cast 2nd Circle spells, etc. SPELL LEARNING CHANCE (SLC): The percent chance (INT based) a mage has of successfully understanding (learning) a spell from a particular spell discipline. STARLIGHT VISION: A form of vision available to many animals (cats, possums, etc.) and some character races. Starlight vision is the ability to magnify the available light so as to enhance sight. Colours can not be seen, everything appears as shades of grey. Some light must be available (starlight, moonlight, torch). STRENGTH (STR): This is a measure of a characters physical strength. The rest is self-evident. SYMBOLS: These include all symbols that are natural patterns for focusing magic. Upon completion of the pattern environmental magic is converted into a physical effect, and the pattern is disrupted in the process (like a surge of energy through a light bulb filament). Mages spell books contain many such symbols to express certain magical rituals, abstractions, gestures, etc. These symbols are "held" in place by the magical suppressive qualities of "Spell Ink". TOOL: When used in the description of magic it is the ethereal device or engine that transforms raw environmental or metaphysical energy (manna) into a form or effect that the caster desires. UNAWARE: This is the situation where a victim does not know that an attack is imminent. This is generally associated with missile or ranged attacks. WEAPON CLASS: A measure of the weapon like status of non-combat items. For example a poker is a class II mace, a pitchfork is a class II spear. WEAPONS: There are a wide range of weapons available for player characters to use. These include: - BROADSWORD: The standard Fighters weapon; a straight bladed, two-edged sword of approximately 30" - 36" blade length. Equivalent to a European knights weapon of the 11th - 15th centuries. - FALCHION: Heavy one edged sword with a curved leading edge (wider at the tip than at the hilt), designed more for hacking and chopping than finesse. Approximately the same length as a Broadsword (30"-36"). - SHORT-SWORD: A straight bladed two-edged sword, approximately 20" in length. Commonly equated to the Roman Legionaries Gladius.

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- PLUS OTHERS THAT WILL BE ADDED TO THE GLOSSARY IN TIME WEAPON SKILL: A weapon skill is a character's ability to use a specific type of weapon without penalty. WEAPON SKILL POINTS: The points available to a starting character (at character generation) to used to acquire weapon skills. WEAPON SPEED: Also called Weapon Recovery. All weapons have a weapon speed. For melee weapons this is the time taken to regain the "en-guard" of ready position after a strike. Heavier, larger weapons tend to have longer weapon speeds. Natural weapons (teeth, claws) commonly have a weapon speed of 1 (depending on the creature). WS: Weapon Slot, A location that can hold a single weapon of up to the size indicated. Weapons come in the following sizes - (S) Small, (M) Medium, (L) Large, (VL) Very Large, (X) Extra Large. A smaller weapon can always fit into a larger weapon slot. X (extra large) weapons can only be carried in the hand and then only for a limited period of time. XP: Experience Points. This is a measure of a characters total experience. With the accumulation of experience points comes an increase in character levels. ZOOILOGICA TERRIBILUS: A compilation of creatures, beasties, and nasties, in the MIROR format.

