Henchmen
Characters can take Henchmen as additional PCs for the character's player.
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Chance to get Henchman is based on the PC's race, career and # of henchmen. It is possible to have greater than a 100% chance of gaining a henchman. In that case more than one henchmen can be gained at once.
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Race
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Base % per Level
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Race
|
Base % per Level
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Career
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Additional % per level
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# of henchmen
|
Bonus
|
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Amazon
|
3
|
Half Orc
|
4
|
Archer
|
+2
|
0
|
+3%/level
|
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Araq
|
2
|
Hobbit
|
2
|
Berserker
|
+2
|
1
|
-
|
|
Ardua
|
2
|
Human
|
4
|
Channeler
|
+3
|
2+
|
-10*(N-1)%
|
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Centaur
|
3
|
Kobbit
|
2
|
Combat Mage
|
+1
|
|
|
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Dwarf
|
3
|
Phraint
|
1
|
Holy Hybrid
|
as base
|
|
|
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Elf
|
2
|
|
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Mage
|
+1
|
|
|
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Jaka
|
3
|
|
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Officer
|
+5
|
|
|
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Gnome
|
3
|
|
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Rogue
|
+3
|
|
|
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Half Elf
|
2
|
|
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Swashbuckler
|
+2
|
|
|
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Half Giant
|
2
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|
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Warrior
|
+2
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|
|
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Determine Race: roll once on the race table in the character creation section. The race of the new henchman must be both allowable and available. If the race rolled isn't allowable and available the PC may select a race on the henchmen trade-in table or their own race, as long as the new race is available and allowable. If no a&a race can be found, PC gets a Rain-check (+1 henchmen next level).
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Character Race
|
Max Henchmen
|
Allowable Henchmen Race
|
|
Amazon
|
Pre/5
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Amazon, Female Elf, Female Half Elf, Female Human
|
|
Araq
|
Pre/10
|
Araq, Human
|
|
Ardua
|
Pre/10
|
Ardua, Human
|
|
Centaur
|
Pre/8
|
Centaur, Jaka, Half Elf, Human
|
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Dwarf
|
Pre/5
|
Dwarf, Gnome, Hobbit
|
|
Elf
|
Pre/8
|
Elf, Half-Elf, Hobbit
|
|
Jaka
|
Pre/8
|
Jaka, Hobbit, Human
|
|
Gnome
|
Pre/8
|
Gnome, Hobbit
|
|
Half Elf
|
Pre/10
|
Amazon*, Half-Elf, Human, Hobbit
|
|
Half Giant
|
Pre/8
|
Half Giant, Half Orc, Human, Kobbit
|
|
Half Orc
|
Pre/5
|
Half Giant, Half Orc, Human, Kobbit
|
|
Hobbit
|
Pre/10
|
Hobbit, Gnome, Kobbit
|
|
Human
|
Pre/5
|
Human, Amazon*, Dwarf, Jaka, Gnome, Half Elf,
Half Giant, Half Orc, Hobbit, Kobbit, Phraint
|
|
Kobbit
|
Pre/8
|
Kobbit, Half Orc, Hobbit
|
|
Phraint
|
Pre/20
|
Phraint
|
|
* Amazon Hench(wo)men for female PCs only.
|
|
|
Allowable Henchman Trade-Ins
|
|
Henchman Race
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Amazon
|
Ardua
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Jaka
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Gnome
|
Half Elf
|
Half Orc
|
Hobbit
|
Human
|
Kobbit
|
|
Amazon
|
|
|
|
✔
|
|
✔
|
✔
|
✔
|
✔
|
|
Araq
|
|
|
|
✔
|
|
✔
|
✔
|
✔
|
✔
|
|
Ardua
|
|
|
|
|
|
|
|
✔
|
|
|
Centaur
|
|
|
✔
|
|
|
|
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✔
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|
|
Dwarf
|
|
|
|
✔
|
|
|
✔
|
✔
|
|
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Elf
|
|
|
✔
|
|
✔
|
|
✔
|
✔
|
|
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Jaka
|
|
|
|
|
|
|
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✔
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|
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Gnome
|
|
|
|
|
|
|
|
✔
|
|
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Half Elf
|
✔
|
|
✔
|
|
|
|
✔
|
✔
|
|
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Half Giant
|
|
|
|
|
|
✔
|
|
✔
|
✔
|
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Half Orc
|
|
|
|
|
|
|
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✔
|
✔
|
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Hobbit
|
|
|
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✔
|
|
|
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✔
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|
|
Human
|
|
✔
|
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✔
|
|
|
✔
|
|
✔
|
|
Kobbit
|
|
|
|
|
|
|
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✔
|
|
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Phraint
|
|
|
|
|
|
|
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✔
|
|
-
Determine Stats:. Roll stats as normal, but treat the stat total as 10 higher than it really is for the purposes of stat adjustment.
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Everything Else: Henchman are written up like Player Characters with the following differences:
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Henchmen have one less character trait.
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Henchmen have one less weird talent.
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Henchmen are un-motivated (and generally shiftless)
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Henchmen must enter a career compatible with their Character's career
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Henchmen start with 0.25*PC's eps+d10eps and (Level)d10 bps.
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Henchmen cannot gain Henchmen on the Career Events table. Re-roll and Treat Gain Henchman results.
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Henchmen earn bonus EPs only. (2/3*Character EPs - Henchman EPs)/5, but never more than 10eps. Bonus EPs awarded at the end of games after PC EPs.
