* The Powers & Perils Combat Screens All sections are below EXCEPT for encounter tables. Since those are in my encounter program no need to repeat them. I did Encounter, Magic then Combat screens in that order. Only one section was edited to fit in below. Each section --- denotes a Blue Header on the GM screens. Materials Table Material Resistance Rotten Wood 0-5 (1D6-1) Normal Wood 6-16 (2D6+4) Good Wood 17-35 (2D10+15) Aged Wood 38-65 (3D10+35) Rusted Metal 1-10 (1D10) Soft Metal 12-30 (2D10+10) Hard Metal 43-70 (3D10+40) Tempered Metal* 61-160 (D100+60) * Whether the metal is tempered normally or with magic Note: As a optin, you may take the factors above as a number of "hit points" will take before the item breaks. The players attempting to break it would then roll 1D10 and divide the applied strength by their roll rounding up. The The result is the "hits" inflicted. For damage to count, at least 25% of the item's value, rounded up, must be inflicted upn it. ------------------------- Climbing Climbing Table Climbing Factor Formula EL + AB + ((SB+StB)/2 rounded down) Climbing Difficulty Level Factor 0 1 2 3 4 5 -2 to 0 40% 30% 20% 10% F F 1-2 50% 40% 30% 20% 10% F 3-4 60% 50% 40% 30% 20% 10% 5-6 70% 60% 50% 40% 30% 20% 7-8 80% 70% 60% 50% 40% 30% 9-10 90% 80% 70% 60% 50% 40% 11-13 S 90% 80% 70% 60% 50% 14-16 S S 90% 80% 70% 60% 17-19 S S S 90% 70% 60% 20+ S S S S 90% 80% S = Success F = Failure Partial Success indicates with the skill indicates that the climber loses his grip BUT has a chance to regain it. Re-roll using subtracting the climber's EL from the roll. If he succeeds he does not fall. If he does not succeed he falls. When a climber fails, or fails to catch himself after Partial success he will fall to the ground. If he catches himself after a partial success, he will fall 1D10-2 feet before he catches himself. In all cases the damage scores from a fall is deterimined on the following formula: (1D6 x (Feet fallen/10), rounded up)) - EL In all cases the minium damage that can be suffered from a fall equals number of feet fallen divided by 10, rounded up. Difficulty Rating 0 1 2 3 4 5 Fluid x.1 x.2 x.4 x.6 x.8 x1 Soft x.2 x.4 x.6 x.8 x1 x2 Reisstant x.3 x.6 x.8 x1 x2 x3 Hard x.5 x.8 x1 x2 x3 x4 In all cases where the faller strikes a sharp or jagged object in falling, double the mulitplier listed above. In using th emultiplier, all fractions are dropped. ------------- Experience Table Skill Type Point Gain Combat Skill CDF*x2 Other Skill 1D10 ------------- The Entertainment Table To determine success roll 2D10, subtract your EL and add any Crowd Type that applies on the table below: Skill 4 or less 5-7 8-11 12-16 17+ Singer 2D6 1D6 1D3 1D2 * Musician 1D10+2 1D3 1D2 1D2* * Troubadour 2D10 1D10 1D6 1D3 * Actor 2D6+2 1D6+1 1D3 1D2 * Dancer 3D6 2D6 1D6 1D2 * Crowd Type Roll Coin Type Mod. 1-4 BB -2 5-7 CC 0 8-9 SC +4 10 GC +8 The Punishment Table Roll BB CC SC GC 1-4 Gain 1D6FP 1D3 Hits None None 5-7 1D3 Hits 1D6 Hits Evicted Lashed 8-9 1D6 Hits Evicted Lashed Prison 10 Evicted Lashed Tar + Death Feather ------------- Swimming Swimming Table Turns* Phases Drowning EL Swimming underwater Chance MR 0 25 2 15% 3 1 30 4 14% 3 2 40 7 13% 3 3 60 10 12% 4 4 90 13 11% 4 5 130 16 10% 4 6 180 20 9% 5 7 240 24 8% 5 8 320 28 7% 5 9 400 32 6% 6 10 500 36 5% 6 11 620 40 4% 6 12 750 43 3% 7 13 900 45 2% 7 14 1100 46 1% 8 15 1300 47 1% 8 16 1500 48 1% 9 * Add the characters StB x 2 to these factors. Drowning - when the number of turns swimming, or phases underwater, is exceeded the Character has a chance to drown. Per turn swimming or phase underwater the Character will roll the drowning chance. Per additional increment of time, the listed drowning chance is added to the accumulated drowning chance, i.e. after three turns on the surface, after becoming fatigued, a character with EL9 will have an 18% chance of drowning. Untrained swimmers - Persons that do not know how to swim will be fatigued from the first turn of swimming. The drowning chance is 20% per turn, or phase underwater. They will have a swimming speed of 1. ------------- Basic Elven Weapons Weapon WSB Fatigue Skill type Sword +1 12 Scimitar Dagger +1 8 Sword Throwing Dagger 0 7 Sword Bow +2 NA Bow Spear 0(+2) 10 Spear Arrow +1 15 Used with Bow ------------- Dwarf Armor * All Dwarf armor is one AV higher than the AV listed in the Armor Table in Book One. All shields and helmets are two levels higher. ------------- Problem Solving Characteristic Use Difficulty of Number of Characteristics the problem One Two Three Easy x 3 x 2 x 1 Moderate x 2 x 1 / 2 Difficult x 1 / 2 / 3 Very Difficult / 2 / 3 / 4 Impossible / 3 / 4 / 5 X = times / = Divided by Important - In all divisions above, round down. All rolls are taken with D100. If the chance is 100 or higher, success is automatic for that Character. Skill Use Difficulty of the problem "or 80" Other*: Easy x 2 x 20 Moderate x 1 x 10 Difficult / 2 x 5 Very Difficult / 3 x 3 Impossible / 4 x 1 In certain situations, the Referee will determine that both characteristic and a skill apply to a given problem. When this is the case, the value of the skill, after multiplication or division for difficulty is used as a characteristic. ------------- Human Encounters Roll 1D10 on table below Roll NF** 1 1 * See description 1.333 2+3 1D6 ** Number found 4-7 2D6 8+9 2D10 10 * Motivation Table A) Single Encounter - When 1 person is encountered Roll Civlized Barbarian Wild 1-4 Wizard Shaman Wizard 5-10 Adventurer Advneturer Shaman 11-20 Messenger Messenger Adventurer 21-35 Patrolman Warrior Runaway 36-50 Runaway Outcast Outcast 51-60 Escapee Escapee Warrior 61-70 Lost Hunter Dead or Dying 71-80 Peasant Dead or Dying Lost 81-90 Dead or Dying Lost Escapee 91-96 Merchant Traveller Hunter 97-100 Traveller Merchant Character B) 1D6 and 2D6: 2-12 encountered Roll Civlized Barbarian Wild 1-3 Wizard's Party Shaman's Party Shaman's Party 4-8 Adventurers Adventurers Wizard's Party 9-20 Patrolmen Warriors Adventurers 21-35 Bandits Raiders Hunters 36-55 Peasants Hunters Bandits 56-70 Travellers Outcasts Pilgrims 71-80 Pilgrims Travellers Warriors 81-88 Merchants Entertainers Travellers 89-95 Entertainers Merchants Dead or Dying 96-100 Dead or Dying Dead or Dying Lost C) 2D10: 13 or higher Roll Civlized Barbarian Wild 1-15 