Stormbringer RPG 4th edition house rules
INTRODUCTION Never as popular as “another” Fantasy Role-Playing Game, the Stormbringer©® rulebooks, also known in one edition as ELRIC!©®, are no longer available from Chaosium Inc.©® and are therefore difficult to find. Being considered collector’s items, I have seen them for sale on-line for as much as $300.00. However, I have located PDF versions of both the 4th edition of Stormbringer©® and the original box set of Hawkmoon©® at Scridb.com, but that site does require a paid membership subscription. Unfortunately, the “House Rules” contained here will be difficult to understand without the appropriate rulebook. In general, the Stormbringer©® game system, up to the 4th edition, is based on skills divided into seven categories (combat, agility, communication, knowledge, manipulation, perception & stealth) with a success percentage for each, plus or minus adjustments derived from the character’s seven base attributes (strength, constitution, size, intelligence, power, dexterity & charisma). Conspicuously absent are the concepts of ‘classes’, ‘hit dice’ and ‘experience levels’. While every character starts with a ‘class background’ which provides starting skill percentages based on its previous training, many of which are dictated by its nationality, there are no restrictions regarding what skill it can choose to develop. Hit points are directly related to the character’s constitution and size scores, and therefore don’t often change. Also missing is the concept of ‘armor class’. Although most characters do wear some form of armor, rather than making it more difficult to score a ‘hit’ against them, it reduces the amount of damage they take. Combat is played out in an exchange of attacks and parries, each of which is represented by a separate skills percentage for individual weapons or shields. Fundamental to the game system is also the ‘resistance table’, which is essentially a means to pit two values, typically one of a character’s base attributes, against one another. This is used as a form of ‘saving throw’ as well as a wide verity of other challenges. All in all, in my humble opinion, it’s a more flexible and realistic game system. CONVENTIONS USED IN THIS DOCUMENT Whenever possible, the conventions used in the Stormbringer©® game system’s 4th edition rulebook are used in this document. These include the index system, which is generally a series of numbers separated by a period presented with in braces, such as [#.#.#], where the first number is the chapter, the second the section within that chapter, the third a sub-section within that section and so forth. However, the entire magic system presented in the Stormbringer©® 4th edition rulebook’s chapter 5 and 6 is not used in our campaign, being replaced by the one from the 5th edition rulebook’s Magic & Religion chapter from pages 139 to 179, as well as material from the Unknown East supplement’s Magics chapter from pages 52 to 61, neither of which follows the same indexing system and are not repeated here. With the exception of section [6.7.4] The Virtues – Demons of Law from chapter 6 of the 4th edition rulebook which we do use. Rather than retype entire sections from the 4th edition rulebook when one or more aspect was changed, the altered material is highlighted in bold within the relative text which is presented here. For example: “The other way to permanently improve a character’s STR, CON, INT, POW, DEX or CHA is via the attribute saving roll.” Referencing changes made to section [2.7] Improving the Attributes, which only include the addition of the bold text. Credits: Michael Moorcock’s Stormbringer©® 4th Edition By Ken St.Andre, Steve Perrin & John B. Monroe with John E. Boyle, John Scott Clegg, Mark L. Gambler, Ed Gore, Charlie Krank, Alan Okamoto, Sandy Petersen, Glenn Rahman and Lynn Willis Published by Chaosium, Inc.©® 1990 With additional material from the 5th Edition By Lynn Willis with Richard Watts, Mark Morrison, Jimmy W. Pursell Jr, Sam Shirley, Joshua Shaw, David Mitchell, Charlie Krank and John Snyder Published by Chaosium, Inc.©® 2001 Sea Kings of The Purple Towns©® By Fred Behrendt, Nick Hagger, Mark Morrison, Anthony Utano and Richard Watts Published by Chaosium, Inc.©® 1992 Sorcerers of Pan Tang©® By Richard Watts, Mark Morrison, Nick Hagger, Geoff Gillan and Charlie Krank Published by Chaosium, Inc.©® 1991 The Unknown East©® By Lawrence Whitaker Published by Chaosium, Inc.©® 1995 Disclaimer: This material uses trademarks and/or copyrights owned by Chaosium Inc©®/Moon Design Publications LLC©®, which are used under Chaosium Inc’s©® Fan Material Policy. We are expressly prohibited from charging you to use or access this content. This material is not published, endorsed, or specifically approved by Chaosium Inc©®. For more information about Chaosium Inc’s©® products, please visit www.chaosium.com. [1.6] HOUSE RULES Our campaign uses Stormbringer©® 4th edition rules, supplemented by the magic system from the 5th edition and the Unknown East©®, with new class backgrounds, skills, weapons and armor from Sea Kings of the Purple Towns©® and Sorcerers of Pan Tang©®, as well as the additional “house rules” included here, which were developed through gameplay, typically to provide a uniform response to activities attempted by our players. Several of these additional rules add new elements to the Character Generation process detailed in chapter two, while others supplement the rules delineated by chapter three Movement, Combat & Damage, and chapter four Skills. [2.1.9] APPEARANCE Like hit points, APP is not a true attribute. Where a character’s CHA is defined as a measure of its leadership, charm and personality, APP is a measure of its physical attractiveness. Since the intangible elements of a character’s POW and CHA can have an effect upon its perceived beauty, for every four points of each POW and CHA a character has over 12 one point is added to the 3 D6 rolled for its APP, and for every four points each of its POW and CHA are below 9 one point is subtracted from the dice roll. Like SIZ, APP can’t be increased through the process detailed in section [2.7] Improving the Attributes. However, should the character’s POW or CHA increase or decrease its APP will as well. [2.1.9.1] SEDUCTION Most often how successful a character is at convincing another character to do something is determined by its persuade skill (see section [4.9.1] Persuade). However, when this attempt is more dependent on seduction, a combination of the character’s CHA and APP may be more appropriate. This may take the form of a CHA + APP vs. the subject’s INT + POW roll on the resistance table, or a simple 1 D100 roll vs. some combination of the character’s CHA and APP, as determined by the GM. [2.1.10] ENDURANCE Similar to hit points, END is not a true attribute, it is the calculated by adding one point for every point of a character’s STR over 12 plus its CON, plus one point for every two points of POW over 12 and represents its ability to resist fatigue (see section [3.12] Fatigue). All forms of strenuous activity such as movement and combat cause fatigue, which is measured against the character’s END similarly to the way damage is measured against its hit points. [2.1.11] ALLEGIANCE A representation of a character’s alignment toward law (see section [2.1.11.2.3]), chaos (see section [2.1.11.2.1]) or the natural balance between them (see section [2.1.11.2.2]), allegiance is truly three related values of accumulated points gained through the character’s actions. These values rise and fall independently of each other, but their relationship have an effect upon its overall mental health as represented by its SAN (see section [2.1.12] Sanity), as well as providing benefits of their own. A character’s allegiance score to each chaos, balance and law can never exceed 100. Events which would allow for the acquisition of additional points beyond that have no effect. At any time, a character’s allegiance to one of the three forces exceeds its next highest score by 20 points, it may declare allegiance to that force, gaining benefits while that condition exists. However, a character may choose not to declare allegiance, denying its actions and the effect they have upon it. A character may denounce its allegiance at will but doing so invokes a SAN check (see section [2.1.12] SANITY). [2.1.11.1] STARTING AND INCREASING ALLEGIANCE A character starts with points in only one of the three forces, as determined by its nationality (see section [2.2] Character Nationalities), beginning with 1 D8 point in chaos or 1 D6 points in either law or balance. Thereafter, its actions determine when and if it earns additional points as determined by the GM