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#GCP-RMU- 001

A CHARACTER & COMBAT SYSTEM


ADAPTABLE TO ANY FANTASY
ROLE PLAYING SYSTEM
Rolemaster
CORE Law
Copyright 1980-2022
Iron Crown Enterprises
Credits

Original Rolemaster Conception: Produced, published and distributed by Iron Crown


Pete Fenlon, S. Coleman Charlton, and Kurt Fischer Enterprises Ltd. All rights reserved. Purchasers of the
Original System Design: pdf version of this product are entitled to print one
S. Coleman Charlton and Pete Fenlon copy from the pdf for personal use. Print editions are
also produced through OneBookShelf. All other
Additional Original Rules Development:
reproduction, re-selling, and redistribution of this
Kurt Fischer, Terry Amthor
workare strictly and expressly forbidden without
Additional Original Rules Contributions: written permission from Iron Crown Enterprises Ltd.
Olivia Johnston, Bruce Shelley,
and Bruce Neidlinger Iron Crown Enterprises, I.C.E., ICE,
Rolemaster, HARP, HARP SF and HARP Fantasy
Rolemaster Unified Design and Development: and all products related thereto, are all trademark and
Jonathan Dale, Matt Hanson, R. Dan Henry, copyright © properties of Iron Crown Enterprises
Aaron Smalley, Joeri Timmerman, Ltd.
with contributions from Nicholas HM Caldwell, All rights reserved. Shadow World® is a
Graham Bottley, Cormac Doyle, David Johansen, registered trademark of Terry Kevin Amthor.
Kristen Mork, and Marc Rosen
Rolemaster Unified Core Law Copyright 2022
Editors: Jonathan Dale Iron Crown Enterprises, Rolemaster Copyright 1980-
Nicholas HM Caldwell 2022 Iron Crown Enterprises
Cover Art: Raymond Gaustadnes
Interior Art:
Arthur Bowling, Bruno Balixa,
Christian Casado Otazu, Debora Holsinger,
Jarel Threat, Kali Houisse, Lauren Covarrubias,
John Kapsalis, Madison VanDoren,
Maria Duffield, Mathieu Vaillancourt,
Raymond Gaustadnes, Sean Counley, Vasburg
Layout: Nick Morawitz
ROLEMASTER
Marketing: Colin DH Tucker
UNIFIED

Iron Crown Enterprises Ltd (formerly Guild Companion Publications Ltd) is registered in England and Wales
under No 7094505. Registered office: 37 Fulbourn Road, Cambridge CB1 9JL.
Directors: Nicholas HM Caldwell & Thomas Jones
2
Jonathan’s Playtest group:
Allison “Hivecaller Ne’alla” Kara, Brandon “Damir Hajek” Boucher, Derik “Asher Anos-Toth”
“Ari Kairos” “Hector” Rochon, Gerry “Vito Cohle” Pleasant, Juan “Morin Vazhar” Mojica,
Justin “Aldrik Caullin” Arbuckle, Meg “Aeonahlia Daindan” DiNunno,
Paul “Bahs Lommen” DiNunno, Rick “Volik Nar” May,
Robert “Baldren Thunderbrew” “Vedran Mašik” Johnson,
Thomas “Arkose” “Velis Altetsar” Schlapp

“for loyal opposition”:


David Hay

ICE Forums playtesters:


A.M.S. “Perenzal”, A.Roa ‘Chicarron’, Aaron “Koriandor” Cox, Aaron “Sherpa” Pacora,
Aaron “Wolfhound” Smalley, Aaron Dom, Aaron Tate, Adam Gray, Adam M. Shapiro, Adam Moser,
Adam R Kincaid, Alan Harner, Alan Ogier, Alejandro Lizaur, Alessandro Canevese,
Alexander Wilson, Alexandra, Alfred “Terefang Verigorn” Reibenschuh, Alison Warren,
Allan Sandfeld Jensen (carewolf), Allen Shock, Amuro Rei, Anders Cohr Nielsen, Andrà Fernandes,
Andrew “Grinnen Baeritt” Mussell, Andrew “Hesthrim” Lazzarin, Andrew “Old Man” Durston,
Andrew Carroll, Andrew Johnson, Andrew Mussell (aka Grinnen Baeritt), Andy “sulla” Buse,
Angela Gibbons, Antero “Malkhin” Vaissi, Anthony “Lord Kjeran” Emmel, Antony Farrell,
Archimage Amerthil, Arek Petrosian, Ash “Pound them” Kostchei, Barrie Jehu, Barry Blatt,
Ben McEachen, Bill “Zovv” McKee, Bill Ogden, Bill Van Horn, Bill White, Blaloch,
Bob “noxious” Huddleston, Bobbi “purplebunni” Martin, Bobby Walker,
Brad “Aockmonic The High Elf Magician” Ream, Brad “Krymszn” White,
Brad “The 8th Dwarf” Holland, Bradley White, Brandon Earl, Brandon S Stricklin, Breccan,
Brett “Dougansf” Bowen, Brian “Calador” Smaakjær, Brian “Andurel” Harlan,
Brian “Calador” Smaakjær, Brian “Dalagad” Williams, Brian “GM Friendly” Ennis,
Brian “Tolcreator” Caball, Brian “Yondar” Whiting, Brian Banister, Brian Michaluk,
Bruce “bpowell” Powell, Bryce K. Nielsen, Bud Wright, Burdock Lightbringer, Burl D. Bullock,
C.J. Herr, C.S. Barnhart, Captain Tom Irons (Irontom), Carlo Vacca, Carlos Negredo,
Carlos Rodríguez, Carmin Carotenuto, Cassandra “Katrienna” Roper, Chant Macleod,
Charles R Morris II, Che “UbiquitousRat” Webster, Chris “Khorah” Cunningham,
Chris “Rilvan” Hayes, Chris “Tolen Mar” Rebman, Chris Rosenbury, Chris Seal, Christian Langlois,
Christian LaRocca, Christian P. Ploninger, Christian W. Godske, Christopher “new Convert” House,
Christopher Allen, Christopher Brandt, Christopher Lee House, Chuck “acedrummer” Benscoter,
Chuck “Arigon” Chaffins, Clell “Sunwolf” Flint, Clifford R Neth, Clint Fell, Coriatumr Herndon,
Craig “Jacinto Pat” Vaske, Craig “Reym Camroth” Chambers, Craig Turner, Daemontamer,
Dan Buterbaugh, Dan Cook, Dana C. Barnes, “Danger” Will Robinson, Dani “Finwë”,
Daniël “Reroll” Sievers, Danskmacabre, Dany “Alyndiar” Lamontagne, Daryl Frewing,
Dave “Calico” Gill, Dave “Eidur Broadaxe” Daley, Dave “Hurin” Hay, Dave “Mefisto” Laithwaite,
Dave Weirup, David “ Eidur Bloodaxe” Daley, David “Golgaloth” Dawkins,
David “Hrafn” Andrews, David J. Webster, David Orton, Dean “galadhil1” Kay, Dean Letchford,
Debbie Bray, Denis “Fidoric” Garnier, Dennis “Nejira” Larsen, Derrick Kong, Dez “Turbs” Sanchez,
Dirk Wittmann, Dominick “Rabbitball” Riesland, Dominique “Zut” Michaud, Donald H. Knecht Jr., ROLEMASTER
“Dr. Jon” Merrifield, Dustin “RPGKing” Reindl, Ed Sallander, Edanna Dhae, UNIFIED

Edward Sturges (kustenjaeger), Elton “EltonJ” Robb., Emanuele “erPirataPeloso” Morganti,


Enio de Angelis, Eran “Wickedbar” Ben-Sa’ar, Eric “Soulcleave” Gibbons, Eric Laney,
Eric Lyon-Taylor, Erik “Chorpa” Sharma, Evan Maughan, Fernando Segismundo Alonso Garzón,
3
Frank “Zanazaz” Anderson Jr., Frederick “Starbuck777” Davis, Gael IMAD’EDDINE, Gary Ellett,
Gerhard Just Olsen, Giorgio Bertoluzza, Glen E Terry, Glenn Collier, Gordon Wilkinson,
Gordon. W. (Gordoinc)., Graham “Talsharien” Seeney, Graham Seeney, Gritboy, Guillaume,
Gustavo “Ranaur” Schoenaker, Harry Shiflett from The Dragon’s Hoard, Hawke Robinson,
Hawklord, Hayo Timmerman, Henry “I’m a half halfling” Wood, Henry Wood,
Howard (Bravesteel) Kings, Howie “Shadowpath Ironwolf” Becker., Ian J Roberts,
Isaac “Kapellmeister” Alonso de Molina, Israel “Athelstaine” Hess, Iván “Zifnab” Marsá,
Ivor “Wee Ivor” Whitten, J. Mance “Melkor” Haines, J.A. Rubio, Jack Berberette, Jacob Herold,
Jacob Skands, James “Jhaelan” Ramirez, James Christopher Hernandez, James Halleluyah,
James Ramirez, Janne Hämeenaho, Jan-Philip “Bucephalos” Butzke, JÃrg “Ecthelion” Jahnke,
Jasmin Darveau, Jason “00” Cantrell, Jason “Greynoble” Cantrell, Jason Brandon, jason brown,
Jason Coplen, Jason Shams, Jason T, Jay “Rhaldin” Conley,
Jean-FranÃois “Temujin” BussiÃre-Wallot, Jeff Badger, Jeff Burklow, Jeff Loftin,
Jeremy “Zorro” Riley, Jeremy Wilkerson, Jerry “Lorhi” Asbury, Jesús “Elegbara” à lvarez,
Jessica Ewers, Jim (Spectre771) Morris, Jim Hauber, Jody Denton, Joe ‘Daredevil’ Harrison,
Joe Stevenson, Joe Stroup, Joel “MoNeart” Lovell, Joel Lovell, Joeri S Timmerman,
Johan Westberg, John DeBerry, John “Blaen” Pollard, John “DaltWisney” Ledbetter,
John “Gurthalion Neforod” Loyack, John “NWN DM” Dziadek, John “Shen Firehand” Irish,
John “Slar” Miller, John “Voidwalker” Horton, John DeBerry,
Jon Goiz “Hackerbunny” R. De Gopegui, Jon P., Jonas Cedher, Jonathan “The Fool” Laufersweiler,
Jonathan Churin, Jonathan Donald, Jonathan Eskritt, Jordan “Harbinger” Dale,
Jose “Isildur” Fernandez, Joseph “Amano” Hayward, Joseph “GM JOE” Tolman, Joseph Day,
Joshua “Toast” Connelley, Juergen “Mungo” Grabenhofer, Justin Rio, Karl Kreutzer,
Kary “Realm Master K” Williams, Keith Theobald, Ken Laidlaw, Ken N Wickham,
Kenneth “Thoreau” Taylor, Kevin “Burkin” Tibbetts, Kevin “Ogwar” Dunn,
Kevin “Shandarr Tor`Amon” Pierce, Kevin “Wormskull” surprise, Kevin Glim Shilling,
Khawame Baker, Knight Watch Games, Kosmos Kallimo, Larry “Thaeldes” Freeman, Longui,
Lorentz “Ani” Teigen, lorenzo Ferranti, Lyn Mortensen, Mads SÃrensen, Marc “Fumble” Pernet,
Marc “Lord Inar” Gacy, Marc Meilleur, Marc Pernet, Margaret Mcgee, Marian Münch,
Marius HalsÃr, Mark “ScalpelOne” Hudgens, Mark “Haran Crowthroat” Yensen,
Mark “MDC” Carlson, Mark A. Garland, Mark Buenaluz, Mark Harvey,
Marko “Vindl” Andrijasevic, Martin “Shavar” Glen, Martin Askjær, Matthew “Ezra Nox” Seibel,
Matthew “Kelno - The Blackened One” Kovach, Matthew “UM66” Carley,
Matthew “Vlark” Schmeer, Matthew Michel, Matthieu “ttsolo” Cloarec, Maurizio Cassano,
MG “Calibre” Holbrook, Michael “Ivorwigwam” Bates, Michael “Karizma” Middleton,
Michael “Marrethiel” Hackett, Michael “Seewhatsinmybrain” Natale,
Michael Lazar “Playtester for the first RM”, Michael Ma, Michael madero, Michael Pagkos,
Michael Patterson, Michael Petrea, Michelle Powell, Mikael “Moostik” Oestli,
Mike “Ares” Palazzo, Moreno Airoldi, N J Woods, Nathan “Tillon” Watters,
Nathaniel “Eightysixed Gamer” Tice, Nders, Neville “Iron Grant” Howard, Neyah Peterson,
Nicholas “Oliver” Pillsbury, OLF i.e. Olf Le Fol, Olivier Nemery, P J Thomas (“Feralbees”),
Patrick “Anvil” Odell, Paul ‘Anoril’ Bonnef, Paul “Rat King” Pinkosh, Paul “theopacman” Cleaver,
Paul L. Ming, Pedro à lvaro, Per-Anders Staav, Pere “Puin” Pujol, Pere à lvaro,
Pete “Wolfchild” Fenner, Pete Bailey, Pete Keller, Peter “Grimboldfrood” Simpson,
ROLEMASTER Petteri “liimo” Liimatainen, Phil “Philodox” Schumacker, Phil Dack., Phillip A. Ellis,
UNIFIED Phillip C Bernstein, Pio Pellano, Plaindog, R. Dan Henry, Rambleshanks,
Randall “Randalthor” Trussell, Randall S Trussell, Randy Campbell, Reko “Twistor” Hynönen,
Rendy Hunt, Reywind Antilles, Ricardo Piccoli, Rich Kooyer, Richard “arakish” Runyan,
Richard “ClanSB” Sheaves-Bein, Richard “Riever” Moffitt, Richard “rmfr” & “arakish” Runyan,
Richard Crowley, Richard Durocher, Richard Espinosa, Richard Harris, Rick Hudson,
4
Rob “Roll it” Wertz, Robert “Anu” Maple, Robert “Barasawa” Rosenthal, Robert “Orc65” Foran,
Robert Morris, Rodger “Mordrig” Parks, Rodger Parks, Roland Ottl, Romain Rias,
Ron “Bubba Ho-Tep” Purvis, Roni “Jinor” Lumerto, Rorary “Edenwaith” Prisock,
Rory “DarkHerald” Klein, Roy ‘Winterhawk’ Ware, Royden Carey, Rune L. Meland, Russ Shortes,
Russell Sakne, S.A. Manuele (“Modric”), Sal Gutierrez, Sam “Grumpy” Orton,
Sam “Vincent” Anderson, Samantha Clontz, Samu Kahila, Scott “MadCellist” Card,
Scott “Mozag” Brubaker, Scott Slater, Scott Webster, Sean “NoGutsNoGlory!” Connor,
Shaun D. Burton, Shawn “arcadayn” Sanford, Shawn Fulkerson, Simon “Waky” Wakeford,
Simone Amir Nesi, stalvan “sebastian czentner”, Steve “FatSteve” Kellison, Steve Cranford,
Steve Gilkes, Steven “Finlos” Jones, Steven “Ketdrah” Crawford, Steven “Shalar” Harlan,
Stuart “technobabble66” Jaques, TAK, Tarmo “Tare” Korpela, tbird278, Tero Oksala,
Terry RW Whisenant “texaspoet”, The Mighty Lo, Thibaut “Onirim” Crespel, Thibaut Crespel,
Thom Bryson, Thomas “The Beggar King” Gutschmidt, Thomas “Widukind” Borgartz,
Thomas Bagwell, Thomas Gibbs, Tom “Argentin” Amans, Tom Bigness, Tomas Arfert,
Tomas Modin, Tommi Renvall, Travis “Trekiecub” Owen, Trentin C Bergeron,
Trey Huzarevich ‘HighNDry’, Tristan Balekian, Troy Grosh, Tshires, Umbral Dragon,
Vaughan Cockell, Vaylen Here, Viktyr Gehrig, Ward Miller (aka “dutch206”),
Warren “Wardog” Cumerford, Wilhelm Von Karolinas The Younger, Will Semler,
William “Aldaron” Roper, William Arthur Hays, William Gibbons, Wm. David Horn,
Wm. Eric Downton, Wolfram Riegler, Yves Lachance, Zachary “Meadmaker” Zahringer,
Zachary Houghton, 5 Stone Games

ROLEMASTER
UNIFIED

5
Table of Contents
1. Introduction.........................
Introduction......................... 10 2.3. Culture...........................................................49
Old versions of Rolemaster....................................... 11 Cosmopolitan.............................................................. 50
1.1. Die Rolls.........................................................11 Harsh........................................................................... 50
Unmodified Rolls (UM)............................................. 11 Highland..................................................................... 50
1.2. Concepts.........................................................11 Mariner....................................................................... 50
Skills............................................................................ 12 Nomad......................................................................... 51
Maneuvers.................................................................. 12 Reaver......................................................................... 51
Movement & Encumbrance...................................... 12 Rural........................................................................... 51
Fatigue......................................................................... 12 Sylvan.......................................................................... 52
Attacks........................................................................ 12 Underground.............................................................. 52
Injuries........................................................................ 12 Urban.......................................................................... 52
Spellcasting................................................................. 13 2.4. Profession.......................................................53
Resistance Rolls.......................................................... 13 No Profession.............................................................. 54
1.3. Glossary.........................................................13 The Realm of Arms.................................................... 54
The Realm of Channeling.......................................... 60
Part I: Character Law...........
Law...........15
15 The Realm of Essence................................................ 63
2. Characters.
Characters................................17
..............................17 The Realm of Mentalism........................................... 66
2.1. Background...................................................17 Hybrid Realms........................................................... 69
Appearance................................................................. 18 2.5. Stats................................................................70
Character Personality................................................ 18 Generating Stats......................................................... 72
Group Cohesion......................................................... 19 Stat Gains.................................................................... 73
Background................................................................ 19 2.6. Skills & Talents.............................................73
2.2. Race................................................................20 2.7. Finishing Touches..........................................74
Avinarcs ...................................................................... 22 2.8. Advancement.................................................74
Dwarves ...................................................................... 23
Elves ........................................................................... 24
3. Skills...........................................
Skills........................................... 82
Developing Skills........................................................ 83
Gnolls.......................................................................... 26
Skill Bonus.................................................................. 83
Gnomes....................................................................... 27
Similar Skills............................................................... 84
Goblins........................................................................ 28
Complementary Skills............................................... 85
Gratar.......................................................................... 29
Conflicting Skills........................................................ 86
Half-Elves ................................................................... 30
Skills as ‘Lores’........................................................... 87
Halflings...................................................................... 31
Hobgoblins.................................................................. 32 3.1. Animal............................................................87
Humans ...................................................................... 33 3.2. Awareness......................................................88
Hvasstonn................................................................... 35 3.3. Battle Expertise.............................................89
Idiyva........................................................................... 36 3.4. Body Discipline..............................................90
Kobolds....................................................................... 37 3.5. Brawn.............................................................91
Nycamerith................................................................. 38
3.6. Combat Expertise.........................................92
Orcs............................................................................. 39
Plynos.......................................................................... 41 3.7. Combat Training...........................................92
Sea-krals..................................................................... 42 3.8. Composition...................................................92
ROLEMASTER Sibbicai........................................................................ 43 3.9. Crafting..........................................................93
UNIFIED
Sohleugir..................................................................... 44 3.10. Delving ........................................................95
Sstoi’isslythi................................................................ 45 3.11. Environmental.............................................96
Trolls............................................................................ 46
3.12. Gymnastic....................................................97
Vulfen.......................................................................... 47
3.13. Lore..............................................................98
6
3.14. Magical Expertise.....................................101 7. Weapons & Armor.................
Armor................. 144
3.15. Medical.......................................................102 Improvised Weapons & Armor............................... 144
3.16. Mental Discipline......................................102 7.1. Weapons.......................................................144
3.17. Movement..................................................103 Melee Weapons......................................................... 144
Natural Attacks........................................................ 145
3.18. Performance Art.......................................104
Ranged Weapons...................................................... 146
3.19. Power Manipulation.................................105
7.2. Armor...........................................................146
3.20. Science .......................................................106
Piecemeal Armor...................................................... 147
Astronomy................................................................ 106
Care and feeding of your armor and weapons:..... 149
Engineering............................................................... 106
The Black Reaver .................................................... 150
3.21. Social..........................................................107
3.22. Spellcasting................................................108
Part II: Arms Law.
Law.................... 152
3.23. Subterfuge.................................................109 8. The Combat Round..............
Round.............. 154
3.24. Technical....................................................110 8.1. Actions..........................................................154
Concentration........................................................... 154
3.25. Vocation.....................................................112
Directed Spells.......................................................... 155
4. Talents .......................................
.......................................114
114 Instantaneous Actions.............................................. 155
Purchasing Talents................................................... 114 Perception................................................................. 155
4.1. Combat.........................................................115 Round to Round Actions......................................... 155
4.2. Discipline.....................................................115 Spell Casting
and Preparation................................................... 155
4.3. Magical.........................................................116
4.4. Physical........................................................117 8.2. Tactical Movement......................................156
Opposed Maneuvers................................................ 157
4.5. Racial...........................................................117
Melee Range............................................................. 157
4.6. Senses...........................................................120 Closing & Charging................................................. 157
4.7. Other............................................................121 Withdrawing............................................................. 157
5. Maneuvers & Movement.....
Movement..... 124 Passing Through....................................................... 158
5.1. Maneuvers...................................................124 8.3. Round Sequence..........................................158
Maneuver Difficulties............................................... 124 Initiative Phase......................................................... 158
Absolute Maneuvers................................................ 124 Action Phases............................................................ 159
Percentage Maneuvers............................................. 126 Upkeep Phase........................................................... 161
5.2. Feats of Strength.........................................126 9. Attacks....................................
Attacks.................................... 163
5.3. Movement....................................................128 Fumbling................................................................... 163
5.4. Encumbrance..............................................128 Absolute Hit!............................................................ 163
5.5. Fatigue.........................................................129 9.1. Melee & Ranged Attacks............................163
Extended Effort........................................................ 130 9.2. Directed Spells.............................................163
Concentration........................................................... 131 9.3. Area Attacks................................................164
Recovering From Fatigue........................................ 131 9.4. Size ..............................................................164
Injuries due to Fatigue............................................ 131 Wrong-Sized Weapons............................................. 165
5.6. Resistance Rolls...........................................131 9.5. Offensive Bonus...........................................166
6. Equipment ................................ 134 Facing and Flanking................................................ 166
6.1. Breakage......................................................134 Restricted Quarters................................................. 167
Breaking Objects...................................................... 135 Surprised or Flatfooted........................................... 167
6.2. Repairing Items...........................................136 9.6. Defensive Bonus..........................................168
Cover......................................................................... 168
6.3. General Equipment....................................137
Dodging..................................................................... 168
6.4. Armor and Shields......................................140 Parrying.................................................................... 169 ROLEMASTER
6.5. Weapons.......................................................141 Shields....................................................................... 170 UNIFIED

7
9.7. Special Maneuvers......................................171 13. Health....................................
Health.................................... 252
Called Shots.............................................................. 171 13.1. Healing.......................................................252
Disarming................................................................. 171 Permanent Injuries.................................................. 253
Firing into Melee...................................................... 172 Organ Injuries.......................................................... 253
Katas......................................................................... 172 Bleeding Injuries...................................................... 253
Mounted Combat..................................................... 173 Bone Injuries............................................................ 254
Protecting Others..................................................... 173 Burn Injuries............................................................ 254
Slaying Attacks......................................................... 174 Muscles, Tendons, Cartilage & Ligament Injuries.255
Subdual..................................................................... 174 Skin & Tissue Injuries............................................. 255
Touch Attacks........................................................... 174 Amputation............................................................... 255
9.8. Criticals & Injuries.....................................175 Head Injuries............................................................ 255
Interpreting Criticals............................................... 176 Shock and System Shock......................................... 255
Bleeding..................................................................... 176 13.2. Life & Death..............................................256
Breakage................................................................... 176 Cardiac and Respiratory Arrest............................. 256
Fatigue....................................................................... 176 Reviving a Body....................................................... 257
Grapple..................................................................... 177 Decomposition.......................................................... 258
Hits............................................................................ 177
14. Psychology..........................
Psychology..........................260
260
Penalties.................................................................... 178
Staggered.................................................................. 178 14.1. Initial Reaction..........................................260
Prone......................................................................... 179 14.2. Social Skills................................................260
Knocked Back.......................................................... 179 Influence.................................................................... 260
Stun........................................................................... 179 Leadership................................................................ 262
9.9. Extended Example......................................180 Social Awareness...................................................... 262
Trading...................................................................... 262
10. Attack Tables........................
Tables........................183
183
14.3. Fear & Morale...........................................262
Small and Big Tables................................................ 183
Morale....................................................................... 263
11. Critical Tables.....................
Tables..................... 224 Rallying..................................................................... 264
Critical Tables.......................................................... 224 Mounts and Pets....................................................... 264
Part III: Gamemaster Law..
Law.. 243 15. The Environment...............
Environment............... 266
12. Gamemastering...................
Gamemastering................... 244 15.1. Biomes........................................................266
12.1. Power Level...............................................244 15.2. Drowning...................................................266
Characters................................................................ 245 15.3. Extreme Temperatures.............................267
12.2. Starting Level............................................245 15.4. Falling........................................................267
12.3. Starting Wealth.........................................246 15.5. Falling Objects..........................................267
12.4. Awarding Experience................................246 15.6. Poison & Disease.......................................268
Personal Events........................................................ 247 Poisons....................................................................... 268
Session Events.......................................................... 248 Diseases..................................................................... 270
Story Events.............................................................. 248 Gritty Poison & Disease........................................... 271
12.5. Creating Races..........................................249 15.7. Visibility.....................................................271
12.6. Creating Cultures.....................................249 Indexes........................................
Indexes........................................ 273
Languages................................................................. 249
12.7. Creating Professions.................................249
12.8. Skills...........................................................250
12.9. Talents & Flaws.........................................250

ROLEMASTER
UNIFIED

8
Chapter 1: ROLEMASTER
UNIFIED

Introduction
9
1 . I n troduction
Throughout its long history, Rolemaster’s Character mor Types have changed to represent a greater variety
Law has provided players with numerous options for of possible armor types from a historical and fantasy
creating detailed and varied characters. The central context. The attack tables themselves have been im-
tenet of Character Law is that any character may learn proved to create real, consistent differences against
any skill, although some professions will find it easier different armors based on our understanding of how
than others. This new Character Law keeps most of they historically performed. However, most impor-
the concepts from past versions: Development Points, tantly, Arms Law remains a modular and extendable
Skills, Professions, and Races, while dropping many system, easily modified for the purposes of your own
rules that were exceptions. The result is a simple core game.
game with consistent mechanics. There are four core books in this edition of Rolemas-
Some new rules have been added to clarify situations ter:
that were missing in old versions such as extreme Rolemaster Core Law(RMCL) contains all the core
temperatures, fear, and dropped objects. Perhaps most rules in three parts. Character Law contains a set of
importantly the underlying methods for creating the rules for creating rich and detailed characters with a
race, culture, and professional templates are based on complete and comprehensive skill system, as well as
a system so that new templates can be created by the optional talents that can be used to enrich characters
Gamemaster and in future products using the same further. Arms Law contains rules for tactical combat
balanced mechanics that are presented here in Char- amongst individuals and small groups using a detailed
acter Law. simulation of weapons and armor. Its combat system
The original Arms Law was published in 1980 as a covers the mechanics of attacks from weapons and
modular combat system that could be used in other animals to elemental attacks. Colorful critical and
role-playing games (RPGs). With unique and varied fumble results make every combat interesting and
attack and critical tables, Arms Law brought a depth memorable. Gamemaster Law offers helpful guidance
and perceived realism to RPG combat. It was possible to Gamemasters, as well as rules and guidelines for
to break limbs, bleed, and die from a gruesome and adding setting rules such as creating races, cultures,
fatal blow. Of course, it is still a game, and actual real- and professions. Poison, disease, and other hazards
ism is not the goal. No one really wants to play a hero that may come up in play are also covered.
who gets a tiny cut on his finger and then dies 10 days Creature Law (CL) contains stats for hundreds of
later from gangrene. What Arms Law did provide, and monsters and fantastical creatures. Creature Law will
has continued to provide over the following 30 years, be released in two volumes. As fantasy settings are
was and is the gritty feel of realism. Combat is never often home to a variety of beasts, Creature Law II
a guaranteed win or loss. In an RPG, this translates to contains rules for creating new monsters for new and
a greater sense of immersion and tactical choices that unusual settings.
lead to real rewards or consequences.
Spell Law (SL) is a magic system with thousands of
There have been several versions of Arms Law since spells organized into three realms of magic. This pro-
that first ground-breaking version, but none of them vides characters with a wide variety of spell-using op-
ventured too far from the original design. There were tions for all types of professions. Spells are organized
20 Armor Types, weapon-specific attack tables (al- into lists, which are related in theme.
though sometimes representing a group of weapons),
Treasure Law (TL) is a book of treasure, equipment
escalating severities of criticals, and a built-in me-
and commerce; an important part of any RPG. Rules
chanic for parrying.
for crafting mundane objects as well as magical items
This new Arms Law builds upon the original designs, are included along with the Alchemist professions.
preserving those things that were uniquely part of
ROLEMASTER Rolemaster’s Arms Law, but improving those things
UNIFIED
which have been criticized over the years, removing
rules which were found unnecessary, and adding rules
for those things which were found to be missing. The
mechanics have been streamlined, although there re-
main just as many or more choices in combat. The Ar-
10
Old versions of roll is made and added, and so on until a non 96-00 roll
is made. The total sum of these rolls is the result of the
Rolemaster open-ended roll.
If you are coming to this version of Rolemaster from a If the first roll is a 01-05 the dice are rolled again and
RM2/Classic or RMSS/RMFRP background, you may the result subtracted from the first roll. If the second
feel the stat generation methods given in Section 2.5 roll is 96-00, then a third roll is made and subtracted,
result in excessively average or low temps and poten- and so on until a non 96-00 roll is made. The total of
tials. The new stat table does not allow for stats over these rolls is the result of the low open-ended roll. A
100, and the range of what is considered average is roll of 01-05 on anything other than the first roll does
now 48-53. So before you decide the stats are low, not cause one to roll again.
compare the bonuses you get for the stats rather than
Example: The GM asks a player to make an
just the stats themselves, and keep in mind the follow- open-ended roll, and the initial roll is a 99 (thus
ing ‘gut checks’: A 54 here is roughly equal to an old between 96 and 100). A second roll is made with
70, a 66 here to an old 80, a 78 here to an old 90, an 87 a result of 96, so a third roll is made with a result
here to an old 94, a 95 here to an old 100, and a 100 of 04. Thus, the high open-ended roll that the GM
here gives more bonus than an older system 102. requested is a 199 (= 99 + 96 + 04).
Example: The GM asks a player to make an
Optional Rules open-ended roll, and the initial roll is a 04 (thus
between 01 and 05). A second roll is made with a
In these rules, you will see some rules separated result of 97 (thus between 96 and 00), so a third roll
out in boxed text, like the box this text is in. Boxed is made, resulting in a 03. Thus, the low open-ended
rules are optional or advanced rules; you can ignore roll that the GM requested is a -96 (= 04 - 97 - 03).
them if you choose, and the rest of the rules will
work fine as is. These rules apply or do not apply at In some cases, the roll is only open-ended at the high
the GM’s discretion, so if you are a player, ask the end (rolls of 96-00), but results at the low end are
GM if any particular boxed text rule is being used. not open-ended as some other mechanic is used for
low rolls. The most common case is attack rolls,
where low unmodified rolls indicate a fumble.

1.1. Die Rolls Unmodified Rolls (UM)


2–20 (2d10): Roll two ten-sided dice and add the two
results to obtain a result between 2 and 20. Initiative Certain results on some rolls indicate an immediate
uses this type of roll. effect and no modifications are considered. These rolls
are marked with a “UM”, such as “01-04 UM”. For
1–100 (d100): Rolemaster primarily uses two 10-sid- example, all weapon attacks result in a fumble if the
ed dice to get a result between 1 and 100, referred to as initial unmodified d100OE roll falls within the fumble
‘percentiles’. Each of the 10-sided dice gives a result range of the weapon. If a roll falls into the UM range,
between 0 and 9 — one die is treated as the “tens” then no modifiers are applied to the roll and the un-
die and the other as the “ones” die. These may be dis- modified result is applied (such as a fumble).
tinguished by color or other marking (in which case
it must be made clear which die is to be read as the
tens before rolling; a fixed convention for your gam-
1.2. Concepts
ing table is recommended), or one may use a pair of Rolemaster is capable of representing a wide array
percentile dice where one is marked "10, 20, 30, ... , of situations with a realistic feel, most of which are
00". (It is also possible to roll a novelty hundred-sided resolved by making maneuvers (e.g., running, picking
die, but most gamers find these impractical.) Thus a a lock, climbing a wall, or attuning to a magical item).
random result between 01 and 100 (a “00” is treated as Maneuver rolls are made by rolling d100OE, modified
100) is obtained. d100 rolls are used primarily for rolls by skill bonuses and situational modifiers. Characters
on the critical and fumble tables. only make maneuvers for actions performed under ROLEMASTER

1–100 Open-ended (d100OE): An open-ended roll stress or pressure or if the actions are difficult enough UNIFIED

means that there is no absolute minimum or maxi- that success is not guaranteed. Rolemaster’s rules fall
mum. First make a 1-100 roll; a roll of 96-00 indicates into one of the areas below.
that the dice are rolled again and the result added to
the first roll. If the second roll is 96-00, then a third 11
Skills Fatigue
A character’s knowledge and training is represented Characters often engage in physically strenuous activ-
by their skills. Characters receive a certain number of ity (e.g., running, marching, climbing, swimming, and
ranks in particular skills based on their cultural up- fighting) and run the risk of becoming fatigued. En-
bringing (Section 2.3), after which they may purchase cumbrance, activity, hunger, sleep, and environmental
additional ranks in any skills desired at each level factors can have a great impact on how quickly a char-
(including 1st level). Any character may develop any acter may succumb to exhaustion. Over the course of
skill, but the difficulty of doing so depends on their their activity, characters must make Endurance rolls
profession (Section 2.4). Skills that are fundamental to as Absolute Maneuvers. Success indicates continuing
a profession are the easiest to learn, while those unre- without tiring, while failure incurs Fatigue penalties
lated to the profession are the most difficult. which build up over time. If enough Fatigue accumu-
For most purposes, a character’s ability is expressed lates, it may even lead to injury. Fatigue penalties may
as a skill bonus, derived from the number of ranks, be remedied by resting. Details regarding Fatigue may
professional skill bonuses and knacks, their scores in be found in section 5.5.
the applicable stats (Section 2.5), and other modifiers.
This bonus is added when performing maneuvers us- Attacks
ing the skill.
Trying to inflict harm upon another being is an attack
Complete details regarding the skills and their use are and could be in the form of a weapon, fist, spell or any
found in chapter 3. other direct violent action. An attack roll is resolved
like other skills: a d100 open-ended roll is made and
Maneuvers the appropriate attack skill bonus, called the Offensive
Bonus (OB), is added. The target’s Defensive Bonus
Actions are resolved by making maneuver rolls.
(DB) is then subtracted from the total roll. The result
Maneuvers can be Absolute Maneuvers (those that
is determined by consulting an attack table for the
succeed or fail, such as jumping over a chasm or pick-
weapon, with the outcome based on the roll and the
ing a lock) or Percentage Maneuvers (those that can
opponent’s armor. A successful attack may inflict hits
have a variable amount of success, such as running
of damage and, potentially, a Critical indicating more
or climbing). The maneuver roll is modified by the
severe injuries. An unsuccessful attack will yield a
character’s applicable skill as well as the difficulty of
miss, but an extremely low roll results in a Fumble
the maneuver. A maneuver is successful if the total is
which may represent anything from a lost opportunity
101 or higher. Absolute Maneuvers may be partially
to a dropped weapon or unintentional harm to oneself
successful on rolls from 76 to 100 (if possible for the
or an ally.
maneuver) or fail outright if the total is 75 or below.
Percentage Maneuvers achieve various degrees of Combat is inherently dangerous and defense is im-
progress or partial success (expressed as a percentage portant. Those involved in melee may choose to Parry,
of the goal) if the total is between 1 and 100. Both dedicating some of their skill to defense rather than
types of maneuvers may result in absolute failure or offense. Dodging, wearing armor, or using a shield are
absolute success for the most extreme rolls. also options.
Complete details regarding maneuvers are found in See chapter 8 for the combat round, determining the
section 5.1. sequence and timing of attacks, and chapter 9 for de-
tails on attacks themselves.
Movement & Encumbrance
Injuries
Many maneuvers involve movement, be it walking,
flying, or swimming. How fast one moves and how Characters and their adversaries invariably get hurt
much one is carrying can modify the difficulty of a while beating on one another. The simplest type of
maneuver. Movement incurs a Pace penalty to other harm is in the form of concussion hits. As a character
ROLEMASTER maneuvers performed while moving, while a heavy loses more and more of their hits, they begin to suffer
UNIFIED
load incurs an Encumbrance penalty. Stronger char- penalties and will eventually lose consciousness and
acters are able to carry more material before feeling possibly their life. However, Criticals inflicted in com-
the effects of their load. Complete details regarding bat may result in more acute types of damage, anything
movement and encumbrance are found in sections 5.3 from bruises to broken limbs to punctured lungs, and
and 5.4. may incur penalties upon maneuvers. Criticals may
12 also result in bleeding injuries, broken weapons or
armor, fatigue, or a stunned or staggered state impair-
ing the combatant’s actions. The results of Criticals
1.3. Glossary
are detailed in section 9.8, while the treatment of the Absolute Maneuvers (AM): Maneuvers that either
resulting injuries is covered in section 13.1. succeed or fail, perhaps with some small chance
of partially succeeding, are Absolute Maneuvers,
which are resolved with a d100OE roll plus an ap-
Spellcasting propriate skill bonus, with a Success result on a total
Spellcasting is different than maneuvers due to the roll over 100.
nature of magic. Casting a spell uses a smaller skill Base Movement Rate (BMR): The speed at which a
modification than attack rolls or maneuvers, based on combatant moves in a round at a walking pace. An
average human has a BMR of 20'/round.
just the number of ranks (not bonus) in the skill spe-
cialization (a specific spell list) plus a single stat bonus Hits: A measure of a character’s ability to withstand
based on the realm being used. Casters must make an pain and injury before falling unconscious.
open-ended roll plus bonus plus any situational mod- Defensive Bonus (DB): A measure of a character’s
ifiers. If the final roll is 1 or higher the spell has suc- quickness, evasive reactions, and magical or special
effects that are defensive in nature. A character’s DB
cessfully been cast. Higher rolls result in spells which
is subtracted from attacks against him (Section 9.6).
are harder to resist. If the final roll is 0 or less, then the
Development Points (DP): Skills (and possibly talents
spellcasting has failed. See Spell Law for more details or extra stat gain rolls) are bought with Development
on spell casting. Points that are received every level. All characters
receive 60 DP each level.
Resistance Rolls Difficulty: Maneuvers are assigned a difficulty by the
GM based on the specific maneuver and the sit-
Some hazards during play require a character to resist
uation. Difficulties grant a bonus or penalty to the
some ill effect (e.g., spell, poison, or disease). Resis- maneuver roll and range from Casual (+70) to Nigh
tance Rolls are an opposed action, where the RR is Impossible (-100).
made against an attack roll. Some are strictly pass/fail, Endurance: A measure of the ability of a character to
while others have varying degrees of failure. Unlike shrug off fatigue. An Endurance roll is used to deter-
maneuvers, Resistance Rolls are not modified by skill, mine if the character accumulates a fatigue penalty.
and instead depend on the character’s innate charac- Initiative (Init): Each combatant in combat rolls initia-
teristics (stats, level, talents, and flaws). The attack tive every round. Combatants with higher initiative
roll depends on the attacker’s skill (e.g., Spellcasting, resolve their actions before combatants with lower
Poison Mastery). When no attacker skill is applicable initiative.
(e.g., exposure to a natural disease), the resistance roll Offensive Bonus (OB): A measure of a character’s
must exceed 50 to be successful. See section 5.6 for combat skill, strength and other advantages when
more details. fighting. A character’s OB is added to his attack roll.
Percentage Maneuver (PM): Maneuvers that have
varying degrees of success, these are often move-
ment maneuvers that determine how far one ran
or how much of a task one has completed. These
maneuvers are resolved with a d100OE roll plus an
appropriate skill bonus, producing results ranging
from failure to 150%.
Power Points (PP): The amount of power a spellcaster
has to cast spells. PP are spent as spells are cast, with
the cost equal to the level of the spell.
Round: The base unit of time used during combat. A
round is 5 seconds long.
Skill Ranks and Bonus: Ranks in a skill represent
training. Everyone starts off with 0 ranks in a skill.
The skill bonus is determined based on the number ROLEMASTER
UNIFIED
of ranks (e.g., -25 for 0 ranks, +5 for 1 rank, +25 for
5 ranks).
Statistic (Stat): One of 10 characteristics of a character,
such as strength, constitution, or quickness. Stats
range from 1-100 and provide a bonus based on the
stat and racial bonus (if any). Only this final bonus is 13
used during play.
ROLEMASTER
UNIFIED

Character Law

14
Part I:
Char acter Law
Rolemaster provides the tools for the Game- Characters in Rolemaster each have:
master and players to create a world, bring it • Ten statistics, or stats, which measure the
to life, and participate in its stories. A char- character’s raw mental and physical abili-
acter is the role that will be played, and the ties.
game succeeds when that character is trans- • A race, which is the species of the charac-
formed from numbers on a piece of paper into ter (human, dwarf, etc.). Humans are the
something like a real person. baseline with no modifications, with racial
The rules which follow provide the pieces that differences represented by racial talents
may be assembled to create a unique charac- and flaws.
ter. The race, upbringing, training, and ex- • A culture that represents the basic child-
periences of a character come together, each hood experience of the character. This
making a meaningful difference in the person roughly defines the character's early ex-
that is created. periences by giving starting skill ranks in
One of the main tenets of Rolemaster is that pertinent skills.
any character may learn any skill. Different • A profession which is an archetype defin-
Professions will have different development ing which skills the character finds easier
point costs for a given skill to reflect how or harder to learn, which will tend to shape
easy or hard it is for that character to learn that the character's development. This is repre-
specific skill, but just as a Healer can learn to sented through different skill costs for the
wield a sword, so too can a Fighter learn how professions as well as professional skill
to cast spells. The exception is that characters bonuses.
are restricted to learning spells based on the
“Realm“ of magic the character is innately • A level, which is a rough estimate of a
attuned to. character or creature’s power and ability.
Rolemaster is a relatively simple game over- • A broad selection of skills, the knowledge
all. It has a lot of detail, and that detail can and ability to accomplish things ranging
make it appear more complicated than it really from physical tasks through mental feats
is. Everything is resolved through the roll of to magical abilities.
percentile dice. You roll, add your character’s • Talents or flaws that are differences and
skill bonus and any modifiers assigned by the quirks not represented by any of the above.
Gamemaster, and look up the result on a table
to determine success or failure. It really is that
simple for players. Over time, many checks ROLEMASTER

will become intuitive: “Break 100!” (Success) UNIFIED



or “Beat 75” (Partial Success). Character Law

15
ROLEMASTER
UNIFIED

Character Law
Chapter 2:
Characters
16
2 . C haracters
Before starting down the road of adventure, each play- Character Generation
er must first create a character, including the charac- Checklist
ter's skills and abilities. Characters have a Profession, The rules in the rest of this chapter give you everything
which determines how difficult or easy skills are to you need to generate a character. The GM and players
develop, as well as a race (nearly always some type of should read all of this chapter, but this checklist is a
humanoid) and a culture. quick reference on the process of character generation.
Roleplaying is neither “storytelling” nor “war gam- These steps do not necessarily have to be carried out
ing,” and yet it encompasses elements from both of in the order listed.
these genres. In war games, the archetypes of Fighter, 1) Think of the character concept that you want to
Thief and Mage are rigidly enforced. Similarly, in play (section 2.1). A good concept should include:
many novels and stories that epitomize folktales and
fantasy stories, we see many of the participants con- a. Race (Section 2.2)
forming to the same archetypes—although this con- b. Culture (2.3)
formity is considerably less strict and often ignored c. Profession (Section 2.4)
for the central character(s). Once you move beyond
2) Generate your character’s stats (Section 2.5).
that style of story, any conformity to established ar-
chetypes is a matter of choice and done purely for em- 3) Select any talents (section 2.6) and get the GM’s
phasis. The suggestions contained within this section approval before purchasing them with DP.
should enable both Gamemasters and players to inject 4) Purchase your skills (section 2.6).
a wide degree of variety and individuality into their 5) If your character is higher than level 1, repeat
characters. steps 3 and 4 until you are done (Section 2.8).
The overall skill and ability of every character (or crea-
6) Purchase initial equipment and calculate your bo-
ture) is indicated by its level. Characters gain skills
nuses (Section 2.7).
and power over time. To represent this development,
characters are awarded Experience Points (EP) that
abstract accomplishments, life experiences, opportu-
2.1. Background
nities, and even time into a number. When sufficient The rules provide a means of defining your character
EPs accumulate, the character gains a level. Each new in game terms. Rolemaster generates an entity with a
level gained gives a character an opportunity to spend race, a Profession, a culture, ten stats with associat-
Development Points (DP) and gain new skills and ed bonuses, skills, and some talents and/or flaws to
abilities. round out the individual in terms of game mechanics.
This, however, provides only a playing piece. In order
to turn this playing piece into a character, one must
devote at least a little attention to this individual's per-
sonality, background, and appearance.
Two main purposes are served by fleshing out the
character in this way. The first is allowing the player
to portray the character in a convincing and interesting
manner. It is possible to simply play one's own person-
ality, but even then one should consider that the same
personality will develop with different social norms
in a typical fantasy setting than in our 21st century
world. The second main purpose is to allow the char-
acter to be integrated into the campaign and provide ROLEMASTER
UNIFIED
material for the GM to use in working the character 
into the story. Every character should have a reason Character Law
to participate in those affairs central to the campaign.
A third purpose, of somewhat lesser importance, is in
assisting others to play their own characters (including
the Gamemaster's portrayal of non-player characters)
in relation to your character. 17
Appearance Character Personality
Let us consider the simplest and most superficial of Personality is about what the character thinks, feels,
these factors first. Some aspects of a character's ap- says, and does. Personality can be defined in great
pearance are provided for by defined factors in the detail and players vary in how much they want to de-
rules. Height and weight are numerically defined. The fine in advance and how much they want to allow to
Strength stat gives some idea of musculature. There develop in the course of play. Since any description is
are some other obvious aspects of appearance that necessarily incomplete, there is always the opportuni-
can be filled in such as hair and eye colors, skin com- ty to flesh out some new aspect of the character when
plexion, facial features, and the presence of moles, reacting to a new experience.
birthmarks, freckles, or other marks. These are largely There are numerous questionnaires available on the
genetic factors and while helpful in forming an image Internet to help define a character. Some of these are
of the character, they are not the most interesting as- designed for gamers and other for writers, but both
pects of appearance. types serve the same purpose. Often there are far more
Appearance also includes a wide range of factors that questions than you would want to work out the an-
express cultural and/or individual tastes and attitudes. swers for before getting down to the game. The key is
What is the character's hair style (including facial to pick out a few questions that are especially import-
and body hair, when appropriate)? Does the charac- ant to this character. What defines him? What aspects
ter keep his hair combed or reserve that for special of his personality are going to be immediately obvious
occasions, like going to temple on holy days? What to those he meets? Those details are the ones that need
kind of clothing does the character wear? Details of to be known in order to start portraying the character.
clothing can include fabric, color and pattern, quality Mannerisms are not the most important aspect of per-
and condition, areas kept covered, and style of clothes. sonality, but they are among the most obvious. Man-
Does the character have any body-alterations (tattoos, nerisms can involve conscious or unconscious habits
piercings, scars—deliberate or otherwise, etc.)? What of action (e.g., Peter the Wary always sits with his back
accessories and gear does the character wear and to a wall), but frequently mannerisms of speech are
carry? A large variety of ornaments have been worn the easiest to incorporate. A character may be quiet or
in various cultures and they can be made from many chatty, speak directly or indirectly, use formal speech
different substances: shell, stone, metal, wood, ivo- or slang and loose grammar, or employ catchphrases
ry, bone, horn, hair, porcupine quills, feathers, teeth, and professional jargon. Lisping and stuttering can be
leather, or anything else that might be regarded as at- used, but may grow tiresome or may prove offensive
tractive. Painting the body is also possible. Weapons, to some.
armor, tools, belts, water skins, and other functional
Beliefs and assumptions influence decisions and this
items can be plain or extremely fancy.
is one area where the player must coordinate to some
Appearance involves choices and therefore can be degree with the Gamemaster, as culture will have a
changed. If the others are visualizing your character, large influence here. What religion does the character
they will react differently to your Human Fighter if follow (if any)? Has the character embraced some phil-
he is “unwashed and ragged, wearing old furs stained osophical or political movement? What superstitions
with blood and less identifiable substances, bristling does the character have? What attitudes does the char-
with weapons and wearing a necklace of humanoid acter have towards other races, cultures, and religions,
ears“ than if he is “carefully groomed, dressed in either in general or specifically? What beliefs does the
the latest fashions, but with a sense of timeless style, character have about relations between different social
armed with a matching sword and dagger on an ex- classes or the roles of men and women?
pensive weapon belt, and smelling slightly of the best Attitudes shape a person's reactions. There are general
cologne.” attitudes and attitudes with regard to specific things. Is
Creating a picture of a character can help not only cre- the character trustful or suspicious? Shy or outgoing?
ROLEMASTER
UNIFIED
ate a visual impression but help keep it in mind with- Confident or uncertain? What does the character like?
 out having to frequently repeat a verbal description. If Admire? Hate? Fear? Attitudes drive a lot of behavior
Character Law one member of the group is especially talented or in- and just three or four can make a character quite dif-
terested artistically, this individual might do portraits ferent from his player. Note that it is generally a good
for all the characters. idea to make sure nobody else is planning on playing
a Troll before deciding your character hates all Trolls.

18
Goals are another aspect that can drive character be- Group Cohesion
havior and should be shared with the Gamemaster,
as the opportunity to present characters with possi- It is important that the group of player-characters can
ble paths to their goals is very useful in driving the function together. Although certain forms of deliber-
whole campaign forward. Goals can be short-term or ate tension may be fun at times, even a group at odds
long-term. Long term goals are often closely tied into with itself needs some common ground in order not
character background (e.g., Nikolai wants to destroy to have the campaign end in mutual slaughter just as
the Duchy of Bywood because the Duke's soldiers de- it starts. Prejudices should either be restrained or else
stroyed his village and killed his parents). some strong motivation that can overcome the preju-
dice, at least temporarily, should be present. It is also
One should also consider the character's ideals and
helpful if the group shares a fair number of ideals and
ethics. What does the character think he should do?
has some overlap in goals. Some variation in morals
What does the character feel he should do? (When the
is interesting; intense oppositions will lead to group
answers to these questions differ, the character has an
disintegration if the characters are being played well.
internal moral conflict. Some players love to play out
Shared goals make it easier for the Gamemaster to
that kind of psychological complexity; others wish
get a new adventure started: if everyone is looking
to do anything else.) Finally, what does the character
for wealth, a rumor of treasure for the taking serves
actually tend to do? Some characters will stick closely
as a hook for all. If one character is looking for the
to their moral convictions, whereas others are weak in
treasure, and the other character’s goal is to protect it,
the face of (the right) temptation. A character might
this party has been set up for disaster before the game
be upstanding most of the time, but given to failure in
even started.
the face of alcohol, a pretty face, riches, deadly peril,
or various other opportunities for human frailty. Is the
character devoutly religious or just making enough Background
display of faith to make his grandmother happy? Is Character background is about everything that hap-
the character patriotic or possessed of other strong pened to the character before the start of play. This
loyalties? includes the nature of the character’s homeland and
culture. While the rules provide for a general culture
that provides some starting skills, an actual culture
is much more than that. A player should know the
location of his character’s origin. Cultural customs,
general circumstances, habits, assumptions, and such
may be defined by the GM based on known details of
the setting or devised by the player to round out his
character. Generally, a mix of both will be involved. ROLEMASTER

Keep your character’s starting level in mind when UNIFIED



developing his background, as a 10th level character Character Law
should have considerably more back story than a 2nd
level character (see Section 12.2).

19
Family is an important part of background and a that the GM have a game planned in which a mix of
very useful one from the Gamemaster's perspective. social classes will be useful (a gentleman detective
Villains love to threaten your relatives, and a plague, can mingle with the upper class, while his lower class
drought or invasion becomes more personal if the PC manservant moves freely questioning the servants). If
has family back home that might be affected. Every- play occurs well outside the homelands of any of the
one has family. Even if your family is all dead, who characters, social class may become fairly unimport-
they were and how they died is still part of your back- ant. Status involves more than social class, however.
ground. It is unnecessary to work out every detail of An orphan may fall out of the class he was born into,
family right away, although sketching out a family while someone disowned or made an outlaw is thrown
tree is a fairly quick exercise in creating some bare out. Government officials and members of military and
bones of background. Who are these relatives? What police organizations have status and authority based
are they doing now? How does your character relate to on their societal role. Officials of other organizations,
each of them? Are the character’s parents still alive? most often religions, may also have special status.
Is the character close to them or estranged? Siblings Special circumstances such as being the object of
may be the best of allies or rivals who prove the most omens or prophesies, being recognized as the Chosen
insidious of foes. Friends and enemies outside of the One, having a cult following, or being the secret heir
family are also important pieces of background, and to a kingdom can all help drive a campaign and add
current or past lovers may play a large role as well. excitement. However, they can also be overdone, fall
Family relationships can also have a role in establish- into tired cliché, or upset everyone else’s plans. Such
ing group cohesion if the characters in the group are aspects of character background especially require
related to each other. coordination with the GM.
Less close personal relationships matter, too. It is Finally, there is one's personal history. What success-
worth noting if you have contacts in the criminal un- es and failures has the character had? For what has
derground or know some promising young magicians the character achieved some level of fame or infamy?
from an old job at the wizard's library. Most individ- Stats, talents, and flaws may be helpful here, as well
uals will owe and be owed various debts, general or as skills. If a character has a very high Quickness bo-
specific, and the calling in of favors owed can be a nus, his player may decide that he won many races
powerful weapon for the character or a plot hook for in festivals growing up and local inhabitants would
the GM. The GM should make sure that the benefits remember him for that.
a character gets from contacts are balanced by disad-
Example: Julian and Naomi decide they will create a
vantages. That fence the character knows might make pair of bounty hunters who work as a team. Julian
getting rid of stolen goods easy, but he also might seek is thinking he will be the outdoorsman of the duo,
out the character for help from time to time, or rat out spending much of his life in the wilderness, some
the character to the authorities in exchange for a re- of it with his family. Naomi opts to create a stealthy
duced sentence. character from a big city, self-reliant. Maybe an
Education and training come in various types. A char- orphan? For now, they will go through the steps of
acter could have been instructed by a parent, guardian, character generation and fill in their backgrounds
tutor, or owner. Another character might have attended as they progress.
some form of public or private school. Some charac-
ters will have received military training or religious
instruction. For some, apprenticeship will have been
2.2. Race
the most important form of education. A character This section provides a wide variety of sample races,
will have learned his skills somehow. In a more gen- varying in stature and innate abilities such as strength,
eral sense, one may ask if the character is naïve, well speed, endurance, or resistance/susceptibility to mag-
informed, or misinformed about various aspects of ic. These races include those drawn from fantasy liter-
world knowledge. A character from an isolated island ature and the most common races in fantasy role-play-
ROLEMASTER may be well informed about his home island, some- ing games, as well as others drawn from Rolemaster’s
UNIFIED what misinformed about the lands nearby, and have history. A Gamemaster should examine each race

only vague notions of the rest of the world. carefully before including it in his campaign—not
Character Law
all these races are suitable for all settings, and some
Social status is a reality of life. A character that be-
may be better suited as NPCs and adversaries rather
longs to a wealthy or powerful class will generally
than player characters. GMs should also feel free to
be at an advantage compared to one who belongs to
customize races to fit the setting or to create new races
a despised class. It is generally to be recommended (Section 12.5).
20 then, that characters either be of similar standing or
A character’s race may grant bonuses or penalties to ters will expend them all in their first one or two levels,
stat bonuses, Resistance Rolls, hits, Endurance rolls, but it is not required to do so. Once these points have
and modify recovery time as indicated on Table 2-2a. all been expended, no further bonus DPs are received.
Some races have special talents or flaws that give all Strength represents one’s strength as compared to
characters of the race a special ability or hindrance others of the same size. Size determines one’s weight
that is not represented by simple bonuses or penalties; which is used for feats of strength or for resolving
these are summarized in the race descriptions but for damage. The racial strength modifiers therefore
full details regarding talents and flaws see chapter 4. should be taken as relative to the average racial size. A
Each race provides a pool of bonus Development halfling is at a huge disadvantage due to his size while
Points at character creation. Up to 25 of these points arm wrestling humans, even if he has a high strength.
may be spent per level on talents or skill advancement
during level development (Section 2.6). Most charac-

Table 2-2a: Races


Stats Resistance Health

Recovery Mult
Constitution

Channeling

Endurance
Bonus DPs

Mentalism
Reasoning
Quickness

Base Hits
Empathy

Self Disc.
Intuition

Presence

Strength
Memory

Physical
Essence
Agility

Race
Avinarc 35 +4 -1 -2 -2 -1 +3 +2 -2 +5 +5 +5 -10 20 1x
Dwarf 6 -1 +6 -6 -3 -1 +2 +15 +15 +10 +20 30 0.5x
Elf, fair 0 -2 +3 +2 +2 +3 +1 +2 -5 -2 -10 -10 -10 +20 +10 20 2x
Elf, grey 2 +2 +3 +1 +3 +3 -5 -5 -5 -5 +10 +10 20 2x
Elf, high 3 +3 -1 +2 +2 +3 +2 +1 -5 -1 -5 -5 -5 +10 +10 25 2x
Elf, wood 3 +2 +2 +1 +2 +3 -5 -2 -5 -5 -5 +20 +10 20 2x
Gnoll 33 -2 -2 +4 -2 +1 -2 +2 +1 +1 -3 +5 +5 +10 20 0.5x
Gnome 4 -2 +2 +4 +2 +2 +1 -2 +10 +5 25 1x
Goblin 46 +5 +5 -3 -3 +2 -5 +5 25 0.5x
Gratar 11 +1 +3 -2 -2 -2 +2 25 1x
Half-Elf 18 +2 +2 +2 -3 +2 -5 -5 -5 +5 +5 25 1x
Halfling 29 +5 +4 -2 -5 +4 -4 +25 +20 +10 25 1x
Hobgoblin 30 +3 +2 -2 -2 -2 +1 -2 +1 25 0.5x
Human, cave 41 +1 -1 -1 +1 -5 +25 25 1x
Human, common 50 25 1x
Human, high 21 -2 +3 +3 -1 +1 +3 +5 -5 -5 30 1x
Human, mixed 34 +1 +1 +1 30 1x
Hvasstonn 27 -1 +1 -2 -2 -1 -4 +2 +10 +15 35 1x
Idiyva 10 +4 -4 -1 +4 -2 +2 +5 +10 25 1x
Kobold 75 +5 +1 -3 -1 -3 +4 -3 -1 +10 20 0.5x
Nycamerith 18 +2 +2 +2 +2 +2 -4 -2 20 1x
Orc, greater 30 +5 -4 -2 -2 -2 -4 +3 +10 +10 30 0.5x
Orc, grey 60 -2 +1 +1 -2 -5 -5 -10 +5 20 0.5x
Orc, lesser 75 +2 -3 -2 -3 -2 -4 +1 +5 +5 25 0.5x
Orc, scrug 0 +4 -2 -2 -2 -2 -4 +2 +5 +5 +5 +10 +10 35 0.5x
Orc, vard 18 +4 -2 -2 -2 -2 -4 +2 +5 30 0.5x ROLEMASTER
UNIFIED
Plynos 8 +2 +3 -2 +1 -1 +2 -2 -5 +5 +10 +25 25 1x 
Sea-kral 3 +2 +3 -2 +1 -1 -1 -1 +1 +1 +5 +10 +10 25 1x Character Law

Sibbicai 0 +1 +2 -3 +2 -1 -2 +2 +10 25 1x
Sohleugir 2 +3 -2 -2 -2 +2 -5 +10 25 1x
Sstoi'isslythi 0 +2 +1 +1 +2 -1 20 2x
Troll 29 -1 +2 -5 -3 -3 -3 +5 -10 -10 -10 +15 +10 25 1x
21
Vulfen 0 +3 -3 +1 +2 -1 -4 +2 +10 30 1x
Avinarcs
A hood pulled off a dark-cloaked stranger in the Racial Talents & Flaws:
back corner of a tavern may reveal an Avinarc, with • Acute Smell II: Avinarcs gain a +10 bonus on Per-
its hawk-like head and its feather-covered skin. The ception rolls involving smell.
Avinarc’s once-powerful wings have become arms • Light-Boned I: Avinarcs are treated as Small crea-
with dexterous hands. Only their heads and their tures for purposes of their hits (determine nor-
feathers give them away as a non-human. With a cloak mally, then multiply by 0.75) and attacks against
covering them, their form is that of a lightly-built hu- them, but not for other purposes.
man.
• Natural Weaponry: Avinarcs may attack using their
Once a proud and noble race with lands and nations beaks, using the Beak specialization of Combat
of their own, these bird people have slowly dwindled Training: Unarmed skill.
in number due to a powerful curse placed on them in
ages past. An ancient prophecy states that the Avinarcs • Restricted Diet: Avinarcs are carnivores and gain
will one day overcome the curse and rise up again in no sustenance from foods other than meat.
numbers and power, but until then, they are content • Sight, Eagle: Avinarc’s keen eyesight permits both
to while away the days with the flotsam of mankind. good peripheral vision as well as the ability to
They are reclusive now, quietly blending in with hu- focus on distant objects, such as a hare two miles
man society, quite often becoming involved with the away. They gain a +20 bonus to all vision-based
shadier side of humanity. They use their bird-like Perception maneuvers.
quickness and agility to aid them in thievery and skull- • Wings, Vestigial: Avinarc wings (now reduced to
duggery. Though they are not inherently evil, Humans heavily feathered arms) are too small for flight,
are a lesser race to them (though most would never say but provide a +10 bonus to Jumping and when
so) and they do not care what becomes of men or their using Acrobatics to reduce the impact of a fall.
society. Avinarcs use a variety of small hand arms or
easily concealed missile weapons. If pressed in melee,
they will even use their beaks.

Race Sizes:
Size: M Weight, Male: 120 lbs.
Stride: 0' Weight, Female: 98 lbs.
Height, Male: 5'10" Variance: +/- 4 lbs/in.
Height, Female: 5'5"

Stat Bonuses:
Agility: +4 Presence: -1
Constitution: -1 Quickness: +3
Empathy: -2 Reasoning: +0
Intuition: +0 Self Discipline: +2
Memory: -2 Strength -2

Resistances:
Channeling: +5 Mentalism: +5
ROLEMASTER Essence: +5 Physical: -10
UNIFIED

Character Law Health and Dev:
Endurance: +0 Recovery Multiplier: 1x
Base Hits: 20 Bonus Dev. Points 35

22
Dwarves
Probably the “toughest” physically of the races, Race Sizes:
Dwarves are short, stocky, and ruddy of complexion, Size: M Weight, Male: 135 lbs.
with deep-set eyes and dark wiry hair and beards (the Stride: -3' Weight, Female: 112 lbs.
latter they are quite proud of, growing long elaborate
Height, Male: 4'6" Variance: +/- 5 lbs/in.
braids). Dwarves are superior craftsmen and well
adapted to life underground; they love to mine the Height, Female: 4'2"
earth for metals and precious gems, crafting them
into powerful weapons and artifacts. Not as fertile as Stat Bonuses:
humans, they have few children, and less than a third Agility: -1 Presence: -3
of their people are women, who are guarded jealously Constitution: +6 Quickness: -1
within their cavernous halls.
Empathy: -6 Reasoning: +0
Dwarves have superior dark sight, able to see excep-
tionally well in dim light and able to see short dis- Intuition: +0 Self Discipline: +0
tances even in complete darkness. They are slightly Memory: +0 Strength +2
more dense than humans, making it harder but not
impossible for them to swim (-25 to Endurance rolls Resistances:
while swimming). They have considerable resistance Channeling: +0 Mentalism: +15
to the magic of Essence and Mentalism, arts which
Essence: +15 Physical: +10
they have no particular talent for, but are no less ca-
pable than the other races in the realm of Channeling.
Dwarves are very resistant to poisons and disease, and Health and Dev:
have exceptional lifespans, up to 600 years. Endurance: +20 Recovery Multiplier: 0.5x
Base: 30 Bonus Dev. Points 6

Racial Talents & Flaws:


• Darkvision I: Dwarves can see 10' with no penalties
even in complete darkness.
• Inept V (Endurance while swimming): Due to
their density, dwarves must work especially hard
to keep from drowning. They suffer a -25 penalty
on Endurance rolls while swimming.
• Nightvision: Dwarves can see in dim light, equiv-
alent to nighttime conditions, as well as a human
can see in daylight. All penalties for darkness are
reduced by 40, except in pitch dark conditions.