Patrolmen Warriors Bandits 16-35 Bandits Raiders Hunters 36-60 Peasants Hunters Pilgrims 61-75 Travellers Outcasts Lost 76-85 Pilgrims Travellers Warriors 86-92 Merchants Entertainers Travellers 93-97 Entertainers Ceremony Dead or Dying 98-100 Slavers Slavers Wild Men D) * - Referee determines without restrictions or rolls on table below Roll Civlized Barbarian Wild 1-5 Village Tribal Camp Ruins 6-15 Hamlet Clan Camp Band Camp 16-30 Army Character Hamlet 31-50 Ceremony Army Outcasts 51-65 Secret Socity Outcast Camp Character 66-80 Major Endeavor Major Hunt Secret Society 81-90 Old Battlefield Ceremony Wild Men 91-97 Battlefield Secret Society Ceremony 98-100 Character Raider Army Old Battlefield ------------- Movement Mode Modifier* Normal Movement 0 Hunting -5 Searching -10 Camped +5 * The modifier listed in the above table is added to the referee's roll on the appropriate Encounter Table. Minimum result is 01 with modifier. ------------- Hunting Base Chance + (Highest Survival EL* x 3) * The highest survial EL for the terrain the party is actually hunting in. Base Base Terrain Chance Yield Aerial* +20% ** Badlands 30% 2 City 50% 3 City Margins ** ** Desert 25% 1 Forest 50% 5 Hill 45% 3 Jungle 40% 6 Lower World ** x2/.5@ Mountain 40% 2 Plains 35% 3 Roadway 25% 1 Ruins 15% ** Swamp 35% 4 Underground 20% 1 Upper World*** 20% 2D6 Waterway 60% 4 * Add the Base Chance to the Base Chance for the terrain that the party is flying over. The increase is only received when the flyer is at an elevation of at least 30 and no more than 120 feet. If will apply at 1/2 value in forest, Jungle, Mountain, Ruins and Swamps. It will not apply in Underground, City and Upper World Hunting unless the Referee specifies that it does. Any encounter that a flying hunter has will be an Aerial Encounter. ** As listed for the surrounding terrain or, for Aerial, the terrain below. *** Food is only found in Law or non-elemental Elder Regions. Other areas, unless specifically allowed by the Referee, have no edible growing substances or food animals. The food potentional of areas that are created by the Referee may be set at his discretion. @ The multiplier to the left of the slash applies in the Elder Lands, areas inhabited by the Sidh and the other Elder Races. The multiplier to the right of the slahs applies in the Pale of Kototh and all Elemental Kingdoms. In all multiplications using this factor, the result is rounded down. If the final result is zero, no other food can be found in the area. It is a desicated, withered and noxious area. ------------- Food Requirements Food Weight Required Under 200 lbs. 1/2FP 100-125 lbs. 1 FP 126-160 lbs. 2 FP 161-210 3 FP 211-250 4 FP Per Additional +1 FP 30 lbs. Humans use this table as listed. Faerries and Elves reduce the value by 50%, retaining factors. Dwarfs increase the requirement by 1FP, i.e. a Dwarf weighing 130 pounds needs 3FP. ------------- Searching A) the Referee will set a base chance of success, depending depending on the size of the item searched for, how well it is hidden and and other factors that he considers to be appropriate. The minimum Base chance that the Referee may set is 10%. The max base chance is 80%. B) The Player with the highest survival EL for the terrain that is being searched will roll D100 and subtract his EL from the roll. Any roll that is less than or equal to the base chance indicates a successful search. Partial success means that the party may continue to search during later strategic turns with no restriction to their base chance of success. Failure means that the base chance is reducted 50%, rounded down, if the party wishes to continue the search. At any time that the base chance reaches zero, the party will give up and is no longer allowed to search the hex for the item that they wnt to find. Roll Find Roll Find 1-25 Food points** 71-75 Minderal Deposit 26-40 Animal signs 76-77 Buildings 41-50 Game Trail 78-82 Creature Lair 51-65 Creatures 83-88 Cave or Cavern 66-70 Natural material 89-100 Other* * Anything the referee desires to find ** D100 food points. The type is up to the REferees Discretion. ------------- Ambush Ambush Chance + Highest Survival EL The ambush chances that apply are: Terrain Chance Terrain Chance Badlands 25% Ruins +10%* Desert 20% Swamp 35% Forest 30% Underground 20% hill 25% Waterway 25% Jungle 35% City** 25% Mountain 25% Lower World +5%* Plain 20% Upper World *** Roadway +10%* * Listed factor is added to the base chance of surrounding terrain ** In cities the Trailing EL divided by 5, rounded down, may be used in addition to City Survival. Only the Trailing skill of the with the person with the highest City Survival will apply in this case. *** The referee will set the chance based on the type of "terrain" that may exist. He may set any chance from 5% to 80%. Only creatures native to the "terrain", or persons with survival skill in it can attempt an ambush. Novices have no chance of success whatsoever. ------------- Ambush Chance (Ambush Chance x 3) - The number of entities involved. ------------- Waking Up (W + EM) / 2, Rounded up A) There is a discernible noise OR another party member tries to wake the person - Chance x 2 B) There is a discernible noise AND another party member tries to wake the person - Chance x 3 C) The person suffers an injury while sleeping -- Automatically wakes. Each sleeper is allowed to roll each phase. The Chance determined above is always additive. On the first phase after waking the person is allowed to stand and gather his wits. On all phases thereafter he may take any action that he desires. ------------- Spell Languages Tongue of Spells effected of The Abyss Hatred, Slime, Insanity, Terror, Disorder, Stillness, Silent Terror, Silence The Blasted Soul Leeching Darkness Darkness Powers, Disintergration Death Death Powers, Disease, Plaque, Withering Hand, Destruction, Chaining The Dead Necromantic Powers, Lichcraft The Desert Desert Powers Dvalin Pernament Magics The Earth Desert Powers, Elemental Powers (Earth) The Elder Illusion, Masquerade, Abandon, Peace, Vengeful Horror, Flaming Death, Blood Vengeance Elder Water Sweeten Water, Elemental Powers (Water) Elder Fire Smokeless Flame, Flaming Death, Elemental Powers (Fire) Fiery Chaos Earth Powers, Hell Powers, Fire Dart, Quarrels, Petrify