* **
This is a copy of the rough draft with a rough draft index.
It is a very long document, almost half a meg -- so only download this if you are ready to take the time.
It includes some of my notes and comments and suggestions.
My current information is that this project is 99% dead, but that it is ok to post it to the Internet for comments and suggestions.
Maybe it can be resurrected or completed.
<COMMENT>*** optional page update date</COMMENT>
RQIV Playtest Draft 1.0
Copyright (C) 1992 Oliver Jovanovic, Michael Dawson, Martin Crim, Carl Fink, Ken Rolston and Michael McGloin
Certain sections of this material were previously published
by Chaosium and Greg Stafford, and this should in no way be
construed as a challenge to prior copyrights.
The following set of rules is the first playtest draft for the RQIV rules. They're being sent out to a number of groups for playtesting and comment (which, if you're reading this, I hope you're one of <g>).
We'll be compiling and keeping track of all playtest comments and responses, and hope to produce a number of subsequent drafts that either expand upon the current material or correct any omissions or errors that may crop up in earlier drafts.
We're looking for both general impressions and specific comments on the rules presented below. Problems with a specific rule, unclear rules, omissions, errors, areas that could use expansion, missing rules, etc., are all of interest. Otherwise, use your judgement as to what might be of use.
In terms of feedback, short notes or questions are no problem, and if you send a longer note with any comments you might have every two weeks or so, I should be able to get back to you with at least a partial response. I'm hoping to get a new draft out every month to month and a half.
Depending on your email access, send playtest comments to one of the following addresses:
America Online Gray
CompuServe 73567,1725
GEnie O.JOVANOVIC
Internet jovanovic@cuccfa.ccc.columbia.edu
or
Oliver Jovanovic
680 Fort Washington Avenue
New York, N.Y. 10040
Formatting information
This comes from the original distribution file and I'm including it because I think that completeness is a virtue -- and because you may get a copy of the file or be interested in one.
To properly display this file, use a monospaced font and a display that will
give you at least 80 characters on a line, at least for the tables. Otherwise,
the rules are currently formatted in the manner of the RQIII Deluxe Set,
with sections corresponding to the Players Book, Magic Book, Gamemaster Book,
and Creatures Book, in that order. For those of you that may be interested,
RQIV should also include much of the material from the Glorantha Book, as
it will have a Gloranthan background and setting, not the Fantasy Europe
setting of RQIII.
Looking forward to working with you,
Oliver Jovanovic
The majority of the changes in RQIV are with respect to mechanics, not names
of skills, spells or characteristics, so converting RQIII characters should
be relatively painless.
Ideally converting RQIII characters should be basically a transparent operation, with most changes being forward looking and modular (use them only if you want to).
The major changes that will affect most characters are the addition of a agility skill called Maneuver that governs movement in combat, and the addition of a magic skill called Spirit Combat, which governs spirit combat. A section on skill conversion follows this section.
Three skills category modifiers, Agility, Knowledge and Stealth have changed. They should be refigured appropriately, but skills above the level of base skill plus or minus the new modifier that fall into those categories should remain the same, so for the most part the only change that takes place is to the modifier itself.
The Damage Modifier has changed, and if a characters STR and SIZ fall into a new category, that category should be used instead.
Fatigue has been eliminated and replaced by a Fatigue Roll. See Fatigue for how to calculate a character's current Fatigue Roll and status.
A number of new skills have been added. Most characters will be concerned
with only two of them: Maneuver and Spirit Combat.
A RQIII character's Maneuver skill can be calculated by one of two methods.
If the character is a foot warrior with skills in the 45% to 90% range, compare
him or her to the various levels of foot warrior in the previous experience
section, and assign an appropriate level of Maneuver skill.
The other method is to calculate the average of the character's best attack
and best defense skill (average of best attack and best parry or Dodge skill,
whichever is higher). Then, try to gauge whether the character is primarily
a combatant, or primarily a non combatant. A character that is primarily
a combatant (Humakti, Orlanthi, Yelmalio, etc.) should start with a Maneuver
skill equal to that average.
A character that fights, but is not primarily a combatant, should start with
a Maneuver skill equal to three quarters that average. A character that is
primarily a noncombatant should start with a Maneuver skill equal to half
that average.
A RQIII character's Spirit Combat skill may be above base. Most characters
should start with a skill equal to the highest intensity spirit magic spell
he or she knows x 8, or 25% (base) plus magic modifier, whichever is higher.
This is because the character would have learned from fighting spell spirits
in the past, and big spell spirits are tougher than small ones.
A gamemaster may wish to set some character's Spirit Combat skill even higher
to reflect numerous fights with spirits in the past. A sorcery user gets
base skill, unless he or she has fought many spirits. For a shaman, compare
him or her to the various levels of shaman in the previous experience, and
assign an appropriate level of Spirit Combat skill, or give the shaman a
Spirit Combat skill equal to his or her POW x 5.
Gamemaster's should set Spirit Sense, Spirit Lore, and Spirit Travel skills
for converted characters. In most cases, these will be at base skill, however,
characters that have had a number of encounters with spirits should have
Spirit Sense and possibly Spirit Lore skills above base levels. The GM should
consider the character's profession and experience with spirits.
For shamans, compare the character to the various levels of shaman in the previous experience, and assign an appropriate level of skill; or make Spirit Sense equal to the shaman's highest perception skill, Spirit Lore equal to the highest knowledge skill, and Spirit Travel equal the shaman's POW x 5.
A few RQIII spell effects that are not covered in the main rules have changed due to changes in fatigue:
The Divine Magic Invigorate spell totally restores the target's short and long term fatigue.
The Divine Magic Strength of Basmol spell does not allow the target to regain lost fatigue levels by resting while the spell is active. When the target's fatigue class reaches Incapacitated, the target collapses, and the spell ends. The spell will end in 15 minutes, regardless of the target's exertion, at which point the target's short term fatigue class drops to Incapacitated.
Page 13:
To generate an average human, roll 3d6 for STR, CON, POW and DEX; roll 2d6+6 for INT and SIZ. To generate slightly above average adventurers, we recommend one of the three following methods:
Random Method:
Roll 4d6 and keep the result of the 3 highest die rolls for all characteristics except INT and SIZ. For INT, roll 3d6, keep the result of the 2 highest die rolls and add 6. For SIZ, roll 2d6+6.
Deliberate Method:
Use 80 points to purchase the adventurer's characteristics. Each point of
SIZ or INT up to 13 costs 1 point, each point of SIZ or INT above 13 costs
2 points; each point of APP costs point; and each point of STR, CON, POW
and DEX costs 1 point. An adventurer purchased in this fashion must have
a minimum INT and SIZ of 8 each, and a minimum of 6 for all other
characteristics. No characteristic higher than 18 can be purchased by this
method.
Combined Method:
Roll 3d6 for STR, CON, POW and DEX; roll 2d6+6 for INT and SIZ. Then use
8 points to purchase higher statistics as with the deliberate method (1 point
per characteristic point, 2 points per point of INT or SIZ above 13, point
per point of APP). No human characteristic can total more than 18 after
purchasing additional points by this method.
My random deliberate method calls for rolling characteristics, allowing players to add several points for "growth" and then modifying the totals so that all characters have the same total points. I think it makes for a better method than the combined method in that it does not encourage the rolling of multiple characters hoping for outrageous luck (despite the munchkin superstition, computers were not invented to allow multiple attempts to roll great characters).
Page 15:
STR + SIZ Damage Bonus Average STR + SIZ (average bonus)
2-5 -1d6 1 (-3.5)
6-10 -1d4 3 (-2.5)
11-15 -1d2 6 (-1.5)
16-20 0 8
21-25 +1d2 11 (+1.5)
26-30 +1d4 13 (+2.5)
31-35 +1d6 16 (+3.5)
36-40 +2d4 18 (+5.0)
41-45 +2d6 21 (+7.0)
46-50 +2d8 23 (+9.0)
51-55 +3d6 26 (+10.5)
56-60 +2d12 28 (+13.0)
61-65 +4d6 31 (+14.0)
66-70 +3d10 33 (+16.5)
71-80 +5d6 36 (+17.5)
Each +10 add 1d6
[This is an attempt at smoothing out the damage bonus table, particularly
at the lower ends. We're still not entirely happy with this, so if you have
any better ideas, we'd appreciate hearing them.]
Something I've tried, and am not completely happy with either, is to
add on the average damage that the dice indicate, rather than more dice.
Thus 46-50 has +9 to damage rather than the +2d8 that +9 reflects.
In addition, 2d12 is a far more random than the normalized 4d6. 3d6+d2 is smoother and more of a normal curve.
Page 19:
Agility Skills Modifier
DEX, STR = Primary
SIZ = Negative
Knowledge Skills Modifier
INT = Primary
POW = Secondary
Stealth Skills Modifier
DEX = Primary
INT = Secondary
SIZ, POW = Secondary Negative
A Secondary Negative Influence subtracts one percentile from the modifier for every two characteristic points above 10, and adds one percentile to the modifier for every two characteristic points below 10. There is no limit to the maximum modifier for a Secondary Negative Influence. Good.
Pages 21 to 32:
The RQIV previous experience system allows a player to allocate a number
of skill points towards the purchase of various skills in their character's
profession.
This eventually becomes clear, but it should be clearer, sooner.
The gamemaster should assign a number of skill points for each player to
spend, as well as determine the overall level of experience of all the
characters. There are five basic levels of experience: Novice, Trained, Average,
Expert and Master. The levels of experience determine
the age and initial skill level of characters.
Characters are typically 14-16 years old.
0 - 10 skill points (5 recommended).
All skills are at base starting percentages, plus the appropriate skill category modifier and additions from cultural background, if relevant.
Skill points allocated can purchase appropriate skills to the level of Trained,
but any skills purchased cost twice the listed amount (since the character
is not yet a member of a profession). With the gamemaster's permission, skill
points can be used to purchase magic (generally limited to 1 or 2 points
of Spirit Magic or Intensity and a single Sorcery spell to the Trained level
for a Sorcery using character).
At this point the mechanics (e.g. the amount of %skill bought with a
skill point) are not clear. Those mechanics should be clear before the reader
gets to this point.
Characters are typically 16-20 years old.
11-24 skill points (16 recommended).
All skills start at the purchased base (generally 30% to 45%) plus the
appropriate skill category modifier and additions from cultural background,
if any.
Characters are typically 18-25 years old.
25-50 skill points (32 recommended).
All skills start at the purchased base (generally 45% to 60%) plus the
appropriate skill category modifier and additions from cultural background,
if any.
Characters are typically 23-35 years old.
51-100 skill points (64 recommended).
All skills start at the purchased base (generally 60% to 75%) plus the appropriate skill category modifier and additions from cultural background, if any.
Characters are typically 25-40+ years old.
101+ skill points (132 recommended).
All skills start at the purchased base (generally 75% to 90%) plus the
appropriate skill category modifier and additions from cultural background,
if any.
A player selects (or randomly determines) his or her character's cultural background, magical background and choice of initial profession. The character's cultural background determines his or her choice of magical background and profession, as well as specific bonuses to some skills.
For example, in a game where Average level characters are being generated, a player chooses to create a Civilized Foot Warrior, with a Spirit/Divine magical background. The gamemaster allocates 16 skill points to each character, but set no other limitations than the overall level of experience (Average).
The player then selects (or randomly determines) the magical background
of his or her character. Sorcery is normally only available to characters
from a civilized background. Additional skill points are spent to purchase
magical spells and skills as appropriate for the character's magical background
and the overall level of experience set by the gamemaster.
Where a random number appears for the number of spells available, players
can randomly roll for the number of spells or select a number of spells within
that range, as appropriate for the campaign.
I would prefer for all random charts to also have an alternative fixed
number so that a GM may either use random rolled numbers or require fixed
choices. Again, trying to keep away from the rolling derby I've seen too
often.
The exact spells available to the character will depend on a number of factors, such as the cults and religions a character belongs to, what spirit magic he or she could learn from a shaman, or what kind of training was available for a sorcery using character. The player should work out the exact spell selection appropriate for the character's background in consultation with the gamemaster.
The Average Civilized Foot Warrior in the above example
has a Spirit/Divine magical background. As the gamemaster has
not set any specific limits, the player chooses to purchase
6 points of Spirit Magic and 2 points of Divine Magic. This
costs the character (6 x .25) + (2 x 1) = 3.5 skill points.
Nice example, except that the reader ought already to know this. The
example is still a good idea.
The player should then select (or randomly determine) an initial profession
from those available to the character's cultural background.
Skill points are then spent to purchase all the base skills of the character's initial profession up to the overall level of experience set by the gamemaster. The cost to purchase all the basic skills to a particular base level is listed for each profession, to expedite the process.
For example, in the above example, with the overall level of
experience set at Average, the player generating the Civilized
Foot Warrior would use 10.25 skill points to purchase all the
base skills of a Foot Warrior to the Average level. He has now
spent a total of 13.75 skill points.
The characters remaining skill points should be spent on the purchase of additional optional skills from his or her profession, on skills outside his or her profession, or on characteristic training (although availability of the latter may be limited).
Any optional skills within one's profession can be purchased at the listed point costs to any level up to the level of the character's basic skills in the profession (limited by the overall level of experience set by the gamemaster).
The Civilized Foot Warrior above could purchase any of the
optional skills of his profession at to a level of Average
(or Trained) at the listed costs.
There are two ways to purchase skills outside one's profession.
The first is for the character to buy the skill from another profession at
any level up to the overall level of experience set by the gamemaster at
twice the listed cost. Skills that are particularly inappropriate for the
character's background (a Primitive Hunter learning Craft/Iron, for example)
should not be allowed by the gamemaster unless the player can come up with
a very good reason their character would have learned the skill. Learning
spells or spell skills outside of a character's originally determined magical
background is generally not possible.
The second approach is for the character to become a member of the profession
he or she wishes to learn the skill from. If a character purchases all the
basic skills of another profession the skill point cost is at the listed
values (not twice the listed cost), and he or she can purchase optional skills
of that profession at normal cost as well. The character can not purchase
optional skills in the other profession beyond the level of the basic skills
purchased in that profession. In other words, if an Expert Warrior purchases
(or already knows) all the basic skills of Hunter to at least an Average
level, the skill point cost for the basic Hunter skills is the listed one,
and the character can purchase optional Hunter skills up to the Average level
at the listed cost as well.
There is no limit (other than skill points) to the number of professions
one can join this way inside one's original culture.
Joining a profession outside of a character's original culture (such as a Nomad Hunter becoming a Civilized Missionary) is more difficult, and the gamemaster should not allow this to occur without a very good reason in the character's background. Even if a character has an excellent rationale for entering a profession outside of his or her original culture, the gamemaster might impose a penalty, such as making some or all of the new profession's skills cost twice the listed amounts.
The Civilized Foot Warrior above could purchase skills from other
professions to a level of Average (or Trained) at double the listed costs, or could actually purchase all the base skills of
another profession and become a member of that profession as well
at the Trained or Average level, in which case the skills of that
profession would be purchased at the listed costs. We'll assume
he spends his remaining 2.25 points to purchase a few skills to
the Trained level that interest him.
With the gamemaster's permission, some skill points can be spent to purchase
characteristic increases, representing time spent improving characteristics
instead of skills. Only optional points left over after the purchase of cultural
background, basic professional skills and magic can be spent in this manner.
Any characteristic but INT can be increased in this manner, to the normal
limits of characteristic increase (see section on Characteristic Maxima above).
The exact characteristics that can be increased in this manner depend on
the character's background.
POW can only be increased by characters that have used spells offensively
(Warriors, Thieves, Merchants, Apprentice Sorcerers, Nobles, Hunters, Sailors
or Assistant Shamen that know an offensive spell) fought spirits (Assistant
Shamen, Apprentice Sorcerer), or are initiates of a cult.
DEX can be increased by Warriors, Players, Thieves, Hunters, Sailors, some
Crafters and some initiates (depending on the cult).
STR and CON can be increased by Warriors, Farmers, Sailors, Fishers, some
Crafters and some initiates.
APP can be increased by Players, Nobles, Missionaries, and some initiates.
SIZ can be increased by anyone that isn't on a subsistence level diet, typically
the better off members of Civilized or Barbarian cultures.
INT can be increased by those professions that emphasis logic and
rhetoric.
To increase a characteristic, the player spends skill points equal to one fourth the characteristic's current value, which results in the characteristic increasing by a point (or 1d3-1 points). As a guideline, Novice characters should generally not be allowed to use this option, Trained characters should generally be limited to using this option once, Average characters twice, Expert characters four times, and Master characters up to eight times. Note that although excellent characteristics can be obtained in this manner, a character's skills may suffer as a result.
As our Civilized Foot Warrior has spent all of his skill points,
he has none left to purchase characteristics. If the gamemaster
allowed it, and he had sufficient skill points left to do so,
he could have increased two characteristics (or one characteristic
twice).
OPTIONS
The character generation system described above is easily modified to suit
the needs of the gamemaster and players.
If characters have to be generated quickly (this method is particularly suitable
to NPCs), simply select the overall level of experience and profession of
the character, then simply use all the base skills and as many optional skills
as desired (plus skill category modifier and cultural bonuses, if any).
The tables are particularly useful in giving the gamemaster and players a
rough idea as to how skilled the average town guard or typical master thief
is, although they are only rough guidelines - it is always possible to run
into a Master at Arms that is not quite as good as his name suggests or a
naturally skillful novice thief.
This is a good place to toss in some template characters for NPCs and
quick character generation. Perhaps each major profession could have a "sample"
in a side bar that shows a character archetype or template?" (The later tables
come close enough for an intelligent person to create their own, but the
added ease would be a very good thing.
The age ranges for each level are also suggested values. They can be randomly
determined, or a number from that range selected. Again they are only guideline,
and the gamemaster or players with the gamemaster's approval can freely select
ages from outside the recommended ranges.
The system is fairly flexible, and a gamemasters can alter the mechanics
to suit his or her game. For example, if the gamemaster would like to specialize
characters a bit, giving each character one or two skills he or she is
particularly good at, one option is to set a base overall level of experience,
then allow each character to purchase one or two skills at one level above
the base (to Average if the overall base level of experience is Trained),
perhaps at twice the listed cost if the skill is part of their initial
profession, four times the listed cost if the skill is outside their initial
profession.
A gamemaster can assign extra skill points solely for the purchase of certain skills or characteristic training, etc.
Roll or select cultural background.
Roll (1d8) Cultural Background
1 Primitive
2,3 Nomad*
4,5,6 Barbarian
7,8 Civilized
*A good addition. Past Civilized you may want to add Technical. Technical societies are really interesting -- the 1860s British were in a Technical Society.
CIVILIZED BARBARIAN
Civilized Etiquette +20%
Fast Talk +5% Survival (Terrain) +10%
Bargain +5% Barbarian Etiquette +20%
Scout (Terrain) +10% Scout (Terrain) +20%
Lore (Area) +20% Lore (Area) +20%
Magic: Magic:
Sorcery (25%) or Divine/Spirit (75%) or
Divine/Spirit (75%) Spirit (25%)
Professions: Professions:
Foot Warrior Foot Warrior
Mounted Warrior Mounted Warrior
Player Player
Thief Noble
Merchant Merchant
Noble Assistant/Shaman
Apprentice/Sorcerer Healer
Healer Hunter
Scholar Crafter
Official Herder
Missionary Fisher
Sailor Farmer
Crafter
Farmer
Herder
Fisher
NOMAD PRIMITIVE
Ride or March +20%
Survival (Terrain) +20% Survival (Terrain) +20%
Nomad Etiquette +20% Primitive Etiquette +20%
Scout (Terrain) +20% Scout (Terrain) +20%
Lore (Range) +20% Lore (Area) +20%
Magic: Magic:
Divine/Spirit (50%) or Divine/Spirit (25%)
Spirit (50%) or Spirit (75%)
Professions: Professions:
Foot Warrior Hunter
Mounted Warrior Assistant/Shaman
Noble Fisher
Assistant/Shaman
Hunter
Crafter
Herder
Roll or select from cultural background.
SORCERY
Sorcery spells and Intensity skill only.
Trained Average Expert Master
Base Pts. Base Pts. Base Pts. Base Pts.
Intensity 30% 1 45% 2 60% 4 75% 8
Trained spells 1-3 1-3 1-6 1-6
Average spells 1-3 1-3 1-6
Expert spells 1-3 1-3
Master spells 1-3
Base Pts. Base Pts. Base Pts. Base Pts.
Spell 45% 60% 1 75% 2 90% 4
Skill point cost for sorcery spells is per spell.
Will typically know both some spirit magic and some divine magic,
at the levels listed below.
Trained Average Expert Master
Spirit Magic 1d3 points 2d3 points 3d3 points INT points
Divine Magic 1d2-1 points 1d3-1 points 1d6 points 2d6 points
Skill point cost for Spirit Magic is 1/4 skill point per point of spell.
Skill point cost for Divine Magic is 1 skill points per point of spell (typically one use).
The number of uses needs to be defined rather than "typified." You'll get bitter arguments between players and GMs. Give a few examples (e.g. Rune Priests get multiuse, initiates get one use, or Masters get multiuse, Expert and below one use -- or, pay 1 skill point get single use, 3 skill points get the spell in multiuse form.
Spirit magic only.
Trained Average Expert Master
1d6 points 3d3 points 4d3 points INT points
Skill point cost for Spirit Magic is 1/4 skill point per point of spell.
The previous experience skill tables are fairly self explanatory. The tables are organized by profession, with the base skill level and corresponding skill point cost for the basic skills of the profession, listed by overall experience level (Trained, Average, Expert and Master). The total skill point cost for all the basic skills of the profession
is listed below each set of basic skills.
Optional skills follow, in some cases listed in a cluster of skills appropriate
for a certain specialization in each profession. A player can freely select
from any of these specializations or any of the other optional skills, the
specializations are listed separately as a source of ideas that one can use
to focus a character with. They are not at all mutually exclusive.
For instance, an Expert Merchant that specializes as a Trader will likely have a base Evaluate of 75%. He or she will almost certainly know Bargain as well (from the Merchant specialization), but might choose to learn Bargain to only 60% instead.
Most of the skills listed in the previous experience tables are specific skills. However, some of the skills listed are actually categories of skills. These categories include Primary Attack, Primary Defense, Secondary Attack, Secondary Defense, Tertiary Attack, Lores, Crafts, Play, Speak Language, Read Language and Sorcery Spells.
When a player selects one of these categories, a single specific skill from
the category should be selected. The exact specific skills available are
subject to the gamemaster's approval, as they should be appropriate to the
character's cultural background and upbringing. Primary, Secondary and Tertiary
Attacks should be selected from culturally appropriate weapon or unarmed
attack skill.
Primary and Secondary Defenses should be selected from a culturally appropriate
weapon or unarmed parry skill, or possibly Dodge. A heavy infantryman is
unlikely to have learned to Dodge as even a Secondary Defense, whereas a
slinger or peltast might have Dodge as a Primary Defense (but see below for
Hard skill cost).
A member of a primitive culture is unlikely to learn World Lore or Armory
Lore, while a nomad will be hard pressed to learn Craft/Iron. A scholar will
have access to many more lores than a player or sailor, who would normally
learn lores specific to their professions, or lores they could have picked
up in their travels.
You will note that I break up large blocks of text into smaller paragraphs. Giant paragraphs are hard on younger readers.
Note that in the case of specific skills, the skill difficulty (Easy, Medium or Hard) has already been taken into account in the listed skill point cost. However, in the case of the skill categories (Attack, Defense, Lores, Crafts, Play, Languages, Sorcery Spells), the difficulty of the specific skill selected from the category can vary. The listed skill point costs for skill categories assume that the skill is a Medium difficulty
skill (see SKILLS for more details).
If the specific skill selected is actually an Easy skill (i.e., Dagger Attack
for a Secondary Attack), halve the listed skill point cost. If the specific
skill listed is actually a Hard skill (i.e., Dodge for a Secondary Defense),
double the listed skill point cost.
FOOT WARRIOR Trained Average Expert Master
Base Pts. Base Pts. Base Pts. Base Pts.
Primary Attack 45% 1 60% 2 75% 4 90% 8
Primary Defense 45% 1 60% 2 75% 4 90% 8
Secondary Attack 30% 45% 1 60% 2 75% 4
Secondary Defense 30% 45% 1 60% 2 75% 4
Tertiary Attack 30% 45% 1 60% 2 75% 4
Maneuver 30% - 45% 2 60% 4 75% 8
First Aid 15% - 30% 1/4 45% 60% 1
Scan 45% 60% 1 75% 2 90% 4
TOTAL 4 10.25 20.5 41
>Soldier
Battle 15% - 30% 1/4 60% 1 75% 2
March 30% 1/4 45% 60% 1 75% 2
Military Etiquette 30% 1/4 45% 60% 1 75% 2
>Guard
Search 45% 1 60% 1 75% 4 90% 8
Listen 45% 1 60% 2 75% 4 90% 8
>Scout
Scout (Terrain) 30% 1/4 45% 60% 1 75% 2
Track 30% 45% 1 60% 2 75% 4
Sneak 30% 45% 1 60% 2 75% 4
Hide 30% 1/4 45% 60% 1 75% 2
Conceal 30% 45% 1 60% 2 75% 4
>Sergeant
Intimidate 45% 60% 1 75% 2 90% 4
Instruct 45% 1 60% 2 75% 4 90% 8
>Officer
Orate 45% 1 60% 2 75% 4 90% 8
Administrate 45% 1 60% 2 75% 4 90% 8
>Optional
Run 30% 1/4 45% 60% 1 75% 2
Survival(Terrain) 30% 1/4 45% 60% 1 75% 2
PLAYER Trained Average Expert Master
Base Pts. Base Pts. Base Pts. Base Pts.
Primary Attack 30% 45% 1 60% 2 75% 4
Primary Defense 30% 45% 1 60% 2 75% 4
Secondary Attack 30% 45% 1 60% 2
Secondary Defense 30% 45% 1 60% 2
Etiquette (Area) 30% 1/4 45% 60% 1 75% 2
TOTAL 1.3 3.5 7 14
>Rogue
Hide 45% 60% 1 75% 2 90% 4
Sneak 45% 1 60% 2 75% 4 90% 8
Climb 45% - 60% 75% 2 90% 4
Sleight 45% 1 60% 2 75% 4 90% 8
>Storyteller
Orate 45% 1 60% 2 75% 4 90% 8
Human Lore 45% 1 60% 2 75% 4 90% 8
Speak Lang 45% 1 60% 2 75% 4 90% 8
Converse 45% 60% 1 75% 2 90% 4
>Musician
Play Instrument 45% 1 60% 2 75% 4 90% 8
Sing 45% 60% 1 75% 2 90% 4
>Tumbler
Acrobatics 45% 2 60% 4 75% 8 90% 16
Jump 45% 60% 1 75% 2 90% 4
Breakfall 45% 60% 1 75% 2 90% 4
Balance 45% 60% 1 75% 2 90% 4
>Optional
Dance 45% 60% 1 75% 2 90% 4
Fast Talk 45% 1 60% 2 75% 4 90% 8
Run 45% 60% 1 75% 2 90% 4
Act 45% 2 60% 4 75% 8 90% 16
Instruct 45% 1 60% 2 75% 4 90% 8
Etiquettes 45% 60% 1 75% 2 90% 4
Lores 45% 1 60% 2 75% 4 90% 8
Mimic 45% 60% 1 75% 2 90% 4
MERCHANT Trained Average Expert Master
Base Pts. Base Pts. Base Pts. Base Pts.
Primary Attack 30% 45% 1 60% 2 75% 4
Primary Defense 30% 45% 1 60% 2 75% 4
Secondary Attack 30% 45% 1 60% 2
Secondary Defense 30% 45% 1 60% 2
Etiquette (Area) 45% 60% 1 75% 2 90% 4
Human Lore 45% 1 60% 2 75% 4 90% 8
TOTAL 2.5 6 12 24
>Merchant
Bargain 45% 2 60% 4 75% 8 90% 16
>Trader
Evaluate 45% 1 60% 2 75% 4 90% 8
>Herald
Memorize 45% 1 60% 2 75% 4 90% 8
>Optional
Fast Talk 45% 1 60% 2 75% 4 90% 8
Debate 45% 1 60% 2 75% 4 90% 8
Orate 45% 1 60% 2 75% 4 90% 8
Speak Language 45% 1 60% 2 75% 4 90% 8
Read Language 45% 1 60% 2 75% 4 90% 8
Instruct 45% 1 60% 2 75% 4 90% 8
Etiquettes 45% 60% 1 75% 2 90% 4
Lores 45% 1 60% 2 75% 4 90% 8
Ride 45% 1 60% 2 75% 4 90% 8
Scout (Area) 30% - 45% 60% 2 75% 4
APPRENTICE/SORCERER Trained Average Expert Master
Base Pts. Base Pts. Base Pts. Base Pts.
