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Path: usenet.ee.pdx.edu!cs.uoregon.edu!sgiblab!swrinde!howland.reston.ans.net!EU.net!uunet!not-for-mail
From: trofimov@cui.unige.ch
Newsgroups: rec.games.frp.archives
Subject: SUPPLEMENT: DOG2.3 - medieval
Followup-To: rec.games.frp.misc
Date: 13 Oct 1994 13:55:08 -0400
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Short notes on the World's history and present day.
The origins of the world.
.. . . Apparently one single power guided the creation of the world and it was
far superior to all the Demons, Devils and Gods known for now . . .
Tssaakh the Whitesnake -
"Thus spoke Aandizaar"
The origins of the Universe are lost in the depths of ages. Since the
beginning of time, many were the mortals and the everliving who tried to find
out either by magical or non-magical way how the World has been created. All of
these researches failed, even those of Aandizaar, thought revealed some
evidences of a single power that induced the creation of the World some
thousands of epochs ago.
The fact that the beginning of time exists is not very popular among the so-
called "superior entities", i. e. Demons, Demi-Gods and Gods, as it contradicts
the widespread legend of the eternity, thus reducing their authority and power
among the lower beings. Aandizaar revealed the results of his researches to
mortal lizardmen, telling that the Gods have also been created, and that was
one of the reasons of the banishment of this rebel God.
Aandizaar is one of the Gods of Twilight - the Higher Gods, the most powerful
ones, those who were since the beginning of time - those who will remain until
the end of time. The Demons of Twilight are less powerful beings of the same
origin - directly summoned by the One. The Gods of New Era or the Lower Gods
are those who came later through a reflection in the White Mirrors. Some say
that they also have been created in the very beginning and just were awakened
when the White Mirrors were put together. However there is one important point
making the difference between the Higher and the Lower Gods - the later can be
exorcised, i. e. thrown away from the Universe by means of it. This fact is
rather an evidence of the intro-Universal origin of the Gods of New Era, as
none of the true primary creatures ever disappeared until now.
Some ancient artifacts that do not follow the laws of the Universe are
beleived to be the tools of its creation (there is also an opinion that these
are just junk left after the work). Three of the tools are red, green and blue
crystals. They cannot be destroyed by known means. The crystals are believed to
be lower Demons of Twilight created for creation, thus, having their own
personality, will never serve mortals. They were present in the World even
before the coming of Aandizaar and were used by him for the creation of
lizardmen. In the age of old, during the seven wars of lizardmen, one of the
lizardmen kings called Werqurz (one of the mightiest mortal mages ever lived)
tried to win greater power by using the red crystal. First he seemed to succeed,
but suddenly all his armies and lands vanished in fire. The great fire last
twice twelve days and none of his country survived. The red crystal was not
found since that, but it was not destroyed. The ashed place is called now
Werqurz Tomb Wasteland or just Ash Wasteland. No vegetation grows there. A
horseman needs 4 days to traverse these dead lands, but rarely one dares to. It
is said that the place is haunted - strange beasts and strange diseases attack
the insolent traveller. Since the firedeath of Werqurz's kingdom, no mortal
dares to use the crystals and only the most wise are charged to keep it.
The work of Aandizaar - dragons, wyverns and lizardmen
Lizardmen are the most ancient race of the known world. Not only
lizardmen were given rise to by Aandizaar, but all of the the plants and
animals. A lot of lizard-like and not-so-lizard-like beasts appeared as a side-
product of his researches, as Aandizaar almost never destroyed things. The
World of the Old Epochs was entirely contrived by him in the spirit of and
using the tools of "the One who created the crystals".
After having created his world, Aandizaar created naturally magical beings
which are usually referred to as "the Guardians" or "the Dragons of the Old Age"
.. The purpose of these wonderful beasts is general keeping of the World's ways
as well as protection from external instability. It is told that a part of
Aandizaar's power has been put into these living things to such an extent that
even Lssaakh had to beg them for an allowance to change the World as he didn't
dare to fight them. The force of the most powerful Guardians measures up with
the force of lesser Demons. These are the so-called mountain dragons which will
come to the World in its hour of need. It is told that they will rise up from
nowhere on the tops of the highest Mountains of the Spine of the World. They
will sweep through the fields and forests like the primary blackfire swept
through when the World was young. They will clean and purify and none can stop
them without killing the World's Magick. There are also other much less
powerful dragons - the sea dragons which were created to protect the maritime
traffic, to rule the weather and to protect the lizardmen from Guzz's creatures.
