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T:-e Pr* er & Per:s Boos ol Tabies is


Tre .{', alon Hlll Game Conpani's
::a,ienark ior i:s conplete releree and
ad\ e^ture accessory pack,

The Axralnn l4;ll d?arme (*ntcrftR,#rK;;


The seven sections of this
The Book of Tables is designed to aid the Referee and Players in their use of the Powers and Perils system.
contains an
book contain tables and information that are divided based on the part of the system that they are used in. The book also
errata and comment section and new charts to help the Referee run his game.
They do not
The Book of Tables, as a supplementary aid, should be used by people who have a solid grasp of the main rule books.
your need for, the four main rule books. It provides an easy relerence to allow you to use the
supersede, except as specified, or obviate
tabular information in these books more quickly. In all cases, where questions arise, turn to Powers and Periis for the answer'
The basic rules sections that are covered in this book are Character Ceneration, Characteristic Use, Combat,
Magic, Encounters,
Treasure and an Errata section to correct errors in the original rules. All changes and statements in the Errata sections supersede,
that they reler to. The Referee should use this section in conjunction with the basic
change or correct the specific section or statement
Powers and Perils rule books.

INDEX
SECTION PAGE SECTION
1) CHARACTER GENERATION 3 ENCOUNTER TABLES
2) CHARACTERISTIC USE 16 TREASURE TABLES
3) COMBAT TABLES 18 ERRATA SECTION
4) MAGIC TABLES 20

ABBREVIATIONS USED
A: Agility E: Eloquence Mult. : Multiplier(s)
AB : Agility Bonus EL Expertise Level
- NA - Not Applicable
AHP Average Hit Point Value Em :
Empathy NAV : Natural Armor Value
-
Ap : Appearance EnL: Energy Level NF: Number Found
AV: Armor Value FV: Fatigue Value OCV: Offensive Combat Value
B: Bonus GC:Gold Coin(s) PA: Portage Ability
BB: Brass Bit(s) ,GT. = Greater Than PMR - Phase Movement Rate
HC: Healing Chance PR = Poison Resistance
BL: Base Line
C:Constitution HPY = Hit Point Value RD:Round Down
CB: Constitution Bonus I : Intelligence RU-Round Up
CC: Copper Coin(s) IC: Influence Chance S : Strength
CDF: Creature Difliculty Factor INT: Intellect SB: Strength Bonus
CEL: Combat Experience Level .LT. : Less Than SC: Silver Coin(s)
CEP = Combat Experience Points(s) MDV: Magic Defense Value St: Stamina
CL: Contact Level MEL: Magic Experience Level StB: Stamina Bonus
D - Dexterity MEP : Magic Experience Point(s) w:wi1l
DB: Dexterity Bonus ML-Mana Level WGT. : \\'eight
DCV: Defensive Combat Value Mod. - Modifier(s) WSB: Weapon Strength Bonus

DR = Damage Resistance MP: Mana Point


DTV - Damage Tolerance Value MR: Movement Rate

DICE CODES
D2:Roll a six sided die, I 3:l' 4-6:2.
D2* D2 except I - 4-1, 5 + 6:2.
-As for
D3-As for D2 except l+2--1,3+4:2,5+6=3.
D3*:As for D2 except 1 -3- 1, 4 + 5 :2' 6:3.
D6-Roll a six sided die. Read it as it is rolled.
D10 = Roll a ten sided die. Read it as it is rolled. (In all cases a
roll of 0 is equal to l0).
D100 before rolling, one to
- Roll two ten sided dice. Choose,
represent the ten's place and the other the one's place. The
final result yields a value between 1 and 100' (lf 00 is rolled'
the value is 100. In all other cases, 0 equals zero.)
xDy: yy1l.n this form is used, x indicates the number of dice
that are to be rolled. Dy indicates the type of die that is to be
used. (ln example, 3D10 tells you to roll three ten sided dice
and total them).
xDy times z: As for xDy above except the roll is multiplied by
z, a iired numerical exPression.
(xDy) times (xDv):11i. die rolls indicated are multiplied times
each other to determine the result. (In example, 1D6 x 1D3
yields a result from I to 18).
{l Fg A EtA {_tT F-t{e fl.; +,t ir i,,,c"{,,t'}' E {._}
Fl 3) MAXIMUM ABII,ITY
The tables in this section are listed in the general order that
The Total Nlultipliers that thc Player may' assign to his
they are used in generaring a Character. By following these sec-
Character's modifiable characterisiics" i.e. all charactt-ristics
tions, in order, given knowledge of the powers and perils
except Constitution and Appearance , are determined with the
system, Characters can be generated.
die roll below:
This section is intended to provide the basic inlormation
necessary for generating a Character. It does nol include infor- 2D6 + \4
mation on Special Events or Special Attributes. Likewise, it The method of applying the multipliers rhar are gained via
does little to cover the figured statistics olthe Character. For in- the roli above is specified below:
formation on Special Events and Special Attributes, see Book
One ol Por.vers and Perils. For the formulae used to determine a A) The marimum multiplier that can be assigned to a
Character's basic ligured statistics, see Book One or lhe botrom modifiable characteristic is FOUR.
of each Character Record Sheet. B) The minimum multiplier that must be assigned to each
modifiabie characteristic is 1.5.
1) NATIVE ABII,ITY C) Multipliers are only assigned in incremenrs of .5 or l.
D) No multiplier may be assigned to Constitution or
NATIVE ABILITY TABLE Appearance.
E) Maximum Abilitl' equals the multiplier assigned to a
HUMAN ELF characteristic TIN,IES ),/our Native Ability in that
Cnauc rrnlsrrr' MalE Feuale Mar.e Ftvalr characteristic.
,,.'sl1f,4,l!,i.,,..,,;',,:,
',r *3..r .. *1 :': -J F) All multiplication in this section is rounded up.
Stamina 0 +l -3 2
i.*'e E;i{y,.:.,, r::r '11,-+,l11i:, G) Beyond the restrictions above, Players mai' assign their
,: ,r.r.: {)' ':' . :: .,,'l [,, i.'1rj ,li,'+'2r
Agility' I +l rl rl multipliers in any rvay that they desire. The total number
,l t*l{!ggqqer..'1,,1 a.tt+.7 .::, $;:, ,,,,' :,,+ 3t,', ' t ; +2,, .
assigned may not exceed the Total Multipliers that are
will 0 +2 0+2 available for that Character.
:,El gFqeq.;.::''.;- :':' ,:,1 :0 :irrn
-
r ::'.+3r lt '.. t+l'.
Empathy 3 I 0 +l
.,:e,qns]itUtio:fl
r.l, i
:i :, ,'g .+,1'i ,:.1 : :'r', rl:': HEIGHT
Appearance 0 0 +1 +2 : : l:.: r:rr-l

,r', ;,'.,'Natlte',$treFtht N*tiver stanr:ina + the:,factnr blsw, :','

DWARF'
.RACE]...::MA[E.'.FEMCLE*ACE . ..MAI,E FEMALE
MarE FEvelE Human 46 42 Faerry 28 28
,Elftrr, ,',:::,45,ir:":t , 'i,lDrvaff .: ' 3j,
t,;42..
,': : +:Jr :',';i:.1,',1.:rt'0:: 32
"+2 +2 :

r ri :; ti:. rir:'.i i +?l ,'*Iftan Hlf,is.over'?2 4 in height,, he.is;a'iremtrer:oll the Alfar in-
21 stead of an Ell.
r i. .., 0. .'I:.:t
,l,jf .:,,0:
+2 +l
,,:, !3 ,', rr1:;;,,,--,!:. 4) AGE
-1 0
A Character's age is determined by rolling Dl00 on the
al l)
table below:
-l 2
AGE TABLE
ROI-L ACE ROLL ACE ROLL ACE
A) Select a Race and Sex for your Character. 0l-05 1'7 4l-55 22 9t-94 2'7

B) Roll 2D10 for each characterisric. 06-12 I 8 56-66 23 95_9? z8


13-21 19 6'l-76 24 98 + 99 29
C) Add any modifier listed in the table below, based on 22-30 20 11-E4 25 100 30
your Race and Sex. 3l-40 2t E5-90 26
IMPORTANT-The minimum Native Ability that is pos-
NOTI--;lge is used to determine the nuntber of initial increose points thot u
sible lor any characteristic, regardless of the modilier added,
Chorocter v'ill huve. Record it on your Clhorocter Record Sheet.
is ONE. If the value that results is less. increase it to one.

2) CONSTITUTION & APPEARANCE CONSTITUTION AND APPEARANCE TABLE


ROI,L HUMAN ELT I,-AERRY DWARF
A) Roll 2D10 fbr each characteristic and add any modifier l l(l) 1(2) l(2.s) 2(1)
that is listed for the Character's Race and Sex. (Seclion 2+3 2(2) 2(3) 1.5(3) 3(1.5)
1 r1). 4-7 3(3) 2.sA) 2(4) 1(2)
E+ e 4(4) 3(5) 2.5(6) 5(2.5)
B) Roll 1Dl0 to determine a multiplier for the l0 5(5) 4(6) 3(8) 6(3)
characteristic on the table below. In all cases, the value in
parentheses is the multiplier that is used for Appearance. EXAMPLE-A Faerry Female rolls 13 for Ctonstiturion and 9 for Appearance.
Her Native Ability modifiers are - 2 and + 4. The values are modilied to I I and
The unparenthesized value is the Constitution multiplier.
13. On the table above, she rolls a I lor Constitution and a 9 lor Appearance.
A separate multiplier should be determined for each Her Constituiion is, 1l x l, 11. Her Appearance is, 13x6, 78.
characteristic based on the Character's Race and Sex. Roll
twice. IMPORTANT-Round up in multiplying on the table above.
4) STATION
The Character's standing in his native society. Roll D100
belou:
Cors
Rorl SrartoN Tvpr Socrl.r Crass
01-20, 0
21-50 I 2CC Free man, common soldier, ser','anl, common barbarian uarrior or artisan
5l-15, ' ' 7 l5C Artisan, ggildrman, mili:lary sergeanli r'*nsfalrle,:pet1y rnerdlantr experieftced barbarian,,warrior,,skilled
artisan.', minor,shaman,
16-90 tqr- Nlerchant, notecl scholar, respected artisan, landltolder, lol grade officcrs, *ardens, knlghts, respected
l.ar harirn rrarrioT. anri 'hantrtt'.

9x.96 5SC Rich: merchant, large landhiolder, petty nobiiit-v {B*ron sndiessT,,field:grade;,cfficers,:(*t{a:ior,:thraugh
generaQ, Ctan chieves and shamans.'highly skilled husbandmen, artisans and barcls', , l: : .: :,1 , '
''
gT -99 Hirh nobilirr (Cr)unt Lilid hlrlrc.rr. impoilanr nrililarr lqrJcr- tt-itlLl Vrtr'hal. (irunt! adrrrirul. el( /. c\-
trenrell wealth-v and ponerful lamiiies. barbarian tribal chieres, tribal shamans.
100 Royalty {A rxember 0.{1he reigning r*yal fantil4 cr atlose bloctl re{Qti've1, Warrior society leader. tlomin-
anrtribalchietl,highly:respectetlrribal shamans,rvaichielolmorelhanonerelated tribe..l ;i :,;,1 1;: |,;::1 ,.

5) INITIAL INCREASES
INITIAI, INCREASE TABI,E
Nt-'trtgrl Cgan. ExpEntENc r Exprnrtsr:
ED
ASSI( jN PoI NTS 1)ol\ ts Potlrs Wr,,lt.tlt+

, $,, ,:,' ?0 ,, 6195]- 61 2,5 ' Iil:)-, '


624 25 30 120
128 50{cEL 1} ,35 140, ,

832 75 40 160
, 9 ,,: 36' 1oo{cnl- 2} , 1s0 45:,:
l0 40 125 200 50
, ll. , r I 43 150 . :22A 55 A Character's Initial Increase Factor is equal to the result
12 46 175 240 60 of the formula belou':
lJ ':49 200 26$ s5 (Agex2)+Station+2D10
t1 52 225 280 '70
The number f ielded by the formula above is the total number
:'rl5 I, : 55 250{cL 3} :J00 ' 75
16 58 300 320 80 of lnitial Increase Points that the Player may allocate to his
,6t' ,'350 ' 85 Character. They are allocated to the four areas in the table
1T: ,;; 340
1E 61 400 360 90 below yielding various numbers ol points, or coins, depending
I9 , ,61 450{cEL 4) ,:,380, 'r :95: : on the number of points that you choose to assign to each nf the
20 70 500 .{00 100 four areas.
zl. , '72 , 550 425 I l0
EXAMPI,[-- I f you have 60 lnitial lncrease Points you could assign 10
22 14 600 450 120
1o Clharacteristics, 20 to Erpertise, 25 to Erperience and 5 to Wealth.
' 23",' . :,: 16:. 65S :
'.,4'Ii I ,.: !30 '
The result of this would mean that your Ciharacter has 40 Characteristic
24 78 700 500 140
Points, 500 Expertise Points, 550 Experience Points and, given a Sta-
?5 8ll ?50(cEL 5) 550, : 15O " tion of 3. 50SC.
26 82 800 600 160
27 ': 84 9{}{} ' I 650''' , :i?0' '
,i

700 RESTRICTIONS
2E 86 0t)0
I 180
In using the table above, the following rules and restrictions
,r 29'.:::'' 88 :li00r ',' : : ?5O ,
,t:90 "
30 90 r200(cEL 6) 800 200 apply:
A) At least FIVE points must be assigned to each area.
*Final Wealth -Coin Type for station f IMES the number vielded B) No more than THIRTY points may be assigned to any
under Wealth. one area.
C) The total number of points that the Player assigns mav
NOTE-Where o CEL is listecl, that line and every line abo not exceed the Initial Increase Factor that he determined
it witt yield that CEL, until the next CEL reference is reached. for his Character.
IMPORTANT-Where a skill is specifically named above, it is
gained at the narimum EL currently possible. Any other skill
selected as Common Knorvledge is gained at a starting level
only.
EXAMPI,E-A Character is a crty d*eller with a Station of 2.
Without cost, he speaks his native tongue at ELEO, has his nraxintum
EL in City Survival (ba,sed on his current characteristi<'s), has EL0 in
Rhetoric and receives the skill or skrlls listed in the table. He uill
choosc io have one of the skills that is erplicitll'listed at his marintum
lil- or two skills, u'ith a Cost to Lcarn of 20 or less, at a starting level.
BARBARIAN CHARACTF]RS
A) The marimum EL currently possible in the terrain that
6) COMMON KNOWLEDGE the Characler'r tribe lives in.
HUMAN B) A starting level in Sign Language.
All human Characters speak their native tongue at an EL of C) (Station /3, rounded up) + I skills from the following
80. They also have the following skills, depending on rvhether
list:
the) are cir ilized or barbarian in origin.
An;-- Combat Skill at ELO Climbing
CIVIIZED CHARACTERS Snimming Survir,al
A) The maximum EL currently possible in City Survival Tracking Carrf ing
and ELO in Rhetoric OR the marimum EL currently pos- H usbandrl' Forester
sible for Survival in a terrain that is contained within the Miner Seaman*
boundaries of the Character's home nation and ELO in Enlertainer A Language
Tracking. *This skill may not be sclected unless there is a largc bodl ol
NOTE-Here you are deciding whether the Character is a $ater, i.e. large lake, sea, ctc, in or adjacent to the tribal arca.
city dweller or a person from some outlying region of the IMPORTANT-Ercept u'here specified otherwise, all skills abovc are
nation. gained at the maximum FIL currently pcssible for the Character. lf
Survival is selected, the Chalacter gains Survival skill in any one ler-
B) Depending on the Character's Station, he has the
rain t.vpe desired, other than hrs native terrain.
following skills:
EI,F
Elves have the following skills:
A) Mana Sensing MEL2, EL dependent on the Character.
B) The ability to hide invisibly in any forest. The EL equals
W+EM or 80, whichever is less. The EL is used to deter-
mine the chance that they are not observed if the person
that they are hiding from is aware that something is pres-
ent. Success indicates that they remain hidden. Any other
result means that their presence is discovered.
NOTE-Ill,s skill is primarily useJul against ueatures
whose primary sense, for obserying their environment, is
sight. Where this is not the case, or where magic is used to
detect the Elf, the skill is relatively useless.

IMPORTANT-Magic-using Characters receive their initial C) EL80 in the tongue of the Elf Sidh. EL60 in the tongue
of the Faerry Sidh. Il the Elf is a trained magician, EL80 in
magic experience and expertise based on their natural ability.
the tongue of the Sidh.
See section 8 in Book Two for the rules that apply lor trained
magic-users. If the Character is a untrained natural magician, D) Innate ability to enter the Upper and Lower World's.
or has some type of innate power, see section 13 in Book Two Determine EL based on the Elf's characteristics. MEL
for these starting points. No experience or expertise that is equals the Elf's MEL as a magic-user, or 2, whichever is
gained may be applied, other than to paying for the required ap- higher.
prenticeship, to magic in any way. E) The marimum EL currently possible in Forest Survival.
F) The ability to read the intent of others, as for Empathic 7) EDUCATION
Power. Treat as an Innate Power. The EL equals Em,/10
rounded down. STARTING EL
G) Any ability or liability specified for the E1f in Book
Three.
MAXIMUM EL STARTING EL
X or 80 The starting EL equals the highest Current Abiiity
that the Character has in a characteristic that ap-
plies to that skill.
FAERRY
Other skills that are not increased to E0. i.e.
Al[ Faerries:
thoscthal "or 80" rs not listed for. The starting
A) Learn new languages at 5090 of the normal cost to do E[, equals the hi-qhest characteristic that applies,
so. rounded dorvn. divided by TEN, the divisor that is used in rhe
Maximum EL formuia, rounded up, or TEN-
rvhichever, is higher.
B) Have Mana Sensing, MEL and EL dependent on the
Character': characterist ic:. Language The starting FlL for a new, non-native, language
equals the Empathy of the Character. For a
C) Have Mana Reading, MEL and EL dependent on the language of another race, it equals the Empathy
( haractcr'. characterirt icr. divided by 2, rounded up.

D) Carrying The starting EL equals Slrength divided by 2,


Speak the tongue of the Faerry Sidh and the tongue of rounded up.
the Elf Sidh at lil,80. They speak one human tongue at
8L60. Il the Faerry is a trained magician, he speaks the tWhere a bonus is used to determine the maximum EL in one ol these
tongue of the Sidh at EL80. skills, that characteristic does not appl""- in determining a Character's
starting Fl,L in that skill.
l,) Are r.ringed and capable of flying.
EXAMPLE A Character learns Climbing. His starting EI- is derived lrom
t')Can enter the Lorver World, MEL and EL dependent on Strength or Agilitv, divided by ten and rounded up. Sranina does nor apply in
the Character. dctcrnrining the starting EL.l
A Character becomes an Assassin. His starring EL equals his highesr ap-
G) Have the marimum EL currently possible in Forest or plicable Currcnt Ability divided by 20, rounded up.
Srvarnp Survival.

H) Have Innate Pou,er in ONE Sidh spell. The Player may


cl.roose any spell with a Base Mana Cost of TWO or less.
Starting MllL and EI- are dependent on the Character.

D\IARF
All Dwarfs:
A) Can communicate with other Dwarfs, wordlessly, as lor
a Communicate spell. MEL and EL are dependent on the
Character's characteristics. lf either Dwarf succeeds when
the rkill ir u.ed, communicarion occur\.

B) Are prone to Controllable Battle Fury when they en-


counter a hated enemy of their race.

NOTE-Goblins are lhe primary enemy thal applies here.


The Re;feree, at his discrelion, mal expand this hatred to in-
clude all Chaos and Kotothi creotures that can be en-
count e red u ndergrou nd.

C) Speak Dwarl Elder at EL80.

D) Have a starting level as a Miner or an Armorer.

E) Have a maximum EL currently possible in Mountain


Survival and both forms of Underground Survival.

F) Can enter the Lower World, MEL and EL dependenl on


I he Character's characteristics.

G) Have all attributes of the Dwarf that are specified in


Book Three.

NOTE-,4//powers.for non-humon races should be treated qs


innate powers unless specified otherwise.

EXPERTISE GAIN
Srrrl TvpE Porxr Ca.rN
Combat Skill CDF*x2
Other Skill 1Dl0
COMBAT SKILLS WEAPON COURSES
To
Cosr Pen EL Mlxtvt.lr'l
SxIrr LEer.x IrcnEesr Lrvnr Counsr Navr Wr.,q.poNs lNcniplo
Arc 18 NELr6 (S+Sr)/10 Axe t,,., i,ttl,' Throuing Are*. Hand Axe. Axe and
Bor', 27 NELx9 (D + A)i l0 . l rlr.rr Batlle AXe.i j :.r f : ,.'t :i:t',,,:; .:'::'.
Cross borv 35 NELr8 (S + D)/lL) Borv Borv, Compositc Bon, Longbo.,r'
Dagger-Fight 16 NELr5 (St + D)/ l0
,Crosqbcq r ,':',1,::,:. '.r, ,,.,liig|.it,anelr HeavtlrCrrr'sil;g, ;.Art*{esr
Throu' 24 NELxT (D + A)/10 Dagger Throuing Dagger, Fighting Dagger
Hand-to-Hand 25 NEL squarcd (S+St+A+D)/20 HaarYl[enqd ', ' ". Hear 1 Lance
Hear'l Lance 35 NELx8 (S + A)/ 10 Heavy Srvord Broadsword. Bastarcl Su'ord Creat Su ord
Hear'1 Sn ord 25 NELrT (s + sr)/lc) :Light: I-anie' -:, '. " t*****.: ,, ,, 1

Horse Archery 10 t'r-EL r 3 (D + A)/10 Mace CIub, N4ace, Flail Hammer


Horsemanship 40 NEL squared (D+A)/10+SB Miletll eo:usl;;,,', r,.,
Light Lance 25 NELx6 (D + ,4)i 10
lTh.ierr;ing \&'gapiinr,I
1,
rRsehs".Balfles,.:Chairsi.Shuriken e{c',:,:
N'lace 20 NEt- x 6 (S+St)il0 Polearms Halberd tPoleare). Clair e
Miscellaneous ft e,peatinfgr'Clt:xb,o* L
Repcating Crosrbow
Throu ing Weapons 15 NEL x l0 (D + A),,i0 Scimitar Scinritar, Tulu'ar
Polearms 30 NELxT (S+Sr+D)/15 .$Fea!': l: - l.' .' Spear, Jarelin. Pike
Repeating Crossbou 50 NEI. r 9 (St + D)/ l0 Sling ", Sling, Handle Sling
Scimitar 20 NELr6 (St + A)/10 S,t1or-d.,.r, :1':'' .,, . Suord. Short Sv!ord+**
-;
Shield 20 NELr6 (S+D+A),/15 Throwing Axe Throwing Axe
Spear Fight l-i NEL x 5 (S + D)/ l0 tr& *r St'af,f , 'r ,:',":, . ill":'i &:aaslaff n ant Fole,of,iu$able dimen*ions :
Throrv 22 NELx6 (D + A)/10
Sling 30 NELr8 (D + A)/10
+Skill applies for fighting ujth thc weapon onlv. You must learn
Sword 15 NELr5 (Sr + A)/ l0
Throwrng Axe 25 NELrT (D + A)i l0 Throu,ing Axe to thron it eflectively,.
War Staif 15 NEL squared (S+Sr+A+ D)/20
**Light spears intended to be thrown, and used as thrusting ueapon\.
from horseback. Lance skill trains the user in both. Il a Character has
8) EQUIPMENT Lance skill, he ma-v use light spears and javelins from horseback at l:
his EL, rounded up, in the weapon used.
COIN VALUES ***The Short Sword is a weapon nith a short, wide blade that is in-
I Gold Coin : 10 Silver Coins tended for thrusting and is best used uith a shield. The standard sword
I Silver Coin - 10 Copper Coins used by Roman legions is a fine example ol this typc of weapon.
I Copper Coin - 10 Brass Bits

ANIMAL TABLE
Cosr or
Irrlr Cosr Aver. Uprurp Nonuar Usacr:

RIDINC HORSE I 4C;C 100f,,b 3FPi da-v Non'Conrbat Mount (Poor Qualit"v)

RIDING I{ORSE III 16GC 70r,h 3FP/day Non-Combat lvlount (Cood Quality).

WARHORSE I 5GC 10090 3FPrday Combat N'lount (Poor Qualit-y).

WARHORSE III 25CC 5090 4FP/day Combat Mount (Cood Quality).

MULE 9SC 80% 3FPrday Used for carrying loads, riding.

FALCON 3GC 9090 lFP/dai' Hunting. Per Strategic turn used, 8090 chance ol
ANIMAL EQUIPMENT TABLE
IrEu Cosr Averr. Wsrcsr Nonuar Usecr
.1,.i;l{$riii,.,itffil$i#6?jf$},lr$*:.ii'6ti'*4i: ffi;tiitit,,llri.il i'ffi
:,t*nf,r-*g *r*R$i+*t$'i;i'ili;i1.u":1',":,',5,fi4;:i'fl[m uiit .,.1'."ji1$riii,ritffil$i#6?,i{ii},lr}r*:.ii'6ti'*ffi;"iiiii'irr;iiiiff,
CHAII.- BARDINC 30CC 6090 50 Chainmail Armor for Warhorse.

WAR LEATHER 2CC 80qb 5 Leather Armor for Dogs ll and Ill.

FALCON HOOD 4BB 10090 None Control Hood.

HAWK HOOD ICC 100% None Control Hood.

DOG HARNESS 7CC 6090 2 Allorvs dog to pull small sledge or carry weight on its back.
Not u.ed b] Dog. II or IIL
HORSE HARNESS 3SC 100tr0 6 Allows rrgr;e t.o qurl o,' .*11: with Draft
l:con Y:.0
Horse, Mule. Riding Horses I and ll only'
DONKEY/BURRO HARNESS lSC 100% 3 Allows Donkey or Burro to pull Small wagon or carry loads.
'oXiY.t;Ke., i,ii1il;i,i'.:ri.;iiii,ilri...iEst"e, ',fi lm11.ii.iii:|i ri.iiiatlowff.t#p$tlil,E. r*i.tgliA,ee.ji' t;.:'l. r
lth
i'i'r..
BRIDLE 5CC 100% Used to control Mount.

COAD lCC 100qh I Used to handle large animals.

WHIP 6CC 1000/0 I Used on Stubborn animals and as instrument of punishment.


At Referee's option may be trained in, and used,
as a weapon.
BOLAS ISC 40@o 2 Ured Io capture run awa) creatures.
Specific training required.
BLINDERS 3BB 100-qo )/: Restricts animal's vision to u'hat is directly in front of him.
:w'Ftig' il ;ii''*,'ii,i ,F,,,i:j; i.ri,lgif.iirilui'tCI0q :ri ;rr'rffi$friririlRg$e1,li{r i,ii.tl':,. .ir1iiffii;ii;iiffiii:.':.i ii
JESSES 3BB 100{o Leather straps for control and location of trained bird.

NOTE-/1 the referee's oplion, other creatures may be trained Skill in Husbandry is requireri to lruin any creature.

ANIMAL PORTAGE TABLE


ANIMAL Seoorlo HenNrssEo ANIttl.r S.c.oorpn HenNrssgo
DRAFT HORSE 225(60) 350 WARHORSE III 225(60) NA
R DING HORSE I 40(30) 250 WARHORSE IV 250(60) NA
R DINC HORSE II 60(40) 275 MULE 1 80(50) 300
R DINC HORSE III 80(45) NA OX NA 450
R DING HORSE IV 70(45) NA DONKEY 120(30) 150
wARHORSE I 60(40) NA BTJRRO l 00(35) i40
wARHORSE I1 200(50) NA DOG I NA 50

ARMOR TABLE

Anuoa Tvpr cosr Avar. wrrcnr fi:ff Drscr.tprtoN.

METAL HELMET 2SC 10090 4 t2 All metal skull cap with flaps.
,'-guat''r*fitulilrii1ri +:Li1ir.ffiiielc.li.'if i. tlilr" ii,s;ili ,ili+tl+,1i;ti*.iitl
BUCKLER 6CC 1ft)90 .1 5 Small leather and wood shieid.

METAL SHIELD 6GC 80{o 12 13 A11 metal.

QUILTED ARMOR 8CC 10090 4 | Thick padded cloth.


'.$j:S'sj$$ ,r.rr":fi+ii.,ii ,iiiis .l i: x.,g.E'iliiirriiir. ii'lii'1ii2 i#r gli dlitli,,-
i:i$.tq+1to.+lireai ,ii
ii i'il,ift
BANDED RINC 2CC '75V0 12 Metal rings interlocked & banded w/leather strips.
.,se,a{;Ejug;!E:ii i,, li i,,,.,.i1,:l1"ri.io,*&ql' .li;ll"?ffiiililiii,l #ii,. iil+ ,+iitlltba,q+.i ri ,,

BRICANDINE 4CC 6090 16 2 Scale, covered with cloth.

PLATE MAIL 45GC 40vlo 70 4 Chain with plates in strategic positions.

ORNATE PLATE ARMOR 250CC l09o 80 4 Plate sections covering chainmail finely
crafted, ornate.
*The helm is worn wilh Platemail and Plate Armor. Reduce its AV by @Ring Moil may be worn over Leother or Quilted ormor. This is the
ONE if it is worn with other armors. only case where more than one suit of armor may be worn at the same
time.
Avpnace BUILDINGS/PROPERTY
Pnoprnrv TvpE Cosr Descntpliolls

FOREST 2SC One acre with good timber.

OTHER LAND 2CC One ar:re of margrnal or poor land.

PEASAI"T HOUSE 2GC 20ll15 foot, lt'r storlr with cellar, land included.

SMALL N{ANOR 50CC 2 story with lull basement, }and includcd.


CITY ES f ATL, 2sOGC 3 qtor) uith iull basement. size at leasr 100 x 50 leet.
:::::= :: :::.:, :,::.:.:::, r: t:i;,1:lr.i:1l:;1::'ii,liilifr't., L and lncluded.
CITY PALACE rooocc Minimum cost, size at least 120 x 80 feet. Land included.
.t 4..,'.=...,88 . ,-itn,,:,i.*lO. o,$d. Large estare uith a minimunr o1500 acrer of mixed land types
::::t:
=::::::::l::
::r::::i rL::::._::iir:::::: ::i.: l: ji:lt ;:i t.'r.i]tt,t.ri.il .:;.1 and multiple buiidings. Manor House ar least 120 x 80 leet.
rt
INN OR HOTEL r 100 Multiply factor times the cost of a night's lodging. The result is the
minimum amount that the owner rvill accept or the minimum cost
to build.

CI,IMBING SUPPLIES
Irelr Cosr Wntcnr DrscnrprtoN
5' of ROPE 3BB A/5' Used to bind and climb.
2' of CORD IBB ; / l)' Light rope used in binding and t1-ing only'.
I ' of FINE ROPE 1BB )/t / l0' A Climber's rope, thin and strong.
GRAPPI,INC HOOK 3CC I Attached to rope to grab protuberances.
CLIMBER'S HAMMER ISC 1V) Used to pound spikes,
IRON SPIKE (each) 2BB )/c VarioLis uses.

CLOTHING TABLE
Irru Typr Cosr WErcnr DsscnrprroN

JERKIN 3CC 1/: Waist leneth leather shirt.

ROBE 2CC rri Ankle length cloth garment.

COWL II 5CC t,': Cloak with Hood.

BELT iCC Leather Strap for binding clothing around the waist.

BOOTS lSC I Covers lrom Mid-calf to bottom of feet. Leather.


,1.,$$,N&{ElF,q-r0.TlV.E Fr,i,. e 1il!,rr,,r1,'rF! ly.eiaft,ed:cdtelii tf,o-r. til'-...;'':',,:";,,'ir;rr.,,.,:1rr11..1 ',r.1::1,,,.it,.,,..','r1,,1t, ,

DRESS 5CC Vt Mid-calf to Ankle length sheath. Common garment for women.
SLAVE SILKS lSC J.'.i'...fr" n* Xit*irnA$is rilili'q,@u:i:e.,*.la i"i1h$irrlii* "io.i" "ir.ri'i.r.i
RIDING TUNIC 5CC % Abbreviated Dress used when mounted.
,:'$tg-.vE$f l. :':rli I',r-1.:'i:1rr'.'r,,16E' ;:i1,,.,r,.F+ i gpi e .elb ,O+*hie6ffifilea6 ii+te rtkF.itad. !, ,,
CAP 2BB Cloth cap lor head. Double cost lor leather.
HAT 2CC ;; ",r.,.,r,:B-,ft1fu,foi:ir. 'p;.;6tn*ii i16e1*ir; ael* #t,r# ,iric:"nr+i lsr
NORMAL CLOTH lBB l/10 Cost per yard of comrnon fabric.
,:+t ryej1- tiTl-{,r;':' l. ,.;". i'i.1'.. j.lt,,,tg",iii,y:af6,..*}r. td.b ii+;.:',i
SILK ICC l/10 Cost per -vard of Silk.
CANVAS 2BB 'ti;n',,..,C*st'par.r-r,ijrt, ofi.f:a|. il.lii:' :r,i,,.