Primary Attack 30% 30% 45% 1 60% 2
Primary Defense 30% 30% 45% 1 60% 2
Secondary Attack 30% 45% 1
Secondary Defense 30% 45% 1
Read Own Language 45% 1 60% 2 75% 4 90% 8
TOTAL 2 3 7 14
>Optional
Ceremony 45% 1 60% 2 75% 4 90% 8
Enchant 45% 2 60% 4 75% 8 90% 16
Summon 45% 2 60% 4 75% 8 90% 16
Sorcery Skills 45% 2 60% 4 75% 8 90% 16
Sorcery Spells 45% 1 60% 2 75% 4 90% 8
Lores 45% 1 60% 2 75% 4 90% 8
Speak Language 45% 1 60% 2 75% 4 90% 8
Read Language 45% 1 60% 2 75% 4 90% 8
Instruct 45% 1 60% 1 75% 4
Orate 45% 1 60% 2 75% 4 90% 8
Sing 45% 60% 1 75% 2 90% 4
Craft 45% 1 60% 2 75% 4 90% 8
Devise 45% 2 60% 4 75% 8 90% 16
Ok, another difference between this method and my favorite method is that I prefer to generate skills at approximately the levels given -- but using the skill modifiers more. The method you have picked tends to downplay characteristics. Good in some ways, but it makes the bonuses (or the inverse) less meaningful. Since I force an overall balance in my character generation, I don't end up balancing characters at this stage.
OFFICIAL Trained Average Expert Master
Base Pts. Base Pts. Base Pts. Base Pts.
Primary Attack 30% 45% 1 60% 2
Primary Defense 30% 45% 1 60% 2
Secondary Attack 30% 45% 1 Secondary Defense 30% 45% 1
Read Own Language 45% 1 60% 2 75% 4 90% 8
Administrate 45% 1 60% 2 75% 4 90% 8
Debate 45% 1 60% 2 75% 4 90% 8
TOTAL 3 7 15 30
>Optional
Human Lore 45% 1 60% 2 75% 4 90% 8
Speak Language 45% 1 60% 2 75% 4 90% 8
Read Language 45% 1 60% 2 75% 4 90% 8
Bribe 45% 60% 1 75% 2 90% 4
Fast Talk 45% 1 60% 2 75% 4 90% 8
Etiquettes 45% 60% 1 75% 2 90% 4
Intrigue 45% 2 60% 4 75% 8 90% 16
Orate 45% 1 60% 2 75% 4 90% 8
Interrogate 45% 1 60% 2 75% 4 90% 8
Bargain 45% 2 60% 4 75% 8 90% 16
Ride 45% 1 60% 2 75% 4 90% 8
Intimidate 45% 60% 1 75% 2 90% 4
HUNTER Trained Average Expert Master
Base Pts. Base Pts. Base Pts. Base Pts.
Primary Attack 45% 1 60% 2 75% 4 90% 8
Primary Defense 30% 30% 45% 1 60% 2
Secondary Attack 30% 45% 1 60% 2 75% 4
Secondary Defense 30% 45% 1
Hide 45% 60% 1 75% 2 90% 4
Sneak 45% 1 60% 2 75% 4 90% 8
Track 45% 1 60% 2 75% 4 90% 8
Craft/Butchery 45% 60% 1 75% 2 90% 4
Scan 45% 60% 1 75% 2 90% 4
Animal Lore 45% 1 60% 2 75% 4 90% 8
Scout (Terrain) 45% 60% 1 75% 2 90% 4
Survival (Terrain) 45% 60% 1 75% 2 90% 4
Listen 45% 1 60% 2 75% 4 90% 8
TOTAL 8.5 16.5 33.5 67
>Optional
Conceal 30% 45% 1 60% 2 75% 4
Run 45% 60% 1 75% 2 90% 4
Set Trap 45% 60% 1 75% 2 90% 4
Search 45% 1 60% 2 75% 4 90% 8
Plant Lore 45% 1 60% 2 75% 4 90% 8
First Aid 45% 60% 1 75% 2 90% 4
Throw 45% 60% 1 75% 2 90% 4
Climb 45% - 60% 75% 2 90% 4
Jump 45% 60% 1 75% 2 90% 4
March 45% 60% 1 75% 2 90% 4
Ride 45% 1 60% 2 75% 4 90% 8
Mimic 45% 60% 1 75% 2 90% 4
Maneuver 45% 2 60% 4 75% 8
HEALER Trained Average Expert Master
Base Pts. Base Pts. Base Pts. Base Pts.
Primary Attack> 30% 45% 1 60% 2 Primary Defense 30% 45% 1 60% 2 75% 4
Secondary Attack> 30% 45% 1
Secondary Defense 30% 45% 1 60% 2
First Aid 45% 60% 1 75% 2 90% 4
TOTAL 1 3 6.5 13
>Optional
Plant Lore 45% 1 60% 2 75% 4 90% 8
Treat Disease 45% 1 60% 2 75% 4 90% 8
Treat Poison 45% 1 60% 2 75% 4 90% 8
Human Lore 45% 1 60% 2 75% 4 90% 8
Animal Lore 45% 1 60% 2 75% 4 90% 8
Mineral Lore 45% 1 60% 2 75% 4 90% 8
Orate 45% 1 60% 2 75% 4 90% 8
Sing 45% 60% 1 75% 2 90% 4
Instruct 45% 1 60% 2 75% 4 90% 8
CRAFTER/GUILDSMAN Trained Average Expert Master
Base Pts. Base Pts. Base Pts. Base Pts.
Primary Attack 30% 30% 45% 1 60% 2
Primary Defense 30% 30% 45% 1 60% 2
Secondary Attack 30% 45% 1
Secondary Defense 30% 45% 1
Primary Craft 45% 1 60% 2 75% 4 90% 8
Secondary Craft 30% 45% 1 60% 2 75% 4
TOTAL 2.5 4 9 18
>Optional
Evaluate 45% 1 60% 2 75% 4 90% 8
Bargain 45% 2 60% 4 75% 8 90% 16
Devise 45% 2 60% 4 75% 8 90% 16
Craft 45% 1 60% 2 75% 4 90% 8
Conceal 45% 1 60% 2 75% 4 90% 8
Instruct 45% 1 60% 2 75% 4
Etiquette (Guild) 45% 60% 1 75% 2 90% 4
SAILOR Trained Average Expert Master
Base Pts. Base Pts. Base Pts. Base Pts.
Primary Attack 30% 45% 1 60% 2 75% 4
Primary Defense 30% 45% 1 60% 2 75% 4
Secondary Attack 30% 30% 45% 1 60% 2
Secondary Defense 30% 30% 45% 1 60% 2
Boat 45% 60% 1 75% 2 90% 4
TOTAL 2.5 4 8 16
>Optional
Sail 45% 1 60% 2 75% 4 90% 8
Swim 45% 60% 1 75% 2 90% 4
Climb 45% - 60% 75% 2 90% 4
Craft Rope 45% 1 60% 2 75% 4 90% 8
Craft Wood 45% 1 60% 2 75% 4 90% 8
Shiphandling 45% 1 60% 2 75% 4 90% 8
Orate 45% 1 60% 2 75% 4 90% 8
Sing 45% 60% 1 75% 2 90% 4
Balance 45% 60% 1 75% 2 90% 4
Lores 45% 1 60% 2 75% 4 90% 8 Etiquettes 45% 60% 1 75% 2 90% 4
Devise 45% 2 60% 4 75% 8 90% 16
Scan 45% 60% 1 75% 2 90% 4
Throw 45% 60% 1 75% 2 90% 4
Ceremony 45% 1 60% 2 75% 4 90% 8
MOUNTED WARRIOR Trained Average Expert Master
Base Pts. Base Pts. Base Pts. Base Pts.
Primary Attack 45% 1 60% 2 75% 4 90% 8
Primary Defense 45% 1 60% 2 75% 4 90% 8
Secondary Attack 30% 45% 1 60% 2 75% 4
Secondary Defense 30% 45% 1 60% 2 75% 4
Tertiary Attack 30% 45% 1 60% 2 75% 4
Ride 45% 1 60% 2 75% 4 90% 8
Mount Lore 45% 60% 1 75% 2 90% 4
First Aid 15% - 30% 1/4 45% 60% 1
Scan 45% 60% 1 75% 2 90% 4
TOTAL 5.5 11.25 22.5 45
>Soldier
Battle 15% - 30% 1/4 60% 1 75% 2
Military Etiquette 30% 1/4 45% 60% 1 75% 2
>Outrider
Scout (Terrain) 45% 60% 1 75% 2 90% 4
Track 45% 1 60% 2 75% 4 90% 8
Conceal 30% 45% 1 60% 2 75% 4
Hide 30% 1/4 45% 60% 1 75% 2
>Sergeant
Intimidate 45% 60% 1 75% 2 90% 4
Instruct 45% 1 60% 2 75% 4 90% 8
>Officer
Orate 45% 1 60% 2 75% 4 90% 8
Administrate 45% 1 60% 2 75% 4 90% 8
>Optional
Survival(Terrain) 30% 1/4 45% 60% 1 75% 2
THIEF Trained Average Expert Master
Base Pts. Base Pts. Base Pts. Base Pts.
Primary Attack 30% 45% 1 60% 2 75% 4
Primary Defense 30% 45% 1 60% 2 75% 4
Secondary Attack 30% 45% 1 60% 2
Secondary Defense 30% 45% 1 60% 2
Etiquette (Street) 30% 1/4 45% 60% 1 75% 2
Scout (Urban) 45% 60% 1 75% 2 90% 4
Scan 45% 60% 1 75% 2 90% 4
Search 45% 1 60% 2 75% 4 90% 8
TOTAL 3.25 7.5 15 30
>Fence
Bargain 45% 2 60% 4 75% 8 90% 16 Evaluate 45% 1 60% 2 75% 4 90% 8
>Second Story Man
Climb 45% - 60% 75% 2 90% 4
Jump 45% 1 60% 2 75% 4 90% 8
>Beggar
Beg 45% 60% 1 75% 2 90% 4
>Optional
Hide 45% 60% 1 75% 2 90% 4
Sneak 45% 1 60% 2 75% 4 90% 8
Shadow 45% 1 60% 2 75% 4 90% 8
Fast Talk 45% 1 60% 2 75% 4 90% 8
Pick Lock 45% 60% 1 75% 2 90% 4
Pickpocket 45% 60% 1 75% 2 90% 4
Set Trap 45% 60% 1 75% 2 90% 4
Disarm Trap 45% 1 60% 2 75% 4 90% 8
Devise 45% 2 60% 4 75% 8 90% 16
Bribe 45% 60% 1 75% 2 90% 4
Act 45% 2 60% 4 75% 8 90% 16
Instruct 45% 1 60% 2 75% 4 90% 8
Thief Lores 45% 1 60% 2 75% 4 90% 8
Etiquettes 45% 60% 1 75% 2 90% 4
Listen 45% 1 60% 2 75% 4 90% 8
SCHOLAR Trained Average Expert Master
Base Pts. Base Pts. Base Pts. Base Pts.
Primary Attack 30% 30% 45% 1 60% 2
Primary Defense 30% 30% 45% 1 60% 2
Secondary Attack 30% 45% 1
Secondary Defense 30% 45% 1
Speak Own Language 45% 60% 1 75% 2 90% 4
Read Own Language 45% 1 60% 2 75% 4 90% 8
TOTAL 2.5 4 9 18
>Optional
Lores 45% 1 60% 2 75% 4 90% 8
Evaluate 45% 1 60% 2 75% 4 90% 8
Crafts 45% 1 60% 2 75% 4 90% 8
Instruct 45% 1 60% 2 75% 4 90% 8
Speak Language 45% 1 60% 2 75% 4 90% 8
Read Language 45% 1 60% 2 75% 4 90% 8
Etiquettes 45% 60% 1 75% 2 90% 4
Orate 45% 1 60% 2 75% 4 90% 8
Debate 45% 1 60% 2 75% 4 90% 8
Devise 45% 2 60% 4 75% 8 90% 16
GENTRY/NOBLE Trained Average Expert Master
Base Pts. Base Pts. Base Pts. Base Pts.
Primary Attack 30% 45% 1 60% 2 75% 4
Primary Defense 30% 45% 1 60% 2 75% 4
Secondary Attack 30% 45% 1 60% 2
Secondary Defense 30% 45% 1 60% 2
Etiquette (Court) 45% 60% 1 75% 2 90% 4 Speak Own Language 45% 60% 1 75% 2 90% 4
Read Own Language 30% 45% 1 60% 2 75% 4
TOTAL 2.5 6 12 24
>Optional
Orate 45% 1 60% 2 75% 4 90% 8
Evaluate 45% 1 60% 2 75% 4 90% 8
Lores 45% 1 60% 2 75% 4 90% 8
Etiquettes 45% 60% 1 75% 2 90% 4
Administrate 45% 1 60% 2 75% 4 90% 8
Bribe 45% 60% 1 75% 2 90% 4
Ride 45% 1 60% 2 75% 4 90% 8
Fast Talk 45% 1 60% 2 75% 4 90% 8
Debate 45% 1 60% 2 75% 4 90% 8
Play 45% 1 60% 2 75% 4 90% 8
Sing 45% 60% 1 75% 2 90% 4
Intrigue 45% 2 60% 4 75% 8 90% 16
Speak Language 45% 1 60% 2 75% 4 90% 8
Read Language 45% 1 60% 2 75% 4 90% 8
MISSIONARY Trained Average Expert Master
Base Pts. Base Pts. Base Pts. Base Pts.
Primary Attack 30% 45% 1 60% 2
Primary Defense 30% 45% 1 60% 2
Secondary Attack 30% 45% 1
Secondary Defense 30% 45% 1
Ceremony 45% 1 60% 2 75% 4 90% 8
Orate 45% 1 60% 2 75% 4 90% 8
Debate 45% 1 60% 2 75% 4 90% 8
Human Lore 45% 1 60% 2 75% 4 90% 8
Speak Own Language 45% 60% 1 75% 2 90% 4
Read Own Language 45% 1 60% 2 75% 4 90% 8
TOTAL 5.5 12 25 50
>Optional
Fast Talk 45% 1 60% 2 75% 4 90% 8
Cult Lores 45% 1 60% 2 75% 4 90% 8
Cult Skills 45% 1 60% 2 75% 4 90% 8
Etiquettes 45% 60% 1 75% 2 90% 4
Summon 45% 2 60% 4 75% 8 90% 16
Enchant 45% 2 60% 4 75% 8 90% 16
Ride 45% 1 60% 2 75% 4 90% 8
I am also in favor of putting all the skills, vocations, etc. in alphabetical
order.
HERDER Trained Average Expert Master
Base Pts. Base Pts. Base Pts. Base Pts.
Primary Attack 30% 45% 1 75% 4
Primary Defense 30% 45% 1 75% 4
Secondary Attack 30% 45% 1
Secondary Defense 30% 45% 1
Scan 45% 60% 1 75% 2 90% 4
Search 30% 45% 1 60% 2 75% 4 Track 30% 45% 1 60% 2 75% 4
Animal Lore 45% 1 60% 2 75% 4 90% 8
Craft/Butchery 45% 60% 1 75% 2 90% 4
Listen 30% 45% 1 60% 2 75% 4
TOTAL 3.5 8 17 38
>Optional
First Aid 45% 60% 1 75% 2 90% 4
Plant Lore 45% 1 60% 2 75% 4 90% 8
Sing 45% 60% 1 75% 2 90% 4
Climb 45% 60% 1 75% 2 90% 4
Jump 45% 60% 1 75% 2 90% 4
Crafts 45% 1 60% 2 75% 4 90% 8
ASSISTANT/SHAMAN Trained Average Expert Master
Base Pts. Base Pts. Base Pts. Base Pts.
Primary Attack 30% 30% 45% 1 60% 2
Primary Defense 30% 30% 45% 1 60% 2
Secondary Attack 30% 45% 1
Secondary Defense 30% 45% 1
Spirit Combat 45% 2 60% 4 75% 8 90% 16
Spirit Lore 45% 1 60% 2 75% 4 90% 8
Spirit Sense 45% 2 60% 4 75% 8 90% 16
Spirit Travel 30% 1 45% 2 60% 4 75% 8
Summon 45% 2 60% 4 75% 8 90% 16
Ceremony 45% 1 60% 2 75% 4 90% 8
TOTAL 10 19 39 78
>Optional
Etiquette (Culture) 30% 45% 1 60% 2 75% 4
Enchant 45% 2 60% 4 75% 8 90% 16
Sing 45% 60% 1 75% 2 90% 4
First Aid 45% 60% 1 75% 2 90% 4
Treat Disease 45% 1 60% 2 75% 4 90% 8
Lores 45% 1 60% 2 75% 4 90% 8
Orate 45% 1 60% 2 75% 4 90% 8
Instruct 45% 1 60% 2 75% 4
FARMER Trained Average Expert Master
Base Pts. Base Pts. Base Pts. Base Pts.
Primary Attack 30% 45% 1 75% 4
Primary Defense 30% 45% 1 75% 4
Secondary Attack 30% 45% 1
Secondary Defense 30% 45% 1
Plant Lore 45% 1 60% 2 75% 4 90% 8
Mineral Lore 45% 1 60% 2 75% 4 90% 8
TOTAL 2 5 11 26
>Optional
Animal Lore 30% 45% 1 60% 2 75% 4
First Aid 30% 45% 1 60% 2 75% 4
Crafts 45% 1 60% 2 75% 4 90% 8
Scan 30% - 45% 60% 1 75% 2
Search 30% - 45% 1 60% 2 75% 4
FISHER Trained Average Expert Master
Base Pts. Base Pts. Base Pts. Base Pts.
Primary Attack 30% 45% 1 60% 2
Primary Defense 30% 45% 1 60% 2
Secondary Attack 30% 45% 1
Secondary Defense 30% 45% 1
Boat 45% 60% 1 75% 2 90% 4
TOTAL 0.5 2 5 10
>Optional
Sail 45% 1 60% 2 75% 4 90% 8
Swim 45% 1 60% 2 75% 4 90% 8
Climb 45% 1 60% 2 75% 4 90% 8
Craft Rope 45% 1 60% 2 75% 4 90% 8
Craft Wood 45% 1 60% 2 75% 4 90% 8
Fisher Lores 45% 1 60% 2 75% 4 90% 8
Scan 45% 60% 1 75% 2 90% 4
Sing 45% 60% 1 75% 2 90% 4
Balance 45% 60% 1 75% 2 90% 4
Page 34:
SKILL VERSUS SKILL, add:
Other options in certain circumstances include subtracting half the 'defending' skill percentiles, or matching the degree of success, such as a normal success defeating a failure, a special success defeating a normal success, and a critical defeating a special success.
Page 37:
OPTION 1:
Players keep track of when their characters use their skills, and once a skill has been used (fumbles do not count), the player checks the skill on the character sheet.
At the end of each session, the gamemaster allows each player to make a certain number of experience rolls for their character, which must be made from amongst the skills previously checked.
Players can use a single experience roll to attempt to increase a single Medium skill or two Easy skills. Two experience rolls must be used to attempt to increase a Hard skill, four to attempt to increase a Very Hard skill.
Generally each party member should receive the same number of experience rolls. The number of experience rolls handed out by the gamemaster should reflect the length of time that passed in the session, how active the characters were, and the difficulty of the session.
As a rough guideline, for characters with skills averaging in the 50% range, we recommend assigning one experience roll for a session lasting a full week's game time with light adventuring activity throughout, three experience rolls for a session of a full week's game time that saw moderate adventuring activity occur throughout the week, and five experience rolls for a session of a full week's game time that saw a great deal of adventuring activity throughout the week. Time spent training, researching, or taking care of assorted duties should not be counted as adventuring activity.
For shorter periods of game time, assign fewer rolls or wait until more game time has passed to assign rolls. For longer periods of game time, assign more rolls. For very long sessions (several weeks of game time with several active adventures occurring) hand out two or more sets of experience rolls (this allows characters to take two or more experience rolls in skills they're particularly interested in).
For characters of higher or lower levels of average skill, adjust the number
of skill rolls or the time required to make the skill rolls accordingly.
Characters with skills in the 25% range should get twice the number of rolls
suggested after a full week of active adventuring, characters with skills
in the 100% range should get the number of skill rolls suggested above after
two full weeks of active adventuring, etc.
If using this method, experience rolls handed out at the end of one session can be saved for use at the end of another session if characters have insufficient experience rolls available to increase a Hard or Very Hard skill, or have only a single Easy skill checked (in which case half a roll could be saved, good only for attempting to increase a single Easy skill).
Note that on occasion a gamemaster using this option might wish to specify a skill or skills in which an experience roll should be made. This can be in addition to, or instead of one or more of the regular experience rolls granted. For example, if the characters spent a week doing almost nothing but riding, with a brief adventure along the route, the gamemaster might assign all the characters a Ride experience roll and another experience roll to use as they chose from any of their character's checked skills. Either of the two methods for determining skill gain can be used with this approach.
OPTION 2:
The gamemaster keeps track of how much a character uses any given skill, and if the skill has been used in stress situations over a reasonable period of time, the gamemaster assigns an experience check for the skill. When using this method, players wait to check skills until told to do so by the gamemaster, and generally make experience rolls for a skill immediately after the check has been assigned, which would typically be at the end of a session.
A rough guideline to gamemasters for what a reasonable period of time is to keep an eye on the amount of time it would have taken to qualify for an experience roll through researching a skill. Although learning by experience is generally more effective than research, it should not take less than 1/10 the time to needed to qualify the skill for an experience roll through research, otherwise gains from experience will greatly outstrip those from training and research.
The actual experience rolls can be made once the checks are assigned (generally at the end of the session), or prior to the start of the next session of the game.
Here is where I use player points. I also make the experience gains
automatic. As a simple alternative, Option 3.1, it may not be a bad thing
to give the players x%s to distribute rather than x rolls to make. A Master
level skill is already extremely hard to make a successful roll on. 6%tiles
to invest means six skills go up by 1% each. Trained could be allowed to
invest up to 4% in any skill down to Master skills improve a maximum of 1%
at a time.
A limited option here would encourage GMs who have worries about rapid
character growth, while not interfering with those who prefer the more standard
methods discussed below.
Page 37:
A player that succeeds in an experience roll can immediately add either
1d6 percentiles (3.5) to the skill, or if the player does not feel lucky,
he or she can choose to add 1d2+2 (3.5) percentiles to the relevant skill.
Page 37:
Length of time for one training or research session:
Easy - Skill %/2.5 in hours
Medium - Skill % in hours
Hard - Skill % x 2 in hours
A successful training session results in a gain of 1d6% (or 1d2+2%) in the skill. A research session will result in a gain of 1d6% (or 1d2+2%) in the skill if a successful experience roll is made.
Note that with the gamemaster's permission, the previous experience tables can be used to quickly provide an estimate of training gains as well. Each skill point is roughly equal to 100 hours training time, so a character that spent 100 hours could use 1 skill point to increase a skill that fell into a listed range. The training times for research sessions as calculated above are more accurate, however.
For a training session to succeed, the teacher must roll under his or her Instruct skill. If the Instruct roll fails, the training session counts as a research session. A fumbled Instruct roll results in the loss of 1d6% from the training session. A special Instruct roll results in a gain of at least 4% (reroll results below 4%) from the training session, and a critical Instruct roll results in a gain of 6% from the training session. A teacher may not teach someone in a skill past their level of skill, level of Instruct skill notwithstanding.
Training above 75% in experience checkable skills, or above 100% in
non-experience checkable skills, assuming competent instruction, requires
a successful experience roll to gain in skill. A missed instruction roll
means that half the time spent training was wasted, and must be made up through
further training or research before the character becomes eligible for an
experience roll.
Research above 75% in experience checkable skills, or above 100% in non-experience checkable skills, takes twice the normal length of time to make the character eligible for an experience roll to gain in skill.
For a skill with a base of 0%, an initial training session of 25 hours for an Easy skill, 50 hours for a Medium skill, or 100 hours for a Hard skill will yield a starting percentage of 1d6% (or 1d2+2%) plus skill category bonus. If the skill percentage is still 0% or less, a further training session (of 25, 50 or 100 hours) will add another 1d6% (or 1d2+2%) to the skill, until the skill percentage has reached at least 1%, at which time the basics of the skill have finally been imparted, and training (or research) can now proceed at the normal rates.
Page 39:
Two factors determine the limit to which a characteristic can be increased:
species maximum and the original characteristic score generated. Species
maximum is determined by adding the minimum possible roll to the maximum
possible roll for the characteristic of an average member of a species.
Why? RQ uses mostly linear characteristics. Thus a STR of 22 is less
than 5% stronger than a STR of 21. An INT of 24 is not even the same as an
IQ of 210 (since the IQ base is 100 and is curved and the INT base is 13
and linear). I'm not sure I see the need for species maximums, etc.
For humans, with most characteristics based on a 3d6 roll, species maximum
for most characteristics would be 3 + 18 = 21.
The theoretical human maximum for INT is 24, but this characteristic is
difficult, if not impossible, to raise above its original rolled values without
the use of magic.
A normal human can increase SIZ through training or research (by eating and
bulking up), but SIZ increased in a non-magical manner has no effect on SIZ
SR, which is based only on original rolled SIZ or SIZ increased by magical
means. Extra SIZ gained by training and research will only affect skill
modifiers, damage bonus and HP, and every two points of SIZ gained by research
or training cause the loss of one point of CON, as excess weight gain is
unhealthy.
The original characteristic generated is a further limit to characteristic
increase. A character cannot increase his or her STR or CON through training
or research higher than the highest original rolled value of STR, CON or
SIZ.
A character cannot increase his or her SIZ, DEX or APP through research or training past 1.5 times the original rolled characteristic, or past the species maximum for the characteristic, whichever is lower. Increases in POW are limited to the species maximum.
A much more stringent limit than species maximum is the 1.5 limit.
Some rare forms of magic can cause a permanent increase in a characteristic, beyond the normal limits to training or research imposed by the original rolled values of the characteristic. The limit to such an increase is still the species maximum for the characteristic, with the exception of some very rare, powerful and exotic magics.
Page 39:
A character can train to increase a characteristic. The availability of
characteristic training is often rare, so characters may have to resort to
research instead. If an instructor can be found, after a training period
of current characteristic x 25 in hours and a successful Instruct roll on
the trainers part, the character adds 1d3-1, or 1 point, to the current value
of the characteristic.
A critical Instruct roll adds 2 points to the current value of the characteristic. A failed Instruct roll forces the character to succeed in a characteristic increase research roll (see below), and a fumbled Instruct roll causes the character to subtract a point from the current value of the characteristic.
Page 39:
After a research period of current characteristic x 25 in hours, the character must make a characteristic increase research roll. To succeed in a characteristic increase research roll, the character must roll equal to or less than (species maximum for characteristic minus current value of characteristic) x 5 on percentile dice. If the roll is successful, add 1d3-1, or 1 point, to the current value of the characteristic. If the roll fails, make no change to the characteristic. A character that has increased a characteristic in this manner becomes qualified to train others.
Page 39:
Page 41:
HUMANOID HIT POINTS PER LOCATION TABLE, replace with:
Total Hit Points
Location 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
Right Leg 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7
Left Leg 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7
Abdomen 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7
Chest 1 1 2 2 2 3 3 4 4 4 5 5 6 6 6 7 7 8 8 8 9
Right Arm 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 Left Arm 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6
Head 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7
Page 41:
RESULTS OF DAMAGE, replace with:
A character will fall unconscious if his or her hit points fall to zero or a negative number. On a roll of CON x 1, the character can make a heroic effort and remain conscious. The character must roll at the beginning of each subsequent melee round in which he or she tries to stay conscious, before making a statement of intent for the character. If a roll fails, the character falls unconscious and cannot make any further attempts at a heroic effort to remain conscious. A character cannot make a CON roll to remain conscious (a heroic effort) and a CON roll to stop loss of HP from bleeding in the same melee round.
