* **

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

RQIII -> RQIV CHARACTER CONVERSION

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.

MANEUVER



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.

SPIRIT COMBAT



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.

RQIV PLAYERS BOOK

Page 13:

DETERMINING CHARACTERISTICS, replace with:

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:

DAMAGE MODIFIER, replace table with:

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:

FIGURING SKILLS CATEGORY MODIFIER, replace appropriate parts with:

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:

PREVIOUS EXPERIENCE, replace most of with:

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.



SKILL POINTS AND OVERALL LEVEL OF EXPERIENCE



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.

NOVICE

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.

TRAINED

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.

AVERAGE

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.

EXPERT

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.



MASTER

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.

CHARACTER GENERATION:



CULTURAL BACKGROUND

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).



MAGICAL BACKGROUND

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.



BASIC SKILLS

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.



OPTIONAL SKILLS AND TRAINING

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).

PURCHASING OPTIONAL SKILLS WITHIN ONE'S PROFESSION

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.

PURCHASING SKILLS OUTSIDE ONE'S PROFESSION

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.



CHARACTERISTIC INCREASES

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.



PREVIOUS EXPERIENCE TABLES

CULTURAL BACKGROUND TABLE

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



MAGICAL BACKGROUND TABLE

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.

SPIRIT/DIVINE MAGIC

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

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.

SKILL TABLES

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.

SKILL CATEGORIES

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.



EASY, MEDIUM AND HARD SKILLS

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.

BASIC AND OPTIONAL SKILLS TABLE



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:

SKILL EXPERIENCE ROLLS, replace with

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:

INCREASING SKILLS BY EXPERIENCE, replace with:



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:

SKILL TRAINING AND RESEARCH, replace most of with:

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:

CHARACTERISTIC INCREASE, replace with:



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:

PROCEDURE FOR INCREASE THROUGH TRAINING, replace with:

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:

PROCEDURE FOR INCREASE BY RESEARCH, replace with:

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:

TIME AND MOVEMENT, see Fatigue and Encumbrance for movement rules.

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:

NATURAL HEALING, Add:

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:

FATIGUE, replace with:



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 DODGING, replace with:

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:

THE MELEE ROUND



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).

RULES OF ENGAGEMENT

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.

MANEUVER SKILL: This Agility skill (Base 25%, Hard), governs

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.

COMBAT MOVEMENT IN UNRELIABLE TERRAIN

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.

FALLEN CHARACTERS

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.

CRITICAL HITS

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).

MELEE PARRIES:

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