Character creation checklist:

 

Go kill orcs.

 

 

 

Roll

 

Str

Dex

Con

Body

AST

 

Int

Ego

Pre

Def

 

Spd

Rec

 

Age

Age Increment

01-03

Amazon

5

6

5

4

46

 

5

5

5

7

 

4

-

 

16

11

04-07

Araq

6

6

6

6

50

 

2

2

6

6+2

 

4

-

 

12

8

08-09

Ardua

2

9

5

3

42

 

4

4

4

6

 

4

-

 

15

9

10-14

Centaur

8

3

8

9

57

 

4

4

6

8

 

4

-

 

14

8

15-19

Dwarf

6

3

8

7

53

 

5

6

5

10

 

4

+4

 

25

15

20

Elf, Female

4

7

6

4

46

 

7

7

4

5

 

4

-

 

50

30

21

Elf, Male

5

6

6

5

48

 

7

7

5

6

 

4

-

 

50

30

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

22-26

Jaka

2

8

5

4

43

 

5

4

4

7

 

5

-

 

15

7

27-28

Gnome

0

6

4

4

40

 

6

3

3

7

 

4

-

 

20

12

29-31

Half Elf, Female

4

7

5

4

45

 

6

6

4

6

 

4

-

 

30

20

32-34

Half Elf, Male

5

6

5

5

47

 

6

6

5

7

 

4

-

 

30

20

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

35-39

Half Giant

22

3

22

22

98

 

3

2

15

10

 

3

+2

 

18

6

40-45

Half Orc

6

4

7

6

51

 

3

4

6

10

 

4

+2

 

13

5

46-50

Hobbit

-1

7

6

4

41

 

5

4

2

6

 

5

-

 

20

12

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

51-59

Human, Female

4

6

5

4

45

 

5

5

4

7

 

4

-

 

16

11

60-95

Human, Male

5

5

5

5

47

 

5

5

5

8

 

4

-

 

16

10

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

96-99

Kobbit

2

6

6

4

44

 

4

4

4

7+1

 

4

+1

 

16

10

00

Phraint

5

11

3

3

43

 

4

-1

6

6+2

 

5

-

 

10

4

 

 

 

Ht

Wt

 

Vis

Hearing

Night Vision

Running

Swimming

AWM

Comments

Amazon

180

75

 

-

-

 

26

8

1.0

+1 w/Weapons, +1 Combat Maneuver

Araq

190

65

 

+1

-3

 

26

4

0.9

+2 w/Spears

Ardua

185

35

 

+3

-1

 

28

8

0.6

+2 w/Thrown Weapons

Centaur

200

180

 

-

-

 

34

6

1.6

+2 w/Bows

Dwarf

120

50

 

-1

-1

 

18

4

0.6

+2 w/Axes and Hammers

Elf, Female

185

75

 

+1

+2

 

27

8

1.0

+2 w/Bows

Elf, Male

190

85

 

+1

+2

 

28

8

1.0

+2 w/Bows

 

 

 

 

 

 

 

 

 

 

 

Jaka

150

42

 

+1

+3

30

9

0.6

+2 w/Bows

Gnome

110

30

 

+1

-1

 

16

3

0.5

+1 DCV

Half Elf, Female

178

70

 

-

+1

 

25

7

0.9

+2 w/Bows

Half Elf, Male

182

82

 

-

+1

 

26

7

1.0

+2 w/Bows

 

 

 

 

 

 

 

 

 

 

 

Half Giant

255

250

 

-

-

 

27

7

2.1

+2 w/Axes, Hammers and Clubs

Half Orc

185

80

 

-2

-

26

6

1.0

+2 w/Axes and Spears

Hobbit

105

35

 

-

+2

 

20

3

0.5

+2 w/Slings

 

 

 

 

 

 

 

 

 

 

 

Human, Female

172

65

 

-

-

 

23

6

0.9

+1 Weird Talent, +1 Primary Skill

Human, Male

180

80

 

-

-

 

24

6

1.0

+1 Weird Talent, +1 Primary Skill

 

 

 

 

 

 

 

 

 

 

 

Kobbit

110

55

 

-

+1

20

2

0.7

+2 w/Slings, Axes and Spears

Phraint

185

70

 

+1

-3

 

28

0

0.9

+1" leap

 

 

Roll

#1

#2

Run Mod

less than -95

.83

.628

-3"

-95 to -37

.85

.666

-2"

-36 to -13

.88

.726

-2"

-12 to 5

.90

.768

-2"

6 to 10

.93

.834

-1"

11 to 20

.95

.880

-1"

21 to 30

.97

.927

-1"

31 to 38

.98

.951

 

39 to 45

.99

.975

 

46 to 55

1.00

1.000

 

56 to 62

1.01

1.025

 

63 to 70

1.02

1.051

 

71 to 80

1.03

1.077

+1"

81 to 90

1.05

1.130

+1"

91 to 95

1.07

1.184

+1"

96 to 145

1.10

1.269

+2"

146 to 180

1.12

1.328

+2"

181 to 195

1.15

1.418

+2"

196 and up

1.17

1.481

+3"

Add your characters STR, CON and BOD stats, subtract your race's AST and multiply by 5. This is your modifier to both rolls on the UHW table.

Step 1: Roll d100 Open-ended once. Multiply your character's base height by the number in column #1 to get your height and the base weight by the number in column #2 to get the average weight at your height. Add the run modifier to your Base Run.

Step 2: Roll a second time and multiply your weight by the number in column #1 to get your character's weight.

AWM and Lift and Leap

AWM= (sqrt(height*weight)+13*weight/height)/127

Lift= 25*2^(str/10)

You suffer 1 level of encumbrance for each full 10% of your lift you are carrying. Exception: Centaurs suffer 1 level of encumbrance for each full 25% of their lift. 1 Level on Enc= -1 DCV, -1" run/rnd, -1 to dive for cover rolls and 1 end/rnd, also -3" Swim/Rnd, and -2" to horizontal Leap

Horizontal Leap=(1+(Lift/Weight))". Vertical Leap = (Horizontal Leap)/2. Leaping costs 1 end/".

 

Motivation

Every player character has a motivation that compels him/her to fight against the bad guys, even at a great risk to their own lives. Characters may choose their motivation from the ones open to their race. Some motivations carry extra advantages and disadvantages.

 

Amazon

Ardua

Araq

Centaur

Dwarf

Elf

Jaka

Gnome

1/2 Elf

1/2 Giant

1/2 Orc

Hobbit

Human

Kobbit

Phraint

Hero Worship

 

 

 

 

Mission from God

 

 

 

Prove Oneself

 

 

Revenge: Personal

 

Revenge: Friend/Family

 

 

 

Sense of Justice

 

 

 

 

 

 

 

 

 

 

 

Thrill of Adventure

 

 

 

 

Hero Worship: Character seeks to emulate a hero (living or dead). Character may change one trait to Loyal or Hero Worshipper.

Mission from God: Character has been given a special mandate from his/her patron deity to fight evil. Character gets +1 to blessing rolls, but is subject to being sent on dangerous missions occasionally.

Prove Oneself: Character has an unquenchable desire to prove his/herself through combat with the forces of evil. Character may change one trait to Proud or Perfectionist.