Guzz is believed to be a Low Demon who lived in the world before the coming of
Aandizaar. Long epochs he has spent in the depths of the oceans sometimes
creating eerie beasts or changing the others through magic. Guzz's pets are not
necessarily evil or hostile, but they are always weird, irrational and never
friendly. Most of the World's most feared creatures are Guzz's work. Still,
legends say that by some mysterious ways Aandizaar and Guzz spent a lot of time
together and became good friends, as far as the word is applicable for a High
God and a Low Demon - their friendship may be compared to the relations of a
wise king and a clever joker.
After the creation of lizardmen, a newer and theoretically more powerful race
came out of the workshops of Aandizaar. The exact purpose of it is not known,
because obviously the new race was not intended to replace lizardmen and not to
rule over them neither. Somewhat bizarre and yet not finished, wyverns have
exceptional intelligence mixed with an unbelieveable egoism. Some of these
giant beasts are kind to the other races, some are not, but practically all of
them are extremely selfish. Present day wyverns are only the draft that
Aandizaar did not manage to finalise; they are few and naturally live for
millenia, but rarely have children - this way the population of wyverns remains
constant since Aandizaar left the World's bounds. All the "dragons" of the epic
fairy tales of elves, dwarves and men are actually wyverns.
Aandizaar was the first god who tried to influence the ways of the Universe
through the creation of self-aware (FOOTNOTE: this term is a more exact
translation from lizardmen tongue for the word "intelligent") beings and he
remains probably one of the most successful in this way. This God sometimes
appeared to lizardmen in the World in the form of a magnificient white and gold
dragon, teaching and guiding lizardmen, so that they remained the World's
unlimited rulers until the legendary war on Heaven. It is told that during the
Great War on Heaven, the creator of lizardmen was captured and imprisoned far
away from the World's frontiers, for he told the truth to mortals and he became
too powerful. The lizardmen legends are that he will return.
After the banishment of Aandizaar the fading of the lizardmen civilisation
began. The exact reasons remain obscure - the Seven Wars of lizardmen started
destroying little by little all ancient knowledge and all ancient wisdom. By
the end of the eighth millenium after the beginning of the wars, the last two
Great Wizards - direct disciples of Aandizaar - have slain each other in the
last great battle and the last, the seventh war has stopped. The tribes of
lizardmen became only a shadow of what they have been long ago - the New Era
came.
Elves.
The end of the Seven Wars of lizardmen almost coincided with the rise of the
Lower Gods. One of the most powerful of these gods, came to the World and found
the ruins of once great civilisation. He never revealed his true name to the
mortals; lizardmen's legends call him "Lssaakh", which means just "the other" -
he was the only superior being beside Aandizaar who appeared directly to the
mortals - at least that is what the legends say. Lssaakh carefully studied the
three crystals and the ways Aandizaar proceeded in his works. Then he started
his own researches in the creation of self-aware beings. The creatures of
Lssaakh followed a completely different logic that those of Aandizaar. As
Lssaakh didn't really like the taste of his predecessor, he made quite a lot of
plants and animals and other things his way. After a lot of tests and errors he
created elves.
Elves were supposed to be the top of the top - the chef-d'oeuvre of Lssaakh's
works. These beings are quite different from all other races living in the
World - they have their own ideas of good and evil, honour and disgrace, war
and peace, life and death, love and hate - everything. These ideas are not
necessarily logical from the others' points of view. Everything was perfect
until Lssaakh got bored (tired?) of all these creations and left his children
on their own. The development of elves almost stopped as they were much too
dependent on the lessons and on the guidance of their creator. In fact little
is known of this folk after the departure of their god - they hardly
communicate with strangers.
Marrawi and dwarves.
In the times when Lssaakh was about to leave, two friends, two Gods of
Twilight - Daur and Rahr - got interested in the life of the World. They looked
at all that has been done there and wagered - if they create two races of
intelligent beings and make a war between these two races - just to have fun -
which one will destroy the other ?