ROLEMASTER
UNIFIED

Character Law

23
Elves building and crafting, unites with a curiosity about the
nature of all creation to lure the most ambitious from the
Though similar to mortal men in most ways, all types of path of nature. Yet, the superb armor, the bright weapons,
Elves share several important, if subtle, differences. As a and the lovely jewelry cherished within their graceful,
race, they are taller than most humans, although slender. marble-walled cities seem almost worth the price. Some
Elven men have no facial hair, and as a rule, they have less of the most powerful artifacts known to exist come from
body hair than humans. Generally, Elves are fairer in ap- the forges of these elven craftsmen. When they live among
pearance than their mortal brothers, having finer features, other elves, they take inspiration from the Fair Elves but
unmarred skin, and pointed ears with no earlobes. willingly accept the day-to-day burden of ruling their kin.
Elven sight is extremely keen; they are able to see on a Wood Elves wear greens and greys to blend with their
clear night as if in full daylight. Their vision is correspond- surroundings. Sandy hair and light blue, green, or grey
ingly restricted with less light, and they cannot see at all in eyes complement their rustic demeanor. They are slightly
total darkness. Perhaps most importantly, Elves do not age shorter than other elves, though taller than humans. These
once adult or grow old, and their bodies are immune to all Elves are the most common of all elvenkind and can be
non-magical bacterial and viral infections. Thus, they are found in almost any forest across the world. Wood Elves
virtually immortal (excepting violent death). are often quite distant from other elves and have been
The most otherworldly of all Elves, Fair Elves have gold- known to disagree openly with the policies of the High
en hair, blue eyes, pale skin, and prefer garments of white, Elves and Fair Elves. Most attuned to the subtle tides of
silver, and gold. Whether it is derived from divine favor or forests, streams, and the creatures who roam the sylvan
fey heritage, they have a visible aura which awes allies and realm, Wood Elves are adept at moving silently, their pres-
intimidates foes. They are seldom seen beyond the borders ence in the wood frequently going unnoticed among the
of the elven lands, where they inspire their kin with their shadows of swaying branches.
music, magic, and wisdom. Melody and song frequent
their gatherings, because even the least of them can play Racial Talents & Flaws (all Elves):
the harp or sing, while the more talented compose music • Efficient Sleeper II: Elves meditate rather than sleep-
or delight the ear with expertise on several instruments. ing. Two hours of meditation replaces four hours of
Grey elves are almost always intermediate between their sleep.
more extreme brethren. Most have fair hair and blue or
• Immune to Disease I: Elves are immune to all
grey eyes. They are neither as artistic as the fair elves, as
non-magical disease.
cunning and warlike as the high elves, or as sedate and
rustic as the wood elves. They • Nightvision: Elves can see in dim light, equivalent to
form the middle ground with nighttime conditions, as well as a human can see in
their pleasant company and daylight. All penalties for darkness are reduced by
their love of art and craft. When 40, except in pitch dark conditions.
war calls, they will take up Fair Elves only:
arms, but mostly they will • Defensive Aura II: The aura of Fair Elves dulls or
settle down, raise a family confuses the senses of their foes, granting them +10
and do as they please. They DB, which is not cumulative with any Aura or Blur
build no marble cities, but
spell.
love open cities amongst
a lovely landscape which • Golden Throat: Fair Elves have beautiful voices
connects them closer to which soothe and calm. They receive +10 to any
nature. Some live under the maneuver to verbally calm or persuade (Charm,
rule of High Elves, while Singing, Leadership, etc.).
others take to the seas as Wood Elves only:
merchants and travelers. • Hearing, Cat: Wood Elves have hearing as keen as a
They are not the most mag- cat, allowing them to hear some high-pitched sounds
ical elves, but they are no and more accurately determine the location of a
strangers to magic either. sound’s source (gaining +10 on Perception maneu-
ROLEMASTER Raven-black hair distin- vers to locate a sound).
UNIFIED

guishes the High Elves
Character Law from their fairer kin-
dred, and brown and
hazel are their usual
eye colors. A love
of beautiful things,
24 expressed by skill in
Elf, fair Elf, High
Race Sizes: Race Sizes:
Size: M Weight, Male: 180 lbs. Size: M Weight, Male: 215 lbs.
Stride: +1' Weight, Female: 160 lbs. Stride: +2' Weight, Female: 175 lbs.
Height, Male: 6'7" Variance: +/- 4 lbs/in. Height, Male: 6'7" Variance: +/- 4 lbs/in.
Height, Female: 6'3" Height, Female: 6'3"

Stat Bonuses: Stat Bonuses:


Agility: +0 Presence: +3 Agility: +3 Presence: +3
Constitution: -2 Quickness: +1 Constitution: -1 Quickness: +2
Empathy: +3 Reasoning: +2 Empathy:: +2 Reasoning: +1
Intuition: +2 Self Discipline: -5 Intuition: +0 Self Discipline: -5
Memory: +2 Strength -2 Memory: +2 Strength -1

Resistances: Resistances:
Channeling: -10 Mentalism: -10 Channeling: -5 Mentalism: -5
Essence: -10 Physical: +20 Essence: -5 Physical: +10

Health and Dev: Health and Dev:


Endurance: +10 Recovery Multiplier: 2x Endurance: +10 Recovery Multiplier: 2x
Base Hits: 20 Bonus Dev. Points 0 Base Hits: 25 Bonus Dev. Points 3

       

Elf, Grey Elf, wood


Race Sizes: Race Sizes:
Size: M Weight, Male: 190 lbs. Size: M Weight, Male: 150 lbs.
Stride: +2' Weight, Female: 155 lbs. Stride: +0' Weight, Female: 125 lbs.
Height, Male: 6'5" Variance: +/- 4 lbs/in. Height, Male: 6' Variance: +/- 4 lbs/in.
Height, Female: 6'1" Height, Female: 5'9"

Stat Bonuses: Stat Bonuses:


Agility: +2 Presence: +3 Agility: +2 Presence: +2
Constitution: +0 Quickness: +3 Constitution: +0 Quickness: +3
Empathy: +3 Reasoning: +0 Empathy: +2 Reasoning: +0
Intuition: +0 Self Discipline: -5 Intuition: +0 Self Discipline: -5
Memory: +1 Strength +0 Memory: +1 Strength +2

Resistances: Resistances: ROLEMASTER


Channeling: Mentalism: Channeling: Mentalism: UNIFIED
-5 -5 -5 -5

Essence: -5 Physical: +10 Essence: -5 Physical: +10 Character Law

Health and Dev: Health and Dev:


Endurance: +10 Recovery Multiplier: 2x Endurance: +10 Recovery Multiplier: 2x
Base Hits: 20 Bonus Dev. Points 2 Base Hits: 20 Bonus Dev. Points 3 25
Gnolls
Small wrinkled figures with grey skin and little hair,
Gnolls inhabit the natural caverns that abound in
mountainous regions, while making use of above-
ground resources. When sheltered by secrecy and
stone, their timid dispositions relax and permit the
enjoyment of gleeful festivals. On these occasions,
Gnolls put aside their sober, earth-toned clothing for
more colorful garb. Sunlight does not harm them,
but the brightness scares them and makes their eyes
water (-25 to all activities), leading Gnolls to favor
the underground realm. It is reputed that they travel
extensively to the elemental realm of earth using se-
cret portals, and that their animal familiars have more
than a touch of elemental nature. Skill as illusionists,
dabblers and magicians (but almost never any realm
but Essence) enables them to avoid encounters with
other races, few gaining knowledge of their presence
until after the Gnolls have passed from the area. They
travel in clans and settle only in deserted grottos where
access is limited and concealed, and do not remain in
any one location for longer than a few years, in order
to minimize the accumulating signs of their presence.
Most Gnolls avoid combat, using their spells to con- and stealthy abilities permit them to strike quickly
ceal themselves and provide quick escapes. Travelers without warning and then to disappear. However, they
are more likely to encounter Gnollish traps and illu- are not quick to forget those who have done them fa-
sions than to ever encounter Gnolls themselves. When vors. Gnolls traveling outside the clans may be attend-
threatened and unable to simply move on, their magic ing to matters for the safety of their kin, paying back
significant aid they have received from outsiders, or
survivors of catastrophes. Gnolls live an average of
Race Sizes:
105 years.
Size: S Weight, Male: 44 lbs.
Stride: -5' Weight, Female: 44 lbs. Racial Talents & Flaws:
Height, Male: 3'6" Variance: +/- 1 lbs/in. •Decreased Size I: Gnolls are Small creatures. In
Height, Female: 3'6"
addition to other effects of size, multiply their
concussion hits by 0.75.
•Nightvision: Gnolls can see in dim light, equivalent
Stat Bonuses:
to nighttime conditions, as well as a human can
Agility: -2 Presence: -2 see in daylight. All penalties for darkness are re-
Constitution: -2 Quickness: +2 duced by 40, except in pitch dark conditions.
Empathy: +4 Reasoning: +1 • Light Sensitivity I: Gnolls suffer a -25 penalty
Intuition: -2 Self Discipline: +1 when in bright light equal to direct sunlight, but
Memory: +1 Strength -3
no penalty on cloudy days or in shaded areas.
•Hearing, Hare: Gnolls have keen hearing in the
high and low frequency range. They can localize
Resistances:
ROLEMASTER sounds with great accuracy and hear danger com-
UNIFIED Channeling: +5 Mentalism: +5 ing from 10 times farther than a human. They gain

Character Law Essence: +0 Physical: +10 +20 on hearing Perception maneuvers.
• Prodigy II (IV): Gnolls are closely attuned to their
Health and Dev: environment, and especially alert to shifts in
Endurance: +0 Recovery Multiplier: 0.5x weather, which they use to conceal their move-
Base Hits: 20 Bonus Dev. Points 33
ments. They receive +10 on Survival maneuvers,
26 doubled when using the skill for weather watch-
ing.
Gnomes Race Sizes:
Smaller than dwarves, and appearing more frail and Size: M Weight, Male: 84 lbs.
withered in build, long-lived Gnomes prefer to live in Stride: -3' Weight, Female: 84 lbs.
shallow caves where they obsessively gather knowl- Height, Male: Variance:
4'5" +/- 2 lbs/in.
edge and lore. Ancient tomes and rare scrolls litter
their crowded libraries, precious chambers that usual- Height, Female: 4'5"
ly fall to ruin with a Gnome’s death. A love of solitude
ensures that most Gnomes remain heirless, rarely mar- Stat Bonuses:
rying or raising a family despite typical life spans of Agility: +0 Presence: +0
600 years. Gnomes keep to themselves, but if forced Constitution: -2 Quickness: +2
into combat their foes had better be prepared for a sur-
Empathy: +2 Reasoning: +2
prise, for there is no telling what magical spells and/or
artifacts any given Gnome will have. Although loners, Intuition: +0 Self Discipline: +1
Gnomes are neither shy nor joyless; generous hospi- Memory: +4 Strength -2
tality accompanied by ingenious entertainments draws
many friends to visit as houseguests. Gnomes do not
Resistances:
often return these visits, for they dislike abandoning
Channeling: +10 Mentalism: +0
their abodes and the treasures guarded within for even
a few days. Those who do often create elaborate sys- Essence: +0 Physical: +5
tems of traps (many of them magical in nature). Those
who do marry may combine their resources, if they Health and Dev:
can agree as to how the collections should be sorted. Endurance: +0 Recovery Multiplier: 0.5x
Gnomish children are raised on a steady diet of lore,
Base Hits: 20 Bonus Dev. Points 4
both entertaining and educational.
Young Gnomes, who have not yet established their Racial Talents & Flaws:
own collections, are the most prone to travel, though
• Nightvision: Gnomes can see in dim light, equiva-
typically not without a small traveling collection of
lent to nighttime conditions, as well as a human
texts. When they choose to settle, it is often at a mod-
can see in daylight. All penalties for darkness are
erate distance from settlements they consider friendly,
reduced by 40, except in pitch dark conditions.
especially those of Halflings, Elves, Nycameriths, or
occasionally clusters of other Gnomish homes. Much
less commonly, a Gnome will find a home within such
settlements, typically only where there is a major
library or an academically-oriented guild of magic
which can sustain enough of their interest to overcome
their solitary habits.

ROLEMASTER
UNIFIED

Character Law

27
Goblins Race Sizes:
Goblins are small, about 3' tall, with thin, wiry builds. Size: S Weight, Male: 35 lbs.
They tend toward long, narrow heads with pointy Stride: -6' Weight, Female: 31 lbs.
chins, pointed ears without lobes, narrow noses, and Height, Male: 3' Variance: +/- 1 lbs/in.
thin lips. Their front teeth are pointed rather than
Height, Female: 2'10"
chisel-shaped like humans, and when agitated, their
thin lips often pull back to expose these sharp points.
Common underground goblins have pale yellow- Stat Bonuses:
ish skin, while those who make their homes on the Agility: +5 Presence: -3
surface darken to a deep greenish color. The smaller Constitution: +5 Quickness: +2
and ruddier Kobolds and the larger muddier-colored
Empathy: -3 Reasoning: +0
Hobgoblins are closely related, and the three races are
collectively considered goblinoids. Intuition: +0 Self Discipline: -5

Goblins can see well in dim light or even somewhat Memory: +0 Strength +0
in the dark, which combined with their small stature
makes them well-suited to life underground. They find Resistances:
direct sunlight painful to their eyes and will avoid be- Channeling: +0 Mentalism: +0
ing active on the surface when the sun is out. Essence: +0 Physical: +5
A combination of a strong urge for dominance and a
reasonable urge to flee danger due to their small size
Health and Dev:
often undermines their ability to form larger groups
and stable cultures. Loyalty, when it exists at all, is Endurance: +0 Recovery Multiplier: 1x
reserved for close family members. Their tendency in Base Hits: 25 Bonus Dev. Points 46
combat to avoid direct contests of strength earns them
a reputation for being sneaky, treacherous, and mean. Racial Talents & Flaws:
If their lives were more secure, Goblins would reach •Darkvision I: Goblins can see 10' with no penalties
an average age of 70, but in practice few are so lucky. even in complete darkness.
•Decreased Size I: Goblins are Small creatures. In
addition to other effects of size, multiply their
concussion hits by 0.75.
•Nightvision: Goblins can see in dim light, equiva-
lent to nighttime conditions, as well as a human
can see in daylight. All penalties for darkness are
reduced by 40, except in pitch dark conditions.
•Prodigy (Mechanics) V: Small, strong, agile
hands, and an easy ability to visualize three
dimensional solids (from their history as dwellers
in caves and mines of complex layout) makes
them very adept with mechanical devices (+25 to
Mechanics).
•Light Sensitivity III: Goblins suffer a -75 penalty
when in bright light equal to direct sunlight, -50
on cloudy days, -25 in shaded conditions or very
cloudy days, or -0 in full shadows such as under
ROLEMASTER storm clouds or heavy tree cover.
UNIFIED

Character Law

28
Gratar Race Sizes:
Gratar are frog-like humanoids, about man sized in Size: M Weight, Male: 230 lbs.
height, and predominantly evil. Possessing wide drool- Stride: -2' Weight, Female: 250 lbs.
ing mouths and large bulbous eyes, these creatures are
Height, Male: 5'4" Variance: +/- 5 lbs/in.
amphibians, but spend most of their time out of the wa-
ter, and even dwell underground occasionally. Female Height, Female: 5'2"
Gratar are slightly shorter but heavier of build and are
physically the equal of the males. Stat Bonuses:
Gratar vary in color according to their might and status, Agility: +1 Presence: -2
and these colors are often mistaken for different subspe-
Constitution: +3 Quickness: +0
cies, but in fact Gratar change in color and even height
as they age. Young Gratar are green, tend to be weak, Empathy: -2 Reasoning: +0
and walk hunched over, sometimes dragging their arms. Intuition: +0 Self Discipline: -2
They are not very bright and easily bullied or cowed, Memory: +0 Strength +2
and their elders usually seize any quality equipment
they manage to scrounge up. As they grow stronger and
succeed in bullying their kin (usually around 4th level), Resistances:
their skin yellows, they adopt a bolder and more upright Channeling: +0 Mentalism: +0
posture, as well as adding an inch of real height. Yellow Essence: +0 Physical: +0
Gratar often paint their bodies to make themselves ap-
pear more fearsome, and are more likely to have pass-
Health and Dev:
able armor and weapons. The most feared Gratar turn
black and grow another 2". These may be the mightiest Endurance: +0 Recovery Multiplier: 1x
warriors (typically around 7th-9th level) or those who Base Hits: 25 Bonus Dev. Points 11
have learned magic to subjugate their kin.
Gratar who leave Gratar society for long periods, rarely Racial Talents & Flaws:
interacting with others of their kind, gradually turn grey •Sight: Gecko: Gratar eyes perform like those of a
in color, while growing taller (similar to Black Gratar) gecko, permitting additional detail close-up as well
and leaner. They have a reputation as loners, often as good depth vision, and they do not lose color
working as assassins and killers, because more sociable vision in dark conditions (normal penalties for
Gratar normally remain among their kin. Grey darkness still apply). They gain a +10 bonus to all
Gratar typically have few moral qualms and vision-based Perception maneuvers.
often make casual use of poisoned weapons. •Recurved Musculature: Gratar are incredible
The rarest type of Gratar are those Black jumpers with powerful legs. Their running long
Gratar who have dominated many tribes. base jump is 12 feet and their running high
These warlords begin to turn red around base jump is 29 inches (standing base jumps
their eyes and claws, and immediately are half these values). See Jumping skill in
challenge others who show the same Chapter 3 for more details about jumping. In
traits. Those who have won many of addition, they receive a +20 bonus to Acro-
these battles turn completely red and batics, Climbing, Jumping, and Running
are known as Royal Gratar (typical- maneuvers.
ly they will be at least 15th level
by this point), while the defeated
quickly lose their red features.
Royal Gratar grow very large
and can be found leading Gratar
societies even when they are old,
ROLEMASTER
decrepit, and shrivelled. UNIFIED
Most Gratar are capable of 
Character Law
reaching an age of 100 years, but the
solitary Grey Gratar may reach 150 and
Royal Gratar have been known to reach
two centuries.
29
Half-Elves
The relationship between Elven and Human commu-
nities may be complicated or even tense. When there
is a shared threat, they may become close allies, but
without a unifying cause, many Elves feel the insta-
bility and rapid turnover of Human societies is some-
thing that should be kept at arm's length. Nonetheless,
there are those among the Elves who admire Humans'
drive and passion, as well as those among the Humans
who are drawn toward Elven beauty and wisdom. The
dramatic difference in their lifespans makes lasting
relationships difficult, but Half-Elven children may be
the result. Half-Elves typically live in Elven or Human
societies, rather than forming societies of their own.
However, in regions where contact between the two
races has been steady over long periods of time, mixed
populations can arise and develop their own distinct
cultural identities. Such populations may consist of in-
dividuals with varying degrees of each ancestry, some
with more Human traits and some more Elven.
Half-Elves benefit from the combination of Elven
grace and Human sturdiness. They are strong and
slender, thinner than men but stouter than Elves, with
thin, angular features. Taking their coloration from
both their Human and Elven ancestors, it is not always Race Sizes:
apparent which type of Elf a Half-Elf has descended Size: M Weight, Male: 190 lbs.
from, and those who were raised only by Humans may Stride: +1' Weight, Female: 135 lbs.
not know themselves. However, those descended from
Height, Male: 6'3" Variance: +/- 4 lbs/in.
Wood Elves and High Elves are most likely to match
the skin tones of their Human ancestors, while descen- Height, Female: 5'11"
dents of Fair Elves tend to have lighter complexions.
All Half-Elves have lifespans longer than those of Stat Bonuses:
Humans, but lack Elven immortality. Humans often Agility: +2 Presence: +2
find Half-Elven qualities admirable, while Elves may
Constitution: +0 Quickness: +2
see them as tragically flawed or as the result of unfor-
tunate choices. Empathy: +0 Reasoning: +0
Intuition: +0 Self Discipline: -3
Racial Talents & Flaws:
Memory: +0 Strength +2
•Efficient Sleeper I: Some Half-Elves meditate,
while others sleep, but in either case three hours
of sleep or meditation replaces four hours of sleep. Resistances:
Channeling: -5 Mentalism: -5
• Nightvision: Half-Elves can see in dim light, equiv-
alent to nighttime conditions, as well as a human Essence: -5 Physical: +5
can see in daylight. All penalties for darkness are
reduced by 40, except in pitch dark conditions. Health and Dev:
ROLEMASTER
Endurance: +5 Recovery Multiplier: 1x
UNIFIED Base Hits: 25 Bonus Dev. Points 18

Character Law

30
Halflings Race Sizes:
Halflings are very short, rarely more than 4' in height, Size: S Weight, Male: 50 lbs.
and tend to be stout (trending toward fat with age). Stride: -5' Weight, Female: 46 lbs.
They have large, hairy feet — to the point of being
Height, Male: 3'6" Variance: +/- 2 lbs/in.
“furry” — that are almost immune to cold, and so
they often go around barefoot. They are an inoffensive Height, Female: 3'3"
people, preferring the quiet of their own villages. Lov-
ers of good food and drink, they spend much of their Stat Bonuses:
time at inns and friends’ houses, eating and drinking. Agility: +5 Presence: -5
Their settlements are usually focused around agri-
Constitution: +4 Quickness: +4
culture, but halfling artisans are not uncommon and
they have a knack for fine detail that even the larger Empathy: -2 Reasoning: +0
races may appreciate. Halflings are happy to trade Intuition: +0 Self Discipline: -4
with other peoples and welcome guests, but do not Memory: +0 Strength +0
encourage others to settle in their villages. The small
scale of their homes is enough discouragement for
Resistances:
most Humans. Nonetheless, they enjoy good relations
Channeling: +0 Mentalism: +20
with nearby settlements that are willing to reciprocate.
Most commonly these are Human, though Halflings Essence: +25 Physical: +10
are usually pleased to see Gnomes settle nearby.
Halflings have a high level of manual dexterity and are Health and Dev:
adept at moving quietly. When Halfling settlements Endurance: +0 Recovery Multiplier: 1x
are threatened or attacked, they favor stealth, ranged Base Hits: 25 Bonus Dev. Points 29
weapons, and traps, but these are last resorts and they
prefer to resolve disputes through negotiation. None- Racial Talents & Flaws:
theless, when pushed they can be implacable, untiring • Decreased Size I: Halflings are Small creatures.
foes due to an amazing constitution and can resist In addition to other effects of size, multiply their
even the most powerful magical and physical damage concussion hits by 0.75.
for extended periods. Their homes tend to blend into
the environment, often partially or fully underground, • Prodigy (Stalking) II: Halflings gain a +10 bonus
and when necessary they will resort to tunnels, wheth- on Stalking maneuvers.
er to resist besieging forces or simply to avoid severe
weather.

ROLEMASTER
UNIFIED

Character Law

31
Hobgoblins
From time to time, Goblins birth unusual large offspring,
who will grow into much larger adults whose skin has
a muddy tinge and whose feet feel no pain. Only lack
of numbers prevents the Hobgoblins from terrorizing
all lands lit by the sky. Goblins avert this dread fate by
killing most of them at birth. Those children who survive
are prone to violent, bullying behavior and a significant
challenge for their parents. By adulthood, superior size
and strength offer them dominance over those who re-
vere the rule of brute force, and the Goblins frequently
submit to a Hobgoblin king. The brilliance of the sun,
although unpleasant, holds no horror for Hobgoblins
who fearlessly follow enemies through daylight. These
clever fighters are quite formidable on the battlefield,
limited only by a lack of loyalty to each other and the
cowardice of the Goblins typically under their command.
Some, however, are forced out of Goblin communities,
mainly due to failed attempts to defeat stronger kin, and
must make their way on their own or with small groups
of compatriots. They may become bandits or poorly-dis-
ciplined mercenaries, or join up with other Goblinoids.
In any situation, they are prone to seeking dominance
whenever existing leaders show apparent weakness.
In principle, Hobgoblin lifespans at least match those as Race Sizes:
humans, but most die quick deaths at the hands of ambi-
Size: M Weight, Male: 93 lbs.
tious or vengeful brethren when they begin to grow old
and feeble. The vast majority are incapable of producing Stride: -3' Weight, Female: 80 lbs.
children of their own, so they do not establish Hobgoblin Height, Male: 4'6" Variance: +/- 3 lbs/in.
settlements and even Hobgoblin families are an extreme- Height, Female: 4'
ly unusual matter.

Racial Talents & Flaws: Stat Bonuses:


• Darkvision II: Hobgoblins can see 20' with no Agility: +3 Presence: -2
penalties even in complete darkness. Constitution: +2 Quickness: +1
• Nightvision: Hobgoblins can see in dim light, Empathy: -2 Reasoning: +0
equivalent to nighttime conditions, as well as Intuition: +0 Self Discipline: -2
a human can see in daylight. All penalties for
Memory: -2 Strength +1
darkness are reduced by 40, except in pitch dark
conditions.
Resistances:
• Light Sensitivity I: Hobgoblins suffer a -25 penalty
when in bright light equal to direct sunlight, but Channeling: +0 Mentalism: +0
no penalty on cloudy days or in shady areas. Essence: +0 Physical: +0

Health and Dev:


Endurance: +0 Recovery Multiplier: 0.5x
ROLEMASTER
UNIFIED Base Hits: 25 Bonus Dev. Points 30

Character Law

32
Humans
Common mortal men are the same race we are familiar
with in the real world and come in the same variations
of size, build, skin/hair colors and facial features as the
humans we know. Highly adaptable, they can be found
in just about any climate or environment and develop
widely-varied cultures. Skin color tends to be darker
in sunny climates and lighter as one moves towards
the poles, but these shifts take millenia and large-scale
migrations and individual travel may result in notable
exceptions and mixed populations. In any case, com-
mon men have the same stat bonuses and other traits
regardless of their place of origin or particular ances-
try. In addition to these common men, several other
strains of humanity might be encountered.
Cave men are the isolated remnants of the ancestors of
common men. Muscular with sloping foreheads and
oversized jaws, cave men have brown hair or ginger
hair and eyes, and tan skin, but are shorter than their
common kin. Simple garments made of animal skins
are the normal garb. Their intellect is not powerful,
but a cooperative, good-tempered disposition makes
their company a pleasant experience. Cave men band
together to form tribes, each with its own complex set
of social rituals and religious beliefs. Their average
life span is 50 years. Rough spears or clubs are their
usual weaponry. Those who came into conflict with
common men were conquered, killed, or absorbed, so Racial Talents & Flaws:
those who remain are the tribes who live in isolation. • None. Humans are the standard against which all
High men are taller and stronger than common men, other races are compared. However, humans do
more lordly in appearance, longer lived, and tend to be benefit from a high number of bonus DP (as shown
more daring and ambitious. They are also notorious- on Table 2-1). Even the more powerful High men,
ly stiff and rigid, not as flexible or adaptable as their despite their stature, are essentially human.
common brethren, and more easily swayed by their
own pride or the lure of magic and power. They build
great empires, but those empires often collapse spec-
tacularly due to their own hubris. High men are more
feared than loved, and often considered domineering.
They may have the blood of gods or giants explaining
both their strength and their pride. As with common
men, they vary in coloration and other physical traits,
depending on their places of origin and other historical
factors. High men tend to build societies apart from
common men, except when they conquer them, but in-
dividual High men may make their name among their
Common kin, for example as mercenaries. ROLEMASTER

Mixed men are the offspring of High and Common UNIFIED



parents. They are intermediate in features and can be Character Law
difficult to distinguish from either kin. Societies where
High and Common humans have frequent contact may
have significant populations of mixed men.

33
Human, cave Human, high
Race Sizes: Race Sizes:
Size: M Weight, Male: 159 lbs. Size: M Weight, Male: 250 lbs.
Stride: -2' Weight, Female: 135 lbs. Stride: 0' Weight, Female: 190 lbs.
Height, Male: 5'3" Variance: +/- 4 lbs/in. Height, Male: 6'5" Variance: +/- 5 lbs/in.
Height, Female: 4'9" Height, Female: 5'10"

Stat Bonuses: Stat Bonuses:


Agility: +0 Presence: +0 Agility: -2 Presence: +3
Constitution: +1 Quickness: +0 Constitution: +3 Quickness: -1
Empathy: +0 Reasoning: -1 Empathy: +0 Reasoning: +1
Intuition: +0 Self Discipline: +0 Intuition: +0 Self Discipline: +0
Memory: -1 Strength +1 Memory: +0 Strength +3

Resistances: Resistances:
Channeling: +0 Mentalism: -5 Channeling: +5 Mentalism: -5
Essence: +0 Physical: +0 Essence: -5 Physical: +0

Health and Dev: Health and Dev:


Endurance: +25 Recovery Multiplier: 1x Endurance: +0 Recovery Multiplier: 1x
Base Hits: 25 Bonus Dev. Points 41 Base Hits: 30 Bonus Dev. Points 21

       
Human, common Human, mixed
Race Sizes: Race Sizes:
Size: M Weight, Male: 185 lbs. Size: M Weight, Male: 230 lbs.
Stride: 0' Weight, Female: 154 lbs. Stride: +1' Weight, Female: 180 lbs.
Height, Male: 5'10" Variance: +/- 5 lbs/in. Height, Male: 6'4" Variance: +/- 5 lbs/in.
Height, Female: 5'5" Height, Female: 5'9"

Stat Bonuses: Stat Bonuses:


Agility: +0 Presence: +0 Agility: +0 Presence: +1
Constitution: +0 Quickness: +0 Constitution: +1 Quickness: +0
Empathy: +0 Reasoning: +0 Empathy: +0 Reasoning: +0
Intuition: +0 Self Discipline: +0 Intuition: +0 Self Discipline: +0
Memory: +0 Strength +0 Memory: +0 Strength +1

Resistances: Resistances:
ROLEMASTER
UNIFIED
Channeling: +0 Mentalism: +0 Channeling: +0 Mentalism: +0
 Essence: +0 Physical: +0 Essence: +0 Physical: +0
Character Law

Health and Dev: Health and Dev:


Endurance: +0 Recovery Multiplier: 1x Endurance: +0 Recovery Multiplier: 1x
Base Hits: 25 Bonus Dev. Points 50 Base Hits: 30 Bonus Dev. Points 34
34
Hvasstonn
Also known as giantlings or great men, Hvasstonn are
similar in many respects to extremely large humans,
differing in their height (men average 7'6"), deeply set
eyes so dark a pupil can barely be distinguished, pro-
fuse short coarse grey body hair almost thick enough
to be considered fur, and the sharp teeth of carnivores.
Brown to olive skin is not completely hidden by their
body hair, while on their heads their hair grows dark.
Their features appear feral and in a scowl of anger they
bare carnivorous teeth. Although nearly as intelligent
as humans, their efforts at building are focused on sur-
vival and warfare, for which they are well suited. To
fuel their physique, Hvasstonn rely almost exclusively
on meat. They live in wooden huts or find comfort-
able caves which they embellish and close off to make
comfortable if simple homes.
Clans of Hvasstonn live close by each other and in
times of need will come to each other's aid. In times
of war, these clans band together under a Hvasstonn
leader. They usually prefer to wield a weapon in each
hand; due to their size, each weapon is the size of
two-handed human armaments. Though their black-
smithing and armor is primitive, it is sufficient given
their might. A horde so equipped usually makes short
work of any who oppose them, so the Hvasstonn can
go back to their caves and flocks of sheep, pigs, hors- Race Sizes:
es, goats and cows. In ancient times, it is rumored, Size: B Weight, Male: 400 lbs.
they used to herd men as well, but there is no current
Stride: +3' Weight, Female: 330 lbs.
evidence of that. In modern times they are more likely
to trade as long as they are not threatened. Hvasstonn Height, Male: 7'6" Variance: +/- 6 lbs/in.
see Trolls as suitable foes but goblinoids with their Height, Female: 6'8"
tiny tunnels as maddening plagues of vermin. They
live to become 200, but grow feeble, grey and wizened Stat Bonuses:
at around 160 years.
Agility: -1 Presence: -2
Racial Talents & Flaws: Constitution: +1 Quickness: +0
• Increased Size I: Hvasstonn are Big creatures. In Empathy: -2 Reasoning: -1
addition to other effects of size, multiply their Intuition: +0 Self Discipline: -4
concussion hits by 1.5.
Memory: +0 Strength +2
• Natural Weaponry: Hvasstonn may attack using
their sharp teeth, using the Bite specialization of
Resistances:
Combat Training: Unarmed skill.
Channeling: +0 Mentalism: +0
• Restricted Diet: Hvasstonn are carnivores. Al-
though they embellish it with the occasional plant Essence: +0 Physical: +10
for flavor, their substantial hunger must be satis- ROLEMASTER

fied with meat. Health and Dev: UNIFIED



Endurance: +15 Recovery Multiplier: 1x Character Law

Base Hits: 35 Bonus Dev. Points 27

35
Idiyva
Short, gold-tipped coffee-colored fur covers the lithe,
well-muscled form of the Idiyva except at the face, the
palms, and the soles of the feet. Smooth, brown suede-
like skin emerges at these features, and the fur on the head
lengthens and lightens to form a golden mane around the
face. Green feline eyes give the Idiyva excellent Night-
vision; fanged teeth reveal their carnivorous nature. The
toes of their feet anchor short, sharp talons, but their
hands sport vicious 3" claws that retract at the knuckle
into the backs of the hands, leaving the fingers free at
all times. In addition to their natural claws, these felines
are adept in normal melee weapons and missile weapons.
Despite their animalistic appearance, their manual dex-
terity is as good or better than Humans and their artisans
may be just as skilled. They also enjoy music and dance,
and their retractable claws offer no impediment to the
playing of most musical instruments.
Idiyva society is competitive and places a premium on
personal honor. It is not unusual for disagreements (par-
ticularly between males) to be settled by ritual combat,
with the winner gaining not only satisfaction, but also
increased respect in the eyes of his peers. Conversely,
the loser (if he survives) suffers disgrace and may be cast
out of the tribe, after which they may travel outside Idi-
yva lands or seek a home within a far-off tribe. The most
serious disputes are fought to the death.
Although Idiyva can be agreeable, they are happy to re-
veal the fighting instincts of a predator lurking behind
Race Sizes: their normally civilized manners. Often a hint of that na-
Size: M Weight, Male: 180 lbs. ture, coupled with their racial reputation, can be enough
to prevent conflict. When they live among other races,
Stride: 0' Weight, Female: 145 lbs.
many prefer occupations in which physical prowess, an
Height, Male: 6' Variance: +/- 4 lbs/in. intimidating nature, or the combination of the two is ad-
Height, Female: 5'5" vantageous.

Racial Talents & Flaws:


Stat Bonuses:
• Hearing, Cat: Idiyva hearing is equivalent to that of a
Agility: +4 Presence: -1
cat, allowing them to hear some high-pitched sounds
Constitution: +0 Quickness: +4 and more accurately determine the location of a
Empathy: -4 Reasoning: +0 sound’s source (gaining +10 on Perception maneu-
Intuition: +0 Self Discipline: -2 vers to locate a sound).
Memory: +0 Strength -2
• Natural Weaponry: Idiyva may attack using their
claws, using the Claw specialization of Combat
Training: Unarmed skill.
Resistances:
ROLEMASTER • Nightvision: Idiyva can see in dim light, equivalent to
UNIFIED
Channeling: +0 Mentalism: +0 nighttime conditions, as well as a human can see in
 Essence: +0 Physical: +5 daylight. All penalties for darkness are reduced by
Character Law
40, except in pitch dark conditions.
Health and Dev: • Restricted Diet: Idiyva are carnivores and gain no sus-
Endurance: +10 Recovery Multiplier: 1x
tenance from foods other than meat.
Base Hits: 25 Bonus Dev. Points 10
36
Kobolds Race Sizes:
Smallest of the goblinoid races, with ruddy skin and Size: S Weight, Male: 44 lbs.
a pair of horns growing from their heads, Kobolds Stride: -5' Weight, Female: 40 lbs.
knuckle under to the fiercer bullying practiced by their Height, Male: 3'6" Variance: +/- 1 lbs/in.
larger kin. The compassionate wayfarer who feels
Height, Female: 3'3"
sympathy for their piteous plight discovers his mistake
when Kobold treachery rewards his generosity with
capture by Goblins. The arts of lying, cheating, steal- Stat Bonuses:
ing, and flattery enable the cowardly Kobold to sur- Agility: +5 Presence: -3
vive within bloodthirsty Goblin society; they exercise Constitution: +1 Quickness: +4
these skills with much whimpering in all situations. In
Empathy: -3 Reasoning: +0
principle they are capable of reaching a life span of 75
years, but few do. Kobolds will rarely stand and fight Intuition: -1 Self Discipline: -3
in a straight up battle. They will wait for an ambush Memory: +0 Strength -1
opportunity (or at least a surprise attack), or possibly
wait for help to arrive if they cannot run away. If none Resistances:
of the above is possible, surrender is always an option,
Channeling: +0 Mentalism: +0
as they usually have little to lose. An oath of surrender,
of course, will be quickly broken if the tides turn. Essence: +0 Physical: +0

When left to their own devices, Kobolds are hunt-


er-gatherers who supplement their supplies by pilfer- Health and Dev:
ing settlements of other races. They are not unwilling Endurance: +10 Recovery Multiplier: 0.5x
to use violence to obtain what they want, but only if the Base Hits: 20 Bonus Dev. Points 75
odds are clearly in their favor. When living alongside
other goblinoids, much of what they gather is taken by
their stronger kin and they may be even more motivat-
ed to replace it, especially if Goblins or Hobgoblins
will provide the muscle. Goblins and Kobolds each
consider the other to be expendable in such ventures,
as what little loyalty they have is restricted to small
family groups. Hobgoblins are rightly feared and first
to be endangered or expended if the Kobold believes
it can get away with it.

Racial Talents & Flaws:


• Decreased Size I: Kobolds are Small creatures. In
addition to other effects of size, multiply their
concussion hits by 0.75.
• Darkvision I: Kobolds can see 10' with no penalties
even in complete darkness.
• Nightvision: Kobolds can see in dim light, equiva-
lent to nighttime conditions, as well as a human
can see in daylight. All penalties for darkness are
reduced by 40, except in pitch dark conditions.
• Light Sensitivity II: Kobolds suffer a -50 penalty
when in bright light equal to direct sunlight, -25 ROLEMASTER
UNIFIED
on cloudy days, or -0 in shaded areas or very 
cloudy days. Character Law

• Natural Weaponry, Lesser Attack: Kobolds may


attack using their claws, using the Claw special-
ization of Combat Training: Unarmed skill, but
such attacks are considered Tiny.
37
Nycamerith
Although many wonder if they are akin to Gnomes or in other arts, as long as they can create and experi-
even Halflings, these short, fat, blue-skinned beings are ence new things. Whichever the case, Nycamerith are
most likely an entire race unto themselves. Their ears equally encouraging and appreciative of the music and
are large and pointed and their eyes dance to the music arts of other races, regardless of differences in style.
that they continually play. Making their way through
their long lives (up to 600 years) following The Great Racial Talents & Flaws:
Song, they are a cheerful and pleasing people, rarely • Golden Throat: Nycamerith have beautiful voices
getting involved in anything violent, dangerous or which soothe and calm. They receive +10 to any
risky. Nycamerith are among the greatest musicians maneuver to verbally calm or persuade (Charm,
and musical instrument crafters in the world. They are Singing, Leadership, etc.).
sometimes skilled as great craftsmen of other delicate • Hearing, Cat: Nycamerith hearing is equivalent to
constructions as well. Most are content to entertain in that of a cat, allowing them to hear some high-
taverns and work their craft. They dwell in secluded pitched sounds and more accurately determine
villages located in deep valleys or on high mountains, the location of a sound’s source (gaining +10 on
but will travel for an appreciative audience. Rarely Perception maneuvers to locate a sound).
armed, they simply do not go into hostile or danger- • Perfect Pitch I: Nycamerith have perfect pitch and
ous areas. When their villages are threatened despite are able to reproduce any pitch with their voice
their remote, hidden locations, they are more likely to or an appropriate instrument. This allows them
abandon them than do battle. to play most pieces of music after hearing them.
Some Nycamerith feel a divine calling; for them, The They receive +10 to any Performance Art: Sing-
Great Song is of divine origin and they feel a compul- ing or Play Instrument skill. This is not cumula-
sion to share it. Others find their music in other forms tive with Golden Throat.
of magic, or in the pure non-magical sounds of their • Non-violent II: Nycamerith do not want to hurt oth-
instruments and voices. They may feel wanderlust to ers, and flinch with remorse when doing so. After
explore the world and hear the music of other cultures inflicting a critical by any means, any offensive
first-hand, or simply to encounter new audiences. For action they take in the following round suffers a
a few, music becomes a metaphor which they can find penalty of -10.

Race Sizes:
Size: M Weight, Male: 85 lbs.
Stride: -3' Weight, Female: 85 lbs.
Height, Male: 4'4" Variance: +/- 2 lbs/in.
Height, Female: 4'4"

Stat Bonuses:
Agility: +0 Presence: +2
Constitution: +0 Quickness: +2
Empathy: +2 Reasoning: +0
Intuition: +2 Self Discipline: -4
Memory: +2 Strength -2

ROLEMASTER Resistances:
UNIFIED Channeling: +0 Mentalism: +0

Character Law Essence: +0 Physical: +0

Health and Dev:


Endurance: +0 Recovery Multiplier: 0.5x

38 Base Hits: 20 Bonus Dev. Points 18


Orcs
Orcs are similar in height to humans Racial Talents & Flaws (All Orcs):
although they have heavy brows • Darkvision I or II: All Orcs can see 10' with no
and jaws set in round faces, penalties even in complete darkness. Lesser and
pointed ears without lobes, Scrug Orcs extend this to 15'.
thin lips that barely cover • Nightvision: All Orcs can see in dim light, equiva-
large teeth, small noses that lent to nighttime conditions, as well as a human
are almost slits and small can see in daylight. All penalties for darkness are
deep-set eyes. Those that reduced by 40, except in pitch dark conditions.
live underground tend to • Light Sensitivity: Most Orcs suffer a -50 penalty
be pale white in skin tone, when in bright light equal to direct sunlight, -25
while those that live above on cloudy days, and no penalty in shaded con-
ground are darker, tending ditions or on very cloudy days. Vard Orcs only
toward brown tones. They suffer a -25 penalty in bright light, while Greater
are very heavy of build, as Orcs suffer no penalties at all.
they are bred as warriors Scrug Orcs only:
and laborers. They often • Increased Size I: Scrug Orcs are Big creatures. In
contend with each other for addition to other effects of size, multiply their
dominance and, as a result, or- concussion hits by 1.5.
ganize poorly without a very strong Vard Orcs only:
leader, leading to chaotic, often
• Ambidextrous: Vard Orcs are able to use any of
violent cultures. Orcs see well at
their four hands equally well for all maneuvers
night and have limited vision even
and activities. The normal -20 penalty for off-hand
in total darkness. There are several
usage does not apply.
different breeds of orcs.
• Additional Limb Pair: Vard Orcs possess four
Greater Orcs are tough and cun- arms. The additional arms may be used to manip-
ning, able to operate in daylight without ulate and to make attacks with the usual penalties
penalty, and often the leaders of orcish tribes. for multiple attacks (see Katas in Section 9.7).
Grey Orcs are highly intelligent, although they use One tively wield multiple shields).
that genius for evil and dark things. Many are spell-
casters, especially Sorcerers, Clerics, and Magicians. Orc, Greater
They often work in small numbers with other types Race Sizes:
of orcs. Although they are smarter than Greater Orcs, Size: M Weight, Male: 220 lbs.
orc society is ruled by the physically strong, and Grey
Stride: 0' Weight, Female: 166 lbs.
Orcs are more likely to advise than rule.
Height, Male: 6' Variance: +/- 6 lbs/in.
Lesser Orcs are born to live, fight, and die in dark-
ness; they hate the stars and moon, but panic under Height, Female: 5'7"
the brighter sun. They make up the bulk of the orc
population. Stat Bonuses:
Scrugs are as dimwitted as Lesser Orcs, but distin- Agility: +0 Presence: -2
guished by their great size. They are often mistaken Constitution: +5 Quickness: +0
for ogres or trolls at a distance. While most are not dis-
Empathy: -4 Reasoning: -2
posed to being chieftains, Scrugs can often be found as
the bodyguards of orc chieftains, although they have Intuition: +0 Self Discipline: -4
no regard for any other living being, even other orcs. Memory: -2 Strength +3
ROLEMASTER
Vards are a four-armed mutation of Greater Orcs but UNIFIED
keep to their own kind. They are rarely encountered Resistances: 
with other breeds of orcs. Vards are more sensitive to Channeling: +0 Mentalism: +0
Character Law

sunlight than Greater Orcs but less so than the oth- Essence: +0 Physical: +10
er breeds. Vards can effectively wield a shield and
three weapons, four different weapons, or a pair of
two-handed weapons. Health and Dev:
Endurance: +10 Recovery Multiplier: 0.5x 39

Base Hits: 30 Bonus Dev. Points 30


Orc, Grey Orc, scrug

Race Sizes: Race Sizes:


Size: M Weight, Male: 160 lbs. Size: B Weight, Male: 575 lbs.
Stride: 0' Weight, Female: 140 lbs. Stride: +5' Weight, Female: 480 lbs.
Height, Male: 5'6" Variance: +/- 5 lbs/in. Height, Male: 8'3" Variance: +/- 6 lbs/in.
Height, Female: 5'2" Height, Female: 7'6"

Stat Bonuses: Stat Bonuses:


Agility: +0 Presence: +0 Agility: +0 Presence: -2
Constitution: -2 Quickness: +0 Constitution: +4 Quickness: +0
Empathy: +0 Reasoning: +1 Empathy: -2 Reasoning: -2
Intuition: +0 Self Discipline: -2 Intuition: +0 Self Discipline: -4
Memory: +1 Strength +0 Memory: -2 Strength +2

Resistances: Resistances:
Channeling: -5 Mentalism: -10 Channeling: +5 Mentalism: +5
Essence: -5 Physical: +5 Essence: +5 Physical: +10

Health and Dev: Health and Dev:


Endurance: +0 Recovery Multiplier: 0.5x Endurance: +10 Recovery Multiplier: 0.5x
Base Hits: 20 Bonus Dev. Points 60 Base Hits: 35 Bonus Dev. Points 0

       

Orc, lesser Orc, vard


Race Sizes: Race Sizes:
Size: M Weight, Male: 150 lbs. Size: M Weight, Male: 250 lbs.
Stride: -2' Weight, Female: 125 lbs. Stride: 0' Weight, Female: 190 lbs.
Height, Male: 5' Variance: +/- 4 lbs/in. Height, Male: 6' Variance: +/- 6 lbs/in.
Height, Female: 4'8" Height, Female: 5'7"

Stat Bonuses: Stat Bonuses:


Agility: +0 Presence: -3 Agility: +0 Presence: -2
Constitution: +2 Quickness: +0 Constitution: +4 Quickness: +0
Empathy: -3 Reasoning: -2 Empathy: -2 Reasoning: -2
Intuition: +0 Self Discipline: -4 Intuition: +0 Self Discipline: -4
Memory: -2 Strength +1 Memory: -2 Strength +2

ROLEMASTER Resistances: Resistances:


UNIFIED
 Channeling: +0 Mentalism: +0 Channeling: +0 Mentalism: +0
Character Law
Essence: +0 Physical: +5 Essence: +0 Physical: +5

Health and Dev: Health and Dev:


Endurance: +5 Recovery Multiplier: 0.5x Endurance: +0 Recovery Multiplier: 0.5x
40 Base Hits: 25 Bonus Dev. Points 75 Base Hits: 30 Bonus Dev. Points 18
fortable around Idiyva and Sibbicai, to say nothing
of Vulfen or goblinoids. Their average life span is 80
years, and their children reach maturity several years
more quickly than those of Humans.

Racial Talents & Flaws:


• Acute Smell II: Plynos gain a +10 bonus on Percep-
tion rolls involving smell.
• Hearing, Cat: Plynos hearing is equivalent to that
of a cat, allowing them to hear some high-pitched
sounds and more accurately determine the location
of a sound’s source (gaining +10 on Perception ma-
neuvers to locate a sound).
• Restricted Diet: Plynos are herbivores and cannot di-
gest meat.
• Natural Weaponry: Many male Plynos have antlers
powerful enough to attack with, using the horn
specialization of Combat Training: Unarmed skill.
This is not included in the racial total, but may be
purchased for 5 DP.

Race Sizes:
Size: M Weight, Male: 200 lbs.
Stride: 0' Weight, Female: 160 lbs.
Height, Male: 5'11" Variance: +/- 5 lbs/in.
Height, Female: 5'7"
Plynos
A regal buck’s or lithe doe’s head graces a Human’s Stat Bonuses:
body making this being easily identifiable as a Plynos.
Agility: +2 Presence: -1
The deermen are herbivorous, but bucks in particular
enjoy combat and battle if it is noble and honorable— Constitution: +3 Quickness: +2
they do not abide cruelty or senseless violence. They Empathy: -2 Reasoning: +0
dwell in wooden cabins of their own construction and Intuition: +1 Self Discipline: -2
most commonly live in family clans of six to eight Memory: +0 Strength +0
individuals. They can be good neighbors if their lands
are respected, but have been known to become hostile
or xenophobic if they feel they are being encroached Resistances:
upon. In regions where they are threatened, they gather Channeling: -5 Mentalism: +5
in larger settlements, but the combination of external Essence: +0 Physical: +10
tensions and internal rivalry for status can make such
arrangements short-lived.
Health and Dev:
Plynos typically farm, supplemented by foraging in
Endurance: +25 Recovery Multiplier: 1x
their forests, but some hunt or trap the pelts of carni-
vores to sell. Many pay homage to spirits of nature or Base Hits: 25 Bonus Dev. Points 8
participate in nature-centered religion. Plynos rangers
and druids are not uncommon, although they are less ROLEMASTER
UNIFIED
prone (and even somewhat resistant) to other types 
of magic. Their crafts tend to be simple and rustic. Character Law
Plynos are sometimes encountered in the company of
Deer Centaurs, but are generally more aggressive than
the Centaurs. Otherwise, Wood Elves are their most
preferred neighbors, while they are at best uncom-
41
Sea-krals Race Sizes:
Sea-krals are ape-like creatures with dark grey or blue Size: M Weight, Male: 95 lbs.
skin and a pelt of thick, white hair growing on their Stride: -3' Weight, Female: 85 lbs.
head, neck, and shoulders. Females possess an addi- Height, Male: 4'6" Variance: +/- 3 lbs/in.
tional thicket that grows down the bony spine of their
Height, Female: 4'3"
backs. Both genders have long arms and an extra bone
connecting the wrist to the hand. Long, dexterous
fingers capped by a claw-like nail aid them in becom- Stat Bonuses:
ing accomplished craftsmen and bowmen. Although Agility: +2 Presence: -1
somewhat smaller than humans, they are strong for Constitution: +3 Quickness: +0
their size. Sea-krals fear the hungry waves, but derive
Empathy: -2 Reasoning: -1
too much pleasure from their violent way of life to
abandon the ocean. They build longships in which to Intuition: +1 Self Discipline: +1
ply the seas, raiding and plundering other vessels as Memory: -1 Strength +1
pirates. Their boats serve as their only home in spite
of the fact that most cannot swim. They sleep during Resistances:
the day and are active during the night. Leather scale
Channeling: +5 Mentalism: +0
armor and curved swords are their usual battle garb.
Essence: +0 Physical: +10
Outside of raiding and plundering, Sea-krals primarily
interact with other races in port, trading their plunder
for supplies. Crew members may shift between ships Health and Dev:
or occasionally even join mixed-race crews. Few will Endurance: +10 Recovery Multiplier: 1x
accept remaining in port for long. Some give reverence Base Hits: 25 Bonus Dev. Points 3
or make offerings to spirits or gods of the sea, usually
in whatever temples or shrines of suitable deities may
appear in a given port. Sea-krals tend to disregard the
differences between such deities, which they see as the
many faces of the ocean itself.
Sea-krals are likely related to the more primitive
land-dwelling Garks (see Creature Law for details).
It is reputed that their more northerly kin, sometimes
known as Ice-krals, make camps and even build set-
tlements on land to better weather the storm season.
The relationship between northern and southern crews
vary from ship to ship, in some cases based on familial
relationships.

Racial Talents & Flaws:


• Nightvision: Sea-krals can see in dim light, equiv-
alent to nighttime conditions, as well as a human
can see in daylight. All penalties for darkness are
reduced by 40, except in pitch dark conditions.
• Extra Joints: Sea-kral arms are multiply-jointed
and agile. All physical maneuvers that depend pri-
marily on their arms, including melee, throwing,
ROLEMASTER and climbing, gain a +10 bonus.
UNIFIED
 • Inept II (Swimming): Sea-kral are poorly suited
Character Law for swimming and suffer a -10 to all swimming
maneuvers. Their extra joints offer no advantage
here.

42
Sibbicai Race Sizes:
Most likely distant kin of the more bestial Vulfen, the Size: M Weight, Male: 200 lbs.
Sibbicai have a jackal’s head and smooth, oily black, Stride: -3' Weight, Female: 166 lbs.
shorthaired coats covering their muscular humanoid
Height, Male: 6'1" Variance: +/- 6 lbs/in.
bodies. Their hair is long only on their heads, like that
of a human, and they usually wear it either up in a crest, Height, Female: 5'8"
or long, down their backs. An intelligent and cultured
people, Sibbicai fit in well with other mannish races, Stat Bonuses:
assuming the other races have no prejudices. However, Agility: +1 Presence: -1
they often feel a quiet rivalry towards Idiyva and a dis-
Constitution: +2 Quickness: +0
taste for the disorder of Vulfen and goblinoids.
Empathy: -3 Reasoning: +0
Sibbicai are generally quiet and subdued, yet they are
quick to anger. In battle, they wear armor and use a va- Intuition: +2 Self Discipline: -2
riety of weapons. They are well-served by their keen Memory: +0 Strength +2
senses and difficult to take by surprise. Their discipline
and attention to subtle cues may give the impression
Resistances:
that their close coordination with other members of
their units is supernatural in nature. Groups of Sibbicai Channeling: +0 Mentalism: +0
often hire themselves out as mercenaries, but they are Essence: +0 Physical: +0
very expensive. Once hired, their reputation for loyalty
and upholding their promises is well justified. Health and Dev:
Outside of battle, Sibbicai are more often herders than Endurance: +10 Recovery Multiplier: 1x
farmers, but prefer larger towns over rural villages.
Base Hits: 25 Bonus Dev. Points 0
Comfortable living among other races, they tend to-
ward trades which favor their strength and endurance,
such as construction and blacksmithing. Settlements of
their own tend to be well organized and orderly; some
find them reminiscent of training camps. When Sibbicai
choose to be religious, they are fastidious in upholding
the duties and expectations of their chosen faith.

Racial Talents & Flaws:


• Acute Smell III: Sibbicai gain a +15 bonus on Per-
ception rolls involving smell.
• Hearing, Dog: Sibbicai have hearing as sensitive as a
dog, allowing them to pinpoint nearby sounds with
high accuracy and hear sounds up to 4 times as
far away as a human, including very high-pitched
sounds. This grants +10 on sound-based Perception
maneuvers.
• Natural Weaponry: Sibbicai may attack by biting,
using the bite specialization of Combat Training:
Unarmed skill.
• Prodigy II (Tracking): Sibbicai have a natural talent
for tracking, in part due to their keen sense of smell.
They receive a +10 bonus on Tracking maneuvers. ROLEMASTER
UNIFIED

Character Law

43
Sohleugir Race Sizes:
Textured jade scales shimmer on the hide of the am- Size: M Weight, Male: 200 lbs.
phibious Sohleugir, interrupted by fin-like ridges rising Stride: 0' Weight, Female: 200 lbs.
along the spine. These jagged spikes march from the
Height, Male: 6'1" Variance: +/- 6 lbs/in.
tip of the three-foot tail to the crown of the draconic,
snouted head. A transparent extra lid covers the eyes Height, Female: 6'1"
underwater or against dust in the air. The digits of their
hands and feet bear translucent, claw-like nails. Sohleu- Stat Bonuses:
gir scales have been used to make very fine armor—of Agility: +0 Presence: -2
course, no wise armorer would admit that he works
Constitution: +3 Quickness: +0
such feats, lest news reach these violent folk.
Empathy: +0 Reasoning: +0
Sohleugir build convoluted cities of stone, corals, and
shells on rocky shores next to the ocean. They cultivate Intuition: +0 Self Discipline: -2
the waves like a farmer tills the soil, spending long Memory: -2 Strength +2
days in the water gathering seaweed and other ocean
resources. Yet they choose to dwell on the land, creat- Resistances:
ing immense, briny submersion pools in every house
Channeling: +0 Mentalism: +0
or palace. Sohleugir are a war-like people, eager to test
the points of their tridents and the courage of their spir- Essence: -5 Physical: +0
its, but cruelty remains absent from their passion for
combat. Sohleugir mature slightly more quickly than Health and Dev:
Humans, but have a similar lifespan.
Endurance: +10 Recovery Multiplier: 1x
Racial Talents & Flaws: Base Hits: 25 Bonus Dev. Points 2
• Natural Armor III: Sohleguir’s scales provide the
protection of armor type (AT) 4 against attacks
without any encumbrance or maneuver penalties.
• Natural Weaponry: Sohleguir may attack with
their claws, using the claw specialization of Com-
bat Training: Unarmed skill.
• Sight, Gecko: Sohleguir eyes perform like
those of a gecko, permitting additional
detail close-up as well as good depth vi-
sion and they do not lose color vision in
dark conditions (normal penalties for dark-
ness still apply). They gain a +10 bonus to all
vision-based Perception maneuvers.
• Tetrachromatic Vision: Sohleguir vision encom-
passes normal color vision as well as sensitivity to
ultraviolet light. Their sense of colors differs from
other races, and they are more sensitive to cues
others cannot see. Penalties for spotting invisible
(including hidden by the Unseen spell) and cam-
ouflaged people and objects are reduced by 30.
• Third Eyelid: Sohleguir eyes have a transparent
ROLEMASTER additional eyelid, or nictating membrane, which
UNIFIED

protects them while still permitting sight. They are
Character Law unaffected by dust, sand, or water which otherwise
might limit use of their eyes.

44
Sstoi’isslythi Race Sizes:
Slim men who move with the coiling grace of serpents, Size: M Weight, Male: 120 lbs.
Sstoi’isslythi possess soft reptilian skins comprised of Stride: 0' Weight, Female: 120 lbs.
small golden scales. Hair, a mammalian feature, re- Height, Male: 5'7" Variance: +/- 3 lbs/in.
mains conspicuously absent from their smooth bodies.
Venom sacs, located at the neck, supply the fleshy fangs Height, Female: 5'7"
folded in their mouths with poison when danger arrives
to stiffen these organs in preparation for the strike. Stat Bonuses:
Sstoi’isslythi live in family groups, each member of Agility: +2 Presence +1
which is immunized to their relatives’ venom. Relations
Constitution: +0 Quickness: +2
between families are surrounded by ritualized courtesy
to minimize any hostility, since the strike reflex, once Empathy: +1 Reasoning: +0
aroused, is impossible to quell. Dependent upon the en- Intuition: +0 Self Discipline: +0
vironment for warmth, the Sstoi’isslythi inhabit sunny Memory: +0 Strength -1
climes that never experience the chill of winter. Wide
terraces for relaxation in the heat and skylights to warm
interior spaces with the sun’s rays dominate their ele- Resistances:
gant cities. Channeling: +0 Mentalism: +0
Essence: +0 Physical: +0

Health and Dev:


Endurance: +0 Recovery Multiplier: 2x
Base Hits: 20 Bonus Dev. Points 0

Racial Talents & Flaws:


•Heatsense: Sstoi’isslythi have very sensitive pit
organs on their faces which allow them to gauge
temperature at close range up to 1/1000th of a de-
gree. This permits them to sense prey nearby or
detect tracks of prey within several hours of its
passing. This grants a bonus up to +20 on Per-
ception and Tracking maneuvers to detect living
creatures or other warm or cold objects, as long as
the Sstoi’isslythi comes within close proximity to
them or their tracks.
•Natural Weaponry: Sstoi’isslythi may attack with
their fangs, using the bite specialization of Com-
bat Training: Unarmed skill. Attacks are resolved
on the Stinger table.
•Poison Injection: The bite of a Sstoi’isslythi injects
poison. If the attack scores a critical (any sever-
ity), the target must make a Physical RR against
the Sstoi’isslythi’s level or suffer the effect of a
muscle poison (see Section 15.6 for details).
•Strike Reflex: A powerful strike reflex allows the ROLEMASTER
Sstoi’isslythi to act with tremendous speed, gain- UNIFIED

ing a +20 initiative modifier, when the reflex is 


Character Law
triggered by any sudden movement towards or
away from them by a target within range of their
attack. This instinctive response is impossible to
quell, even if they want to; the Sstoi’isslythi must
take immediate offensive action in the round in 45
which they are startled, rather than waiting to see
what is happening.
Trolls
Trolls are large and immensely strong (usually about Racial Talents & Flaws:
9' tall and massively built), but mentally slow com- • Darkvision I: Trolls can see 10' with no penalties even in
pared to most other races. Trolls are covered in a thick, complete darkness.
hard skin that overlaps at the joints, similar to the hide • Inept (Influence) V: Trolls by nature and reputation are
of a rhinoceros. They have hands capable of fine ma- violent and dangerous. They suffer a -25 penalty on any
nipulation, but their fingertips end in slightly curved attempt to use Influence skills.
claws, and their teeth are obviously the ripping and • Increased Size I: Trolls are Big creatures. In addition to
tearing tools of a carnivore. other effects of size, multiply their concussion hits by 1.5.
Their built-in advantages in physical or combat situa- • Light Sensitivity II: Trolls suffer a -50 penalty when in
tions along with somewhat weak minds and terrifying bright light equal to direct sunlight, -25 on cloudy days,
appearances tend to leave many trolls living out their or -0 in shaded areas or very cloudy days.
lives beyond the edge of civilization, in cultures so • Natural Armor III: The tough hide of a troll provides the
loose and barbaric as to be barely worthy of the term protection of armor type (AT) 4 against attacks without
“culture.” Their combination of strengths and weak- any encumbrance or maneuver penalties.
nesses often makes them the target of those who would • Natural Weaponry: Trolls may attack with their claws,
use them as shock troops, which tends to further stain using the claw specialization of Combat Training: Un-
their racial reputations as creatures of the dark. There armed skill.
may be exceptional trolls who overcome these disad- • Nightvision: Trolls can see in dim light, equivalent to
vantages, depending on the setting, but even they have nighttime conditions, as well as a human can see in day-
to deal with the fears and hatreds most people have light. All penalties for darkness are reduced by 40, except
toward their kind. in pitch dark conditions.
Trolls cannot stand the light of day, suffering a -50 • Elemental Resistance III (Cold), and Elemental Resis-
penalty to all actions in bright sunlight, but they can tance III (Heat): Trolls are very hardy and gain a +15 DB,
see well in dim light and somewhat even in total dark- RR, and Endurance bonus against cold, ice, heat, and fire.
If the effect is a fixed critical and none of these modifiers
ness.
apply, the severity of Cold and Heat criticals is reduced by
one. These modifiers also apply to extreme environmental
conditions such as traveling in an extremely hot desert or
in arctic conditions.

Race Sizes:
Size: B Weight, Male: 800 lbs.
Stride: +6' Weight, Female: 800 lbs.
Height, Male: 9' Variance: +/- 8 lbs/in.
Height, Female: 9'

Stat Bonuses:
Agility: -1 Presence: +0
Constitution: +2 Quickness: +0
Empathy: -5 Reasoning: -3
Intuition: +0 Self Discipline: -3
Memory: -3 Strength +5

ROLEMASTER
UNIFIED Resistances:

Channeling: -10 Mentalism: -10
Character Law
Essence: -10 Physical: +15

Health and Dev:


Endurance: +10 Recovery Multiplier: 1x
46
Base Hits: 25 Bonus Dev. Points 29
Vulfen
Furred men with wolfish heads and tails, Vulfen are Race Sizes:
often confused with werewolves. Such is the fear and Size: M Weight, Male: 225 lbs.
loathing with which Vulfen are generally regarded that Stride: +1' Weight, Female: 190 lbs.
this usually winds up being worse for the Werewolves.
Height, Male: 6'3" Variance: +/- 6 lbs/in.
Cunning intelligence shapes the behavior of Vulfen, but
cruelty and bloodthirst deprive them of Mannish respect Height, Female: 6'3"
and liking. Vulfen run in packs, killing and devouring all
in their path until exhaustion and sated hunger compel Stat Bonuses:
them to rest for a few days. They are nocturnal, sleeping Agility: +0 Presence: +0
by day and rampaging by night. Their lives are brutal
Constitution: +3 Quickness: +2
but usually short, rarely beyond 40 years. Their own
armament of fangs and claws is often supplemented by Empathy: -3 Reasoning: -1
weapons garnered from fallen foes. Intuition: +1 Self Discipline: -4
Vulfen who are ejected from their packs, usually for a Memory: +0 Strength +2
failed challenge against their betters, occasionally find
a home in mercenary units where being intimidating
Resistances:
can be a benefit. Even there, a reputation for excessive
brutality and an inability to stop or even distinguish Channeling: +0 Mentalism: +0
allies can result in the unit being considered reckless Essence: +0 Physical: +0
and unreliable.
Health and Dev:
Racial Talents & Flaws:
Endurance: +10 Recovery Multiplier: 1x
• Acute Smell II: Vulfen gain a +10 bonus on
Perception rolls involving smell. Base Hits: 30 Bonus Dev. Points 0

• Hearing, Dog: Vulfen have bonus, their attacks are treated as +1 Size, and
hearing as sensitive as a they suffer no penalties due to hit loss. Instead
dog, allowing them to pin- of falling unconscious at 0 Hits, they continue
point nearby sounds with to fight until they reach negative hits equal to
high accuracy and hear their Body Development skill, at which point they
sounds up to 4 times as will fall unconscious. Once unconscious they
far away as a human, must make a Physical RR each round until they
including very high- either fail (and die) or are healed enough hits to
pitched sounds. This be above this threshold. While frenzied, they get
grants +10 on sound- no Defensive Bonus other than that due to magic
based Perception maneu- and are unable to allocate OB to parry attacks.
vers. Furthermore, they will always attack the closest
• Natural Weaponry: creature (medium Perception roll required to
Vulfen may attack with distinguish friend from foe) and an Adrenal Focus
their claws, using the maneuver is required to exit the frenzied rage. If
claw specialization there are no animate targets left to attack, they will
of Combat Training: destroy anything else within reach until knocked
Unarmed skill. unconscious or they make a successful maneuver
• Restricted Diet: to come out of frenzy.
Vulfen are carni-
vores and gain no    
ROLEMASTER
sustenance from
Example: Julian opts for a Sibbicai. A reputa- UNIFIED
foods other than 
tion for high-priced mercenary work sounds
meat. Character Law
great, while their talent for tracking fits the
• Frenzy: Vulfen role he sees for the character. Naomi decides
can enter a she will play a Human, taking advantage of
frenzied rage with a successful Adrenal Focus their adaptability and their ability to fit in most places.
maneuver. While frenzied, they gain a +5 Strength
47
Table 2-2b: Race Sizes
Height Height Weight Weight
Race Size Stride (Male) (Female) (Male) (Female) Variance
Avinarc M 0' 5'10" 5'5" 120 lbs. 98 lbs. +/- 4 lbs/in
Dwarf M -3' 4'6" 4'2" 135 lbs. 112 lbs. +/- 5 lbs/in
Elf, fair M +1' 6'7" 6'3" 180 lbs. 160 lbs. +/-4 lbs/in
Elf, grey M +2' 6'5" 6'1" 190 lbs. 155 lbs. +/-4 lbs/in
Elf, high M +2' 6'7" 6'3" 215 lbs. 175 lbs. +/-4 lbs/in
Elf, wood M 0' 6' 5'9" 150 lbs. 125 lbs. +/-4 lbs/in
Gnoll S -5' 3'6" 3'6" 44 lbs. 44 lbs. +/- 1 lb/in
Gnome M -3' 4'5" 4'5" 84 lbs. 84 lbs. +/- 2 lbs/in
Goblin S -6' 3' 2'10" 35 lbs. 31 lbs. +/- 1 lb/in
Gratar M -2' 5'4" 5'2" 230 lbs. 250 lbs. +/- 5 lbs/in
Half-Elf M +1' 6'3" 5'11" 190 lbs. 135 lbs. +/-4 lbs/in
Halfling S -5' 3'6" 3'3" 50 lbs. 46 lbs. +/- 2 lbs/in
Hobgoblin M -3' 4'6" 4' 93 lbs. 80 lbs. +/-3 lbs/in
Human, cave M -2' 5'3" 4'9" 159 lbs. 135 lbs. +/-4 lbs/in
Human, common M 0' 5'10" 5'5" 185 lbs. 154 lbs. +/- 5 lbs/in
Human, high M +2' 6'5" 5'10" 250 lbs. 190 lbs. +/- 5 lbs/in
Human, mixed M +1' 6'4" 5'9" 230 lbs. 180 lbs. +/- 5 lbs/in
Hvasstonn B +3' 7'6" 6'8" 400 lbs. 330 lbs. +/- 6 lbs/in
Idiyva M 0' 6' 5'5" 180 lbs. 145 lbs. +/-4 lbs/in
Kobold S -5' 3'6" 3'3" 44 lbs. 40 lbs. +/- 1 lb/in
Nycamerith M -3' 4'4" 4'4" 85 lbs. 85 lbs. +/- 2 lbs/in
Orc, greater M 0' 6' 5'7" 220 lbs. 166 lbs. +/- 6 lbs/in
Orc, grey M 0' 5'6" 5'2" 160 lbs. 140 lbs. +/- 5 lbs/in
Orc, lesser M -2' 5' 4'8" 150 lbs. 125 lbs. +/-4 lbs/in
Orc, scrug B +5' 8'3" 7'6" 575 lbs. 480 lbs. +/- 6 lbs/in
Orc, vard M 0' 6' 5'7" 250 lbs. 190 lbs. +/- 6 lbs/in
Plynos M 0' 5'11" 5'7" 200 lbs. 160 lbs. +/- 5 lbs/in
Sea-kral M -3' 4'6" 4'3" 95 lbs. 85 lbs. +/-3 lbs/in
Sibbicai M 0' 6'1" 5'8" 200 lbs. 166 lbs. +/- 6 lbs/in
Sohleugir M 0' 6'1" 6'1" 200 lbs. 200 lbs. +/- 6 lbs/in
Sstoi'isslythi M +6' 5'7" 5'7" 120 lbs. 120 lbs. +/-3 lbs/in
Troll B +6' 9' 9' 800 lbs. 800 lbs. +/- 8 lbs/in
Vulfen M +1' 6'3" 5'9" 225 lbs. 190 lbs. +/- 6 lbs/in
Size Indicates size category used for combat (Small, Medium, or Big)
Stride Modifier to Base Movement Rate (in feet per round)
Height (M/F) Average height for male and female members of the race
Weight Average weight for someone of the race's average height
Variance Adjust the weight as noted for taller and shorter individuals. Roll random build to determine final weight
Size Random Height
ROLEMASTER Small Average Height + 1d10 - 5.5"
UNIFIED Medium Average Height + 2d10 - 11"

Big Average Height + 3d10 - 16.5"
Character Law
Roll Build Final Weight
1-3 Light Average Weight - 3d10 %
4-7 Medium Average Weight + 2d10 - 11 %
8 - 10 Heavy Average Weight + 3d10 %
48
Height & Weight 2.3. Culture
Height and weight are largely determined by one’s A culture should be chosen based on the character’s
race, although there can be significant variation within upbringing. For some races, there is a default culture
a single race. Taller races generally have faster paces associated with that race (e.g., Dwarves are stereotyp-
due to stride, although they cannot take advantage of ically from an underground culture), but for other rac-
cover as easily as those that are smaller. es many different cultural backgrounds are common
To obtain a base weight, use the weight given in Table (e.g., Humans have many different cultures). With the
2-2 and for every inch over or under average height, GM’s approval, races and cultures could be mixed to
add or subtract the given lbs/inch to get the average best match the character’s formative years. The GM
weight for that height. Characters can deviate from the might determine that certain Professions are not ideal-
average build, being thinner or heavier than average, ly suited to all races or cultures.
although it is rare to be more than about 30% from The people whom the character grew up around deter-
this average without being under or overweight in a mine his cultural background. If the character grew up
manner that is unhealthy. For any weight over 130% as the child of a peasant in a rural feudal culture, he
of average, the additional weight counts as weight car- will be different from a character that grew up as the
ried for purposes of Encumbrance (Section 5.4). child of a fisherman in an urban despotic culture, even
Example: Blottis, a human of portly stature, is quite if both are of the same race and profession. Factors
tall at 6'4". Average weight is 185 + (5 x 6) = 215 like language, skill preferences, weapon preferences,
lbs., while Blottis weighs 310 lbs., 44% over average. religion, general outlook, prejudices, and many other
He is treated as if he was carrying a load equal to traits will be affected by the culture in which the char-
44% - 30% = 14%. acter was raised.
If randomization of height and weight is desired, roll The character’s culture grants ranks that are assigned
d10 to determine build and consult Table 2-2. For a to skills prior to Level 1, representing childhood learn-
normal build use the base weight plus or minus 9% ing. The ranks given are shown in Table 2-3 for each
to give some variation. For a light or heavy build, roll of the given cultures. Ranks given for “Composition
3d10 and subtract or add that percentage. & Perf. Art” may be chosen from any Composition
or Performance Art skill, while “Crafting & Vocation”
Example: Base height for a human is 5'10, and the
may be selected from Crafting or Vocation skills,
player decides to roll for random variation. Humans
although the culture should help determine what is
are Medium sized, so he rolls 2d10 and gets a 13. 13
– 11 = +2 inches, which is 5' 12" or 6' even. A 6' tall typically available and suggestions are listed below
human starts with a base weight of 185 + 2 (inches) for each culture. Specializations are listed for crafts;
x 5 = 195 pounds. He rolls a 9 for build, meaning he selecting a specialization is normally not required but
is ‘heavy’. His weight is increased by 3d10% for a may spur ideas in developing a character’s personal
final weight that will range from 201 pounds to 254 history. The ‘Cost’ column is used for modifying cul-
pounds. The 3d10 roll is 10, and 195 x 110% = 214.5 tures or creating new cultures (Section 12.6).
pounds. The ranks of languages given must be allocated be-
tween spoken/written and may be in more than one
Individual Stride language (e.g., you could speak and write Erlini at 5
ranks each, or you could speak Erlini at 5 ranks, write
The given stride modifier for each race assumes all Erlini at 3 ranks, and speak Shay at 2 ranks). (Addi-
members of the race have an equivalent stride based tional ranks may be purchased as skills.) Most charac-
on average racial height. If stride modifiers are de- ters should have at least 5 ranks spoken in their native
sired on an individual basis, adjust the stride modi- language, or 6-8 if they are well educated.
fier by 1 for each 6" the character is taller (increased
A character’s fluency and literacy in a particular lan-
stride) or shorter (reduced stride) than their racial
guage is determined by the skill rank that the charac-
average. Note that some races are simply faster or ROLEMASTER
ter has achieved in the spoken and written forms of
slower than stride alone would otherwise suggest. UNIFIED
that language. The Gamemaster should decide which 
languages are available to be learned during character Character Law

generation for each of the Cultures in his world system.


