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1-4 5-8 13-16 17-20 Strike Rank

Attack STR -05 +05 DEX S.R. SIZ S.R. POW S.R.
& Manip INT -10 -05 +05 +10 01-05 5 01-06 3 1 0
POW -05 +05 06-08 4 07-14 2 2 1
DEX -10 -05 +05 +10 09-12 3 15-21 1 3 2
Parry STR -05 +05 13-15 2 22 + 0 4 3
SIZ +05 -05 16-18 1 5 4
POW -05 +05 19 + 0 +1 +1
DEX -10 -05 +05 +10 Head Hit points
Defence SIZ +05 +05 01-06 07-09 10-12 13-15 16-18 19-21 +3
INT -10 -05 +05 +10 2 3 4 5 6 7 +1
POW -05 +05 Damage Bonus
DEX -10 -05 +05 +10 Average of STR & SIZ
Hit Points SIZ -2 -1 +1 +2 01-06 07-12 13-16 17-02 21-28 +8
POW -1 +1 -1d4 0 +1d4 +1d6 +2d6 +1d6
Knowledge INT -10 -05 +05 +10 Previous Experience
& Percept POW -05 +05 Roll d100 for STR, CON, POW, and CHA
Stealth SIZ +10 +05 -05 -10 01-03 +3 points to characteristic
POW +05 -05 04-10 +2 points to characteristic
INT -10 -05 +05 +10 11-25 +1 points to characteristic
DEX -10 -05 +05 +10 26-00 0 points to characteristic
Oratory INT -05 +05 Troll Stones
POW -05 +05 Black Cancels all chaotic features
CHA -10 -05 +05 +10 Blue Drains d10 points of Power from victim
Bargaining POW -05 +05 Green Heals 1d6 points chaos damage
CHA -10 -05 +05 +10 Yellow Does 1d10 damage critically
Brakes any chaos creature into 1d4+1
INT -10 -05 +05 +10 Brown
pieces
Elemental Runes Tribes of Prax
Power Colour Metal Weapon Elemental 01-15 Zebra 81-85 Agmori
Darkness Black Lead Club/rock Shade 16-30 Sable 86-90 Pol Joni
Water Blue Aluminium Whip/Flail Undine 31-45 Impala 91-95 Ostrich
Earth Green Copper Axe Gnome 46-60 High Llama 96-97 Bolo Lizard
Fire/Sky Yellow Gold Spear/Arrow Salamander 61-70 Bison 98-99 Rhino
Air/Storm Orange Tin Sword Sylph 71-80 Morokanth 00 Unicorn
Lunar Red Silver Sickle Lune
Power Gain Rolls Weeks Days Moon Phase Lunar magic Seasons
(21-POW) x5% on D100 Disorder Freezeday Crescent 2pt Sea
01-10 3 points of Power Harmony Waterday Dying 1pt only Fire
11-40 2 points of Power Death Clayday Black 1pt only Earth
41-00 1 point of Power Fertility Windsday Crescent 2pt Dark
Standard Spirits Stasis Fireday Empty Half 3pt Storm
3d6 INT 3D6+6 Power Movement Wildday Full All last ½ hour
Power Storage Crystals Illusion Godsday Full Half 3pt
2d6+3 Truth
Specials & Criticals
Critical:- 1) Ignore Armour 2) double damage
Impale:- Max possible for weapon plus rolled damage
Slash:- Roll weapon damage twice dam bonus once
Crush:- Normal rolled damage plus maximum dam bonus
Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50
+10 +9 +8 +7 +6 +5 +4 +3 +2 +1
Roll 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00
Equal -1 -2 -3 -4 -5 -6 -7 -8 -9
Spells Languages Diseases Potions
1 Befuddle 1 26 Firearrow 2 01-10 Esrolian 01-12 Wasting 1-10 Healing
2 Binding 1 27 Fireblade 4 11-20 Grazelander 13-24 Brain Fever 11-25 Battle Magic
3 Bladesharp V 28 Glamour 2 21-30 Lunar 25-36 Soul Waste 26-55 Systemic Poison
4 Bludgeon V 29 Glue V 31-40 Old Pavic 37-48 Creeping Chills 56-65 Blade Venom