Daur decided not to get himself too much tired. He has chosen some hundreds of
healthy lizardmen and created a brand new religion among them. Soon the whole
tribe joined the priests and there were enough flesh to work with. The
strongest and the smartest of the priests was the first to pass through a long
and tortuous magic ritual. That is the way the first marrawi has seen the light.
The others followed him and very soon the entire tribe has been "initiated".
Daur thought he was going to make lizardmen smarter and stronger, but the
result was questionable - it was not very easy to do in hurry something better
than Aandizaar has done in long millenia (FOOTNOTE: In the effort to do better,
Daur has changed the lizardmen physically - marrawi and lizardmen cannot have
common children.). However one thing is sure - the lizardmen's cast of mind has
been completely changed - marrawi became more artful and more cold-blooded.
Most of the lizardmen tribes are either green-skinned or green/grey. Pure grey
colour is rather rare. The tribe Daur dealt with was grey-skinned. The "ritual
of initiation" added bright red eyes instead of plain black.
Tarkwi, the first born of the marrawi race went out of the gates of the Daz
Marrawi temple - the ancient complex carved under the ground, the ancestral
home of all marrawi.
He went out wielding Yaal the sword - the magic sword created by Daur, so that
Tarkwi would smite the best fighter of the opponent race. With unearthly
strength and magical fire, Yaal's blade was forged from the metal of a fallen
star. In the hands of Tarkwi, Daur commanded that Yaal destroy both the enemy
and his weapon. Daur commanded - win and rule! Marrawi legends insist that the
possessor of Yaal will rule the World.
Rahr spent much more time creating his folk than Daur did. He was working hard
to find the best alloy of war arts and weaponsmith skills. Long years the
marrawi lived in the World, still waiting for the sworn enemy to come until
Rahr finished his work.
Dowry - the first born of the dwarf race stepped out of the Khazaya caverns in
the Mountains of the Spine of the World. He stepped out and saw the reflection
of the White Eye star in a cold mountain lake. And the reflection reflected in
the shaft of Ara - the mightiest axe ever made. The shaft was of methreal (
FOOTNOTE: The strongest metal known. No one living has been able to forge
anything with it. A few suits of armor do exist, remnants of a time long past.)
and the head of methreal plated blackwood covered with runes. Rahr gave Ara to
Dowry so that he could defend himself in the coming battle.
The battle between Tarkwi and Dowry was brutal, but in the end, only Dowry
stood. This so infuriated Daur that he struck down Dowry and that was not fare,
as no mortal can fight a High God.
Then Daur went calm and spoke to Rahr : you won. Rahr answered : indeed. But
none of their races have heard them. And the two Gods, still good friends, went
away. They left their races and the eternal hate between their races. They left
the envy of the marrawi and the rage of the dwarves. They left both weapons,
containing a part of the races' power lost in the World. The Gods grow bored
and abandon. Marrawi and dwarves fight. Eternally.
Origins of the human race
Legends say that before the creation of the ultimate race - the elves -
Lssaakh's early selection experiments produced a huge number of elf-like and
not-so-elf-like creatures. Most of them were lacking vitality or even were
completely helpless, but some have survived and prospered either by the way of
barbarous force or owing to their artful nature. The earliest beings appeared
had a superior resistance and lived almost forever, but were quite dumb and
usually extremely ugly. As these hideous monsters multiplied very quickly
eating all eatable things - thus representing a direct danger to all other
inhabitants of the World - they were exterminated in a short time either by
mountain dragons or by Lssaakh himself. Travellers say that some odd beasts,
presumably the remnants of these nightmarish animal races, still inhabit the
eastern frontiers of Ash Wasteland - maybe some other desolate spots in the
world have also been forgotten during the cleaning campaign.
Later experiments of Lssaakh gave rise to a multitude of more or less
acceptable more or less intelligent races - trolls, goblins, giants, skasi (rat
folk), monkeys, yeti, all kinds of river folks, swamp folks, sand folks, forest
folks, sa∩va folks etc. which were in no way intended to compete with the
absolute favourites - the elves.
