From [a--y--r] at [gara.une.oz.au] Wed Nov 27 17:33:20 1991 Received: by gara.une.oz.au (5.65c+/25) id AA22955; Thu, 28 Nov 1991 12:30:54 +1100 Date: Thu, 28 Nov 1991 12:30:54 +1100 From: Adam Naylor <[a--y--r] at [gara.une.oz.au]> Message-Id: <[199111280130 AA 22955] at [gara.une.oz.au]> To: [j--r--y] at [teetot.acusd.edu] Status: R >From [m--h--l] at [sol.nepean.uws.EDU.AU] Wed Nov 20 18:26:38 1991 Return-Path: <[m--h--l] at [sol.nepean.uws.EDU.AU]> Received: from sol.nepean.uws.EDU.AU by gara.une.oz.au with SMTP (5.65c+/25) id AA01053; Wed, 20 Nov 1991 18:26:30 +1100 Received: by sol.nepean.uws.EDU.AU ( 5.52 (84)/SMI-4.0) id AA07323; Wed, 20 Nov 91 12:09:32+1100 Date: Wed Nov 20 12:09:32 1991 Message-Id: <[9111200109 AA 07323] at [sol.nepean.uws.EDU.AU]> To: Adam Naylor <[a--y--r] at [gara.une.oz.au]> From: [m--h--l] at [sol.nepean.uws.EDU.AU] Subject: Re: Dragonquest Status: OR Here is the first of the stuff I promised (poorly formatted, as desktop format doesn't transfer to well to mail :) ) IX.4 Hunting A character who does not know how to hunt for food may starve if forced to live off the land - a shortfall in rations is potentially catastrophic. While a random encounter may turn up something edible, who would want to hunt for food in an environment where the only game consists of creatures formidable enough to put on an encounter chart? Mammoth-hunting might have been a way for some early humans to make a living, but many more of them made an even better dying at it. The Hunting skill is the ability to locate and dispatch from this mortal coil various small, lovable, furry animals who are tasty, as well as to locate edible plants and reasonably fresh water. [4.1] A character must hunt alone and for a number of hours a day to catch small game. A character may attempt to hunt each day. A hunter is assumed to operate independently (small game is frightened away by large parties), and so encountered creatures may ambush individual hunters rather than the main party, there being an even chance for each "detachment", including the main body, to be the target of a random encounter. The hunter spends a certain number of hours each day hunting. The party is slowed to that extent, as food cannot be brought back to camp if the hunter does not know where the camp is. It is possible to spend "zero" hours hunting and still catch something; this represents making the best travelling time possible while still taking advantage of potential targets along the way. It will often involve some additional cost in lost missiles. [4.2] A successful hunt will result in a variable amount of usable food. The success of a hunt is determined at the end of the day. The Base Chance for hunting is [Perception + (5xRank) + (Rank in Ranger)]. The bonus due to the ranger skill is doubled if the ranger is hunting in the type of terrain in which he has specialised. The base chance is modified by other conditions: Condition Modifier Armed with a missile weapon or net Rank with weapon In desert (or other waste) -20 In forest/swamp (or other life-dense) +10 Per hour of hunting +2 To determine how much food was gained, divide the hunter's percentile roll by 10. The result, rounded up to the nearest whole number, is the number of person-ration-days obtained in the day's hunting efforts. Special and critical successes have no effect on the result of a hunting roll. Fresh food can be kept for up to three days before it becomes inedible. The number of party members this food will feed is a function, to some extent, of who and what those members are. A giant consumes three human-sized rations per day, and even the smallest of the humanoids in the group consumes at least one ration a day. [4.3] Hunting large animals is usually a group activity. The hunting of animals such as deer, boar and bear should be handled using the combat rules (see V.) rather than the rules in this section. [4.4] Humanoids also require water to survive. Finding water is easier than finding food, for several reasons. Water does not hide, sources of water are much larger than the typical game animal and one source will suffice for the whole party to slake its thirst. Searching for water occurs during the same time as normal hunting and has the same Base Chance. For the effects of varying conditions on the chance of finding water, use the modifiers below: Condition Modifier Per hour of hunting + 2 Mapped source of water in area +60 Forest +30 Desert -30 Swamp -10 The resulting number is the percentage chance of finding a water source during the day. VIII.8 Craftsman In a fantasy world, all the household and adventuring items available for purchase are the products of individual craftsmen. Craftsmen will range from the village wheelwright to the Royal Goldsmith. Most NPC craftsmen will derive their living from their craft. Craftsman is not a single skill, but a method for deriving a set of rules to cover the functioning of any craft or trade. Each craft should be treated as a separate skill. Craftsmen are usually respectable members of society. If a guild structure exists in the game world, most crafts will have a corresponding guild. [8.1] A craftsman may manufacture any item which the GM rules to be a product of his craft and to which he has access to the necessary tools and raw materials. Before manufacturing an item, a craftsman should ensure that all necessary materials have been purchased, or will be available when required during manufacture. The GM must determine, on a craft by craft basis, how many items an individual craftsman may work on at the same time and what effect assistants (apprentices or partners) have on this limit. [8.2] The rank of a craftsman will effect the quality of any article he produces. A craftsman's base chance to manufacture an item is equal to [(3xManual Dexterity) + (5xRank)]. When he wishes to manufacture an item, percentile dice are rolled against his chance. If the roll is less than or equal to his chance, he has successfully manufactured the item. If the roll is greater than the success chance, the craftsman has produced an a sub-standard item, with a roll of 99 or 100 resulting in a fumble and a badly flawed product. The following classifications are applied to items produced by a craftsman: Rubbish, Inferior, Standard, Superior and Exceptional. It is up to the GM to interpret each of these ratings for the particular item and craft in question. The exact rating of an item depends on the craftsman's rank and the dice roll which represented its manufacture. See IV.4.1 for the meanings of the die results. Consult the following tables to determine the quality of the article: Die Craftsman's Rank Result 0-1 2-3 4-5 Fumble Rubbish Rubbish Rubbish Failure Rubbish Inferior Inferior Success Inferior Standard Standard Special Inferior Standard Standard Critical Standard Standard Superior Die Craftsman's Rank Result 6-7 8-9 10 Fumble Rubbish Inferior Inferior Failure Inferior Standard Superior Success Standard Superior Superior Special Superior Superior Exceptional Critical Exceptional Exceptional Exceptional [8.3] The rank of a craftsman will effect the price of any article he manufactures. The more skillful a craftsman, the more he can charge for his products, regardless of their quality. This is especially true as most craftsmen will demand payment in advance for special orders. Before they are used, a layman will only recognise the faults in items which are classified as rubbish. The base cost of an item is multiplied by the number from the following table which corresponds to the craftsman's rank. Rank Cost 0-1 0.8 2-3 1 4-5 1.2 6-7 2 8-9 xRank 10 @ @ An artwork, minimum value is base cost x 10 and generally the craftsman can charge what he likes. [8.4] A craftsman can evaluate the worth of items produced by other practitioners of his craft. A craftsman may assay items which are products of his craft as if he were a merchant of the same rank (see 10.4). [8.5] Each craft must be learnt as a separate skill. All the rules in 1.0 apply to a craftsman skill. The Experience Point cost for player characters to advance in rank with a craft must be determined for each craft by the GM. The Experience Point cost should reflect the difficulty of learning the craft (for example, weaponsmithing should have a much higher cost than pottery). Knowledge of one craft does not convey any knowledge of the abilities of any other craft. [8.6] The rank of an NPC craftsman depends on the number of years he has spent practicing his craft. Mastering a craft requires the devotion of a life time. Non-adventuring craftsmen will progress one rank in their craft for every two years spent practicing it. Exceptional individuals may progress faster than this. [8.7] There are many crafts which may be covered by these rules. The crafts which may exist in a game world include: Armourer Glassworker Salter Baker Goldsmith Shipwright Blacksmith Hideworker Silversmith Bowyer Iceman Stonecarver Builder Jeweller Stonemason Butcher Lexigrapher Tailor Carpenter Limner Tanner Cartographer Locksmith Tentmaker Chandler Miller Thatcher Charcoaler Miner Timberwright Clothier Net Maker Tinker Cobbler Ostler Toymaker Cook Painter Wainwright Cooper Potter Weaponsmith Engineer Rope Maker Weaver Farrier Saddler Wheelwright Fletcher Sailmaker Woodcarver Other crafts may be permissible at the GM's discretion. [8.8] A craftsman must pay a varying amount of Silver Pennies per year for guild dues and replacements for any implements of his trade that have worn out or broken. The GM must determine the cost for each separate craft. This cost does not cover the raw materials necessary to manufacture items or the cost to set up a place of business. VIII.15 Troubadour In a DragonQuest world, a minstrel who wishes to be welcome for his entertainment abilities during his travels is known as a troubadour. A troubadour becomes a multi-talented performer as he increases his experience in the field. The troubadour is also a student of the people he visits, and is as knowledgeable as a scholar in the matter of customs. A troubadour, being a skilled actor, can also be a master of disguise. Troubadours are less sophisticated than their Courtesan counterparts, but are capable of entertaining a wider range of audiences. The abilities given in section 15.1 usable by a troubadour in situations not explicitly covered in the following sections. The GM should improvise and allow a troubadour character to use his skill in appropriate instances. [15.1] A troubadour acquires one ability per rank. The character begins with one of the following abilities at Rank 0 and acquires one further ability for each rank. While a success chance is given for each ability, all acquired abilities can be performed skillfully, so a roll should be made only when the GM finds it particularly necessary or wishes to use the success chance to gauge the quality of a successful performance. 1. Play an instrument of the player's choice Base Chance: [2xMD] + [5xRank] + PC The character must acquire this ability a new for each separate instrument he wishes to use. 2. Sing Base Chance: [2xMD] + [5xRank] + PC This ability may be performed simultaneously with ability 1., if the instrument does not require the use of the mouth. 3. Recite stories and legends Base Chance: [2xAG] + [5xRank] + PC As a character's rank improves, they learn more tales, enabling them to give long recitals without repetition. If the character possesses abilities 2. and 3., they can recite stories and legends in song form. 4. Compose stories and legends Base Chance: [6xRank] + [4xPC] This does not help a Troubadour tell an interesting story, just to write and conceptualise tales. The Troubadour may also compose songs if he possesses either ability 1 or ability 2. A Troubadour may only compose tales in a language in which his rank in either Speak or Read and Write is at least 6. 5. Perform mime Base Chance: [2xAG] + [5xRank] + PC Apart from its normal use as entertainment, this ability may allow communication without the need of speech. 6. Mimic speech Base Chance: [6xRank] + [4xPC] This ability allows a Troubadour to mimic any mode of speech or accent with which he is familiar. Its most common use is to satirise public figures with unusual speech patterns, such as lisps, stutters or affectations. It may also be used to blend into a society with a strong dialect in its speech. 7. Act out skits or parody Base Chance: [2xAG] + [5xRank] + PC These are short set pieces which involve skill in both humour and acting. They are performed by one to ten performers and are usually intended to satirise prominent individuals, social activities or taboos. They may vary from the bawdy to the refined. 8. Dance Base Chance: [2xAG] + [5xRank] + PC Each culture has many different styles of dancing. These may include folk, court, religious, ceremonial and erotic. Each time this ability is chosen, the troubadour gains the knowledge of one dance style. The first time this ability is chosen, it must be taken as folk dancing. 9. Simulate a wide range of emotions Base Chance: [2xMD] + [5xRank] + PC The Troubadour can fake any desired emotion and can conceal their true emotions with no difficulty. 10. Tell and compose jokes Base Chance: [2xAG] + [5xRank] + PC / [6xRank] + [4xPC] To employ the tell jokes part of this ability in front of an audience requires at least Rank 5 with the predominant language of the audience. The compose jokes ability allows Troubadours to make up new jokes on the spot and is often used to deal with hecklers. 11. Juggling Allows the troubadour to juggle any objects of reasonable size. This includes dangerous objects, such as knives. When the GM requires a roll to be made for the performance of such feats, the troubadour's rank is added to his Manual Dexterity before multiplication by the Ease Factor. The GM must determine the Ease Factor and the affect of a failed roll as normal. 12. Execute acrobatics Allows the troubadour to perform leaps, falls, tumbles, etc, without injury. When the GM requires a roll to be made for the performance of such feats, the troubadour's rank is added to his Agility before multiplication by the Ease Factor. The GM must determine the Ease Factor (possibly increasing it for the troubadour) and the affect of a failed roll as normal. 