similarly to increasing a skill used during play (see section [4.1.2] Improving Skill Percentages). When allowed, roll 1 D100 and compare the results to its current score in either chaos, balance or law as appropriate. If the dice result exceeds the current value, then an increase is warranted. If the character has declared allegiance to that force, it may add its POW-12 to the dice result. The amount of the increase is determined by rolling 1 D8 if increasing chaos, or 1 D6 for increases to law or balance. [2.1.11.2] GAINING ALLEGIANCE A character’s actions have consequences, which are represented by increases to its allegiance. However, the GM will determine when such opportunities are warranted. A character who has declared allegiance to one of the three forces but is determined to have earned an increase to one of the other two, loses the benefits of its allegiance if the increase brings the new value to within 20 points of the value in the force to which the character has declared allegiance. [2.1.11.2.1] EARNING CHAOS POINTS Chaos seeks to corrupt the natural order of existence, insidiously creeping into the hearts and souls of those who deal in wanton violence and death, making it the easiest of the three forces to earn. Acts which intentionally promote disorder, mayhem, treachery, or deceit are the primary source of chaos points, as is the use of sorcery. Although some magic is lawful in nature, most is chaotic. Using chaotic magic, whether casting a spell, summoning a demon or an elemental, is generally grounds for an increase in chaos points. [2.1.11.2.2] EARNING BALANCE POINTS The balance is the natural state of equilibrium. It is represented by acts which promote or restore that equilibrium, such as kind deeds, aiding another for no benefit to oneself, or fostering nature and peace. The use of any form of magic is contrary to the natural state of things, therefore no balance points can be earned through the use of magic, even if it promotes or restores the natural state of the world. [2.1.11.2.3] EARNING LAW POINTS Law is often seen as a beneficial force, promoting order and stability. However, it also represents stagnation, oppression, and unyielding rigidity. Acts which impose a character’s will upon nature or others are generally lawful, such as rigid demanding adherence to arbitrary rules or forcing another being to obey your will. Although not as common as the use of chaos sorcery, lawful spells do exist and their use, as well as the summoning of virtues (see section [6.7.4] THE VIRTUE – DEMONS OF LAW), are also grounds for a potential increase in law allegiance points. [2.1.11.3] BENEFITS OF ALLEGIANCE Declaring allegiance to one of the three forces is a willful act, which can be done only if the character’s current allegiance points to that force exceeds the value of the next highest score by 20 points or more. It may denounce that allegiance at any time but doing so invokes a SAN check (see section [2.1.12] SANITY). While allegiance has been declared, the character gains benefits due to its dedication to that force, in addition to having an improved chance for further increases to its allegiance to that force. Other than a Melnibonean, who have ancient packs with the Lords of Chaos embodied within their blood, only a character that has declared allegiance to the appropriate force may attempt to invoke a higher Lord (see section [5.11] The Lords of Law and Chaos). [2.1.11.3.1] BENEFITS OF CHAOS A character that has declared allegiance to chaos, who is near to exhausting its magic points (see 5th edition pages 59-60, 114-115, 139-140, 145 & 285), may swear upon the Lords of Chaos to convert up to 10% of its chaos allegiance score to extra magic points on three separate occasions, provided that the total reduction of its value does not reduce it below the allegiance threshold of 20 points above the value of the next highest score. This also prevents it from falling unconscious from the exhaustion of its magic points until the third instance is used. [2.1.11.3.2] BENEFITS OF BALANCE A character that has declared allegiance to the balance gains a sense of inner calm and natural vitality, allowing it to call upon the balance to convert up to 20% of its current balance allegiance score into additional hit points (see section [2.1.8] Hit Points) once. These additional hit points remain even if this reduces its allegiance score below the allegiance threshold of 20 points above the value of next highest score. The character may choose to invoke this ability at any time, even if it has not exhausted its normal hit points. However, these additional hit points cannot be healed by any means. [2.1.11.3.3] BENEFITS OF LAW A character that has declared allegiance to law possesses such a degree of disciple and self-assurance that it may convert up to its total value of law allegiance points into bonuses to any skill, including combat skills, but excluding skills of a chaotic nature such as summoning demons or elementals. This ability may be used multiple times, converting smaller amounts of law allegiance points, but may not be used to reduce the character’s current value below the allegiance threshold of 20 points above the next highest value. [2.1.12] SANITY While hit points are representative of a character’s physical health, sanity represents its mental health. The dangers of the Young Kingdoms can be as damaging to the psyche as they are to the body but leave wounds that aren’t as evident. A character’s sanity is calculated by adding its INT to its POW and multiplying the result by 4. [2.1.12.1] CURRENT SANITY While hit points may be recovered through natural healing, the use of first aid (see section [4.8.5] First Aid), healing potions (see section [4.8.9] Plant Lore) or magic, sanity is only restored by finding inner peace, which is represented by Balance allegiance points. It is eroded by the acquisition of both Chaos and Law allegiance points. The character’s Current SAN is calculated by deducting both its Chaos and Law allegiance points from its original sanity, then adding its Balance allegiance points. Current SAN cannot exceed the character’s original SAN as calculated above. [2.1.12.2] TEMPORARY INSANITY LEVEL Like a character’s major wound level (see section [3.9.2] Major Wounds) represents debilitating trauma to its body, should a character’s sanity be reduced to less than half of its original level it has suffered a mental trauma. The GM and player should jointly determine what form of Infliction (see [2.1.13] Infliction below) affects the character, but the effect of this Infliction should not leave the character completely incapacitated. As the name implies, the effects of this trauma are temporary, remaining for only 1 D6 days, after which a check of Current SAN x 1% should be made to determine of the Infliction continues to plague the character. If this Current SAN check succeeds, the character recovers, but any additional reduction to its Current SAN invokes another check to determine if the Infliction recures for another 1 D6 days when a second Current SAN check will determine if it persists. If this second check fails, an addition check is allowed each day until the character recovers. If any of these Current SAN check results in less than one tenth of the required value, the character gains the opportunity to increase its Balance allegiance points as specified in section [2.1.11.1] Starting and Increasing Allegiance. However, if any of these Current SAN check fails with a result of 99 or 00, the Infliction’s duration is doubled. If during an instance of the Infliction, the character gains additional Balance allegiance points which restore its Current SAN score to above its Temporary Insanity Level the condition is alleviated. Acquisition of Balance allegiance points which do not raise the character’s Current SAN to above its Temporary Insanity Level allows for a Current SAN check to determine if the Infliction is alleviated. [2.1.12.2.1] PERMANENT INFLICTION Should at any point the character’s Current SAN fall to zero it suffers from a permanent occurrence of its Infliction. This condition cannot be alleviated, even if its Current SAN rises above zero due to the acquisition of Balance allegiance points. From this point onward, the character will suffer the effects of its Infliction. The GM and player should work together to determine a more sever effect of the character’s Infliction to affect it when its Current SAN falls below its Temporary Insanity Level, but the original Infliction will plague the character permanently. [2.1.13] INFLICTION Often called a sorcerer’s infliction, as the use of chaos magic is the most common cause, the GM and player should jointly determine what