Among all these folks there was one race which was abandoned by Lssaakh on
their own in the very beginning as at Lssaakh opinion it had nothing of an
ideal one. Strangely, this abandoned folk moved quite rapidly on the way to
higher civilisation, owing to their natural enterprising and curious cast of
mind mixed with an incredible (not always justified) self-confidence and
reasonable laziness. That is how humans joined the highly intelligent races of
the World, thought they were not intended to.
AND THAT IS HOW
THE WORLD IS NOW
The following rules are an essay of creating a perfect fantasy rpg rules
system. The author have spent long days playing by different rules and in
different worlds, but no system was complete enough to reflect all necessary
nuances of a real adventure. FOR EXAMPLE: Sometimes castle doors got broken
after a fist punch of a strong character, sometimes a party ran like hell
during 3 days without rest and after that was able to fight an army of
bulldozer strong orcs - shortly, a lot of things-that-cannot-be happened.
Together with tactical dissatisfaction remained the strategical one. Moorcock'
s stuff is quite boring with all these parallel worlds, intra-dimensional
travelling and such bullshit, the Warhammer world is much too civilised,
Tolkien's Middlearth, potentially exciting, doesn't really motivate, because
everyone knows how it will end etceteras, etceteras . . . And as a result of
deep dissatisfaction our own world to play in and this system to play with were
born.
The world is very cruel. The fights are fast and unmerciful. NO PARALLEL
WORLDS. NO HIGH CIVILISATION. NO GODS ON EARTH. AND NO CHAOS vs. ORDER This is
just a classic fantasy = swords + magic.
player may choose the race of his character, refer to paragraph 2.2. for
detailed description
The age of a character is either chosen with respect to the race
limits or determined as follows:
Human, Cavemen : 16+2D6 Dwarves, Lizardmen : 50+1D100 Forestmen : 30+2D20
The height of a character is either chosen with respect to the race limits
or determined as follows:
Human, Cavemen : 160+3D10 cm
Dwarves : 140+3D10 cm
Forestmen, Lizardmen : 165+3D10 cm
The weight of a character is calculated as CON*6 + (Height -175)
Dwarves can carry up to STR x 40, due to the low position of mass centre and
specific constitution.
2.2. Racial Differences
Human Dwarf Caveman Forestman Lizardman
SPEED -1D3 +1D3 +1D3
STRENGTH +1D3 -1D3
ENDURANCE +1D3 +1D4
CONSTITUTION +1D3 +1D4 -1D3
FIGHT +1D3 -1D3 +1D3
ACCURACY -1D3 +1D3 -1D3
AGILITY -1D3 -1D3 +1D3
HANDWORK +1D3 -1D3 -1D3 -1D3
COMMAND -1D3
INTELLIGENCE -1D3 +1D3 +1D3
CALM +1D3 +1D3
RES. TO MAGIC +1D3 -1D3 +1D3 -1D3
MAGIC APT. -1D3 -1D3 +1D3
SOCIABILITY -1D3 -1D3 +1D3 -1D3
Human no comments. Humans are the only race, which widely uses horses for
travelling and transporting goods : +10 % Horseback Riding skill. No obligatory
skills.
Dwarf closer to humans, than the dwarves in classic tales. Actually an
inexperienced one can think a tall dwarf is a human - the easiest way of
driving a dwarf angry. An ancient race of skilled craftsmen and fighters,
living underground, dwarves are able to distinguish shapes of objects in very
dark rooms (just as cats do), however the darkness may not be complete. First
weapon for a dwarf is either an axe or a pickaxe. 50% of chance of having
obligatory Underground Construction skill. Metalwork, Metallurgy or Jewellery
skill is also obligatory, thought with a 10% bonus. Living all the life under
the ground results in 50% probability of having a free Orientation (only under
the ground) skill.
Caveman Strong, stupid and fearless. An early branch of human civilisation,
living in caves and in small cabanas, Cavemen live with hunt : +10 % Hunting
skill. The #1 weapon is a mace. They are absolutely unable to understand magic
and usually get puzzled when they see its manifestations. Cavemen make
excellent hand-to-hand fighters.