Characters may then expand on this base through skill
development as they are exposed to new languages.
49
Cosmopolitan Mariner
When a city gets large enough, those who dwell in Mariner cultures are usually located along the shores
it cease to be merely urban in culture. Large cities of an ocean, lake, or river, and their economies are
tend to have very finely specialized craftsmen, and usually fishing and trade based. They get the majority
the majority of their economy is devoted to trade and of their subsistence from the water, though they may
commerce. The combination of specialization, access also engage in herding or agriculture.
to resources and cultural experiences you only find in Crafts: Culinary (cook, brewer), Fabric Craft (tailor,
large urban areas, and exposure to other people via seamstress, rope braider), Leathercraft (leather
trade and travel create a culture that is cosmopolitan. worker, armorer), Metalcraft (blacksmith, foundry
Crafts: Large, diverse cities foster specialization and worker, weapon smith, armorer), Woodcraft (car-
support a wide range of crafts. Any craft is appro- penter, ship wright, cooper).
priate. Vocations: Sailor, soldier, pirate, fisherman, chan-
Vocations: Bookkeeper, guardsman, librarian, man- dler, ship builder, sailmaker.
ager, merchant, officer, scribe, soldier, valet, or
any type of craftsman.

Harsh
This culture represents people living in wastelands,
though the type can vary. Tundra, ice shelves, lava
fields, true deserts, or even some form of chemically
or magically hostile wasteland all apply. People in
these cultures live on the edge of survival and tend to
be very focused on survival skills applicable to their
harsh environment.
Crafts: Culinary (cook), Leathercraft (tanner, leather
craft, armorer), Metalcraft (blacksmith, weapon
smith, armorer), Woodcraft (carpenter).
Vocations: Hunter, trapper, shaman, guide.

Highland
Highlanders live in rough hills or mountainous terrain.
They are usually somewhat isolated by the local ge-
ography and limited in food sources by a lack of flat
land. They tend to engage in limited agriculture and
herding.
Crafts: Culinary (cook, brewer, butcher), Fabric Craft
(any), Leathercraft (any), Metalcraft (blacksmith,
weapon smith, armorer), Stonecraft (mason, stone
dresser, potter), Woodcraft (sawyer, carpenter,
cart wright, cooper).
Vocations: Herdsman, farmer, weaver, stonemason,
carpenter, soldier, miner.

ROLEMASTER
UNIFIED

Character Law

50
Nomad Table 2-3: Cultures
Nomadic cultures tend to center around herding or

Cosmopolitan

Underground
hunting, driving their food supply with them or fol-

Highland
lowing its migrations. Mounts and herd animals are

Mariner
Nomad
Reaver

Sylvan

Urban
Harsh

Rural
the core of their lives, and they tend to be far more
Skill Cost
focused on portable property and less focused on land
Animal 2
ownership than non-nomads.
Animal Handling* 1 4 1 3 2 1
Crafts: Culinary (cook), Fabric Craft (spinster, dyer, Riding* 3 1 2
tailor, weaver, seamstress), Leathercraft (tanner, Awareness 2
leather worker, tent maker, armorer, girdler). Perception 2 2 1 2 1 1 1 1 2 2
Vocations: Herdsman, scout, guard, weaver, leather Tracking 1 1 1 1 1
worker. Brawn 3
Body Development 1 3 2 1 1 2 1 1 2 1
Reaver Weight-training 1 1 1
Battle Expertise 3
Reavers represent a society of raiders, generally found
Maneuvering in Armor 1 1 2
in badlands adjacent to a more settled culture. They
Combat Training
live by preying on the productivity of others, though
Unarmed* 4 1 1 1 1 1 2 1 1 1 1
they may also engage in herding or agriculture on a
limited basis. Melee Weapons* 4 1 1 1 1
Ranged Weapons* 4 1 1 1
Crafts: Culinary (cook), Leathercraft (tanner, leather
Composition & Perf. Art 2
worker, armorer), Metalcraft (blacksmith, weapon
choose 1-2 ranks/skill 4 1 1 1 1 3
smith, armorer).
Crafting & Vocation 2
Vocations: Raider, hunter, scout, bonesetter, shaman. choose 1-2 ranks/skill 6 4 4 4 4 3 4 4 5 7
Environmental 3
Rural Piloting 1

Most of the above cultures take place in rural envi- Navigation 1 1 1

ronments, but this culture specifically refers to people Survival (Own region) 3 2 1 1 1 2 2

who dwell in the rural areas of relatively open, settled Gynmastic 3


lands. Rural people are usually farmers of some sort, Acrobatics 1
tied to the land they tend. Some rural dwellers are en- Jumping 1 1 1
gaged in crafts, but they tend to be small scale and ori- Lore 1
ented toward local use. Rural dwellers generally have Region (Own) 5 5 5 5 5 5 5 5 5 5
a symbiotic relationship with nearby urban dwellers, Region (Neighboring) 2 2 2 1 3
exchanging food and raw materials for most of their Languages* 19 8 13 15 14 11 13 13 13 17
manufactured goods. Religion/Philosophy 2 1

Crafts: Culinary (cook, brewer, butcher, cheese Other Lores* 7 2 4 5 4 3 5 4 4 7

maker), Fabric Craft (any), Leathercraft (any), Medical 3


Metalcraft (blacksmith, weapon smith, armorer), Herbalism 1 1 1
Stonecraft (mason, stone dresser, potter), Wood- Medicine 2 1 1 1 1 1 1 2
craft (sawyer, carpenter, cart wright, cooper). Movement 2
Climbing 1 1 1 1 2 1
Vocations: Farmer, herdsman, militia, weaver, tinker,
stonemason, carpenter. Running 1 2 2 1 2 2 1 2 1 1
Swimming 1 2 1
Social 2 ROLEMASTER
Influence* 2 1 1 UNIFIED
2

Social Awareness 3 1 1 1 1 1 1Character
2 Law
Trading 1 1 1 1 2
Subterfuge 3
Concealment 1 1 1
Stalking 2 1 1 2 2
* Choice of Specialization (max 2 ranks per skill other than languages) 51
Sylvan Urban
Sylvan peoples are woodland dwellers who may prac- Urban dwellers are the people who live in the towns
tice some limited herding and/or farming, but mostly and small cities of a settled area. They tend to be skilled
live by hunting and gathering in their rich environ- specialists or craftsmen, and usually live a symbiotic
ment. These cultures tend to be spread out with low existence with the rural people of their region, ex-
populations, as high concentrations of people often re- changing finished goods for food and raw materials.
sult in the forest being cleared and the culture shifting Crafts: As with the Cosmopolitan culture, any craft
to a new type. is appropriate.
Crafts: Culinary (any), Fabric Craft (any), Leather- Vocations: Bookkeeper, guardsman, librarian, man-
craft (tanner, leather worker, cobbler, armorer), ager, merchant, officer, scribe, soldier, valet, any
Metalcraft (blacksmith, weapon smith), Stonecraft type of craftsman.
(potter), Woodcraft (sawyer, carpenter, cooper).
   
Vocations: Hunter, farmer, scout, weaver, carpenter,
Example: Julian considers Reaver, but decides he wants
leather worker.
to be a bit more civilized than that. Still, he envisions
his character coming from tougher terrain, so he picks
Underground Highland. He decides his Melee Weapons skill will be
in Pole-Arm, and he will use a spear. His Composi-
People who spend most or all of their time under-
tion/Performance Art skill (1 rank) will be playing the
ground or inside vast structures are of this culture.
drums. His Crafting/Vocation skills (4 ranks) will be
Some steady supply of food must be available, be it Leathercrafting so he can repair his armor, and a Voca-
animal herds, fungus farms, or fishing, or else the cul- tion skill in Bounty Hunter which should at least cover
ture becomes fully dependent on trade for food (those knowledge of normal procedures, where bounty hunters
that raid for food become Reavers). learn about bounties, and how to turn in their marks.
Crafts: Culinary (cook, brewer, butcher, cheese mak- Naomi is torn between Cosmopolitan and Urban, but ulti-
er), Fabric Craft (spinster, dyer, tailor, weaver, seam- mately decides she has come from a smaller Urban city.
stress), Leathercraft (tanner, leather worker, cobbler, She uses her Composition/Performance Art ranks (3)
armorer), Metalcraft (any), Stonecraft (any). for one rank of Music (singing) and two ranks of Acting.
Vocations: Miner, soldier, blacksmith, fungus farmer, She has seven ranks in Crafting/Vocation skills, so she
distributes them between Drawing/Painting (might be
explorer, scout.
useful for wanted posters), Culinary (could make travel
in the wilderness more pleasant), Metalcraft (taking
care of weaponry), and a Vocation as a Thief which
should be helpful when making contacts among the
criminal element.
Now that they have picked a race and culture, they also
choose names: Kirax and Thyrzia.

ROLEMASTER
UNIFIED

Character Law

52
2.4. Profession
Rolemaster professions are not professions in the typ- 3. Realm: For spellcasters, one’s profession
ical sense of a job or occupation. A profession encap- determines one’s realm. Arms professions
sulates a character’s foundational experiences during must choose a realm (Channeling, Essence, or
childhood—experiences that determine the ease (or Mentalism). A character’s realm stat is the stat
difficulty) with which the character will be able to used for casting magical spells and is based on
develop his skills—and genetic predispositions. They one’s Realm. For the realm of Channeling, this
determine how difficult it is to learn skills and thus is Intuition, for Essence it is Empathy, and for
make it easier for a character to focus on certain abil- Mentalism it is Presence. For Hybrid casters,
ities, while making others more difficult to learn, but who use more than one realm of magic, the realm
not impossible. stat bonus is the lower of the two realm stats
Characters are not restricted from learning any skill (e.g., for a Sorcerer of Channeling/Essence, use
(except for some spell lists), so it is easy to develop the lower of his Intuition and Empathy bonuses).
unique characters that are variations from the profes- All characters (and creatures) get +10 to RRs
sion archetypes. For example, the Fighter profession versus their own realm.
has low costs in combat and physical skills, which 4. Spell Lists: Each spellcaster profession (semi,
encourages development of those skills typically as- pure, or hybrid spellcasters) gains six base spell
cribed to a fighter, however the character is free to take lists that are customized for the profession. The
any other skill, even magical skills, at higher costs. spell lists are given in Spell Law.
A character’s profession determines four aspects of a Professions are grouped based on their exposure to,
character. and use of, magic. Arms Professions, such as the
1. Skill Costs: Skill costs (given in Development Fighter or Thief, have limited access to magical skills.
Points) are shown on Table 2-4a and represent Semi spellcasters combine a focus on arms along with
the relative ease with which skills can be learned. magic (normally a single realm), gaining limited mag-
For each skill, two numbers are shown, separated ical capabilities. Pure spellcasters focus on one realm
by a slash. The first number is the cost of a of magic, at the expense of combat and physical skills.
single rank of the skill, and the second number Finally, Hybrid spellcasters combine two realms of
is the cost of the second rank. For example, 2/4 magic allowing them to learn a wider variety of spells.
indicates the first rank will cost 2 DP, and the The description of each realm notes suggested stats
second rank will cost an additional 4 DP. The which are important for professions of that realm. The
four combat training categories (listed “Combat stats are fully explained in Section 2.5.
Training 1”, “Combat Training 2”, etc.) are Example: Julian considers making his character
costs for the four combat training skills. When a Kirax a Fighter for martial ability, or a Rogue to get
character is created, the player must assign these some outdoors skill plus some stealth, but ultimate-
costs to the actual combat training categories ly decides a Ranger will have a more interesting
(Melee Weapons, Ranged Weapons, Shield, and relationship with nature. He assigns one Knack to
Unarmed) in whichever order is preferred. Melee Weapons, along with a professional bonus.
2. Professional Skills: Each profession has skills With 5 ranks (+25), the professional bonus is +5
that define their core strengths. These may be and the Knack for another +5, for +35 plus his stat
bonus (still to be determined). The other Knack goes
honed through constant use and training or reflect
to Stalking, where he has 4 ranks (+20) for a total of
innate ability. These skills may be selected to
+29 plus stat bonus.
receive additional bonuses, which apply to all
specializations of the selected skills: Naomi chooses to do without magic, and also consid-
a. Professional Bonus: Due to constant use and ers Rogue, but elects to play a Thief instead. No one
practice, a character chooses 10 skills (from the is better at sneaking, and a Thief will also be better
at handling social interactions. She assigns one of
15 listed) to get a bonus of +1 per rank in that ROLEMASTER
her character Thyrzia’s Knacks to Melee Weapons, UNIFIED
skill, to a maximum of +30.
along with a professional bonus. With 4 ranks (+20), 
b. Knack: Characters also have skills with which the professional skill bonus adds another +4 and
Character Law

they find themselves particularly adept, a sort of the Knack +5 for a total of +29 plus her stat bonus.
natural ability. A character chooses 2 skills (from The second Knack goes to Influence. She’s planning
the 15 listed) that each get a fixed +5 bonus. The to develop two separate specializations (Charm and
bonus and number of skills can vary if the GM Duping), and the bonuses will apply to all specializa-
uses a different Power Level (Section 12.1). 53
tions of the skill. With 4 ranks in each, both special-
izations are raised to +29 plus stat bonus.
No Profession Profession Skill Costs
Animal........................ 2/4 Magical Expertise......... 4/6
The “No Profession” is a set of well-rounded skill costs Awareness.................. 2/4 Medical......................... 3/4
used for creating cultures. It can also optionally be Battle Expertise.......... 3/5 Mental Discipline.......... 3/4
used in place of using professions at all. The No Pro- Body Discipline......... 4/6 Movement..................... 2/4
fession does not focus on any particular set of skills. Brawn......................... 3/4 Performance Art............ 2/4
While the No Profession offers very broad access, it Combat Expertise....... 3/5 Power Manip................. 4/6
does nothing very efficiently and will fall behind if Combat Science.......................... 4/6
mixed in with the other professions. It is intended for - Training 1................ 3/4 Social............................. 2/4
use in a campaign where the GM wishes to eliminate - Training 2................ 3/5 Spells
professions and have all characters developed by only - Training 3................ 5/7 - Base/Open.................. 4/6
- Training 4.............. 7/10 - Ritual Magic.............. 5/7
their choices of skills. If using the No Profession in
Composition............... 2/4 - Closed...................... 7/10
this way the GM may allow the character to select a
Crafting...................... 2/4 - Arcane.................... 15/20
set of 6 base spell lists and pick 10 professional skills Delving....................... 4/6 - Restricted............... 15/20
from any of the categories (subject to GM approval). Environmental............ 3/4 Subterfuge..................... 3/5
Gymnastic.................. 3/4 Technical....................... 3/5
Lore............................ 1/3 Vocation........................ 3/4

   
The Realm of Arms
Arms professions concentrate primarily on non-magical skills, including weapons, armor, athletics, subterfuge,
and perception. As a result, they will find it difficult to learn spells and other magical skills. Arms users still
must select one of the three realms of magic during character generation. Suggested Stats: Agility, Constitution,
Quickness, Self Discipline, Strength.
Rogue Profession Skill Costs
Animal........................ 2/4 Magical Expertise....... 7/10
Rogues are the generalists of adventurous Arms users.
Awareness.................. 2/3 Medical......................... 3/4
They can learn a handful of weapons almost as easily Battle Expertise.......... 3/4 Mental Discipline.......... 5/7
as a Fighter and subterfuge/mechanical skills almost Body Discipline......... 4/6 Movement..................... 1/3
as well as a Thief. Rogues can also pick up athletic Brawn......................... 2/4 Performance Art............ 2/4
skills (including Body Development), additional com- Combat Expertise....... 3/4 Power Manip............... 9/12
bat skills, and outdoor skills readily. Rogues make a Combat Science.......................... 5/7
good choice if you want to be a good combatant and - Training 1................ 1/3 Social............................. 2/3
also dabble in multiple non-combat areas. Profes- - Training 2................ 2/3 Spells
sional skills: Riding, Perception, Body Development, - Training 3................ 3/4 - Base/Open................ 7/10
Maneuvering in Armor, Restricted Quarters, Blind - Training 4................ 4/6 - Ritual Magic............ 9/12
Fighting, Melee Weapons, Ranged Weapons, Survival, Composition............... 3/4 - Closed.................... 15/20
Crafting...................... 2/4 - Arcane.................... 15/20
Jumping, Poison Mastery, Climbing, Running, Am-
Delving..................... 7/10 - Restricted............... 15/20
bush, Stalking.
Environmental............ 2/4 Subterfuge..................... 1/3
Gymnastic.................. 2/3 Technical....................... 2/3
Lore............................ 2/4 Vocation........................ 3/4

ROLEMASTER
UNIFIED

Character Law

54
Laborer
Laborers specialize in physical trades and crafts.
They can learn weapons and armor skills more easily
than most spell casters, but combat is not their forte.
While they can learn athletic skills with ease, they
tend to avoid combat situations. They tend to focus
on the skills needed for a particular vocation. Profes-
sional skills: Animal Handling, Body Development,
Weight-training, Culinary, Drawing/Painting, Fabric
Craft, Leathercraft, Metalcraft, Stonecraft, Wood-
craft, Piloting, Running, Mechanics, Service, Trade.
Profession Skill Costs
Animal........................ 1/3 Magical Expertise....... 7/10
Awareness.................. 3/4 Medical......................... 2/4
Battle Expertise.......... 4/6 Mental Discipline.......... 4/6
Body Discipline......... 6/8 Movement..................... 1/3
Brawn......................... 1/2 Performance Art............ 2/3
Combat Expertise....... 4/6 Power Manip............... 9/12
Combat Science.......................... 4/6
- Training 1................ 2/3 Social............................. 2/3
- Training 2................ 2/4 Spells
- Training 3................ 3/5 - Base/Open................ 7/10
- Training 4................ 5/7 - Ritual Magic............ 9/12
Composition............... 3/4 - Closed.................... 15/20
Crafting...................... 1/3 - Arcane.................... 15/20
Delving..................... 7/10 - Restricted............... 15/20
Environmental............ 1/3 Subterfuge..................... 3/4
Gymnastic.................. 2/3 Technical....................... 2/3
Lore............................ 2/3 Vocation........................ 3/4

does not especially hinder their professional abilities.


A thief may pursue a life of larceny, but they are also
well suited as scouts and spies. Professional skills:
Perception, Melee Weapons, Ranged Weapons, Ac-
robatics, Contortions, Climbing, Running, Influence,
Social Awareness, Trading, Concealment, Stalking,
Trickery, Locks, Traps.
Profession Skill Costs
Animal........................ 2/3 Magical Expertise....... 7/10
Awareness.................. 1/2 Medical......................... 3/4
Battle Expertise.......... 3/5 Mental Discipline.......... 4/6
Body Discipline......... 6/8 Movement..................... 1/3
Brawn......................... 4/6 Performance Art............ 2/3
Combat Expertise....... 3/5 Power Manip............... 9/12
Combat Science.......................... 4/6
- Training 1................ 2/4 Social............................. 1/3
Thief
- Training 2................ 3/4 Spells
Thieves are specialists at stealth and subtlety. They - Training 3................ 4/6 - Base/Open................ 7/10 ROLEMASTER
have an easy time learning mechanical skills such as - Training 4................ 6/8 - Ritual Magic............ 9/12 UNIFIED
picking locks and disarming traps and are fairly good Composition............... 3/4 - Closed.................... 15/20 
at picking up weapon skills. Thieves are also adept at Crafting...................... 2/3 - Arcane.................... 15/20 Character Law

subterfuge and many athletics skills (such as climb- Delving....................... 5/7 - Restricted............... 15/20
ing). They rarely wear heavy armor, but light armor Environmental............ 2/4 Subterfuge..................... 1/2
Gymnastic.................. 2/3 Technical....................... 1/2
Lore............................ 2/4 Vocation........................ 3/4
55
Fighter
Fighters are the primary combat specialists. A fight-
er may be a heavily armored mounted knight, a
swashbuckling musketeer, a big brute with a massive
bronze-bound club, an honor-obsessed samurai, or
a master archer. The face of battle may change with
technology and social organization, but there will al-
ways be those who specialize in being in the middle of
it all. Professional skills: Riding, Body Development,
Fortitude, Weight-Training, Maneuvering in Armor,
Mounted Combat, Protect, Disarm, Multiple Attacks,
Melee Weapons, Ranged Weapons, Shield, Metalcraft,
Running, Leadership.
Profession Skill Costs
Animal........................ 2/3 Magical Expertise....... 7/10
Awareness.................. 2/4 Medical......................... 3/4
Battle Expertise.......... 1/2 Mental Discipline.......... 5/7
Body Discipline......... 4/6 Movement..................... 2/4
Brawn......................... 1/3 Performance Art............ 3/4
Combat Expertise....... 1/3 Power Manip............... 9/12
Combat Science.......................... 5/7
- Training 1................ 1/2 Social............................. 2/4
- Training 2 1/2 Spells...................................
- Training 3................ 2/3 - Base/Open................ 7/10
- Training 4................ 3/4 - Ritual Magic............ 9/12
Composition............... 3/4 - Closed.................... 15/20
Crafting...................... 2/4 - Arcane.................... 15/20
Delving..................... 7/10 - Restricted............... 15/20
Environmental............ 2/4 Subterfuge..................... 3/5
Gymnastic.................. 3/4 Technical....................... 5/7
Lore............................ 2/4 Vocation........................ 3/4

ROLEMASTER
UNIFIED

Character Law

56
Warrior Monk
Warrior Monks specialize in combat, discipline and
athletic skills. The warrior monk is very similar to the
fighter, but with a much greater focus on discipline
skills, and emphasizing maneuverability rather than
relying on armor. Such a character might resemble a
ninja or a Shao-Lin martial artist. Professional skills:
Adrenal Defense, Adrenal Speed, Adrenal Strength,
Body Development, Blind Fighting, Multiple Attacks,
Reverse Strike, Subduing, Unarmed, Acrobatics,
Jumping, Meditation, Climbing, Running, Swimming.
Profession Skill Costs
Animal........................ 3/5 Magical Expertise....... 7/10
Awareness.................. 2/4 Medical......................... 4/6
Battle Expertise.......... 3/5 Mental Discipline.......... 2/3
Body Discipline......... 1/3 Movement..................... 1/2
Brawn......................... 3/4 Performance Art............ 3/4
Combat Expertise....... 1/2 Power Manip............... 9/12
Combat Science.......................... 5/7
- Training 1................ 1/2 Social............................. 3/4
- Training 2................ 1/3 Spells
- Training 3................ 2/4 - Base/Open................ 7/10
- Training 4................ 3/5 - Ritual Magic............ 9/12
Composition............... 3/4 - Closed.................... 15/20
Crafting...................... 3/4 - Arcane.................... 15/20 Scholar
Delving..................... 7/10 - Restricted............... 15/20
Scholars specialize in cerebral vocations. Like the
Environmental............ 3/5 Subterfuge..................... 2/4
Gymnastic.................. 1/2 Technical....................... 5/7 Laborer, the Scholar can learn weapons and armor
Lore............................ 2/4 Vocation........................ 3/4 skills more easily than spell casters, but tends to lack
the physical stats needed for combat skills. Instead,
Scholars focus on the academic skills used in their
vocations. They are better at learning spells than are
other arms users, though not on par with the true
spell-casting Professions. Professional skills: Writing,
Creature Lore, Historic Lore, Language, Materials
Lore, Racial Lore, Region Lore, Religion/Philosophy,
Architecture, Astronomy, Engineering, Mathematics,
Administration, Service, Trade.
Profession Skill Costs
Animal........................ 3/4 Magical Expertise......... 4/6
Awareness.................. 1/3 Medical......................... 1/3
Battle Expertise........ 7/10 Mental Discipline.......... 1/3
Body Discipline......... 6/8 Movement..................... 3/5
Brawn......................... 6/8 Performance Art............ 1/3
Combat Expertise..... 7/10 Power Manip................. 4/6
Combat Science.......................... 1/3
- Training 1................ 5/7 Social............................. 2/3
- Training 2................ 6/8 Spells ROLEMASTER
- Training 3.............. 9/12 - Base/Open.................. 4/6 UNIFIED
- Training 4............ 15/20 - Ritual Magic.............. 5/7 
Character Law
Composition............... 1/2 - Closed...................... 7/10
Crafting...................... 2/3 - Arcane.................... 15/20
Delving....................... 2/3 - Restricted............... 15/20
Environmental............ 2/4 Subterfuge..................... 4/6
Gymnastic.................. 3/5 Technical....................... 2/4
Lore............................ 1/2 Vocation........................ 3/4 57
Table 2-4a: Profession Skill Costs
Non Spellcasters Semi Spellcasters Pure Spellcasters Hybrid
Warrior Monk
No Profession

Lay Healer
Illusionist

Mentalist
Magician

Sorcerer
Laborer

Dabbler
Scholar

Paladin

Magent
Fighter

Ranger

Healer

Mystic
Rogue

Cleric
Monk

Druid
Thief

Bard

Skill Category Development Point Cost


Animal 2/4 2/3 3/5 2/3 2/4 1/3 3/4 1/3 2/3 3/5 3/5 3/5 4/6 3/4 1/2 3/5 4/6 4/6 3/4 3/5 4/6 4/6
Awareness 2/4 2/4 2/4 1/2 2/3 3/4 1/3 1/3 3/5 3/4 2/3 2/4 1/3 4/6 3/4 4/6 2/4 3/5 4/6 4/6 2/4 4/6
Battle Expertise 3/5 1/2 3/5 3/5 3/4 4/6 7/10 4/6 2/3 6/8 3/5 4/6 5/7 5/7 7/10 7/10 7/10 7/10 7/10 7/10 7/10 7/10
Body Discipline 4/6 4/6 1/3 6/8 4/6 6/8 6/8 6/8 5/7 2/4 4/6 6/8 6/8 6/8 6/8 6/8 6/8 4/6 4/6 5/7 6/8 6/8
Brawn 3/4 1/3 3/4 4/6 2/4 1/2 6/8 4/6 2/4 4/6 5/7 5/7 5/7 5/7 5/7 6/8 6/8 6/8 5/7 1/3 6/8 6/8
Combat Expertise 3/5 1/3 1/2 3/5 3/4 4/6 7/10 3/5 3/5 2/4 3/5 4/6 4/6 7/10 7/10 7/10 7/10 7/10 7/10 7/10 7/10 7/10
Combat Training 1 3/4 1/2 1/2 2/4 1/3 2/3 5/7 3/4 2/4 2/4 3/4 3/5 3/5 5/7 5/7 5/7 6/8 5/7 6/8 5/7 4/6 6/8
Combat

Combat Training 2 3/5 1/2 1/3 3/4 2/3 2/4 6/8 3/5 3/4 3/4 3/5 4/6 4/6 6/8 6/8 6/8 7/10 6/8 7/10 6/8 5/7 7/10
Combat Training 3 5/7 2/3 2/4 4/6 3/4 3/5 9/12 5/7 4/6 4/6 5/7 6/8 6/8 9/12 9/12 9/12 12/15 9/12 12/15 9/12 7/10 12/15
Combat Training 4 7/10 3/4 3/5 6/8 4/6 5/7 15/20 7/10 6/8 6/8 7/10 9/12 9/12 15/20 15/20 15/20 15/20 15/20 15/20 15/20 12/15 15/20
Composition 2/4 3/4 3/4 3/4 3/4 3/4 1/2 3/4 3/4 3/4 3/4 1/3 2/4 3/4 3/4 2/4 1/3 3/4 3/4 3/4 3/4 2/4
Crafting 2/4 2/4 3/4 2/3 2/4 1/3 2/3 2/4 2/4 3/4 3/4 2/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4
Delving 4/6 7/10 7/10 5/7 7/10 7/10 2/3 6/8 6/8 5/7 6/8 3/5 2/3 3/4 4/6 1/2 1/2 2/4 2/3 4/6 3/5 1/3
Environmental 3/4 2/4 3/5 2/4 2/4 1/3 2/4 1/3 3/5 2/4 3/5 3/5 3/5 3/5 1/3 4/6 4/6 4/6 4/6 4/6 4/6 3/5
Gymnastic 3/4 3/4 1/2 2/3 2/3 2/3 3/5 3/4 2/4 2/3 2/4 3/5 3/5 4/6 4/6 4/6 4/6 4/6 4/6 4/6 3/5 4/6
Lore 1/3 2/4 2/4 2/4 2/4 2/3 1/2 2/4 2/4 2/3 2/4 1/2 2/3 2/3 2/3 1/3 1/3 2/3 1/3 2/3 2/3 1/3
Magical Expertise 4/6 7/10 7/10 7/10 7/10 7/10 4/6 6/8 3/5 6/8 5/7 4/6 3/5 2/3 3/4 1/2 1/2 1/3 2/4 2/3 3/4 1/2
Medical 3/4 3/4 4/6 3/4 3/4 2/4 1/3 3/5 4/6 3/4 3/5 3/5 3/5 2/4 2/4 3/4 4/6 3/5 1/2 1/2 4/6 2/4
Mental Discipline 3/4 5/7 2/3 4/6 5/7 4/6 1/3 5/7 5/7 4/6 3/5 5/7 5/7 3/4 3/4 2/4 3/5 1/2 2/4 2/4 2/4 2/4
Movement 2/4 2/4 1/2 1/3 1/3 1/3 3/5 1/3 2/3 1/3 2/3 3/5 3/4 3/5 3/5 4/6 4/6 4/6 3/5 4/6 3/5 4/6
Performance Art 2/4 3/4 3/4 2/3 2/4 2/3 1/3 3/4 3/4 3/4 3/4 1/3 2/4 2/3 3/4 2/4 1/3 3/4 3/4 3/4 2/4 3/4
Power Manipulation 4/6 9/12 9/12 9/12 9/12 9/12 4/6 4/6 4/6 4/6 3/5 3/5 3/5 2/4 2/4 2/3 2/3 2/3 2/3 2/4 2/4 2/4
Science 4/6 5/7 5/7 4/6 5/7 4/6 1/3 5/7 5/7 5/7 5/7 3/5 5/7 3/4 3/5 2/4 3/4 3/4 3/4 4/6 4/6 3/4
Social 2/4 2/4 3/4 1/3 2/3 2/3 2/3 3/4 2/3 3/4 2/3 2/3 2/3 1/3 3/4 3/4 3/4 1/3 2/3 2/4 2/3 2/3
Base/Open 4/6 7/10 7/10 7/10 7/10 7/10 4/6 3/4 3/5 3/5 3/4 2/4 3/4 1/2 1/2 1/2 1/2 1/2 1/2 1/3 1/3 1/3
Ritual Magic 5/7 9/12 9/12 9/12 9/12 9/12 5/7 3/5 4/6 4/6 3/5 3/4 3/5 1/3 1/3 1/3 1/3 1/3 1/3 2/3 2/3 2/3
Spells

Closed 7/10 15/20 15/20 15/20 15/20 15/20 7/10 5/7 6/8 6/8 5/7 4/6 5/7 2/4 2/4 2/4 2/4 2/4 2/4 3/4 3/4 3/4
Arcane 15/20 15/20 15/20 15/20 15/20 15/20 15/20 12/15 15/20 15/20 12/15 9/12 12/15 5/7 5/7 5/7 5/7 5/7 5/7 4/6 4/6 4/6
Restricted 15/20 15/20 15/20 15/20 15/20 15/20 15/20 15/20 15/20 15/20 15/20 12/15 15/20 6/8 6/8 6/8 6/8 6/8 6/8 7/10 7/10 7/10
Subterfuge 3/5 3/5 2/4 1/2 1/3 3/4 4/6 2/4 4/6 3/5 2/3 4/6 2/4 6/8 4/6 6/8 4/6 5/7 6/8 6/8 3/4 6/8
Technical 3/5 5/7 5/7 1/2 2/3 2/3 2/4 5/7 5/7 4/6 4/6 4/6 2/3 5/7 5/7 5/7 5/7 5/7 5/7 5/7 3/5 3/5

ROLEMASTER

Character Law
UNIFIED
Vocation 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4

58

Table 2-4b: Professional Skills

No Profession Any 10 skills

Riding, Body Development, Fortitude, Weight-training, Maneuvering in Armor, Mounted Combat, Protect, Dis-
Fighter
arm, Multiple Attacks, Melee Weapons, Ranged Weapons, Shield, Metalcraft, Running, Leadership

Adrenal Defense, Adrenal Speed, Adrenal Strength, Body Development, Blind Fighting, Multiple Attacks, Re-
Warrior Monk
verse Strike, Subduing, Unarmed, Acrobatics, Jumping, Meditation, Climbing, Running, Swimming

Perception, Melee Weapons, Ranged Weapons, Acrobatics, Contortions, Climbing, Running, Influence, Social
Thief
Awareness, Trading, Concealment, Stalking, Trickery, Locks, Traps

Riding, Perception, Body Development, Maneuvering in Armor, Restricted Quarters, Blind Fighting, Melee
Rogue
Weapons, Ranged Weapons, Survival, Jumping, Poison Mastery, Climbing, Running, Ambush, Stalking

Animal Handling, Body Development, Weight-training, Culinary, Drawing/Painting, Fabric Craft, Leathercraft,
Laborer
Metalcraft, Stonecraft, Woodcraft, Piloting, Running, Mechanics, Service, Trade

Writing, Creature Lore, Historic Lore, Language, Materials Lore, Racial Lore, Region Lore, Religion/Philosophy,
Scholar
Architecture, Astronomy, Engineering, Mathematics, Administration, Service, Trade

Attunement, Religion/Philosophy, Spell Lore, Grace, Medicine, Meditation, Channeling, Power Development,
Cleric
Astronomy, Influence, Leadership, Magical Ritual, Open Spell Lists, Closed Spell Lists, Base Spell Lists

Animal Handling, Perception, Tracking, Woodcraft, Navigation, Survival, Creature Lore, Region Lore, Grace,
Druid
Herbalism, Power Development, Open Spell Lists, Closed Spell Lists, Base Spell Lists, Concealment

Attunement, Runes, Spell Lore, Grace, Directed Spell, Power Development, Power Projection, Architecture, As-
Magician
tronomy, Engineering, Mathematics, Magical Ritual, Open Spell Lists, Closed Spell Lists, Base Spell Lists

Perception, Illusion Crafting, Drawing/Painting, Attunement, Spell Lore, Grace, Spell Trickery, Acting, Music,
Illusionist
Stage Magic, Power Development, Open Spell Lists, Closed Spell Lists, Base Spell Lists, Trickery

Attunement, Language, Racial Lore, Grace, Meditation, Mental Focus, Power Development, Influence, Leader-
Mentalist
ship, Social Awareness, Magical Ritual, Open Spell Lists, Closed Spell Lists, Base Spell Lists, Administration

Fabric Craft, Woodcraft, Attunement, Racial Lore, Grace, Herbalism, Medicine, Mental Focus, Power Develop-
Lay Healer
ment, Influence, Social Awareness, Magical Ritual, Open Spell Lists, Closed Spell Lists, Base Spell Lists

Body Development, Attunement, Racial Lore, Grace, Herbalism, Medicine, Meditation, Mental Focus, Channel-
Healer
ing, Power Development, Social Awareness, Magical Ritual, Open Spell Lists, Closed Spell Lists, Base Spell Lists

Perception, Attunement, Spell Lore, Grace, Spell Trickery, Meditation, Mental Focus, Acting, Directed Spell,
Mystic
Power Development, Open Spell Lists, Closed Spell Lists, Base Spell Lists, Stalking, Trickery

Attunement, Runes, Creature Lore, Materials Lore, Spell Lore, Grace, Channeling, Directed Spell, Power Devel-
Sorcerer
opment, Architecture, Engineering, Magical Ritual, Open Spell Lists, Closed Spell Lists, Base Spell Lists

Animal Handling, Riding, Perception, Tracking, Melee Weapons, Ranged Weapons, Navigation, Survival, Crea-
Ranger
ture Lore, Region Lore, Climbing, Running, Swimming, Concealment, Stalking

Riding, Body Development, Maneuvering in Armor, Mounted Combat, Protect, Melee Weapons, Shield, Metal-
Paladin
craft, Religion/Philosophy, Transcendence, Mental Focus, Running, Channeling, Influence, Leadership

Perception, Adrenal Defense, Adrenal Focus, Adrenal Speed, Adrenal Strength, Body Development, Multiple
Monk
Attacks, Unarmed, Acrobatics, Jumping, Meditation, Mental Focus, Climbing, Running, Swimming

Perception, Melee Weapons, Ranged Weapons, Acrobatics, Contortions, Jumping, Poison Mastery, Mental Focus,
Magent
Climbing, Running, Swimming, Ambush, Concealment, Stalking, Trickery ROLEMASTER
UNIFIED
Musical Composition, Attunement, Historic Lore, Language, Racial Lore, Region Lore, Religion/Philosophy, 
Bard
Spell Lore, Spell Trickery, Running, Acting, Music, Influence, Social Awareness, Trading Character Law

Perception, Metalcraft, Attunement, Spell Lore, Climbing, Running, Architecture, Engineering, Influence, Trad-
Dabbler
ing, Concealment, Stalking, Locks, Mechanics, Traps

59
The Realm of Channeling
Channeling users derive their power from a specific external source, typically one or more of the gods or similar
entities. The Realm Stat for Channeling is Intuition, the stat which represents awareness of guidance from
higher powers. Suggested Stats: Intuition, Memory, Reasoning.

Druid
Druids are Pure Spellcasters who have concentrated
on spells that deal with the natural world. Their base
spells deal with herbs, other plants, animals, weather,
and nature in general. Depending on setting, they can
be modernized tree-huggers, quasi-historical protec-
tors of their people against the awesome powers of
nature, or simply rural cultists with strange rituals.
Professional skills: Animal Handling, Perception,
Tracking, Woodcraft, Navigation, Survival, Creature
Lore, Region Lore, Grace, Herbalism, Power Devel-
opment, Open Spell Lists, Closed Spell Lists, Base
Spell Lists, Concealment.
Cleric Profession Skill Costs
Clerics are Pure Spellcasters who have concentrated Animal........................ 1/2 Magical Expertise......... 3/4
in spells that require the most direct power from their Awareness.................. 3/4 Medical......................... 2/4
deities. Their base spells deal directly with life, com- Battle Expertise........ 7/10 Mental Discipline.......... 3/4
muning with deities, summoning live creatures, pro- Body Discipline......... 6/8 Movement..................... 3/5
tection from servants of opposing deities, and direct Brawn......................... 5/7 Performance Art............ 3/4
Combat Expertise..... 7/10 Power Manip................. 2/4
channeling from their own deities. These spell users
Combat Science.......................... 3/5
are the most powerful of the spell users of Channeling,
- Training 1................ 5/7 Social............................. 3/4
but they should also be the most restricted in the sense - Training 2................ 6/8 Spells
of heeding the desires or creed of their deity or church. - Training 3.............. 9/12 - Base/Open.................. 1/2
Professional skills: Attunement, Religion/Philosophy, - Training 4............ 15/20 - Ritual Magic.............. 1/3
Spell Lore, Grace, Medicine, Meditation, Channeling, Composition............... 3/4 - Closed........................ 2/4
Power Development, Astronomy, Influence, Leader- Crafting...................... 3/4 - Arcane........................ 5/7
ship, Magical Ritual, Open Spell Lists, Closed Spell Delving....................... 4/6 - Restricted................... 6/8
Lists, Base Spell Lists. Environmental............ 1/3 Subterfuge..................... 4/6
Gymnastic.................. 4/6 Technical....................... 5/7
Profession Skill Costs Lore............................ 2/3 Vocation........................ 3/4
Animal........................ 3/4 Magical Expertise......... 2/3
Awareness.................. 4/6 Medical......................... 2/4
Battle Expertise.......... 5/7 Mental Discipline.......... 3/4
Body Discipline......... 6/8 Movement..................... 3/5
Brawn......................... 5/7 Performance Art............ 2/3
Combat Expertise..... 7/10 Power Manip................. 2/4
Combat Science.......................... 3/4
- Training 1................ 5/7 Social............................. 1/3
- Training 2................ 6/8 Spells
ROLEMASTER
- Training 3.............. 9/12 - Base/Open.................. 1/2
UNIFIED - Training 4............ 15/20 - Ritual Magic.............. 1/3
 Composition............... 3/4 - Closed........................ 2/4
Character Law Crafting...................... 3/4 - Arcane........................ 5/7
Delving....................... 3/4 - Restricted................... 6/8
Environmental............ 3/5 Subterfuge..................... 6/8
Gymnastic.................. 4/6 Technical....................... 5/7
Lore............................ 2/3 Vocation........................ 3/4
60
Paladin
Staunch defenders of the faith, Paladins are Semi
Spellcasters who combine combat prowess with
utility spells. The Paladin is a highly focused holy
warrior, able to develop good fighting skills and
spells that support his role as a warrior and a leader
in combat. The Paladin is a capable combatant in any
situation, but especially excels against the super-
natural foes of his faith. Professional skills: Riding,
Body Development, Maneuvering in Armor, Mounted
Combat, Protect, Melee Weapons, Shield, Metalcraft,
Religion/Philosophy, Transcendence, Mental Focus,
Running, Channeling, Influence, Leadership.
Profession Skill Costs
Animal........................ 2/3 Magical Expertise......... 3/5
Awareness.................. 3/5 Medical......................... 4/6
Battle Expertise.......... 2/3 Mental Discipline.......... 5/7
Body Discipline......... 5/7 Movement..................... 2/3
Brawn......................... 2/4 Performance Art............ 3/4
Combat Expertise....... 3/5 Power Manip................. 4/6
Combat Science.......................... 5/7
- Training 1................ 2/4 Social............................. 2/3
- Training 2................ 3/4 Spells
- Training 3................ 4/6 - Base/Open.................. 3/5
- Training 4................ 6/8 - Ritual Magic.............. 4/6
Composition............... 3/4 - Closed........................ 6/8
Crafting...................... 2/4 - Arcane.................... 15/20
Delving....................... 6/8 - Restricted............... 15/20
Environmental............ 3/5 Subterfuge..................... 4/6
Gymnastic.................. 2/4 Technical....................... 5/7
Lore............................ 2/4 Vocation........................ 3/4

The realm of channeling offers significant


power as well as a diversity of capabilities. It
is well known for healing, which is available to
anyone using its magic, for countering unholy
threats such as undead and demons, and
empowering the holy warriors known as
paladins. Yet it is also capable of informa-
tion-gathering, elemental manipulations, and
magical defense. Nevertheless, ask any
magician whether they would trade realms
and the answer will be a definitive "no." Why
is that? It is because, of the three realms,
channeling incurs the greatest cost. Its power
is offered in exchange for a lifetime — or ROLEMASTER
longer — of service to a divine will, and the UNIFIED
consequences of disloyalty or even distraction 
Character Law
from the cause may be severe.
~ Principles of Magic by Kimiron Altreos

61
Profession Skill Costs
Animal....................... 1/3 Magical Expertise......... 6/8
Awareness.................. 1/3 Medical......................... 3/5
Battle Expertise.......... 4/6 Mental Discipline.......... 5/7
Body Discipline......... 6/8 Movement..................... 1/3
Brawn......................... 4/6 Performance Art............ 3/4
Combat Expertise...... 3/5 Power Manip................. 4/6
Combat Science.......................... 5/7
- Training 1............... 3/4 Social............................. 3/4
- Training 2............... 3/5 Spells
- Training 3............... 5/7 - Base/Open.................. 3/4
- Training 4............. 7/10 - Ritual Magic.............. 3/5
Composition............... 3/4 - Closed........................ 5/7
Crafting...................... 2/4 - Arcane.................... 12/15
Delving...................... 6/8 - Restricted............... 15/20
Environmental........... 1/3 Subterfuge..................... 2/4
Gymnastic.................. 3/4 Technical....................... 5/7
Lore............................ 2/4 Vocation........................ 3/4

Before war, before scholarly research,


before cities, indeed before civilization,
there were people seeking to survive in the
wilds of nature. Their struggles were small
and personal, against the elements, against
starvation, against powerful animals and
creatures that would hunt them. It was in
this time that the connections between mor-
tals and the divine were first forged, and so
nature magic has always held an important
place within the realm of channeling. Some
druids and rangers have a place within or-
Ranger ganized and structured religions devoted
The Ranger is a Semi Spellcaster who combines Arms to deities of the natural world, while others
with Channeling, specializing in outdoor skills and find their own individual path answering
spells that influence nature. Rangers are talented in
the call of the nameless awe they feel in a
perception and outdoor skills, and while not as quick
to learn weapons as the Paladin, have decent com- sheltered grove or standing at the foot of
bat costs. A Ranger's base lists have many uses, but a mountain.
many of the spells enhance his skills in tracking, wil-
derness stealth, wilderness survival, and movement.
The Ranger can be a deadly commando. Professional
skills: Animal Handling, Riding, Perception, Track-
ing, Melee Weapons, Ranged Weapons, Navigation,
Survival, Creature Lore, Region Lore, Climbing, Run-
ning, Swimming, Concealment, Stalking.
ROLEMASTER
UNIFIED

Character Law

62
The Realm of Essence
Essence is the power that exists in everyone and everything. It has been known in other sources as the Tao,
Magic, Unified Field, the Force, etc. An Essence User taps this power field, molds it, and diverts it into spells.
The Realm Stat for Essence is Empathy, reflecting the ability of the Essence user to open themselves to the
subtle sensations outside oneself. Suggested Stats: Empathy, Memory, Reasoning.

Profession Skill Costs


Animal........................ 3/5 Magical Expertise......... 1/2
Awareness.................. 4/6 Medical......................... 3/4
Battle Expertise........ 7/10 Mental Discipline.......... 2/4
Body Discipline......... 6/8 Movement..................... 4/6
Brawn......................... 6/8 Performance Art............ 2/4
Combat Expertise..... 7/10 Power Manip................. 2/3
Combat Science.......................... 2/4
- Training 1................ 5/7 Social............................. 3/4
- Training 2................ 6/8 Spells
- Training 3.............. 9/12 - Base/Open.................. 1/2
- Training 4............ 15/20 - Ritual Magic.............. 1/3
Composition............... 2/4 - Closed........................ 2/4
Crafting...................... 3/4 - Arcane........................ 5/7
Delving....................... 1/2 - Restricted................... 6/8
Environmental............ 4/6 Subterfuge..................... 6/8
Gymnastic.................. 4/6 Technical....................... 5/7
Lore............................ 1/3 Vocation........................ 3/4

Of the three realms, it is essence that is


the realm of what is real and tangible. It
wields the power of the elements, shaping
and throwing and projecting and modifying
and understanding them to a degree that
easily surpasses mentalism and channeling.
It may examine the history and nature of a
tangible object, or offer perfection to
Magician physical movements or sounds. And of
Magicians are Pure Spellcasters who have concentrated course, to a magician, essence itself
on elemental spells. Their base spells deal with the six becomes real and tangible, so it may be
elements of Rolemaster: earth, fire, ice, light (which
used to manipulate magic itself.
includes electricity), water, and wind. They have many
spells that hurl bolts and balls of these elements to
potentially deadly effect and thus Magicians are often
found on battlefields. They can also learn all manner
of magical skills with ease. Professional skills: Attune-
ment, Runes, Spell Lore, Grace, Directed Spell, Power
Development, Power Projection, Architecture, Astron-
ROLEMASTER
omy, Engineering, Mathematics, Magical Ritual, Open UNIFIED
Spell Lists, Closed Spell Lists, Base Spell Lists. 
Character Law

63
Illusionist Profession Skill Costs
Illusionists are Pure Spellcasters of Essence who have Animal........................ 4/6 Magical Expertise......... 1/2
concentrated on spells of misdirection and illusion. Awareness.................. 2/4 Medical......................... 4/6
Their basic spells deal mainly with the manipulation Battle Expertise........ 7/10 Mental Discipline.......... 3/5
Body Discipline......... 6/8 Movement..................... 4/6
of elements and forces that affect the human senses:
Brawn......................... 6/8 Performance Art............ 1/3
sight, sound, touch, taste, smell, mental impulses, and
Combat Expertise..... 7/10 Power Manip................. 2/3
the combination of these senses. More subtle than the Combat............................ Science.......................... 3/4
Magician, the Illusionist is less direct, but no less pow- - Training 1................ 6/8 Social............................. 3/4
erful. Professional skills: Perception, Illusion Crafting, - Training 2.............. 7/10 Spells...................................
Drawing/Painting, Attunement, Spell Lore, Grace, - Training 3............ 12/15 - Base/Open.................. 1/2
Spell Trickery, Acting, Music, Stage Magic, Power De- - Training 4............ 15/20 - Ritual Magic.............. 1/3
velopment, Open Spell Lists, Closed Spell Lists, Base Composition............... 1/3 - Closed........................ 2/4
Spell Lists, Trickery. Crafting...................... 3/4 - Arcane........................ 5/7
Delving....................... 1/2 - Restricted................... 6/8
Environmental............ 4/6 Subterfuge..................... 4/6
Gymnastic.................. 4/6 Technical....................... 5/7
Lore............................ 1/3 Vocation........................ 3/4

For those unfamiliar with magic, it can


be a surprise that the seemingly subtle
arts of illusion are found alongside the
real and tangible elemental magics. The
explanation for this is simple: illusions
are real. An illusion may not be exactly
what it appears to be, but the image is
real, and may be seen by anyone at any
distance. The sounds are real and may
be heard even by unseen ears. Illusions
may even have physical, tangible sensa-
tion, and this is real as well, at least until
sufficient force is used to shatter the
physical aspect. An illusion is every bit
as real as a painting, it just happens to
use essence as its canvas.

ROLEMASTER
UNIFIED

Character Law

64
Dabbler
Dabblers are Semi Spellcasters who augment their
subterfuge capabilities using Essence. A Dabbler's base
spells tend to enhance natural abilities in many areas,
with the most distinctive lists giving the Dabbler an
edge in commerce and with machinery. In a more ad-
vanced setting, the Dabbler's most natural role might
be as a mechanic or engineer. Professional skills: Per-
ception, Metalcraft, Attunement, Spell Lore, Climbing,
Running, Architecture, Engineering, Influence, Trad-
ing, Concealment, Stalking, Locks, Mechanics, Traps.
Profession Skill Costs
Animal........................ 4/6 Magical Expertise......... 3/5
Awareness.................. 1/3 Medical......................... 3/5
Bard
Battle Expertise.......... 5/7 Mental Discipline.......... 5/7
Bards are Semi Spellcasters of Essence. Bards are musi- Body Discipline......... 6/8 Movement..................... 3/4
cians, entertainers, gossips, and loremasters. Their base Brawn......................... 5/7 Performance Art............ 2/4
spells augment those roles, but also weave music into Combat Expertise....... 4/6 Power Manip................. 3/5
spells to baffle foes and aid friends, as well as providing Combat Science.......................... 5/7
unparalleled affinity with magical items. Professional - Training 1................ 3/5 Social............................. 2/3
skills: Musical Composition, Attunement, Historic - Training 2................ 4/6 Spells
Lore, Language, Racial Lore, Region Lore, Religion/ - Training 3................ 6/8 - Base/Open.................. 3/4
Philosophy, Spell Lore, Spell Trickery, Running, Acting, - Training 4.............. 9/12 - Ritual Magic.............. 3/5
Composition............... 2/4 - Closed........................ 5/7
Music, Influence, Social Awareness, Trading.
Crafting...................... 3/4 - Arcane.................... 12/15
Profession Skill Costs Delving....................... 2/3 - Restricted............... 15/20
Animal........................ 3/5 Magical Expertise......... 4/6 Environmental............ 3/5 Subterfuge..................... 2/4
Awareness.................. 2/4 Medical......................... 3/5 Gymnastic.................. 3/5 Technical....................... 2/3
Battle Expertise.......... 4/6 Mental Discipline.......... 5/7 Lore............................ 2/3 Vocation........................ 3/4
Body Discipline......... 6/8 Movement..................... 3/5
Brawn......................... 5/7 Performance Art............ 1/3
Combat Expertise....... 4/6 Power Manip................. 3/5
Combat Science.......................... 3/5
- Training 1................ 3/5 Social............................. 2/3
- Training 2................ 4/6 Spells
- Training 3................ 6/8 - Base/Open.................. 2/4
- Training 4.............. 9/12 - Ritual Magic.............. 3/4
Composition............... 1/3 - Closed........................ 4/6
Crafting...................... 2/4 - Arcane...................... 9/12
Delving....................... 3/5 - Restricted............... 12/15
Environmental............ 3/5 Subterfuge..................... 4/6
Gymnastic.................. 3/5 Technical....................... 4/6
Lore............................ 1/2 Vocation........................ 3/4

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Character Law

65
The Realm of Mentalism
Mentalism is magical power focused through the mind of the spell caster. The Realm Stat for Mentalism is
Presence, the stat used to enforce one’s will upon others. Suggested Stats: Memory, Presence, Reasoning.

Mentalist Profession Skill Costs


Mentalists are Pure Spellcasters of Mentalism who Animal........................ 4/6 Magical Expertise......... 1/3
Awareness.................. 3/5 Medical......................... 3/5
concentrate on spells that deal with the mind and sens-
Battle Expertise........ 7/10 Mental Discipline.......... 1/2
es. Their base spells deal with the reading of mental
Body Discipline......... 4/6 Movement..................... 4/6
presences, mental communications, mind control, Brawn......................... 6/8 Performance Art............ 3/4
and sense control. As students of the human animal, Combat Expertise..... 7/10 Power Manip................. 2/3
Mentalists can easily learn discipline and social skills. Combat Science.......................... 3/4
They make ideal conspirators. Professional skills: - Training 1................ 5/7 Social............................. 1/3
Attunement, Language, Racial Lore, Grace, Medita- - Training 2................ 6/8 Spells
tion, Mental Focus, Power Development, Influence, - Training 3.............. 9/12 - Base/Open.................. 1/2
Leadership, Social Awareness, Magical Ritual, Open - Training 4............ 15/20 - Ritual Magic.............. 1/3
Spell Lists, Closed Spell Lists, Base Spell Lists, Ad- Composition............... 3/4 - Closed........................ 2/4
ministration. Crafting...................... 3/4 - Arcane........................ 5/7
Delving....................... 2/4 - Restricted................... 6/8
Environmental............ 4/6 Subterfuge..................... 5/7
Gymnastic.................. 4/6 Technical....................... 5/7
Lore............................ 2/3 Vocation........................ 3/4

In terms of sheer power, mentalism is


clearly the least of the three realms of
magic. It is the most limited by the
capacity of the caster, usually able to
affect only a single target, and in many
cases its spells require the target to have a
true mind. Yet mentalism does not suffer
from being the most subtle of the magical
arts. The ability to befriend or control
another person is a potent power indeed.
It may deceive a target's senses while
onlookers remain none the wiser, or
discreetly interrogate their very thoughts.
Mentalism may be used to repair or
empower the body of the caster, and is the
least impaired by the restrictions of armor.
The mentalist may be aware of every mind
in their vicinity, making them difficult to
take by surprise. A mentalist is a useful
advisor, if they can be trusted to merely
ROLEMASTER advise and not control.
UNIFIED

Character Law

66
Monk
Monks are Semi Spellcasters who combine skill at
Arms with Mentalism spells. Their base spells are
strictly personal in nature, allowing them to perform
great physical feats and augment their attacks. What
Hong Kong style cinema achieves with wires and
props, the Monk does with magic. Professional skills:
Perception, Adrenal Defense, Adrenal Focus, Adrenal
Speed, Adrenal Strength, Body Development, Multiple
Attacks, Unarmed, Acrobatics, Jumping, Meditation,
Mental Focus, Climbing, Running, Swimming.
Profession Skill Costs
Animal........................ 3/5 Magical Expertise......... 6/8
Awareness.................. 3/4 Medical......................... 3/4
Lay Healer
Battle Expertise.......... 6/8 Mental Discipline.......... 4/6
Lay Healers are Pure Spellcasters of Mentalism who Body Discipline......... 2/4 Movement..................... 1/3
have concentrated on spells that heal persons and ani- Brawn......................... 4/6 Performance Art............ 3/4
mals. Their base spells deal with healing diseases and Combat Expertise....... 2/4 Power Manip................. 4/6
injuries, as well as the creation and animation of pros- Combat Science.......................... 5/7
thetics. They can also learn mundane medical skills - Training 1................ 2/4 Social............................. 3/4
easily. Professional skills: Fabric Craft, Woodcraft, - Training 2................ 3/4 Spells
Attunement, Racial Lore, Grace, Herbalism, Medi- - Training 3................ 4/6 - Base/Open.................. 3/5
cine, Mental Focus, Power Development, Influence, - Training 4................ 6/8 - Ritual Magic.............. 4/6
Composition............... 3/4 - Closed........................ 6/8
Social Awareness, Magical Ritual, Open Spell Lists,
Crafting...................... 3/4 - Arcane.................... 15/20
Closed Spell Lists, Base Spell Lists.
Delving....................... 5/7 - Restricted............... 15/20
Profession Skill Costs Environmental............ 2/4 Subterfuge..................... 3/5
Animal........................ 3/4 Magical Expertise......... 2/4 Gymnastic.................. 2/3 Technical....................... 4/6
Awareness.................. 4/6 Medical......................... 1/2 Lore............................ 2/3 Vocation........................ 3/4
Battle Expertise........ 7/10 Mental Discipline.......... 2/4
Body Discipline......... 4/6 Movement..................... 3/5
Brawn......................... 5/7 Performance Art............ 3/4
Combat Expertise..... 7/10 Power Manip................. 2/3
Combat Science.......................... 3/4
- Training 1................ 6/8 Social............................. 2/3
- Training 2.............. 7/10 Spells
- Training 3............ 12/15 - Base/Open.................. 1/2
- Training 4............ 15/20 - Ritual Magic.............. 1/3
Composition............... 3/4 - Closed........................ 2/4
Crafting...................... 3/4 - Arcane........................ 5/7
Delving....................... 2/3 - Restricted................... 6/8
Environmental............ 4/6 Subterfuge..................... 6/8
Gymnastic.................. 4/6 Technical....................... 5/7
Lore............................ 1/3 Vocation........................ 3/4

ROLEMASTER
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Character Law

67
Magent Profession Skill Costs
The Magent is a Semi Spellcaster with unparalleled Animal........................ 3/5 Magical Expertise......... 5/7
espionage skills and spells: a mage-agent. Magents Awareness.................. 2/3 Medical......................... 3/5
excel as magical assassins or secret agents with base Battle Expertise.......... 3/5 Mental Discipline.......... 3/5
Body Discipline......... 4/6 Movement..................... 2/3
spells that deal in poison, information gathering, as-
Brawn......................... 5/7 Performance Art............ 3/4
sassination and getting away both physically and in
Combat Expertise....... 3/5 Power Manip................. 3/5
terms of misdirecting the placement of blame. Pro- Combat............................ Science.......................... 5/7
fessional skills: Perception, Melee Weapons, Ranged - Training 1................ 3/4 Social............................. 2/3
Weapons, Acrobatics, Contortions, Jumping, Poison - Training 2................ 3/5 Spells...................................
Mastery, Mental Focus, Climbing, Running, Swim- - Training 3................ 5/7 - Base/Open.................. 3/4
ming, Ambush, Concealment, Stalking, Trickery. - Training 4.............. 7/10 - Ritual Magic.............. 3/5
Composition............... 3/4 - Closed........................ 5/7
Crafting...................... 3/4 - Arcane.................... 12/15
Delving....................... 6/8 - Restricted............... 15/20
Environmental............ 3/5 Subterfuge..................... 2/3
Gymnastic.................. 2/4 Technical....................... 4/6
Lore............................ 2/4 Vocation........................ 3/4

ROLEMASTER
UNIFIED

Character Law

68
Hybrid Realms
Hybrid Spellcasters combine the powers of two different realms of magic. This provides the spell caster with
great flexibility, providing access to a great many spell lists, although at the price of suffering the limitations of
both Realms. The Realm Stat for Hybrids is the lower of the two stats associated with the Realms the Hybrid
has access to. Suggested Stats: Memory, Reasoning and the two appropriate realm stats (Empathy, Intuition, or
Presence).

