* **
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, al