-
Henchmen learn normally
|
Career
|
Henchman Career
|
|
Archer
|
Archer, Holy Archer*, Warrior
|
|
Berserker
|
Berserker, Holy Hybrid*
|
|
Channeler
|
Channeler, Holy Hybrid*, Combat Mage, Mage**
|
|
Holy Hybrid
|
Channeler*, Holy Hybrid*, Special***
|
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Mage
|
Combat Mage, Holy Mage*, Mage, Warrior
|
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Officer
|
Archer, Berserker, Combat Mage, Rogue, Channeler, Holy Hybrid, Mage, Officer, Warrior
|
|
Rogue
|
Rogue, Swashbuckler, Holy Rogue*
|
|
Swashbuckler
|
Rogue, Swashbuckler, Holy Swashbuckler*
|
|
Warrior
|
Archer, Rogue, Holy Warrior, Warrior
|
|
Combat Mage
|
Combat Mage, Mage, Rogue
|
|
|
|
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*Same or allied cult
|
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**Mysos Channeler only
|
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***A non-spell-user of the same base career as the Holy Hybrid.
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Level Progression
|
Exp
|
Level
|
Exp
|
Level
|
Exp
|
Level
|
Exp
|
Level
|
Exp
|
Level
|
Exp
|
Level
|
|
10
|
1
|
65
|
6
|
145
|
11
|
250
|
16
|
380
|
21
|
535
|
26
|
|
20
|
2
|
80
|
7
|
165
|
12
|
275
|
17
|
410
|
22
|
570
|
27
|
|
30
|
3
|
95
|
8
|
185
|
13
|
300
|
18
|
440
|
23
|
605
|
28
|
|
40
|
4
|
110
|
9
|
210
|
14
|
325
|
19
|
470
|
24
|
640
|
29
|
|
50
|
5
|
125
|
10
|
225
|
15
|
350
|
20
|
500
|
25
|
675
|
30
|
Learning
At the end of every adventure (the end of a game session unless the characters are caught in a cliff-hanger) each character gets to make at least one learning roll. The number of rolls they can make is based on the amount of time the adventure covered:
|
Time
|
Learning Rolls
|
|
up to 1 week
|
1
|
|
up to 1 month
|
2
|
|
up to 6 months
|
3
|
|
6 months +
|
months/2
|
In addition, the GM may give out additional chances to learn based on the adventure. These special chances could occur during the game session.
Learning Roll modifiers:
|
Time Spent
|
1 day
|
+0
|
|
|
1 week
|
+1
|
|
|
1 month
|
+2
|
|
|
6 months
|
+3
|
|
Situation
|
No Teacher
|
-3 (or more for some skills)
|
|
|
Clear Effort Made
|
+2
|
|
|
Full Time Study
|
+4
|
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Language
|
1st pt (50 words)
|
+0
|
|
|
2nd pt (simple conversation)
|
-2
|
|
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3rd pt (fluent)
|
-4
|
|
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4th pt (native)*
|
-6
|
|
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Total Immersion
|
+4
|
|
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Partial Immersion
|
-2
|
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Skills
|
1st pt (8-)
|
+0
|
|
|
2nd pt (11- or stat-2)
|
-2
|
|
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3rd pt (stat rolls)
|
-4
|
|
|
Additional pts (+1/2pts)**
|
-4
|
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Weird Talents
|
Charismatic
|
+2 to learning pre-based skills
|
|
|
Coordinated
|
+2 to learning dex-based skills
|
|
|
Eidetic Memory
|
+1 to learning non-pre/dex skills
|
|
|
Jack-of-all-Trades
|
+2 to learning prof skills
|
|
|
Linguist
|
+2 to learning languages
|
|
|
Scholar
|
+2 to learning knowledge skills
|
|
|
Traveller
|
+2 to learning area knowledges
|
|
* 4th point of non-native languages can only be learned by linguists
|
|
** Additional points of skills can only be learned characters with the appropriate weird talent
|
Languages and skills can be learned. The base chance to learn is (stat roll -3) where stat is the base stat for the skill being learned, or int for 11- skills and languages. If a successful learning roll is made the character gains 1pt of the target skill/language.
Examples: Our heroes flee the goblinoid horde and end up lost in the Great Forest. They spend weeks wandering around before they find a village. At the end of the evening the GM determines that 3 weeks have gone by, so everyone gets 2 learning rolls. In addition, everyone gets a free chance to learn `Survival: Temperate Forest'.
Brad the Barbarian decides Navigation would be a good skill to learn. Not being the sharpest axe in the armory, Brad's int roll is only 12-, so his base chance to learn is 9-. He had at least a week to learn (+1), there was nobody around to teach him (-3), the party was trying really hard to figure out where they were (+2) and this will be his first point of Navigation (+0), so he is 9-. Not surprisingly he rolls a 12 and fails.
With his second learning roll Brad decides to brush up on his Dwarvish. He gets +1 for the week spent, the dwarf in the party begrudgingly agrees to teach him. Brad didn't mention he was trying this during the adventure or do anything special to try and learn, so he doesn't get any effort modifier and this is his 2nd point of Dwarvish (-2). Brad gets lucky and rolls an 8, exactly what he needed.
Brad already has Survival: Temperate Forest, and has no Weird Talents that allow him to buy it up, so he gets no benefit from the free learning opportunity. He does, however, act as a teacher for the rest of the party. Helping his friends makes Brad happy.