Invulnerability The Giant Cold, Illusion, Storm Powers, Smokeless Flame Earth Powers Hecate Purification, Summoning, Protection, Divination Hell Powers The Jinn Hatred, Illusion Powers, Desert Powers, Shape Changing, Tongues, Smokeless Flame The Kototh Quarrels, Telepathic Powers, Choking Moisture Flaming Death Lawful Fire Purification, Protection, Fire Powers, Storm Powers, Truth, Resurrection Light Divination, Detection, Summoning, Cure Disease, Healing, Sanity, Sustenance, Wakefullness, Light Powers, Negate Curse, Revivification, Healing Light Lilith's Command Fascination, Compulsion, Wounds, Paralysis, Shape Changing The Primal Clairavoyance, Damage Reversal, Watchful Sleep, Obliviion, Preserve the Dead, Astral Fire, Astral Powers, Time Powers, Fate, Strange Powers, Planar Travel The Sidh All Sidh Magics, Concealing Mist, Wildness, Forgetfullness The Tonah Communicate, Orient Self, Protection, Soul Sight, Perception, Shape Changing, Lower World Travel, Knowledge, Restoration, Summoning The Wind Storm Powers, Travel Powers, Elemental Powers (Air) Young Chaos Hell Powers, Theft, Storm Powers, Decay, Corruption Note - You will find that not every spell is covered by the initial languages that are presented above. As refree you are free to add other languages to this list if you desire to do so. If a language is added, you should also add creatures that speak it. No language should exist on its own unless you choose to add dead languages that have magical power. Whenever a supernatural language is used, the caster must first successfully use the language then the spell. If he has Partial success with the langauge, he casts the spell at his normal EL with no special advtange. If he fails the language, the spell automatically fails. A success roll is taken in any case to see if abysmal failure results. ------------- Supernatural Languages Any supernatural language is potent in the force that it is dervied from. At the REferee's discretion, a spell that is spoken in the language of the force that its power is derived from will have the following advtanges: A) Reduce casting cost by 20%, rounded down. B) Increase the EL of the spell by one. C) Any result after modifications, of Abysmal Failure on the magic table will have an additional 5 subtracted from it. If failure results, the expertise point gains specified for Failure are received in the spell and the language even though Abysmal Failure occurs. D) Any expertise points gained for success with the spell are also gained in the caster's ability with the language that he used. E) Any Summoning, Dispel/Banish, or Exorcism spell that is attempted is rolled with 10 subtracted from the roll. If the Caster speaks the spell in the tongue of the force that he is attempting to summon or oppose. F) The spells that each supernatural language will apply for will apply in the table below. The advtange is only gained when they are used by a trained magic user, or Natural Magician, in casting magic derived from the languages alignment. ------------- Maximum ELs Magic Path Formula Wizardry (I + MEL)/10, round down Sidh Magic (EM + MEL)/10, round down Shamanism (W + MEL)/10, round down (X+MEL)/10 Max EL (X+MEL)/10 Max EL 1-9 0 70-79 7 10-19 1 80-89 8 20-29 2 90-99 9 30-39 3 100-109 10 40-49 4 110-119 11 50-59 5 120-129 12 60-69 6 130-139 13 When over 139 continue the established progression. ------------- Casting Cost Base Mana Cost + (EL x 2) Base Expertise Level Mana Cost 0 1 2 3 4 5 6 7 8 9 10 11 1 1 3 5 7 9 11 13 15 17 19 21 23 2 2 4 6 8 10 12 14 16 18 20 22 24 3 3 5 7 9 11 13 15 17 19 21 23 25 4 4 6 8 10 12 14 16 18 20 22 24 26 5 5 7 9 11 13 15 17 19 21 23 25 27 6 6 8 10 12 14 16 18 20 22 24 26 28 7 7 9 11 13 15 17 19 21 23 25 27 29 8 8 10 12 14 16 18 20 22 24 26 28 30 9 9 11 13 15 17 19 21 23 25 27 29 31 10 10 12 14 16 18 20 22 24 26 28 30 32 15 15 17 19 21 23 25 27 29 31 33 35 37 20 20 22 24 26 28 30 32 34 36 38 40 42 ------------- Casting Speed (MEL + EL)/2, Round up Expertise Level MEL 0 1 2 3 4 5 6 7 8 9 10 11 0 0* 1 1 2 2 3 3 4 4 5 5 6 1 1 1 2 2 3 3 4 4 5 5 6 6 2 1 2 3 3 3 4 4 5 5 6 6 7 3 2 2 3 3 4 4 5 5 6 6 7 7 4 2 3 3 4 4 5 5 6 6 7 7 8 5 3 3 4 4 5 5 6 6 7 7 8 8 6 3 4 4 5 5 6 6 7 7 8 8 9 7 4 4 5 5 6 6 7 7 8 8 9 9 8 4 5 5 6 6 7 7 8 8 9 9 10 9 5 5 6 6 7 7 8 8 9 9 10 10 10 5 6 6 7 7 8 8 9 9 10 10 11 11 6 6 7 7 8 8 9 9 10 10 11 11 12 6 7 7 8 8 9 9 10 10 11 11 12 13 7 7 8 8 9 9 10 10 11 11 12 12 14 7 8 8 9 9 10 10 11 11 12 12 13 15 8 8 9 9 10 10 11 11 12 12 13 13 16 8 9 9 10 10 11 11 12 12 13 13 14 17 9 9 10 10 11 11 12 12 13 13 14 14 18 9 10 10 11 11 12 12 13 13 14 14 15 19 10 10 11 11 12 12 13 13 14 14 15 15 20 10 11 11 12 12 13 13 14 14 15 15 16 * When these values apply the casting speed is ONE mana point per turn. The person has little or no knowledge of what he is doing. Important - Regardless of a magic-user's casting speed, he may NEVER cast more than one spell in any phase, no matter what means he uses to cast it. ------------- Magic Defense Value The Magic Defense Value (MDV) of a non-magic user is equal to his Mana Level. A trained magic user has a MDV equal to his Mana Level plus (MEL/2), rounded up. A natrual magic users MDV equals Mana Level plus MEL. ------------- Casting Ability A magic-user's Casting Ability is a function of his MEL and his Mana Level. Per MEL that a magic-user increases, his Casting Ability is increases by his Current Mana Level. Important - In starting a magic-user, multiply his starting MEL times his current Mana Level, after all inital increases have been applied. If the starting MEL is zero, Casting Ability equals ML/2, Rounded down. ------------- Poison A) Success - Poison has its effects on the target. B) Failure - The victim loses 2D10+BL energy points. If the energy level reaches zero or less, the poison has its listed effects. If the effect is not immediate death, the victim's Energy level is increased to its pre-poison level before the effect takes place. C) Abysmal Failure - Absymal failure has no effect on the victim. Poison Effects Various types of poison exist in this game. When they succeed, the following effects will be applied. A) Immediate Death - The victim loses 2D10+20 energy points per phase. When Energy Level reaches zero, he is dead. B) Death - Lose 1D10 + BL energy points per two phases. When