A character dies when his or her wounds and lost HP from bleeding total twice his or her HP. Put another way, the character dies when his or her negative HP total equals his or her HP. Death occurs at the instant that damage reaches that point.
For example, an adventurer with 12 total HP reduced to -1 total HP
will fall unconscious (unless the player chooses to
attempt a heroic effort and rolls CON x 1 or less on 1d100).
That character will die upon reaching -12 total HP.
Damage Equal to or Greater Than Hit Points in a Location:
Leg: The character cannot use the leg. He or she will fall and cannot do anything else for the rest of that melee round. The character may fight from the ground in later melee rounds.
Abdomen: The character cannot use either leg. He or she will fall, and cannot do anything else for the rest of that melee round. The character may fight from the ground in later melee rounds. Also, the character loses 1 HP in bleeding damage from total hit points at the end of this and every later melee round. A CON x 5 roll avoids the bleeding damage that round (see below).
Chest: The character falls, too hurt to fight. He or she can crawl at 1/3 the character's normal speed. The character can use First Aid or Healing spells to heal his or her chest. The character will lose 1 HP in bleeding damage from total hit points at the end of this and every later melee round. A CON x 5 roll avoids the bleeding damage that round (see below).
Arm: The character cannot use the arm. He or she drops any item held in the hand, unless the item is attached to the arm. The character can stand and try to fight with whatever limbs are left.
Head: The character is rendered unconscious and falls down. He or she will lose 1 HP in bleeding damage from total hit points at the end of this and every later melee round. A CON x 5 roll avoids the bleeding damage that round (see below).
Damage Equals or Exceeds Double Location Hit Points:
The character is in shock. The character's fatigue class automatically drops by one. The lost fatigue class can be recovered normally.
If the location so damaged was a limb, the character can only try to heal him or herself by applying First Aid or a healing spell and make CON rolls to attempt a heroic effort or prevent bleeding damage. If another location was so damaged, the character can do nothing but make CON rolls to prevent bleeding damage until the location gets healed to the point that the damage no longer equals or exceeds double the location's HP.
Limbs: A limb will not take more than twice the HP in the location, if the damage comes from a normal hand to hand, missile, or natural weapon. Any excess damage is lost. Damage from high velocity weapons such as modern bullets, or a massive impact from a dropped boulder or a fall, will do full damage to the limb.
A limb is maimed if it takes damage equal to or greater than twice the HP of the location. A character cannot use a maimed limb at all. The effect is the same as if the limb took damage equal to or greater than the HP in the location (see above). The character can normally do nothing but use First Aid or Healing spells to heal the maimed limb. In addition, the character loses 1 HP from total HP at the end of this and every later melee round from bleeding. A CON x 5 roll avoids the bleeding damage that round (see below).
Abdomen: A character becomes unconscious and falls if the abdomen takes damage equal to or greater than twice its HP. If not healed, the character will stay unconscious for at least a turn. He or she will lose 2 HP in bleeding damage from total hit points at the end of this and every later melee round. A CON x 3 roll avoids the bleeding damage that round (see below).
Chest: A character becomes unconscious and falls if the chest takes damage equal to or greater than twice its HP. He or she will lose 2 HP in bleeding damage from total hit points at the end of this and every later melee round. The character stays unconscious for at least a turn. The bleeding only stops upon a successful Healing spell or a special success in First Aid.
Head: A character becomes unconscious if the head takes damage equal to or greater than twice its HP. He or she will lose 3 HP in bleeding damage from total hit points at the end of this and every later melee round. The character stays unconscious for at least a turn. The bleeding only stops upon a successful Healing spell or a critical success in First Aid.
Heroic Effort:
A character who takes damage greater than or equal to location HP, but less than twice the HP, can try to make a heroic effort when first injured. If the character makes a CON x 1 roll, he or she can make a heroic effort to continue acting normally with the injured location. (If the head, the character fights instinctively, functioning normally, but later unable to remember what he or she did.) If the first roll fails, the normal effect for the damage occurs. A character who is conscious at the start of a melee round can attempt a heroic effort by rolling CONx1 at the start of the melee round (before the player makes a statement of intent). If the roll succeeds, they can act normally that round. Otherwise, the normal effect occurs.
A character who takes damage equal to or greater than twice the HP in a limb location can make a limited attempt at a heroic effort. If the character makes a CON x 1 roll, he or she may act normally (except for the maimed limb). That is, the character can cast spells, attack, and defend, but cannot use the maimed limb.
Bleeding Damage:
A character can make a CON roll to avoid bleeding in some situations. A character can roll if he or she took damage in the head, chest or abdomen equal to or greater than location HP, but less than twice the location HP, or if he or she took damage in a limb equal to or greater than twice the location HP. A character cannot both roll to be heroic and roll to avoid bleeding in the same melee round.
If the roll to avoid bleeding is less than or equal to CON x 1, the bleeding stops from that wound permanently. If the roll is above CON x 1 but less than or equal to CON x 5, no bleeding damage is taken that melee round. If the roll is greater than CON x 5, bleeding damage occurs normally.
A character hit in the abdomen for damage equal to or greater than twice the location HP can make a CON x 3 roll at the end of every melee round to avoid bleeding damage in that round, and a roll that is also below CONx1 will stop the bleeding permanently.
****
Special effects of weapons on bleeding damage:
Cutting weapons: At the gamemaster's option, bleeding damage caused by sufficiently sharp cutting weapons bleeds for one extra HP of bleeding damage per melee round. Many cutting melee weapons may not have enough of an edge to cause such an effect to take place. Those that do may well be capable of severing a limb or body part should they do enough damage (see Severing below). Such a cutting weapon hitting a limb for damage equal to but less than double the location hit points will cause 1 hit point in bleeding damage to total hit points at the end of that and every later melee round, with the normal CON roll to prevent bleeding damage applying.
Impaling weapons: Impaling weapons do normal amounts of bleeding damage except on an Impale (Special) where the impaling weapon is not removed. A wound inflicted by an impaling weapon that is not removed will not begin to bleed until the weapon is removed.
Heavy crushing weapons: Heavy crushing weapons, such as maces and mauls will inflict normal amounts of bleeding damage, though most of the damage will be the result of internal bleeding.
Soft or light crushing weapons: Short term damage from soft or light blunt weapons does not count towards bleeding damage. Only the normal damage from such weapons can cause bleeding damage (as for heavy crushing weapons). Generally half the damage from weapons such as fists, kicks, grappling, saps, sticks, clubs, staffs, and attacks meant to subdue is normal damage, the remainder short term damage (see Natural Healing for more details).
First Aid can stop bleeding damage. The character performing First Aid must take 1 melee round (2 Melee Actions) to bind the wounds. A simple success stops bleeding damage from a single location except a chest or head hit for twice the location HP or more. A chest hit for double HP or more needs a special roll to stop the bleeding, and a head needs a critical.
For game purposes, all wounds bleed at the same time, at the end of SR 10
in the Melee Phase. If not attempting a heroic effort that melee round, the
CON roll to prevent or stop bleeding should be made separately for each bleeding
wound a character has incurred. Each wound can inflict additional damage,
so a character with a severed arm and a severed leg will lose 2 HP at the
end of each melee round unless the CON rolls succeed.
Maiming:
A hit location is maimed if it takes damage equal to or greater than double the location's HP. First Aid cannot restore lost HP to the location, even if it stops the bleeding. Only Healing spells can restore lost hit points to a maimed location. Unless a healing spell restores the location to positive HP within 10 melee rounds of the maiming, the location is permanently maimed, and will remain useless even though its hit points can be restored. To regain full use of a permanently maimed location requires the use of a regenerative spell, such as Regrow Limb or Regenerate.
Severing:
At the gamemaster's option, a cutting or shearing attack that maims a location
can actually cut off the location struck. Weapons that are sharp enough or
can do enough damage to actually sever a head or limb, not to mention cut
someone in half, are quite rare. First Aid can stop the bleeding of a severed
limb, but cannot restore HP or stop the bleeding of any severed location
other than a limb. A Healing spell can stop the bleeding from any severed
body part.
To actually reattach a severed body part, one must first find it. The person
doing the healing must make a First Aid roll, taking 1 melee round, to line
it up correctly for Healing spell. The First Aid roll must succeed for any
subsequent Healing spells to be able to rejoin the body part. Healing spells
can only be used to reattach the body part within 10 melee rounds of the
amputation, otherwise the severed part cannot be rejoined.
If Healing spells are not used bring the rejoined part to positive HP within 10 melee rounds of the amputation, the location remains useless, even if its HP are later restored. To regain the use of a useless location takes a powerful regenerative spell, such as Regrow Limb or Regenerate.
Page 43:
Half the damage inflicted by soft or light blunt weapons is short term damage, with every second point of damage acting as normal damage. This includes damage from fists, grappling, kicks, clubs, sticks, staffs, saps and so on, from attacks meant to subdue (flat of the blade, a carefully wielded mace, etc.), and from falls on earth or sand.
Three quarters of the damage inflicted by padded weapons and friendly grappling is short-term damage, with every fourth point of damage acting as normal damage.
A critical success with any such attack does normal damage, which can accidentally result in unintended injury to the victim.
A character recovers short-term damage at the rate of 1d3 HP per 5 minutes
in each location if resting, 1d4-2 HP if not resting. The normal damage is
regained at the regular rate. Healing spells that do not completely heal
the injury heal all the normal damage first, then the short-term damage.
Actually, short-term damage seems to more properly injure one's fatigue
state. Thus grappling, padded weapons, etc. can knock a person out by inflicting
fatigue injury.
Page 43:
Total ENC Fatigue Roll
STRx1 CONx5
STRx2 CONx4
STRx3 CONx3
STRx4 CONx2
STRx5 CONx1
Short Term Fatigue Loss:
After every 5 melee rounds of extreme exertion, be it combat, running at top speed while encumbered, or using all of one's strength, characters need to make a fatigue roll to avoid fatigue loss. A failed fatigue roll means the character drops one fatigue class and suffers the associated penalties.
For example, characters engaged in a melee need to make fatigue
rolls at the end of the fifth melee round, the end of the tenth
melee round, the end of the fifteenth melee round, etc.
A character can regain a single lost fatigue class by spending an entire melee round doing nothing but resting (no attacking, parrying or dodging), essentially taking two miscellaneous actions to rest in a single melee round, or by spending two melee rounds in a row taking a single rest action and only a single dodge or parry option.
Mounted characters use only half their total ENC to determine their Fatigue
Roll, and will typically only need to make fatigue rolls in a combat situation
or when riding at top speed. Riding encumbered is less exhausting than moving
on foot while encumbered. A quick way to estimate this, should the gamemaster
not want to go through the exact calculation, is to increase the mounted
character's Fatigue Roll by one class, to a maximum of CONx5. For example,
a character with a normal Fatigue Roll of CONx3 due to encumbrance should
use a Fatigue Roll of CONx4 when mounted.
I like this idea, but am not certain on the implementation. Mounted characters generally do not pay fatigue costs for the portion of the load carried by the mount. The effectiveness of a mount's load carrying depends on the design of the load (e.g. horse armor vs. foot armor), and such. In addition, sitting in a load is easier than walking with it -- which this set of rules seems to reflect well.
FATIGUE CLASSES
Normal The character is not fatigued. The fatigue
status a character will normally start with.
Tired Add 5 to all percentile rolls made by the
character (assuming a low result is desired,
otherwise subtract 5).
Weary Add 10 to all percentile rolls made by the
character (assuming a low result is desired,
otherwise subtract 10).
Exhausted Divide the character's skills in half and
add 20 to all percentile rolls made by the
character (assuming a low result is desired,
otherwise subtract 20).
Incapacitated The character can only act on a CONx1 roll (in which
case he or she should be treated as if Exhausted).
Otherwise, the character can do nothing but rest
(note that this will generally restore them to Exhausted
status after a single melee round of uninterrupted rest).
Regardless of any adds to percentile rolls due to fatigue class, a natural roll of 01 will remain an 01, typically a critical. A natural roll of 00 or any roll modified over 100 will have the same effect as a roll of 00, typically a fumble.
If, for example, a Sword of Humakt with 100% Broadsword skill
becomes Tired, if he rolls an 02, normally a critical, it becomes
an 07, simply a special result. If he had rolled a natural 01,
it
while
Weary, and rolls a 91, normally a hit, it would become a 101,
which would be treated as a result of an 00, or a fumble. If he
became Exhausted, his Broadsword skill would be reduced to 50%
and a roll of 05, normally a special, would become a 25, or a
normal hit.
Please note that with this system, ENC values are no longer adjusted for
SIZ over 20, 30, 40, etc. Higher STR compensates for greater armor encumbrance
due to higher SIZ.
Long Term Fatigue Loss:
One's fatigue class can also be affected by long distance movement, among other factors. The total distance covered on foot will have the following effects on a character's fatigue class:
20 kilometers Tired
40 kilometers Weary
60 kilometers Exhausted
80 kilometers Incapacitated
The above figures assume movement on a good road, very good path or very
clear terrain by a human on foot. 80 kilometers/day, spread over roughly
10 hours at 8 kilometers/hour, is the practical maximum daily movement rate
for humans on foot over such terrain. The practical maximum daily movement
rate for most mounted riders over such terrain is 60 kilometers/day.
When crossing more difficult terrain, multiply the above distances and the
practical maximum daily movement rate by the appropriate percentage for the
terrain:
Road, good path, very smooth terrain (default) 100%
Poor road, average path, or smooth terrain 75%
Rough terrain 50%
Major river Takes one day to cross
unless a bridge,
ford or ferry exists.
Light vegetation 85%
Medium vegetation 70%
Heavy vegetation, marsh or swamp 50%
(Vegetation has no effect on movement along a road or path).
Rolling Hills 70%
Mountains 30%
The above modifiers are cumulative. A character moving on foot on a average
path in the mountains will move at 75% x 30% = 22.5% the normal rates, therefore
checking fatigue every 4.5 kilometers, with a practical maximum daily movement
rate of 18 kilometers.
This is where I put my marching, running a jogging skills into play, allowing better movement rates at lower fatigue as the roads/paths got worse.
A character can prevent a reduction in fatigue class due to long distance movement by making a single Fatigue Roll (as appropriate for ENC and STR), which if successful prevent the loss of a single fatigue class. Only one such Fatigue Roll can be made in a day, either after the first 20 kilometers of travel or if not checked then, checked at a time something occurs in which fatigue class would play a role.
The March skill can also prevent reductions in fatigue class due to long distance movement on foot (use Ride skill for mounted movement, see below). A single March skill roll can be made once a day as well. A successful roll will prevent the loss of a single additional fatigue class, a special roll will prevent the loss of two fatigue classes, and a critical roll will prevent the loss of three fatigue classes.
For example, Honorius the Hoplite, with a CON of 15 and a Fatigue Roll
of CONx3 due to his encumbrance, and a March skill of 54%, travels 44 kilometers over the course of a day before running into a possibly
hostile encounter. The player and GM proceed to check Honorius'
current fatigue class. After 40 kilometers of travel the character
would normally have a fatigue class of Weary. However, making the
single Fatigue Roll Honorius is entitled to, and rolling a 28,
Honorius's status is only reduced to Tired. Since the situation
seems likely to result in combat, Honorius' player makes a March
skill roll for the day as well, rolling a 51, a success that
brings his fatigue class to Normal, so Honorius is in perfect
condition should a fight break out.
However, I pro rated fatigue by skill rather than making rolls. Under
normal circumstances, a 50% March skill, ought to reduce fatigue loss by
at least 50% without a roll -- similar to picking up a drink without having
to make a grab roll. Rolls should only come under difficult circumstances
where the skill is opposed by more than the passive resistance of the world
at large -- just like the picking up a drink example.
Fatigue class loss due to long term fatigue can only be regained by long term rest. Spending one third of the time spent traveling resting or half the time spent traveling moving at a slow walk with rests (generally at most 1 kilometer/hour) will result in regaining a single fatigue class. Further rest or slow walking will restore further lost fatigue classes, as above.
For example, at the day's end Honorius the Hoplite has covered 80
kilometers over 10 hours of moving at top speed, and due to long term
fatigue loss, his current fatigue class is Weary. Were he to engage
in melee, he would fight as if Weary, and after 5 melee rounds, would
have to make a fatigue roll to avoid dropping to Exhausted status (a
melee round of rest would restore his fatigue class to Weary, but it
could not be restored past Weary without long term rest).
If Honorius
spent 3 hours and 20 minutes resting, his fatigue class would increase
to Tired. Another 3 hours and 20 minutes of rest or would increase his
fatigue class to Normal. As mentioned above, regardless of long term
fatigue status, 80 kilometers travel over a day is the practical limit
of travel on foot for a normal human being. Fatigue classes would drop
very rapidly beyond that point.
A similar system is used for figuring long term fatigue loss for mounted
characters. Riding is not quite as exhausting for characters as is moving
on foot. Characters riding at a normal pace (up to 40 kilometers/day) will
suffer a reduction in fatigue class to Tired. Characters riding at an all
out pace (more than 40 kilometers a day) will suffer a reduction in fatigue
class to Weary.
The mount itself, which typically has a maximum daily movement rate of 60 kilometers over very clear terrain, will have to check for fatigue loss every 15 kilometers, and may well end up Exhausted or Incapacitated at after being ridden for 60 kilometer. A characters fatigue class loss due to long term fatigue from riding can be decreased by a Fatigue Roll, as with loss from foot travel, and in addition a successful Ride roll will have the same effect as does March skill for movement on foot. Skilled riders will rarely suffer adverse long term fatigue effects from mounted travel.
Note that some other conditions, typically adverse environmental conditions (extreme heat or cold, thin air, etc.) can also affect long term fatigue status. These will typically increase fatigue class loss by one class. Covering any reasonable distance even on a good road in adverse conditions results in Tired status, covering 20 kilometers results in Weary status, etc. The additional loss of fatigue due to adverse conditions can be avoided by a successful Survival skill roll, where appropriate. Long term fatigue loss can also be inflicted on characters that are sick or suffering the effects of serious injuries or certain poisons, at the gamemasters option.
Page 44:
Consequences of Encumbrance
For normal SIZ creatures (SIZ 1-20), each point of ENC subtracts 1 percentile from Dodge, Run, March and Maneuver; 3 percentiles from Climb and Jump; and 5 percentiles from Swim. For every 10 points of SIZ above 20, add one point to the amount of ENC required to cause a subtraction. For example, a SIZ 22 creature would suffer a subtraction for every 2 points of ENC, a SIZ 35 creature for every 3 points of ENC.
Pages 45 to 65:
COMBAT, replace most of with:
A melee round is divided into four phases:
1. Statement of Intent
2. Move
3. Melee
4. Post Melee Move
The melee round is a short flexible period of time, the amount
of time required to plan and execute two actions in the course
of the melee round. For the purposes of keeping track of time,
each melee round lasts 5 seconds, but in reality a melee round
might range anywhere from 3 to 12 seconds.
1) STATEMENT OF INTENT
The players and gamemaster state for each player and non-player
character what actions each will take in the coming round.
The players and GM can simply use a convenient convention for the
order in which they declare statements of intent. One such
convention is the GM first, then each player in turn clockwise
around the table.
If a more ordered system is desired, players and non-player characters
should declare their statement of intent in an order determined by the INT of the characters. Statements of intent are made in the
order of highest INT of all characters involved in the combat
situation. Higher INT characters can decide to declare first,
or delay their statement of intent up to and until all
characters with a lower INT have declared. Resolve ties
by a die roll.
Three general types of statements of intent can be declared:
1) TRIPLE MOVE AND NO MELEE ACTIONS
Perform no Melee Actions and move up to three times your movement
rate (in 1 meter hexes) in the Move and Post Melee Move Phases.
2) DOUBLE MOVE AND ONE MELEE ACTION
Specify a single Melee Action and move up to two times your movement
rate (in 1 meter hexes) in the Move and Post Melee Move Phase.
3) SINGLE MOVE AND TWO MELEE ACTIONS
Specify two Melee Actions and move your movement rate or
less (in 1 meter hexes) in the Move and Post Melee Move Phase.
The player must specify the exact Melee Actions selected (if any)
in the Statement of Intent. Possible Melee Actions are:
1. Melee Attack
2. Missile Attack
3. Cast Spell
4. Parry
5. Dodge
6. Draw Weapon
7. Attack in Spirit Combat
8. Defend in Spirit Combat
9. Miscellaneous Action
Explanations of Melee Action Options:
1. Melee Attack: Attack with a melee weapon or make an
unarmed attack (including grapple or and knockback attacks).
If one faces more than one opponent, one can select which
opponent to attack on the SR that the attack occurs on.
If a Draw Weapon action was first used to draw the melee
weapon, add 3 SR to the weapon's normal SR. Creatures
with more than two possible sources of attacks (more than
two arms, breath weapons, etc.) can attack with up to half
of them if they select a single attack option.
2. Missile Attack: Fire a single missile weapon or throw a single weapon.
A missile attack with a ready missile or thrown weapon occurs at
DEX SR; at which time the attacker chooses a target. If a Draw Weapon
action was first used to draw the thrown weapon or draw and load the
missile weapon, add 3 SR to the missile attack.
3. Cast Spell: Cast a spell or use a magic item to produce a magical
effect. This generally occurs on DEX SR + total magic points in spell SR. If the character had to ready the spell first, add 3 SR
to the time. Divine magic never requires readying and goes off on
DEX SR unless it requires spending magic points as well (in which
case, add 1 SR per MP). If a spell takes more than 10 SR to cast,
the excess SRs carry over to the next melee round. The character
must select another Cast Spell action to complete the spell in
the following melee round, otherwise, the spell is aborted.
4. Parry: Parry all attacks from a single source (a single weapon used
by a single opponent). If the source for some reason strikes
more than once, each Parry roll after the first is at a cumulative
penalty of -10% (-10% for the second parry, -20% for the third, etc.).
If one faces more than one opponent or source of attacks, one must
select which source to parry at or before the SR of the attack.
Creatures with more than two possible means of parrying (i.e.,
more than two arms) can parry with up to half of them if they
select a single parry option.
5. Dodge: Dodge all attacks from a single opponent (even if multiple
weapons or sources of attacks are used by the opponent), though
a separate Dodge roll must be made for each attack. Attacks
landing on the same strike rank are at a -10% to Dodge skill for
each attack beyond the first (two attacks landing on the same
SR are at -10% to Dodge, three are at -20% to Dodge, etc.).
If faced by more than one opponent, one must select which opponent
one will dodge at or before the SR they attack.
6. Draw weapon: Draw and ready a single weapon or draw a new missile
and reload it in a missile weapon. In any melee round a character
chooses to draw a new missile and reload it into a missile weapon,
he or she can only move 1/3 the character's base movement rate in the
Move and Post Melee Move Phases.
7. Attack in Spirit Combat: Attack a spirit currently engaging the
character in spirit combat. See Magic Book for details.
8. Defend in Spirit Combat: Attempt to defend against a spirit
currently engaging the character in spirit combat. See Magic Book
for details.
9. Miscellaneous Action: This represents any miscellaneous brief action
or manipulation, such as shutting a door, picking up an item, looking
around carefully, etc. More complex manipulations, such as applying
First Aid, may require multiple Miscellaneous Actions to complete.
For example, most perception skills, such as Scan, Listen, etc. are
at half skill while in combat. Taking a miscellaneous action to look
around would allow the use of Scan, Listen, etc. at full skill.
Selecting two Melee Attack actions lets a character attack
all out in one of two ways. The character can attack with two
weapons (one in each hand) at their normal strike ranks.
Alternately, the character can attack twice with a single weapon
at -10% skill, with the second attack coming 3 SR after the first
attack (or on SR 10 if the first attack occurred on SR 8 or
later). Creatures with more than two possible sources of attacks (i.e., multiple limbs, breath weapons) can attack with all of them if
they select two attack options.
Selecting two Parry options lets a character parry all out
in one of two ways. The character can parry all attacks in the
course of a melee round from two sources. (There is a -20% skill
modifier if the character tries to parry two attackers with the
same 1H weapon.) Alternately, the character can ignore the
modifier for parrying multiple attacks from a single source.
Creatures with more than two possible means of parrying (i.e.,
with two or more arms) can choose to parry with all of them if they
select two parry options.
Selecting two Dodge options lets a character try to Dodge all
attacks directed against him or her during the melee round.
There is a -10% cumulative skill modifier when rolling against
each opponent after the first (-10% on the second opponent,
-20% for the third opponent, etc.). The penalty for Dodging attacks
landing on the same SR remains in effect.
Selecting two Cast Spell actions lets a character cast two spells
in the same melee round. This is only possible if the total SR
spent casting the spells adds up to 10 or less. Add the SR of the
first spell to that of the second spell to determine the SR at which the
second spell is cast. If a spell takes more than 10 SR to cast
to cast, the excess SRs carry over to the next melee round, where
the character must select another Cast Spell action to complete
the spell. Otherwise, it is aborted.
A character can combine a melee or missile attack and cast spell option
where the spell would enhance the effect of the weapon. If the character
wants to take advantage of the spell enhancement (for example, a
Speedart), the attack must take place at its normal SR or the SR the
spell went off on, whichever occurs later.
A character in spirit combat can choose to attack twice, in which case
he or she can take no other actions, including defending him or herself
from the attacking spirit, or can choose to take two defensive actions
but no other actions (see Spirit Combat).
ALTERING STATEMENT OF INTENT
A character can always abort a declared action, but can not
alter a declaration for another melee action option. One
unused melee action per melee round (even if two are available)
can be aborted to one of two possible special abort actions:
1. DEFENSIVE ABORT: A character can abort a single unused
melee action to perform either a Dodge or Parry action
at a -20% skill modifier instead.
2. MOVEMENT ABORT: A character can abort a single unused melee action
to increase his or her movement rate by one category, to double or
triple speed in the upcoming Post Melee Move Phase. This allows one
to flee or to chase after a fleeing character at higher speed.
2) MOVE PHASE
1. MOVEMENT INITIATIVE
Movement initiative is determined by the
DEX of all characters involved in the combat situation.
Higher DEX characters can decide to move first, or delay
their movement up to and until all characters with a lower
DEX have moved. Resolve ties by a die roll. The order of movement
initiative determined in the Move Phase of a Melee Round remains
in effect through the Post Melee Phase of that Melee Round.
Once hostile characters come within a range where they could
conceivably reach each other, the gamemaster and each player alternate
moving the non-player and player characters 1/3 of their current movement
rate in order of movement initiative until all movement is completed.
For example, three characters of DEX 17, DEX 14 and DEX 10 are
moving 3 meters, 6 meters and 9 meters respectively. They are
within 15 meters of each other, and so could reach each other,
so they should alternate movement. The DEX 17 character elects
to move first, and moves 1 meter. The DEX 14 character elects to
go after the DEX 10 character. The DEX 10 character then moves
3 meters. The DEX 14 character can then move up to 2 meters. If
he does not move, those 2 meters of his 6 meters of movement are
wasted. The characters then alternate moving, up to 1 meter for the
DEX 17 character (first in terms of movement initiative), up to
3 meters for the DEX 10 character (second in terms of movement
initiative) and up to 2 meters for the DEX 14 character (last
in terms of movement initiative due to his choice to delay it).
2. MOVE
Any unengaged characters move no further than they
have declared to move, in order of movement initiative.
A character who becomes engaged must stop at the point
he or she became engaged, unless the character succeeds
in a contest of Maneuver skill. In that case the character
can continue to move normally, and gains movement initiative
over the defeated target if he or she did not already have it.
A character who begins the Move Phase engaged (see below)
can only move 1/3 of his or her normal movement rate
(1 to 3 meters for humans) and must remain adjacent (in
an adjoining hex) to all figures he or she is engaged by
unless he or she succeeds in a contest of Maneuver skill.
In that case, the character can move normally, and gains
movement initiative over the defeated target if he or she
did not already have it.
A character cannot pass directly through another figure
(or hex occupied by a figure) in the Move Phase, regardless
of Maneuver skill success. The character can knock the
intervening character down or aside in the Melee phase, however,
and then continue his or her movement in the Post Melee Move Phase.