Healer
Healers combine the realms of Channeling and Men-
talism (Intuition and Presence Realm Stats). They
have concentrated on spells of self-healing and the
ability to take the injuries of others upon themselves.
Thus, a Healer could heal a person by taking the in-
jury of the patient upon himself and then healing this
injury gradually. They can easily learn both Body De-
velopment (to help survive this process) and medical
skills (to help others short of taking on their wounds).
Professional skills: Body Development, Attunement,
Racial Lore, Grace, Herbalism, Medicine, Medita-
tion, Mental Focus, Channeling, Power Development,
Social Awareness, Magical Ritual, Open Spell Lists,
Closed Spell Lists, Base Spell Lists. Sorcerer
Profession Skill Costs Sorcerers combine the raw power of the Realm of Es-
sence with the fervor of the Realm of Channeling (In-
Animal........................ 4/6 Magical Expertise......... 3/5
Awareness.................. 1/3 Medical......................... 3/5 tuition and Empathy Realm Stats). Their base spells
Battle Expertise.......... 5/7 Mental Discipline.......... 5/7 deal with the destruction of both living beings (bodies,
Body Discipline......... 6/8 Movement..................... 3/4 souls, and minds) and inanimate material. Profession-
Brawn......................... 5/7 Performance Art............ 2/4 al skills: Attunement, Runes, Creature Lore, Materials
Combat Expertise....... 4/6 Power Manip................. 3/5 Lore, Spell Lore, Grace, Channeling, Directed Spell,
Combat Science.......................... 5/7 Power Development, Architecture, Engineering, Mag-
- Training 1................ 3/5 Social............................. 2/3 ical Ritual, Open Spell Lists, Closed Spell Lists, Base
- Training 2................ 4/6 Spells Spell Lists.
- Training 3................ 6/8 - Base/Open.................. 3/4
- Training 4.............. 9/12 - Ritual Magic.............. 3/5 Profession Skill Costs
Composition............... 2/4 - Closed........................ 5/7 Animal........................ 4/6 Magical Expertise......... 3/5
Crafting...................... 3/4 - Arcane.................... 12/15 Awareness.................. 1/3 Medical......................... 3/5
Delving....................... 2/3 - Restricted............... 15/20 Battle Expertise.......... 5/7 Mental Discipline.......... 5/7
Environmental............ 3/5 Subterfuge..................... 2/4 Body Discipline......... 6/8 Movement..................... 3/4
Gymnastic.................. 3/5 Technical....................... 2/3 Brawn......................... 5/7 Performance Art............ 2/4
Lore............................ 2/3 Vocation........................ 3/4 Combat Expertise....... 4/6 Power Manip................. 3/5
Combat Science.......................... 5/7
- Training 1................ 3/5 Social............................. 2/3
- Training 2................ 4/6 Spells
- Training 3................ 6/8 - Base/Open.................. 3/4
- Training 4.............. 9/12 - Ritual Magic.............. 3/5
Composition............... 2/4 - Closed........................ 5/7
Crafting...................... 3/4 - Arcane.................... 12/15
Delving....................... 2/3 - Restricted............... 15/20 ROLEMASTER
UNIFIED
Environmental............ 3/5 Subterfuge..................... 2/4

Gymnastic.................. 3/5 Technical....................... 2/3 Character Law
Lore............................ 2/3 Vocation........................ 3/4

69
2.5. Stats
The base mental and physical attributes of a character
are represented by 10 statistics (referred to as stats).
Stat values range from 1 to 100, which provides a
basis for comparison among characters of the same
race. The lower the value of a stat, the weaker it is;
the higher the stat, the stronger it is. These ten stats in-
clude physical and mental attributes such as Strength,
Agility, Reasoning, and Self Discipline.
An individual’s stats represent prowess in various
areas in comparison to the average member of that
race, with an “Average” Stat within the range of 42-
59. Stats in the “Above Average” (60-83) or “Below
Mystic Average” (18-41) ranges are less common and far
Mystics combine the realms of Essence and Mental- enough from average to be noticeable after spending
ism (Empathy and Presence Realm Stats) to power some time in the character’s presence. Least common
subtle spells of misdirection and modification. Their are “Deficient” (1-17) and “Exceptional” (84-100)
base spells deal with personal illusions as well as the which would stand out even from a short encounter
modification of matter. Professional skills: Percep- or in large groups (e.g., Borin is the strongest dwarf in
tion, Attunement, Spell Lore, Grace, Spell Trickery, the kingdom, or the moment you talk to Sedgewick you
Meditation, Mental Focus, Acting, Directed Spell, know he has a hard time understanding things).
Power Development, Open Spell Lists, Closed Spell Two sets of stats are generated: temporary stats rep-
Lists, Base Spell Lists, Stalking, Trickery. resent a character’s current stats, and potential stats
Profession Skill Costs represent the character’s maximum possible develop-
Animal........................ 4/6 Magical Expertise......... 3/5 ment. During play, the temporary stats can rise due to
Awareness.................. 1/3 Medical......................... 3/5 practice and training whereas potential stats rarely, if
Battle Expertise.......... 5/7 Mental Discipline.......... 5/7 ever, change. Note that a character's stats do not al-
Body Discipline......... 6/8 Movement..................... 3/4 ways increase beyond their starting value as they still
Brawn......................... 5/7 Performance Art............ 2/4 require effort to improve: two months of travelling
Combat Expertise....... 4/6 Power Manip................. 3/5 and adventure does not necessarily accomplish what
Combat Science.......................... 5/7 18 years of youthful exuberance failed to.
- Training 1................ 3/5 Social............................. 2/3 • Agility (Ag) — Agility is a combination of manual
- Training 2................ 4/6 Spells
dexterity, grace, and fine motor control. Agile char-
- Training 3................ 6/8 - Base/Open.................. 3/4
acters move with ease and even poise; characters
- Training 4.............. 9/12 - Ritual Magic.............. 3/5
Composition............... 2/4 - Closed........................ 5/7 with low agility may be clumsy or imprecise in
Crafting...................... 3/4 - Arcane.................... 12/15 their movements.
Delving....................... 2/3 - Restricted............... 15/20 • Constitution (Co) — Constitution is general health
Environmental............ 3/5 Subterfuge..................... 2/4 and well-being, resistance to disease, and the abil-
Gymnastic.................. 3/5 Technical....................... 2/3 ity to absorb physical damage. Characters with
Lore............................ 2/3 Vocation........................ 3/4 high Constitution stats are healthy and tend to be
sturdily built. Those with low Constitution may be
excessively thin or overweight, and could be prone
to colds, persistent coughs, allergies, or other minor
ailments.

ROLEMASTER
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Character Law

70
•Empathy (Em) — Empathy is the •Quickness (Qu) — Quickness is a
ability to perceive the emotional
Table 2-5a: Stat Bonuses measure of speed, reflexes, and con-
states of others and the capacity Stat Bonus scious reaction time. Quick characters
to form emotional attachments to 1 - 15 move rapidly and will often do so first,
persons, places, or things. It also and tend to be active and high-energy.
2 - 14

Deficient
is the realm stat for Essence, as Characters with low Quickness may
the complex magical fields of the 3 - 13 be slow or even lethargic.
Essence are in some ways analo- 4 - 12 •Reasoning (Re) — Reasoning is the
gous to a living thing. Empathic ability to take available information
characters are often amicable, 5 - 11 and draw logical conclusions. Those
understanding, and even protec- 6 - 10 who Reason well are often orderly in
tive of others. Those with low their thinking and may be prudent and
Empathy are more likely to be
7-8 -9
dutiful, perfectionistic, or goal-orient-

Poor
unconcerned about the feelings 9 - 11 -8 ed. Those who Reason poorly may be
of others, and cruel, dishonest, 12 - 14 -7 impatient and rash, distracted and dis-
antagonistic, or insincere. Some ordered. At best these traits may come
are merely oblivious, although 15 - 17 -6
across as spontaneous and instinctive.
even that may be misinterpreted 18 - 23 -5 •Self Discipline (SD) — Self Dis-
Below Avg

as arrogant or patronizing. cipline is the amount of control of


24 - 29 -4
•Intuition (In) — Intuition is a com- mind over the body, the ability to stay
bination of subconscious think- 30 - 35 -3
focused or push harder or longer in
ing, luck, genius, precognition, 36 - 41 -2 pursuit of some goal, or to draw upon
and the favor of the gods, all of the inner reserves of strength inherent
42 - 47 -1
Average

which are embodied in this stat. in any individual. Characters with


This provides the ability to draw 48 - 53 0 strong Self Discipline are temperate,
conclusions or make decisions 54 - 59 +1 confident, and even-tempered. They
quickly, without stopping for deep may be outgoing but are equally likely
consideration. It is the realm stat
60 - 65 +2
Above Avg

to be guarded and private. Those with


for Channeling. Intuitive charac- 66 - 71 +3 poor Self Discipline may be self-in-
ters are often creative, imagina- 72 - 77 +4 dulgent, nervous, quick-tempered or
tive, and open to new experiences. moody.
Characters with poor Intuition are 78 - 83 +5
•Strength (St) — Strength is not just
more likely to be hidebound, in- 84 - 86 +6 brute musculature but the ability to
curious, reactionary, or stubborn. use existing muscles to the greatest
87 - 89 +7
Superior

•Memory (Me) — Memory is the advantage. Strength is rated relative


ability to retain what has previous- 90 - 92 +8
to size; both one's Strength and one's
ly been encountered and learned. 93 - 94 +9 own weight are considered in deter-
Characters with good Memory mining how much one can lift, for
95 + 10
are often mindful and attentive, example. Strong characters may have
and enjoy study and learning. 96 + 11 muscular bulk or may be lean and
Exceptional

Those with poor Memory may 97 + 12 wiry, but tend to be active. Weak char-
seem inattentive or thoughtless, acters may be scrawny or flabby, traits
absent-minded, or forgetful.
98 + 13
which may arise from genetics or out
• Presence (Pr) — Presence is the 99 + 14 of pure laziness.
sense of self and the ability to 100 + 15 The value of the stat is used to de-
project one's personality to af- termine the stat bonus as indicated in
fect or control others. It includes Table 2-5a. The stat itself is not used
projecting mentally-focused magic and serves as in play, but rather the stat bonus is used as a modifier ROLEMASTER
UNIFIED
the realm stat for Mentalism. Characters with high to skills and actions. Each skill category has two as- 
Presence are usually outgoing and gregarious, signed stats whose bonuses are added to with a third Character Law
although their assertiveness and enthusiasm may stat for the individual skill to determine the total skill
sometimes rub people the wrong way. Those with bonus.
low Presence are more prone to timidity, introver-
sion, or even underconfidence and pessimism.
71
Different races may provide a bonus or a penalty to the Generating Stats
stat bonus (not the stat itself). Humans are considered
to be the benchmark and therefore have no racial stat For each of the 10 Stats roll d100 three times and re-
modifiers. Thus, an average dwarf with a Strength of cord them next to the stat starting with Agility. Since
50 is stronger than an average human with an identical most campaigns are focused on characters that are
Strength of 50 since the dwarf gets +2 to his Strength likely to be superior to the average population, any-
bonus (Section 2.2). thing less than 11 is rerolled. For each stat, discard
the lowest of the three rolls. The highest roll is the
Example: The stat bonus for Combat Training:
character’s potential for that stat, while the middle roll
Melee Weapons is St+Ag for the category and St for
is the character’s starting temporary stat.
Melee. If Lexxa has a 71 Strength (+3) and an 85
Agility (+6) she would add 3 + 6 + 3 = 12. Lexxa You may then pick any two of the following boosts:
gets a +12 stat bonus to all Combat Training: Me- • Replace any one stat’s temporary and/or potential
lee Weapon skills. with 56 and 78 respectively (the averages for the
default Superior Power Level, see Section 12.1).
In addition to skills, stats affect several other character
quantities such as defense, pace, resistance to spells, • Replace your highest temporary stat with 90 and
and encumbrance penalties. boost its potential by 10 (to a maximum of 100).
Defensive Bonus (DB): A character benefits defen- • Replace your second-highest temporary stat with 85
sively from his Quickness. Regardless of whether or and boost its potential by 10 (to a maximum of
not a character has any defensive skills, he may add 3x 100).
his Quickness bonus to his Defensive Bonus provided • Make two stat gain rolls (see the next section) for the
he is not completely still or surprised (Section 9.6). same or two different stats.
Encumbrance: Carrying and wearing enough equip- The player is then allowed to make up to two swaps,
ment and armor can give maneuver penalties, which switching the temporary/potential pair for one stat
can be offset by Strength (Section 5.4). with the temporary/potential pair for another stat. This
Initiative: The character’s Quickness bonus or pen- allows a player to play the desired profession while
alty modifies initiative rolls in combat (Section 8.3). having variability among stats. GM’s may alter the
number of swaps if they wish, from none, all the way
Movement Speed: Half of the character’s Quickness
to placing any temporary/potential pair in any stat.
bonus (round up) adds to (or subtracts from) the char-
acter’s Base Movement Rate of 20'/round. Note this is Example: After rerolling numbers less than 11,
further modified by race or, optionally, height (Section Julian has rolled Agility 21 (34 potential), Consti-
2.2). tution 65 (73), Empathy 35 (86), Intuition 76 (78),
Memory 33 (39), Presence 73 (81), Quickness 62
Resistance Rolls (RR): Resistance Rolls against
(63), Reasoning 41 (64), Self-Discipline 91 (91),
spells, fear, poison, and disease are affected by various
and Strength 67 (78). Agility and Strength are
stat bonuses depending on the type of ‘attack’ (Section
important for combat, Constitution for withstanding
5.6).
harm, and Intuition for Channeling magic (includ-
• Physical: Constitution ing that of Rangers), so those seem to be the most
• Fear: Self Discipline important stats for his character Kirax. He choos-
• Channeling-based magic: Intuition es to swap his Self-Discipline with Strength, and
• Essence-based magic: Empathy Presence with Agility. A Strength of 91 is great, but
he decides to replace it with a 90 so he can raise his
• Mentalism-based magic: Presence
potential to 100. His second-highest stat is Intuition,
so he raises that to 85, raising the potential to 88.
His final stats are Agility 73 (81), Constitution 65
(73), Empathy 35 (86), Intuition 85 (88), Memo-
ROLEMASTER ry 33 (39), Presence 21 (34), Quickness 62 (63),
UNIFIED Reasoning 41 (64), Self-Discipline 67 (78), and
 Strength 90 (100).
Character Law
After a similar process, Naomi settles on Agility 83
(95), Constitution 75 (97), Empathy 59 (97), Intu-
ition 48 (58), Memory 52 (84), Presence 62 (85),
Quickness 90 (99), Reasoning 47 (71), Self-Disci-
72 pline 45 (46), and Strength 56 (78) for her charac-
ter Thyrzia.
Purchasing Stats

Some Gamemasters will prefer to have players buy


their stats with a set number of points rather than
relying on the randomness of the dice, or even al-
low them a choice of rolling or buying. Buying stats
allows players to accurately model a preconceived
character concept.

Roll the potentials as normal, including any swaps


but none of the adjustments, and discard the rolled
temporaries and purchase temporaries instead. No
temporary may exceed the rolled potential. Each stat
costs points equal to the bonus, thus a stat of 50 has
a cost of 0, while stats above 50 cost points and stats
below 50 cost ‘negative’ points (i.e., they give points
back). When purchasing stats at character genera-
tion, use the highest number in the stat range for the
stat bonus purchased (e.g., spending 2 points gives a
stat of 65, while spending -9 points results in a stat
of 14).

Characters get 15 points to buy stats when creating


their character. The Gamemaster may alter these points
based on the power level of the game (Section 12.1).

Stat Gains
2.6. Skills & Talents
With profession, race, culture, and stats in hand, it is
Stats can rise from their temporaries up to their po- now time to make the core of the character: skills. De-
tentials over time. Stats have the opportunity to go velopment Points (DP) are spent each level to develop
up every level, starting at 2nd level; however, not all and train ranks in skills. Training and natural aptitude
will go up, and some may never reach their potential. (based on stats) affect one’s chance
This represents the character focusing on of accomplishing certain actions and
improving certain stats; they will often Table 2-5b: Stat Gains activities (e.g., fighting, maneuvering,
be those most used by the skills the char- Stat Die spellcasting, etc.). The complete list of
acter develops. 1-6 d3 - 1 skills and descriptions are in Chapter 3.
Every time a character goes up a level, 7-8 d3 Costs for skills are determined by one’s
or for level 2 and above when creating 9 - 18 d6 profession (Section 2.4).
a character beyond 1st level, pick two Characters start with 60 DP each level
19 - 81 d10
stats to get a stat gain roll (or one stat to plus a number of bonus DP based on
82 - 90 d6
get two rolls). Look up the current (tem- race. The bonus DP may be spent on tal-
porary) value in Table 2-5b to determine 91 - 92 d3
ents at character creation or spent during
what die is used for the roll. Roll that die 93 - 99 d3 - 1 early levels instead. Up to 25 bonus DP
type and add the result to the temporary are spent each level until they are all
stat. Stats cannot be raised above their spent (e.g., a human who spends nothing on talents ROLEMASTER
potential value. Stat gains may also be purchased with gets 60 + 25 = 85 DP for each of Level 1 and 2). UNIFIED
Development Points. For 4 DP, a character can make 
The GM may also allow characters to spend DP on tal- Character Law
one additional Stat Gain roll.
ents. While some races automatically receive special
talents, other abilities, whether cultural or individual,
may be purchased as talents and flaws. While skills
are trained in small increments over time, talents and
73
flaws rather represent (dis)abilities or conditions that • Equipment is purchased by the character with start-
one either has or does not. While skills can be taken ing money (see Chapter 6 for guidance on starting
many times over to improve them, talents are taken money).
once or a limited number of times, depending on the • Armor Type is a number from 1 to 10 based on
talent. Descriptions for the talents and flaws, along the armor being worn on the torso, ranging from
with their DP costs (which are the same for all Profes- AT 1 for no armor to AT 10 for plate armor. Also
sions), are in Chapter 4. make note of any piecemeal armor locations (e.g.,
Example: Takko spent much of his childhood helping heavier armor on the arms). (See Section 7.2 for
his grandfather prepare medicines and poisons, so details regarding armor.)
he was exposed to non-lethal doses of many toxins • Initiative bonus is equal to the character’s Quick-
over a long period of time; this has trained his body ness stat bonus.
to be more resistant to poisons than is normal. The
player and GM agree that Takko should purchase • Power Points are equal to the character’s Power
the Physical Resistance talent at Tier II (+10 to Development skill bonus.
RRs vs. Physical Resistance Rolls) for 10 DP, even • Resistance Roll bonuses (for 5 different types) are
though normally this is a racial talent. each based on a single stat, plus a modifier due to
race, +2 per level (see Section 5.6), and +10 for
Example: Volosha who begins as a Fighter of the
magic of the character’s own Realm.
Langur may be able to ride a horse extremely well
because her nomadic people are taught to ride at
an extremely early age even for Nomads. The GM
2.8. Advancement
decides that the character may begin the game not When his character advances a level, the player gets
only with the cultural ranks a nomad receives, but 60 Development Points to spend (and possibly bonus
also the Prodigy (Riding) II talent (for 12 DP), points based on race at low levels). This is usually
which gives her +10 to Riding. spent on skills, although the Gamemaster may allow
talents to be purchased or improved. All of the char-
2.7. Finishing Touches acter’s DP are normally spent; if for some reason the
character wants to save up DP, perhaps toward an
To finalize the character, the player needs to calculate expensive talent, he needs to get the GM’s approval
the character’s bonuses such as skill bonuses, Resis- before saving those DP for later use.
tance Rolls, etc. Use the following checklist to finalize
the character. Development Points are spent to learn new skills or
improve existing skills (i.e., increase the character's
• Base Movement Rate is equal to 20'/round modified rank in a skill). If a character advances a level and
by half Quickness bonus (round up) and a stride wants to take a new skill that he has not spent any time
modifier based on race (or height if the Individual practicing or learning about, the GM may disallow it
Stride option is used). to be taken and require that the character wait until the
• Skill Bonuses are summed from stat bonuses, rank following level to take a rank in the skill. Alternative-
bonuses from training, professional bonuses, ly, he may allow a training period and a delay in DP
knacks, and special modifiers such as talents. spending until training is done.
• Hits are equal to the Base Hits for the character’s Example: Martok the Magician wants to learn a new
race, plus the Body Development skill bonus. For list: Fire Law. The GM tells Martok he must locate
Small characters, multiply this total by 0.75. For a tutor to teach him Fire Law, pay this tutor 40 sil-
Big characters, multiply it by 1.5. For characters ver, and spend a few weeks studying. When Martok
who are sizes other than Small, Medium, and Big, advances a level he can then spend the DP and take
see Table 9-4a. the ranks in Fire Law.
• Defensive Bonus is equal to 3x the Quickness stat
ROLEMASTER
bonus.
UNIFIED • Endurance is equal to the Body Development skill

Character Law
bonus plus the endurance modifier for the charac-
ter’s race.
• Encumbrance is given as a percentage of body
weight. Add total equipment weight as a percent-
age and any armor encumbrance (see Section 5.4
74 for more information).
Example: Mhairi spends part of most sessions telling • Total skill bonuses for any skill that was changed
tales and singing ballads in local taverns, while by one or more of the above 4 items.
meeting all sorts of interesting, and sometimes • New spells for any new ranks taken in spell lists.
dangerous, folk. When Mhairi advances a level
• Hits and Endurance if Body Development bonus
she wants to take ranks in Play Instrument and
changed.
Tale-Telling. Because she has obviously been prac-
ticing these skills during play, the GM allows her to • Total Power Points if Power Development bonus
purchase ranks in them without needing a tutor or changed.
training time. • Encumbrance if Strength bonus changed
Once all Development Points have been spent, there • Defensive Bonus if Quickness bonus changed.
are several items on the character sheet that will need • Resistance Rolls, noting if stat bonuses changed
to be updated. and increasing by +2 per level.
• Stat bonuses for skills for any stat whose bonus • Update any of the above for any additional talents or
changed as a result of a stat gain. flaws not yet accounted for.
• Rank bonus in any skill in which ranks were taken.
• Professional bonus for any Professional skill in Example: Julian and Naomi’s gamemaster has de-
which ranks were taken. cided they will start as 2nd level characters, since
• Special modifiers to skills from any talents or flaws 1st level characters are typically mere children or
which were gained, removed, or had their Tier apprentices. (For more discussion of starting level,
changed. see section 12.2.) Their complete stats are on the
following pages: ROLEMASTER
UNIFIED

Character Law

75
Character Level 2
Player Name: Julian Current XP
Character Name Kirax Campaign: Example XP for next level
Appearance Background Feats of Strength Encumbrance
Sex: Male Build: Portly Race: Routine +30 43 lbs. Wt Allowance(%): 42 lbs.
Age: Skin: Sibbicai Easy +20 64 lbs. Carried (lbs): 30 lbs.
Height: 6'3" Hair: Culture: Light +10 85 lbs. Encumbrance Penalty: -0
Weight: 212 lbs. Eyes: Highland Medium +0 106 lbs. Maximum Pace: Dash
Realm(s) Profession: Hard -10 159 lbs. Total Maneuver Penalty: -0
Channeling Ranger Very Hard -20 212 lbs. Quick Info
Statistics Ext.Hard -30 318 lbs. Base Move Rate (BMR) 21' /rnd
Stat Potent. Temp Bonus Racial Special Total Sheer Folly -50 424 lbs. Initiative +6
Agility (Ag) 81 77 +4 +1 +5 Absurd -70 636 lbs. Hit points 25+29=54
Constitution(Co) 73 65 +2 +2 +4 Nigh Imp. -100 848 lbs. Endurance (for Fatigue) 10+29=39
Empathy( Em) 86 35 -3 -3 -6 Size: Medium Power 27
Intuition (In) 88 85 +6 +2 +8 Pace Per Round Per Phase Penalty/AP Load Limit
Memory (Me) 39 33 -3 +0 -3 Creep 10' /rnd 2.63' -- --
Presence (Pr) 34 21 -5 -1 -6 Walk 21' /rnd 5. 25' -25 or 1 AP 90%
Quickness (Qu) 63 62 +2 +0 +2 Jog 42' /rnd 10' -50 or 2 AP 60%
Reasoning (Re) 64 41 -2 +0 -2 Run 63' /rnd 15.75' -75 or 3 AP 45%
Self Discipline (SD) 78 67 +3 -2 +1 Sprint 84' /rnd 21' 4 AP 30%
Strength (St) 100 90 +8 +2 +10 Dash 105' /rnd 26. 25' 4+ AP 15%
Weapon / Attack Fumble STR Item Bonus Skill OB Total
Pole-Arm - Spear 4 35 0 30 65 65

Melee - Bite 2 - 0 5 30 30
Area Armor AT Man.Penalty Weight STR DB Casting Penalty
Torso Soft Leather 3 -10 9 30 25 -0
Head -0 3 Perception Pen: +0
Arms -0 3 -0 Missile Pen: +0
Legs -5 6
Shield Num. Attacks:
Total
Defense Resistance Rolls Stat Bonus Lvl*2 Racial Special Total
Quickness DB: +6 Other DB: Channeling In +8 +4 +0 +12
Passive Dodge: +4 Passive Block: 0 Essence Em -6 +4 +0 -2
Partial Dodge (C): +20 Partial Block (C): 0 Mentalism Pr -6 +4 +0 -2
Full Dodge (4 AP): +39 Full Block (4 AP): 0 Physical Co +4 +4 +0 +8
Total w/o shield: Total w/shield: Fear SD +1 +4 +5
Traits Racial: Acute Smell III, Hearing-Dog, Natural Weaponry, Prodigy II(Tracking)

Skill Category / Culture Stat Total Rank Prof Special/ Total


Prof Name Specialization Ranks Stats Bonus Ranks Bonus Bonus Knack Bonus DP Cost
Animal Ag+Em  5-6=-1 1/3 
□ Animal Handling Horse +Pr  -6=-7 1 +5 -2 □□
■ Riding Horse +Pr  -6=-7 2 +10 +2 5 □□
Awareness In+Re  8-2=6 1/3 
■ Perception +SD +1=7 5 +25 +5 37 □□
■ Tracking +SD +1=7 5 +25 +5 +10 47 □□
Battle Expertise - 4/6 
□ Maneuver in Armor - 5 +25 25 □□
Brawn Co+SD  4+1=5 4/6 
□ Body Development +Co  +4=9 4 +20 29 □□
Combat Training Ag+St  5+10=15 Variable 
■ Melee Pole-Arm +St  +10=25 5 +25 +5 +5 60 □□ 3/4
□ Unarmed Bite 1 +St  +10=25 1 +5 30 □□ 3/5

76
Skill Category / Culture Stat Total Rank Prof Special/ Total
Prof Name Specialization Ranks Stats Bonus Ranks Bonus Bonus Knack Bonus DP Cost
Crafting Ag+Me  5-3=2 2/4 
□ Leathercraft +SD  +1=3 2 +10 13 □□
Environmental In+Me 8-3=5 1/3 
■ Navigation +Re  -2=3 2 +10 +2 15 □□
■ Survival Highland +Re  -2=3 6 +30 +6 39 □□
 Survival (other biome) +Re  -2=3 -25 +6 -16 □□
Gymnastic Ag+Qu 5+2=7 3/4 
□ Jumping +St  +10=17 1 +5 22 □□
Lore Me+Me -3-3=-6 2/4 
□ Creature Lore Faerie +Re  -2=-8 2 +10 2 □□
□ Racial Lore Sibbicai +Re  -2=-8 2 +10 2 □□
■ Region Lore Highland +Re  -2=-8 6 +30 +6 28 □□
Lore: Languages Me+Me -3-3=-6 2/4 
□ Own Spoken (language) +Re  -2=-8 5 +25 17 □□
□ Own Written (language) +Re  -2=-8 5 +25 17 □□
□ Spoken (language) +Re  -2=-8 5 +25 17 □□
Medical In+Me 8-3=5 3/5 
□ Medicine +Re  -2=3 1 5 8 □□
Movement Ag+St 5+10=15 1/3 
■ Climbing +Co  +4=19 3 +15 +3 37 □□
■ Running +Co  +4=19 4 +20 +4 43 □□
□ Swimming +Co  +4=19 1 +5 24 □□
Performance Art Em+Pr -6-6=-12 3/4 
□ Music Drums +Me  -3=-15 1 +5 -10 □□
Power Manipulation RS+RS 8+8=16 4/6 
□ Power Development +Co  +5=20 2 +10 30 □□
Social Em+In -6+8=2 3/4 
□ Social Awareness +Em  -6=-4 1 +5 1 □□
Subterfuge Ag+SD 5+1=6 2/4 
■ Stalking +In  +8=14 4 +20 +4 +5 43 □□
Vocation Em+Me -6-3=-9 3/4 
□ Trade Bounty Hunter +Re  -2=-11 2 +10 -1 □□

Stat Total Rank Prof Special/ Total


Prof Skill Category / Name Specialization Culture Stats Bonus Ranks Bonus Bonus Knack Bonus DP Cost
Spellcasting RS+RS  8+8=16 
□ Base (2 ranks to 3 list) Beastly Ways +Me  -3=13 2 +10 □□
 Base Inner Walls +Me  -3=13 □□
 Base Moving Ways +Me  -3=13 2 +10 □□
 Base Nature’s Guises +Me  -3=13 □□
 Base Pathmastery +Me  -3=13 □□
 Base Survival’s Way +Me  -3=13 2 +10 □□

77
Character Level 2
Player Name: Naomi Current XP
Character Name Thyrzia Campaign: Example XP for next level
Appearance Background Feats of Strength Encumbrance
Sex: Male Build: Slim Race: Routine +30 30 lbs. Wt Allowance(%): 26 lbs.
Age: Skin: Human, Mixed Easy +20 45 lbs. Carried (lbs): 20 lbs.
Height: 5'6" Hair: Culture: Light +10 60 lbs. Encumbrance Penalty: -0
Weight: 150 lbs. Eyes: Urban Medium +0 75 lbs. Maximum Pace: Dash
Realm(s) Profession: Hard -10 113 lbs. Total Maneuver Penalty: -0
Arms (Mentalism) Thief Very Hard -20 150 lbs. Quick Info
Statistics Ext.Hard -30 225 lbs. Base Move Rate (BMR) 24' /rnd
Stat Potent. Temp Bonus Racial Special Total Sheer Folly -50 300 lbs. Initiative +6
Agility (Ag) 95 85 +6 +0 +6 Absurd -70 450 lbs. Hit points 30+29=59
Constitution(Co) 97 75 +4 +1 +5 Nigh Imp. -100 600 lbs. Endurance (for Fatigue) 29+0=29
Empathy( Em) 97 35 -3 +0 -3 Size: small Power n/a
Intuition (In) 58 48 +0 +0 +0 Pace Per Round Per Phase Penalty/AP Load Limit
Memory (Me) 84 52 +0 +0 +0 Creep 12' /rnd 3' -- --
Presence (Pr) 85 70 +3 +1 +4 Walk 24' /rnd 6' -25 or 1 AP 90%
Quickness (Qu) 99 90 +8 +0 +8 Jog 48' /rnd 12' -50 or 2 AP 60%
Reasoning (Re) 71 47 -1 +0 -1 Run 72' /rnd 18' -75 or 3 AP 45%
Self Discipline (SD) 46 45 -1 +0 -1 Sprint 96' /rnd 24' 4 AP 30%
Strength (St) 78 56 +1 +1 +2 Dash 120' /rnd 30' 4+ AP 15%
Weapon / Attack Fumble STR Item Bonus Skill OB Total
Hafted 4 35 0 20 39 39
Sweeps & Thows 5 15
Thrown 20 38 38
Area Armor AT Man.Penalty Weight STR DB Casting Penalty
Torso Soft Leather 3 -10 9 30 25 -0
Head -0 3 Perception Pen: +0
Arms -0 3 -0 Missile Pen: +0
Legs -5 6
Shield Num. Attacks:
Total
Defense Resistance Rolls Stat Bonus Lvl*2 Racial Special Total
Quickness DB: +24 Other DB: Channeling In +0 +4 +0 +4
Passive Dodge: +4 Passive Block: 0 Essence Em -3 +4 +0 +1
Partial Dodge (C): +18 Partial Block (C): 0 Mentalism Pr +4 +4 +0 +8
Full Dodge (4 AP): +37 Full Block (4 AP): 0 Physical Co +5 +4 +0 +9
Total w/o shield: Total w/shield: Fear SD -1 +4 +3

Skill Category / Culture Stat Total Rank Prof Special/ Total


Prof Name Specialization Ranks Stats Bonus Ranks Bonus Bonus Knack Bonus DP Cost
Animal Ag+Em  6-3=3 2/3 
□ Animal Handling Horse +Pr  +4=7 1 +5 12 □□
□ Riding Horse +Pr  +4=7 2 +10 17 □□
Awareness In+Re  0-1=-1 1/2 
■ Perception +SD -1=-2 6 +30 +6 34 □□
Battle Expertise - 3/5 
□ Maneuver in Armor - 2 +10 10 □□
□ Subduing - 3 +15 15 □□
Brawn Co+SD  5-1=4 4/6 
□ Body Development +Co  +5=9 4 +20 29 □□
Combat Expertise - 3/5 
□ Multiple Attacks - 4 +20 20 □□
Combat Training Ag+St  6+2=8 Variable 
■ Melee Hafted +St  +2=10 4 +20 +4 +5 39 □□ 2/4
□ Unarmed Sweeps & Throws +St  +2=10 1 +5 15 □□ 3/4
■ Ranged Thrown +Ag  +6=14 4 +20 +4 38 □□

78
Stat Total Rank Prof Special/ Total
Prof Skill Category / Name Specialization Culture Stats Bonus Ranks Bonus Bonus Knack Bonus DP Cost
Crafting Ag+Me  6+0=6 2/3 
□ Culinary +SD  -1=5 1 +5 10 □□
□ Drawing/Painting +In  +0=6 2 +10 16 □□
□ Metalcraft +St  +2=8 2 +10 18 □□
Gymnastic Ag+Qu 6+8=14 2/3 
□ Acrobatics +St  +2=16 2 +10 26 □□
□ Contortions +SD  -1=8 □□
□ Jumping +St  +2=16 □□
Lore Me+Me 0+0=0 2/4 
□ Historic Lore (topic) +Re  -1=-1 2 +10 9 □□
□ Materials Lore Metal +Re  -1=-1 2 +10 9 □□
□ Racial Lore Sibbicai +Re  -1=-1 1 +5 4 □□
 Racial Lore Other +Re  -1=-1 1 +5 4 □□
□ Region Lore (own region) +Re  -1=-1 5 +25 24 □□
 Region Lore (other region) +Re  -1=-1 3 +15 14 □□
Lore: Languages Me+Me -3-3=-6 2/4 
□ Own Spoken (language) +Re  -1=-7 5 +25 18 □□
□ Own Written (language) +Re  -1=-7 5 +25 18 □□
□ Spoken (language) +Re  -1=-7 4 +20 13 □□
□ Written (language) +Re  -1=-7 3 +15 8 □□
Medical In+Me 0+0=0 3/4 
□ Medicine +Re  -1=-1 2 10 9 □□
Movement Ag+St 6+2=8 1/3 
■ Climbing +Co  +5=13 4 +20 +4 37 □□
■ Running +Co  +5=13 4 +20 +4 37 □□
□ Swimming +Co  +5=13 2 +10 23 □□
Performance Art Em+Pr -3+4=1 2/3 
□ Acting +Me  +0=1 2 +10 11 □□
□ Music Singing +Me  +0=1 1 +5 6 □□
Social Em+In -3+0=-3 1/3 
■ Influence Charm +Pr  +4=1 4 +20 +4 +5 30 □□
 Influence Duping +Pr  +4=1 4 +20 +4 +5 30 □□
■ Social Awareness +Em  -3=-6 4 +20 +4 18 □□
■ Trading +Pr  +4=1 3 +15 +3 19 □□
Subterfuge Ag+SD 6-1=5 1/2 
□ Ambush Melee +In  +0=5 4 +20 25 □□
■ Stalking +In  +0=5 4 +20 +4 29 □□
□ Trickery +In  +0=5 4 +20 25 □□
Technical In+Re 0-1=-1 1/2 
■ Locks +Ag  +6=5 4 +20 +4 29 □□
□ Traps +Ag  +6=5 4 +20 25 □□
Vocation Em+Me -3+0=-3 3/4 
□ Trade Thief +Re  -1=-4 2 +10 6 □□

Before they are ready to start play, they will need to


select languages and specializations for their lore
skills, and pick their equipment. Julian will also
have to pick Kirax’s spell lists (listed in Spell Law).
Otherwise, they are ready to play.

79
ROLEMASTER
UNIFIED

Character Law

80
Chapter 3: ROLEMASTER
UNIFIED

Character Law

Skills
81
3 . S k ills
A character is largely defined by his skills, which de- skills require specialization when they are developed,
fine what he knows and how well he knows it. Skills which can be developed for multiple specializations
can be practiced and improved upon over time, al- (e.g., ‘Riding’ is developed as ‘Riding: Horse’ or ‘Rid-
though they eventually reach a point of diminishing ing: Giant Eagle’ and each one is learned as if it were
returns where they receive smaller improvements for a separate skill).
the same amount of work. The included skills are those that will be common
Skills are listed according to thematic categories on across most campaigns. Some settings may have new
Table 3-0a. All skills within a category (except for skills, or not use others, most commonly among the
Combat Training and Spellcasting) have the same Crafting and Lore categories where crafts, languages
Development Point cost, category stat bonuses, and and lores will draw heavily upon the setting and envi-
often a shared method of resolution. In addition to the ronment. The skills themselves are not intended as a
category stat bonuses, each skill has its own stat which complete or exhaustive listing; however, the catego-
is also added to the skill total (e.g. Animal Handling ries are general enough so that any new skill can be
adds the Agility and Empathy stat bonuses for the added to an existing category.
category in addition to Presence for the skill). Some

Table 3-0a: Skill Summary


Category Stats Skills
Animal Ag+Em Animal Handling** [Pr], Riding** [Pr]
Awareness In+Re Perception [SD], Tracking [SD]
Battle Expertise - Maneuvering in Armor, Mounted Combat, Protect, Restricted Quarters, Subduing
Body Discipline Co+SD Adrenal Defense [Ag], Adrenal Focus [SD], Adrenal Speed [Qu], Adrenal Strength [St]
Brawn Co+SD Body Development [Co], Fortitude [SD], Weight-training [St]
Combat Expertise - Blind Fighting, Disarm, Footwork, Multiple Attacks, Reverse Strike
Combat Training Ag+St Melee Weapons** [St], Ranged Weapons** [Ag], Shield [St], Unarmed** [St or Ag]
Composition Em+In Illusion Crafting [Pr], Musical Composition [Pr], Writing [Re]
Crafting Ag+Me Culinary [SD], Drawing/Painting [In], Fabric Craft [SD], Leathercraft [SD], Metalcraft
[St], Stonecraft [St], Woodcraft [SD]
Delving Em+In Attunement [Pr], Runes [Pr]
Environmental In+Me Navigation [Re], Piloting** [Ag], Survival** [Re]
Gymnastic Ag+Qu Acrobatics [St], Contortions [SD], Jumping [St]
Lore Me+Me Creature Lore** [Re], Historic Lore** [Re], Language** [Re], Materials Lore** [Re],
Racial Lore** [Re], Region Lore** [Re], Religion/Philosophy** [Re], Spell Lore [In]
Magical Expertise - Grace**, Spell Trickery**, Transcendence
Medical In+Me Herbalism [Re], Medicine [Re], Poison Mastery [Re]
Mental Discipline Pr+SD Control Lycanthropy [SD], Meditation [SD], Mental Focus [SD]
Movement Ag+St Climbing [Co], Flying [Co], Running [Co], Swimming [Co]
Performance Art Em+Pr Acting [Me], Music** [Me], Stage Magic [Ag]
Power Manipulation R*+R* Channeling [SD], Directed Spell** [Ag], Power Development [Co], Power Projection
[SD]
Science Me+Re Architecture [Re], Astronomy [Re], Engineering [Re], Mathematics [Re]
ROLEMASTER
Social Em+In Influence** [Pr], Leadership [Pr], Social Awareness [Em], Trading [Pr]
UNIFIED
 Spellcasting R*+R* Magical Ritual** [Me], Open** [Me], Closed** [Me], Base** [Me], Arcane** [Me],
Character Law Restricted** [Me]
Subterfuge Ag+SD Ambush** [In], Concealment [In], Stalking [In], Trickery [In]
Technical In+Re Locks [Ag], Mechanics** [Me], Traps [Ag]
Vocation Em+Me Administration** [Re], Service** [Pr], Trade** [Re]
R* indicates the character's Realm stat: Empathy for Essence, Intution for Channeling, or Presence for Mentalism
82
** These are skills that are specialized (e.g., taken for a specific creature or type of weapon)
Developing Skills Intense Training
Characters receive 60 Development Points (DP) to
A character may wish to focus intently and train in
spend each level, beginning at level 1. At lower levels
one specific skill in order to learn it faster than nor-
additional bonus DP may be available according to
mal. A fighter may wish to learn a new weapon at
one’s race (Section 2.2). The cost of developing a skill
high level, or a magician may find a new spell list.
is determined by the character’s profession (Section
The GM may allow this, although he may require
2.4).
that the character have access to special facilities or a
It is a basic premise of Character Law that the early teacher (e.g., focused research in a library). The skill
years in which learning patterns are formed, prejudic- is then developed using the 2nd Development Point
es established, and attitudes molded are more import- cost for all further ranks taken that level.
ant than a few years of study and travelling; therefore
a character’s skill rank in an area never affects the cost No more than one skill each level should be allowed
of improving that skill. A Magician who has become a to develop rapidly. Furthermore, a character cannot
near expert with a sword is still a Magician and must rapidly develop a skill if he already has ranks equal
pay more to increase his skill with a sword than a neo- to twice his level or more (e.g., a Level 5 thief cannot
phyte Fighter. Every character is capable of learning rapidly develop his short sword skill past 10 ranks).
any skill, but those that do not come naturally require Lore skills (including Languages) are exempt from
more time and effort to master. this limit.
Skills are presumed to derive from study and expe-
rience over time. Characters do not advance a level Example: Kelgryn decides he wants to develop 3
and then suddenly require time to learn skills; rather, ranks in Riding: Horse. The GM allows it since Kel-
learning is a continuing process. Depending on the gryn is currently immersed in a riding culture and is
skill and the circumstances, the GM may require ac- using a horse to travel the area. His cost for Riding is
cess to a teacher, books, or other learning aids. Many 2/3, so he pays 2 DP for the first rank and 3 DP each
GMs may especially wish to use such requirements to for the second and third ranks, for a total cost of 2 +
limit the learning of spell lists (see Spell Law). 3 + 3 = 8 DP.
Skill costs are given for each profession (Section
2.4). Each skill is listed with two costs separated by a Skill Bonus
slash (e.g., “5/7”). The first cost is the price in DP for A character’s skill bonus is the sum of learned abili-
learning a single rank of a skill at a given level. The ty, innate characteristics, and other special modifiers.
second cost is the price in DP for learning a second While some skills use this bonus in different ways,
rank during the same level. No more than two ranks of in most cases the total skill bonus is used as a direct
a given skill may be purchased each level. Some skills modifier to maneuver rolls which are categorized by
have specializations that are listed at the end of the difficulty and can also be modified by situational fac-
skill description. The skill is learned in one of these tors, such as injuries, lighting, or terrain. Some skills
specializations and multiple specializations may be will also use the number of skill ranks for certain uses
taken at the same cost, just as if they were different of the skill.
skills.
Total Skill Bonus = Rank Bonus + Knack + Profession
Example: Kelgryn’s cost for Riding is 2/3, so he Bonus + Stat Bonus + Special Modifiers
learns one rank in Riding: Horse for 2 DP. If he Rank Bonus: Determined by the number of ranks in
also wants to develop one rank in Riding: Giant the skill (Table 3-0b).
Eagle, this will also cost 2 DP. So, if he learns both,
the total cost is 2 + 2 = 4 DP. However, if he wants Knacks: Every character has an exceptional personal
to develop two ranks in Riding: Horse, it would cost gift in two skills (each a fixed +5 bonus) selected from
2 DP for the first rank and 3 DP for the second, for a list based on their profession (Section 2.4).
a total of 5 DP. Profession Bonus: Each character gets a bonus of +1 ROLEMASTER
UNIFIED
per rank in 10 skills chosen from a list of skills deter- 
mined by the character’s profession. Character Law

Stat Bonus: Each skill gains a bonus from the two


stats associated with the skill category and a third stat
dependent on the skill itself (with the exception of the
Battle Expertise, Combat Expertise, and Magical Ex-
83
pertise skills which use no stats).
Table 3-0b: Skill Ranks the number of ranks is important (e.g., Shield, Am-
bush, spell lists).
Rank Bonus
The similar skill is used in place of the original skill,
0 -25 with a penalty based on the relationship of the two
1 - 10 +5/rank skills, and how similar the GM determines them to be,
11 - 20 +3/rank as shown in Table 3-0c. A maneuver can be consid-
21 - 30 +2/rank ered as made up of techniques used (e.g., swimming
31+ +1/rank strokes, meditation, swings and parries) and a focus
or subject (e.g., a horse, the environment, or a blade).
Special Modifiers: Individual skills may have addi- A modifier applies based on three categories of simi-
tional modifiers given in the description. Talents may larity.
also apply special modifiers to skills in some situa- • Very Similar (0) skills are those that have signifi-
tions (Chapter 4). cant overlap in techniques to be used as well as a
With no ranks, the character is assumed to be un- similar focus.
trained, with a modifier of -25, which is eliminated by • Similar (-25) skills are those that share either the
the development of the first rank. All other modifiers same techniques or the same focus.
for rank are cumulative. The first 10 ranks are worth • Slightly Similar (-50) skills are those that have little
+5 each, the next 10 ranks add +3 per rank, the next 10 overlap in techniques and/or focus.
ranks after that add +2 per rank, and all ranks beyond
A few specific and general examples follow of how
the first 30 provide +1 per rank. The progression is
to use these guidelines to decide on appropriate pen-
summarized in Table 3-0b.
alties for similar skills. Some of the examples may
Example: Mokosha has 37 ranks in Riding. A skill seem absurd (e.g., using Region Lore to swim), but
with 37 ranks has a skill rank bonus of 10 ranks x they demonstrate the flexibility of these simple rules.
5 = 50, plus 10 ranks x 3 = 30, plus 10 ranks x 2 = Players often make decent arguments for why a skill
20, plus 7 ranks x 1 = 7. 50 + 30 + 20 + 7 = +107 may be applicable in a given situation.
total skill rank bonus.
Her Ag+Em+Pr total bonus is +10. Riding is one of Table 3-0c: Skill Similarity
her professional skills, so she gets +1/rank (to 30 Skill relation Penalty
ranks max) or +30. She also took a Knack in Riding Same skill, different specialization -25
for +5. She has no talent that applies to riding, her
quarterhorse offers a +10 bonus and her saddle and Same category, different skill -50
tack are not special enough to warrant a bonus. Different category -75
Similarity Penalty
This makes her total bonus 107 (ranks) + 10 (stats) +
30 (Professional Bonus) + 5 (knack) + 10 (quarter- Very similar 0
horse) = +162 for the Riding skill. Similar -25
Slightly similar -50
Similar Skills
It often arises that a character does not have the skill
Example: Garath is a virtuoso with a hand axe
required for a given maneuver. A combatant may find
(hafted weapon), but has never picked up a long axe
himself with a weapon he has not used, trying to re-
(greater hafted weapon) before. Since they are both
call information he may have picked up learning other specializations of the same skill (melee) the penalty
lores, or attempting a new craft which is similar to a starts at -25. The hand axe and long axe are both
known craft. In these cases, the GM will decide how hafted weapons, and both utilize swinging attacks
similar the skill is based on the current situation. This using a similar motion, so would be very similar
ROLEMASTER
UNIFIED
can vary greatly, and players may come up with novel (0 for total of 25). A hand axe and a scimitar on
 uses for skills in a scenario. Similar skills are not re- the other hand are both bladed weapons but use
Character Law stricted to replacing unknown skills. A character may different methods of attacking so would be similar
be so good in a similar skill that he is better using that (-25 for total of -50). A hand axe and spear would
skill as a similar skill than the actual skill. However be only slightly similar (-50 for a total of -75) since
similar skills only impart bonuses, they never grant there is little similarity between the techniques or
any ranks in any similar skills, even for skills where the type of weapon.
84
Example: Volosha is an accomplished rider, with Complementary Skills
+80 in Riding: Horse. However, in the desert where
she has found herself, there are nothing but cam- Complementary skills are skills that work together.
els. These are different specializations of the same This could be a single character that has multiple
skill so the penalty is -25 to start. The GM decides skills that are applicable to a task, or multiple char-
the techniques are the same and the camel, being acters may work together to attempt a task. The GM
a domesticated four-legged land beast, is similar determines what the primary skill is, and its bonus is
to a horse making the skills very similar. The total used in full. The number of ranks in the first comple-
penalty is a -25. A giant eagle would be similar (-25 mentary skill (or character) are added, and the ranks
for total of -50), while a dolphin would be slight- of each additional complementary skill (or character)
ly similar (-50 for total of -75) since the animals the GM allows is further halved (the 3rd is one-half,
are nothing alike and the techniques only overlap the 4th is one-quarter, etc.). The GM is the final arbiter
marginally. here, and if in doubt or dispute, the default answer as
to whether a second skill or character can be used to
Example: Torsk-krift finds himself in the river when
boost another skill is “no”.
his boat has capsized (due to foul play). Fortunate-
ly, he is holding onto the boat moving downriver, Sometimes working together is not about collabo-
but unfortunately he does not know how to swim. ration to improve one’s chances, but rather is about
The player asks if Torsk-krift can use his Region shortening the time needed to perform a task. A group
Lore skill to get to safety. After all, he knows the of soldiers may spread out to find something, or a
river well and although he cannot swim, he might group of cooks may want to put together a 5-course
know which part of the river may be shallow enough meal. The Gamemaster will assign a difficulty based
to push off from the boat and wade to shore. The on the task and situation, and a maneuver using the
GM allows it and assigns a penalty of -75 for being average skill bonus of all involved is made. Having
in different categories, and a -25 for being similar an effective leader can help a group work more effi-
(he knows about the river, but Region Lore imparts ciently, thus if there is an acting leader he may add his
nothing about swimming techniques). The total pen- ranks in his Leadership skill.
alty for trying to use Region Lore to ‘swim’ is -100.
Example: Perception and Tracking are in the same
category, but different skills, giving a -50. They
share virtually the same techniques, as well as a
similar subject (the environment). The total penalty
to use Tracking in place of Perception, or Percep-
tion in place of Tracking, would be -50.
Example: A skilled horse rider would know some-
thing about handling horses, even if he has not
taken skill in Animal Handling. Since they are
different skills (-50) but share a subject (horse) and
techniques (in controlling the horse), the penalty
would be -50.
Example: Locks and Traps are two different skills
(-50), but some traps may share a lot of similarities
with locks. Traps that are embedded within locks
use similar mechanics, and similar techniques for
disarming them, and would be considered very
similar giving a total penalty of -50. However, a
pressure plate trap is not similar and therefore ROLEMASTER
would only be considered similar (-75), or even just UNIFIED

slightly similar (-100) depending on the mechanism Character Law
and access to it.

85
Example: Roza has a Perception bonus of +90,
and is looking for concealed traps as she walks up
the corridor. Roza also has 12 ranks in Technical
(Traps) with a +80 bonus. The GM decides that Ro-
za’s familiarity with mechanical traps will help her
in locating concealed traps, so allows her to add
her ranks in Traps as a secondary bonus to her per-
ception. Her skill bonus in Traps is not used. Thus
her total bonus is 90 + 12 = +102. Roza’s player
argues that since she has 10 ranks in Region Lore
for the area she is in, that she should get another 10
÷ 2 = +5 bonus, but the GM rules that knowledge of
a large region is not going to be helpful in this case.
Example: Roza has a perception bonus of +90, her
friend Borlo has a perception of +70, and Bor-
lo’s sister Kamina has a perception bonus of +75
and 10 ranks of leadership. The three friends are
attempting to find a key that was thrown into the
large, overgrown yard in front of an old house,
and the GM states that it would take one person 30
minutes to search the whole yard. Working togeth-
er, they can search the area faster, Kamina splits
up the work and coordinates the effort (putting her
leadership into play) and they begin to search. The
average of their perception bonuses is (90 + 70 +
75) = 235 / 3 = 78 and adding Kamina’s 10 ranks in Example: Taor is trying to sneak out of the dim
leadership gives 88. Just one perception maneuver and shadowy Rusty Nail tavern at closing, but the
is made at +88. It would take one person thirty min- barmaid is looking for him to pay his tab. Stalking
utes to search, so for three it takes just 10 minutes is the passive action while Perception is the active
(30 / 3 = 10), so they get one perception maneuver one, since ultimately the result of the Perception
at +88 for every 10 minutes they spend searching. maneuver will determine Taor’s success or failure.
The GM decides this will be resolved as a Percent- Because of the shadows, it is easier to stalk and
age Maneuver, since the key is definitely there in the also harder to perceive, but the penalty should be
long grass, and will eventually be found if they keep applied only once, to the active (Perception) roll.
looking.
Absolute Maneuvers are resolved by giving the active
character a modifier to his maneuver roll equal to 100
Conflicting Skills minus the final result of the passive character. The
modifier could be positive or negative.
Conflicting skills are when two characters are working
in opposition and in order for one to succeed, the other Example: Arlaina is trying to sneak past a guard.
must fail, and vice versa. This covers cases such as The guard has been on duty for 6 hours, and the
a character using Stalking to avoid a character using packed dirt of the ground makes little noise so
Perception or two characters arm wrestling. the GM decides on a base difficulty of routine, or
+30. Arlaina rolls a 34 + 70 (Stalking skill) + 30
Conflicting skills may be resolved as either Absolute
(routine) = a final result of 134. The guard has a
Maneuvers or Percentage Maneuvers. In both cases,
Perception bonus of +45, and the GM assigns a -20
the GM will declare one character to be active and
penalty due to the shadows. He also has a penalty of
the other to be passive. Both make maneuver rolls as
ROLEMASTER 100-134 = -34 due to Arlaina’s Stalking result. He
UNIFIED normal. All modifiers (including difficulty) that might
rolls a 60 + 45 – 20 – 34 = 51. The guard fails to
 affect either character should be considered, and all
Character Law see Arlaina as she sneaks past.
should modify only the active maneuver roll.

86
Example: A couple of hours later, Arlaina attempts Table 3-1: Animal Maneuvers
to sneak back past the same guard station. There are
Roll Result
now two guards present: the same guard as before
and a new guard taking over. The GM judges that <1 Absolute Failure
two guards are a little harder to get past, but they are Your confidence breaks at a crucial moment and the animal
somewhat distracted by the shift change, so he leaves seizes the moment to lash out (attacking at +30) before bolting
in a random direction.
the stalking difficulty at routine. Arlaina rolls 27 +
70 (skill) + 30 (routine) = 127. The first guard rolls 1 - 75 Failure
65 + 45 (skill) - 20 (shadows) - 27 (Arlaina's suc- Perhaps it is your impatient manner, perhaps it is your over-
cess) = 63 and again is unaware of the intrusion. The abrupt movements, perhaps your smelly cologne, but the animal
is unimpressed and uninfluenced.
new guard is an Elf, whose Nightvision allows him
to see in the shadowy light without penalty. He rolls UM 66 Unusual Event
71 + 48 (skill) - 27 (Arlaina's success) = 92. Partial The animal recognizes you not as its master but in some other
success means that the new guard has not spotted role such as offspring, parent, or mate. Its attempts to protect
and feed, follow and imitate, or woo and placate you may be
Arlaina, but gets a sense something is out there. He
helpful or problematic, depending on the success of your ma-
asks the other guard, "Did you hear something?" neuver.
WIth the guards on alert, the GM rules that if Arlaina
76 - 100 Partial Success
wishes to continue, her difficulty will increase to a
light (+10) Stalking maneuver. For a moment you think the animal is receptive to your guid-
ance, but a sudden distraction breaks the moment. You may try
again at +10 if appropriate.
Skills as ‘Lores’ 101 - 175 Success
Although there is a category of skills called ‘Lores’ that Whispering calming words while projecting a sure and confi-
covers knowledge of particular subjects, any skill can dent demeanor, you have the animal's attention and cooperation.
be treated as a ‘Lore’ skill. This is not treated as a sim- Do not waste your opportunity.
ilar skill, rather the type of information gleaned will be 176 + Absolute Success
based on the skill used rather than what may be learned Your insight into this animal's nature has won you its lasting
from the usual Lore skill. The GM is the ultimate arbi- respect. You will receive +30 to any future Animal maneuvers
ter if a non-lore skill can be used to glean information versus this target (until an Absolute Failure is achieved).
in the given situation. Modifiers

The type of information gleaned will be completely in Domestication


the context of the skill being used. Crafting or weapon -20 Wild & untamed
skills may be used to assess item or weapon quality but +10 Domesticated species
not necessarily the local market value. Skill in the Fire +30 Befriended/raised from birth
Law spell list may be used to evaluate magical fire, or Intelligence
Cooking may be used in place of Region Lore to recall -50 Non-intelligent
if the upper class like or dislike broiled meat in this -10 Low-intelligence
country.
0 Animal intelligence

3.1. Animal -10


Social Behavior
Solitary
[Ag+Em] Animal skills are any skill that involves 0 Limited sociability
interaction with or control of animals or beasts. The
+10 Higly social (e.g., herd/pack animal)
maneuver may be an Absolute Maneuver (e.g., mak-
Biological relation*
ing a mount approach a larger beast, training a dog to
roll over) or a Percentage Maneuver (most often used +20 Closely related (primate)
for movement while riding), with modifiers given. 0 Same class (mammal)
The difficulty of an Animal maneuver depends on the -10 Same type (warm-blooded vertebrate)
complexity of the desired maneuver (e.g., trained be- -25 Other (lizard, worm) ROLEMASTER
havior, movement action, or communication) and the Home enviroment relation* UNIFIED
degree to which the animal naturally wants to perform -20 Different (sea, air)

Character Law
it (e.g., natural horse actions include walking, eating, -50 Vastly different (another plane)
and drinking).
* examples given in relation to human
The appropriate animal skill (i.e., Riding while mount-
ed and Animal Handling otherwise) is also used in place
of Leadership for Fear Resistance Rolls and rallying 87
frightened animals (Section 14.3).
Animal Handling 3.2. Awareness
[Pr] Animal Handling involves the care and feeding [In+Re] Awareness skills deal with noticing, gath-
of animals, as well as training, minor healing, and ering, and interpreting information about one’s
possibly simple communication depending on the surroundings. Awareness maneuvers are most often
type of animal. This can include calming down agi- Absolute Maneuvers resolved using Table 3-2, with
tated animals, or working them up, herding sheep or a difficulty based on how available the information is
guiding a horse, but can be as complicated as teaching and how easy or hard it is to interpret.
the intricate tricks of a circus dog act.
Specializations: Each specific type of animal.
Table 3-2: Awareness Maneuvers
Riding Roll Result
<1 Absolute Failure
[Pr] Riding includes the ability to stay on the mount
You glean enormous amounts of information about your
safely as well as controlling the mount. Characters target… all of it wrong. You utterly misinterpret what you
who lack any riding skill will struggle just to remain perceive and are sure that you are correct.
seated on an animal when it is moving (an unskilled 1 - 75 Failure
rider can perform no actions other than perception and Attempting to emulate the perceptive abilities of an eggplant,
conversation while his mount is in motion). The ani- you notice nothing useful. There is a great future waiting for
mal will need to be led by someone else, or it will go you as an art critic.
where it pleases, as the unskilled rider has no control. UM 66 Unusual Event
Horses are herd animals, however, and if a mounted Your surroundings trigger a flashback to your past and consumes
group is in motion, a horse not being led with an un- your attention for 3 rounds while you relive the experience. You
skilled rider will follow the “herd” until spooked or may immediately make a Lore maneuver to recall something
previously missed but important to the story. Your maneuver
threatened, at which point it will flee (following the resolves after.
group if they all flee, or in the direction away from
76 - 100 Partial Success
what scared it if not).
Your interest is piqued, but you glean minimal information. You
If the mount moves at faster than a walk, an unskilled may try again in 6 rounds at a +10, if appropriate.
rider will need to at least partially succeed on a riding 101 - 175 Success
maneuver (at the usual -25 penalty for 0 ranks) every Following your instincts you focus your attention, allowing
round to avoid being thrown. your finely-tuned perception to reveal that which you seek.
For complex riding maneuvers or controlling the 176 + Absolute Success
mount in stressful situations, a riding maneuver is re- Elementary my dear boy! You identify with casual ease the tar-
quired, with a modifier of half the movement penalty get or information you seek, along with contextual information
as shown in Table 5-3 in Chapter 5. All other Maneu- not obvious to a lesser eye.
vers and actions (like spell casting or attacks) made
while riding are subject to the full penalty due to the
pace of the mount (Table 5-3), which may be reduced
with the Mounted Combat skill. All maneuvers that Perception
require the mount to back up are at an additional -20. [SD] Perception is used for noticing details about the
Specializations: Each specific type of animal or crea- environment, and affects how well one interprets the
ture that can be ridden. information. It is used to find hidden objects, to notice
imperfections in walls that may hide a secret door, to
notice triggers for traps, and to sense potential am-
bushes. Perception includes all the senses, although if
a particular sense is required there may be a modifier
ROLEMASTER
due to a character’s superior (or inferior) sense.
UNIFIED
 If a character states that he is watching or examining
Character Law an area, situation, or place, the GM should make an
Absolute Maneuver roll using the character’s Per-
ception skill to determine if the character notices or
detects anything. The GM may keep this roll secret,
revealing only what the character has observed. A
88
Example: Borin makes an absolute success using
tracking, gleaning a lot of information, as well as
direction of movement. “These tracks were left by
two trolls, the larger troll was carrying something
on his left side, and the smaller troll has a broken
claw on one of its toes. These are the same tracks as
the trolls that attacked the farm, and perhaps what’s
being carried is the missing calf. They went west
into the hills.”
Tracking can also be used to obscure your trail. If used
this way, apply it as opposed conflicting skill vs the
tracker following. So a result of 120 would make it
harder to track you (-20) while a result of 80 would
make it easier to track you (+20). Covering tracks is
more difficult when moving quickly, so pace penalties
are x2 when using tracking to conceal your trail while
you move.

3.3. Battle Expertise


[None] These skills are used to reduce penalties to
attacks and physical maneuvers that are typically em-
ployed by heavier armored combatants. While these
skills each reduce a penalty to a maneuver, at best they
reduce the modification to zero. Battle Expertise skills
cannot offer a bonus if the skill exceeds the penalty.
Maneuvering in Armor: Reduces the maneuver pen-
alty for armor worn, but has no effect on the encum-
heavy penalty should be assessed (if a roll is allowed brance penalty for armor worn (Section 7.2).
at all) in situations where the players do not know Mounted Combat: Reduces penalties to maneuvers
what their characters are looking for or do not spec- while riding an animal or beast (Section 9.7).
ify that their characters are looking for something in Protect: Reduces penalties for extending your DB to
particular (likewise, looking for ceiling traps makes it protect an ally (Section 9.7).
difficult to see pit traps, etc.). Perception is often used Restricted Quarters: Reduces penalties when fighting
as a conflicting skill against other skills like Stalking. in restricted quarters (Section 9.5).
Subduing: Reduces penalties when trying to subdue an
Tracking opponent (Section 9.7).

[SD] This skill provides a bonus for tracking maneu-


vers and is used to read the tracks and signs left be-
hind by creatures and to follow a trail left by someone
or something such as foot prints, broken branches,
crushed grass, hanging pieces of cloth, etc. While sim-
ilar to Perception, Tracking involves looking for spe-
cific details of how beings affect their environment.
A target that is leaving a marked trail is easier to track.
The most common cause of an obvious trail is uncon-
trolled bleeding (+50 to track a bleeding foe, +100 if ROLEMASTER
the foe is bleeding more than 5 points per round), but UNIFIED

GMs will have to use their judgment in other cases. Character Law

89
3.4. Body Discipline The difficulty of an Adrenal maneuver is based on
how vital it is to the situation and how motivated the
[Co+SD] Body Discipline skills allow the character to character is to succeed. A desperate situation putting
push their body beyond its normal limits. These skills a character’s loved ones in danger with adrenaline
are often of great use to Arms Users, but may not be running high may be an Easy (+20) maneuver, while a
appropriate for all settings. casual Adrenal move in a barroom brawl over an insult
the character doesn’t really care about may be a Very
Table 3-4: Adrenal Maneuvers
Hard (-20) maneuver.
Roll Result
Adrenal Defense
<1 Absolute Failure
What were you thinking? Your feeble attempt at focus creates [Ag] Adrenal Defense is the complete integration of
a mental block that hinders your future attempts, giving you a dodging into fluid natural movements. With a suc-
-25 to this skill*. cessful maneuver the character may perform partial
1 - 75 Failure dodging as an instantaneous action (0 AP), or full
You fail to summon the inner focus necessary for this feat, and dodging with concentration. Adrenal Defense is easier
receive no benefit or effects from your attempt. Thanks for play- to maintain than other adrenal maneuvers, so the dura-
ing. tion is doubled. On an Absolute Success the character
UM 66 Unusual Event may perform full dodging as an instantaneous action.
As you begin to summon your focus, you notice an unfamiliar An Absolute Failure means the character is unable to
darkness within yourself. You enter a cleansing trance that lasts dodge at all the following round (in addition to the
the entire round. If you succeed at your maneuver treat as an
Absolute Success. If you fail, treat as an Absolute Failure.
table result).
76 - 100 Partial Success
You are distracted at a critical moment, but receive half the nor-
Adrenal Focus
mal benefit. Or, if not in combat, you may abort and try again [SD] Adrenal Focus can be used to achieve feats of
with a +10. Try switching to decaf.
superhuman effort through concentration and self-dis-
101 - 175 Success cipline. With a successful maneuver the character gets
You are a paragon of self-control and receive full benefits of the a +25 bonus to any Brawn, Gymnastic, or Movement
maneuver for 1 round for every 20 you succeeded by (1 round
maneuvers (+50 on an Absolute Success).
for 101-120, 2 for 121-140, etc.).
176 + Absolute Success
Wow! You not only succeed, but you have tapped into a reser-
Adrenal Speed
voir of strength within yourself. As Success, plus you receive [Qu] With a successful maneuver the character gains
double benefits for the first round.
2 additional Action Points (4 AP on an Absolute Suc-
* until an Absolute Success is achieved cess). An Absolute Failure means the character loses
his first 2 Action Points the following round (in addi-
Adrenal maneuvers require concentration for 1 round tion to the table result).
before making an Absolute Maneuver using Table 3-6.
The benefits of the maneuver are received the follow- Adrenal Strength
ing round, and will continue for one additional round
for every full 20 the maneuver succeeded by (e.g., a [St] With a successful maneuver the character’s at-
total of 1 round on 101-120, 2 rounds on 121-140). On tacks are treated as 1 size larger, and the character’s
an Absolute Success, the benefit is doubled for the first weight is treated as x4 for purposes of feats of strength
round. Adrenal Defense is easier to maintain, and the (2 sizes and x8 on an Absolute Success). There is no
duration is doubled. effect for a Partial Success, while an Absolute Failure
results in -1 attack size for the following round (in
One can be under the effects of multiple adrenal ma-
addition to the table result), and character’s weight is
ROLEMASTER neuvers at once, however each one requires a concen-
treated as 1/4 for purposes of feats of strength.
UNIFIED tration round to initiate. Double concentration (Sec-

Character Law
tion 8.1) may be used to prepare two adrenal moves in
a single round.

90
3.5. Brawn Fortitude
[Co+SD] Brawn skills encompass the physical condi- [SD] The character has trained to temporarily block
tioning of one’s body. Brawn maneuvers are usually sensations of pain and discomfort, which can be used
Absolute Maneuvers, with a difficulty based on the to reduce penalties from fatigue, pain, or injury. With
specific skill and scenario. a successful maneuver all penalties due to fatigue,
hit loss, injuries, and Stun are halved. Although the
penalty for Stun may be reduced, the character is still
considered Stunned for purposes of attacks against
them and for concentration.
A Fortitude maneuver is an instantaneous action. The
benefits of the maneuver, if successful, are received
during the same round, and will continue for one addi-
tional round for every full 20 the maneuver succeeded
by (e.g., a total of 1 round on 101-120, 2 rounds on
121-140). On an Absolute Success, no fatigue, hit
loss, injury, or stun penalties are suffered during the
first round. All injury penalties apply to every Forti-
tude maneuver, even after successful use of Fortitude.
The Adrenal maneuvers table (Table 3-4) is used for
Fortitude maneuvers, and an Absolute Failure results
in an additional Fatigue penalty of -20.
Example: Niles is having a rough day. He climbed a
cliff to get into the mountain fortress, taking a guard
by surprise but not without having a few of his ribs
broken. Now a second guard has come around the
corner and shot him with a crossbow. Niles has lost
enough hits to accrue a -10 penalty, he has a -5
fatigue penalty, his broken ribs are another -15, and
he’s lightly stunned for one round (-25). It’s times
like this that he starts to contemplate teamwork.
Well, too late now. Niles tries a Fortitude maneuver.
His skill is +79, but he has a total penalty of -55. If
he succeeded, the penalties would be reduced to -27
for the round. But a roll of 26 gives him a total of
Body Development 50, failure. Hopefully the guards will just take him
[Co] Body Development covers how well-developed prisoner. Then he can have a nice nap and contem-
and trained a character’s physical body is, with high- plate sticking with the party next time.
er Body Development allowing the character to take
damage without being knocked unconscious and to Weight Training
push his body to more extreme levels of exertion or
endurance. [St] Weight training aids in using one’s muscles to
The character’s Body Development skill bonus is add- the most advantage with the least chance of becom-
ed to his base hits (determined by race) to get his total ing injured. This covers the proper ways to get a solid
hits. For Small characters, multiply this total by 0.75. grip on objects, the right way to apply strength to lift
For Big characters, multiply it by 1.5. For characters or move something, and the correct ways to position
who are sizes other than Small, Medium, and Big, see your body when moving to keep applying force with- ROLEMASTER

Table 9-4a. out hurting yourself. This skill is used as the bonus for UNIFIED
strength-based feats (Section 5.2). 
The Body Development bonus is also used when mak- Character Law

ing Endurance rolls (Section 5.5).