13. Amuse small children Base Chance: [2xMD] + [5xRank] + PC The troubadour has the ability to hold the attention of small children. This may involve the dressing up as a clown or other figure of fun. 14. Amuse semi-intelligent creatures Base Chance: [2xMD] + [5xRank] + PC The troubadour has the ability to hold the attention of semi-intelligent creatures. This ability does not involve actual communication, but noises and actions to occupy unsophisticated beings. A troubadour may gain additional abilities after achieving Rank 10 by the expenditure of 500 Experience Points per ability. [15.2] A troubadour's chance of successfully performing minor magic (see IV.4.2) is increased by 2 per Rank. [15.3] If a troubadour is a mage of the College of Illusion (see VII.5), he adds 1 to his modified chance to cast a spell for every rank he achieves. If the troubadour is a member of a different College, he may add 1 per Rank to his modified cast chance when casting any spell which is intended to charm intelligent beings. This includes such spells as Charming, Mass Charming and Hypnotism. This bonus may only be applied for non-Illusion spells when they are cast against a non-Hostile entity. [15.4] When a troubadour uses his Perception value to gain information (see IV.4.3) about the customs or habits of humanoids, add 2 per Rank he has achieved to his success percentage. Troubadours are adapt at adopting the ways of the people amongst whom they make their living. They can rapidly become familiar with the customs and mores of a people. This only applies to the customs of commoners. The customs of the nobility are covered by 7.4. [15.5] A troubadour can use disguise to appear as a member of a different humanoid race, gender or profession. A troubadour cannot disguise himself as a member of a race for which his size is inappropriate (eg, an elf troubadour cannot disguise himself as a halfling) or as practitioner of a profession for which he is physically unsuited (eg, a frost giant troubadour could not imitate a jockey). A troubadour's disguise ability is intended to fool someone who does not know the humanoid the troubadour is masquerading as; if the troubadour is attempting to pass himself off as an acquaintance of a particular being, the GM will have to determine the increased chance of the deception being noticed. The base chance of noticing that a disguised troubadour is not what he appears to be is [2xPerception]. This should be varied with the quality of the disguise roll. In normal circumstances, this check should be made once per day. If a troubadour is attempting to appear as someone known to an observer, a check to notice the deception should be made more frequently (possibly even once an hour). A troubadour's base success percentage to use his disguise ability is [Manual Dexterity + (2xPerception) + (8xRank)]%. Subtract: 1. One for every year of apparent age difference between the troubadour and the disguise to be adopted. 2. 25 if the troubadour is impersonating a member of another race. 3. 35 if the troubadour is impersonating a person of the opposite gender. If the roll on percentile dice is equal to or less than the troubadour's success percentage, the disguise has been successfully applied. If the roll is greater than the success percentage, there are inconsistencies (with the role being assumed) in the troubadour's appearance or behaviour. The inconsistencies become more glaring as the roll approaches 100. [15.6] A troubadour can use his bardic voice to charm several beings at once. A troubadour may use his bardic voice on up to [2 + (2xRank)] beings who can understand the language which he speaks. The troubadour may not use the voice ability in combat, but may use it against hostile beings. The troubadour must spend at least 3 to 5 minutes using the Bardic Voice on the intended victims before it will take effect. During this time none of the intended victims will take any hostile action against the troubadour. It is left to the GM to determine exactly how much time must be spent in each attempt. The chance of success for Bardic Voice is [10xRank]%. If this roll is a success, each being the troubadour hopes to affect is allowed to resist, using their Magic Resistance. Each being that fails to resist is charmed, as described in the College of Ensorcelments and Enchantments spell of the same name (see VII.3.4). The Individual True Names of the targets (but not the Generic True Names) may be used to effect the chance successfully using this ability. A troubadour must expend [15-Rank] Fatigue Points every time he uses the bardic voice ability, regardless of how many beings succumb to its influence. [15.7] A troubadour may use his abilities to make a living. When performing in an inn or similar establishment, a troubadour may earn [10+Rank] silver pennies a night, plus a certain amount of goods in kind, such as fruit. A troubadour may earn more money by being hired by a rich household, where he may earn [20xRank] silver pennies a week. [15.8] A troubadour must spend [50 + (100xRank)] Silver Pennies per year to supply himself with the props necessary for his trade. A troubadour who does not spend the above amount operates as if he were two ranks less proficient. If the rank of a troubadour is reduced to a negative number, the use of the skill is temporarily lost. From [a--y--r] at [gara.une.oz.au] Wed Nov 27 17:34:24 1991 Received: by gara.une.oz.au (5.65c+/25) id AA22980; Thu, 28 Nov 1991 12:31:35 +1100 Date: Thu, 28 Nov 1991 12:31:35 +1100 From: Adam Naylor <[a--y--r] at [gara.une.oz.au]> Message-Id: <[199111280131 AA 22980] at [gara.une.oz.au]> To: [j--r--y] at [teetot.acusd.edu] Status: R >From [rabbit 42] at [matt.ksu.ksu.edu] Sat Nov 16 03:14:28 1991 Return-Path: <[rabbit 42] at [matt.ksu.ksu.edu]> Received: from matt.ksu.ksu.edu by gara.une.oz.au with SMTP (5.65c+/25) id AA01881; Sat, 16 Nov 1991 03:14:13 +1100 Received: by matt.ksu.ksu.edu (4.1/1.34) id AA11500; Fri, 15 Nov 91 10:14:00 CST Date: Fri, 15 Nov 91 10:14:00 CST From: [rabbit 42] at [matt.ksu.ksu.edu] (Bruce McLaren) Message-Id: <[9111151614 AA 11500] at [matt.ksu.ksu.edu]> To: [a--y--r] at [gara.une.oz.au] Subject: Re: Dragonquest Newsgroups: rec.games.frp References: <[9--8] at [gara.une.oz.au]> Status: OR In rec.games.frp you write: >If anyone out there still plays dragonquest, could they possibly drop be some of their 'home' rules, as TSR seam not to want to do this (I wonder why ?) . >I would be most grateful . >If anyone wants to know about our groups 'home rules' here is a list >of what we have covered . New skills for craftsman, martial artist, swimming >and climbing . If you want to know about our stuff, drop me a line . I've actually stopped running DQ (but only in the last few months) It is a fine system, but lacking some surprising things (like swimming and climbing). >Edmund . The following rpresents the house rules for DragonQuest (TM) as played at the house Bruce McLaren (1723 Leavenworth #B, Manhattan, KS 66502, USA) I would appreciate some form of credit if you ever distribute any ideas contained in here. The changes we made are not very flashy, and aimed at our style of play. I apolagize for the lack of format, but given limited response time, it is the best I can do. If you think it worthwhile, I can e-mail this document in MacWrite II format, or I can SnailMail the physical document. Any way, here it is. Hope it gives some ideas. Bruce McLaren | "Reading journal articals [rabbit 42] at [matt.ksu.ksu.edu] (for most stuff) | is like chewing and digesting [m c laren] at [eece.ksu.edu] (mail broken?)\|/ ground glass." [rabbit 42] at [ksuvm.BITNET] (if all else fails) V Dave Hare Retro-Rules for DragonQuest The following document is for use with the DragonQuest fantasy role play ing gaming system, formerly published by SPI, but lately published by TSR. It should contain all of the rule changes and additions for games that I am running. If you find a typo or notice any number that seems odd, please bring it to my attention. For better or ill, I have attempted to follow the format in the DQ rule book. I have found it necessary to recopy large tables into this document at times. (For instance, the Experience Point Cost Chart.) Opinions on how to better format this document, or suggestions on new skills, or even critiques of the new items would be appreciated. The Experience Point Cost Chart is also available with the Experience Multiplier already taken into account for demi-human character races. Ask, and ye shall receive. Also in preparation is a magician's handout. Using all of these rules as well as the ones in the rule book that I have been ignoring will be difficult for my memory and I. If you are running a character to whom a rule applies and I don't seem to be handling the situation correctly, please call it to my attention. If I am ignoring the rule because it is too complicated and slows down play, the rule should be explicitly noted in this document as changed or revoked. IV. Character Generation Karma The Player Character is special. He or she must be able to survive things that would kill normal people. The players characters manage this through luck from birth and gained through years of adventuring . In order to reflect this, all player's characters begin life with three Karma Points and may purchase additional Karma Points for 2500 exp for the first Karma Point and 5000 Experience Points for each desired Karma Point thereafter . Karma Points may be spent in times of difficulty when the character needs that extra edge. A player may call the result of any one dice roll before it is is rolled, or ask for the reroll of a particualy bad roll immediately after the roll. For example, if a player knows that an enemy must be killed on the first strike, the player might expend a Karma Point and call the to hit roll to be a 01--automatic hit, endurance damage, and possible grevious injury . [In our campaign , 1 karma point will be awarded for each successful mission] Or if a character has just received a particularly bad strike (say your aorta is severed and you are quite dead or some such) that character may ask for a reroll of the immediately preceding roll. In this case, it might very likely be the roll determining which grievous injury will be inflicted or, if the player didn't want to take the chance, he might have asked for the strike roll might have asked for the strike roll to be rerolled but only before the grievous injury is determined. More imaginative uses are of course possible: insuring that a character can escape from shackles in a dungeon, guarantee knowledge of some fact that the GM has seen fit to allow a roll to see if the character might know, etc. These cases may require careful arbitration by the GM, whose word must be final. [6.3] A player may choose to be of any race. When a character gains proficiency in an ability, it is represented in game terms by his expending Experience Points . The cost, in terms of Experience Points to advance in any one ability is affected by the characters race . Multiply the cost for advancement in one ability (see Experience Cost Chart , 91.7) by the Race Multiplier . Race Multiplier Dwarf 1.1 High Elf 1.5 Low Elf 1.2 Giant 1.5 Halfling 1.1 Human 1.0 Orc 0.9 Shape-Changer 1.4 [6.4] Dwarf Dwarves speak there own language, Common, and the Undercommon spoken by the Dwarves, Deep Gnomes, and various creatures inhabiting the interior . Characteristic Modifier P Strength Add 3 Agility Subtract 3 Endurance Add 2 Magical Aptitude Subtract 3 Willpower Add 3 Perception Add 1 T M R Subtract 1 [6.5] Elf There are really two kinds of elves on Cross Roads, High Elves and Low Elves. High Elves are the Noble Elves, those more directly decended from the High Ones. Low Elves have generally mixed thier blood lines at some point in the distant past. The languages of the Elves are slightly different, High Elf being considered a more refined language, Low Elf somewhat of a slang . It is only necessary to learn one of these languages, since they are so similar and knowing one will give the player knowledge of the other at two ranks lower. All Elves begin with thier native Elvish at rank 8 as well as Common at rank 8 . High Elves stand an average of 2 m (a little more than 6 ft.) and are incredibly thin. Though they seem frail, they are deceptivly tough . Low Elves are shorter, standing about man-high, but firmer individuals. They tend to be less serious; most of the adventuring elves are low elves . All Elves are immortal. They age but slowly after reaching young adulthood, looking grey and older only after several millenia. Disease does not affect Elves as harshly as other races. Elves may still be killed in the normal ways, however. In fact, if an Elf is killed, enough healing must be administered to raise the Endurance to 1 within five minutes of death or the Elf is dead forever. There is no soul in an Elf, so there is no possibility to raise the Elf later or to communicate with the departed spirit . High Elf Low Elf Characteristic Modifier Characteristic Modifier P Strength Subtract 2 Physical Strength Subtract 1 Agility Add 3 Agility Add 1 Endurance Subtract 1 Endurance Subtract 1 Magical Aptitude Add 3 Magical Aptitude Add 1 Willpower Add 3 Willpower Add 1 Fatigue Add 2 Fatigue Add 2 Perception Add 2 Perception Add 1 T M R Add 1 Tactical Movement Rate Add 1 Estimated Life Span: Forever Estimated Life Span: Forever [6.6] Giant The Characteristic Points for Giants are modified as in the following charts depending on the type of Giant. Modifiers followed by (Minimum X) mean that theCharacteristic Score, after the Modifier is applied, must be at least X . So a Cloud Giant, who has a Physical Strength Modifier of Add 8 and a Minimum of 24, must have a Physical Strength of at least 16 before the Modifier is applied. Giants share their Giantish tongue with each other and the Titans and a few other large Beings . It is a difficult language for those with small throats to learn. Giants generally also speak Common. Cloud Giant Fire Giant Characteristic Modifier Characteristic Modifier P Strength Add 8 (Minimum 24) P Strength Add 5 (Minimum 17) Manual Dexterity Subtract 1 Manual Dexterity Subtract 1 Agility Subtract 2 Agility Subtract 2 Endurance Add 10 (Minimum 30) Endurance Add 5 (Minimum 21) Magical Aptitude Subtract 1 Magical Aptitude Subtract 1 Willpower Subtract 1 Willpower Subtract 1 Fatigue Add 1 Fatigue Add 1 T M R Add 5 T M R Add 2 Frost Giant Stone Giant Characteristic Modifier Characteristic Modifier P Strength Add 8 (Minimum 24) P Strength Add 5 (Minimum 15) Manual Dexterity Subtract 1 Manual Dexterity Subtract 1 Agility Subtract 2 Agility Subtract 2 Endurance Add 5 (Minimum 25) Endurance Add 5 (Minimum 15) Magical Aptitude Subtract 1 Magical Aptitude Subtract 1 Willpower Subtract 1 Willpower Subtract 1 Fatigue Add 1 Fatigue Add 1 T M R Add 5 T M R Add 1 [6.7] Halfling Characteristic Modifier P Strength Subtract 3 Manual Dexterity Add 3 Agility Add 1 Endurance Subtract 2 Magical Aptitude Subtract 1 Willpower Add 1 [6.8] Orc Wild Orcs share a language called the RDark TongueS with the Trolls, Goblins, Hobgoblins and other nasties. Most civilized Orcs, who often consider these others to be an embarrassment, make it a point not to know the language . Many Wild Orcs do not know Common, though all civilized ones do. Characteristic Modifier P Strength Add 2 Endurance Add 1 Magical Aptitude Subtract 2 Willpower Subtract 2 Fatigue Add 2 T M Rate Subtract 1 7. ASPECTS (optional) Not Used. [8.1] Social Status Table [8.5] Silver Pennies and Experience Points Money Exp. Dice Social Status Multiplier Dice Pts. SPUs 01-12 Poor Trash 1 01-02 120 3 13-33 Impoverished Gentlefolk 2 03-06 300 4 34-54 Burgher or Farmer 3 07-14 600 6 55-62 Merchant 4 15-30 900 8 63-64 Merchant Prince 6 31-50 1200 11 65-87 Craftsmen or Adventurer 3 51-70 1400 13 88-98 Bandit or Pirate 2 71-86 1700 16 99-100 Lesser Nobility 4 87-94 2000 18 95-98 2300 21 99-00 2500 25 [8.4] A player should determine the exact order in which his character was born , if he is listed as a legitimate child. The player rolls D10 to determine the order of birth. Die Sibling Rank 1-3 Second 4-5 Third 6 Fourth 7 Fifth 8 Sixth 9-10 Seventh or younger Elves subtract 5 from their roll. Dwarves subtract 4 from their roll. Giants subtract 3 from their roll. Orcs add 1 to their roll. If the modified roll is less than zero, the character is actually a First Child. V. Combat [16.5] Disarm.The attacker must be armed with any weapon rated for Melee or Close Combat. A penalty of 40% is subtracted from the modified Strike Chance before the attack is resolved. If the attack is successful, the target is forced to drop one weapon or item of the attackers choice and also 1 point of Endurance damage is done to the target. If the target rolls less than three times his Physical Strength, nothing is dropped, but one point of Endurence damage is still taken. [12.3] For engaged figures, Initiative is determined by comparing each figures Initiative Value A figure's Initiative