the energy level reaches zero, he is dead. C) Slow Death - Lose BL energy points per turn. When the energy level reaches zero, he is dead. D) Paralysis/Paralytic - The victim is paralyzed for TWO hours times the BL of the poison. Note - The four poison forms above are the basic forms that exist. Others are possible. Those that are, are explained where they apply. Important - All energy level loses are temporary. When the effect of the poison ends, the points are regained as specified in Book One, section 1.3253. They are used above to determine how long it will take a given type of poison to effect a given victim. The life can be saved if the Character is helped before the poison has a terminal effect on him. ------------- Magical Healing When more than ONE magical healing power, regardless of type, is used on a given Character in the same 24 hour period, it can KILL. The chance the character can withstand the treatment is: C x 2 - (Hit Points Taken x (Magic Uses for Healing -1)) The die used for magical healing is 1D6 instead of 1D3. ------------- The Magic Table The table below is used to determine the effect of all spells, poisons and supernatural events. Where the term, BL is used for ANY roll, anywhere in these rules, the roll is taken on the Magic Table. Abysmal Line Success Failure Failure 0 1-35 36-90 91 1 1-38 39-91 92 2 1-41 42-92 93 3 1-44 45-93 94 4 1-47 48-94 95 5 1-50 51-95 96 6 1-52 53-96 97 7 1-54 55-97 98 8 1-56 57-98 99 9 1-58 59-99 100 10 1-60 61-100 101 11 1-62 63-101 102 12 1-64 65-102 103 13 1-66 67-103 104 14 1-68 69-104 105 15 1-70 71-105 106 16 1-72 73-106 107 17 1-74 75-107 108 18 1-76 77-108 109 19 1-78 79-109 110 20+ 1-80 81-110 111 ------------- Magic Experience Magic Experience Levels The table below shows the TOTAL magic experiene points that are required for each level. Point Point Point MEL Total MEL Total MEL Total 0 0 8 2400 15 32000 1 20 9 4000 16 42000 2 40 10 6000 17 54000 3 80 11 9000 18 68000 4 150 12 13000 19 84000 5 300 13 18000 20 100000 6 600 14 24000 21+ 16000/level 7 1200 Experience Gain A) Any spell used to inflict physical damage or that is used offensively to cause something to happen to another creature: Victim's MDV x (EL + 2) B) Any other type of Spell Base Mana Cost x (EL + 2) Important - In all cases where multiplie targets are affected by a single spell, the magic-user gains experience points for the highest MDV that that is affected ONLY. Magic Experience Table Base Mana Cost or MDV EL+2 1 2 3 4 5 6 7 8 9 10 15 20 2 2 4 6 8 10 12 14 16 18 20 30 40 3 3 6 9 12 15 18 21 24 27 30 45 60 4 4 8 12 16 20 24 28 32 36 40 60 80 5 5 10 15 20 25 30 35 40 45 50 75 100 6 6 12 18 24 30 36 42 48 54 60 90 120 7 7 14 21 28 35 42 49 56 63 70 105 140 8 8 16 24 32 40 48 56 64 72 80 120 160 9 9 18 27 36 45 54 63 72 81 90 135 180 10 10 20 30 40 50 60 70 80 90 100 150 200 Where the MDV value affected is not found in this table, determine the experience gain by adding combinations that equal that value on the EL+2 line that is appropriate. Other Gains: Magic Expertise Using the cases specified in 2.4, the expertise gain in the spell used is: A) Target's MDV x 2 B) Base Mana Cost x 2 Characteristic Points Per 25 magic expertise points gained, rounded up, the magic-user receives ONE characteristic point. Points that are gained through the use of magic may NOT be used to increase Strength, Agility or any unmodifiable characteristic. No characteristic pints are gained due to the failure or abysmal failure. Failure When a spell is attempted, and fails, the magic-user receives ONE expertise pint in that spell. He does not receive magic experience or characteristic points from failure. When Abysmal Failure occurs, the magic-user receives nothing for the spell. His failure is total and he learns nothing from it. ------------- Random Spell Selection Roll Spell List Roll Spell List 1 General Skills 8 Shamanic Powers 2+3 Law Powers 9 Sidh Magics 4+5 Chaos Powers 10 Balance Powers 6+7 Elder Powers ------------- Abysmal Failure Roll Effect 12 or less The failure is turned without adverse effect 13 The Caster inflicts D100 points loss in his Energy Level. If the Energy Level is zero or less he is dead. 14+15 Reduce the Energy Level to zero. The Caster will remain comatose until it regenerates completely or he is Revivified. 16-30 The effect of the spell is suffered by the Caster and some other. If it is a spell that is only stopped by the Caster's death, it must be dispelled to stop the effect. All effects are subject to edjudication by the REferee. 31-60 The Magic-User's Casting Ability is reduced an additional 2D10 Mana Points and he is unconscious for a number of hours equal to the Mana Points thus lost. 61-90 Lost 2D6 points from BOTH Energy Level and Casting Ability. The Caster is stunned, and incapable of casting any magic, or moving, for a number of phases equal to the number of Energy Points thus lost. 91 and up The Caster is possessed by the force from which the spell is derived. This creates a FANATICAL TIE to the alignment of the spell. Until the effect is negated (Negate Curse spell), he may not cast spells of any other alignment and his actions are dedicated to the goals of the possessing alignment. (For Basic Wizardry spells, the alignment is always the same as the Caster orientation). ------------- Mana Level I + W + EM Total Mana Total Mana Total Mana Value Level Value Level Value Level 1-10 1 81-90 9 161-170 17 11-20 2 91-100 10 171-180 18 21-30 3 101-110 11 181-190 19 31-40 4 111-120 12 191-200 20 41-50 5 121-130 13 201-210 21 51-60 6 131-140 14 211-220 22 61-70 7 141-150 15 221-230 23 71-80 8 151-160 16 231-240 24 If the total value exceeds 240 continue the established progression. ------------- Starting a Magic User Highest Characteristic MEL 1-10 0 11-25 1 26-45 2 46-65 3 66-85 4 86-105 5 106 and up 6 ------------- Innate Magic The EL for these powers is a function of the Character's characteristics. The normal rules for EL advancement do NOT apply to Innate Magics. The casting speed for any Innate Magic power equals MEL + EL, regardless of this cost, no power may be used once in a given phase. All Innate Magics are cast at the current EL of the Caster. Innate magic-users may NOT vary the EL of the spell that they cast, as a trained magic-user can. The basic