Forestman Handsome, noiseless and smart. The origin of the race is not very
clear. Some say that these people with slightly green skin are a bit elves (
degenerated ones ? human/elves ?). Some suppose a magic origin, but even the
forestmen legends are silent about it. Forestmen live (guess where ?) in
forests and their preferred weapon is a bow (obligatory #1 weapon). One more
particular point - forestmen regenerate wounds twice as fast as the others do.
Naturally, forestmen are the best mages of all races. Forestmen have 50%
probability to obtain free Orientation (only in forest) skill as a result of
living all their life in forests.
Lizardman Lizardmen are the most ancient race of the known world.
Lizardmen's strong skin gives them a natural protection +1.
Swimming +30%, 50% of having 6th sense.
2.3. Origin
when choosing the character's origin, the player can express his wishes to be
of one particular class, then he rolls D100 three times. If one of the rolls is
what the player wants - he gets it, otherwise he takes the first roll result.
Some of the origins require a specific attribute to be no less than 12 - for
example HAN >= 12 is required to be a Craftsman (see 'required' in the table
below). If the origin rolled requires a specific attribute that a character
hasn't - reroll until an acceptable result occurs.
1D100 :
required Human Dwarf Cavemen Forestman Lizardman
Barbarian - 1-10 1-50 1-30 1-20
Craftsman HAN 12 11-20 1-40 31-35 21-30
Fighter FIG 12 21-40 41-80 51-75 36-45 31-55
Hunter * ** - 41-50 76-100 46-80 56-70
Merchant ** SOC 12 51-60 81-85 81-90 71-80
Peasant * - 61-65 76-90
Priest ** INT 12 66-75
Seaman - 76-90 86-95 91-95 86-95
Thief * ** AGI 12 90-100 96-100 96-100
*) cannot be noble
**) cannot be slave
SOCIAL RANK : 1D100 :
1-5 Noble 5-95 Common 96-100 Slave
Slaves roll 1D100 one more time: slave - born slave; common or noble -
became slave
A slave has 5% of mischance (less than 5 with 1D100) to have a stamp on
his front.
2.3.1. Barbarian
#1 weapon at 40%
50% of having Drive a chariot 80%
Fishing 20%
50% of having Horseback Riding 80% (SPD+1D3 instead for lizardmen)
Hunt 40%
Knot 10%
Knowledge of plants 15%
Orientation 30%
Pathfind 30%
Swim 20%
Tailor 10%
2.3.2. Craftsman
HAN+1D3;
#1 weapon at ╜D100
#2 weapon at 15%
All except miners have an adequate equipment box (ENC 80). Miners have a set
of mining clothes, a small lamp (ENC 10) and a pickaxe (ENC 80, obligatory #1
weapon).
Craftsmen skills are at (50+3D10)%. A craftsman can choose any other craftsman
skill at 30% but he has to justifiy his choice.
Trading 40%
Read / Write native tongue and common tongue - 30%;
1D100:
Dwarves Lizardmen Others Skills
Blacksmith 1-30 1-20 1-20 Metallurgy or Metalsmith (choose).
Carpenter 31-40 21-40 21-40 Carpenter
Gemcutter 41-60 41-50 41-50 Gemcutter
Tanner Leatherwork
Mason 51-60 51-70 Masonry
Miner 61-90 61-80 Underground Construction
Tailor 91-100 81-90 71-100 Tailor
2.3.3. Fighter
FIG+1D3;
#1 weapon at 50%
#2 weapon / shield at 40%
#3 weapon / shield at 30%
1D100:
1-5 Assassin AGI+1D3; Knowledge of poisons 30%; Search 25%; Pathfind 30%;
Stealth 60%; Hide 50%; Ambush 50%; Hear+10%; 6th sense
#1 weapon at 60% (not at 50)
6-20 Bodyguard CON +1; CLM +1; Handfight 40%;
21-25 Elite fighter STR+1; AGI+1; Dodge ╜D100 %;
Human: ACC+1; Horseback Riding 50%; Ambush 50%;
Dwarves: ACC+1; Climbing 50%; Equilibrium 50%
Forestmen: FIG+1; Stealth 50%; Pathfind 50%
Cavemen: FIG+1; Handfight 50%
Lizardmen: CMD+1D4; Stealth 50%; Ambush 50%
26-30 Gladiator * Dodge ╜D100%; 1st aid 30%
31-45 Mercenary Dodge ╜D100%; Drive a chariot 30%; Horseback Riding 30% **
46-50 Pirate roll as seaman / pirate and add to fighter
51-100 Man-at-arms * CMD+1; Dodge ╜D100%;
*) a noble cannot be a gladiator or a man-at-arms- reroll
**) SPD+1D3 instead for dwarves and lizardmen
2.3.4. Hunter
#1 melee weapon at 30%
#2 bow at 25%
#1and #2 can be interchanged
Hunters cannot choose two-handed swords, two-handed axes and long
pikes - these weapons are always used to fight people and never for animals
hunting.