A character will die when he reaches negative hits in
excess of his Body Development bonus (so a character
with +67 body development bonus will die at -68 hits).
91
3.6. Combat Expertise Unarmed [Ag or St]: Unarmed and natural melee at-
tacks (e.g. martial arts, bites). The stat used depends
[None] These skills are used to reduce penalties to on the specific melee attack (Section 7.1). Strikes [St],
attacks and physical maneuvers that are typically em- Sweeps & Throws [Ag], Wrestling [Ag], Beak [St], Bite
[St], Claw [St], Horn [St], Ram [St}, Stinger [Ag],
ployed by more lightly armored combatants. While Trample [St]
these skills each reduce a penalty to a maneuver, at
best they reduce the modification to zero. Combat Ex- Other Weapon Types
pertise skills cannot offer a bonus if the skill exceeds
the penalty. Some campaigns may have elements of science fic-
Blind Fighting: Reduces penalties to maneuvers while tion or otherwise incorporate unusual weaponry. The
blind (or in darkness) or in low light (Section 15.7). categories listed here may be augmented or modified
Disarm: Reduces the penalties associated with disarm- by the GM to account for different types of weapons.
ing an opponent (Section 9.7). A campaign may use energy weapons or firearms,
Footwork: Reduces penalties associated with move- which would use different stats and require separate
ment while making melee attacks (including charging) training.
(Section 8.2).
Multiple Attacks: Reduces penalties associated with In the case where there are more than 4 Combat
making simultaneous melee attacks in a single round, Training categories (because some were added), the
either against a single foe or multiple opponents (see
highest Combat Training category cost should be
Katas in Section 9.7).
used for all additional categories (e.g., assign the
Reverse Strike: Reduces the penalty for attacking a
target to one’s flank or rear, or lowers an opponent’s three lowest costs to 3 categories and all other cate-
bonuses when attacking your flank or rear (Section gories will use the fourth cost).
9.5).

3.7. Combat Training 3.8. Composition


[Ag+St] These skills cover training for fighting and [Em+In] Composition skills involve the creation of
defending, whether unarmed or with various types of an original work that conveys information and/or
weapons. The skill bonus in an attack Combat Training emotional content in an effective way. Composition
skill is referred to as an Offensive Bonus (Section 9.5), maneuvers could be Absolute maneuvers, using Table
while the defensive Shield skill adds to a combatant’s 3-8, but could be Percentage maneuvers as well. The
Defensive Bonus (Section 9.6) when used. Combat difficulty is based on the specifics of the work and the
Training skills are not subject to difficulty modifiers. type of response that is desired.
When characters are created, there are 4 different costs
for Combat Training, which are assigned to the differ-
Illusion Crafting
ent categories listed below. The costs may be assigned [Pr] The crafting of illusions is a fine art and the work
in any order. All of the skills below, except Shield, of an artist compels where the efforts of a hack may
have specializations (given in italics) which are de- barely pass as concealment. Illusions are often used to
tailed in Chapter 7: Weapons & Armor. deceive, and Illusion Crafting may be used to ensure
Melee Weapons [St]: Weapons used in hand to hand verisimilitude or even to imitate real creatures, items,
combat (broadsword, spear, war hammer, two-handed or individuals. However, illusions may also be used
sword, etc.). Blade, Chain, Hafted, Greater Blade, to entertain or to subtly or overtly support other types
Greater Chain, Greater Hafted, Pole Arm, any specific
of performances. A speech may benefit from greater
Exotic weapon type
acoustic resonance or timely illumination and shadow,
Ranged Weapons [Ag]: Muscle powered thrown
weapons as well as mechanical devices that fire low while illusions may cover shabby props and sets on a
velocity projectiles. Bow, Crossbow, Sling, Thrown, performing stage.
Exotic
ROLEMASTER
UNIFIED
Shield [St]: The shield skill allows a trained combatant Music Composition

to gain more defensive benefit from a shield, either in
Character Law melee or against ranged attacks (Section 9.6). This skill [Pr] While Music skill is used to perform a known
is also used to make Shield Bash attacks (but Multiple piece of music, Music Composition is used to create
Attacks skill may also be needed to do so while also new works and adapt old ones. A composer may sim-
attacking with a weapon, see Katas in Section 9.7 for ply be earning a living, but music can also be used to
details).
tell stories, to influence the emotions, and to persuade,
92 and a catchy tune may spread farther than a single
public speech.
Table 3-8: Composition Maneuvers 3.9. Crafting
Roll Result [Ag+Me] This skill covers any attempt to craft a fin-
<1 Absolute Failure ished product out of raw materials using hand labor.
You artist types! In a fit of anger you destroy any work you have Depending on the type of finished product, this skill
already accomplished. Your emotions get the better of you and may require simple or highly specialized tools, and
you are -25 to this skill*.
creating a final product may be a matter of a few min-
1 - 75 Failure utes or weeks or months of constant labor.
Whatever is locked in your head remains so. You find yourself
utterly unable to transfer your concept to the medium. Perhaps
Crafting skills may be either Absolute Maneuvers, us-
another day will yield improvements. ing Table 3-9, or Percentage Maneuvers. The difficulty
UM 66 Unusual Event is based on the state of the materials, tools available,
Your interpretation is a profound departure from your normal
the quality of work, and how much time is being tak-
style, from any style in fact. People will be unable to understand en. For common items, required production times are
it and only leave confused. In a few days of contemplation they listed in the equipment tables in Chapter 6.
will see it as either the brilliant (success) or bad (failure) piece What crafts are available are dictated by setting and
that it was.
culture, as well as character backgrounds. The play-
76 - 100 Partial Success
ers are encouraged to take whatever craft skills make
Your temper flares as your attempts fall short of your expec- sense for their characters. For most games where
tations. While your work has merit, you have not effectively
grasped your own intent.
crafting does not play a central role, the GM should
not require specializations of the skills. However for
101 - 175 Success
games where crafting is an important part, the GM
Twas nothing! You have once again demonstrated your ample
may require specialization, for which examples are
genius to all with the ability to see. If only the whole world were
not blind compared to you. given in italics.
176 + Absolute Success
Table 3-9: Crafting Maneuvers
Ahh, Bach! The masterstroke of your piece falls into place with
the surety of perfection. This piece will make your reputation, if Roll Result
not your fortune. Who says you have to die to be great? <1 Absolute Failure
* until an Absolute Success is achieved You fail miserably but are so oblivious you are convinced you
have succeeded admirably. Your new misguided approach gives
you -25 to this skill*.
1 - 75 Failure
Writing Your skills have deserted you. You waste your effort, and create
[Re] The written word holds civilization together. extra work for yourself. You may attempt to salvage the materi-
als with a crafting maneuver -25.
With written records, knowledge can be transmitted
great distances and preserved over time on scales that UM 66 Unusual Event
far surpass what is possible with an oral tradition. You have a great idea for a unique style for your craftwork, and
after an arduous effort you realize the work. The result has a
Written compositions may be used to inform, to teach,
unique built-in feature that either hinders the work (if a Failure),
to inspire, or to entertain. A skilled writer may imply or makes it more desirable or useful (if Success).
rather than needing to state outright, encouraging a 76 - 100 Partial Success
reader to draw the right conclusions, or they may sow
You know what you want to accomplish, but it just keeps fall-
confusion and doubt. If the objective is to persuade the ing short. Your work is functional, but deficient with increased
reader, Writing may be used in place of the Influence chance of breakage (-10 Strength).
skill. 101 - 175 Success
Your hands are sure, and your work is precise and artful. Your
work comes out exactly as you intended and there are no sur-
prises along the way.
ROLEMASTER
176 + Absolute Success
UNIFIED
Your diligence is rewarded with your latest materwork! Ev- 
eryone can see the remarkable quality of your work, and your Character Law
abilities will be more highly regarded than ever. Item has +10
Strength.
* until an Absolute Success is achieved

93
Culinary Metalcraft
[SD] Food is a big part of any living creatures’ lives. [St] Metals are unearthed and the ore melted down
Food gets tastier and better for the health if it is pre- and refined into ingots or billets. Each metal has its
pared with skill. Vegetables, meats and beverages own uses and many specializations exist to make met-
each have their own specialized crafters harvesting al objects. It can be molded or worked. Sample metals
and preparing the fare for consumption. Cook, brewer, include the hard and tough iron, the semi-precious and
sommelier, butcher, cheese maker malleable copper, precious but soft silver and gold and
others. Blacksmith, copper smith, foundry worker, jew-
Drawing/Painting eler, gold smith, silver smith, weapon smith, armorer

[In] Drawing and painting are used to create visual


Stonecraft
art ranging from realistic representations to vague
abstraction. The artist uses lines, shading, shapes, col- [St] Stone is a hard and resilient material used in
or and texture to create illustrations or pictures. Fine building and decoration. It copes well with stationary
work may require a pencil, pen, paintbrush, or similar stresses and it has a beautiful appearance. It is found
tool, but this skill can be crudely performed with any in hills and mountains and it must be dressed before
usable surface and nothing else but a pigment of some it is used in sculptures and buildings. Extracting the
sort and the character’s finger. best stone and working it to useful form is the task of
several specialized professions. Ceramics are an arti-
Fabric Craft ficially created form of stone. Mason, stone dresser,
sculptor, gem grinder, potter, glazer
[SD] Humans need clothes to cope with the weath-
er. Cloth is spun from animal or vegetable fibers. To
Woodcraft
make it into clothes requires some decent work, al-
though many housewives also have some skill in the [SD] This material comes from trees. To process this
craft. Spinster, dyer, tailor, weaver, seamstress, tapes- light, strong, easily worked and beautiful material
try knotter, hatter, rope braider from tree to cupboards and boats requires a plethora of
crafters. Wood can be processed to boards, beams and
Leathercraft other sizes for more specialized crafters to fashion in
to usable goods. Sawyer, carpenter, ship wright, cart
[SD] Animal hide may be cured and used for all kinds wright, cooper
of purposes. It is tough and weather proof and it looks
nice. Many items are made from leather. Tanner,
leather worker, saddler, cobbler, tent maker, armorer,
ROLEMASTER
UNIFIED
girdler

Character Law

94
3.10. Delving Attunement
[Em+In] These skills are used to manipulate the mag- [Pr] Some items require attunement prior to using
ical energy embedded in objects. Delving is resolved some or all of their abilities (as opposed to a magical
as an Absolute Maneuver using Table 3-10a. The diffi- sword with a +10 OB, where you would normally get
culty is based on how conducive the environment is to the bonus even if you were unaware of it). Attune-
concentration with additional modifiers based on the ment may also be used as a method of identifying
nature of the magic and the knowledge of the delver. A items with respect to magical powers. The attunement
character is allowed one chance to delve an item. If he process involves the formation of a sympathetic bond
fails, he may not try again until he improves his skill between the auras of the attuning individual and item.
rank with the appropriate Delving skill (Attunement Normally, only one individual can be attuned to an
or Runes). item at a time, though an individual may be attuned to
any number of items.
Table 3-10a: Attunement Maneuvers The process of attunement normally requires three
Roll Result minutes to attempt. If the Attunement maneuver is
<1 Absolute Failure
attempted more quickly, it is done at a penalty. For
one minute, the penalty is -10. For half a minute, the
You not only fail to attune, you also manage to deattune yourself
to any items you have already attuned to. You may attempt to penalty is -25. Attempting to attune to an item in a sin-
reattune to those items at a -20. gle round is -50. In any case, attunement must occur
1 - 75 Failure before the round in which an item is to be used.
You fail to match auras with the item, and a period of contem- While the process of attunement must be done by the
plation is in order. You may not try again until you have devel- character who will be using the item (if the attunement
oped another rank of Attunement. is to allow use, rather than for identification), a charac-
UM 66 Unusual Event ter may aid another character with Attunement by ex-
You glimpse a series of visions associated with the target's past plaining the power(s) and also through the use of the
over 3 rounds during which time you are in an unwakeable Complementary Skill rule (adding his own ranks in
trance. When you emerge from the trance you will know about Delving: Attunement), although only one such person
the item's past, even if you've not successfully attuned to it. is allowed to aid the person attempting the attunement.
76 - 100 Partial Success Once the character is attuned to an item, spell abilities
You learn one ability of the item, but you cannot use it. You may may be used, making a modified Spell-casting Roll
try again to attune to the item after a good night's sleep.
(SCR), as described in Spell Law. Attunement and
101 - 175 Success
the use of magical items is covered in more detail in
You learn and may use one ability of the item. You may make a
Treasure Law.
maneuver at +20 to try to gain more knowledge. If you fail you
cannot try again for 24 hours.
176 + Absolute Success Runes
You harmonize your aura with that of the item smoothly, learn- [Pr] Using the Rune Mastery or Sacred Runes spell
ing all abilities of the item, which are now available for your use. list, spells can be stored in the form of ”runes“ for lat-
If only success looked as impressive as you feel about yourself.
er use by anyone with the skill to do so. These runes
Modifiers are stored in special Rune Paper (or less often, some
-30 Does not know realm of item equivalent) enchanted to hold a rune. Casting a spell
-30 Character's realm different than item's from a rune requires a successful Runes maneuver to
+20 Attuning a known property or spell of item decipher the rune before casting is attempted.
-1/lvl Level of spell or effect The level of effect for a rune is the level of the spell
+20 Character can cast spell intrinsically inscribed. This level of effect may be increased by
using a higher-level Rune spell than is necessary for
the spell (e.g., a Sleep V spell inscribed using a Rune ROLEMASTER
VI spell would be resisted as a sixth level spell). If the UNIFIED
spell is an elemental attack, the reader's appropriate 

Directed Spell OB is used. Character Law

The procedure for casting a spell from a rune is similar


to casting a spell normally, except that the spell-caster
may add ranks in the Runes skill as well as any ranks
in the list from which the spell comes. Other details of 95
the procedure are explained in Spell Law.
Table 3-10b: Rune Maneuvers 3.11. Environmental
Roll Result [In+Me] Outdoor skills include skills for surviving
<1 Absolute Failure and navigating in the outdoors.
You accidentally cast the Rune (targetting yourself) upon trying
to decipher it. Learn to read without mumbling to yourself.
Navigation
1 - 75 Failure
It is all gibberish to you. Until you improve your understanding [Re] Navigation is used to determine proper directions
(develop another rank in Runes), you may not try again. and distances when using or creating a map in con-
UM 66 Unusual Event junction with some directional aid, such as a compass
Yes! Those marks are more than a spell, they contain a secret or the stars. This includes the concept of orienteering,
message! Resolve the maneuver as normal. It then takes you and it is applicable on land or water. Getting around
1-10 hours of study (taken at the first opportunity) to conclude by way of familiar landmarks uses the Region Lore
that you were mistaken…or were you? (psst, GM…insert plot skill instead.
hook here).
76 - 100 Partial Success
Piloting
You learn the identity of the spell inscribed in the Rune, but
cannot use it. You may try again after a good night's sleep, but [Ag] Piloting is the operation of a vehicle such as a
another Partial Success is treated as Failure. wagon, cart, sleigh, blimp, etc. For animal drawn ve-
101 - 175 Success hicles, the driver should also have Animal Handling to
Your mystical senses are at your beck. You understand the Rune, be able to control the animal. Driving involves an un-
identify the spell, and may cast it. Life is good when things turn derstanding of the controls, braking, and performance
out like this. across various terrain, etc.
176 + Absolute Success
The Piloting maneuver may be modified by the speed
You are a master of the written arts. As Success, but you also of the vehicle, the angle of a turn (if any), and the
notice any unusual features of the Rune (or the material it is
inscribed on), if any. You will become legendary, as songs are
approximate size and
sung of your amazing abilities! Table 3-11: maneuverability of the
Modifiers Piloting Maneuvers vehicle as shown in
-30 Does not know realm of Rune Capacity Modifier Table 3-11.
-20 Character's realm different than Rune's Small +20 Animal powered ve-
+20 Knows realm and spell of rune hicles are, in general,
Medium 0
-2/lvl Level of spell not particularly ma-
Large -20 neuverable, and the
+25 Character can cast spell intrinsically
Maneuverability GM assigned difficulty
+100 Character created Rune
Sluggish -20 should reflect as much.
Using the rune requires the normal amount of time to Average 0 For example, it is not
cast the spell. Normally, one would attempt to deci- possible to make right
Excellent +20
pher the Rune in advance, in order to have it iden- angle turns with such
Pace a vehicle. When the
tified and useable. This takes three minutes without
penalty. To rush the process, one could attempt it in Creep +10 horses turn, the rear
one minute at -10 to the Runes maneuver. Attempting Walk 0 of the cart continues
to decipher the rune in a single round would result in Hustle -10 moving straight ahead
a -25 penalty. Attempting to decipher the rune simul- until it is pulled into the
Jog -20
taneously with casting the spell from it would give a curve.
-50 penalty to the Runes roll and a -20 penalty to the Run -30
Specializations: Each
casting. It may also prove unhelpful if the stored spell Sprint -50 specific type of vehicle.
is not what was expected. Dash -70
ROLEMASTER
UNIFIED Slow one pace -25/ea

Character Law
Turn
Up to 15° -10
Up to 30° -20
Up to 45° -30
Up to 90° -50
96
Table 3-12: Gymnastic Maneuvers
Roll Result
<1 Absolute Failure
In your zeal, you have forgotten to warm up and severely pull
a major muscle (-25) and are stunned for two rounds. Good job
buddy!
1 - 75 Failure
You freeze at a critical moment, failing your maneuver. If appro-
priate, you may make an additional roll to abort your maneuver.
Otherwise, take your chances.
UM 66 Unusual Event
Regardless of if you succeed or fail, you manage to make your-
self look completely foolish. If no one was watching, you're
Survival lucky. Otherwise you will never hear the end of the jokes and
stories about it. Surely there's some way to make up for it, or
[Re] Survival includes the skills necessary for living make everyone forget...
in a specific hostile environment and includes locating 76 - 100 Partial Success
potable water, foraging for edible plants, and catching Everything was going so well, but you cannot seem to follow
small animals through gathering, fishing and hunting. through, and it takes longer. If appropriate make an additional
It also includes the observation and awareness of dan- maneuver at +10. Otherwise you fail.
gerous weather patterns, finding shelter and suitable 101 - 175 Success
camp sites, starting fires, and improvising clothing Fancy footwork, my friend! You complete the maneuver com-
or equipment. The Urban specialization of this skill pletely as expected and in fine form, and barely break a sweat.
focuses on gathering food and other materials from Must be the shoes.
people’s discards and trash rather than nature, but is 176 + Absolute Success
otherwise the same. You skip a light fandango, turn cartwheels 'cross the floor and
Specializations: Urban, specific biome (Section 15.1) complete the maneuver with the kind of precision and grace you
have always dreamed about. Onlookers gawk as you make the
or xeno-environment (different plane, alien world, impossible look easy.
etc.).

3.12. Gymnastic Contortions


[Ag+Qu] These skills determine the character’s abil- [SD] Contortions is the manipulation of one’s body
ity to maneuver, contort, or perform stunts, which are in order to move through small openings or escape
graded by difficulty rather than by distance traveled from bonds. The difficulty is based on the size of the
(which would be Movement skills). Gymnastic skills opening relative to the character or the material of the
may be resolved as either Absolute Maneuvers (e.g., bonds and how well they have been secured. This skill
a backflip using Acrobatics) or as Percentage Ma- can also be used to slip free of grapple attacks, as de-
neuvers (e.g., jumping as far one can). The maneuver scribed in “Grapples” in section 9.8.
difficulty depends on the complexity of the maneuver. An attempt to slip out of a grapple or bonds can be
made every round, until the character escapes or an
Acrobatics absolute failure is rolled, in which case the character
has tightened the grapple or bonds to the point where
[St] Acrobatics includes tumbling, horizontal dives, he cannot escape them without assistance. (The char-
rolling, swinging on objects, and other general gym- acter may still attempt to incapacitate a grappling foe
nastic maneuvers. Acrobatics can be used to attempt or break free of their bonds in a feat of strength).
to control a fall. Any critical suffered due to the fall
Slipping bonds is a full 4 AP action (Section 8.1),
is increased one severity on an Absolute Failure, de-
while every AP less than 4 imposes a cumulative -25 ROLEMASTER
creased by one severity on a Success, and decreased UNIFIED
to the action with a minimum of 1 AP at -75.
by two severities on an Absolute Success. 
Attempting to slip bonds or a grapple without being Character Law
The difficulty of an Acrobatics maneuver is deter-
obvious to someone watching by making small mo-
mined by the amount of movement and the timing of
tions imposes a -50 penalty, and allows the character
the maneuver. Rotations and somersaults make the
to make a Stalking or Duping conflicting maneuver vs
maneuver even more difficult.
the observer’s Perception to keep their struggles un-
97
noticed (Difficulty level and modifiers based on how Table 3-13a: Knowledge Tiers
closely the observer is watching, light level, and any Skill Rank Knowledge Tier
other modifiers the GM deems appropriate).
1-5 Introductory knowledge with details on a few
(Novice) topics.
Jumping 6 - 10 Good understanding and recall of all major topic
(Student) areas, as well as basic details.
[St] Jumping includes both running and standing
jumps. Every character has a base jump distance de- 11 - 15 Mastery and recall of all important aspects of
(Scholar) topic, plus many finer details in most areas.
pending on the type of jump. Stride is the character’s
16-20 Ability to form multiple complex inferences,
stride modifier, except in inches (e.g., halflings use a
(Expert) create accurate analogies, and form connections
stride modifier of -5"). to other subject matters.
• Running long base jump = 50" + stride 21+ Complete understanding and knowledge of ob-
• Standing long base jump = (50" + stride) / 2 (Sage) scure and uncommon parts of subject matter.

• Running high base jump = (50" + stride) / 5 The Lores described below should not be considered
• Standing high base jump = (50" + stride) / 10 an exhaustive list. The player and GM are encouraged
To jump a specific distance, it is -20 for each multiple to make use of Lore skills to adequately represent the
of the character’s applicable base jump: character’s background and knowledge. Depending on
Modifier = -20 * (Distance / base jump) the setting and campaign, just about any topic of inter-
est could be the focus of a lore skill. However, bear in
If the maneuver fails, but how far the character actual-
mind that some topics may be better covered by using
ly did jump is important, then consult the Percentage
applicable skills as Lores as detailed at the beginning
Maneuver table to determine the distance jumped.
of this chapter (e.g. Survival skill for knowledge of
Example: Arkose, a goblin (with a stride modifier of flora and fauna of a particular biome).
-6), has a running long base jump of 44". He has a
penalty of -0 jumping up to 44", -20 up to 88", -40
up to 132", etc.

3.13. Lore
[Me+Me] Lore skills determine a character’s effec-
tiveness in intellectual pursuits. The number of ranks
in an academic skill can be used as a rough guide to
determine a character’s level of knowledge as shown
in Table 3-13a. More typically the GM will require
Lore maneuvers to determine if one can recall per-
tinent information. Lore maneuvers can be resolved
as Absolute Maneuvers using Table 3-13b or as Per-
centage Maneuvers to determine how much of a topic
someone can recall (or for taking tests!). The difficulty
of a Lore maneuver is based on the obscurity and de-
tails of the information.
Lore skills represent knowledge of anything gained via
experience or from rote learning. This covers knowl-
edge of a subject, but does not necessarily translate
into the deeper understanding provided by a science
skill, being merely a collection of anecdotal informa-
ROLEMASTER tion. At the GM’s discretion, it is possible that a lore
UNIFIED

skill, even when a maneuver is made successfully,
Character Law may return erroneous or misleading information due
to the fact that the source of the lore is in error.
Example: “All the great cartographers say the west-
ern ocean is endless”, or “Holy Gerad said the only
way to kill undead permanently was to burn them to
98 ash, then soak the ash in holy water”.
Table 3-13b: Lore Maneuvers Language
Roll Result [Re] The ability to communicate with or to understand
<1 Absolute Failure any language is determined by the language skill. This
What's all this? You irretrievably confuse yourself and cannot skill must be specialized as written, spoken, or sig-
possibly recall this information without at least 12 hours to refa- naled versions of a language. Non-spoken communi-
miliarize yourself with the topic. cations including codes, sign language, flag signals, or
1 - 75 Failure the like are considered languages for skill purposes.
Hmmm. Nope. Nothing springs to mind. Perhaps if you were to Table 3-13c indicates the fluency in spoken and writ-
spend another six hours studying the matter…
ten languages given the ranks. Most language skills
UM 66 Unusual Event
are considered proficient with 4-6 ranks, although
Great Horny Toads! You've been using that word for years and some simple languages or codes may only require a
suddenly realized you were pronouncing it completely wrong!
few ranks to master (Morse code). Ranks beyond 10
You whoop and gurgle happily, rolling your mouth around the
new sound…why is everyone staring at you? delve into the variations of a language over time or by
76 - 100 Partial Success
region. Scholars of languages would be able to recog-
nize or recite important speeches or famous written
You recall some details of the subject, but nothing specific. Stew
on this for an hour or so and something might come to you. (roll works.
again in 1 hour). Example: A person with 10 ranks of English and a
101 - 175 Success +50 skill bonus would have knowledge of region-
Ah, of course! A simple fact, of course, right on the tip of your al dialects of English from across the globe, but
tongue. You recall all relevant details about the subject. additional ranks may be helpful in understanding
176 + Absolute Success something as old as Chaucer.
With a nonchalant air, you relate the details of the topic from In some situations, even when a character has basic
memory, including relevant quotations and analysis by authori-
ties of note. Now who's the savant around here?
fluency in a language, stress or rushing may lead to
confusion (tense diplomacy, fast talking, strong ac-
Creature Lore cents, dialects, etc.). The skill bonus may be used to
determine if communication is successful, by treating
[Re] Creature Lore includes recognition, knowledge it as a Percentage Maneuver and a difficulty based on
of habitat and diet as well as any powers and abilities the situation. The GM can garble the words to reflect
of a specific type of creature. Higher ranks will cov- the percentage of success. Each new phrase should be
er knowledge of any cultures, psychology, and other treated the same way, but if someone keeps repeating
details. the same exact words, further PM rolls will add up as
Specializations: Demon, Dragon, Faerie, Undead. normal.
Example: The angry Sindonese customs official
Historic Lore pushes his way through the 10 soldiers pointing
crossbows at Captain Rolf, and quickly and angrily
[Re] Knowledge of the recorded events of history, the
demands “Do you have permission to dock at the
broader the character purchases this lore skill in terms
imperial wharf?!?” The GM has Captain Rolf make
of geography and era the less specific the information a PM in his Sindonese Language skill at Hard, as
will be, while the narrower the era covered the more the official is shouting, moving his head a lot and
specific. So the lore skill “History of the Northern talking quickly, making it hard to understand. The
Continent” will apply to many situations, but offer result is 60%, so considering, the GM tells Captain
limited, broad information, while “History of the Shu- Rolf “The angry man in the uniform shouts at you
lin Kai during the Third Imperial Era” will offer more while waving his finger all around at you, the ship
specific and detailed information, but only relating to and the dock, you think he said ‘Do you have letters
the area and era specified, with limited usefulness cov- to deliver at the Dragon’s harbor?!?”. Captain
ering other periods or adjacent areas. The GM should Rolf has no idea what the official means and asks ROLEMASTER

take into account the fact that history often contains “What…?” Hopefully the official repeats himself.
UNIFIED

partial truths or falsehoods, so it may require an Ab- Character Law
solute Success to recall a detail known to few, while Specializations: Each written, spoken or signed lan-
the majority believes the “story” that is generally held guage.
to be true.

99
Table 3-13c: Language Tiers
Skill
Rank Spoken Ability Written Ability
1 Recognition of the language and communication of very simple Recognition of the language in written form and the
concepts that can be expressed with a single word (e.g., eat, dan- meaning of a few simple words and phrases.
ger, money, enemy, pain, etc.).
2 Communication of moderately basic concepts in the form of User can get an overview of simple writings, but will have
phrases at a slow rate. Understanding the tone/context of speech trouble with details. User may write very short sentences
spoken at a normal rate, but no more. of a moderately simple nature (i.e., at third grade level).
3 Conversation on simple subjects using whole sentences instead User can read moderately simple writings and understand
of broken phrases. User can understand everyday conversation most of the details, but still has trouble with subtle con-
when spoken slowly. Recognition of major dialects. cepts. User may write sentences at a fifth grade level.

4 User may converse in everyday conversation of an average Reading of most everyday writings and normal books,
nature (e.g. market talk, peasant discussion, conversation with and writing at a seventh grade level although the user's
guards) but rapid or sophisticated speech is still troublesome, and writing will be recognized as uneducated or foreign.
the user has a notable accent.
5 Normal speaking level of the native population, the common Reading level of a reasonably literate person, and writing
man. Subtle or sophisticated concepts still prove troublesome, at a ninth grade level.
and the user cannot understand dialects or archaic speech out of
the norm.
6 True fluency, allowing understanding of, and conversation with, Reading level of an educated member of the nobility and
the most learned of native speakers. Sophisticated folk may still writing at an eleventh grade level.
recognize you as an outsider, and archaic or unusual concepts
may still prove troublesome.
7 Fluency plus the ability to recognize the regional and cultural College writing level of an average nature. Allows one to
origin of speech (though difficult dialects will still prove trou- read relatively complex material and recognize (but not
blesome). fully understand) the nature of archaic or unusual dialects
and concepts.
8-9 Absolute fluency in chosen dialect plus simple understanding Writing complex or highly technical passages in the cho-
and speaking ability in related dialects. sen dialect, as well as the ability to work at a moderate
level in related dialects.
10+ Absolute fluency of the chosen language and all closely related Ability to read and write in a variety of dialects and even
dialects. Only the most archaic and complex concepts may prove in archaic forms of the language. Only the most obscure
troublesome. concepts and forms will prove troublesome.

Related languages

Languages develop and change over time, and are influenced by the languages of traders and conquerors. Local
dialects develop into languages of their own. When languages are similar, it may not make sense for characters
to have to learn each language from scratch. The relationship between two languages may be expressed as a
rank penalty. A character who speaks Sindonese may operate at -1 rank in the closely related dialect of South
Sindonese, -3 ranks in the separate but historically linked Junho language, and -5 ranks in Ancient Jindon, the
root language from which Sindonese and Junho developed. However, even extensive study of Sindonese offers
no help when dealing with the unrelated language of Bakandan.

If the character wishes to develop one of these additional languages, they receive the appropriate number of
ROLEMASTER
UNIFIED free ranks. For example, a character with native fluency in Sindonese (6 ranks) is considered to already have
 3 ranks in Junho, so when they purchase an additional rank it is their 4th.
Character Law

Developing the relationships between different languages adds a layer of history to a setting, but it also adds
complexity and not all GMs will wish to do so. However, it can be helpful in reducing the number of languages
characters need to learn in settings with many tongues.

100
Materials Lore
[Re] Knowledge of a specific type of material such
as metal includes identification of the raw material, as
well as knowledge of sources and methods of working
(crafting uses the separate Crafting skill). Materials
Lore may also include information on famous mag-
ical, historic, legendary or cursed types of materials
and items made from those materials.
Specializations: Bone/horn, Fabrics, Leather, Metal,
Stone, Wood.

Racial Lore
[Re] Racial Lore includes recognition, knowledge of
habitat and diet as well as any powers and abilities of 3.14. Magical Expertise
a specific type of race. Higher ranks will cover knowl- [None] These skills represent expertise in magical
edge of any cultures, psychology, and other details. spellcasting and work by reducing penalties that
Specializations: Elf, Halfling, Human, Orc. would otherwise apply. Magical Expertise skills do
not get any stat bonus and only benefit from skill rank
Region Lore bonus, professional bonus, knack, and talents. While
Magical Expertise skills can reduce a penalty to the
[Re] This skill provides knowledge about the geogra- Spellcasting Roll, at best they reduce the modification
phy of a region, as well as a basic overview of local to zero; they cannot offer a bonus. How these skills
cultures, flora, fauna, and a limited history. The region affect spellcasting is described in Spell Law.
size may vary but should be no more than 100,000
Grace: Reduces penalties for casting spells of higher
square miles (about 300 x 300 miles, roughly the size level. This skill must be specialized in a specific spell
of the state of Colorado or the nation of Italy). list.
Spell Trickery: Reduces penalties to spellcasting due
Religion to attempts to hide or modify its visual effect (if the
visual spells optional rule is used) or hand and voice
& Philosophy Lore usage. This skill must be specialized in a specific list.
[Re] This skill can be taken generally, in which Transcendence: Reduces the spell-casting penalties
associated with armor.
case it will cover the basics of all the religions and
philosophies the character is familiar with, or it can
be taken specifically about a single religion, in which
case it will offer more specifics and details. This skill
will touch on elements of history, but mostly relate
to points of theory, dogma or belief, along with some
details of structure of organized religions or philo-
sophical societies.

Spell Lore
[In] Spell Lore allows a character to recognize spells
that have been cast against him, or written spells (rec-
ognition only, it cannot be used in place of Runes).
This may also provide information on expected dura- ROLEMASTER
tion or area of effect for active spells. UNIFIED

Character Law

101
3.15. Medical Poison Mastery
[In+Me] Medical skills include healing and treating [Re] Poison Mastery includes knowledge of effects
injuries, as well as applications of active compounds and doses, preparation and application of health-de-
(either with healing or poisonous properties). The GM stroying chemicals or diseases. This skill also covers
should decide what kinds of medical skills are avail- the preparation and application of antidotes to those
able based on the tech level and knowledge base of toxins.
the setting. Difficulty varies depending on the specific
skill. 3.16. Mental Discipline
[Pr+SD] Mental Discipline allows the character to
Table 3-15: Medical Maneuvers push his mind beyond its normal limits and achieve
Roll Result extreme states of focus. Difficulty depends on the spe-
<1 Absolute Failure cific skill.
The herb is not only ruined, it has become slightly toxic. If treat-
ing a patient, you manage to make things worse, increasing any Control Lycanthropy
injury penalty by -10.
1 - 75 Failure [SD] The infectious shape changing inflicted by ly-
The herb or poison and your pride are ruined. If treating a pa-
canthropy is provoked by instinct and emotion and
tient, the Recovery Roll is made at -100 (as if they received no controlled through discipline and calm. The emotional
care). urge to give in to the inner animal rises and falls with
UM 66 Unusual Event the lunar cycle, being hardest to resist at the full moon.
Your preparation of the herb or poison has altered its properties • Full (-50)
in a way that may be useful (on a Success) or not (on a Failure). • Waxing Gibbous (-30)
If treating a patient, in addition to success or failure treating the
condition, you've improved or worsened a different condition • Waning Gibbous (-20)
by +/-10. • Waxing Quarter (-10)
76 - 100 Partial Success
• Waning Quarter (0)
The herb or poison is half as potent. If treating a patient, your
misguided care provides minimal improvement. The Recovery • Waxing Crescent (+10)
Roll is made at a modifier of -25. • Waning Crescent (+20)
101 - 175 Success • New Moon (+30)
The herb or poison is ready! If treating a patient, you are alert
Each time the character goes to sleep on a full moon,
enough to catch problems as they arise and they should recover
normally (+0 to the Recovery Roll). any time the player (or GM) has the character display-
176 + Absolute Success
ing real rage, and any time the GM feels the character
is being put under extreme emotional stress, an Ab-
The herb or poison has doubled potency. If treating a patient,
you know exactly what to do and they respond miraculously to
solute Maneuver should be rolled against this skill
your care (add +25 to the Recovery Roll). (at -25 if 0 ranks) to see if the character transforms
into his bestial form. If this happens, the lycanthrope
(under the control of the GM) will hunt, kill and feed,
Herbalism violently attacking anyone who interferes. Once its
hunger is sated, it will find a place to hide and sleep.
[Re] Herbalism includes knowledge of effects and During this sleep, it will transform back into “human”
doses, preparation, and application of herbs and med- form and awaken back in control of himself with no
icines. Searching for herbs should use Survival skill memory of the transformation or what he did while in
for the appropriate biome, although Herbalism may bestial form.
be used as a Complementary skill. Detailed rules on
A lycanthrope can attempt to change into bestial
herbs appear in Treasure Law. In higher tech societies,
ROLEMASTER form while maintaining control at an additional -25
this skill could be replaced with Pharmacology.
UNIFIED to the maneuver, and transform from controlled beast

to “human” form at an additional -50 to the maneu-
Character Law Medicine ver. Failure at either type of change will result in the
[Re] This skill provides a bonus for treating injuries lycanthrope slipping into uncontrolled state per the
and overt symptoms of illness. This skill includes the paragraph above.
use of simple medical aids/herbs, setting broken bones, Physical stress and trauma (injury and fatigue penal-
102 stopping bleeding, etc. For detailed use of this skill see ties) make it harder to control lycanthropy and should
the rules on injuries and healing (Section 13.1).
Table 3-16: Mental Discipline Maneuvers 3.17. Movement
Roll Result [Ag+St] These skills determine a character’s ability
<1 Absolute Failure to travel distances in stressful situations using the Per-
You are assailed by doubts and distractions. Your feeble attempt centage Maneuver table. Maneuvers are not needed
at focus creates a mental block that hinders your future attempts, for routine, non-stressful activities. There is no need
giving you a -25 to this skill*.
to make a Running maneuver every time a character
1 - 75 Failure walks across a room.
You call forth your discipline and… what was that noise? Sorry,
trying to focus here. Why won't that itch go away? Your effort is
Many movement skills require effort just to ‘hold-on’,
insufficient to get past the distractions. such as treading water, flying, climbing, or tight-
UM 66 Unusual Event rope-walking, and as such, require Concentration
whenever the character is trying to perform another
Carefully you follow the path of a thought before realizing it is
seemingly unrelated to your task. If you succeed at your maneu- action. Depending on the circumstances, the GM may
ver, the unexpected insight is treated as an Absolute Success. If require a maneuver roll to prevent falling or drowning.
you fail, it has led you far astray to an Absolute Failure. If a character has the right equipment, he can create
76 - 100 Partial Success situations in which he can pause these kinds of motion
Your discipline is assailed by distractions and you find it diffi- and then act without concentrating (e.g., wearing a
cult to focus. You receive half the usual benefit, or may try again flotation vest when swimming or tying yourself to a
next round with a +10 modification. spike nailed into a wall when climbing).
101 - 175 Success
Summoning all your training, you concentrate on your breathing
and empty your mind, permitting yourself to focus completely
on the task at hand.
176 + Absolute Success
You slip easily into a state of perfect focus, easily putting aside
all distractions and doubts. You receive x2 normal benefits and
a +10 on subsequent rolls to maintain this state.
* until an Absolute Success is achieved

be applied as penalties to the maneuver; it is up to


the GM to assess any mental or emotional stresses
that may be worthy of penalties as well. Meditation,
sedative herbs or drugs, or magical effects that give
bonuses to calm or self-discipline can all give bonuses
to control checks of this skill.

Meditation
[SD] Meditation can be used to enter and exploit
a mental trance which the character can use to help
solve difficult problems or perform mental maneu-
vers. To use this skill, the character must meditate for
5 minutes. With a successful maneuver the character
gets a +25 the following round to all mental actions
(attuning to a magical item, casting a spell, using a
lore skill, etc.).

Mental Focus ROLEMASTER


UNIFIED
[SD] Mental Focus is used to maintain concentration 

for extended periods of time (Section 5.5), while Character Law

stunned, or when concentrating on two things at once


(Section 8.1). A GM may also require a Mental Focus
roll in extremely stressful, chaotic, or confusing situ-
ations.
103
Climbing 3.18. Performance Art
[Co] Climbing includes maneuvers from climbing [Em+Pr] Performance Art skills include those that
a ladder to scaling a cliff. Climbing speed is 1/4 of that involve a performance, often intended to evoke
the character’s normal Base Movement Rate (BMR). an emotional response or tell a story. Performance Art
This base rate is adjusted by pace as normal. However, skills are almost always Absolute Maneuvers. The
climbing faster than a ‘Jog’ (x2) is not allowed unless skills listed here are only the most basic, others may
there are plenty of obvious hand and footholds (such be added depending on the setting.
as a ladder or tree), or if the character has claws or is
otherwise physically specialized for climbing move- Acting
ment.
[Me] Acting is the skill of feigning emotions, as well
Flying as using both voice and body language to create a per-
sona (either an original or mimicry of someone else).
[Co] As with other Movement skills, the speed of It also includes some ability to interpret a text or per-
flight depends on a base movement rate (usually de- formance in terms of character motivations.
fined according to the means of flight) and a selected
pace. However, while flying, a Fast Sprint is “Diving” Music
pace, a speed achievable only by rapidly descending,
and Dash is “Power Diving” pace, a speed achievable [Me] The Music skill includes the actual performance
only by flying as hard as possible while rapidly de- of playing music (sheet music or improvisation) on a
scending. Flying creatures can glide at up to a running specific instrument or singing.
pace at half the normal movement penalties. Unless Specializations: Singing, Each group of instruments
the conditions are ideal, in the form of strong thermals (drums, flutes, woodwinds, horns).
or updrafts, every round of continued gliding will re-
quire a successful maneuver at a cumulative -10 per Table 3-18: Performance Art Maneuvers
round. Roll Result
<1 Absolute Failure
Running Horrors! In what is most certainly the worst performance of
[Co] The main movement skill for ground-based rac- your career, you manage to offend everyone in your audience,
giving you -25 to this skill*.
es, Running is the skill used for moving at any pace
1 - 75 Failure
(Creep through Dash) on foot. It includes all ground
movement regardless of speed, and is also used for A lackluster performance leaves your audience yawning. The
snores drown out the feeble applause. Maybe you should join
evasive dodging on foot (see Section 9.6), although in the circus.
some cases Acrobatics may be used in its place.
UM 66 Unusual Event
Unbeknownst to you, two rival factions were in the audience
Swimming and you have given offense to one of them. You find yourself
embroiled in their raging dispute overshadowing how your per-
[Co] For non-native swimmers, the Base Movement
formance actually was. Some days it just doesn't pay to get out
Rate of swimming maneuvers is 1/4 of the character’s of bed.
normal BMR, which is adjusted by pace as normal. 76 - 100 Partial Success
Armor and encumbering equipment are especially
Not bad. Not good, but not bad. You hold the attention of the
detrimental in water and as such any Armor or En- audience, but a few key blunders spoil an otherwise satisfactory
cumbrance penalties are multiplied by 3 (before the performance.
Combat Expertise: Maneuvering in Armor skill is ap- 101 - 175 Success
plied) while swimming. Bravo! Your performance is a success, and the enthusiastic re-
ROLEMASTER
sponse of your audience warms your old performer's heart.
UNIFIED 176 + Absolute Success

You have surpassed yourself, and your audience mobs you for
Character Law
autographs, bits of string from your outfit, and kisses. What
will you do for an encore? It is best to not keep your audience
waiting.
* until an Absolute Success is achieved

104
Stage Magic Directed Spell
[Ag] Stage magic is the act of performing carefully [Ag] Directed spells are types of magical attacks that
choreographed tricks, usually using props. This in- are directed or aimed at a target (Section 9.2). This
cludes small-scale magic such as card tricks and large- skill provides the offensive bonus (OB) for such at-
scale tricks such as ‘cutting’ a person in half. tacks, but does not create the attack itself, which must
be created by casting an applicable spell.
3.19. Power Manipulation Specializations: Elemental Bolts, Illusionary Attacks,
[Realm+Realm] Power Manipulation skills involve Hurling.
manipulating, storing, and transmitting raw magical
energy directly, rather than using it for spellcasting. Power Development
The manipulation of magical energy can be turned to
[Co] The total bonus for this skill determines the num-
many purposes, each of which is handled in its own
ber of Power Points that a character will have avail-
way, as described in the skill descriptions below. The
able for spell casting. Each character has a single pool
GM may impose a difficulty modifier for unusual
of Power Points (PP), even if that character has access
situations or environments, though it will usually be
to multiple realms.
Medium (0).
Power Points are recovered through rest. For each 2
hours of sleep the character will regain 10% of their
Channeling Power Point total, for up to a full night of sleep (8
[SD] This skill can be used to transmit Power Points hours per day). Characters who require more or less
from one person to a willing target, or to an item made sleep will recover Power Points proportionally faster
to store power. The sender must know the exact lo- or slower but only to the limit of a full night. For ex-
cation of the target, either by seeing him, via some ample, a character who only requires 4 hours of sleep
magical means, or by prearranged appointment (e.g., per night will recover 10% per hour but only up to the
“Stand in front of the altar of the moon at exactly mid- limit of 4 hours. The rate of recovery may vary ac-
night, and I will send the power to you.”). cording to the campaign’s Power Level (Section 12.1).
To transmit Power Points the character must declare A fully rested caster has considerable power available,
how many points he is sending, then make a Medium but if they expend that power completely it will take
(+0) Percentage Maneuver with modifiers according more than a night before they have recovered.
to Table 3-19a. The resulting number is the percentage
of Power Points that were successfully transmitted Power Projection
(the rest are wasted). Any result over 100 is treated as
a bonus to the recipient’s roll. A negative result will [SD] A form of magical dueling, Power Projection is
drain an equal amount of Power Points from the send- used between two opponents. Its use creates a visible
er beyond the total loss of the points they attempted construct of magical energy between the opponents
to transmit (down to 0, any loss beyond that can be (e.g., a ball of power or a strand of light connecting the
ignored). two) that is held up until one of the participants fails.
To receive Power Points, the recipient also makes a The opponents, who must be within 30' of each other,
Medium (0) Percentage Maneuver, but without any of enter into combat rounds and must immediately be-
the modifiers from Table 3-19a. A numbered result is gin rolling initiative each round. Each participant on
the percentage of the transmitted Power Points actu- their initiative must expend 1 PP each round and make
ally gained (maximum of 100% of the Power Points a Routine Absolute Maneuver using this skill each
sent). This can allow the recipient to end up with more round, resolved using Table 3-19b. Neither participant
Power Points than he normally has; however, he will may perform any action other than conversation and
lose 1 PP every hour until the remaining amount is no casual perception while engaged in a Power Projec-
more than his normal maximum. tion duel. Starting with the second round, the maneu-
ROLEMASTER
ver is subject to a cumulative -20 each round it is held UNIFIED
Table 3-19a: Channeling Modifiers active. If one of the participants cannot (running out of 

Scenario Modifier PP) or will not (unwilling) contribute any additional Character Law

Touching recipient +10 PP, moves out of 30' or is stunned, treat that as a fail-
ure result on Table 3-19b. As soon as one participant
Recipient over 100' away -20
loses control of the projection by any of the criteria
Cannot see recipient -50 above, or from failing a check, and the penalties of
Sender & recipient use different realms -100 105
failure have been resolved, treat the contest as com- some science skills to be taken, based on the techno-
pleted. The other participant in the power projection logical level of the game world.
duel has won, and is untouched and unharmed by the Example: Astronomical Lore could identify known
effects of the loser’s failure without needing to make constellations, planets, stars, etc. Someone with
any additional rolls. Astronomy could predict their movements (with a
precision varying based on technological level).
Table 3-19b: Power Projection Maneuvers
Roll Result Architecture
<1 Absolute Failure [Re] Architecture is the science of building construc-
Your reach has exceeded your grasp. Treat as a Failure and addi- tion, a specialized engineering skill that includes
tionally roll on the Spell Failure Table “Force” column and add some artistic training as well. Someone with basic
the number of hits taken.
Crafting skills may build a cabin like other cabins he
1 - 75 Failure has known, but to plan out a large and/or complicated
You have lost this projection, which bruises your body as well structure that will endure, or an effective new design,
as your ego. Take Hits equal to both sides' PP total in the pro- requires an architect. Large-scale traps and mecha-
jection.
nisms like elevators built into a structure are also part
UM 66 Unusual Event
of architecture.
Your projection inadvertently creates a magical vacuum, which
flares up briefly and sucks additional power from both partici-
pants. Each participant must immediately expend another 1 PP, Astronomy
which is added to the projection pool.
[Re] The oldest physical science to be well developed,
76 - 100 Partial Success
and a driving force in the development of mathemat-
You almost lose the projection, but may wrest control if it if you ics, astronomy includes not only identification of
immediately contribute an additional PP this round.
various celestial objects, but the prediction of their
101 - 175 Success
movements. Depending on the setting, it may include
Only a slight squint of concentration betrays the effort involved varying degrees of understanding of what those bodies
in keeping up the projection, and you keep control this round.
actually are (and their true nature in the setting may
176 + Absolute Success differ from their nature in reality).
The ease with which you control the projection surprises even
you. You do not need to contribute any PP the following round
in order to continue. Are you wearing a pointy hat? Engineering
[Re] Engineering combines aspects of mathematics,
physics and invention. It provides a theoretical knowl-
3.20. Science edge of devices and processes, and an understanding
[Me+Re] Science skills are similar to Lore skills but of why things work. Characters may use Engineering
include the application and analysis of information to determine what a device does, design new devices
to solve problems and make predictions. Sciences or streamline systems.
include a theoretical framework allowing one to not In more advanced cultures the GM may require the
only recall facts and make simple inferences of known skill be specialized, however in a fantasy setting this
cases, but to develop hypotheses regarding unknown is not needed (essentially this is basic mechanical and
areas of the field. The GM may choose not to allow hydraulic engineering).

ROLEMASTER
UNIFIED

Character Law

106
Table 3-20: Science Maneuvers 3.21. Social
Roll Result [Em+In] Social skills include any that involve interac-
<1 Absolute Failure tion with other people. While most of these tend to be
Pitiful. You not only fail to produce accurate results, you pro- Absolute Maneuvers, some skills have specific rules.
duce wrong results. You cannot discover where you made your The difficulty depends on what is being attempted and
mistake and get -25 to this skill*.
the receptiveness of the target. Additional information
1 - 75 Failure is provided in Chapter 14: Psychology.
You fail to grasp the problem and any time you have spent is
wasted. You may not attempt again until you have reflected on
this and 24 hours have passed. Table 3-21: Influence Maneuvers
UM 66 Unusual Event Roll Result
Good heavens! In the course of your analysis, you have stum- <1 Absolute Failure
bled across a hitherto unrealized theorem! Abandoning your
current task for several minutes you follow this line of reasoning Your clumsy attempts at manipulation are transparent to all,
instead of your original task. The world must be told of your including the target who reacts accordingly. Future attempt to
revelation! influence this target automatically fail*.
76 - 100 Partial Success 1 - 75 Failure

Persistence yields results. So persist. You may try the maneuver You fail to influence your target in the least. Your target may
again (requiring the normal time) and get +10 to the roll. make a Social Awareness maneuver to note your attempt.
101 - 175 Success UM 66 Unusual Event

You have blinded them with science! You have arrived at what Your slick manner and glib tongue are utterly fascinating to your
you are sure is the right answer. Pretty sure. No, it's right. Al- target. With Success, he will become your biggest fan to the
most certainly right. point of annoyance. With Failure, he names you his arch-nem-
esis. Either way you will really need to get rid of this person.
176 + Absolute Success
76 - 100 Partial Success
Brilliant! Your seldom-appreciated genius rises to heretofore
unseen levels. In half the time normally required, you manage You were doing great until you got impatient. You cut to the
to hold a command of the material that gives +10 on your next chase too soon, and your target is wary. If appropriate, roll again
analysis. next round with a -10.

* until an Absolute Success is achieved 101 - 175 Success


Oh ye of the silver tongue! You smooth-talk your target into
Mathematics tractability, and get the desired result.
176 + Absolute Success
[Re] In the simplest form, mathematics involves You must have been an incubus in a former life. In any case, you
counting and the basic operations of addition, subtrac- have your target wrapped around your little finger and receive
tion, multiplication and division. At higher levels of +30 to any future Influence attempts versus this target (until an
difficulty, it can be used to measure and account for Absolute Failure is achieved).
more and more facets of tangible things. Higher levels * until an Absolute Success is achieved
of difficulty allow for more complicated manipula-
tions, and the manipulation of more abstract qualities
and quantities. The application of many other sciences Influence
will depend on adequate mathematical skill to carry
[Pr] This skill provides a bonus to maneuvers that
out the necessary calculations.
attempt to shift people’s opinions in a direction the
character desires.
Specializations: Charm, Duping, Intimidation.
Charm: This skill involves knowing how to approach
and interact with people so that they like you more
and are willing to do you “favors”. The more time ROLEMASTER
and effort that you put into laying ground for a charm UNIFIED
maneuver, the more effectively it works. Charming is 
Character Law
getting something for nothing, the moment you move
over into “I’ll do you a favor, if you do me a favor”
you are using Trading and not Charm.
Duping: This skill covers knowing how to lie, bluff,
dissemble or spin the truth convincingly. 107
Intimidation: This skill covers being able to get what
you want out of people by subtle or overt threat, with-
3.22. Spellcasting
out taking it so far as to make them flee for help or [Realm+Realm] Spellcasting includes all types of in-
fight back (and without provoking a fear or morale formal (magical rituals) and formal (spell lists) magic.
reaction). It may also be used to deliberately provoke Unlike other categories, the spellcasting skills have
a fear or morale reaction, in which case the number of different costs.
ranks is used as the attack level for the recipient’s fear
RR (see Section 14.2 and 14.3 for details). Magical Ritual
[Me] Magic Rituals are an alternative way to use
Leadership
magic (See Spell Law, Chapter 5). As compared to
[Pr] Leadership is used to inspire those loyal to you spells, rituals may be broad in effect but usually take
to follow your instructions or to effectively organize a much longer to use. The listed examples included in
group. This skill cannot be used on those not already the category listing below are representative, not com-
loyal to you, but for those who view you as their lead- prehensive. While most spell effects will fall into one
er, this skill can be used to rally or inspire them. Any category or another, some will fall into two types. For
instruction or command given that might be resisted or example, the Shield spell, while clearly a defensive
questioned (i.e., one that requires a morale check; see spell, functions by creating a temporary barrier object.
Section 14.3) is modified by your Leadership bonus. Thus, either a Creation or Defensive ritual would be
Also, all combatants who consider you their leader suitable for producing a Shield.
get a bonus equal to your ranks in leadership to any Specializations: each type of ritual.
RRs vs. Fear/Terror as long as they are aware that you
Alteration: Rituals of Alteration deal in changing the
are present. The leader may also make a maneuver to
appearance, form, nature, or substance of a physical or
rally followers affected by a failed fear check (Section
spiritual thing. This includes shape-changing, Glam-
14.3).
ours, and mental influence. It does not include any act
Leadership also provides a benefit when coordinating of creation, destruction, or restoration.
multiple individuals in a task. See Complementary
Creation: Rituals of Creation deal in the production
Skills at the beginning of this chapter for details.
of permanent or temporary things. It does not apply to
things that are only momentary, such as a Fire Bolt or
Social Awareness similar elemental attacks. This category includes Wall
[Em] This skill develops awareness of the motives and spells, illusions and phantasms, the Creations list, and
social maneuvers of those around you. You can make Symbols.
maneuvers using this skill to study other people and Defensive: Defensive Rituals deal with powers of
try to understand them, determine if they are lying, avoidance, deflection, or resistance of harm. They
or otherwise infer their motives. If someone is using include spells granting defensive (RR, DB) bonuses,
this skill (i.e., not relaxed with his guard down) when spells providing improved Armor Type, and spells that
targeted with an Influence skill maneuver (see above) block attacks.
then he can make a conflicting maneuver to notice the Destruction: Rituals of Destruction deal in direct
Influence attempt. destruction. They include most Sorcerer spells, dis-
pelling, and Repel Undead spells. They do not include
Trading spells that create elemental material which then causes
[Pr] Trading is used to negotiate, haggle, and strike damage, only magic effects that directly damage or
bargains. Characters who are good at this skill will be disrupt the target.
able to figure out a deal that works for both parties, if a Elemental: Elemental Rituals are those that deal with
deal is possible. In some cases this may be resolved as the six elemental types known to the Magician: Earth,
an opposed Absolute Maneuver. For haggling, resolve Fire, Ice, Light, Water, and Wind, as well as the more
ROLEMASTER
as an opposed Percentage Maneuver with the buyer as general “elemental” powers of weather generally.
UNIFIED
 the active party. The final price is 200% - result, giving Healing: Healing Rituals deal in powers of resto-
Character Law a price from 50% to 200%. ration. Most commonly, these will involve the healing
The difficulty is based on how the deal the player is of- of broken bodies, but this category of ritual includes
fering would look to the target. If the deal seems safe the mending of broken minds and spirits, the mending
and very favorable for the target it should be easy to of the sundered bond between body and soul (and thus
convince him, while if the deal seems to shortchange Lifegiving), and the mending of damaged non-living
108 the target or put him in trouble or danger it will be objects.
more difficult, or perhaps impossible.
Informational: Informational Rituals deal with in- 3.23. Subterfuge
formation, either gathering it or transmitting it. This
includes sense augmentation (e.g., Nightvision), de- [Ag+SD] Subterfuge skills deal with avoiding detec-
tections, divination, delving, analyses, and spells of tion and making maneuvers without being noticed.
communication. The difficulty depends on the specific skill.
Summoning & Transportation: These rituals deal
with movement, be it at a slow pace or instant trans-
ference. This includes inter-dimensional movement
and so covers the summoning of demons and others
not native to the mortal world. Spells allowing one to
fly or walk on ceilings, spells of creature summoning,
and teleportation effects all fall within this category.

Base, Open, Closed,


Arcane, Restricted
(Spell Lists)
[Me] Developing a spell list gives a character the abil-
ity to cast spells from that list. The number of ranks a
character has in a list determines the level to which he
can cast from that list (e.g., if a character has 8 ranks in
Fire Law he can cast any spell from the Fire Law list
up to 8th level). The number of ranks plus realm stat
(once) is also added to the Spellcasting Roll when a
spell is cast. The full skill bonus in a Spell List is used
for Spell Mastery: attempts to change the spell when
it is cast (e.g., making a Fire Ball diameter smaller or
shaping a Wall of Fire). Other uses are occasionally
specified in certain spells.
There are 5 different Spell List skills: Base, Open,
Closed, Arcane, and Restricted, with each individual
spell list as specializations. Base lists are the special-
ized spell lists of each magic-using profession. Open
lists are common, relatively straightforward spells that
may be understood by anyone using the realm. Closed Ambush
lists represent more esoteric magical techniques which
may be understood by any user of the realm, but with [In] Ambush is the ability to make a very precise at-
greater difficulty. Arcane lists are more obscure or ex- tack and can only occur when the opponent is com-
otic magics which exist outside of the three realms. pletely unaware of the character’s attack. In such a
Restricted lists include any list the GM allows you to situation, the ambushing character makes an attack
learn which is not a Base, Open, Closed, or Arcane roll as normal (with a bonus for surprise and frequent-
list (e.g., the Base list of another profession). You may ly for a rear or flank attack). If a critical is obtained,
not develop ranks in lists from realms other than your the character may modify his roll on the appropriate
own. Critical Strike Table. The roll can be adjusted up or
down by any number up to the character’s ranks in
Specializations: Each Base, Open, Closed, Arcane, or
the Ambush skill. A separate Ambush maneuver is not
Restricted Spell List.
required. Ambush may be used against a foe already ROLEMASTER
UNIFIED
in a melee situation if the foe is unaware of the attack, 
but because position is relatively unpredictable in a Character Law
general melee situation, Ambush skill rank is halved
in this case.

109
If the target is killed or knocked unconscious from
the attack, the Ambush skill can also be used to make
3.24. Technical
the attack silent. An Absolute Maneuver roll is made [In+Re] Technical skills cover the knowledge, design,
and if successful then the attack and target do not use and maintenance of mechanical devices (construc-
make any noise (unless the GM determines the type tion and major repairs require an appropriate crafting
of attack cannot be made silently). The difficulty of skill). Some devices may require tools in order to use,
the maneuver should be based on how loud the attack activate, or deactivate. Technical maneuvers are most
made is, and how close any observers are. often Absolute Maneuvers, with a difficulty based on
Specializations: each Combat Training skill (e.g., the complexity of the device. The complexity com-
Melee, Ranged), or a Directed Spells specialization. bines the sophistication of the device with the diffi-
culty in unlocking/disarming/using it. A device may
be relatively simple in construction yet be extremely
Concealment difficult to unlock, disarm, or operate.
[In] Concealment is the skill to hide items or groups
of items of any size (e.g., building, campsite), or even Locks
people using the environment, taking advantage of
lighting, and using camouflage where appropriate. For [Ag] This skill includes manipulating and picking
an individual character trying to remain unseen either locks without a key, maintaining locks, changing us-
moving or stationary, use the Stalking skill. er-adjustable locks, and the design of locks (actually
manufacturing a lock would require an appropriate
Crafting skill). Some suggested difficulties for locks:
Stalking simple shackle lock (Easy), Combination or tumbler
[In] Stalking is the ability to move in silence and un- lock (Hard to Extremely Hard), Double key tumbler/
seen, using camouflage and shadows to conceal your dual combination lock (Sheer Folly). Special tools or
presence. The difficulty of the maneuver using this circumstances may further modify the complexity. For
skill is determined mainly by the surroundings. It will instance, a lock made of special materials, a broken,
be easier in a dark, shadowy area with a lot of cover, jammed or seized lock, or any other circumstance be-
but more difficult in brightly lit areas without cover. yond normal may increase or decrease the difficulty of
Similarly, moving across a smooth surface with lots of a given task.
ambient noise makes it easier to not be heard. Stalking
is opposed by Perception skill. Mechanics
[Me] This skill relates to the operation or repair and
Trickery construction of technology. In most fantasy environ-
[In] Practitioners of this skill have trained their hands ments, mechanics will be a singular skill covering all
in the art of misdirection to perform acts that may al- possible mechanical and hydraulic (pumps) devices.
most seem magical to the untrained eye, but are not. At higher tech levels, this skill should become more
Trickery includes any sleight of hand such as might be and more specialized.
used in cheating at cards or other games of chance, or Operation covers the proper use of technological con-
picking pockets. structs, getting the maximum possible results out of
them, and avoiding overstressing them to the point of
breakage. Mechanics can be used to operate parts of a
vehicle as long as it is not in motion, but in motion the
vehicle will require the Piloting skill.
Repair & Construction allows a character to assemble
technological constructs from parts or to identify jams
or replace damaged parts. Construction or repair of
ROLEMASTER
UNIFIED
broken parts requires an appropriate crafting skill, and
 crafting new, original devices requires the Engineer-
Character Law ing (Science category) skill.
Specializations: Operation, Repair & Construction.

110
Table 3-24: Technical Maneuvers Traps
Roll Result [Ag] This skill is used for setting up, maintaining, or
<1 Absolute Failure disarming devices intended either to harm or capture
You manage to ruin a tool of your trade through carelessness the creature who sets it off, or to set off an alarm.
and frustration, and get -25 to all future uses of this skill*. Is Some suggested difficulties for traps: snare trap, bells
this your idea of fun? on a string alarm (Easy), tripwire (Medium), pressure
1 - 75 Failure plate (Hard to Extremely Hard), vibration, air pres-
Your attempt fails utterly and you are dejected. If this is a trap sure, magical or light triggers (Sheer Folly or harder).
there is a 20% it will activate, affecting you. You may not try Special tools or circumstances may further modify the
this problem again for 24 hours.
complexity. For instance, a trap designed with extra
UM 66 Unusual Event triggers designed to set it off if tampered with, well
As you are working on it, the mechanism activates, but incom- concealed or covered parts, or extra useless parts to
pletely. You have both hands occupied in the mechanism and if make it more confusing could all increase the difficul-
you let go with either hand it will activate or otherwise damage
you. Hopefully, you brought a friend…
ty of disarming the trap.
76 - 100 Partial Success This skill can also be used on a discovered trap to
Unusual complications have arisen. Nothing you can't handle, assess it, and figure out ways to avoid it without dis-
but it's going to take some extra time. You may attempt to finish arming it (e.g., “The pressure plates take 100 pounds
your work at -10. of pressure to trigger the trap, so if we lie down and
101 - 175 Success drag ourselves across the floor we shouldn’t set them
You perform your task with admirable skill. Now quit patting off”). This may be more or less difficult than disarming
yourself on the back and get back to work! the trap, depending on the specifics of the triggering
176 + Absolute Success mechanism.
Your subtle technical mastery is reflected in your remarkable
success. You may perform this specific maneuver at a +20
(non-cumulative) until you receive an Absolute Failure.
* until an Absolute Success is achieved

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Character Law

111
3.25. Vocation Service
[Em+Me] Every occupation includes a lot of small [Pr] Vocations that primarily deal with interaction
skills that are not covered by any other skill in this and providing services to others are part of the Ser-
list. A sailor may know how to tie knots, a valet may vice skill. Interacting with customers and clients is
know exactly the right clothing to wear to a winter a critical part of these vocations, and those with the
ball, a soldier knows whom and how to salute, an skill know how to present and conduct themselves in
office worker knows how to type, etc. A specific oc- the course of business as well as how to find clients.
cupation or field must be specified when ranks in this Many service vocations will require other skills (e.g.,
skill are developed, and any actions that the player can an Innkeeper may know Trading or Culinary, a Guide
justify, and the GM accepts, may be attempted with will need Region Lore, a Researcher will need Lore
this skill. Vocation is intended as a general catch-all or Science skills). Such skills will often be usable as
for the multitude of minor skills that someone in an Complementary skills, e.g. Bodyguard may be used
occupation would know. It is not intended to replace as Complementary to Perception while protecting a
several other skills with a single skill! Vocation is also client.
useful when impersonating or persuading a member of Specializations: Bodyguard, Bonesetter, Casino
a given occupation. Dealer/Croupier, Guardsman, Guide, Innkeeper, Re-
searcher, Shaman, Sailor, Soldier, Teacher, Valet.
Administration
[Re] This skill includes vocations that deal with man-
Trade
aging, administration, and organizing. It covers the [Re] This skill includes vocations that are more fo-
procedures and practices of the vocation, and may cused on a specific set of trade related skills. Business
be used both to manage records and to make use of and trade is an important part of many vocations,
those records. It also includes some knowledge of the including finding customers and suppliers as well as
practices and procedures of those being managed or presenting ones goods in the best light. In other cases,
served, for example a Quartermaster will necessarily the vocation may represent work as part of a group or
have some knowledge of military procedure (although unit, and the skill represents understanding how the
not to the same extent they understand military supply group is coordinated and how to give and receive or-
logistics and requisition procedures), and a Librarian ders and instructions. Many trades require other skills
will know how libraries are organized but also have and these may often be applicable as Complementary
some familiarity with how scholars make efficient skills, e.g., a Farmer may use Survival to predict the
use of the library. Some administrative vocations may best weather for sowing and harvesting, or a craftsman
require other skills and in many circumstances these will typically require a specific craft skill in addition
may be usable as Complementary skills (e.g., Math- to this skill to represent their business knowledge. In
ematics may often be applicable as a Complementary other cases different skills are needed for different as-
skill to Bookkeeper, and Trading may likewise assist pects of the occupation, e.g., the Thief vocation may
Quartermaster or vice versa). assist in identifying marks and targets as well as sell-
Specializations: Bookkeeper, Librarian, Officer, Man- ing purloined goods, but without Stalking and Locks
ager, Quartermaster, Seneschal. (or at least a little talent with a cudgel) the knowledge
will be of little use.
Specializations: Blacksmith, Carpenter, Farmer,
Fence, Gambler, Herdsman, Hunter, Merchant,
Miner, Pirate, Sailor, Scribe, Soldier, Thief, Tinker,
Trapper, Weaver.