COMMON MEDICAL AIDS


Irru Cosl Wrrcgt Dlscntprrox
ROLL BANDACE IBB 1/t/25 Cost per foot. Wounds that are bandaged will have +5 Healing Chance. 1D6 leet of
bandage is required each time that bandaging is necessary.
SOOTHINC HERBS 3BB l/16 One ounce of herbs. Calms pain. While effected movement allowed at tx'o levels
above your actual damage level, i.e. for reductions. % ounce required per time employed.
HEALINC HERBS 68B 1/16 An ounce olhealing balm lor any wounds except burns. Per time used, r,1 ounce is
required. Increases Healing Chance by 1090, rounded up.
BURN OINTMENT lCC l/16 One ounce of ointment. Used for burns. On burns onl.v it will have eflect of
Soothing Herb and Healing Herb. % ounce used per time.
HEALER'S KNIFE 2CC 7r General cutting tool. Used for Poison extraction. If used in time, increase Poison
Resistance by the Healer's ELx2 or 2, whichever is higher.
HEALING KIT ISC I Bag with 25'of Bandage, 3 ounces of Soothing Herb, 3 ounces of Healing Herb, I ounce
ol Burn ointment and a Healer's Knife. Healers must have this kit to use their full skill-
9
MISCELLANEOUS ITEMS
Ire rr Cosr Wrtcnr DpscnrprioNs

\\'ORK HAi\.lllER 3CC 2 Tool, I WSB as Weapon.

PITCHFORK 4CC l)./: Tool. Can be used as Spear with 1 WSB.

PICK 2SC 8 Tool. Used as Axe with 0 WSB.

OTHER TOOLS V V As determined by the Referee.

PARCHN4ENT SCROLL 1SC )/c 10 'scroll with winding bar used for u'riting and documents.

QUILL lBB Writing implement.

REI,ICIOUS SYN,IBOLS lSC Varies Symbols ol various aligned deities. Price can vary by a factor of 100 in either
direction, i.e. lBB to l00SC.

SLAVE CHART
Sreve Typr Cosr Fonuura DrscxrprroNs
FIGHTING ((OCVxDCV)+EL) in SC A trained soldier who is trusted not to turn on his master.
FIELD (S + St) in CC General Labor. Either unskilled or untrustworthv slave.
HOUSE (l + Ap) in CC plus Il this is a Female slave, double the value determined. House slaves
ISC per skill. are personal servants or in the House staff.
BONDSLAVE Varies A person that sells himself to pay debts owed. Cost = the amount of the debt.
Cost is repaid at salary rate of person or 25CC per year, whichever is less.
CHILDREN x f': Slaves aged 1 to 16 years. Cost % of area. Training must be provided
by purchaser.

EXAMPLE-A fighting slave with an OCV of 7, DCV of 6 ancl EL ol characteristics. These are not known in detail to the purchaser,
4 will cost .16SC. unless obvious. The honesty of the Slaver will determine how
close they are to the values that the person pays for. Roll
NOTE-As for hirelings, the referee must determine the actual lD10x1D6 for each characteristics.

TRANSPORT TABLE
Vlrircrs Cosr Wrtcnr DrscntprtoN

CART 8CC l0 Light wagon, pulled by one animal. Surface area 2' by 3'. Height 2t'r'.

WAGON IGC 100 Pulled by up to Four animals. Surface area4'by 8'. Height 4'.

CREAT WACON l2GC 300 Pulled by up to Twelve animals. Used as dwelling by some Nomadic barbarians. Surface

TRAVOIS 4CC l0 Travois for Horse. Surface area2' by 6'.


NOTE-Io draw any of the above vehicles, the animal pulling it must be harnessed.
LITTER 2BB 2 A d1vlcl fl.carrVing a wounded^.per^qon.R-equires tuo pe.ople.carrying. Person
carried in this way gets the benefit of rest if he does nothing else.
PALANQUIN 6GC 50 Noble vehicle carried b-v four to six bearers. Surface area 3' by 5'. Height 4'.

TRAVEL CHARGES
Tnever IN,/Pasr Cosr DrscnrptroNs
ROADSTATION ICC Tariff levied per person or animal.
CARAVAN ICC Paid per l0 miles travelled with the Caravan. All payment
is in advance.
MERCHANT SHIP zCC Paid per l0 miles, food extra. Payment in advance.
OTHER SHIP * As negotiated with the Captain.
SHIPPINC CARGO 3SC Per animal transported.
IBB Per l0 lbs of inanimate cargo transported.
NOTE-AII travel charges are per individual. Animais larger than Horse sized will cost at least twice the amount listed.

l1
TRAVEL EQUIPMENT AND SUPPLIES
Irru Cosr Wsrcnr DrscnrptroN
.'TRA$,. 116'1r1i::.;..'i .r..rgg,.,;;,i",,:i,ri iitt.i,,'i1B tbs,nb;.pdi1s*ible,iar:ied. 1ut.
CRAIN (10 lbs) 2CC 10 TEN Food points ol grain, bagged. Usable
bv Characters or Herbivores.
,.',:FRE$,F{.,,h,{,8, :;l.,i,;r:,
,,:. i l' ':t,tr::::i': :
':.',i
't,.'"",, ..
-'r.rl,
CHEESE (l lb)
OfHhR FOODS ID6BB VARIES Sugars. Fruits. Dried Fruits, erc. The Referee will
decide if the item derired is arailable and ho'a
much is received for the amount demanded.
WATER IBB lt.tt One Quart of potable water, container extra.
.tt.,,.
BfiE&'
ll:'.;, t',','i:1-;.:,1', : 'lri.,,2.n ..,'ilr'r,1 -;.:t'tlne',qtl4
,sf:8di".rC.e*,pbirrer,,*x:r ,'1F,Fit."'.',j.":t,i',.,'tfi.:i: ,:',t'..
ALE 3BB lh One quart ol Ale, container extra. lFP.
-,-r:rCH$APl$rilN ,,r,,, .rr ::i]: 11:,t. ,,.48Br,'1,. ,''i ,,i],ti,,.ii, ,l$fie;,qua'rc11.;f rtuA*t61n*t ,,,,'::1-.,::r .'l''';,1
COOD WINE ICC lk One quart, 2FP, container "luna*;
extra.

SUPERIOR WINE 2CC lY: One quart, 2FP, sold in bottle.


COIDELI \\'lNE 2SC Ir,r One quart, sold in bottle. A distiltecl beverage with 4x the porency ol rhe slrongesl
r"ine.. \o
food value.
PESKA 20SC 2 Healing and Addictive beverage. The quality equals the cost paid divided by 2,
rounded down. See the Natural Magic section in Book Four.
SALI 2SC Il Four ounces, contajner exlra. Used as a pre\ervative. In some areas, used as mone).
Tripler the time that Fresh Mear remains edible.
CLASS FLASK 8BB % Four ounce container with cork.

SKIN I 3BB % Sixteen ounce container with cap.

SKIN III lCC 1./: Five quart container with cap.

KEC I xl2 xl5 Ten quart keg. Multiply factors times the cost and u'eight ol the beverage within in.
KEG II .

KEC III x50 x50 Forty quart keg, rnultiply as specified above.
ri,' ti $:TfiAPr' :::, r,:tr',:| l
olL lCC 1A Four ounces, container ertra, used for Lighting.
,,..,,,N*flif,1,a,,,,,1't;,,,11.'.i.,'t'1,
FUSE IBB None l " of oil soaked material, used in bombs. Approximate burn rate is I second per inch.
,."1,,C45igr1,5'., .1.,,, .:, 1,1. ;:1.':
TAR ICC 3 One quart. Used in lighting and as protective.

CANDLE LANTERN 2CC tl Holds one candle.

WICK IBB None Replacement wick for oil lantern.

FL-INTS IBB t/a/5 Replacement flints lor Flint and Steel.

BI-ANKET 2BB % Blanket.

TWO N4AN TENT ICC 4 Canvas shelter, 3' by 6h'in area.

PAVILION 5CC 30 Large shelter at least 20' by 20' in area for up to 25 people. Can be multi-room

,, .".t,;;.il, $.1 ir. etuiiaA.:.teqU::flw*r :i'-j'ir.:-.r:,.,:,;r.,t1::.;1''1,1':l'.t.,l,t :'.lii: 1,

Poles for 4 man tent. One required.

are made.
..ri*rr,x,eoxstn!] ibxi,..1;*.-,i'..r,lti'iffiir*a.u1rlio.ns *ir*cdu'inrf,i d"d .i.i..fiit-
STAKES (per 5) IBB Yt Used for putting up tents.
..i.risEilT,?*,t;.e!{/ nsx{n'i14Bt ,-riN,o,fi.J$ffi6l.t,,ril l ln i-,j gtr.*} .s'w**,nr.at+a+had :l.iu;i,;..
SA,CK 2BB None Carrying Capacitl" 10(20). (10 lbs when held,20 when in Back rack).

LARGE BAG 5BB rz'r Carrying Capacity 30(75). As lor Sack.


1'.:,.,:,.;1.,,..t$Bfi'.ir.${onfliArita"qhep,r.c.ta tt'ip+"n*- ,.p.t... tnlq+Jdeui.iiii..,ffi.,iri:,:tiii'fln;=n
rsc l'1 3 Bass or 5 Sacks' rhe cost incrudes the straps
}j:J:liili?i::,:*''
THE WEAPON TABLE

course applies.

'lTwo Honds required. **gnly


* usab/e J.rom Horseback.
Twct hands required to load' may be
fired wilh one hancl. ***To throw the weapon effectivety the
Throwing Axe course rrtusl
@IJ the Repeating Crossbow is availuble, so are Ihese items. alsr.t be taken

MTLET WEAPONS
STAT'F WEAPONS
- ll

I]
lt
l(i
9

13
9) MAGIC EDUCATION SHAMANISM GAINS
ACCEPTANCE AS AN APPRENTICE A) The Shaman rnakes his first drum. This drum is re-
No Character is automatically a magic-user. The chance quired in casting ANY Shamanic Magic, other than powers
that he is accepted for instruction by a trained master olthe gained lrom a Tonah tie.
Magic Path desired equals his Maximum Ability in the prime
B) The maximum EL currently possible as a Healer and a
requisite of that Magic Path PLUS TWENTY. Roll D100' If
the roll is higher than the value determined, the Character may starting EL as a Herbalist.
not start the game as a magic-user.
C) The Shaman starts with 1D3* Natural Magic materials,
EXCEPTION-In the acceptance formula, Shamans, add
from the Plant, Herbs and Liquors table in Book Four. He
(Native Empathy x 2) to their Will instead of TWENTY.
wiil have 2D6 doses of each material that he has.
STARTING EXPERIENCE & EXPERTISE NOTE-f the msterial that the Shaman possesses is not
Cux.nrNr
Asrlttv Exprntrxcs ExPEnrtss consumed in use, he will have one item with the powers
,1e,ffi ;1;lrfjri*F;ii.*fi lilri'trils;,t*t**Bjr i;li.ir;rliiiriiiiii '.ifi ];.i1: specified for it. All Natural Magic material that the Shaman
20-25 l0 40 starts with is in enhanced form if it has an enhanced form.
.i:,$ii;i.i.'lirliiii t;i1"1i1j:ii;ii! ,l
33-40 40 (MEL2) 90 D) lf the Shaman rolls less than or equal to his Current
:i:1,#iiiiir4iiiili:l:;t{i$ i*H.*.#rg*il}ii;-il,,:ii*iii: ilri'i Empathy on D100, an animal of his Tonah's species is with
51-65 I 50 (MEL4) 160 him. This animal is treated as a pet, as for the Special Event
'rr,.ii:lltlli:ri:.rii:,ii*a$ 11;1;ilig#':,ii-1j!i'r1fl,ir.i!iirlliiiE iiiiiriii,:,:+l'i pet. It should be treated by the Shaman as a friend and Per-
E1-r00 300 (MEL5) 2s0
sonal Coltact.
,11i;ir;,;;.:lrir.;1.-1ffi ,.+;ilffi ,i#l
.LT. - Less than
EXAMPLE-A wizard with a Current Intelligence of 38 starts with 40 magic e TONAH-DERIVED GAINS
perience points and 90 magic expertise points.
NOTE-7fte points gained obove are used to determine the A) All animals that encounter the Shaman sense him to be
MEL and to purchase spell knowledge other than that which is a member of the species that his Tonah is a guardian of.
specifically gained in the Character's apprenticeship. They will react to him as such.

WIZARDRY GAINS B) The Shaman's MDV equals his MDV + the MDV ol an
A) Ali General Skills, section 10, at ELO. average individual of the species that his Tonah guards.

B) The maximum BL currently possible as a Jeweler OR


C) The Shaman can take the shape of the animal that his
Armorer.
Tonah guards, as for the Shape Changing Special Attribute
C) One Human and one Supernatural tongue at EL80 and in Book One.
EL60 respectively. The wizard can speak these tongues and
read and write in them at the marimum EL currently possible. D) The Shaman, regardless of the form that he is in, can
communicate with any member of the species that his
SIDH MAGIC GAINS Tonah guards OR any Shaman whose Tonah guards the
same species, i.e. he speaks the tongue of that animal
FAERRY OT ELF species.
A) EL80 in the tongue of the Sidh.
B) A starting level as both an Armorer and a Jeweler. E) The Shaman has the Animal Power Special Attribute'
HTJMAN see Book One, for the species that his Tonah guards.
A) EL60 in the tongue of the Sidh, Elf Sidh and Faerry F) The Shaman can summon animals of his Tonah's
sidh. species at lznormal cost, rounded up. He wili double his
B) Treatment as a member of the Sidh by all Elder and normal EL modifier when he does so' If the Shaman has
Kotothi forces encountered. not learned Summoning, he may summon the animals of
C) Lower World Travel, from Travel Powers, at EL0. this species at an EL of 0. lf Summoning is learned, his EL
D) A starting level as both an Armorer and a Jeweler' for these animals will be ONE EL higher than his current
AI,I, EL in Summoning.
A) The magician may learn MEL Generai Skills when he
starts his magician at no additional expertise cost. RESTRICTIONS
A) A Shaman may only cast Shamanic Magic spells.
RESTRICTIONS
Sidh magicians may only use Elder and Sidh magics. Their B) No Tonah tie is possible with Domesticated Creatures.
cost to learn Elder magics is doubled. The cost of increased If a Shaman chooses to ally with the horse, his advantages
ELs and casting is normal for both. apply fully only when he is dealing with wild Horses or
Humans that are Sidh magicians may not iearn any Sidh Horses that were born wild.
Magic spell with a Base Mana Cost of EIGHT or higher. The C) Tonah ties are restricted to unaligned animai, reptile
cost to cast, learn and increase the EL of any Sidh magic spell and avian species. No other tie is possible.
is doubled. If the Human is also a Shaman or Wizard, he may
learn other forms of magic without restriction due to his status D) The Shaman is REQUIRED to treat his animal allies as
as a Sidh magician. Any Wizard that is also trained in Sidh he would aBROTHER. He will never take part in an attack
magic may specify an Elder orientation for their arts. on them and will never be attacked by them.

t4
INNATE MAGIC MAGIC EXPERIENCE TABLE
Bess MaNa Cosr oR. MDV
STARTING MEL EL+2 t 2 3 4 5 6 7 8 9 10 15 20
HrcHrsr Hrcnrsr
2 2 4 6 8 l0 t2 t4 t6 18 20 30 40
Cnana.crrnrsuc MEL CseRectnnrsrrc MEL 3 3 6 9 t2 15 18 2t 24 27 30 45 60
1-r0 0 66-85 4
4 4 8 12 16 20 24 28 32 36 40 60 80
11-25 l E6-10s 5 5 l0 15 20 25 30 35 40 45 50 75100
26-45 2 106+Up
5
6
6 6 t2 18 24 30 36 42 48 54 60 90120
46-65 1 7 14 2t 28 35 42 49 56 63 70 105 140
3
8 8 16 24 32 40 48 56 64 72 80 120 160
The EL for these powers is a function ol the Character's I 9 18 27 36 4s 54 63 72 81 90 135 180
characteristics. The normal rules for EL advancement do NOT
l0 l0 20 30 40 50 60 70 80 90 100 150 200
Where the MDV value affected is not listed in this table, determine
apply to Innate Magics.
the experience gain by adding combinations that equal that value on
the EL +2 line that is appropriate.
EI,
All Innate Magics are cast at the current EL ol the Caster. OTHER GAINS: MAGIC
Innate magic-users may NOT vary the EL of the spell that they EXPERTISE
cast, as a trained magic-user can. Using the cases specified in 3.4, the expertise point gain in
the spell used is:
CASTING SPEED A) Target's MDV x 2
for any Innate Magic power equals
The casting speed B) Base Mana Cost x 2
MEL+EL. Regardless of this cost, no power may be used
more than once in a given phase.
FAILURE
When a spell is attempted, and fails, the magic-user receives
ONE expertise point in that spell. He does not receive magic
CASTING ABILITY experience or characteristic points from lailure.
The basic Casting Ability of an innate magic-user equals his When abysmal lailure occurs, the magic-user receives
Energy Level. Any mana that he casts, in his innate power, is nothing for the spell. His failure is total and he learns nothing
deducted directly from this value. Like all other Characters, if lrom it.
his Energy Level ever reaches zero, he is dead.
CHARACTERISTIC POINTS
EXCEPTION-The Energy Level listed for creatures that Per 25 magic experience points gained, rounded up, the
have innate powers represents the safe expenditure for that magic-user receives ONE characteristic point. Points that are
creature. gained through the use of magic may NOT be used to increase
Strength, Agility or any unmodifiable characteristic. No char-
acteristic points are gained due to failure or abysmal failure.
MAGIC EXPERIENCE
MAGIC EXPERIENCE LEVELS COMBAT EXPERIENCE
The table below shows the TOTAL magic experience points COMBAT EXPERIENCE LEVELS
that are required to reach each level: Porxr PorNr PorlJr
PotNr Porwr PoINr Lrvsr Torar LEvn Torar LEvn Torer
MEL Torar MEL Torer MEL Toral 0 0 8 3000 15 22Un
008 2400 15 32000
1209 4000 t6 42Un r 40 9 4200 16 30000
24010 6000 t] 54000 2 100 r0 5500 t7 40000
38011 9000 r8 68000
3 250 ll 7000 l8
4 150 t2 l 3000 t9 84in0 52m0
5 300 13 18000 20 100000 4 450 t2 9000 19 66000
6 600 t4 24Un 2l+Up 16000/level 5 750 13 12000 20 82000
7 12ffi
6 1200 t4 16000 2l + uP +zuJtn/
MAGIC EXPERIENCE GAIN level

A) Any spell used to inflict physical damage or that is used


ofiensively to cause something to happen to another COMBAT EXPERIENCE GAIN
creature:
Per Hit Point scored on an opponent, excluding any
Victims's MDY x (EL+2) damage scored with a spell, the Character scoring the damage
B) Any other type of speli: will receive the target's CDF in Combat Experience Points.
Mana Cost x (EL + 2)
Base EXAMPLE-If the CDF of a target is 2, 7 hits are worth 14
IMPORTANT-In all cases where multiple targets are af- If the CDF is 7, 7 hits are worth 49 Experience
Experience Points.
Points.
fected by a single spell, the magic-user gains experience points
for the highest MDV that is aflected ONLY. OTHER GAINS: COMBAT
EXPERTISE-For each skill used in combat, except
magic, the Character will receive the CDF times TWO in Ex-
pertise points. If the skill is used against targets with varying
CDF values, the HIGHEST CDF value is used to determine
the Expertise gain.
EXAMPLE-A Character fights a person with a CDF of 1. He
receives 2 Expertise Points in each skill used. If he fights a CDF of I
and a CDF of 3 he will receive 6 Expertise Points per skill used on
both.
3.3f2) CHARACTERISTIC POINTS-PeI 50 Combat
Experience Points that a Character gains in Combat, he may
increase any modifiable characteristic by I' In determining the
number of points earned, round uP.
EXCEPTION-To earn any characteristic points the
Character must earn at least 10 Combat Experience Points in
the encounter. If the experience gained is less, no characteristic
points are gained unless the opponent is defeated successfully,
see 3,6, in gaining them.

2) CHARACTERISTIC TJSE
The section that follows highlights tables that specifically
relate to important ways in which characteristics are used in
play. It does not include formulae for the basic uses of
characteristics. These formulae are found in Book One and on
each Character Record Sheet.

THE BONUS TABLE


Cunaexr CunnENr Cur.nrxr
RauNc Bolus ReriNc Bon-us Rartnc BoNus
0-s 1 76-105 +4 216-330 +9
6-15 0 106-140 +5 331-395 +10
16-30 +l l4l-180 +6 396-465 +ll
3l-s0 +2 l8l-225 +7 466-550 + 12
51-75 +3 226-2'15 +8 551-630 + 13
BONUS USE TABLE PROBLEM SOLVING
BoNus IN: Aesn. AnEe Arrscrno
APPLYING CHARACTERISTICS
Strength SB l) The SB is added to the damage that
the Character scores in combat 'when he Drrrtcurrv Or Nuuger. oF CHARA.cTERISTICS
hirs. Tnr PnoernNa ONp Two Tnnrr
in determining
2) SB is used as a factor Easy x3 x2 xl
the OCV of the Character. Moderate x2 xl /2
3) The SB is used as a modifier in deter- Difficult xl /2 /3
mining a Character's maximum EL in cer- Very Difficult /2 /3 /4
tain skills. Impossible /3 /4 /5
= times / = divided br

Stamina StB l) A Character's StB is subtracted from IMPORTANT-In all divisions above, round down. All rolls
all healing chance rolls that he takes. It is are taken with D100. If the chance is 100 or higher, success is
added to the number of points that he automatic for that Character. Where the Referee considers the
heals, ifhe heals.
task to be impossible, the divisor listed is the MINIMUM
2) StB is a laclor in determining a
Character's OCV. divisor that he must apply. A divisor up to twice that listed
3) The Character's StB is used in deter- may be applied if he chooses to do so. In all cases, the Referee
mining his Portage Ability. wili determine whether Partial Success is appropriate for the
4) StB is used in determining a action attempted. Unless he specifies that it is, the action either
Character's Poison Resistance. succeeds or fails. No Partial Success applies.
5) The StB is used in determining the
DTV of the Character. APPLYING SKILLS
6) StB is used in determining a SKILL TYPE
Character's maximum Et- in certain skills. Drrrrculrv Or
THE ProerEv "or E0" Other*
Easy x2 x20
l)ext eritv DB l) Ihe DB is u\ed in determrning a
Moderate xl x10
Character's DCV.
Difficult /2 x5
2) DB is used in determining a
Character's Dodge Value.
Very Difficult /3 x3
Impossible /4 xl
EXAMPLE-A barbarian wants to track an unskilled man that is trekking
Agility AB 1) As for Dexterity. through the barbarian's lands. This is easy. The Tracking EL x 20 is his chance
2) As for Dexterity. of success.

J) The AB is used in determining a A thief wants to trail an experienced assassin through the streets of a city that
Character's maximum EL in certain skills. the thief has just entered. This is very difficult. The Trailing EL divided by 3 is
his chance of success.
4) AB is used in determining a
Character's MR. IMPORTANT
In certain situations, the Referee will determine that both
Constitution CB l) Per day that an injured Character fails characteristics and a skill apply to a given problem. When this
to heal, CB is subtracted, as an additive is the case, the value of the skill, after multiplication or divi-
modifier, from the healing chance roll.
2) CB is used in determining a sion for difficulty in section 5.2, is used as a characieristic in
Character's Poison Resistance. section 5.1.

t6
IMPORTANT-No characteristic that is one of those used in SWIMMING
the maximum EL formula for the skill being used should be
added into the problem as an influencing factor (Its weight is
already part of the skill training).
RESTRICTIONS
A) No more than THREE characteristics should be used
for any one problem.
B) No more than one should be applied to any one
problem.
C) Where both characteristics and a skill are applied, no
more than three factors should be applied, i.e. the skill ap-
plies as a characteristic towards the limit of three specilied
in (A) above.
D) Any success chance, for solving any problem, of 100 or
higher indicates automatic success. Any result of zero or
less is automatic failure.
E) Where skills are used to solve a problem that involves
another entity, and that entity has the skill that the Referee
chooses to apply, the entities skill may be used to reduce the
chance that the Character succeeds in the action. Use of
non-player skill in this way is not mandatory.
DROWNING-When the number of turns swimming, or
phases underwater, is exceeded the Character has a chance to
CLIMBING
drown. Per turn swimming or phase underwater, the
EL + AB + ((SB + StB)/2 rounded down)
Character will roll his drowning chance. per additional incre-
CLIMBING TABLE ment of time, the listed drowning chance is added to the ac-
CrrMerNc Drrrrcurry Lrvrr cumulated drowning chance, i.e. after three turns on the sur-
Fecron0l234S face, after becoming fatigued, a Character with EL9 will have
i!XHr'iEtiiR*1#i*t+ii,1i..+,iErtii ilr+i
an l8ro chance of drowning.
I +2 5090 40Vo 30Vo 20Vo 10Vo F
arEn:ri.,::{r1:}-1=:i.i:
UNTRAINED SWIMMERS-Persons thar do not know how
i11iri:ii#1-<iitifli:1., fj1{i;i.11!:
5+6 70Vo 60Vo 5090 40Vo 30Vo 20Vo to swim will be fatigued from the first turn of swimming. Their
iili{+:!,ls--E_t:j:Et+iF,:XL{11;i n#ffiJ:itliri:J$#81iu.+!i.!'ffi|
--0T drowning chance is 2090 per turn, or phase underwater. They
iit'*-: "*.'td?;.---'80 dil*-"ib'fi;*'-*"66 d;"""'3'0 d;""' "- i6 q; will have a swimming speed of l.
.iilj$..".""+w'fEsii1trii.!ni.K,#+Er:66]q;+41+'T6.u;=,=,-,rri6ii;..*""r"t6.t;'u
SWIMN{ING UNDERWATER-On the first two phases
:i:1]::.-!!:1f;E :i:tt:1.i!i:i]i:.i::Ii]+f underwater, if the Character dives in, his swimming speed will
20+Up S S S S 90Vo 8090 equal his MR. At all other times, the speed swimming under-
S:Success, F=Failure water will equal 5090 ol the MR, rounded up.

Partial Success with this skill indicates that the climber loses TURNING-When a swimming Character turns more than 45
his grip BUT has a chance to regain it. Re-roll subtracting the degrees his speed is reduced to zero for one phase. In that
phase, he may not move.
climber's EL from the roll. If he succeeds, he does not fall. If
he does not succeed, he lalls. NOTE-,4// rules and restrictions obove apply to humanoid
form creatures that are swimming unless they are fully adapted
FALLS to an aquatic existence. The Referee moy create other rules as
When a climber fails, or fails to catch himself after Partial Success. he believes they are necessary.
he will fall to the ground. If he catches himself after Partial Success,
he will fall f DlO - 2 feet before he catches himself.
In all cases, rhe damage scored from a fall is determined using the
following formula:
(lD6 x (Feet fallen,zl0, round
up)) - EL
In all cases, the minimum damage that can be suffered from a fall
equals the number of feet fallen, divided by 10, rounded down.
EXAMPLE-Two Characters, EL3 and EL -2, fall 17 feet off a
wall. The damage roll for the first is a 3, the roll for the second is a 2.
The first Character takes, (3x(17./10) - 3, 3 hits. The second Character
Iakes, (2x(17/10)- (-2), 6 hits.
OPTIONAL-The Referee can modify the damage suffered in
a fall, il positive damage results, using the foliowing table:
DIFFICULTY RATING

Fluid x.l x.2 x.4 x.6 x.8 xl


Soft x.2 x.4 x.6 x.8 xl x2
Resistant x.3 x.6 x.8 xl x2 x3
Hard x.5 x.8 xl x2 x3 x4
In all cases where the faller strikes a sharp or jagged object in falling,
double the multiplier listed above. In using the multipliers, all frac-
tions are dropped.

l7
ENTERTAINMENI EXPLANATION
THE ENTERTAINMENT TABLE 1D6FP : You are pelted with this food. It is barely edible.
To determine success, roll 2D10, subtract your EL and add xDx hits : You are pelted with bricks, botties, etc. and sulfer
damage as a result. Gain 1D6FP if it is a BB or CC audience.
any Crowd Type modifier that applies on the table below:
None : The audience holds you in disdain but are too
Sxrrr 4 oR LEss 5-7 I2-t6 17 aNo Up
cultured to throw bricks or tomatoes.
Singer 2D6 lD6 1D3 tD2
Musician lDlO+2 1D3 lD2 I D2+
Evicted : You are bodily removed from the stage, the
Troubadour 2D10 1Dl0 lD6 lD3 building and, if it is a noble audience, the City.
Actor 2D6 +2 1D6+ I lD3 tD2 Lashed : As for Evicted. You sulfer 1D10 hits from a
Dancer 3D6 zD6 rD6 tD2 thorough flogging.
CROWD TYPE Tar and Feathers : Hot Tar is spread on your body and
Ror-r- CorN Tvpr Moo. feathers are ground into it. You are ridden out of town on a
t-4 BB 2 rail. All equipment is lost if you roll a 40 or less on D100' If
5-7 CC 0 not, it is put next to you when you are released. Take 2D6 hits
8+9 SC 4 in burns from the tar.
l0 GC 8 Prison : The Noble is not pleased. You are locked in his
THE PUNISHMENT TABLE dungeon for 2D10 days. When this period ends, if you fail to
Rorr BB CC SC GC influence him, severe punishment will be meted out to you.
l-4 Gain 1D6FP I Hits
D3 None None Death : The Noble is insulted by your performance. You are
5-'7 1D3 Hits lD6 Hits Evicted Lashed incarcerated for 1D6 days. At the end of this time, if you fail
8+9 1D6 Hits Evicted Lashed Prison to influence the Noble, you will be executed. If you influence
10 Evicted Lashed Tar and Death him, you are lashed.
Feathers

3) COMBAT
This section contains the basic tables that are used in resolv- OFFENSIVE COMBAT VALUE
The OCV of a Character equals CEL + SB + StB.
ing normal combat. It also includes a merged listing of the
various parameters that apply in using Horsemanship in battle. DEFENSIVE COMBAT VALUE
A Character's DCV equals CEL+AB+DB.
Its final inclusion is a table that details situations that modify
the value of weapons in combat with a listing of their FV and
WSB values (from the weapon table in Book One). COMBAT MODIFIER TABLE
COMBAT DIFFICULTY FACTOR
The CDF of an opponent equals (HPV/10) + (M.EL/Z)"