Casting Ability of an Innate magic-user equals his Energy Level. Any mana that he casts, in his innate power, is deducated diretly from his value. Like all other Characters, if his Energy Level ever reaches zero, he is dead. Exception - The Energy Level listed for creatures that have innate powers represent the safe expenditure for that creature. ------------- Supernatural Languages Language Alignment Speakers Tongue of the Abyss Chaos Lalassu, (Beasts of Chaos, Endukuggu/Nindukuggu). Animal Tongues None Single animal species, Tonah, Vily Tongue of the Blasted Soul Chaos Soul Davias Tongue of Darkness Chaos Scorpion Women, Heliophobic Demons, (Kekoni, Dark's Serpent) Tongue of the Dead Chaos The Dead Tongue of Death Chaos Alal, Disease Demons, Lammashra, Harab Serapel, Heliophobic Demons, Lalassu Tongue of the Desert Chaos Scorpion People/Beasts, (Desert Lion) Tongue of Dvalinn Elder Dwarfs, Norggen Dwarf Elder Elder Dwarfs Tongue of the Earth Elder Earth Elementals, Jinn, Peri, (Barguest) The Elder Tongue Elder Dryad, Hamadryad, Centaurs, Jinn, Peri, Saryr Tongue of Elder Fire Elder Fire Elementals, Elder Dragons, Jinn, Peri, (Barguest, Mushrussu) Elder Water Tongue Elder Water Elementals, Aurai, (Water Animals) Elf Sidh Elder (Barguest, Fay Horses, Cu' Sith), Elf, Faerry, Searbhani Faerry Sidh Elder Cu' Sith, Cait Sith, Faerry, Elf, Sprite, Searbhani, Boabhah Sith Tongue of Fiery Chaos Chaos Fiery Spirit, Subterrean Demon, Chaos Dragon Giant Tongue Elder (Barguest), Intelligent Giant Goblin Elder (Barguest), Goblins Great Ape Elder Great Ape Tongue of Hecate Chaos Edimmu, Ghosts, (Hellhounds, Barguest) Tongue of the Jinn Elder Air Elemental, Jinn, Peri Kotohi Tongue Elder Decay, Disease, Heliphobic Demons, Storm Demons, Wyvern, Nergali, Subterrean/Terrestial Demon, Chaos Dragon. No () those races that can SPEAK the tongue, () are those which can understand it if spoken to but don't speak it. ------------- Learning New Spells (Base Mana Cost +1) Squared Base Points Cost Mana Alone instructed Cost 4 2 1 9 5 2 16 8 3 25 13 4 36 18 5 49 25 6 64 32 7 81 41 8 100 50 9 121 61 10 256 128 15 441 221 20 Important - In the table above, "instructed" indicates ALL cases where the reduction in cost that is specified in 7.3 applies. "Alone" indicates all cases where it does not apply. ------------- Mana Regeneration Magic Experience Levels Will 0-4 5-9 10-14 15-19 20-24 25-29 1-10 1 2 3 4 5 6 11-20 2 3 4 5 6 7 21-30 3 4 5 6 7 8 31-40 4 5 6 7 8 9 41-50 5 6 7 8 9 10 51-60 6 7 8 9 10 11 61-70 7 8 9 10 11 12 71-80 8 9 10 11 12 13 81-90 9 10 11 12 13 14 91-100 10 11 12 13 14 15 If the Character's Will exceeds 100, or the MEL exceeds 19, continue the progression as established in the table. ------------- Increasing ELs CASTING COST x (EL+3) Base Mana Expertise Level Cose 1 2 3 4 5 6 7 8 9 10 11 1 12 25 42 63 88 117 150 187 228 273 322 2 16 30 48 70 96 126 160 198 240 286 336 3 20 35 54 77 104 135 170 209 252 299 350 4 24 40 60 84 112 144 180 220 264 312 364 5 28 45 66 91 120 153 190 231 276 325 378 6 32 50 72 98 128 162 200 242 288 338 392 7 36 55 78 105 136 171 210 253 300 351 406 8 40 60 84 112 144 180 220 264 312 364 420 9 44 65 90 119 152 189 230 275 324 377 434 10 48 70 96 126 160 198 240 286 336 390 448 15 68 95 126 161 200 243 290 341 396 455 518 20 88 120 156 196 240 288 340 396 456 520 588 ------------- Spell Tables Shamanism Base Mana Roll Spell Cost 01-05 Communicate 1 06-09 Cure Disease 1 10-13 Dark Sight 1 14-17 Detection 1 18-22 Divination 1 23-26 Healing 1 27-33 Orient Self* 1 34-38 Speed 1 39-42 invisibility 2 43-46 Plaque 2 47-50 Protection 2 51-54 Purification 2 55-57 Soul Sight 2 58-62 Dispell/Banish 3 63-66 Paralysis 3 67-70 Perception 3 71-75 Shape Changing 3 76-78 Death Blast 4 79-82 Liberate Spirit 4 83-85 Lower World Travel 4 86-88 Knowledge** 6 89-91 Spirit Death 6 92-93 Exorcism 7 94 Restoration 7 95 Revivification 7 96 Summoning 7 97 Pernament Magics 8 98 Spirit Cage 8 99 Origin Powers 10 100 Resurrection 10 Sidh Magic Base Mana Roll Spell Cost 01-06 Elf-Shot 1 07-12 Fascination 1 13-17 Foyson Theft 1 18-23 Healing 1 24-28 Music 1 29-33 Speed 1 34-38 Tracking 1 39-43 Compulsion 2 44-48 Invisibility 2 49-53 Luck 2 54-58 Blindness 3 59 65 Paralysis 3 66-70 Sleep Powers 3 71-75 Disease 4 76-80 Slay the Tame 5 81-85 Regneration 6 86-90 Punishment 8 91-95 Trasmuttion 8 96-100 Planar Travel 15 General Spells Base Mana Roll Spell Cost 1 Communicate 1 2 Detection 1 3 Divination 1 4+5 Protection 2 6 Purification 2 7 Dispell/Banish 3 8 Knowledge 5 9 Summoning 7 10 Pernamnet Magics 9 Balance Spells Base Mana Roll Spell Cost 1-9 Clairvoyance 1 10-18 Damage Reversal 1 19-27 Speed 1 28-36 Watchful Sleep 1 37-44 Oblivion 2 45-52 Preserve the Dead 2 53-60 Astral Fire 4 61-67 Astral Powers 4 68-75 Travel Powers 4 76-82 Time Powers 8 83-88 Fate 10 89-92 Strange Powers 10 93-100 Planar Travel 15 Elder Spells Base Mana Roll Spell Cost 1-5 Concealing Mist 1 6-9 Hatred 1 10-14 Illusion Powers 1 15-19 Masquerade 1 20-24 Sweeten Water 1 25-31 Quarrels 1 32-37 Abandon 2 38-43 Desert Powers 2 44-47 Forgetfullness 2 48-51 Storm Powers 2 52-55 Cold 3 56-59 Peace 3 60-64 Shape Changing 3 64-69 Telepathic Powers 3 70-71 Tongues 3 72-77 Wildness 3 78-81 Fatal Spear 4 82-85 Smokelss Flame 4 86-88 Travel Powers 4 89-91 Vengeful Horror 4 92-94 Elemental Powers 6 95-96 Flaming Death 6 97-100 Blood Vengeance 8 No Wizard can be oriented to the Elder Powers. See 8.431. Law Spells Base Mana Roll Spell Cost 1-4 Cure Disease 1 5-8 Fire Powers 1 9-12 Healing 1 10-15 Might 1 16-18 Music 1 19-22 Preservation 1 23-25 Sanity 1 26-28 Speed 1 29-32 Sustenance 1 33-35 Tracking 1 36-38 Water from Stone 1 39-41 Invisibility 2 42-44 Revelation 2 43-48 Storm Powers 2 49-51 Wakefulness 2 52-55 Light Powers 3 56-58 Open Prison 2 59-61 Painlessness 2 62-65 Sea Powers 2 66-68 Sleep Powers 2 69-72 Liberate Spirit 4 73-77 Travel Powers 4 78-80 Truth 5 81-82 Negate Curse 6 83-85 Regeneration 6 86-88 Dreams 7 89-91 Revivification 7 92-94 Healing Light 8 95-97 Time Powers 9 98-100 Resurrection 10 Chaos Spells Base Mana Roll Spell Cost 1-2 Chaining 1 3-5 Fascination 1 6-8 Hell Powers 1 9-10 Hatred 1 11-14 Illusion Powers 1 15-16 Leeching 1 17-18 Quarrels 1 19-20 Slime 1 23-22 Theft 1 23 Quarrels 1 24-25 Wounds 1 26-27 Compulsion 2 28-30 Desert