Ambush 50%;
Fishing 40%
Hunt 70%
Knowledge of plants 15%;
Pathfind 50%;
Stealth 30%;
Trapmaking 50%;
2.3.5. Merchant
Read/Write common language 70%
If speaks a language then also reads (same percentage).
Persuade 50%
Eloquence 30%
Trading 60%
1D100
1-40 Caravan man #1 weapon 40%;
Cartography 20%; Horseback Riding 30% *; Drive a chariot 20%
50% probability of having History 15%
41-60 Slave-trader #1 weapon 40%; #2 weapon/shield 25%
Cartography 20%; Horseback Riding 20% *; Drive a chariot 30%
61-100 Tradesman #1 weapon 25%;
*) SPD+1D3 for dwarves and lizardmen
2.3.6. Peasant
#1 weapon : 2-h pole 30%
#2 weapon : flail 25%
Carpenter 15%
Farming 70%
Fishing 30%
Hunt 30%
Knot 20%
Knowledge of plants 20%
Metalsmith 15%
Pathfind 15%
Tailor 20%
2.3.7. Priest
#1 weapon : dagger 30%
1st aid 40%
Eloquence 25%
History 30%
Knowledge of plants 40%
Last aid 30%
Persuade 25%
Read / Write common language 80%
Theology 50%
If reads a language then also speaks (same percentage).
Every year above 25, INT+1, if rolls more than INT with 3D10.
2.3.8. Seaman
#1 weapon 40%
Climb 40% (rigging climb 80%) (oarsmen 10% / 20%)
Equilibrium 50%
Knot 70% (oarsmen 30%)
Swim 50%
20% probability of being a pirate. Add all fighter skills.
A slave can be only sailor or oarsman - roll 1D100 : 1 to 70 - oarsman, 71 to
100 - sailor.
1D100
1-5 Boatswain CMD +1; Navigation 40%; Cartography 30%; Naval manoeuvres
70%
6-10 Captain fight, knowledge, communication and handicraft bonuses +10;
Navigation 60%; Cartography 50%; Naval manoeuvres 60%;
50% probability of having History 10%
11-15 Mate fight, knowledge, communication and handicraft bonuses +5;
Navigation 50%; Cartography 40%; Naval manoeuvres 50%;
25% probability of having History 10%
16-55 Oarsman * STR+1; CON+1; END+1;
56-60 Quartermaster Navigation 70%; Cartography 60%; Naval manoeuvres 40%
61-100 Sailor Navigation 10%; Cartography 10%; Naval manoeuvres 20%
*) A noble (except an enslaved one) cannot be an oarsman - reroll.
2.3.9. Thief
#1 weapon 35%
#2 weapon : Dagger 45%
Climb ╜D100%
Hear +10%
Hide ╜D100%
Jump ╜D100%
Picklock 1D100%
Robbery 60%
Search ╜D100%
Stealth 50%
Thieves cannot choose a #1 weapon longer than 100 cm.
2.3.10. Nobles and slaves
NOBLE:
#1 weapon at 40% (if his profession does not give more)
#2 weapon at 20% (if his profession does not give more)
Any armour and any weapon.
A noble has a lot of money
Trading at least 40%
Read / Write.
History +20%.
Theology +20%.
Horseback Riding 50%.