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Index

INDEX
A Aiming Time ................................................ 23 Alchemist...................................................... 33 Alchemy ................................................... 5, 33 Ambidextrous ................................................. 2 Animal Load.......................................................... 12 Rate of travel ............................................ 12 Animism ................................................... 5, 33 Animist ......................................................... 33 Apothecary ............................................. 36, 44 Research ................................................... 44 Armour ......................................................... 30 CON Penalty............................................. 30 Damage-Reduction ................................... 30 Running Speed ......................................... 30 Spell Casting............................................. 31 Asphyxiation ................................................ 72 Attack ........................................................... 46 Beserker.................................................... 49 En-Passant ................................................ 48 Massed...................................................... 48 Storming ................................................... 48 Swooping.................................................. 48 Attack (ATT).................................................. 2 Attribute Modifiers......................................... 3 Attributes........................................................ 1 Attribute vs Attribute................................ 80 Modifiers .................................................... 2 B Beserker.................................................... 4, 49 Body Points .............................................. 1, 63 Bows Draw Weights........................................... 27 Longbow................................................... 27 Ranges ...................................................... 27 Short Bow................................................. 27 C Character Generation...................................... 1 Dominant Hand .......................................... 2 Height ......................................................... 3 Spells .......................................................... 5 Starting ................................................... 5 Weight ........................................................ 3 Charging, Mounted....................................... 52 Class ............................................................... 1 Combat ......................................................... 45 Changing ATT/DEF ................................. 46 Close Quarters .......................................... 46 Defensive Tactics ..................................... 53 Ends.......................................................... 45 En-Passant Attack..................................... 48 Finish of.................................................... 45 Fleeing...................................................... 46 Hand to Hand............................................46 Mounted....................................................52 Negative Hit Points...................................64 Ranged ......................................................57 Reaction ....................................................46 Second.......................................................45 Sequence ...................................................45 Spell Casting .............................................60 Splitting DEF ............................................47 Storming Attack........................................48 Surrounding Creature Sizes .......................................47 Swooping Attack ......................................48 Weapon Speed ..........................................46 Comeliness......................................................1 Constitution.....................................................1 Saves ...........................................................2 Custom Built Equipment...............................19 D Damage Falling .......................................................64 Poison .......................................................67 Damage .........................................................63 Death.............................................................64 Defence .........................................................46 Defenceless ...............................................47 Normal Defence........................................47 Splitting.....................................................47 Zero Defence ............................................47 Defence (DEF)................................................2 Defenceless ...................................................46 Defensive Tactics..........................................53 Line Formation .........................................53 Ring Formation .........................................53 Dexterity .........................................................1 Saves ...........................................................2 Difficulty Factors..........................................72 Disengaging From Melee..............................55 Divider Dice..................................................22 E Encumbrance Dead Lift...................................................11 Overloading Penalties ...............................11 Encumbrance ................................................11 Weight.......................................................11 Encumbrance Volume .....................................................12 Entanglement ................................................25 Equipment.....................................................11 Custom Built .............................................19 Field Kits ..................................................19 List ............................................................13 Maintenance........................................19, 81 Resale Value .............................................20 Saves .........................................................20

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Superior Quality ....................................... 19 Experience Points ..................................... 4, 78 Calculating Xp.......................................... 79 Standard Game ......................................... 79 F Falling Damage ............................................ 64 From a Mount........................................... 64 Fatigue Points ........................................... 1, 63 Field Kits ...................................................... 19 Fighter ............................................................ 1 Friendly Fire ................................................. 57 G Garrotte......................................................... 25 Glossary........................................................ 94 Grapple Armed Opponent ...................................... 52 Breaking Loose ........................................ 52 Damage..................................................... 51 Multi-Opponents ...................................... 52 Points.......................................................... 4 Surprise..................................................... 52 Unarmed Opponent .................................. 51 Grenade ........................................................ 28 Grips ............................................................... 4 H Healing ......................................................... 68 Height ............................................................. 3 High Ground................................................. 48 Hit Point Modifiers .................................................... 3 Recovery..................................................... 3 Hit Points.................................................. 1, 63 Negative ................................................... 64 Recovery................................................... 64 I Initiative ....................................................... 46 Intangible Creatures ..................................... 68 Intelligence ..................................................... 1 Saves........................................................... 2 Secondary Skills ....................................... 74 Interception................................................... 48 K Knock-Out.................................................... 54 L Level............................................................... 1 Living Costs ................................................. 81 Loading Time ............................................... 23 M Mage............................................................... 1 Magic............................................................ 32 Calculating Chances to Learn................... 39 Casting

Timing...................................................45 Charging Items..........................................42 Discipline Distribution..............................37 Discipline Distribution Circle ...................37 Disciplines ................................................33 Innate ........................................................32 Items ...................................................42, 62 Casting On ............................................62 Manufacture ..........................................42 Miscast ..................................................62 Permanent .............................................43 Potions ..................................................62 Zero Range............................................62 Manufacturing Items.................................42 Scrolls .......................................................41 Spell Acquisition.......................................41 Spell Books ...............................................41 Spell Casting .............................................32 Spell Disruption ........................................60 Targeting...................................................60 The Tool....................................................32 Magic Disciplines ...........................................5 Maintenance Equipment.................................................19 Manna ...........................................................32 Manna point Bonuses......................................3 Manna Points Recovery ...............................................6, 42 Martial Arts...................................................25 Empty Hand ..............................................51 Falling Rain...............................................50 Flying Foot................................................50 Martial Arts:..................................................49 Meditation.....................................................42 Melee ............................................................46 Attack Modifiers .......................................56 Firing Into .................................................57 Mentalism ...........................................5, 33, 35 Mentalist .......................................................33 Metaphysical Energy ....................................32 Missile Attack (MATT) ..................................2 Missiles Attack Modifiers .......................................59 Attacks ......................................................57 Firing into Melee ......................................57 Grenade Type............................................57 Non-Standard............................................28 Soft Cover.................................................58 Money .......................................................4, 80 Mounted Charge.......................................................52 Combat......................................................52 Movement .....................................................71 Movement Rate...................................8, 22, 30 N Non-Corporeal Creatures..............................68 Non-Weapon Proficiencies ...........................75 Npc Attribute Generation................................1