Value is equal to his modified Agility + Perception + Rank with any prepared weapon + 1d10 . If the figure has no prepared weapon, it is equal to modified Agility + Perception + 1d10. In each engagement, the figure with the highest Initiative Value can act either first or last, at his option, the figure with the second highest Initiative Value can act either second or second to last, at his option, and so forth.a If a figure is stunned, or has any rear hex toward his opponent, the opponent automatically receives the Initiative . The following modifications are also applicable to the Initiative Value: Using a Pole Arm +2 For every Military Scientist Rank of commander +1 See [62.4] Attempting to draw weapon and attack -10 Using a Pike against charging foe +20 [16.4] A figure who is armed either two prepared weapons or one two-handed Class B weapon can attempt a Multiple Strike. A figure can attempt to strike one or more targets more than once as part of the same attack with two different weapons (one in each hand), but suffers a negative attack modifier (see 17.6). The attacks need not be directed at the same hostile figure, but must be of the same type (Grapple, Melee, Fire). Some non-humanoid monsters could attack 3, 4, or more times in one Pulse using this option. To decrease the penalty in using two one-handed weapons by 20% (To no penalty for the weapon in the primary hand and -20% for the weapon in the secondary hand) one must be ranked in each of the weapons to be used, as is normal, and then also rank in the two-weapon combination. The Experience Point cost to rank in a two weapon combination is the average of the costs of the individual weapons. One may never have a higher rank with a two weapon combination than with the individual weapons. A player ranked in a two weapon combination may either fight with the weapons as a combination with no two weapon penalties at their rank in the combination or fight with the weapons with the two weapon penalties but at the rank the player has with the individual weapons. Two weapon combinations of the same weapon are possible. One simply ranks in the weapon as normal and then ranks in the dual weapon at the same Experience Point cost. The minimum Physical Strength needed to wield a two one-handed weapon combination is the greater of the Physical Strength minimum plus 1/4 of the lesser Physical Strength minimum. The minimum Manual Dexterity needed is the greater of the Manual Dexterity plus 1/2 the lesser Manual Dexterity minimum. These rules do not apply to the Main-Gauche. Examples: Patty the Pulverizer wishes to use a hand axe/estoc combination (Patty isn't long on brains). She has rank 8 with the hand axe and rank 4 with the estoc. The minimum Physical Strength to wield each is 8 and 15 respectively and the minimum Manual Dexterity is 11 an 17 respectively. She must have a Physical Strength of at least 15 + (8/4) = 17; and a Manual Dexterity of at least 17 + (11/2) = 22 1/2, round to 23. It costs 100 Experience Points to make rank 0 with a hand axe and 75 with an estoc. It will cost 88 Experience Points to make rank 0 with the combination. Patty will have to raise in estoc before she can go beyond rank 4 in the combination . Paco Blacksword wields dual Broadswords. He has managed rank 10 with the Broadsword (no mean feat). For Paco to rank in dual broadsword he pays broad sword experience Point cost. Paco may wish to fight using the two broadswords as individual weapons until has has made a high enough rank with their combination. The minimum Physical Strength and Manual Dexterity for a broad sword are both 15. Paco will need a Physical Strength of 15 + (15/4) = 18 3/4 = 19 and a Manual Dexterity of 15 + (15/2) = 22 1/2 = 23. No problem for Paco A figure can attempt to strike more than one target one time each if the prepared weapon is Class B and the attacker is Rank 4 or above with the weapon. Each figure thus attacked must be in adjacent hexes within the attacker's Melee Zone. Thus, the maximum number of attacks via this option is three. This attack can only occur in Melee combat, and the attacker suffers a negative attack modifier (see 17.6) [18.5] The damage done with a particular weapon can be increased due to exceptional Physical Strength and Rank. At the attacker's option, he may add 1 to the damage modifier of a weapon for every 5 points of Physical Strength above the minimum necessary to wield the weapon the attacker possesses. Thus, a figure with a Ps of 20 through 24 would do D+5 damage when wielding a Broadsword. However, for every +1 of damage the figure receives, an extra 6% is added onto the chance of the weapon breaking during combat. The above figure with a PS of 20 would have a chance to break the Broadsword on rolls of 93 through 99, inclusive. It is possible to succ- essfully strike the opponent and break the weapon at the same time. This does not apply to Thrown or Missile weapons. An attacker also gains a +1 bonus for every 3 Ranks (except rank 0, round down) . That is, at Rank 3, 6, and 9. This rule will increase damage done by Thrown or Missile Weapons, and does not increase breakage chances . [20.2] WEAPONS CHART Swords Wt PS MD Sc Dam Mod Range Class Use Cost Rk Dagger A 10o 7 10 40 D 8 A RMC 10 9 Main-Gauche 1 8 15 45 +1 P A MC 20 10 Short Sword 2 10 12 45 +3 P A M 40 6 Falchion 4 12 11 50 +2 P B M 40 6 Scimitar 4 11 15 50 +3 P B M 60 8 Tulwar 4 13 15 50 +4 P B M 65 8 Rapier 2 11 18 45 +3 P A M 35 10 Sabre 3 14 15 60 +3 P B M 40 7 Broadsword 3 15 15 55 +4 P B M 50 6 Estoc 2 15 17 45 +5 P A M 65 9 H & H (1-2) 6 17 16 60 +5 P B M 85 7 Claymore (1-2) 5 16 13 50 +4 P B M 80 7 T-H Sword (2) 9 22 14 55 +7 P B M 100 5 Hafted Weapons Hand Axe 2 8 11 40 +1 8 B RMC 15 4 Battle Axe (1-2) 5 14 14 60 +4 6 B RM 20 7 Great Axe (2) 6 19 17 65 +6 P B M 30 7 Giant Axe 25 29 12 65 +10 6 B RM 50 7 Crude Club 4 16 10 45 +2 6 C RM 3 2 War Club 3 14 10 50 +2 7 C RM 5 5 Giant Club 10 25 9 50 +8 9 C RM 10 5 Torch B 3 8 12 40 +1 P C RM 1 - Mace 5 16 9 50 +4 5 C RM 15 5 Giant Mace 25 27 10 50 +7 8 C RM 40 5 War Hammer 4 15 13 45 +3 6 C RM 14 5 War Pick (1-2) 5 17 13 45 +4 P C M 20 5 Flail 4 14 15 50 +2 P C M 15 5 M Star (1-2) 5 18 15 60 +4 P C M 20 5 Mattock (2) 6 19 14 55 +6 P C M 18 5 Quarterstaff (2) 3 12 16 55 +2 P C M 3 9 Sap C 1 9 11 40 +1 P C MC 2 3 Thrown Weapons Throwing Dart(D) 3o 9 15 40 D 12 A R 1 10 Boomerang 1 11 15 40 D 20 C R 2 7 Grenado (E) 2 9 15 40 V 15 - R V 4 Pole Weapons Javelin (F) 3 12 15 45 +2 12 A RM 4 10 Spear (1-2) 5 15 14 50 +3 6 A RM 10 5 Gnt Spear (1-2) 15 22 16 55 +7 12 A RM 20 5 Pike (G) (2) 8 18 16 45 +5 P A M 15 5 Lance (H) 7 16 12 45 +6 P A M 4 5 Halbard (2) 6 16 16 55 +3 P B M 15 5 Poleaxe (2) 6 18 15 55 +5 P B M 20 5 Trident (1-2) 5 14 16 45 +2 5 A M 8 5 Water Trident(I) 3 12 18 35 +1 P A M 15 9 Glaive (2) 7 16 18 55 +5 P B M 15 9 Giant Glaive (2)14 26 18 65 +9 P B M 30 9 [20.2] WEAPONS CHART, Continued Missile Weapons Wt PS MD Sc Dam Mod Range Class Use Cost Rnk Sling (2) 1 7 15 40 +1 60 C R 1 8 Short Bow (2) 4 14 15 45 +2 60 A R 20 8 Long Bow (2) 6 16 15 55 +4 180 A R 25 10 Composite Bow(2) 8 17 15 55 +4 225 A R 30 8 Giant Bow (2) 14 25 15 55 +7 45 A R 80 8 Crossbow (2) 7 18 17 55 +3 80 A R 15 5 Hvy Crossbow(2) 10 20 12 60 +4 90 A R 20 5 Spr Thrower(2) 4 11 14 50 +2 15 A R 5 10 Blowgun (2) 1 7 16 30 (K) 7 - R 3 10 Handgun (L) A R - 10 Rifle L (2) A R - 10 Shotgun L (2) A R - 10 Entangl. Wpns Net (M) 2 11 16 30 -5 5 - RMC 4 4 Bola (N) 2 11 15 35 -3 10 - R C 5 6 Whip (O) 3 10 16 40 -3 P - MC 6 10 Special Weapons Rock V 5 10 30 -1 8 C RMC - 6 Cestus (P) 3 12 14 35 -1 P C MC 15 9 Garotte (Q) (2) 1 12 15 30 +3 P - C 3 3 Shield V 10 12 40 -2 P C M V 4 Wpn Access. No. Wt Cost Notes Shot 20 4 1 Use in Sling. Dart 20 2 5 Use in Blowguns Arrows 20 2 10 Use in any draw bows. Quarrels 20 7 15 Use in crossbows. Cranequin 1 3 10 Use to cock crossbows; requires a PS of 11 And two free hands. [17.5] SHIELD CHART [18.1] ARMOR CHART Shield type Wt DEF MD Cost ARMOR Wt Prot. AG Cost Stlth Buckler 3 2% -0 5 Cloth 1 1 -0 10 +5 Small Round 5 3% -2 8 Leather 3 4 -1 20 0 Large Round 10 4% -3 10 Scale 4 5 -3 100 -5 Kite Shield 15 5% -4 15 Chainmail 7 6 -2 200 -10 Tower Shield 25 6% -6 20 P/Plate 6 6 -2 250 -15 Main-Gauche* 1 2% -0 20 F/Plate* 8 7 -3 300 -20 I/Plate* 7 8 -3 400 -20 Weapon Notes: Weapons are normally wielded one-handed, and the exceptions are noted with a (2) after the name of the weapon. Some can be used either one or two-handed, and these are noted with a (1-2). When weapons of this type are wielded two -handed, increase their Damage Modifier by 1. <-> indicates that a weapon has no Class for purposes of Grievous Injuries; when a possible Grievous Injury is rolled, only damage affecting Endurance results. RVS indicates that the characteristic is variable. A. When attacking a foe whose modified Agility is between 12 and 9 (inclusive) the dagger can be used to attack twice in one Pulse without penalty; if the modified Agility is 8 or less, the Dagger can attack 3 times in a Pulse. B. A torch is not actually a weapon, but can be used as such in emergencies. Also, brandishing a burning Torch in the face of an animal can cause it to flee. Any animal whose WP is 10 or less can be scared off if it fails a roll of 4 times its WP or less. A successful roll indicates the animal is not impressed. No Rank can ever be achieved with a Torch. C. The Sap can be used to knock out man-sized targets wearing Leather, Cloth, or no armor. Used by an Assassin, any hit from behind knocks out the target; for anyone else (including an Assassin from another direction), any hit Stuns and 4 or points of effective damage knocks out the target (exception to 16.5). D. Up to three darts can be thrown at one, two, or three targets in one Pulse with no penalty. E. A Grenado is filled with any substance (manufactured by an Alchemist) designed to burst into flames on impact. These substances include Greek Fire, methane, and anything the GM will allow. It bursts on landing (if need be throw at a particular figure), and its effects are determined by the substance within. If a miss is rolled for the Strike Check, the GM should randomly determine whether the Grenado landed short, long, left, or right of the target (or any combination thereof). F. A javelin functions as a Thrown Weapon unless it is launched by a Spear Thrower, in which case the Spear Throwers characteristics mare used and it functions as a Missile Weapon. G. A Pike can be used to Melee attack any figure within two hexes; its Melee Zone extends into what would normally be the first hexes of that figure's Ranged Zone. H. A Lance can be used only by a mounted figure. I. Stats apply to use of the Water Trident underwater. J. All Missile Weapons must be loaded before firing; this action is in addition to Preparing the weapon itself. A Pass action must be taken in order to load the Sling, any draw bow, the Spear Thrower, and the Blowgun. Two consecutive Pass actions must be taken to load a Crossbow (three if using a Cranequin). K. The damage done by a blowgun dart depends upon the substance that coats the tip (poison, for instance; see 54.8 and 20.3). L. Damages and ranges may vary widely depending on the type of ammunition, the specific model of firearm, and the quality of the firearm and ammunition. M. The Net can be used to Entangle in either Melee or Ranged combat. In Close combat, it functions as a Garotte. N. The Bola can be used to Entangle only in Ranged combat. In Close combat, it functions as a Garotte. O. The Whip can be used to Entangle and do damage in the same Pulse to the same target in Melee Combat. In Close combat it functions as a garotte. Once the target is Entangled, the attacker can choose to leave him Entangled (thus letting go of the Whip),or disentangle the target himself, and retain possession of the weapon. P. Cesti are worn on the hand and need not be prepared in order to be used. Q. The Garotte is used to strangle the target and can only be used against man-sized or smaller victims. When used by a trained Assassin, once a a successful hit has been scored, it will continue to do damage every Pulse from then on until the victim is dead or the Assassin has taken effective damage from either the victim or an outside source. If the victim's PS is greater than the Assassin's, the GM can permit him to attempt to break the hold, similar to the attempt to Restrain (see 16.5). If the attempt is successful, the hold is broken and the Assassin will have to make another successful Strike Check to continue the strangulation. Some types of plate armor can, at the GM's discretion, prevent the successful use of this weapon due to protection around the neck area. A non-Assassin has to roll a Strike Check every Pulse to see if any damage can be done. R. All Shot, Darts, Arrows, and Quarrels come in appropriate pouches or quivers of 20, and the weight and cost of the pouch or quiver is included in the information given for the accessory. Shield Notes: * The Main Gauche does not subtract from any Fire attack, and cannot make a Shield Rush attack (see 16.5). The Main Gauche functions both as a weapon and shield, and only one Experience Point expenditure is used to rise in both, that of the weapon listed in 87.8. When a shield is not prepared, it is considered slung on the back of the figure carrying it. All shields except the Tower Shield and the Main Gauche are constructed of wood and hides and do not effect the flow of mana in regard to an Adept. Armor Notes: Weight: The number by which a figureUs size is multiplied to find the weight of the armor in pounds. Size numbers for the character races are : Halfling (3); Dwarf (4); Elf (5); Orc (5); Human (6); Giant (15). For female figures, 0.5 should be subtracted from the multiples . [15.7] Action Summary [17.6] Strike Chance Modifiers Summary Actions allowed of Engaged figures Close Combat Modifiers % Melee Attack ADV. FORI % Evade +1 each point attacker's PS is greater than target % Withdraw +20 target has 0 Fatigue Points remaining % Pass +20 target is stunned % Prepare/Loose a Spell PEN. FORI % Close and Grapple -1 each point target's PS is greater than attacker -20 attacker has 0 Fatigue Points remaining If in Close Combat Melee Combat Modifiers % Grapple ADV. FORI % Withdraw +10 target has 0 Fatigue Points remaining % Pass +15 target being attacked through a flank hex . +15 target being attacked through flank hex . Actions allowed of +15 target is stunned. Non engages figures +20 target kneeling or prone. % Move up to full TMR +20 attacker charging with pole weapons or shield. % Move up to 1/2 TMR +30 target being attacked through a rear hex . and Melee Attack PEN. FORI % Move up to 1/2 TMR -4 each rank the target has with his prepared and Charge and Close weapon, and is evading . % Move up to 1/2 TMR -10 target is currently evading (in add to above) and evade -10 attacker has 0 Fatigue Points remaining. % Move up to full TMR -15 attacker is charging with a non pole weapon. Charging with Pole W -20 attacker is melle attacking while withdrawing. % Retreat % Fire % Pass % Prepare or Loose a Spell [18.2] Special Damage Chart Damage Mod Possible Directly Ranged Combat Modifiers Strike Grievous Affecting ADV. FORI Chance Injury Endurance +10 target is being attacked via a Flank Hex 01-09 01 01 +10 target is Stunned 10-16 01 01-02 +10 attacker is kneeling 17-23 01 01-03 +20 target being attacked through a Rear hex 24-29 01 01-04 PEN. FORI 30-36 01-02 01-05 -3 every hex through which a T Wpn travels 37-43 01-02 01-06 -3 every 5 hexes (or fraction) after the 44-49 01-02 01-07 first 5 through which a Msl Wpn travels 50-56 01-03 01-08 -5 target is currently moving 57-63 01-03 01-09 -10 target is