If using a hex map grid (with 1 meter hexes), a character can
shift one hex facing and then move one meter.
A character can use one meter of movement to stand still
but change facing to any orientation.
Backwards movement is at half the speed of forward movement.
To move 1 meter backwards take two meters of normal movement.
At the end of each Move and Post Melee Move Phase, every character
receives a free one hex facing shift.
Mobility spells add to one's total movement in each Move Phase,
not to one's basic movement. A human with Mobility 4 taking a
one action, two move melee round will move 10 meters in each
Move Phase, not 14 meters.
In any melee round a character concentrates upon an already cast active
spell (the concentration does not require an action) or wishes to use
a Draw Weapon melee action to draw a missile and reload a missile weapon
with it, his or her movement in the Move and Post Melee Move Phases
is limited to 1/3 of his or her normal movement (1 to 3 meters for
humans).
A character that moves within 1 meter of an enemy character
that has declared a Melee Attack using a weapon under 2 meters
in length (Weapon SR 3, 2 and some 1) becomes engaged, and
must end his or her movement immediately unless the character
can succeed in a contest of Maneuver skill. On a hex
map using 1 meter hexes, the characters would have to
enter one of the three front or two side hexes of such
a hostile figure to become engaged.
A character that moves within 2 meters of an enemy character
that has declared a Melee Attack using a weapon of at least
2 meters length (long spears, thrust halberds, naginatas or
great swords) becomes engaged, and must end his or her movement
immediately unless the character can succeed in a contest of
Maneuver skill.
On a hex map using 1 meter hexes, a character
would have to enter one of the five secondary front hexes of such
a hostile figure to become engaged, and would stop with a hex in
between the character and the hostile figure. At such a range, only
characters with a weapon of at least 2 meters length can attack
each other.
Characters with shorter weapons can still parry and
dodge, but could only attack the longer weapon, not its wielder.
If the character manages to move within 1 meter (an adjacent hex)
of the longer weapon wielder, they are now at a range that both
can attack and parry normally.
A character that moves within 3 meters of an enemy character
that has declared a Melee Attack using a weapon of at least
3 meters length (pikes and sarissa) becomes engaged, and must end
his or her movement immediately unless the character can succeed in
a contest of Maneuver skill.
On a hex map using 1 meter hexes,
the character would have to enter one of the seven tertiary front
hexes of such a hostile figure to become engaged, and would stop
with two hexes in between the character and the hostile figure. At
such a range, only characters with a weapon of at least 3 meters
length can attack each other.
Characters with shorter weapons can
still parry and dodge, but could only attack the longer weapon, not
its wielder.
A Lance charge is a special case, and is resolved by allowing the
charging character moving adjacent to the figure it is attacking,
regardless of whether the figure is using a pike, long spear, or
shorter weapon. At this point normal rules of engagement go into
effect.
If the figure that was charged was wielding a pike, the pike
would strike before the lance in the upcoming Melee Phase. The lance
attack would take place before any shorter weapon attacks,
at which point shorter weapons can attack at their normal strike
ranks.
This rule only applies in an all out charge with a lance
where the riding animals damage bonus is used instead of that of the
rider. If the character with the lance is maneuvering and thrusting
with the lance as if using a spear, normal rule of engagement remain
in effect, with the normal exception that a mounted figure substitutes
Ride skill for Maneuver skill when moving in combat.
Once engaged, a character can no longer move in the Move phase
except for the free facing shift at the end of the Move phase
without winning a contest of Maneuver skill (see below).
He can, however, move without restriction in the Post Melee
Move phase.
movement in melee situations. It is normally only studied by
warriors, martial artists or duelists. It covers the art of
combat movement, engaging, disengaging and closing. In any
Move Phase where two or more characters disagree about their
state of engagement or their fighting distance, they should
each roll Maneuver skill.
If they achieve the same level of
success (that is, both fumble, both fail, both succeed, both
special or both critical), nothing changes. If one character
achieves a higher level of success than the other (succeeds where
the other fails, specials where the other succeeds, etc.),
he or she acts as if disengaged, with the loser remaining engaged.
If a character begins a Move Phase adjacent to an opponent
using a longer weapon, such as a long spear against a sword,
Maneuver skill can be used to close with the longer weapon
wielder.
A success in a contest of Maneuver skills (as
above) allows the winner to close with his or her opponent,
moving into the opponents hex, with the normal effect for closing
against a long weapon. A character that is already closed
can move back to a normal range if he or she succeeds in a
contest of Maneuver skill.
Note that with a very long weapon,
such as a pike or sarissa, characters within 1 meter (in an
adjacent hex) should be treated as closed. They do not need
to enter the pike wielders hex to gain the effects for
closing against a long weapon.
Some weapons close better than others. Note the Zulu experience with long and short spears.
A character fumbling a Maneuver roll must stop all movement at that
point, and is not even entitled to the free one hex facing shift
normally available at the end of the Move Phase.
Every meter of basic movement rate higher than an opponent adds +5%
to Maneuver skill rolls made against that opponent.
Four types of terrain are defined: clear, restricted,
difficult, and very difficult.
Clear: No DEX or Maneuver skill test.
Restricted: Maneuver skill or DEX x 5 for each move of more than
the character's unmodified movement rate.
Difficult: Maneuver skill or DEX x 5 for each move of the
character's unmodified movement rate.
Very Difficult: Maneuver skill or DEX x 3 for each move of the
character's unmodified movement rate.
Crossing over a dead or unconscious fallen body of human size, or
a conscious fallen friendly figure is a Difficult test (DEXx5).
Crossing over stacked dead or unconscious fallen bodies of human size, or
a conscious fallen unfriendly figure is a Very Difficult test (DEXx3).
Jump or Acrobatics skill can be used to cross difficult
terrain instead of Maneuver skill or a DEX roll, but only if the difficult terrain feature is narrow enough to be cleared by the
distance covered by a single Jump or Acrobatics attempt. Otherwise
immediately test DEX or Maneuver skill as above at the completion of
the Jump or flip.
Note: 'Movement Rate' is your character's normal movement
rate, NOT the modified movement rate (for example, if
Mobility 1 is cast on a character with movement rate of 3,
his unmodified movement rate is 3, not 4).
Fumble: The character falls down, loses any remaining
actions that round, and takes 1D6 falling damage (with a possible
modifier for the type of terrain).
Failure: Character falls down at the point they entered the terrain
(or half-way through movement, if already in the terrain).
Critical: The character uses the terrain to advantage,
and gets a 10 percentile bonus to all attacks and defenses
that round.
A character that falls in the course of a melee round cannot stand
up until the next melee round's Move Phase. A successful Acrobatics
or Breakfall skill roll allows the character to stand in that
melee round's Post Melee Move Phase, and can move and engage
normally in next melee rounds Move Phase.
Otherwise, moving from
a prone position to a kneeling position takes a single move action
(3 meters of movement for a normal human), moving from a kneeling
position to a standing position takes another move action. In other
words, a character going from a prone position to a standing position
will only have a single melee or move action left to use. A fallen
character cannot force engagement on other characters while
he or she remains on the ground.
A character that fell in the course of a Move or Post Melee Move
will normally be unable to stand until the next movement phase,
either Move or Post Melee Move. A successful Acrobatics or Breakfall
skill roll will negate the effects of the fall. If the character
succeeds in the roll, the may ignore the fall and proceed normally
(rolling or flipping out of the fall).
3) MELEE PHASE
Resolve all melee actions in Strike Rank order.
4) POST MELEE MOVE PHASE
All characters can move again as in the Move Phase, except that
engagement rules do not apply (Rules of Engagement are not in
effect). A character still cannot pass directly through a space occupied by another character unless that character is prone or
the moving character pushed the target aside in the Melee Phase.
A critical attack will normally ignore all armor, including that from protective spells. As it is also a special success, it will typically have an additional effect depending on the weapon and mode of attack used.
COMBAT OPTIONS
Characters may choose to fight in one of the following offensive or defensive modes. One must specify the exact mode in the character's statement of intent. Some special fighting modes allow one replace the default results for a special success with the special result specific to the mode. Modes marked with an "@" sign are unusual, and are not normally available without special training.
MELEE AND MISSILE ATTACKS
Melee and missile weapons normally function in one of the following three default modes, each with a specific result occurring on a special success roll (a special hit):
Slash (Cutting weapons): Full weapon damage to head, limbs or abdomen,
normal weapon damage otherwise.
Crush (Blunt weapons): Ignores half armor (on all locations).
Does full damage bonus to head, chest or abdomen,
normal damage bonus to other locations.
Impale (Thrusting weapons): Double weapon damage to head, chest or
abdomen, normal weapon damage otherwise.
SPECIAL TACTICS
A number of different tactics can be used in a combat situation. Some techniques,
including the standard attack, parry and dodge can be used by all characters.
On a special (or critical) hit, a special success effect will generally take
place, dependent on the mode of attack and weapon used.
The default specials listed above (Slash, Crush and Impale) take place on a special success using a standard attack. Other special effects take place using other modes of attack. Unless marked by a "@", the special tactics listed below are available to all characters.
Special tactics marked by a "@" require special training, and are not normally
available to all characters. Learning to use such a special tactic with a
weapon or set of weapons requires spending a certain number of hours studying
the tactic (the exact amount is listed under each tactic).
The instructor must know how to use the tactic with that set of weapons before
he can teach the tactic to anyone. The instructor must succeed in an Instruct
skill roll, or, with a failed Instruct roll is failed, the student must succeed
in a weapon skill roll to learn the tactic.
The character can then use the tactic with a specific weapon (or set of related weapons, i.e., Shortsword and Kukri, Broadsword and other 1H Swords, etc.). A character can attempt to research a special tactic, but this requires spending three times the listed training time and then succeeding in a weapon skill roll.
Special tactics for melee and missile weapons:
Aimed Shot: A melee or missile attack aimed at a specific hit
location is at half the normal chance to hit. It might
very well take more than a single melee round to land
an aimed shot.
MELEE ATTACKS
Special tactics for melee attacks:
Slam: Attempt to knock an opponent aside or down by moving directly
through them with your body. The attack is made as if making an
attack with Weapon SR 3, and does not normally do any damage
other than what may be incurred from the knockback. The Slam
attack is at DEXx3 or Grapple skill, whichever is higher.
The attacker does his STR plus SIZ in points of knockback damage
(see Knockback).
The fact that the attack does not penetrate armor
is already factored into the Slam. The amount of knockback is
doubled for a special or critical roll. A critical success on a
Slam attempt additionally forces the defender to make a DEXx1 roll
to remain standing, and another DEXx1 roll to retain a grip on any
held (though not strapped on) items. The attack can be dodged or
parried normally.
Bash: Attempt to knock an opponent aside or down by pushing them or
striking them with a weapon or object. The attack takes place
at the normal SR and attack skill for the weapon used, and does
not normally do any damage (other than that which may be incurred
from the knockback).
The attacker adds the average of his or her
STR plus SIZ to the rolled weapon damage to determine the total
amount of knockback damage done (see Knockback). Thrusting weapons
must be used in a crushing or cutting mode (staff or halberd) to
effectively add to a Bash attempt, and smaller weapons (SR 3) are
generally ineffective.
Disarm: Attempt to disarm an opponent by attacking their weapon,
using either brute force or finesse. The attack is resolved
normally, with the appropriate modifiers for the smaller
size of the weapon being attacked. The attack must be a
special success for the disarming attempt to have any chance
of success.
On a special hit, one can attempt to disarm the
opponent by matching either STR vs. STR (STRx1.5 if the target
weapon is held with two hands) or DEX vs. DEX (DEXx1.5 if the
target weapon is held with two hands), at the attackers option.
The STR test better represents a brute force approach, the DEX
test a subtler approach. If the resistance test succeeds, the
target weapon is knocked 0 to 5 meters (1d6-1) from its wielder
in a random direction (0 meters means it lands at his or her
feet). Short weapons such as daggers are not particularly well
suited for this task, and if used will only allow matching STR/2
or DEX/2 against STR or DEX.
Break Weapon: Strike at an opponent's weapon. The attack is resolved
normally, with the appropriate modifiers for the smaller
size of the weapon being attacked. Impaling weapons cannot
effectively damage an opponent's weapon unless they are used
in a cutting or crushing mode.
If the weapon being attacked
is used to parry the attack, and achieves an equal degree of
success (i.e., a special parry against a special attack), it
will suffer 1 armor point of damage from the attack if the
damage done exceeds the parrying weapon's armor points. If
the attack has a higher degree of success (i.e., a special
attack against a normal parry), or the weapon attacked is
not used to parry the attack, all damage in excess of
the target weapon's armor points is suffered by the weapon.
The default special hit results do not occur when attacking
an opponent's weapon.
@Entangle: If using a flexible weapon, the attacker can opt to attempt
to entangle an opponent or opponent's weapon on a special hit
instead of use the default special hit result for the weapon.
The attack is rolled normally, and a special success entangles
the hit location struck or the weapon attacked, doing only half
the normal weapon damage and with no other special effect.
An
entangled hit location is immobilized on a successful
STR vs. STR roll, an entangled weapon pulled out of the grasp
of its wielder on a STR vs. STR roll (or STR vs. STRx1.5 if the
attacking weapon was held in both hands), landing 0 to 5 meters
(1d6-1) away in a random direction (if 0 meters, at the
wielder's feet). It takes 50 hours of training to learn to use
Entangle with a specific weapon (or set of related weapons).
@Feint: An attack that trades force for evasion and deception. A
special success does normal damage but subtracts half the
attackers attack skill with that weapon from any parry or
dodge by the defender.
A critical feint does normal damage
ignoring armor, but subtracts the attackers attack skill
with that weapon from any parry or dodge by the defender.
It takes 400 hours of training to learn to use Feint with
a specific weapon (or set of related weapons).
@Flurry: A flurry or series of quick blows. A special success does
normal damage, but allows a second free attack, this one
in the default mode of the weapon. The second blow lands
DEX SR after the first. A critical flurry does normal
damage ignoring armor, and results in the second attack
at worst hitting (roll, but miss and fumble results are
treated as normal hits). The second attack lands DEX SR
after the first attack or SR 10, whichever is earlier.
Using a weapon in flurry mode requires STR at least 3 above the
minimum weapon STR; or STR at least 1 above the minimum weapon
STR, and DEX at least 3 above the minimum weapon DEX. It takes
400 hours of training to learn to use Flurry with a specific
weapon (or set of related weapons).
@Aimed Blow: An attack that trades force for precision. On a special,
the attack does normal damage, but allows the attacker to
select the hit location struck. To use the technique
requires a minimum DEX of 13. It takes 200 hours of
training to learn to use Aimed Blow with a specific
weapon (or set of related weapons).
Standard Parry: The normal parry result. If used with a bladed weapon,
it will damage an attacking weapon if the attackers
attack roll was a failure. Hafted bladed weapons (axes)
and long hafted bladed weapons (halberds) will only
damage attacking weapons on a special or critical parry
result, respectively. The parrying weapon will normally
suffer 1 armor point of damage from any attack it parries
that does damage in excess of the parrying weapon's
armor points, and the excess damage passes on to strike
the parrying character.
A special parry will cause the
parrying weapon to take no damage from normal or special
attacks that exceed its armor points, although the
excess damage will still pass on to strike the parrying
character normally. A critical parry stops all damage
from an attack, even a critical attack or an attack that
exceeded the parrying weapon's armor points, and the
parrying weapon takes no damage.
Special tactics for melee parries:
@Swordbreaking: A character with a swordbreaker mounted on their
parrying weapon that knows how to use it properly
can attempt to catch an attacking weapon. On a
special parry roll, the character catches the attacking
weapon, and can attempt to disarm his or her opponent,
or to damage the attacking weapon, possibly breaking it.
To disarm, the character must succeed in a STR vs. STR
roll on the resistance table (STR vs. STRx1.5 if the
opponent's weapon is held in both hands).
If the roll
succeeds, the opponent's weapon lands 0-2 meters (1d3-1)
away in a random direction. If the parrying character
opts to damage the attacking weapon, he will do the
swordbreaker's damage plus his or her damage bonus
directly to the armor points of the attacking weapon,
which may result in the weapon breaking. If the damage
done by the swordbreaker does not equal or exceed the
attacking weapon's AP, the weapon takes only 1 AP of
damage. On a critical parry the character can either
automatically disarm the opponent or do double damage,
if her or she opts to damage the attacking weapon.
It takes 100 hours of training to learn to use
Swordbreaking with a specific swordbreaker (or
set of related swordbreakers).
@Glancing Parry: A defensive parry. It will not damage an attacking
weapon, instead attempting to redirect the force of
the blow. On a special parry, it doubles the AP of
the parrying weapon for that blow only. On a critical,
no damage is done to the defender or parrying weapon.
If used with a shield, it only adds half again the
shield's armor points on a special parry. To use a
weapon in Glancing Parry mode one must have a DEX at
least 3 higher than the minimum weapon DEX. It takes
400 hours of training to learn to use Glancing Parry
with a specific weapon (or set of related weapons).
@Active Parry: An offensive parry that attempts to damage or knock
away an attacking weapon. With an Active Parry, special
parries with a bladed weapon do their normal damage
against the parried weapon, even on a successful attack.
However, the parrying weapon will take damage from
normal and special attacks.
A critical Active Parry
automatically disarms the opponent (with the weapon
landing 0 - 5 meters away in a random direction), but
the parrying weapon will take damage from normal and
special attacks, and will not automatically stop all
damage from reaching the parrying character. It takes
200 hours of training to learn to use Active Parry with
a specific weapon (or set of related weapons).
@Weave: A defensive parry that incorporates a dodge. The parry
will not damage an attacking weapon, and the parrying weapon
can be damaged by any attack that exceeds its armor points,
even on a special or critical parry. When using Weave, on a
special a free dodge roll is allowed to evade any damage from
the attack that blew through the initial parry.
On a critical
success the character takes no damage (although the parrying
weapon might). It takes 400 hours of training to learn to use Weave with a specific weapon (or set of related weapons).
@Riposte: An offensive parry. The parry will not damage an attacking
weapon, and the parrying weapon can be damaged by any attack
that exceeds its armor points, even on a special or critical
parry. A critical parry using Riposte will block only its
armor points in damage, not all damage as does a standard
parry.
When using Riposte, on a special parry the riposter
is set up for a free attack with the parrying weapon. This
blow comes on the SR following the parried attack, or SR 10,
whichever comes first, and does not count as an action.
Characters being hit by a riposte may parry or dodge the
riposte normally if they have a parry declared against the
riposting weapon or a dodge declared against the riposter
that round. A critical riposte allows the riposter to
automatically hit on the riposte.
Roll the attack anyway,
to check for specials or criticals, but the blow hits, even
if the attack roll is a miss. A fumbled attack becomes a simple
miss. It takes 400 hours of training to learn to use Riposte
with a specific weapon (or set of related weapons).
Dodge: Base Dodge skill is 15%. Dodge is a Hard Agility skill.
A normal dodge causes a normal hit to miss, a special hit to
become a normal hit, and a critical hit to become a special hit.
A special dodge causes a special or normal hit to miss, and a
critical hit to become a normal hit.
A critical dodge causes a
critical, special or normal hit to miss. A fumbled dodge
improves an opponents attack by one degree of success: Only a
fumbled attack misses. A missed attack hits, a hit specials,
and a critical hit does maximum damage.
Special tactics for dodging:
@Counter: An offensive dodge. A special dodge using Counter is treated
as a normal dodge, but the counterer is set up for a free
attack with the ready weapon. This blow comes on the SR
following the countered attack, or SR 10, whichever comes
first, and does not count as an action. Characters being hit
by a counter may parry or dodge the counter if they have a
parry declared against the countering weapon or a dodge
declared against the counterer that round.
A critical dodge
using Counter is treated as a special dodge, but the
counterattack that follows automatically hits. Roll the attack
anyway, to check for specials or criticals, but the blow hits,
even if the attack roll misses. A fumbled attack roll is treated as a simple miss. It takes 400 hours of training to
learn to use Counter with a specific weapon (or set of related
weapons).
All of my added paragraph breaks in this section are double tabbed to
highlight where I've added breaks. I think additional breaks are necessary
to reduce some of the large blocks of text to more readable blips.
Page 63:
Thrown weapons and missile weapons can be dodged if the dodger
is aware of the attack and ready to dodge. At point blank range
<will be defined for each weapon, for now approximate using
one tenth the weapon's effective range>, a dodge is at one fifth
percentage against a projected missile weapon such as a
bow or crossbow (effectively, you need a special dodge success
to counter a normal hit, or a critical dodge success to counter
a special hit), and at half percentage against a thrown missile
weapon, such as a rock or thrown knife.
Note that even though missiles and thrown weapons are harder to
dodge at point blank due to a decrease in the reaction time
available to the dodger, the penalties to hit a moving
target are doubled, due to the increased difficulty of
tracking a target at closer range.
"Point blank range" and missile users varies as to the missile whether or not there is increased difficulty. The "firing a missile weapon while engaged" section is a better limit.
Firing a missile weapon while engaged is considerably more
difficult. If a character with a missile weapon starts the
melee round adjacent to an opponent, missile attacks are
at half percentage. Thrown weapon attacks are at normal
percentages. However, if the opponent chooses to dodge the
missile or thrown weapon attack, his or her dodge skill is
at full. It is easier to dodge a missile weapon or thrown
weapon when directly adjacent to the source of the attack.
Small thrown weapons that are difficult to parry, such as knives
or shuriken, are parried by a weapon at only the normal
chance of success. Any shield will parry them normally. Projected
missiles at normal ranges are parried by a weapon at 1/5 normal
percentage, or a hoplite or larger shield at normal
percentage, and at point blank range they can only be parried
by a critical weapon parry or a hoplite or larger
shield at 1/5 normal percentage. Instead of parrying,
shields can be used to cover locations.
Very large creatures, such as giants, will have trouble dodging much smaller opponents if they are physically attacking them in
such a way as to expose themselves to a counterattack. A large
giant kicking or punching a human will not be able to dodge
an attack directed at the attacking arm or leg. This is also
true for humans trying to kick or punch a rubble runner.
When using a weapon that lets them stay out of reach, the larger
creature can dodge normally, even though this will generally more
represent skillful footwork on the larger creature's part than
weaving and dodging.
Missile or thrown weapons fire directed at a
very large creature by a much smaller one should be treated as point
blank range fire even out to normal weapon ranges for the purpose of
being dodged by the larger creature, and the normal doubling of
movement penalties at point blank range should not be used if the
larger creature is moving. These rules generally come into play only
when a creature has at least four times the SIZ of its opponent.
Parrying a flexible or chain weapon such as a whip or flail with a weapon or buckler parry is at parry skill.
Parrying a flexible or chain weapon with a shield parry is at 3/4 parry skill, assuming the shield used is larger than a buckler.
Flexible or chain weapons have a double normal chance of a fumble.
Page 49:
If the amount of damage done by a weapon equals or exceeds a
targets SIZ, it will cause knockback, moving the target back by
1 meter and forcing the target to make a DEX X 5 roll to remain
standing. Every 10 points of damage above the targets SIZ adds
an additional meter of knockback and reduces the DEX roll by
one multiple (i.e., DEXx4 for 2 meters of knockback, etc.).
Weapons that do not penetrate armor (all crushing weapons, or
a slashing or impaling weapon that did not penetrate armor)
do double damage for the purposes of knockback. Impaling
weapons that impale and do damage do no knockback.
If the target
of knockback is mounted, and succeeds in a Ride roll, the SIZ of
the mount is added to that of the targets for determining knockback.
If the Ride roll is unsuccessful and the DEX roll is failed, or if
more than 1 m of knockback was inflicted, the target will be knocked
off his or her mount.
Page 49:
BRACING AGAINST KNOCKBACK, replace with:
It is possible to brace oneself against knockback prior to an
opponent's attack. One cannot dodge while braced, and a character
that braced in a melee round cannot move in the Post Melee Move
Phase of that melee round. Once braced, damage done must be higher
than the STR + SIZ of the braced figure to cause knockback.
Page 50:
KNOCKBACK INTO SMALL OBJECTS, PEOPLE AND SOLID OBJECTS, replace with:
If the target of knockback travels far enough to hit something
behind him, he must make another DEX X 5 roll to remain standing,
as must the object, if it is a living or animate creature.
If the target was knocked back and hit a creature or free
standing object, both take 1d6 damage to a random location for
every two meters of knockback incurred (the full distance need
not be traveled). If the object hit was a solid, unyielding
object (wall, boulder, rock cliff), the amount of damage is
doubled.
Page 52:
Mounted characters fighting footmen also get the advantages of high ground
(page 54).
Page 52:
Two handed hacking weapons used while mounted are used at
3/4 their normal attack and parry skills.
Page 54:
A character that is standing at least half again higher than his or her target has a high ground advantage. This means that the character rolls 1D10+10 for all hit location rolls for his attacks with one-handed melee weapons, and can choose to do so with a two-handed melee weapon as well. The higher character also has 10 percent added to all of his or her attacks and parries against a lower character. Mounted characters fighting footmen gain the advantage of high ground.
Page 60:
A successful Grapple attack grasps a random hit location of
an opponent. A successful dodge evades the attack. A successful
parry with a weapon means that the weapon was caught instead; a
successful shield parry indicates that the shield has been
caught.
A shield or hafted weapon that is caught can be held
for a further grappling attempt to immobilize the weapon or
throw the opponent. A bladed weapon that is caught can not normally
be held. If the grapple attack roll was a special success, the
parrying weapon or shield arm was caught instead. A successful
Grapple parry will block the attack.
After the first successful Grapple attack, subsequent Grapple
rolls can be used to attempt to immobilize an opponent, throw
an opponent, or inflict damage upon them.
To immobilize an opponent (using the hit location grappled)
one must succeed in a second Grapple attack at DEX SR in the
next melee round. If the second roll fails, the opponent
is released. If the second Grapple roll succeeds, roll
STR vs. STR on the resistance table to immobilize the
opponent/location.
If the resistance roll fails,
the opponent is not immobilized, but the location is still held.
An immobilized opponent can free themselves in subsequent
melee rounds if they succeed in a STR vs. STR roll and the
grappler does not (one attempt each a round at the held
characters DEX SR).
To throw an opponent one must succeed in a second Grapple attack
at DEX SR in the next melee round. If the second roll fails,
the opponent is released. If the second Grapple roll succeeds,
roll STR+DEX vs. SIZ+DEX of opponent on the resistance table
to throw the opponent. If the opponent does not succeed in a
DEXx1, Acrobatics/2, or Breakfall roll, he or she takes 1d6
damage to a random hit location, more if the fall is from a
greater height, armor protecting at best at half value.
If the
resistance roll fails, the opponent is not thrown, but the
location is still held.
a. Allow the Grapple skill to affect the STR+DEX vs. STR+DEX test.
b. Throw an opponent into the ground rather than on to
the ground. The difference in method is important in the damage done. While
the rules above cover sport skills (e.g. Judo), in a proper throw the damage
should be d6 + the STR of the thrower/SIZ of the throwee [damage bonus].
In throwing an opponent into the ground, "saving throws" of the various
types (DEX, Acrobatics and Breakfall) are pretty worthless.
To damage an opponent one must succeed in a second Grapple
attack at DEX SR in the next melee round. If the second roll fails, the opponent is released. If the second Grapple roll
succeeds, roll 1d4 damage plus damage bonus versus the hit
location held. Armor only counts for half its normal value.
Protective spells have full value.
Note, in the rules as currently promulgated, a hold to damage does more of an injury than a throw and is easier. From experience, I know that arm locks, chokes and leg locks are generally more difficult to obtain than throws and harder to "set" (i.e. use to maximize damage rather than continue the hold). Of course you may want to do as I did in Shattered Norns and make the Grapple rules cover unskilled grappling combat.
Page 60:
All daggers impale, naginatas slash instead of impaling
Page 64:
Javelin damage is 1d10, not 1d8.
Page 68:
As described above, it is possible to wear soft or leather
armor under another armor to provide added protection.
When overlapping armor (i.e., plate over chain), only half the
armor points of the lower valued piece are added to the higher
valued piece, rounding up (i.e., soft leather under plate will
add 1 point of protection, bezainted 2 points, ringmail 3 points,
and chainmail 4 points). In addition, the ENC value of the lower
valued armor is doubled.
Pages 71-79:
SKILLS, replace and add to as appropriate:
Skills normally fall into three categories: Easy, Medium or Hard.