Powers 2 31-33 Earth Powers 2 34-35 Insanity 2 36-37 Plaque 2 38-40 Storm Powers 2 41-42 Terror 2 43-44 Choking Moisture 3 45-47 Darkness Powers 3 48-49 Disorder 3 50-51 Invulnerability 3 52-53 Paralysis 3 54 Petrify 3 55 Sea Powers 3 56-57 Shape Changing 3 58-59 Sound Sphere 3 60-61 Stillness 3 62-64 Telepathic Powers 3 65-68 Water Powers 3 69-70 Death Powers 4 71-72 Disease 4 73-74 Disintegration 4 75-77 Necromantic Powers 4 78-80 Silent Terror 4 81-84 Travel Powers 4 85-86 Withering Hand 4 87-89 Decay 5 90-91 Corruption 6 92-94 Silence 7 95-96 Transmutation 8 97-99 Destruction 9 100 Lichcraft 20 --------- Horsemanship The following rules apply when fighting while mounted: A) The Horsemanship EL is added to the Rider's EL with the weapon that he is using for all hit chance and damage modifiers. B) When charging, the rating of a war-trained mount is added to the rider's total EL if his Horsemanship EL is sufficient to control the mount. The rating is also added to the damage scored by the charge in this case. C) The Horsemanship EL may always be used independently of the Weapon EL, i.e. one can be used offensively while the other is used defensively. D) Unmounted opponets who are not armed wtih a Polearm or Spear class weapn will add 10 to their roll to hit the rider. E) When stationary, trained Warhorses reveive an individual attack of their own. This is not allowed while charging, unless a Trample Attempt is made. F) If a trained mount charges an untrained mount, the rider of the untrained mount adds 10 to his roll to hit other mount or rider. The EL required to ride nad control each type of mount, for which Horsemanship is applicable, is: Mount Type EL Mount type EL Draft Horse 0 War Horse I 2 Riding Horse I 0 War Horse II 3 Riding Horse II 1 War Horse III 5 Riding Horse III 2 War Horse IV 8 Riding Horse IV 4 Donkey* 0 Mule* 0 Ox* 0 * May never be used in combat. The rider must dismount to fight. The EL of a horseman that cares for his wounded mount is subtracted from its healing chance roll, in addition to any healing skills that he may have. The EL times 5 is his chance of determining how good the mount is without husbandry skill in horses. To maintain a charge the mount continue moving at charge speed, 1/4 of its full PMR, rounded up, without varying his direction of movement more than 60 degrees in any one phase. Variance to either particular negates the advtange of charging in the phase where the variance occurs. If a mount suffers damage in excess of its Rating x 2 in any one phase, he may not charge in the next phase. His Maximum speed for that Phase will be 25% of his PMR rounded down, i.e. his stationary speed. This maneuver reflects the rider's attempt to charge over an enemy. The rider may not attack when he makes this attempt. He may use his Horsemanship EL to modify the chance that the attempt will succeed. In all Trample Attempts, the mount's OCV x 2 is used to determine the Base Line on the Combat Table. The rider's EL, the mount's SB and the mount's Rating x 2 may all be subtracted from the roll to hit. If a hit results, the Rating x 2 and the mount's SB are added to the damage that the victim will take. If the target is killed or missed, and the horse is not hit seriously enough to stop the charge, the rider may continue his charge. If the target survives, or the damage taken by the mount stops the charge, the rider must remain in the hex where the Trample Attempt occured. The Movement Cost to Trample an opponet is 1. This attack mode may only be used on oppponents that are the same size, or smaller, than the trampling mount, i.e. if riding a horse this means that only horse size targets or smaller may be trampled. Targets armed with Polearm or Spear class weapns may attack before a trampling mount reaches them. ALL other targets may attack if they are not killed by the attack. If sufficient damage is scored by the Polearm or Spear, the charge will be stopped before the Trampling mount can reach the weapn-user. ---------- Range Table Point Range Blank Short Med. Long Ext. 2 None 0 1 2 None 3 None 0 1+2 3 None 4 0 1 2 3+4 None 5 0 1 2+3 4+5 None 6 0 1 2+3 4-6 None 7 0 1 2-4 5-7 None 8 0 1+2 3+4 5-8 None 9 0 1+2 3-5 6-9 None 10 0+1 2 3-5 6-10 None 11 0+1 2 3-6 7-11 12-22* 12 0+1 2+3 4-6 7-12 13-24* 13 0+1 2+3 4-7 8-13 14-26* 14 0+1 2+3 4-7 8-14 15-28* 15 0+1 2+3 4-8 9-15 16-30* 16 0+1 2-4 5-8 9-16 17-32* 17 0+1 2-4 5-9 10-17 18-34* 18 0+1 2-4 5-9 10-18 19-36* 19 0+1 2-4 5-10 11-19 20-38* 20 0-2 3-5 6-10 11-20 21-40* 21 0-2 3-5 6-11 12-21 22-42* 22 0-2 3-5 6-11 12-22 23-44* 23 0-2 3-5 6-12 13-23 24-46 24 0-2 3-6 7-12 13-24 25-48 25 0-2 3-6 7-13 14-25 26-50 26 0-2 3-6 7-13 14-26 27-52 27 0-2 3-6 7-13 15-27 28-54 28 0-2 3-7 8-14 15-28 29-56 29 0-2 3-7 8-15 16-29 30-58 30 0-3 4-7 8-15 16-30 31-60 * If extended range is possible for the weapon type that is being used. Bows - To use a Bow Class weapon the firer's SB must be greater than, or equal to, the weapons WSB -1. If it isn't he can't draw or string the bow. Note - The rule above will not apply to any Elven Bows. For Magic Bows, that is not elven the (WSB/2)-1 rounded down, is compared to the firer's SB. ---------- Reloading Crossbows Crossbow Type Phases to Reload Repeating Crossbow 8 Light Crossbow 2 Heavy Crossbow 3 Arbalest 4 ---------- Mounted Missile Weapon Use Weapon Stationary Charging Bow 0 +10* Composite Bow 0 +5* Light Crossbow +5* +15* Spear +5@ +15@ Javelin @ +10@ Light Lance +5 +10(0)# Bolas +5@ +5@ * The modifier is added per Range Fraction above Point Blank, (if a Bow is fired at Medium range from a charging horse its a +20 thus a 14 becomes 34). @ These weapons may only be used on a mount at Point Blank or Short Range. The modifier is added per range level above Point Blank, as listed for Bows. # For Light Lance the () valus is used if cast at Point Blank range. If it is cast at Short Range the other value is used. ---------- Phase Movement Chart Phase MR 1 2 3 $ MR 1 2 3 4 0 0 0 0 0 16 4 4 4 4 1 1 0 0 0 17 5 4 4 4 2 1 0 1 0 18 5 4 5 4 3 1 1 1 0 19 5 5 5 4 4 1 1 1 1 20 5 5 5 5 5 2 1 1 1 21 6 5 5 5 6 2 1 2 1 22 6 5 6 5 7 2 2 2 1 23 6 6 6 5 8 2 2 2 2 24 6 6 6 6 9 3 2 2 2 25 7 6 6 6 10 3 2 3 2 26 7 6 7 6 11 3 3 3 2 27 7 7 7 6 12 3 3 3 3 28 7 7 7 7 13 4 3 3 3 29 8 7 7 7 14 4 3 4 3 30 8 7 8 7 15 4 4 4 3 31 8 8 8 