5 Coordination 2 30 Harmonise 2 41-50 Praxian 49-60 The Shakes 66-80 Poison Antidote
6 Counter Magic V 31 Healing V 51-60 Sartarite 61-64 Sneezing 81-90 Other
7 Darkwall 2 32 Ignite 1 61-70 Tarshite 65-68 Blotches 91-00 Spoiled
8 Detect Detection 1 33 Invisibility 3 71-80 Trade Talk 69-72 Fever
9 Detect Gems 2 34 Ironhand V 81-82 Aldryami 73-76 Joint Rot Poisons
10 Detect Enemies 1 35 Light 1 83-84 Beastspeech 77-80 Creeping Crudd1 Manticore Venom
11 Detect Gold 1 36 Lightwall 4 85-86 Darktongue 81-84 Thunderlung 2 Poison Gas
12 Detect Life 1 37 Mindspeech V 87-88 Earthtongue 85-88 Brittle Skin 3 Wyvern Venom
13 Detect Magic 1 38 Mobility 1 89-90 Firespeech 89-92 Convulsions 4 Spider Venom
14 Detect Silver 1 39 Multimissile V 91-92 Mostali 93-96 Slow Withers 5 Herbal Poison
15 Detect Spirit 1 40 Protection V 93-94 Seatongue 97-00 Bleeding 6 Mineral Poison
16 Detect Traps 2 41 Repair 2 95-96 Spiritspeech Disease Saves ½ effective Antidote
17 Detect Undead 1 42 Shimmer V 97-98 Stormtongue Roll Ht Pts x5% 1 Spider Venom
18 Demoralise 1 43 Silence 1 99-00 Draconic 1st No Disease 2 Wyvern/ Mineral
19 Detection Blank V 44 Speedart 1 2nd Chronic 1 season 3 Gas
20 Dispel Magic V 45 Spirit Binding 1 3rd Acute 1 hour 4 Mineral
th
21 Disruption 1 46 Spirit Shield V 4 Terminal 1 5mins
22 Dullblade V 47 Strength 2
23 Extinguish 2 48 Vigour 4
24 Fanaticism V 49 Xenohealing V
25 Farsee 1 50 Cult Special ?
Fumble Table Parry Fumbles
As above –50% att & parry d6 Shield / parry weapon dropped d3
01-05 Loose next Parry 68-70 75-78
rnds. to fix rnds.
As above loose all att & parry Shield / parry weapon knocked
06-10 Loose next attack 71-72 79-82
d6 rnds away d6m d8 direction
11-15 Loose next attack and parry 73-74 +25% to foes next attack 83-86 Shield weapon shatters
Loose next attack parry Drop weapon d3 rnds. to get
16-20 75-78 87-92 Wide open foe auto hits
defence back
Weapon knocked away d6m d8 Wide open foe auto hits full
21-25 Loose next d3 attacks 79-82 93-96
direction possible damage
26-30 Loose next d3 attacks & parries 83-86 Weapon shattered 97-98 Wide open foe auto hits critical
Hit nearest friend if no friend
31-35 Loose shield / parry weapon 87-89 99 Blow it roll twice
hit self
36-40 Loose shield & next attack 90-91 As above full possible damage 00 Really blow it roll thrice
41-45 Random location armour gone 92 As above critical Shade attack & Fear Spell
As above + next attack and
46-50 93-95 Hit self rolled damage 01-05 Victim dies of fear
parry
51-55 Fall no parry d3 rnds. to get up 96-97 Hit self full possible damage 06-35 CON x5 or die Collapse for 20-CON turns
56-60 Twist ankle ½ move 5d10 rnds. 98 Hit self critical 36-65 Collapse for 20-CON MR
Twist ankle fall apply above Cower in fear 20-CON MR treat as
61-63 99 Blow it roll twice 66-95
two Demoralised
Vision impaired –25% att& Run away for 20-CON MR If no
64-67 00 Really blow it roll thrice 96-00
parry d3 rnds. to fix escape go fanatic
Lune attack & Madness Spell