DEATH WOUNDS
When a creature is near death, and one or more wounds
strike him down, the formula below is used to determine the
MAXIMUM number of his points that the striker can get
credit for. Strength Bonus None
Target's remaining HPY + (Target's DTV x ( * 1)) *Applies on Deadly and Severe hits only.
THE COMBAT TABLE HIT TYPES
BesE Draoly SnvnRp SsrErn DEADLY HIT
LiNr Hrr t:
Htr Hrr Hrr Mrss A Deadly Hir will score 2Dl0 OR 1D10 + (SB)D10,
r,r,r., :'*ilO*
:'J0 l, :
9,ls : ; 5.;r r 4rtO"S3,, i
.,,
;04i lJ: ; .:r::r 1 6. 100,,, whichever is greater. To this value, WSB and EL are added.
19 9 -8to 4--3ro04 05-16 17-l0O
:1,:;',, :+ li$:
,,' -8 -7to-J -2ro05 06-t7 18-100 SEVERE HIT
t'7 8 -7 to -2 - 1 ro 06 07-18 t9-100 A) The ottacker possesses notural weopans*:
:,.,',tt, 116, , ,,',
j ?,' r,r;$,1o.' *,ti.,' S,to,,07.rriit :{}8i lg : f .rr, 20-1&:.,: lD10+SB or ZERO, whichever is higher
15 7 -6 ro 0 01 ro 08 09-20 2t-100 B) The attacker is unarmed and without natural weapons;
:.,',, ,,114, ,' -;,6:1 r0!-r., 0l.re Og,.: :16112 r.:,?3.t00'
,:,liSito '1, I
1D6 + SB**
-13 -6 5 ro 02 03 ro l0 n_24 25_100
' l:::l *':12:: l - 5 -4 ro 0l 04 ro ll l:-26 27-100 C) The attacker is armed with a weapon:
- ll 5 4 ro 04 05 ro 12 13_28 29_100 1D10+SB+WSB +(FL/2, round up)
.,,,':, ;, 0.r'r, *An attacker is considered to have natural weapons if the NWI
'.i+ J rol' ,.' ff tcl,.ii.. .:-,i14ii0,
, . :r4. :", :, r.
3:l -$1S,,
g ,1 -3 1() 06 07 ro 15 t6-32 33_100 specilied for it is ZERO or higher.
:,:: ::r .
-8.:.:: -3 -2 ro 06 07 ro t6 t1-34 35-100 **Il the attacker has hand-to-hand skill, the EL/Z rounded up
7 -3 2to 07 08 to 18 19-36 37_100 is added to the damage thai is scored.
,,],. ;6 :,:,: -2 -l ro 07 08 ro t9 20-38 i9-100
-2 I to 08 09 ro 20 2t-40 41-100 NORMAI, AND SHIET,D HIT
:.t:4:
.,, ,,: -:,,,.
-I 0 to 08 09 ro 2l ZZ-42 43-100 A) The attacker possesses natural weapons*:
.J I 0 to 09 l0 to 22 23-44 45-100
1D6 + SB
_j
-I 0 to 09 l0 ro 23 24-46 47-100
-l 0 0l ro l0 11 to 24 25-48 49-100 B) The attacker is unarmed and without natural weapons:
.' : : tS ..::..:g1r{ot. }0 ,.t., :1,;1.5lr,}$ 1D3 + (SB/2, round down)**
":rr.'EEtri&,. tlrltO.2!:,:,,;:.'g6, .,,

+l 0 01 1 to I
26 27-52 53-100
12 to C) The attacker is armed with a weapon:
at ."i.3 S,ij:tr,?9.54-i iri ;rJ,;i:l00il:t
,:01','.: 92,to.,.U 1D6+SB+WSB
+3 01 02 to 12 13 to 29 30-56 57-l0O +See Deadly
':*4.. 0l 02 ro 13 14 ro ll Hit lor (A).
:: :::. :: 32-58 59-100 **If the attacker has hand-to-hand
+5 02 03 ro 14 15 to 32 33-60 6l-100 skiil, the SB is not divided
: i::::'.::+:6 :.:: ' '.: , .02
-'-:t93. to .,1+.',.l.5.rto-*fi 3r5,e2,. .,.':,6,3,.i 1
as specified above.
+7 02 36 37-64 65-100
03 to 15 16 to
SITUATION TABLE
.::ll:: 1: +::,: . -O3 ".'1S-4,1!],,,,l n;.lSria'*?,,1.1,,,, *6,.',r;r 1 6.r.
i: :
Sttu.qrloN Enrrcr
+g 03 04 to 16 17 to 39 40-68 69-100 Fffingirnor'etha'iir0NE.opponelrt:. r, r::,, :r ,:,t*.*,:. :,:,1 r,

,:ii :: + 1$.rr :.:':- :'gJ .:.':: n 1o-., J?ji,itg.ior40,:.,.:. 4 lj:!iE.]:ri l riL.:l$ ",.
,
:

Defender is unable to move* 20


+ll 04 05 to 18 19 to 42 43-72 73-100 Defender is ambushed. raken from the rear
i,.:::.+:ll , :.: i,
,
'$4., :,:,95 *,.13;,,.,r1,1:1g:,r''-.a4:i4i,.,.r,r?si!. ,,' or unaware ol the attacker* - 15
+13 04 05 to 19 20 ro 45 46-'i6 i7-tA0 Delender is not fully conscious, i.e. drugged,
..r,;i 1{-.t{:''. r: .': :.ilij,, :,-r O6t toi.:o i". :,.1l lef d7,-i,, ..,4B.XEI -,,.
i .ig. i{ 00,,,r
asleep, unconscious, etc.* -20
Defender is taken from rhe flank : 1 .. - l0:r "l 'r1,, ': ,;rlt-;,',::,
+15 ro 20 2l to 48 05 06 49-80 8i_100
Mounred Artack See Mounted
'.t, +j-l',.:.: ,,45-. 1,,,rg51 1,,.a1.' i.rft t[' lgr- i,5ti.f.l",',,.82-l ifO,, "
Combat and
+11 06 07 to 22 23 ro 51 52-82 83_100 Horsemanship.
:::+::tr&,," :,:: 06 07 to 22 23 ro 53 54-83 84-,00 Attack from above .,,',, ,,+.5:,,tt,t:, ,,, :

+19 06 07 to 23 24 to 54 55-84 85-100 Defender i' Small + 3 per point below


if.S7]r::::i 0gri r,,U. .25.16,,96,:.t; ::I?::g5,:,r:,r:rr:r:ig6;lic0::rr,r. 4 in OCV. (For
*Any result with a base line Humanoid tbrm, + 2
less than - 20 is rolled on the - 20 per hit point
line. This is the worst possible chance. Any result greater than below 8).
+ 20 is rolled on the + 20 line. This is the best possible chance. *When the Delender is in this position any Deadly
Hit is fatal,
Severe Hits are Deadly, Hits are Severe and Shield Hits are

PHASE SEQUENCE F _<fi)*.


A
Hits.

1*u,,rr\-1*u,,.),
I)
II)
Ill)
MeNe Anoc.qrrox
MrssrrE Frnr
Ma.crc ErEecr
? He";
N +rrr}_ ,rr
rr rrx\
Onorn
ATTACK PRIORITY TABI,E

.tf...',:,,lt,,,.,,;il,,,Throw,q aran
WEaroN Crass
...,,;,..:
:::::
CnEerunr OCV
rr r -:lr, ::
,, '1".'lllrr ::.:r ii 'l :
lV) MovEMrNrr AN-D MELSE 2- .,, ,, ,

G Htrt*,-- 17+UP
\-/ 3 Polearms r::,.:': :! 13+6r, .r::.
4 Heavy Lance
TABLE EXPLANATION riii'rrr:::'}r: ri, t:. Sbear/lr,ig l: Lance, :,r :.:,: r:.p-}i,, ': r,':
,"r:.: , ,1:.
CREATURE-The factor is added to the creature's attack 6 Staff
:: ,qr:: 1;,.. 1f;,-';r'' 1, ,,.r, HeAqyr.S,ly,ofdz. Afe1r.;I .,,.-. .r,'1;1,,,,if-$,1,1,, , rr

EITHER-The factor is subtracted from the user's attack roll


8 Scimirar/ Mace
i,,,a.,.i 9 1'.,1
.1r $;1V6ry{:. 1.-,::rl:, 1,:: :1 ', '', lr.:ti lrifir.i'ri: .3r$r r,i::
or added to his opponent's attack roll. - r: :,

lU Orher Weapons 0-2


INCREASE-The damage inflicted is increased by this factor.
In case ol ties, Character's will always attack first. If both
NONE-The factor has no effect in this area. combatants are Characters, ties are broken as for movement
OPPONENT-The factor is added to the opponent's roll. ties. Use Dexterity as the first tie breaker instead of Agility.
REDUCE-The factor is subtracted irom the hit points that **Modifier used by the forces that outnumber the person
are scored on the user bv an attacker. attacked.
MOVEMENT TRAMPLE ATTEMPTS
This maneuver reflects the rider's attempt to charge over an
MOVEMENT SCALE CHART enemy. The rider may not attack when he makes this attempt.
TACTICAL GneuoTacrtc,qL Stnerlclc He may use his horsemanship EL to modify the chance that
ONE HEX (lNcH) l0 rEsr 100 rrsr 20 MILES
the altempt will succeed.
ONE TuRN 12 srcoNos Two MrNurEs Twllvl Hours
Oue Psasa 3 srcoNos Nor AppLIcesrE Nor Appucesls In all Trample Attempts, the mount's OCV x 2 is used in
determining the Base Line on the Combat Table. The rider's
PHASE MOVEMENT TABLE EL, the mount's SB and the mount's Rating x 2 may all be sub-
tracted from the roll to hit. If a hit results, the Rating x 2 and
the mount's SB are added to the damage that the victim will
MRt234MRl234 take. If the target is killed or missed, and the horse is not hit
irilli.ffi iiri41.:t.riir li.iiie;iiiiii.r
seriously enough to stop the charge, the rider may continue his
tr1000175444 charge. If the target survives, or the damage taken by the
mount stops the charge, the rider must remain in the hex where
3111019555
ii iriiti,lli,ioli the Trarnpie Attempt occurred. The Movement Cost to Trample

655 an opponent is 1. This attack mode may oniy be used on op-


5211121 ponents that are the same size, or smaller, than the trampling
mount, i.e. if riding a horse this means that only horse size
7222123666 targets or smaller may be trampled.
.u.!i *liii"il,a;tt',l..
Targets armed with Polearm or Spear class weapons may
9322225'766 attack before a trampling mount reaches them. ALL other
ri,iil'#-ri;il;ii3 r: ;iiiiiii +iit'i.:i*f riiiil++;;itiiiri targets may attack il they are not killed by the attack. Il suffi-
11 3332277'7',? cient damage is scored by the Polearm or Spear, the charge will
.ll..: il*l'i:iilj:;$ilil be stopped belore the Trampling mount can reach the weapon-
13433329 user.

B) The EL required to ride and control each type of


mount, for which Horsemanship is applicable, is:
For determining the Phase Movement Rate (PMR) for MRs MouNr Tvpe EL MouNr Tvpr EL
in of 32, divide the MR by 4. This value is assigned to
excess I)raft horse 0 War horse I 2

each phase. Any remainder is assigned, I per phase, in phase Riding horse I 0 War horse II 3

1,3,2,4 order.
Riding horse II 1 War horse III 5

Riding horse III 2 War horse IV 8


Riding horse IV 4 Donkey* 0
Mule* 0 Ox* 0
HORSEMANSHIP *May never be used in combat. The rider must dismount to fight.
The following rules apply when fighting while mounted:
A) The Horsemanship EL is added to the rider's EL with DAMAGE RESISTANCE
the weapon that he is using for all hit chance and damage The damage resistance (DR) of a suit of armor is determined
modifiers.
by its AV on the table below:
B) When charging, the rating of a war-trained mount is DR AV DR AV DR
added to the rider's total EL if his Horsemanship EL is suf- I 15 6 55 1l ll5
ficient to control the mount. The rating is also added to the 2 20 7 65 12 130
damage scored by the charge in this case. 3 27 8 75 13 150

C) The Horsemanship EL may always be used in- 4 35 9 85 t4 170

dependently ol the Weapon EL, i.e. one can be used offen-


5 45 l0 100 15 200
If the AY is greater than 15, increase DR by 30 x (AV * l5).
sively while the other is used defensively.
D) Unmounted opponents who are not armed with a If a suit of armor suffers damage, in excess of the AV times
Polearm or Spear class weapon will add 10 to their roll to 5, in one blow, reduce the AV by 1.
hit the rider.
E)When stationary, trained Warhorses receive an in- HORSE ARCHERY
dividual attack of their own. This is not allowed whiie WEAPoN Srertouanv CnancrNc
charging, unless a Trample Attempt is made. Bow 0 + l0*
Composite Bow 0 +5*
F)Il a trained mount charges an untrained mount, the rider +5* + l5*
Light Crossbow
of the untrained mount adds 10 to his roll to hit either Spear +5@ + 15@
mount or rider. Javelin 0 + l0@
Light lance +5 + l0(0)#
CHARGE MAINTENANCE Bolas +5
To maintain a charge the mount rnust continue moving at *The Modifier is added per Range Fraction above Point Blank
charge speed, 1/4 of its full PMR rounded up, without varying range. (If a Bow is fired from a charging horse at Medium
his direction of movement more than 60 degrees in any one range the modifier is +20, i.e. a 14 becomes a 34.)
phase. Variance in either particular negates the advantages of ese weapons may only be a mount at Polnt
charging in the phase where the variance occurs. Blank and Short range. The modifier is added at each range
If a mount sulfers damage in excess of its Rating x 2 in any level, starting with Point Blank, as stated for Bows.
one phase, he may not charge in the next phase. His maximum #For the Light Lance, the modrlier ln parentheses ls usecl lt tne
speed for that Phase will be 2590 of his PMR rounded down, missile is cast at Point Blank range. If it is cast at Short Range,
i.e. his Stationary speed. the other modifier applies.
MATERIAL DAMAGE RESISTANCE MISSILE FIRE
The ranges in the rable below reflect the ability ol various
materials to $ithsrand da RANGE FRACTION
lVlerpnrcr Resrsraxcp WEapoN porxr Bass
Rotted \\'ood 0-5 (lD6-l) Usrl BraNr Ssonr Mro. Lolrc Exr. R.aNcr
Normal \lood
Cood \\'ood
6_16 (2D6+4) ;:.i$fa$lci+i!1,ll r,:ii., ,lii- .;,-i,,,, #,,-r.,iA:...:.--
Aged \[ood
17-35 (2D10+ 15) Bglas + lo I ll 20 No 4**
38_65 (3D10+35) :;iftftiti;Lii11i',ii l:iljiiir#,ii1ii iij:,';f-,6.il. .liisiil*.r .i.j,i0ii.,i.,-
Rusted Metal l-tO (lDl0) CompositeBow +14 +j _I _14 yes 25
Soft N4eral 12-30 (2D10+ t0)
Hard Meral 43-70 (3D10+40)
iritilil$.$idft{ll i.;,;'j,i;ilfir.i;.,r.,1;ig.'14i,:++,.
',+, ,. vr,. .is"- .
Heavy Crossbovt +12 +6 3 16 Yes 20
Tempered Metal+ 6l-160 (D100+
*Whether the metal is temperecl i#tf,tlih;,ii1iirt
'iif-{i-srilt ii!'jrlji ilii n'+,t6.jif. i:.ii:j,6l::i; ,,,,,i.1g,.,...r, 1$,,rrir,.,1r1b,,,,.r g*,:tr,,,.
,,ri"'pEl.i,+2$.:1,1,,,,.|r{9.t.,.L,1..6,*r1,r1;1
1,it
,or*olly o, ,ith Light Crossbow +9 +5 _6 _20 yes 18
in.':f.; :r:5*0i rur:j.hi.bi.....,,.r,*f1.:'.r
:;i.r+.:q:i'..;i:;t,tr!1:fr1effi,r.rr'r:*$,1,,i,
ill.;l,g{trifi$4]'$3:,:.i.,,i+iri+..81;l1r,r., i:rf i.+.:,.1
"lY!r-Sfljtfl4f,?,r,,l1i
number ol "hit poinrs" rhar the item will take before it breaks. LongBow +12 +g 0 -10 yes 30
ftfrer f,ac*et 5
The Players arrempring to break it would then roll lDl0 and .t- i.i1.ii.flr...*1,:jllii +rac..,..",p16:i ',.i.*,t,,..,
divide the applied srrength by their roll, rounding up. The Other Throrrn
Weapons
result is the "hits" inflicted. For damage to count, at least
25Vo of the item's value, rounded up, must be inflicted on it.
Sling
SUBDUAL
The chance, stated as a percentage of the HpV, equals:
(TOTAI, SUBDUAL DAMAGE+ ACTUAL DAMAGE)/HPv
This fraction is converted to a percentage, rounding down.
This percenrage, minus the Stamina of the victim, is the hexes.
percentage chance that that punch will knock the person
out.
IMPORTANT-If the victim is not knocked out, he carries RANGE TABI,E
fifteen points of subdual damage into the next round. Actual PorNr
damage applies only towards knockouts in the subdual system, RaNcs BraNr< SHonr Mro. LoNc Exr.
unless the actual damage scored is sufficient to kill the vic_ iiliililiiiiil.llj 'Jtt+,tf
r.g:ii ;,i :,r ,ii:,r,;j1,.,i,.r. jgrr,i
r.jii::ltinrl::;t.;r.:111,..1;!.L.].,..fr.i,iFf,gosriijl,iirr..
:ir:jt:li,ili;ii*jtr.,+i1:+:lr+liqnrf
tim-in which case it will. No target that 3None 0 l+2 j
is taken unaware
when subdual is attempted may subtract his Stamina from his ',i ii;t'4:iri.lj.lii 1.,.,.. . z - . ,,
None
,,Ji4..,,r',,.,11[,;, :r,
chance of being knocked out. Use the determined percentage
5 0 I 2rj 4_5 None
,iii,,:lilii*,ii,riiri i1fir#i1i:1,"r.,1.$s;l.i.n..rrl,6:1...,'{ii;,,r,,.',.,,
without modification.
7 0 I 2_4 5_7 None
DURATION OF UNCONSCIOUSNESS i'i..;iir.S,ji'l.:' ;1,ii,g:.li1flri-lid+.zirfl;.,r$l1 ,r,rll.J,. rj,:r:,,,,,:Nooe,.;,',.,,'
I 0 t-Z 3_5 6_9 None
A person that is knocked out will remain unconscious for: .'ljiij'i r' $.+,, ', i,:"t?.,l,:it-',:lll. .ri i.,'15r;,6j1', +oie,. .,i..,,
(100 - Stamina) + (Actual Damage x l0) turns l1 0+l 2 1-6 T-11 rrrr*
iilriii*aliijiti.ri
13 0+ I
Ui*i:.,,,,,,,,;...1..,...|
'.f i.,,ffiin1..ffi.f,:1,.,
IMPORTANT-Regardless of rhe resulr of this formula, the 2+3 t_7 8_13 t4_26*
minimum number of turns that a person will remain un- l!i+'1i.tg.i.', i'!1, iql'::,,.rt.gr,i1, ,';i'r,g,'?11:r-:r1.,.,6,fi,, .iS.?,*,+i ttri.,]i
if 15 0+ I 2+3 4-8 9_15 16-30*
conscious he is knocked out equals:
ilijliiii#i:ir:i:i :ii. iii*rfi.i'ti1iib:i,,i ,ii=ri.,,,.,, ,,,,
10 - StB turns t7
tt u+t
0+ I 2-4
2-4
2-4 5_9 10_17 18-34*
5-9
Il the result of the main formuia is negative, the formula ;l l$.i'.ri'ir..i$.1;ti .|.1;'5 .r';tgi,1g:;.|:i,,jf4g136.!1,,'.,,n
jr,ii,jilfli*.t'ii
above should be used. 19 0+t ?.:a.., 5_10 il19 -' "',riifi20_38*
il.:ii'tl{g.ll{,iri'fti5.,...,,..,,.6;Io.,1, *;1i,1.,r,|
2l o-2 3_5 6_li t2-21 22 42*
ri:, ;! .',:,.1ti;i11r1, .1.fii.ilrgi5+i.l1. 11.i.l ;f,Ar*i l...tffi;1,r+,
23 0-2 3_5 6_12 t3-23 24-46
l:;i;;ii.{*.i.r :iir$:ix ir|:i ,, +j ,.i.,i,
. 2s 0_2 1_S 7-t3 t4_2s 26_50
';:iffir1ii;1i,.:t$;2, ilr3:6 . ..7:r3. I4;1,.,;;i];13jf. ..
zr 0_2
,
27 O-2 3.6... T-ti
i-6 7:14 r{15.27 a7 ..28-_.54
ao.^
i;iti,itllp -,,i .ti; ,,ft,;
o-2 i,3_7, . .eJ ..., .ii"i*.+,1,i:' .,i::.,,,,
2s..,.... . g?
, .. ?2 8:15 16-2s 30-s8
;-;;
30
"ri1,u1.$,-$r.1r"r.;i
r 0-3 4.7 8.15 ii,.j,r j
;.9..11r., i*,?j.,,r...::,, ,...r.if6,r.r,,r,'
*If Extreme Range is possible for the weapon type that is
being used.

BOWS
To use a Bow class weapon the firer's SB must be greater
RELOADING CROSSBOWS
than, or equal to, the WSB of the weapon l. If it isn't, he
Cnosssow Typr puasrs ro Rrroao -
cannot draw or string the bow.
RepeatingCrossbow g
Light Crossbow 2 NOTB-The rule above will not apply to any Elven bows. For
Heavy Crossbow Magic Bows that are not Elven, the (WSB/2)
Arbalest
3
- l, rounded
4 down, is compared to the firer's SB.
DODGING DSFG..E.VALLTf : AB+ IlB

E
Doocr Tor.qL V,A.rus DoocEo
l0 11
veruE .LT.1 l+2 3+4 5 6 7 E 9 12+-Up

0309020V010%5goNNNNNNN )i N
+o', :o',
i '5090 zo'. tqZ; 5Zo 590
lt l! N
N N N I't
2 40Vo 3090 zniqo 1090 N N

\"' '' i6qi


' Soal; 50vo '+ovo 30vo 2'0vo 1090 5vo N N N

6 9090 80% 10vo 6090 5090 40s/0 3090 20vo l09o 590 , .lJ.
8 A 'A 90vo 80vo '70iq0 60% 5090 . aQfio 3090 2avo 10,Yr
lg;Up'' ; A A A gOVo 80% lOVo 6090 5090 4090 3090
A = Automatic success N : Automatic failure

DODGING MAGIC 4! R4A{;E{


This section lists the tables that are used in learning and
A) The Character has a clear view of the person or thing casting magic. It does not include any ol the Expertise Effect
that is casting the spell. tables that are listeci as a part ol each spell description. Consult
B) The spell is a spell that inflicts damage when it succeeds. Book Two when this information is required.
C) The physical appearance of the spell is BOTH direc-
tional and visible. SPELL PRIORITY
When, in a given baltle, two spells take effect in the same
IMPORTANT-If this form of dodging is allowed, the total phase, the caster with the highest MEL + EL total will resolve
value dodged for the spel1 equals: the effect ol his spell first. in case of a tie, characters will
The AV of the dodger's armor + the EL of the spell resolve the eflect of their spell before non-player characters.

IMPORTANT-If a Character attempts to dodge a spell, and NOTE-ln all cases, the maximum EL that a caster can cast is
fails, he will use his MDV at % value, rounded down, in used in the formula above regardless of the EL that he actually
resisting its effects. cast. Ilthe caster of a spell is struck by a hostile spell before his
spell goes olf his spell is lost.
SHIELDS VS MAGIC WHEN DODGING
OPTIONAL-The following rules may be employed in THE MAGIC TABLE
physically resisting magic that can be dodged: The table below is used to determine the eflect of all spells,
poisons and supernatural events. Where the term BL is used
A) lf the dodge attempt is a Partial Success, the dodger for ANY roll, anywhere in these rules, the roll is taken on the
may subtract his Dodge Value + 3 from the number ol hits Magic Table.
that the spell inflicts.

B) The dodger, if his dodge does not succeed, may attempt ABYSMAL
to interpose his shield betrveen himself and the spell. His LINE SUCCESS FAILURE FAILURE
chance of doing so equals: 0 0l-35 36-90 9l
1 0l-38 39-91 92
Dodge Chance + Shield AV + EL in the Shield r,:,,,,.,,,,,.,,r,'j,.:r,.;1..,,:,i,1,]i6i".$.1r.,::'i1.,,i,i -4!:92.r,,;.:r:, 'ii,,',,r'r,;93 .
,,
Il he succeeds, handle the spell's success as specified for 3 01-44 45-93 94
a Shield Hit except that magical shields will block
.

,,:r:..1,:. , :';,..,: i'.:f.r, r-f0li4?


1, ,. 48-94 g5,ri..r'1.;::11.ri .r,rr
(AVY2),usable EL hit points. 5 01-50 5 l -95 96
:'.i...;'l'...'.;11....;15;'...lr.li:.:.'il.?l:l|.;il...r1...5try"'.li1';;.:;'.:11;l.9'
DODGING MISSILE FIRE 7 0l -54 55-9'7 98
Missile fire can be dodged when characters: ...:, ,:.,,, ,::,.,,,.:,:t:t,,::t.,t. , , ;,61,r; .tl:' :i,,,. t. t,.ili"' .lel
,,,i "98'i ,
A) Can see the firer release the missile. 9 0l-58 59-99 100
B) Can see the missile coming for at least 5090 of its flight ,"r ,:,.';
;,,,. ;,'r r..l ,,,1, :,,b+',u 61 - I00 6ji:ii .r'it,r'lrii'r,
to\r"ards them. ll 0l-62 63-101 142
t,r,j
t:, t',,1,ti,,,t,,t1 ].,,,,1,,,;i;.,,...]iiffiii'ri.r,t,.:,,,s$ r:,.,,,'t,,',litii'$ , ;,,-i ,;.llr'rr
,
TOTAL VALUE DODGED 13 01-66 67-103 104
The AV of the dodger's armor+a Missile Range modifier :,.ti': ,:.rt:rt;tr:r14:,::,:r;,,:1,:.1r;l,.t,0Ii681.,11:: r:.ilrrl". 9;iO4..'',i;.,;;,';lr;,,,1$j;r ri; t:l:;i1:.'.: 1,

l5 01-70 7l-105 106


-l=,,;;
MISSILE RANGE MODIFIERS ,.tt0i4,i', rr,,:r'.,iii?$iioe:.,t'tt,:,t"it,lisi:i"t:r,,i "
,:,r,,llri.l':i.6,ri:r,',L1,,:
ReNcr ReNcr
l7 0l-'74 75-107 108
',r1,;:1rr;,1g1:.1.i!;,::,t l ,i',,:l,.t;:,$i4g.1.'iiiiri,r.rffi.l:,i :i,'41ii,1,,,
FnacrroN Mootrtsn Fn'q.crtoN Moltrlrn t rf

Point Blank 8 Long 0 0t-78 79-109 I l0

Short 4 Extreme -2
Medium 2

Where the weapon that fires the missile has a listed WSB'
the WSB/3. rounded up, is added to the modifier above'
22
ABYSMAL FAILURE
POISON
AB}'SMAL A) SUCCESS-The poison has its affect on rhe rarger.

B) FAILURE-The victim loses 2D10 + BL energy poinrs.


If the energy level of the victim reaches zero or less, the
poison has its listed effecr. If the elfect is not immediate
death, the victim,s energy level is increased to its pre_poison
level before the effect takes place.

C) ABYSMAL FAILURE-Abysmal Failure has no effect


on the victim.

POISON EFFECTS
Various types of poison exist in this game. When thev
suc
ceed, the following eflects will be applied:

A) IMMEDIATE DEATH-The victim loses 2Dl0+20


energy points per phase. When the energy level is zero
or
less, he is dead.
B) DEATH-Lose lDl0 + BL energy points per two
phases. When the energy level is zero or less,
the victim is
dead.
C) SLOW DEATH-Lose BL energy points per rurn.
When the energy level is zero or less, the victim dies.
D) PARALYSIS/PARALYTIC-The victim is paralyzed
MANA LEVEI, lor TWO hourr rimes rhe Bl_ ol the poison.
Torar MaNa Torer MaNa Torar Maxn NOTE-The four poison forms obove ore the basic
Var-uE Lrvrr Varur Lrvrr Verue Lpvu forms that
exist. Others are possible. Those that are, ere explained where
ri].;iil irir$f'.,'.'ril.;,r1;r. i.8ti9.ff.1.. ,"lfi1,,, ildtri rin.i,fl:rf,,I they apply.
9l-100 l0 l7r-180 18
.r$,rj.. .j t', ,.;., Jtliig{}r"ri.r.:'.trg'. r
rit' IMPORTANT-AII energy losses are remporary. When the ef_
3l-40 4 I I l-120 t2 l9l-200 fect of the poison ends, the points are regained as specified
20 in
i.li ,Xtltil30 ., :.,.!3i' ,ltHr12t$::ii'.i r:'i..i., Book One, section 1.3253. They are used above to determine
6 l3 l- 140 14 2tt-220 how- long it will take a given type of poison to effect given
22 a
'ji!;, 1i+,1$$, i" ,.r!'i victim. The life can be saved if the Character is helped before
'i. the poison has a terminal effect on him.
7l-80 l5l-160 l6 231-240 24
If the total value exceeds continue the established
MAGIC DEFENSE VALUE
MAGICAL HEALING
The Magic Defense Value (MDV) of a non_magic user is When more than ONE Magical Healing power,
equal to his Mana Level. A trained magic_user has an regardless of type, is used on a given Character in lhe
MDV same 2zl
equal to his Mana Level plus (MEL)/Z, round up. A natural hour period, it can KILL.
ic-user's MDV equals Mana Level plus MEL, The chance that the Character can withstand the rreatment
CASTING ABILITY is:
Amagic-user's Casting Ability is a function of his MEL Cx2 - (Hit Points Taken x (Magic Uses for Healing _ l))
and his Mana Level" per MEL that a magic_user increases, The die used for Magic Healing is lD6 instead of 1D3.
his
Casting Ability is increased by his current Mana Level.
IMPORTANT-In starring a magic_user, multiply his starting CASTING COST
MEL times his current Mana Level, after all iniiial increases Base Mana Cost + (EL x 2)
have been applied. Il the starting MEL is zero, Casting Ability The table below gives the possible solutions of this formula
ls ML/2 rounded down. in play:
TVTANA REGENERATION Basr Expnnrrsn Lrvnr
MaNaCosr 0 I 2 3 4 S 6 i g 910 ll
Macrc ExpanrrNcr
Lrvrl r,,:'.',i.,,... .1;.,,::.I,rri,',,3r,-l5r,?.r;1 tr11:.1,,i :i,IL.I:?, tl .Ai,,,i:-
Wru. CI-4 5-9 10-14 15-19 2 2 4 6 81012141618202224
3 3 I .ilgr ir.13,r.,:,:1f.:1g,..ii afr.,fgi.t
',.i,i'i,'4 ,i;jr1j.
4 6 8t0t214 161820222426
i.,'5;, .
ir.,,,irt'.ixui,,,ii e,,,;.1.....#'.*r.#..,,
6 6 8 l0 12 14 16 lR ro )) )t 1A 1a
51-60

7r-80 itil.iii. i-ti:] ia:t'iiti.,:, :,.3:1;,,


1:.f'n.'1:;.01...r:1:,r$j,,l
l0
.li;'.:ill$ir.i!{lii.niiiiii'.iiiir$ir .ji:i,il ,i i,.;. i.l'ttiii1ffi.il1 10..rt:r..,,,.
12 14 16 18 20 22 24 26 28 30 32
.gp,.:1t$f$ii 4i',,
9r-100 l0 11 t2 t3 20 20 22 2!4 26 28 30'lz' tq'li ir'oo oi
5ii3e,,;1

23
CASTING SPEED SPELL LISTS
(MEL+EL)/2, round up CHAOS POWERS

ErPeRtrsr LsvEr
MEL012 3 4 S 6',l 8 910 11
r'rii rii'l$-ii|'::3,itft.1.;*.1:i|$li irii:
iij,,.::lg.,.fiOllrl;li::rillir.rii...:
111223344s566
':,l.rg:ii.rjrf.1ii,i,4r..;..1;..1;$:.i girit', ,1:.,i4:t*r'll iii; il:.6ir'rri. i?;ri
322334455667'l
1iir. i.i; 1: li;:,4,.r'ii*.r,,r,i."ii,"i ,,,',: ti 'i .:i:: i8'.;,
5334455667788
..,:ili. .,r:3.iiir rli.i. i ,,;,, l tiotli'i:.. ''ii*' lttffi
7445566778899
ii.r,.:si:1l :i. .!i r;u6rii :,,.1+.;ii,Eiiiiffi.'i!',ii;is+i$itt]:'i
955667788991010 ji'iiitli:ii.iitliiler,::i;,i*.iji
i1..11i1ii1,;;.':j,riiiir*,,ffi rib: giii1|}$l$,.j.ti:i
11 6 6 7 '7 8 8 9 9 l0 l0 11 ll
,"'i':il'g r,:.$:iiiiti:jil+;iir tj.i :ri,. ;.l9'o.i{b,i,: 'j;ii1,i:Liiii ,
13 7 't 8 8 9 9 l0 i0 ll ll 12 12
irr, ,n:r,$t,, *i*+ ]ftI:i6ji:i :+11t"'{ti
rrliiiln,iijiii}ilili'ti
15 8 8 9 9 l0 l0 1l 1l 12 12 13 13
.:.i ;iiii,i.l#ir'1*ilu.iiU.1;;r*rili,,,i:i:.r,'i i...'!.#i#t+!ff
l1 9 9 l0 10 11 11 12 12 13 13 14 14
i::i;,:, r: i,.*$;',ftii:jjii:r,illiiLij,i..i ira:ii;'t+liiirl ligi.:ll. itt;
19 10 10 1l ll 12 12 13 i3 14 14 15 15
;rq.':ior1i'-ii}iiii. iiis.i'i.icj .irs;il it+ilirliilsiinii
*When these values apply, the casting speed is ONE mana Besr Besr
MeNa MaNe
point per turn. The person has little or no knowledge of what Ron Sprrr Cosr Rorr Cos:r
he is doing.
06-09 Hatred I 60-64 Shape Changing