SLAVE: Hide +10%; Stealth +10%; Fall +10%
There are also 5 special skills, reflecting the 5 general physical abilities
of a person - See, Hear, Smell, Taste and Feel. These skills are rolled as 39+
2D10 (median value 50) with the following race modifiers (except for humans) :
Dwarves : See +10, Feel -10
Cavemen: Taste +10, Hear -10;
Forestmen: Hear +10, Taste -10;
Lizardmen: Smell +10, See -10;
Knowledge
Theology (INT)
2.5. Distinguishing features
1D100 result - a player can roll, if he wants, but cannot refuse if no
good.
01 Imitation skill (D100/2)+10%
02 Lips Reading skill (D100/2)+10%
03 Orientation skill (D100/2)+10%
04 Seduction skill (D100/2)+10%
05 6th sense - the char is never surprised in combat. 50% of detecting an
ambush.
06 Ambidexterity
07 Very sharp eyes : + 10% in See and in Pathfind
08 Very fine ears : +10% in Hear
09 Naturally immunised against 1D4 types of snake poison (select)
10 Naturally immunised against 1D4 diseases (select)
11 (except dwarves) Naturally friendly with all wild animals. (only reptiles
for lizardmen).
12-15 Specific experience : choose a Skill and add 1D10
16 Extremely handsome, SOC +4
17 Extremely ugly, SOC -4
18 Increased resistance to alcohol resulting from long practice. Knows each
and every tavern in the country.
19 Has an ancient map, showing a place where a wonderful treasure is hidden (
the authenticity of the map is to be judged by the Game Master).
20 Participated in a big battle and was awarded for bravery.
21 Has a mysterious tattoo.
22 Has a big book, which he cannot read.
23 Has 1D4 magic potions of healing.
24 (male only) Experienced womaniser - leaves a heir and an enraged mother in
every village he passes through. 20% Seduction Skill.
25 Looking for a twin brother (sister) gone long ago.
26 Thinks he's the son of a king and wants to fight back his rights.
27 Thinks that Armageddon is near.
28 (male only) Lives a perfect love with a daughter of his hometown local
noble man, but before he can marry her the father wants him to prove his value
in an adventure.
29 Has a "magic" flute, but doesn't know how to use it.
30 Has a family ring on his finger.
31 Is very difficult to wake up.
32 . . .
33 Extremely proud, cannot stand a non-respect.
34 Snores loudly in the night.
35 Has a bad smell from the mouth.
36 Has an influent friend (to be determined with the GM).
37 Once ate a rare fruit of an exceptionally fine taste. Wants to find and
commercialise it.
38 Has a lot of hair on the body.
39 Cannot keep a dime in his pockets.
40 Seeking his family captured by slave-traders.
41 Cannot lie and cannot cheat. Does never attack from back and never ambushes
his enemies.
42 Is adventuring to find a woman (man) of his dreams.
42 Wants to learn to fly.
43 Can do anything for a bet.
44 Wants at all cost to find a slayer of his best friend.
45 Hates dogs.
46 Has a strange (magic?) ring.
47 A case of deep amnesia. the char does not remember who is he, where he
comes from, etc., thought all his skills remain the same.
48 Accused of murder, wants to prove his innocence.
49 Is afraid of mice.
50 Every night has the same strange dream.
51 Hates his name.
52 Is a member of a strange religion sect. Wants to get out of it, in spite of
death menace.
53 Can read and write very well - all read/write skills +20%. If speaks a
language - also writes it.