7 32 8 8 8 8 For determining PMR with MRs higher than 32, divide the MR by 4. Any remainder, is assigned 1 per phase with 1,3,2,4 phase order. ---------- Range Fraction Table Weapon Point Base Used Blank Short Med. Long Ext.Range Arbalest +15 +8 - 2 -12 Yes 24 Bolas +10 -1 -13 -20 No 4** Bow +11 +4 - 6 -18 Yes 20 Composite Bow +14 +7 - 3 -14 Yes 25 Handle Sling + 3 +9 - 4 -17 Yes 18** Heavy Crossbow +12 +6 - 3 -16 Yes 20 Javelin + 6 0 - 9 -20 No 6* Light Crossbow + 9 +5 - 6 -20 Yes 18 Light Lance + 8 -2 -10 -20 No 3** Long Bow +12 +8 0 -10 Yes 30 Other Dagger + 5 -3 -15 -20 No 4** Other Thrown + 4 -4 -14 -20 No 4* Weapons Repeating +7 +1 - 8 -18 No 16 Crossbow Sling +4 +6 - 6 -19 Yes 12** Spear +5 -1 - 7 -16 No 8* Throwing Axe +6 -2 -10 -20 No 5* Throwing Dagger +8 0 -12 -20 No 5** * Range = Base Range + the thrower's SB in hexes. ** Range = Base Range + the thrower's SB/2 RD in hexes ---------- The Combat Table Base Deadly Severe Shield Line Hit Hit Hit Hit Miss 20* -10 -9 to -5 -4 to 03 04-15 16-100 19 -9 -8 to -4 -3 to 04 05-16 17-100 18 -8 -7 to -3 -2 to 05 06-17 18-100 17 -8 -7 to -2 -1 to 06 07-18 19-100 16 -7 -6 to -1 0 to 07 08-19 20-100 15 -7 -6 to 0 01 to 08 09-20 21-100 14 -6 -5 to 01 02 to 09 10-22 23-100 13 -6 -5 to 02 03 to 10 11-24 25-100 12 -5 4 to 03 04 to 11 12-26 27-100 11 -5 4 to 04 05 to 12 13-28 29-100 10 -4 3 to 05 06 to 13 14-30 31-100 9 -4 3 to 06 07 to 15 16-32 33-100 8 -3 2 to 06 07 to 16 17-34 35-100 7 -3 2 to 07 08 to 18 19-36 37-100 6 -2 1 to 07 08 to 19 20-38 39-100 5 -2 1 to 08 09 to 20 21-40 41-100 4 -1 0 to 08 09 to 21 22-42 43-100 3 -1 0 to 09 10 to 22 23-44 45-100 2 -1 0 to 09 10 to 23 24-46 47-100 1 0 01 to 10 11 to 24 25-48 49-100 ZERO 0 01 to 10 11 to 25 26-50 51-100 +1 0 01 to 11 12 to 26 27-52 53-100 +2 01 02 to 12 13 to 28 29-54 55-100 +3 01 02 to 12 13 to 29 30-56 57-100 +4 01 02 to 13 14 to 31 32-58 59-100 +5 02 03 to 14 15 to 32 33-60 61-100 +6 02 03 to 14 15 to 34 35-62 63-100 +7 02 03 to 15 16 to 36 37-64 65-100 +8 03 04 to 16 17 to 37 38-66 67-100 +9 03 04 to 16 17 to 39 40-68 69-100 +10 03 04 to 17 18 to 40 41-70 71-100 +11 04 05 to 18 19 to 42 43-72 73-100 +12 04 05 to 18 19 to 43 44-74 75-100 +13 04 05 to 19 20 to 45 46-76 77-100 +14 05 06 to 20 21 to 47 48-78 79-100 +15 05 06 to 20 21 to 48 49-80 81-100 +16 05 06 to 21 22 to 50 51-81 82-100 +17 06 07 to 22 23 to 51 52-82 83-100 +18 06 07 to 22 23 to 53 54-83 84-100 +19 06 07 to 23 24 to 54 55-84 85-100 +20* 07 08 to 24 25 to 56 57-85 86-100 * Any result with a base line less than -20 is rolled on the -20 line. This is the worst possible chance. Any result greater than +20 is rolled on the +20 line. This is the best possible chance. IMPORTANT: When +20 is exceeded, the attacker will subtract the difference between the two lines if the roll, after all other modifers, is an 85 or less. If it is an 86 or higher, the line difference is ignored. ---------- Movement Scale Table Tactical Grand Tactical Stragetic One Hex (inch) 10 feet 100 feet 20 miles One Turn 12 seconds Two minutes 12 hours One Phase 3 seconds Not applicable Not Applicable ---------- Phase Sequence I. Mana Allocation II. Missile Fire III. Magic Effect IV. Melee and Movement ---------- Combat Modifiers Table Roll Damage Factor Modifier Modifier Weapon Expertise Either Incrase Shield Expertise Opponnet Reduce Shield None Reduce Armor None Reduce Helmet None Reduce* Weapon Strength None Increase Natural Weapon Creature None Strength Bonus None Increase * Applies on Deadly and Severe Hits only. The table above lists every normal factor that applies as a modifier to the attack roll or the damage scored by a hit. Magical factors that may apply are covered in later sections of this book. Table Explanations Creature - The factor is added to the creature's attack roll. Either - The factor is subtracted from the user's attack roll or added to his opponent's attack roll. Increase - The damage inflicted is increased by this factor. None - The factor has no affect in this area. Opponent -The factor is added to the opponent's roll. Reduce - The factor is subtracted from the hit points that are scored on the user by an attacker. ---------- Situation Table Situation Effect Fighting more than ONE opponent -5** Defender is unable to move* -20 Defender is ambushed, taken from -15 the rear or unaware of the attacker Defender is not fully conscious, -20 i.e. drugged, asleep, unconscious, etc.* Defender is taken from the flank -10 Mounted Attack @ Attack from above -5 Defender is Small ! * When the Defender is in this position any Deadly Hits is Fatal. Severe Hits are Deadly, Hits are Severe, and Shield Hits are Hits. ** Modifier used by the forces that outnumber the person attacked. @ See mounted combat and horsemanship ! +3 per point below 4 in OCV (for Humanoid form, +2 per hit point below 8) ---------- Attack Priority Table Order Weapon Class Creature OCV 1 Thrown Weapon - 2 - 17 + UP 3 Polearms 13-16 4 Heavy Lance - 5 Spear/Light Lance 9-12 6 Staff - 7 Heavy Sword/Axe 6-8 8 Scimitar/Mace - 9 Sword 3-5 10 Other Weapon 0-2 In case of ties, Character's will always attack first. If both combatants are Characters, ties are broken as for movement ties. Use Dexterity as the first tie breaker instead of of Agility. Deadly Hit A deadly hit will score 2D10 OR (SB)D10, whichever is greater. To this value WSB and EL are added. Severe Hit A) The attacker possess natural weapons*: 1D10 + SB or ZERO, whichever is higher. B) Attacker is unarmed and without natural weapons: 1D6 + SB** C) Attacker is armed with a weapon: 1D10 + SB + WSB + (EL/2) Round up. * See first note in 1.42. ** If the attacker has Hand-to-hand skill the AB is not divided as specfied above. ---------- Death Wounds When a creature is near death, and one or more wounds strike him down, the formula below is used to determine the MAXIMUM number of hit points that that the attacker can get credit for: Targets remaining HPV + (Target's DTV x (-1)) ---------- Combat Experience Point Point Point Level Total Level Total Level Total 0 0 8 3000 16 30000 1 40 9 4200 17 40000 2 100 10 5500 18 52000 3 250 11 7000 19 66000 4 450 12 9000 20 82000 5 750 13 12000 21+ 20000 6 1200 14 16000 per level 7 2000 15 22000 Combat Difficulty Factor The CDF of an opponent equals (HPV/10) + (MEL/2). Combat Experience Gain