Revenge: Personal: Character has suffered and wants revenge. Could be a result of theft, torture or a particularly vicious taunting. Character may change one trait to Grim or Vengeful.

Revenge: Friends/Family: Character's friends or family have been killed or enslaved by the forces of evil. Now it is payback time. Character may change one trait to Loyal or Vengeful.

Sense of Justice: Character is motivated by innate goodness. Character may change one trait to Altruistic or Loyal.

Thrill of Adventure. Character actually thinks this is fun. May change one trait to Aggressive.

 

Racial Traits

 

Amazon

Ardua

Araq

Centaur

Dwarf

Elf//0.5 Elf

Jaka

1

Aggressive

Aggressive

Aggressive

Aggressive

Aggressive

Altruistic

Altruistic

2

Honorable

Altruistic

Aloof

Altruistic

Aloof

Diplomatic

Cautious

3

Impatient

Cautious

Curious

Emotional

Grim

Emotional

Cheerful

4

Loyal

Emotional

Fear*

Friendly

Honorable

Hedonistic

Curious

5

Proud

Fear*

Grim

Hedonistic

Loyal

Honest

Emotional

6

Quiet

Friendly

Loyal

Honorable

Miser

Patient

Fear*

7

Restless

Honorable

Proud

Impatient

Perfectionist

Proud

Friendly

8

Skeptical

Impatient

Quiet

Loyal

Proud

Special*

Hedonistic

9

Special*

Loyal

Skeptical

Restless

Special*

Studious

Impatient

0

Stubborn

Special*

Special*

Special*

Stubborn

Talkative

Special*

 

 

 

 

 

 

 

 

 

Gnome

0.5 Giant

0.5 Orc

Hobbit

Human

Kobbit

Phraint

1

Curious

Absentminded

Aggressive

Altruistic

Aggressive

Aggressive

Aloof

2

Diplomatic

Aggressive

Fear*

Cautious

Altruistic

Emotional

Follower

3

Fear*

Fear*

Follower

Emotional

Curious

Fear*

Grim

4

Follower

Follower

Grim

Fear*

Fear*

Follower

Honest

5

Friendly

Impatient

Impatient

Friendly

Hedonistic

Grim

Logical

6

Hedonistic

Loyal

Loyal

Hedonistic

Honorable

Impatient

Loyal

7

Perfectionist

Proud

Proud

Hedonistic

Loyal

Loyal

Patient

8

Special*

Restless

Restless

Illogical

Patient

Miser

Perfectionist

9

Studious

Rude

Rude

Special*

Rude

Skeptical

Special*

0

Talkative

Special*

Special*

Spendthrift

Special*

Special*

Stubborn

Player characters start with 3 racial traits, rolled randomly. Each trait is considered a 5pt Psych Limitation.

Special

 

Fear

1

Vengeful

6

Political Radical

 

1

Enclosed Spaces

6

Water

2

Hero Worshipper

7

Megalomanic

 

2

Fire

7

Heights

3

Ego Signature

8

Extra-racial attraction

 

3

Insects

8

Reptiles

4

Never Lies

9

Gullible

 

4

Magic

9

Darkness

5

Lusty

0

Vandal

 

5

Undead

0

Wilderness

Weird Talents

 

Amazon

Ardua

Araq

Centaur

Dwarf

Elf

Jaka

Gnome

No Talent

01-10

01-25

01-25

01-25

01-20

-

01-20

01-15

Coordinated

11-12

26-31

26-35

26

21

01-03

21-25

16-20

Aasimon Blood

13-14

32-34

36

27-29

22-28

04-09

26-31

21-25

Baatezu Blood

15

35-36

37

30-31

29-35

10

32

26-30

Eladrin Blood

16-21

37-39

38

32-34

36-38

11-22

33-44

31-35

Tanar'ri Blood

22

40-41

39-45

35-36

39-41

23

45

36-40

Bump of Direction

23-28

42-49

46-51

37-42

42-48

24-26

46-50

41-42

Charismatic

29-41

50-52

52-54

43-49

49-58

27-31

51-53

43

Deduction

42

53

55

50

59

32

54

44

Double Jointed

43-46

54-59

56-61

51

-

33-34

55-59

45

Eidetic Memory

47

60

62

52

60

35-36

60

46-47

Jack of All Trades

48-50

61-63

63-65

53-56

61-79

37-38

61

48-61

Lightning Calculator

51

64

66

57

80

39

62

62

Light Sleeper

52-55

65-70

67-75

58-61

81

40-52

62-72

63

Linguist

56-60

71-74

76

62-66

82-85

53-62

73-74

64-66

1d6 Luck

61-69

75-81

77-83

67-73

86-87

63-68

75-83

67-76

2d6 Luck

70-75

82-85

84-88

74-78

88

69-72

84-89

77-82

3d6 Luck

76-78

86

89-90

79-80

-

73-74

90-91

83-85

Lycanthrope

79-80

87

-

81

89

75

92

86

Natural mage

81

88

91

82-83

90

76-81

93

87-89

Psionic

82

89

93

84

91

82

94

90

Scholar

83-84

90-91

93-94

85-89

92-96

83-93

95

91-96

Star-Powered Mage

85

92

95

90

97

94

96

97

Traveler

86-00

93-00

96-00

91-00

98-00

95-00

97-00

98-00

 

1/2 Elf

1/2 Giant

1/2 Orc

Hobbit

Human

Kobbit

Phraint

 

No Talent

-

01-30

01-30

01-05

01-15

01-30

01-20

 

Coordinated

01-03

31

31

06-15

16-20

31

21-40

 

Aasimon Blood

04-06

32

32

16

21-23

32

41-42

 

Baatezu Blood

07

33

33

17

24-25

33

43-44

 

Eladrin Blood

08-12

34-37

34-38

18-24

26-28

34-37

45-46

 

Tanar'ri Blood

13

38-41

39-41

25

29-30

38-41

47-48

 

Bump of Direction

14-17

42-47

42-47

26-28

31-36

42-47

49-53

 

Charismatic

18-23

48-53

48-53

29-31

37-42

48-53

-

 

Deduction

24

-

-

32

43

-

54

 

Double Jointed

25-26

54

54

33-38

44-46

54

55-74

 

Eidetic Memory

27-29

-

-

39

47

-

75

 

Jack of All Trades

30-33

55-58

55-58

40-50

48-53

55-58

76-78

 

Lightning Calculator

34-35

-

-

51

54

-

-

 

Light Sleeper

36-49

59-67

59-68

52-54

55-60

59-66

79-82

 

Linguist

50-60

68-71

69-71

55-63

61-66

67-70

83-84

 

1d6 Luck

61-66

72-78

72-78

64-76

67-73

71-77

85-87

 

2d6 Luck

67-70

79-83

79-83

77-84

74-77

78-82

88-89

 

3d6 Luck

71-73

84-86

84-85

86-88

78-79

83-86

90

 

Lycanthrope

74

87

86

89

80

87

-

 

Natural mage

75-82

88

87

91-93

81-84

88

91

 

Psionic

83

89

88

94

85

89

92

 

Scholar

84-93

-

89

95-98

86-91

-

93-94

 

Star-Powered Mage

94

90

90

99

92

90

95

 

Traveler

95-00

91-00

91-00

00

93-00

91-00

96-00

 

 

Every Player Character gets two rolls on the Weird Talents table (except Humans, who get three). With the exception of `No Talent', no result can be rolled twice. If `Luck' is rolled twice, take the higher of the two rolls and re-roll the other.