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O Objectives............................................... 78, 79 P Perception....................................................... 1 Saves........................................................... 2 Planar.................................................. 5, 33, 35 Planes ........................................................... 69 Poison ........................................................... 57 Damage..................................................... 67 Poisonous Animals ................................... 67 Potions.......................................................... 62 prone....................................................... 49, 70 Prone ............................................................ 56 Pursuit..................................................... 55, 71 R Races .............................................................. 8 Characteristics ............................................ 8 Dwarves.................................................. 8 Fraaken ................................................... 8 Glan'yar ................................................ 10 Humans................................................. 10 Orcs ........................................................ 9 Prutzen.................................................... 9 Yellan ................................................... 10 Ranged Combat ............................................ 57 Reaction........................................................ 46 Reaction Modifiers (REACT) ........................ 3 Retreating ..................................................... 55 Running ........................................................ 71 Running Away.............................................. 55 S Saves............................................................... 2 Equipment ................................................ 20 Secondary Skills ....................................... 6, 72 Descriptions.............................................. 82 Int Modifier .............................................. 74 Points.................................................... 6, 73 Related Skills............................................ 73 Training ...................................................... 6 Self Training................................................. 75 Shields .......................................................... 22 Con Penalties...................................... 22, 30 Defence Bonuses ................................ 22, 30 Skill Rank (SR) ........................................ 6, 73 Sleep Deprivation............................................... 80 Requirements............................................ 80 Social Standing........................................... 1, 4 Social Standing Saves .................................... 2 Soells Armour Interferance ................................. 31 Soft Cover .................................................... 58 Sorcerer ........................................................ 33 Sorcery ..................................................... 5, 33 Specific Actions ........................................... 70 Spell Combat ................................................ 60

Spell Learning.................................................5 Spells...............................................................5 Area of Effect ...........................................61 Armour Penalties ................................................31 Casting ......................................................32 Enhancing .................................................32 Forgetting..................................................42 Learning....................................................41 Learning Chances .....................................37 Targeting Object Sizes and Ranges.......................61 The Tool....................................................32 Sprinting ...........................................22, 30, 71 Starting Money ...............................................4 Starting Values................................................1 Strength...........................................................1 Encumbrance ............................................11 Strength Saves ................................................2 Subduing .......................................................54 Summoner.....................................................33 Summoning.........................................5, 33, 34 Surprise .........................................................45 Actions......................................................46 Grappling ..................................................52 T Thaumaturge .................................................33 Thaumaturgy.......................................5, 33, 34 Time Actions......................................................70 Trample.........................................................53 U Unconsciousness...........................................63 V Vehicle Rate Of Travel ..........................................12 Vivimancer....................................................33 Vivimancy...........................................5, 33, 35 W Weapon Classes ............................................29 Weapons .......................................................22 Divider Dice..............................................22 Melee ........................................................22 Missile.......................................................23 Aiming Time.........................................23 Loading Time........................................23 Ranges...................................................23 Non-Standard............................................29 Saves .........................................................20 Siege Devices............................................28 Skills ...........................................................1 Points ......................................................1 Self Training .........................................75 Training.................................................75 Speed...................................................22, 46

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Weapon Classes........................................ 29 Class I ................................................... 29 Class II.................................................. 29 Class III ................................................ 29

Weapon Proficiencies ...............................75 Weapon Slots ............................................12 Weight.............................................................3 Willpower ...............................................60, 62

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