Jumping
Character base leap = 1+trunc(log2(lift/weight))".
Aging
Characters start to deteriorate when they reach their racial starting age + 2 * racial age increment. At that point and every age increment thereafter they lose d6-1 (rolled separately) from base Con and Bod, and d4-1 from Str and Dex. When any base stat reached zero due to aging the character dies.
New Skills & Maneuvers
Berserking: This Ego-based skill allows a character to go into or out of a Berserk state. Being berserk has the following effects:
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Character cannot delay
|
|
If character is not adjacent to enemies, character must at least 1/2 move towards enemies
|
|
Character cannot move away from adjacent, functional enemies
|
|
Character gains no DCV bonus from maneuvers (still gets DCV penalties)
|
|
Character cannot abort
|
|
Character is immune to Pre attacks
|
|
Character has 1/2 damage reduction (stun only) vs. all attacks
|
|
Character takes 1/2 effect from Ego-based powers
|
The roll to go into/come out of the Berserk state can be modified. Bonuses listed are for entering berserk state. Bonuses become penalties when trying to exit berserk state:
|
Character takes body in this combat
|
+2
|
|
Friend/Henchman knocked unconscious this battle
|
+1, +1 per 2x
|
|
Character fighting traditional enemy
|
+2
|
Traditional enemies vary from race to race. Hobbits: Kobolds, Dwarves: Kobolds, Orcs, Elves: Minotaurs, Jaka: Beastmen, Amazons: Undead, All others: none.
Blather: Characters with this skill can keep NPCs from acting in a non-combat situation by deluging them with a stream of hyperbola, non-sequiturs, etc. Base time for a successful roll is 1 phase, +1 step on the time chart for each pt roll is made by. Requires 3pts of a common language.
Bound: Characters with this skill can get off the ground onto their feet by expending 1" of movement.
Bypass: Character can pass through enemy zone of control if they win a manuevering vs manuevering skill contest. Characters without this skill take a -5 to their skill roll.
Deflect Missile: Characters with this skill can make a `Block' maneuver against thrown weapons and missiles. Character's Blocking OCV = 2+Dex/3+Level-based Ranged OCV modifier. If the character succeeds by 5 or more the missile/weapon may be caught instead of deflected. Character may make multiple deflection attempts, -2 per attempt.
Ground Fighting: Characters with this skill are not at 1/2 DCV while on the ground.
Maneuvering: This skill is used for diving for cover and miscellaneous movement maneuvers.
Rapid (Dis)Mount: Characters with this skill can get on/off riding animals as a 0-phase action.
Second Rank Fighting: With this skill characters can fight with pole arms from behind their allies. In order to use this skill the character (and his allies) must know Formation Fighting, and the character must be using a pole arm. All characters involved must spend 1 full phase forming a `unit' before any 2nd Rank Fighting can take place. Once a unit is formed all characters in it move at 1/2 rate and must move at the same time or the unit is dissolved. Characters in a unit may delay to move with the rest of the unit without losing a 1/2 phase. Characters in second rank have two options: 1) Offensive Stance. With this option the character may attack. The only maneuvers usable are Strike, Jab and Lunge. 2) Defensive Stance. With this option the character provides +3 DCV vs. HTH attacks for one chosen ally. Attackers may ignore this bonus if they take one automatic hit from the character (Strike damage + 2dc, 6- to crit). If the attacker suffers this automatic hit he doesn't have to take another until the character with Second Rank Fighting has another phase. You cannot abort to assume defensive stance.
Weather Prediction: Character can predict weather with 90% accuracy. Base time is 1 hour, plus 1 step on time chart for each pt roll is made by.
Critical Misses
|
Roll
|
Result
|
|
3-5
|
Normal Miss. Phew!
|
|
6
|
Miss, and you're off balance. Treat last maneuver as a -3 DCV maneuver
|
|
7
|
Hit self, normal damage
|
|
8
|
Weapon Specific 1
|
|
9
|
Drop Weapon
|
|
10
|
Toss Weapon d3" random direction
|
|
11
|
Weapon Specific 2
|
|
12
|
Hit ally (if adjacent) else hit self, normal damage
|
|
13
|
Re-roll attack vs. closest being (determine ties randomly)
|
|
14
|
Weapon Specific 3
|
|
15
|
You are stunned by your incompetence
|
|
16
|
You trip over a dead imaginary turtle. You are down
|
|
17
|
Crit self, 2x stun & body that gets through
|
|
18
|
(11-bonus)- chance of weapon breaking
|
|
Level
|
Thrust
|
Swing
|
Bow
|
Sling/Thrown
|
|
1
|
Groin Pull. -2d6" running/rnd for 1 minute
|
Hit your own shield (if shield) else hit self
|
String undone. Full phase to fix
|
Hit self.