form of mental health issue the character suffer from when appropriate. These Inflictions should not render the character incapacitated but should have some negative effect on it. The Infliction and its effects should be noted on the character’s description sheet for reference as it is likely to relapse multiple times. Any time the character gains either chaos or law allegiance points it must make a check to avoid a recurrence of its Infliction for 3 D6 hours by rolling 1 D100 and adding its POW - 12 to the result, then comparing that number against the new total for that allegiance. If the result exceeds the new allegiance score the character is not affected. If the character has declared allegiance for that power, it may add its entire POW to the dice roll to avoid a recurrence of its Infliction. If the unmodified dice roll is results in 99 or 00, the infliction affects the character for double the duration. [2.2.4] MYRRHYN … Although your character can fly, it cannot do so while encumbered by wearing any form of armor and only when carrying SIZ equal to half its STR for half its CON in hours at a rate of 4 miles per hour or 70 feet per twelve second round but can move at a rate as high as its STR less its SIZ over 12 multiplied by twenty-five in feet per round ((STR – (SIZ > 12)) x 25’/round) for its CON x 5 rounds in an all-out effort similar to combat before needing to rest for as per section [3.12] Fatigue. However, winged Myrrhyns can only run at 175 feet per round as opposed to the 200 feet per round for other characters, including wingless Myrrhyns, as per section [3.1.3] Combat Movement. [2.3.7] PRIESTS 12. A beginning Priest also has 2 D6 addition points in the appropriate Allegiance score (see section [2.1.11] Allegiance)from previous activity. [2.3.12] ACROBAT At the GM’s discretion, a player who rolls a Thief (76-85 on table [2.3.1.1] Class Background) may choose to be an Acrobat instead. Often little more than entertainers, acrobats are trained in all forms of gymnastics and typically perform in city markets or noble courts. They start with the following skills. 1. Acrobats increase their DEX by 3. 2. Proficiency with the quarterstaff at 30% plus attack and parry bonuses. 3. Climb at 1 D100% + Agility ability bonus. 4. Dodge at 1 D100% + Agility ability bonus. 5. Jump at 40% + Agility ability bonus. 6. Tumble at 50% + Agility ability bonus. 7. Juggle at 40% + Manipulation ability bonus. 8. Tie/Untie knot at 1 D100% + Manipulation ability bonus. 9. Balance at 50% + Perception ability bonus. 10. An acrobat starts with a quarterstaff and 5 D20LB. [2.3.13] FISHERMAN The coastal equivalent of a Farmer (see section [2.3.6] FARMERS), Fisherman pry the waters of the Young Kingdoms, be they rivers, lakes or seas, to catch fish which provide a substantial portion of the diets of many. At the GM’s option, if your character’s class background indicates a Farmer (61-65 on table [2.3.1.1] Class Background) and your nationality indicates a homeland with coastal access, you may opt to be a fisherman instead. See Fisherman on page 33 of the Sea Kings of the Purple Towns©® supplement for your starting skills. [2.3.14] SCHOLAR Scholars are both student and teachers. Seeking ancient and modern knowledge. Often being philosophers as well. Some share their lore with any who seek it, while others hoard it like a miser hoards gold. At the GM’s discretion, if your roll on table [2.3.1.1] Class Background indicates a Priest (a result of 66-70) or you are automatically designated a Priest as a secondary class, you may choose to be a Scholar instead, replacing your commitment to a specific higher lord and religion with that to seek knowledge in general. Scholars begin play with the following: 1. Read/Write Common Tongue at your INT x 5% plus your Knowledge ability bonus. 2. Read Write Low Melnibonean at 40% plus your Knowledge ability bonus. 3. Read/Write any one other language at 40% plus your Knowledge ability bonus. 4. Memorize at 50% plus your Knowledge ability bonus. 5. Any other one Knowledge skill at 50% plus your Knowledge ability bonus. 6. Any other three Knowledge skills 40% plus your Knowledge ability bonus. 7. Credit at 20% plus your Communication ability bonus. 8. Persuade at 20% plus your Communication ability bonus. 9. Attack and Parry with any one weapon of choice at 20%. 10. Scholars with an INT of 16 or better and a combined INT and POW of 32 or better begin play as a Sorcerer of the appropriate rank. 11. Because scholars are a literate class, they speak and read/write any language they know at the same starting skill percentage. 12. A scholars may increase its INT by 1 point per year if it roll its INT or more on 3 D10. 13. Scholars begin play with 1 D6 books of a subject appropriate to their knowledge skills, their INT x 1 D100 LB and their weapon of choice. [2.3.15] SCRIBE The record keepers of business and society in general. At the GM’s discretion, should your character’s class background indicate a Merchant – Shopkeeper (a roll of 1-7 on the Special sub-table after rolling a 21-30 Merchant on table [2.3.1.1] Class Background) you may opt to be a Scribe instead. See Scribe on page 33 of the Sea Kings of the Purple Towns©® supplement for your starting skills and description. [2.3.16] SLAVE Although most prevalent in Melnibonean and Pan Tang societies, slaves are present in most nations of the Young Kingdoms, with the notable exception of Shazaar, where the practice is outlawed, Myrrhyn, where humans aren’t welcome, and Nadsokor, since beggars don’t have the resources to keep slaves. Of course, to be an adventurer a Slave is assumed to either have been freed or escaped. At the GM’s discretion, should your class background indicate a Beggar (86-90 on table [2.3.1.1] Class Background), and opt not to re-roll the result, you may choose to be a Slave instead. See Slave on page 24 of the Sorcerers of Pan Tang©® supplement for your starting skills and description. You will need to determine both your previous owner’s Nationality and Class Background as normal for a Stormbringer©® 4th edition character, with nationality rolls of 06-08 Myrrhyn or 45-49 Nadsokor being Pan Tang instead and rolls of 17-24 Shazaar being Melnibone instead on table [2.2.1] Character Nationality. If your owner was from Pan Tang, use the Slave Duty Table provided on page 24 of the Sorcerers of Pan Tang©® supplement, except that if your CHA is 13+ which would automatically make you a Household Slave as indicated under the second bullet of outline number 1, you should roll your CHA vs 15 on the Resistance Table. If successful, you were actually a Pleasure Slave gaining Dance at 50% and Tumble at 1 D100% plus your Agility ability bonus, Art – Courtesan at 50% plus your Knowledge ability bonus, Juggle and Play Instrument at 1 D100% plus your Manipulation ability bonus. Otherwise, your owner’s Class Background from table [2.3.1.1] Class Background will determine your pervious duties, with a Warrior, Merchant, Hunter or Priest indicating that you were a Household Slave as detailed on page 24 of the Sorcerers of Pan Tang©® supplement. However, as indicated above, if your CHA is 13+, roll your CHA vs 15 on the Resistance Table. If successful, you were actually a Pleasure Slave gaining the skills indicated above. If your owner was a Sailor, you were a Galley Slave, and if your owner was a Farmer, you were a Farm Laborer, as detailed on page 24 of the Sorcerers of Pan Tang©® supplement with the assumption that you served for 6 D10 weeks. If table [2.3.1.1] Class Background indicated that your owner was a Craftsman, you labored in its business, gaining 5 D10% to the appropriate Craft, if it indicated that your owner was a Thief or Beggar, make it a Noble instead. In which case, as above, if your CHA is 13+, roll your CHA vs 15 on the Resistance Table. If successful, you were a Pleasure Slave gaining the skills indicated above. Failing that, roll 1 D10 with a 1-7 indicating a Household Slave and 8-10 indicating a Farm Laborer as detailed on page 24 of the Sorcerers of Pan Tang©® supplement. Note that certain Nationalities mandate particular Class Backgrounds for your previous owner, such as Melniboneans being automatically Nobles and Warriors, in this case, if one of those backgrounds is Noble it should take precedence. [2.3.17] TROUBADOUR The love of music and entertainment is nearly universal throughout the Young Kingdoms, so wandering Troubadours are not an uncommon sight, particularly in taverns, inns and noble courts. Therefore, at the GM’s option, should your Class Background indicate a Craftsman (a roll of 91-00 on table [3.2.1.1] Class Background) you may choose to be a Troubadour instead. Bear in mind that certain Nationalities dictate