There is a possibility of resurrection : only the most sage of the sage and
the most wise of the wise posess the knowledge of resurrect spell (see also
Realms of Magic supplement - Body Magic):
min MA : about 30
Effort: : about 80
Casting time : about 2 hours
Composants : differ from mage to mage, but usually are extremely costly
Effects : A dead character is resurrected with -1HP and 1 point of tiredness
Special : The spell has 5% less probability of success for every day
the target was dead
Characters smothered to gambles are of course more difficult to resurrect
4. WEAPONS
4.1. Melee weapons
Weapon Minimal requirements Type Encumb. Length
AGI FIG
Short Sword 7 7 S 40 60-80
Broad Sword 7 8 M 50 90-110
Long Sword 7 8 M 60 100-110
Scimitar 8 9 M 60 75-110
Bastard Sword * 10 11 L 90 110-150
2-handed Sword 13 12 H 130 150-180
Dagger - - S 10 20-45
(Hand) Axe 8 8 M 60 75
Doubleaxe 8 10 M 70 75
Boarding axe (2-h) 9 12 L 100 180
Battle Pickaxe * ** 10 12 L 80 110-120
Battleaxe (2-h) 11 13 H 110 150-160
Halberd (2-h) 10 9 H 140 200
Spear * 7 8 S 40 120-150
Pike (2-h) 8 9 L 140 270-300
Glaive * 8 9 M 60 130-160
Fork/Trident (2-h) 8 9 M 70 150-200
Cavalry pike 9 9 L 150 250-300
Club 7 7 S 40 60-120
Staff (2-h) 8 9 S+2 50 170-210
Mace 7 8 M 50 70
Heavy mace (2-h) 8 8 H 100 120-160
Warhammer 8 10 L 70 70
2-h warhammer 8 10 H 130 90-120
Flail 10 11 L 60 70-90
2-handed flail 10 11 H 130 90-100
Morgenstern * 10 11 L 90 75
Ball-and-chain 10 11 M 80 -
Small shield *** 10 10 S (+10) 20 40 diam.
Medium shield *** 7 8 S (+20) 50 70-80 diam
Large shield *** 8 9 S (+30) 80 90-100
Heavy Infantry Shield *** 6 7 M (+35) 100 150
Head - - 1D4 - -
Fist - - 1D3 - -
Fist + knuckles - - 1D3+3 - + 10 -
Foot - - S - -
*) can be held with both hands as well as with one hand, a so-called 1╜ hand
weapon.
**) quite a rare weapon used only by miners and underground workers, mostly by
dwarves. In the hands of any other person it is a two-handed M weapon striking,
the requirements for STR, AGI and FIG remain the same.
***) Shields can be used to hit as well as to parry a blow. Thought the hit
with a shield does little damage (actually it is a push), there are big chances
that the opponent will fall down. The parry bonuses for all four types of
shields are given in parenthesis after the type.
4.2. Distance weapons
Weapon Distance Damage Encumb. Length
Close Medium Far Limit
Short bow 3-8 8-15 15-30 50 S 75 75
Long bow 3-10 10-20 20-40 80 M 80 110
Composite bow 3-15 15-30 30-60 100 L 90 160
Iron wood bow 3-15 15-40 40-70 120 L 100 150
Javelin 3-5 5-15 15-25 30 L 40 120-150
Throwing axe 3-5 5-10 10-15 20 M 30 50-60
Throwing knife 3-5 5-10 10-15 20 S 10 20-30
Sling 3-5 5-10 10-30 50 S 10 -
Dart 3-5 5-15 15-25 30 M 20 60-90
Stone 3-5 5-10 10-15 20 S 5 -
Note, that bow and sling attacks canot be dodged or parried, except with a
shield.
5. ARMOUR & PROTECTION
It is a well known fact that the same blow received by two different people
does different damage - the natural ability to stand blows is called Natural
Endurance effect (does not apply to the head). Every blow's damage is reduced
by this amount - the natural endurance can be considered as a permanent piece
of armour.
END protection
< 9 no
9 - 13 1
14 - 18 2
> 18 3
Armour: protection burden
Leather 1 0
Lizardskin armour 2 0
Turtleshell armour * 4 1
Bronze chain mail 2 1
Iron chain mail 3 1
Steel chain mail 4 1
Dwarven chain 5 1
Bronze plate ** 4 2
Iron plate ** 5 2
Steel plate ** 6 2
Mithril chain 10 0
Dragonskin ** 12 2
* floats on water
** requires a minimum STR of 14
The burden of armour is to be added to the following losses of fatigue points :
LW, HW, M, FM & R (see º6. TIREDNESS). Some of the armours (except plates,
turtleshells and dragonskins) can be 'plated', i. e. used with metal plates
over the main armour. In that case the protection is augmented by 1, the burden
value remaining unchanged. Helmets cannot be 'plated'. The burden value of head
protection does not influence tiredness.
When a piece of armor receives a critical blow - its protection value is
decreased by 1. The points lost this way can be restored by a skilled craftsman.