Putz.
|
|
2
|
Stab Self in foot. 1/2 stun & body that gets through
|
Bad follow-through. You are at 1/2 DCV
|
Yowch! String clips ear, stunning you
|
Hit nearest ally, normal damage, you jerk.
|
|
3
|
Jam weapon into ground. Str roll @-3 to dislodge (takes 1/2 phase)
|
Nice Throw! Weapon lands 3d6" away in direction of your target
|
Hold arrow, let go of bow. Bow lands 2d6" behind you
|
Strained your pitching arm. -3 OCV for 1 round.
|
Lycanthropes
Arduin lycanthropes are born that way, you can't become one by being bitten (think Cat People not American Werewolf in London). If you are lucky(?) enough to be one, first roll to see what type of lycanthrope character is:
|
|
Werebear
|
Wereboar
|
Werelynx
|
Wererat
|
Werewolf
|
|
Amazon
|
01-20
|
21-30
|
31-40
|
41-50
|
51-00
|
|
Centaur
|
01-20
|
21-40
|
41-60
|
61-80
|
81-00
|
|
Dwarf
|
01-20
|
21-70
|
71-80
|
81-90
|
91-00
|
|
Elf
|
01-10
|
11-20
|
21-55
|
56-65
|
66-00
|
|
Jaka
|
01-20
|
21-40
|
41-60
|
61-80
|
81-00
|
|
Gnome
|
01-20
|
21-70
|
71-80
|
81-90
|
91-00
|
|
Half Elf
|
01-10
|
11-20
|
21-55
|
56-65
|
66-00
|
|
Half Giant
|
01-20
|
21-40
|
41-60
|
61-80
|
81-00
|
|
Half Orc
|
01-20
|
21-40
|
41-60
|
61-80
|
81-00
|
|
Hobbit
|
01-10
|
11-20
|
21-30
|
31-90
|
91-00
|
|
Human
|
01-20
|
21-40
|
41-60
|
61-80
|
81-00
|
|
Kobbit
|
01-10
|
11-20
|
21-30
|
31-90
|
91-00
|
Then record special abilities. Note that some abilities are only gained on the night of full moons
|
|
Normal Form
|
Beast Form
|
|
Werebear
|
+2 Str
|
+20 Str
|
|
Wereboar
|
+2 Con, +2 Bod
|
+15 Con, +15 Bod
|
|
Werelynx
|
+1 Dex, +2" running
|
+5 Dex, +10" running
|
|
Wererat
|
+2 Dex
|
+10 Dex
|
|
Werewolf
|
+1 Str, +1 Con, +1 Bod
|
+10 Str, +10 Con, +10 Bod
|
Gain an extra trait
|
|
Werebear
|
Wereboar
|
Werelynx
|
Wererat
|
Werewolf
|
|
Trait:
|
Hedonistic
|
Stubborn
|
Curious
|
Cautious
|
Aggressive
|
Characters assume `Beast Form' on the night of full moons, from dusk to dawn. While in beast form, the character acts at an animal level. The transformation process leaves the character hungry, so typically the beast form needs to hunt. Lycantrhopes prefer to hunt their own food, but they can be placated with a captive or freshly-killed meat source. Once they have eaten, characters in beast form seek a natural habitat. For most lycanthropes this means the wilderness, but Wererats may seek our sewers or abandoned buildings. Characters in beast-form are quick-tempered and vicious. If they are threatened or impeded in any way they will attack. When dawn comes, character reverts to normal form with no memory of what happened while in beast form.
Characters in beast-form cannot cast spells or pray for blessings (they can still get the post-Death blessings). They will not use weapons, armor or tools of any kind. Any items held/worn during transformation are immediately discarded. They generally cannot use skills, except for those appropriate to animals (Tracking, Climbing. etc.). They cannot use or understand language. They have almost no memory, but they do recognize friends and enemies. They will attack enemies on sight and try not to eat their friends.
Characters in beast-form get the following standard modifications:
+3 OCV and DCV, +3 DC
2x recovery
Regenerate (Con/5) Body/rnd
Tracking Scent
Attack forms:
|
|
|
OCV
|
DCV
|
Damage
|
Comment
|
|
Werebear
|
Bite
|
-2
|
-2
|
2d6
|
May grab
|
|
|
Claw
|
+1
|
-
|
1.5d6
|
Reduced Penetration
|
|
|
Hug
|
+1
|
-2
|
+20 Str Grab
|
Squeeze for Str+4d6N
|
|
Wereboar
|
Charge
|
+2
|
-
|
+4d6N
|
Follows full move
|
|
|
Bite
|
-1
|
-2
|
2d6+1
|
May Grab
|
|
Werelynx
|
Bite
|
-1
|
-1
|
1d6+1
|
May Grab
|
|
|
Claw
|
+2
|
-
|
1d6
|
Reduced Penetration
|
|
Wererat
|
Bite
|
-1
|
-1
|
1d6+1
|
May Grab
|
|
|
Claw
|
+2
|
-
|
0.5d6
|
Reduced Penetration
|
|
Werewolf
|
Bite
|
+1
|
-1
|
2d6+1
|
May Grab
|
Psionics
Psionics are an inherent ability possessed by some creatures. In most respects it works like magic: characters have an End pool, and each ability costs a set amount of End. The pool recovers fully 1/day. Unless otherwise specified, each psionic power takes 1/2 phase to use. Activating a Psionic power requires concentration, the psionic is at 1/2 DCV while using/starting a power. Psionics are not magic and cannot be detected by `Detect Magic' spells. Any psionic power counts as a mental power for purposes of detecting other mental powers.
