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1992-12-03
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Grimtables
Table 1: Weapons
WEAPON (COST) TL RANGE DAMAGE BASE
Sword, small (40) -100 HTH 2d10
Sword, medium (70) -100 HTH 3d10
Sword, Huge (100) -100 HTH 4d10, 2H
Dagger, Knife (3-5) -100 HTH/10m 1d10
Mace, Club (25) -100 HTH 3d10
Staff, Heavy Stick (15) -100 HTH 2d10
Whip, Chain (15) -100 HTH 1/2d10
Kick, Martial Arts (-) n/a HTH 1d10 per 30 pts of skill
Punch, Martial Arts (-) n/a HTH 1/2d10 per 20 pts of skill
Garrotte, Sap, etc (10) -100 HTH Unconsciousness
Pistol, small cal. (75) 25 300m 3d10+10
Pistol, large cal. (150) 50 200m 5d10+10
Rifle, small cal. (125) 25 800m 4d10+10
Rifle, large cal. (250) 50 500m 6d10+10
Shotgun (50) 25 50m 7d10+10
SMG (3/burst) (350) 50 150m 3d10+10
Bow, Crossbow (80) -100 100m 2d10
Stone, etc. (-) -100 10m 1d10
Hand Grenade (40) 50 25m 10d10 in a 5m radius
Flechette Gun (400) 50 25m 3d10+10 in a 15 deg. cone
Laser pistol (300) 85 500m 3d10
Laser Rifle (900) 70 800m 6d10
Sonic Bomb (80) 75 25m 1d10/sec for 10 sec
Needlegun (50) 50 35m 1/2d10
Plasma Rifle (2500) 75 50m 7d10+25
Battleaxe (35) -100 HTH 4d10, 2H
Cesti (25) -100 HTH +1d10 to Punch
Hollowpoint Round (2.5) 25 n/a +2d10 damage
Standard Round (0.5) 25 n/a no damage bonus
Damascus edge (x3) -25 HTH wps +10% to hit, +1d10 damage
Monofilament edge (x10) 75 HTH wps +20% to hit, +3d10 damage
Dynamite (5) 25 15m 1d10+10 in a 5m radius
Thermite (100/.1kg) 50 15m 2d10+20, 1m radius; burns
Plastique (50/.1kg) 50 15m 2d10+10, 2m radius
Table 2: Armor
Copper/ Iron/ HiTech
Covers: Leather: Bronze: Iron Alloy: Alloy:
HEAD 3% 6% 9% 12%
NECK 2% 4% 6% 8%
SHOULDERS 2% 4% 6% 8%
ARMS:
COMPLETE 2% 4% 6% 8%
FOREARMS 1% 2% 3% 4%
LEGS 2% 4% 6% 8%
CHEST 5% 10% 15% 20%
GUT 4% 8% 12% 16%
Cost : For all armor, cost is 25cr per % point of effective protection.
Leather is TL -100, Copper/Bronze TL -50, Iron/Iron Alloy TL 0,
and HiTech Alloy TL 50. Powered armor of any sort is TL 75, minimum.
Table 3: Misc Eqipment and Services
Description Cost & Notes
Poison 50cr - 20000cr, depending on effects
Lockpick kit 250cr
Disguise kit 50cr - 250cr, depending on quality
Wristcomp 100cr (TL 50)
Ground vehicle 500cr - 20000cr (TL -50 to TL 100)
Air vehicle 30000cr - 250000cr (TL 0 to TL 100)
Hotel room 20cr/night
Room, rent 300cr/month
House, rent 1500cr/month
House, buy 30000+cr
Stimulant 5cr/dose
Antibiotic 20cr/dose (broad spectrum) (TL 0)
Healing accel. 60cr/dose; healing rate x2 for 1 day [TL 50)
Electrobath 50cr/hour; healing rate x5 (TL 75)
Regen Clinic 800cr/hour; healing rate x20 (TL 90)
Basic HT Care 10cr/hour; allows max. healing rate for tech level
Table 4: General Modifying Factors
(These MFs apply to ALL skills )
Description MF
Wounded (less than 75% of maximum HT) -2
Injured (less than 50% of maximum HT) -5
Seriously injured (less than 25% of maximum HT) -10
Disoriented (Dazed, stunned, etc.) -3
Coached by someone with skill at least 2x theirs +1
for at least 30 minutes
"Hot Streak" - used skill successfully three times +2
in last 30 minutes
"Cold Streak" - as above, but failed three times -2
in last 30 minutes
Table 4a: Technology Modifying Factors
Description MF
NUMBER OF SKILLS REQUIRED
1 Tech skill required +2
2 tech skills required -----
3 Tech skills required -2
Each additional Tech skill required above 3 -3
COMPLEXITY OF ITEM
Extremely simple +10
Simple +5
Complex -5
Very complex -10
Inventing item from scratch -5
Modifying existing item +2
TECH LEVEL OF ITEM
Add the (Tech Level of the item/10) to the MF +(TL/10)
NOTE: If you are in a TL X dimension, it is impossible to invent an
item with a TL greater than X! Alterations may only be made if the TL
of the dimension is no more than 25 points lower than the TL of the item.
COMPLEXITY OF TASK
Very simple modification +5
Simple modification +3
Complex modification/Simple invention -3
Very complex modification/Complex invention -5
Very complex invention -10
TIME SPENT
Less than 10 minutes* -5
30 minutes* -3
1 hour* -1
8 hours* ----
1 day (12 hours)* +1
1 week (12 hours/day) +3
1 month (5 days/wk, 8 hrs/day) +5
1 year (52 wks/yr, 5 days/wk, 8 hrs/day) +7
10 years (as above) +9
NOTE: Times marked with an asterisk (*) are applicable only to
modifying items (ie, it takes at least one week to invent an item.)