Note that a number of the skills that follow are very specific professional
skills. A character does not need to know Intimidate to put a sword to someone's
throat and threaten them effectively. Some skills have a degree of overlap.
When bargaining, a character that does not know Bargain but is very skilled
at Fast Talk may be able to get some use out of that skill instead.
These skills exist to add flavor and to help describe both PCs and NPCs in greater detail, but not to make it impossible to attempt something if a character lacks the skill. In such cases, the GM has to decide what the character's chances are, which will often depend on the situation, what the character does, how the player roleplays the situation, the character's background, etc.
Experience Training
Skill Base Category Difficulty Gain Avail.
Acrobatics 0% Agility Hard Yes Rare
Act 5% Communication Hard Yes Rare
Administrate 5% Knowledge Medium Yes Rare
Balance 5% Agility Easy Yes Rare
Bargain 5% Communication Hard Yes
Battle 5% Knowledge Easy Yes Rare
Beg 5% Communication Easy Yes Rare
Boat 5% Agility Easy Yes
Breakfall 0% Agility Easy Yes Rare
Bribe 5% Communication Easy Yes Rare
Catch 15% Manipulation Easy Yes
Ceremony 5% Magic Medium Yes
Climb 40% Agility Easy Yes
Conceal 5% Manipulation Medium Yes Rare
Converse 10% Communication Easy Yes Rare
Courtesan 10% Communication Medium Yes Rare
Craft Varies Knowledge Varies Yes Varies
Dance 5% Agility Easy Yes Common
Debate 5% Communication Medium Yes Rare
Devise 0% Manipulation Hard Yes Rare
Disarm Traps 5% Manipulation Medium Yes Rare
Dodge 15% Agility Hard Yes Rare
Drive 10% Manipulation Easy Yes
Enchant 0% Magic Hard Yes Rare
Escape 5% Manipulation Medium Yes Rare
Etiquette Varies Communication Easy Yes Varies
Evaluate 5% Knowledge Medium Yes
Feel 5% Perception Hard Yes Rare
Fast Draw 0% Manipulation Easy Yes Rare
Fast Talk 5% Communication Medium Yes
First Aid 10% Knowledge Easy Yes
Hide 10% Stealth Easy Yes
Instruct 5% Knowledge Medium Yes Rare
Interrogate 0% Communication Medium Yes Rare
Intimidate 5% Communication Easy Yes Rare
Intrigue 0% Knowledge Hard Yes Rare
Jump 25% Agility Easy Yes
Juggle 5% Manipulation Easy Yes Rare
Lip Read 0% Perception Hard Yes Rare
Listen 25% Perception Medium Yes Rare
Lore 0% Knowledge Varies No Varies
Maneuver 25% Agility Hard Yes Rare
March 5% Agility Easy Yes Rare
Martial Arts 0% Knowledge Hard No Rare
Martial Hold 0% Manipulation Hard Yes Rare
Martial Throw 0% Manipulation Hard Yes Rare
Memorize 0% Knowledge Medium No Rare
Mimic 5% Knowledge Easy Yes Rare Orate 5% Communication Medium Yes
Pickpocket 5% Manipulation Easy Yes Rare
Pick Locks 5% Manipulation Easy Yes Rare
Play 0% Manipulation Varies Yes
Read/Write 0% Knowledge Varies No Varies
Ride 5% Agility Medium Yes Common
Run 5% Agility Easy Yes
Sail 0% Agility Medium Yes
Scan 25% Perception Easy Yes
Scout 30% Perception Easy Yes Rare
Search 25% Perception Medium Yes Rare
Set Traps 5% Manipulation Easy Yes
Shadow 5% Stealth Medium Yes Rare
Sing 5% Communication Easy Yes Common
Shiphandling 0% Knowledge Medium Yes
Shield Parry Varies Agility Varies Yes Common
Sleight 5% Manipulation Medium Yes Rare
Smell 5% Perception Hard Yes Rare
Sneak 10% Stealth Medium Yes Rare
Sorcery Skills 0% Magic Varies No Rare
Sorcery Spells 0% Magic Varies Yes Rare
Speak 0% Communication Varies Yes Varies
Spirit Combat 25% Magic Hard Yes Rare
Spirit Sense 25% Perception Hard Yes Rare
Spirit Travel 10% Magic Hard Yes Rare
Summon 0% Magic Hard No Rare
Survival 5% Knowledge Easy Yes
Swim 15% Manipulation Easy Yes
Taste 5% Perception Hard Yes Rare
Throw 25% Manipulation Medium Yes
Torture 5% Manipulation Medium Yes Rare
Track 5% Perception Medium Yes
Treat Disease 5% Knowledge Medium Yes Rare
Treat Poison 5% Knowledge Medium Yes Rare
Ventriloquism 0% Knowledge Easy Yes Rare
Weapon Attack Varies Manipulation Varies Yes Varies
Weapon Parry Varies Agility Varies Yes Varies
Good list. I would add a column for cross-reference to the page number where the skill is described.
Easy - Balance, Boat, Breakfall, Climb, Dance (Culture), Jump, March, Run
Medium - Ride (Species), Sail
Hard - Acrobatics (Jump, Balance, Climb, Breakfall), Dodge, Maneuver
Another good list and breakdown.
Easy - Beg, Bribe, Converse, Etiquette [Culture], Intimidate, Sing, Speak Language <Own, Easy>
Medium - Courtesan, Debate, Fast Talk, Interrogate {Intimidate, Converse},
Orate, Speak Language <Medium>
Hard - Act (Fast Talk, Orate, Mimic), Bargain (Bribe, Fast Talk, Debate),
Speak Language <Hard>
Easy - Battle, Craft <Easy>, First Aid, Lore <Easy>, Mimic,
Read/Write <Easy>, Survival (Terrain), Ventriloquism
Medium - Administrate (Bribe), Craft <Medium>, Evaluate, Instruct,
Lore <Medium>, Memorize, Read/Write <Medium>, Shiphandling,
Treat Disease, Treat Poison,
Hard - Craft <Hard>, Intrigue (Act, Bribe, Conversation),
Lore <Hard>, Martial Arts
Easy - Sorcery Spells <Easy>
Medium - Ceremony, Sorcery Spells <Medium>
Hard - Enchant, Sorcery Skills, Sorcery Spells <Hard>, Spirit Combat,
Spirit Travel, Summon
Very Hard - Sorcery Spells <Very Hard>
Easy - Catch, Drive [Various], Fast Draw [Weapon], Juggle, Pick Locks,
Pickpocket, Play <Easy>, Set Traps, Swim
Medium - Conceal, Disarm Traps (Set Traps), Escape, Play <Medium>,
Sleight {Pickpocket, Juggle}, Throw, Torture
Hard - Devise {Pick Locks, Set Traps, Disarm Traps}, Play <Hard>
Easy - Scan, Scout (Terrain)
Medium - Listen, Search, Track
Hard - Feel, Lip Read, Smell, Spirit Sense, Taste
Stealth
Easy - Hide
Medium - Shadow (Hide), Sneak
{} = The skill encompasses these skills. These skills can be used at
the same percentage as the base skill.
() = Related skills which default to half the percentage
of the base skill.
[] = The skill has several unrelated categories. Unrelated categories
do not default to half the percentage of the base skill. In some cases, such as skill may have related and unrelated categories,
in which case the related categories will default to each other
at half the percentage of the base skill.
Attack
Easy - Club, Crossbow, Dagger, Dropped Rock, Fist, Shortsword, 2H Spear,
Thrown Rock, Tools
Medium - All Others
Hard - Atlatl, Boomerang, Engines, 1H Flail, 2H Flail, Off Hand Weapons,
Martial Throw, Martial Hold, Whip
Parry
Easy - Shield, 2H Spear, Staff
Medium - All Others
Hard - 1H Axe, 1H Flail, 2H Flail, 1H Hammer, 2H Hammer, Kick, 1H Mace,
Maul, Off Hand Weapons
Attack and Parry skill will specialize in a single weapon in that category, i.e., Broadsword out of 1H Sword. They default to all others in a category at half percentage, but a default weapon in that category can be studied up to the level of the specialized weapon at half the normal study times.
All 1H Swinging, 1H Thrusting, 2H Swinging and 2H Thrusting attack and parry skills default to other weapons of that type at half percentage, but these defaults must be studied to higher levels at the normal study times.
Again, good charts and useful. Well done here.
AGILITY SKILLS:
Acrobatics (Breakfall, Balance, Jump, Climb) (0%) Hard
The skill of tumbling and gymnastics. It can be used to
entertain, or in combat to flip or move to another position
in an unexpected manner, and may be substituted for Dodge
skill of no other actions are attempted. A successful
Acrobatics roll allows a character to regain a standing
position from a fall without having to waste an extra
action to stand.
Balance (5%) Easy
The skill of maintaining one's balance and equilibrium under
adverse conditions. The skill can be used to maintain one's
balance on a narrow ledge or rope, or can be substituted for
a DEX roll in situations where one needs to maintain one's balance, such as running across broken terrain or not
falling when sustaining knockback damage.
Breakfall (0%) Easy
The skill of absorbing and redirecting the force of the impact
from a fall. A successful Breakfall roll will reduce falling
damage by 1d6, a special success reduces falling damage by 2d6,
and a critical success will halve the amount of any excess damage
inflicted.
Any successful Breakfall roll allows a character to
specify the hit locations to sustain any excess damage.
A successful Breakfall roll additionally allows a character to regain
a standing or kneeling position from a fall without having to waste
an extra action to stand or kneel.
Dance (Culture) (5%) Easy
The ability to make the right movements and gestures with or without
noise or music according to the accepted standards of the dance. This
skill is culturally oriented, but defaults across almost all
cultures.
Some cultural divisions - Hsunchen, Pelorian, Pentan, Praxian,
Teshnan, Theyalan, Vithelan, Western, Street, Troll, Elf
Maneuver (25%) Hard
This skill governs movement in melee situations. It is normally
studied by warriors, martial artists or duelists. It covers the
art of combat movement, engaging, disengaging and closing. In
any Move Phase where two or more characters disagree about their
state of engagement or their fighting distance, they should
each roll Maneuver skill.
If they achieve the same level of
success (that is, both fumble, both fail, both succeed, both
special or both critical), nothing changes. If one character
achieves a higher level of success than the other (succeeds where
the other fails, specials where the other succeeds, etc.),
he or she acts as if disengaged, with the loser remaining engaged.
For more details, see Combat.
March (5%) Easy
The ability to move long distances on foot efficiently.
A successful March roll can decrease long term fatigue
loss from extended movement. See fatigue rules for details.
Run (5%) Easy
The ability to move rapidly on foot. A character's non combat running
rate is increased by half the Run skill, expressed as a precentage,
and the character can make a Run roll to avoid short term loss of
fatigue due to continued running.
For example, a character with 54%
run skill would run at 126% their normal non combat running rate,
and could make a Run roll every five melee rounds to avoid short
term fatigue loss from running. The skill has no effect on long
term fatigue loss.
This is the sort of thing that March needs as well.
Sail (0%) Medium
The ability to handle a wind propelled craft. Boat is a complementary
skill.
COMMUNICATION SKILLS:
Act (Fast Talk, Orate, Mimic) (5%) Hard
The ability to convincingly portray another. It can be used for
purposes of entertainment or disguise, and includes both verbal
and non-verbal components.
Bargain (Bribe, Fast Talk, Debate) (5%) Hard
This is the skill of trade and barter. The skill can be used to buy
something for a lower price than is asked. To use it, one must be in
a position where bargaining is reasonable; bargaining for the sacred
axe of a Babeester Gor temple guard is not feasible. The bargainer
must state the price at which he or she wishes to purchase an item,
and for each 2% difference in between that price and the asking price,
must subtract 1% from a Bargain skill roll.
In any case, the person
selling the item will almost never take a loss, no matter how well
they are bargained with. As a result, the best bargain one can achieve
is typically the price at which the item was originally purchased by
the seller. If a bargaining attempt fails, the user may increase the
offer and try again. While I've watched people bargain others into taking losses, I agree that it is an important game limit not to allow losses. In this case, "realism" requires not allowing a real (but very, very rare) outcome.
Example: Hilarian the merchant wishes to purchase an ornate helmet.
The owner purchased the helmet for 200 guilders, and is asking 400
guilders for it. Hilarian has a Bargain skill of 60%, and offers
240 guilders for it, or 60% of the asking price. The difference in
price is 40%, so 20% is subtracted from his Bargain skill, so
his chance for success is only 40%.
Hilarian rolls a 49 and fails.
He tries again, offering 280 guilders, or 70% of the asking price.
This time only 15% is subtracted from his Bargain skill, so his
chance for success is 45%. This time Hilarian rolls a 20 and succeeds.
Beg (5%) Easy
The ability to wheedle and whine successfully enough, using
appropriate guilt-inducing buzz words, to prey successfully
upon passers by. The skill includes panhandling.
Bribe (5%) Easy
The ability to offer money or other gifts to someone without
blatant offense to the person or their customs. A special
success with the skill will tell the potential briber beforehand
how receptive the proposed recipient of a bribe will be, including
whether the proposed recipient would be offended no matter how
nicely the words are couched or presented. A critical success allows
for bribing without the recipient realizing that he or she has
been bribed. Etiquette [Culture] is a complementary skill.
Converse (10%) Easy
The ability to lead a pleasant and interesting discussion.
The skill can be used to gather information, but is unlikely
to bring anything to the surface that a party would prefer
kept private.
Courtesan (10%) Medium
Courtesans are skilled professionals whose tools and media are human
bodies. This skill encompasses the myriad techniques of love. It includes
the fine points of verbal enticement, coercive seduction, titillating
entertainment, tasteful foreplay, subtle manipulation, erotic carnality,
exuberant climax and satisfying afterplay*. Increased competency in the
skill indicates increased finesse.
*This particular clause is functionally duplicative of erotic carnality. I guess the question is whether the description is worth the possible hassle (which will come anyway).
Debate (5%) Medium
The ability to intellectually convince a neutral party that the
debater's point of view is correct. The listener may still deny
it emotionally, but will admit that the successful debater sounds
right. It is possible to debate an individual to try to convince
him or her of something. The effects this can have should not
go beyond what a referee considers reasonable. If a character in jail
makes a successful Debate roll, the guard will be impressed with
his reasoning, but is unlikely to let the character go.
Well defined!
Etiquette [Culture] (0%) Easy
Knowledge of the manners and acceptable behavior for a specific culture.
A skill level of at least 15% will prevent grotesque social errors,
a skill level of 31% or greater indicates familiarity with that
culture's social customs (as per the language proficiency table).
The skills only default within very similar cultures.
A Praxian
nomad might be able to use half his Etiquette (Praxian) with
a Pentan nomad, but his Etiquette (Praxian) would be useless
in the Pelorian Heartland. Etiquette (Street) is also known
as Streetwise, and is the knowledge of urban low culture.
Some cultural divisions - Hsunchen, Pelorian, Pentan, Praxian,
Teshnan, Theyalan, Vithelan, Western, Street, Troll, Elf
Interrogate {Intimidate, Converse} (5%) Medium
The skill of extracting information by questioning. The skill
encompasses verbal techniques. Torture is the purely physical aspect
of questioning. The two skills are complementary.
Intimidate (5%) Easy
The ability to instill fear and obedience in others through
intimidation. The skill has little effect on targets that do
not believe the user has a credible threat, but is quite
effective with a cowardly or demoralized target. If the target
doubts the credibility of the threat, a violent reaction or
attempt to harm the skill user at an opportune moment is likely.
Sing (5%) Easy
The ability to make one's voice carry a tune according to the
standards of rhythm, rhyme, pitch, harmony, etc., as needed for
the song.
KNOWLEDGE SKILLS:
Administrate (5%) Medium
The ability to coordinate the many different facets needed to run an
organization in a businesslike manner. The level of skill will reflect
the general efficiency of a leader that runs an organization larger
than a warband.
Battle (5%) Easy
The skill of knowing what to do in a battlefield situation. It defines
the savvy and behavior of the character during a fighting period that
involves many people. Individual prowess and morale are lost in mass
action, and even the boldest Rune Lord who has never been in a mass
action may fail to recognize these signs and take the proper actions.
The appalling truth of these fights is that one is likely to die through
no fault of their own, especially if he knows not what to do. Battle skill
may be trained or researched only to a limit of 50%. Anything past that
is gained only through experience.
Very true.
When a mass engagement occurs that the character is involved in,
roll 1d100 and compare the result to the character's Battle skill. On a
critical success, the character fought heroically, and will gain 1d6%
(or 1d2+2%) in Battle skill, and receives four experience checks to be
distributed amongst weapon or battlefield skills and a POW gain roll.
On a special success, the character fought well, and receives a Battle
skill experience check, two experience checks to be distributed amongst
weapon or battlefield skills and a POW gain roll. On a success, the
character fought competently, and receives a Battle skill experience
check and an experience check to be used with a weapon or battlefield
skill.
On a failure, the character saw action, and receives a Battle
skill experience check. On a special failure (the inverse of a special
success), the character fought poorly and was wounded, and receives a
Battle skill experience check. On a fumble, the character was killed.
Depending on the situation and the cults he or she belonged to, a slain
character might be able to use Divine Intervention to survive, or might
be Resurrected after the battle.
Some battles may have special modifiers added or subtracted from the
Battle roll, reflecting battles that particularly favor or disfavor
one side. A particularly lethal battle might have a percentage added
to the die rolls of both sides. These modifiers will not adjust a
natural roll of 01 or 00. Other die rolls adjusted to below 01 or
above 100 should be treated as rolls of 01 or 00, respectively.
For example, the Building Wall battle was a major Lunar defeat and a
major Pharonic victory. All characters on the Lunar side of the battle
would have a +40% added to their Battle rolls, resulting in at least a
40% chance of death for anyone on the Lunar side. All characters on the
Pharonic side have a -10% subtracted from their Battle rolls, meaning
that only a character that rolled a natural 00 would die.
Craft [Various] (0-10%) Easy, Medium or Hard
Various craft skills, some unrelated, some related. Some examples:
Easy - Basketweaving (5%), Baking (5%), Butchery (10%), Cooking (10%),
Candlemaking (5%), Map Making (10%), Prepare Corpse (10%)
Medium - Armorer (5%), Bowyer (5%), Fletcher (5%)
Hard - Artificer (5%), Disguise (5%), Blade Venom (0%), Acid (0%),
Blade Venom Antidote (0%)
Instruct (5%) Medium
The skill of teaching. For a training session in a skill to succeed, the
teacher must roll under his or her Instruct skill. If the Instruct roll
fails, the training session counts as a research session. A fumbled
Instruct roll results in the loss of 1d6% from the training session.
A special Instruct roll results in a gain of at least 3% (reroll results
below 3%) from the training session, and a critical Instruct roll results
in a gain of 6% from the training session.
A teacher may not teach someone
in a skill past their level in the skill, level of Instruct skill
notwithstanding. Successful training above 75% in most skills counts as
research, successful training above 100% in knowledge skill that cannot
be raised by experience counts as research, with failed training sessions
yielding no results.
A single instructor can typically train up to 16 students at a time
in a skill up to 25%, 8 students at a time up to 50%, 4 students at
a time up to 75%, and 1 or 2 students at a time over 75%.
Of course this means that most graduate schools in the United States are not teaching anyof the students past 75% and most not past 50%... I would bumpt the limits so that 32 students to 25% ... 4 students 75% to 95% and one or two students beyond 95%.
Intrigue (Act, Bribe, Converse) (5%) Hard
The ability to gather sensitive information by indirect means,
and apply such information to its best advantage. The skill is
of great use to social climbers or those that are active in almost
any form of politics.
Lore [Various] (0-5%) Easy, Medium and Hard
Various knowledge and lore skills, some unrelated, some related.
Generally, the more a lore encompasses, the more difficult the skill.
Some examples:
Easy - Cult Lore (0%), Lock Lore (0%)
Medium - Sartar Lore (0%, 10% if Sartar native), Spirit Lore (5%)
Hard - Glorantha Lore (Age%)
Martial Arts (0%) Hard
This skill makes the best use of natural weapons. It is a discipline
of the mind that allows a character to double the damage or effect
of a natural weapon. This has no effect on damage bonus.
Using Martial
Arts, an adventurer's player must roll a successful attack or parry
with a natural weapon. If the percentile roll is also equal to or
under the adventurer's Martial Arts skill, then the adventurer gets
the benefit of two damage rolls for the natural weapon or unarmed
combat skill (i.e., Fist, Kick, Jumping Kick, Grapple or Martial Hold
damage attempt, etc.).
Martial Arts also affects an adventurer's
natural weapons parry. A successful fist, kick or grapple parry roll
that is also less than or equal to the Martial Arts percentage blocks
6 points of damage and the defender may take excess damage at that
location at the rolled hit location, at the defender's option.
A Grapple attack that is also less than or equal to the Martial Arts
percentage that is parried by an opponent's weapon or shield may
grasp the opponent's weapon or shield arm instead of the weapon or
shield. A Grapple or Martial Hold immobilization attempt that rolls
equal to or less than the Martial Arts percentage has a double chance
of success.
A Grapple throw or Martial Throw attempt that is also equal
to or less than the Martial Arts percentage will have a double chance of
success or do double damage, at the thrower's option. A Grapple or
Martial Hold damage attempt that is also under the Martial Arts
percentage will do double damage.
My favorite alternative to this set of Martial Arts rules is to allow
a successful Martial Arts roll (either as a separate roll or rolling the
to hit roll under both the skill and the weapon) to allow the addition of
DEX to the STR+SIZ totals for the damage bonus with a weapon. Thus one would
learn Martial Arts Fist and instead of (frex) a 30 to determine the STR+SIZ
bonus (for a STR and SIZ of 15 each) one might use 45 (adding in a DEX of
15). The damage bonus would be 2d6 rather than d4.
Martial Arts of this type would be learned for individual weapons as
a Skill two degrees harder than the base skilland could not exceed the skill
for the weapon learned separately.
Thus one would learn both sword and martial sword. There would be lots
and lots of different martial arts.
The appropriate magic rune spell is Ki which allows a character
to also add POW to the damage bonus numbers -- again limited by the Martial
Skill.
Note that my approach dovetails with a trained grapple (e.g. Greco-Roman Wrestling, JuJitsu, etc.) set of rules where the damage done on a throw is related to the damage bonus more than any direct "dice size" assigned to throw damage.
Memorize (5%) Medium
The ability to remember something exactly by rote, even if
incomprehensible. The skill can be used to substitute for an
INT roll whenever trying to remember something one has seen
or heard. The skill is often studied by heralds, messengers,
lawspeakers, etc.
Mimic (5%) Easy
The ability to use one's voice to imitate sounds and other's voices.
The greater the success, the more convincing the imitation.
Survival (Terrain) (5%) Easy
The ability to find food, water and shelter in varying types of
terrain. Survival (Urban) is a skill known by beggars or the
homeless.
Terrain types - Desert/Plains, Woods/Jungle, Marsh, Mountain, Broken,
Rough, Arctic, Urban
Treat Disease (5%) Medium
Successful use of this skill doubles a victim's chance of success
at his or her next disease recovery CON roll. A critical success
triples the next chance of success, a fumble halves the next chance
of success. Victims of acute, terminal or serious diseases must be
tended to constantly to get this bonus. Victims of mild diseases need
only be tended for one day per week.
Treat Poison (5%) Medium
Successful use of this skill purges the victim of 2d6 POT of poison,
a special roll purges 4d6 POT, a critical success purges all of the
poison. A fumble halves the victim's chance of resisting the poison.
The skill attempt must be begun before damage has been taken. A skill
roll can be attempted only once per poisoning.
Ventriloquism (0%) Easy
The ability to make one's voice seem to come from someplace other
than the speaker. Normal range for throwing one's voice is the
normal range for spoken voice.
MANIPULATION SKILLS:
Disarm Traps (Set Traps) (5%) Medium
The skill of deactivating and disassembling traps. This skill
(or Set Traps, whichever is higher) is complementary to perception
skills used for the purposes of detecting traps.
Drive [Various] (5%) Easy
The ability to drive a vehicle. Some driving skills are related, and would share defaults, others are not. Typical vehicles include
chariots, oxcarts, and wagons.
Escape (5%) Medium
The ability to free oneself from restraining ropes, chains, manacles,
etc. An initial roll to position oneself so that the restrains are
applied ineffectively should be made once the bonds are applied.
At that point, the character can attempt to free him or herself
once a turn with another successful Escape roll.
A critical
success on the initial Escape roll means that the bonds were
so poorly applied that the character can escape at any time without
having to spend a turn working or making a second Escape roll. If
the initial Escape roll did not succeed, or the character was unable
to perform one (i.e., was unconscious at the time), a single Escape roll
at half skill may be made after a turn's work. If this roll fails,
further attempts will not succeed.
The difficulty of Escape as a skill depends on the technical sophistication of the bonds used. In this respect it is similar to the discernment of hidden panels and doors.
Fast Draw [Weapon] (0%) Easy
The skill of drawing a weapon and attacking or parrying with it in one
motion. It can also be studied for missile weapons, allowing one to
draw a missile, load and fire in one motion. The skill must be
studied separately for different weapon categories, which on
occasion can overlap somewhat (half skill), but generally do not.
On a successful Fast Draw skill roll, a character can draw a melee
weapon and attack or parry with it at its normal SR in a single melee
action. If used with a missile weapon, on a successful roll the character
can draw, load and fire a missile in one action, adding 3 SR to the
normal SR of the missile weapon (it still requires DEX SR to fire).
If the roll is failed, only the regular Draw Weapon melee action takes
place, no attack or parry can be combined with it. A fumbled roll
drops the weapon 0-3 meters (1d4-1) away in a random direction. A
critical success with a melee weapon adds +20% to the attack or parry
with the weapon (the opponent is surprised). A critical success with a
missile weapon allows the character to draw, load and fire the missile
weapon at DEX SR.
Assuming that Quick Draw will not be taken purely to allow faster reloading of missile weapons...
Pick Locks (5%) Easy
The skill of defeating a lock with tools, but without the benefit
of a key. If the model of lock is not known (Lock Lore or
Artificer Craft roll), halve the chance of success. A single
attempt will typically take from 1 melee round to one turn,
depending on the complexity of the lock.
If the initial attempt
fails, a second attempt can be made at -25%, then a third at
-50%, etc. A fumble will jam the lock, and no further attempts
can succeed. Simple locks may add to the chance for success,
complex locks may subtract from the chance of success. A set
of lockpicks allows for a normal chance of success.
If using
improvised tools (metal scraps, wire, a piece of a buckle,
dagger, etc.), halve the chances of success. If only crude
tools are available (twigs, tools of improper size, etc.),
chances for success are reduced to one-fourth normal.
This is a good place for adding my modular addition to skill systems.
Lock picking is one of the few areas where that level of complexity is
necessary.
Pickpocket (5%) Easy
The ability to pick pockets, cut purses, and otherwise relieve
a victim of small valuables without being noticed.
Set Traps (5%) Easy
The ability to set simple traps, be they snares, deadfalls,
pitfalls or tripwires. More complex traps would also require use
of the Devise and/or Artificer Craft skills. This skill (or
Disarm Traps, whichever is higher) is complementary to
perception skills used for the purposes of detecting traps.
PERCEPTION SKILLS:
Feel (5%) Hard
The ability to discern and identify something by touch alone.
The skill can be complementary to Search, when using touch
as well as sight to search.
Lip Read (0%) Hard
The ability to understand a spoken language through observation of
lips, teeth and tongue. If the target has a moustache subtract 5%,
for a beard subtract 10% to 50%, depending on how full and
concealing it is. Attempting to use this skill on a different
species, such as human using the skill on a troll, is at best
at half skill. A character's effective Lip Read skill can never be
higher than the character's knowledge of the language being spoken.
Scout (Terrain) (30%) Easy
The ability to cross, view and analyze terrain. Base Scout skill
is based on one's native terrain, defaulting to other terrains
at half that value. Mounted nomads will typically have
Scout (Plains) skill, city-bred thieves will have Scout (Urban)
skill, etc.
A successful Scout roll indicates that the
character managed to move about the terrain in an efficient
manner and can find the easiest pathways, good hiding places,
water holes, or other appropriate local landmarks. In a city,
a successful Scout (Urban) roll will tell where the good and
bad parts of town are, where the markets are, and most
important public places.