 

 

Characters with extra-dimensional blood roll d2+1 times for abilities and get 1 random additional trait. Traits that aren't continuous take a 1/2 phase to activate. Note: Strength, Con & Body bonuses do not affect Height/Weight calculations

 

 

 

Abilities

Aasimon

Altruistic

1

3d6 Stun Aid, Only to Heal, 3/day

Fair

2

Protection Zone: Demons/Undead roll Ego vs. Ego or can't enter/flee 12"R. 1/day 1min duration

Honest

3

Empathic Healing: Average stun & body taken with 1 person, no rng, must help, 1/day

Patient

4

Righteous Aura: +10 R def, +10 defensive PRE, 15pts Ego Def, 1 turn 1/day

Self-righteous

5

+1 Int, +1 Ego, +2 Pre, +3 Com

Stubborn

6

+2 Con, +2 Bod

 

 

 

Baatezu

Cruel

1

Evil Eye: 1d6 Dex Drain, recover 1pt/minute, at range, +5 OCV, 1/day

Self-righteous

2

Howl: +3d6 Pre attack, 3/day

Stubborn

3

Vampire Touch: 4d6 Stun & Body Transfer, No rng, 1/day

Grim

4

1/2 Damage Reduction vs. Cold & Poisons

Vengeful

5

+2 Int, +2 Ego, +3 Pre

Paranoid

6

+2 Str, +1 Con, +1 Bod

 

 

 

 

Eladrin

Altruistic

1

4d6 str aid, self only 3/day

Friendly

2

Invisible vs. Normal sight, Only in natural setting, broken by sudden/violent action 1min 3/day

Impatient

3

+3 Visual Perception

Emotional

4

Flight: (3 x Ego)"/rnd, No Enc, No End Cost, No non-combat, 1rnd 3 times/day

Playful

5

+2 Int, +2 Pre, +5 Com

Curious

6

+1 Str, +2 Con, +1 Bod

 

 

 

 

Tanar'ri

Impatient

1

Regen: 1 Body/minute

Emotional

2

+30 resistant ED vs. heat/flames, 1/2 Damage Reduction vs. heat/flames, Life Support: Heat

Cruel

3

Eyes of Fire: 12d6 Fire EB, No KB, +3 OCV, 3/day

Aggressive

4

1/2 Damage Reduction vs. Drains, Mind Control, Telepathy

Playful

5

+2 Ego, +2 Pre

Vengeful

6

+3 Str

 

 

 

 

 

 

 

 

 

 

AMAZON

Craftsman

01-05

75

 

ARAQ

Nomad

01-53

25

 

 

Entertainer

06

50

 

Craftsman

54-72

35

 

 

Scholar

07

50

 

Trader

73-77

80

 

 

Sailor

07-20

40

 

Cleric

78-79

25

 

 

Military

21-97

125

 

Military

80-94

60

 

 

Noble

98-00

200

 

Criminal

95-99

d6*20

 

 

 

 

 

 

 

Noble

00

450

 

 

 

 

 

 

 

 

 

 

 

 

 

ARDUA

Hunter

01-78

40

 

CENTAUR

Herder

01-52

50

 

 

Craftsman

79-83

50

 

Hunter

53-72

40

 

 

Entertainer

84-88

30

 

Craftsman

73-77

35

 

 

Trader

89-93

100

 

Cleric

78-79

90

 

 

Military

94-99

40

 

Military

80-99

90

 

 

Noble

00

200

 

Noble

00

200

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

DWARF

Miner

01-05

50

 

ELF

Hunter

01-20

100

 

 

Trader

06

50

 

Trader

21-30

250

 

 

Craftsman

07-50

150

 

Craftsman

31-55

225

 

 

Entertainer

51

50

 

Entertainer

56-65

300

 

 

Scholar

52-53

75

 

Scholar

66-67

200

 

 

Military

54-94

100

 

Sailor

68-82

120

 

 

Criminal

95

d6*20

 

Cleric

83-87

250

 

 

Noble

96-00

300

 

Mage

88

500

 

 

 

 

 

 

 

Military

89-98

250

 

 

 

 

 

 

 

Noble

99-00

1000

 

 

 

 

 

 

 

 

 

 

 

 

 

JAKA

Hunter

01-84

50

 

GNOME

Herder

01-20

50

 

 

Craftsman

85-89

60

 

Craftsman

21-54

100

 

 

Military

90-99

70

 

Trader

55-88

150

 

 

Noble

00

100

 

Scholar

89-93

100

 

 

 

 

 

 

 

Mage

94

150

 

 

 

 

 

 

 

Military

95-99

100

 

 

 

 

 

 

 

Noble

00

150

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

1/2 ELF

Trader

01-33

100

 

1/2 GIANT

Herder

01-54

20

 

 

Craftsman

34-68

80

 

Hunter

55-90

15

 

 

Entertainer

69-85

125

 

Military

91-99

75

 

 

Scholar

86-90

100

 

Noble

00

75

 

 

Mage

91-94

150

 

 

 

 

 

 

Military

95-00

125

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

1/2 OPRC

Nomad

01-10

15

 

HOBBIT

Herder

01-33

30

 

 

Peasant

11-30

10

 

Trader

34-63

50

 

 

Herder

31-50

20

 

Craftsman

64-93

40

 

 

Craftsman

51-55

25

 

Cleric

94-95

40

 

 

Military

56-00

150

 

Scholar

96-97

50

 

 

 

 

 

 

 

Military

98-99

30

 

 

 

 

 

 

 

Noble

00

75

 

 

 

 

 

 

 

 

 

 

 

 

 

HUMAN

Peasant

01-40

10

 

KOBBIT

Nomad

01-10

15

 

 

Trader

41-50

50

 

Peasant

11-30

10

 

 

Craftsman

51-60

40

 

Herder

31-50

20

 

 

Entertainer

61-65

15

 

Craftsman

51-55

25

 

 

Scholar

66

25

 

Military

56-00

150

 

 

Sailor

67-76

30

 

 

 

 

 

 

 

Cleric

77-78

150

 

 

 

 

 

 

 

Mage

79

100

 

 

 

 

 

 

 

Military

80-99

100

 

 

 

 

 

 

 

Noble

00

200

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

PHRAINT

Drone

01-00

10

 

 

 

 

 

 

 

 

 

Player characters get background and everyman skills based on their legacy.