WORKING CONDITIONS/EQUIPMENT
Poor (little or no equipment, non-standard -10
or jurry rigged equipment)
Decent (only necessary equipment, but -5
poor quality)
Good (needed equipment, but of good quality, ---
and some extras)
Excellent (all possible equipment needed, +5
plus many extras)
Each assistant (maximum of 1 assistant for +1
each Tech skill required)
Table 4b: Magic Modifying Factors
Description MF
TIME TO CAST SPELL
Instantaneous ( <1 segment) -5
2 segments -4
5 segments -3
10 segments (1 second) -2
25 segments (2.5 seconds) -1
50 segments (5 seconds) ----
10 seconds +1
90 seconds +2
900 seconds (15 minues) +3
900 minutes (2.5 hours) +4
24 hours (1 day) +5
10 days* +6
100 days* +7
NOTE: casting times marked with an asterisk (*) are almost impossible
to achieve unless the caster employs some other magic to extend the
amount of time he/she/it may remain awake and active.
MATERIALS REQUIRED TO CAST
Common material (sand, earth, etc.) +1
Uncommon material (black cat's eye, bat +3
wing)
Rare material (hair of a werewolf, +5
dragon fewmets)
Extremely rare material (blood of a god, +10
tooth of a demon)
Spell requires simple gestures (hands must +1
be free to move)
Spell requires complex gestures (hands & +2
feet must be free to move)
Spell requires extremely complex movement +3
(dancing, extended gestures, etc.)
Spell requires spoken words +1
LIMITING FACTORS
Will not work in presence of some item +3
Will only work at specific time +2
Will only work against specific targets +1
Common limiting factor (wood/during x1
nighttime/humanoids)
Uncommon limiting factor (gemstones/midnight x3
/non-humanoids)
Rare limiting factor (special amulets/full moon x5
/specific races)
NOTE: the above multipliers apply only to Limiting Factor MF's.
DURATION OF SPELL EFFECTS
10 segments (1 second) +5
50 segments (5 seconds) +3
30 seconds +1
2.5 minutes -1
5 minutes -3
30 minutes -5
2.5 hours -7
Each additional hour above 2.5 -1
Spell directly causes a permanent change -10
in a physical state (ex: healing spells,
damage spells that do not cause damage
by indirect physical effects like fire or
cold, etc.)
Permanent item -25
Permanent spell (spell lasts until dispelled) -50
POWER OF SPELL
For each d10 greater than (MAG/10) -3
For each d10 less than (MAG/10) +1
AREA THE SPELL AFFECTS
For each square meter greater than (MAG/5) -2
For each square meter less than (MAG/5) +1
If affects individuals, not areas: -1
for each individual above (MAG/50)
Table 4c: Combat Modifying Factors
Description MF
GENERAL COMBAT MODIFIERS
Firing Range weapon 3rd time in a round -2
Firing Range weapon 4th time in a round -5
Firing Range weapon 5th time in a round -10
Firing Range weapon 6th time in a round -15
First attack occurs in segment 1 of the round -5
First attack occurs in segment 5 of the round -2.5
First attack occurs in segment 10 of the round ------
First attack occurs in segment15 of the round +2.5
First attack occurs in segment 20 of the round +5
Standing still +2
Minimal movement (no more than 10m/minute, ------
or using Dodge skill)
Walking -2
Jogging -5
Running -8
Sprinting -10
Using an area of effect weapon (grenade, etc.) +1
- per sq. m affected
RANGE OF TARGET (Range weapons only)
Point blank (within 1 m) +15
Minimum Range (listed range/5) +10
Half (range/2) +5
Listed range ------
Extended (1.5 times listed range) -5
Long shot (twice listed range) -10
Hail Mary... (2.5 times listed range) -15
TARGET SIZE (Range weapons only)
.5 square meters (point target) -5
.35 square meters (slightly smaller -2
than man-sized)
.75 square meters (man sized) ------
1.50 square meters (2x man sized) +2
3.00 square meters (side of a car) +5
10 square meters (side of a truck) +10
100 square meters (side of a barn) +15
HTH COMBAT MODIFIERS
Opponent is twice as large (or greater) -2
Opponent is half your size (or smaller) +2
Opponent is on higher ground (at least 1 m) -1
Opponent is on lower ground (at least 1 m) +1
Opponent is prone +3
You're prone, opponent is standing -3
Opponent blinded (or fighting in darkness) +5
You're blinded (or fighting in darkness) -5
Unarmed vs. armed opponent -3
Armed vs. unarmed opponent +3
Two on one combat +3
Three on one combat +5
Attacking from the rear +10
Attacking with surprise, or opponent is stunned +5
Attacking a sleeping or immobilized opponent +15
Table 5: Healing Rate Modifiers
LowTech Tech HighTech
Type of aid Environment Environment Environment
No Medical Aid x 1.0 x 1.0 x 1.0
Non-professional aid x 1.5 x 2.0 x 2.5
Professional Aid x 2.0 x 3.0 x 4.0
TECHNOLOGICAL AIDS TO HEALING:
HealTabs 20Cr/tab gives +1 to modifier for 1 day
Electrobath Therapy 25 Cr/hour modifier: x5
Regrowth Stimulator 75 Cr/hour modifier: x10
Regeneration Therapy 200 Cr/hour modifier: x20