I,EARNING NEW SPELLS


iilirgr*,*iliii.tt iiin'iili4ir,l*jiiji,l
l5-19 Masquerade | 70-^13 Tongue: 3

(Base Mana Cost + 1) squared .,,igg; lii+r,.iji+l111li

25-31 Quarrels I 78-81 Fatal Spear 4

Bese
,li,F}t$fl,ii,ii:A,t S
ii,i1+ii.rir,B-:,i.l!i
Besr 38-43 Desert Powers 2 86-88 Travel Powers
MeNa PorNr Cosr MeNe PorNr Cosr i:ii&-i$?ii,I,F$",ii.$
Cosr alone instructed Cosr alone inslructed 48-51 Storm Powers 2 92-94
14216432
2 9 5 E 81 1l 'j+$a.41$3'ililbbi$ii!r lil,tliir.i!ni;i
Blood Vengeance
3168910050
4 25 13 l0 l2l 61

s 35 l8 15 256 128
6 19 25 20 441 221

IMPORTANT-ln the table above, "instructed" is used in all


cases where a cost reduction applies because the Character has
an instructor or some other aid. "Alone" applies at all other
times. (During apprenticeship, Characters are considered to be
instructed. Use the instructed cost for their starting INCREASING EI,'S
education.) CASTING COST x (EL - 3)
BnsE
MAXIMUM trL MnNe Exprnrist Lrvrr
Mectc Pern Fonuute Cosr | 2 3 4 5 6 7 8 910 11
Wizardry (l + MEL)/10, round down t 12 25 42 63 88 ll7 150 187 228 273 322
Sidh Magic (Em + MEL)/10, round down 2 t6 30 48 70 96 126 160 198 240 286 336
Shamanism (W+MEL)/10, round down 3 20 35 54 7T t04 135 170 209 252 299 350
4 24 40 60 84 112 144 180 220 264 312 364
(X + MEL)/10 Maxnauu EL (X + MEL)/10 Maxruutr't EL 5 28 45 66 9t 120 153 190 231 276 325 3'/8
1-9 0 10-79 7 6 32 50 72 98 128 t62 2W 242 288 338 392
10-19 I 80-89 8 7 36 55 78 105 136 l'71 2t0 253 300 351 406
20-29 2 90-99 9 E 40 60 84 112 144 180 220 264 312 364 420
30-39 3 100-109 l0 9 44 65 90 119 152 189 230 2'75 324 377 434
40-49 4 110-Ir9 1l 10 48 70 96 126 160 198 240 286 336 390 448
50-59 5 120-129 12 15 68 95 t26 161 200 243 290 34t 396 455 518
60-69 6 130-139 13 20 88 120 156 t96 240 288 340 396 456 520 588
24
CREATURE
CONTACT LEVEL CHART
CREATURE, CL ALICN. r.AN(;UA(;E CREATURE CL ALIGN LANGUAGI,

Asuna, Ahura I Law Tongue ot Lieht Devox, Storm 2 Chaos Young Chaos
iiii;.Ci1 ii#ffi1ii fi;.t,1ri J Lavr. ronlueor,La"wft1r;re , .Dttrnoxl;i-Jp,1.tfll$*r--*, irr$,{$pei, '
Asunn. Angels of Fury 2 Law (Tongue of Lawful Fire Drvor, Subterranean I Chaos Fiery Chaos, Young Chaos
and Tongue of Light) DtvoN, Terrestrial I Chaos Young Chaos
llii.l .i!it*li*l.,1, iiiiil:i'l'iii,;i:,r,,i,:l i#$i{i,e;i.;;'.ffiiiliiliiiitriil.
AHuRA, Kerubim 3 Law Lawful Fire and Liehr ErrusNrer, Air I Elder Wind
iiliiJ.riA*$**lr*rrti!: irliiiieit:'#L[dj:tit',ftgh+;i
AHrna. Vereshina I I au tl a\4ful Firet tt lutrret . Fire I Elder EJder Fire
a*"*"o*u, i,ti*orrut z Chuo, Lifitrr:, corrnuna EreMEnrat. Warer I Flder Fldei Water

Asecur I Balance Primal Fev Honse, Female 1 Elder (Sidh and Elf Sidh)

Br:,qsr, Disorder 3 Chaos (Abyss) CHosr I Chaos Hecate


r;;ti,,,S;**tt:;i-f,!i +,e*A+i;ili+X+*,iili:l, :iirjlriiiiiiilio:. iirrir i'iiii,l,lrilii. ,;t.
Be a.sr, Terror 2 Chaos (Abyss) Jtrx, Jinn I Elder Jinn, Elder Fire and Earth
i.iii*r.a*iq,i:'xs,& :"txliii,'es:,a r' .ai d l,l .:r;i io,,p,dii;lri,riri.li,l llii';iliaiill:l
Leuuessrn 3
DeorNr Sross i Kotorhi Kotothi. Sidh Chaos Death

Deuor. Decav I Chaos Youne Chaos SrNrrNer BEnsr 2 Balance None

DrvoN, Disease lD3* Chaos Death, Young Chaos ToNas I Elder Tonah Tongue,
Dgnur.r. Fierv Soirir 2 Chaos Fierv Chaos one Animal tongue
. Ds^a{rx, Hurab s*rapet .-=:,:-:i=,,:.:,.:-:,, .li1i;ltilii;Llliffi
DrnoN, Heliophobic 2 Chaos Darkness, Death,
Young Chaos

RANDOM SPELL SELECTION GENERAL SKILLS


Rorr- Sprrr Lrsr Rorl Sprrr Lrsr Besr B,q.sE
1 Ceneral Skills 8 Shamanistic Powers MaNa Merue
2+3 Law Powers 9 Sidh Magics Rolr- Spell Cosr Roll Sptlr Cosr
4+5 Chaos Powers 10 Balance Powers I Communicate 1 7 Dispell,'Banish 3
6 +7 Elder Powers 2 Detection I 8 Knowledge 5
3 Divination I 9 Summoning 7

SIDH MAGICS SHAMANISTIC POWERS 4 + 5 Protection 2 f0 Permanent Magics 9


6 Purification 2

LAW POWERS

BALANCE POWERS
Bese Basr
Maue Mare
Rorr Spnrr Cosr Rorr SPrrr Cosr
I'si#iiii:i'iei*l
10-18 Damage Reversal I
'lli;,itiiii$:i:#
68-75 Travel Powers 4
ts-zi. spqeal' -'Sleep ijiltFl/iiijiill
I 83-88 Fate l0
28-36 Watchful
r,l+!!;i*ri:l
iiil":,1liili.ii i;t
45-52 Preserve the Dead 2
2 93-100 Planar Travel 15

i111141;1lii"ri'it; ilri;i;+:irrii1
SUPERNATURAL LANGUAGE TABLE
5) E}lCCILJNTNRS lists the basic statistics for each creature and animal. These
This section details important tables that are used to resolve tables do not include any information on the special attributes,
various things that can occur in moving strategically. It is also powers or appearance of these creatures. They are solely intended
used to determine the chance that an encounter will occur. As a as a statistical reference. For more detailed information, you
new aid, the section contains a Creatllre Statistics section that must consult Book Three.
CREATURE ENCOUNTER CHANCES
AERIAL ENCOUNTERS DESERT ENCOUNTERS
BASE ENCOUNTER CHANCE BASE ENCOUNTER CHANCE
DAY DAY
Cnnarunr HuuaN NoNr Cnrerunr HulaaN NoNr
i+r'iiiii+iii
NIGHT NIGHT
Cnraruns HulreN NoNr Cnrarunr HuuaN NoNr

BADLANDS ENCOUNTERS FOREST ENCOUNTERS


BASE ENCOUNTER CHANCE BASE ENCOUNTER CHANCE
DAY
Cnrarunr HuuaN Nor.r
ri:riri$i$isti;r'ri
NIGHT
Huuax NoNe CnEerunr HuveN NoNn

CITY ENCOUNTERS HILL ENCOUNTERS


BASE ENCOUNTER CHANCE BASE ENCOUNTER CHANCE
DAY DAY
CRrerune Huuex NoNr Cnrerunr HunaaN NoNr

NIGHT NIGHT
Cns,q.trins Huulw NoNn Cnrerunr HuuaN Nowr

CITY MARGIN ENCOUNTERS JUNGLE ENCOUNTERS


BASE ENCOUNTER CHANCE BASE ENCOUNTER CHANCE
DAY DAY
Cnnarunt HuuaN NoNr Cnrerunn Huuew NoNr

NIGHT
Cnparunr HuueN NoNr Cnrerunr Hulra,N NoNr
LOWER WORLD ENCOUNTERS GUARDIAN TABI,E
BASE ENCOUNTER CHANCE
Cnrarunr HuueN NoNr
ti::i'ri1f#i+fdr,i:

MOUNTAIN ENCOUNTERS
BASE ENCOUNTER CHANCE
DAY
Cnrerune Huuax NoNp
fl?t*!,1fi+.'{iji+l

NIGHT
Cnrarunr HuueN Noun
$iiltirixliiti;i

PLAIII{S ENCOUNTER
BASE ENCOUNTER CHANCE
DAY
Cnrerunr HuuaN NoNr
i:i"t+,+ri1liii1fiir:

NIGHT
Cnsarunr HuuaN NoNr
[1i;i+++1i:liil,1

ROADWAY ENCOUNTERS
BASE ENCOUNTER CHANCE
DAY
Cnratunr HunaaN NoNp
liii{riitllii
NIGHT
Cnrerunp HurnleN NoNr
lii+iji,liiiirlii'it i

RUIN ENCOUNTERS
BASE ENCOUNTER CHANCE
DAY
Cnrerune HuuaN NoNr WATERWAY ENCOUNTERS
iiiifilitlsr+r1i BASE ENCOUNTER CHANCE
NIGHT DAY
Cnsarunr HuM,q.N NoNr Cnnarunr HurraaN Noxr
ilt;iil,f;i]litiliii lil'r''lriliiliiiill
NIGHT
SWAMP ENCOUNTERS
Cnrerunr HuueN NoNs

BASE ENCOUNTER CHANCE


lliliilit'iiiitl,,li liijjiiri::,':.. .ii'i,.,,,

DAY
Cnrerunr HuuaN NoNr
li;iliiijdll*ri
NIGHT
Cnrerunr HuueN NoNr
rii++liiiiitiriil

UNDERGROUND ENCOUNTERS
BASE BNCOUNTER CHANCE
Cnrerunr Huuex Norsr
li4llill1x1flilrj

UPPER WORLD ENCOUNTERS


BASE ENCOUNTER CHANCE
DAY
Cneerunr HurraeN NoNe
ilillir+i$iiitii,--1,X1

NIGHT
Cnrerunr HuueN NoNB
1.11+1iii'it{litl.]

28
MOVEMENT MODES SEARCHING
MODE MODIFIER* A) The Releree will set a Base Chance of success, depending
NormalMovement 0
on the size of the item searched for, how well it is hidden and
Hunting - 5
other factors that he considers to be appropriate.
Searching l0
Camoed 5
The MINIMUM Base Chance that the Referee may set is
*The modifier listed in the table above is added to the Referee's roll on 10%. The MAXIMUM Base Chance that can be set is 80V0.
the appropriate Encounter Table. The minimum result, drie to this B) The Player with the Highest Survival EL for the terrain
modifier, will be 01. that is being searched will roll D100 and subtract his EL from
the roll. Any result less than or equal to the Base Chance in-
HUNTING SUCCESS CHANCE dicates a successful search. Partial Success means that the
Base Chance + (Highest Survival EL* X 3)
party may continue to search during future strategic turns
*The Highest Survival EL for the terrain that the party is actually with no reduction in their Base Chance of success. Failure
hunting in. means that the Base Chance is reduced 5090, rounded down,
if the party chooses to continue the search. At any time that
the Base Chance reaches zero, the party will give up and is no
BASE CHANCE AND YIELD TABLE
longer allowed to search that hex for the item that they want
BASE BASE to find.
TERRAIN CHANCE YIELD
.,,iiiF,t*F-,t' tili.:;.r.r,1ii1l
Rorr Fnio Rorr FrNn
Badlands 30Vo 2 01-25 Food Points** 1l-75 Mineral Deposit
i 26-40 Animal Signs 76+77 Buildings
=:ci1i+iiirfiti{+i+
:
City Margins ** ** 41-50 Game Trail
51-65 Creatures
7E-82
83-88
Creature Lair
Cave or Cavern
Forest 5090 5 66-10 Natural Material 89-100 Other*
:-;. _===-..-::l!
rAnything that the Rel'eree desires the Darty to find.
Jungle 40Vo **Dl(X) food points. The type of food is at the Referee's discretion.

WAKING UP
BASE CHANCE
(W + Em)/2, round up

GENERAL RUI,ES
Upper World*** 20Vo 2D6
A) There is a discernible noise OR another party member
tries to wake the person-Chance x 2.
*Add the Base Chance to the Base Chance for the terrain that B) There is a discernible noise AND another party member
the party is flying over. The increase is only received when the tries to wake the person-Chance x 3.
flyer is at an elevation of at least 30 and no more than 120 feet. It C) The person suffers an injury while sleeping-
will apply at l/2 value in Forest, Jungle, Mountains, Ruins and Automatically wakes.
Swamps. It will not apply in Underground, City and Upper Each sleeper is allowed to roll each phase. The chance deter-
World hunting unless the Referee specifies that it does. Any mined above is always additive. On the first phase after waking
encounter that a flyine hunter has will be an ,Aerial Encounter. the person is allowed to stand and gather his wits. On all phases
**As listed for the surrounding terrain or, for Aerial, the terrain thereafter he may take any action that he desires.
helow
***Food is only found in Law or non-elemental Elder Regions. AMBUSH
Other areas, unless specifically allowed by the Referee, have no BASE CHANCE
edible growing substances or food animals. The food potential of
areas that are created bv the Referee mav be set at his discretion. Ambush Chance + Highest Survival EL
@The multiplier to the left of the slash applies in the Elder
Lands, areas inhabited by the Sidh and other Elder Races. The AMBUSH CHANCE TABLE
multiplier to the right of the slash applies in the Pale of Kototh TERRAIN CHANCE TERRAIN CHANCN
and all Elemental Kingdoms. In all multiplications using this Badlands
factor, the result is rounded down. If the final result is zero, no
25Vo Ruins * 1090*
Desert 20Vo Swamp 35Vo
edible food can be found in the area. It is a desicated, withered Forest
and noxious area.
3090 Underground 20Vo
Hill 25Vo Waterway 25Vo
Jungle 3590 City** 25Vo
AVOIDANCE CHANCE Mountain 25Vo Lower World * 590*
(Ambush Chance x 3) the Numtrer of Entities involved
Plains 20Vo Upper World ***
- Roadway + 10Vo*
The Referee will set the chance based on the type of *The listed factor is added to the chance for the surrounding
"terrain" that exists. He may set any chance from 5Vo to 80V0. terrain.
Only creatures native to the "terrain", or persons with survival **In cities, the Trailing EL divided by 5, rounded down, may be
skill in it can attempt an ambush. Novices have no chance used in addition to City Survival. Only the Trailing skill of the
whatsoever. person with the highest City Survival will apply in this case.
HUMAN ENCOUNTERS CITY ENCOUNTERS
NUMBER ENCOUNTERED AnEe TypE Dev Nlc;sr
, .{le'! gf p :, r 1'.',. :,f iii .i09ri:,
Roli lD10 on the table below:
Main Road 590 I 090
ROI,I, NF** ROLL NF** :.illtalketl$Ir{r , i, "' ?0q$ i '1O.qol
t I 8+9 2Dl0 Military Area 3090 20Vo
2+3 1D6 10 ,r,,,Pig fiJ4 ryt,,, .,,. l0- -rlr'r, :lsrrys"
4-1 2D6 Poor Road l0rto 2AVo
:,' FLivat*1,tl.oir.q9 ,,,,' afl%:l .?5 n,
**NF = Number Found. Private Room l09o 590
..,,f.ublte.gdld .,., {i.!rp;,,1 .r JVo'
Rich District l09o l59o
MOTIVATION TABLES :',.,Taltrn1{11nr.,r,"...,t 1t{h.:,: ::2sry0,
Warehouse/Wharf
A) SINGLE ENCOUNTER-Whenever only one person is encountered District 15% 3090
(This includes a lD6 encounter where a I is rolled.) ENCOUNTER AREAS
ROLT, CIVILIZED BARBARIAn. WILD CI'MI,I'I,RY
i11,1i19.{!.ffi;;ffi d.i_ii1{;i,.rt i1lilfi,,,ij$+i:t!*rr,i1irFl,..1:1,, ,;"r,'f{ic*?':i'l ';r:',,,
ENcouNtEn Tvpr. Dav Nrcur
05-10Adventurer Adventurer Shaman ,r,;Stafl,Mp.f$+r ::r,,.1,;,;.r,:r"f;,,;.,1;Q:l; r;:r. - gl, g:' I
ra*dr"e.nlltq .,,;.
iii:iililF.s,ijtn4ji ;r.lr,ii'.,;iiir*T i;, Guard, Private 16-20 06-15
21-35 Patrolman Warrior Runaway :ir:{1ii1t14lr,:i,,,,i1..,.r1r.i:.l'.,,.:.,r,J:J .,,.1l }6:,:.
iiifi$ ";r,ii';iEscapee tf.{s ;i..'i.,i1 :ir.;.;S.iiteitr.,'. r:;i,;,' 1i,
:r
Funeral Service 26-35
51-60 Escapee Warrior Criminal 36-40 3145
i:r: !r?$;1p1q*,t ;.:,;1i ii"i''liliri:ftantf{,ii,,,r,,.,,,:r,, 1,,rj.Se.4d,*, ying',. Citizen 41-65 46-50
7l-80 Peasant Dead or Dying Lost .t,:t 1eiglrif.u,l;litl; ,.'1.1,..,',1:,.,...r,-.66:$p.r-,t,,-1$1.6$,,.,
iliiri,!;,,-r-;tit tf ,;ir[mrr;...-i:i1,fi :: .Eg,e*itgii, iu i;,t,,," Crealure* 81-85 6l-80
91-96 Merchant Traveller Hunter .',-,Met*tf4uf : 1;.. , iilr.rr; irri I r..r,.13giqp,,:.,'r.$,!;*'8?, ,

iii$.5,1lffi i* j1i;'..:ir.ill{,e.i,s,h.r+S.ii'i:..t'r. iti"li.i dfi S,rartsii.:::: j;.rri i: Street Gang 9l-91 83-88
, ,,:f1g:gv .-: 1,. ',,,:., .,1,,t,,1;,:;jlr. ::,:irI9l19jl;irr I::S9*9l
Other ''
;

98-100 92-100
B) 1D6 and 2D6-Whenever two to twelve persons are encountered *Roll on the appropriate Creature cncounier ',ablc
use this table. tvtAttt t(t AL,
(lncluding 2Dl0 results of 2 tol2 percons.) ExcouNrsn Typp Dev NrGHr
ROLL CIVILIZED BARBARIAN WILD Guard 0l .62 0l-08
i..irr$-h+fi**,'{Far{yi Beggar 03-12 09-15
irt:li03iif3j,i$t:!.1ffiii.i:,sta.utarlr.l :rr ,:,.::,:itr,.,:.rrritr,,r,:,t,13.3c ,:
04-0E Adventurers Adventurers Wizard's Party :iiatii'ititr*!lf:,,,1,ir 16,35

.iil0,fi$s.ijr,{ta,!ffi li{;:.:,,1#t+rri*.rF,'1,,0;r':,':4at$gn r1i r,:r..i,,


Recruiter 31-35 36-38
21-35Bandits Raiders Hunters ,i.r.,ritninal.;.1:r :',rl:.: 1r.r, :.-::.,:. r: I
:3 -4J :,. :. 39.riJ
Foreigner 46-60 5.+-60
i:ii$-{.isf,,r:t.t" '..:N..tti1ii,;.'lt lil r$,i :'.i.,:ii:.rr:.,lrB.efldil*''.'rn':.-:,rlr:i:r Magician 61 6l
56-70 Travellers Outcasts Pilgrims
Animal 62-65 62-'70
iii1tl}ff.Sil.S,
8l-EE Merchants Entertainers
...:,.i,..,:.i'.rii1V.a1.L
Travellers
,1l:.,,",.,,
t:trtll:,t$lt$qlric-flng:r,.. .,1.;,:: : : i"i,'6i5-?{ :' ?:1-8*'
!l-95_ Entertainers .i: ,sfgh S i,.liil A ,S5ri
,..:,
Merchanl 11-90 8l-85
r:,l:rt :iffiilll*ry;folu*nfr.., ,:,: ,' ',. '.',
', 91.98 ::.,; 96-g*
96-100 Dead or Dying Dead or Diing Lo.r '' " oih..' '

MARKET/SHOP
C) 2D10-Use this table whenever 2Dl0 are rolled and the result is thir
Tvpg
Er.JcouNrsR. Dev Nicsr
teen or higher.
Guard. Prirate 0l-10 0l-15
Guard 1l-20 16-25
ROLL CIVILIZED BARBARIAN WILD
::S'{di.th*hl :'l:-rt,':l;',, r:, .' . ":,, :' 1,.. ?1.3S,.,,"'*. tO'
il.i$,$ftt jli8,,qll ri.,L,,,.iWqrx,1pi ii i:i.....;iu,',&-ar.rdit-si;"iii';,;rr', :
Beggar
:t,:

31-45 3l-34
16-35 Bandits Raiders Hunters ,.,r;l.,rr:. i'4;6;5O :' ':,,,J5.50
iliu+rg.rifi,..r,'f.,i,:F.il!rffi-i,:.",,,i,, ,l'eii!nirfbl.,.,.,";,.r1ti:, t.;,:,,,,:.
t!fi$,6if.S.i.i1qitE$$d1
6l-75 Travellers
'.,i:ii;ri l Outcasts Lost
Citizen 51-65 51-55
.t*ttfUitti.tt:tt,.i.:, t:lrftt:ti,-
.1t,r; ;r1$Sr1ff.,. .'56160,
P.'itiF
itr,..i?'c,i .it.r'f,,ti'$l.gr1i ,i',,,t 1..,'l1t Foreigner 7l-15
1,

6l-65
E6-92Merchants Entertainers Travellers Magician 76 +77 66
i;iirEp!i9f,:ii.S"4 1'iijri;'i#erlr{ l'r.iii.'iii:'.l. itresdi'o4 idg'i::., Animal 78-85 67-80
98-100 Slavers Slavers Wild Men
Crowd 86-90 8l -85
Other 91-100 86-100
MILITARY AREA
D) **The Referee may estab[sh any encounter that he desires EucouNrEr. Tvpr Dlv Nrcur
without restriction, or roll on the table below: Guard 0l-40 0l-25
ROLL CIVILIZED BARBARIAN WILD Military Column 4l-60 26-30
ii,llti+l;flgi11 ,til t1r,:1L.:.ii ins.fil,r:.rr1.r,:' 'ri,Of:f.i{er:il::]i..,,,,i,rr:r.trli ,'.,ri:]i rii,;r. :6iI'65.:::.,:.::3i+33,] it
06-15Hamlet CIan Camp Band Camp Citizen 66-'70 34-36
riili;,tfi#;rile .!l#j',,:. ,,ii.i.i;,..1 i1o.9,;l ii]H*ftle.t' .,,j:,ii-: Merchsnl 7l-15 37-1f
31-50 Ceremony Army Outcasts Recruiter 76-80 4l-50
5l'65 Secret Sociery Outcast Camp Character "11f,'.oteigl**il'L:lli::
iilr'.:::;ii:r.r.8'1,i,,.,frJ. :,':
66-E0 Maior Endeavor Major Hunt Secret Society Magician 86 6l + 62
iiriil;4!,Filri$.i$,i,l$
91-97 Battlefield Secret Society
ilv:itgr..{l1a* ,'.',
Ceremony
i,,i4fli!h$l!..;.ir.-t"1..;;;':1'1,', ::1.,,'.i-{lrS$ill,ii 63"ff|
Criminal 9i-95 76-90
!ril..t"i}.,ffilll i.,i ,;:110.t'l}*................f,;.r:,:.;,,,;i.,:.'lrl:.l.... ll: ,:1, .:l:l: ,t1,${.!- 1;li'1,91=.1.,@11,

JO
POOR DISTRICT RICH DISTRICT
ExcouNrrn Typr Day Ntcnr ENCoUNTER TypE Day Nrcur
llii-ttriirrrriilril
iitiilriilii,,,iii,i,
Citizen 06-15 03-25
.:..,,,f fr !:,;i! in$**iri
Criminal 36-40 5l-55
i,:iri:i r,ltr,rtt;*?.g1,*i
Foreigner 46-52 57-60
'.i,iii'.'irot'ii,,t
Magician 66 + 67 74
.j,;t;rlli"iiliirli' liit;iiil'ttttlili'
Animal 76-85 86-95
:r.'ii'jlli,l;..:ri i;:1i'iii,i.i"..ii +li
96-100 r00

POOR ROAD TAVERN/INN


ENcouNrrn Typr Dey NlcHt ENcouNrsn Typr Dey NIGHT
i+lriii;:ilj;ill
6uard 06-15 14-16
+ il9iii1i1,!liili:
Staff Member 05-15 ll-2}
..:tiiiil,;'iii;ili,
Criminal 3l -40 3l-50

Foreigner 51-62 53-60

'
..,",...:.*,.,,"M1i*J*-1,..,-.,,."ii.itiii,iiiiilji,'r,i
Animal ""*'"""""-'ii4-il' " ez'-i5'
.i.rriliiliil.l
Crowd 86-90 9t + 92
,,t'.,.riliii jiirt.iitii

PRIVATE HOUSE
Typr
ENcouNtra Day Nrcnr WAREHOUSE/WHARF DISTRICT
:r' ':j:l,l .il:jili$I$i{isr,,$ .tr ENcouxrsn Typr Day Ntcnr
Family Member 2l-30
"i"ii!l-1:i.lJ,t,+E{,l':ir''i,r,!,1
16-35
"il'iii,jl+tiii:itiriijllitsil
,,.i:ill',iitiiiiiilit; i riitjiiil:iirlir,iii Guard 04-12 Il-15
Merchant 4l -55 4l-48 lijiltli:iijliii''i,i
..!ii.,:'iiriii1iiiji t," 1 ,
Recruiter 25-30 2l-30
Animal 66-75 66-85 ,ilri:ii:jilii-iii'a'1il

.j:,rr, ir,niiiiiil-j$it Animal 46-60 36-50


Crowd
"l.1
8l -90 96 + 97
.i.,,iitrilii;iii,:i,1,i Beggar 7l-80 7l-75
Other 96-100 99+ 100 iliriiii+iitli4lii,:iii#d#.S&.4$
Street Gang 94-96 84-90

PRIVATE ROOM iiil.jll;lillit;'lil,,i


EncouNtsn Typr Dry Nrcsr
:..i]i]lriiili.i.li'j.ii, j
Staff Member ll-20 04-10

I conrvroN ANTMAL ENCouNTERS


.'.,ii;liiiliilirr
Citizen
iiti{iliii+illil
35-55 31-40 I ROLL ENCOUNTER ROLL ENCOUNTER I
| 1 lD6 Dog I 6 2Dl0 Rats** |

Animal 66-70 56-70


I z 2D65 Dog I 1 Horse I
=:iitiiiiiiii.ir : lCat E Mule
:..=:.r,i":iriiri;1',,,! liililiiil'ijj,i ili | 4 I D3 Cats 9 Donkey I

Messenger 81-85 76-85 | I

i.,:il:lil'ii,riliij,iii I S lD6 Rars** l0 Other Animal* |

*Roll
iiii.'. ij,,ilii,,iie,b.r..l I
*Either a wild animal that has wandered into the city or escaped from
on the appropriate Creature encounter table | I

I rhe local arena or a diseased animal of some kind, i.e. a rabid dog, flea- |

I carrying rat, etc. The animal should have EL lD6 Disease on a lD10 I
PUBLIC BUILDING L.tt oi i., z. I

:...-;,:it',iii: TypE iljriltlir$li&$:,]i


Day Nrcsl
ENcouurrn
I **Rats are small rodents. Unless cornered or somehow compelled to do I

Merchgnt 2l-30 26-30 J so, rtrey will not attack large creatures, i.e. larger rhan cat size. If con- |
I flicr resrritr. thev will have the followins sratisrics' I

,,=,,iiiLir{i1iii$,ljr
Citizen
';,lili;+it$:+ffi
4l-55 36-40 AHP 2 ocv 0 DCV 2 NWI +3
s r(- l) st6 D6 At2
.=--:i-:il:Ii!iiiij
MR8 NAV O MDV NF NA
Criminal 66-7 5 5l -60
EnL I CDF I CL NA
O

..-.:,iii:;ifiii
DTV O INT 2
HC 4Vo
Magician 8l 66
SS Nocturnal Scavenger/Omnivore
::...ii-ii.jl:ii.iiiiij
Crowd 9l -95 8l -90 NOTE-Rats are noted disease carriers. When they are en-
.;,.:l.liil|lJiiill countered in the city the Referee should allow a chance that they
*If the public building is an arena the encounter is a gambler. If not, the are carrying some form of contagious disease or hosting a
encounter is with a Tax Collector. parasite that corries one.

31
UNDERGROUND ENCOUNTERS AERIAL ENCOUNTERS
ROLL ENCOUNTER ROLL ENCOUNTER An Aerial encounter is an encounter that occurs IN THE
I Wizard's Party 5-7 Adventurers ,AIR. The only Humans that can possibly be encountered in this
2 Shaman's Party E Character's Party way are:
3 Exploring Soldiers* 9 Lost ROLL ENCOUNTER ROLL ENCOUNTER
4 Escapee 10 Outcast Camp** l+2 Wizard 7 Shaman
*Exploring Soldiers are encountered if the area is Civilized. The
3-5 Wizard's Party t+9 Shaman and Birds
result indicates a party of 2D6 Soldiers protecting lD3 other 6 Flying Artifact l0 Special Character
people. They are exploring the area for mineral wealth,
treasure, etc. In Barbarian areas, this result indicates a party of MAGIC-USERS
2D6 Warriors that are seeking adventure. In a Wild area, this MAGIC USERS-Roll 2D6 lor a random NPC
result is a Band Camp of Wild Men.
**As described oreviousl
CHARACTER CLASS ENCOUNTERS
FIGHTERS-RoI1 2D10 for a random NPC.

CREATURE VARIATION
CREATURE VARIATION TABLE
ROLL MODIFIER+(_) ROLL MODIFIER+(_)
0l+02 .s(2) 7l-80 t.2(.9)
03-06 .6(1.8) 81-68 1.4(.8)
07-12 .7( 1.6) 89-94 1.6(.7)
13-20 .8(1.4) 9s-e8 1 8(.6)
2l-30 .9(1.2) 99+ 100 2(.5)
3l-70 r(l)
The unparenthesized, +, modifier is multiplied times:
AHP St CDF
NWI NAV CL
S MDV EnL

The parenthesized, - , modifier is multiplied times:


D A

32
SPEED (MR) HUMAN LANGUAGE TABLE
Speed modification is based on the + modifier. Consult the
table below using this modilier. 'lhe number yielded is
multiplied times the creature's NIR.