kneeling or prone 64-69 01-03 01-10 -20 target is currently Evading 70-76 01-04 01-11 -20 target occupies Sheltered hex 77-83 01-04 01-12 Lighting Condition Modifiers 84-89 01-04 01-13 PEN. FORI 90-96 01-05 01-14 -10 starry night or shadowy interior 97-103 01-05 01-15 -20 cloudy night 104-109 01-05 01-16 -30 cave or unlit interior 110-116 01-06 01-17 -40 pitch blackness 117-123 01-06 01-18 Miscellaneous Modifiers 124-129 01-06 01-19 PEN. FORI 130-136 01-07 01-20 -20 Attackers weapon held in Second hand 137-143 01-07 01-21 -20 m strike; with weapon in P hand 144-149 01-07 01-22 -40 m strike; with weapon in S hand 150-156 01-08 01-23 -20 m strike; with each weapon if ambidex 157-163 01-08 01-24 -30 m strike with Class B or C 2 h weapon 164-169 01-08 01-25 Each modifier is added to the Strike Chance of 170-176 01-09 01-26 the attacker in each instance where is applies; all modifications are cumulative. Skills 53. Languages Many languages exist on Crossroads. Many races speak tongues of their own, and many related creatures speak the same or similar tongues. But a character can easily get by knowing only the Common tongue spoken by most of the civilized world. Characters begin life knowing how to speak Common at Rank 8. Many non-human races know their racial tongue as well. Characters must generally learn how to read and write themselves, though this is not a bad way to spend those initial experience points. The following languages may be learned by Player Characters without special effort. The numbers are the maximum rank achievable in that language. Mean that the particular language is not spoken or written. Language Spoken Written Notes Common 10/10 Everyone should know this one. Spoken in many dialects and accents. Dark Tongue 6/- Spoken in many dialects and accents. Dwarvish 10/10 See [6.4] The written language is especially well suited for carvings. Faerie 10/- Anyone greater than 1.5 m tall expends 1.5 cost to learn. Giantish 8/- Anyone less than 2 m tall expends 1.5 cost to learn. High Elf 10/10 See [6.5]. Low Elf 10/10 See [6.5]. Undercommon 8/8 A trade tongue, very standardized. The following Languages require special effort to learn, mostly a matter of finding someone to teach you. Language Spoken Written Notes Battle Language 8/- Combination spoken and signed language. Not truly a language. Demon/Dragon 10/10 Two distinct dialects of this language exist; don't use the wrong one. Gnome 10/10 High Math -/10 Requires Rank 5 in Mathematics to begin learning. High Tongue 10/10 The language of the High Ones, mostly of historical value. Morse Code 10/- Sign Language -/- Rank 10 can be achieved, but it is neither spoken nor written. Water Common 8/- A trade tongue, very standardized. Wizard's Tongue 10/10 Boating Ability to reliably build and control small boats and rafts. Chance of boat or raft staying a float: (Rank +1) % 8 - (PS + AG) V 2 . Check is made every (Rank + 1) hours. Can ably control a boat of up to Rank + 2 m. Can make effective use of up to Rank V 3, rounded down, sails to to increase speed or maneuvering. Can build a boat or raft of up to Rank + 2 m in length. A check is made on the integrity of this structure every Rank weeks. It sinks on a (Rank % 9) + Willpower - length in meters. Note that the Boating skill does not give any special Navigational skills. Driving Driving is the ability to control animals hitched to carts or wagons. If a character is more proficient at Horsemanship than Driving, then the cost to rise in Ranks in Driving is halved, until the two Ranks are equal. The reverse is also true. While anyone can keep a team moving straight forward once started, driving is required to do such little things as turn, stop, start, or keep the team calm in unusual situations (such as combat). A character's driving is equal to (modified Agility + Willpower)/2 + (Rank % 8) Round all fractions down. With the similar modifications for the type of team as with horsemanship. Donkey -10 Palfrey +15 Mustang -12 Warhorse -20 Quarterhorse -15 Camel -15 Dire Wolf -12 Mule -5 Draft Horse +5 Pony +5 Elephant -10 Ox +10 A successful roll (equal to or less than the modified percentage) will result in the team obeying the directions of the driver. A roll above the modified percentage but less than the modified percentage plus twice the drivers Will- power indicates the team either does nothing or continues to do whatever it was doing. A roll above both of these indicates the team will either disobey the driver or some other unpleasant result. The actual occurence must be decided by the GM and should become worse the farther the roll is above the modified percentage. If the GM judges the driver has totally lost control of the team, the driver can take no other action until he has regained control . The driver skill also gives knowledge of loading wagons and carts and hitching teams. Mathematics It is assumed that most characters have enough knowledge of mathematics to make change for every day purchases, add and subtract small numbers, and do other simple arithmetical things. The mathematics skill goes beyond such things, eventually leading into mathematics. The abilities of that can be used when a mathematician practices his art depend upon his Rank. A mathematician gains one or more abilities at each Rank he achieves, according to the following schedule: Rank Ability(ies) 0 Multiplication and division of small numbers 1 Addition and subtraction of any size number 2 All arithmetical skills 3 Solutions to algebraic equations 4 Geometry and trigonometry 5 Analytic geometry 6 Basic calculus 7 Solutions to ordinary differential equations 8 Proofs 9 Advanced mathematical concepts 10 Reality description Further Ranks develop reality sustenance, small perturbations in reality, minor editing, minor creations, and so on until complete universe creation. A mathematician must know the High Math language at at least Rank (Rank in mathematics) - 5. Advanced mathematical concepts include such things as topology, advanced calculus, and non-ordinary differential equations. 62. Military Scientist [62.4] A military scientist can add his Rank to the initiative die roll in combat. This addition to the initiative die roll occurs only for those Players who have declared their intent to listen to the military scientist and do as he directs. The military scientist must be the effective leader. The military scientist may not be Stunned or otherwise incapacitated, and is not engaged in Melee or Close Combat . At Rank 8 he can add 1 to his followers initiative even if engaged in Melee or Close Combat. When engaged in Melee or Close Combat, he may add Rank/2 rounded down to his own initiative die rolls. Swimming Basic chance to remain head above water is (rank % 8) + current Endurance + current Fatigue. This check is made every Rank + 1 minutes. If the check fails, the Swimmer may still go into a float on a Rank % 7 + Willpower or better. Dwarves and Earth Giants suffer a -10% penalty on all rolls. Fire Giants suffer a -20% penalty on all rolls . Encumbrance in the water is shifted three columns to the right on the Fatigue and Encumbrance Chart [86.9]. Every Rank achieved beyond rank 4 allows the Swimmer to pick one of the following specific skills. Rescue Breathing Distance/Endurance Swimming SCUBA Sprints Snorkel Water Rescue Diving [91.8] Experience Point Cost Chart CHARACTER GENERATION Characteristic First Point Each Extra Point Fatigue 2500 2500 Endurance 5000 2500 Perception 1000 800 Karma 2500 5000 All others 5000 5000 See 91.2 MAGIC Whenever a character wishes to achieve the next Rank with a talent, spell, or ritual, multiply that Rank by the Experience Point Multiple of that talent, spell, or ritual. The result is the number of Experience Points to be expended. This total can be modified if the ability to be raised is a General Knowledge spell or ritual and if the Adept's MA is greater than 15. In that case, for every point above 15, the total EP cost is reduced by an additional 5%; e.g. achieving Rank 3 with a General Knowledge spell whose Experience Point Multiple is 300 by an Adept with an MA of 19 costs (300 < 3) = 900; (900 < 0.9519-15) = 900 < .8145 = 733 Experience Points. (See 91.4) The reverse is true for MA's below 15. See the Magic Handbook for a table. ADVENTURE Rank-H 0 1 2 3 4 5 6 7 8 9 10 Stealth 0 500 1000 1500 2000 2500 3000 3500 4000 4500 5000 Horsemanship(A)0 125 250 375 500 625 750 875 1000 1125 1250 Driving (A) 0 125 250 375 500 625 750 875 1000 1125 1250 Boating 0 250 500 750 1000 1250 1500 1750 2000 2250 2500 Swimming 0 250 500 750 1000 1250 1500 1750 2000 2250 2500 Climbing 100 125 250 375 500 625 750 875 1000 1125 1250 A If a character is more proficient at Driving than Horsemanship, then the cost to risr in Ranks in Horsmanship is halved, until the two Ranks are equal. The reverse is also true. COMBAT Swords: 0 1 2 3 4 5 6 7 8 9 10 Dagger 25 25 50 100 200 400 700 1500 3000 4000 10000 Main-Gauche 50 50 100 200 400 1100 1500 3000 3000 3000 4000 Short Sword 100 100 200 400 700 1500 3000 10000 12000 14000 18000 Falchion 25 25 50 100 200 400 700 1500 3000 5500 7000 Scimitar 100 100 200 400 700 1500 3000 3000 3000 5500 7000 Tulwar 100 100 200 400 700 1500 3000 3000 3000 5500 7000 Rapier 200 200 200 200 200 500 500 2000 4000 4000 3000 Sabre 150 150 200 500 1000 2000 2000 2000 --- --- --- Broadsword 50 50 100 200 400 700 1500 6000 10000 12000 14000 Estoc 75 75 150 200 500 1000 2000 4000 4000 3000 --- Hand & A Half 100 100 200 400 500 900 1700 2000 --- --- --- Claymore 50 50 100 200 400 700 1500 1800 --- --- --- 2-Hand Sword 50 50 100 200 400 700 --- --- --- --- --- Hafted Wpns: 0 1 2 3 4 5 6 7 8 9 10 Hand Axe 100 100 200 500 1500 --- --- --- --- --- --- Btl/Gnt Axe 75 75 150 200 500 1000 2000 4000 --- --- --- Great Axe 150 50 100 200 500 1000 3000 5000 --- --- --- Crude Club 25 25 50 --- --- --- --- --- --- --- --- W/Gnt Club 25 75 150 300 500 700 --- --- --- --- --- M/Gnt Mace 50 50 100 200 400 700 --- --- --- --- --- War Hammer 50 50 100 200 400 700 --- --- --- --- --- War Pick 75 75 150 200 500 1000 --- --- --- --- --- Flail 25 25 50 100 200 400 --- --- --- --- --- Morning Star 100 100 200 400 700 1800 --- --- --- --- --- Quarterstaff 75 75 150 200 500 1000 2000 4000 4000 3000 --- Sap 25 75 150 250 1000 1500 3000 4000 5000 7000 8000 Pole Arms: 0 1 2 3 4 5 6 7 8 9 10 Javelin 50 50 100 200 400 800 1400 2000 2000 2000 3000 Spr/Gnt Spear 100 100 200 400 700 1800 4000 5000 6000 7000 8000 Pike 200 200 400 700 1500 3000 --- --- --- --- --- Lance 250 400 700 1000 1700 3500 --- --- --- --- --- Halbard 100 100 200 400 700 1500 --- --- --- --- --- Poleaxe 100 100 200 400 700 1500 --- --- --- --- --- Trident 200 200 400 800 1400 3000 6000 7000 8000 10000 11000 G/Gnt Glaive 50 50 100 200 200 200 500 800 1500 3000 --- Missile Wpns: 0 1 2 3 4 5 6 7 8 9 10 Sling 200 200 400 700 1500 3000 3000 3000 3000 --- --- Short Bow 100 100 200 400 700 1500 3000 3000 3000 --- --- L/Gnt Bow 200 200 500 1000 2000 2000 2000 2000 3000 3000* 3000* Composite Bow 200 200 400 700 1500 3000 3000 3000 3000 --- --- Crossbow 100 100 200 400 800 1000 --- --- --- --- --- Hvy Crossbow 100 100 200 400 800 1000 --- --- --- --- --- Spear Thrower 25 25 50 100 200 400 700 1500 3000 4000 5000 Blowgun 25 25 50 100 200 400 700 1500 3000 4000 5000 Handgun 400 200 500 1000 2000 2000 2000 2000 3000 4000 5000 Rifle 400 200 500 1000 2000 2000 2000 2000 3000 3000 3000 Shotgun 300 200 500 1000 2000 2000 3000 3000 4000 5000 6000 Thrown Wpns: 0 1 2 3 4 5 6 7 8 9 10 Throwing Dart 100 200 200 500 1000 2000 2000 2000 2000 2000 2000 Boomerang 100 300 500 1000 1200 1500 1500 1500 --- --- --- Grenado 25 50 75 100 150 --- --- --- --- --- --- Entang. Wpns: 0 1 2 3 4 5 6 7 8 9 10 Net 150 150 300 600 1300 --- --- --- --- --- --- Bola 200 200 400 700 1500 2000 5000 --- --- --- --- Whip 150 150 500 900 1400 2000 3500 4000 5000 5000 6000 Special Wpns: 0 1 2 3 4 5 6 7 8 9 10 Rock 25 25 100 150 200 300 500 --- --- --- --- Cestus 30 40 50 100 200 400 700 1500 3000 6000 --- Garotte 100 200 300 600 --- --- --- --- --- --- --- Shield 25 25 50 100 200 800 1600 3200 6000 8000 10000 Unarmed Cmbt 150 300 450 600 800 900 1500 3000 4000 5000 4000 Note: Some weapons are limited in the rule book insofar as the Rank that a character can achieve with them is concerned. A --- indicates that the Rank cannot be achieved with that weapon. All numbers to the right of a { indicate ranks beyond those in the rule book. [Edit Note { was deleted while editing] * A character can achieve Rank 9 and 10 only with a longbow. Skill Rank Skill : 0 1 2 3 4 5 6 7 8 9 10 Spk Lang. (A) 200 75 125 300 550 850 1350 1700 2250 2900 3500 R/W Lang. (A) 250 100 150 350 700 950 1500 1850 2500 3200 4000 Alchemist 800 350 1200 2650 4350 6500 8650 11100 12750 14500 17000 Assassin 600 250 750 1700 2900 4200 5750 7550 9500 11700 14100 Astrologer 400 150 500 1150 2050 3100 4400 5900 7500 9400 11500 Bst Mstr (B) 600 250 750 1650 2800 4300 5600 7350 9300 11400 13750 C'tier (C,D) 250 100 200 500 950 1450 2050 2800 3600 6300 8000 Gambler 250 100 200 500 1000 1450 2050 2800 3750 5000 7500 Healer 1000 400 1600 3500 5800 8400 11400 14700 18500 22500 26750 Mechanician 600 250 650 1500 2600 3900 5300 7000 8850 10900 13000 Merchant 300 125 300 850 1400 2200 3400 4200 5300 6800 9500 Mil Sci. 300 125 350 950 1500 2350 3100 4150 5400 6750 10000 Navigator 400 150 400 900 1550 2400 3350 4450 5750 7100 10050 Ranger 600 250 800 1650 2750 4100 5650 7350 9300 11400 13250 Spy (F) 500 200 600 1400 2400 3600 5000 6600 8400 10400 12600 Thief (F) 750 300 1050 2350 4000 5750 7900 10250 12900 14850 16000 Troubador (G) 250 100 200 500 1050 1450 2100 2800 3900 4600 7000 Mathematician 400 200 500 2500 4000 6500 9000 13000 15000 20500 26550 When a character desires to rise in Rank he consults the line appropriate to the skill he has practiced. He then cross-indexes this row with the column for the Rank one above his current Rank. The result is the number of Experience Points, gained through practice of the particular skill needed to rise from the previoue rank to that Rank. This total can be modified by the character's race (see 6) and his condition when he attempts an increase in rank (see 52). NOTES: A. If the character is more proficient at speaking a language than reading/ writing in that same language, then the cost to rise in Rank for reading/ writing is halved, until the Ranks are equal. The reverse is also true. See 53.2. B. A Beast Master can acquire the ability to train additional types of creatures after he reaches Rank 10 through the expenditure of additional Experience Points. See 57.3. C. Depending on the character's personal characteristics the Courtier may cost 10% more, or maybe even 10% less, Experience Points to rise in Rank. See 58.1 for an account of the specific conditions. D. Once a Courtier has reached Rank 10, he can expend 1000 extra Experience Points per ability in order to gain additional abilities within his profession. See 58.2. E. After attaining Rank 10 the Merchant can expend additional Experience Points in expanding the list of his areas of experise. See 63.6. F. If a character is more proficient at thieving than spying, then the cost to rise in Ranks in Spying is halved, until the two Ranks are equal. The reverse is also true. See 65.1. G. After attaining Rank 10 it is possible for the Troubador to add more abilities to his repertoire through the expenditure of 500 extra Experience Points per ability. See 66.1. -- Bruce McLaren | "Reading journal articals [rabbit 42] at [matt.ksu.ksu.edu] (for most stuff) | is like chewing and digesting [m c laren] at [eece.ksu.edu] (mail broken?)