Cleric

Background

Local Dogma, Literate

 

Everyman

AK: Local, Conversation, Shadowing, Trading

Craftsman

Background

Pick Two Craftsman Skills, Trading

 

Everyman

AK: Local, Bribery, Conversation, Shadowing

Criminal

Background

Bribery, Streetwise, Trading

 

Everyman

AK: Local, Conversation, Shadowing

Drone

Background

 

 

Everyman

AK: Kingdom of the Phraints, Shadowing

Entertainer

Background

Pick Two Entertainment Skills, Streetwise

 

Everyman

AK: Local, Conversation, Shadowing, Trading

Herder

Background

Animal Handling, PS: herder

 

Everyman

AK: Local, Conversation, Shadowing, Trading

Hunter

Background

Tracking, Survival

 

Everyman

AK: Local, Climbing, Conversation, Shadowing, Trading

Mage

Background

Literate, Pick One Scholar Skill

 

Everyman

AK: Local, Conversation, Shadowing, Trading

Military

Background

KS: Military History, Pick One Combat Maneuver

 

Everyman

AK: Local, Bribery, Conversation, Shadowing, Trading

Miner

Background

PS: Mining

 

Everyman

AK: Local, Conversation, PS: Prospecting, Shadowing, Trading

Noble

Background

High Society, Riding, Literate

 

Everyman

AK: Local, Bribery, Conversation, Shadowing, Trading

Nomad

Background

Animal Handling, Survival

 

Everyman

AK: Local, Tracking, Shadowing, Trading

Peasant

Background

PS: Subsistence Farming

 

Everyman

AK: Local, Conversation, Shadowing, Trading

Sailor

Background

PS: Sailor

 

Everyman

AK: Local, AK: Local Ocean, Conversation, Shadowing, Trading

Scholar

Background

Pick Two Scholar Skills, Literate

 

Everyman

AK: Local, Conversation, Shadowing, Trading

Slave

Background

+5 Current Strength

 

Everyman

AK: Local, Shadowing

Slave Soldier

Background

+3 Current Strength, Pick One Combat Maneuver

 

Everyman

AK: Local, Shadowing

Trader

Background

Conversation, Trading, Pick One Craftsman Skill

 

Everyman

AK: Local, Conversation, Shadowing, Trading

 

Special Skills: These are some skills that Characters with a background of Craftsman, Entertainment or Scholar could start with.

Craftsman

Entertainer

Scholar

Weaponsmith

Singing

Local History

Armorsmith

Dancing

World History

Mason

Instrument Playing

Geography

Cabinetmaker

Story Telling

Mathematics

Shipwright

Stage Performing

Foreign Language (3pts)

Weaver

Circus Skills

Law

Butcher

Poet

 

Baker

Jester

 

Jeweler

 

 

Cobbler

 

 

Tailor

 

 

Blacksmith

 

 

Nation/Region of Origin

 

Race

Nation/Region

Native Language

Neighboring Languages

Amazon

Great Refuge

Soduan

 

Araq

Tukh Wastes

Hishtok

Praetor, Warggle

Ardua

Greyblade Mtns

Warggle

Hishtok

Centaur

Zheng

Chopuk

Gundermain, Jeth, Praetor

Dwarf

N. Barrier Mountains

Gundermain

Gharkod, Chopuk, Jeth

Elf

Lyttos

Karluwyn

Gharkod

Jaka

Jukar Forest

Jeth

Gundermain, Chopuk

Gnome

Tilkin

Soduan

Praetor

Half Elf

Stallos

Soduan

Karluwyn

Half Giant

Trundhulm

Gharkod

Gundermain

Half Orc

Zhar Heights

Grunbek

Chopuk, Soduan

Hobbit

Bagum

Bagish

Praetar, Korsh

Human

Reuheim

Soduan

Karluwyn

 

Autun

Soduan

Praetor

 

Kandara

Praetor

Soduan, Bagish

Kobbit

Bao

Korsh

Bagish, Gundermain

Phraint

The Hive

Kzzut

Soduan

 

 

 

 

Starting Profession

Consult the Race -> Career diagram and the Career Prerequisite table and ponder your future. Starting characters get (Base Pay)*(level)2 sp.

 

Base

Pay (sp)

Amazon

Ardua

Araq

Centaur

Dwarf

Elf

Jaka

Gnome

1/2 Elf

1/2 Giant

1/2 Orc

Hobbit

Human

Kobbit

Phraint

Archer

30

 

Berserker

40

 

 

 

 

 

 

 

 

 

Channeler

50

 

 

 

 

Combat Mage

50

 

 

 

Holy Hybrid

50

Mage

50

 

 

 

 

 

 

 

 

 

Rogue

40

 

 

 

 

 

 

 

Officer

100

 

 

 

 

 

Swashbuckler

50

 

 

 

 

 

 

 

 

 

 

Warrior: Cavalry

80

 

 

 

 

 

 

 

 

 

Warrior: Footsoldier

30

Warrior: Guard

20

 

 

 

 

Warrior: Marine

40

 

 

 

 

 

 

 

 

 

Warrior: Scout

40

 

 

 

 

 

Minimum

Stat

Requirements

Primary Skills

2ndary Skills

Maneuvers

Primary List

Secondary List

Archer

Dex 18

3

2

5

-

Climbing, Conversation, Gambling, Maneuvering, Paramedic, Riding, Seduction, Shadowing, Stealth, Streetwise

Berserker

Str 18

Ego 18

3

2

4

Berserking, Climbing, Stealth

Camouflage, Hunting, Riding, Shadowing, Tracking, Weather Prediction

 

Channeler

special

3

3

2

special

Climbing, Conversation, Gambling, Maneuvering, Paramedic, Seduction, Stealth, Streetwise

Combat Mage

special

3

3

3

special

Climbing, Conversation, Gambling, Maneuvering, Paramedic, Seduction, Stealth, Streetwise

Holy Warrior

special

3

3

3

special

Climbing, Conversation, Gambling, Maneuvering, Paramedic, Seduction, Stealth, Streetwise

Mage

special

3

3

1

special

Climbing, Conversation, Gambling, Maneuvering, Paramedic, Seduction, Stealth, Streetwise

Officer

Ego 18

Pre 18

4

3

3

Bureacratics, High Society, Oratory

Cartography, Conversation, Dancing, Gambling, Maneuvering, Navigation, Paramedics, Tactics

Swashbuckler

Dex 18

Com 18

3

4

4

Climbing, Gambling, Maneuvering, Seduction, Stealth

Acrobatics, Conversation, Dancing, Eavesdropping, Riding, Shadowing

Rogue

Dex 15

Int 13

4

4

3

Streetwise

Acting, Acrobatics, Contortionist, Conversation, Dancing, Disguise Eavesdropping, Gambian, Magic**, Maneuvering, Music, Oratory, Seduction

Warrior

Cavalry

Str 15

Dex 15

3

3

4

Riding

Conversation, Gambling, High Society, Maneuvering, Paramedic, Seduction

Footsoldier

Str 15

Con 15

3

2

5

-

Climbing, Conversation, Gambling, Maneuvering, Paramedics, Seduction, Stealth, Streetwise

Guard

Str 12

Con 12

3

2

4

Streetwise

Conversation, Gambling, Maneuvering, Paramedic, Riding

Marine

Con 15

Pre 15

3

2

5

Climbing

Conversation, Gambling, Maneuvering, Paramedic, Riding, Seduction, Shadowing, Stealth, Streetwise, Weather Prediction

Scout

Dex 15

Int 15

3

3

4

Climbing, Shadowing, Stealth

Camouflage, Maneuvering, Paramedic, Riding, Seduction, Streetwise, Tracking, Weather Prediction

** Rogues cannot take Magic as a Primary Skill

Profession Law

If your character can't satisfy the stat mins of any profession, you are expected to do the honorable thing.