First, roll to see how powerful a psionic character is:
|
Roll
|
Level
|
# of Abilities
|
End
|
|
01-90
|
Lesser
|
1
|
(Ego+Level)/2
|
|
91-99
|
Minor
|
2
|
Ego+Level
|
|
00
|
Major
|
3
|
Ego+2*Level
|
The roll abilities. Re-roll duplicates.
|
Roll
|
Ability
|
Cost
|
Effect
|
|
01-09
|
Intellect Fortress
|
1
|
+20 Mental Defense, -3 DECV, 1 rnd duration
|
|
10-18
|
Mind Blank
|
1
|
+5 DECV, 1 rnd duration
|
|
19-27
|
Psionic Blast
|
2
|
6d6 Ego Blast
|
|
28-36
|
Mental Shock
|
2
|
8d6 Ego Blast, only for stunning, +1d6/extra End expended
|
|
37-45
|
Ego Whip
|
2
|
+3 ECV, 3d6 Ego Blast + 3d6 Ego Drain (rec 1pt/minute)
|
|
46-54
|
Mental Barrier
|
3
|
+10pts Mental Defense, 1 minute duration
|
|
55-63
|
Probe
|
3
|
12d6 Telepathy, +1d6/extra End expended
|
|
64-72
|
Aura Sight
|
4
|
20d6 Telepathy, +3 ECV, only to assess personality
|
|
73-81
|
Pain Amplification
|
5
|
+5 ECV, 20d6 Ego Blast, only for matching stun taken in the next rnd
|
|
82-90
|
Psychic Crush
|
6
|
5d6 Int Drain + 5d6 Ego Drain based on ECV (rec 1pt ea./min.)
|
|
91-00
|
Astral Projection
|
8
|
Creates invisible, intangible duplicate, visible as a Mental Power.
Duration=1rnd, +1 time step per extra 2 End spent while activating.
Duplicate can use spells/psionics that affect self only. Astral duplicates
interact normally. Astral duplicates have duplicates of all items
carried by caster. While astrally projecting the normal body is in a
coma. Astral duplicate must return to body before duration expires
or both die.
|
Weapons
|
Str_Min = 3 * dc + 2 * ocv + 2*P + 5*reach + Type Modifier
|
|
Sword
|
+2
|
Club
|
-3
|
Axe
|
+1
|
Mace/Hammer
|
-1
|
Spear
|
+1
|
Pick
|
-
|
|
HTH Weapons
|
|
Ranged Weapons
|
|
|
OCV
|
Dam
|
Str
|
Cost
|
|
|
Dam
|
Rng
|
Str
|
Cost
|
|
Hand Axe
|
0
|
1d6+1
|
13
|
5sp
|
|
Hand Axe
|
1d6+1
|
-1/2"
|
11
|
5sp
|
|
Hatchet
|
+1
|
1d6+1
|
15
|
8sp
|
|
Knife
|
0.5d6
|
-1/2"
|
5
|
3sp
|
|
Battle Axe
|
-1
|
2d6
|
17
|
13sp
|
|
Javelin
|
1d6
|
-1/2"
|
7
|
2sp
|
|
Great Axe
|
0
|
2d6+1
|
22
|
15sp
|
|
|
|
|
|
|
|
Troll Axe
|
+1
|
2.5d6
|
27
|
20sp
|
|
Light Sling
|
0.5d6
|
-1/3"
|
7
|
|
|
|
|
|
|
|
|
Medium Sling
|
1d6
|
-1/3"
|
11
|
|
|
Mace
|
0
|
1d6+1
|
11
|
6sp
|
|
Heavy Sling
|
1d6+1
|
-1/3"
|
15
|
|
|
Morning Star*
|
-2
|
1.5d6
|
14
|
16sp
|
|
|
|
|
|
|
|
Hammer
|
0
|
1.5d6
|
14
|
8sp
|
|
Light Short Bow
|
0.5d6
|
-1/3"
|
7
|
|
|
War Hammer
|
-1
|
2d6+1
|
18
|
15sp
|
|
Med Short Bow
|
1d6
|
-1/3"
|
11
|
|
|
Maul
|
0
|
2.5d6
|
23
|
18sp
|
|
Hvy Short Bow
|
1d6+1
|
-1/3"
|
15
|
|
|
Great Hammer
|
0
|
3d6+1
|
29
|
22sp
|
|
|
|
|
|
|
|
Flail*
|
-2
|
3d6+1
|
29
|
30sp
|
|
Light Med Bow
|
1d6
|
-1/4"
|
9
|
|
|
Small Pick (2P)
|
0
|
0.5d6
|
10
|
8sp
|
|
Med Med Bow
|
1d6+1
|
-1/4"
|
13
|
|
|
Pick (3P)
|
0
|
1d6
|
15
|
10sp
|
|
Hvy Med Bow
|
1.5d6
|
-1/4"
|
17
|
|
|
Military Pick (4P)
|
0
|
1.5d6
|
23
|
12sp
|
|
|
|
|
|
|
|
Great Pick (6P)
|
0
|
2d6
|
30
|
18sp
|
|
Light Long Bow
|
1d6+1
|
-1/5"
|
11
|
|
|
|
|
|
|
|
|
Med Long Bow
|
1.5d6
|
-1/5"
|
15
|
|
|
Dagger
|
0
|
0.5d6
|
8
|
3sp
|
|
Hvy Long Bow
|
2d6
|
-1/5"
|
19
|
|
|
Poniard
|
-1
|
0.5d6
|
5
|
2sp
|
|
|
|
|
|
|
|
Rapier
|
+0
|
1d6
|
10
|
5sp
|
|
Light Giant Bow
|
2d6+1
|
-1/5"
|
15
|