your Class Background. So only a GM’s intervention would allow you to become a Troubadour either in additional to or instead of the normal background for your character. See Troubadour on page 33 of the Sea Kings of the Purple Towns©® supplement for your starting skills and description. [2.3.18] WOMAN (Pan Tang only) While in most of the Young Kingdoms women are treated the same as men in regard to their starting skills as determined by their Nationality (see table [2.2.1] Character Nationality) and Class Background (see table [2.3.1.1] Class Background), on Pan Tang they are considered second class citizens. Women have no effective political power in Mabden society. Players who are dismayed by this degree of sexism are advised to play male characters or roll again on Table [2.2.1] Character Nationality to determine an origin from a more enlightened nation of the Young Kingdoms. Mabden women are not admitted to any male profession, although there is still a 20% chance that they will be a member of the Nobility, which confers all of the benefits of that status as presented in the Sorcerers of Pan Tang supplement on page 22, except for read/write and speak Mabden. If a female character’s INT + POW is equal to 32 or more, she may be a Sorcerer (see Sorcerer on page 23 of the Sorcerers of Pan Tang supplement), but must practice in secret, as in common in all things, the Theocrate forbids women any access to the arcane arts. You may decide if your character is married, and then determine the profession and status of her husband using the table given in the Sorcerers of Pan Tang supplement on page 22. If she is married, she probably has 1 D4-1 children. If unmarried, she is under the control of her father, who should also be defined. In addition to any benefits derived from being a Noble or Sorcerer, if any, female Mabden characters gain the following: 1. Attack and Parry with dagger at 40% plus Attack or Parry ability bonuses. 2. Persuade at 50% plus Communication ability bonus. 3. Evaluate Treasure at 40% plus Knowledge ability bonus. 4. First Aid at 40% plus Knowledge ability bonus. 5. Read/Write Common Tongue at 40% plus Knowledge ability bonus. 6. INT x 1 D20 LB and a dagger. [2.7] IMPROVING THE ATTRIBUTES In Stormbringer©® you cannot improve any of your character’s attributes by spending money or by taking any sort of training. Attributes may be improved, however, under certain rare circumstances. The most obvious chance to permanently improve an attribute comes through magic. As the victim or beneficiary of sorcery you have no choice about the effect on an attribute. The other way to permanently improve a character’s STR, CON, INT, POW, DEX or CHA is via the attribute saving roll. Each time the GM calls on you to make a 1 D100 saving roll against an attribute, or roll on the Resistance Table, and you successfully make it, you will get a chance to improve your attribute. Note that a character’s SIZ may not be increased in this way. With the assumption that a character begins play at age 25, he or she will be fully grown. Therefore, only magic would alter his or her SIZ... [2.8.1] AGE AND THE EFFECT ON ATTRIBUTES AND SKILLS As stated in section [2.3] Character Class and Skills, the assumption is that a character will begin play at age 25. Humans’ and Myrrhyns’ life span end between 63 and 90 years (60+3 D10) with an average of 76 years, while a Melnibonean’s life span end between 66 and 120 years old (60+6 D10) with an average of 93 years. For every 10 years starting at 40 a human or Myrrhyn character’s STR, CON, DEX and APP are reduced by 1 while it’s Attack, Parry, Agility, Perception, Manipulation and Stealth skills are reduced by 5%. However, if the player can roll less than its character’s INT on 3 D10, it gains 1 point of INT per 10 years, representing their life experience and the wisdom of age. Melniboneans face similar reduction for every 15 years starting at 40, losing 1 point to their STR, CON, DEX and APP and 5% to Attack, Parry, Agility Perception, Manipulation and Stealth skills. They also have the opportunity to increase their INT by 1 point for every 15 years if the player can roll less than the character’s current INT on 4 D10. Since Melniboneans age slower than humans, they appear to age only 10 years for every 15 after age 20. [3.1.3] MELEE MOVEMENT … GMs and players should try to let themselves be guided more by common sense than by average movement rates. Characters with SIZs greater than their STR rating will tend to be a bit slower than average, moving at 5’ less per point of SIZ over its STR, while those who have SIZs smaller than their STR should have extra quickness, moving at 5’ more per point of STR over its SIZ, to their normal maximum movement rate of 200’ per round. Although normal clothing is not encumbering enough to reduce a character’s maximum movement rate of 200’ per round, a GM may rule that unusually heavy clothing, such as that worn in extremely cold climates may reduce movement by 5’ to 10’. Similarly, armor reduces its maximum movement by 5’ per round for each point of the maximum protection afforded by that armor type. For example, full plate armor with its helm on which does a maximum of 11 points of protection reduces movement by 55’ per round ((1 D10+1 = 11) x 5’ = 55’) leaving it with a movement of 145’ per round, while leather armor which does a maximum of 5 points of protection reduces movement by 25’ per round ((1 D6-1 = 5) x 5’ = 25’) resulting in a movement rate of 175’ per round. Armor of critical quality subtracts 5 from the maximum protect rating for its armor type, the same as the maximum increase in its protection vale (1 D6-1 = 5). For example, critical quality full plate armor with its helm on reduces movement by only 30’ per round (((1 D10+1 = 11) – (1 D6-1 = 5)) = 6 x 5’ = 30’), while critical quality leather armor causes no reduction to movement ((1 D6-1 = 5) – (1 D6-1 = 5) = 0). Virtuous armor has its maximum protection value reduced by half. Therefore, virtuous full plate armor with its helm on reduces movement by only 25’ per round ((1D10+1 = 11)/2 = 5.5 rounded down to 5 x 5’ = 25’). This reduction is cumulation with the armor being of critical quality, therefore critical quality virtuous full plate armor with its helm only reduce movement by 15’ per round (((1 D10+1 = 11) – (1 D6-1 =5) = 6)/2 = 3 x 5’ = 15’). Additionally, a character can carry SIZ equal to half its STR without penalty to its movement, but for every point of SIZ it carries in excess of that it suffers a reduction of 5’ per round to its maximum movement rate of 200’ per round. [3.5.2] YOUNG KINGDOM WEAPONS Hand Weapons STR DEX Damage Length Price Akras/Ghurka Kukri 4 4 1 D3+3 1' 500 LB Cutlass 8 8 1 D6+2 2 ½' - 3 ½' 225 LB Knife - 6 1 D3+1 ½' 25 LB Longsword (1-2 handed) 13/9 9 1 D10+1 4' – 4 ½' 1,500+ LB Rapier 7 13 1 D6+1 3 ½' - 4' 500 LB (critical: 1/15 & triple damage) Scythe (2-handed) 11 11 2 D6 5' – 6' 150 LB Trident/Pitchfork 9 9 1 D6+1 5' 125 LB Projectile Weapons Range Akras/Ghurka Kukri 4 12 1 D3+3 25' 500 LB Bolas 8 13 1 D3+entangle 50' 10 LB Knife - 6 1 D3+1 50' 25 LB Trident/Pitchfork 9 10 2 D6 50' 125 LB Valni Bow 13 12 1 D10+2 450' 3,000+ LB Whip 9 13 1 D3-1+entangle 5-15' 300 LB [3.5.2.1] GLOSSARY OF WEAPONS AKRAS/GHURKA KUKRI – A distinctive curved dagger sharpened on the inner edge native to the Unknown East©®, it can only be thrown effectively over a very short distance. BOLAS – Wooden balls attached to the ends of 2 to 4 lengths of leather or hide cord joined at a central point, these throwing weapon are native to the Unknown East©®. Primarily used to entangle the legs of a target causing it to trip. Required a successful Tie/Untie Knot roll to free self. CUTLASS – Favored by sailors, the cutlass has a short, wide, slightly curved single edge blade and a solid cupped or basket shaped guard. KNIFE – Any bladed weapon smaller than a dagger, it can be single or double edged and thrown over short distances. LONGSWORD – Longer than a broadsword but with a thinner blade and a shorter reach than a greatsword, longswords are also known as a hand-and-a-half, a bastard sword or a katana and may be wielded either one hand with a STR of 13 or greater or two handed with a STR of 9 or greater. Native to the Unknown East©® they are extremely rare in the Yong Kingdoms. RAPIER – Popular amongst nobles, the rapier has a long thin, double-edged blade with a complex basket shaped guard and a very sharp point primarily meant to thrust with but can be used to slash. Because of the easy in which it slips through flesh and the kinks in armor it scores a critical hit on 1/15th of the wielder’s skill rather than the normal 1/10th and does triple damage rather than double. SCYTHE – Primarily a farming implement used for cutting down grain stalks, the scythe has a curved single-edged blade sharpened on the inner side mounted on a long, s-curved wooden shaft. TRIDENT/PITCHFORK – Tridents are most often used by fishermen, while pitchforks are a common farm implement, either version is a three-pronged spear which can be thrown over short distances. VALNI BOW – A highly prized recurved bow of laminated antelope horn strengthened with leather native to the Unknown East©®, it requires a great deal of strength and skill to use properly. WHIP – Though classified as a projectile weapon, the whip is a five to ten foot long, braded length of leather attached to a handle which is snaped outward in an over-hand motion and cannot effectively attack targets less than five feet away. Primarily used to herd livestock or against slaves, it can only damage exposed flesh but can entangle a target requiring a DEX vs DEX check to escape. [3.5.2.1.1] WEAPON SIZE The SIZ of a weapon has an effect on multiple factors from the SIZ of a bond demon to its maximum movement rate and fatigue (see section [3.12] Fatigue). In general, small weapons such as the akras/ghurka kukri, bolas, buckler shield, cudgel, dagger, hatchet (small ax), knife, short sword and sling have a SIZ of 1. Larger one-handed weapons and bows such as the battle ax, broadsword, cutlass, desert bow, falchion, heater shield, javelin, light mace, Melnibonean bone bow, rapier, scimitar, self bow, spear, target shield, trident/pitchfork, Valni bow and whip have a SIZ of 2. While two-handed weapons such as the Filkharian pike, greatsword, heavy mace, long spear, longsword, Lormyrian ax, quarterstaff, scythe, sea ax and tower shield have a SIZ of 3. However, critical quality or virtuous weapons of SIZ 2 or 3 are so well balance and lighter than their less quality counter parts that they are considered one SIZ less than normal for each factor, down to a minimum of SIZ 1. Thus, a critical quality or virtuous broadsword is considered to have a SIZ of 1, while a critical quality or virtuous greatsword is considered to have a SIZ of 2. A critical quality greatsword which is also virtuous is considered to have a SIZ of 1. Demonic weapons do not reduce their effective SIZ, but those with the Lift demonic ability are essentially weightless while lifting themselves. [3.5.3.1] STR AND DEX REQUIRED FOR MAGICAL OR EXCEPTIONAL WEAPONS Bond demonic weapons which have a STR or DEX score reduce the STR and DEX required to wield them without penalties by those value over 12, while those with the Lift demonic ability should be considered essentially weightless while lifting themselves so they have no STR and DEX requirement to be wielded without penalties. Critical quality weapons are so well balanced and lighter than weapons of lesser quality that they require only half the STR and DEX to be wielded without penalties, while virtuous weapons also require only half the STR and DEX to be wielded without penalties. All of these adjustments are cumulative, so a bond demonic weapon with a STR or DEX score over 12 that is also of critical quality requires only half the STR and DEX normally required less their STR or DEX value over 12, while virtuous weapons which are also of critical quality require only one quarter of the normal STR and DEX requirement. [3.5.4.1] TWO-HANDED WEAPONS WIELDED ONE-HANDED In some instances, a character may be forced to, or choose to, wield a two-handed hand weapon, such as a great sword, with only one hand. If the character has 150% of the required STR to wield the weapon, such as a STR of 16 for wielding a great sword, it can be wielded normally, suffering only a -4 penalty to its DEX for determining when it will strike. If the character does not have 150% of the required STR to properly wield the weapon it suffers the penalties detailed in section [3.5.3] Penalty for Using Weapons Without Sufficient STR or DEX as if it had insufficient STR, except that its chance to attack and parry are either its normal skill percentage minus 20%, its attack and parry bonus, or 5% whichever is greatest. [3.5.4.2] ONE-HANDED WEAPONS WIELDED TWO-HANDED A character may choose to wield a one-handed hand weapon, such as a broadsword, with both hands in order to increase the amount of damage it could do, or to compensate for a lack of STR to effectively use it. In this case the character’s STR is considered 150% of its actual score for determining if it is sufficient to wield the weapon normally and for determining its damage bonus. However, as it is somewhat awkward to wield a one-handed weapon in this way, and the character will most likely not be trained to do so, its DEX suffers a -4 penalty to determine the order in which it will strike and its chance to attack and parry are reduced by 20%, to its ability bonus or 5% whichever is greater. [3.5.6] THROWING NON-PROJECTILE WEAPONS Non-projectile weapons, such as a battle ax or broadsword, are not designed to be thrown. But that doesn’t mean someone isn’t going to try it. A one-handed hand weapon may be thrown to a range of 30 feet or 9 meters by a character with sufficient STR to wield it properly and will do its normal damage, except its damage bonus will be that for a thrown weapon. However, as the character will be unskilled in such an attack, its chance to hit will be its attack bonus or 5% whichever is greater. A two-handed hand weapon, such as a great sword or Lormyrian ax, may be thrown to a range of 20 feet or 6 meters by a character with 150% of the STR required to wield it, doing its normal damage, except for it damage bonus which will be that for a thrown weapon. Again, as the character will be untrained in using the weapon this way, its chance to hit is either its attack bonus or 5% whichever is best. [3.6.12] RELATED WEAPON SKILLS Although each type of weapon listed on table [3.5.2] Young Kingdoms Weapons is unique, some of them have enough commonality in how they are used to be considered related to each other. These relationships allow a character that is skilled in the use of one such weapon to apply at least some of its skill to another weapon. Weapon relationships are divided into three steps. Weapons with a one-step relationship allow 75% of the user’s attack and parry skill with one weapon to apply to the other, while weapons with a two-step relationship allow 50% of the user’s attack and parry skill with one weapon to apply to the other, and weapons with a three-step relationship allow only 25% of the user’s attack and parry skill with one weapon to apply to the other. [3.6.12.1] SWORDS All swords are related to each other due to the similarity in how they are used, as primarily slashing weapons, but with the ability to stab as well. One-step related swords include the broadsword, cutlass, falchion, longsword, rapier, scimitar and short sword. The broadsword is also one-step related to the great sword, and the short sword is also one-step related to the akras/ghurka kukri, dagger and knife. The great sword has a two-step relationship to the cutlass, falchion, rapier, scimitar and short sword, while the dagger has a one-step relationship to both the akras/ghurka kukri and knife, and a two-step relationship to the broadsword, cutlass, falchion, rapier and scimitar. The great sword, akras/ghurka kukri, dagger and knife have a three-step relationship to one another. [3.6.12.2] AXES AND MACES Axes are primarily chopping weapons while maces are primarily bludgeoning weapons and at first glance it would appear that they have little in common. However, both groups of weapons are swung in a similar manor, therefore they qualify as related weapons. The battle ax has a one-step relationship to the hatchet (small ax), light mace, Lormyrian ax and sea ax, and a two-step relationship with the cudgel and heavy mace. The cudgel has a one-step relationship to the hatchet (small ax) and light mace, a two-step relationship to the battle ax and heavy mace, and a three-step relationship to the Lormyrian ax and sea ax. The hatchet (small ax) has a one-step relationship with the cudgel and battle ax, a two-step relationship to the light mace, Lormyrian ax and sea ax, and a three-step relationship to the heavy mace. The heavy mace has a one-step relationship with the light mace, the Lormyrian ax and the sea ax, a two-step relationship with the cudgel and battle ax, and a three-step relationship to the hatchet (small ax). The light mace has a one-step relationship with battle ax, the cudgel and the heavy mace, and a two-step relationship with the hatchet (small ax), Lormyrian ax and sea ax. The Lormyrian ax has a one-step relationship with the battle ax, heavy mace and sea ax, a two-step relationship with the