Per Hit Point scored on an opponent, excluding any damage scored with a spell, the character scoring the damage will receive the target's CDF in Combat Experience Points. ----------- SubDual The chance, stated as a percentage of the HPV equals (TOTAL SUBDUAL DAMAGE + ACTUAL DAMAGE)/HPV. This fraction is converted to a percentage, rounding down. This percentage, minus the Stamina of the victim, is the percentage chance that that punch will knock the person out. Important - If the victim is not knocked out, he carries fifteen points of subdual damage into the next round. Actual damage applies only towards knockouts in the subdual system, unless the actual damage scores is sufficient to kill the victim - in which case it will. No target that is taken unaware when subdual is attempted may subtract his Stamina from his chance of being knocked out. Use the determined percentage without modification. A person that is knocked out will remain unconscious for: (100 - Stamina) + (Actual Damage x 10) turns Important - Regardless of the result of this formula, the miniumum number of turns that a person will remain unconscious if he is knocked out equals: 10 + StB turns If the result of the main formula is negative, the formula above should work. ------------ Damage Resistance The damage Resistance (DR) of a suit of armor is determined by its AV on the table below: AV DR AV DR AV DR 1 15 6 55 11 115 2 20 7 65 12 130 3 27 8 75 13 150 4 35 9 85 14 170 5 45 10 100 15 200 If the AV is greater than 15 increase DR by 30 x (AV -15). One blow Damage If a suit of armor suffers damage in excess of the AV times 5, in one blow, reduce the AV by 1. Other Gains: Combat Expertise - For each skill used in combat, except magic, the Character will recieve the CDF times TWO in Expertise points. If the skill is used against targets with varying CDF values, the HIGHEST CDF value is used to determine the Expertise gain. Characteristic Points - Per 60 Combat Experience Points that a Character gains in Combat, he may increase any modifiable characteristic by 1. In determining the number of points earned, round up. Exception - To earn any characteristic points the Character must earn at least 50 Combat Experience Points in the encounter. If the expertise points is less, no characteristic points are gained unless the opponent is defeated successfully, see 3.6, in gaining them. ------------- The Dodge Table Dodge Total Value Dodged Value .LT.1 1+2 3+4 5 6 7 8 9 10 11 12+UP .LT.0 25% 15% 5% N N N N N N N N 0 30% 20% 10% 5% N N N N N N N 1 40% 30% 20% 10% 5% N N N N N N 2 50% 40% 30% 20% 10% 5% N N N N N 3 60% 50% 40% 30% 20% 10% 5% N N N N 4 70% 60% 50% 40% 30% 20% 10% 5% N N N 5 80% 70% 60% 50% 40% 30% 20% 10% 5% N N 6 90% 80% 70% 60% 50% 40% 30% 20% 10% 5% N 7 A 90% 80% 70% 60% 50% 40% 30% 20% 10% 5% 8 A A 90% 80% 70% 60% 50% 40% 30% 20% 10% 9 A A A 90% 80% 70% 60% 50% 40% 30% 20% 10+UP A A A A 90% 80% 70% 60% 50% 40% 30% A = Automatic Successs N = Automatic Failure ------------- Dodging Magic A) The Character has a clear view of the person or thing that is casting the spell. B) The spell is a spell that inflicts when it succeeds. C) The physical appearance of the spell is BOTH directional and visible. Important - If this form of dodging is allowed, the total value dodged for the spell equals: The AV of the dodger's armor + the EL of the spell Important - If a character attempts to dodge a spell, and fails, he will use his MDV at 1/2 value, rounded down, in resisting its effects. Optional - The following rules may be employed in physically resisting magic that can be dodged: A) If the dodge attempt is a Partial Success, the dodger may subtract his Dodge Value + 3 from the number of hits that the spell inflicts. B) The Dodger, if his dodge does not succeed, may attempt to interpose his shield between himself and the spell. His chance of doing so equals: Dodge Chance + Shield AV + EL in the shield If he succeeds, handle the spell's success as specified for a Shield Hitexcept that magical shields will block (AVx2) + usable EL for points. ------------- Dodging Missile Fire A) They can see the firer release the missile. B) They can see the missile coming for at least 50% of its flight towards them. The AV of the dodger's armor + a Missile Range modifier Range Range Fraction Modifier Fraction Modifier Point Blank 8 Long 0 Short 4 Extreme 2 Medium 2 Where the weapon that fires the missile has a listed WSB, the WSB/3, rounded up, is added to the modifier above. ---------------- The Bonus Table Current Current Current Rating Bonus Rating Bonus Rating Bonus 1-5 -1 76-105 +4 276-330 +9 6-15 0 106-140 +5 331-395 +10 16-30 +1 141-180 +6 396-465 +11 31-50 +2 181-225 +7 466-550 +12 51-75 +3 226-275 +8 551-630 +13 ------------- The Bonus Use Table Bonus Is: Abbr. Area Affected Strength SB 1) The SB is added to the damage that the Character scores in combat when he hits. 2) SB is used as a factor in determining the OCV of the Character (See section 1.3321). 3) The SB is used as a modifier in determining a Character's maximum EL in certain skills (See 2.4). Stamina StB 1) A Character's StB is subtracted from all healing chance rolls that he takes. It is added to the nmber of points that he heals if he heals (See section 1.3251). 2) StB is a factor in determining a Character's OCV (See section 1.3321). 3) The Character's StB is used in determining his Portage Ability (See section 1.321 D). 4) StB is used in determining a Character's Poison Resistance (See section 1.3253). 5) The StB is used in determining the DTV of the Character (See section 1.3252). 6) The StB is used in determining a Character's maximum EL in various skills (See section 2.4). Dexterity DB 1) The DB is used in determining a Character's DCV (See section 1.3322). 2) DB is used in determining a Chracter's Dodge Value (See section 1.324). Agility AB 1) As for Dexterity 2) As for Dexterity 3) The AB is used in determining a Character's maximum EL in various skills (See section 2.4). 4) AB is used in determining a Chracter's MR (See section 1.335). Constitution CB 1) Per day that an injured Character fails to heal, CB is subtracted, as an additive modifier, from the healing chance roll (See section 1.3251). 2) CB is used in determining a Character's Poison Resistance (See section 1.3253).