If you have more Primary Skill picks than are listed for your career, you must take secondary skills to fill the primary slots.

If you have less Primary Skill picks than are listed for your career, you must pick the remaining primary skills as secondary skills before taking any other skills.

If you already have a skill that is on your Primary or Secondary skill list, keep it as either a primary or secondary skill and increase your number of Secondary Skill picks by 1.

All characters except Channelers and Holy Warriors may take 1 skill from their deity's Skill List as a Primary Skill, and any number from their deity's Skill List as Secondary Skills.

Channelers and Holy Warriors treat their Deity's Skill List as their Primary Skill List.

Example: A character with Riding and Weather Prediction as Legacy skills becomes a Warrior-Footsoldier (3 primary, 2 secondary). Riding is on the Secondary List, so he now has 3 Primary and 3 Secondary picks. He ends up with Streetwise, Shadowing and Stealth as Primary Skills, Riding, Gambling and Maneuvering as Secondary Skills and Weather Prediction as a Tertiary (no bonus) Skill.

Note: Wait until after rolling Career events before picking skills and combat maneuvers

Some professions have limitations on which combat maneuvers they can start with:

 

Archer

Must take at least one ranged and one arrow-related special maneuver

Berserker

No Formation Fighting or 2nd Rank Fighting

Channeler

No restrictions

Combat Mage

No restrictions

Holy Warrior

No restrictions

Mage

No restrictions

Officer

No restrictions

Rogue

No Formation Fighting or 2nd Rank Fighting

Swashbuckler

At least two special maneuvers

Warrior

Cavalry

Must take charge

Footsoldier

Must take Formation Fighting

Guard

No restrictions

Marine

Must take Forceback

Scout

Must take at least one ranged and one arrow-related special maneuver

 

 

 

HTH OCV

Ranged OCV

DCV

Damage

Combat Maneuvers

Primary Skill Bonus

Secondary Skill Bonus

Perception Bonus

Con

Body

Int

Ego

Pre

Spd

Recovery

Stun

Running

Archer

2.4

4.1

1.8

2.5

1.5

2.6

1.4

1.6

1.0

1.0

0.0

0.5

1.0

0.14

1.0

4.0

1.0

Berserker

3.0

1.7

2.0

3.5

1.5

2.0

1.2

1.2

2.0

2.0

0.0

0.5

1.6

0.12

2.0

8.0

1.4

Officer

3.0

3.1

2.6

1.9

1.5

3.0

2.0

2.0

2.0

1.0

0.8

0.9

1.4

0.10

1.0

6.0

1.0

Rogue

2.8

3.3

3.0

1.7

2.1

3.0

2.0

2.0

1.6

1.0

1.0

1.5

0.8

0.16

1.0

5.0

1.0

Swashbuckler

3.2

2.1

3.4

1.5

2.1

3.0

2.0

2.0

2.0

1.0

0.4

0.5

1.0

0.20

1.0

6.0

1.6

Warrior

3.8

3.3

2.0

2.5

2.1

2.6

1.4

1.0

2.0

1.0

0.0

0.5

1.0

0.10

1.8

7.0

1.0

Channeler

2.2

2.5

1.8

1.1

1.1

3.0

2.0

1.0

1.0

1.0

0.4

1.9

1.0

0.08

0.6

2.0

1.0

Mage

1.4

2.1

1.6

0.9

1.1

3.0

2.0

1.0

1.0

1.0

1.0

1.1

0.6

0.08

0.4

2.0

1.0

Combat Mage

2.2

2.7

2.3

1.4

1.6

3.0

2.0

1.5

1.3

1.0

1.0

1.3

0.7

0.12

0.7

4.0

1.0

Holy Mage

2.2

2.6

2.0

1.2

1.3

3.0

2.0

1.2

1.1

1.0

0.7

1.6

0.8

0.10

0.6

3.0

1.0

Holy Archer

2.3

3.3

1.8

1.8

1.3

2.8

1.7

1.3

1.0

1.0

0.2

1.2

1.0

0.11

0.8

3.0

1.0

Holy Berserker

2.6

2.1

1.9

2.3

1.3

2.5

1.6

1.1

1.5

1.5

0.2

1.2

1.3

0.10

1.3

5.0

1.2

Holy Officer

2.6

2.8

2.2

1.5

1.3

3.0

2.0

1.5

1.5

1.0

0.6

1.4

1.2

0.09

0.8

4.0

1.0

Holy Rogue

2.5

2.9

2.4

1.4

1.6

3.0

2.0

1.5

1.3

1.0

0.7

1.7

0.9

0.12

0.8

3.5

1.0

Holy Swashbuckler

2.7

2.3

2.6

1.3

1.6

3.0

2.0

1.5

1.5

1.0

0.4

1.2

1.0

0.14

0.8

4.0

1.3

Holy Warrior

3.0

2.9

1.9

1.8

1.6

2.8

1.7

1.0

1.5

1.0

0.2

1.2

1.0

0.09

1.2

4.5

1.0

 

 

 

Military

Swashbuckler,

Rogue

Channeler

Mage

Guard

Marine

Scout

 

 

 

Roll sqrt(eps) times

01

01

01

01

01

01-02

01

Horrible Wound

02-05

02-04

02

02

02-05

03-06

02-04

Cool Scar

06-09

05-11

03

03

06-09

07-09

05-07

Imprisoned (d6 years)

10-13

12-14

04

04-07

10-13

10-15

08-10

Robbed (50% of cash)

14-17

15-21

05

08-28

14-21

16-21

11-13

Bad Reputation

18-21

22-28

06-08

29-32

22-25

22-27

14-16

Windfall (+3d6*100sp)

22-43

29-48

09-26

33-54

26-29

28-43

17-31

Gain Magic Item

44-47

49-56

27-29

55-58

30-38

44-46

32-34

Make Enemy

48-51

57-64

30-32

59-62

39-47

47-52

35-37

Romance

52-55

65-68

33-39

63-66

48

53-55

38-40

Henchman

56-59

69-76

40-57

67-70

49-70

56-58

41-43

Gain Contact

60

-

58-60

-

-

59

44

Knighted

61-64

-

61

71-74

-

60-62

45-69

Become Ranger

65-68

-

62-64

75-78

71-74

63-65

70-75

Join Monster Squad

69

77-84

65-68

79-83

75

66

76-78

Espionage

70-74

-

-

-

76-80

67-69

79-84

Drill Instructor

75-84

85-88

69-72

84

81-85

70-72

85-87

Combat Training

85-89

89-92

73-92

85-89

86-90

73-76

88-90

Cult Special

90-94

93-96

93-96

90-94

91-95

77-80

91-93

National Special

95-100

97-100

97-100

95-100

96-100

81-100

94-100

Travel

Military = Archer, Berserker, Cavalry, Footsoldier or Officer

Combat Mages alternate rolls on the Rogue and Mage columns

Holy hybrids alternate rolls on their career-base and Channeler columns

Gain Magic Item:

Magic Item Table for Characters Level 1-3

 

Weapon List A <-13

 

Weapon List B 14-18

 

Weapon List C 19->

01-16

+1 Short Sword

 

+1 Battle Axe

 