hatchet and light mace, and a three-step relationship with the cudgel. The sea ax has a one-step relationship with the battle ax, heavy mace and Lormyrian ax, a two-step relationship with the hatchet (small ax) and light mace, and a three-step relationship with the cudgel. [3.6.12.3] SPEARS AND PIKES Primarily impaling and piercing weapons, spears and pikes are generally used in japing and thrusting motions. The Filkharian pike, javelin (in hand), long spear, spear (in hand) and trident (in hand) all share a one-step relationship. The thrown javelin, spear and trident also share a one-step relationship. [3.6.12.4] SHIELDS Shields, regardless of the size and shape, are primarily designed to intercept incoming blows, but can be used to bash or overbear an opponent. The target (in hand) and heater share a one-step relationship, and both share a two-step relationship with the buckler (in hand) and tower, while the buckler (in hand) and tower both share a three-step relationship with each other. The thrown buckler and target share a one-step relationship. [3.6.12.5] BOWS All bows share a similar method of use, firing arrows by means of pulling back on the string and releasing it. The desert bow, Melnibonean bone bow, self bow and Valni bow all share a one-step relationship. [3.6.12.6] THROWN WEAPONS The relationships of some thrown weapons, such as the javelin and spear, and the buckler and target, have been discussed above. However, there are more. The thrown akras/ghurka kukri, rock and throwing ax share a one-step relation as they are used in a one-handed over arm motion, and a two-step relationship with the thrown dagger and knife, which uses a similar overarm motion but are frequently held by the tip dart-like. The thrown akras/ghurka kukri, rock, throwing ax, dagger and knife also share a two-step relationship with the thrown javelin and spear. [3.6.12.7] UNRELATED WEAPONS Some of the weapons listed on table [3.6.2] Young Kingdom Weapons are simply not used in a similar enough fashion to be considered related to any other weapon. These include the bolas, head butt, kick, punch, quarter staff, scythe, sling and whip. [3.6.12.8] HANDEDNESS All one-handed weapons require separate skills to be used in each hand. Thus, a character will have different skill percentages to attack and parry with a dagger, for example, with its right hand and its left hand; four different skill percentages in all. Although all such weapon skills are inherently related, a character will always be more comfortable using a weapon in its primary hand than in its secondary hand. Therefore, any skill with a one-handed weapon in a character’s secondary hand, except shields, has a one-step relationship with the same weapon wielded in its primary hand, while any skill with a one-handed weapon in a character’s primary hand has a two-step relationship with the same weapon wielded in its secondary hand. Shields are the exception to this relationship pattern because they are intended to be used in a character’s secondary hand, and the character will be trained to do so. As such, there is a two-step relationship between using a shield in the character’s secondary hand and using it in its primary hand. By their nature, two handed weapons do not usually have a handedness. However, should a character attempt to wield a two-handed hand weapon with one hand (see [3.5.4.1] Two-Handed Weapons Wielded One-Handed), it’s normal skill percentages should apply to its primary hand, and therefore use in its secondary hand is a two-step relationship. Projectile weapons follow the same relationship pattern as hand weapons, except for bows. Bows require two hands to fire. They cannot be used one handed. They are held in a character’s secondary hand and drawn with its primary hand. If for some incomprehensible reason a character tries to fire a bow held in its primary hand and drawn with its secondary hand, it should be considered a three-step relationship. [3.6.12.9] COMPOUNDED RELATIONSHIPS The combination of a weapon’s relationship with handedness produces a compounded relationship, where both factors are combined to increase the related step factor. Thus, a one-step related weapon’s skill for a character’s secondary hand is considered a two-step related skill for its primary hand, while a two-step related weapon’s skill for the character’s secondary hand is considered a three-step relationship for its primary hand, and a one-step related weapon’s skill in a character’s primary hand is considered a three-step related skill for its secondary hand. [3.7.1.1] CAST LEATHER Native to the Unknown East©®, cast leather armor is bison hide plates stitched together to cover the entire body similar to Young Kingdoms plate armor then hardened and molded to the wearer with hot wax requiring a skilled craftsman and three days. Though lighter than metal plate armor it provides equal protection, 1 D10-1 without a helm and 1 D10+1 with its helm but reduces Perception skills by 25%. Since the art of creating this armor is only known in the Unknown East©® it is not available to purchase in the Young Kingdoms. [3.7.1.2] SEA LEATHER The sea lords of the Purple Towns fashion a well-crafted, heavier, more durable version of leather armor which is often worn with a steel scull-cap and stops 1 D6 points of damage. Only available on the Isle of Purple Towns, the tanning process used gives the armor a distinctive grayish-green tint, and it costs 300 LB, three times the price of normal leather armor. [3.7.1.3] TEMPERED LEATHER Native to the Unknown East©® this bison or camel hide leather armor is hardened by tempering in hot wax and then lacquered providing 2 D4-2 points of protection without its helm or 2 D4+1 points of protection with a helm but reduces Perception skills by 10%. Since the process to create this armor is only widely known in the Unknown East©® it costs over 1,500LB in the Young Kingdoms. [3.7.3.2] MELNIBONEAN PLATE ARMOR The finest armor known in the Young Kingdoms, it is the product of thousands of years of elegant design and cruel experimentation. Its secrets are unfathomable to craftsmen other than the skilled slaves of Imrryr. It is designed to fit only a character with a light build, of a specific SIZ, but can be worn by either gender, providing 1 D10+6 points of armor protection with its helm on and 1 D10+4 points of armor protection without its helm. Unlike Young Kingdoms plate, which leaves the wearer unable to hear all but the loudest noises and blocks peripheral vision, this armor only reduces Perception skills by 25%. The armor is so perfectly fit and balanced that the wearer can move and fight normally with a STR of only 9 or more, unlike Young Kingdoms plate with requires a STR of 11. However, if the wearer has insufficient STR it suffers a penalty of 1 to its DEX for every point below 9. Extremely rare, even amongst the Dragon Lords, a suit of Melnibonean plate armor is beyond monitory value, most often being heirlooms passed down for generations. For a human to possesses such armor, it instantly gains the amenity of every living Melnibonean. [3.7.3.2.1] MELNIBONEAN HALF PLATE ARMOR Similar to Young Kingdoms half plate armor, Melnibonean half plate armor is a version of the superior quality full plate armor that provides plate protection to the torso with lesser forms of protection, such as leather or mail, for the extremities. Like Melnibonean full plate it is designed to fit a character with a light build and of a specific SIZ only, but can be worn by either gender, providing 1 D8+3 points of armor protection with its helm on and 1 D8+2 without its helm. Similarly, it only reduces its wearer’s skills such as hear and see by 10% with its helm on. [3.7.3.3] PAN TANG PLATE ARMOR Decidedly chaotic and intimidating in appearance, often with face plates designed to emulate demons, this heavy armor is Pan Tang’s attempt to mimic Melnibonean plate armor. Made by the slave craftsmen of Hwamgaarl exclusively, it fits only males with heavy builds but, its intrinsically chaotic nature allows it to accommodate wearers of 2 SIZs smaller or 1 SIZ larger than its SIZ, providing 2 D8+1 points of armor protection with its helm on and 2 D8 points of armor protection without its helm. Similar to Young Kingdoms plate, the wearer of Pan Tang plate with its helm on can only hear the loudest of noises and has its peripheral vision is blocked. Its wearer must have a STR of 13 or more to move and fight normally. For every point of STR below 13, the wearer suffers a penalty of 1 point to its DEX. Pan Tang plate is infused with chaotic influences which slowly warps its wearer toward allegiance (see [2.11.1] Allegiance) with chaos. Its wearer must roll more than its chaos allegiance