Terrain types - Desert/Plains, Woods/Jungle, Marsh, Mountain, Broken,
Rough, Arctic, Urban
Smell (5%) Hard
The ability to discern, differentiate between, and identify things
using one's sense of smell.
Spirit Sense (25%) Hard
The ability to sense discorporate spirits, with or without the use
of magic. Training in Spirit Sense is normally only
available to Assistant Shamans, Shamans or members of
certain cults. See Magic Book for details.
Taste (5%) Hard
The ability to discern, differentiate between, and identify things
using one's sense of smell. It can be used to detect poisons in
food or drink as well.
STEALTH SKILLS:
Shadow (Hide) (5%) Medium
The art of secretly following someone around in a town or city.
It should not be used in an unpopulated setting, Hide skill should
be used instead. A success with this skill means that the character
has managed to follow his or her target unnoticed. A failure means
that the target has realized that they are being followed, and if
they are in any way alert, a successful Scan roll will identify the
follower. A fumbled roll immediately identifies the follower to the
target.
Depending on the alertness of the target, another Shadow roll
should be made after the initial roll as frequently as once a turn,
or as infrequently as once an hour (or less).
If the target is actively
watching for a shadow, they can make a Scan roll every turn to
identify the follower, but if the follower succeeded in their Shadow
roll, subtract the followers Shadow skill from the target's Scan skill.
If the Scan roll is equal to or less than Scan skill less half the
followers Shadow skill, the target suspects they are being followed,
but is not able to specifically identify the follower(s).
ATTACK SKILLS:
Jumping Kick (0%) Medium
This form of natural weapon attack does 1d8 damage and double
the normal amount of knockback, but counts as two actions
(i.e., no defenses are allowed when this attack is used).
This can represent another form of all out attack, in which case
another descriptive name should be used.
Good point. Most jump kicks are either flash with no actual difference
in impact or all out attack versions of kicking.
The third kind of jumping kick is a form of manuever and intended to
cover distance.
In any case, jump kicks seem to be subsumed in the other rules.
Martial Hold (0%) Hard
May be used immediately after a successful Grapple attack to
inflict damage or immobilize an opponent. Acts as a normal
immobilization or does 1d4 damage plus damage bonus, ignoring
any articulated armor (i.e., most armor does not count).
Protective spells will count. May be used as a come-along hold,
inflicting pain, but no actual damage unless the opponent attempts
to break free.
Martial Throw (0%) Hard
A Martial Throw may be attempted immediately after a successful
Grapple attack (in the same melee round), throwing at normal
chance of success and damage.
COMPOSITE SKILLS
Composite skills are skills that subsume one or more skills.
These skills are known at the same percentage as the base skill,
and if the base skill increases, they will increase correspondingly.
The skills a composite skill encompasses are generally bracketed,
i.e., Interrogate {Intimidate, Converse}. Composite skills are almost
always Medium or Hard skills.
SKILLS WITH DEFAULTS
Some skills have defaults, related skills that are known at
half the percentage of the base skill. If the base skill
increases, they will increase correspondingly. Skills that have
such defaults are almost always Medium or Hard skills.
Related
skills or categories that a skill defaults to are generally set
off by parentheses, i.e., Ride (Species) or by brackets, i.e.,
Drive [Vehicle], although skills with brackets generally also
contain several unrelated categories which do not default to half
the percentage of the base skill (any related categories will still
default to each other at half the percentage of the base skill).
SKILL SUCCESS AND FAILURE
To add color to the use of non combat skills, the following guidelines
can be used by gamemasters and players:
Missing a skill roll by 10% or less is not a serious failure,
missing a skill roll by more than 10% is a more serious failure,
and fumbling a skill roll is catastrophic.
Likewise, succeeding in a skill roll by 10% or less is a simple success,
succeeding in a skill roll by more than 10% is a particularly good
success, a special success is an extremely good success, and a critical
success is a spectacular success.
Gamemasters that wish to go to the trouble can use a 'special failure'
result, the inverse of a special success. The special failure chance
is calculated by taking one fifth of the character's chance of missing
the roll and subtracting from 101. If the character rolls equal to
or higher to that number, the results are very poor, just short of
a fumble (which is even more catastrophic).
For example, a character
with a 70% Battle skill has a 30% chance of missing his or her roll.
30/5 is 6, so the character has a 6% special failure chance. 101-6 is 95,
so if the character rolls 95 or more, he or she will get a special failure
result. Of course, if he or she rolls 99 or 00, it will be a fumble instead.
Gamemasters are also encouraged to define and use skill modifiers based on
the specific situation a character is in and the player's roleplaying in
the situation. For instance, if in a scenario the party needs to
convince Asylius, a Lunar official, to let them have a weapons permit,
have one of them make a Oratory, Debate or Fast Talk roll, with the
following modifiers: from -20% to +20% for roleplaying (-20% for no
attempt to roleplay, -10% for bad roleplaying, 0% for average roleplaying,
+20% for good roleplaying); +10% if they mention their mutual friend,
Theodorus; +5% if they praise Asylius (he is vain); -10% if they insult
him, even subtly (he is quite sharp).
Bribery attempts on Asylius use the
above modifiers, but with an additional -20% modifier, as Asylius is
relatively honest. Intimidate attempts are not likely to succeed, as
Asylius will have a hard time believing any threats the characters make,
most likely calling for the guards in response.
COMPLEMENTARY SKILLS
Good idea. This group of sections might well go in front of the skill descriptions rather than behind them.
In a task where one skill is obviously the most appropriate, and yet
there is another skill that could help, add one fifth (the special chance)
of the less relevant skill to the first skill to determine success.
For example, Achmed the Armorer is a master armorer with
Craft/Armory 95% and Bargain 41%. When selling armor in his shop
(using Bargain), his Bargain skill would have 1/5 his Craft/Armory
skill added to it, or 41% + 95%/5 = 60% Bargain. If however, he
was asked to take over a friend's fruit stand for a little while,
Achmed would use only his Bargain 41% skill (Achmed knows next to
nothing about fruit).
AVAILABILITY OF SKILL TRAINING
A number of skills are not commonly taught or are considered socially
unacceptable in a number of cultures. These are skills in which training
may be difficult or impossible to find. They are listed as having
'Rare' training availability in the skills list. Some possible sources
for training in these rare skills are:
Thieves - skills generally taught only by thieves and Thief Cults:
Shadow, Taste, Feel, Smell, Touch, Lip Reading, Scout(Urban),
Search, Escape, Pick Locks, Pick Pockets, Set Traps, Disarm
Traps, Lock Lore, Conceal, Intimidate, Mimic, Ventriloquism,
Act, Climb, Acrobatics, Interrogate, Fast Talk, Bribe, Dodge,
Disguise Craft, Balance, Jump, Bribe, Etiquette (Street),
Speak Thieves' Argot, Read/Write Thieves' Argot
Players - skills generally taught only by Players, tricksters and their cults:
Lip Reading, Conceal, Sleight, Pick Pockets, Juggle,
Mimic, Ventriloquism, Act, Acrobatics, Breakfall, Dodge, Disguise
Craft, Balance
Military - skills generally taught only in some military units and cults:
Battle, Some exotic weapons, both Attack and Parry, Interrogation,
Intimidate, Dodge, March, Etiquette (Military), Fast Draw, Maneuver
Sages - skills generally taught by sages, alchemists and Knowledge cults:
Exotic languages, both Read/Write and Speak, Devise, Alchemical Skills,
Exotic Lores, Etiquette, Administrate, Instruct
Craft - skills only taught by crafters, Craft guilds and certain cults:
Devise and exotic Craft skills.
Unususal - rare skills, often only taught only in specific cultures
or certain areas of the world, or only to certain people:
Exotic weapons, both Attack and Parry, Martial Arts, Martial Throw,
Martial Hold, Kick Attack and Parry, Jumping Kick, Magic Skills,
Sorcery, Spirit Combat, Spirit Sense, Spirit Travel.
Page 74:
SPEAK OWN LANGUAGE
Replace Speak Own Language (30) with Speak Own Language (INTx4)
Remove the first three sentences of the first paragraph.
Page 74:
LANGUAGE PROFICIENCY TABLE
Replace second sentence of third paragraph (31-50) with:
One can speak as well or better than a stupid native, and get
most ideas across.
NEW SKILLS
If gamemasters and players feel a need for additional skills, they should by all means define them, though one should be careful not to go too far introducing new skills, as this adds unnecessary complexity to the game. The current skill list, as well as some common sense and reality checking, should be used to create and categorize new skills, both in terms of category and level of difficulty. Some very rare and exotic skills or sorcery spells could be Very Hard skills, requiring twice the time of a Hard skill to train or research.
Some new skills might best be described as composite skills, skills that
subsume one or more other skills. Again, common sense should be used in creating
and categorizing these skills, and determining whether they would simplify
or complicate things. As a rough rule of thumb, a composite skill that allows
a character to do what two Easy skills do would be a Medium skill, one that
encompasses four Easy or two Medium skills, would be a Hard skill, etc.
If the skill also has other benefits, the benefits should count as one
or more Easy skill for determining the new skills difficulty.
An example might be a Donandar cultist that wishes to study a skill that
lets him jump, fall and roll around, but lacks the sophistication of Acrobatics.
After some discussion between the gamemaster and the player, they decide
that this skill would basically consist of Jump and Breakfall, with no
significant additional benefits. The skill could be called Tumble, and would
be a Medium difficulty skill (it is a composite of two Easy skills).
The gamemaster would have to determine training and availability, but players
and thieves would be two logical sources of training for such a skill. Of
course, the character could always attempt to research such a skill on his
or her own, a long, and in this case possibly painful process.
SKILL DECAY
Skills that are not used and practiced will decay. As as rule of thumb, if
a character does not spend at least a number of minutes a month equal to
the skill's percentage practicing, using, training or researching a skill,
it will decay by 1%.
This makes a good optional rule
For example, a character with 90% Broadsword needs to spend at least
90 minutes a month (15 minutes a week) practicing the skill, or it
will drop to 89%.
Page 81:
EXPOSURE, HUNGER AND THIRST, replace with:
Exposure, hunger and thirst can all cause losses of long term fatigue levels. Generally, each full day without liquid or every two full days without food will cause a loss of a single level of long term fatigue. Characters going beyond the level of Incapacitated will begin to suffer general hit point damage, typically 1d3 per day without food, 2d6 per day without water.
Page 81:
WASTING DISEASE, replace with:
Wasting Disease: Muscles atrophy. Affects STR. When a character's STR reaches 0, he or she cannot move.
Page 81:
DISEASE, Add:
Milder diseases exist, typically causing temporary loss of characteristic points or the loss of long term fatigue. Some examples:
Fever: Each degree of illness causes a corresponding loss in levels
of long term fatigue. An Incapacitated character is bedridden.
Runs: Causes temporary loss of STR, which is recovered once the character
recovers. A character whose STR reaches 0 is bedridden.
Page 82:
AGING AND INACTION, correction:
Characters will only die if their CON is reduced to zero. See Disease for the effect of reducing other characteristics to zero.
Page 83:
MOVEMENT, replace with:
A character trying to move in a wind with strength greater than the character's STR + SIZ will have some difficulty. If the character tries a complex maneuver or tries to move quickly, a DEX roll, typically DEX x 5, is required for the character to remain standing. A wind with strength greater than twice the characters STR + SIZ can knock characters down or possibly carry them away. A failed DEX x 3 roll will result in the character being knocked down, or possibly carried away.
Page 83:
WIND MEASUREMENT TABLE, correction:
Remove comments following Light, Moderate, or Strong Wind and Fresh Gale.
RQIV MAGIC BOOK
Page 7:
THE PLANES, add:
The Spirit Plane
The spirit world is contiguous with every point of the mundane world, but
is normally invisible to the mundane world, and vice versa. Some spells and
abilities allow spirits and embodied creatures to look across the boundary.
The view is much like looking at something under murky water - hard to see
and harder to locate.
When the spirit plane is looked upon by a magic spell that lets one view it, such as Second Sight or by the innate Second Sight ability of a shaman or another with a special relation with the spirit world, it appears as an additional layer on reality,a dreamlike place where forms come and go. A discorporate spirit sees the spirit world more clearly, but still needs to peer about
to find other spirits. A discorporate spirit that becomes Visible "sticks its head out of the water," to use a shaman's figure of speech. It can see the mundane world better, but cannot see the spirit world as well.
A man on the mundane world looks out onto a meadow with an old tree that is said to be haunted. He can see a meadow with a tree.
A spell or a shaman's Second Sight would allow him to see not the spirits of living things, embodied spirits, in the mundane world, but to see beyond the mundane world, and see the spirits of the spirit world. If he looked out onto the same meadow with Second Sight, he would not only see the meadow and the tree, but also the spirits of the grass and the spirit of the tree. He could also see into the spirit plane, and might be able to see the ghost that haunts the tree.
The ghost is a native of the spirit plane, though it likely was once a creature of the mundane world. It can normally only see and interact with the disembodied spirits native to the spirit world. Unless the ghost has uses its innate power of Visibility or the spirit magic to use Second Sight, it cannot see the man or his world. If uses these abilities, it can now see onto the mundane world much as a man with Second Sight or a shaman can see onto its world.
A discorporate shaman is in the same situation as the ghost. Unless he uses his Second Sight, he can no longer see the mundane world or the spirits of the living, though he would see disembodied spirits such as ghosts or spell spirits.
SPIRIT SENSE
Spirit Sense lets an embodied character sense a spirit in the vicinity. It
also lets a disembodied character sense an embodied or disembodied spirit.
More powerful spirits are easier to see, so add the POW of the spirit to
be spotted to the character's Spirit Sense skill. A fetch is visible on the
spirit plane like any disembodied spirit.
Spirit Sense can work with one's normal senses, but it helps to have a magical
perception spell (Second Sight, Soul Sight, or Mystic Vision) or a shaman's
Second Sight ability. An embodied character cannot use this skill to Sense
another embodied spirit, such as another living creature or a bound spirit.
An embodied creature cannot Sense through an opaque barrier.
Spirit Sense is a Hard Perception skill with a base of 25%, which can go
up by experience. Training in Spirit Sense is normally only available to
Assistant Shamans, Shamans or members of certain cults. Shamans have no maximum
in this perception skill.
Embodied Characters Looking for Visible Spirits:
If a spirit is Visible but out of spell range, or the character lacks a magical
perception spell, the character sees the spirit on a success with Scan. If
a Visible spirit comes within a character's POW x 5 in meters, he or she
can sense the presence of the spirit with a successful Spirit Sense roll.
Within the character's POW in meters, he or she senses the presence of a
Visible spirit without a roll.
If a spirit is Visible and within spell range, a character with a magical
perception spell sees it without a roll.
Embodied Characters Looking for Non-Visible Spirits:
An embodied character without a magical perception spell can Sense a non-visible
spirit within his or her POW in meters only on a special success in Spirit
Sense, which will tell the character that there is a spirit nearby, but not
know where or what kind. A critical success will tell the character the exact
location of the spirit.
An embodied character with a magical perception spell can Sense a non-visible spirit within spell range on a successful Spirit Sense roll.
Disembodied Spirits Looking for Embodied Creatures:
A disembodied, non-visible spirit without a magical perception spell or ability
can only Sense an embodied creature if it passes within its POW in meters,
and then only on a special success in Spirit Sense.
If a disembodied spirit uses Visibility, it can sense embodied spirits within
its POW x 5 in meters with a successful Spirit Sense roll, and will sense
embodied spirits within its POW x 1 in meters automatically. A Visible spirit
cannot Sense through an opaque barrier.
If a disembodied spirit has a magical perception spell or ability, it can sense embodied creatures within spell range on a successful Spirit Sense roll.
Disembodied Spirits on the Spirit Plane:
A non-visible spirit can Sense another non-visible spirit automatically at
a range of the larger spirit's POW x 5 in meters. It can Sense another spirit
at a range of its own POW x 10 in meters on a successful Spirit Sense roll.
A Visible spirit can Sense another spirit (visible or non-visible) without
a roll at a range of its POW in meters. It can Sense another spirit at a
range of the larger spirit's POW x 5 in meters on a successful Spirit Sense
roll.
Roll once for each spirit at the beginning of each melee round.
Miscellaneous Rules:
If a disembodied spirit is trying to Sense a shaman, add one to its level
of success. (A failure = a success, a success = a special, a special = a
critical, a critical = a critical and the spirit gets a free attack on the
shaman unless the shaman is aware of it.) The shamans fetch makes him or
her fairly obvious to spirits.
A critical lets the character know the spirit's type without making another
roll. A fumble means that the character thinks that no spirit is there.
In spirit combat, a creature can use Spirit Sense at 1/2 skill without using
an action. It can use it at full skill if the creature uses a Miscellaneous
Action.
A character can try to avoid being Sensed in several ways. Running away is helpful. If the character can get out of the spirit's Sense range, he or she is safe unless the spirit blunders upon the character again. Subtract a running character's movement rate in meters from the spirit's Sense skill. (Treat the skill as 100%, or the actual skill if higher, if the character runs away from a Visible spirit that began the melee round less than its POW in meters from the creature.) Spirits have a hard time sensing the mundane plane. Moving confuses them. Some things drive spirits away: see below under Spirit Lore.
SPIRIT SCOUTS
A Visible intelligent spirit can navigate on the mundane plane with successful
use of Spirit Travel. Roll for every five minutes of travel. If the spirit
is unfamiliar with the area, there is a 25 percentile penalty. If there are
no landmarks to follow, as in the desert, there is a 25 percentile penalty.
Either or both penalties can apply, and the GM may assign other bonuses or
penalties. If the spirit misses a roll, it goes off course. It can recognize
this on an INT x 5 roll. If it does see that it is off course, it can right
itself with a successful Spirit Travel roll, modified as above. It loses
1D6 times 5 minutes in doing so. If it misses either roll, it is lost and
never reaches its goal.
A spirit scout can try to avoid a guardian spirit that it Senses. However, if it crosses a magical barrier, it will alert someone. Common magical barriers are the glow line, the border of the Mad Sultanate, city walls, and Warding/Market boundaries.
SPIRIT LORE
Spirit Lore collects all kinds of knowledge about spirits. Its major uses
are identifying spirits and knowing how to avoid or drive away spirits. Shamans
can use it to remember what will Appease or Banish a kind of spirit. "Kind
of spirit" means not only the Creatures Book label, but also the spirit's
kindred, runes, and background. There are ghosts of trolls and plant rune
healing spirits. Nymphs are linked not only to elements, but also to geography
and history. Spirit Lore is a Medium difficulty Knowledge skill with a base
of 5%, and cannot go up by experience.
Identifying Spirits
Characters are not born knowing the contents of the Creatures Book. Before
describing a spirit to experienced players, the GM should require a Spirit
Lore roll. The GM should only let those who succeeded know what the spirit
looks like. There are bonuses for well-known spirits: Ghost +25, Pain Spirit
+10, Madness Spirit +5, Fear Spirit +10, Wraith +10.
Characters can also identify things like chonchons, elementals, and nymphs
with a successful roll. Bonuses for those things are +25 or higher.
A critical roll gives the character more information. If the character has
a magical perception spell, he or she learns the size of an important statistic
of the spirit. Examples include SIZ (in cubic meters, accurately) for elementals,
CON (within a 5 point range) for wraiths, and INT (within a 5 point range)
for hellions or chonchons. If the person lacks a magical perception spell,
then he or she learns the MP of the spirit within the ranges normally provided
by Second Sight.
A fumbled roll gives the person wrong information. The GM gives the player
credible but wrong information. Examples include mistaking a wraith for a
ghost, or a spirit as some other type of spirit.
Some spirits are almost unmistakable, such as manifested elementals. A sylph
could be mistaken for a whirlvish, or vice versa, or a viewer might not know
the tell-tale appearance of a chonchon. However, once a person sees these
types of being a few times, he or she will always recognize them. Also, if
a character knows what a gnome looks like, he or she can tell whether a gap
opening in the earth is or is not a gnome.
Driving Away Spirits
Some spirits hate noise and strong smells. Light or fire tend to drive spirits
of darkness away, etc.... Many people carry charms to ward off spirits, or
do other magical acts to avoid them. A hunter, alone in the woods, knows
how to avoid offending common spirits. Many of these things are of doubtful
power.Some might have a limited effectiveness, perhaps adding +1% to +5%
to the possessor's Spirit Combat skill, though oddly enough not all of these
detect as magical.
Nevertheless, the God Learners proved that some things do drive away spirits
or make them less likely to attack a person. A Lightwall (or sunlight) can
drive away a spirit of darkness. Truestone can drive away a spirit of chaos.
The death rune can drive off ghoul spirits, wraiths, and healing spirits.
Many of these things will not be available to the adventurer.
There are two ways to run Spirit Lore for this purpose. If the player has
no ideas, the GM can allow a roll at a proper penalty to see if the character
thinks of anything. If the player does have an idea (and the materials it
requires), the GM can allow a roll, perhaps with a bonus for cleverness.
Planning ahead deserves a bonus of +5 to +50. The GM may let the characters
ask for advice from a Spirit Lore master.
Sometimes, even the cleverest ideas fail. An idea for driving off an attacking
spirit has a chance of success in the 20 to 80% range. An idea for keeping
a spirit away has a chance of success in the 40 to 110% range. Subtract the
MP of the spirit from the chances of success. The adjusted chance of success
is never more than three times the character's Spirit Lore skill, even for
the best ideas. One must understand what one is doing.
Page 8:
Spirit combat is the struggling of two (or more) wills. Each seeks to force
its will on the other. Each tries to grind the other down to the point where
it can no longer resist. Individuals in spirit combat lose MP, sometimes
at a frightful rate. A losing party may try to escape, or to frighten the
attacking spirit in some way. More than one spirit can attack a person, but
only one person can fight a spirit.
In spirit combat, each option takes one combat action. Spirit combat attacks
take place at the combatant's DEX strike rank. Spirits without DEX attack
in SR 1, before all other attacks but after movement. Spirit combat defense
takes 1 SR just as parry or dodge does.
If more than one attack occurs on the same DEX SR, resolve them in order
from the highest Spirit Combat skill to the lowest. If this does not resolve
the tie, resolve the options at the same time.
Spirit Combat is a Hard Magic skill, with a base of 25%, and can increase
through experience. Where POW and Magic Points represent a character's life
force and raw spiritual strength, skill in spirit combat represents a character's
ability to focus their will and strength as they struggle againt a spirit.
Training in Spirit Combat is normally only available to Assistant Shamans,
Shamans or members of certain cults, and consists of meditative and focusing
excercises, as well as exposure to spirits.
This is a well put skill in a well written section.
The common combat options in spirit combat are: Attack, Defend, All-out Attack,
and All-out Defense. Under some circumstances, using Spirit Sense may take
an action. See Spirit Sense, below.
There are uncommon combat options as well, known only to some shamans and
assistant shamans. The common uncommon options are Appease, Banish, and
Intercept. Nearly all fetches learn Intercept. Appease is fairly common,
and Banish less so. There are deeper and more terrible secrets, but
it is forbidden to write of them. but they are limited to extremely
obscure or limited cults and are outside of the scope of normal play.
Ok, who forbade you to write about the deeper and more terrible secrets?
Seriously, while that is a nice throwaway line, it is a tone shift for the
rules.
ATTACK
The character makes a Spirit Combat roll. An Attack affects one target only,
and takes a single melee action to perform.
Critical: Maximum damage plus rolled damage.
Special: The attack automatically does maximum damage.
Success: Roll damage normally.
Failure: No effect.
Fumble: One opponent's attempt to Appease, Banish, or use
Spirit Sense succeeds without a roll. The opponent
should roll anyway, if he or she has not already done
so. However, treat a failure or fumble as a success.
If there is more than one opponent, pick the one that
has the highest MP.
ALL-OUT ATTACK
An all-out attack requires the use of two combat actions (normally all that
a character gets). The character makes a Spirit Combat roll. An All-out Attack
affects one target only.
Critical: Damage is two times the maximum for the
character's MP. On a successful MP vs. MP roll, the
character may bind or possess (or do whatever it does
to defenseless targets) the target.
Special: Roll damage and add it to the maximum damage for
the character's MP.
Success: Damage is automatically the maximum for the
character's MP.
Failure: Roll again: on any successful roll, does normal
damage. There is no extra effect for a critical,
special, or fumble on the second roll.
Fumble: All opponents' attempts to Appease, Banish, or use
Spirit Sense succeed without a roll. The opponent
should roll anyway, if he or she has not already done
so. However, treat a failure or fumble as a success.
In addition, any opponent who made a normal success can
try to bind or possess the fumbler.
DEFEND
The character makes a Spirit Combat roll. A Defend works against all Attacks
and attempts to Banish in one round, and takes a single melee action to perform.
Critical: No Attack or Banishment succeeds.
Special: Attack or Banishment is one level of success lower.
Success: Attack does one-half the normal damage (roll and
divide, round up). Double the defending spirit's MP for
purposes of Banishment.
Failure: No effect.
Fumble: All opponents' attempts to Appease, Attack, Banish,
or use Spirit Sense succeed without a roll. The
opponent should roll anyway, if he or she has not
already done so. However, treat a failure or fumble as
a success.
ALL-OUT DEFENSE
An all-out defense requires the use of two combat actions (normally all that
a character gets). The character makes a Spirit Combat roll. An All-out Defense
works against all Attacks and attempts to Banish in one round.
Critical: No Attack or Banishment succeeds, and the Defender
does normal damage to all Attackers. (This damage can
be affected by a Defend option.)
Special: No Attack or Banishment succeeds.
Success: Attack or Banishment is one level of success lower
than normal.
Failure: Attack does one-half the normal damage (roll and
divide, round up). Double the defending spirit's MP for
purposes of Banishment.
Fumble: No effect.
Damage
The damage done with a successful attack depends on the being's MP at the
time of the attack.
Current MP Damage Done
01-10 1d3
11-20 1d4
21-30 1d6
31-40 1d8
41-50 1d10
51-60 2d6
61-70 2d6+2
71-80 3d6
81-90 3d6+2
91-100 4d6
etc. etc.
Page 10:
At the moment a spell is successfully cast, a visible disturbance occurs.
The exact nature of the disturbance varies depending on the source and strength
of the spell. Typically a stirring in the air around the point the spell
took effect occurs, and often a flash or sheen of a certain color is seen.
The exact color varies depending on the source of the spell.
Once the spell is cast, the fact that a spell is active is evident only when
the spell takes effect. A spell such as Light or Fireblade will always have
visible effects beyond that of the initial casting - a light or flame of
a certain color. However, most spells do not have visible effects beyond
that initial casting that are always obvious.
Instant, Detect and characteristic enhancing spells have a visible effect
only when first cast. Most other temporal spells will have a visible effect
when first cast and every time their magic comes into play. Every time a
sword with a Bladesharp or Truesword spell on it hits a target, a visible
discharge would occur (generally a flash of colored light, or a spark, or
something of the sort). Likewise, a protective spell such as Protection,
Countermagic or Shield will cause a visible discharge every time the spell's
user was hit with a weapon (Protection or Shield) or spell (Countermagic
or Shield).
Temporal attack spells, such as Demoralize or Befuddle, have a visible effect
when first cast and when they first hit their target, but not afterwards.
Querry, based on discussions with Phil Davis about my Matrix Magix system for Mistworld. Do you want to allow spells to have sounds, smells, sights and textures, or to make such things options? Are the disturbances caused by magic actual light or are they reality ripples that are perceived most often as light?
This is an excellent area to make a mechanic modular so that it can be
used if wanted or ignored as desired.
As a rule, smaller, less powerful spells have less obvious effects than larger
ones. Although the physical actions and consequences of casting a spell are
fairly obvious (speaking and gesturing with one hand), and will almost always
be obvious outside or inside of combat, the exact visible effects (specifics
of the discharge such as its color or the target it struck if a ranged attack
spell) are less obvious. A successful Sleight skill roll will make the action
of casting a spell less obvious, but can do little to conceal the visible
effects of a spell.
The exact visible effects of casting or subsequent effects of spirit magic
and sorcery spells of up to 4 points and divine spells of up to 2 points
require a Scan roll to be noticed outside of combat or a Scan/2 roll to be
noticed in combat. The exact visible effects of spirit magic and sorcery
spells of up to 8 points and divine spells of up to 4 points are noticed
outside of combat 95% of the time or in combat with a Scan roll.