\|/ ground glass." [rabbit 42] at [ksuvm.BITNET] (if all else fails) V Dave Hare From [a--y--r] at [gara.une.oz.au] Wed Nov 27 19:02:48 1991 Received: by gara.une.oz.au (5.65c+/25) id AA27578; Thu, 28 Nov 1991 14:00:29 +1100 Date: Thu, 28 Nov 1991 14:00:29 +1100 From: Adam Naylor <[a--y--r] at [gara.une.oz.au]> Message-Id: <[199111280300 AA 27578] at [gara.une.oz.au]> To: [j--r--y] at [teetot.acusd.edu] Status: R >From [m--h--l] at [sol.nepean.uws.EDU.AU] Wed Nov 20 18:26:38 1991 Return-Path: <[m--h--l] at [sol.nepean.uws.EDU.AU]> Received: from sol.nepean.uws.EDU.AU by gara.une.oz.au with SMTP (5.65c+/25) id AA01053; Wed, 20 Nov 1991 18:26:30 +1100 Received: by sol.nepean.uws.EDU.AU ( 5.52 (84)/SMI-4.0) id AA07323; Wed, 20 Nov 91 12:09:32+1100 Date: Wed Nov 20 12:09:32 1991 Message-Id: <[9111200109 AA 07323] at [sol.nepean.uws.EDU.AU]> To: Adam Naylor <[a--y--r] at [gara.une.oz.au]> From: [m--h--l] at [sol.nepean.uws.EDU.AU] Subject: Re: Dragonquest Status: OR Here is the first of the stuff I promised (poorly formatted, as desktop format doesn't transfer to well to mail :) ) IX.4 Hunting A character who does not know how to hunt for food may starve if forced to live off the land - a shortfall in rations is potentially catastrophic. While a random encounter may turn up something edible, who would want to hunt for food in an environment where the only game consists of creatures formidable enough to put on an encounter chart? Mammoth-hunting might have been a way for some early humans to make a living, but many more of them made an even better dying at it. The Hunting skill is the ability to locate and dispatch from this mortal coil various small, lovable, furry animals who are tasty, as well as to locate edible plants and reasonably fresh water. [4.1] A character must hunt alone and for a number of hours a day to catch small game. A character may attempt to hunt each day. A hunter is assumed to operate independently (small game is frightened away by large parties), and so encountered creatures may ambush individual hunters rather than the main party, there being an even chance for each "detachment", including the main body, to be the target of a random encounter. The hunter spends a certain number of hours each day hunting. The party is slowed to that extent, as food cannot be brought back to camp if the hunter does not know where the camp is. It is possible to spend "zero" hours hunting and still catch something; this represents making the best travelling time possible while still taking advantage of potential targets along the way. It will often involve some additional cost in lost missiles. [4.2] A successful hunt will result in a variable amount of usable food. The success of a hunt is determined at the end of the day. The Base Chance for hunting is [Perception + (5xRank) + (Rank in Ranger)]. The bonus due to the ranger skill is doubled if the ranger is hunting in the type of terrain in which he has specialised. The base chance is modified by other conditions: Condition Modifier Armed with a missile weapon or net Rank with weapon In desert (or other waste) -20 In forest/swamp (or other life-dense) +10 Per hour of hunting +2 To determine how much food was gained, divide the hunter's percentile roll by 10. The result, rounded up to the nearest whole number, is the number of person-ration-days obtained in the day's hunting efforts. Special and critical successes have no effect on the result of a hunting roll. Fresh food can be kept for up to three days before it becomes inedible. The number of party members this food will feed is a function, to some extent, of who and what those members are. A giant consumes three human-sized rations per day, and even the smallest of the humanoids in the group consumes at least one ration a day. [4.3] Hunting large animals is usually a group activity. The hunting of animals such as deer, boar and bear should be handled using the combat rules (see V.) rather than the rules in this section. [4.4] Humanoids also require water to survive. Finding water is easier than finding food, for several reasons. Water does not hide, sources of water are much larger than the typical game animal and one source will suffice for the whole party to slake its thirst. Searching for water occurs during the same time as normal hunting and has the same Base Chance. For the effects of varying conditions on the chance of finding water, use the modifiers below: Condition Modifier Per hour of hunting + 2 Mapped source of water in area +60 Forest +30 Desert -30 Swamp -10 The resulting number is the percentage chance of finding a water source during the day. VIII.8 Craftsman In a fantasy world, all the household and adventuring items available for purchase are the products of individual craftsmen. Craftsmen will range from the village wheelwright to the Royal Goldsmith. Most NPC craftsmen will derive their living from their craft. Craftsman is not a single skill, but a method for deriving a set of rules to cover the functioning of any craft or trade. Each craft should be treated as a separate skill. Craftsmen are usually respectable members of society. If a guild structure exists in the game world, most crafts will have a corresponding guild. [8.1] A craftsman may manufacture any item which the GM rules to be a product of his craft and to which he has access to the necessary tools and raw materials. Before manufacturing an item, a craftsman should ensure that all necessary materials have been purchased, or will be available when required during manufacture. The GM must determine, on a craft by craft basis, how many items an individual craftsman may work on at the same time and what effect assistants (apprentices or partners) have on this limit. [8.2] The rank of a craftsman will effect the quality of any article he produces. A craftsman's base chance to manufacture an item is equal to [(3xManual Dexterity) + (5xRank)]. When he wishes to manufacture an item, percentile dice are rolled against his chance. If the roll is less than or equal to his chance, he has successfully manufactured the item. If the roll is greater than the success chance, the craftsman has produced an a sub-standard item, with a roll of 99 or 100 resulting in a fumble and a badly flawed product. The following classifications are applied to items produced by a craftsman: Rubbish, Inferior, Standard, Superior and Exceptional. It is up to the GM to interpret each of these ratings for the particular item and craft in question. The exact rating of an item depends on the craftsman's rank and the dice roll which represented its manufacture. See IV.4.1 for the meanings of the die results. Consult the following tables to determine the quality of the article: Die Craftsman's Rank Result 0-1 2-3 4-5 Fumble Rubbish Rubbish Rubbish Failure Rubbish Inferior Inferior Success Inferior Standard Standard Special Inferior Standard Standard Critical Standard Standard Superior Die Craftsman's Rank Result 6-7 8-9 10 Fumble Rubbish Inferior Inferior Failure Inferior Standard Superior Success Standard Superior Superior Special Superior Superior Exceptional Critical Exceptional Exceptional Exceptional [8.3] The rank of a craftsman will effect the price of any article he manufactures. The more skillful a craftsman, the more he can charge for his products, regardless of their quality. This is especially true as most craftsmen will demand payment in advance for special orders. Before they are used, a layman will only recognise the faults in items which are classified as rubbish. The base cost of an item is multiplied by the number from the following table which corresponds to the craftsman's rank. Rank Cost 0-1 0.8 2-3 1 4-5 1.2 6-7 2 8-9 xRank 10 @ @ An artwork, minimum value is base cost x 10 and generally the craftsman can charge what he likes. [8.4] A craftsman can evaluate the worth of items produced by other practitioners of his craft. A craftsman may assay items which are products of his craft as if he were a merchant of the same rank (see 10.4). [8.5] Each craft must be learnt as a separate skill. All the rules in 1.0 apply to a craftsman skill. The Experience Point cost for player characters to advance in rank with a craft must be determined for each craft by the GM. The Experience Point cost should reflect the difficulty of learning the craft (for example, weaponsmithing should have a much higher cost than pottery). Knowledge of one craft does not convey any knowledge of the abilities of any other craft. [8.6] The rank of an NPC craftsman depends on the number of years he has spent practicing his craft. Mastering a craft requires the devotion of a life time. Non-adventuring craftsmen will progress one rank in their craft for every two years spent practicing it. Exceptional individuals may progress faster than this. [8.7] There are many crafts which may be covered by these rules. The crafts which may exist in a game world include: Armourer Glassworker Salter Baker Goldsmith Shipwright Blacksmith Hideworker Silversmith Bowyer Iceman Stonecarver Builder Jeweller Stonemason Butcher Lexigrapher Tailor Carpenter Limner Tanner Cartographer Locksmith Tentmaker Chandler Miller Thatcher Charcoaler Miner Timberwright Clothier Net Maker Tinker Cobbler Ostler Toymaker Cook Painter Wainwright Cooper Potter Weaponsmith Engineer Rope Maker Weaver Farrier Saddler Wheelwright Fletcher Sailmaker Woodcarver Other crafts may be permissible at the GM's discretion. [8.8] A craftsman must pay a varying amount of Silver Pennies per year for guild dues and replacements for any implements of his trade that have worn out or broken. The GM must determine the cost for each separate craft. This cost does not cover the raw materials necessary to manufacture items or the cost to set up a place of business. VIII.15 Troubadour In a DragonQuest world, a minstrel who wishes to be welcome for his entertainment abilities during his travels is known as a troubadour. A troubadour becomes a multi-talented performer as he increases his experience in the field. The troubadour is also a student of the people he visits, and is as knowledgeable as a scholar in the matter of customs. A troubadour, being a skilled actor, can also be a master of disguise. Troubadours are less sophisticated than their Courtesan counterparts, but are capable of entertaining a wider range of audiences. The abilities given in section 15.1 usable by a troubadour in situations not explicitly covered in the following sections. The GM should improvise and allow a troubadour character to use his skill in appropriate instances. [15.1] A troubadour acquires one ability per rank. The character begins with one of the following abilities at Rank 0 and acquires one further ability for each rank. While a success chance is given for each ability, all acquired abilities can be performed skillfully, so a roll should be made only when the GM finds it particularly necessary or wishes to use the success chance to gauge the quality of a successful performance. 1. Play an instrument of the player's choice Base Chance: [2xMD] + [5xRank] + PC The character must acquire this ability a new for each separate instrument he wishes to use. 2. Sing Base Chance: [2xMD] + [5xRank] + PC This ability may be performed simultaneously with ability 1., if the instrument does not require the use of the mouth. 3. Recite stories and legends Base Chance: [2xAG] + [5xRank] + PC As a character's rank improves, they learn more tales, enabling them to give long recitals without repetition. If the character possesses abilities 2. and 3., they can recite stories and legends in song form. 4. Compose stories and legends Base Chance: [6xRank] + [4xPC] This does not help a Troubadour tell an interesting story, just to write and conceptualise tales. The Troubadour may also compose songs if he possesses either ability 1 or ability 2. A Troubadour may only compose tales in a language in which his rank in either Speak or Read and Write is at least 6. 5. Perform mime Base Chance: [2xAG] + [5xRank] + PC Apart from its normal use as entertainment, this ability may allow communication without the need of speech. 6. Mimic speech Base Chance: [6xRank] + [4xPC] This ability allows a Troubadour to mimic any mode of speech or accent with which he is familiar. Its most common use is to satirise public figures with unusual speech patterns, such as lisps, stutters or affectations. It may also be used to blend into a society with a strong dialect in its speech. 7. Act out skits or parody Base Chance: [2xAG] + [5xRank] + PC These are short set pieces which involve skill in both humour and acting. They are performed by one to ten performers and are usually intended to satirise prominent individuals, social activities or taboos. They may vary from the bawdy to the refined. 8. Dance Base Chance: [2xAG] + [5xRank] + PC Each culture has many different styles of dancing. These may include folk, court, religious, ceremonial and erotic. Each time this ability is chosen, the troubadour gains the knowledge of one dance style. The first time this ability is chosen, it must be taken as folk dancing. 9. Simulate a wide range of emotions Base Chance: [2xMD] + [5xRank] + PC The Troubadour can fake any desired emotion and can conceal their true emotions with no difficulty. 10. Tell and compose jokes Base Chance: [2xAG] + [5xRank] + PC / [6xRank] + [4xPC] To employ the tell jokes part of this ability in front of an audience requires at least Rank 5 with the predominant language of the audience. The compose jokes ability allows Troubadours to make up new jokes on the spot and is often used to deal with hecklers. 11. Juggling Allows the troubadour to juggle any objects of reasonable size. This includes dangerous objects, such as knives. When the GM requires a roll to be made for the performance of such feats, the troubadour's rank is added to his Manual Dexterity before multiplication by the Ease Factor. The GM must determine the Ease Factor and the affect of a failed roll as normal. 12. Execute acrobatics Allows the troubadour to perform leaps, falls, tumbles, etc, without injury. When the GM requires a roll to be made for the performance of such feats, the troubadour's rank is added to his Agility before multiplication by the Ease Factor. The GM must determine the Ease Factor (possibly increasing it for the troubadour) and the affect of a failed roll as normal. 