score on 1 D100 each day it is worn or gain 1 point to that score and, if eligible, must make a POW x 5% check or declare allegiance to chaos. Over triple the cost of Young Kingdoms plate, only the Mabden of Pan Tang, or those few dedicated agents of chaos permitted by the Theocrat to own it, may possess a suit of Pan Tang plate armor. Anyone else who would dare to claim such armor immediately becomes an enemy of the Demon Isle. [3.7.6] ARMOR AND WEAPON ENCUMBRANCE Most often wearing armor has no effect on a character’s STR or DEX during combat, as they would be trained to fight while doing so. However, the SIZ and type of its armor as well as the weapons and addition items it may be carrying, has an effect on its FAT (see section [3.12] Fatigue), as well as its movement (see section [3.1.3] Melee Movement). [3.7.6.1] MELNIBONEAN PLATE ARMOR AND MELNIBONEAN HALF PLATE ARMOR Although in most instances the armor worn by characters with sufficient STR does not interfere with its ability to move and fight normally, within logical constraints, Melnibonean full and half plate armors should be afforded greater latitude than their Young Kingdoms and Pan Tang counterparts due to their superior design and balance. However, even these armors do not allow their wearer to swim in it. [3.9.5] HEALING WOUNDS Regardless of the source of the damage, wounds, other than fatalities (see section [3.9.3] FATALITIES), will heal naturally with or without medical aid (see section [4.8.5] First Aid) or interventions by healing potions (see section [4.8.9] Plant Lore). Minor wounds (see section [3.9.1] MINOR WOUNDS) heal at a rate of 1 D3 Hit Points per week, while major wounds (see section [3.9.2] MAJOR WOUNDS) heal at a rate of 1 Hit Point per week until half of the character’s Hit Points are restored and then are treated as minor wounds, healing 1 D3 Hit Points per week. Note that the effects of a major wound as shown on table [3.9.2.2] Major Wounds are not relieved by natural healing. Only magic or healing potions (see section [4.8.9] Plant Lore) can remove those effects. [3.12] FATIGUE Strenuous activities such as movement, combat and using magic cause fatigue. Fatigue is measured against a character’s END (see section [2.1.10] Endurance) in the same way damage is measured against its hit points. [3.12.1] MOVEMENT Normal movement (see section [3.1.1] Daily Movement) incurs fatigue at a rate of one quarter the number of miles traveled for walking or marching and one eight the number of miles traveled riding horse-back. Unless the character is actively involved in the sailing of a ship, travel by ship does not cause fatigue. If it is, the cost should be the same as any normally activity; 1 point per hour of activity. A winged Myrrhyn character incurs fatigue at a rate of one half the number of miles traveled while flying at its normal rate of 4 miles per hour, or 40 miles in a ten-hour day, which is equivalent to marching, since it requires a greater effort. Flying at its maximum rate of its STR less its SIZ over 12 times 25’ per round ((STR – (SIZ > 12)) x 25’/round) incurs fatigue at a rate of 1 point per five rounds. [3.12.2] COMBAT FATIGUE Combat involves all-out physical excursion that vastly exceeds most forms of labor or other activity. Thus, every round of combat a character participates in incurs fatigue. How much is determined by the weapons wielded and the armor worn. While wearing armor does not normally affect a character’s STR and DEX (see section [3.7.6] Armor Encumbrance), it does cause fatigue during combat. The number of fatigue points incurred every combat round is determined by adding the armor’s SIZ, usually the same as the character wearing it, to the maximum number of points of protection that type of armor can afford the character and subtracting the character’s normal END score. Thus, a character with SIZ 15, STR 15, CON 15 and POW 15 wearing full plate with a helm would suffer 7 points of fatigue each round ((SIZ 15 + 11 for the plate armor’s (1d10+1) points of protection) = 26) - (((POW 15 - 12) = 3/2) = 1.5 (rounded down to 1) + ((STR 15 – 12) = 3) + CON = END 19) = 7 points of fatigue/round). If the character removes the helm reducing the armor’s potential protection to 9 (1d10-1) it will suffer 5 fatigue points per round for wearing the armor. Melnibonean plate and half plate armor are the exception to this formula. Because of their superior fit, design and balance, these types of armor impose only half the fatigue points for their maximum protective value (8 ((1 D10+6)/2) for Melnibonean full plate with its helm on or 7 ((1 D10+4)/2) without its helm, and 5 ((1 D8+3)/2 = 5.5rounded down to 5) or 4 (1 D8+2)/2) for Melnibonean half plate with or without its helm). These affects are cumulative with the adjustments for being of critical quality, see section [3.12.2.1] Magic and Exceptional Weapons and Armor below. The number of fatigue points incurred for wielding a weapon is equal to the weapon’s SIZ; 1 for small weapons such as akras/ghurka kukris, bolas, cudgels, buckler shields, daggers, hatchets (small ax), knives and short swords, 2 for one-handed weapons such as battle axes, broadswords, cutlasses, desert bows, falchions, javelins, light maces, Melnibonean bone bows, rapiers, scimitars, spears, target or heater shields, tridents/pitchforks, Valni bows, whips, and 3 for large weapons which require two-hands such as a Filkarian pikes, great sword, longswords, Lormyrian axes, quarter staves, scythes, sea axes and tower shields. Multiple weapons or a weapon and shield combine to determine the number of fatigue points incurred. Regardless of the armor worn and weapons wielded, a character incurs at least one point of fatigue for each round of combat. [3.12.2.1] MAGIC AND EXCEPTIONAL WEAPONS AND ARMOR Weapons made with a critical craft roll (see section [4.8.4] Craft) are so light and well balanced that those with a SIZ of 2 or 3 count as one SIZ less than normal, while similar armor reduced its encumbrance by 5 points, the same maximum protection value added to the armor’s protection (1d6-1). Virtuous weapons are so perfect that those of SIZ 2 or 3 count as one SIZ less than normal, a benefit which combines with the reduction for being of critical quality. Thus, wielding a critical quality virtuous broad sword would not incur fatigue. Virtuous armor counts as having half its actual protective value for determining its fatigue cost, which also combines with the reduction for being of critical quality. Thus, a full suite of virtuous plate armor adds only 5 points to its SIZ (11 (1d10+1) divided by 2 = 5.5 (rounded down to 5)). While a critical quality virtuous suite of full plate armor adds nothing to its SIZ ((11 (1d10+1) divided by 2 = 5.5) – 5 for its critical quality = 0.5 (rounded down to 0)). Demonic armor lends its POW minus 12 to their wielder’s STR to reduce the fatigue it incurs. Thus, if the character’s STR is greater than 12 a demonic suite of armor with a POW of 16 would reduce the fatigue incurred by wearing it by 4 or, if the wear’s STR plus the demon’s POW minus 12 is greater than 12 than, its encumbrance is reduced by the difference. This reduction combines with the benefit of being critical quality. Demonic weapons provide no relief to encumbrance, counting as their normal SIZ unless of critical quality, in which case those of SIZ 2 or 3 count as 1 SIZ less. However, those with the lift demonic ability, which makes them effectively weightless while lifting themselves, incurring no encumbrance. [3.12.3] HIT POINT LOSS Suffering damage also causes fatigue. The loss of hit points incurs fatigue at a rate of one point for every two hit points lost. Fatigue points gained due to the loss of hit points can only be recovered when the damage is healed. [3.12.4] MAGIC POINTS SPENT Working magic is exhausting. A character incurs one fatigue point for every two magic points expended, and these fatigue points can only be relieved when the expended magic points are restored. [3.12.5] THE EFFECTS OF FATIGUE As a character becomes more and more fatigued its skills and abilities suffer. When the number of fatigue points a character has incurred reaches its END score it is fatigued; all of its skills except for knowledge (see section [4.8] Knowledge Skills) and communication (see section [4.9] Communication Skills) are reduced by a quarter of their normal level, includes combat skills. Additionally, the character’s STR and DEX are considered half their normal value for determining its damage bonus (see section [2.5.3] Damage Ability) and the order in which it will strike in combat (see section [3.2.2] Determining The Order of Attack). The character continues to incur fatigue points after becoming