MR VARIATION TABLE
MODITIER MULTIPI-IER MODIFIER MULTIPI,IER
.5 1.5 1.2+1.4 "9
.6+.7 1.3 1.6+l.E .8
.8 + .9 1.1 2 .'7
11

STATISTICS TABLES
CREATTiRF] STATISTICS TABI,I]
CRE.{TLRE AHP OCV DCv NwI S St D A MR NAv MDv FInL CjDF DTV INT

\.1\. 16 7 4(10) -l 20(+ l) 35(-2) 16(1 l) 22(+ l) 9(36) I 5 25 I -3 5

\KHKHARL See the Akhkharu Statistics Table.

\|FAR 15 3* 0 15 l0 3,+(+2) 4U(+2) il 0 l0* -I ll

\:rcur 15 5 4 +2 20(+l) 16(+l) 16(+l) tl t0 2 8 60 5 0 '7

\rHA.H 70 22 2 +2* 125(+5) 60(+l) 4( l) 5(- 1) ll I l0 20 i 1* 1

B: n c;u rsl 16 1 6 -l 33(+2) 25(+l) 12 20(+l) 16 1 t2 l0 5 2 6

Br:Asrs See lhe Beast lable.

Br)uBA 40 12 3(6) -2 44( +2) 33( + 2) l0 12 9(24) I 5 20 .1 0 3

c'ArrsrrH 5 I 16 +l 5(-l) 8 30(+l) 130(+5) ,1ti 0 ,1 20 3 -l 6

Csrulxn 15 i0 .1(8) * l8(+2) 2.1(11; 12 20(+l) 12(32J 0 l0 20 8 -5* 6


:!sira$*-1i,4,:+i.:,
Cu Sros: l0 3 6 0 12 l0(+l) l0 24(+t) 20 t 2 9 .1 _l 3

DAE'TAA'MrRr r- 3 l0 +2 l0 22(+1) 50(+2) 60(+l) 24 0 3 6 I -2 3

DAOTNF SrDHE 14 3 6 +4* t2 l0 l8(+ l) 34(+2) t2 0 14 35 6 2 8

Dren 9 2 3 +5* t4 13 8 8 9 2 0 0 I 0 I

Drrerrre-Te 6 2 3 +3 10 8 NA ZO(+t) t0 0 3 I I 0 1

=pxicex;;iL:.i., ,.fiEi1,.'tijiiLi ii,:il:#,i3:ili..it$S :rii';ru,6,:::.iliii i.ilifi$i,:li:ri.L ,

DnecoN,Ernen 88 26 5(9) -8 Il0(+5) 60(+3) 8 6 7(28) 6 l0 90 18 8

DWARF822+2 12 14 10t290120 146


EDTMMU, Corponar 36 10(16)* 5 -4 10(+2) 22(+l) l0 14 12 4 16 50 5 0 6
i],iEp,i*$,r+.rii!fl J,iil;,ila$4ji;iriil-4,r:.iliir:i.l ,ir.,?.lii1iil.r i;.';ii,lii ',ii,
ErrurNtnrs See the Elementals Statistics Tabl.
CREATURE AHP OCV DCV NWI S St D A MR NAV MDV T]Nt, CDT I]T!' INT
,irl:ii:!:iiri.:ttr+::tr:+il!::uiJii:|tliilf1il..lilitii+:;ii1if::iilttrii+i+i:lrrr:iuu
r, r xiE+:!:iri4r:ri :rdiirni:urt+1f liii:i{id*i.!!iii
Nrrouxuccr.,
Nrlorrruccu 30 ll 5(9) -5 50(+2) 55(+l) l0 l7(+l) 10(30)- 4 15 100 6 0
ill,$ .,4G D i:. .,B't:'.. ;or*.tiiitiii:i.B$.ii+;.,4.i
Fev Hors:. Male tt 2 24(+l) 60(+l) 20(+l) 25(+l) 36 2 6 18 3 -3
iiiillilii:$4:i:j,
FIRE SNAKE t,1 s(?) I 3(-) 12 NA 15( + 2) 8(20) I 8 16 I 3* 5

:i1$.g.Ji#iil.11ti,:rri:l*j'
Cancoyrr. Male l6 3(6) - I 19( + 1) 24( + 1) l0 8 9(2.1) 2 3 15 2 3+ 5

:iXj*.i:lliiitilii.ilFi,i
Cnosr NA NA NA NA NA NA NA NA I I(20) NA IO 30 NA NA 6
;rllii"iliitiii.
GoBLIN 6 2 3 +1 6 8 ll 16( +1) 9 0 2 l0 I I _s

l0
{{.}i;rr:liltii:1$,t','i,
4 1 52(+3) 24(+1) 12 8 12
ir,+iFi=riiii:iii:,-E
l 4 r8 3
GREAr APE. ivlale l0 -4* 5

+.r.!itliirli{ jr+-,ip.,-
(iREAT SFRPFNT 50 15 ,1 -5 75(+3) 33(+2) NA 6 6 3 20 60 9 6* 1

i,iirgrliii;iilii
GRIFFIN 74 7(ll)* 5(9) I l8(+l) 20(+l) 12 25(+l) 12(12) 1 1 11 3 -2 4

!"::l*1,{t*i?,+ri.ji
H rppocrrrr l8 5 5(9) 0 15 2l(+l) 12 16(+l) 20(36) 0 3 8 2 I 3

Hvonr. Children 2 3 0
ii,i$
l0
.,1 12
ir,,+d,rii.irioiii:i

JrxN, JrNu 30( +

)
[-ALAssu NA NA NA NA NA
:itir:,ililrt;li;ti:,
MERKABAH 41 15 9(16) 0 100(+.1) 26(+ l) 40(+2) 24(+t) 16(52) 3 28 160 10 9
i1rliiili',lirLi
iiiiri!8.
MoLANT 8 2 6 -2 14 15 33(+2) 20(+l) t2 0 8 21 I 3

iiio. j,ii1i.ijj.4,S,ii1!ilitii:ilt' .:r


NORCCEN 64 3 +2 20(+l) 25(+l) 1l 28(+l) 8 0 9 40 6 2* E

I:,:11+li1:
jii**li
Orcsr 46 t1 5 4 68(+3) 30(+l) 9 12 12 3 1 13 7 -4* 4
:sitiii.i;ll
-ftT,q,
PErsr 35 I I 5(ll) -l 36(+2) 32(+2t NA 3l(+2) 8(16) 2 15 51 7

i.:iit iii''i!,Flj.riiiji,1;.:

Seryr 4 1 5 +3 4(-1) l0 l0(+l) 23(+l) 12 0 2 l0 3 I 5

g+rpi**+$ittll,iilii
proNMnv
-.;....,:;,,=r$.::l,r,i,
15 5 4 Q l8(+l) 2',7(+1t 8 l'1 12 | 2 8 2 -3* 5

iiiijiiriiiriii:li
SEARBHANI 10 23 -3 3 120(+5) 80(+4) 9 12 13 0 16 5l 7 5* 6
i',titj:liiili:jli1ft.i+
SErprrut WoveN 12 3(5)* 3(4)* * t2 II t? t4 l2(8) * 6 30
3 -2 6

i:,llilii rrili:.ltii
Sour Dalve NA ll NA(12)* r- 150(+6) 100( +4) 80(+4) 40(+2) (28) 0 24 2s0 * NA 1

iliitliii:::ii1ri-:;i,ij
ITE 1 0 6(ll) +3 5( l) l0 20('1, b0(.3) 6(J2) {r 6 l0 I -l b

i;tris,1 4:ii:t:li.,i
Touns x1.5 x2 xl.5 x2 xl.5 xl.5 xl.5 x2 xl.5 x2 x4 x3 x2 x2 +2*

TRorL, RocK 40 14 "4il1l:rl+i:ii#ll


2 6 80(+4)
l,iitrii*rir"lj+;i1l:iil;i
,10(+2)
40(+2) 4(-l) 6 l0 2 6 30 .1
,1 5*
5* 4

..!:l :::ri:!:;r:!/ jlaj;r, i ;i:ji{,'*slill::1rr:.1.11i


TROLL, ELITE
::i

30 l0 5 0 50(+2) 35(+2) 8 20(+ l) 12 1 t2 ,10 1 4* 6


rlr,1i1jlff ilt+!iri:i1i1:r;!iiir::+if ir:i:tlltri:::!i !i;
4 I 25(+l) 20(+l) l0 15 12
t2 II48 4 8 3 2 1

UNICURN

ERE CREATURES x2 x2 xl.5 x2 x2 x2

13 10 0 75(+3) 80(+4) 35(+2) 55(+2) 13 4 l0 210 * 0 l0

NOTE-Except where it appears in the DTV column w.ith a number, the symbol * indicates that you must look at the creature descript ion to determine the value of this factor
ln all cases, th table above only gives the basic characteristics of the creature type. For details on any special parameters that apply to it, you must see Book Three.

AHURA STATISTICS TABLE


AHP OCV DCV NWI S MR NAV MDV FlnL CDF DTV INT
AMALIEL 13(20)* 9(14) 0 60(+3) 35( +2) 30( + l) r2(4O) 6 20

28 9(14)* t2 + l) 40(+2)

ASKELA +l) 19(+l) t2(32\ 6 28 1006010

*The parenthesized OCV values apply against some or all of the forces of Chaos.
AKFIKHARU STATISTICS TABI,E

ANIMAL STATISTICS TABLE

BEAST STATISTICS TABLE


CREATURE AHP OCv DCv NWI S St D A MR NAV MDV EnL CDF DTV INT

DTSORDER l0 7(ll)* 2 0 15 28(+ l) 9 12 8 0 22 180 l0 6


;..:,:rns;iriitii+tl.ri :' ..,,.ii.i?d*.;'ii,ii
20 8(12)* 6
.:1.6.i$lij,i.r:ii i+,i1{*rt+r.tji,tii,
I
Trrron 36(+2) 43(+2) 30(+l) 30(+l) 12 I 20 120 1 0 4

DEMON STATISTICS TABLE


TREASURE T'YPES
GEMS
OTHER. JEWELS MILITARY MAGIC
AREA TREASURE COINS JEWELRY TREASURE TREASURE

Barracks I -3 4-6 7 -11


dsdeirt..i,r::ii:f',1,.l ,:,,1111r1,.r,,;1.;r'.13..5,1'lr.,;1.-.r,:;.ft.:'..r.,',, 7-tO I1
CAVE:
Creature l-3 4+5 6 +"1 8- 10 1l
.r$preilrllf r;,;,.. ' r rI 1d 5+6 : :. 7:. :::
'8 '9.1 I ''rl

Unoccupied t-4 6 7- 10 ll
,rEUl$G$O-l'{,:,.....,
itsBf..i:c,{$i:.i, :
ii'. - ::l
::L3:,':::..:::,:4+5 ::: ::'::= '
,,-6-10' I 1t'
Catacombs l+2 3+.1 5+6
,'
fo l0+11
tt,l{t.:':,.:t,,li.,,,1, i::. Ir-**
1,0,q,,h
g1*{,,,r.i.r.l;| l: r i,ll:ilrl.:i,'
Prison l-5 6 7 8-10 ll
rStgtags,:,..'r:ii:..r., ,.; J :.r,r.. ri,',.,.;;:
r ,i ,-:ii i:i :-_ :: : ,'.8-ts, ' ::1:1 '
Treasury | 2-6 /+u 9r l0 l1
rrtirriieraqlLl,.:l: :r..,. ili+:?:1..,:if i::.. i3. +,4 :':l::','. 5 ,:6-10 , ,'' 1,1
' ,:

Guild Hall# 1-6 7+8 9 10 1l


,.I{:S*tel liriil,:: ii,l' :l I'li,,tl.;..t t'?, ilijlr-:-riE:; t.
,9.+ Ie .: '1 l :::::

Inn 1-6 7 8 9+ l0 1l
.,P.itlt+ 4MaEFri,,- :::l,Jil ul ii:i4.+5i "t:ilt'i6+7'l .8+9 1S +, i I.,
Private House l-6 I 8 9*10 1i
r:t!l a*.d.Sf1i ,,,;.
::ll3:ti:',r ,4+6 ,,7 r.&1,*: t t,
Public Building I -3 1-7 8 9+10 1l
. Ro*d :To1*gfj,r.r :
;, .r 14... .t.1,,:.:.:5.+6 ' : l,i l':-,l
, 7.lS , 1'f:r'
The tables in this section are a compilation ol the Ruin | +2 3 4+5 6-8 9+10
tables that are used to select treasures. It does not con- r$*e tc,v'ei.,.tt, ;,: ,i':,".,:. il;' ..:.tr
::
rt.trr
l.
:r.,5 +#r:,
. i' ::
:: , ,7-9 I{}+ 11.
tain any treasure information beyond these tables. To Secret Room 1+2 3-5 6+7 8+9 10+ ll
determine precise values for the treasure item that is ;;$!i$pf..r:;..:,| ,..hr 1.4 5+6
t,
i:,,:r,-'i.:l::ra!.,: '',?-l$, ,,. 11, ':i,

found, Book Four must still be consulted. Shrine, Roadside l-5 6+',7 8 9+10 ll
I
iS*]rifi s ;: Ssi$rf lq. : l ,, 14 i':il.rrrt.4.6: ? +.R 9+ 1O ll ,

LAIR ENCOUNTER CHANCE Special Building


.,$,p9 al, $lfc1t,,,:.,,,.t, l,ti,.r.,,,-'., i:@' " :: !:.,:'t@::,, t.:@ .,,@'. '
SURVIVAL TIME OF DAY Stahle
''i-4""'"'
:i,
'5' 6-10
.

ll
STRATEGY DAY NIGHT ::tart*iFj.. -,,.,.;,, ;, Irl-di. r..',;.tr. $4,3 r::.:::,!r, :,":r:.., r:"-&ls,' .,:,,1,tr: .,:,:,

Diurnal 25Vo 'l5Vo Temple l-3 .{+5 6 +'l 810 ll


Nocturnal 75Vo 25Vt : ii,::rir:t:
1i4 i:,ilitriitl:lir
:t: , It r::: 6 ,,., rl.$,i
iTo*11riq:i;,1i". 1.:i ,:,,:rti
:]titr .,.r:l11r":'r
Intermediate 5090 50070 Tunnel 1-3 4 5;6 7-9 10+ll
j: :. ..i;+:l] rir::::;i:ltr:
lJ, t:,,:..,tt l'tl1:r; :l..:t: :: ]
Guardian 10090 100% .'ff31ehna$C',,,'..,,t,r
,': ' ,r.:,8,{Ot

*lf the Referee determines that the cave has a special religious or ***The Referee selects the treasure to suit the building's purpose.
political purpose, this roll applies. #The majority of the treasure found should be items that are made by
**Areas established by the Referee. He may set any ranges, or place the guild that owns the hall or the type of goods sold in the shop.
any lreasure. that he desires. @The Releree selects treasures that suit the purpose of the site.

36
LAIR TREASURE TABLE COINS
CREATURE ITEMS CREATURE ITEMS
i:rA,f;anb:ri.rir.1.iii'.i:..,r.r,,:',-r.i4*,rt-F,ieiueilialsr.*,ti$iri .i:'rr,1g ,:-, ROLL COIn* TYPE STATION*
Ahuras, Ahura** 5 Elementals, Water Beast 12 f-3 Brass Bits 0+I
Ahuras, Amaliel** 6 Elementals, Water 16* 4-1 Copper Coins 2
Serpenr E+9 SilverCoins 3+4
Ahuras, Hafaza** 8 Elementals. Undine** 8* 10 + Up Gold Coins 6 + 10
,4hrt ,Rerubixr,*;.,,ii.nii-'1,,1 :f E;!f,,tJ,i'r',i,.'',-,rii,,ri-i,i,,ii..,il,i
*For humans, the coin type is determined by the
,i.:.
Ahuras, Maskela 12 Faerr\'** 25* station ol the person that they are taken from. Do
,,!a16{rLrlr:1i,..--t,:r,,-'1 ,.,' 9 Gargoyle** r:r,,ii;..r.::,61::,,1.' not roll randomly for this lactor.
Alfar** 30* Giants, Earth g
.'Akh,kh *rri f;..,.l tj'3..r,',:{ija ii;,$iiC*rrri:-,, , r,.i?.i., NUMBER
rotf,Al ,;. .::
OF
Akhkharu, Lamia** 4 Giants, F'rost** l0 ROLL COINS
.:fi*$154g1;r,96$ire**.,.''' .,,X...,:,Slgnlis".*Lo1r
1ai 1rrr1,:';.,16*ir. 01-05 2D6
Asaghi** 8* Giants, Storm** 15* 06-1s 2Dl0
il,$,g1al:;f rnil' f.::i r' :j:1t: ::i ., t.t$i-..:,ifi:oblj,U*:*r,.:, ., .i:,*i;,. 8 l 16-30 3D10
Baobhan Sith** 3* Great Ape** 4 3t-50 2Dt0 x 2
l.&e+ij1eJ *il-tjo:h-,.'..,,,.', 91 ,.::Cfeailserp ,;.;'.1:rrr'r,.:,,,.r,:rrrg*...1r
5l-80 Dl00
Beast, Disorder** 9 Creat Spider 6* E1-r00 Dl00 x 2
.]BCA t;.te*,O,ni ,',.. ' ,,,:' 15i,'-',gyif.fl ,;r1:tr1:r:,i .1:r.1i: i,rrh;1,11 r1., 101-115 Dl00 x 3
Beithir 8 Crunduergen I0 716-125 Dl00 x l0
li.,gb*haj"t ';, i.,;,.,;t,1, ,11tlt ,, i'i*,.' ::lJurnan**'i1t.1,1,,,
, St4{-ig,r.r +f 126-130 1Dl0 x 200
Bush Warrior** 2 Hvdra 16* 131 + Up 2Dl0 x 200
Cenlaur** 8 Jinn Races, Ifreet** 9*
Chimana** 5* Jinn Races, Jinn** l0* GEMS, JEWELS AND JEWELRY
,'..{$i6!$',.:,,",,'.. ,l.,,,'., 9 Jinn Races, peri**rltii..Lr.:1,:}.5t*...:
Dae'ta Koti 12 Lammashta** Z*
SIZE TABI,E tr'ACTOR
....$;nige.$i45g11. : -:r,::.- :,. :36,*:,, Lieh*t.i.ii-,.:,,,,.-r,,:,ifo...|p1g;ll.,:, ROLL STONE SIZE GEM JEWEL JEWELRY
Dead** 4 Merkabah** 20*
l-1 Small 248
,'i,.8e#6jfi$iilciy .; ': ::: r: 3 Mushrussu :,,.,1ni,,, '1 ,.r, E+9 Medium 3 6 t2
Demons, Disease 5 Norggen ** 6*
10 Large 5 l0 20
l: di tli,rS.Flirit'.,,',,t: 9 Peisl ... tir .rr.'r:r ':::g*:rrtl.
Demons, Harab Serapel 4 Roc II CLARITY TABLE
Demons. Heliophobic** 8* Satyr** j Rorr Clenrry Flcron
Denlons, Hellhound
r,renlons, 12*
I2* Scorplon people**
Scorpion People** 15* I Clouded 5
,i$ern*d&,]]ltei;.&i ',,,,', 2 Searbhani., , ,.i:.,,;'ir,!|,:r.u 2+3 Dull, misted -2
Demons, Storm** 16 Serpent Women** 3* 4-1 Average clarity 0
,..pe#entl. lAr.nr,,-',,,6,r:r..Sen'ti4'{}.**ui;i'lt;r'|t..11,.,..l -,,;: 8+9 Fine clarity +z
Demons, Subterranean 12 Sprite** 8 10 Brilliant + 5
,:,.,,elrlen;,,T-$+r,*ii.iatr!].-:,,:-.5,:r,.,,1rg1*iFii{i(r, .r,l:ir.,,,,:.::,.',,1?"..,,,,
Dragons, Dragon 2A Trolls, Rock Troll** l0 APPEARANCE TABLE
' Dia$qnsrisi$e;.{}ra$oa'.i.r,;..:?,,,11, 'Trol}s, T,{rtffii.. ':.: i::: ,r:t,:,,r }6 : :,:
Rorr
Dragonr. Wl rm
Appt,qRa.NcE Frcrop
40* Troll,, \\ ood f roll** 8
I Severely flawed * 5
..lF*aff{*,,,,.].]:::r1:r:r,'rr1
r: q!19itl!: 1r.';r. ir. :i:: ::.Vily**.,:r: rrr r, t'::: . .9* ,,,
2+3 Slight flaws
Edimmu, Corporal** 10 Were-creature 4
-2
4-7 Minimal flaws 0
::fdjmrnu;iSpjij,t i{r,.,'.-.,-,; *,r:';,1tr1.,yvefr:,::rr ::r.-i : r.:: ,::::::::'.8:';
8+9 Nearlyflawless +2
Elementals,
nrals, t,lre
Fire Lord**
Lord"* 8* Lehant
Zehani 15* l0 Flawless + 5
ii*ls"rCnal*.f :fiiirii rrijia;: 'rr: ,:,i'...::1:-,::-.::r' :,,'-':,,1,1,f.',1
,"
*add I when rolling on the Treasure Type table.
**Creatures that are marked with this symbol also have portable
treasure.

:. ',1 ',.'.,.!':rrij-:,-.i13i1g,i.*xj qhts1 .:i.,r,


.,,...:t ii;ir:rii;,":.1',i:5
STAR FORMS 19-24 Agate x I
i:;,iii..,:,:tt,i1'.ii..,:..:t5is0 i fa,'$intfu.,:1 ;i,r1.1..,:q.;f fl::.,,, rfi;.;],rs1l,fi
IMPORTANT-Diamonds, Sapphires, Rubies, Topaz, 3l-36 Turquoise xI
Emeralds and Opals have STAR FORMS. If the stone found is yrl:fi,r,r;onr,l4; .",,],ilr..+i'jijli.,.,.
.i.r,i"j1.,'f-1rrrr,.'11i:...9i:4l.lr:;l,addr:].]
one of these types, roll 1D10. A ONE indicates that the stone is a 42-46 Carnelian x 1.5
star form ol that gem. Increase its factor by 2. Dark rubies and -'r11.,:.i,,..1...:,fi;+f r,CI.nytx:.r, "r'..,,:,rfr.i.1,i:*1 '+ili..l,'.ti'ilii
black diamonds do NOT have star forms, 52-56 Opal xz
,nr , r':,j'i ?...Sit,,l i::.i:n+-'i1j2.r.iiiliij.l.
62-66 Topaz x2
PIECE VALUE TABLE r",+i l::;.$e.i+int : r: ,l ii $.$.Li,,i;r,i ,l.:.,tii:li
ri:rr:,i;.iiifrfn
ROLL 12-76 Snake Stone \2
FACTOR 01-50 51-75 16-90 91-100 f,rrr.:'; ']rl,' .,7.? i1ii,ag. +,r4i1i.,,4.:,i.r,.*;1,, ;'ii.rL.1i....i, ri,f
I-IO X.5SC X.6SC X.8SC X ISC E2-E6 Carbuncle x2
1l-25 x.6SC x.SSC r ISC x2SC ,', in":i;.r."i'il+$.ilC$,:ll$,*pp,,1.,,..i1fl1..14,,Sri|f!itill;;#..'l.
26.45 X.8SC x ISC x2SC X4SC 91-93 Tourmaline x 3
46-7A x ISC x2SC x4SC x IGC ,..j,t.fl t'"".tj,,.9,4.+.$.i.*rt'i io.liifi ilfi.'ji.Xi4i',1,,1iil,
7I.IOO X2SC x4SC X IGC x2CC 96+97 Rubv x4
r0l-135 x4SC x ICC x2GC x4CC .;I',r,J:i ,..',,9$lirLl,Sqi 1LLrr,..i.'ji,r..,r, 11fL,rt1 ,,.',].;jii':r
136-175 x IGC x2CC x4cc x l0GC 99 Diamond x5
176-1E0 x2ClC x4CC x IOGC x20cC ,.'ii.ri.:.t
tinr'lti.,tig0.ir

37
FINE METAL ITEMS EXCEPTIONAL SIZE ITEMS
ITEM TYPE LARGER ITEMS
lreu ITEM PEn CsNr Varur
Rorr Tvpr Fecror Ror-r Tvpe Fecron Rorr. Lancsn Moorrrrn
I Ring 1D6 6+1 Necklace 2Dl0 ,r,,,:,::,i;:i,i :,r!ll: f]13fi:j,,l 1:L :r.,,; :.S,.{.1,i11i11..r"i.=,"iJr,iXj:1,.,.,, :

2 Amulet lD10 8 Armband lDl0 31-55


3l-55 20iio
2ocro
xI
3 Crown 3D10 9 Scepter 2D10 x 3 :#.'irril;-ii..li$.ui,to,j'rjl..r...
:ii'1gs.vni.-.1$',t,".,i,1;1.,...
4+5 Bracelet 2D6 l0 Gorget 3D6 7l-19 3090 x 1.1
rr.;f.rrfi:;;f$i$,gl;'$1f.t::::i].r$$ ili.,,rr,.,ri.i,:gr1i;.,.,,
METAL TYPE 88-93 5090 x 1.2
94-96 6OVo x 1.2
97+98 70Va x 1.3
99 lriri,Sp-&t.'ij.'.:i.::.1r:11:.X,!rf;1;11:1,,.1,11':,1,,iri,.:'
r00 100% x 1.5

SMALL
PER CENI Vs.rur
Rorr Rrllrctlox MoolrtPr

31-60 20clo x I
liir:i .',:l: rir,.{,ltE$i:,',,i :,i i,.,.j!r1$ffirLl;:iili.r,i,ri:::,a,.9.:.' ,,

E1-90 40q0 r.8


i.riiii.,:ri,'l'.:{i:jt$ if$.,:,i. ,i"r"r,r,l.1$$Sqrfiiijrir,,li'ijr:irr,x:,$:ri , r

96 60% x.'7
l ijirl',: r...,101,. ,.ii ,'.il,,ri.0$--il"r.t,1,,",,.,1 ,x, r' , ,,.,:..
9E 7590 x.5
rr:,.;iiiiir;:,.;tr,...i;ii:19$ii:
tl.,li.ii,:irl.B$vE,.11;:i;r,r.ii 1;::,.. :;#-,:,1, ., , ,,

100 900/0 x.3

BOOKS
THE BOOK TABLE
OTHER TREASURE TABLE Rou Suerrcr VeruE
:';ii :',.,r..riiirlitt':i$'i.r!tit..-,i..,$o,ifllnlo!lr['*61l1; ,,'rir., : '].1,i:,:,;J{e ',. ;,;, :;' ,;,r1r,,,;;i1l;i
27-28 Legal Text 2SC'
.=i] r.r::..:l:.::':..'q+;33lii..,Rib$1d,gj! iui*,1, ,.,;',,,,,,. ,;1fi:,.,:...],1,.'i ,,,.1,. i.:

T6-19 Art Work 34-40 Literature


Other 1SC

19-30 Container
.iiiiir.ltll.liitlilffi ;";:i.!ifi 119'1
E4-EE Clothing
'"::,i:',.-=,.:-::41.S,,::., ltural,Texl,. ..,...,.,,,,,, 5SC":
:::::,::,r,:.:r::;,:.i:::=:-l-6r',, ,,G;;J;;
;;;;r,
r','.:::i,r ,:::rr::'i,r:
"*-,,: ': : i,ii,r':,::i']:ir:rl
Iti#,{*s$;::'1..
36-40 Furniture
.,,8;ffi;ii,:riit:i$ft{-ii.i, .ifi:irr.-l
93-96 Musicallnstrument
iiiii af"i=1{6j}5,;.iperij :ffis :i::.:f1,:1,riirii:1:$c.'ri-::i "i ,:'i:i,1:
'16 +77 Biography 2SC
i.iii.iijiiiijii.:il; 1, Ifti.*il,i.iril lirir,:l#i 1..'lii.ir,;$,,.:-,1,.r,.r,;i*ii,'!.,r.iuiq.bi:e'gfag'hy.r,j;11, 1r :',.,.;.,1i4$C
Fine Covering 98 Exceptional Size* 79-85 Philosophical Journal 2GC
fij;i'.]1i.ir.l;i;18.F$.i:.L:"lTrj{glel.J-c.11ti:i::...ji]..::].ii]ii.6.se.
96-99 Magrcal Journal 15SC
*Re-roll subtracting 3 from your roll. The minimum result is 01. r'iif;ft;i.iiii.l.0pi{{*.;'.i.Fli ,$.f.,plt.Eo$';.;,:.lii-,..,-5${,,.,,rr11,1,..,,,.,,,.,i:,,.1
**Re-roll subtracting 2 from your roll. The minimum result is 01' 109-lf4 Major Sepll Book l5GC
ri,l:1r,:,trl1r,1t.1;l,,i11 iiri-t",,1,TOnie,.lri.t:r:rir::irr.::i:i,u:::i:ir:t:,!:;:iil:5,0Oe:',,:,:'.: ,,r::,.ii'l.l

SCROLLS AND MAPS


,*i TFCF]ASTJffi{' THE SCROLL TABLE MAPS
(Roll 2D20)
(Roll lDl0. If the result is l-7 it rs a Scroll. If it is 8-10, the
Rolr Sus.Jrcr Va.rur
item is a Map. Use the appropriate table below.) ,'rf,111 G,$ r',
,1ii!r.;q,fit:r i.,.1,i.,.ir1i,1iflr:riii1';.;;rr'rit,,,l,S.,r'1,.;,:".,,,.,,
SCROLLS 3 2OGC 2SC
itiiiiiii iiil1ffi.ii:,i "iii:;,;,i:|:rini:i1r'"r:r::,3ff:rji..,i.,.,,.".,1.,i
5 8OGC 5SC

i.i.|fi,,i:;;..{X, ::.l+lt$$eit:,til,.ril,ii,liir.,:lr.:l,ri.l.,i.? $,,ir,,,,,...,:1,,.i '


7 Map City 3BB
8 Map Province 7BB
9 Map Narional ICC
g*llvlag',.rrfi,rrLiii'iiiil'".i;f .:, r;,,;:1r..,,;,':,1,,,:,
"iol;,:i :,ri: ll lir'Continental Map
lill,g.-,l
3SC
t:1L.i;1,:lrr; *,r'.1$M4Bfii*+,1irlr1;::;1,1;1yri11,iri..?G$; ,;,r:tt,.i...,,,iiir'',
];t;ll:'.,
13 Other World Map l0GC
.iliiii filr, i:il:l.S4r.tPF.{,,s!:Fg{i:Ma iti;,il+ir:r.r$oGe':'ri.ririr::tit,:.i--
15 32OGC 3GC
ig1fi":'i;1f.:'il6gi.:i1iiil30$#.$;in, 1, ,..;i.': .r,:, ,i.i.r1,,s,$':l;,1.!.;r;',,irr,.
l1 750GC IOGC
r:. iltirii:l'i';i. .:iitg"".ijliiijit:' i,:,,..1,r,ri'..:ii,rii.i1i;{.#.,,1i.$,,,..:,:.l,ri;rr,,ri
19 l500cc 50GC
FINE CLOTH KEGS
ROLL VALUE ROLL VALUE KEG SIZE
0l-25 lcc 81-E8 6CC RoLL Srze Rorr Srze
26-45 2CC 89-94 8CC 0f-10 I quart 71-90 20 quart
46-60 3CC 95-9E ISC 1l-25 2 quart 91-95 30 quart
6l-70 4CC 99 2SC 26-45 5 quart 96-99 50 quart
7r-80 5CC 100 3SC 46-70 l0 quart 100 100 quarr
MATERIAL TYPE
FUR Rorl Mare nw Rorr Marrnrar
BASE VALUE:3DTOCC 4r:+:!1ai:iir*n:i:t%!::3tri:-JB+trsi::na j+jin:+$iii:n:i$l+I