13. Amuse small children Base Chance: [2xMD] + [5xRank] + PC The troubadour has the ability to hold the attention of small children. This may involve the dressing up as a clown or other figure of fun. 14. Amuse semi-intelligent creatures Base Chance: [2xMD] + [5xRank] + PC The troubadour has the ability to hold the attention of semi-intelligent creatures. This ability does not involve actual communication, but noises and actions to occupy unsophisticated beings. A troubadour may gain additional abilities after achieving Rank 10 by the expenditure of 500 Experience Points per ability. [15.2] A troubadour's chance of successfully performing minor magic (see IV.4.2) is increased by 2 per Rank. [15.3] If a troubadour is a mage of the College of Illusion (see VII.5), he adds 1 to his modified chance to cast a spell for every rank he achieves. If the troubadour is a member of a different College, he may add 1 per Rank to his modified cast chance when casting any spell which is intended to charm intelligent beings. This includes such spells as Charming, Mass Charming and Hypnotism. This bonus may only be applied for non-Illusion spells when they are cast against a non-Hostile entity. [15.4] When a troubadour uses his Perception value to gain information (see IV.4.3) about the customs or habits of humanoids, add 2 per Rank he has achieved to his success percentage. Troubadours are adapt at adopting the ways of the people amongst whom they make their living. They can rapidly become familiar with the customs and mores of a people. This only applies to the customs of commoners. The customs of the nobility are covered by 7.4. [15.5] A troubadour can use disguise to appear as a member of a different humanoid race, gender or profession. A troubadour cannot disguise himself as a member of a race for which his size is inappropriate (eg, an elf troubadour cannot disguise himself as a halfling) or as practitioner of a profession for which he is physically unsuited (eg, a frost giant troubadour could not imitate a jockey). A troubadour's disguise ability is intended to fool someone who does not know the humanoid the troubadour is masquerading as; if the troubadour is attempting to pass himself off as an acquaintance of a particular being, the GM will have to determine the increased chance of the deception being noticed. The base chance of noticing that a disguised troubadour is not what he appears to be is [2xPerception]. This should be varied with the quality of the disguise roll. In normal circumstances, this check should be made once per day. If a troubadour is attempting to appear as someone known to an observer, a check to notice the deception should be made more frequently (possibly even once an hour). A troubadour's base success percentage to use his disguise ability is [Manual Dexterity + (2xPerception) + (8xRank)]%. Subtract: 1. One for every year of apparent age difference between the troubadour and the disguise to be adopted. 2. 25 if the troubadour is impersonating a member of another race. 3. 35 if the troubadour is impersonating a person of the opposite gender. If the roll on percentile dice is equal to or less than the troubadour's success percentage, the disguise has been successfully applied. If the roll is greater than the success percentage, there are inconsistencies (with the role being assumed) in the troubadour's appearance or behaviour. The inconsistencies become more glaring as the roll approaches 100. [15.6] A troubadour can use his bardic voice to charm several beings at once. A troubadour may use his bardic voice on up to [2 + (2xRank)] beings who can understand the language which he speaks. The troubadour may not use the voice ability in combat, but may use it against hostile beings. The troubadour must spend at least 3 to 5 minutes using the Bardic Voice on the intended victims before it will take effect. During this time none of the intended victims will take any hostile action against the troubadour. It is left to the GM to determine exactly how much time must be spent in each attempt. The chance of success for Bardic Voice is [10xRank]%. If this roll is a success, each being the troubadour hopes to affect is allowed to resist, using their Magic Resistance. Each being that fails to resist is charmed, as described in the College of Ensorcelments and Enchantments spell of the same name (see VII.3.4). The Individual True Names of the targets (but not the Generic True Names) may be used to effect the chance successfully using this ability. A troubadour must expend [15-Rank] Fatigue Points every time he uses the bardic voice ability, regardless of how many beings succumb to its influence. [15.7] A troubadour may use his abilities to make a living. When performing in an inn or similar establishment, a troubadour may earn [10+Rank] silver pennies a night, plus a certain amount of goods in kind, such as fruit. A troubadour may earn more money by being hired by a rich household, where he may earn [20xRank] silver pennies a week. [15.8] A troubadour must spend [50 + (100xRank)] Silver Pennies per year to supply himself with the props necessary for his trade. A troubadour who does not spend the above amount operates as if he were two ranks less proficient. If the rank of a troubadour is reduced to a negative number, the use of the skill is temporarily lost. From [a--y--r] at [gara.une.oz.au] Wed Nov 27 19:03:59 1991 Received: by gara.une.oz.au (5.65c+/25) id AA27618; Thu, 28 Nov 1991 14:00:54 +1100 Date: Thu, 28 Nov 1991 14:00:54 +1100 From: Adam Naylor <[a--y--r] at [gara.une.oz.au]> Message-Id: <[199111280300 AA 27618] at [gara.une.oz.au]> To: [j--r--y] at [teetot.acusd.edu] Status: R >From [rabbit 42] at [matt.ksu.ksu.edu] Sat Nov 16 03:14:28 1991 Return-Path: <[rabbit 42] at [matt.ksu.ksu.edu]> Received: from matt.ksu.ksu.edu by gara.une.oz.au with SMTP (5.65c+/25) id AA01881; Sat, 16 Nov 1991 03:14:13 +1100 Received: by matt.ksu.ksu.edu (4.1/1.34) id AA11500; Fri, 15 Nov 91 10:14:00 CST Date: Fri, 15 Nov 91 10:14:00 CST From: [rabbit 42] at [matt.ksu.ksu.edu] (Bruce McLaren) Message-Id: <[9111151614 AA 11500] at [matt.ksu.ksu.edu]> To: [a--y--r] at [gara.une.oz.au] Subject: Re: Dragonquest Newsgroups: rec.games.frp References: <[9--8] at [gara.une.oz.au]> Status: OR In rec.games.frp you write: >If anyone out there still plays dragonquest, could they possibly drop be some of their 'home' rules, as TSR seam not to want to do this (I wonder why ?) . >I would be most grateful . >If anyone wants to know about our groups 'home rules' here is a list >of what we have covered . New skills for craftsman, martial artist, swimming >and climbing . If you want to know about our stuff, drop me a line . I've actually stopped running DQ (but only in the last few months) It is a fine system, but lacking some surprising things (like swimming and climbing). >Edmund . The following rpresents the house rules for DragonQuest (TM) as played at the house Bruce McLaren (1723 Leavenworth #B, Manhattan, KS 66502, USA) I would appreciate some form of credit if you ever distribute any ideas contained in here. The changes we made are not very flashy, and aimed at our style of play. I apolagize for the lack of format, but given limited response time, it is the best I can do. If you think it worthwhile, I can e-mail this document in MacWrite II format, or I can SnailMail the physical document. Any way, here it is. Hope it gives some ideas. Bruce McLaren | "Reading journal articals [rabbit 42] at [matt.ksu.ksu.edu] (for most stuff) | is like chewing and digesting [m c laren] at [eece.ksu.edu] (mail broken?)\|/ ground glass." [rabbit 42] at [ksuvm.BITNET] (if all else fails) V Dave Hare Retro-Rules for DragonQuest The following document is for use with the DragonQuest fantasy role play ing gaming system, formerly published by SPI, but lately published by TSR. It should contain all of the rule changes and additions for games that I am running. If you find a typo or notice any number that seems odd, please bring it to my attention. For better or ill, I have attempted to follow the format in the DQ rule book. I have found it necessary to recopy large tables into this document at times. (For instance, the Experience Point Cost Chart.) Opinions on how to better format this document, or suggestions on new skills, or even critiques of the new items would be appreciated. The Experience Point Cost Chart is also available with the Experience Multiplier already taken into account for demi-human character races. Ask, and ye shall receive. Also in preparation is a magician's handout. Using all of these rules as well as the ones in the rule book that I have been ignoring will be difficult for my memory and I. If you are running a character to whom a rule applies and I don't seem to be handling the situation correctly, please call it to my attention. If I am ignoring the rule because it is too complicated and slows down play, the rule should be explicitly noted in this document as changed or revoked. IV. Character Generation Karma The Player Character is special. He or she must be able to survive things that would kill normal people. The players characters manage this through luck from birth and gained through years of adventuring . In order to reflect this, all player's characters begin life with three Karma Points and may purchase additional Karma Points for 2500 exp for the first Karma Point and 5000 Experience Points for each desired Karma Point thereafter . Karma Points may be spent in times of difficulty when the character needs that extra edge. A player may call the result of any one dice roll before it is is rolled, or ask for the reroll of a particualy bad roll immediately after the roll. For example, if a player knows that an enemy must be killed on the first strike, the player might expend a Karma Point and call the to hit roll to be a 01--automatic hit, endurance damage, and possible grevious injury . [In our campaign , 1 karma point will be awarded for each successful mission] Or if a character has just received a particularly bad strike (say your aorta is severed and you are quite dead or some such) that character may ask for a reroll of the immediately preceding roll. In this case, it might very likely be the roll determining which grievous injury will be inflicted or, if the player didn't want to take the chance, he might have asked for the strike roll might have asked for the strike roll to be rerolled but only before the grievous injury is determined. More imaginative uses are of course possible: insuring that a character can escape from shackles in a dungeon, guarantee knowledge of some fact that the GM has seen fit to allow a roll to see if the character might know, etc. These cases may require careful arbitration by the GM, whose word must be final. [6.3] A player may choose to be of any race. When a character gains proficiency in an ability, it is represented in game terms by his expending Experience Points . The cost, in terms of Experience Points to advance in any one ability is affected by the characters race . Multiply the cost for advancement in one ability (see Experience Cost Chart , 91.7) by the Race Multiplier . Race Multiplier Dwarf 1.1 High Elf 1.5 Low Elf 1.2 Giant 1.5 Halfling 1.1 Human 1.0 Orc 0.9 Shape-Changer 1.4 [6.4] Dwarf Dwarves speak there own language, Common, and the Undercommon spoken by the Dwarves, Deep Gnomes, and various creatures inhabiting the interior . Characteristic Modifier P Strength Add 3 Agility Subtract 3 Endurance Add 2 Magical Aptitude Subtract 3 Willpower Add 3 Perception Add 1 T M R Subtract 1 [6.5] Elf There are really two kinds of elves on Cross Roads, High Elves and Low Elves. High Elves are the Noble Elves, those more directly decended from the High Ones. Low Elves have generally mixed thier blood lines at some point in the distant past. The languages of the Elves are slightly different, High Elf being considered a more refined language, Low Elf somewhat of a slang . It is only necessary to learn one of these languages, since they are so similar and knowing one will give the player knowledge of the other at two ranks lower. All Elves begin with thier native Elvish at rank 8 as well as Common at rank 8 . High Elves stand an average of 2 m (a little more than 6 ft.) and are incredibly thin. Though they seem frail, they are deceptivly tough . Low Elves are shorter, standing about man-high, but firmer individuals. They tend to be less serious; most of the adventuring elves are low elves . All Elves are immortal. They age but slowly after reaching young adulthood, looking grey and older only after several millenia. Disease does not affect Elves as harshly as other races. Elves may still be killed in the normal ways, however. In fact, if an Elf is killed, enough healing must be administered to raise the Endurance to 1 within five minutes of death or the Elf is dead forever. There is no soul in an Elf, so there is no possibility to raise the Elf later or to communicate with the departed spirit . High Elf Low Elf Characteristic Modifier Characteristic Modifier P Strength Subtract 2 Physical Strength Subtract 1 Agility Add 3 Agility Add 1 Endurance Subtract 1 Endurance Subtract 1 Magical Aptitude Add 3 Magical Aptitude Add 1 Willpower Add 3 Willpower Add 1 Fatigue Add 2 Fatigue Add 2 Perception Add 2 Perception Add 1 T M R Add 1 Tactical Movement Rate Add 1 Estimated Life Span: Forever Estimated Life Span: Forever [6.6] Giant The Characteristic Points for Giants are modified as in the following charts depending on the type of Giant. Modifiers followed by (Minimum X) mean that theCharacteristic Score, after the Modifier is applied, must be at least X . So a Cloud Giant, who has a Physical Strength Modifier of Add 8 and a Minimum of 24, must have a Physical Strength of at least 16 before the Modifier is applied. Giants share their Giantish tongue with each other and the Titans and a few other large Beings . It is a difficult language for those with small throats to learn. Giants generally also speak Common. Cloud Giant Fire Giant Characteristic Modifier Characteristic Modifier P Strength Add 8 (Minimum 24) P Strength Add 5 (Minimum 17) Manual Dexterity Subtract 1 Manual Dexterity Subtract 1 Agility Subtract 2 Agility Subtract 2 Endurance Add 10 (Minimum 30) Endurance Add 5 (Minimum 21) Magical Aptitude Subtract 1 Magical Aptitude Subtract 1 Willpower Subtract 1 Willpower Subtract 1 Fatigue Add 1 Fatigue Add 1 T M R Add 5 T M R Add 2 Frost Giant Stone Giant Characteristic Modifier Characteristic Modifier P Strength Add 8 (Minimum 24) P Strength Add 5 (Minimum 15) Manual Dexterity Subtract 1 Manual Dexterity Subtract 1 Agility Subtract 2 Agility Subtract 2 Endurance Add 5 (Minimum 25) Endurance Add 5 (Minimum 15) Magical Aptitude Subtract 1 Magical Aptitude Subtract 1 Willpower Subtract 1 Willpower Subtract 1 Fatigue Add 1 Fatigue Add 1 T M R Add 5 T M R Add 1 [6.7] Halfling Characteristic Modifier P Strength Subtract 3 Manual Dexterity Add 3 Agility Add 1 Endurance Subtract 2 Magical Aptitude Subtract 1 Willpower Add 1 [6.8] Orc Wild Orcs share a language called the RDark TongueS with the Trolls, Goblins, Hobgoblins and other nasties. Most civilized Orcs, who often consider these others to be an embarrassment, make it a point not to know the language . Many Wild Orcs do not know Common, though all civilized ones do. Characteristic Modifier P Strength Add 2 Endurance Add 1 Magical Aptitude Subtract 2 Willpower Subtract 2 Fatigue Add 2 T M Rate Subtract 1 7. ASPECTS (optional) Not Used. [8.1] Social Status Table [8.5] Silver Pennies and Experience Points Money Exp. Dice Social Status Multiplier Dice Pts. SPUs 01-12 Poor Trash 1 01-02 120 3 13-33 Impoverished Gentlefolk 2 03-06 300 4 34-54 Burgher or Farmer 3 07-14 600 6 55-62 Merchant 4 15-30 900 8 63-64 Merchant Prince 6 31-50 1200 11 65-87 Craftsmen or Adventurer 3 51-70 1400 13 88-98 Bandit or Pirate 2 71-86 1700 16 99-100 Lesser Nobility 4 87-94 2000 18 95-98 2300 21 99-00 2500 25 [8.4] A player should determine the exact order in which his character was born , if he is listed as a legitimate child. The player rolls D10 to determine the order of birth. Die Sibling Rank 1-3 Second 4-5 Third 6 Fourth 7 Fifth 8 Sixth 9-10 Seventh or younger Elves subtract 5 from their roll. Dwarves subtract 4 from their roll. Giants subtract 3 from their roll. Orcs add 1 to their roll. If the modified roll is less than zero, the character is actually a First Child. V. Combat [16.5] Disarm.The attacker must be armed with any weapon rated for Melee or Close Combat. A penalty of 40% is subtracted from the modified Strike Chance before the attack is resolved. If the attack is successful, the target is forced to drop one weapon or item of the attackers choice and also 1 point of Endurance damage is done to the target. If the target rolls less than three times his Physical Strength, nothing is dropped, but one point of Endurence damage is still taken. [12.3] For engaged figures, Initiative is determined by comparing each figures Initiative Value A figure's Initiative