CHARACTERISTICS characteristic base average maximum cost strength 0 2 10 10 dexterity 0 2 10 10 body 0 20 100 1 will 0 2 10 10 intelligence 0 2 10 10 mind 0 20 100 1 CLASSES class benefits cost warrior +1 damage or endurance with any physical attack 5 rogue +1 to hit with or dodge any physical attack 5 monk +1 damage or endurance with any mental attack 5 mage +1 to hit with or dodge with any mental attack 5 COMBAT physical: damage strength + weapon + skill endurance strength + armor + skill strike dexterity - weapon + skill dodge dexterity - armor + skill mental: damage will + focus + skill endurance will + charm + skill strike intelligence - focus + skill dodge intelligence - charm + skill attacking: if: (1d6 * strike - 1d6 * dodge - range) > 0 then: body/mind = 1d6 * damage - 1d6 * endurance magic: 1 point of body or mind for every spell cast SKILLS STRENGTH Alphabetical List jumping skill base running swimmin acrobatics dex animals int DEXTERITY catatonia will climbing dex acrobatics concealment int climbing concentration will perception disguise int sleight of hand jumping str stealth linguistics int thieving lipreading int tumbling magic int mathematics int INTELLIGENCE medicine int perception dex animals running str concealment science int disguise slight of hand dex linguistics stealth dex lipreading streetwise int magic survival int mathematics swimming str medicine technology int science thieving dex streetwise tracking int survival tumbling dex technology tracking WILL catatonia concentration COMBAT SKILLS skill cost +1 damage with a specific attack 2 +1 to hit with a specific attack 2 +1 to skill with armor or charm 2 spell familiarity 2 CHARACTERISTICS str str, con, pd, ed, rec (1 str = 50kg/110 lbs/500 N) dex ocv, dcv, perception, stealth body physical hit points will ego, mental defense int int, ecv mind mental hit points SKILLS Dexterity acrobatics (includes tightrope walking) climbing (any) perception (PER roll, includes danger sense and lightsleep) sleight of hand (includes pickpocketing, juggling) stealth (includes shadowing) thieving (includes lockpicking, security systems, traps) tumbling (includes breakfall) vehicle weapon Intelligence animals (includes training, care, and familiarity -- one skill per genus) concealment disguise linguistics (general skill or specific language skills) lipreading magic (spellcraft + practice) mathematics (includes cryptography) medicine (includes paramedic) science (general knowledge skill or specific sciences) streetwise (includes forgery, gambling) survival (includes tracking) technology (includes electronics, mechanics -- general skill or specific engineering skills) Will catatonia (simulate death) MOVEMENT type value units running movement 1 m/s swimming movement 1 m/s standing jump str m running leap str + movement m Weapons & Foci bonus penalty range one handed: hand str dex close club str + 1 dex - 1 close dagger str + 2 dex - 2 close short sword str + 3 dex - 3 melee hammer str + 4 dex - 4 melee long sword str + 5 dex - 5 melee small shield str - 2 dex + 2 melee medium shield str - 4 dex + 4 melee large shield str - 6 dex + 6 melee thrown rock str + 1 dex - 1 short thrown knife str + 2 dex - 2 short thrown axe str + 3 dex - 3 short magic orb will + 2 int - 2 long magic wand will + 3 int - 3 long magic staff will + 5 int - 5 long two handed: mace str + 6 dex - 6 melee bastard sword str + 7 dex - 7 melee maul str + 8 dex - 8 melee battle axe str + 9 dex - 9 melee two-handed sword str + 10 dex - 10 melee sling 4 dex - 4 long bow 6 dex - 6 long crossbow 8 dex - 8 long holy symbol will + 6 int - 6 long magic sceptre will + 8 int - 8 long magic rod will + 10 int - 10 long Armor & Charms bonus penalty leather str + 1 dex - 1 - ring mail str + 2 dex - 2 - chain mail str + 3 dex - 3 - plate mail str + 4 dex - 4 - charmed robe will + 1 int - 1 - charmed ring will + 2 int - 2 - charmed amulet will + 3 int - 3 - charmed skullcap will + 4 int - 4 - skills: 1d6 x skill level powers: Some spells may have greater damage than normal and take more than one round to cast (not counting pushing or concentrating). combat: Whoever strikes first gets a free attack (round zero). Beginning round 1, attacks occur based on speed factor. One round is equal to ten seconds. An action with speed factor X occurs on second X of any round. To perform two actions in one round, add the speed factor of the second to the first to determine when the second action occurs. If any action or combination of actions has a speed factor greater than 10, the action(s) carry over into the next round. attack roll: 1d6 * strike - 1d6 * dodge - range damage roll: body/mind lost by victim = 1d6 x damage - 1d6 * endurance coordinating attacks: To coordinate against an enemy, characters must attack on the same round. The defender divides his dcv freely amongst his attackers. fighting: Offensive and defensive dexterity are interchangeable. A character who wishes to ferociously attack without regard to personal safety can trade dodge for strike. A character who wishes to block, parry, and dodge without attacking may sacrifice strike for dodge. weapons and armor (foci and charms): Weapons add to physical damage and subtract from physical strike. Armor adds to physical endurance and subtracts from physical dodge. Foci and charms work the same way, but for mental strike and dodge. One may eliminate the penalties to strike and dodge with skill levels. The speed of a weapon is equal to the total damage minus the character's dexterity. The speed of a focus is equal to the total damage minus the character's intelligence. pushing: A character may exert himself to gain extra power in combat. A character can sacrifice body for strength or mind for will. A sacrifice of one point of body or mind will gain one point of strength or will for one round. multiple attacks: A character can sacrifice damage for speed when attacking, reducing both. A character can also attack multiple times in one round, but sacrifices damage and hit probability to do so. Strike and Damage are divided up amongst the various attacks -- which need not be equal. A character can wallop one enemy and just tag another. hit points: If a character's body or mind falls to zero, the character is unconscious. If a character's body or mind falls to the negative value of the character's body or mind, the character is dead. healing: If a character's body and mind are above zero, an hour of rest recovers an amount of body equal to his strength and an amount of mind equal to his will. If a character's body or mind are below zero, it takes a full day to recover the same amount of body and mind. relapse: A character who experiences moderate physical exertion will recover body at half the normal rate. One who experiences great physical exertion will recover body at one quarter the normal rate. The same is true of mental exertion and mind. the cost of magic: In order to cast a spell, a magician must sacrifice one point of body or mind for the initial charge. Continuous spells may be maintained indefinitely, but must be restarted with a point of body or mind if they fail or are turned off. knockback: A character hit by an attack is knocked back a number of meters equal to the following formula: (10 * body) / (mass of target in kg). Knockback can be ignored for most attacks. It is only worth calculating for enormous attacks, such as the force of a catapult or dragon breath. Copyright 1996 by Joshua Morris