TTEM TYPE
06-0E Cood Wine 50-5E Water
MULTIPLIER
Belt, Hat .5
Stole I
Coat, Cloak 2
17-22 Flour 73+74 Coideli Wine
Cape, Robe 2.5
25-30 Dried Fruits 8l-8S Soothing Herb
FURNITURE
+i1t+ffiffiLffiW#iiiiti$.i11ii.
STATION VALUE 36 + 37 Fine Wine E9 + 90 Natural Magic Material
O 2BB il*T
l+2 4l-44 Oil 95-99 Other Item
3+4
6
5BB
2CC
2SC
iit iltu-- aliii +

l0 lcc KEG ITEMS


ITEM VALUE DESCRIPTION
GLASS ITEMS GREASE I BB Value per quart. Animal fat used as
a lubricanr in cooking.
VALUE TABLE
RoLL Irelr Srzr
FLOUR x 1.5 Multiply times the factor stated for
VaLur Exauplrs Crain. Flour is ground grain. For
1-5 SMALL ICC Glasses, Class plare, Hand simplicity, 1 pound equals I quart.
Mirror. Bottle SAND IBB Value per quart if a buyer can be
6-8 MEDIUM lSC Fine Glassware, Vase, pitcher found at all.
9 + 10 LARGE 5SC Floor Length Mirror, Glass Ar1
SPICES ICC Value per ounce. Pepper, Cin-
namon, Nutmeg, Cloves, etc.
NOTE-f a glass item is made of Crystal (roll
ASHES None Residue from old fires.
l0 on IDI0), PERFUME I DIOCC Value per ounce. Crude to fine per-
triple the value that is specified in the table. fume. Prized by the finer elements
of most humanoid races.
STATUES NATURAL MACIC Varies* See section 2.27.
MATERIAL
MATERIAL MODIFIER MACIC FLUID Varies* A Potion or Elixir. Reduce the size
wooD x.5 of the keg found by 7590, rounded
METAL XI down.
STONE OTHER ITEM Varies* Any other malerial that can logically
be assumed to be kept in a keg. The
The value of a Statue can be determined by rolling for a particular item found is at the
multiplier on the table below with 2D10: discretion of the Referee. (lt can be
ROLL MULTIPLIER a Treasure ltem that is hidden in
ROLL MULTIPLIER some normal item thot is also in the
2.1 12 I keg.)**
3 .2 t3 1.2 'At L[( [CtCree uestres.
4.4t4L4 **EXAMPLE-A 50 quart keg of sand is found. Buried at its bottonl,
5 .5 15 1.6 the Referee could have a Magic Sword, 80GC or some other treasure.
6 .6 16 1.8 NOTE-i"fte Referee may yary the number of kegs that are
7.'7t1 2
8 .8 lE found by the circumstances of the encounter. If he does not
2.5
choose to do so, rolllD3*. A I indicates thatl Keg isfound. A2
9.9 193
101204 indicates that lD6 kegs are found. A 3 indicates that 2D6 kegs
1l I are found.
The number yielded above is multiplied times the statue,s
weight. The result is its value in Copper Coins. If the Referee MILITARY TRBASURES
determines that the statue has historical or religious MILITARY TREASURE TABLE
significance, the value is tripled. Ron Irrlr Typr Rolr lrru Typr
01-30 Weapon 66-70 Miscellaneous
31-50 Armor 7l-75 Uniform
5l-55 Flag 76-E8 Animal Equipment
56-65 Shelter and Transport E9-100 Non-human
manufacture
NUMBER FOUND
ROLL NF* ROLL NF* Roll 1D10
4 orless I 10 4 + 2 on roll if Weapon
5-7 2 tt +Up 5 - 1 on roll if Flag
8+9 3
*Number Found

39
ANIMAL EQUIPMENT SHELTER AND TRANSPORT
ROLL ITEM RO[,I, ITT]M ROLI, ITEM ROLL ITEM
..'i,r,ri',.sli$S,r',1!:e.athlq{::rr$ t1g{#ro-ile}ir,63"6.?.,i 1}"cj:n-li.e hrir:Il $tt: i, ,r,',r 01-08 One man tent 52-65 Two man tent
09-14 Chain Barding (I!orse) 68-70 Or yoke 09-22 Four man tent 66-10 Pavilion
,:,,1ri,.;.r1$.",{1t fiiljJ,rB$rid,i,4gleair.sgfiil.5,I,1?..: g,I ir,','ii",, i;;'r.,;.,;
23-30 Tent poles 1l-15 Sledge
19-25 War Leather (Dog1 78-E5 Saddle 31-34 Cart 16-18 Small wagon
i:ri,f:irii*S '$iai.:M :l' .r l;1i"',r8fr+,i$f g641qr.,.",;-:;|;.1ri.1..,.:;
3l-35 Falconhood
35-40 Wagon 79-85 Large wagon
8E-90 Spurs
4l-43 Great wagon 86-91 Small trarois
rrLli:;r,r.r6641,5,;*O1leir.l*..,gau.1t1ie ,u:;i:,,,pl"93r,ilf ir'i1:iiriiiijr,i:ii i
44-48 Hauk hood
94 Bolas 44-50 Travois 92-100 Litter
,:.!,,';:.. 15?ii:E4,e1ei; .ii''pS1+ :*il ,tri|.;..1.1r,;.,,..,.'-
g.,t. ..1.1i,:i 5l Palanquin
53-56 Dog harness 97 Whistle
ff.i,..,.1+15pi1,H in.il::.rl ,,:$S;ilifs-.:Ilitesli '.,i';.'.j,.
WEAPONS
ARMOR
Armor, shields and helmets that are commonly used bf intelligent
races. fhe t1'pe is found by rolling Dl00 on the table belou'. If the itenr
was made by Elves, subtract 20 from your roll. lf it was made by the
Dwarfs. add 20.
ROLL ITEM ROLT, ITF]M
.1:11:
$.rrf..ltigs'r;r,S"ea*e.'.,4trifi,,1r1.1fl1;1,tr1i1${i$tj.,,riJi.esth*fr}lrsJ:md,:li:;,ir,
06-10 Quilted Armor 69-75 Metal Shield
.,,1.:1r'1t'i;*ii;,.LBiitlig.i:$1 l....liijij' +.66*,6,t tiM+.r,gi$lnb l ,,, :,.,,,.t'
2l-30 Banded Ring Mail E6+87 lrull Helm
li'riiii'I@;itil1{:tFg.'$1.a:i,{ir,f,.,,i;;,,,rri.,tii;S*:$s;..:j:P,.};11 r
6;i;1r;ir-'r1:.1:1r.,,',,,.
4l-45 Brigandine 94 + 95 Plate Armor
;il:.:f46ffi.:ir*itckje;:;,.1,,..rir,-.,ii,i;.iLti,r...i.r$r.:r:,,,Ornal.ti:F,$fi$f,ind,r..,,
5l-60 Banded Shield 97 + Up Chainmail

MISCELLANEOUS MILITARY
ROLI, ITEM ROLL ITEM
0l-15 Battle horn 61-66 Musical instrument
16-30 Camp furniture 67-80 Bedding
3l-35 Maps/Books 8l-90 Utensils
36-50 Tools 9l-96 Rope
5l-60 Keg Goods 97-100 Miscellaneous sup-
plies*
*Any item with a common miiitary usage that is not cot'ered in
another section or by one of the other listings in the table.

ROLL MAGIC TYPE ROLL MAGIC TYPE


MAGIC ITEMS 0l-05 Cure 58-65 Creature Tie
ITEM TYPES 06-l I Communicate 66 Curse
Ron- Tvpr Rorr Tvpr 12-18 Protection 61-75 Summoning
0l-25 Potion or Elixir* 5l-55 Other Treasure 19-22 Mana Reading 76-82 Negation
26-35 Porvder 56-66 Amulet 23-29 Alignment Tie E3-85 Familiar
36-44 Natural Magic ltem** 67-15 Talisman 30-40 Attribute Effect E6 Ward Pact
45-19 Jeweled ltem 76-90 Military Treasure 1l-45 Repel or Banish 87-9E N{agic Pou'er
50 Named ltem*** 9l-96 Wand 46-50 Special Attribute 99 + 100 Family Spe i1s

91-99 Staff 5l-57 SpecificDetection


100 Special Item*** MrLrr,qny Tnsasune
*Whether the correct definition of the fluid is potion or elixir depen A) 75070 c HANCE op Hrr CsaNc r Moorrrrr.*

on rts magic type. B) 5090 cHANCE or Darr.recr Moorr.rgn.*


C) 4090 cHANCE or Orsrn MACrc**
ROLI, OTHER MAGIC TYPE ROLL OTHER MAGIC TYPE
After the item type has been determined, roll on the ap-
0l-10 lmrnunity 73 Knowledge
propriate table below, to determine the item's magic type, with
ll-16 Communicate 74 Curse
Dt00. 17-30 Protection 75-E0 Creature Tie
3l-35 Marra Sensing El-90 Magic Power
MAGIC TYPES 36-12 Mana Resistance 91-94 Dedicated ltem
43-48 Alignment Tie 95 + 96 Other
Auurlr, Erixrn, PorioN, PoworR Te.sls 49-65 Attribute Effect 91 Intellect
ROLL MAGIC TYPE ROLL MAGIC TYPE 66-70 Special Attribute 98-100 Roll lD3* times***
0l-20 Cure 67-15 Attribute Ef'fect 71 * 72 Special Ban
2l-30 Immunity 76-E0 Repel or Banish *See Permanent Masic: after determinins
8l-83 Atiraction MEL and EL.
3l-34 Communicate **[f
35 Luck 84-90 Influence neither A or B apply for the weapon, it automaticall-v has Other
36-15 Protection 9f -95 Wealth Magic.
46-50 Mana Sensing 96 Curse ***Roll 1D3 times on the table subtracting 5 from each roll, i.e. an 80 is
51-55 Mana Resistance a 75.A result of zero or less equals 01.

40
Ornrn Tnresunr-s CURATIVE ITEMS
ROLL MAGIC TYPE ROLL MAGIC TYPE ROLL MODE OF USE
01-05 Specific Detection 66-80 Enhance ltem l-5 The item must be on the person thal is to be cured. Ifthe item
06-15 Cure El-8E Repel or Banish is consumed in use, it must be consumed by the person to be
16-30 Communicate 90-92 Influence cured, rubbed in or otherwise expended.
4l-55 Protection 93 Curse
56-65 Attribute Effect 94-100 Other
6-8 The item must be placed in water, or some other 1'luid, that is
in a receptacle of a general or specific kind. The person
drinks the tluid created to be alfected by the power.
GENERAL RUI,ES 9 The person wearing the item must touch the person to be
cured.
MEL l0 The item will only operate to cure the person that owns it. It
All items have an MEL of 2D6. If the item is a named or will do nothing for any other person while its latest owner is
special item, double the number rolled. A minimum MEL of alive.
EIGHT will apply for named and special items. The powers that the item rs beneficial against, when used in the cor-
rect manner, are determined by rolling 2D6 on the table below:
EL
ROLL POTENT AGAINST
The EL of an item equals 1D10. If the item is a named or 2 Insanity
special item, increase the number rolled by 3. For ALL items, 3-7 Physical injury
the maximum EL possible is 5090 of the MEL, rounded up. E+ 9 Poison
If an item has more than one power, the Releree may l0 Disease and Plague
select a separate EL for each power. The EL is selected obeying ll Energy point Ioss
all rules specified in2.2622. 12 Two of the Above*
*Re-roll subtracting one from each roll until two
benefits are determined.
MDV
The MDV ol a magic item equals MEL + EL. IMMUNITY
ROLL IMMUNITY FOR: ROLL IMMUNITY FOR:
ALIGNMENT TIES 0l-05 Storm Powers 62-65 Special Attnbure
06-09 Fire Powers 66 Astral Pou'ers
ROLL ALIGNMENT ROLL ALIGNMENT 10-12 Water Powers 67 Balance Powers
2OtherForces* 8+9 l-aw 13 Chaos Powers 68 Elder Powers
3+4 Balance l0 Kotothi** l4-18 Iron 69-72 Death Powers
5+6 Elder ll ShamanicElder 19-23 Other Metals 73-16 Hell Powers
7 Chaos l2 Sidh Elder 24-27 Aerial Powers 77 Sidh Powers
*Forces created by the Referee 2E-31
that are not specifically aligned with the Disease/Plague 78-E1 Darkness Powers
general alignments. 32-35 Energy loss 82-E5 Light Powers
**Forces loyal to the god Kototh. Powers gained
are derived from the 36-38 Poison 86 + 87 Necromantic Powers
Elder Powers spell list. 39 Law Powers 8E Shamanic Powers
IMPORTANT-Any person that has an item of this type will be treated
40-42 Telepathic Powers E9-91 Detection
43-46 Sea Powers 92 + 93 Shadow Powers
as an enemy by a member of any alignment that is hostile to the align-
ment of the item. Any hostile supernatural force will attempt to destroy
41-50 Desert Powers 94-96 Earth Powers
the item and the person that holds it.
5l-61 A Spell 97-99 Other Powers*
100 Total Immunity**
*Anything that the Referee desires including any combination of
up to
ATTRIBUTE EFFECT three immunities from the table. (Re-roll subtracting four until three
distinct items are determined. Re-roll if any rol! is Tero or less.)
ROLL CHARACTERISTIC ROLL CHARACTERISTIC **Re-roll subtracting one. A result of zero yields two total immunities.
01-12 Strength 57-65 Will
13-23 Stamina 66-16 Eloquence
GENERAL RULES
Imntunity allows the person to ignore the eflects of the power or
24-35 Dexterity 77-EE Empathy
thing to which he is immune IF the EL of his immunity is higher than the
36-41 Agility E9-94 Consrirution
attacking EL. If not, immunity serves to reduce the effect ol the attack-
48-56 Intelligence 95-100 Appearance
ing power as follows:
IMPORTANT-AII modifiers of this type are recorded in rhe tem- Attacking EL - Immunity EL = Effective EL
porary modifiers column on the record sheet. Current Ability plus any
value in the appropriate temporary modifer column equals the Current
Ability that applies for that characteristic.

DEDICATION
ROLL PURPOSE ROLL PURPOSE
01-f5 Creature
Slay a 1l-75 Protect the Kotothi
16-20 Protect Law 76-E0 Preserve the Balance
2l-25 Protect the Elder EI-EE Protect a specific race
26-30 Protect the Sidh E9-94 Slay magic-users
31-35 Protect Shamanic Elder 95 + 96 Slay Law
36-45 Slay a race 97+9E Slay Chaos
.16-55 Slay guardians I Slay Balance forces
56-65 Protect a Creature f00 Slav Other*
66'-70 Protect Chaos
iPotent against any forces that the Referee decides to give it potency
nst.

47
NAMED ITEMS
ROLL ITEM TYPE ROLL ITEM TYPE
0l-30 Sword 56-70 Armor
3l-45 Staff 7f-90 Jeweled Item
46-55 Talisman 91-100 Other*
*Any other type of non-consumable item that the Referee wishes
Once the item type has been determined, the value of the
determined bv the Referee as follows:
A) All named items have BOTH and a purpose. See
Dedicated Items and Intellect.
B) All named items are aligned. See Alignment Tie.
C) All named items have magical powers. The powers are derived
from the alignment of the item and must fit the purpose of the item NATURAL MATERIALS
in some way. If the item has more than one, they should be related in
what they do and the basic force that they derive their power from.
ITEM TYPE I-ACTOR LOCATIONS
Herb, Plant, Resin l0/2 Herbalist, Healer
D) Sword and armor forms of this item may be used by any
Mineral. Gem 5/l Jeweler
Character. Other iorms may only be used by a trained magic-user. Metal 5/0 Armorer, Blacksmith
E) ALL named items have a liability, i.e. something about them Liquor -/4* Tavern, Inn, Special
that is dangerous or disadvantageous to the person that uses rt. This Building
liability is set by the Referee. It can, with continued use of the item,
be severely debilitating or even fatal. IMPORTANT-The factor listed above is multiplied times the
percentage chance of finding the item in the tables that follow.
COMMON FORMS The value to the left of the slash yields the chance of finding it in
SWORDS ARMOR unenhanced form. The value to the right is the chance of finding
Rorr- WeapoN Tvpr ROLL Anvon TvpE the enhanced material. An asterisk indicates that the material
01-10 Sword 0l-05 Buckler can only be found in enhanced form. In all cases, the Referee
1l-15 Fighting Dagger 06-f5 Banded Shield should set the prices based on the benefits that can be gained
16-20 Throwing Dagger 16-20 Metal Shietd from the material in the state in which it is found.
21-35 Broadsword 2l-30 Scalemail
36-50 Bastard Sword 3l-45 Chainmail
5l-70 Great Sword 46-60 Plate Mail
AMOUNT FOUND
71-90 Scimitar 61-70 Plate armor ITEM TYPE DETERMINATION
91-100 Tulwar 7l'90 Metal helmet Rol.r. T,qsl.n ro IJsE
9l-100 Metal helm 1 Plant, herb and liquor
2 Animal and Creature products
SPECIFIC DETECTION 3 Stone, Mineral, Metal and Cem

ROLL DETECT: ROLL DETECT:


0l-10 Gold 66-73 Silver ITEM TYPE LIMIT
11-16 Copper 74-11 Brass Plant, herb, liquor 2Dl0 ounces
11-21 Iron 78-E0 Other Metal Gem or mineral form One piece
22-30 Natural Magic 8l-85 Mana Metal, etc. lD2* pounds
3l-35 Ward pacts 86+87 Secret passages Creature derived Varied on size of the creature
36-43 Traps, all types E8 Poison
44-55 A Creature type 89-95 A Specific Race PLANT. HERB and LIOUOR TABLE
56-60 A Supernatural force 96 Altar RoLL Irerra Rorr IrErr.t
6l-65 Any permanent spell 97-100 Other 0l Adingantida 55+56 Hemlock
02 +03 Agrimony <7 Henbane
ANIMAL aNd CREATURE PRODUCTS TABLE 04-08 Amaranth 58+59 Houseleek
Rolr- ITEM Roll Irrlr 09 +l0 Anemone 60 Hypercium
0f-05 Alectorius 62 Corgon Head ll+12 Angelica 6r-63 Laurel
06-08 Amber 63+64 Great Serpent Poison 13 Balim 64 Lunas
09 Basilisk Blood 65 + 66 Creat Spider Poison 14-16 Basil 65 Mandrake
f0-f2 Bdellium 67 Harab Serapel Claws l7 Belladonna 66+67 Mephis
13-lE Bear claws 68-70 Hyena skin lE + 19 Betony 68 Mevais
.19
+ 20 Beithir hide 11 Hydra blood 20 Bindweed 69-12 Mistletoe
2l Beithirius 72 Hydra head 2l Black Poppy 13Moon Rose
22-26 Bezoar 13 Hydra teeth 22-24 Cayenne 74 +75 Moonwort
21-31 Black Cat blood 74 + 75 Lapwing heart 25 + 26 Celandine 76 +11 Mugwort
32-34 Black Cat bones 76-E0 Pearl 27 + 2E Chervil 7E-81 Peska
35-37 Boar Tusk 8f-83 Pigeon stones 29 Chimedon 82Purple Lotus
38 + 39 Bouba fur 84 + E5 Roc feathers 30 + 31 Cinquefoil E3+E4 Purslane
40-44 Bush resin E6-EE Saliva 32-36 Clove Pink E5-E7 Qadishi Root
45 + 46 Castor d'fay 89 r 90 Scorpion woman poison 31-40 Darbha Grass 88-90 Rowan
47 + 48 Chameleon liver 91 + 92 Te'sla blood 41 + 42 Elder Berries 9r-93 Rue
49 + 50 Chelidonius 93 Toad blood 43-45 Elder Twigs 94 Snake Grape
51-54 Cock feathers 94 + 95 Unicorn horn 46 Euphorbia 95+96 Vervain
55-5 ,/ ( Orat 96 + 97 Wolf blood 47+4E Fennel 91 white Lotus
5E Dragon blood 98 + 99 Wolf eye 49 Fern Seed 9E White Poppy
59+60 Fire snake brain 100 Wolf skin 50-53 Garlic 99 + 100 Wolfbane
6l Firestone 54 Hellebore

42
METAL aNd GEM TABLE
Rorl lrru Rolr Irrv Rorr ltalr Rolr- lrru
0l-05 Asate 59-62 Jet 34+35 Crystal 84 Smarag
06-09 Amethyst 63 + 64 Lapiz Lazuli 36 + 37 Dark Ruby 85 Snake stone
10-12 Antimony 65 + 66 I-odestone 38 + 39 Diarnond 86 Star Ruby
13 Black Diamond 67 Meteorite 40+41 Dinothera E7 Star Sapphire
14-16 Bloodstone 68-70 Onyx 42-44 Emerald 88 Toadstone
l1-20 Carbuncle 77-73 Opal 45 Heliotropius 89-91 Topaz
2l-24 Chalcedony 74 Quicksilver 46-48 Hyacinthus 92 + 93 Tourmaline
25-21 Chrysolite 75-71 Ruby 49-51 Jacinth 94-97 Turquoise
28-30 Chrysoprase 78-81 Salt 52-54 Jade 9E-100 Whire Flinr
3l-33 Corneolus E2+E3 Sapphire 55-58 Jasper

7) ERRATA COMMON KNOWLEDGE (Page 19)


Since the publication of this manuscript, certain unclear Civilized humans with a station of 0 get carrying and one
points and errors have come to light. I am sorry for these prob- ten point skill. Unfortunately, Carrying is the only ten point
lems, if they have interfered with your enjoyment of the game. skilll To rectify this error, the Referee should create other ten
The section that follows lists corrections, changes and com- point skills (Servant, Stablehand, Laborer, Farmhand, etc) or
ments that will rectify these problems. allow the character to take 10 partial expertise points as the ap-
prentice of an NPC master of a non-combat skill with a cost to
BOOK OI\E ERRATA
learn of 35 or less.
INITIAL INCREASES (Page 7)
Some questions have arisen over this section. The points
ALFAR CHARACTERS (Page 20)
Unless the Referee desires to use the Upper and Lower
determined by the formula are a total number of points that
World as a major feature in his campaign, he should not allow
are assigned, as the Player desires, to each of the lour areas
where he can gain starting points in the table. The total
Allar characters. Ignore section 1.421 and the elven height
relerence in section 1.3331.
number assigned to all lour areas equals the number deter-
mined. The gain in each area depends on the actual number of STARTING EL (Page 21)
points that the Player chooses to assign to that area. For other skills, the divisor used with the highest
SUPERNATURAL ATTRIBUTES (Pages 9-13) characteristic is TEN or a higher divisor IF that skill has a
On analysis, you will find that the more powerful super- divisor that is higher than ten, i.e. Assassin has a divisor of 20
natural attributes, at their higher levels, tend to produce very for example. It only includes those skills that the phrase ''or 80"
powerful starting characters" You may allow players to have is NOT listed for. It does not affect any skills that are covered
these powers without disadvantage, if you desire. However, for elsewhere in the table on page 21.
the balance and flavor of your campaign, this is not the best
polilcy. SPEARS AND POLEARMS (Page 23)
These weapon classes have been changed. The standard
The prime factor of supernatural affairs in Powers and Perils
Polearms are now Halberd (Poleaxe) and Glaive. The standard
is that all power that is not normally innate in a given race is
spears are Javelin, Spear and Pike. Boar Spears have been
derived from.ome connection to an e\tra-somalic. super-
deleted as a weapon type.
natural force. For special attributes, the Referee can detail this
Any Character with an EL in Boar Spear should replace it
connection for the player and limit his possible operating
parameters based on the influence of his special power. This is
with the same EL in Claive. If a Character owns a Boar Spear,
entirely realistic and will add an interesting dimension to your
it should be replaced with a Glaive.
campaign.
ASSASSINS (Page 25)
CHARACTERISTIC GAINS THROUGH SPECIAL The benefits of this class are enormous. To rectify this
ATTRIBUTES (Pages l0-13) possible exageration, the Assassin will only be allowed to sub-
The characteristic gains for those attributes that grant tract his EL from combat rolls when he ambushes a victim suc-
supernatural power in a given characteristic are set too high. cessfully. It will not apply as a subtracter at any other time. All
As they stand,they can have a serious effect on play balance. other effects remain the same for this skill.
To modify this, the following change to the gain received Gaining experience as an assassin is very difficult. To
for these characteristics apply: modify this, Assassins should gain 1D10 + countable hit
A) The increase in Native Ability will equal; points each time that a successful ambush results in a kill or a
2D6 + Sex,/Race Mod.* + Max. Bonus ** deadly hit. In all other cases where the skill is used successfully,
he will receive the normal 1D10 points for expertise.
B) For Will Power, the Character has the Evil Eye if his
rating is greater than 14. EXAMPLE-An assassin slays a normal man. He will receive
1Dl0+ ll if he scores the full I I hits (i.e. 9 plus 2 for the DTV) thal
C) For E,mpathic Power, the chance of communing with
other creatures equals the amount of the increase times
are possible. Against Vlad Stonehand, HPV 51, DTV 5, a successful
blow could yield as much as 66 expertise points in the skill.
THREE.
IMPORTANT-Assassrns may only gain suflicient expertise
D) The minimum native ability, with this increase, is 15. from a single encounter to allow them to increase one level as
E) All other rules remain as they are written. assassins. Any points gained over the number required to
*Found in the Native Ability table for the race and sex ol the reach the new level are lost.
Character for the characteristic that is affected by the power.
**The Bonus, given a multiplier of 4, that the character would have EQUIPMENT TABLES (Pages 30-37)
with his starting Native Ability in the characteristic thar is affecred. Especially lor Armor and Weapons, some changes have
(Check the Bonus Table for all characteristics not just those that have been made to these tables. Consult the tables in this book to
a usable bonus in play.) find these changes.
SUPERNATURAL LANGUAGE (Page 42) ASTRAL PATHS (Page 2l)
A few things were inadvertently forgotten on this table. The I emphasize that, while travelling under this spell, the partf is
Alfar speak the Tongue of the Sidh, Elf Sidh and Faerry Sidh. NOT physically present in the Middle World. Their travel is

The table below details the speakers of the Tongue of Light: related, for distance only, to the physical layout of your Middle
LANGUAGE ALIGNMENT SPEAKERS World. They should be allorved to move any direction without
Tongue of Light Law Ahura, Kerubim, Maskela regard to terrain. Metaphysically, they can be viewed as moving
HUMAN TONGUES (Page 43) through a neutral ground between the Upper World and the
Ignore all references to the language Tungali. Middle World.

DAMAGE REVERSAL (Page 22)


BOOK TWO ERRATA Damage that hits the target is not affected by armor in any
THROWING STONES (Page 7) way.
The following modifications should be made to this rule:
THE DARK COMPANION (Page 23)
A) A creature's throwing weight will equal S/4 instead of S/5. The DCV of a Dark Companion equals E[, + 2. If his HPV
B) The WSB that a thrown projectile of this type has is based reaches zero or less for any reason, he is dispelled.
on its weight. The table below details this factor. The Referee
will determine the weieht of the proiectile. FAMILY SPELLS (Page 19)
WEIGHT WSB HCM The rules on these spells are overly simplistic. In the table
.LT. I pound 2( ) None below, a new Base Mana Cost is given to learn the member
spells of a family. It also gives, in parentheses after the name
1-2 pounds - 1(0) None
of each spell, an individual Base Mana Cost for each spell in
3-6 pounds 0( - l) None
7-14 pounds + l(+2) I the family. This table should be used instead of the existing
15-29 pounds +2(+ 3 1 entries.
30-49 pounds +3(+4 -4 LICHCRAFT (Pages 30 + 31)
50-79 pounds +4(+5 -6 lf the optional rebirth process indicated in the note is used,
80-119 pounds +5(+6 -8 and a Lich succeeds in regaining human form, he must
120-169 pounds +6(+7 -10 rededicate himself as a Lich to regain his status as one. He is
+ 1(+ f
+ 50 pounds 1)
reborn as a normal human who is as old as the Lich was when he
first succeeded with the rite. He will lose ONE Energy Point per
NOTE-The + 50 pounds increase states the amount of in- day until he completes his re-dedication. Points lost in this way
additional 50 pounds of weight. For example, if a
crease per
are only regained if and when he rededicates himself as a Lich.
500 pound statue is thrown (or falls) on someone the WSB is
+14(+ 15) and the HCM is -26.
LOWER WORLD TRAVEL (Page 31)
HCM in the table above is used for EL to determine if a hit The Shaman's spirit is a physical presence in the Lower
is scored and what kind of hit it is. It has no effect on the World. The spirit can be damaged as normal by any type of at-
amount of damage that the projectile will do if it hits. tack. Damage that he suffers appears immediately on his body
IMPORTANT-The thrower's SB will apply for all thrown in the Middle World.
weapons. It will not apply for projectiles that are cast from a
Sling. MUSIC (Page 31)
Non-intelligent indicates a creature with an Intellect of 4 or
OPTIONAL less. Those with higher intellect ratings are considered to be
The total number of hit points inflicted by a thrown projec- intelligent.
tile can be varied by the type of material. Stone and hard metal
get full damage. Hard wood and soft metal score l/2 damage
THE BLACK CURSE (Page 32)
rounded up. Soft wood and other soft materials that are hard
enough to do anything score l/4 damage rounded up.
The minimum DCV for any Zombie equals ZERO.
Remember that the Zombie's MR is calculated in when deter-
MOUNTED COMBAT (Pages 8 + 9) mining its DCV.
Note the changes contained in the Book of Tables section
PUNISHMENT (Page 37)
on Horsemanship.
The statement "short of the victim's death" is misleading.
WEAPON CLASSES (Page 11) When the duration is over, the disease ends. lf the victim still
See the Weapon Parameters Table in this book. There are lives, he survives it.
some changes in the basic effects of some weapons.
SLIME (Page 39)
SHAMANS-Casting Speed (Page 17) The correct MDV LIMIT is (EL + 1) x 2. The limit only ap-
Once a Shaman is attuned to the source of his magical All animate creatures in such an
plies against inanimate objects.
powers, his use of the power becomes almost innate. To reflect area can suffer damage regardless of their MDV.
this, a1l Shamans may add their EL in the Orient Self spell to
SPEED (Page 39)
their Casting Speed with all other Shamanic spells. The in-
The speed increase gained can never more than quadruple
crease gained in this way may not be used to effect the casting
the current PMR of the person that it is cast on, i.e. if your cur-
speed of the Orient Self spell and may not be used to more
rent PMR is 1, an EL9 spell will only increase it to 4.
than DOUBLE the Casting Speed of his other Shamanic spells.

EXAMPLE-Kaiepas of the Eponischa is MELl2. His FlL in Orient


SPIRIT DEATH (Page 39)
Self is 7. He can increase his Casting Speed by 7 for all Shamanic In all cases, if the spell fails, the fetish is worthless for any
spells in which his normal speed is 7 or more. (Where his speed is less, further attempts at casting magic. A new one must be created in
the speed is doubled.) order to re-attempt the use of this spell.
AUTOMATA (Page 40 + 41) LIGHTNING (Page 40)
For the Automat.a to be considered to be magic or en- Shields are only usable il the optional Dodging Magic rules
chanted. the caster must cast Enhancement AFTER he has suc- are in use. They have no other eflect.
ceeded in forming the creation. All Permanent Automata are
magic or enchanted. Non-permanent ones are not and the listed SUMMONING (Page 41)
duration will apply for them. For a creature to be summoned it must have a listed Contact
Level (CL) that is NOT NA, i.e. a numerical value must be
FAMILY SPELI, TABLE listed.