+1 Great Sword

17-32

+1 Mace

 

+1 Hammer

 

+1 Great Axe

33-46

+1 Short Spear

 

+1 War Hammer

 

+1 Dragon Spear

47-55

+1 Hand Axe of Disruption

 

+1 Broadsword

 

+1 Troll Axe

56-65

+1 Morningstar

 

+1 Bastard Sword

 

+1 Heavy Quarterstaff

66-75

+1 Short Sword, Torch

 

+1 Large Truncheon

 

+1 Hill Giant Sword

76-79

+1 Truncheon

 

+1 Long Spear

 

+1 Great Truncheon

80-83

+1 Short Spear of Sharpness

 

+1 Great Spear

 

+1 Huge Truncheon

84-87

+1 Small Pick

 

+1 Hammer, Shieldsmasher

 

+1 Great Sword, Acidblade

88-89

+1 Dagger, Vorpal

 

+1 Morningstar

 

+1 Great Hammer of Stunning

90-91

+1 Poniard

 

+1 Broadsword, Twinblade

 

+1 Military Pick

92-93

+1 Rapier

 

+1 Long Spear of Sharpness

 

+1 Great Pick

94

+2 Short Sword, Blocker

 

+2 Hatchet, Vorpal

 

+2 Great Sword of Terror

95

+2 Short Sword of Lightning

 

+2 War Hammer of Terror

 

+2 Great Axe of Swinging

96

+2 Mace, Shieldsmasher

 

+2 Broadsword, Masterblade

 

+2 Dragon Spear, Vorpal

97

+2 Light Quarterstaff of Impact

 

+2 Bastard Sword of Valor

 

+2 Troll Axe of Sharpness

98

+2 Short Spear, Phantom Blade

 

+2 Long Spear of Lightning

 

+2 Great Hammer of Lightning

99

+2 Short Spear of Might

 

+2 Great Spear, Parrying

 

+2 Hill Giant Sword, Dependable

00

Roll Again on the same subtable on Magic Item Table for Characters Level 4-6

 

Ranged Weapon List

 

Defensive Magic List

 

Misc. Magic List

01-16

+1 Bow

 

Suit of Stellaine Armor

 

Extra Healing(6)

17-32

+1 Arrows (20)

 

Trollskin Shield

 

Heroism(6)

33-46

Fragmentation Javelins(6)

 

Suit of Yaddrack Armor

 

Warrior's Brew(6)

47-55

Javelins of Lightning, Black(12)

 

Def 6 Bracers

 

Fire Resistance(6)

56-65

Javelins of Lightning, Red(6)

 

+2 DCV Shield

 

Cold Resistance(6)

66-75

+1 Bow, Long Range

 

+2 DCV, +2 Def Shield

 

Clotting(6)

76-79

+1 Bow, Vorpal

 

Ring: Feather Falling

 

Cloak of Comfort

80-83

+1 Arrows of Sharpness (20)

 

Ring: Free Action

 

Daern's Magic Torch

84-87

+1 Arrows of Paralysis(20)

 

Ring: Mind Shielding

 

Cloak of Elvenkind

88-89

+1 Sling Stones (20)

 

Shield of Parrying

 

Cooking Pot

90-91

+1 Sling

 

Helm of Protection

 

Purewater Canteen

92-93

+1 Staff Sling

 

Bracers of 8 Def

 

Necklace of 9 missiles

94

+2 Bow, Long Range

 

Suit of High Stellaine Armor

 

Amulet of Preservation

95

+2 Bow of Stunning

 

Bracers of 10 Def

 

Lucky Charm

96

+2 Bow, Shieldsmasher

 

Brooch of Shielding

 

Bracers of Quickdraw

97

+2 Arrows, Lucky (20)

 

Ring of Protection +1

 

Robe of Eyes

98

+2 Arrows of Terror (20)

 

Cloak of Protection +1

 

Robe of Blending

99

+2 Arrows of Sharpness

 

Robe of Dragonhide

 

Ring: Jumping

00

Roll Again on the same subtable on Magic Item Table for Characters Level 4-6

Magic Item Table for Characters Level 4-6

 

Weapon List A <-13

 

Weapon List B 14-18

 

Weapon List C 19->

01-16

+2 Hand Axe

 

+2 Battle Axe

 

+2 Great Sword

17-32

+2 Morningstar

 

+2 Hammer

 

+2 Great Axe

33-46

+2 Short Spear

 

+2 War Hammer

 

+2 Dragon Spear

47-55

+1 Short Sword, Defender

 

+1 Broadsword, Poisonblade

 

+1 Troll Axe of Swinging Terror

56-65

+1 Short Spear, Flaming

 

+1 Greatsword of Lightness

 

+1 Dragon Spear, Defender

66-75

+2 Short Sword

 

+2 Large Truncheon

 

+1 Hill Giant Sword, Flaming

76-79

+2 Truncheon of Impact

 

+2 Long Spear, Blocker

 

+1 Great Truncheon, Mighty Blow

80-83

+2 Short Spear

 

+2 Great Spear of Sharpness

 

+2 Huge Truncheon of Impact

84-87

+2 Small Pick, Twinblade

 

+2 Hammer

 

+2 Great Sword

88-89

+2 Dagger

 

+2 Hatchet, Vorpal

 

+2 Great Hammer

90-91

+2 Poniard, Phantom Blade

 

+2 Broadsword

 

+2 Military Pick of Sharpness

92-93

+2 Rapier

 

+2 Long Spear of Lightning

 

+2 Great Pick, Shieldsmasher

94

+3 Short Sword

 

+3 Battle Axe, Heartseeker

 

+3 Great Sword

95

+2 Broadsword of Lightness

 

+3 War Hammer

 

+3 Great Axe

96

+3 Mace

 

+3 Broadsword, Devastator

 

+3 Dragon Spear

97

+2 Hammer of Lightness

 

+3 Bastard Sword

 

+3 Troll Axe

98

+3 Short Spear

 

+3 Long Spear of Wounding

 

+3 Great Hammer

99

+2 Long Spear of Lightness

 

+3 Great Spear

 

+3 Hill Giant Sword

00

Roll Again on the same subtable on Magic Item Table for Characters Level 7-9

 

Ranged Weapon List

 

Defensive Magic List

 

Misc. Magic List

01-16

+2 Bow

 

Suit of High Stellaine Armor

 

Ring: Chameleon Power

17-32

+2 Arrows (20)

 

Suit of Cadrium Armor

 

Ring: Mercy

33-46

Bracers of Archery

 

Def 8 Bracers

 

Circlet of Will

47-55

Javelins of Lightning, Silver(6)

 

Def 10 Bracers

 

Robe of Blending

56-65

Burrowing Arrows (20)

 

+3 DCV Shield

 

Boots of Balance

66-75

+1 Bow, Flaming

 

+2 DCV, +4 Def Shield

 

Boots of Elvenkind

76-79

+1 Bow, Devastator

 

+3 DCV, +2 Def Shield

 

Boots of Fancy Footwork

80-83

+1 Arrows, Acidblade (20)

 

Ring: Coagulator

 

Boots, Winged

84-87

+1 Arrows, Long Range Terror(20)

 

Ring: Coolness

 