|
|
Shortsword
|
+1
|
1d6
|
13
|
7sp
|
|
Med Giant Bow
|
2.5d6
|
-1/5"
|
20
|
|
|
Broadsword
|
+1
|
1d6+1
|
16
|
10sp
|
|
Hvy Giant Bow
|
3d6
|
-1/5"
|
25
|
|
|
Bastard Sword
|
0
|
1.5d6
|
17
|
20sp
|
|
|
|
|
|
|
|
Great Sword
|
+1
|
2d6
|
22
|
25sp
|
|
Notes
|
|
Hill Giant Sword
|
+2
|
2.5d6
|
30
|
32sp
|
|
Bows
|
Strength listed is for 2H use
|
|
|
|
|
|
|
|
|
|
|
Club
|
0
|
4d6N
|
9
|
5cp
|
|
Short Bows
|
Minimum Height 100cm
|
|
Large Club
|
0
|
6d6N
|
15
|
8cp
|
|
Medium Bows
|
Minimum Height 140cm
|
|
Great Club
|
+1
|
8d6N
|
23
|
10cp
|
|
Long Bows
|
Minimum Height 180cm
|
|
Huge Club
|
+1
|
12d6N
|
35
|
15cp
|
|
Giant Bows
|
Minimum Height 220cm
|
|
|
|
|
|
|
|
Slings
|
-1 OCV
|
|
Short Spear
|
+1
|
1d6
|
12
|
4sp
|
|
Staff Slings
|
+1dc, +1 range mod, -1 OCV
|
|
Long Spear
|
+1
|
1d6+1
|
15
|
6sp
|
|
Picks
|
Cannot do Passing Strike or
|
|
Great Spear
|
+1
|
1.5d6
|
18
|
8sp
|
|
|
Sweep Maneuvers
|
|
Dragon Spear
|
+2
|
2d6+1
|
26
|
12sp
|
|
|
P=points of piercing
|
|
Light Quarterstaff
|
0
|
4d6N
|
10
|
5cp
|
|
Hammers
|
Min(RDef,5) Def is considered RDef
|
|
Quarterstaff
|
+1
|
6d6N
|
16
|
8cp
|
|
M.S. & Flail
|
Ignore Shield DCV
|
|
|
Heavy Quarterstaff
|
+1
|
8d6N
|
24
|
10cp
|
|
Q-Staffs
|
Must be used 2H, +3 OCV for blocking
|
Weight Minimums: It is difficult for small characters to effectively use large weapons (and shields), even if the characters are very strong. The minimum weight to use a weapon without difficulty is 25kg*2^(Weapon Str Min./10). Characters under the minimum weight are at -1 OCV and DCV/extra str due to poor balance when using weapons or shields. Here's a handy table:
|
Str Min.
|
Min. Weigh
|
Str Min.
|
Min. Weight
|
Str Min.
|
Min. Weight
|
Str Min.
|
Min. Weight
|
|
0
|
25kg
|
10
|
50kg
|
20
|
100kg
|
30
|
200kg
|
|
1
|
27kg
|
11
|
54kg
|
21
|
107kg
|
31
|
214kg
|
|
2
|
29kg
|
12
|
57kg
|
22
|
115kg
|
32
|
230kg
|
|
3
|
31kg
|
13
|
62kg
|
23
|
123kg
|
33
|
246kg
|
|
4
|
33kg
|
14
|
66kg
|
24
|
132kg
|
34
|
264kg
|
|
5
|
35kg
|
15
|
71kg
|
25
|
141kg
|
35
|
282kg
|
|
6
|
38kg
|
16
|
76kg
|
26
|
152kg
|
36
|
304kg
|
|
7
|
41kg
|
17
|
81kg
|
27
|
162kg
|
37
|
324kg
|
|
8
|
44kg
|
18
|
87kg
|
28
|
174kg
|
38
|
348kg
|
|
9
|
47kg
|
19
|
93kg
|
29
|
187kg
|
39
|
374kg
|
Note that the -10 Str min. adjustment for 2 Handed weapons does count for determining weight minimum. Example: an underweight Jaka (40kg) could wield a dagger (6 Str min.) no problem but has trouble with a Short Sword. He can wield a Bastard Sword 2 Handed, but not a Great Sword.
Shields provide DCV according to this formula: trunc(40*Str Min./Ht), where Str Min. is the Shield's Str Min. and Ht is the character's height in cm. Don't forget that shields suffer the same minimum weight penalties as weapons.
Shields have a base Def of 10 and 2+Str Min./2 Body and cost 0.5*Str Min. silver pieces. Shields are assumed to `block' blows and suffer no damage most of the time. They are only hit if the character is exactly missed. Example: A defending character has a total DCV of 14 (3 from shield). The shield only takes damage if the attacker hits a 13.
Magic Shields: Each +1 Def doubles shield cost. Each +1 DCV multiplies cost by 4.