ROLEMASTER
UNIFIED

Character Law

112
Chapter 4: ROLEMASTER
UNIFIED

Character Law

Talents
113
4. Talents
Every person is unique, and while characters can differ If a character improves a talent to a higher tier, he must
by profession, stats, and skills, there are other differ- pay the cost of the higher tier minus the cost of the
ences that are not covered by those variations. Talents current tier. If a character wants to reduce or remove
offer a special benefit or bonus, while flaws give some a flaw, he must pay the cost difference between the
sort of disadvantage or penalty. The term ‘talents’ is current tier and the tier it is being reduced to.
used throughout but can refer to either talents or flaws. Example: Lysenta takes ‘Prodigy II’ (Tier II) in Lore:
A sampling of talent descriptions is given here, but Undead and thus gets +10 bonus (+5 / Tier) to the
is by no means exhaustive. Gamemasters may design skill for a cost of 12 DP (6 DP/Tier x 2 Tiers). She
talents based on the setting, or may approve player-de- later is captured by a necromancer and held in a
signed talents. However, talents are not automatically hanging cage, where she can observe the undead at
available to take, unless the GM specifically allows a closer proximity than is normally possible for the
them. Almost all talents modify or change the way living, and then is rescued a month later. To reflect
the rules work, so they are far more likely to create her new perspective on the undead she wants to
problems in game balance than are skills. Additional- improve this talent to Tier III (18 DP) and so pays
ly, some or all talents may be inappropriate for some the difference of 18 (Tier III) – 12 (Tier II) = 6 DP
settings. to increase her bonus from +10 to +15.
When purchasing talents, there should also be some Example: A troll character wants to reduce “Light
source, background, or reasoning for the talent; talents Sensitivity III” (-30 DP) to “Light Sensitivity II”
the character starts with should be woven into that (-20 DP) before starting play. The GM and player
character's background, while talents acquired later decide that his family was bred as an improved
should develop as a consequence of the character's breed of sunlight resistant troll and he pays the
experiences. difference of 10 DP to reduce the penalty.
Some of the more expensive talents may upset game
Purchasing Talents balance in a campaign. The game’s Power Level (Sec-
Talents cost Development Points, just like skills. tion 12.1) determines the maximum number of DP that
However, the costs are fixed for all professions, and may be spent on a single talent as indicated in Table
they cost more than most skills. Flaws cost negative 4-0. The assumed Power Level, unless the Gamemas-
Development Points, which means they ‘give back’ ter decides otherwise, is Superior.
points which may be spent on other things. They may
be taken during char- Restricted Talents
Table 4-0: acter generation or as
Maximum Talent Costs Talents or flaws may be modified to only have an
part of a level advance-
Power Level Maximum DP effect in certain situations. For example, a wizard
ment. However, if the
may have a magical talent that only works during the
Average 10 flaw does not hinder
day, or dwarves get a penalty to Endurance but only
Superior 20 the character, it cannot
while swimming. In these cases the cost of the talent
Heroic 30 be taken. If a player
or flaw should be cut in half. As always this is subject
Legendary 40 asks for his fighter to
to the GM who may rule the cost should be higher
Epic 50 be able to take “Inept:
or lower depending on how common the situation is
Power Development I”,
deemed to be.
he must actually take a
rank in Power Development.
Many talents give a benefit and cost in multiple tiers,
ROLEMASTER
UNIFIED
with the least powerful tier being assigned a Roman
 numeral I, while additional tiers are more effective
Character Law (and more expensive) as they go up the Roman numer-
als. Most talents have 5 (V) or fewer tiers, although
some have up to ten (X). When the talent is taken, the
tier must be specified and paid for.

114
4.1. Combat Riposte.....................................................................20
When using all of your OB to parry with one melee
Most combat talents are taken in one specific attack Combat Training specialization, you may attempt a
(a Combat Training specialization) and will usually riposte attack. If the parry is effective (no hits deliv-
specify a specific kind of skill (e.g., melee, ranged). ered), you may make an immediate (0 AP) attack with
The GM may restrict these combat talents by the par- an OB of 50 minus the foe’s total modified attack roll.
ticular fighting style (e.g., a style utilizing long blades (e.g., an attack roll of 35 would result in a +15 riposte
allows access to the Aggressive and Fast Attack tal- attack, while an attack roll of 70 would result in a -20
ents). The GM is encouraged to design specific styles riposte attack).
with new and unique combat talents.
Sense Weakness......................................................20
The term fighting style is used to refer to a Combat
Training specialization (e.g., Ranged: Bows, Melee: You are able to sense a foe’s weakness by making a
Blades, Unarmed: Sweeps & Throws). Perception roll (Concentration action for one round)
while observing the foe for 1 round. With a Success,
Deadeye.......................................................... 7 / Tier you may reroll one critical against him (the second
You have uncanny aim with a ranged weapon. All roll stands). You may decide after your initial critical
range penalties for a ranged Combat Training special- roll whether to use your reroll or save it for a later
ization may be reduced by up to 10/Tier. attack. You may sense the weakness of the same foe
again after you have used your reroll. If you sense the
Fast Attack................................................... 10 / Tier
weakness of a different foe before using your reroll,
Your quick reflexes permit you to act before others. the first reroll is lost.
You gain +5/Tier to your Initiative.
Sharpshooter................................................. 5 / Tier
Foiler.............................................................. 7 / Tier
You have learned the importance of patience when
You have incorporated moves in one melee Combat using your ranged weapon. For each full round you
Training specialization designed to cause your oppo- spend aiming, you gain +5 to your OB with one ranged
nent to mishandle his weapon. Any round you use this Combat Training specialization, to a maximum of +5/
talent, any foe attacking you that you are aware of has Tier.
the fumble numbers of all his weapons increased by
1/Tier. 4.2. Discipline
Opportunistic Strike..............................................15
Frenzy......................................................................20
You have learned to take advantage of your foe’s mis-
fortunes with one melee Combat Training specializa- You can enter a frenzied rage with a successful Ad-
tion. If in melee combat with a foe, and your foe fum- renal Focus maneuver. While frenzied, you gain a +5
bles, you may make an immediate attack roll against Strength bonus, your attacks are treated as +1 Size,
him (in addition to any normal attack that round). This and you suffer no penalties due to hit loss. Instead
attack does not require any AP and your OB is not re- of falling unconscious at 0 Hits, you will continue to
duced for the number of AP used or for Parrying. fight until you reach negative hits equal to your Body
Development skill, at which point you will fall uncon-
Pressing the Advantage................................. 5 / Tier scious. Once unconscious you must make a Physical
You have an aggressive fighting style using one melee RR each round until you either fail (and die) or are
Combat Training specialization. Every time you inflict healed enough hits to be above this threshold. While
a critical on your opponent you get a +10 OB/Tier to frenzied, you get no Defensive Bonus other than that
your next attack against this foe. due to magic and are unable to allocate OB to par-
ry attacks. Furthermore, you will always attack the
Quickdraw/Quickload.............................................7
closest creature (medium Perception roll required to
Slow on the Draw................................................... -5 distinguish friend from foe) and an Adrenal Focus
As Quickdraw, you have mastered drawing a weapon maneuver is required to exit the frenzied rage. If there ROLEMASTER
or, with Quickload, loading a missile weapon quickly. are no animate targets left to attack, you will destroy UNIFIED
Drawing or loading for a specified ranged Combat anything else within reach until knocked unconscious 
Character Law
Training specialization is treated as instantaneous (0 or you make a successful maneuver to come out of
AP) rather than 1 AP. As Slow on the Draw, you are frenzy.
clumsy with all weapons when surprised. Drawing
your weapon or readying an arrow takes you 2 AP.
115
Light Sleeper...........................................................10 Quick-Caster...................................................10 / 20
Heavy Sleeper......................................................... -5 You are particularly adept at quickly casting spells
As a light sleeper you receive a +25 bonus to Percep- from one of your spell lists. The number of Action
tion rolls to awake from sleep. As a heavy sleeper you Points (normally 2-4 AP) required to cast a spell from
are difficult to awaken and receive a -25 to Perception the list is 2-3 AP (Tier I) or 2 AP (Tier II).
rolls to awaken. The difficulty of the maneuver is set Scope Skills.................................................. 20 / Tier
by the GM depending on the conditions. Spells from one of your spell lists affect a greater area
than normal and have their radius or # of targets in-
4.3. Magical creased by +100%/Tier. If used with directed spells
Eloquence..................................................... 15 / Tier (e.g. Bolts), your applicable directed spells OB must
be split between the attacks.
You are exceptionally gifted at magic and receive +5/
Tier to all Spellcasting rolls. Spatial Skills................................................ 10 / Tier
Extended Reach..................................... 10 + 5 / Tier Spells from one of your spell lists work at greater dis-
tances than normal and have their ranges increased by
You are able to cast Touch spells from a single spell
+50%/Tier.
list with a range of 5'/Tier. Any range modifiers apply
normally, using the actual range. Subconscious Discipline..................................10 / 20
Graceful Recovery........................................ 8 / Tier You are able to extend the duration of your Concen-
tration based spells beyond your actual time of con-
You have a lower chance of catastrophic failure when
centration. The spell will continue for half (Tier I)
casting spells. Spell Failure rolls are reduced by up to
or the total (Tier II) rounds spent concentrating after
5/Tier (to a minimum of 1).
concentration has ceased.
Inglorious Failure......................................... -6 / Tier
Temporal Skills............................................ 10 / Tier
When you suffer a Spell Failure, your Spell Failure
Spells from one of your spell lists last longer than nor-
roll is increased by 5/Tier.
mal and have their duration increased by +50%/Tier.
Mumbler..................................................... -10 / Tier This only affects spells that have a duration.
You get a penalty of -5/Tier to all Spellcasting rolls.
Power Recycling..............................................10 / 20
When you fail casting a spell you are able to recover ½
(Tier I) or all (Tier II) of the Power Points used.

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Character Law

116
4.4. Physical
Ambidextrous.........................................................10
You are able to use either hand equally well for all
maneuvers and activities. The normal -20 penalty for
off-hand usage does not apply.
Beast of Burden........................................... 10 / Tier
Your body is particularly well-suited for carrying
heavy loads. You may carry an additional 10%/Tier
of your body weight as encumbrance without penalty,
except that encumbrance penalties are not reduced for
purposes of Dodging.
Slow Bleeder................................................ 25 / Tier
Rapid Bleeder............................................. -25 / Tier
Your body has an abnormal ability or inability to clot
bleeding wounds. Each bleeding injury is reduced
(Slow Bleeder) or increased (Rapid Bleeder) by 1 hit/
round for each Tier. Slow Bleeder may prevent bleed-
ing entirely. The injury is modified at the moment it is
inflicted; it does not clot/open an additional 1 point of
bleeding each round.
Uncoordinated..............................................-10 / -20
You are terribly uncoordinated and have a difficult
time moving and performing other actions. Penalties
to actions made while moving are treated as if you
were moving 1 pace (Tier I) or 2 paces (Tier II) higher Darkvision............................ 10 for Tier I, + 5 / Tier
than your actual pace. You can see 10'/Tier feet even in complete darkness.
(Usually you must also have the Nightvision talent,
4.5. Racial but the GM may choose to allow it to be taken alone
Racial talents are talents that are normally only used for some setting-specific reason.) The second tier and
for the creation of races. However, in some unusual, above costs only 5 instead of 10.
magical, or divine circumstances, the Gamemaster Defensive Aura.............................................. 6 / Tier
may allow them to be purchased during character cre- A glowing or blurred aura surrounds you, making you
ation or normal character advancement. more difficult to target. You receive +5 DB/Tier, which
Additional Limb Pair.................................. 20 / Tier is not cumulative with any Aura or Blur spell.
You possess an additional pair of arms per Tier. The Efficient Sleeper.................................................5 / 10
additional arms may be used to manipulate and to
Restless Sleeper................................................-4 / -8
make attacks (with the usual penalties for multiple
As an Efficient Sleeper you require less sleep than
attacks). If the additional limbs are legs and unable
most people, able to get benefits from 3 hours (Tier
to make attacks, use Increased Stride rather than this
I) or 2 hours (Tier II) of sleep as others do in 4. As a
talent.
Restless Sleeper you toss and turn and have a hard time
Breath Holding.......................................................10 getting restful sleep and thus must sleep 5 hours (Tier
You may hold your breath for up to 1 minute per char- I) or 6 hours (Tier II) to get the benefit of 4 hours. Both ROLEMASTER
acter level. If you remain inactive, the time may be Efficient Sleeper and Restless Sleeper will change the UNIFIED
doubled, or tripled with a successful Meditation ma- rate at which you recover Power Points, but not the 

neuver. total you recover per night of sleep. For example, Tier Character Law

II of Efficient Sleeper allows you to recover twice as


many Power Points per hour but you will not recover
more by sleeping more than your required 4 hours of
sleep per night.
117
Elemental Resistance.................................... 4 / Tier Hearing, Hare.........................................................20
Elemental Susceptibility.............................. -3 / Tier Your range of hearing is very good in the high and
You are particularly resistant or susceptible to one of: low frequency range. You may also localize sounds
Cold/Ice, Heat/Fire, or Electricity/Light. You gain a with great accuracy and hear danger coming from 10
+5/Tier bonus (Resistance) or -5/Tier penalty (Suscep- times farther than a human. You gain +20 on hearing
tibility) to DBs, RRs, and Endurance against the se- Perception maneuvers.
lected element. If the effect is a fixed critical and none Heatsense................................................................10
of these bonuses apply, the critical is reduced (Resis- You have a very sensitive tongue, antennae, or sensor
tance) or increased (Susceptibility) by one severity pits that allow you to gauge temperature at close range
for every 2 Tiers. Modifiers also apply to extreme en- up to 1/1000th of a degree. You may use this to sense
vironmental conditions (e.g. Resistance to Heat/Fire prey nearby, or detect tracks of prey within several
would give an Endurance bonus when traveling in an hours of its passing. This grants a bonus up to +20
extremely hot desert). on Perception and Tracking maneuvers to detect living
Enhanced Attack......................................... 10 / Tier creatures or other warm or cold objects, as long as you
Lesser Attack................................................ -5 / Tier come within close proximity to them or their tracks.
You are able to put an incredible amount of momentum Immune to Disease..........................................10 / 30
and power (Enhanced Attack) into one of your attacks You are of exceptional health, or of a nature that is not
(e.g., Bite, Striking). Its size is increased by +1 size/ subject to disease. You are immune to all normal, nat-
Tier. Alternately, your attack is weak relative to your ural diseases (Tier I) or all diseases including magical
size (Lesser Attack) and is decreased by -1 size/Tier. ones (Tier II).
Extra Joints............................................................20 Increased Size.............................................. 30 / Tier
Your limbs are multiply-jointed or extra flexible (e.g., Decreased Size............................................ -30 / Tier
a tentacle) and agile. All activity with the limb, in- You are one size (per Tier) larger or smaller than me-
cluding melee, throwing, and movement, gains a +20 dium. Larger size makes your attacks more powerful
bonus. and increases your number of concussion hits, while
Fast Healer..............................................................10 smaller size weakens your attacks and reduces your
Slow Healer........................................................... -10 concussion hits (Section 9.4).
You recover faster or slower than normal. Recovery Increased Stride............................................ 1 / Tier
times are cut in half (Fast Healer) or doubled (Slow Decreased Stride........................................... -1 / Tier
Healer). Your base movement rate is increased or decreased by
Hearing, Cat...........................................................10 2'/round for each tier.
Your hearing is equivalent to that of a cat. It is not Light-boned................................................ -15 / Tier
more sensitive to most sounds than the hearing of a You are lightly built and relatively fragile for your size.
human, but you are able to hear very high-pitched Your concussion hits and any attacks made against
sounds, such as some calls of rats and mice and those you are adjusted as if you were one size smaller per
of sonar-using bats. In addition, you have an improved Tier. Attacks you make against others are not adjusted.
ability to determine the location of a sound's source,
gaining +10 on Perception maneuvers to locate a Light Sensitivity......................................... -10 / Tier
sound. You cannot take direct sunlight, and you are at a pen-
alty of -25/Tier when in bright light equal to direct
Hearing, Dog...........................................................15
sunlight. (This penalty is reduced by 25 in light equal
You have hearing as sensitive as a dog. Dogs can pin- to a cloudy day, by 50 for partially shaded or cloudy
point nearby sounds with high accuracy and may hear conditions, and by 75 in full shadows such as under
sounds up to 4 times as far away as a human, including storm clouds or heavy tree cover).
ROLEMASTER
UNIFIED very high-pitched sounds. This grants +10 on sound-
 based Perception maneuvers. Magical Resistance........................................ 3 / Tier
Character Law
Magical Vulnerability.................................. -3 / Tier
You have an innate resistance or vulnerability to one
of the realms of magic and receive +5/Tier or -5/Tier
to all Resistance Rolls versus that realm.
118
Natural Armor............................................... 5 / Tier Sight, Gecko............................................................10
Your skin (hide, carapace, etc.) is resistant to attacks Your eyes perform like those of a gecko, permitting
as if you were wearing armor and gives +1 AT / Tier additional detail close-up as well as good depth vision
(AT 1 is no armor). This natural armor moves natural- and you do not lose your color vision in dark condi-
ly with you and incurs no encumbrance or maneuver tions (normal penalties for darkness still apply). You
penalties. It also does not interfere with magic, so it gain a +10 bonus to all vision-based Perception ma-
provides no RR bonus against spells, nor does it hin- neuvers.
der your own casting. If combined with worn armor,
Sight, Hawk............................................................20
use the higher AT (do not add them together), and if
the worn armor is heavier add the number of tiers as Your vision is exceptional, permitting you to see ob-
DB. jects up to 5 miles away with great sharpness, with
good depth perception and the ability to spot tiny
Natural Weaponry...................................................5 movements. You gain a +30 bonus to all vision-based
You have some type of natural weaponry (e.g., a Bite, Perception maneuvers.
Claw, Sting, Horn, etc.) and may develop skill with it
Strike Reflex.............................................................5
and make attacks equal to your size. Use the Enhanced
Attack or Lesser Attack talent to increase or decrease Your powerful strike reflex allows you to act with
its size. This allows creatures to get an attack at -1 size tremendous speed, gaining a +20 initiative modifier,
for free, although one cannot receive points for taking when the reflex is triggered by any sudden movement
natural weaponry at less than -1 size. towards or away from you by a target within range of
your attack. This instinctive response is impossible for
Nightvision..............................................................10 you to quell, even if you want to; you must take im-
You can see in dim light, equivalent to nighttime con- mediate offensive action in the round in which you are
ditions, as well as a human can see in daylight. All startled, rather than waiting to see what is happening.
penalties for darkness (other than complete, pitch dark
Superior Stat.................................................. 4 / Tier
conditions) are reduced by 40. However, while using
Nightvision you are more susceptible to sudden bright Inferior Stat.................................................. -4 / Tier
lights. Range is still limited by environmental factors An average being of your race is superior (or inferior)
(e.g., haze, fog). See Section 15.7 for more details. in one of the 10 statistics over the average human. You
get +1/Tier (Superior Stat) or -1/Tier (Inferior Stat)
Physical Resistance....................................... 3 / Tier to the stats bonus. This talent can only be taken as a
Physical Vulnerability.................................. -3 / Tier racial talent.
You have an innate resistance to physical ailments
Tetrachromatic Vision...........................................15
(e.g., poison, disease) and receive +5/Tier or -5/Tier to
all Physical Resistance Rolls. Your vision encompasses normal color vision as well
as sensitivity to ultraviolet light. Your sense of colors
Poison Injection......................................................20 differs from other races, and you are also more sensi-
One of your natural attacks (typically a bite or sting- tive to cues others cannot see. Penalties for spotting
er) injects poison. If the attack scores a critical (any invisible (including hidden by the Unseen spell) and
severity), the target must make a Physical RR against camouflaged people and objects are reduced by 30.
your level or suffer the effect of the poison (typically
Third Eyelid..............................................................5
Circulatory poison).
Your eyes have a transparent additional eyelid, or
Recurved Musculature..........................................30 nictating membrane, which protects them while still
Your muscles have tremendous capacity and also store permitting sight. You are unaffected by dust, sand, or
negative energy, allowing them to work like springs. water which otherwise might limit use of your eyes.
Your base jump (see Jumping skill in chapter 3) is
Tough.............................................................. 3 / Tier
tripled, and you receive a +20 bonus to Acrobatics,
Climbing, Jumping, and Running maneuvers. Fragile........................................................... -3 / Tier ROLEMASTER
You are exceptionally tough (or fragile) and have a UNIFIED
Sight, Eagle.............................................................15 higher (or lower) pain tolerance than others. This 
Character Law
Your keen eyesight permits both good peripheral vi- grants a +5/Tier (Tough) or -5/Tier (Fragile) modifier
sion as well as the ability to focus on distant objects, to base hits. Base hits are normally equal to 25.
such as a hare two miles away. You gain a +20 bonus
to all vision-based Perception maneuvers.
119
Vigorous......................................................... 5 / Tier Acute Touch................................................... 1 / Tier
Feeble............................................................ -5 / Tier Poor Touch.................................................... -1 / Tier
You have incredible stamina, or suffer from a lack of You have unusually sensitive (or deficient) tactile
it. You get a +10/Tier (Vigorous) or -10/Tier (Feeble) senses, providing ± 5 / Tier to Perception rolls involv-
modifier to all Endurance rolls. ing touch.
Wings, Vestigial........................................................5 Acute Vision................................................... 5 / Tier
You have small wings which are not adequate for Poor Vision.................................................... -4 / Tier
flight, but which do provide a +10 bonus to Jumping You have heightened (or deficient) sight, providing ±
and when using Acrobatics to reduce the impact of a 5 / Tier to Perception rolls involving vision.
fall.
Animal Empathy................................... 10 + 5 / Tier
4.6. Senses You have an affinity with a particular kind of animal.
Any maneuvers involving one type of animal (dogs,
Talents affecting the senses are most often taken at cats, marine mammals, fish, hooved mammals, etc.)
character creation, as they represent innate abilities are at +25. In addition, if you associate with an animal
one is born with. However, in magical or divine cir- of that type for one month, you and the animal will be
cumstances, or even unusual intense training, the GM able to communicate empathically to a range of 100'.
may allow them to be taken during normal character For each Tier beyond Tier I, the range is increased by
advancement. 25'.
Acute Hearing................................................ 4 / Tier Destiny Sense...................................................10 / 20
Poor Hearing................................................ -3 / Tier You instinctively know the direction (Tier I) or di-
You have a heightened (or deficient) sense of hearing, rection and distance (Tier II) that will take you to a
providing ± 5 / Tier to Perception rolls involving hear- specific goal. This can be used once per day.
ing.
Direction Sense.......................................................10
Acute Smell.................................................... 3 / Tier By detecting the planet’s magnetic field or other
Poor Smell..................................................... -2 / Tier means, you are always able to discern which direction
You have a heightened (or deficient) sense of smell, is north. This grants a +30 bonus to Navigation.
providing ± 5 / Tier to Perception rolls involving smell. Empathy..................................................................20
Acute Taste..................................................... 2 / Tier You can read emotions of those within 25'. If a target
Poor Taste..................................................... -1 / Tier is trying to hide his emotions, he gets a Resistance
You enjoy a superb (or deficient) sense of taste, pro- Roll vs. your level; Success means that you cannot
viding ± 5 / Tier to Perception rolls involving taste. “read” that target for 24 hours. This ability grants a
+50 bonus to Social Awareness when appropriate.

ROLEMASTER
UNIFIED

Character Law

120
Extra Sense.................................................... 5 / Tier 4.7. Other
You can sense something that normally cannot be
sensed (allowing Perception rolls). This sense must Distinct Odor........................................................ -10
be specified when taken, and appropriately described The character with this flaw has a distinct odor, which
(e.g., “able to smell fear” or “can feel evil magic”). will transfer to objects the character touches with
The GM should be wary about how broadly a sense is bare skin. This grants a +50 bonus to Perception and
described, and may narrow it. Tracking efforts based on smell. (If the odor is foul
• Tier I: Sense things inside body or affecting or unpleasant enough to harm social interactions, the
character (i.e., like taste). character should also take the “Inept” flaw for Influ-
• Tier II: Sense things in contact with body (i.e., ence skills).
like feel/touch). Disturbing Voice......................................... -10 / Tier
• Tier III: General sense of direction and intensi- The character has a grating or annoying tone of voice.
ty (i.e., like smell). Can attack otherwise unseen This gives a penalty of -20/Tier to any maneuver to
targets at -50. verbally calm or persuade (Influence skills, Perfor-
• Tier IV: Direction, intensity, and distance, mance Art: Singing, Leadership, etc.)
weak on specific details (i.e., like hearing). Can
attack otherwise unseen targets at -25. Golden Throat............................................... 5 / Tier
• Tier V: Can sense in specific detail (i.e., like You have a soothing and calming voice. This gives
sight), can attack otherwise unseen targets nor- +10/Tier to any maneuver to verbally calm or per-
mally using just this sense. suade (Charm, Singing, Leadership, etc.).

Missing Sense................................................... varies Iron Will......................................................... 4 / Tier


You are completely missing a sense: taste (-5), feel/ You have formidable willpower, and get a bonus of
touch (-10), smell (-10), hearing (-15), or sight (-20). +5/Tier to Resistance Rolls versus mental spells (at-
You suffer a -100 penalty on actions requiring the tack, informational, or otherwise).
sense (if it is possible at all) and from -20 to -50 on Look of Eagles............................................. 10 / Tier
actions which would benefit from the sense (e.g. -20 With the gift of inspiration, you get +10/Tier to all
might be appropriate for a deaf character on a Per- Leadership maneuvers and followers get +2/Tier to
ception check to avoid being ambushed, while -50 is fear RRs.
appropriate for many maneuvers for blind characters).
Deaf characters (and others) may develop lip-reading
for a given language as a Language specialization.
One Eye................................................................. -10
You have sight only in one eye. The other may be
missing, replaced with a glass eye, or covered with an
eyepatch. You lack distance perception and peripheral
vision on the affected side, and all ranged attacks suf-
fer a -25 penalty.
Visions.................................................. 20 + 10 / Tier
You are able to receive spontaneous visions of per-
sons/places/objects based upon objects that you touch
with your bare skin. The details of the vision are at the
discretion of the GM, but should reveal details of a
significant event relating to the object, if any. (That a
knife was touched by a rat two days ago is usually an
insignificant event, that it was used to murder some- ROLEMASTER
UNIFIED
one a week ago is usually very significant). This can 
be used one time per day for every Tier. Character Law

121
Math Illiterate...................................................... -10 Prodigy........................................................... 6 / Tier
You never learned basic math and have a very hard Inept.............................................................. -4 / Tier
time with numbers. You cannot add or subtract with- You have some unusual innate ability or supernatural
out your fingers, cannot multiply at all, and cannot aid that gives a bonus of +5/Tier to a single skill (all
count higher than 20. specializations). Or, you are inexplicably jinxed and
Multilingual..............................................................8 suffer -5/Tier to all maneuvers in a single skill (all
You grew up in a multilingual culture or have always specializations).
been able to learn languages quickly when you im- Restricted Diet........................................................ -5
merse yourself in them. You gain 10 ranks in one lan- Your diet is limited to certain foods which are nor-
guage or 5 ranks in each of two languages. mally available but may not be in all circumstances.
Mute...................................................................... -10 Other foods either provide no sustenance or will cause
you to operate at significant penalties (whether due to
You cannot speak, although you can understand speech
upset stomach or wracking guilt) of at least -20 for the
and may communicate via other means such as sign
next 24 hours. Examples include a completely vege-
language or gesture if you have the ability to do so.
tarian diet or a carnivore diet which depends entirely
Neutral Odor..........................................................10 on meat. A restricted diet may increase the cost of your
You naturally have a very weak odor. This makes all provisions or decrease the chance of finding suitable
attempts to perceive your presence based upon the fare.
sense of smell operate at -50. This penalty may be
Revulsion............................................................... -15
reduced if you are carrying any objects or equipment
that carry strong odors (e.g., garlic, rotting fish). You cannot stand the sight of blood. Each round a
bleeding character (or a bloody corpse) is in view, the
Non-violent................................................... -5 / Tier character must make a Fear/Terror RR equal to the
You do not want to hurt others, and flinch with remorse amount of bleeding that is visible (so if the character
when doing so. After inflicting a critical, any action can see two combatants, one bleeding 3/round, and
you take in the following round suffers a penalty of one bleeding at 2/round, the fear RR is vs. a level 5
-20/Tier. attack). Treat bloody corpses as 10/round bleeding for
Perfect Pitch.................................................. 7 / Tier this calculation.
You have perfect pitch and are able to reproduce any
pitch with either your voice (if possible with your vo-
cal cords) or an appropriate instrument. This allows
you to play most pieces of music after hearing them.
You get +10/Tier to any Performance Art: Singing or
Play Instrument skill. This cannot be combined with
Golden Throat to get a higher bonus to Singing. Use
the talent with the highest bonus.

ROLEMASTER
UNIFIED

Character Law

122
Chapter 5: ROLEMASTER
UNIFIED

Character Law

Maneuvers & Movement


123
5 . M a n euvers & Movement
Maneuvers are actions that have a chance of failing If the character wishes to perform a precision maneu-
and entail an element of risk. Thus, normal movement ver deliberately by taking longer, the GM may lower
and activities such as walking, climbing stairs, draw- the difficulty. Some maneuvers may be just as difficult
ing a weapon, etc. are not maneuvers under normal no matter how much time a character devotes to it.
circumstances. However, unusual activities or those Guidance for determining difficulties is given in the
performed under stress are maneuvers and require skill descriptions (Chapter 3: Skills). Some maneuvers
rolls (e.g., climbing a cliff, running over rough terrain, may be deemed impossible and the player should be
opening a locked chest). The GM is the final judge as advised that such a maneuver is doomed to automatic
to what is a maneuver and requires a roll, and what is failure.
normal activity and does not require a roll. Example: Doing a backflip off a table may be Very
Movement, whether it constitutes a maneuver or not, Hard (-20), while a backflip off a table in a crowded
is important for adventurers. Whether it is a race to bar may be Extremely Hard (-30)
cut off an enemy, a climb to a hidden citadel, or a long
Example: Performing bawdy drinking songs for
march to a distant destination, few goals are reached
drunken sailors might be a Simple (+50) task, while
by remaining in one’s seat.
performing dirge music at a festive party might be
Both maneuvers and movement may be performed at Sheer Folly (-50) task.
the cost of fatigue. Every character has their limits,
and their goals may drive them to find and sometimes Example: Jumping across a pit with only a narrow
attempt to exceed those limits. rocky ledge from which to jump (standing long
jump) may be a Very Hard (-30) maneuver. Note
5.1. Maneuvers that the distance is already accounted for by a mod-
ifier given in the Jumping skill description.
Maneuvers are resolved by rolling d100OE plus or
minus any modifiers and consulting Table 5-1 for the Example: Hildrikki is left alone in the Duke’s study,
result. A maneuver roll can be modified by various and makes a quick attempt to use her Locks skill to
factors such as skills, encumbrance, armor, special open the Duke’s safe. With only 5 minutes to try, the
equipment, or skill-specific situations (see skill de- GM tells her the difficulty of quickly picking a top
scriptions). The sum of these bonuses and penalties is of the line masterwork dwarven combination lock is
added to the maneuver roll to determine the maneuver Nigh Impossible (-100). She tries and fails. Hildrik-
total. Any maneuver requiring movement or precise ki sneaks back that night when the Duke is out and
motions is penalized by an encumbrance penalty gives herself an hour to pick the lock on the safe.
(Section 5.4), if applicable, and an armor maneuver The GM deems this an Extremely Hard (-30) task.
penalty, if wearing armor (Section 7.2).
The GM will decide how long the maneuver should Absolute Maneuvers
take. If the maneuver is occurring during a combat, Absolute Maneuvers include any instance where you
it should be measured in terms of rounds (Chapter 8: either succeed or fail and cannot build up to a com-
The Combat Round), which are 5 seconds long. More plete success, because any failed steps result in the
than one round may be required for maneuvers the whole failing completely or, at best, needing to start
GM determines are difficult or complex. over again from scratch (e.g., jumping over a chasm
or successfully hiding).
Maneuver Difficulties Some skills may have their own Absolute Maneuver
Maneuvers will vary in difficulty based on the situa- table, which may be used instead of Table 5-1, or the
ROLEMASTER tion. The GM determines the difficulty level (listed at GM may adjust the generic Absolute Maneuver result
UNIFIED the bottom of Table 5-1) based on the specifics of the from Table 5-1 based on the skill used and situation.

maneuver, the environment it is being performed in, The thresholds for success and failure are the same,
Character Law
and possibly the amount of time taken. Results will but the individual tables provide more detailed sug-
depend on whether this is an Absolute or Percentage gestions for the GM to describe the outcome. Regard-
maneuver.

124
less of the table used, an Absolute Maneuver will give Example: A character gets an Absolute Failure while
one of five results, plus a possible unusual event: trying to stalk. He trips and falls noisily, immediate-
• Absolute Failure: Not only do you fail, but you ly alerting anyone within earshot (no perception roll
make the situation worse. The attempt should required).
have some additional result above and beyond Example: Tusira the smith gets an Absolute Failure
just failing to accomplish the task itself: a tool when making a sword, not only does she fail, ending
ruined, an injury, or guaranteeing the success of with a useless lump of steel, but she cracks the han-
an opposed maneuver. dle on her hammer in the process.
• Failure: The attempted task fails. Only if the
maneuver involved direct
peril like jumping over a pit does Table 5-1: Maneuvers
injury result, but the attempt Absolute Maneuvers Percentage Maneuvers
fails, time and any resources are Roll Result Roll Result
expended to no positive result.
<1 Absolute Failure -100 or less E crit
• Unusual Event: Any unmodified
Not only do you utterly fail, but you -99 to -80 D crit
66 roll on an Absolute Maneuver
manage to make the situation worse. -79 to -60 C crit
gives an unusual result. This does
You are an embarrassment to yourself. -59 to -40 B crit
not change the success or failure
of the final result (add any mod- 1 - 75 Failure -39 to -20 A crit
ifiers as normal to determine the You fail the maneuver and must pay the -19 to 0 fail to act
overall degree of success), but consequences. Hopefully this wasn't a 1 - 10 5
the GM should add some twist to life or death situation. 11 - 20 10
the result. UM 66 Unusual Event 21 - 30 20
• Partial Success: If the GM does 31 - 40 30
The maneuver succeeds or fails based
not feel the maneuver can be
on the final result, but there is an un- 41 - 50 40
partially succeeded at, treat this
expected side effect to your maneuver. 51 - 60 50
as a Failure result. If instead the
GM decides a partial success is 76 - 100 Partial Success 61 - 70 60
possible, then the task is partially If this maneuver is something you can 71 - 80 70
done in some way, but should partially succeed at then you do so. 81 - 90 80
definitely fall short of complete Otherwise the maneuver fails. Too bad. 91 - 100 90
success. The GM may choose to 101 - 175 Success 101 - 130 100
allow another attempt to com- The attempt succeeds and you pat 131 - 160 110
plete the task if the situation yourself on the back for a job well 161 - 190 120
allows for it. The GM may wish done. Congratulations! 191 - 220 130
to use partial successes as way to
176 + Absolute Success 221 - 250 140
increase dramatic tension.
You succeed in the best way possible, 251 - 280 150
• Success: Time and resources are
and impress everyone who sees you. 281 + Exceptional
expended as expected, and the
attempt succeeds, producing the Difficulty Light* Required / Helpful
result desired. Casual +70 No shadows 0/0
• Absolute Success: Not only does Simple +50 Light shadows -10 / -5
the task succeed, but it is done Routine +30 Medium shadows -20 / -10
in such a manner that there is Easy +20 Heavy shadows -30 / -15
some additional benefit: it is done Light +10 Dark -50 / -25
faster, with fewer resources, or Medium 0 Extremely Dark -70 / -35 ROLEMASTER
with such style that it inspires a UNIFIED
Hard -10 Pitch Black -100 / -50
bonus for the character or those 
Very Hard -20 Other Modifiers
observing at the GM’s discretion. Character Law

Extremely Hard -30 Pain (every 25% hits) -10


Sheer Folly -50 Injuries & Fatigue varies
Absurd -70 Encumbrance varies
Nigh Impossible -100 Maneuvering in Armor varies
125
Example: A character gets an Absolute Failure on Example: Kulas-Dar is turning a crank, which raises
a jump over a pit. He smashes into the other side the drawbridge of the castle, an arduous task for
(taking an A Krush critical) before falling down the one man to do by himself. After some time spent
pit and taking damage from the fall. cranking, Kulas-Dar has the drawbridge 50%
raised, but he is then attacked and stops to fight.
Example: A Partial Success by a character attempt-
The GM decides that the crank has a locking lever,
ing to jump over a chasm results in her not quite
so the bridge remains 50% up, and Kulas-Dar can
making it to the other side and hanging on by her
resume cranking the drawbridge up if he wins the
fingers, requiring others to come to her aid, or a
fight. The GM could have made a different decision
subsequent climbing maneuver to pull herself up.
and said that the crank was unlocked and the draw-
Example: A Partial Success for throwing a bucket of bridge crashed back down as soon as Kulas-Dar
paint intended to cover a target would only partially took his hands off the crank, forcing him to restart
cover it. from 0%.
Example: An Absolute Success for jumping down off A ‘fail to act’ result means the character just doesn’t
a balcony results in the character landing on a table do anything, while lower results indicate some sort of
which tips over into the way of the guards, just as catastrophic failure. If the failure results from attempt-
the character casually steps off of it. ing a moving maneuver, such as running, climbing,
etc., then the character takes an Unbalancing critical
Example: An Unusual Event, but failed Performing of the indicated severity. For non-moving maneuvers
Arts maneuver might have gained sympathy from the GM should introduce some other penalty or cost
one onlooker, while everyone else booed. beyond just the lost time and effort.
Example: Anriadel gets an Unusual Event and suc- Example: While taking her time slowly picking a
ceeds at a Science: Research check while looking lock, Hildrikki rolls an Absolute Failure and breaks
for information on dragons in the church library. her tools. Her confidence is so shot that she gets -25
Not only does she find useful information, she also to lock picking until she gets an Absolute Success.
finds a bit of paper tucked into one of the books, Guess this lock won’t be opening today.
left by a previous researcher, that lists some books
that can be found at the military college with more The GM will decide if the task can be restarted the
information on the subject. next round at 0% complete or if the failure means
the task cannot be restarted.

Percentage Maneuvers Results of over 100% (110, 120, 130, 140, and 150)
mean the task is completed more quickly than nor-
Percentage Maneuvers are used for any attempt where mal, or that the character has moved even farther
a partial or graduated success is possible, such as than normal. An ‘Exceptional Success’ result should
how well one does on an exam or physical test, or for be treated as 150 as well as providing some further
situations the GM feels the character will eventually advantage, such as a superior finished product, a
succeed at unless he totally messes up but the amount bonus to the character's next action or inspiring
of time it takes is important. This may be climbing a allies who see the incredible move.
cliff, digging out a collapsed passageway, or any other
action where, short of disaster, the character will even- 5.2. Feats of Strength
tually accomplish the task.
A numeric result indicates that percentage of the task Characters often have to lift, pull, or push things
is completed, and these percentage results are cumula- during a game, or two characters may be engaged in a
tive (e.g., a 50 result followed by a 20 result means that contest of strength like an arm wrestle or tug of war.
the task is 70% complete). Once a Percentage Maneu- There is no need to roll every time someone picks
ver makes or exceeds a cumulative 100%, the task has something up. The rules are intended for use in stress-
ROLEMASTER successfully been completed. Some maneuvers may ful situations in which someone is lifting something
UNIFIED
be paused while the character does something else, in combat time, or when someone attempts to lift very

while others cannot. The GM is the ultimate arbiter as large weights. Under most circumstances it will usual-
Character Law
to whether a task can be stopped and then resumed or ly not be worthwhile to require a maneuver for feats of
if the player must start over from 0%. strength that are of Easy or less difficulty.
Feats of strength normally use the Weight Training
skill and may be Absolute or Percentage Maneuvers,
126 depending on the situation. If the feat has no real rest
A feat of strength is also used when breaking free
from a grapple. Use Wrestling or Contortions skill,
with the defender subject to the full grapple penalty,
and resolve as a conflicting Percentage Maneuver. The
grapple percentage is reduced by the result. For more
details see Grapple in Section 9.8.
Table 5-2 gives the difficulty of the maneuver based on
the item's weight (in terms of percent of body weight
of the character trying to move it) minus twice the
character’s strength bonus (a negative strength bonus
will increase this percentage). What might be a severe
challenge to a 35-pound goblin may only be difficult
for a 150-pound human, and merely a casual effort for
a 1,500-pound giant. The GM may further adjust the
difficulty based on the situation.
Example: Stongar has a +3 St bonus, weighs 150
pounds, and has a +50 in Weight Training. He wants
to pick up a 100-pound barrel of wine and move it
out of the way. 100 pounds is 66% of Stongar’s
weight, which is reduced to 60% due to his strength
bonus, so it is a Hard maneuver at +50 to move
the barrel. Because he is picking it up and moving
it, there is no “rest point” and this is an Absolute
Maneuver. If the barrel were covered in grease, the
GM may increase the difficulty to Extremely Hard to
represent the difficulty of grasping it.
Example: A 75-pound goblin and a 150-pound human
are in a tug of war (each has a +0 Strength bonus).
point, like picking up a heavy barrel or lifting a gate,
The goblin is pulling 200% of his weight for a Sheer
then an all or nothing Absolute Maneuver should be Folly (-50) maneuver, while the human is pulling
used. To keep an object lifted a maneuver roll must 50% of her weight for a Medium (0) maneuver. This
be made every round. If the feat has rest points like makes it very likely the human will win this contest,
pushing open a huge door, lifting something with a unless it is Conan the goblin.
pulley, or dragging a heavy object across a floor, use
a Percentage Maneuver for every 10' the object must Mechanical Advantage
be moved.
Dragging, pushing, or pulling something can reduce
an item’s effective weight. Wheels, pulleys, and other
Table 5-2: Feats of Strength forms of mechanical advantage can also reduce the
Difficulty Load Modifier
effective weight, drastically. These techniques can be
used either for items carried (normal encumbrance)
Casual 5% +70
such as pulling a cart or for feats of strength such as
Simple 10% +50
lifting a stone block with a lever.
Routine 20% +30
If all of the weight is resting on the ground, and the
Easy 30% +20
character is merely pulling/pushing it along, cut the
Light 40% +10
weight of the dragged object in half before calculating
Medium 50% 0 encumbrance. If using wheels, pulleys or other forms
Hard 75% -10 ROLEMASTER
of mechanical advantage the reduction will be greater, UNIFIED
Very Hard 100% -20 usually no more than a one-third or one-fifth reduc- 
Extremely Hard 150% -30 tion, with a theoretical maximum benefit of reducing Character Law

Sheer Folly 200% -50 the effort to one-hundredth the object’s weight.
Absurd 300% -70
Nigh Impossible 400% -100
Load: weight as a percentage, minus 2xSt
127
Example: Stongar wants to pull a 5,000-pound block appropriate dimension (e.g. length or wingspan). An
of stone out of the way. This would normally be average humanoid has a BMR of 20'/rnd. Multiply the
impossible, but he got a magician to levitate the BMR by 12 to get the distance in feet per minute (e.g.,
block first. The GM rules that since there is almost 240'/minute) or by 0.14 to get miles per hour (e.g., 2.8
no friction or resistance the effective weight of the mph) if these are needed.
block is 1/100 its normal weight, or 50 pounds. BMR = 20' + Quickness/2 + Stride
Stonger strains a bit, makes his roll, and pulls the
One can move slower or faster, up to 5 times one's
giant block away from the opening to the tomb.
BMR, assuming one is not limited by encumbrance.
Table 5-3 summarizes the different paces, from x1/2
5.3. Movement to x5 one’s BMR. For each pace, the table gives the
Movement includes all types of movement, including maximum speed multiplier for the round or per phase
walking, running, flying, climbing, and swimming. All and the Action Point cost (Section 8.1) or pace penalty
characters and creatures are given a movement rate that applies to other actions performed in the round (for
in feet per 5 seconds (the length of a tactical combat actions outside of combat, use the listed pace penalty).
round) called their Base Movement Rate (BMR), which Note the difficulty of the terrain applies a modifier to
is the speed at which they “walk” (an unhasty speed the movement roll, while the penalty due to pace (i.e.,
whether swimming, flying, etc., but still called walk for pace penalty) is a modifier applied to any other actions
pace purposes). performed while moving at that pace (e.g., while fight-
ing or casting spells). The difficulty of movement does
For normal movement, a roll is not required; however,
not affect the pace penalty, nor does the pace penalty
for stressful situations such as moving in rough terrain
affect the maneuver roll for movement itself.
or while stunned, a movement roll is required (using
the appropriate skill of Running, Swimming, etc.). For Characters can move backwards up to a jog pace, but
example, a combatant who is running in a zigzag to- their speed is halved. Characters who are prone can
ward an enemy outpost should make a maneuver roll; move no faster than “jog” pace, at half speed, and can
likewise, a maneuver roll is called for if a combatant is take no other action while moving.
stunned or moving across slick ground, broken terrain, The maximum pace is limited by the total load a char-
or other similar obstacles. acter is carrying. The load limit shown for each pace is
The BMR is determined by Quickness bonus and stride the maximum load, as a percentage of the character’s
modifier. The character’s race (or height if using the weight, which permits movement at the specified pace.
Individual Stride optional rule) determines the stride For example, a character carrying 35% of his weight
modifier. For swimming or flying, use the creature's could move at a Run but not at a Sprint. Characters car-
rying heavy loads will likely also incur Encumbrance
penalties which will increase the difficulty of their
Table 5-3: Movement
moving maneuvers; see the next section for details. For
Pace Per Round Per Phase Penalty/AP Load Limit
extremely heavy loads, carried at a Creep pace, use the
Creep x1/2 BMR x1/8 BMR - -
Feats of Strength rules in the previous section to deter-
Walk x1 BMR x1/4 BMR -25 or 1 AP 90% mine whether the character is able to move the load.
Jog x2 BMR x1/2 BMR -50 or 2 AP 60%
Run x3 BMR x3/4 BMR -75 or 3 AP 45% 5.4. Encumbrance
Sprint x4 BMR x1 BMR 4 AP 30%
Characters often perform athletic feats, and the dif-
Dash x5 BMR x1.25 BMR 4+ AP 15%
ficulties are based on the GM’s judgment. Most real
Dash: requires 4 AP plus your instantaneous action
world examples that may be used for comparison as-
Backwards movement: half speed, maximum of Jog pace sume a well-trained modern athlete wearing nothing
Example Terrain more than very light clothing and a pair of sneakers.
Easy (+20): Perfectly flat and uniform terrain The addition of armor and field gear makes maneuvers
Light (+10): Nearly flat surface with no obstacles harder than they would be for the completely unbur-
ROLEMASTER
UNIFIED
Medium (0): Mostly flat and open area dened athlete. Encumbrance is the measure of how
 Hard (-10): Rough and rocky road, furnished room much a character’s equipment hampers maneuvering.
Character Law Very Hard (-20): Sloping and rocky, people in the way The Encumbrance Penalty is applied to all maneuvers
Extremely Hard (-30): Modest slopes/rocks, light crowd that the GM deems are affected by equipment. This
Sheer Folly (-50): Numerous obstacles, steep, crowds includes most movement and physical maneuvers, but
Absurd (-70): Dense obstacles, packed crowd not the use of weapons in combat. It will also affect
Nigh Impossible (-100): Sheer cliff, tightly packed crowd Endurance rolls.
128
Enc. Penalty = 5 every (Body Weight/20) > WA (lbs)
Example: The 220 lb Stongar has a Strength modi-
fier of +3, giving him a weight allowance of (15 +
6) = 21% of his body weight, about 46 lbs. weight
without penalty. For every (220/20) = 11 lbs after
that he has an encumbrance penalty of 5. Therefore,
at 57 lbs he has -5, 68 lbs a -10, etc.

Fitted Armor
Armor is given average weights for medium-sized
creatures. However, armor is also given in % of body
weight, because armor for larger characters is heavier,
and for smaller characters is lighter. To get the weight
Characters can carry a fixed amount of weight before of armor, determine the weight by the % given by the
incurring a penalty. If the Weight Allowance is nega- armor (Table 6-6 in Chapter 6) and the weight of the
tive, treat it as 0% (the character is so weak carrying wearer.
anything incurs a penalty).
WA (%) = 15% + 2 x Strength Modifier
5.5. Fatigue
The Encumbrance Penalty is the difference between Characters often engage in physically strenuous ac-
the load (in % body weight) and the weight allowance tivity (e.g., running, marching, climbing, swimming,
(% body weight). Add up the weight of all gear carried and fighting) and run the risk of becoming fatigued.
and worn and divide by the characters body weight. Encumbrance, activity, hunger, sleep, and environ-
mental factors can have a great impact on how quickly
Enc. Penalty = Load (%) – WA (%) a character may succumb to exhaustion.
The Encumbrance Penalty cannot be negative (it can- Characters will be periodically required (based on ac-
not add to maneuvers!). tivity as indicated on Table 5-5) to make Endurance
Example: Stongar, who weighs 220 lbs. and has a rolls in order to avoid becoming tired. An Endurance
Strength modifier of +3, is wearing a full suit of roll is an Absolute Maneuver using the Body Develop-
mail (21% of body weight so 46 lbs), carrying a ment skill bonus, any racial Endurance modifier, and
normal shield (8 lbs), and an additional 21 lbs applicable modifiers from Table 5-5. Failure means
worth of gear for a total of 75 lbs. This is 34% of the character accrues a penalty of -5 to -15 that applies
Stongar's body weight so his Encumbrance Penalty to all actions. Success means the character pushes on
is 34 – (15 + 6) = 13. ahead without acquiring any additional penalties. An
Absolute Success may even see the character shaking
Encumbrance during the game off some accumulated fatigue in a surge of adrenaline.
The calculations given above are quick and easy if you A character may choose to stop whatever he is doing
know the total weight carried and the amount doesn’t after rolling Endurance, but before rolling for the ac-
change. During the game, it is much more useful to tion (although any fatigue penalty remains). He realiz-
know how much weight in pounds can be carried be- es he is so tired he decides to stop before attempting it.
fore a penalty is incurred, and then how much more Modifiers include penalties for insufficient food, wa-
weight carries what penalty. Calculate the weight ter, or sleep. For most characters, 8 hours of sleep is
allowance in pounds using the body weight of the a full night, although certain talents and flaws will
character. increase or decrease this amount.
WA (lbs) = WA (%) * Body Weight / 100 Fatigue penalties may also occur from criticals. These
For simplicity during play, small weights may be ig- should be considered getting winded; being outmaneu- ROLEMASTER
nored. Instead, apply an Encumbrance Penalty of 5 for vered, requiring additional energy to attack or defend UNIFIED
every 5% of the characters body weight beyond the a particular blow; or getting injured in a manner easily 
weight allowance. shaken off (like when you hit a wall with a stick and Character Law

your fingers go tingly). These types of fatigue penal-


ties are temporary and fade quickly when they can be
shaken off (i.e., upon resting).
129
Table 5-5: Endurance Altitude: The lower concentration of oxygen at higher
altitudes makes it easier to become tired and increas-
Roll Result
ingly difficult to recover from exertion. The difficulty
<1 Absolute Failure
of any Endurance rolls increases by -10 for every 2500'
You feel a weakness wash you over you. When is it going to be altitude increase (e.g., -10 for 2501'-5000', -20 for
time for bed? Increase your current fatigue penalty by 20 and
suffer 10 hits.
5001'-7500', etc.). Fatigue penalties at higher altitudes
take twice as long to recover from. Acclimatization to
1 - 75 Failure
a higher altitude takes about 2 weeks for every 2500
Why is everyone moving so fast? What's the rush, you just need
feet change (and is lost at the same rate).
a short nap. Just a few minutes…. please? Increase your fatigue
penalty by 10. Temperature: Extremes in temperature can also
UM 66 Unusual Event greatly hinder one’s endurance, as shown in Table
While fighting off exhaustion you have a brief hallucination 5-5. A penalty of -5 applies to all Endurance rolls for
that gives you insight into a problem you have been having. every 5° F (2.5° C) above or below the acclimatized
You may, in the next 24 hours, reroll a previously failed Lore, range. For humans this is about 60° to 80° F (15° to
Science, or Delving roll in order to achive your goal. 27.5° C). Characters can acclimate to higher or lower
76 - 100 Partial Success temperatures, which takes a week for every 5° (2.5° C)
It's hard work, and every bit saps your just strength. But surely change. Humans can acclimate to no lower than 40°F
you are strong enough to push on ahead. Increase fatigue pen- (5°C) and no higher than 100°F (37.5°C)
alty by 5.
Proper clothing can reduce or eliminate problems
101 - 175 Success
with cold temperatures, but often is bulky, hindering
Between the excitement and your fortitude, you shrug off the
motion and creating encumbrance problems. Cold
exhaustion and are ready for whatever is coming next. You ac-
cumulate no additional fatigue. weather gear is equal to full coverage Heavy Cloth
176 + Absolute Success
AT 2 (with AT 2 penalties), and allows a character to
tolerate 20° F more on the cold extreme. Extreme cold
It's time for a marathon. You take solace in your task and feel
more energized than ever to tackle what lies before you. Reduce weather gear is equal to full Soft Leather AT 3 (with
any current fatigue penalty by 10, and gain a +5 to whatever AT 3 penalties), and allows a character to tolerate 40°
action you are about to perform. F more on the cold extreme.
Modifiers Clothing constructed to shade the wearer and reflect
varies Accumulated fatigue penalties heat (e.g., desert nomad robes) allows a character to
varies Encumbrance and armor maneuver penalties tolerate no more than 10° F more on the hot extreme.
-20 Every day of no sleep To gain more benefit character will need to take the
-10 Every day of half sleep (4 hours) time to acclimatize. Active cooling or materials that
-5 Every hour afer a day of no water block out heat would need to be magical or represent
an out of the norm technological advance for a fantasy
-5 Every 8 hours after 3 days of half water
setting.
-10 every day of no food
-10 every 3 days of half rations
Extended Effort
-5 Heat: every 5°F above 90°F (2.5°C above 30°C)
-5 Cold: every 5°F below 40°F (2.5°C below 5°C) When a character will continue fatiguing activities
-10 Altitude: every 2500'
over a long period of time or until they become ex-
hausted, it may be preferable to make a single maneu-
Suggested Check Intervals
ver to determine how long they can continue before
2 hours Walk
incurring a penalty, rather than making many separate
30 min. Brisk
rolls. Make an Endurance roll as described above; on
5 min. Jog a success, the character may continue for one check
1 min. Run interval plus an additional interval for every 10 they
ROLEMASTER 2 rounds Sprint succeeded by (e.g., one interval on 101-110, two in-
UNIFIED 1 round Dash tervals on 111-120, etc.). At the end of that number

Character Law 6 rounds Melee combat of intervals, increase their fatigue penalty by 10, and
6 rounds Climbing / Swimming make a new Endurance roll with the new modifier if
5 rounds Concentration they will continue.

130
Concentration Example: Hildrikki and Sedgewick have been in-
volved in a prolonged pursuit/fight with a band of
Concentration for long periods can be straining and orcs. Now that they are out of danger, they can rest
difficult to sustain when fatigued. Concentrating for and recuperate. Hildrikki, a dwarf with impressive
more than 5 rounds requires an Endurance roll, using reserves of stamina, has accumulated a -45 fatigue
all the fatigue modifiers including any racial Endur- penalty. After resting for 45 minutes, her fatigue
ance modifier, but using Mental Focus instead of Body penalty is reduced to 0 and she is no longer fa-
Development as the skill. Every six rounds (half a tigued. The hits and injuries she suffered during the
minute) after the first Mental Focus roll, a cumulative fight will take longer to heal, but she is no longer
10 applies to further rolls (while concentrating on the exhausted. Sedgewick, being a puny magician, has
initial maneuver). This Mental Focus roll will normal- accumulated a significant -50 fatigue penalty and a
ly be Simple (+30) if the character is not taking any 15 injury due to fatigue (a sprained knee). 50 min-
other action aside from concentrating. utes of rest will recover the -50, but the -15 injury
In calm environments (i.e., non-combat), it is easier to must be healed as a normal injury.
maintain focus with less effort. Instead, an Endurance
roll is made every minute in order to maintain con- 5.6. Resistance Rolls
centration. If a character is in a meditative trance (has
Some hazards occurring during play will require a
made a successful Meditation maneuver) an Endur-
character to make a Resistance Roll (RR) to determine
ance roll is made every 5 minutes in order to maintain
if or how the hazard affects him. A Resistance Roll
concentration.
is different from a maneuver since there is no skill
that modifies it. Only the character's stats, race, and
Recovering From Fatigue level (and occasionally other special modifiers such
For every minute of rest, the accumulated fatigue as magic spells) will modify the Resistance Roll. The
penalty is reduced by -1. If the fatigue is a result of hazards are most often spells, but may also be poi-
starvation or thirst, resting will only reduce away the son, disease, or fear. The stats that are used for each
non-hunger/thirst related penalties. The only way to of the RR types are shown in Table 5-6. Channeling,
cure thirst or starvation is to eat or drink sufficient- Essence, and Mentalism are different realms of magic.
ly before resting. Without appropriate food or water See Spell Law for a complete treatment of realms and
a character cannot remove these penalties no matter spellcasting. As all of these modifiers are fixed aside
how much they rest (for dehydration or starvation to from the attack level, the total of the Stat, Race, Own
be bad enough to require more recovery, it would have Realm, and Target Level bonuses should be noted on
need to have caused a fatigue injury which takes much the character sheet. During play, simply roll and add
longer to recover from, per below). this total modifier, then subtract 2x the attack level.
For Resistance Rolls versus magical attacks, the roll is
Injuries due to Fatigue compared to the caster’s Spellcasting roll. For Resis-
Severe exhaustion can cause real injury. If fatigue tance Rolls versus other effects where there is an ap-
penalties in excess of -50 accumulate, any further fa- plicable skill maneuver (e.g. Poison Mastery, Traps),
tigue penalties become injury penalties (Section 13.1). the Resistance Roll is compared to the opponent’s roll
The GM determines the type of injury based on the minus 100. For other effects (e.g., disease, fear), or in
circumstances (e.g., a maneuver may result in pulling cases where there is no caster (e.g., from a magical
a muscle, while crossing a desert may cause sunburn). trap) or the attacker is unknown (e.g. a poison trap in
The penalty could even be applied to an existing inju- a dungeon), a 50 is required for success. The difficulty
ry that was made worse due to exhaustion.
Table 5-6: Resistance Rolls
Example: Quintora has an accumulated fatigue
RR = d100OE + Stat + Race + OwnRealm*
penalty of -45; to climb over the wall, she needs to
+ 2 x Target Lvl - 2 x Attack Lvl
make another check and rolls a Failure (resulting in ROLEMASTER
Type Stat Failure by Result
an increase of -10 to her cumulative fatigue penal- UNIFIED
Physical Constitution 100 + Extreme Failure 
ty). Rather than a total fatigue penalty of -55, she Character Law
has a fatigue penalty of -50 and an injury that is -5. Fear Self Discipline 51 - 99 Severe Failure

Based on the circumstances, the GM decides it is Channeling Intuition 26 - 50 Moderate Failure


from a pulled muscle in her left shoulder. Rest will Essence Empathy 1 - 25 Mild Failure
quickly get rid of the -50 fatigue, but the -5 pulled Mentalism Presence
shoulder injury will take longer. *OwnRealm - Targets get +10 to RRs versus their own realm of magic
131
of resisting is also affected by the attack’s level. In the Example: Olamdiambo has a +40 RR bonus vs.
case of a hostile spellcaster, the level of the caster is Essence and is targeted by an Essence Confusion
used. For magical traps and other effects, the GM may spell from a 15th level Illusionist. The attacker’s
assign a level much as he would assign a difficulty to Spellcasting roll is a 76. Olamdiambo rolls a 27, so
a maneuver. The GM may also assign additional mod- her total RR is 27 + 40 - 15x2 = 27 + 40 - 30 = 37,
ifiers if other circumstances make it easier or harder which is a failure of 76 - 37 = 39. To determine how
to resist. many rounds she is confused, divide the amount
of failure (39) by 5. Olamdiambo is confused for 8
Example: Arturo, Belina and Carthos drink a bottle
rounds.
of poisoned wine with their dinner, all failing to no-
tice. The GM decides one glass is one dose. Arturo
barely sips his, Belina drinks her whole glass, and
Carthos drinks two glasses to finish the bottle, then
drinks Arturo’s (failing three checks to notice the
poison). The GM decides that Belina must make a
normal RR for a single dose, but Arturo gets +50
for sipping a small partial dose, and Carthos gets
-30 for guzzling down nearly three whole doses.
If the roll (with all modifiers) equals or exceeds the
number required, the RR succeeds; otherwise, it fails.
Many RR effects are all or nothing results: if the RR
fails, the target takes the full effects, but if the RR
succeeds, the target is completely unaffected. Some
effects have a varying severity based on how much
the RR was failed by, as indicated in Table 5-5. Any
failed result includes the failed effects below it, so an
Extreme Failure means the target is under the effects
of the Extreme, Severe, Moderate, and Mild Failures.
All penalties imposed by the various levels are cumu-
lative.
Example: Kulas-Dar has a +22 RR bonus vs. Physi-
cal, based on his level (8th level for +16) and Con-
stitution (86 for a +6 bonus), with no racial bonus.
He is exposed to a level 10 pneumonic disease. He
needs a 50 to make the RR. His RR roll is a 7, so his
total RR is 7 + 22 - 10x2 = 29 - 20 = 9, a failure
by 41. This is a moderate failure and he will suffer
the effects of both moderate and mild failure to a
pneumonic disease.
Other RRs, such as those against some spells, are in-
cremental, where every X points of failure indicates
a greater effect. (e.g., Confusion, which causes the
target to be confused for 1 round per 5 failure). In this
case, roll the RR as usual; if the target makes the roll
the target is unaffected as usual, but if the target fails,
use the amount failed by to determine how many in-
ROLEMASTER crements of the effect are suffered.
UNIFIED

Character Law

132
Chapter 6:
ROLEMASTER
UNIFIED

Character Law

Equipment
133
6 . Equ ipment
The infinite variety of cultures, places, and situations character background) Table 6-0b: Starting Money
found in role-playing games makes it impossible to and wealth category Wealth Money
completely generalize economic systems and prices. assigned by the Gam- Very Poor 2 sp/level
Each world usually has one or more of its own coinage emaster, as shown in
Poor 10 sp/level
systems, with some based on the worth of the coins' Table 6-0b.
Modest 20 sp/level
component material or craftsmanship while others are The equipment listed
tied to the society's faith in the coins' producer or guar- Rich 30 sp/level
is assumed to be of
antor (e.g., the government backs its wooden nickels). Very Rich 50 sp/level
medium size. To deter-
Obviously, a world rich in varying political entities mine cost and weight
and cultural groups rarely relies on only one coinage for items of different sizes (see Section 9.4) multiply
system. Silver might be worth more than gold in cer- the cost and weight by x4 for every size above medi-
tain regions (although this would require considerable um (e.g., x4 for big, x16 for large, x64 for huge) and
isolation to remain stable), while other locales may divide by 4 for every size below medium (e.g., ÷4 for
value stone pieces or have no coinage at all. Barter, small, ÷16 for tiny, ÷64 for diminutive).
after all, is the norm in most places lacking a central
authority. 6.1. Breakage
Surprisingly, when you use a weapon to beat on things,
Table 6-0a: Coinage Standards it wears down and can break. When you use lock picks
1 gold piece (gp) = 10 silver pieces at some point one may break in the lock. Whenever a
1 silver piece (sp) = 10 bronze pieces maneuver that uses any sort of equipment results in
1 bronze piece (bp) = 10 copper pieces a roll of 33 or 77 (even if rolled on an open-ended
1 copper piece (cp) roll), a breakage check must be made. Additionally, if
a weapon or piece of equipment is used in a capacity

Rolemaster uses coins of different values (primarily


silver, copper and bronze) that provide a comparative
standard in order to regulate exchange, as shown in
Table 6-0a. This helps people compare the values of
their goods, even if they are simply trying to trade six
ferret skins for a sheep hide. It also makes it easy to
weave a localized jade-based economy into an impe-
rial system that embraces silver as its standard. The
weight of individual coins can vary greatly with typ-
ical fantasy coins falling between 1/10 and ¼ of an
ounce (64 to 160 coins per pound).
Not all goods will be available in all settings, or even
in all locations in a particular setting, and prices will
also vary according to circumstances and the setting.
The values given in the tables for cost and production
time can vary depending on economy and technology.
Similarly weight, overall size, and strength can vary
depending on its construction and quality of materials.
ROLEMASTER Expanded tables and rules for equipment can be found
UNIFIED
in Treasure Law.

Character Law Starting characters must outfit themselves by buy-
ing equipment with some amount of starting money.
Unless given other equipment by the Gamemaster,
characters are assumed to begin only with appropriate
clothing for the climate and their culture. A character's
134 starting money depends on the setting (and possibly
that it was not designed for, the GM may also call for a
breakage check. Combat may also result in additional
breakage checks due to fumble or critical results.
To check for breakage, a d100OE roll is made, add-
ing in the item’s strength due to design and materials,
but subtracting any penalties incurred from previous
breakage. Consult Table 6-1 to determine the result of
the breakage roll. Breakage penalties apply to all uses
of the item. For armor, the penalty applies as an armor
maneuver penalty and if the total penalty exceeds -50,
the area is no longer protected.
For ammunition, which breaks frequently, a single
breakage roll is made for each type of ammo. Use the
ammo column on Table 6-1 to determine the % of am-
munition recovered.