The exact visible effects of spirit magic and sorcery spells of over 8 points and divine spells of over 4 points are always noticed outside of combat and noticed in combat 95% of the time. The full number of magic points used to back spirit magic or sorcery spells count towards the above amounts, as do half the magic points used to back divine spells.
Visible effects of cult spirit magic or divine magic:
Air deities - White or blue colors, electrical sparks, turbulence, wind,
haze, mist, a disturbance in the air.
Chaos deities - Black or red colors, darkness, glows, corruption, slime,
a disturbance.
Darkness deities - Black colors, shadows, darkness, cold, a disturbance
in the air, subsonics.
Earth deities - Earth, stone, mineral or green colors, gleams and glints,
a disturbance in the ground.
Fire deities - Yellow, orange or red colors, flames, heat.
Light/Sky deities - Yellow or white colors, light, flashes, gleams.
Lunar deities - Red colors, glows, sparkles (some will also share
the special effects of a related cult, such as Yanafal
Tarnils and Humakt, Etyries and Issaries, etc.)
Plant deities - Green and brown colors.
Vormain deities - As per the color of the deity's magic.
Water deities - Blue or blue green colors, moisture, fog, a disturbance
in the water.
Annilla - Blue colors or a disturbance in the air.
Donandar - Multiple colors, often pastels, shimmering.
Chalana Arroy, Issaries - White colors, light.
Gor sisters - Blood red, earth, stone and mineral colors, gleams and glints,
fissures, cracks, or other disturbances in the ground.
Humakt - Gray and dark colors.
Hunter - A disturbance in the air.
Lhankhor Mhy - White and gray colors, gleams.
Thief gods - Dark colors, shadow, a disturbance in the air.
Trickster - Varies wildly from spell to spell.
Uleria - Red and white colors.
?Pink colors?
Waha - Earth colors, a disturbance in the air.
Visible effects of shamanistic spirit magic:
Spells learned from a shaman tend to vary widely in their special effects, as some of the spell effects may actually resemble those of a divine cult, others unique. Shamans are the junk collectors of the spirit world, and almost any combination of special effects could conceivably end up in their hands.
The GM should make up an appropriate color or effect for any spirit magic spell learned by or from a shaman, or can use the following table:
01-15 Black
16-30 Blue
31-33 Blue-Green
34-43 Brown
44-50 Green
51-56 Gray
57-58 Indigo
59-65 Red
66-70 Orange
71-80 White
81-88 Yellow
89-90 Violet
91-95 A disturbance in the air
96-00 Other (or roll again)
Visible effects of sorcery:
The visible effects of sorcery spells vary greatly, but often share a certain consistency from Henotheist school to Henotheist school.
[This section will be expanded to include more detail.]
Page 11:
SPELL EFFECTS, addition:
Spells that provide physical protection, such as Protection or Shield, will be ignored by a critical hit that ignores armor. These spells attempt to ward damage, but are not always successful, therefore they can be penetrated by more damage then they can handle or by a strike that bypasses them (a critical hit).
Page 12:
Spell Spirits
Shamans call spell spirits the source of spirit magic, the most common form of magic on Glorantha. They are native creatures of the spirit world, part of the natural flora and fauna of the spirit world, and are the natural prey and resources of many of the spirit world's other inhabitants. The exact origins of spell spirits are not known, but it is thought that they are the byproduct of the expenditures of great power. Each spell spirit is a vessel for a particular spirit magic spell. The size of the spirit tends to correspond to the power of the spell. The appearance of spell spirits varies according to the spell and the source of the power that created it.
You hit a good point. Spell spirits have always struck me as a little
strange. I'm glad you don't have a glib retort here. Personally, I would
think they were remnants of the gods' age and the various unions of the gods
and runes, reduced to smaller size.
Page 15:
Shamans may learn one or more of the following special abilities. (listed
below) Only fetches learn Intercept. Many shamans only have that one
ability throughout their careers. Others find spirits or shamans who can
teach them another one. Learning one of these abilities takes a week's time
for both teacher and student. Intercept and Appease are commonly available,
and take a week (50 hours) to learn. The others are rarer, and take a month
(200 hours) to learn.
A shaman can only appease a disembodied spirit. (A discorporate shaman is
not a disembodied spirit under this rule, but the spirit of a dead shaman
is.) Some spirits will not accept appeasement. A hostile spirit needs a large
sacrifice to be appeased. A shaman can make a neutral spirit friendly by
a successful appeasement. A shaman can try to Appease spirits when he or
she is discorporate.
The shaman sacrifices some MP or releases a bound spirit, and makes a Spirit
Combat roll. The shaman loses the bound spirit or MP. He or she can use personal
MP, the fetch's MP, or a POW spirit's MP. A typical appeasement would be
20 MP or a useful spirit.
On a simple Spirit Combat success, the shaman has a chance to succeed. If
the spirit to be Appeased makes a successful Spirit Combat roll, it gains
the MP or can bind or Control the released spirit. Both the shaman and the
spirit must succeed if there is to be any chance the spirit will be Appeased.
The spirit needs the right Control spell if that is the option it picks.
The chance of actual Appeasement depends on many factors: the size of the
sacrifice (+), the strength of the shaman and his or her fetch (+), the strength
of the spirit (-), and the depth of hatred or dislike (-). As a rule of thumb,
match the shaman's magic points against those of the spirit in a resistance
roll, and add 1% to the chance of success for every magic point successfully
fed to the spirit.
If a shaman criticals the Spirit Combat roll, the spirit will automatically
gain one-fifth the MP or bind or Control the released spirit, if it tries.
If the shaman fails the roll, the spirit cannot gain the MP or bind or Control
the released spirit. If the shaman fumbles, he or she angers the spirit instead
of Appeasing it.
If the shaman and spirit both succeed, the spirit gets one-fifth of the MP
sacrificed to it. If the shaman sacrifices a point of POW at the same time,
however, the spirit gets all the MP sacrificed to it. The point of POW sets
up a link with the spirit, and any donation of MP will succeed without a
roll. The spirit will always get all of the MP sacrificed to it by a shaman
with a link.
An attempt to Banish takes both of a shaman's combat actions in a round.
The shaman must sense the spirit before he or she can Banish it. The spirit
must be within his or her POW in meters. The shaman needs to make a Spirit
Combat roll. On a success, he or she can Banish the spirit on a successful
MP v. MP roll. Use only the shaman's personal MP, not the fetch's. A Banished
spirit must leave the area and not return. If it was Visible, it becomes
non-visible for that time.
On a special, the spirit flees through the Frontier Region of the spirit
plane into the Outer Region. On a critical, it cannot return to the Frontier
Region or the mundane plane on its own.
The spirit will be the shaman's enemy, even if the Banishment fails. If it
does fail, the spirit will usually Attack.
A spirit can Defend against a Banishment.
Some things will help or hurt a Banishment. If the spirit is in its native
medium (plant spirit in forest, darkness spirit in darkness), add 5 to its
MP for purposes of resisting Banishment. If the shaman is in a place of strength
(tribal holy place, axis mundi), add 5 to his MP for purposes of Banishing.
Commotion bothers spirits using Visibility or Second Sight, adding 5 to the
shaman's MP.
A fetch is part of the shaman, but gets its own actions in melee. Its Spirit
Combat, Spirit Sense, and Spirit Lore skills are the same as the shaman's.
A fetch cannot Appease or Banish.
A fetch can intercept an attacking spirit. This does not use one of the fetch's
actions unless the spirit has already attacked the shaman in a previous round.
If the fetch intercepts the attacking spirit, it enters spirit combat with
it. This prevents the spirit from reaching the shaman. A fetch can intercept
any number of spirits in one round. It can even intercept if it is already
in spirit combat. Intercepted spirits cannot attack the shaman until the
fetch's MP fall to zero.
A fetch cannot intercept spirits that attack the shaman when he or she is
discorporate. However, it can and does intercept spirits that try to possess
the shaman's body while the shaman's spirit is out of it.
Shamans have access to many rare and unusual forms of spirit magic. This is one of the distinguishing features of shaman, as an experienced shaman is very likely to know at least one rare or unique spirit magic spell that players may not have previously encountered, or even heard of, and is one of the reasons shamans are often figures of mystery. These rare and unusual spells can range from spells that are useless; to spells that resemble the special spirit magic spells of a specific cult, such as Jump or River Eyes; to spells that are variations of more common spirit magic spells, such as a Frostblade or Detect Life spell; to unique spells that do not correspond to any known spirit magic spells.
As a rule of thumb, a typical tribal shaman will come across one such useful rare or unique spell every 10 years. As a result, they will almost never part with such spells.
An example of one of the unique rare spells known to shamans is called Spirit
Sword. The spell spirits that know it are rare, so shamans almost never let
their followers learn it. The most likely way a non-shaman would have it
is in a spell spirit binding matrix (with a user restriction, of course).
Spirit Sword
Variable
Touch, Temporal, Passive
Common names: Spirit Sword, Spirit Mace, Spirit Spear,
This spell enhances one's ability to defeat spirits one is fighting. Each
point of the spell adds 5 percentiles to the target's Spirit Combat skill
with an Attack or All-out Attack option. Every four points also adds 1 to
the damage the target does with a successful Attack. (That is, 1 to 3 points
add none, 4 to 7 points add one, etc.) The damage bonus for Spirit Sword
is not doubled on a special or critical success in spirit combat.
Spirit Travel is the skill of navigating the spirit plane. A discorporate
spirit can use it to travel the mundane plane. It is a Hard magic skill with
a base of 10, and can go up by experience. To be trained, the student must
be disembodied or be able to discorporate. Normally, only a shaman, or certain
spirits, can teach it, and only to a spirit or another shaman.
On a successful Spirit Travel roll, the shaman moves to the region he or
she wants to reach. A failure leaves the shaman in the previous region and
subjects him or her to another encounter there. A critical takes the shaman
to the spirit or place where he or she wanted to go. A fumble gets the shaman
lost. A lost shaman needs to make another roll to return to his or her body
and start over.
To find the right kind of spirit, the shaman makes a roll with a modifier
for the spirit's rarity. Use as a guide for the modifier the number of
percentiles devoted to that spirit on the encounter tables in the Gamemaster
Book. A spirit with 10 or more percentiles is common on that plane, and there
is no modifier. If the spirit gets less than 10 percentiles, subtract 5 from
the shaman's Spirit Travel skill for every percentile less than 10.
If the shaman wants a specific kind of spirit, such as a specific spell spirit,
there is a further modifier. For a common type (common spell spirit, common
nymph, common disease spirit, etc.) subtract 25 from the shaman's Spirit
Travel skill. A shaman must go to the Outer or Inner Region to find an uncommon
type (berserker passion spirit, uncommon spell spirit, magic spirit with
a specific spell, etc.). Subtract 50 from the shaman's Spirit Travel skill
for an uncommon type. For a rare type (cult spirit, rare spell spirits, one
of the demons mentioned in the Creatures Book, etc.) subtract 75 in the Inner
Region and 100 in the Outer.
There is almost no chance of finding a rare or exotic type in the Frontier
Region. For exotic and unique spirits subtract 100. These only exist in the
Inner Region. If the shaman knows the spirit's true name, add 50 to his skill.
A shaman can also sense and avoid large spirits on the spirit plane at the
limits of spirit perception. This is a use of the Spirit Sense skill.
Page 16:
Both shamans and priests may teach spirit magic. However, priests that are not shamans have access to only cult spell spirits.
Priests generally explain that their Spellteaching rituals summon a cult
spirit from which knowledge of the spell is gained. Depending on the cult,
the ceremony to obtain the use of the cult spell spirits magic will vary,
as will what occurs when the cultist attempts to learn the spell. With the
divine magic Spellteaching ritual, the cultist normally engages the cult
spirit in spirit combat, which is typically Commanded not to resist.
Once the spirit is reduced to 0 magic points, the spirit appears to be absorbed by the cultist, and he or she gains the use of the desired spirit magic spell. The exact means by which the cult spirit is absorbed vary from cult to cult. Darkness cultists consume the spirit, Air cultists inhale the spirit, Fire/Sky cultists absorb heat, fire or light, Water cultists drink or breathe the sprit in, Moon cultists have a glow seep into them, Humakti feel the spirit cut its way into them, Harmony or Fertility cultists feel the spirit flow into them, Earth cultists absorb it, etc. Typically a limited number of cult spirit magic spells are available to a given temple (see Temple Sizes).
To obtain the use of the spirit magic spell from a shaman, one must defeat
a spell spirit that the shaman has summoned or brought over from the spirit
world in spirit combat. The spirit will resist, though the shaman may be
willing to cast spells that will aid the spell seeker, generally at an additional
cost. If the spell spirit is defeated, by reducing it to 0 magic points,
the spirit vanishes, and the victor gains the use of the spell. Shamans claim
that the spell spirit becomes part of the victor, although no obvious signs
of the spirit can be detected. If the spell spirit wins, the seeker is possessed
by it, and as it is incapable of operating a body, the possessed individual
effectively becomes comatose until the spirit is exorcised. The shaman will
generally exorcise the spirit, but again, at an additional cost.
Page 16:
Note that although the player will know exactly how many points a spirit magic spell is, characters will actually not know exactly how many points a spell is, although they will have a rough idea (1-2 points small, 3-4 points medium, 5-6 points large, 7 or more points very large) of the power of the size and power of the spell.
Page 17:
To use spirit magic, one calls upon the power of the spell. In a melee situation, this requires spending DEX SR + magic points in spell in SR. For the spell to be successfully cast requires a roll equal to or less than POWx5. If the roll succeeds, the spell is cast successfully and the caster loses the magic points spent to cast the spell. A failed roll results in the spell not being cast and the caster expending 1 magic point. A fumbled roll results in the spell not being cast and the caster losing all the magic points that would normally have been spent to cast the spell.
Range of Spirit Magic
The range of a Ranged spirit magic spell is POWx5 in meters.
Page 18:
Variety of Spirit Magic Spells
A great variety of spirit magic spells exist. The most common spirit magic
spells have hundreds of subtle variations, primarily in how they appear when
cast, but also in how they are learned and what they are used for. The God
Learners cataloged over 100 different versions of the basic Disruption spell,
for example.
Under the description of each of the most common spirit magic spells is a
list of the most common names the spell goes by. Although the spell should
be listed by the primary name on a character's sheet, the character may well
refer to the spell by another common name. Characters will generally think
of two distinct versions of a spell with different names and visible effects
as two different spells, even though they have identical game effects.
A farmer that learned Slay Pest from a local shaman and later became a Humakti mercenary might well consider learning the Humakt cult spirit magic spell Disruption as well.
Page 18:
Armoring Enchantment
Common names: Armoring Enchantment, Enchant Armor
Befuddle
Common names: Befuddle, Bemuse, Confuse, Stun.
Replace spell description with:
This spell confuses an opponent that succumbs to it. It will cause him or
her to wonder such things as: Why am I here? Is that a friend? What is happening?
Who are they? Which ones are my enemies? Why is everybody fighting? When
this spell successfully overcomes the power of its victim, make an INT roll
for the victim. If the roll is above INTx5, the target of the spell will
stand still for the duration of the spell, trying to figure out what is
happening.
If attacked, they can abort to a dodge or parry (at -20%), and beginning
next round will no longer act as confused (the guy that attacked me is my
enemy, and once he is dead his obvious allies are my enemies). Thus, with
some clever management, a Befuddled opponent might actually end up attacking
his own party for as long as the spell remains in effect.
If the INT roll is equal to or below INTx5, the target realizes that he or
she cannot fully comprehend the situation, but will react defensively if
the situation in any away appears dangerous, taking any appropriate defensive
action (they can dodge, parry, flee, put their back to a wall, cast defensive
spells or heal themselves, etc.). If attacked their confusion will be resolved
as above, and they will attack and defend normally in the next melee round.
If the INT roll is equal to or below INTx1, in addition to reacting to a dangerous situation, the target realized they have been Befuddled, and can attempt to dispel the Befuddle should they know an appropriate spell. If attacked, they can choose to attack back, should they think this is truly a foe, but since they realize that they are Befuddled, it is more difficult to trick them into attacking their friends or allies (they can choose to remain entirely on the defensive, or should they attack will often be more careful not to kill opponents in case they made the wrong decision).
Binding Enchantment
Common names: Binding Enchantment, Spirit Trapping Enchantment, Spirit Trap
Bladesharp
Common names: Bladesharp, Keenedge, Plowsharp, Sharpen, Swordsharp
Bludgeon
Common names: Bludgeon, Hammeright, Pound, Smite
Control (Species)
Common names: Control, Bind Spirit, Command, Spirit Binding
Coordination
Common names: Coordination, Dexterity, Nimblefinger
Correction: Each point of Coordination increases the target's DEX by 2.
Countermagic
Common names: Countermagic, Spellward, Spell Shield
Darkwall
Common names: Darkwall, Darkness, Shade, Shadow
Demoralize
Common names: Demoralize, Fear, Panic, Rout
Detect
Common names: Detect, Find, Sense
Dispel Magic
Common names: Dispel Magic, Dispel, Lower Magic
Dullblade
Common names: Dullblade, Padding
Disruption
Common names: Disruption, Eurmal's Kiss, Harm, Kill Rats, Shatter, Slay Pest,
Wound
Endurance
Common names: Endurance, Restore Wind, Second Wind, Stamina
Replace spell description with:
Every point of this spell counts as a single rest action for the purposes of restoring short term fatigue losses. Effectively, every two points of the spell immediately restores a single lost level of short term fatigue. A Weary character that has is hit by an Endurance 4 spell will be restored to Normal fatigue levels.
Extinguish
Common names: Extinguish, Douse, Smother
Fanaticism
Common names: Fanaticism, Enrage
Farsee
Common names: Farsee, Eagle's Eye, Hawkeye, Farview, Longsee, Longview
Firearrow
Common names: Firearrow, Flamearrow
Fireblade
Common names: Fireblade, Flameblade, Firesword, Weapon of Flame
Glamour
Common names: Glamour, Bedazzle, Charm, Uleria's Blessing
Glue
Common names: Glue, Fasten, Hold
Heal
Common names: Heal, Cure Wounds, Healing, Treat Wounds
Ignite
Common names: Ignite, Firestarter, Spark
Ironhand
Common names: Ironhand, Ironfist, Toothsharp, Godsday Punch
Light
Common names: Light, Glow
Lightwall
Common names: Lightwall, Dazzle, Wall of Light
Magic Point Matrix Enchantment
Common names: Power Storage Enchantment, Storing Enchantment
Mindspeech
Common names: Mindspeech, Mindwords, Telepathy, Whisper
Mobility
Common names: Mobility, Fleetfoot, Speed
Replace spell description with:
Each point of the spell adds 1 meter to the target's maximum movement in both the Move Phase and the Post Melee Move phase. A character with a base move of 3 m and a Mobility 5 spell taking a single action and double move will move at (3 x 2) +5 or 11 meters in the Move and Post Melee Move phases. If the target has used the extra movement in the last 5 melee rounds, subtract 5% per point of Mobility used from that Fatigue Roll.
Multimissile
Common names: Multimissile, Arrow Swarm, Twoshot, Threeshot, etc., Volley
Protection
Common names: Protection, Armor, Furstiff, Protect, Ward Damage
Correction: Delete the last sentence.
Repair
Common names: Repair, Fix, Restore
Addition: If a successful Craft (Item) skill roll is made when
casting Repair, the item will not show a visible scar and
will not permanently lose any hit points or armor points.
Depending on the item in question, this may take some preparation
time before the casting of the spell.
Second Sight
Common names: Second Sight, Magic Sight, Magic Vision, Sight, Spirit Eye
Shimmer
Common names: Shimmer, Blur, Cloud, Evasion
Silence
Common names: Silence, Hush, Sneak
Correction: Each point adds 15 percentiles to Sneak.
Slow
Common names: Slow, Hinder, Hobble, Immobilize
Speedart
Common names: Speedart, Arrowboost
Correction: Duration is Temporal.
Spell Matrix Enchantment
Common names: Spell Enchantment, Spell Spirit Trap Enchantment
Spirit Screen
Common names: Spirit Screen, Ghost Shield, Spirit Shield
Replace spell description with: This spell protects someone from attack by spirits. Each point of the spell adds 10 percentiles to the character's Spirit Combatskill for a Defend or an All-out Defense option. The Spirit Screen works as a separate Defense option if the character does not choose a Defend option. In that case, however, the character rolls only for the Spirit Screen. Do not add it to his or her Spirit Combat skill. A character with Spirit Screen 2 up that was not defending against an attacking spirit would have a 20% skill for a free Defense action.
Strength
Common names: Strength, Lift Cart, Swell Thews
Summon (Species)
Common names: Summon, Call, Invoke
Vigor
Common names: Vigor, Health
Visibility
Common names: Visibility, Manifest
Correction: Visibility is a Ranged spell.
Page 23:
Divine Magic, also commonly known as Rune Magic, is better codified and more standardized than is spirit magic, and although different names for the same spell may be used on occasion, generally any common divine spell will be recognized by its common name.
Divine magic spells are typically thought of as as 'prayers'. A character
with Shield 8 would know that he has sacrificed for 8 prayers of Shield,
for instance, and would know that he can use but a single prayer of Shield,
or more than one at once for added protection, but would not know the exact
effects of the added protection in game terms.
He or she will generally have some idea of the prayer's effect, such as that using all eight prayers of Shield at once provides at least the same physical protection as iron plate for about 15 minutes, and that two prayers of Shield used at once are probably twice as good as a single prayer of Shield, but that is generally as far as the character's understanding will go.
Divine magic is considerably more powerful than spirit magic, and has a
correspondingly greater effect on societies in which it is common. Fertility
spells are often used to enhance the growth of crops; truth spells may be
used at trials and oath swearings or to interrogate prisoners; markets, shops
and important buildings are often warded; specific questions can be answered
through divination; and even the dead can be brought back to life.
Although divine magic is rarely used without a good reason, when important, it can be put to use with great effect.
Page 27:
A divine magic spell has a 95% chance of being successfully cast. On a roll
of 96-99, the spell was not successfully invoked, and the caster can try
again. On a roll of 00, the spell was miscast, and the spell was actually
invoked, but did not affect its intended target.
The divine magic Spellteaching ritual summons a cult spirit that can impart knowledge of a cult spirit magic spell to a cultist. Typically, a limited number of cult spirit magic spells are available to a given temple.
Some guidelines:
Spellteaching rituals at a minor temple (see Temple Sizes) generally make
4 points of cult spirit magic available for every active worshipper at the
temple. This (4 points) is also the largest size variable cult spirit magic
spell available to the temple. It is up to the priests to distribute the
spells as they will, typically to cult members they wish to reward or that
can afford to pay for the privilege of learning the spells.
A typical distribution, for a minor temple, given 20% high initiates (priests, rune lords, allied spirits, cult spirits, acolytes and advanced initiates), 40% initiates and 40% lay members, would be INT points of cult spirit magic spells for high initiates, 1d3 points for initiates, and 1 point for lay members.
Major temples are generally limited to 8 points, with a typical distribution of INT points of cult spirit magic spells for high initiates, 3d3 points for initiates, and 2d3 points for lay members.
Great temples are generally limited to 10 points, with a typical distribution of INT points of cult spirit magic spells for high initiates and half the initiates, 4d3 points for other initiates, and 3d3 points for lay members.
Major cults or deities often surpass these limits, typically offering an additional point or two of a specific cult spirit magic spell to initiates and above. The Humakt cult teaches 4 additional points of Bladesharp to its initiates for free. The Chalana Arroy cult teaches 2 additional points of Heal to any interested initiates, at the normal costs. Initiates of Ernalda can purchase an additional point of Heal. Initiates of the Orlanth cult can purchase an additional point of Bladesharp and an additional point of Mobility at the normal costs. These additional points apply to the limits to variable spells as well, i.e., a Humakti minor temple would have access to Bladesharp 8.
In general, temples will not sell their cult spirit magic spells to an outsider that is not an active worshipper of the deity or an associated cult. If they do, the prices will be exorbitant.
Page 28:
Initiates cannot learn spells that are one-use for priests.
Page 29:
Glorantha is a magic rich world with many actively
worshipped deities. Most sites of active worship are
sanctified, either by a Sanctify spell or by being a
holy site of that particular religion.
Site (0-50 initiates, typically 0)
A site is a simple place of worship where members of a religion
gather to worship on holy days. A site has no magical effect in
itself, a worshipper cannot learn or regain spells here, nor does
it have any defenses. Such a place will usually not support a full
time priest, nor will it detect as magical by itself.
Shrine (1-100 initiates, typically 25)
Shrines are the most common form of holy site. Every village or
clan hearth will have one or more shrines. The shrines may be
dedicated to an obscure local spirit or a great diety. The priest
of a shrine may often be indistinguishable from the rest of the locals.
At a shrine only the Divine spell of Worship Diety and a single
divine spell special to the religion are available to learn or renew.
Maintaining an active shrine typically requires the sacrifice
of 10 magic points on the holy day of the religion. If the area is
not sanctified, i.e., the site is not one particularly holy to
the religion, and no Sanctify spell has been cast, it requires
the sacrifice of five times the amount of magic points, or 50
magic points.
Minor Temple (10-400 initiates, typically 100)
A temple size commonly found in towns. There will be several
priests, perhaps not well paid, a few servants, and perhaps
an errand boy. Only the divine spells of Worship Deity,
Spellteaching, and divine magics special to the religion are
available for renewal, learning or defense. Spirit magic spells
special to the religion may be learned as well.
Maintaining an active minor temple generally requires the
sacrifice of 50 magic points on the holy day of the religion.
If the area is not sanctified, i.e., the site is not one
particularly holy to the religion, and no Sanctify spell has
been cast, it requires the sacrifice of five times the amount of
magic points, or 250 magic points.
Major Temple (100-1000 initiates, typically 400)
A temple size commonly found in cities. There will be a number
of priests, resident initiates, and a number of servants.
Here all common divine magics and divine magics special to
the religion are available for renewal, learning or defense.
Spirit magic spells special to the religion may be learned as well.
Maintaining an active major temple generally requires
the sacrifice of 250 magic points on the religion's holy day.
If the area is not sanctified, i.e., the site is not one
particularly holy to the religion, and no Sanctify spell
has been cast, it requires the sacrifice of five times
the amount of magic points, or 1,250 magic points.
Great Temple (500+ initiates, typically 1600)
A temple size commonly found in large cities. Depending on the
religion, there will be dozens to hundreds of priests in a great
temple, many initiates occupying various specialized posts, and
a dither of servants rushing in and out of the gates. Spells
available for renewal, learning or defense at a great temple
include all common divine magics, divine magics special to the
religion, spirit magic spells special to the religion, and all
spells granted by any associate cult or religion.
Maintaining an active major temple generally requires
the sacrifice of 1,250 magic points on the religion's holy day.
If the area is not sanctified, i.e., the site is not one
particularly holy to the religion, and no Sanctify spell
has been cast, it requires the sacrifice of five times
the amount of magic points, or 5,000 magic points.
Typical worshippers sacrifice a single magic point on the cult
holy day. Note that a small number of particularly devoted or
fanatical worshippers can maintain a higher level temple by
sacrificing an unusually large amount of magic points,
particularly if the area is a sanctified one.
However, this
will not allow the maintenance of a temple with less than the
minimum listed number of initiates (i.e., 1 initiate is the
minimum for an active shrine, 10 initiates for a lesser temple,
100 initiates for a major temple, and 500 initiates for a greater
temple, even with an unusually high sacrifice of magic points on
the worshipper's part).
Lay members also worship, but as they have not established the close link
to the god that initiates have, the contributions of five lay members will
generally do as much as the contributions of a single initiate.
Note that disembodied spirits can and do worship, thus letting some ancestor
worship cults have hundreds or thousands of worshippers at what would be
a shrine in the absence of these ghosts.
Big point. Explains Prax.
Page 29:
As a side effect of worship, every 100 initiates worshipping at
a temple will typically provide 1 point of Power that is
allotted for the defense of the temple. This amount depends more
on the sacrifice of permanent power to the god for initiation and
divine magic than the sacrifice of magic points during worship
ceremonies.