Bag of Holding

88-89

Bomb Stones (20)

 

Ring: Warmth

 

Gem of Brightness

90-91

+2 Sling

 

Brass Amulet of Protection

 

Gem of Seeing

92-93

+2 Staff Sling

 

Amulet of Preservation

 

Chime of Opening

94

+3 Bow

 

Diamond of Hardness

 

Starstone

95

+2 Bow, Poisonblade

 

Robe of Icewurm Fur

 

Ring: The Ram

96

+2 Bow, Vorpal Disruption

 

Robe of Eelskin

 

Circlet of Fortitude

97

+3 Arrows (20)

 

Ring of Protection +2

 

Robe of Holding

98

Swarm Arrows (20)

 

Cloak of Protection +2

 

Boots of Speed

99

Fire Bow

 

Helm of Purification

 

Backpack of Holding

00

Roll Again on the same subtable on Magic Item Table for Characters Level 7-9

Magic Item Table for Characters Level 7-9

 

Weapon List A <-13

 

Weapon List B 14-18

 

Weapon List C 19->

01-16

+2 Hand Axe, Acidblade

 

+3 Battle Axe

 

+3 Great Sword

17-32

+2 Short Sword, Flaming

 

+3 Long Spear

 

+3 Great Axe

33-46

+2 Short Spear, Defender

 

+3 Bastard Sword

 

+3 Dragon Spear

47-55

+3 Hand Axe

 

+2 Broadsword of Weapon Destruction

 

+2 Troll Axe, Glittering

56-65

+3 Short Spear, Torch

 

+2 Dragon Spear of Lightness

 

+2 Dragon Spear, Flaming

66-75

+3 Short Sword, Masterblade

 

+3 Large Truncheon, Heartseeker

 

+2 Hill Giant Sword, Defender

76-79

Rod of Lordly Might

 

+3 Long Spear of Valor

 

+3 Great Truncheon of Stunning

80-83

+3 Short Spear

 

+3 Great Spear of Shieldsmasher

 

+3 Huge Truncheon, Heartseeker

84-87

+3 Small Pick

 

+3 Hammer, Lucky

 

Rod of Lordly Might

88-89

+3 Dagger

 

Rod of Lordly Might

 

+3 Great Hammer of Impact

90-91

+3 Poniard, Twinblade

 

+3 Broadsword, Dependable

 

+3 Military Pick, Vorpal

92-93

+3 Rapier, Poisonblade

 

+3 Long Spear, Defender

 

+3 Great Pick, Poisonblade

94

+3 Short Sword, Parrying Icicle

 

+3 Battle Axe of Lightning

 

+4 Great Sword, Torch

95

+4 Short Sword

 

+4 War Hammer

 

+4 Great Axe

96

+3 Hammer of Valor, Lightweight

 

+3 Quarterstaff, Blocker

 

+4 Dragon Spear

97

+4 Mace

 

+4 Bastard Sword

 

+4 Troll Axe of Sharpness

98

+3 Short Spear of Lightning

 

+3 Long Spear, Acidblade

 

+4 Great Hammer

99

+4 Short Spear

 

+4 Great Spear

 

+4 Hill Giant Sword

00

Roll Again on the same subtable on Magic Item Table for Characters Level 10+

 

Ranged Weapon List

 

Defensive Magic List

 

Misc. Magic List

01-16

+3 Bow

 

Suit of Silbony Armor

 

Arachnida Cloak

17-32

+3 Arrows (20)

 

Suit of Black Cadrium Armor

 

Cloak of Darkness

33-46

Javelins of Lightning, Gold(12)

 

Def 12 Bracers

 

Boots of Speed

47-55

+2 Bow, Vorpal

 

Def 14 Bracers

 

Boots of Fleeing

56-65

+2 Bow, Screaming Terror

 

+4 DCV Shield

 

Slippers of Spider Climbing

66-75

+1 Bow, Flaming Devastator

 

+3 DCV, +4 Def Shield

 

Silver Horn of Valhalla

76-79

+1 Arrows, Acidblade Sharpness(20)

 

+4 DCV, +2 Def Shield

 

Daern's Instant Fortress

80-83

+2 Arrows, Paralysis(20)

 

Dragonskin Shield

 

Greater Drakehelm

84-87

+2 Arrows, Lucky (20)

 

Shield of Life

 

Helm of Invisibility

88-89

+2 Sling Stones (20)

 

Ring: Regeneration

 

Aeroid Globes (2d6)

90-91

+3 Sling

 

Silver Amulet of Protection

 

Hydrot Globes (2d6)

92-93

+3 Staff Sling, Long Range

 

Cloak of Defense

 

Lithic Geodes (2d6)

94

+4 Bow

 

Ring: Vampiric Regeneration

 

Mephit Torch (2d6)

95

+3 Bow, Shieldsmashing Sharpness

 

Suit of Aurebony Armor

 

Gloves of Lightning

96

+3 Bow, Devastator

 

Suit of Ethril Armor

 

Brass Belt of Strength

97

+4 Arrows (20)

 

Ring of Protection +3

 

Crystal of Ebonflame

98

Swarm Arrows (20)

 

Cloak of Protection +3

 

Helm of Command

99

Lightning Bow

 

Helm of Warning

 

Helm of the Bat

00

Roll Again on the same subtable on Magic Item Table for Characters Level 10+

Magic Item Table for Characters Level 10+

 

Weapon List A <-13

 

Weapon List B 14-18

 

Weapon List C 19->

01-16

+4 Mace, Heartseeker

 

+3 Battle Axe, Weapon Destruction

 

+3 Great Sword of Lightning

17-32

+3 Dagger, Poisonblade

 

+4 Long Spear

 

+4 Great Axe

33-46

+3 Rapier, Vorpal Sharpness

 

+4 Bastard Sword

 

+4 Dragon Spear

47-55

+4 Warhammer of Lightness

 

+4 Broadsword

 

+3 Troll Axe, Phantom Blade

56-65

+4 Short Spear

 

+3 Long Spear, Mighty Blow

 

+3 Dragon Spear, Defender

66-75

+5 Short Sword

 

+4 Large Truncheon, Shieldsmasher

 

+3 Hill Giant Sword, Flaming

76-79

+3 Light Quarterstaff, Parrying

 

+4 Long Spear

 

+4 Great Truncheon of Swinging

80-83

+4 Short Spear

 

+4 Great Spear of Disruption

 

+4 Huge Truncheon, Impact

84-87

+4 Poniard of Disruption

 

+4 Hammer of Valor

 

+4 Flail of Paralysis

88-89

+4 Short Sword

 

+4 Quarterstaff, Blocker

 

+3 Great Hammer of Hurling, Lightning

90-91

+4 Short Spear, Phantom Blade

 

+3 Broadsword, Acidblade

 

+4 Military Pick, Masterblade

92-93

+5 Rapier

 

+4 Long Spear, Flaming

 

+4 Great Pick, Flaming

94

+4 Short Sword, Flaming

 

+4 Battle Axe, Defender

 

+5 Great Sword, Disruption

95

+5 Short Sword

 

+5 War Hammer

 

+5 Great Axe

96

+4 Morningstar, Lightweight Impact

 

+4 Broadsword, Twinblade

 