Breaking Objects
Sometimes characters may want to break items on
purpose by punching or smashing them. Hitting items
to break them is not like a normal attack against a
living creature, and blows are assumed to hit automat-

Table 6-1: Equipment Breakage


Roll Result ammo
<1 Absolute Failure 0%
Hopefully, this wasn't a keepsake, or wanted in any way, be-
ically. The item makes an immediate breakage check
cause it is broken. Did you come prepared with a backup?
subtracting the character’s Strength bonus and any
1 - 75 Failure 10%
additional factors the GM feels should apply (e.g.,
Even quality items cannot take such punishment over and over
breaking a flask with a hammer might be an additional
again. The item has been damaged and is at -20 until repaired.
-50 to the item’s Strength).
UM 66 Unusual Event 25%
Some objects may have incredibly high strengths of
Perhaps it's weird lighting, or your growing senility, but the
item is not as damaged you believed it to be. If a failure, it turns several hundred or more, such as a boulder or wall, and
out the damage is only temporary. If a success, the item has will obviously not break on the first attempt. In these
miraculously been repaired of prior damage (reduce damage to cases the GM must determine the rate at which the
item by up to 10). object’s strength degrades due to damage. Normally a
76 - 100 Partial Success 50% tool must be used which is stronger than the object to
The item was either hit in the right spot, or the creator cut some be broken; a steel axe is ideal when breaking through
corners in the durability department. In any case the item is at a wooden wall, but a wooden quarterstaff will not
-10 until it is repaired. deal any damage to stone construction. When using
101 - 175 Success 75% a tool that is optimal for the task (e.g. a pickaxe for a
What a finely crafted item this is. Despite the beating that it stone wall), a reasonable guideline is that the object’s
receives it holds steady and true. If you are religious, this is a strength is reduced by 20 per minute of effort. With
good time to thank your patron.
an acceptable tool (e.g. a hammer for a stone wall),
176 + Absolute Success 100%
the strength is reduced by 10; with a poor tool (e.g. a
This item must be made of the FINEST MATERIALS KNOWN sword for a stone wall) by 1-2 and the tool will need ROLEMASTER
TO MANKIND! It appears completely impervious to damage. UNIFIED
to make breakage checks itself. In non-tactical situa-
Maybe it's magic! Maybe it's been blessed! Or maybe the dam- 
age was just paltry. tions this can be used to determine how long it takes Character Law

Modifiers
to break the object (object strength is reduced to 0).
In tactical situations, the object makes a breakage roll
+ ST Inherent item strength representing durability
when its strength is reduced below 200 and another
+ Qual Quality and/or material modifier
one every round that the strength is further reduced.
- Dam All damage penalties from previous checks 135
6.2. Repairing Items
Equipment can be repaired with appropriate crafting Table 6-2: Equipment Repair
skills and proper materials by making an Absolute Roll Result
Maneuver and resolving using Table 6-2. The GM will <1 Absolute Failure
determine a difficulty based on the materials and tools Due to your ineptitude, the item breaks. If it was already broken,
at hand. The damage penalty of the equipment applies then you make a huge mess and the item is unrepairable. And
to the repair maneuver roll. If the item is broken out- everyone laughs at you.
right, then a penalty of -100 applies. 1 - 75 Failure
Below are some example skills used for repairing Despite, or perhaps because of, your efforts, the item remains
broken or damaged. You are probably better off buying a new
items, this is not an exhaustive list; any crafting skill
one, hope it wasn't sentimental.
appropriate to the item can be applied.
UM 66 Unusual Event
• Leather-working: Leather armor and other items
You're a clever one (you think). You don't manage to repair the
(e.g., leather parts of weapons, armor straps) item exactly, but rather jury-rig it, which is then either func-
given appropriate tools and raw materials. tional (Partial Success or higher) or completely non-functional
• Metal-working: Metal armor, shields, metal (Failure or less). Either way it looks makeshift and kind of
weaponry and other metal items can be repaired stupid.
given appropriate facilities (i.e., forge). 76 - 100 Partial Success
• Wood-working: Wood items, including weapon- Either your skill is lacking or your heart wasn't into it. A com-
pletely broken item cannot be repaired, although any damage
ry, structures and other objects can be repaired
penalties may be reduced by half.
with appropriate tools.
101 - 175 Success
A thorough, complete and solid piece work. You completely
repair a damaged item, or fix a broken item (with a permanent
-10 penalty)
176 + Absolute Success
You are a repair-wizard! You manage to completely repair a
damaged or broken item as good as new. Too bad your master-
craft skills are not being used to make new unique works.

ROLEMASTER
UNIFIED

Character Law

136
6.3. General Equipment

Table 6-3: General Equipment


Item Cost Prod TIme Weight (lbs) Strength Notes
Arrows (20) 4 bp 1 day 3 15 Wooden shafts and iron tips
Backpack 2 bp 1 day 3 - Leather or canvas. Holds 20 Ibs; 1 cu'.
Bedroll (heavy) 7 bp 1 day 9 - Wool/fur. 4 season
Bedroll (light) 2 bp .5 days 5 - Wool blanket. 2 season.
Belt 1 bp 4 hrs 0.5 45 Leather
Belt pouch 1 cp 1 day 0.1 - Leather
Blowdarts (20) 3 bp 1 day 1 20 Blowpipe darts
Boat, large 40 gp 30 days 2,000 lbs - Capacity 7,000 lbs., speed 30'/rnd.
Boat, medium 11 gp 28 days 800 lbs - Capacity 4,000 lbs., speed 20'/rnd.
Boat, small 70 sp 14 days 200 lbs - Capacity 1,000 lbs., speed 15'/rnd.
Boots 1 sp 3 days 3.5 20 Leather
Brush (writing) 5 cp 4 hrs 0.25 - Wooden shaft with hair bristles, capped
Bucket 4 bp 1 day 2.5 35 Copper. Holds 3 gallons
Cage 18 sp 25 days 100 100 Iron, 5'x5'x5'
Caltrops (5) 8 bp 1 day 2 75 Portable spike traps
Candle 4 cp .5 days 0.25 - Wax or tallow. Lights 20' dia; burns 2 hrs.
Case 4 sp 2 days 1 20 Water-resist. leather. 12'x3'x6'
Cask 24 bp 1.5 days 5 20 Wood. Holds 4 gallons
Chain 6 bp 1 day 9 80 Iron. 10'.
Chalk (10) 2 bp 2 hrs 0.25 - White. 5" long
Charcoal 22 cp .5 days 1 - Hot 4 hr fire
Chisel 9 bp 1 day 1 75 Iron. -40 dagger
Climbing pick 28 bp 1 day 2 65 Iron. -15 war hammer
Cloak 9 bp 1 day 2.5 - Heavy linen or wool
Clothes, fine 11 bp 2 days 2.5 30 Quality linen pants and shirt
Clothes, normal 5 bp 1 day 2.5 30 Linen pants and shirt
Coat 15 bp 2 days 7 - Leather or heavy linen
Crossbow Bolts (20) 11 bp 2 days 3 25 Wooden shafts with iron tips
Crowbar, heavy 8 bp 2 days 5 85 Gives 2x advantage on feats of strength
Crowbar, light 6 bp 2 days 3 75 Gives 1.5x advantage on feats of strength
Dice, pair 35 bp 2 days 0.25 50 Bone
Drum, large 2 sp 4 days 8 35
Drum, small 12 bp 3 days 3 30
Fire-starting bow 1 cp 1 hr 0.5 25 Starts fire in 5 min.
Flint and steel 1 bp 0.5 - Starts fire in 3 min.
Framepack 33 cp 1.5 days 3.5 25 Canvas. Holds 45 Ibs; 2 cu'. ROLEMASTER
Gloves 2 bp 1 day 0.5 - Heavy leather; lined UNIFIED

Grappling hook 1 sp 1 day 1 75 Iron. Character Law

137
Table 6-3: General Equipment (Continued)
Item Cost Prod Time Weight (lbs) Strength Notes
Hammer 1 sp 1 day 1 65 Iron. -30 mace
Hammock 1 bp 3 days 2.5 25 Rope; wood spreaders; iron hooks
Hand-cart 11 sp 4 days 100 lbs - Capacity 250 lbs., speed 20'/rnd.
Harness 1 sp 2 days 4 - Leather/iron. Includes bit, reins
Hat 6 bp 1 day 1 - Leather
Holy symbol 1+ bp 1-20 days - -
Hood 16 cp .5 days 0.5 - Covers head & shoulders
Horn 2 sp 5 days 2 60 For signaling purposes (e.g. hunting horn)
Horse (light) 40 sp - 1200 - Carrying capacity 360 lbs without penalty
Horse (medium) 60 sp - 1500 - Carrying capacity 450 lbs
Horse (heavy) 80 sp - 1850 - Carrying capacity 600 lbs
Horse (lesser warhorse) 20 gp - 1700 - Trained for combat, capacity 500 lbs
Horse (greater war- 75 gp - 2000 - Trained for combat, capacity 600 lbs
horse)
Horse-cart (open) 40 sp 14 days 450 lbs - Capacity 800 lbs, speed 25'/rnd.
Ink 14cp 0.25 - Black; non-soluble
Instrument, stringed 12 sp 30 days 4 20 Musical instrument, e.g. lute, lyre, viol.
Ladder 3 cp 2 days 15 50 Wood. 10'. Bears 400 lbs.
Lantern 12 bp 4 days 1.5 10 Lights 50' diameter
Lock pick kit 1 sp 2 days 0.5 15 Several small tools
Lodging, average 2 cp - - - Per night. Separate bedding.
Lodging, excellent 5 cp - - - Per night. Private suite.
Mirror 35 bp 1 day 0.5 5 Silvered glass. 6"x4"
Mule/donkey 35 sp - 620 - Carrying capacity 200 lbs without penalty
Nails (20) 1 cp 3 hrs 0.5 80 Iron. 3" length.
Oar/Paddle 6 cp 7 hrs 4.5 55 Wood. 6'-8'
Oil flask 3 bp 1 day 1 5 Includes 1 pt oil (6 hr refill)
Padded Undercoat 6 bp 2 days 3 - Heavy linen or wool
Padlock 23 bp 2 days 1 85 Iron; with 2 keys
Padlock, basic 23 bp 2 days 1 85 Iron, two keys, medium difficulty to open
Padlock, superior 35 bp 3 days 1 85 Iron, two keys, hard difficulty to open
Paper (10) 12 bp 1 day 0.25 - 10 sheets. 12"x6"
Parchment (10) 2 sp 1 day 0.25 - 10 sheets. 12"x6". Very durable
Pegs (10) 9 tp 2 hrs 2 40 Wood
Pitons (10) 2 bp 1 day 2.5 65 Iron
Plank (2) 1 cp 4 hrs 11 each 40 Wood. 10' x 6" x 2". Bears 350 lbs
ROLEMASTER
UNIFIED
Pole 5 cp 3 hrs 7 30 Wood. 10'
 Pot (cooking) 7 bp 1 day 2.5 80 Iron. Holds 2 gallons
Character Law
Prayer beads 2 cp 3 days - -

138
Table 6-3: General Equipment (Continued)
Item Cost Prod Time Weight (lbs) Strength Notes
Quill-pens (10) 4 cp 2 hrs 0.25 - Goose feather quills
Quiver 1 bp 1 day 0.5 15 Holds 20 arrows/bolts
Rations 5 cp - 18 - One week's food for one person
Rations, trail 1 bp - 14 - One week's preserved food for one person
Robe, fine 2 sp 3 days 4 25
Robe, normal 1 sp 2 days 4.5 30
Rope 4 bp 3 days 5 25 Hemp. 50'
Rope (superior) 12 bp 5 days 3 40 Reinforced hemp. 50'
Sack (50 lb) 8 cp 2 hrs 2.5 - Holds 50 lbs. 3 cu'
Saddle 5 sp 6 days 11 - Includes stirrups, blanket
Saddle bag 8 bp 2 days 5 - Holds 15 lbs. 1.5 cu'.
Sandals 5 bp 2 days 1.5 30 Leather
Saw 23 bp 2 days 2.5 60 Iron. 24" wood-tool
Scabbard (belt) 25 bp 1 day 1 45 Holds one 1-h weapon
Scabbard (shoulder) 3 sp 1 day 1.5 45 Holds one 2-h weapon
Sling bullets (10) 1 bp 1 hour 5 95 Metal, usually lead. +1 Size
Sling stones (10) 1 cp 1 hour 5 90 Normal sling ammunition
Spade 16 bp 1 day 3.5 60 Iron. Wood shaft
Surcoat 9 bp 1.5 days 1.2 - Linen.
Tarp 1 bp 2 hrs 4 - Canvas. 5' x 8'.
Tent, large 16 sp 12 days 35 - Canvas. 14'x17'. Eight man.
Tent, medium 8 sp 8 days 20 - Canvas. 8' x 10'. Four man.
Tent, small 2 sp 2 days 9 - Canvas. 5' x 8'. Two man
Tinderbox 2 cp .5 days 0.25 - Wood. Enough for 7 fires
Torch (3) 1 cp 1 hr 1 each 35 Lights 20' dia. (6 hrs)
Vial 2 bp 2 hrs 0.25 1 Glass. Holds 2 oz.
Wagon (closed) 90 sp 18 days 850 lbs - Capacity 2,500 lbs., speed 20'/rnd.
Wagon (open) 60 sp 16 days 600 lbs - Capacity 1,200 lbs., speed 25'/rnd.
Waterskin 1 cp 6 hrs 0.25 - Holds 1 pt (.5 Ibs)
Weapon belt 5 bp .5 days 1 25 Holds 2 scabbards, 3 pouches
Wedge (splitting) 3 cp 2 hrs 3 80 Iron.
Wedge (staying) 1 cp 1 hr 1 50 Hardwood.
Whistle 2 sp 1 day 0.5 25 Wood/iron. 4". Range 1+ mi.

ROLEMASTER
UNIFIED

Character Law

139
6.4. Armor and Shields
Table 6-4: Armor and Shields
Prod Time Penalties
AT Name Cost days Enc (%) Weight Strength Maneuver Ranged Perception
(lbs)
Full Suits
2 Heavy Cloth 95 bp 10 6% 11 30 -10 -5 -5
3 Soft Leather 10 sp 10 7% 13 30 -15 -5 -5
4 Hide Scale 14 sp 15 11% 20 35 -35 -20 -10
5 Laminar 36 sp 25 12% 22 40 -45 -20 -10
6 Rigid Leather 34 sp 19 14% 26 45 -50 -20 -10
7 Metal Scale 39 sp 29 19% 35 50 -70 -30 -15
8 Mail 60 sp 58 21% 39 55 -80 -30 -15
9 Brigandine 55 sp 37 23% 43 70 -90 -30 -15
10 Plate 65 sp 44 25% 46 75 -100 -30 -15
Torso (Chest + Abdomen)
2 Heavy Cloth 55 cp 2 2% 4 30 -5
3 Soft Leather 1 sp 2 3% 6 30 -10
4 Hide Scale 5 sp 7 4% 7 35 -10
5 Laminar 7 sp 10 5% 9 40 -20
6 Rigid Leather 45 bp 4 7% 13 45 -25
7 Metal Scale 10 sp 14 9% 17 50 -25
8 Mail 15 sp 35 11% 20 55 -35
9 Brigandine 10 sp 14 13% 24 70 -45
10 Plate 20 sp 21 15% 28 75 -55
Helmet (Head)
2-3 Light (AT 3) 3 sp 4 1% 2 35 -5
4-6 Medium (AT 5) 9 sp 5 2% 4 55 -5 -10
7 - 10 Heavy (AT 9) 15 sp 7 3% 6 75 -10 -15
Vambraces (Arms)
2-3 Light (AT 3) 3 sp 2 1% 2 35 -5
4-6 Medium (AT 5) 10 sp 5 2% 4 55 -10 -20
7 - 10 Heavy (AT 9) 20 sp 8 3% 6 75 -15 -30
Greaves (Legs)
2-3 Light (AT 3) 3 sp 2 2% 4 35 -5
4-6 Medium (AT 5) 10 sp 5 3% 6 55 -10
7 - 10 Heavy (AT 9) 20 sp 8 4% 7 75 -20
DB Shields Maximum # Attacks Blocked
+15 Target 35 bp 3 4 50 1
+20 Normal 55 bp 5 8 55 2
+25 Full 7 sp 6 12 60 3
ROLEMASTER +30 Wall 9 sp 7 20 65 4
UNIFIED
 Weights given based on average human weight of 185 lbs. The "Enc (%)" column is percentage of body
Character Law weight used to calculate encumbrance (Section 5.4).
For piecemeal armor and called shots, head and limb armor is treated as the torso AT if the appropriate type.
(Light for AT 2-3, Medium 4-6, Heavy 7-10), otherwise use the AT in parentheses (AT 3, 5, or 9).

140
6.5. Weapons
Table 6-5: Weapons
Range

Point-Blank (+20)

Size Adjustment
Absurd (-100)
Extreme (-50)
Medium (-10)
Weight (lbs)
Length (ft.)

Long (-25)
Short (0)
Strength
Prod

Fumble
Time
Weapon Cost (days) Attack
Blade
Dagger 3 sp 1 1' 80 1 3 10' 20' 30' 40' 50' Dagger
Short Sword 7 sp 2 2' 80 3 3 -1 Arming sword
Arming Sword 18 sp 4 4' 70 2.5 4 Arming sword
Epee 16 sp 5 3' 80 1.5 3 -1 Rapier
Rapier 22 sp 7 4' 85 2 4 Rapier
Broadsword 10 sp 3 3' 80 4 4 Broadsword
Scimitar 10 sp 3 3.5' 60 3 4 Scimitar
Machete 2 sp 1 1' 70 1.5 3 -1 Falchion
Falchion 10 sp 3 3.5' 60 3 5 Falchion
Greater Blade
Claymore (2H) 21 sp 5 5' 80 7 5 +1 Broadsword
Long Scimitar (2H) 19 sp 6 5' 80 6 5 +1 Scimitar
Longsword (2H) 22 sp 5 5' 75 6 5 +1 Arming sword
Great Falchion (2H) 25 sp 5 4.5' 80 7 6 +1 Falchion
Chain
Light Flail 7 sp 1 3' 55 3 9 -1 Flail
Flail 16 sp 2 3.5' 65 6 10 Flail
Greater Chain
Heavy Flail (2H) 19 sp 5 4' 60 6 10 +1 Flail
Hafted
Hand Axe 5 sp 1 2' 55 1.5 3 15' 30' 45' 60' 75' -1 Battle axe
Battle Axe 13 sp 3 3' 55 3 5 Battle axe
Blackjack 1 cp 6 hrs 2' 30 2 3 -1 Club
Club 1 cp 6 hrs 3.5' 35 3 3 Club
Light Mace 4 sp 2 1.5' 55 4 3 -1 Mace
Mace 6 sp 2 2' 80 6 4 Mace
Light Stick 1 cp 1 hr 2' 40 1.5 3 -1 Fighting stick
Fighting Stick 3 cp 6 hrs 3' 45 3 3 Fighting stick
War Hammer 15 sp 2 3' 65 3.5 4 War hammer
Greater Hafted
Long Axe (2H) 17 sp 5 4.5' 60 6 5 +1 Battle axe
Large Club (2H) 1 sp 12 hrs 5' 40 6.5 4 +1 Club ROLEMASTER
UNIFIED
Great Mace (2H) 12 sp 4 4' 80 8 6 +1 Mace

Quarterstaff (2H) 5 cp 1 6' 55 4 4 +1 Fighting stick Character Law
War Mattock (2H) 15 sp 2 4.5' 55 6 6 +1 War hammer

141
Table 6-5: Weapons (Continued)
Range

Point-Blank (+20)

Size Adjustment
Absurd (-100)
Extreme (-50)
Medium (-10)
Weight (lbs)
Length (ft.)

Long (-25)
Short (0)
Strength
Prod

Fumble
Time
Weapon Cost (days) Attack
Pole Arm
Glaive (2H) 8 sp 2 8' 55 6 7 +1 Broadsword
Halberd (2H) 8 sp 2 7' 55 5 7 +1 Battle axe/spear*
Poleaxe (2H) 10 sp 3 6' 60 5 8 +1 War hammer/spear*
Spear (1H or 2H) 9 bp 1 6' 35 4.5 4 15' 30' 45' 60' 75' Spear (+1 size if 2H)
Long Spear (2H) 12 bp 1 10' 40 6.5 4 +1 Spear
Shield Bash
Target Shield 35 bp 3 1' 50 4 4 -1 Shield
Normal Shield 55 bp 5 2' 55 8 4 Shield
Full Shield 7 sp 6 3' 60 12 4 Shield
Wall Shield 9 sp 7 5' 65 20 4 Shield
Exotic
Whip 2 sp 12 hrs 7.5' 40 3 7 Whip
Small net 4 sp 3 5' 40 2.5 6 -1 Grapple
Net 7 sp 4 10' 45 6 7 Grapple
Large net (2H) 11 sp 9 15' 50 10 8 +1 Grapple
Bow
Short bow (2H) 6 sp 3 3' 80 2 4 60' 120' 180' 240' 300' Short bow
Composite bow (2H) 9 sp 7 4' 80 3 4 100' 200' 300' 400' 500' Short bow
Long bow (2H) 10 sp 9 6' 85 2.5 5 100' 200' 300' 400' 500' Long bow
Crossbow
Hand crossbow (1H**) 13 sp 9 1.5' 75 2 4 10' 30' 60' 90' 120' 150' -1 Crossbow
Crossbow (2H) 11 sp 7 3' 75 6 4 10' 70' 140' 210' 280' 350' Crossbow
Heavy crossbow (2H) 25 sp 16 4' 80 10 4 20' 80' 160' 240' 320' 400' +1 Crossbow
Sling
Slingshot 3 bp 6 hrs 0.5' 50 1 4 20' 40' 60' 80' 100' -1 Sling
Sling 9 bp 12 hrs 2' 95 1 6 60' 120' 180' 240' 300' Sling
Staff-sling (2H) 12 bp 1 5' 95 4 7 70' 140' 210' 280' 350' +1 Sling
Thrown
Bola 5 sp 1 4.5' 30 4 8 20' 40' 60' 80' 100' Bola
Throwing club 1 cp 6 hrs 2' 35 2 5 25' 50' 75' 100' 125' -1 Club
Javelin 3 sp 1 5.5' 40 4 4 25' 50' 75' 100' 125' -1 Spear
ROLEMASTER Dart 5 cp 1 (10) < 1' 25 0.5 3 10' 20' 30' 40' 50' -1 Stinger
UNIFIED
Small rock - - - 70 0.5 3 10' 20' 30' 40' 50' -1 Rock

Character Law Rock - - - 70 2 3 15' 30' 45' 60' 75' Rock
Heavy rock (2H) - - - 90 8 3 10' 20' 30' 40' 50' +1 Rock
Exotic (Ranged)
Blowpipe 5 cp 1 5 35 3 4 10' 20' 30' 40' 50' -1 Stinger
* Attacker may choose either table according to how the weapon is used
142
** Hand crossbows may be fired in one hand, but require two hands to load and ready.
Chapter 7: ROLEMASTER
UNIFIED

Character Law

Weapons & Armor


143
7 . Wea pon s & Armor
Technology and science have advanced at least in part Example: Somarl is unarmed and chased into the
from research into the best materials to make both weap- kitchen at the back of the inn; he looks around
ons for killing and armor for defense. From sharpened desperately for a weapon. The GM considers the
rocks and fire-hardened sticks, antler and ivory daggers, items likely to be found and declares a kitchen knife
and stone maces to the advent of metal weapons, better should be considered a -15 small (-1 size) dagger.
materials allowed for better weapons, which in turn led A length of firewood is a -30 club and a heavy iron
to better armor to protect against them, which in turn soup ladle a -50 small (-1 size) mace. Somarl has
led to better weapons to penetrate the armor… +55 skill in hafted weapons, so he selects a likely
Weapons of all shapes and sizes have been developed: piece of firewood and turns to face his pursuers.
axes, picks, blades, devices to shoot projectiles and His effective skill with the firewood will be
exotic multiple part weapons consisting of chains and 55 – 30 = +25.
spikes. Individual cultures, however, tend to rely on a
few weapons that they know are effective and afford- 7.1. Weapons
able, or they simply rely on work tools, such as farm
The terms weapon and attack are used interchangeably,
implements, to protect themselves when needed. For
even though natural attacks and spells (e.g., martial
mercenaries and those more skilled in warfare, choos-
arts, claws, fire bolt) are not weapons per se. Attacks
ing a weapon is both a cultural and practical decision, as
one factors in cost, weight, and effectiveness. Soldiers
are broken down into several groups, with each having
in some cultures get such decisions made for them, with a different Development Point cost. The attacks within
weapons and armor issued by their superiors. each group correspond to skill specializations. Each
attack has an attack table given in Chapter 10.
When dodging a blow simply was not enough, shields
began to be used. When those proved inadequate, armor
pieces were invented that covered vulnerable areas, Melee Weapons
such as greaves, braces, and helmets. Woven grass and All weapons that are wielded in hand-to-hand combat
tough woods, animal hides, treated and splinted, were are melee weapons, from swords and clubs to flails
all used in various cultures to make armor. Advances and pole axes. Melee weapons can be used to make
in metallurgy allowed for scale, mail and brigandine attacks and defend against them (the latter is known
armors that kept armor flexible to allow the warrior as “parrying”). Weapons are categorized according to
mobility and speed on the battlefield. how they are used. All melee weapon skills use St/St/
Rolemaster simulates weapons and armor by incorpo- Ag for the stat bonuses.
rating strengths and weaknesses of different types of All two-handed melee weapons, including Greater
attacks (e.g., crushing, piercing) against different types Blade, Greater Chain, Greater Hafted, and Pole Arm
of armor (e.g., rigid leather, mail). For instance, mail is are treated as one size larger as noted on the equipment
very effective versus slashing attacks, but less so ver- lists. See Section 9.4 for details about attack sizes. In
sus piercing attacks. Even light armor is a boon against addition, two-handed weapons gain a +10 bonus on
many weapons, although some types of attacks such as their attack.
fire or electricity care little for the type of armor a foe
• Blade: Some form of sharp edge with a handle or
has chosen. Those who choose to wear armor into bat-
grip, sometimes with a usable point, suitable for
tle will have to weigh cost, maneuverability and overall
one-handed use. Depending on the design, blades
protection.
can be used as slashing or thrusting weapons.
Improvised Weapons & Armor Some blades, such as the broadsword and scimitar,
are suitable primarily for slashing. Short blades
Players often need to use a mundane item as an impro- like daggers and short swords are often used to
ROLEMASTER
UNIFIED
vised weapon (e.g., lengths of chain, cooking knives, thrust. The heavier arming sword is also well suit-
 firewood). When wishing to use a new weapon, use an ed for thrusting, including against armored foes.
Character Law existing chart and impose a penalty. If appropriate, also Some blades are designed to be good at either one.
adjust the type of critical inflicted, the attack size, the Broadsword, dagger, falchion, arming sword, ra-
Fumble Range, and Range Modifiers. If the combatant pier, scimitar, short sword
does not know the skill for that type of attack, the pen-
alty for Similar Skills (Chapter 3: Skills) is applied as
144 well.
• Chain: Chain weapons are any one-handed weap- behind allies. Cover DB modifiers are halved for
on that incorporates a chain connecting multiple pole arms, so pole arm attacks from the second
pieces, often with weights, spikes or even blades rank typically incur a +20 DB modifier (versus
attached. Flail +40 DB for other melee weapons). Pole arms can
• Hafted: Short hafted weapons have small handles also be braced against charges (Section 8.2). Hal-
which usually end in a weight (hammers/maces) berd, glaive, poleaxe, spear (1H or 2H)
or blades (axes) to beat on opponents. Some may • Shield Bash: Using shields defensively is detailed
include spikes, knobs, or flanges to increase dam- in Section 9.6, however shields can also be used
age. Battle axe, club, fighting stick, mace, war- as weapons. When using a shield to bash an op-
hammer ponent, it is treated as a weapon in all respects,
• Greater Blade: Depending on the design, two-hand- including the ability to parry. The combatant uses
ed blades may be used as slashing or thrusting his Shield skill bonus as his OB. When a shield is
weapons. The longsword is, like the one-handed being used to attack, it no longer offers any defen-
arming sword, designed to thrust against armor, sive benefits beyond the OB put into parry. Target,
while the long scimitar and claymore are best for normal, full, wall
slashing. Longsword, great falchion, long scimitar • Exotic: There are all manner of interesting weapons
• Greater Chain: These mighty chain linked weapons that are unusual in design and require techniques
require two hands and are often fitted with heavy much different than any other weapon. For these
weights, spikes and other dangerous adornments. weapons, the specialization is in the specific
Heavy flail weapon. Net, whip
• Greater Hafted: These long two-handed hafted
weapons rely on weight and may feature a slash- Natural Attacks
ing or stabbing blade perpendicular to the haft Unarmed attacks include all melee attacks made
(axes/picks) or a weight (maces/hammers). They without the use of a weapon, such as punches, kicks,
are used for powerful strikes, although they lose head butts, knees, elbows, etc. Natural attacks include
some effectiveness against heavier armor. Great everything from bites and claws to trampling and
mace, long axe, quarterstaff, war mattock stinging. Some creatures may have natural attacks
• Pole Arm: Pole arms include a variety of different that allow unrestricted parrying, using an armored or
weapons (e.g., halberd, bill hook, glaive) that inert body part (e.g., elephant tusks or crab claws).
range from 6' to 12' or more in length. This allows Similarly, unarmed combatants may use a small shield
them to be used to attack foes from a second rank, or wear bracers or greaves in order to parry attacks

ROLEMASTER
UNIFIED

Character Law

145
(Section 9.6). Natural attacks are treated as the same Ranged weapons are categorized according to the gen-
size as the character or creature (unless modified by a eral type of weapon. All ranged skills use Ag/Ag/St
talent). for the stat bonuses.
Unarmed and natural attacks are categorized accord- • Bow – Include all types of hand-drawn bows. Bows
ing to the style of fighting or method of the attack. The require two hands to use. Short bow, composite
first three (strikes, sweeps & throws, and wrestling) bow, long bow
are the ones most often used by humanoid combat- • Crossbow – Light and hand crossbows can be
ants that lack natural body weaponry. Many natural hand-spanned or cocked with a lever, while heavy
and fantastic creatures have natural weaponry such as crossbows use a winch, but most take a long time
claws or horns. to load. Light and heavy crossbows require two
• Strikes (Ag/St/St): Unarmed attacks such as punch- hands to use effectively, while hand crossbows
es, kicks, elbows, knees, head-butts, and other require to hands to load and cock but only one to
striking attacks. fire. Light crossbow, heavy crossbow, hand cross-
• Sweeps & Throws (Ag/Ag/St): Sweeps, trips, bow
throws, and other such unbalancing attacks. • Sling – Slings can be difficult to learn but are capa-
• Wrestling (Ag/Ag/St): Grabbing and holding at- ble of much higher ranges than thrown weapons.
tacks. Sling, sling-staff
• Beak (Ag/St/St): Beaks, pinchers. • Thrown – Weapons that are thrown, with either one
or two hands, have much shorter ranges than de-
• Bite (Ag/St/St): All types of bites, the most common
vices. Dagger, hand axe, bola, rock, javelin, spear
natural attack.
• Exotic – There are all manner of interesting weapons
• Claw (Ag/St/St): Claws, talons.
that are unusual in design and require techniques
• Horn (Ag/St/St): Horns, tusks. much different than any other weapon. For these
• Ram (Ag/St/St): Ram, bash, butt, knockdown, slug. weapons, skill is taken in the specific weapon and
• Stinger (Ag/St/Ag): Small piercing stingers are of- does not apply to any other weapon (except for the
ten used to deliver poison, while larger ones stab use of Similar Weapons). Blowpipe
deep to damage internal organs.
• Trample (Ag/St/St): Trampling and stomping. 7.2. Armor
Combatants may only trample or stomp on those The types of armor in any particular setting may be
who are 2 or more sizes smaller than they are. many and varied, from quilted fabric or wood covering
the torso to full suits of metal. The Armor Type (AT)
Ranged Weapons of a combatant is based on the material and construc-
tion of his armor and assumes a full suit, from head to
Ranged weapons include both those that are thrown toe. The Armor Types (from 1 to 10) do not represent
(e.g., dagger or bola) and devices that propel missiles only specific types of armor, but instead could be any
(e.g., bows or slings). Ranged attacks benefit from the of several different kinds of armor depending on the
fact that they cannot be parried, although defenders setting. Each AT shares similar characteristics with re-
benefit from shields and cover. Vambraces (armor gard to flexibility, design and material. The flexibility
worn on the arms) can restrict the attacker’s freedom and material factors considered are summarized on
of movement and impose a penalty to all ranged at- Table 7-2a. Descriptions of the 10 armor types, along
tacks (see Table 6-4), so archers may choose to use with man-made and natural examples, are given in
lighter arm protection that impedes ranged attacks Table 7-2b.
less.
Wearing armor incurs encumbrance penalties (due
A ranged attack is (usually) a single shot or missile. to weight) as well as armor maneuver penalties rep-
Ranged weapons cannot be parried, nor can they be resenting the confining and more restrictive nature
ROLEMASTER used to parry. As the distance between an attacker and of armor. Maneuver penalties apply to any maneuver
UNIFIED

his target increases, ranged attacks become more dif- that requires freedom of movement (e.g., running or
Character Law ficult. Each attack table that can be used at a distance climbing). Vambraces (arm protection) also give pen-
indicates the ranges for Short (+0), Medium (-10), alties to ranged weapon attacks, due to the weight of
Long (-25), Extremely Long (-50), and Absurd (-100). the armor on the arms, while helms also give penalties
Some attacks have a point-blank bonus that is applied to perception due to their limited field of view and
at ranges of 10' or less. dampening of sounds.
146
Table 7-2a: Armor Flexibility and Materials Piecemeal Armor
Flexibility A combatant is wearing piecemeal
Flexible All of the armor can move freely in any direction. armor if he is not wearing a full suit
Scale The armor is made of small, inflexible pieces. of armor or is wearing mismatched
Segmented The armor is made of large, inflexible pieces. armor (e.g., a mail shirt with heavy leg
Plate The armor is largely inflexible, except at key joints. greaves). Archers may forgo vambrac-
Material es to improve their shots, while sol-
Cloth Soft, porous material (e.g., cloth, fur) diers may choose to wear metal helms
Leather Tough, pliable, non-porous material (e.g., leather, thick skin)
or greaves along with leather torso ar-
mor. Combatants may also wear piece-
Horn Hard, non-porous, materials (e.g., horn, cuir bouilli, bone, wood)
meal armor through necessity (loss of
Metal Very hard, non-porous, material (e.g., metal or glass)
a piece of armor, limited funds, etc.).
As shown on Table 6-4 in Chapter 6 penalties are giv- When an attack is made against a com-
en for complete suits, as well as the individual pieces batant wearing piecemeal armor, roll the critical at the
if the Piecemeal Armor rules are used (see below). It same time as the attack roll. Use the critical roll to de-
is assumed that vambraces and greaves come in sets termine the area struck and then determine the attack
of two matching arms/legs. Maneuver penalties (only, results based on the Armor Type for that location.
not ranged or perception penalties or encumbrance Torso armor is assigned an Armor Type but head
penalties) from armor can be reduced with the Battle and limb protection is described as light, medium, or
Expertise: Maneuvering in Armor skill. heavy. If the head or limb protection is appropriate for
If armor must be donned quickly, assume it takes the torso armor type, use the same AT for that location
one round per -5 maneuver penalty, and half that to as the torso. Light armor is appropriate for AT 2-3,
remove. (Treat half a round as a 2 AP action.) It can Medium for AT 4-6, and Heavy for 7-10. Otherwise,
be put on in half the time, but this will incur an addi- treat Light armor as AT 3, Medium as AT 5, and Heavy
tional -20 maneuver penalty until the wearer takes the as AT 9.
remaining time to properly adjust it.
Manufactured armor can be made better or worse than
average. Superior materials, craftsmanship or design
may offer a DB bonus, or be more maneuverable or
lighter (reducing maneuver penalties). Likewise, infe-
rior or damaged armor may have a DB penalty or may
hinder movement more than usual.
Inherent natural armor gives no maneuvering pen-
alties, and (usually) provides full body cover (i.e.,
‘vambraces’, ‘greaves’, and ‘helm’), also at no pen-
alty. However, as it is not an inert material, it does
not provide the defense against spells that worn armor
does (i.e., bonuses to Resistance Rolls do not apply
from natural armor) or interfere with spellcasting.
Example: The mail found in the Duke’s arming
cabinet is fine high steel wire, bent into tiny links in
a tight, overlapping, multilayered pattern. The mail
hanging from a hook in the barbarian camp is crude
rings of black iron wired together edge to edge to
form a coat of mail. The Duke’s mail is AT8 +10, ROLEMASTER
while the barbarian’s mail is AT8 -10. UNIFIED

Character Law

147
Table 7-2b Armor Types
AT Name Description Man-made Examples Natural Examples
1 None Those without armor have great Light clothing Humans, birds, amphibians,
incentive to not be hit at all, since there snakes, fish
is nothing protecting them from the
weapon.
2 Heavy Cloth Heavy clothes, hides, and furs are mostly Heavy clothing, furs, Light hides or animals with
(Flexible Cloth) used to protect against the elements al- armor under-padding significant fur
though they do well at protecting against (haketon, arming coat),
light slashes and provide some padding padded armor
against crushing attacks.
3 Soft Leather Flexible like clothing, the soft leather Ar- Thick leather clothing, Heavy hide and/or thick heavy
(Flexible Leather) mor Type is a heavier and thicker version heavy armor under-pad- fur over hide, thin blubber, soft
of hides and furs and frequently used as ding, quilted armor carapace
the under-padding for heavier armors. It (gambeson)
provides similar, but better protection,
than heavy clothing.
4 Hide Scale Hide Scale armors consist of small hard Persian Imperial archer Alligator hide, chitin carapace,
(Scale Horn) horn-like elements sewn together or to a armor pangolin
flexible backing. Scaled Hide provides
moderate protection against slashing
attacks, although piercing weapons
can more easily penetrate in between
elements and joints.
5 Laminar Improved but similar protection to AT Light samurai armor Armadillo, overlapping rings
(Segmented Horn) 4, Laminar consists of larger than hand of giant worm
sized horn-like elements connected
together or overlapping in flexible joints.
6 Rigid Leather The best protection organic armor can Cuir bouilli plate, Armored hides like rhinos,
(Plate Horn) provide, AT 6 is made up of large rigid Linothorax shell of a crab or armadillo,
plates and provides good protection vs. very thick blubber
all types of attacks. It is light but not as
strong as metal.
7 Metal Scale Metal Scale is made up of small metal Lorica Squamata, Enchanted creatures with
(Scale Metal) elements linked together, usually on Ringmail, Japanese scaled hide as hard as metal
a flexible backing. It provides very kikko, jazerant, Chinese
strong protection vs. piercing, strong vs. mountain pattern armor
slashing, and less vs. crushing.
8 Mail Mail is flexible and more maneuverable Maille, Viking mail-shirt Enchanted creatures with
(Flexible Metal) than other metal armors and provides (byrnie), Roman lorica metallic or metal-hard fur
excellent protection vs. slashing attacks, hamata, Norman hauberk
although piercing attacks can more
easily penetrate it. It provides marginal
protection vs. crushing attacks.
9 Brigandine Brigandine armor, often called splinted, Roman lorica segmenta- Enchanted creatures with
(Segmented Metal) is made up of larger than hand sized ta, metal samurai armors overlapping bands, large scales
metal plates. It provides most of the or rings as hard as metal
benefits of plate, without solid back
and breastplate, therefore weaker vs.
crushing and piercing attacks but much
easier to wear.
ROLEMASTER 10 Plate Plate consists of larger metal plates cen- Plate Enchanted creatures with
UNIFIED (Plate Metal) tered on either a single torso barrel, or shells as hard as metal

a pair of back and breast plates attached
Character Law
at the sides. Usually overlapping at the
joints, it provides the best protection vs.
all physical attacks.

148
Care and feeding of your armor and weapons:

“What’cha mean you can’t fix it?”


Bremgor replies, “I can’t just scrape the rust off a blade! You should have been oiling and
sharpening your blade, Forgar.”
“Both armor and weapons need care and maintenance. Metals need to be oiled, especially
when in moist climates. Blades should be sharpened with a whetstone on a regular basis.
Even leather needs to be oiled occasionally, and I don’t know leather from my neighbor’s
evil cat!” Then thinks to himself, Maybe I need to oil my neighbor’s cat and throw him into
the forge, then maybe it will stop lurking around.
Then Bremgor continues, “How did it end up so bad anways?”
“T’was a rough trip,” Forger starts to explain, “A mage paid me to escort him on a trip
through the badlands to the south. But you know how them mages are, can’t trust them.
He somehow opened a portal to some jungle-like land, or maybe it was some kinda other
dimensional thing. But we was trudgin’ through rain soaked lands of thick underbrush an
swamps, an fought some nasty critters with acidic blood.”
Bremgor nods his head, “But had you been oiling the blade every couple of days and after
use, and of course wiped it off and oiled it again after fighting the creatures with acidic
blood, then it might have been salvageable or at least no where near as bad. But now it is
too corroded for me to be able to do much with it.”
Forgar replies, “But can’t you just heat it up and hammer the rust off’n it?”
“It is not that easy, man,” Bremgor retorts. “Would be better off to reforge the entire thing,
which is going to cost you nearly as much as a new weapon. But if that is what you want,
I guess I can do so.”
“That much?”
“Yes, and next time take care of your stuff better, otherwise you might as well hire a full
time weaponsmith. Someone other than me. Maybe an apprentice, since you don’t need
quality if it is going to be re-forged every couple of weeks. Then you would not even need
to sharpen it.”

ROLEMASTER
UNIFIED

Character Law

149
THE BLACK REAVER
blockage and then stop. There was a blissful silence. We fell on the floor,
AM told by personal testimony of Brand the Mage, vol. laughing in our relief.
9 chapter 22 of The Entity Record, by Elenmel, Then, unbelieving, we heard a new sound, a loud clanging sound. Rhythmic,
Historian, Scribe, and Astrologer. striking once about every 5 seconds: clang ... clang ... clang ...It was the kind
of sound you would expect from someone banging on a boulder with an axe.
“We had been doing all right. The map was true; we found the cave and the When I suddenly realized the monster was swinging that axe at the stone
staircase. We made it across a floor filled with bones, fought the inevitable I came unglued! I'm not even sure what happened next, but I think we all
‘things’, taken some gold, and were proceeding, content with the success of panicked, running and hollering down the exit hall on the other side of our
our mission. We finally came to the temple level, knowing there wasn't much bone room. And just before we exited the hall into the bright sunlight of day
more to be done, when that stupid halfling... Well, Godfrey, our fighter, a I distinctly heard my stone wall ring, then crack, then crumble onto the floor.
pretty tough Dwarf had warned us about burglars, saying that you can't trust And then the wierd sound again: click, click, click: our enemy, unhurried,
them even if they're on your side. I have to admit, I was the one who was so walking down the hall.
sure that we needed Kraeco if the thing was going to get done. But right now
I can't remember if there was a single thing he did that we couldn't have done We managed to get into our little ship and the hands cast us off before he
some other way. came out of the cave. He walked towards us as our ship sailed from the is-
land. When he came to the water's edge he kept right on walking, and I saw
Anyway, he couldn't leave well enough alone. We were already rich, and him walk into the sea, until he disappeared, the waters over his head.
stood close to the goal of our search. But there was this jewel, a bauble really,
fastened onto some kind of cup sitting on a table in the dead center of the Fortunately, I thought, the wind was strong with us, and we left the island
room. Kraeco snatched it as he went by, looking the other way. No sooner quickly behind. Of course, I put some extra wind in the sail, trying with all
had the cup left the table when I heard a sound like nothing I have ever heard my self-control not to gibber and cry from the horror I had just felt. But we
before. You see, there was a large metal door on the north wall, steel I think, sailed hard for about three days in good sailing weather and we were far into
or at least iron. There was a loud clang and I saw the head of an axe sticking the open sea when we finally got caught in a storm. The storm lasted for four
through the door from the inside. Then just like ripping canvas, the blade days. It was so severe we threw out all four sea anchors to try to hold our
slid all the way to the floor and that door, that steel door, fell in two pieces position against the southwest winds. We ate not at all, and slept very little.
on the floor. But the end came for Kraeco while I was sleeping at twilight. The rain had
stopped, and the sounds of the ship and the wind made me delay too long
Standing there, framed by the door was... How can I describe it? He was when I heard the uncanny rhythmic sound of boots on the deck above me:
about 8 feet tall, shaped like a man, but black. His armor, his cloak, his click, click, click. When I finally realized that the nightmare was here, I woke
gloves, even the emptiness inside the helmet were darker than the soil of the with great suddeness and almost flew up the steps. I was in time to see a
Pale. The only other colors I could see were the glow of his eyes, the shine struggle, if you can call it that, which lasted probably only 20 seconds or so.
of his axe blade, and the silver of his helmet with the horns curved down. Godfrey had charged the monster and the flat of the axe had flung him like a
Then he began to walk towards Kraeco. The sound of his steps I recall in toy fully across the long grain of the deck. In all my years with Godfrey I had
nightmares night after night: click, click, click — steadily walking on those never seen him smitten unconscious with a single blow until then.
tile floors, without hurry, without stopping. We ran. We ran like the gates of
the Void had opened behind us. We fled into the open hall on the east side, Kraeco, of course, was terrified. He squealed and fled from the creature;
opposite the way we had come in. It was a long worked hall, with the same mighty Hogan interposed himself in the creature's path. That was Hogan’s
tile floor. We ran until we came to the edge. You see, we were on the topside last heroic act. The axe swung, clove through the magical armor Hogan had
of a nearly vertical drop, about a hundred feet above the floor. There was an laboured for, severed his shield from edge to edge, and Hogan himself fell in
incredibly large Cyclops sleeping on the floor, his snoring echoing in the two pieces on the deck, his life's blood everywhere. Before the thing finally
cavern. I guess he was at least 50 feet tall. caught Kraeco, I had thrown vacuums and death clouds, and Dorien, finally
arriving, was also blasting him with spell after spell.
I thought we had it made. There was a man-size opening on the floor of the
cavern on the opposite side from where we were about 300 feet away. The He walked through those clouds and those bursts of light and through the
clicking footsteps were steadily ringing closer behind us. I figured it would bolts and balls not slowing in the least in his click, click, click. I do not know
be great to get an angry Cyclops between us and him. So I told Hogan to to this day if anything we did against him even made him notice we were
use his ring, the one with the white eagle on it. It makes a big bird you can there. When he grabbed Kraeco, the poor little burglar stabbed at him several
ride, so we got on it and rode down across the cave to that hole and the bird times with his magical short sword, and finally the blade broke on the mon-
disappeared. I remember just as we left the cliff top I could see the thing ster's armor. At that moment, I think Kraeco must have fainted for he hung
coming down the hall: click, click, click — his boots ringing on that tile, and limp in the monster's arms and the hilt of his little sword skittered across the
his eyes glowing a bright red from within the darkness. deck. The last I remember, the black cloaked figure walked through the upper
deck wall, splintering into pieces. As I began to pass out myself, all I knew
Well, I fired a firebolt and got the Cyclops awake, and Dorien threw an illu- were the sounds of the click, click, click, of his boots, and then the splash as
sion to get him turned around the other way, facing the thing. The next thing I he walked back into the sea. I've never seen him again face to face, but I see
saw is the stuff of every bad dream. Our enemy came to the edge of the top of him often in the heart of my worst dreams.”
the cliff, lifted his big axe over his head with both hands and then fell forward
off the cliff, head down. But he didn't fall - he glided, and landed on the floor Introduction from the personal testimony of Brand the
in front of that huge cyclops: click, click, click. That stupid Cyclops! I feel Mage, vol. 1 preface of The Entity Record, by Elen-
so sorry for him now, even a little guilty. He had no idea what he was getting
into when he reached down and grabbed him. mel, Historian, Scribe, and Astrologer.
We, of course, ran. We were getting so that we considered that normal and “There is an infinite number of beings in this world, or should I say, in these
natural now. The hallway, as the others, was tiled. We ran about 1000' until worlds. I have beheld much more than my share as I stumbled time after
we came into a large round room filled with bones. And sure enough, we time onto the ethereal plains. Creatures of power that you can't measure or
ROLEMASTER had to fight, and fight we did. But over the clattering noise in our own room imagine. Creatures of beauty, both sublime and horrible. Creatures of awe,
UNIFIED I had the distinct feeling that I was hearing great screams from the way we which I have seen paralyze the greatest lords with fear. Creatures friendly,
 had come. And when I started to think that the bellows might be the way a unfortunately rare, who can rescue you from almost any terrible thing, as
Arms Law Cyclops in agony would yell. I made myself shut the din out of my mind. they follow either their whims or their designs (I know not which). Crea-
Before too long, our battle was over and Kraeco and Godfrey began picking tures chaotically assembled, with mixed and bizarre forms, and some with
up gold. Then I heard it again: click, click, click. Hard-soled boots ringing no forms at all. Creatures without end, having every level of power and every
on a tile floor. I created a great mass of rock and stone in the hall entrance conceivable shape of body and mind. I have already begun to think that as the
into our room — it completely filled the doorway. But I was really scared by stars which glimmer over all the plains number more than the grains of sand,
now so I was not satisfied yet. I did it three more times, layer after layer of so also the number of creatures is infinite.”

150 solid stone, sealing up that entrance. I heard the clicking proceed to the stone
ROLEMASTER
UNIFIED

Arms Law

151
Part II:
Arms Law
Opposition and danger are essential parts of If the attack is not a Fumble, the resulting
adventuring, and combat offers both. It may total is looked up on the Attack Table for
be a necessary goal to battle and defeat a par- the attack/weapon, using the column for the
ticular foe, or it may be a last resort as the he- defender’s Armor Type (AT). The result will
roes stalk through an accursed land, avoiding either be a miss, hits of damage, or hits plus
as many foes as possible on their way to a par- a critical. The attack type determines the type
ticular objective. In either case, Rolemaster of critical done. Exact results of a critical are
combat offers danger and drama. Not merely determined by a second roll, which is not
a process of attrition, every combatant risks open-ended and usually does not have any
real and meaningful injury in every attack. modifiers. Criticals cause injuries which can
Combatants attack by making a high have both temporary and lasting effects such
open-ended d100 Attack Roll and adding the as bleeding or broken bones. Different types
skill bonus for the attack type (called the Of- of injuries can be healed in different ways, but
fensive Bonus, or OB). Subtracted from this most require time to recover.
roll is the defender’s Defensive Bonus, or When combat occurs, time is divided into a
DB. Additional modifiers may apply to one’s series of rounds, each 5 seconds long, during
Offensive and Defensive Bonuses based on which each combatant performs one or a
a variety of factors such as weapon quality, few actions. Every combatant has 4 Action
cover, and each combatants’ choices to parry, Points, with actions taking a variable number
dodge, or block. of Action Points to complete. Melee itself
If the unmodified attack roll falls within the is abstracted, with a round of melee combat
Fumble range of the attack (e.g., 1-7), then the representing a series of back and forth blows
attack Fumbles. A roll is made on the proper and parries rather than rolling to resolve each
Fumble table based on the attack type. swing of the weapon.

ROLEMASTER
UNIFIED

Arms Law

152
Chapter 8: ROLEMASTER
UNIFIED

Arms Law

The Combat Round


153
8 . T h e Comb at Rou n d
Combat occurs on a faster time scale than narrative An action which requires more than 1 AP will gen-
parts of the game, with movement occuring over short erally be interrupted, and the AP lost, if the character
distances and attacks happening quickly. To break up expends AP on any other action before the first action
the action into manageable periods and to simplify is completed. Actions are not interrupted by the first
tracking of durations for spells, injuries, and other instantaneous action in the round, which costs 0 AP.
effects, action occurs in time periods of five seconds, The GM may rule that certain actions may be partially
which are called rounds. Combatants (characters, completed and resumed later, in which case the AP are
creatures, or other participants) normally perform one not lost.
action in a round (e.g., attack or cast a spell), which
may be combined with movement. Concentration
Most combat actions, such as attacking and spell-
Concentration is different from other actions, as it is
casting, often take the entire round. However, some
spread throughout the round taking focus away from
actions may not take the whole round, permitting the
everything else. When concentrating, every Action
combatant to take multiple actions. Each action is as-
Point spent only counts for half. Thus 2 AP must
signed a number of Action Points (AP) to represent the
be spent to complete a 1 AP action. (The character
time required. Combatants receive 4 Action Points ev-
may also move one half of their
ery round (unless under the effects
BMR for 1 AP.) Many spells and
of a haste, slow or stagger effect) Table 8-1: Action Points
some skills require concentration,
and spend 1 Action Point on an ac- Action AP
including dodging or defending
tion in each Action Phase until they Equipment against ranged attacks using one’s
have none remaining. Within each Drop item 0 Shield skill.
Action Phase, the order in which Shift item to other hand 1
combatants act is determined by A combatant can concentrate on
Draw weapon/item 1 two things at once (double con-
their Initiative (Section 8.3).
Get item from ground 3 centration), however this requires
Movement can occur as its own Movement a Mental Focus maneuver every
action or simultaneously with other
Move your BMR 1 round. No other action can be made
actions.
Drop Prone / Stand Up 2 aside from movement at a Creep
pace (x1/2 BMR) which requires
8.1. A ctions Mount / Dismount 4
a maneuver roll. A movement ma-
Hold position (Swim/Climb) C
Actions include any activity the Attack
neuver Failure means concentra-
character performs including tion is broken for both things.
Melee 2-4
movement, spellcasting, melee, or While stunned, a combatant must
retrieving items from a backpack. Ranged Attack 1-3
make a Mental Focus roll every
As shown in Table 8-1, some ac- Draw ammo and load 1
round in order to maintain concen-
tions require a fixed number of Ac- String Bow 6
tration (at the normal penalties for
tion Points, while others are given Load Light or Hand Crossbow 6 being stunned). A combatant who
a range, such as 2-4. Actions with a Load Heavy Crossbow 14 is knocked unconscious has con-
range of AP can be performed more Defense centration immediately broken.
quickly at a penalty of -25 for each Partial Dodge / Partial Block C A Mental Focus roll is also required
AP less than the normal maximum. Full Dodge / Full Block 4 when concentrating for extended
An action resolves once enough Magic periods of time (Section 5.5).
Action Points have been spent to
Cast Spell 2-4 If under an effect which increases
ROLEMASTER complete it.
Cast Instantaneous Spell 0 the combatant's AP for a round,
UNIFIED
Example: Aeonahlia has a long Spell Preparation C concentration still doubles the

bow (missile attack) which
Arms Law Other number of AP for all other actions,
requires 1-3 AP. Aeonahlia may
Perception 0-2 so it is always half the round. This
loose an arrow after spending 3
Concentration C represents the fact that if slowed or
AP with no penalty or may fire
Eat or drink (herb/potion) 2 sped up, concentrating still takes
after only spending 2 AP at a
half your attention and effort.
penalty of -25, or spending 1 AP Pick Lock / Disarm Trap 20
154
for a penalty of -50.
Directed Spells an action can be resumed later or must be restarted
from the beginning (e.g., removing armor could be
Directed spells are treated as casting a spell (2-4 AP), done over multiple separated actions with interrup-
but the attack (using the Directed Spell skill) is includ- tions, but being interrupted while picking a lock may
ed in this action (often a ranged attack such as Shock require you to start again).
Bolt). Any penalty for using less than the maximum of
4 AP for casting is applied to both the spellcasting roll Spell Casting
and the attack roll.
and Preparation
Instantaneous Actions Casting a spell takes 2-4 AP, except for those spells
which are instantaneous and require 0 AP (or 1 AP if
Some actions occur so quickly they are treated as in-
not the first instantaneous action in the round). Only
stantaneous. Any action that costs 0 AP is an instanta-
one spell may be cast per round.
neous action and only the first instantaneous action in
a round costs 0 AP (and thus a “free” action taking no In some cases a caster may want a hand free for spell-
time during the round). Some spells may be counted casting (details of spellcasting may be found in Spell
as such, which will be clearly indicated in the spell Law). A caster with a two-handed weapon (e.g., a staff)
description. Other actions may also occur instantly, may freely hold that weapon in one hand and use the
such as dropping an item or yelling out to someone. other hand for casting; this requires no AP and is part
The first instantaneous action takes 0 Action Points, of the spellcasting action. A caster with a one-handed
however any further instantaneous actions performed weapon or shield in each hand will need to sheath it (1
that round take 1 AP each. This represents the fact that AP) or shift one item to the other hand (1 AP) in order
no action is strictly instantaneous. The time required to free one hand for casting.
still adds up; it is also difficult to split one’s attention Spellcasters often spend time gathering magical ener-
between multiple actions in a 5 second period. gies and focusing the mind to cast. This is called spell
preparation and requires the caster to concentrate. Each
Perception round of preparation requires a round of concentration
(doubling the cost of any other action that round as
A human-like combatant will generally be aware of ev- normal), while casting the actual spell is a separate 2-4
erything going on within a 10' radius hemisphere that AP action in a round following a preparation round.
is directly to his sides and in front of him. Helmets can You cannot concentrate to prep and cast a 2 AP spell in
restrict this field of view, while spells or abilities can the same round x2 for 4 AP, as the preparation action
increase it. Combatants are not automatically aware must be complete before the spell casting action, not
of what is going on in the distance, or to their rear simultaneous with it. If the caster drops his preparation
or flanks, unless it is large and/or spectacular. (You concentration for a full round without casting a spell,
may casually notice a fireball going off or a dragon then all benefit from accumulated preparation rounds
dropping into the melee 50 feet away; those sorts of is lost (the caster does not lose any PP, he merely does
“everyone notices” events are at the GM’s discretion) not have that power balanced on the edge and ready to
The perception action (i.e., taking a quick glance to go anymore).
look around or spending several seconds to analyze the Multiple Spells in a Round
complete battle) allows the character to discern more
than his immediate surroundings. A Perception action Multiple spells may be cast in a single round, if a
using 0 AP is at -50 (2 AP less than normal) and is an character has enough activity. Each additional spell
instantaneous action. Thus a 0 AP Perception action cast in a round is at a cumulative -50 penalty. There-
may not be made after another instantaneous action in fore, the second spell cast is at -50, the third -100,
a round (just perform a 1 AP Perception action at -25). etc.
This optional rule can greatly increase the power of
Round to Round Actions spellcasters in the game and the GM should consider ROLEMASTER
UNIFIED
it carefully before including it.
A few actions may require more than 4 AP such as 
Arms Law
donning or removing armor, or picking a complicated
lock. These actions take multiple rounds to complete
and must usually be performed uninterrupted by other
actions (although they may be combined with other
actions such as movement). It is up to the GM whether 155
8.2. Tactical Movement Table 5-3: Movement
Pace Per Round Per Phase Penalty/AP Load Limit
Movement is a unique action during the combat round,
Creep x1/2 BMR x1/8 BMR - -
because it is often combined with other actions, such
as casting a spell while moving forward, advancing Walk x1 BMR x1/4 BMR -25 or 1 AP 90%
while drawing a weapon, or charging into combat. Jog x2 BMR x1/2 BMR -50 or 2 AP 60%

A character may take a movement action, typically ex- Run x3 BMR x3/4 BMR -75 or 3 AP 45%
pending 1 AP to move up to their base movement rate. Sprint x4 BMR x1 BMR 4 AP 30%
A character with no more than a 15% load, who moved Dash x5 BMR x1.25 BMR 4+ AP 15%
at least at a Jog pace in the previous action phase, may Dash: requires 4 AP plus your instantaneous action
move up to a Dash pace (moving 1.25x their BMR in Backwards movement: half speed, maximum of Jog pace
one action phase). Table 5-3 (repeated from Chapter 5) Example Terrain
lists the total AP required to move at a given pace for Easy (+20): Perfectly flat and uniform terrain
the round. Note that movement at a Dash pace requires Light (+10): Nearly flat surface with no obstacles
4 AP plus the character’s instantaneous action for the Medium (0): Mostly flat and open area
round. Characters and creatures who are more heavily Hard (-10): Rough and rocky road, furnished room
encumbered or who otherwise have a maximum pace Very Hard (-20): Sloping and rocky, people in the way
must limit their total movement for the round as listed
Extremely Hard (-30): Modest slopes/rocks, light crowd
on Table 5-3.
Sheer Folly (-50): Numerous obstacles, steep, crowds
Alternatively, a character may choose to move up to a
Absurd (-70): Dense obstacles, packed crowd
Run pace while taking other actions. In this case, there
Nigh Impossible (-100): Sheer cliff, tightly packed crowd
is no AP cost for the movement, but actions performed
while moving will suffer a Pace Penalty based on the casts the spell at a -50 penalty for only spending 2
farthest distance they moved during any phase of the AP on the action and -50 for moving 10' per phase,
action. for a total of -100.
Example: Nealla (BMR of 20'/round) needs to move
A character making a melee or thrown weapon attack
20' to get her target within range of her spell. She
may reduce the pace penalty by their Combat Exper-
expends 1 AP to move her BMR, then spends 3 AP
tise: Footwork skill.
to cast her spell (at -25). Note that she could instead
move at a Walk pace while casting for the full round, Example: The very quick Sedgewick (BMR of 30'/
and the pace penalty would result in the same -25 round) moves to attack his foe. On the 1st action
modifier. In most cases, it is simpler and yields the phase, he moves 10' and begins his attack (1 AP),
same results to spend AP on a movement action rath- and continues the same in the 2nd action phase.
er than acting while moving. His foe is backing up so he rushes, moving 20' (a
Run pace) in the 3rd action phase while complet-
Example: Nealla needs to cast her spell as quickly ing his attack. His attack suffers a -25 penalty for
as possible. In the first Action Phase, she begins her being completed in 3 AP, and a pace penalty of -75.
spell (1 AP) and moves 10' (one half of her BMR, a Sedgewick’s Footwork skill is +40, reducing the pace
Jog pace). In the second Action Phase, she moves penalty to -35, for a total penalty of -60.
10' further and completes her spell (1 more AP). She

ROLEMASTER
UNIFIED

Arms Law

156
Opposed Maneuvers ful charge increases the size of the attack (Section 9.4)
based on the total distance traveled in the round before
Even in a game using strict movement rules and min- resolving the attack as shown in Table 8-2. Note that
iatures, conflicts are bound to happen where it may not it is not normally possible to attack while moving at
be clear which combatant should get the advantage. a Sprint pace; this will require special circumstanc-
In these cases maneuver rolls should be made by both es, additional AP from Adrenal Speed or Haste, or a
combatants. Pick one to be active (usually one trying mount. If one combatant is moving away from the
to gain an advantage somehow) and one to be passive other, the difference in speed is used to determine the
(trying to prevent the advantage) and treat as conflict- effective pace for purposes of a charge; if moving to-
ing skills (Chapter 3). wards each other, use the combined speed. Pole arms
Example: Sedgewick has been spotted by the guards can be braced against
and wants to escape. He makes a break for the a charge as part of Table 8-2: Charging
exit, but unfortunately one of the guards is in the the attack action by a Speed Size
way, trying to intercept him. Fortunately, the guard stationary combatant,
hasn’t had time to draw his sword or begin an Jog (x2 BMR) +1
thereby gaining the
attack. The GM decides to use a conflicting Running same bonus to size Sprint (x4 BMR) +2
Absolute Maneuver. If Sedgewick is successful, he for an attack against
will get past the guard; if unsuccessful, the guard a charging combatant.
delays him.
Example: The dwarf Hildrikki (BMR of 20'/round)
spots her prey from 50' away. She draws her axe
Melee Range and charges into combat. On each of the first three
Action Phases, she moves 15' and spends her Action
The abstract nature of the tactical round means that
Point preparing her attack. On the fourth Action
a combatant’s position is not precisely defined. Com-
Phase, she moves the remaining 5' and completes
batants are constantly moving, not standing in place her attack, which is resolved with a pace penalty
waiting for their turn. It is assumed that a combatant of -75 (for a Run pace); Hildrikki’s Footwork skill
occupies or controls a circle whose radius is equal to of +40 reduces the penalty to -35. Since she moved
half of the character’s height. This ‘combat zone’ rep- more than twice her BMR during her attack, it is
resents the set of locations that the combatant might treated as one size greater. If the GM decides the
occupy at any given time during the round. terrain is rough, she may also require a Running
A combatant’s melee range is the range that a character maneuver roll (a Percentage Maneuver) to deter-
can target with a melee weapon. Its radius is the char- mine if Hildrikki actually closes the full distance,
acter's combat zone plus the length of the character's and suffers no mishaps en route.
weapon. For example, a 6' tall combatant wielding a 3'
axe will have a (6 / 2) + 3 = 6' melee range. A character Withdrawing
can make a melee attack against a target as long as the
defender’s combat zone is within the attacker's melee A combatant may retreat cautiously from combat by
range. moving backwards. His speed is halved and he may
not move faster than a Jog pace. His opponent will
Closing & Charging need to advance in order to continue an attack against
him.
Closing occurs any time a combatant gets within me-
The withdrawing combatant may also turn and run, in
lee combat range of another combatant and has spent
which case his opponent may choose to pursue and it
enough Action Points to resolve a melee attack (per-
will become a chase. If his opponent has already spent
haps at a penalty if fewer than 4 AP are used). Each of
at least 1 AP on an unresolved attack and does not wish
the two combatants may parry as normal (Section 9.6)
to pursue, the opponent may immediately spend their
if they have spent at least 1 AP on a melee action at the
next AP (if they have any left) to resolve the attack ROLEMASTER
time the attack is resolved.
based on the total number of AP used for the attack. UNIFIED
If a combatant closes into melee at high speed, then This counts as their action for their next action phase. 