Value is equal to his modified Agility + Perception + Rank with any prepared weapon + 1d10 . If the figure has no prepared weapon, it is equal to modified Agility + Perception + 1d10. In each engagement, the figure with the highest Initiative Value can act either first or last, at his option, the figure with the second highest Initiative Value can act either second or second to last, at his option, and so forth.a If a figure is stunned, or has any rear hex toward his opponent, the opponent automatically receives the Initiative . The following modifications are also applicable to the Initiative Value: Using a Pole Arm +2 For every Military Scientist Rank of commander +1 See [62.4] Attempting to draw weapon and attack -10 Using a Pike against charging foe +20 [16.4] A figure who is armed either two prepared weapons or one two-handed Class B weapon can attempt a Multiple Strike. A figure can attempt to strike one or more targets more than once as part of the same attack with two different weapons (one in each hand), but suffers a negative attack modifier (see 17.6). The attacks need not be directed at the same hostile figure, but must be of the same type (Grapple, Melee, Fire). Some non-humanoid monsters could attack 3, 4, or more times in one Pulse using this option. To decrease the penalty in using two one-handed weapons by 20% (To no penalty for the weapon in the primary hand and -20% for the weapon in the secondary hand) one must be ranked in each of the weapons to be used, as is normal, and then also rank in the two-weapon combination. The Experience Point cost to rank in a two weapon combination is the average of the costs of the individual weapons. One may never have a higher rank with a two weapon combination than with the individual weapons. A player ranked in a two weapon combination may either fight with the weapons as a combination with no two weapon penalties at their rank in the combination or fight with the weapons with the two weapon penalties but at the rank the player has with the individual weapons. Two weapon combinations of the same weapon are possible. One simply ranks in the weapon as normal and then ranks in the dual weapon at the same Experience Point cost. The minimum Physical Strength needed to wield a two one-handed weapon combination is the greater of the Physical Strength minimum plus 1/4 of the lesser Physical Strength minimum. The minimum Manual Dexterity needed is the greater of the Manual Dexterity plus 1/2 the lesser Manual Dexterity minimum. These rules do not apply to the Main-Gauche. Examples: Patty the Pulverizer wishes to use a hand axe/estoc combination (Patty isn't long on brains). She has rank 8 with the hand axe and rank 4 with the estoc. The minimum Physical Strength to wield each is 8 and 15 respectively and the minimum Manual Dexterity is 11 an 17 respectively. She must have a Physical Strength of at least 15 + (8/4) = 17; and a Manual Dexterity of at least 17 + (11/2) = 22 1/2, round to 23. It costs 100 Experience Points to make rank 0 with a hand axe and 75 with an estoc. It will cost 88 Experience Points to make rank 0 with the combination. Patty will have to raise in estoc before she can go beyond rank 4 in the combination . Paco Blacksword wields dual Broadswords. He has managed rank 10 with the Broadsword (no mean feat). For Paco to rank in dual broadsword he pays broad sword experience Point cost. Paco may wish to fight using the two broadswords as individual weapons until has has made a high enough rank with their combination. The minimum Physical Strength and Manual Dexterity for a broad sword are both 15. Paco will need a Physical Strength of 15 + (15/4) = 18 3/4 = 19 and a Manual Dexterity of 15 + (15/2) = 22 1/2 = 23. No problem for Paco A figure can attempt to strike more than one target one time each if the prepared weapon is Class B and the attacker is Rank 4 or above with the weapon. Each figure thus attacked must be in adjacent hexes within the attacker's Melee Zone. Thus, the maximum number of attacks via this option is three. This attack can only occur in Melee combat, and the attacker suffers a negative attack modifier (see 17.6) [18.5] The damage done with a particular weapon can be increased due to exceptional Physical Strength and Rank. At the attacker's option, he may add 1 to the damage modifier of a weapon for every 5 points of Physical Strength above the minimum necessary to wield the weapon the attacker possesses. Thus, a figure with a Ps of 20 through 24 would do D+5 damage when wielding a Broadsword. However, for every +1 of damage the figure receives, an extra 6% is added onto the chance of the weapon breaking during combat. The above figure with a PS of 20 would have a chance to break the Broadsword on rolls of 93 through 99, inclusive. It is possible to succ- essfully strike the opponent and break the weapon at the same time. This does not apply to Thrown or Missile weapons. An attacker also gains a +1 bonus for every 3 Ranks (except rank 0, round down) . That is, at Rank 3, 6, and 9. This rule will increase damage done by Thrown or Missile Weapons, and does not increase breakage chances . [20.2] WEAPONS CHART Swords Wt PS MD Sc Dam Mod Range Class Use Cost Rk Dagger A 10o 7 10 40 D 8 A RMC 10 9 Main-Gauche 1 8 15 45 +1 P A MC 20 10 Short Sword 2 10 12 45 +3 P A M 40 6 Falchion 4 12 11 50 +2 P B M 40 6 Scimitar 4 11 15 50 +3 P B M 60 8 Tulwar 4 13 15 50 +4 P B M 65 8 Rapier 2 11 18 45 +3 P A M 35 10 Sabre 3 14 15 60 +3 P B M 40 7 Broadsword 3 15 15 55 +4 P B M 50 6 Estoc 2 15 17 45 +5 P A M 65 9 H & H (1-2) 6 17 16 60 +5 P B M 85 7 Claymore (1-2) 5 16 13 50 +4 P B M 80 7 T-H Sword (2) 9 22 14 55 +7 P B M 100 5 Hafted Weapons Hand Axe 2 8 11 40 +1 8 B RMC 15 4 Battle Axe (1-2) 5 14 14 60 +4 6 B RM 20 7 Great Axe (2) 6 19 17 65 +6 P B M 30 7 Giant Axe 25 29 12 65 +10 6 B RM 50 7 Crude Club 4 16 10 45 +2 6 C RM 3 2 War Club 3 14 10 50 +2 7 C RM 5 5 Giant Club 10 25 9 50 +8 9 C RM 10 5 Torch B 3 8 12 40 +1 P C RM 1 - Mace 5 16 9 50 +4 5 C RM 15 5 Giant Mace 25 27 10 50 +7 8 C RM 40 5 War Hammer 4 15 13 45 +3 6 C RM 14 5 War Pick (1-2) 5 17 13 45 +4 P C M 20 5 Flail 4 14 15 50 +2 P C M 15 5 M Star (1-2) 5 18 15 60 +4 P C M 20 5 Mattock (2) 6 19 14 55 +6 P C M 18 5 Quarterstaff (2) 3 12 16 55 +2 P C M 3 9 Sap C 1 9 11 40 +1 P C MC 2 3 Thrown Weapons Throwing Dart(D) 3o 9 15 40 D 12 A R 1 10 Boomerang 1 11 15 40 D 20 C R 2 7 Grenado (E) 2 9 15 40 V 15 - R V 4 Pole Weapons Javelin (F) 3 12 15 45 +2 12 A RM 4 10 Spear (1-2) 5 15 14 50 +3 6 A RM 10 5 Gnt Spear (1-2) 15 22 16 55 +7 12 A RM 20 5 Pike (G) (2) 8 18 16 45 +5 P A M 15 5 Lance (H) 7 16 12 45 +6 P A M 4 5 Halbard (2) 6 16 16 55 +3 P B M 15 5 Poleaxe (2) 6 18 15 55 +5 P B M 20 5 Trident (1-2) 5 14 16 45 +2 5 A M 8 5 Water Trident(I) 3 12 18 35 +1 P A M 15 9 Glaive (2) 7 16 18 55 +5 P B M 15 9 Giant Glaive (2)14 26 18 65 +9 P B M 30 9 [20.2] WEAPONS CHART, Continued Missile Weapons Wt PS MD Sc Dam Mod Range Class Use Cost Rnk Sling (2) 1 7 15 40 +1 60 C R 1 8 Short Bow (2) 4 14 15 45 +2 60 A R 20 8 Long Bow (2) 6 16 15 55 +4 180 A R 25 10 Composite Bow(2) 8 17 15 55 +4 225 A R 30 8 Giant Bow (2) 14 25 15 55 +7 45 A R 80 8 Crossbow (2) 7 18 17 55 +3 80 A R 15 5 Hvy Crossbow(2) 10 20 12 60 +4 90 A R 20 5 Spr Thrower(2) 4 11 14 50 +2 15 A R 5 10 Blowgun (2) 1 7 16 30 (K) 7 - R 3 10 Handgun (L) A R - 10 Rifle L (2) A R - 10 Shotgun L (2) A R - 10 Entangl. Wpns Net (M) 2 11 16 30 -5 5 - RMC 4 4 Bola (N) 2 11 15 35 -3 10 - R C 5 6 Whip (O) 3 10 16 40 -3 P - MC 6 10 Special Weapons Rock V 5 10 30 -1 8 C RMC - 6 Cestus (P) 3 12 14 35 -1 P C MC 15 9 Garotte (Q) (2) 1 12 15 30 +3 P - C 3 3 Shield V 10 12 40 -2 P C M V 4 Wpn Access. No. Wt Cost Notes Shot 20 4 1 Use in Sling. Dart 20 2 5 Use in Blowguns Arrows 20 2 10 Use in any draw bows. Quarrels 20 7 15 Use in crossbows. Cranequin 1 3 10 Use to cock crossbows; requires a PS of 11 And two free hands. [17.5] SHIELD CHART [18.1] ARMOR CHART Shield type Wt DEF MD Cost ARMOR Wt Prot. AG Cost Stlth Buckler 3 2% -0 5 Cloth 1 1 -0 10 +5 Small Round 5 3% -2 8 Leather 3 4 -1 20 0 Large Round 10 4% -3 10 Scale 4 5 -3 100 -5 Kite Shield 15 5% -4 15 Chainmail 7 6 -2 200 -10 Tower Shield 25 6% -6 20 P/Plate 6 6 -2 250 -15 Main-Gauche* 1 2% -0 20 F/Plate* 8 7 -3 300 -20 I/Plate* 7 8 -3 400 -20 Weapon Notes: Weapons are normally wielded one-handed, and the exceptions are noted with a (2) after the name of the weapon. Some can be used either one or two-handed, and these are noted with a (1-2). When weapons of this type are wielded two -handed, increase their Damage Modifier by 1. <-> indicates that a weapon has no Class for purposes of Grievous Injuries; when a possible Grievous Injury is rolled, only damage affecting Endurance results. RVS indicates that the characteristic is variable. A. When attacking a foe whose modified Agility is between 12 and 9 (inclusive) the dagger can be used to attack twice in one Pulse without penalty; if the modified Agility is 8 or less, the Dagger can attack 3 times in a Pulse. B. A torch is not actually a weapon, but can be used as such in emergencies. Also, brandishing a burning Torch in the face of an animal can cause it to flee. Any animal whose WP is 10 or less can be scared off if it fails a roll of 4 times its WP or less. A successful roll indicates the animal is not impressed. No Rank can ever be achieved with a Torch. C. The Sap can be used to knock out man-sized targets wearing Leather, Cloth, or no armor. Used by an Assassin, any hit from behind knocks out the target; for anyone else (including an Assassin from another direction), any hit Stuns and 4 or points of effective damage knocks out the target (exception to 16.5). D. Up to three darts can be thrown at one, two, or three targets in one Pulse with no penalty. E. A Grenado is filled with any substance (manufactured by an Alchemist) designed to burst into flames on impact. These substances include Greek Fire, methane, and anything the GM will allow. It bursts on landing (if need be throw at a particular figure), and its effects are determined by the substance within. If a miss is rolled for the Strike Check, the GM should randomly determine whether the Grenado landed short, long, left, or right of the target (or any combination thereof). F. A javelin functions as a Thrown Weapon unless it is launched by a Spear Thrower, in which case the Spear Throwers characteristics mare used and it functions as a Missile Weapon. G. A Pike can be used to Melee attack any figure within two hexes; its Melee Zone extends into what would normally be the first hexes of that figure's Ranged Zone. H. A Lance can be used only by a mounted figure. I. Stats apply to use of the Water Trident underwater. J. All Missile Weapons must be loaded before firing; this action is in addition to Preparing the weapon itself. A Pass action must be taken in order to load the Sling, any draw bow, the Spear Thrower, and the Blowgun. Two consecutive Pass actions must be taken to load a Crossbow (three if using a Cranequin). K. The damage done by a blowgun dart depends upon the substance that coats the tip (poison, for instance; see 54.8 and 20.3). L. Damages and ranges may vary widely depending on the type of ammunition, the specific model of firearm, and the quality of the firearm and ammunition. M. The Net can be used to Entangle in either Melee or Ranged combat. In Close combat, it functions as a Garotte. N. The Bola can be used to Entangle only in Ranged combat. In Close combat, it functions as a Garotte. O. The Whip can be used to Entangle and do damage in the same Pulse to the same target in Melee Combat. In Close combat it functions as a garotte. Once the target is Entangled, the attacker can choose to leave him Entangled (thus letting go of the Whip),or disentangle the target himself, and retain possession of the weapon. P. Cesti are worn on the hand and need not be prepared in order to be used. Q. The Garotte is used to strangle the target and can only be used against man-sized or smaller victims. When used by a trained Assassin, once a a successful hit has been scored, it will continue to do damage every Pulse from then on until the victim is dead or the Assassin has taken effective damage from either the victim or an outside source. If the victim's PS is greater than the Assassin's, the GM can permit him to attempt to break the hold, similar to the attempt to Restrain (see 16.5). If the attempt is successful, the hold is broken and the Assassin will have to make another successful Strike Check to continue the strangulation. Some types of plate armor can, at the GM's discretion, prevent the successful use of this weapon due to protection around the neck area. A non-Assassin has to roll a Strike Check every Pulse to see if any damage can be done. R. All Shot, Darts, Arrows, and Quarrels come in appropriate pouches or quivers of 20, and the weight and cost of the pouch or quiver is included in the information given for the accessory. Shield Notes: * The Main Gauche does not subtract from any Fire attack, and cannot make a Shield Rush attack (see 16.5). The Main Gauche functions both as a weapon and shield, and only one Experience Point expenditure is used to rise in both, that of the weapon listed in 87.8. When a shield is not prepared, it is considered slung on the back of the figure carrying it. All shields except the Tower Shield and the Main Gauche are constructed of wood and hides and do not effect the flow of mana in regard to an Adept. Armor Notes: Weight: The number by which a figureUs size is multiplied to find the weight of the armor in pounds. Size numbers for the character races are : Halfling (3); Dwarf (4); Elf (5); Orc (5); Human (6); Giant (15). For female figures, 0.5 should be subtracted from the multiples . [15.7] Action Summary [17.6] Strike Chance Modifiers Summary Actions allowed of Engaged figures Close Combat Modifiers % Melee Attack ADV. FORI % Evade +1 each point attacker's PS is greater than target % Withdraw +20 target has 0 Fatigue Points remaining % Pass +20 target is stunned % Prepare/Loose a Spell PEN. FORI % Close and Grapple -1 each point target's PS is greater than attacker -20 attacker has 0 Fatigue Points remaining If in Close Combat Melee Combat Modifiers % Grapple ADV. FORI % Withdraw +10 target has 0 Fatigue Points remaining % Pass +15 target being attacked through a flank hex . +15 target being attacked through flank hex . Actions allowed of +15 target is stunned. Non engages figures +20 target kneeling or prone. % Move up to full TMR +20 attacker charging with pole weapons or shield. % Move up to 1/2 TMR +30 target being attacked through a rear hex . and Melee Attack PEN. FORI % Move up to 1/2 TMR -4 each rank the target has with his prepared and Charge and Close weapon, and is evading . % Move up to 1/2 TMR -10 target is currently evading (in add to above) and evade -10 attacker has 0 Fatigue Points remaining. % Move up to full TMR -15 attacker is charging with a non pole weapon. Charging with Pole W -20 attacker is melle attacking while withdrawing. % Retreat % Fire % Pass % Prepare or Loose a Spell [18.2] Special Damage Chart Damage Mod Possible Directly Ranged Combat Modifiers Strike Grievous Affecting ADV. FORI Chance Injury Endurance +10 target is being attacked via a Flank Hex 01-09 01 01 +10 target is Stunned 10-16 01 01-02 +10 attacker is kneeling 17-23 01 01-03 +20 target being attacked through a Rear hex 24-29 01 01-04 PEN. FORI 30-36 01-02 01-05 -3 every hex through which a T Wpn travels 37-43 01-02 01-06 -3 every 5 hexes (or fraction) after the 44-49 01-02 01-07 first 5 through which a Msl Wpn travels 50-56 01-03 01-08 -5 target is currently moving 57-63 01-03 01-09 -10 target is