Magic Armor: You can get Armor that is +1 Def with no extra weight for x2 the normal cost. Example: A normal-sized suit of chain (Def 6, normal cost 190sp) with +2 Def (=8 Def) would cost 760sp, or twice as much as an ordinary suit of Def 8 Plate Mail
|
Armor Weight
|
Armor Defense Value
|
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
11
|
12
|
13
|
14
|
15
|
16
|
|
AWM
|
0.5
|
0.5
|
0.6
|
0.8
|
1.0
|
1.3
|
1.6
|
2.0
|
2.5
|
3.2
|
4.0
|
5.0
|
6.3
|
8.0
|
10.1
|
12.7
|
16.0
|
|
0.6
|
0.6
|
0.8
|
1.0
|
1.2
|
1.5
|
1.9
|
2.4
|
3.0
|
3.8
|
4.8
|
6.0
|
7.6
|
9.6
|
12.1
|
15.2
|
19.2
|
|
0.7
|
0.7
|
0.9
|
1.1
|
1.4
|
1.8
|
2.2
|
2.8
|
3.5
|
4.4
|
5.6
|
7.1
|
8.9
|
11.2
|
14.1
|
17.8
|
22.4
|
|
0.8
|
0.8
|
1.0
|
1.3
|
1.6
|
2.0
|
2.5
|
3.2
|
4.0
|
5.1
|
6.4
|
8.1
|
10.2
|
12.8
|
16.1
|
20.3
|
25.6
|
|
0.9
|
0.9
|
1.1
|
1.4
|
1.8
|
2.3
|
2.9
|
3.6
|
4.5
|
5.7
|
7.2
|
9.1
|
11.4
|
14.4
|
18.1
|
22.9
|
28.8
|
|
1.0
|
1.0
|
1.3
|
1.6
|
2.0
|
2.5
|
3.2
|
4.0
|
5.0
|
6.3
|
8.0
|
10.1
|
12.7
|
16.0
|
20.2
|
25.4
|
32.0
|
|
1.1
|
1.1
|
1.4
|
1.7
|
2.2
|
2.8
|
3.5
|
4.4
|
5.5
|
7.0
|
8.8
|
11.1
|
14.0
|
17.6
|
22.2
|
27.9
|
35.2
|
|
1.2
|
1.2
|
1.5
|
1.9
|
2.4
|
3.0
|
3.8
|
4.8
|
6.0
|
7.6
|
9.6
|
12.1
|
15.2
|
19.2
|
24.2
|
30.5
|
38.4
|
|
1.3
|
1.3
|
1.6
|
2.1
|
2.6
|
3.3
|
4.1
|
5.2
|
6.6
|
8.3
|
10.4
|
13.1
|
16.5
|
20.8
|
26.2
|
33.0
|
41.6
|
|
1.4
|
1.4
|
1.8
|
2.2
|
2.8
|
3.5
|
4.4
|
5.6
|
7.1
|
8.9
|
11.2
|
14.1
|
17.8
|
22.4
|
28.2
|
35.6
|
44.8
|
|
1.5
|
1.5
|
1.9
|
2.4
|
3.0
|
3.8
|
4.8
|
6.0
|
7.6
|
9.5
|
12.0
|
15.1
|
19.0
|
24.0
|
30.2
|
38.1
|
48.0
|
|
1.6
|
1.6
|
2.0
|
2.5
|
3.2
|
4.0
|
5.1
|
6.4
|
8.1
|
10.2
|
12.8
|
16.1
|
20.3
|
25.6
|
32.3
|
40.6
|
51.2
|
|
1.7
|
1.7
|
2.1
|
2.7
|
3.4
|
4.3
|
5.4
|
6.8
|
8.6
|
10.8
|
13.6
|
17.1
|
21.6
|
27.2
|
34.3
|
43.2
|
54.4
|
|
1.8
|
1.8
|
2.3
|
2.9
|
3.6
|
4.5
|
5.7
|
7.2
|
9.1
|
11.4
|
14.4
|
18.1
|
22.9
|
28.8
|
36.3
|
45.7
|
57.6
|
|
1.9
|
1.9
|
2.4
|
3.0
|
3.8
|
4.8
|
6.0
|
7.6
|
9.6
|
12.1
|
15.2
|
19.2
|
24.1
|
30.4
|
38.3
|
48.3
|
60.8
|
|
2.0
|
2.0
|
2.5
|
3.2
|
4.0
|
5.0
|
6.3
|
8.0
|
10.1
|
12.7
|
16.0
|
20.2
|
25.4
|
32.0
|
40.3
|
50.8
|
64.0
|
|
2.1
|
2.1
|
2.6
|
3.3
|
4.2
|
5.3
|
6.7
|
8.4
|
10.6
|
13.3
|
16.8
|
21.2
|
26.7
|
33.6
|
42.3
|
53.3
|
67.2
|
|
|
2.2
|
2.2
|
2.8
|
3.4
|
4.4
|
5.6
|
7.0
|
8.8
|
11.0
|
14.0
|
17.6
|
22.2
|
28.0
|
35.2
|
44.4
|
55.8
|
70.4
|
|
|
sp
|
cp
|
kg
|
|
|
Backpack
|
|
22
|
1.0
|
Holds 1 cu'
|
|
Bedroll
|
|
60
|
2.5
|
All season
|
|
Boots
|
1
|
|
1.5
|
Knee high
|
|
Bucket
|
|
50
|
1.0
|
3 gallon
|
|
Candle
|
|
4
|
.1
|
Burns 2 hours
|
|
Case
|
3
|
|
0.5
|
Water-resistant 12"x6"x3"
|
|
Cask
|
2
|
|
3.0
|
Wood. 5 gallons
|
|
Chain
|
|
60
|
5.0
|
Iron. 10' holds 500#
|
|
Chalk
|
|
20
|
2.0
|
10 pieces
|
|
Charcoal
|
|
22
|
0.5
|
Burns 4 hours
|
|
Chisel
|
1
|
|
0.5
|
|
|
Cloak
|
|
80
|
1.0
|
Stylish
|
|
Climbing Pick
|
3
|
|
1.0
|
|
|
Coat
|
1
|
30
|
2.0
|
|
|
Flint & Steel
|
11
|
|
0.2
|
|
|
Framepack
|
|
30
|
2.0
|
|
|
Gloves
|
|
15
|
0.5
|
Heavy Leather
|
|
Grappling Hook
|
1
|
|
0.5
|
|
Downtime
When player characters are not in the main party they are enjoying `downtime'. For each full month of `downtime' the character can engage in a downtime activity. Periods of time less than a month yield no benefit, the character is screwed, ha ha ha!