AsleAl Pt;rtr:Rr!, r r, Akasha (2), Astral Web (3), Astrai INSUBSTANTIALITY (Page 43 + 44)
Path\ (4), Aslral Leech 16;, This spell does not conler any special movement abilities on
Opposition^(6t. Asrral Well t8).
the caster. Unless he also casts the Levitate spell, or originally
Creation ( l0).
casts this spell at three times the normal Mana Cost, he may not
3 Darkness (l), Darkling Light (3),
move in any way that he could not if he was solid (except that he
Dark Cornpanion (5).
may pass through physical obstructions such as walls, doors,
DnatH:iPo\l.'r*s l-,larrd-oi, neErli i4; ; Fog.:ct Oea,lr
etc.). To alter his position higher or lower, without a clear path
{.8}"
Navigation (1), Desication (2), of access such as a staircase, requires additional mana or the
Crasping Sands (3), Heat (4), successful casting of Levitation. Onl-v Travel Powers may be
Whirlwind (5). cast while Insubstantial.
IdRTH,,FrlwERs :,,3. : Fire Reristance (| ). Earl h Strength
t2). Lucarion (2). Aialanche t3t, VENGEFUL HORROR (Page 44-45)
""'t'"' Transport {4},,Eailhquake:(6}.,, ::r:r :'
The horror created is a product of the person that is attacked
E t-E Ii4 I x r..\ r. Pr.rr,, r- ns Va ries Air 5 Earth 4
bf it. lt mind. It cannot be seen or attacked by any other
is in his
Fire 5
person. The presence of this phenomena can be detected
FIRE POe.sRi :;, ,r,,, , 1l Combustion (l), Fire Detection
magicall-v. If it is, the magic-user who detected it can attempt to
{ I }. I'ire Darr {2), f ire Shower (l).
dispell it by Dispelling Magic or casting a Sanity spell on the per-
trircball (41.
son affected.
Hr.r.r. Pou,lns Fire Resistancc (1), Fire Dart (2),
Pain (4), Summon Demons (4).
lLLLisro** Fow.t'Rs
THE COMBAT TABLE (Page 5l)
In the earliest version of Powers and Perils, this table is in-
correct. The Combat Table that should be used is the one on
Page 3 of Book Two.
ing Light (5)
Nsr.noa.resrrc Pcw,ftsr :, :, :r4ri,,,,,,rommulitgry;wift,ftIDeadr{,1};r,.1 DESERT POWERS-HeaI (Page 24)
Control the Dead (2). Animation Damage equals EL+2 per phase. No armor values apply
(3). Dark Knowledge (4), Decay against this elfect.
t4). Corruprion (5). r he Black
Curse {7). Seeking Dearh t l0).
FIRE POWERS-Fireball example (Page 27)
C)nrcrx Pou e ns 8 Repulsion (5), Inanimate Creation
(8), Dissolution (10). The correct range for the example is 14" not 18.
Prnvqrr'r r \lnr;rcs* 9 Enhancemenl (51, Enchantmenl
NECROMANTIC POWERS-
ment ( l0). Lnchanted Dedication The Black Curse (Page 32)
Add the following:
Sr,e Po*'rns .1 Water Breathing (2), Calm Sea E) OCV: HPV/S + SB + StB
(3), Friendly Current (4), Naviga-
F) DCV:2+AB+DB
tion (6).
j:r (4).
G) MR=8, C and EnL both equal zero.
Sr rnp Powr ns 4 Sleep Touch t2i. Sleep M
Perpetuai Trance (8I.
Sronu Po*'r.ns 3 \\ ind ( l), Flight 12;. Lightning
Srvarm (3), Lightning (4), BSOK-T'HREE ERRATA
Thunderhead (8). WERE-CREATURE ENCOUNTERS
Srnqtcr Pour'R\ l0 Astral IIls (8). Auromata(10t. Were-creatures were inadvertently left off of the Encounter
: , ,:'|: 'ri.r'l:r'',,,'::,,.:.1'1r.r ,, Simulcra{15).
i:r. .it,'t-,,i1.,rt:"., Tables. To rectify this error, change the following tables as
Tprrpe r nrc Porr rns 4 Sending (l ), Mind Search (2), specilied below:
yi:i,:ii :r $ l;i i,'"T;"ili''''
TABLE CHANGE
TrMEiPo'*-[Rs ',ir , ri]r::,,': ,,r ,!:1o Tlme SItw (8]: fjmg S. ,('?!it,rlr.. City Margrn Change "Closest Terrain" from 81-100 to 86-100.
: :,,r,:.,,:!l ,: : lr':::, r:rr.':'ril CureAge (10),Time. +iip4f0iot;i;; Add \\ ere-erearure ar 8l -85.
ti*i.r,,{' i,,:, '.',,r,,,,,.,,t,.n
Citv Change Demons, Hellhound from 97-99 to 97 + 98.
TnavEr- Pou'rr.s 5 Levitate (3), lnsubstantiability (4), Add Were-creature as 99.
Teleport (5), Interworld Travel

\\'q*Powtns - .-wi rhife lirwailL*4.


( 10).
As an option to this modification, Were-creatures can be
treated as an "Other" Human Encounter that can only occur at
I;';;'Tillil'lti;'I?r;wark
.,...:,:.
night. Which option you select left entirely at your discretion.
is
Flood (6).
*Permanent Magics should be treated as a family spell with a separate Of the two, the second option is most reasonable within the
El, for each member spell. This allows for a better representation of framework of this game but may require more set-up work for
Permanent Magic abilitl'. the Referee.
ELDER DRAGON EXAMPLFI A person rvith lll-6 in the sword picks up a weapon thar
The CDF for the Elder Dragon is 14, not 18. grants EL4. With that weapon, using its porver, he may use EL4. (These
iterns can be a disadr,antage.)
MERKABAH
The CDF of the Merkabah is 8 not 10.
IMPORTANT-This limitation does not apply for experrise
that is gained by a magic-user who casts the spell to gain addi-
TROLLS, TROLL tional expertise in a skill that he has learned in the conventional
The base Agility of a Troll is 8 not 18. manner.

SCORPION PEOPLE DETERMINING VALUES FOR


The OCV of a Scorpion Woman is 3 not 93. NATURAL MAGIC ITEMS
Book Four contains a large listing of items that can be used in
play. These items have been left to the Releree to a large degree,
CREATURE DCV for determining cost and other parameters. To aid you in this,
Many of the DCV's of creatures, the following rules can be used to determine an average cost for
especially those with an
odd NAV, are incorrect (being one lower than they should be). a given unenhanced or enhanced natural magic item.

The values given on the statistics tables in this book are


correct. UNENHANCED

A) lf the item grants no benefit when it is unenhanced, assign


OCV and DCV
a base value of ID6BB OR whatever the listed value of that
The minimum OCV or DCV that a person or creature
item or material is in the equipment tables.
should have is ONE. Where values were listed lower in Powers
and Perils, they have been modified to this value.
B) Where the item has some unenhanced value, its cost will be
(unless specilic value is specified elsewhere), determined using
the following steps:
BOOK F'OUR ERFEATA
MAGIC ITEM VALUE l) The base value is I + (Characteristic Increase/l0 (RU)) +
If you desire to determine a gold coin value for the various (EL80 skill increase/l0 (RU)) + BL + MEL + EL in Silver
magic items, the following general rule can be used to get a Coins.
rough estimate of what an item is worth.
2) The base value is modified by multipliers in the follou,ing
A) The base factor equals MEL + EL. cases. All multipliers are totalled before being used:

a. Per power or attribute that does not relate to anv of the


B) If the item's effect is only on the wearer or requires lactors used in the formula above-x1.5
another substance to operate, multiply base factor times 2.
b. Items with poisonous or magical attributes lhat are not
C) Il the item has magical powers, provides important death spells or poisons.-x2 per power.
defensive advantages or is a weapon, multiply the base factor
times 5. c, Items that are fatal if they have their desired eflect-r3 per
power.

D) If a weapon has a castable magic power, or an item is d. Items that have (by the decision of the Releree) a vefy
named or special, multiply the base factor by 10. special power or attribute-xS, 10 or 20 (dependin_u on the
decision ol the Referee).

IMPORTANT-In all cases, if an item is of non-human ENHANCED


nranufacture, double its final value unless the person who is sell- Enhanced forms of these items rvill use the basic rules above.
ing it is a member of the race that made it. In addition, after all other multiplication, their r alue is doubled
because their power has been enhanced b,r. a magic-user.
FIXAMPLE A player has a chance to buy a Cure Amulet that js
dipped in wine to create a curing potion. It is MEL5/8L2. Its value is IMPORTANT
l4GC. Another player has a chance ro purchase an Attribute Effecr In all cases, the result of this formula rvill be a number of
amulet that increases Strength while decreasing Empathy and grants SILVER COINS. This number is the average value of that item.
EL2 [mmunity to Fire Powers. ll it is MF]L6,zEL2, its value is 40GC. A The Referee can modify the value, as specified in the Economic
named item, MELIE,/FlL9, is worth a prince's ransom. An item of this Variation rules, to fit the local situation.
type will sell 1'or 270GC. Where values are specified for treasure items. i.e. gems,
hides, crystal, etc, the value determined lor its special values w ill
NOTE-The Referee can vary these prices as specilied in the be either part of the value of that item OR additional ro it.
Economic Variation rules. In all cases, the items only have their Which option is used should be varied by the Referee, depend-
full value if the buyer believes that they are magic. If he is not a ing on what the value is in relation to the magical value.
trained magic-user, this is determined to a great extent by who In all cases, the value of the item in magic should be addi-
the seller is, i.e. if a field slave walks up and offers to sell a tional in the case of all Gems that are listed in rhe Gems. Jervels
named sword, the buyer is not likely to believe him. and Jewelry section of Book Four.
Finally, where an item's effect lasts more than 24 hours you
KNOWLEDGE (Page 33) should doutlle its determined value. If the effect is permanent or
Where expertise in some skill is gained from a spell or item, it must be actively negated by some other power, the determined
of the expertise of the user. It is not additional.
is used instead cost of the item should be tripled.
CREDITS
ERRATA Development-Richard Snider
Lay-out-Richard Snider, Jean Baer
The formula listed on the Powers and Perils Adventure
Record Sheet for Casting Cost is incorrect. Instead
Paste-up-Michael Creager
of Base
Mana Cost x (EL + 2) the formula should be: Art-Roger Norton, Winchell Chung, Michael Creager,
Jim Talbot.
Base Mana Cost + (EL x 2)
Prep Dept. Coordinator-Elaine Adkins
Whoops!
Typesetting-Colonial Composition, Inc.
Printing-Monarch Services, Inc.

OCopyrighr l9U4

The Avalon Hill


Game Company
BALTIMORE. MD Printed in USA All .,nn"r!"rrffiO'
Y-2676 1t lB4
CHARGE MAINTENANCE
The following rules apply when fighting while mounted: To maintain a charge the mount must continue moving at
A) The Horsemanship EL is added to the rider's EL with charge speed,l/4 of its full PMR rounded up, without vuylng
the weapon that he is using for all hit chance and damage his direction of movement more than 60 degrees in any one
phase. Variance in either particular negates the advantages of
modifiers.
charging in the phase where the variance occurs.
B) When charging, the rating of a war-trained mount is If a mount suffers damage in excess of its Rating x 2 in any
added to the rider's total EL if his Horsemanship EL is suf-
one phase, he may not charge in the next phase. His maximum
ficient to control the mount. The rating is also added to the
speed for that Phase will be 25% of his PMR rounded down,
damage scored by the charge in this case.
i.e. his Stationary speed.
C) The Horsemanship EL may always be used in-
dependently of the Weapon EL, i.e. one can be used offen- TRAMPLE ATTEMPTS
sively while the other is used defensively. This maneuver reflects the rider's attempt to charge over an
D) Unmounted opponents who are not armed with a enemy. The rider may not attack when he makes this attempt.
Polearm or Spear class weapon will add l0 to their roll to He may use his horsemanship EL to modify the chance that
hit the rider. the attempt will succeed.
E)When stationary, trained Warhorses receive an in- In all Trample Attempts, the mount's OCV x 2 is used in
dividual attack of their own. This is not allowed while determining the Base Line on the Combat Table. The rider's
charging, unless a Trample Attempt is made. EL, the mount's SB and the mount's Rating x 2 may all be sub-
tracted from the roll to hit. If a hit results, the Rating x 2 and
F)If a trained mount charges an untrained mount, the rider
the mount's SB are added to the damage that the victim will
of the untrained mount adds 10 to his roll to hit either
take. If the target is killed or missed, and the horse is not hit
mount or rider.
seriously enough to stop the charge, the rider may continue his
CONTROLT,ING A N,IOUNT charge. If the target survives, or the damage taken by the
The EL required to ride and control each type of mount stops the charge, the rider must remain in the hex where
mount, for which Horsemanship is applicable, is: the Trample Attempt occurred. The Movement Cost to Trample
an opponent is 1. This attack mode may only be used on op-
MouNr Typr EL MouNr Typr EL
ponents that are the same size, or smaller, than the trampling
tiiil$ie#tii-iffitrr*i*iiiidilirtil'
Riding horse I 0
l$itffi
rffiS.._:'.; " ?
War horseII 3
"
" mount, i.e. if riding a horse this means that only horse size
*iix,i i1 * *$iiiiii'triiiiii;.ryi' *ffiff#ffi${4:iiii:r.1lf; ii:g !::::,.:
targets or smaller may be trampled.
Targets armed with Polearm or Spear class weapons may
Riding horse III 2 War horse IV 8
attack before a trampling mount reaches them. ALL other
targets may attack if they are not killed by the attack. If suffi
*May never be used in combat. The rider must dismount to fight. cient damage is scored by the Polearm or Spear, the charge will
before the Trampling mount can reach the weapon-
OTHER IIORSEMANSHNP SKILLS ::.s.,:OO.O
The ELof a horseman that cares for his wounded
mount is subtracted from its healing chance roll, in addi-
tion to any healing skills that he may have. The EL times 5
is his chance of determining how good the animal is without
husbandry skill in horses.
Wra.polt SrarIoNerY CnanclNc
PorNr Bpw-. , I ..: 0. +.10*
RelcE Bralcr Snonr Mro CompositeBow 0 +5*
t :Nqne ' O :,. ,...1
Light CroSsLrow :...
3 None 0 1+2 Spear +5@ +15@
4 :0' l2 Javciiii
5 0 | 2+3 Lightlance +5 +10(0)#
6 ,..,0 :.'..:.1 ' . '2+3 Bolas +5@ +5@
1 0 1 2-4 *The Modifier is added per Range Fraction above Point Blank
:.'..:6 ,0 :.1't2'. : .3+4 range. (If a Bow is lired from a charging horse at Medium
.r:

I 0 1+2 3-5
range the modifier is +20, i.e. a 14 becomes a 34.)
10 0+1 2: '3:5
1l 0+1 2 3-6 @These weapons may only be used from a mount at Point
12 0-+ I '2+3; ' : 4.6 Blank and Short range. The modifier is added at each range
13 0+1 2+3 4-7 levei, starting with Point Blank, as stated for Bows.
t4 t0+ I 2+t 4-7 #For the Light Lance, the modifier in parentheses is used il the
l5 0+1 2+3 4-8 missile is cast at Point Blank range. If it is cast at Short Range,
I6 .o+rl : .2;4 , ,. ' 5,8 the other modifier applies.
t1 0+ I 2-4 5-9
18 'o+ 1'l "2;4 ' 5;9
19 0+1 2-4 5-10 SE IIASE
20 '0.2 ' 3-5 , 6-10 MRl 2 34MR1 234
21 0-2 3-5 00 0 00164 4 4 ,4
,, Q-Z: t-5 11 0 00175 444
23 0-2
...:t:z:,
3-5 6-12 2l 0 10185 454
l4 3.6 31 I 10195 554
25
'
0-2 3-6 '/ -13
4t 1 11245 5 5r' '5
2rt1
tt
0:?r,
0-2
3;6,
3-6
52 I 1121 6 555
IE , 0-2:' 3:?, ',8"14 6,2 I 21226 5 ''6 ,5
29 0-2 3-7 8- 15
72 2 21236 665
30 0-3 4-'7 , 8"ts E2 2 22246 6 6,6
*Il Extreme Range is possible for the weapon type that is being 93 2 2225'7 666
used. 103 z 3226 1 6"t6
11 3 3 3221 "l 776
BOWS
w3 -l 33287 7 ,7 7
134 3 33298 7'/7
To use a Bow class weapon the firer's SB must be greater .14 4 J 43308 ? I ,?
than, or equal to, the WSB of the weapon 1. If it isn't, he
cannot draw or string the bow.
154 4 4331 8 887
NOTE-The rule above will not apply to any Elven bows. For For determining the Phase Movement Rate (PMR) lor MRs
Magic Bows that are not Elven, the (WSB/2) - 1, rounded in of 32, divide the MR by 4. This value is assigned to
excess
down, is compared to the firer's SB. each phase. Any remainder is assigned, 1 per phase, in phase

WrepoN PorNr Basr


CRossBow TYPE Pnesrs ro Rrroao Usso BraNr Snonr Mro. LoNc Exr. RaNcE
Retcaling cro$lbowr i . :.' .':,....:'8 . r' ,i'r :':'' Arb'aldst', ', ,,
,,+l5,", +:8 '-2 -12 Yei 24'
Light Crossbow 2 Bolas +10 -1 - 13 -20 No 4**
Fledv! Ciosstovrl :.: ,.,,. ,.._ :, r-:.-.. ',3 ri' r
":ril Borv. ''':r".'': ,.+11.'-r ,.- +4 -6 -18
+14 ""t
Yes "'t*
Arbalest 4 Composite Bow +7 3 14 25
Hsldle Slinc,, :'' *3'.'. :' :' '. *9. '
-4 Yes i18** -

Heavy Crossbow +12 +6 -3 -16 Yes 20


Jivclift .r , .:' i . +16 .',1'r, r 0 No.. ..61 .,:
.
-9 -29
Light Crossbow +9 +5 -6 _20 Yes 18
Ltgtrf Lanae'. , ,i, *8r .....:... ' .:;-2... -10 _2A No 3t1
Long Bow +12 +8 0 l0 Yes 30
0llier D6ggg1, .r 'i+5r ,. .:.. :3. 1i5 No ,..'.,'.4**
-2A
Other Thrown
Weapons +4 -4 -14 20 No 4*
Repiati-ng '', lr
: 'jcioSsbdi* r l : .:.:. +.1.,.:.
: +:J : .i:: E' -18 No .. :1.5 .. .

Sling +4 +6 -6 -19 Yes l2**


S.Pttr....r,l ..'+5., ::l' -16 .No ',,' 8'$:
Throwing Axe +6 2 t0 -20 No 5*
.: +.8. ..t... 0 ., 2J8 Nsr ..' ... sftr .

*Range:Base Range+the thrower's SB in hexes.

**Range: Base Range + (the thrower's SB/2, rounded down) in hexes.

THE BOOK OF TABLES 852OO2B


Basp Dreory Srvpnp Snrun Rorr Dauecr
LrNs Hrr Hrr Hrr Hrr Mrss Fecron MoorrrEn Moorlrrn
. 20* , -10 -9 to -5 4 to 03 04-15 16-100 We&pon experl,ise Eithdr . IncreaS
*19 -9 8to 4 3 to 04 05-16 17-100 Shield expertise Opponent Reduce
'-tE :8 ''? to -3 2 to 05 06-17 18-100 Shield .N0ne .:Reduce
-17 8 7to -2 . I to 06 07-18 19-100 Armor None Reduce
'16 -7 -6lo;l 0 to 07 08-19 20-100 Helmet None Reduie{
Weapon Strength None
-15 7 -6 to 0 0l ro 08 09-20 2l-100 .
I ncrease
:14 *6 -5 to Ol 02 to 09 10-22 23-100 Natnral lYeapon Creature None
Strength Bonus None Increase
-13 -6 5to 02 03 to l0 ll-24 25-100 *Applies on Deadly and Severe hits only.
-12 -5 *4lo 03 04 to ll 12-26 27-100
1l 4to 04 05 ro 12 13-28 29-100 The table above lists every normal factor that applies as a
-5
13 14-30 3l-100 modifier to the attack roll or the damage scored by a hit.
-r0 -4 -1to 05 06 ro
15 t6-32 33-100 Magical factors that may apply are covered in later sections of
-9 4 -3 to 06 07 to
,-8 , :3 -2 ta 06 0? to 16 11-34 35-100 this book.
-1 ,3 -2 ro 01 08 to 18 19-36 37-100
'.;lf *2 08 ro 19 20-38 39-100 TABLE EXPLANATION
-1ro 0?
5 -l Ito 08 09 to 20 21-40 41-100 CRIATLRE-The factor is added to the creature's attack
-4:.. - I . Oto 08 09 ro 21 2242 43-100 roll.
-3 1 0to 09 l0 Io 22 23-44 45-100 EITHER-The factor is subtracted from the user's attack roll
..:r2 ' I .
0to 09 l0 ro 23 24-46 47-100 or added to his opponent's attack ro1l.
-1 0 0l to 10 1l to 24 25-48 49-100 I\CREASE-The damage inflicted is increased by this factor.
ZERO] 0: ', 0l tci 10 l1ro25 26-50 5l-100 \O\E-The lactor has no effect in this area.
+l 0 01 to 1l 12 to 26 27-52 53-100
+z,01' O2to 12 13 to 28 29-54 55-100 OPPO\E\T-The lactor is added to the opponent's ro11.

+3 01 02 Lo 12 13 to 29 30-56 57-100 REDLCE-The factor is subtracted lrom the hit points that
+4 . 01, to
rr02: 13 14 to 31 32-58 59-lm are scored on the user bV an attacker.
+5 02 03 to 14 15 to 32 33-60 6l-100
'+6' , *2,, 03 to '14 15 to 34 35-62 6l-100
+7 02 03to 15 16 to 36 37-64 65-100 Srru.rrros Errecr
r+8., ' 03 04 io 16 17 to 37 38-66 67-100 Fighring more than ONE opponent -lt*,
+9 03 04 to 16 17 to 39 40-68 69-100 Defender i: unable lo more* -20
.*.1{}':: r: . 03, . 04 to lT l8 10,40r ' 41-70 71-100 Defender i' ambushed. taken lrom the rear
+11 04 05 to 18 19 rc 42 43-12 7l-100 or una\\'a-re of the altacker*
1 Defender is not ful1l conscious, i.e. drugged,
04,:, 05''tor l8 19 to 43 44-74 75 -100 asleep. un.'onsiious. etc.*
+13 04 05 to 19 20 ro 45 46_.76 17_100 Defender is taken iro;a the ilank
, +'14.:' .'.i ,.05 ..., 06 tor 20 2l to 47 48-78 79-100 \{ounted Attack See Mounted
+15 05 06 to 20 21 to 48 49-80 8l-100 Combat and
.+16 r,': .O5..' r06 tor. i21 22 lo 50 5l-81 82-100 Horsemanship.
+71 06 07 to 22 23 to 51 52-82 83-100 Arlack from abore
Defender is Small + 3 per point below
, + 18,' 06,,:i {'l'1o 22 23 to 53 54-83 84-100 4 in OCV. (For
+19 06 07 to 23 24 to 54 55-84 85-100 Humanoid form, + 2
.*2lll : . I. O?: i: :r08'td ..24 25 ro 56 57-85 86-]00 per hit point
below 8).
*Any result with a base line less than 20 is roiled on the 20
- - *When the Defender is in this position any Deadly Hit is fatal,
iine. This is the worst possible chance. Any result greater than
+ 20 is rolled on the + 20 line. This is the best possible chance. Severe Hits are Deadl)', Hits are Severe and Shield Hits are
Hits.
IMPORTANT-When + 20 is exceeded, the attacker will sub- **Modifier used b-v rhe forces that outnumber the person
tract the difference between the two lines IF the roll, after all attacked.
other modifiers, is an 85 or less. If it is an 86 or higher, the line
difference is ignored.
DE n WeapoN Crass Cnreruno OCV
I Thrown Weapon : ..i,:i,r:..,

Tacrrcer GnaNoTacrrcar Srna.rscrc 2 17+UP


ONr Hrx' (INe E):r' rlo'rr_Er ' ' ':,i00 9qn1 : I .i ', 2O,iirLES
, 3 Poiearms t3.16, ' : ,

Orl Tunn 12 srconos fwo Mrvurus Twrrvr Houns 4 Heavv Lance


ONs PHjlsn : ,'.':,. .....' j.Sicolqos Nor Applrcesln Noi Applicears Spear/Light Lance
5 9-1'j2-. :i
'j.
6 Staff
Heavy Sword,/Axe . r. 6-g.ri: I .i..

8 Scimitar/Mace
9 Surord :, 3-5.. :. rr '

I) MaNe ArLocarroN 0
II) Mlssrrr Frnr
III) Mecrc Err,rct In case of ties, Character's will always attack first. If both
IV) MovEurNr eNo Mrler combatants are Characters, ties are broken as for movement
ties. Use Dexterity as the first tie breaker in'stead of Agility.
DEADLY HIT
.4 Deadly Hit will score 2D10 OR 1D10 + (SB)D10, The chance, stated as a percentage of the HPY, equals:
whichever is greater. To this value, WSB and EL are added. (TOTAL SUBDUAL DAMAGE + ACTUAL DAMAGE)/HPV
This fraction is converted to a percentage, rounding down.
SEVERE HIT
This percentage, minus the Stamina of the victim, is the
percentage chance that that punch will knock the person out.
A) nqturql weapons*:
The attacker possesses
1D10+SB or ZERO, whichever is higher
B't The attacker is unarmed and without natursl weapons: IMPORTANT-If the victim is not knocked out, he carries
1D6 + SB** fifteen points of subdual damage into the next round. Actual
damage applies only towards knockouts in the subdual system,
C) The attacker is armed with a weapon: unless the actual damage scored is sufficient to kill the vic-
1D10 + SB + WSB + (EL/2, round up) tim-in which case it will. No target that is taken unaware
*An attacker is considered to have natural weapons if the NWI when subdual is attempted may subtract his Stamina from his
chance of being knocked out. Use the determined percentage
specified for it is ZERO or higher.
**If without modification.
the attacker has hand-to-hand skill, theEL/2 rounded up
is added to the damage that is scored.
A person that is knocked out will remain unconscious for:
HIT AND SHIELD HIT (100 - Stamina) + (Actual Damage x 10) turns

A) The attacker possesses natural weapons*:


1D6 + SB IMPORTANT-Regardless of the result of this formula, the
minimum number of turns that a person will remain un-
B) The attacker is unarmed and without natural weapons: conscious if he is knocked out equals:
1D3 + (SB/2, round down)** l0-StB turns
C) The attacker is armed with a weapon: If the result of the main formula is negative, the formula
1D6+SB+WSB above should be used.

*See the first note in 1.42.


**Il the attacker has hand-to-hand skill, the SB is not divided
as specified above.

When a creature is near death, and one or more wounds


strike him down, the formula below is used to determine the
MAXIMUM number of his points that the striker can get
credit for.

Target's remaining HPV + (Target's DTV x ( - 1))

OTHER GAINS: COMBAT

EXPERTISE-FoI each skill used in combat, except


magic, the Character will receive the CDF times TWO in Ex-
pertise points. Il the skill is used against targets with varying
CDF values, the HIGHEST CDF value is used to determine
the Expertise gain.

CHARACTERISTIC POINTS-Per 50 Combat


Experience Points that a Character gains in Combat, he may
increase any modifiable characteristic by 1. In determining the
number ol points earned, round up.

EXCEPTION-To earn any characteristic points the


Character must earn at least 10 Combat Experience Points in
the encounter. If the experience gained is less, no characteristic
points are gained unless the opponent is defeated successfully,
see 3.6, in gaining them.
Doocr
Varur .LT.t l+2 3+4

10+Up A A
A : Automatic success

Cun'nrNr CunnnNr CunnrNr A) The Character has a clear view of the person or thing
RerrNc BoNus RarrNc BoNus Rarruc BoNus that is casting the spell.
::!,rtjl"#&,i;r;iiiif &$irrf t!iii'i*$#gi;i!:t
B) The spell is a spell that inflicts damage when it succeeds.
6-15 0 106-140 +5 331-395 +10
C) The physical appearance ol the spell is BOTH direc-
31-s0 t8t-225 +1 466-s50
tional and visible.

IMPORTANT-If this lorm of dodging is allowed, the total


value dodged for the spell equals:
The AV of the dodger's armor + the EL of the spell
BoNus IN: Asnn. Alse AIFEcTED

IMPORTANT-If a Character attempts to dodge a spell, and


fails, he will use his MDV at Vz value, rounded down, in
resisting its effects.

OPTIONAL-The following rules may be employed in


physically resisting magic that can be dodged:
A) If the dodge attempt is a Partial Success, the dodger
hti{r$#!i|{iiiffi #j##;r#i!rlr{iiiffi iiilii$iijii may subtract his Dodge Value * 3 from the number of hits
Stamina l) A Character's StB is subtracted from
all healing chance rolls that he takes. It is
that the spell inflicts.
added to the number of points that he B) The dodger, if his dodge does not succeed, may attempt
heals, if he heals (See section 1,3251). to interpose his shield between himself and the spell. His
2) StB is a factor in determining a chance of doing so equals:
Character's OCV (See section 1.3321).
3) The Character's StB is used in deter- Dodge Chance + Shield AV + EL in the Shield
mining his Portage Ability (See section
1.321 D).
If he succeeds, handle the spell's success as specilied for
4) StB is used in determining a a Shield Hit except that magical shields will block
Character's Poison Resistance (See section (AV x 2) + usable EL hit points.
1.32s3).
5) The StB is used in determining the
DTV of the Character (See section
1.32s2). A) They can see the firer release the missile.
6) StB is used in determining a
B) They can see the
Character's maximum EL in certain skills
missile coming lor at least 50% of its
(See section 2,4\. flight towards them.

The AV of the dodger's armor + a Missile Range modifier

Agility AB l) As for Dexterity. FnecrroN Moorrrnn FnecrroN Moorrrlx


2) As for Dexreriry. iiliiitis"6s$Hihltrtrilii{l,l;tiiiiliii$}liii!:itiliiiilirii$t]lii&di tili*riiiiliiiirsi:riiliiiirii{$#tiiii;,{iii[lii
3) The AB is used in determining a Short 4 Extreme -2
Character's maximum EL in certain skills
(See section 2,4).
iitiiffi ]illrllliiliiliillji$riiililrrltlirlliiil$lirl*li$rii$itiiii$il;i:illilltiitrli]ili:ililllii'jijiiitliiiijljilrii}ll

4) AB is used in determining a Where the weapon that fires the missile has a listed WSB,
Character's MR (See section 1.335). the WSB/3, rounded up, is added to the modifier above.

THE BOOK OF TABLES 852OO2B


fiil H*htH,i,l.#$* Y-2652 lu84
":.1

!::i:.*4r:t
TONGUE OF: SPELLS EFFECTED
:
:r,:r.{s:ttq&rs.1!q$;.l{lahi.ty':$erioq $qt$e.I;..qti&iqss;i.:Siig+ :.silss,l
:::.::ii.r
TISE:iA*Ysj,..t:,.irr:r,:;.
rnr Btasrpo Sour Leeching
.:,Ii*CfNPSi'1.'r:"l:::f :,': ..:: Darkness Powers, Disintegration
Dearn Death Powers, Plague, Disease, Withering Hand,
:i TiTjil :DgA,D.:i ::'
:.:,.'...:. :....:: :;:::
::: Nd..6ihanta..Fl51{eir*':*idhtr*ftj::::,.:-::r:::::: j=:-::].:l]i:::,.:t'
THE DESERT Desert Powers
.;,1l' a;iPsf i-rB{}eirt-lvt&in.eSr:...:, :...i.ir':::.=,.'::.:.::i,..::::,.:=
THE EARTH ".;,tL'..,,t' Desert Powers, Elemental Powers (Earth)

.Blood Vengeanci
Erorr Warun Sweeten Water, Elemental Powers (Water)
EroenFrnrSmokelessFlame,FLamingDeattr,uementaiPowers(Fire)
Frcnv Cnaos Earth Powers, Hell Powers Fire Dart, Quarrels, Invulnerability, Petrify

l'.;;;,1,.;$e.*,&$:,.:,,:i,::::*:,:,::.,,:::::;.::.

rnr KororHl
Lewrtn Frnr Pnrificatioh, Protection, Fire Power.S, Storm .Powers, Truth, [esurrection
LIcnr Divination, Detection, Summoning, Cure Disease, Healing, Sanity,
Sustenance, Wakefulness, Light Powers, Open Prison, Negate Curse,
Revivification, Healing Light
LlLttu'sCol,,rrrr-cNo..Fascination,Contpulsipn,1Ubunds,Paralysis'"ShapeC!ran$ir1g"
rsr PntvnL Clairavoyance, Damage Reversal, Watchlul Sleep, Oblivion, Preserve lhe
Dead, Astral Fire, Astral Powers, Time Powers, Fate, Strange Powers,
Planar Travel
a:::t:-,:' .,;:i :SlS*::,;:.t4ft;*:;:; Mabics, Concgaling Miii; ,.,,:,:,,,:..,,,,.,.
lns ToNas Communicate, Orient Self, Protection, Soul Sight, Perception, Shape
Changing, Lower World Travel, Knowledge, Restoration, Summoning

C) Any result, after modification, of Abysmal Failure on


Any supernatural language is magically potent in the force the Magic Table will have an additional 5 subtracted from
that it is derived lrom. At the Releree's discretion, a spell that is expertise point gains specified for
it. If Failure results, the
spoken in the tongue of the force that its power is derived from Failure are received in the spell and in the language even
will have the following advantages: though Abysmal Failure occurs.