kneeling or prone 64-69 01-03 01-10 -20 target is currently Evading 70-76 01-04 01-11 -20 target occupies Sheltered hex 77-83 01-04 01-12 Lighting Condition Modifiers 84-89 01-04 01-13 PEN. FORI 90-96 01-05 01-14 -10 starry night or shadowy interior 97-103 01-05 01-15 -20 cloudy night 104-109 01-05 01-16 -30 cave or unlit interior 110-116 01-06 01-17 -40 pitch blackness 117-123 01-06 01-18 Miscellaneous Modifiers 124-129 01-06 01-19 PEN. FORI 130-136 01-07 01-20 -20 Attackers weapon held in Second hand 137-143 01-07 01-21 -20 m strike; with weapon in P hand 144-149 01-07 01-22 -40 m strike; with weapon in S hand 150-156 01-08 01-23 -20 m strike; with each weapon if ambidex 157-163 01-08 01-24 -30 m strike with Class B or C 2 h weapon 164-169 01-08 01-25 Each modifier is added to the Strike Chance of 170-176 01-09 01-26 the attacker in each instance where is applies; all modifications are cumulative. Skills 53. Languages Many languages exist on Crossroads. Many races speak tongues of their own, and many related creatures speak the same or similar tongues. But a character can easily get by knowing only the Common tongue spoken by most of the civilized world. Characters begin life knowing how to speak Common at Rank 8. Many non-human races know their racial tongue as well. Characters must generally learn how to read and write themselves, though this is not a bad way to spend those initial experience points. The following languages may be learned by Player Characters without special effort. The numbers are the maximum rank achievable in that language. Mean that the particular language is not spoken or written. Language Spoken Written Notes Common 10/10 Everyone should know this one. Spoken in many dialects and accents. Dark Tongue 6/- Spoken in many dialects and accents. Dwarvish 10/10 See [6.4] The written language is especially well suited for carvings. Faerie 10/- Anyone greater than 1.5 m tall expends 1.5 cost to learn. Giantish 8/- Anyone less than 2 m tall expends 1.5 cost to learn. High Elf 10/10 See [6.5]. Low Elf 10/10 See [6.5]. Undercommon 8/8 A trade tongue, very standardized. The following Languages require special effort to learn, mostly a matter of finding someone to teach you. Language Spoken Written Notes Battle Language 8/- Combination spoken and signed language. Not truly a language. Demon/Dragon 10/10 Two distinct dialects of this language exist; don't use the wrong one. Gnome 10/10 High Math -/10 Requires Rank 5 in Mathematics to begin learning. High Tongue 10/10 The language of the High Ones, mostly of historical value. Morse Code 10/- Sign Language -/- Rank 10 can be achieved, but it is neither spoken nor written. Water Common 8/- A trade tongue, very standardized. Wizard's Tongue 10/10 Boating Ability to reliably build and control small boats and rafts. Chance of boat or raft staying a float: (Rank +1) % 8 - (PS + AG) V 2 . Check is made every (Rank + 1) hours. Can ably control a boat of up to Rank + 2 m. Can make effective use of up to Rank V 3, rounded down, sails to to increase speed or maneuvering. Can build a boat or raft of up to Rank + 2 m in length. A check is made on the integrity of this structure every Rank weeks. It sinks on a (Rank % 9) + Willpower - length in meters. Note that the Boating skill does not give any special Navigational skills. Driving Driving is the ability to control animals hitched to carts or wagons. If a character is more proficient at Horsemanship than Driving, then the cost to rise in Ranks in Driving is halved, until the two Ranks are equal. The reverse is also true. While anyone can keep a team moving straight forward once started, driving is required to do such little things as turn, stop, start, or keep the team calm in unusual situations (such as combat). A character's driving is equal to (modified Agility + Willpower)/2 + (Rank % 8) Round all fractions down. With the similar modifications for the type of team as with horsemanship. Donkey -10 Palfrey +15 Mustang -12 Warhorse -20 Quarterhorse -15 Camel -15 Dire Wolf -12 Mule -5 Draft Horse +5 Pony +5 Elephant -10 Ox +10 A successful roll (equal to or less than the modified percentage) will result in the team obeying the directions of the driver. A roll above the modified percentage but less than the modified percentage plus twice the drivers Will- power indicates the team either does nothing or continues to do whatever it was doing. A roll above both of these indicates the team will either disobey the driver or some other unpleasant result. The actual occurence must be decided by the GM and should become worse the farther the roll is above the modified percentage. If the GM judges the driver has totally lost control of the team, the driver can take no other action until he has regained control . The driver skill also gives knowledge of loading wagons and carts and hitching teams. Mathematics It is assumed that most characters have enough knowledge of mathematics to make change for every day purchases, add and subtract small numbers, and do other simple arithmetical things. The mathematics skill goes beyond such things, eventually leading into mathematics. The abilities of that can be used when a mathematician practices his art depend upon his Rank. A mathematician gains one or more abilities at each Rank he achieves, according to the following schedule: Rank Ability(ies) 0 Multiplication and division of small numbers 1 Addition and subtraction of any size number 2 All arithmetical skills 3 Solutions to algebraic equations 4 Geometry and trigonometry 5 Analytic geometry 6 Basic calculus 7 Solutions to ordinary differential equations 8 Proofs 9 Advanced mathematical concepts 10 Reality description Further Ranks develop reality sustenance, small perturbations in reality, minor editing, minor creations, and so on until complete universe creation. A mathematician must know the High Math language at at least Rank (Rank in mathematics) - 5. Advanced mathematical concepts include such things as topology, advanced calculus, and non-ordinary differential equations. 62. Military Scientist [62.4] A military scientist can add his Rank to the initiative die roll in combat. This addition to the initiative die roll occurs only for those Players who have declared their intent to listen to the military scientist and do as he directs. The military scientist must be the effective leader. The military scientist may not be Stunned or otherwise incapacitated, and is not engaged in Melee or Close Combat . At Rank 8 he can add 1 to his followers initiative even if engaged in Melee or Close Combat. When engaged in Melee or Close Combat, he may add Rank/2 rounded down to his own initiative die rolls. Swimming Basic chance to remain head above water is (rank % 8) + current Endurance + current Fatigue. This check is made every Rank + 1 minutes. If the check fails, the Swimmer may still go into a float on a Rank % 7 + Willpower or better. Dwarves and Earth Giants suffer a -10% penalty on all rolls. Fire Giants suffer a -20% penalty on all rolls . Encumbrance in the water is shifted three columns to the right on the Fatigue and Encumbrance Chart [86.9]. Every Rank achieved beyond rank 4 allows the Swimmer to pick one of the following specific skills. Rescue Breathing Distance/Endurance Swimming SCUBA Sprints Snorkel Water Rescue Diving [91.8] Experience Point Cost Chart CHARACTER GENERATION Characteristic First Point Each Extra Point Fatigue 2500 2500 Endurance 5000 2500 Perception 1000 800 Karma 2500 5000 All others 5000 5000 See 91.2 MAGIC Whenever a character wishes to achieve the next Rank with a talent, spell, or ritual, multiply that Rank by the Experience Point Multiple of that talent, spell, or ritual. The result is the number of Experience Points to be expended. This total can be modified if the ability to be raised is a General Knowledge spell or ritual and if the Adept's MA is greater than 15. In that case, for every point above 15, the total EP cost is reduced by an additional 5%; e.g. achieving Rank 3 with a General Knowledge spell whose Experience Point Multiple is 300 by an Adept with an MA of 19 costs (300 < 3) = 900; (900 < 0.9519-15) = 900 < .8145 = 733 Experience Points. (See 91.4) The reverse is true for MA's below 15. See the Magic Handbook for a table. ADVENTURE Rank-H 0 1 2 3 4 5 6 7 8 9 10 Stealth 0 500 1000 1500 2000 2500 3000 3500 4000 4500 5000 Horsemanship(A)0 125 250 375 500 625 750 875 1000 1125 1250 Driving (A) 0 125 250 375 500 625 750 875 1000 1125 1250 Boating 0 250 500 750 1000 1250 1500 1750 2000 2250 2500 Swimming 0 250 500 750 1000 1250 1500 1750 2000 2250 2500 Climbing 100 125 250 375 500 625 750 875 1000 1125 1250 A If a character is more proficient at Driving than Horsemanship, then the cost to risr in Ranks in Horsmanship is halved, until the two Ranks are equal. The reverse is also true. COMBAT Swords: 0 1 2 3 4 5 6 7 8 9 10 Dagger 25 25 50 100 200 400 700 1500 3000 4000 10000 Main-Gauche 50 50 100 200 400 1100 1500 3000 3000 3000 4000 Short Sword 100 100 200 400 700 1500 3000 10000 12000 14000 18000 Falchion 25 25 50 100 200 400 700 1500 3000 5500 7000 Scimitar 100 100 200 400 700 1500 3000 3000 3000 5500 7000 Tulwar 100 100 200 400 700 1500 3000 3000 3000 5500 7000 Rapier 200 200 200 200 200 500 500 2000 4000 4000 3000 Sabre 150 150 200 500 1000 2000 2000 2000 --- --- --- Broadsword 50 50 100 200 400 700 1500 6000 10000 12000 14000 Estoc 75 75 150 200 500 1000 2000 4000 4000 3000 --- Hand & A Half 100 100 200 400 500 900 1700 2000 --- --- --- Claymore 50 50 100 200 400 700 1500 1800 --- --- --- 2-Hand Sword 50 50 100 200 400 700 --- --- --- --- --- Hafted Wpns: 0 1 2 3 4 5 6 7 8 9 10 Hand Axe 100 100 200 500 1500 --- --- --- --- --- --- Btl/Gnt Axe 75 75 150 200 500 1000 2000 4000 --- --- --- Great Axe 150 50 100 200 500 1000 3000 5000 --- --- --- Crude Club 25 25 50 --- --- --- --- --- --- --- --- W/Gnt Club 25 75 150 300 500 700 --- --- --- --- --- M/Gnt Mace 50 50 100 200 400 700 --- --- --- --- --- War Hammer 50 50 100 200 400 700 --- --- --- --- --- War Pick 75 75 150 200 500 1000 --- --- --- --- --- Flail 25 25 50 100 200 400 --- --- --- --- --- Morning Star 100 100 200 400 700 1800 --- --- --- --- --- Quarterstaff 75 75 150 200 500 1000 2000 4000 4000 3000 --- Sap 25 75 150 250 1000 1500 3000 4000 5000 7000 8000 Pole Arms: 0 1 2 3 4 5 6 7 8 9 10 Javelin 50 50 100 200 400 800 1400 2000 2000 2000 3000 Spr/Gnt Spear 100 100 200 400 700 1800 4000 5000 6000 7000 8000 Pike 200 200 400 700 1500 3000 --- --- --- --- --- Lance 250 400 700 1000 1700 3500 --- --- --- --- --- Halbard 100 100 200 400 700 1500 --- --- --- --- --- Poleaxe 100 100 200 400 700 1500 --- --- --- --- --- Trident 200 200 400 800 1400 3000 6000 7000 8000 10000 11000 G/Gnt Glaive 50 50 100 200 200 200 500 800 1500 3000 --- Missile Wpns: 0 1 2 3 4 5 6 7 8 9 10 Sling 200 200 400 700 1500 3000 3000 3000 3000 --- --- Short Bow 100 100 200 400 700 1500 3000 3000 3000 --- --- L/Gnt Bow 200 200 500 1000 2000 2000 2000 2000 3000 3000* 3000* Composite Bow 200 200 400 700 1500 3000 3000 3000 3000 --- --- Crossbow 100 100 200 400 800 1000 --- --- --- --- --- Hvy Crossbow 100 100 200 400 800 1000 --- --- --- --- --- Spear Thrower 25 25 50 100 200 400 700 1500 3000 4000 5000 Blowgun 25 25 50 100 200 400 700 1500 3000 4000 5000 Handgun 400 200 500 1000 2000 2000 2000 2000 3000 4000 5000 Rifle 400 200 500 1000 2000 2000 2000 2000 3000 3000 3000 Shotgun 300 200 500 1000 2000 2000 3000 3000 4000 5000 6000 Thrown Wpns: 0 1 2 3 4 5 6 7 8 9 10 Throwing Dart 100 200 200 500 1000 2000 2000 2000 2000 2000 2000 Boomerang 100 300 500 1000 1200 1500 1500 1500 --- --- --- Grenado 25 50 75 100 150 --- --- --- --- --- --- Entang. Wpns: 0 1 2 3 4 5 6 7 8 9 10 Net 150 150 300 600 1300 --- --- --- --- --- --- Bola 200 200 400 700 1500 2000 5000 --- --- --- --- Whip 150 150 500 900 1400 2000 3500 4000 5000 5000 6000 Special Wpns: 0 1 2 3 4 5 6 7 8 9 10 Rock 25 25 100 150 200 300 500 --- --- --- --- Cestus 30 40 50 100 200 400 700 1500 3000 6000 --- Garotte 100 200 300 600 --- --- --- --- --- --- --- Shield 25 25 50 100 200 800 1600 3200 6000 8000 10000 Unarmed Cmbt 150 300 450 600 800 900 1500 3000 4000 5000 4000 Note: Some weapons are limited in the rule book insofar as the Rank that a character can achieve with them is concerned. A --- indicates that the Rank cannot be achieved with that weapon. All numbers to the right of a { indicate ranks beyond those in the rule book. [Edit Note { was deleted while editing] * A character can achieve Rank 9 and 10 only with a longbow. Skill Rank Skill : 0 1 2 3 4 5 6 7 8 9 10 Spk Lang. (A) 200 75 125 300 550 850 1350 1700 2250 2900 3500 R/W Lang. (A) 250 100 150 350 700 950 1500 1850 2500 3200 4000 Alchemist 800 350 1200 2650 4350 6500 8650 11100 12750 14500 17000 Assassin 600 250 750 1700 2900 4200 5750 7550 9500 11700 14100 Astrologer 400 150 500 1150 2050 3100 4400 5900 7500 9400 11500 Bst Mstr (B) 600 250 750 1650 2800 4300 5600 7350 9300 11400 13750 C'tier (C,D) 250 100 200 500 950 1450 2050 2800 3600 6300 8000 Gambler 250 100 200 500 1000 1450 2050 2800 3750 5000 7500 Healer 1000 400 1600 3500 5800 8400 11400 14700 18500 22500 26750 Mechanician 600 250 650 1500 2600 3900 5300 7000 8850 10900 13000 Merchant 300 125 300 850 1400 2200 3400 4200 5300 6800 9500 Mil Sci. 300 125 350 950 1500 2350 3100 4150 5400 6750 10000 Navigator 400 150 400 900 1550 2400 3350 4450 5750 7100 10050 Ranger 600 250 800 1650 2750 4100 5650 7350 9300 11400 13250 Spy (F) 500 200 600 1400 2400 3600 5000 6600 8400 10400 12600 Thief (F) 750 300 1050 2350 4000 5750 7900 10250 12900 14850 16000 Troubador (G) 250 100 200 500 1050 1450 2100 2800 3900 4600 7000 Mathematician 400 200 500 2500 4000 6500 9000 13000 15000 20500 26550 When a character desires to rise in Rank he consults the line appropriate to the skill he has practiced. He then cross-indexes this row with the column for the Rank one above his current Rank. The result is the number of Experience Points, gained through practice of the particular skill needed to rise from the previoue rank to that Rank. This total can be modified by the character's race (see 6) and his condition when he attempts an increase in rank (see 52). NOTES: A. If the character is more proficient at speaking a language than reading/ writing in that same language, then the cost to rise in Rank for reading/ writing is halved, until the Ranks are equal. The reverse is also true. See 53.2. B. A Beast Master can acquire the ability to train additional types of creatures after he reaches Rank 10 through the expenditure of additional Experience Points. See 57.3. C. Depending on the character's personal characteristics the Courtier may cost 10% more, or maybe even 10% less, Experience Points to rise in Rank. See 58.1 for an account of the specific conditions. D. Once a Courtier has reached Rank 10, he can expend 1000 extra Experience Points per ability in order to gain additional abilities within his profession. See 58.2. E. After attaining Rank 10 the Merchant can expend additional Experience Points in expanding the list of his areas of experise. See 63.6. F. If a character is more proficient at thieving than spying, then the cost to rise in Ranks in Spying is halved, until the two Ranks are equal. The reverse is also true. See 65.1. G. After attaining Rank 10 it is possible for the Troubador to add more abilities to his repertoire through the expenditure of 500 extra Experience Points per ability. See 66.1. -- Bruce McLaren | "Reading journal articals [rabbit 42] at [matt.ksu.ksu.edu] (for most stuff) | is like chewing and digesting [m c laren] at [eece.ksu.edu] (mail broken?)\|/ ground glass." [rabbit 42] at [ksuvm.BITNET] (if all else fails) V Dave Hare