For this reason, the amount will generally not exceed
1 point of Power for every 50 initiates, even with particularly active
and devoted worshippers or lay members. Commonly used spells are Sanctify,
Warding, Find Enemy and any attack or summoning spells common to the religion. The spells will regenerate at the rate of 1 point a day
if instant or temporal spells are triggered, or if they are
dispelled. A standard distribution is 50% to the inner sanctum,
25% to the outer sanctum or priests' quarters, and 25% to the
outer defenses.
Page 31:
Absorption, p. 31
Aldrya, Asrelia, Dendara, Kyger Litor, Gorgorma, Subere
Correction:
Delete the last sentence.
Berserk, p. 31
Babeester Gor, Gorgorma, Humakt (one use), Storm Bull,
Yanafal Tarnils (one use), Zorak Zoran
Replace fifth paragraph with:
For the duration of the spell, the Berserker will not suffer any ill effects of fatigue loss, acting as if at normal levels of fatigue, regardless of the fatigue level they were at when the spell was cast. When the spell expires or is dispelled, the Berserker will suffer all the effects of short term fatigue loss incurred during the spells duration. As a character under the influence of a Berserk spell will not pause to rest, this will typically result in the character dropping into the Exhausted or Incapacitated fatigue classes, from which he or she can recover normally.
Bless Crops, p. 32
Dendara, Ernalda, Grain Goddesses
Cloud Call, p.32
Heler, Orlanth, Valind
Add:
Cloud Call can be modified by climate (including microclimate) and season. At the gamemaster's option, 1 to 5 percentiles can be added to the effect of each point of Cloud Call for optimal climate (i.e., Wintertop, Stormwalk Mountains, Fethlon) and/or season (Storm Season, Sea Season).
Command (Species), p. 33
Various
Correction:
Command (Species) is a 1 point spell, and is capable of
affecting intelligent creatures.
Create Ghost, p. 33
Gorgorma, Humakt (one use)
Excommunication, p. 33
Add:
This can only be successfully cast on an initiate or higher level member of a cult by the priest that initiated him into the cult or a priest of the same cult with the authority to exocommunicate (the exact details of which priests have this status vary from religion to religion).
Extension, p. 34
Replace the last sentence of the first paragraph:
This spell and the Illusion spells are the only exceptions to the rule that only one Divine spell can be cast per spell action.
Fear, p. 33
Gorgorma, Magasta, Storm Bull, Wachaza, Zorak Zoran
Replace results of the Fear Spell Table with:
Critical Victim dies of fear.
Special Victim collapses for 15 minutes, and must make
a CONx5 roll or die as above.
Success Victim is Demoralized for 15 minutes, as per the spirit
magic spell.
Failure No effect on normal INT creatures, restricted INT creatures
are Demoralized for 15 minutes, as per the spirit magic spell.
Fumble Victim is unaffected.
Float, p.34
Dormal, Magasta, River Gods
Heal Body, p.34
Aldrya, Babeester Gor, Dendara, Chalana Arroy, Ernalda, Gorgorma, Pamalt,
Triolinia, Yelm, Yelmalio
Illusions, p. 34
Donandar, Trickster
Replace the last paragraph with:
Along with the spell Extension, Illusion spells are the only exceptions to
the rule that only one Divine spell can be cast during a spell action.
Extension needs to note the Illusion spells as well instead of just itself.
Lightning, p. 35
Lightning Boy, Mastakos, Orlanth
Madness, p. 35
Red Goddess, Seven Mothers
Replace results of the Madness Spell Table with:
Critical Catatonia. Victim collapses for 30 minus POW days
(minimum 1 day) and loses 1d4 INT permanently.
This effect can not be dispelled.
Special Paranoia. Victim attacks nearest person as if Fanatic
(see the spirit magic spell Fanaticism) for 15 minutes.
If the first target falls, the victim moves on to the next
closet target. If no targets are left, the victim becomes
catatonic for the remainder of the spell effect, and cannot
be awakened.
Success Victim is Befuddled for 15 minutes, as per the spirit magic spell.
Failure No effect on normal INT creatures, restricted INT creatures
are confused for 15 minutes, as if failing an INT roll after
being hit by a Befuddle spell that could actually affect a
restricted INT creature.
Fumble Victim is unaffected.
Mindblast, p. 35
Red Goddess, Seven Mothers, Trickster
Reflection, p. 35
Aldrya, Etyries, Red Goddess, Seven Mothers
Regrow Limb. p.36
Aldrya, Chalana Arroy, Dendara, Ernalda, Flamal, Grain Goddess, Issaries,
Lodril, Red Goddess, Seven Mothers, Xiola Umbar
Restore Health, p.36
Chalana Arroy, Xiola Umbar, Various
Resurrect, p. 36
Ritual Spell (Cermony), Nonstackable, Reusable
Aldrya (one use), Ancestor Worship (one use), Chalana Arroy, Seven Mothers,
Xiola Umbar (one use), Yelm (one use)
Add to p. 36:
Sever Spirit
3 points
Ranged, Instant, Nonstackable, Reusable
Humakt, Yanafal Tarnils (one use), Zorak Zoran (one use). This spell cuts the bond between the body and spirit of the target. The user must make a successful MP vs. MP roll. If succesful, the target dies. If unsuccessful, the target takes 1d6 damage to his or her general hit points, with effects similar to poison damage.
Shield, p. 36
Aldrya, Babeester Gor, Gorgorma, Humakt, Lodril, Maran Gor, Orlanth,
Pole Star, Storm Bull, Wachaza, Waha, Xiola Umbar, Yanafal Tarnils, Yelm,
Yelmalio, Zorak Zoran
Correction:
Delete the first sentence of the last paragraph of the spell description.
Soul Sight, p. 36
Correction:
Soul Sight is actually a 1 point spell.
Spirit Block, p. 37
Replace spell description with:
Each point adds 50 percentiles to the character's Spirit Combat skill for a Defend or an All-out Defense option. The Spirit Block works as a separate Defense option if the character does not choose a Defend option. In that case, however, the character rolls only for the Spirit Block. Do not add it to his or her Spirit Combat skill.
In addition, each point of Spirit Block acts as one point of 'spiritual armor',
which absorb one point of magic point drain from spirit combat, just as physical
armor absorbs damage. Critical spirit attack successes ignore this armor.
A character with Spirit Block 2 up that was not defending against an attacking
spirit would have a 100% skill for a free Defense action, and would subtract
2 magic points of damage from any non-critical spirit combat attacks.
Interesting change.
Sunspear, p.37
Yelm, Yelmalio
Thunderbolt, p. 37
Lightning Boy, Orlanth
True (Weapon) p. 37:
Humakt, Seven Mothers, Yanafal Tarnils
Addition: The spell is compatible with Bladesharp or Bludgeon, as appropriate for the weapon, but if a Fireblade is cast on it, it will do the Fireblade damage or the Truesword damage, whichever is greater.
Page 38:
[This section is not yet complete, but we thought we'd include it
to get people's comments on the proposed changes in basic mechanics.
This system abolishes Free INT, and using a system that is entirely
skill based instead, with no limits to the number of spells or
sorcery skills a sorcerer can learn other than time.]
Querry. Why abolish Free INT? That concept made familiars extremely important and made all sorts of interesting changes in character actions. The reason for the change ought to be discussed.
Preparing to cast a Low Magic spell requires 3 SR.
Preparing to cast a High Magic spell requires 6 SR.
Casting time is normally preparation SR + DEX SR + total magic points
used in SR.
A sorcery spell can be readied, then held ready to cast as long as the caster moves no faster than his or her basic movement rate per melee round and his or her concentration is not broken. A ready spell is cast at DEX SR + total magic points used in SR (in other words, preparation SR are ignored).
The effects of sorcery spells are not additive. If two similar spells are
cast on the same target, only the higher powered spell will have an effect.
So, no multispell? Not. Must mean that if two spell casters attack a monster, only the more powerful spell hits? ??
The sorcery skills of Intensity, Range, Duration and Multispell allow a sorcerer to manipulate a sorcery spell, adding additional power, duration or range to the spell, or casting multiple spells at a reduced cost.
The maximum level of manipulation (Intensity, Duration, etc.) that can be added to a spell is the manipulation skill%/10, or the spell skill%/10, whichever is lower. Round up in all cases.
For example, a sorceror that knows Intensity 55%, Range 94% and the Neutralize
Magic spell at 74% may add at most 6 levels of Intensity and 7 levels of
Range to the Neutralize Magic spell.
Ok, this is a sensible change that I've thought was a long time coming and needed as well.
The maximum total manipulation that can be used on any given spell is equal
to the character's INT. An INT 13 character could use at most 13 levels of
a single manipulation, assuming he or she had the skill at 125% or higher,
or two or more manipulations totalling 13 points, such as 6 levels of Intensity
and 7 levels of Range.
Will Familiars change this number. E.g. Sorceror with INT 16 and familiar with INT 4. Can the character manipulate 20 or just 16?
A spell typically costs 1 Magic Point plus 1 Magic Point for every level of manipulation applied to it.
For example, if the sorceror above casts a Neutralize Magic spell with 6 extra levels of Intensity and 7 extra levels of Range, the total Magic Points spent would be: 1 (base cost) + 7 (for 7 range levels) + 6 (for 6 levels of extra Intensity) = 14 Magic Points.
The Multispell manipulation can reduce this cost in certain cases.
The following sorcery skills are traditionally tought to most peasants, commoners and townsmen. They are also taught to acothylists and apprentices.
Intensity
As per RQIII, except that:
A missed Intensity roll costs 1 magic point and fails to add any intensity to the spell. A fumbled Intensity roll fails to add intensity to the spell and costs the full number of magic points that would normally have been expended on the additional intensity. Intensity is a Medium difficulty Magic skill.
Ceremony
As per RQIII, except that:
Ceremony bonuses have no effect on the maximum level of any manipulation,
they simply increase the chance of a successful cast. Ceremony is a Medium
difficulty Magic skill.
Do they cost Magic Points?
Are you going to have a simplified Sorcery System for GMs who find this all too complicated [just as the combat system needs a modular simplification -- and has one readily implied by RQI].
Low Magic is the simplest form of sorcery to learn. These spells are studied by peasants, commoners, townsmen, acothylists and apprentices alike. They are also the safest sorcery spells that can be cast. If one misses a casting roll with a Low Magic spell, the spell is not cast. If the roll is fumbled, one magic point is lost, with no other ill effects. A critical success costs no magic points
After 25 hours of study, a skill level equal to the students
INTx3 is acquired. Further study is as per an Easy Magic skill.
(This section will consist of list of commonly available low magic, which
will include spells such as Enhance <Statistic>, healing spells,
Bless <Tool> spells, detection spells, repair spells, light, ignite,
and extinguish spells.
These skills are generally only taught to sorcerers of the apprentice rank or higher. Enchant and Summon are on occasion taught to acothylists.
Sorcery Lore
The basic knowledge skill of sorcery. Sorcery Lore allows a sorcerer to
understand and identify sorcerous spells and enchantments. If the sorceror
is unfamiliar with the spell or enchantment in question, he or she can only
identify the basic properties of the spell or enchantment.
Identifying spells or enchantments generally requires Mystic Vision or some other means of seeing magic to be useful, although if trying to recognize a spell being cast, rolling under half thesorcerer's Sorcery Lore allows the sorceror to recognize the spell being cast by seeing and hearing the caster's gestures and intonations alone.
Duration
As per RQIII, except that:
A missed Duration roll costs one magic point and fails to
add any duration to the spell. A fumbled Duration roll fails to add
duration to the spell and costs the full number of magic points that
would normally have been expended on the additional duration.
Duration is a Hard Magic skill.
Range
As per RQIII, except that:
The caster must have direct line of sight to affect
a target, and spells with Touch range cannot be extended. A missed
Range roll costs 1 magic point and fails to add any range to the spell.
A fumbled Range roll fails to add range to the spell and costs the full
number of magic points that would normally have been expended
on the additional range. Range is a Hard Magic skill.
Multispell
This manipulation allows for casting multiple spells at a reduced cost
in magic points. Each spell may be directed at a different target
provided that all targets are within range and sight of the caster.
It can also be used to cast spells on each other, i.e., casting
Resist Magic on a spell to make it difficult to detect with Detect
Magic or Mystic Vision. Ritual magic cannot be Multispelled.
Each level of Multispell permits one additional spell to be cast.
First the sorcerer determines the amount of Intensity, Range, and
Duration he will use, within his normal limits, and all spells are
affected identically. However, Touch spells gain no range this way,
and Instant spells gain no duration, even when combined with ranged or
temporal spells.
The cost of the spells in magic points is equal to the total points
of manipulation, counting the Multispell. The time need to cast the
spells is equal to the total points of manipulation used, multiplied by the number of spells being cast. This is the major
exception to the usual rule for time and cost of spellcasting.
Multispell is a Hard Magic skill.
Enchant
As per Enchant
Summon
As per Summon.
Spell Criticals
A critical success with a High Magic spell will typically have twice
the normal effect of the spell.
Spell Fumbles
The more powerful High Magic sorcery spells can be fumbled, possibly with
disastrous consequences.
SORCERY FUMBLE TABLE (Not quite done yet)
These are the true spells of sorcery. They are typically
taught to sorcerers of apprentice rank or higher, knights
and the nobility. Apprentices pay for their training in services
rendered, knights may have their spells paid for by their lord,
or may have to pay for them on their own. Other sorcerers must pay
for their training.
Each High Magic spell is learned and acquired as a Magic skill of
varying difficulty, typically Medium or Hard, although some are of
Very Hard difficulty.
(This section will contain spells similar to most of the RQIII sorcery
spells, with some additions and some spells redefined. Certain spells are specific to certain schools of sorcery (Vadeli, Brithini, Hrestoli, etc.),
and certain schools of sorcery forbid the learning of certain spells
(typically Tap), and do not teach others (i.e., Immortality). Independent
sorcerers do not have access to school specific spells, but they can study
any other sorcery spells they can access).
Page 54:
Armoring Enchantment, p. 57 Correction:
Each point of POW adds 1d3 armor points, not 1d6.
Binding Enchantment, p. 57 Addition:
Each point of POW allows one to create an item that has
the potential to bind a creature with 20 points of a single
characteristic. To create a POW spirit binding enchantment
that can trap a POW spirit of POW 24 21 to 40 would
require a 2 POW enchantment.
Magic Point Matrix Enchantment, p. 57 Correction:
Each point of POW stores 1d10 magic points, not 1.
Spell Matrix Enchantment, p. 57 Clarification:
A spirit magic enchantment is needed to create a spirit
spell matrix. The divine enchantment is needed to create
a divine spell matrix. Sorcery is needed to create a sorcery
matrix.
Strengthening Enchantment, p.58 Correction:
Each point of POW adds 1d3+1 hit points to a specific hit
location, or 1 hit point to general hit points. (Not 1d6).
Ok. Do you know of anyone whose player characters use this
enchantment?
RQIV GAMEMASTER BOOK
Page 24:
I L/day, 7 L/week, 56 L/season, 294 L/year
Status: Untrained labor, menials, prisoners, slaves, drafted
commmon soldiers, beggars, reclusese, etc. and their children.
2 L/day, 14 L/week, 112 L/season, 588 L/year
Status: Trained workers, peasants, poor crafter, soldier,
servant, poor tradesmen, etc.
4 L/day, 28 L/week, 224 L/season, 1176 L/year
Status: Average workers, landed peasants, crafter, trained
mercenaries, peddlars, sergeants, servants to those of moderate wealth,
captains of large boats, acolytes, assistant shamans, assistant
sorcerer, etc.
8 L/day, 56 L/week, 448 L/season, 2352 L/year
Status: Expert workers, lieutenants, captains of small ships,
average mercenaries, professionals, servants that command other
servants or have independent responsibilities, minor priests,
minor shamans, minor sorcerers, etc.
16 L/day, 112 L/week, 896 L/season, 4704 L/year
Status: Master workers, master crafters, merchants, traders,
expert mercenaries, knights, thanes, poor nobles, priests,
shamans, sorcerers.
32 L/day, 224 L/week, 1792 L/season, 9408 L/year
Status: Elite mercenaries, minor nobility, master merchants,
minor nobility, secretaries and factotums to nobility,
well off priests, powerful shaman, well off sorcerers.
64 L/day, 448 L/week, 3584 L/season, 18,816 L/year
Status: Counts, earls, nobility, important priests,
shamans with direct connections to rulers and other
powerful personalities, locally important sorcerers.
250 L/day, 1750 L/week, 14,000 L/season, 73,500 L/year
Status: Dukes, high priests, magi, great shamans
1000 L/day, 7000 L/week, 56,000 L/season, 294,000 L/year
Status: Archdukes, princes, archpriests
4000 L/day, 28,000 L/week, 224,000 L/season, 1,176,000 L/year
Status: King, queen, pontiff
16,000 L/day, 112,000 L/week, 896,000 L/season, 4,704,500 L/year
Status: Emperor, pharaoh, king of kings
Page 26:
PRICES, replace most of with the following:
Some base prices. The base price of an item is generally the price one can normally buy something at in an area where it is commonly available.
Nominal Value for Raw (unenchanted) Metals
Iron 700/ENC
Gold 600/ENC
Silver 50/ENC
Quicksilver 40/ENC
Aluminum 40/ENC
Tin 15/ENC
Bronze 7/ENC
Copper 5/ENC
Lead 1/ENC
In Glorantha Quicksilver and Aluminum are different forms of the same metal. When Tin and Copper are mixed in a 1:4 ratio, bronze is produced, but in Glorantha bronze can also be mined directly out of the ground.
Enchanted metals require the expenditure of 1 point of permanent POW per 10 ENC of metal. This will typically add a minimum of 150/ENC to the value of the metal (assuming it is unworked).
Worked metal is typically worth 1 to 10 times its raw ENC value, depending on the level of skill and length of time required to work it into its final form.
Minted coins are typically worth twice their raw ENC value.
Iron armor and weapons will typically be worth at least 20 times the value of an equivalent bronze item. A piece of crafted iron will generally not be worth less than 1000L/ENC of Iron.
5 bolgs = 1 Clack (C)
10 clacks = 1 Lunar (L) (also known as a Guilder)
20 Lunars = 1 Wheel (W)
Tools
Awl 1L
Wood Axe 15L
Hatchet 10L
Hammer 1L
Hoe 3L
Scythe 10L
Shovel 20L
1 hour candle 2C
1 hour torch 5C
Lantern 15L
1 liter lantern oil 2L
Traveler's Pack 30L
Back Pack 3L
3 meter pole 2L
10 meters rope 5L
Weapons
Ball and Chain 125L
Battleaxe 50L
Bastard Sword 125L
Bow, Composite 150L
Bow, Self 75L
Broadsword 60L
Club 2L
Crossbow, Arbalest 500L
Crossbow, Heavy 200L
Crossbow, Light 100L
Dagger 15L
Flail, Military 120L
Flail, 3 chain 120L
Gladius 40L
Great Hammer 100L
Great Sword 250L
Halberd 150L
Hand Axe 25L
Javelin 30L
Knife 5L
Lance 75L
Mace, Heavy 40L
Mace, Light 25L
Main Gauche 75L
Pike 50L
Pilum 75L
Poleaxe 125L
Rapier 75L
Rhompia 75L Quarterstaff 2L
Scimitar 60L
Sickle 30L
Sling 5L
Sling, Staff 10L
Spear, Short 15L
Spear, Long 20L
Throwing Axe 40L
Throwing Knife 40L
Prices above are for bronze or wood weapons.
Shields
Buckler 50L
Heater 25L
Hoplite 75L
Kite 60L
Target 75L
Round 60L
Armor
Soft Leather (1) 40L
Hard Leather (2) 60L
Cuirbouilli (3) 120L
Bezainted (4) 200L
Ringmail (4) 300L
Scale (5) 450L
Brigandine (5) 550L
Lamellar (6) 700L
Light Chainmail (6) 800L
Heavy Chainmail (7) 1600L
Light Platemail (7) 1800L
Heavy Platemail (8) 3600L
Field Plate (9) 8000L
Prices are for a full suit, SIZ 10-15. If SIZ is below 10, subtract 10% from price, if SIZ is 16 to 18, add 10% to price, if SIZ is 19 to 21, add 25% to price.
Greaves are 35% the cost of a full suit,
Vambraces are 20% the cost of a full suit,
Hauberks are 35% the cost of a full suit,
Helms are 10% the cost of a full suit.
Barding for a horse or similarly sized riding animal typically cost
5x the equivalent armor cost.
Saddles:
Light saddle 50L
Nomad's saddle 250L
Knight's saddle 500L
Animals:
Bull 800L
Cow 200L
Mule 250L
Horse, Riding 300L
Horse, Cavalry 1500L
Horse, War (untrained) 5000L
Horse, War (trained) 10000L
Slaves:
Average male
Average female
Average child
Skilled adult
Educated adult
Cost of food and drink
Poor 2C/day
Common 5C/day
Average 1L/day
Superior 2L/day
Excellent 4L/day
Noble 8L/day
Cost of Lodging
Poor 5C/day
Common 1L/day
Average 2L/day
Superior 6L/day
Excellent 12L/day
Noble 24L/day
Cost of labor:
Cost of unskilled labor 1L/day
Cost of trained labor 2L/day
Cost of skilled labor 4L/day Cost of expert labor 8L/day
Cost of a master craftsman 16L/day
If the work is dangerous or irregular, double the above amounts
(i.e. for mercenaries or part time help).
Cavalry or mounted messagers recieve twice the above amounts.
Leaders recieve twice the above amounts.
Weregeld:
Weregeld is typically worth 7 x annual income.
Ransoms range from 1x to 7x annual income.
Yearly income Weregeld
294L (poor) 2,058L
588L (struggling) 4,116L
1,176L (average) 8,232L
2,352L (expert) 16,464L
4,704L (master) 32,928L
9,408L (minor noble) 65,856L
etc.
Cost of 1 point of permanent POW:
1000L if no real skill is required (i.e. sacrificing for Divine Magic)
1500L if skill is required (i.e. a typical enchantment)
2000L if a great deal of skill is required (i.e. a complex enchantment).
Note, this is roughly equivalent to 1/10 the weregeld of an average man.
Good note. Cries out for the question/answer: can a ransom/weregeld be
demanded in POW rather than lunars?
Cost of spirit magic casting:
1L/1 point
2L/2 points
4L/3 points
8L/4 points
16L/5 points
32L/6 points
64L/7 points
128L/8 points
etc.
These spell prices are half the listed amount if for a cult spirit magic spell cast for an initiate of the cult, and one quarter the listed amount if cast by a shaman for a member of his or her tribe. If cast by a shaman for a complete stranger, double the listed amount. If the shaman must discorporate to hunt for the spell first, quadruple the listed amount (i.e., at list price for a member of the tribe).
Cost of divine magic casting:
100L per point of spell for a reusable spell.
2000L per point of spell for a one-use spell.
Cost for one-use spell in line for complex enchantment. Consider cost for worked/POW sacrificed iron.
These prices are half the listed amount if cast for an initiate of the cult.
Cost of sorcery casting:
Base spell cost 1L
Per point of total manipulation:
1L/1 point
4L/2 points
9L/3 points
16L/4 points
25L/5 points
36L/6 points
49L/7 points
64L/8 points
81L/9 points
100L/10 points
121L/11 points
144L/12 points
169L/13 points
196L/14 points
225L/15 points
256L/16 points
289L/17 points
324L/18 points
686L/19 points
800L/20 points
etc.
The above prices are for High Magic.
Consider the above for a 20 point manipulation on the armoring
enchantment/protection sorcery. 10 points of armor and 10 points of
endurance/extension. Would you really buy armor when 800L got you a non-weight
10 pt armor outfit?
Halve the prices for Low Magic.
These prices would be for casting spells for a compete stranger.
Enchantments:
Enchantments will typically cost 1500L to 2000L/point of permanent POW expended, depending on the complexity of the enchantment.
Cost of summoning:
Typically twice the square of the magic points expended in the summoning, or in other words twice the amount on the sorcery table above. It costs twice the above amount if the spirit summoned is moderately dangerous (magic, passion or disease spirit), four times the above amount if the spirit summoned is exceptionally dangerous (ghost, wraith, elemental).
But of course, the sorcery prices fit well with supply and demand. Overall, good prices.
Magic items:
Matrices are typically worth 1500L/point.
Magic point storage crystals or matrices are typically worth 300L/point.
Powered crystals are typically worth 2000L-4000L/point.
Fixed truestone is typically worth 3000L/point.
Page 36:
Change the first paragraph of the page to read:
"...tegrity of the ship protected the cargo and crew despite the captain's
incompetence and the ship suffers no loss. If the seaworthiness resistance
roll falls reduce seaworthiness by one point."
At this point I would add, as an option, my modular skill system for
determining complex actions and skill contests.
Page 10:
BRONTOSAUR, correction:
The tail lash should do 4D6 damage, not 7D6 damage.
Page 13:
CHONCHON, corrections:
Notes: After a successful Bite, it hangs on and Attacks in spirit combat every round. Each successful spirit combat Attack does 1D6 MP damage, regardless of the Chonchon's MP. It absorbs the MP its victim loses. The target can Defend against this Attack, but cannot Attack the chonchon in spirit combat.
Skills: add Spirit Combat 80 + 13.
Page 17:
ELEMENTALS, add to introduction:
Elementals are considered embodied spirits for the purposese of spirit combat. Their Spirit Combat skill is usually 25% plus magic bonus.
Page 21:
GHOST, correction and additions:
Ghosts have no STR but do have INT of 2D6+6.
Magic: A ghost may possess any type of magic, at the gamemaster's option.
A shaman ghost may even have a fetch. (!?!) Ghosts may have unusual
abilities or powers, ranging from Second Sight at will, the ability to demoralize
opponents by its presence as might a ghoul,to special abilties in spirit
combat
Skills: A ghost's Spirit Combat skill can be anywhere from base up to many hundreds of percentiles, depending on its age and activity level. Insane ghosts often make All-out Attacks. A ghost may retain a number of skills from its former life, particularly knowledge or language skills.
Page 34:
SKELETON, correction:
The first point of POW used in the ritual will animate a skeleton of up to
SIZ 20, giving it the STR and DEX it had in its former life. Every additional
20 points of SIZ require another point of POW.
Page 35:
SPIRIT, additions:
A spirit's Spirit Combat skill is at least 25% plus bonus. An intelligent
spirit's skill can be higher, with no limit to how high it can go. Spirits,
after all, live on the spirit plane full time and engage in Spirit Combat
often.
Unintelligent spirits lack Spirit Sense. Intelligent spirits usually have
it at a level close to their level of Spirit Combat.
An intelligent spirit's Spirit Travel could be anywhere from base to over
100%. An intelligent spirit's Spirit Lore is likewise.
Intelligent spirits may also have other skills as well, typically knowledge
or language skills.
Unintelligent spirits do not have Spirit Travel or Spirit Lore skill.
A Disease or Passion Spirit Attacks like any other kind of spirit.
A Spell Spirit's Spirit Combat skill is typically 25% plus 5% per point of
the spell it knows.
Spirits in the Outer and Inner Regions of the spirit plane tend to have higher
skills than those in the Frontier Region.
Spirits may have unusual abilities or powers, ranging from Second Sight or Visibility at will or unique magical powers to special abilties in spirit combat.
Page 39:
VAMPIRE, addition:
A vampire's Spirit Combat skill stays the same as in life, unless raised
by experience. Its touch, however, drains MP on a simple MP v. MP roll, and
the target cannot Defend against it.
Why not? Heck, I'd let characters fight Choncon's in Spirit Combat too.
Page 41:
WRAITH, additions:
A Wraith always makes a single All-out Attack, and always Attacks on SR 1
at a DEX of 20.
Skills: Its Spirit Combat skill is whatever it was in life, plus gains from experience. A typical Wraith has a skill of 60. If the Wraith's Attack succeeds, it does 1D6 HP damage to a random missile/spell location of the target. A Wraith attacking a helpless target (sleeping,unconcious, or incapacitated) drains points from the target's INT, STR, or CON, instead of doing damage. It gets the same effect when it succeeds in a critical attack on a target that is not helpless.
Page 43:
WYVERNS, correction:
The wyvern's sting injects poison with a POT equal to the creature's CON.
[End]
© 1996
Author's ../../../index.htm
<A href="mailto:ethesis@aol.com">Stephen R. Marsh</A>