Downtime activities:
Buying/Selling Magic Items: Character get a reasonably good chance of getting good value.
Cult Activities: For each month spent on cult activities PCs gain 2d4 BPs. Henchmen gain 1d6 BPs.
Gather Followers: If the character is entitled to followers, a full complement of followers can be gained/replaced.
Learning: Character makes 3 learning rolls.
Training Henchmen: One henchman gains enough Exp to reach their asymptotic limit.
Gain Henchman: Roll for henchmen as if going up a level with an additional +50% chance of success.
Followers
Characters can gather followers when they become sufficiently high-leveled.
Exp:Elite followers 1/2 the exp of the character (and gain exp to always stay at 1/2 the exp of the character). Standard followers have 1/4 the exp of the character.
Race: Followers have the same race (and sex) as their character.
Career: Followers may have any of the careers listed for their character. Characters may have followers divided up into several different careers.
Stats: Elites have 1 15, 2 13s and 5 11s to distribute however the character wants. Standard followers have 1 13, 2 12s and 5 10s to distribute. All Elites and all Standards of a given career following a given character must have the same stats. Followers must meet career requirements.
Equipment: Followers start with a suit of non-magical armor, weapon and shield (if they use a 1 handed weapon)
BPs: Followers have 3*Level BPs. This makes Channeler and Holy Warrior followers not that great.
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Career
|
Level
|
Follower Careers
|
# of Elites
|
# of Standard
|
|
Archer, Warrior
|
10
|
Archer, Warrior
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Level
|
5*Level+Pre
|
|
Channeler
|
12
|
Channeler, Holy Warrior, Archer, Warrior
|
Level
|
-
|
|
Combat Mage, Mage
|
15
|
Combat Mage, Mage
|
Level/5
|
-
|
|
Officer
|
8
|
Archer, Warrior
|
Level
|
Level2+Pre
|
|
Rogue, Swashbuckler
|
12
|
Rogue, Swashbuckler, Guard
|
Level
|
-
|
|
Holy Hybrid
|
As base class
|
Terrain Law
|
Terrain Type
|
Movement
|
Knockback
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OCV
|
DCV
|
|
Downslope
|
manuver roll when crossing gradient line @ -1 per v/3 or fall
|
-1d6 for KB, -1 to stay up/gradient crossed. If down, roll additional d6"
|
-
|
-
|
|
Upslope
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+1" of movement to cross gradient line
|
+1d6 for KB
|
-2 OCV for attacks across gradient line
|
-
|
|
Downstairs
|
1/2 speed or (maneuver roll @ -1 or fall)
|
-1d6 for KB, -5 to stay up. If down, roll additional d6"
|
-
|
-
|
|
Upstairs
|
1/2 speed
|
+1d6 for KB -2 to stay up
|
-2 OCV
|
-
|
|
Sucking Mud
|
Str Roll @ -Size every inch or -1" mv
|
-1" KB, knockdown is still knockdown
|
-
|
Str Roll @ -Size or 1/2 DCV
|
|
Slippery Mud/Ice
|
maneuver roll at start, 1/2 mv and end (if full move) or fall
|
-1d6 for KB, -3 to stay up
|
maneuver roll or 1/2 OCV
|
1/2 DCV or (maneuver roll or fall)
|
|
Shallow Water
< 1/4 height
|
Str roll @ -Size every 2 inches or -1" mv
|
-1" KB, knockdown is still knockdown
|
-
|
Str roll @ -Size or
1/2 DCV
|
|
Deep Water
< 1/2 height
|
Str roll @ -Size every inch or -1" mv
|
-2" KB, knockdown is still knockdown
|
-
|
Str roll @ -(1+Size) or 1/2 DCV, +1 to block
|
|
Brambles
|
Str roll @ -Size every 2 inches or -1" mv
|
-1" KB, knockdown is still knockdown
|
-
|
-
|
|
Narrow Corridor
<3/4 height
|
-
|
-
|
2H Swing: -2 OCV,
1H Swing: -1 OCV
|
-2
(minimum 1/2 DCV)
|
|
Very Narrow Corridor
< 1/2 height
|
No non-combat
|
-
|
2H Swing: -5 OCV -3 dc
1H Swing: -3 OCV
Thrust: -1 OCV
|
-5
(minimum 1/2 DCV)
|
|
Low Ceiling
< height
|
No non-combat
|
-
|
-
|
-2
(minimum 1/2 DCV)
|
|
Very Low Ceiling
< 3/4 height
|
1/2 rate, no non-combat
|
-
|
-2
|
-5
(minimum 1/2 DCV)
|