01-05 Insanity 30-POW days Roll Again
06-20 Paranoia. Attack nearest person as Fanatic 20-POW mins
21-80 Delusions. Befuddled 30-POW mins
81-00 Catatonia. 30-POW min. No awakening

Scroll Table Crystal Table


01 DM Special 01 Combination Crystal roll twice and combine 23-24 Spell Storing Crystal
02-15 Description how to increase STR CON DEX or CHA
02 Extra Power Crystal roll again add D6 Pow 25-30 Flawed
1 point d20 weeks
31-00 Power Storing
16-30 Letter of credit, deed, valuable historical knowledge 03-05 Healing Focus crystal 1d8 Pow
Crystal 2d6+3 Pow
31-45 Secret Weapon technique d4x5% in D20 weeks 06-08 Sensitivity Crystal 1d8 Pow
46-55 Secret General ability d4x5% in D20 weeks 09-11 Twice Pow Yielding Crystal 1d8 Pow
56-65 Secret Specific ability d6x5% in D20 weeks 12-14 Power Enhancing Crystal 1d8 Pow
66-75 Interesting Map 15-16 Spell Reinforcing Crystal 1d4 Pow
75-00 Seemingly Useless and or unreadable 17-18 Spell Supporting Crystal 1d4 Pow
D20 D100 LOCATION
Type Material Locations Covered Absorbed Enc. Cost
1 01-05 Left Foot Greaves Light Leather 2,3,4,6,7,8 1 ½ 15
2 06-10 Left Shin Cuirboilli 2,3,4,6,7,8 3 1 40
Plate 2,3,4,6,7,8 6 2 120
3 11-15 Left Knee High Boots Light Leather 1,2,5,6 1 ½ 15
4 16-20 Left Thigh Heavy Leather 1,2,5,6 2 1 20
5 21-25 Right Foot Boots Light Leather 1,5 1 ½ 10
Heavy Leather 1,5 2 1 15
6 26-30 Right Shin Leggings Light Leather 2-4,6-8 1 1 10
7 31-35 Right Knee Chainmail 1-4,5-8 5 3 120
8 36-40 Right Thigh Trews Light Leather 3,4,7,8,9,10,11 1 1 10
Heavy Leather 3,4,7,8,9,10,11 2 2 20
9 41-45 Groin Chainmail 3,4,7,8,9,10,11 5 2 120
10 46-50 Left Abdomen Skirts Light Leather 4,8,9,10,11 1 ½ 10
Cloth 4,8,9,10,11 3 1 15
11 51-55 Right Abdomen
Heavy Leather 4,8,9,10,11 2 1 20
12 56-60 Chest Lamella 4,8,9,10,11 4 3 50
13 61-65 Left Hand Light Scale 4,8,9,10,11 4 2 30
Heavy Scale 4,8,9,10,11 5 3 40
14 66-70 Left Forearm Chainmail 4,8,9,10,11 5 2 100
15 71-75 Left Upper Arm Hauberk Light Leather 4,8,9,10,11,12 1 ½ 20
16 76-80 Right Hand Cloth 4,8,9,10,11,12 3 2 30
Heavy Leather 4,8,9,10,11,12 2 1 40
17 81-85 Right Forearm Lamella 4,8,9,10,11,12 4 3 100
18 86-90 Right Upper Arm Ringmail 4,8,9,10,11,12 4 2 80
19 91-95 Neck Light Scale 4,8,9,10,11,12 4 2 40
Heavy Scale 4,8,9,10,11,12 5 3 60
20 96-00 Head Chainmail 4,8,9,10,11,12 5 2 200
Shields Byrine Light Leather 10,11,12 1 ½ 10
Cloth 10,11,12 3 1 15
Size Base STR Absorbs Heavy Leather 10,11,12 2 1 20
Small 5+ 8 Lamella 10,11,12 4 2 60
Medium 9+ 12 Light Scale 10,11,12 4 1 30
Ringmail 10,11,12 4 2 50
Large 12+ 16 Heavy Scale 10,11,12 5 3 40
Chainmail 10,11,12 5 1 120
Cuirass Cuirboilli 10,11,12 3 1 40
Plate 10,11,12 6 3 200
Sleeves Light leather 14,15,17,18 1 ½ 10
Heavy leather 14,15,17,18 2 1 20
Chainmail 13,14,15,16,17,18 5 2 75
Vambraces Cuirboilli 14,15,17,18 3 1 30
Plate 14,15,17,18 6 2 100
Gauntlets Light Leather 13,16 1 ½ 5
Heavy Leather 13,16 2 1 10
Headgear Hood 19,20 1 ½ 3
Cap 20 2 ½ 5
Composite Helm 20 3 ½ 10
Open Helm 19,20 4 1 20