+4 Dragon Spear of Lightning

97

+5 Mace

 

+5 Bastard Sword

 

+5 Troll Axe or Sharpness

98

+4 Short Spear, Acidblade

 

+4 Long Spear, Poisonblade Sharpness

 

+5 Great Hammer

99

+5 Short Spear

 

+5 Great Spear

 

+5 Hill Giant Sword

00

Choose

 

Ranged Weapon List

 

Defensive Magic List

 

Misc. Magic List

01-16

+4 Bow

 

Suit of Ethril Armor

 

Belt of Strength, Silver

17-32

+3 Arrows, Flaming (20)

 

Suit of Adamony Armor

 

Banner of Protection

33-46

+4 Arrows of Sharpness (20)

 

+5 DCV Shield

 

Banner of Victory

47-55

+3 Bow, Shieldsmashing Sharpness

 

+4 DCV, +2 Def Shield

 

Banner of Courage

56-65

+3 Bow, Poisonblade

 

+3 DCV, +4 Def Shield

 

Banner of Terror

66-75

+2 Bow, Vorpal Sharpness Acidblade

 

+3 DCV, +6 Def Shield

 

Crystal Skull

76-79

+4 Arrows (20)

 

Ethril Armor & +3 DCV, +6 Def Shield

 

Belt of Strength, Gold

80-83

+3 Arrows, Flaming(20)

 

Adamony Armor & Ring: Protection +3

 

Torq of Survival

84-87

+3 Arrows, Long Range (20)

 

Rings: Poison Resistance & Coolness

 

Crown of Flames

88-89

+3 Sling Stones, Shieldsmasher (20)

 

Rings: Regeneration & Mind Shielding

 

Ring: Demi-Elemental Control

90-91

+4 Sling

 

Cloak: Ethereal

 

Golden Horn of Valhalla

92-93

+4 Staff Sling, Terror

 

Silver Amulet & Cloak of Protection +3

 

Brazier of Fire Elementals

94

+5 Bow

 

Golden Amulet of Protection

 

Fan of Air Elementals

95

+4 Bow, Flaming

 

Def 16 Bracers

 

Jug of Water Elementals

96

+4 Bow, Paralysis

 

Def 18 Bracers

 

Stone of Earth Elementals

97

+5 Arrows (20)

 

Ring of Protection +4

 

Mask of Elementalism

98

+4 Bow, Long Range

 

Cloak of Protection +4

 

Mask of Mentalism

99

+5 Bow

 

Suit of White Adamony Armor

 

Mask of Sorcery

00

Choose

Enemy/Contact:

Enemies

Contacts

0

Family Member

5

Knight

0

Wealthy Trader

5

Knight

1

Crimelord

6

Count

1

Wealthy Landowner

6

Count

2

Wizard

7

Duke

2

Religious Leader

7

Duke

3

Sheriff

8

General

3

Sage

8

Channeler

4

Career Rival

9

Religious Leader

4

Sheriff

9

Mage

Romance:

Roll

Romance

1

You are secretly in love with a relative of your Enemy (roll an Enemy if you don't already have one)

2

You are secretly in love with a relative of your Contact who would not approve.

 

(roll a Contact if you don't already have one)

3

You carry a torch for someone who doesn't know you exist

4

You love above your station and accept a bribe of d6*50sp to leave town

5

You love above your station and must prove yourself before you can get married

6

You have a brief but torrid fling

7

You are pursued by an unacceptable mate and must flee the area

8

You are trapped in an arranged marriage and must flee the area

9

You wake from a drunken stupor and find yourself married. You flee the area

10

You are in a functional relationship

Henchman: Henchman is (1-2 Younger Sibling, 3 Someone who owes you a debt of honor, 4-5 Childhood Companion, 6 Faithful Admirer). See `Henchman' rules for character creation.

Knighted: Local rulers honor you

Ranger: Gain 1 skill (or +2 to existing skill): Camouflage, Stealth, Shadowing, Tracking. +d20sp

Espionage: Gain 1 skill (or +2 to existing skill): Acting, Conversation, Concealment. +d50sp

Monster Squad: +1 Combat Maneuver (must be Evade, Formation Fighting or 2nd Rank Fighting) +d100sp

Drill Instructor: Gain 1 skill (or +2 to existing skill): KS: Military History, Oratory, Tactics. +d20sp

Combat Training: +1 Combat Maneuver

Cult Special: Gain 3d6 BPs

Horrible Wound/Contact/Enemy:

Roll

Wound

1

1 Finger Missing

2

Off Hand Removed

3

Lose d20 teeth. -5 Com

4

Missing Eye, -1 Rng Mod

5

Ear Missing, -1 Hearing

6

Bad Knee, -5" Running/Rnd

7

Torso Wound, -3 Rec

8

Right in the 13. `Nuff Said.

9

Blow to the head. -5 Int

10

Old Head Wound, take x3 Stun

when stunned/KO'ed

Cool Scar: -1 Base Com, +1 Base Pre

National Specials

Amazon

Gain suit of Silbony armor

Araq

Glimpse city of Brass

Ardua

Cult Special

Centaur

Cult Special

Dwarf

Gain suit of Aurebony armor

Elf

Gain suit of Stellaine armor

Jaka

Cult Special

Gnome

Windfall

Half Elf

Gain Magic Item

Half Giant

Horrible Wound

Half Orc

Horrible Wound

Hobbit

Win 2sp in a pie eating contest

Human

Gain Magic Item

Kobbit

Horrible Wound

Phraint

Combat Training

Travel: Make 2 Learning rolls @ +5 (+2 effort +3 time): Language, AK: Some country

 

Maneuvers

 

Maneuver

OCV

DCV

Damage

Comment

Generic

Dodge

-

+5

-

abort

Parry

+2

+2

-

abort

Forceback

(+3)

+0

+2

OCV bonus only if opponent won't yield ground

Thrust

Charge

+1

-2

+1+V/20

follows full move

Jab

+0

+3

-1

 

Lunge

+2

-1

+2

 

Swing

Sweep

+2

-2

+2

full phase, mult tar (-2 OCV, -1dc per additional)

Passing Strike

+0

-2

+1+V/20

move-by, mult targ (-2 OCV, -1dc per additional)

Wild Swing

-1

+0

+3

 

Full Swing

+2

-2

+4

full phase

Rng

Long Shot

+1

+0

+0

+2" range-mod

Double Shot

+0

+0

+2

-1" range-mod, 2 shots

Power Shot

+2

+0

+4

-1" range-mod

Thrown

Careful Throw

+3

-2

+0

+1" range-mod, full phase

Power Throw

+2

-1

+3

 

Running Throw

-1

+0

+1

follows full move

Special

Formation Fighting

 

 

 

Rapid Arrow Fire

2nd Rank Fighting

 

 

 

Mounted Arrow Fire

Ground Fighting

 

 

 

Prepared Arrow Fire

Quickdraw

 

 

 

Blind Fighting

Defensive Maneuver

 

 

Deflect Missile

Bound

 

 

 

Bypass

Rapid (Dis)Mount

 

 

 

 

Notes:

V= velocity in "/turn.

Centaurs can't take Ground Fighting, Rapid (Dis)Mount or Mounted Arrow Fire