fatigued, and when its total accumulated fatigue points reach twice its END score it is exhausted and suffers a reduction in all skills other than knowledge and communication to one half of their normal level, while its knowledge and communication skills are reduced by a quarter of their normal level. An exhausted character will always strike last in combat and loses any damage bonus it would normally have. The character may incur a number of additional fatigue points equal to its POW while exhausted, but once this final threshold is reached it will fall unconscious until its total fatigue points are reduced to less than its END score. [3.12.5.1] DEATH FROM EXHAUSTION On rare occasions it is possible for characters to actually die from extreme exhaustion. This occurs more commonly amongst the slaves of Pan Tang than anywhere else. If a character is prevented from resting at the point it falls unconscious from exhaustion, typically by being roused by an overseer, each additional fatigue point incurred is actually the loss of a hit point. Upon reaching the major wound threshold, half of the character’s hit points, it will pass-out again. If roused again and forced to continue laboring, it will die upon reaching 0 hit points. [3.12.6] RECOVERING FROM FATIGUE Fatigue incurred due to the loss of hit points or the expenditure of magic points can only be recovered by the restoration of those points. Otherwise, it recovers in spurts equal to the character’s CON every 5-minute game turn (25 twelve second rounds) of sleep or unconsciousness, or at half that rate of total inactivity. Any activity during a game turn negates the recovery for that period, thus the character cannot move on its own power or take part in any activity other than speaking until its total fatigue points drop below its END score or it will not recover. Once its fatigue level falls below its END it can be minimally active and still recover. However, any activity which incurs additional fatigue points during that game turn negates any recovery during that period. [4.5.7] DANCE This skill encompasses all forms of rhythmic movement, particularly set to some form of musical accompaniment, ranging from complex courtly balls to primitive tribal rituals. Success indicates that the steps were followed correctly, while failure means they weren’t. A fumble usually means the dancer fell, while a critical success results in a stellar performance. [4.6.6] REPAIR/DEVISE This skill represents the character’s ability to repair and make items from simple machines like levers and wheels to the complex clockwork devices of Law. A successful skill check indicates that the repair or device functions as required, while a critical skill roll indicates that it is exceptional in some way. The character’s skill level determines how complex a device can be created or repaired. [4.6.6.1] REPAIR/DEVISE SKILLS Each succeeding level includes all the levels above it. Skill % Skill Level 01-15 Make simple repairs to common items such as patching a small boat or fixing a hole in a basket or bucket. 16-30 Make repairs to simple machines such as levers. 31-45 Create simple machines such as levers or screws. 46-60 Create or repair more complex machines or integrated systems such as irrigation systems. 61-75 Repair basic mechanical devices such as water clocks. 76-90 Repair complex mechanical devices such as automatons. Create basic mechanical devices. 91-00 Create complex mechanical/electrical devices. [4.8.11] ARTWhere Craft (see section [4.8.4] Craft) is related to the creation of purposeful items that serve a practical function, Art is the production of purely aesthetic items or activities ranging from sculpture to poetry. Similar to Craft, each form of Art is a separate skill. [4.8.12] MILLION SPHERESMillion Spheres represents the character’s understanding that there are many other planes of existence. All characters begin with 10% in this skill representing the common knowledge of the high lords and their associated planes (i.e., the Eight Hells and the Three Heavens). Additionally, all sorcerers add their INT to this starting percentage.[4.8.13] NATURAL WORLDNatural World is the basic understanding of nature, weather, fora, and fauna. All characters begin with 10% in this skill. Hunters (see [2.3.5] Hunters), Farmers (see [2.3.6] Farmers) or Fishermen (see section [2.3.13] Fisherman) begin with an additional 30%.[4.8.14] UNKNOWN KINGDOMSSimilar to Craft (see section [4.8.4] Craft), Unknown Kingdoms is actually a collection of related skills which determines how much the character knowns about the lands which lay beyond the Young Kingdoms proper or are generally unexplored, specifically [1.2.4.6.1] the Silent Lands, [1.2.4.9.1] Tanelorn, [1.2.4.9.2] the Sighing Desert, [1.2.4.12] Eshmir, Phum, and the Eastern Lands, [1.2.4.19] Org, [1.2.4.20] The Chasm of Nihrain, [1.2.4.21] R’lin K’ren A’a and the Jungle Lands and [1.2.4.22] Sorcerer’s Isle and the Unholy Fortress. Although the existence of most, if not all, of these areas are common knowledge, as are rumors and folk lore regarding them, only a character with this skill knows accurate facts. A separate skill should be recorded for each of these areas as knowledge is acquired regarding them.[4.8.15] YOUNG KINGDOMSThis represents specific knowledge of the lands within the Young Kingdoms proper. All characters begin with 10% in this skill representing general knowledge of these nations and are entitled to add their INT to their skill percentage regarding their home nation. [5.14] ENCHANTMENTSEnchantments represent a rare, enduring form of magic which was invested in an object. They are believed to be artifacts of the pre-human race known as the Older Ones and the process used in their creation was lost with them. However, while no new enchantments can be made, existing ones can still be found on rare occasions and are often considered highly treasured heirlooms.[5.14.1] TYPES OF ENCHANTMENT AND THEIR ABILITIESEnchanted items have only one attribute, POW, and their abilities generally revolve around it. While both defensive and offensive enchantments exist, frequently enchantments possess abilities which fall outside either. [5.14.1.1] DEFENSIVE ENCHANTMENTSDefensive enchantments add their POW to the amount of protection they provide, so that enchanted armor provides the protection of its armor type plus its POW. For example, a suit of enchanted plate armor with a POW of 20 would provide 1 D10+22 points of protection (1 D10+2 for plate armor + 20 for the enchantment). However, defensive enchantments need not be invested in armor, and are frequently not. They are often embodied in more mundane items such as rings, amulets or even cloaks, and still provide their POW in protection. Additionally, any attack against the POW of its wearer must first overcome the enchantment’s POW and may include additional abilities as well. [5.14.1.2] OFFENSIVE ENCHANTMENTSOffensive enchantments add their POW to the damage they do, so that an enchanted broadsword with a POW of 20 would do 1 D8+21 points of damage (1 D8+1 + 20 for the enchantment). However, they typically must overcome a target’s POW to do that additional damage. They may also be manifested in nonconventional forms which do nonconventional damage, and in either form may feature additional capabilities. [5.14.1.3] OTHER ENCHANTMENTSEnchantments need not be either defensive or offensive in nature. Many serve more mundane functions, such as a chest that will hold some multiple of its POW in SIZ which can be summoned from its own pocket dimensions by whomever possesses its key, an amulet that renders its wearer immune to diseases and poisons on a successful POW vs POT struggle, or boots that allow their wearer to fly at MOV equal to their POW for a number of turns (5 minutes/25 rounds) equal to their POW.[5.14.1.4] LIMITATIONS OF ENCHANTMENTSEnchantments are ancient objects. Artifacts of a long bygone era and a society which predates even Melnibone. When devising enchanted items bare this in mind. While they will likely be immune to the ravishes of time, they should be vintage in style and form. While an enchanted broadsword, greatsword or battle ax would be appropriate, a more contemporary weapon such as a Lormyrian ax, Filkharian pike, Melnibonean bone bow or rapier wouldn’t. Also, the Older Ones struggled to hold back the forces of Chaos, so enchantments will likely be more Lawful in nature. [6.7.4.2] TYPES OF VIRTUES AND THEIR ABILITIESTHE VIRTUE OF ATTACK1.) If it strikes the flesh of a target or the body of a demon, it makes a POW vs. POW attack on the target. If successful, the target takes additional damage equal to its POW....
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