Closed Helm 19,20 5 1 30
Full Helm 19,20 6 2 50
Gorget 19 4 1 15
Chainmail Coiuf 19,20 5 1 50

Name STR DEX Damage HP Cost Enc. Length SR Basic Notes


1. Battle Axe 1H 13 09 1d8+2 15 40 2 0.8 3 20
2. Hatchet 1H 07 09 1d6+1 15 25 1 0.4 4 20
3. Battle Axe 2H 09 09 1d10+2 15 40 2 0.8 3 15
4. Great Axe 2H 11 11 2d6+3 15 50 2 1.2 2 15
5. Pole Axe 2H 13 11 3d6 12 75 3 1.6 1 15
6. Butt -- -- 1d4 4 10
7. Kick -- -- 1d6 4 25
8. Fist -- -- 1d3 4 25
9. Dagger -- 05 1d4+2 12 20 0.25 0.2 4 25
10. Claw 07 09 1d4+1 5 50 1 4 25 Bagh Nakh fighting claws
11. Light Cestus 07 -- 1d3+1 5 25 0.5 4 25
12. Heavy Cestus 11 -- 1d3+2 10 40 1 4 25
13. Grail Flail 1H 09 07 1d6 8 10 1 0.5 3 15
14. War Flail 1H 11 07 1d6+2 12 75 2 0.7 3 15
15. Military Flail 2H 09 09 2d6+2 15 75 3 2.0 0 05
16. Grapple -- -- 4 25
17. War Hammer 1H 11 09 1d6+2 20 50 1 0.8 3 20
18. War Pick 1H 11 09 1d6+2 20 50 1 0.8 3 20
19. Great Hammer 09 09 2d6+2 15 75 3 1.5 1 15
20. Heavy Mace 1H 13 07 1d8+2 2 40 2 0.8 3 25
21. Light Mace 1H 07 07 1d6+2 20 15 1 0.6 3 25
22. Single Stick 1H 05 09 1d6 10 10 0.5 0.4 4 25
23. Heavy Mace 2H 09 07 1d8+2 20 40 2 0.8 3 20
24. Maul 2H 11 07 2d8 15 40 3 1.5 1 20
25. Quarterstaff 09 09 1d8 15 10 2 2.0 0 20
26. Morning Star 1H 11 07 1d10+1 12 100 2 1.0 2 05
27. Pike 2H 11 07 2d6+1 15 30 3 3.5+ 0 10
28. Rapier 07 13 1d6+1 12 100 1 1.2 2 05
29. Shortsword 05 09 1d6+1 20 25 1 0.6 3 15
30. Sickle 05 09 1d6+1 15 30 1 0.5 3 15 Tool
31. Scythe 11 10 2d6+3 15 25 3 1.5 1 10 Tool
32. Short Spear 1H 09 07 1d6+1 15 15 2 1.8 2 10
33. Long Spear 1H 11 09 1d8+1 15 20 3 2.5 1 10
34. Lance 1H 09 07 1d10+1 20 30 3 3.0 0 10
35. Short Spear 2H 07 07 1d8+1 15 15 2 1.8 2 20
36. Long Spear 2H 09 07 1d10+1 15 20 3 2.5 1 20
37. Bastard Sword 1H 13 09 1d10+1 20 75 1 1.2 2 10
38. Broadsword 1H 09 07 1d8+1 20 50 1 1.0 2 10
39. Scimitar 1H 09 09 1d8+1 20 50 1 1.0 2 10
40. Sabre 1H 09 09 1d8+1 20 60 1 1.0 2 10 Light cutlass
41. Bastard Sword 2H 09 09 1d10+2 20 75 1 1.2 2 05
42. Great Sword 2H 11 13 2d8 15 150 2 1.5 1 05
43. Trident 11 09 1d8+2 15 55 3 1.8 1 10
44. Garrotte 12 09 1d6+1 3 5 0.5 0 4 05 (6)
45. Francesca 09 11 1d6 15 35 1 (20) s/mr 10 Throwing axe
46. Composite Bow 13 11 1d8+1 10 150 2 (100) s/mr 10
47. Elf Bow -- -- 1d8+1 10 -- 2 (130) s/mr 10 Can only be used by elves
48. Self Bow 09 09 1d6+1 6 50 2 (80) s/mr 10
49. Long Bow 15 13 1d10+1 10 175 2.5 (130) s/mr 10
50. Hunting Bola 07 13 1d6+2 10 10 2 (40) 1/mr 05 Entangle or damage
51. War Bola 10 13 1d8+2 15 35 2 (40) 1/mr 05 Entangle or damage
52. Arbalest 13 09 3d6+1 10 150 3 (150) 1/mr 20
53. Heavy Crossbow 11 09 2d6+2 10 100 2 (120) 1/mr 20
54. Light Crossbow 07 09 2d4+1 6 80 2 (100) 1/mr 20
55. Thrown Dagger -- 09 1d4 12 50 0.25 (20) s/mr 15
56. Dart -- 09 1d6 8 25 1 (20) s/mr 15
57. Javelin 09 09 1d10 10 35 2 (20) 1/mr 15
58. Rock -- -- 1d4 (20) s/mr 25
59. Sling -- 11 1d8 5 1 (80) s/mr 10
60. Staff Sling 09 11 1d10 10 15 2 (100) 1/mr 05

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