A) Reduce the casting cost by 20V0. The amount of the D) Any expertise points gained for success with the spell
reduction is rounded down. are also gained in the caster's ability with the language that
he used.
EXAMPLE-A spell that costs 4 Mana Points will still cost 4 if it
is cast in its tongue. A spell that costs 16, however, will only cost
13 if the correct tongue is used.
E) Any Summoning, Dispell/Banish or Exorcism spell
that is attempted is rolled with 10 subtracted from the roll
IF the Caster speaks the spell in the tongue of the force
B) Increase the EL for the spell by one. that he is attempting to summon or oppose.
EXAMPLE-If your current EL in Darkness is 3, you cast EXAMPLE-If a Banishment rite is spoken to an Edimmu in the
Darkness, when speaking in the Tongue of Darkness, at EL4. Tongue of Hecate, subtract 10 from your roll for success.

ffin ffi'X.,.ronHill F) The spells that each supernatural language will apply
for are listed on the table below. The advantage is only
gained when they are used by a trained magic-user, or

Ull S**s""c"":.:Pp^ilitr" reserved


Natural Magician, in casting magic derived from the
languages alignment.
PernMecrc Fonlrur-e The Magic Deiense Value (MDV) of a non-magic user is
Wizardry (I+MEL)/10, round down equal to his Mana Level. A trained magic-user has an MDY
Sidh Magic (Em+MEL)/10, round down equal to his Mana Level plus (]N{]BL')/z, round up. A natural
Shamanism (W + MEL)/I0, round down magic-user's MDV equals Mana Level plus MEL.

(X + MEL)/10 MaxrMuu EL (X + MEL)/10 Mextuuu EL

A magic-user's Casting Ability is a function of his MEL


10-19 l E0-89 8
and his Mana Level. Per MEL that a magic-user increases, his
Casting Ability is increased by his current Mana Level.
30-39 3 100-109 10
'::..:..:::,4$t48.,':: .'' ,,...,, 1.,:;; .,4.,;':, 1f0-119 ' 1'1.;,:.1
:r''
IMPORTANT-In starting a magic-user, multiply his starting
50-59 5 120-129 12
MEL times his current Mana Level. after all initial increases
have been applied. If the starting MEL is zero, Casting Ability
Where the total value exceeds 139. continue the established equals ML,/2 rounded down.
progression.

A) SUCCESS-The poison has its affect on the target.


Base Mana Cost + (EL x 2)
B) FAILURE-The victim loses 2D10 + BL energy points.
Besr Expnnrrsn Lsvnr
MeNe Cosr 012345678 91011 If the energy level of the victim reaches zero or less, the
., ,:,:..-.)1 . ..,: :1.. !: . :5.:. '.:,7 ,r1,.1' 19 21:'23'
poison has its listed effect. If the effect is not immediate
, . ,,, :,9.' , , 13 r:','1.5:'r':l'?
) 2 4 6 8r01214t618 20 22 24 death, the victim's energy level is increased to its pre-poison
,.1.::',' t,l'...3..':' .,"'' i':5,..,,:..1:7::::,.' '9:.:,!:'1.',:'1 3:,..'.,1 5. I1,.,: ; ..79 21:: 71 '25 level belore the eflect takes p1ace.
"3r.:'.
4
'''5i
4 6 8101214161820 22 24 26
C) ABYSMAL FAILURE-Abysmal Failure has no effect
.' r.r... .:'ri','r'-':.: :
::a.:7::: ,'9,::.11., ,,13,.,1,5 i. 1,7' . -9, .2i 73.:"2,3 2',1'
on the victim.
6 6 81012]l416182022 24 26 28
'. ': : ...::'l:::: , :' 7:., : .9,. .:. 1:1''.: :|t.,:, tli:,., :7:7' : :,1:9' 2:1, .,.L3 25:'.:,27: ,29
E 8i012141618202224 26 28 30 POISON EFFECTS
:,:r. ::l' .9,' .,.::..' .,.' ..f .. i.l l:r :. 1 3.:: :r1,5,,.:. l:7. :.,,;
!9,,.: : 2L: . 23 .. 25 27 29 ,31 Various types of poison exist in this game. When they suc-
.tr':.:

10 10 12 14 16 l8 20 22 24 26 28 30 32 ceed, the following effects will be applied:


, ,,15 ',
t5. ,:t1...19 :;21, 23,,;:25 27 :29. 3l 3J .3J. 3?
20 20 22 24 26 28 30 32 34 36 38 40 42 A) IMMEDIATE DEATH-The victim loses 2D10+20
energy points per phase. When the energy level is zero or
less, he is dead.
(MIJL+EL)/2, round up
Lrvrr
ExpEntrsp B) DEATH-Lose 1D10 + BL energy points per two
phases. When the energy level is zero or less, the victim is
MEL012 3 4 5 6 7 8 910 11
dead.
1112233445566 C) SLOW DEdTH-Lose BL energy points per turn.
When the energy level is zero or less, the victim dies.
322334455667'7
D) PARALYSIS/PARALYTIC-The victim is paralyzed
5134455667788 for TWO hours times the BL of the poison.
7445566'778899 NOTE-The four poison forms obove are the basic forms that
exist. Others are possible. Those that are, ere explained where
955667788991010 they apply.

11 6 6 7 7 8 8 9 9 l0 l0 11 11
MPORTANT-A1I energy losses are temporary. When the ef-
lect of the poison ends, the points are regained as specified in
13 "7 1 8 8 g g l0 l0 ll ll 12 12
Book One, section 1.3253. They are used above to determine
long it will take a given type of poison to effect a given
15 8 8 9 9 l0 l0 11 11 12 12 13 i3 ictim. The life can be saved if the Character is helped before
16 8 9 9 10 l0 ll ll t2 t2 13 13 14
poison has a terminal effect on him.
t7 9 9 l0 l0 ll ll t2 t2 l3 13 t4 t4

t9 r0 l0 ll ll t2 12 13 13 14 14 15 15 When more than ONE Magical Healing power,


t&r,,','r lO..',: l:l',;,r 11 , ,ll ,, tr21,., :13,',, 1,3, '. 14,:.:t4.: :1,5 ,15:, ,.16 .::
regardless of type, is used on a given Character in the same 24
*When these values apply, the casting speed is ONE mana
hour period, it can KILL.
point per turn. The person has little or no knowledge of what The chance that the Character can withstand the treatment
he is doing.
IMPORTANT-Regardless of a magic-user's casting speed, - (Hit Points Taken x (Magic Uses for Healing - l))
he may NEVER cast more than one spell in any phase, no
matter what means he uses to cast it. The die used for Magic Healing is 1D6 instead of 1D3.
w THE BOOK OF TABLES 852OO3B
ffi
The table below is used to determine the effect of all spells, Errscr
poisons and supernatural events. Where the term BL is used .The farlure.is tuinediwitholit, adr'eis,rCf{eet,
for ANY roll, anlnvhere in these rules, the roll is taken on the The Castcr suf fers Dlffi points loss to his Energy Level.
Magic Table. If the Energy Level is reduced to zero or less, he is dead.
ABYSMAL
Reduce th9 Snelgy Level tct zero,.?he:Caster willrernarlr
LINE SUCCESS FAILURE FAILURE
it,
' 0' , ,: . 01''35' 36't0 9l' somatose-,uritiL
Revivified.
fegeneraleq completely aq ,hdrir
I 0l-38 39-91 92
.2,. ', 01-41 42,9? '93 The effect of the spell is suffered by the Caster and none
3 01-44 45-93 94 other. If it is a spell that is only stopped by the Caster's
4 ..' ,. 0r-47 , 48-94 95.:' death, it must be dispelled to stop the effect. All effects
are subject to ejudication by the Referee.
5 01-50 51-95 96
.6,' ',01-52 . 53;96 97. ' 'fhe'Magic Use114 Caslirrg, Abllityr'iir,redqced, an dddi-
7 01-54 55-9'7 98 tisnal. XDi O,M*.na Points: and:he,i$.runcdnsqidus for. a:,
, t. ::. , :.. .01.5.6. ..
,57-98 ' ':.. '99.,' . number. sf 'hoilrs equal.:to'the Mana .Fctints.'thus lost, '..
9 0l-58 59-99 100
Lose 2D6 points from BOTH Energy Level and Casting
10 , , ,0I,60 61-100 101
Ability. The Caster is stunned, and incapable of casting
11 0t-62 63-101 102 any magic, or moving, for a number of phases equal to
12 ' : 01.64:. 65-102 103 ,
the number of Energy Points thus lost.
13 01-66 67 -103 104
The ealtcr is,po*tegsedr bJ'lhe fofeq'frollr,whish the
, .14 ': . 0.1.68 ,:69'104 r05
dqived. Th1qie1661*t u FANATICAL TIE iP the
.spelLis
15 01-70 ? 1 -105 106
alig*ment oi the spq1iri..Unti]: tlie'effeci !S 'negaled
.:' 16.. :.: .. 0:1.72 .: . ' ,?3't06 10?
61i{egateeurre spell); he''may nol casl spells of qny;othcr
l7 01-74 7 5-tO7 108
,,alignmenl and,;his ;aclions;are d,edicated to th*, goals rof
' 18 r O1.76 ' , 77-108 109 fte: porqes$ingr alignmen!;. (Iigi Ba$ie : Wiaardrv sFells '
19 01-?8 '79-109 110 the'alignment is,always;the sams ss the'easter't orienta-
20+U?' 01180 ' ' . 81.110 , 111 tion).

MAGIC EXPERIENCE LEVELS MAGIC EXPERJENCE TABLE


Blsr MeNl Cosr on MDV
The table below shows the TOTAL magic experience points
EL+2 t 2 3 4 5 6 7 E 9 10 15 20
that are required to reach each level: 2, .2 ,4 6, I l0 12 14 16 lE 2O.30':4O"'
Ponrr PonJr PoINT 3 3 6 9 t2 15 18 2t 2427 30 45 60
MEL To:rar MEL Torar MEL 'l'orar " 4 ' '4' 8' 12.'16 2*.'24 ,28,,12: 36 ,r40 ,60 ,80
0:' :,0, - t ?M 15 32000 5 5 10 15 20 25 30 35 40 45 50 75 t00
1 20 9 4000 16 420fn ' 6 6 r 12', l8'' 24. 1 30 r36. 4?, :48','54- @ ,90 120
'2 : 4{: : , 10
,

6000 l} 54000
7 7 14 21 28 35 42 49 56 63 70 105 140
r ao 1l 9000 lE 68000
.'4 , ,"150 , , 12 13000 19 84{00 E g,, 1,6, 2,4: 3A,::: 40::r48:., 56 ,:,64: r72r ,8Or,120 1,6O.
5 300:.;:.. 13 ' 18000 20 100000 g 9 l8 27 36 4s 54 63 72 81 90 ll5 180
'6':.: :.... .':fSS rr'.14 ', 24til1- .Zl+Up.''160 .oonevel l0 l0 20 30 q 50 60 70 80 90 100 150 200
7 1200
Where the MDY value affected is not listed in this table, determine
EXAMPLE-A Character with 80 to 149 magic experience points is MEI3. To reach the experience gain by adding combinations that equal that value on
MEL22, 132000 magic experience points are needed. the EL + 2 line that is appropriate.

EXPERIENCE GAIN
OTHER GAINS: MAGIC
EXPERTISE
A) Any spell used to inflict physical damage or that is used
Using the cases specified in 3.4, the expertise point gain in
offensively to cause something to happen to another
the spell used is:
creature:
A) Target's MDV x 2
Victims's MDV x (EL+2) B) Base Mana Cost x 2
B) Any other type of sPell:
CHARACTERISTIC POINTS
Base Mana Cost x (EL + 2) Per 25 magic experience points gained, rounded up, the
magic-user receives ONE characteristic point. Points that are
IMPORTANT-In all cases where multiple targets are af- gained through the use of magic may NOT be used to increase
fected by a single spell, the magic-user gains experience points Strength, Agility or any unmodifiable characteristic. No char-
for the highest MDY that is affected ONLY. acteristic points are gained due to failure or abysmal failure.
FAILURE
When a spell is attempted, and fails, the magic-user receives
Rorr Sprrr Lrsr Rorr SpErr Lrsr ONE expertise point in that spell. He does not receive magic
'..I. :.:,.i i. t:' -.,Sharnaiii$iePowers
::..Cerier..al,8rkills', experience or characteristic points from failure.
2*3 Law Powers 9 Sidh Magics When abysmal failure occurs, the magic-user receives
r d+ 5 Chiios Powers ' . -r 10 ' , ' Balance Poiets . nothing for the spell. His failure is total and he learns nothing
6 +1 Elder Powers from it.
(Base Mana Cost + L) squared
I+W+Em Basr BesB
Torer MeNe Torar MeNa Torer MeNa MeNa PotNr Cosr MeNe Ponrr Cosr
Varur Lrvrr Veru'r Lnvn Vlrtrr Lrvnr Cosr alone instructed Cosr alone instructed
3:10r. ' , ,:1,,' ,, r.9140, - ,
.:' 9 , .r,il6l:l?g:-,. ,;.,17 ,,, ,1

r r-20 2 9r-r00 r0 l7l-lE0 18 2 9 5 t 81 41


-21-30 . : ..!,, : ,: '101-110... :,..r.. 1lir'..,.:.-..,181r1p$: ' ..:, 1f9r '' '

3l-40 4 lll-120 12 191-200 20 4 25 13 l0 l2l 61

41,50 : r,,, 5, ,,, i 1tr1.r$0 ,, ,',, 13,, .,101:X10 ,' :..::.2i :


, :.

5r-60 6 rJl-140 t4 2ll-22} 22 6 49 25 20 M\ 221

'di;?0 '' : ., ?', , ".14r1u150 15 221-230 , 23 : IMPORTANT-In the table above, "instructed" indicates
71-E0 8 151-160 16 231-240 24 ALL cases where the reduction in cost that is specified in 7.3
If the total value exceeds 240, continue the established progression. applies. "Alone" indicates all cases where it does not apply.

Mecrc ExprnrrNcn Lnwr


STARTING MEL Wrrr 0-4 5'9 10-14 15-19 20-U 25-29
Hrcnrsr Hlcnrsr . lil0.,:: .-r.''::'r,r..:.:-L'.:'.:'.'. :.":.:2:. 3 4 5 :...:.'..:,6.:.':::'..
Cne,necrrnrsrrc MEL Cnen.acrenrsrrc MEL il-20234567
.' 'r '..'1;13: t..,...,..'
' ,.,,0',.., .,::.''.. 6685 I '',,' 4
11-25 l E6-105 5
3r-40 4 5 6 '7 8 9

46-65 3
5r-60 6 7 8 9 l0 ll
7l-E0 8 9 l0 11 t2 13
The EL for these powers is a function of the Character's
characteristics. The normal rules for EL advancement do NOT 9l-r00 l0 I l t2 13 t4 15
apply to Innate Magics. If the Character's Will exceeds l(X), or the MEL exceeds 29,
continue the progressions as established in the table.
The casting speed for any Innate Magic power equals
MEL+EL. Regardless of this cost, no power may be used
more than once in a given phase.
_
BASE
CASTING COST x (EL+3)

MeNa Exprnrlsr LrvEr


All Innate Magics are cast at the current EL 6f the Caster.
Cosr1,234567E910 1l
Innate magic-users may NOT vary the EL of the spell that they
cast, as a trained magic-user can.
2 16 30 48 '70 96 126 160 198 244 286 336
4 24 40 60 84 112 t44 180 220 2U 312 3U
The basic Casting Ability of an innate magic-user equals his
Energy Level. Any mana that he casts, in his innate power, is 6 32 50 72 98 r28 t62 2N 242 288 338 392
deducted directly from this value. Like all other Characters, if
his Energy Level ever reaches zero, he is dead. E 40 60 84 tt2 144 180 220 2& 312 3& 420
EXCEPTION-The Energy Level listed for creatures that
have innate powers represents the safe expenditure for that 10 48 70 96 t26 160 198 240 286 336. 390 448
,i..,:,: 69.',,.,.95:r.,f.12_6 .161:;.2W,,243::,.:2910l,:341,::,396::,4j5.:rr.5.1,8 .,,,.fr
creature. .,,r,.:15,,.

20 88 120 156 tg6 24O 288 3zm 396 456 520 588

LANGUAGE ALIGNMENT LANGUAGE ALIGNMENT

ANTMAL ToNGUES None GosrtNt Elder

ToNcuE oF DARKNESS Chaos Tor.rcus or Hrcnre Chaos

ToNcur. or Drern Chaos KororHr ToNcurt Elder

Toncue op Dvatrrl Elder Tollcue or LtcHr Law

Toncur or rue Eenrs Elder THe Pnltrl-cr Torcur Balance

Toncur or Eroen Frnr Elder ToreH ToNcur Elder

Err Srou Elder ToNcus or rsr WtNn Elder

ToNcuE or Frrny Cnaos Chaos


SHAMANISTIC POWERS BALANCE POWERS
Bass Basr Bess
Rorr Sprrr M.a.Ne Rorr Spsrr MaNa Cosr Rou Sprrr Me.Na Cosr
Cosr 0l -09 Clairvoya.nce I :16:l a6?,
rr:r.Airi*.friwii$,,r ':r.r...rr:,r.i.l'i.:4rili-'.'r:ir:i::
'01-05'Go.mmunicaie :::rti:l,:;:.l:';,:.rr' 10-18 Damage Reversal I 68-75 Travel Powers 4
06-09 Cure Disease 1 ,:l:;1f$:lf:,t:,1:sitelti:t,::::tr:ri;::::rril'.i,il:il':.li: t:11,:t;i.t:,'':11,:,::':..:l I ,'7:6:8t.,:,,,r:tiait'.Prt*efj.t,::, :,],.:li,:i],':8r
i',]ri.'jllllr'l'
' l0-13 ' Dark'Sight l.r,:1:rr'r,:,,l.t|r.:r:r 28-36 Watchful Sleep 1 83-88 Fate 10
14-17 Detection I 37-44 Oblivion 2 ,
r89*$:.,,r"l:$t1a'nbe'rPotbit :l:r:.,'i: :,,:lii,!r:i'r-i:r.:r.:

lg-22 Divinarion ,;':;r:',:,,1,,i',,;.,t' 45-52 Preserve the Dead 2 93,100 flqal rlavql l5
23-25 Healing 1 53-60 Astral Fire 4'
...:.:.f:r].::.,
2'7-33 Orient Sell*
34-38 Speed I
39-42 "tnvisibiiiry a : : a:.:.:': : :,.2::'.:' .a

43-46 Plague 2
47 -50. Prolect ion t::a:a..',:,::a:,A';,:.:::.

5l-54 Purification 2
' 55-57 Sout Sigirt itrtr;illratr;;',':
58-62 Dispell/Banish 3
;t'i.gi. irl$gt*ty,si:ii:::l.ti'l':li.::i:,::r:',i;:: t;rl::;::ll.l,,:,:
67-70 Perception 3
. '7i-75 Shape t-hanging : ,,'r,,r,l.rlt:31'::'.l

'76-78 Death Blast 4


79-82'. Lib.erate Sgirir : ;::r:tltii,.4...i:t:l

83-85 Lower World Travel 4


'" 8O-S3' . Iino.vledge** 1i::::.,t;1tf,rl;;:,
89-91 Spirit Death 6
tr;:l;.ll9?i*i:;:l;,gN(ircii;6::::: r:r.::,r,; :;rr::r,,

94-95 Restoration 7
'. 95 '. ndviu.ification'
',:,:,r;l';:':7,,,':.]l
96 Summoning 7
" g'l' Peritrafrent Mag.ics :r;::t::'t;8r:i.::
98 Spirit Cage 8
99 . Orjern Powers :::,':tl :r191,,r:
100 Resurrection l0

THE BOOK OF TABLES 852OO3B Y-2652 ru84


Srr'[r-=\r ., f,l

:)i Ppinrii
^.:r iI \VJi j-J!\)
f{\

l;:
i:l: .
Ma.rerrar Rssrstexcr
.l.na.itg*.lvooa:;......:..:..:.:.:...1;.;..'];..0:5'1i.{'o6lii:1.;':,'11,;::
Normal Wood 6-16 (2D6 + 4)

Aged Wood 38-65 (3D10+35)

Soft Metal 12-30 (2D10 + l0)


:;f{,$.!}.Mitd.r; .: ::i .ir'..r .,,,tr?i.,?&i:tl.S-ib'*:4 il , :' . ,

Tempered Metal* 61-160 (D100+60)


*Whether the metal is tempered normally or with mogic.
NOTE-As an option, you may take the factors above as a
number of "hit points" that the item will take before it breaks.
The Players attempting to break it would then roll 1D10 and
divide the applied strength by their roll, rounding up. The
result is the "hits" inflicted. For damage to count, at least
25Vo of the item's value, rounded up, must be inflicted on it.

CLIMBING FACTOR FORMULA


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

CLIMBING TABLE SWIMMING TABLE


CrrunrNo Drpprcurrv Lrvnr TunNs* PHASES DRowNrNc
Fecron 012345 EL Swrurr.rrNc UNornwerrn* CneNcE MR
t1:l;1.:;::it'Jii:.Q,ir: d$&i:..ir:aspdjlri;,rgsmirli:iifh$ii:ii*{;rl:.::i: jr.i:iiFri:lr;:
1+2 50Vo 40Vo 3090 20Vo l09o F
:,:ir::;::i j$r*.:4': i, :6{i,-ryt.i, :ritaiiiiyiiii;l;i*-oifa;rirr.au :liiriig6qn.l.li j::i1b'trol:.li;.
5+6

9+10
i:i ti:.,i':ia.:;i::.
jil1f {i3:, r,,,

::, :$;r:.,.1;,:;:$;i;;l.. isrt;tiii;i$$qi*ii;;r tL:g*;i:i;l+i;q*l::;


20 +_Up SSSS90Vo809o

Partial Success with this skill indicates that the climber loses
his grip BUT has a chance to regain it. Re-roll subtracting the
climber's EL from the roll. If he succeeds, he does not fall. If
he does not succeed, he falls.
47 lVo 8
FALLS .:".':lqo..' ''9:."
When a climber fails, or fails to catch himself after Partial +Add the Character's StB x 2 to these factors.
Success, he will fall to the ground. If he catches himself after DROWNING-When the number of turns swimming, or
Partial Success, he will fall 1D10-2 feet before he catches phases underwater, is exceeded the Character has a chance to
himself. drown. Per turn swimming or phase underwater, the
In all cases, the damage scored from a fall is determined us- Character will roll his drowning chance. Per additional incre-
ing the following formula: ment of time, the listed drowning chance is added to the ac-
cumulated drowning chance, i.e. after three turns on the sur-
(1D6 x (Feet fallen/I0, round up)) - EL face, after becoming fatigued, a Character with EL9 will have
an 1890 chance of drowning.
In all cases, the minimurn damage that can be suffered
UNTRAINED SWIMMERS-Persons that do not know how
from a fall equals the number of leet fallen, divided by 10,
to swim will be fatigued from the first turn of swimming. Their
rounded down.
drowning chance is 2090 per turn, or phase underwater. They
DIFFICULTY RATING will have a swimming speed of l.
0123
Fluid x.l x.2 x.4 x.6 x.8 xl
Soft x.2 x.4 x.6 x.8 xl x2 WEAPON WSB FATIGUE SKILLTYPE
Resistant x.3 x.6 x.8 xl x2 x3 Sword +1 t2 Scimitar
Hard x.5 x.8 xl x2 x3 x4 Dagger +1 8 Sword
In all cases where the faller strikes a sharp or jagged object in falling, Throwing Dagger 0 7 Sword
double the multiplier listed above. In using the multipliers, all frac- Bow +2 NA Bow
tions are dropped. Spear 0(+2) 10 Spear
Arrow +l l5 Used rvith the Bow

Combat Skill CDF* *All Dwarf armor is one AV level higher than the AV listed in the
Other Skill D10 Armor Table in Book One. All shields and helmets are two levels
higher.
THE BOOK OF TABLES 852OO4B
ROLL ENCOUNTER ROLL ENCOUNTER
I . fizard's Party 5-7 Adventurers'
2 Shaman's Party 8 Character's Party

4 Escapee l0 Outcast Camp**


*Exploring Soldiers are encountered if the area is Civilized. The
result indicates a party of 2D6 Soldiers protecting 1D3 other
people. They are exploring the area for mineral wealth,
treasure, etc. In Barbarian areas, this result indicates a party ol
2D6 Warriors that are seeking adventure. In a Wild area, this
result is a Band Camp of Wild Men.
**As described previously.

UNDERGROUND ENCOUNTERS
BASE ENCOUNTER CHANCE
Cr.returr l{uueN NoNE
0l-21 22-25 26-t00

UPPER WORLD ENCOUNTERS


BASE ENCOUNTER CHANCE
DAY
CnraruRs HulaN NoNE
01-15 None t6-lm
NIGHT
CnreruRE HuuN NoNt
'::r::'::,:::,,,,'r,0F:,15:::.:i.'::rrrlr,i',,::,]],.,::'',::],:rrrr,:.::l!{oiriir'r'l:,r',::,',tr'li:i:':,r:,': ,:,r:.::tr6i1

&
MODE MODIFIER* A) The Referee will set a Base Chance of success, depending on the size of the
item searched for, how well it is hidden and other factors that he considers to
Normal Movement 0 be appropriate.
Hunting -5 The MINIMUM Base Chance that the Referee may set is 10q0. The MAX-
Searching 10 IMUM Base Chance that can be set is 8090.
Camped +5 B) The Player with rhe Highest Survival EL for the terrain that is being search-
ed will roll Dlfi) and subtract his EL from the roll. Any result less than or equal
*The modifier listed in the table above is added to the Referee's roll on to the Base Chance indicates a successful search. Partial Success means that
the appropriate Encounter Table. The minimum result, due to this the party may continue to search during future strategic turns with no reduc-
modifier, will be 01. tion in their Base Chance of success. Failure means that the Base Chance is
reduced 5090, rounded down, ifthe pilty chooses to continue the seuch. At
any time that the Base Chance reaches zero, the party will give up and is no
longer allowed to search that hex for the item that they want to find.
Base Chance + (Highest Survival EL* x 3) RoLL
*The Highest Survival EL for the terrain that the party is actually
Rorr FD{D FrND
01-25 Food Points** 1l-75 Mineral Deposit
hunting in. 26-40 Animal Signs 76+77 Buildings
4l-50 Game Trail 7E-E2 Creature Lair
51-65 Creatures 83-88 Cave or Cavern
66-70 Natural Material E9-100 Other*
*Anlthing that the Referee desires the party to find.

Badlands 30Vo
30Vo 2 **Dlfi) food points. The type of food is at the Referee's discretion.
psfiiif${iffifi*', f;ii *

Foresl 50% 5
Ambush Chance + Highest Survival EL
;gii*$jii*ll+$$*iiiti
40Vo
iffiiail*l!!*l:f$t
6
The Ambush Chances that apply are:
Jungle
iiriii! i::,isllifit'x*:rif:i.il*:i iii#fi* iiiii
Mountain 4OVo 2
{t*iiii:lll*i,qi1i$:i{ffi i4itili:{i:lil;rt**:*::.i
25Vo I
iii*iiji]lll$llii,ii:!l
Swamp 35Vo 4

Upper World*** 20Vo 2D6

*Add
ffirf *The listed factor is added to the chance for the surrounding
the Base Chance to the Base Chance for the terrain that terrain.
the party is flying over. The increase is only received when the **In cities, the Trailing EL divided by 5, rounded down, may be
flyer is at an elevation of at least 30 and no more than 120 feet. It
used in addition to City Survival. Only the Trailing skill of the
will apply atl/2value in Forest, Jungle, Mountains, Ruins and person with the highest City Survival will apply in this case.
Swamps. It will not apply in Underground, City and Upper ***The Referee will set the chance based on the type of
World hunting unless the Referee specifies that it does. Any
encounter that a flying hunter has will be an Aerial Encounter.
"terrain" that exists. He may set any chance from 590 to 8090.
**As listed for the surrounding terrain or, for Aerial, the terrain Only creatures native to the "terrain", ot persons with survival
skill in it can attempt an ambush. Novices have no chance
below.
whatsoever.
***Food is only found in Law or non-elemental Elder Regions.
Other areas, unless specifically allowed by the Referee, have no
edible growing substances or food animals. The food potential of
bush Chance x 3) - the Number of Entities involved
areas that are created by the Referee may be set at his discretion.
@The multiplier to the left of the slash applies in the Elder
Lands, areas inhabited by the Sidh and other Elder Races. The (W + Em)/2, round up
multiplier to the right of the slash applies in the Pale of Kototh
and all Elemental Kingdoms. In all multiplications using this A) There is a discernible noise OR another party member
factor, the result is rounded down. If the final result is zero, no tries to wake the person-Chance x 2.
edible food can be found in the area. It is a desicated, withered B) There is a discernible noise AND another party member
and noxious area. tries to wake the person-Chance x 3.
C) The person suffers an injury while sleeping-
Automatically wakes.
Each sleeper is allowed to roll each phase. The chance deter-
Fooo Fooo mined above is always additive. On the first phase after waking
Wrrcnr REqurRro WEIGHT Rnqurnro the person is allowed to stand and gather his wits. On all phases
Under 100 lbs. l/2FP 161-210 lbs. 3FP thereafter he may take any action that he desires.
100-125 lbs. lFP 211-250 lbs. 4FP
126-160 lbs. 2FP Per additional 30 lbs. + IFP
Humans use this table as listed. Faerries and Elves reduce
the value listed by 5090, retaining fractions. Dwarfs increase ilm ffi'X.'.ton Hill
the requirement by lFP, i.e. a Dwarf weighing 130 pounds
needs 3FP.
THE BOOK OF TABLES 852OO4B
lllll S,*T$?"c*,Tp^1Tt"r" reseryed

Y-2652 rlt84
Powere@Pemils Record Sheet Combat Record

CunnnNr
ENrncy Lrvrr
PorsoN
Rrslstehrcr PMR t) 2) 3) 4)

ARMOR IN USE CURRENT CHARACTERISTICS


Tvpr cunnrrvr AV DR tfiHtr DR+EL

COMMON CHARACTERISTIC ROLLS

COMBAT SKILL USED

DAMAGE MODIFIER
WrapoN CunnrNr _ Damcn
EL WSB* NoRM.tr** Srvrnp DEeor,y FV Terx*
1D6+ | rOrO* |
lD6+ llDl0+ -OrO+
l-oro+
1D6+ ltoto+ | plo+
ID6+ ltoto+ l-oto+
1D3+ lroo+ l-nto+ i Hand-to-Hand
rlist the Horse rating here for Horsemanship. **This column also applies for Shield Hits.

MISSILE WEAPON USED


DAMAGE RANGEFRACTIONS
wnepoN EL ffjXl Ssonr Mrorun Lor.rc ffiXl snonr Mroruu LoNc Exrnrus

I to.uatrl wsB + EL
Hit Chance Modifier EL (Norm.) wSB + (EL/2)
| {seuere)
= SB + WSB SB +

DAMAGE SCORED OTHER INFORMATION


Tenorr Htrs Arrsn
NuMsrn CDF NAV on AV Expsrurrvcn

CHARACTERISTIC poINTS GAINED EeuAL oNE prn 50 sxpEnrrNcE porNTs renNno (RU).
Pow@ffi

Pemils'

Whether you are opposing the march of


Chaos, or standing strong against hordes of-
deadly adversaries, the Powers & Perils@
Book oI Tabies@ will ease your path to
victorl.

This supplement to the Powers & Perils It contains a 48.pae book, 5 Reference
fantasy' role-playing system is designed to Screens and a pad ot Adventure Record
streamline -your campaign and increase your Sheets. The book presents the major tables
abiiitl.to manage the infinite subtleties inherent from Powers & Perils, errara rhat penains ro
in Powers & Perils. these books and new tables rhat will help you in
play. It is designed lo ease the rask of uny
Referee.
The screens conrained within highlighr the
Combat, Magic and Encounter tables. One
screen is dedicated to each of these importd.nl
areas,
The Adventure Record Sheets are used as a
supplemenr to the Powers & Perils Characrer
Record Sheet. \!'izards. warriors and other
characters can easily use them to keep track oi
their character during play and avoid much of
the necessiry to *ak" calculations while rhe
game is in proglress.
All told. the Book of Tables is a powerful
supplement that brings order to the Powers &
Perils s!'srem.
It is a bry for serious fantasy gamers
who have^rst
chosen Powers & Perils as their
route to infinire adventure.

:r::=:3=;
Or.r'nership of Powers & Perilso is a
.-:.1=.+i-j:.,, prerequisite for use of this material.
..:
i:::aqE=:.11

! Lop)right 198'1

The Avalon Hill


'

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