he has the potential for a more damaging blow. This is Whether the opponent makes an immediate attack or
Arms Law

called charging, which sacrifices accuracy (reflected chases, they will receive the bonus for a rear attack
in the pace penalty) in favor of power. The Combat (see Section 9.5).
Expertise: Footwork skill will reduce the penalty as
noted previously under Tactical Movement. A success-
157
Example: Xavain is battling the orc Grodak, but Fortunately, it has only spent 2 AP on the attack,
things are looking grim and he decides to run. resulting in a -50 penalty on the attack. Pelastora
Grodak has won initiative, however, and in the first can continue her attack action and movement in the
action phase begins an attack. Xavain takes his third and fourth action phases. The skeleton’s attack
chances and bolts. Grodak chooses not to pursue, was completed on the second action phase, but it
but merely expends his next AP to resolve a 2 AP may begin a new attack on the third action phase if
attack with the bonus for a rear attack. Assuming it will be able to reach a foe.
he survives, on the second action phase Xavain
may take another action, but Grodak has already 8.3. Round Sequence
spent his AP for the second action phase and cannot
The tactical round simulates real-time actions by
begin his next action until the third action phase. If
roughly ordering the characters’ actions based on
Xavain had won initiative and fled on the first action
when they would occur, with actions that take more
phase, Grodak would have needed to pursue and
keep up with Xavain in order to strike him. Action Points resolving later in the round. The 5 sec-
ond round is divided into 4 roughly equal increments
each represented by an Action Phase.
Passing Through Tactical rounds should always be used when anyone
Passing through an opponent’s melee range can be initiates an attack, but the GM may decide to start us-
dangerous. If you enter and leave the opponent’s me- ing rounds for other time-sensitive situations (e.g., a
lee range within a single Action Phase, you may be character has 40 seconds [8 rounds] to slide down a
attacked or blocked. This may also be applied in cases drain pipe, sneak down the alley, open a door and slip
where a combatant attempts to circle around a foe inside before the patrolling guard comes back).
while remaining inside their melee range. The combat round is played out in multiple phases:
Your opponent may attempt to interpose themselves • Initiative Phase: Combatants determine their initia-
to block your movement. Resolve this as a conflicting tive order.
absolute maneuver of Running or other appropriate • Action Phases: During each of the 4 Action Phases,
skill with the character passing through as the active each combatant may spend an Action Point on
party. If you are one size larger than your opponent, an action. Once enough Action Points have been
it is Sheer Folly (-50) to stop you, two or more siz- spent on an action (Table 8-1) it may be resolved.
es larger is impossible (e.g., a human cannot stop a
• Upkeep Phase: Ongoing effects, such as bleeding,
galloping horse by getting in its way). If you are suc-
spell durations, etc. are tracked.
cessful, you may continue your movement normally.
Otherwise, your movement for the phase ends within
Initiative Phase
your foe’s melee range and you will not be able to get
past your foe this round. As conditions can change during combat, initiative
Additionally, if your movement is not stopped, you are is rolled anew every round and determines the order
treated as withdrawing (see previous section). There- in which combatants resolve their actions during the
fore, if your opponent has already expended at least Action Phases. The initiative is a 2d10 roll plus Quick-
one AP on an unresolved melee attack when you pass ness bonus (once). Penalties that apply to all actions,
through their melee range, and has not used all of their including spell effects, wounds, fatigue, loss of hits,
AP for the round, they may elect to spend their next encumbrance, etc. will affect initiative by -1 for every
AP on an immediate melee attack against you, which -10 penalty (round down).
will be treated as a rear attack. Initiative = 2d10 + Qu - (1 for every -10 penalty)
Example: Pelastora the Swift is rushing Vjekan the After determining the order for the round, each com-
necromancer, but one of Vjekan’s foul skeletons is in batant receives 4 Action Points that will be spent
the way. Pelastora has +80 Running and has won during the 4 Action Phases. Combatants may have bo-
ROLEMASTER
initiative, while the clumsy skeleton has only +20. nus Action Points, such as through the use of Adrenal
UNIFIED Both begin attack actions in the first action phase, Speed, in which case they may spend one additional
 the skeleton with the intent of gutting Pelastora, Action Point per Action Phase starting with the last
Arms Law and Pelastora hoping to stab Vjekan. In the second Action Phase (e.g., a combatant with two extra Action
action phase, Pelastora tries to sprint past the skel- Points may spend one in the third Action Phase and
eton; the skeleton rolls 58 for a total of 78, giving one in the fourth). Combatants with negative Action
Pelastora a +22 bonus, and Pelastora rolls 32 for Points, such as by being staggered, are simply unable
a total of 32 + 80 + 22 = 134. She easily zips past to spend any more Action Points when they have run
158 the skeleton, but not before it takes a swing at her. out.
Example: Hauser rolls a 14 on initiative, +1 for GM declares combat is starting as the three Baylor
quickness bonus is 15. brothers get close enough to attack. Athlon is aware
of the attackers and wary, so he is not surprised and
Example: Moriah, after a series of unfortunate
rolls initiative normally. Gauth has been alerted
events, has a sprained ankle (-25), half her hits
to trouble by Athlon’s comment, but has no idea
remaining (-20), is fatigued (-25), and encumbered
what the problem is or who is attacking. Since he is
(-5). This is a total of -75 to all action, so Moriah
wary, but unaware of his attackers, he is surprised
will be at -75 / 10 = -7 initiative. She rolls a 15 – 7
(losing his first 2 AP). Pogs, walking back toward
= 8 for her initiative.
the table with three beers in his hands, is relaxed
If two or more combatants have a tie on initiative, and not wary, and is unaware of his attackers, so he
they are resolved together and treated as if they were is caught flatfooted and does not get to roll initiative
simultaneous (all are resolved, and none can affect or or perform any actions in the first round. Parco, a
modify the results of the others). patron of the tavern standing between the Baylor
A combatant may voluntarily reduce their initiative brothers and the heroes’ table, is looking at the
on any phase, to a minimum of their initiative as a Baylor brothers and so aware of them, but is not ex-
negative number. For example, a character with an pecting the attack as they shove him out of the way,
initiative of 14 may reduce it as low as -14. This al- so he is aware of his attacker but unwary, resulting
lows the character who won initiative the option to go in surprise (losing his first 2 AP).
last. If initiative is reduced in this way, it will remain
at the lower value for the remainder of the round. A Action Phases
character may not lower their initiative and then raise Each round contains 4 Action Phases, during which
it back up. each combatant, in initiative order, spends 1 AP on an
Surprise action. The first instantaneous action performed in a
round (costing 0 AP) may also be resolved during any
Most combats begin with both sides aware of each of the Action Phases. Action Points may not be saved
other and prepared for combat, but if one or both sides for later phases, every combatant must spend 1 AP ev-
are unaware of the other’s presence, or not expecting ery phase if he has any left.
combat, then surprise will have a dramatic effect in
When enough Action Points have been spent on an
the first round of combat. It is possible for people on
action to complete it, the action is resolved, usually
the same side to have a different surprise status at the
by rolling an attack or an appropriate skill maneuver,
start of combat, if they had different viewpoints or
although some mundane actions such as drawing a
Perception maneuver results in the round before com-
weapon or simple movement may not require any roll.
bat started.
Characters who have begun an action by spending AP
If a combatant was not expecting combat and was are not required to complete it in subsequent Action
completely unaware of the attacker until combat start- Phases, unless it is a melee action and they have already
ed, then he is caught flatfooted, and cannot perform parried. They may abort the action and immediately
any actions at all in the first round. If a combatant was begin on a new action. Any AP already spent on the
not expecting combat, but was aware of the attacker’s unresolved action are lost. If the combatant has parried,
presence, or was unaware of the attacker but wary of he must spend enough AP on that action to make an
being attacked, then the combatant may act, but loses attack with an OB of 0 or higher (even if he decides to
his first 2 Action Points. A successful Perception roll not attack in the end, or is not able to because his foe
can reduce this to losing his first Action Point. has escaped, he must spend the Action Points).
Surprise and being flatfooted also incur modifiers on Example: Hauser is fighting the elusive bandit Maru-
attacks against the surprised combatant, see Section la. Hauser’s initiative was 12 and Marula’s 14. On
9.5 for details. the first and second Action Phase, each combatant
Example: Gauth, Pogs and Athlon walk into a tavern spends an Action Point on the attack. On the third
and sit at a table. Pogs gets up to get drinks. Athlon, Action Phase, Marula continues her attack, but ROLEMASTER
ever suspicious, scans the crowd (rolls a Percep- Hauser decides to strike now rather than waiting UNIFIED

tion maneuver and succeeds) and sees the three for Marula to hit him first. He resolves his attack Arms Law
Baylor brothers pushing through the crowd toward immediately (for a penalty of -25). Marula is sent
them. Remembering they had beaten the Baylor sprawling. On the fourth Action Phase, Marula
brothers in a brawl the week before, and that the is unable to attack and starts backing up. Hauser
brothers had sworn revenge, Athlon knows this is decides to draw his dagger so he can throw it next
trouble and says “Fight” as he starts to stand. The round if Marula flees. 159
Melee Actions Conditional Actions
A melee action represents a combatant’s focus on me- If the maximum Action Points have been spent on an
lee, whether they are taking a combat posture, bracing action, but the combatant does not wish to resolve it,
for attack, or actually engaged in melee. A character he may continue to hold it until some declared condi-
may take a melee action regardless of whether they tion occurs. The action is resolved when the triggered
are currently in melee, and doing so may be necessary condition occurs (often on someone else’s initiative).
if the combatant wants to parry a foe who is charging Example: Anika has been hastened, giving her 6 AP
towards them or to strike a foe who is about to go run- this round, and she rolls an initiative of 18. On the
ning past. first Action Phase, she steps around a corner for
The target of the melee action need not be declared cover against some archers and spends her first
until the combatant chooses to resolve the action, at AP on a melee attack. On the second Action Phase,
which point the target must be within melee range. A she spends a second AP on a melee attack. She
combatant may parry any number of combatants (Sec- could now attack immediately at a penalty, but none
tion 9.6) as long as his last Action Point was spent on of her foes come around the corner. On the third
melee. Action Phase, she spends two AP completing an
attack (since she is Hasted) and the action could be
Faster Rounds complete, but still no targets. On the fourth Action
If a faster paced round is desired, the number of Ac- Phase, she continues to hold this action because
tion Phases may be reduced to 2, or even 1. With 2 they’ll come around the corner “any time now.”
Action Phases, each combatant spends up to 2 AP on A held action counts as concentration, thereby dou-
actions. bling the Action Point requirements of all other ac-
With 1 Action Phase, each combatant takes all of tions. Thus the combatant may move and perform
their actions and movement at once. Note that, by other actions, as long as he is still in a position to see
design, the pace penalty for moving while attacking the triggering event and complete the previously held
is normally the same as the penalty for expending action. Some held actions may, by their nature, pre-
AP to move the same amount. For example, a Creep vent other actions from being performed (e.g., holding
pace (moving half your BMR over the course of the a bow in firing position would prevent the combat-
round) incurs no pace penalty and requires no AP, ant from doing anything else requiring their hands).
while Jogging (moving twice your BMR) incurs a Concentration cannot be maintained forever and will
-50 pace penalty or takes 2 AP, resulting in a 2 AP eventually cause fatigue (Section 5.5).
attack for the same -50 penalty. So, in many cases Example: Brundel draws an arrow on the first Action
it will be easier to treat moving your half BMR as a Phase (1 AP). He would like to shoot the first per-
free action, with each full increment of your BMR son to step through the door he was told to guard.
costing one AP. He spends the next three Action Phases on this
action, but has not actually fired yet. After the first
With fewer Action Phases, more conflicts are bound round of waiting, Brundel can declare and resolve
to happen as each combatant is allowed to do more firing an arrow at no penalty (normally 3 AP) at
at a single time. If conflicts arise use the Conflict- anyone coming through the door on their initiative
ing Maneuvers rule to determine the outcome. Also, as if it were a 0 AP action. While waiting, he may
assume that combatants who have not yet acted take other actions, as long as he keeps concentrat-
may freely declare parry, dodge, and other defenses ing on the held action.
including instantaneous spells at the time they are
attacked. Open Rounds
Some GMs may allow actions to cross over into the
Unlike other optional rules, this rule may be used off
next round, thereby allowing Action Points spent in
and on as needed. Some combats, or even individual
a previous round to count toward the total needed to
rounds, may not have as much chance for conflict
ROLEMASTER resolve the action.
UNIFIED (long distance missile combat, or initial rounds when
 two groups are far apart and closing with each other). Example: Brundel begins the round by equipping his
Arms Law
In these cases rounds may be sped up by having the bow (1 AP) then getting and nocking an arrow (1
combatants spend more Action Points at once. With AP). He wants to fire without penalty which requires
a larger number of combatants within close quar- 3 AP. He begins aiming and firing, but his attack is
ters, using 4 Action Phases will provide the greatest not resolved until the next round when he spends an
amount of fluidity. additional Action Point in the first Action Phase.
160
Upkeep Phase
The last step in the round is to account for ongoing
effects. During upkeep, the players and the GM should
perform the following for all combatants:
• Subtract hits due to bleeding.
• Reduce the remaining duration of all spells or other
non-stun, timed effects by 1 round. For spell ef-
fects on combatants, only reduce the duration after
the first round if the combatant had spent less than
2 AP before being affected.
• Reduce stun effects 1 round, starting with the most
severe effect (Stun [-75], Stun [-50], then Stun
[-25]) if the combatant had spent less than 2 AP
before being stunned.
• Remove any staggered effect if the combatant has
already lost their 1 AP.
• Advance any environmental or other effects (e.g., a
rising tide, or a spreading fire).
ROLEMASTER
UNIFIED

Arms Law

161
ROLEMASTER
ROLEMASTER
UNIFIED
UNIFIED


Arms
Arms Law
Law
Chapter 9:
Attacks
162
9 . At tacks
Once the combatants have readied their weapons, rolls a 100, followed by a 98, followed by an 89, for
come into contact with their foes, and expended their a total of 287. His unskilled melee skill of -25, stat
action points, it is time to determine the outcome of bonus of -5, and Golan’s DB of 23 brings the total
their attacks. attack to 234. Ghirin gleefully rolls his E puncture
Attacks are resolved like other skills: a d100 open-end- critical: an 87 + 12 bonus (234 is 59 points over
ed roll is made and the appropriate attack skill bonus, 175, adding +12 to the critical roll) results in a 99.
called the Offensive Bonus (OB), is added. The tar- Lord Golan is no more.
get’s Defensive Bonus (DB) is then subtracted from
the total roll. There are a variety of modifiers to both 9.1. Melee & Ranged Attacks
the attacker’s OB and the defender’s DB depending on A melee attack is an offensive strike against an oppo-
the nature of the attack and the actions of the defender. nent with, optionally, some offensive capability sac-
The result is determined by consulting the appropriate rificed for defense (parrying). The melee action rep-
weapon or attack table. Each attack table, determined resents an exchange of blows which spans part or all
by the weapon used, has one column for each Armor of the round, not merely a single swing of a weapon.
Type (AT). Look up the final attack roll for the appro- Each combatant is looking for the opportunity to land
priate AT. The result will indicate either a miss or the a solid blow, and the result of the attack roll describes
number of hits delivered (e.g., 12), or the number of the outcome of the best opportunity during the course
hits and a critical (e.g., 18AS). The critical result con- of the action. Such attacks may be made using a melee
sists of two letters, with the first letter indicating one weapon, natural weapons such as claws, or by an un-
of 10 levels of severity (A through J) and the second armed combatant with their bare hands or feet.
letter indicating the type of critical delivered (e.g., K A ranged attack is usually a single shot, and cannot
= Krush, S = Slash). be used to parry, nor can it be parried. Ranged attacks
take less activity than melee attacks, although the
Fumbling
combatant may still wish to take some time to aim.
Each type of attack or weapon is given a fumble num- Most ranged attacks require some additional time to
ber which represents the chance of mishandling the draw a weapon (e.g., to ready a throwing dagger),
attack. If the unmodified attack roll (i.e., the actual ready a new missile (e.g., to load a bow), or load and
number rolled, no skill bonuses, etc.) is equal to or prepare a weapon (e.g., to draw and load a crossbow).
less than the weapon’s fumble number, a roll is imme-
diately made on the appropriate fumble table (Chapter 9.2. Directed Spells
10). Skilled combatants can reduce the chance of fum-
Spells that resolve an attack roll vs. a single target are
bling. For every 5 ranks the character has in the attack
called directed spells (e.g., elemental bolts, phantasms
skill being used, the fumble number is reduced by 1,
that make attacks against a foe). This can include
to a minimum of 1.
supernatural or innate ranged attacks. Breath attacks
Example: Volosha is wielding a heavy flail (fumble may be treated as bolts if directed against a single op-
of 10), with which she has 6 ranks. Since she has at ponent, or as balls or cones if used as an area attack.
least 5 ranks she reduces the fumble by 1, to an un- Bolts can be fumbled on an unmodified roll of 01-02
modified 9 or less. Unfortunately it does not matter; (unlike other attacks, the fumble range is not reduced
Volosha rolls a 4 and must immediately roll on the by the caster’s skill ranks). If the bolt is produced by a
appropriate fumble table. spell, the caster has both a chance to fail the spell and
a chance to fumble the bolt.
Absolute Hit! • Elemental Bolts: All types of elemental bolts, most
If a combatant’s total attack roll is over 175 then he commonly the result of spells. Water, Shock, Fire, ROLEMASTER

gets a bonus to the critical roll of +1 for every 5 above Ice, Lightning. UNIFIED

175, rounding up. This stacks with any other critical • Illusionary Attacks: Some types of Illusions are Arms Law

modifier (e.g., Slaying attacks and Ambush). able to make attacks against foes, in which case
they use this skill as an Offensive Bonus.
Example: Ghirin, confronted by the merciless Lord
Golan and his guards, in a last act of desperation, • Hurling: Telekinetic force can be used to launch
grabs a nearby pole arm and swings wildly at Go- objects as magically-driven weapons.
lan (who is wearing AT 10, full plate armor). Ghirin 163
9.3. Area Attacks a +50 bonus in Thrown skill. The GM determines a
lamp of this size will inflict an A critical in a 20 foot
Area effect attacks (e.g., elemental balls, breath weap- radius, with a +1 size (B critical) on the center tar-
ons) are not treated like other attacks, and there are get if one is aimed for. Caittina declines to throw it
no corresponding skills since aiming is of little impor- at a specific thug, and instead tries to catch them all
tance in harming individual targets, it being more of in the radius, so makes a Medium Absolute Maneu-
an issue of hitting the right mass or area of targets. In- ver using her skill. Unfortunately she rolls a final
stead, the only modifier to the attack roll is the level of result of a 40%. The Lamp/Bomb is off target. Half
ranks in the originating spell list or, if an innate ability, the distance of 50' is 25, and she missed by 100-40
the level of the creature. Defensive Bonus from Quick- = 60% of 25' = 15'. The GM decides to use clock
ness applies as the combatants are assumed to have a face style directions with 12 being due behind and
split second to shield themselves from the attack, but 6 being directly ahead of the thugs. Caittina rolls a
dodging (Section 9.6) does not. Shields and cover only d12 and gets a 6… the lamp bomb has landed 15'
apply if they are between the center point of the attack short of the thugs 35' away from her and in front
(or the origin for cone attacks) and the defender. of most of the thugs (she still manages to hit two of
For ball attacks, one target may be specified as the them in front for an A critical). At least the whole
primary target (and center point), who will be subject alley is on fire, giving Caittina a chance to run un-
less the thugs are brave enough to cross the fire.
to an attack that is +1 size greater than normal. For
cone attacks, anyone along the centerline is subject to
a +1 size attack. For all area effect attacks, targets that 9.4. S ize
straddle an edge of an area effect receive the attack at Most games are centered on medium-sized characters,
-1 size. which range from dwarves to elves. However creatures
Unless otherwise specified, a cone is 1' wide at the and races both large and small are common in most
origin and spreads to a width of 5' per 10' of range. For fantasy settings. Table 9-4a is used to determine the
example, a 30' long cone reaches a maximum width size based on average weight and height or length of
of 15'. the race. The primary consideration of size is weight,
Area effect spells may be fumbled on an unmodified however all members of a race are treated as the same
roll of 01-02; oil flasks and similar improvised area size. A human character does not get to be large just
effect weapons fumble on 01-04. because he weighs 300 lbs.
In some cases, most notably with thrown weapons that A creature or character’s total Hits are determined by
have an area effect (e.g., oil flasks, holy water, magi- their Base Hits (Body Development + Racial) multi-
cal fire ball globes), it may be important to determine plied by the Hit Multiplier as shown in Table 9-4a.
how accurately the center point was placed. The GM This modification is applied when the character or
should apply a difficulty based on the precision de- creature is created, so that it does not need to be calcu-
sired. A Percentage Maneuver is then made using the lated during combat.
appropriate skill (generally Ranged Weapon: Thrown).
A Success means the missile
was placed where desired. Table 9-4a: Sizes
Anything less than a 100% Hit Hits Height /
Success indicates it was off Size Multiplier Delivered* Weight (lbs) Length Examples
the target. Determine half the I Miniscule x 0.25 x 1/4 <1 mouse
distance to the target and take II Diminutive x 0.50 x 1/2 1-4 < 6" pixie
a percentage equal to 100 –
III Tiny x 0.67 x 1/2 4 - 16 6" - 1' cat, hawk
the percentage of success.
IV Small x 0.75 x1 16 - 64 1' - 4' dog, halfling
Randomize the direction by
using a d6 (hex facings), d8 V Medium x 1 x 1 64 - 256 4' - 8' human, dwarf
ROLEMASTER
ROLEMASTER
UNIFIED (cardinal directions) or a d12 VI Big x 1.5 x1 256 - 1,024 8' - 15' horse, ogre
UNIFIED

 (clock-face). VII Large x 2 x 2 1,024 - 4k 15' - 25' warhorse, wyvern
Arms
Arms Law
Law
Example: Caittina throws VIII Huge x3 x3 4k - 16k 25' - 50' elephant, dragon
an oil lamp 50' at an on- IX Gigantic x4 x4 16k - 48k 50' - 100' mature dragon
coming group of six thugs X Enormous x5 x5 48k+ 100' + old dragon, whale
that are spread out over a +1 + (x 1) + (x 1) every x4
20' diameter. Caittina has * if using the optional rule
164
When a critical is inflicted, adjust the severity of the Hits Adjustment Due to Size
critical based on the size of the attack and the size of
Large creatures should deliver more Hits of damage than a
the defender, using the modifiers shown in Table 9-4b.
smaller creature if both are using the same attack (e.g., a claw
The net result is that larger combatants will inflict
of a raven vs the claw of a wyvern). The multiplier in the “Hits
more severe criticals against smaller foes, and smaller
Delivered” column of Table 9-4a may be used to multiply the
foes will inflict less severe criticals against larger foes.
hits delivered based on the size of the attack.
If a critical is reduced below an A severity, find the
next lower result that affects the same area of the body The Hits Delivered column differs from the Hit Multiplier col-
on the A column and apply it (for more details, see umn only for ease of on-the-fly calculations. If additional de-
Section 9.8). tail is desired and multiplying by 2/3 or ¾ is acceptable, the Hit
However, smaller combatants are also harder to hit. Multiplier column may be used for hits delivered instead. The
For each size category smaller than the attack, they included Small and Big tables incorporate these modifiers (x0.75
gain a +5 DB modifier as noted in Table 9-5 (in the for Small, x1.5 for Big).
next section). The size of a combatant's attack may be Range Adjustment Due to Size
modified from his normal size via charging, magical Much as with hit adjustments, multiplying range increments by
or other effects. This affects the critical adjustment, the Hits Delivered or Hit Multiplier columns on the range table
but not the DB modifier. will more accurately reflect the physics of larger and smaller
ranged weapons.
Table 9-4b: Size Adjustments to Attacks
Critical Defender Critical
Attack Size Adjustment Size Adjustment Wrong-Sized Weapons
Miniscule -4 Miniscule +4 Combatants will normally prefer to wield weapons
Diminutive -3 Diminutive +3 that are properly suited to their size but in the heat of
Tiny -2 Tiny +2 battle may be forced to grab whatever is at hand. In
Small -1 Small +1 general, treat the attack as being of the weapon’s size
Medium 0 Medium 0 (e.g., a broadsword made for a halfling makes a Small
attack while a two-handed claymore made for a hal-
Big +1 Big -1
fling makes a Medium attack). A -20 penalty applies
Large +2 Large -2
when using a wrong-sized weapon.
Huge +3 Huge -3
A combatant may wield a smaller weapon in one hand,
Gigantic +4 Gigantic -4
even if it was designed for two-handed use. Even a
Enormous +5 Enormous -5 two-handed weapon made for a goblin will be smaller
(larger) (+1/size) (larger) (-1/size) and lighter than a typical one-handed weapon for a
human.
Example: A human (medium) attacks a halfling A combatant may wield a weapon that is one size larg-
(small) with a broadsword. Due to the size differ- er, if it was designed for one-handed use, but it will
ence, the halfling gets a +5 DB bonus. The attack is require two hands. Larger two-handed weapons, or
rolled, resulting in an 11C result. Since halflings are any weapon more than one size too large, may not be
small, the critical is increased one level from a C to used at all. (As an exception, a dagger that is one size
a D. The final attack result is a 11D. The Halfling too large is approximately the size of a broadsword, so
makes his broadsword attack and also gets an 11C the GM may choose instead to treat it as a broadsword
result, but the critical is reduced one level from a C of the character's size.)
to a B. The final attack result is 11B. Example: Bahs, a human wielding a two-handed
spear, is attacked by a troll wielding a one-handed
Example: A human (medium) charging for a +1 size
club. In an unlikely series of events, both combat-
increase (Section 8.2) with a two-handed claymore
ants fumble their weapons. The troll grabs the spear
(which attacks as a broadsword +1 size) attacks a ROLEMASTER
while Bahs gets the club. Bahs picks up the 12 lbs UNIFIED
Troll (big). The attack size is therefore Large so the
club with some difficulty, but manages to swing it 
critical severity is increased by two, but it is de-
with both hands. It makes a Big attack at -20. The Arms Law
creased by one due to the size of the troll. The target
troll finds the spear a bit puny and holds it in one
is larger than the attacker, so there is no DB modifi-
hand to also make a Big attack at -20.
er. If an 11C result is scored, it is increased to 11D.
Armor and shields made for larger or smaller creatures
are not normally usable without significant modifica-
165
tion by a craftsman.
9.5. Offensive Bonus ty of twice the positional modifier (to the flank is -30,
to the rear is -70).
A character’s base Offensive Bonus (OB) is his skill The Combat Expertise: Reverse Strike skill can be
bonus with his weapon or attack, subject to various used to offset the penalties to attacks declared against
modifiers. The modifiers vary depending on whether targets to the flank or rear, or it can reduce the posi-
it is a melee attack or a ranged attack as given in Table tional bonus an enemy would receive when attacking
9-5. In addition to these modifiers, all of the normal at a ratio of 2:1 (for every +2 bonus in Reverse Strike
modifiers to one’s skill apply as well: the positional modifier can be reduced by 1). If used
• Penalties due to injury (e.g., losing 25% or more of against multiple foes, first divide the character’s skill
one’s hits or suffering a penalty to all actions due by the number of foes (rounding down), then reduce
to a critical) reduce the attacker’s OB. the penalties. In order to use the skill in this way the
• If the attacker uses less than the maximum Action combatant must be actively in combat and be aware of
Points for his attack, he suffers the normal penalty the attacker.
of -25 for each Action Point less than the maxi- Example: Anika has a Reverse Strike skill of +70
mum used. and is being attacked by one thief from behind, but
• If the attacker is moving while attacking, he suffers cannot turn around because she stepped in a glue
a Pace Penalty (Section 8.2: Tactical Movement). trap on the floor. Anika could reduce the thief’s rear
• Penalties due to fatigue, from failed Endurance rolls. facing bonus to 0 (half her Reverse Strike bonus of
+70 is equal to the rear attack bonus of +35), or
Facing and Flanking Anika could instead choose to let the thief get the
full rear bonus, and reduce her own attack penalty
Each combatant has four facings: front, two flanks to (70 – 70) = 0, or any combination thereof.
(left and right), and rear. A character will normally
only attack (or defend against) an opponent in his
front facing, although with a penalty he can attack
other facings. For humanoids facing equal-sized op-
ponents, there are six positions around a combatant:
three in front (180 degrees), two flanks (left and right
60 degrees each), and a single rear facing (60 degrees).
If a character is moving, his front facing is determined
by the direction of travel. Otherwise, if a character is
making an attack or parrying, his facing is usually de-
termined by the position of the target (i.e., as the target
moves, the character may turn to face the target imme-
diately during the target’s movement). When facing
multiple opponents, a character can choose which
one to follow, although with intelligent foes working
together this will nearly always mean one foe will get
a flank or rear attack. When in doubt, resolve with a
conflicted Running absolute maneuver against each
additional foe; Failure means they are to your rear,
Success on your flank, and Absolute Success permits
you to keep them in your front arc.
Combatants attacking from the flank or rear receive a
bonus (+15 for flank or +35 for rear), and in addition,
ROLEMASTER the foe cannot use a shield against the attack.
ROLEMASTER
UNIFIED
UNIFIED Sometimes, however, a combatant may wish to attack


Arms
or parry against an opponent to his flank or even rear
Arms Law
Law
facing. For example, a combatant might find himself
stuck between a swordsman and an archer. He can
choose to face the archer (to gain the benefits of his
shield) while attacking the swordsman now in his rear
166
facing. Attacks made to the flank or rear suffer a penal-
Table 9-5: The Attack Roll ed Quarters Fighting skill can be used to offset
Offensive Bonus (OB) Modifiers Defensive Bonus (DB) Modifiers these penalties.
Off-hand -20 Quickness Qu x 3 Example: Jakko, a human warrior, chases
Called shot varies Flying +10 some goblins into a cave. Jakko is 6' tall with a
Higher ground +10 Target Smaller than Attacker 4' sword, so his melee range is (6/2) + 4 = 7'.
Stunned foe +20 Each size smaller +5/size smaller At first the 10' cave is fine, but as he continues
Surprised foe* +25 Shield DB to chase the goblins, it narrows to 6' high and
Attacker Status Target (1 attack) +15 wide. Now his head is brushing the ceiling, he
Prone -50 Normal (2 attacks) +20 cannot raise his sword over his head, and he
Restricted Quarters Full (3 attacks) +25 has to be wary of clipping walls. The GM de-
Close -25 Wall (4 attacks) +30 cides this is “close” and imposes a -25 penalty.
Cramped -50 Shield Block Chasing the goblins further into a 4' high and
Tight -75 Passive block‡ +1/shield rank wide section, Jakko is now crouched over, and
Confined -100 Full block‡ shield skill his swing is further impeded to “cramped” and
Melee Only Partial block‡ ½ shield skill -50. Further on he enters into a 3' high and
Two-Handed Weapon +10 Dodge (half values for Ranged attacks) wide section, and is now using one hand to half
Prone Target +30 Passive dodge‡ +1/mov. rank crawl and reduced to waving his blade in nar-
Positional Full dodge‡ movement skill row arcs for “tight” or -75. Finally he crawls
Flank Attack +15 Partial dodge‡ ½ mov. skill into a 2' high and wide section, he moves on his
Rear Attack* +35 Melee Only belly, and he is reduced to cramped stabbing
To Flank -30 Defensive Skills motions, so the GM rules the conditions “con-
To Rear -70 Parry varies fined” or -100. Note that the goblins would
*Flatfooted foe gets Surprise (+25) Cover (x2 for hard cover) likely have no problems in the 6' section (unless
and Rear attack if melee (+35) Partial +10 wielding long pole arms), but even they would
Ranged Only Half +20 be struggling with restricted quarters by the
Prone Target -30 Full +50 time the cave is reduced to 2'.
Attacker in melee -20 Pole arms get 1/2 normal cover mods
Range Ranged Only Surprised
Point-blank (10') varies Cover (x2 for hard cover)
or Flatfooted
Short (x1 range) 0 Partial +20
Medium (x2 range) -10 Half +40 When executing attacks on surprised foes, the
Long (x3 range) -25 Full +100 attacker gets +25 OB, in addition to any posi-
Extreme (x4 range) -50 Target in melee hard cover tional modifiers (if melee). Against flatfooted
Absurd (x5 range) -100 degree of cover depends on position foes, the bonus is +60: +25 for surprise and
‡ Only one type of block and one type of dodge may be used. +35 for an automatic rear attack, regardless
However, Passive Dodge and Passive Block are not cumulative. of position. (See Section 8.3 for the definition
Passive Block + Shield DB may not exceed +50. Passive Dodge may not exceed +50. of surprise and flatfooted.) This represents
the combatant being able to freely hit his foe
Restricted Quarters wherever desired, even if in front. In addition,
As a general rule, if a combatant is fighting in an area a flatfooted foe cannot benefit from a shield, although
smaller than his melee range, he should suffer a penalty any magical or armor quality bonuses would still ap-
due to restricted quarters. This is due to a smaller area ply. Note that ranged weapons do not get the automat-
to maneuver in, difficulty in swinging a weapon, etc. ic rear attack bonus since ranged weapons do not get
Clearance is not as important as one’s ability to maneu- positional modifiers. Surprised foes still get DB due to
ver, but for some long weapons it can be a more serious Quickness, but flatfooted combatants do not.
problem. Example: Ord, an assassin of vile disposition, has
It is ultimately up to the Gamemaster to determine the become angered during a card game with the ev- ROLEMASTER

penalty based on how restricted the combat is, taking er-cheerful Mhairi. Determined to have his revenge, UNIFIED

into account the size of the room or area, allies, foes, Ord bides his time and ambushes Mhairi in the dead Arms Law
ceiling height, furniture, weapon type being wielded, of night as she walks home. Ord catches the slightly
etc. There are four categories of Restricted Quarters: drunk Mhairi completely flatfooted, giving him a
Close (-25), Cramped (-50), Tight (-75), and Confined bonus of +60. Fortunately for the ever-lucky Mhai-
(-100). The Restricted Quarters penalties could also ri, poor Ord rolls and fumbles his sword, dropping
apply to the use of ranged weapons, such as the use of it on his foot and alerting Mhairi. Foiled again!
167
a sling in a low cave. The Battle Expertise: Restrict-
9.6. Defensive Bonus Dodging
A combatant’s Defensive Bonus (DB) represents Dodging is a maneuver that adds to a combatant’s
dodging, parrying, shield use, and tactical advantag- Defensive Bonus. There are three types of dodging,
es. A combatant’s DB is determined by the factors in representing different amounts of effort spent on de-
Table 9-5. As long as a combatant is able to move it fense. A combatant may benefit from only one type of
always get its DB from Quickness, unless they are dodging in a round. All types of dodging add to DB
caught flatfooted. A flying combatant gets a bonus to against all melee foes the combatant is aware of for the
its DB even in melee, as the extra dimension of move- entire round. Dodging can also be used against ranged
ment is useful in dodging attacks. To use a shield, the attacks, but the DB value is halved, as the combatant
combatant must be aware of the attack and be using must move away from where they anticipate the attack
the shield to defend against it. will go, or simply move in an unpredictable manner
in order to be difficult to target; these attacks are typi-
It is possible to have negative DB due to a Quickness
cally too fast to focus on dodging the projectile itself.
penalty. This does not represent foes jumping into the
Dodging is not possible at all against area attacks.
path of an arrow. Rather, the attack tables assume an
average foe who is actively trying to not get hit. If Dodging utilizes the ranks and bonus of one of the
the combatant is deficient in some way, attacks will be Movement skills, depending on the environment. In
more effective against it than against an average foe. normal land-based encounters use Running, in the wa-
ter use Swimming, and while climbing use Climbing.
If the combatant is currently moving using Acrobatics,
Cover
the GM may allow that to be used as the appropriate
Walls, curtains, fog and other combatants can all make Movement skill.
it difficult to target a foe. Cover can provide DB modifi- Passive dodging takes no action and adds the combat-
ers against both melee and ranged attacks, and these are ant’s ranks in the appropriate Movement skill to their
given in Table 9-5. Note that cover provides twice the DB, up to a maximum of +50 DB. Passive dodging
modification against ranged attacks as it does against may not be combined with DB granted from passive
melee. use of a shield. Using the shield involves its own type
Hard cover consists of anything that can stop the attack of footwork as is represented by the Shield skill.
outright (e.g., walls and trees) or deflect the shot (e.g., Partial dodging requires concentration and adds half
fences and bushes). Soft cover consists of anything that
the combatant’s appropriate Movement skill to their
obscures vision, but does not interfere with the attack
DB.
(e.g., fog, darkness, curtains). The GM is the final arbi-
ter on how much cover an obstacle offers and whether Full dodging takes 4 Action Points and adds the com-
the cover is hard or soft cover, based on the nature of batant’s full appropriate Movement skill to their DB.
the attack and the obstacle being used for cover. Encumbrance and armor penalties greatly hinder
To determine the amount of cover, consider how much dodging as they apply to the combatant's gained DB.
of the defender is blocked from the attacker’s view by These penalties apply in full to passive, partial, and
the cover. If the attacker cannot see a quarter of the full dodging, which means any moderate encumbrance
target, that is partial cover, if he cannot see half of the or armor is often enough to nullify the much smaller
target, that is half cover, and if the target is 90% or more passive bonus. If dodging ranged attacks, subtract all
obscured, that qualifies as full cover. Small characters penalties first before halving the DB.
should be able to more easily find sufficient cover to The DB bonuses for partial and full dodging are re-
protect themselves, while Big characters may have duced by any injury penalties which the character is
trouble finding anything big enough to hide behind. suffering. As with other actions, partial and full dodg-
Another combatant (enemy or ally) counts as hard cov- ing are also reduced by the pace penalty if the charac-
er if someone attempts to attack past one combatant to ter is moving.
strike another combatant. The amount of cover is based
ROLEMASTER
UNIFIED
on positioning and the relative size of the combatants.
 For example, attacks from the second rank are normally
Arms Law considered half hard cover, for a +40 DB bonus. Pole
arms may be used more effectively when striking past
cover and reduce the cover bonuses by half (i.e., half
hard cover results in only +20 DB).

168
Parrying Example: Anika is fighting a wolf with two attacks
(bite and claw). Anika’s OB is +100 with her
Combat in Rolemaster is quite deadly, and using parry falchion. She chooses to parry the wolf with 30.
is one of the best ways for a combatant to stay alive. As a result, her OB is reduced to +70, but her DB
Combatants who try to go full offense and never parry increases by 30 against both attacks. The goblin rid-
will be quite dangerous for the short time before they ing the wolf is also attacking with a spear. If Anika
take a lethal critical and die. Generally, only mind- succeeds in an Absolute maneuver with her Blades
less or berserk combatants will completely disregard skill, she could decide to parry the goblin with +20,
danger in order to strike out at a foe with all of their but that would reduce her OB to +50. Decisions,
offense. decisions.
A combatant may trade offensive capability for de-
fense by spending some of his available Offensive Bo- Restricted Parrying
nus to parry a foe when attacked. His DB is increased In some situations, it can be very difficult to parry,
by an equal amount and counts against all attacks from such as an unarmed combatant parrying an opponent
that foe for the round. If he has no OB left, because it with a weapon. If parrying is restricted, only 1 point of
was already spent on an attack or parrying others, then DB is added for every 2 points of OB spent (round up).
he may not parry. No penalties apply to the parry DB All other parry rules apply as normal. If multiple sit-
directly, but injury penalties, pace, and other penalties uations apply to make parrying exceptionally difficult
will reduce the available Offensive Bonus and there- the GM may rule that parrying cannot be applied at all.
fore limit the amount of parrying that is possible. Restricted parrying includes the following situations:
If the combatant who is parrying is making multiple • An unarmed combatant parrying against someone
attacks that round, his OB for all his attacks is reduced with a weapon, unless the unarmed combatant has
by the same amount, although it is only added to the an item or armor with which to parry (e.g., brac-
DB once. ers, small shield, or a large metal mug).
As long as the last Action Point a combatant spent on • A combatant fighting an invisible foe, because he
actions was on a melee action, he may parry any foe cannot see blows coming, so he can only guess at
who attacks him in melee. (Spending an Action Point where to parry to cover vital areas.
on movement does not interrupt melee or prevent par- • A combatant fighting an incorporeal foe because
rying.) If the attacker is to his rear or flank the amount blocking is ineffective and he can only rely on
of DB gained is penalized by the positional modifier motion to avoid getting hit.
(Table 9-5) although that penalty may be offset by the
Combat Expertise: Reverse Strike skill. • GM discretion: The Gamemaster may rule additional
situations that restrict one’s ability to parry (e.g.,
Example: Niles is training several young monks a small halfling with a dagger parrying a gigantic
and one of them is behind him. Niles’ unarmed OB dragon claw attack).
is +90, of which he will parry with 50. Normally,
this would be completely eliminated due to the -70 Example: Xavier, having just broken his heirloom
penalty for attacks (and parry) to the rear, but Niles sword, is left with nothing but his own hands and his
has +50 Reverse Strike skill. The penalty is reduced skill at Martial Arts Strikes when he is set upon by
to -20, so 30 of his parry will be applied against the a fearsome war mattock-wielding ogre! Because he
young monk’s attack. has nothing with which to parry, Xavier is restricted
in his parrying. He decides to parry 80, which gives
A combatant may attempt to parry more than one foe, him +40 DB instead of the normal +80. If he had
reducing the OB by the desired amount against each been more thoughtful, he might have held onto the
foe. An Absolute maneuver roll is required for each hilt of his broken sword; it would have been enough
foe to be parried after the first (using the combatant’s to use for more effective parrying.
Combat Training skill), and with a Success or higher
the foe may be parried (otherwise no effect). A ma- ROLEMASTER
neuver roll is allowed for each additional foe even if UNIFIED
an earlier such roll was failed. If a combatant’s OB is 
Arms Law
reduced to 0 before he resolves his attack, he does not
make an attack.

169
Example: Anika has a full shield, 15 ranks of Shield
skill, and a bonus of +78. She uses her shield
against the spear of a goblin and the bite of the wolf
he is riding upon, as well as an arrow fired by a
goblin archer. She intends to attack, so she chooses
to only benefit from passive blocking. Anika’s DB
increases by 25 + 15 = 40. She gains this benefit
for the first attack automatically, but must succeed
in a Shield absolute maneuver for each of the other
attacks to use the shield against them.
Example: Later, Anika is facing three goblin ar-
chers. She chooses a full block as she is advancing
on their position, costing her 4 AP but hopefully
keeping her alive long enough to attack them next
round. Her bonus is 25 + 78 = +103, but, as before,
she must succeed in a Shield absolute maneuver to
Shields defend against the second and third arrows. Never-
Like armor, the use of shields is varied, from small theless, she is grateful she left her little target shield
target shields to large wall shields weighing 20 lbs. at home and brought the full shield!
Larger shields can protect the most but are bulky and
heavy. Very skilled combatants can use even smaller Weapons and Items as “Shields”
shields to great effect, especially when confronted Weapons, or other suitably robust items, can be used for
with a single foe. passive defense. A combatant can use a sword to attack
A shield may be used against one attack which the and parry, and a stool in the off-hand as additional de-
combatant is aware of and facing in his front arc. fense. If not used to attack or parry, items give a +5 DB
Larger shields may be used against more than one at- vs. one melee attack. Such items cannot be used with
tack, up to a maximum number of attacks based on the Shield skill for passive, partial, or full blocking. Wav-
shield type as shown in Table 9-6. For each attack be- ing a dagger around will not protect you from incom-
yond the first, a maneuver roll must be made using the ing arrows! It is best to find cover, move evasively, or
combatant’s Shield skill. On a Success or higher the find a shield.
DB may be applied, otherwise it is not. A failed roll
still counts against the maximum number of attacks.
Shield DB may be applied against melee, missile, and Table 9-6: Shields
directed spell attacks.
Type DB Max Attacks
Additionally, a combatant may add his Shield skill
ranks to his DB, for a maximum of +50 DB due to Target +15 1
shield (including the base shield DB). This bonus Normal +20 2
applies against the same attacks as the base shield Full +25 3
DB. This passive blocking may not be combined with Wall +30 4
passive dodging, as using the shield involves its own
type of footwork as is represented by the Shield skill.
By spending actions, a shield may be used even more
effectively to block melee or ranged attacks. Partial
blocking requires concentration and adds half the
combatant’s Shield skill to their DB. Full blocking
ROLEMASTER takes 4 Action Points and adds the combatant’s full
UNIFIED Shield skill to their DB. The bonuses for partial and

full blocking are reduced by any injury penalties the
Arms Law
character has sustained, and by any pace penalty if the
character is moving. As above, a Shield maneuver roll
is required for each attack after the first.
A shield used to attack (a shield bash) does not pro-
170 vide any DB whatsoever for the round.
9.7. Special Maneuvers Table 9-7a: Disarm Maneuvers
Roll Result
Called Shots <1 Absolute Failure
Your attempt to disarm your foe is laughable. Not only do you
Sometimes a combatant may wish to attack a specific fail to come close to disarming him, but you immediately fum-
location on the body, such as the head. The five loca- ble your weapon.
tions on the critical tables are head (including neck), 1 - 75 Failure
arms, chest, abdomen (including groin), and legs, and Sigh. Some days it just seems like the world is out to get you.
limbs each have a right and a left. Making a called shot You miss your opportunity. You fail to disarm. You fail to at-
incurs a penalty due to the difficulty of hitting the spe- tack. You just fail. You're a failure.
cific location. UM 66 Unusual Event
Against same-sized humanoids, a called shot usually Weird… it seems your foe is trying to disarm you, perhaps in-
incurs a penalty of -25 to the attack roll. The GM may advertently, at the same time. If you fail this maneuver, your foe
decide in some circumstances to impose a greater or has disarmed you. If you succeed, you still manage to disarm
lesser penalty (from -50 to -10). For example, a human your foe, but drop your weapon as well.
melee attacking a giant’s right leg with a dagger may 76 - 100 Partial Success
only be a -10, while attacking his head may be -50. You can't partially disarm someone! Instead treat the disarm as
Called shots are most useful when the targeted area is a normal attack using this roll, but using all normal modifiers
(and parry).
less armored than the remainder of the body. If the tar-
101 - 175 Success
geted area is armored differently from the torso, treat
the attack as being against AT 1 for no armor, AT 3 for You successfully disarm your foe! The weapon falls to the
ground (and must make a breakage check), but is within melee
light armor, AT 5 for medium armor, and AT 9 for heavy
range.
armor.
176 + Absolute Success
If the attack is successful, then the attack has hit the
You make disarming look easy as your foe gawks at you as
specified location. If a critical is inflicted, make the you expertly remove him from his weapon. You may choose
critical roll as normal, but if the rolled result indicates between taking the weapon for yourself or throw it up to 10' in
a different location, keep checking lesser results on that a direction of your choice.
column until you reach one that affects the called body Modifiers
area, and resolve using that result. If there is no such -50 Unarmed/grapple/crush attack
lesser row, then the strike was on target but mostly inef-
-75 Blade attack
fective; use the result on the column for an 01 result and
-100 Piercing attack
modify the text to fit. The Groin & Abdomen result on a
66 cannot be obtained by this shift (it may still be used -100 Ranged attack*
if rolled naturally); use the 26-35 result instead. -25 Disarming a 2-H weapon*
* cumulative with other penalties
Disarming The penalties for disarming a 2-H weapon, the foe’s
A disarming attack seeks to force an opponent to drop defense roll, and using a ranged weapon are cumulative
his weapon, or even take it from him. Disarming at- with all other penalties.
tempts are resolved as a conflicting maneuver, with the Disarming cannot be used against natural attacks; at
disarmer rolling as if it were a normal attack (including best one can make a called shot on that body part and
any penalty from the target parrying the attacker), with hope to incapacitate or sever the attacking limb.
additional penalties as indicated on Table 9-7a. The
Example: The angry peasant rushes at Meretor with
defending foe makes a defense roll (which does not re-
a wooden club and misinformed accusations. Em-
quire an action), as if it were an attack roll (subtracting
barrassed but with no desire to harm the peasant,
any parry used), with any amount over 100 used as an
Meretor attempts to disarm him instead. Meretor is
additional penalty to the attacker’s disarm roll or any
armed with a broadsword (-75 for disarming). His
amount under 100 applied as a bonus. The result is in- ROLEMASTER
melee skill is +87 and his Disarm skill is +40 (re- UNIFIED
dicated on Table 9-7a.
ducing the penalty to -35). He puts faith in his abil- 
Learning techniques to disarm can help in the disarm- ities and elects not to parry, so his total is +52. He
Arms Law
ing attempt. Combatants can use the Combat Expertise: rolls 41. The peasant has +20 melee skill and rolls a
Disarming skill bonus to reduce the disarming penalties 30. Since the peasant’s roll has fallen under 100, the
(except for the foe’s defense roll), to a minimum pen- amount below 100 (50) is added to Meretor’s roll
alty of 0. for a total of 143. The peasant’s club tumbles to the
171
ground.
Firing into Melee opponent beyond the first, also applied to all attacks.
The penalties (including the multiple opponent penal-
There is nothing preventing a combatant from firing ty) can be offset by the combatant’s Combat Expertise:
or throwing a weapon into melee, whether to hit a foe Multiple Attacks skill.
amongst allies or pick out a specific foe in a battle.
The penalties for katas are also offset by modifiers for
Based on the position of the attacker, defender, and
light weapons, but note that the total modifier can nev-
other combatants the defender may gain cover from
er result in a net bonus to the attack, only in cancelling
the other combatants.
out the penalties. A light weapon is a dagger, natural
Example: Two characters are in melee. An archer weapon (e.g., claws, bite), or any weapon with a -1
is trying to shoot past his ally to hit an enemy. The size adjustment (e.g., epee, machete, hand axe). If the
GM decides that the target has partial hard cover combatant is making more than two attacks, the bonus
based on the positions of the three combatants, and for a light off-hand weapon only applies once, and
this gives the target +40 DB for cover. only if all attacks beyond the first are qualified. For
If a ranged attack misses its intended target then the example, a combatant attacking with a sword, dagger,
attack may randomly hit one of the combatants that and a kick would receive the +20 bonus, but a com-
provided cover. In this case, make a second attack roll batant striking with two swords and a kick would not.
at +0 skill OB against the secondary target. The new Note that while katas allow multiple attacks as part
target (select randomly if more than one) does not gain of a single attack action, a combatant may also make
the benefit of any cover modifiers from other combat- multiple attacks simply by performing multiple attack
ants. Fumbles are ignored on the second attack roll. actions, either by using fewer Action Points for each
attack or if they have extra Action Points (e.g., due to
Katas a Haste effect). The penalties on table 9-7b apply only
to attacks made as part of the same attack action.
Most often, a combatant is wielding a single weap-
on and attacking a single opponent. However, on Example: Kulahren wants to attack one foe with his
occasion, a combatant may be using multiple attacks dagger and another with his rapier. Two attacks are
together (multiple weapons or natural attacks). These -75 each, and attacking two foes gives an addition-
simultaneous attacks are often learned by practicing al -20. This -95 is reduced by Kulahren’s Multiple
combinations of moves that allow the motions of the Attack skill of +59 resulting in a -95 + 59 = -36
to both attacks. If he wanted to attack only one foe
attacks to flow together, each alongside or into the
with both weapons they would each have a penalty
next, referred to as katas. These moves are performed
of -75 + 59 = -16 instead.
either simultaneously or in rapid succession, allowing
multiple attacks to be resolved.
To execute multiple attacks, the use of each attack
must be justified with respect to a given limb, with no Table 9-7b: Katas
limb used as the basis for more than one attack. For # Attacks Modifier
example, a combatant wielding two weapons, with 2 -75
one in each hand, may strike once with each of them. 3 -100
A combatant could also make a martial arts sweep
4 -125
with a leg or a strike with the head (i.e., a head butt or
horns), but cannot use either to make a dagger attack 5 -150
unless they have somehow mounted blades on their Per additional foe -20 each
boot and helmet, which would be awkward enough to Primary weapon is light +10
add a significant penalty to OB. Off-hand weapon is:
A weapon wielded in a combatant’s off-hand suffers a Dagger or any natural weapon +20
-20 penalty (unless they have the Ambidextrous talent)
Any other light weapon +10
ROLEMASTER and uses the same skill as that weapon in their primary
UNIFIED

hand. Natural and unarmed attacks do not suffer any
Arms Law penalty for use of the off-hand.
When making two simultaneous attacks, there is a
penalty of -75 to each attack. For each attack beyond
two, this penalty increases by -25, as shown in Table
9-7b. Furthermore, there is a penalty of -20 for each
172
Protecting Others
Sometimes a combatant may want to parry or use a
shield to protect an ally. He can do so by sacrificing
some offensive capability to impose himself between the
other combatants. The protector must be within melee
range of both of the combatants, and gets a penalty to
his OB based on his position as indicated on Table 9-7c.
The penalties can be offset by the combatant’s Battle
Expertise: Protect skill. The protector may designate any
part of his parry or shield DB as protecting the defended
combatant instead of himself. The protector may wait
until the attack is declared before deciding to do so.
Example: Anika and Talen are side by side facing a
massive ogre with a +150 OB. They both allocate
80 to parry, which is probably not enough to stop
the ogre’s blow. However, as the ogre begins to
swing his huge axe at Talen, Anika decides she will
protect her ally. She has +25 in the Protect skill,
offsetting half the penalty of -50. Thus, Anika takes
a -25 to her OB (lowering it to +75) and parries the
remainder on behalf of Talen. Talen now has a DB
of 135 (80 from his own parry + 55 from Anika).
Talen now has a decent chance to survive, but Anika
has left herself open to any attacks directed toward
her.

Mounted Combat
Being mounted provides an enormous tactical advantage. Table 9-7c: Protect
Mounted combatants benefit from the animal’s speed and Scenario Modifier
mass when charging, as well as a higher ground bonus Protector between Attacker and Defender -25
when they are fighting similarly-sized opponents on Defender between Attacker and Protector -100
foot. Charging attacks made by mounted opponents are
All other scenarios -50
treated as the size of the mount plus any increases due to
charging speed (based on the BMR of the mount). The
mount and rider are considered separate combatants,
with separate initiatives and actions. Fumbles made in
mounted combat should be rolled on the ‘Mounted Com-
bat’ column.
However, riders attacking from a moving mount are sub-
ject to a Pace Penalty based on the pace of the mount.
These penalties can be reduced with the Battle Expertise:
Mounted Combat skill.
Controlling a mount is assumed to be a negligible activ-
ity under normal circumstances; however, the GM may
require a Riding maneuver for unusual maneuvers or
situations. Riders with zero riding skill ranks are the ex- ROLEMASTER
ception to this rule, and attempts to make attacks from a UNIFIED
moving mount should require a medium riding maneuver 
Arms Law
at the normal -25 no skill penalty plus mount pace each
round an attack is declared from a moving mount, with
failure resulting in the rider falling off.
Note that mounts not trained for combat will very likely
panic and flee when fighting breaks out. Rules for mount 173
morale and fear are covered in Section 14.3.
Slaying Attacks points, so the penalty applies but may be canceled
out using Subdual skill. However, for completely
Some attacks (often magi- unknown races or creatures, the unfamiliar anatomy
cal) are exceptionally dan- Table 9-7d: Slaying penalty cannot be offset by the Subdual skill.
gerous and carry a higher
Type Crit Bonus Subdual attacks do half concussion hit damage and
chance of severe injury.
I +5 use the Subdual critical table instead of the normal
Similarly, some creatures
II +10 critical type, with a maximum severity of E.
may be particularly vul-
III +15 Example: The ever-talented Karn has a Subdual skill
nerable to a type of attack
bonus of +100. In melee combat, he could make
(e.g., fire attacks vs. an IV +20
a subdual attack with any type of weapon without
ice elemental). These are V +25 penalty. However, Karn’s favorite mode of attack is
referred to as Slaying at-
from afar. He will often try to subdue using a short
tacks and are one of the
bow, with which he gets a -50 to all subdual attacks.
few effects that give a direct bonus to the critical roll
(-100 for piercing, -50 for ranged, total penalty of
as indicated in Table 9-7d. A Slaying weapon or effect
-150 +100 bonus for a final penalty of -50.)
is given a Slaying Type from I – V. Creatures who are
vulnerable will state that specific attacks are treated as Table 9-7e: Subdual
Slaying and also give the type.
Attack Type Modifier
Example: A broadsword +5 of orc Slaying II will get Unarmed, blackjack, sap -25
+10 to any critical rolls against orcs.
Crushing (mace, club, ice bolt) -50
Example: A fire elemental takes Slaying II from wa- Blades (with flat side), claws -75
ter attacks, thus all water based attacks get +10 to Piercing (bite, stinger) -100
the critical roll.
Ranged* -50
Unfamiliar Anatomy* -50
Subdual * cumulative with other penalties
Combatants may attempt non-lethal attacks that are
intended to knock out or otherwise subdue a foe with-
out killing him. Subdual attacks inflict more non-le- Touch Attacks
thal injuries such as stuns and fatigue, although there
While there are very few offensive spells with a range
is still a risk of seriously injuring or killing the foe.
of “touch,” there are a couple of fairly common situ-
Some weapons are more suitable for use in subduing ations in which a caster will wish to touch a target to
than others. A subdual attack is treated like a normal deliver a spell in a combat situation. The first case is
attack, except that the modifiers in Table 9-7e apply when the caster wishes to touch a target in order to
based on the type of weapon or attack used. Some gain the -15 RR modifier for a range of “Touch“ (see
weapons may be specifically designed with hooks, Spell Law, Table 4-5). The second case is when the
pincers or wrapping elements to make them more suit- caster wishes to make contact with an ally in order
ed to use in subdual than is described here. Most such to deliver a touch-ranged Utility spell. Any unarmed
specialty weapons inflict a grapple critical (which combat skill can be used to attempt to deliver a spell
subdues in its own way), but modifications to standard touch to a target engaged in melee, with any result
weapons (such as adding a blunt hook to the back of of 1 hit or more indicating successful delivery of the
a pole axe) might make them suited to lesser penalties spell by contact. The caster can choose to only attempt
than are given in the table at the discretion of the GM. to “tag“ the target to deliver the spell, in which case
Learning to use more precise blows, combined with no actual damage is done, but that must be declared
knowledge of target anatomy can help render an op- before the attack is rolled. While a friendly target will
ponent immobile or unconscious. The penalties can be likely not actively defend (parry, apply a shield, etc.)
ROLEMASTER
offset by the combatant's Combat Expertise: Subdual against the caster's attempted touch, it is still difficult
UNIFIED
 skill. to make solid contact with an active combatant, who
Arms Law Most humanoids are assumed to share a common is moving unpredictably in an environment where the
enough anatomy that the unfamiliar anatomy penalty caster must also look to his own safety, so DB due to
would not apply. For other known races and creatures, Quickness, magical armor, applicable spells, etc. still
the Subdual skill is assumed to include subdual tech- applies. A foe who has declared parry on the caster
niques, or at least a rough knowledge of vulnerable gets full benefit of the parry to their DB for this type
174 of attack.
9.8. Criticals & Injuries Example: Another A Krush critical is rolled in the
same circumstance, with a result of 8, another Leg
An injury is all of the hits inflicted as well as criticals shot. There is no lesser Leg result, so the result of
delivered as the result of an attack, failed maneuver, 1 is used instead. Since it indicates “Blow barely
or spell. Hits represent light injuries (bruises, cuts), grazes foe’s ear,” the GM tells the player “the blow
general pain, minor blood loss, and the will to keep barely grazes your knee” instead.
fighting. Criticals represent types of damage causing
When an area effect causes criticals to multiple tar-
more serious wounds that can include stun, broken
gets, the result for each target should be rolled sepa-
and severed limbs, and major blood loss.
rately, so it is possible
There are a variety of critical tables representing dif- for a Fire Ball to burn Table 9-8a: High Criticals
ferent types of damage (e.g., Slash, Puncture, Heat, one target’s arm and F E+A
etc.), each with 5 levels of severity from A to E. A another target’s foot. G E+B
criticals are the least severe and usually result in minor The GM may choose H E+C
damage, with an incapacitating injury or death only to roll a single time
occurring in very rare cases (i.e., a roll of 100). E criti- I E+C+A
for a large group, or
cals tend to be moderate to severe, with a good chance J E+C+B
for sections of a large
of death or incapacitation, although minor blows can group, to save time.
result. Each critical result will give a description and a (I.e., if boiling water pours over a hundred soldiers
series of numbers and symbols. (e.g., “Foe reels from inflicting a B Heat critical on each of them, the GM
the blow. +5 hits; stunned 1 round”). may choose to roll one critical for all 100, or perhaps
Criticals are resolved with a straight d100 (non-open- five groups of 20 to keep some variation.)
ended) roll, usually without modifiers. Slaying at-
tacks, Ambush attacks, exceptional attacks over 175,
and possibly magical effects can modify the critical
roll, but these tend to be rare.
Although the critical tables have a maximum severity
of E, the attack tables may indicate results as severe
as J. Criticals higher than an E do an E critical plus a
secondary critical as shown in Table 9-8a. Depending
on the type of attack the type of the secondary critical
(e.g., slash, krush, etc.) may not be the same. If the at-
tack table lists multiple types of criticals, they are used
in the order listed. If multiple criticals are delivered
against a target for any reason, all criticals always use
the same roll and modifiers, and consequently will hit
the same target location (so a flaming sword will cut
and burn the target’s arm, rather than cutting his arm
and burning his foot).
The severity of a critical can also be increased or de-
creased due to size differences or other factors. If a
critical is reduced below an A severity, find the next
lower result that affects the same area of the body on
the A column and apply it. If the critical is reduced
more than 1 below an A, move down again to the next
lower result for each step less than A. If there is no
lower result for that area then use the lowest (01 roll)
ROLEMASTER
critical result and change the description as necessary. UNIFIED
Example: An A Krush critical is scored and the roll 
Arms Law
is 70, but the severity is reduced due to use of a
small weapon against a medium target. A result of
67-75 is a Leg hit, so the next lower Leg result (for
36-45) is used instead: “Weak delivery, but great
timing. Foe caught off balance.”
175
Interpreting Criticals Criticals can cause a variety of effects from fatigue
to bleeding to long-term damage or death. The text
Critical results assume a humanoid opponent, which of a critical will describe the hit, and sometimes a
can easily be adjusted for most beings. Across all crit- specific effect such as dropping an item. All types of
ical tables and severities, for a given roll, the location standard critical results are described below, although
is always the same (e.g., a roll of 56-65 is always an some critical results may additionally describe a more
arm hit). In the case more guidance is needed, use the unique effect.
rough rules below.
• Location: Criticals occur in one of 5 locations: arm, Bleeding
leg, head, chest, and abdomen (lower abdomen
and groin). It is often necessary to know on which Bleeding too serious to stop on its own will cause
side of the body the hit has been scored (partic- additional hits every round until death or until it is
ularly with arm and leg hits). If the unmodified stopped through first aid or magic. Even a wound
attack roll is odd, the hit has been on the foe’s left bleeding at 1 hit/round will cause death within min-
side, while if the unmodified attack roll is even, utes. Minor bleeding wounds that clot on their own
the hit has been on his right side. are part of generic hit damage taken. Bleeding is sub-
tracted from hits at the end of every round (during the
• Death: Any critical that specifies death should be
upkeep phase).
considered as causing death, regardless of the tar-
get. For example, if a skeleton who does not have
a brain receives a critical result that says brain is Breakage
destroyed, the skeleton’s head is destroyed and it Some criticals will trigger a breakage roll (Section
is “dead” anyway. Any specific exceptions to this 6.1) in the location hit, sometimes at a penalty. This
rule will be noted in the creature’s description in could be armor, a shield, or an item carried at that lo-
Creature Law. cation. If the GM decides there are multiple options
• Multiples of the same limb pair: If the foe has mul- for breakage, randomly determine which one of the
tiple sets of arms or legs, determine the side using possible items in that area requires a breakage roll.
the left-right rule, then randomly determine which If the critical indicates an item is dropped it must make
limb was hit. an immediate breakage roll. In addition to determining
• Non-humanoids: If the foe is non-humanoid then if the item has been damaged or broken, the ones die
shift the location to the most analogous location of the breakage roll is how far away the item has land-
on the foe. A quadruped’s hind legs would be leg ed, in feet. The GM can overrule this if it does not
locations while the front legs would be arm loca- make sense (e.g., an anvil will always land near your
tions. An octopus’ tentacles would be the leg and feet, but a ball may end up far away).
arm locations (determine left-right then random-
ize). Fatigue
• No such location: Snakes, amoebas, and certain
Fatigue can represent anything from getting the wind
other creatures might not have a specific location
knocked out of you to getting out-maneuvered (there-
that matches the given critical location. In these
by requiring additional energy with which to attack
cases, change the text of the critical to affect the
or defend). Fatigue penalties are effective immediately
torso or other appropriate part, while keeping the
and can be lowered by normal means (e.g., rest, Abso-
actual results of the critical.
lute Success on an Endurance roll, spells, etc.).
• Tail: Tails are sensitive areas, being an extension
Keep in mind that fatigue results in excess of -50 total
of the spine, so the tail is considered part of the
should be converted into an injury, which takes effect
abdomen. If it is plausible that the tail has been hit
immediately. The specifics of the fatigue injury should
in combat (e.g., frontal attack in a narrow corridor
be determined by the GM, based on the critical or
is not), use odd/even to determine abdomen/tail.
ROLEMASTER fumble that caused the penalty to increase past -50.
UNIFIED For a 66 result, randomly determine if it is the ab-

domen or tail.
Arms Law
• Wings: For birds and other creatures with no arms,
wings will equate to arms. However, if the foe has
arms and wings, use the left-right rule then ran-
domly determine if it is an arm or a wing.
176
Grapple 43 skill -20 for the Very Hard maneuver -28 for his
foe’s roll -30 for the grapple amounts, for a total of
Grapples are often due to unarmed attacks such as 12. This yields a result of 10 on the percentage ma-
wrestling, but can also occur from nets, bolas, or other neuver table, reducing the cultist’s grip from a 20%
entangling attacks. Grapple results are given as a per- grapple to just 10%, but Aldrik is not free yet.
centage representing how effectively the defender has
been grabbed, held, or entangled. The grapple % is a Until the grapple is broken, the attacker and defender
penalty to all actions for the defender until he breaks are bound together, and neither can move away with-
free. Grappling is cumulative, so a 30% grapple re- out a contested Feat of Strength (Section 5.2) to move
sult followed by a 10% grapple results in the defender their foe. This Feat is part of their movement action
grappled for 40% and making actions at -40. and does not require any additional expenditure of AP,
but also will not break the grapple; if successful, the
The defender can attempt to break or slip free of a
foe is dragged along, unless the attacker chooses to
grapple using the rules for contested Feats of Strength
let go.
(Section 5.2) using his Wrestling, Contortions, or
other appropriate grappling skill, with the defender Example: Anika, a 210 lbs warrior from the snowy
subject to the full grapple penalty. If the grappler is an north, is grappled by a 93 lbs hobgoblin, who has
object such as a net rather than a combatant, treat the somehow managed to achieve a 40% grapple. She
escape attempt as a Medium maneuver, otherwise use has better things to do and tries to walk away. The
the opponent’s weight to determine the difficulty. Any hobgoblin is 44% of her weight, making it a Medi-
attempt to break free from a grapple is a 2-4 AP action um maneuver for her, while she is 225% of the hob-
(4 AP at -0, 3 AP at -25, or 2 AP at -50). If grappled goblin, putting him at an Absurd (-70) maneuver.
The hobgoblin rolls 67 plus his skill of 50, minus 70
by multiple attackers, rolls must be made to escape
for a total of 47, adding 53 to Anika’s roll. Wrestling
from each one, although the total penalty applies to
isn’t her strongest suit, but she has a +47 skill and
all rolls, and no additional AP are required (a single
rolls a 61, plus +0 for a Medium maneuver and +53
action permits a roll against each attacker). The grap-
from the hobgoblin’s roll, minus 40 for the grapple,
ple is automatically broken if the attacker is stunned,
for a total of 121, which yields a 100 result on the
incapacitated, or decides to release the defender.
percentage maneuver table. The hobgoblin isn’t
As with other conflicting maneuvers, the amount the even slowing her down.
attacker rolls over 100 is subtracted from the target’s
roll to escape and the result resolved as a Percentage
Hits
Maneuver. A result over 100 lowers the amount of the
grapple by the result minus 100. Hits are most often inflicted from the Attack Table,
Example: Aldrik has chased a cultist into a cave, however critical effects can also cause hits. A com-
where he is attacked by an entangling vine and the batant is knocked unconscious when he drops to 0 or
cultist himself. The vine achieves a 10% grapple fewer hits, but he takes penalties to all actions once
and the cultist 20%. Aldrik spends the full round (4 25% or more of total hits are lost, as shown in Table
AP) attempting to break free. Aldrik is a passable 9-8b. Death occurs when a character has taken hits
wrestler with a +43 Wrestling skill. Since the vine beyond zero that exceed that character’s Body Devel-
is a plant, the gamemaster considers it a Medium opment skill bonus. (Thus, a character with a 50 bonus
maneuver to escape (+0). The vine has a grappling in Body Development skill dies at -51 hits.)
OB of +30 and rolls 35 for a total of 65, adding
100 – 65 = 35 to Aldrik’s roll of 63 and his skill for
a total of 141, minus the total grapple amount of
30. The final result of 111 gives a result of 100 on
the percentage maneuver table, so he is free of the Table 9-8b: Hit Loss Penalties
plant. Hits Lost Penalty
ROLEMASTER
At the same time, Aldrik is trying to break free from 0 - 25% 0
UNIFIED
the cultist. Since they weigh approximately the same 26 - 50% -10 
amount, each is trying to control 100% of their own 51 - 75% -20 Arms Law

weight, resulting in a Very Hard (-20) maneuver 76% + -30


for both combatants. The cultist rolls an 88 with a
skill of 60, minus 20, subtracting 28 from Aldrik’s
new roll. Aldrik’s roll to break free is a roll of 47 +
177
The sum of a character’s penalties generally reflects
how broken he is. Penalties of -50 or more mean a
character is having serious problems, and should be
role-played that way. As penalties approach -100 char-
acters are approaching incapacitation.
Once penalties reach -100, the character is in serious
distress. Any action that requires effort (movement, at-
tacks, spell casting or any maneuvers requiring phys-
ical effort) will provoke a fatigue check for the round.
This will continue until penalties have been reduced to
a lower severity than -100. You need to sit down and
rest, and any action will tend to make things worse.
At total penalties of -200 or more, the character is
dying from his collective injuries, and must make a
fatigue check every round, even if lying still. This will
continue until total penalties are reduced below -200.
Once penalties reach or exceed -300, the character will
die on the next upkeep phase due to systemic shock.

Staggered
Staggered means that the combatant has been knocked
off balance. A staggered result immediately loses 1 Ac-
tion Point, either this round if the target has any left,
or the beginning of the following round. A staggered
combatant may still parry, as long as the last Action
Point he spent was on a melee action, but his OB (and
consequently his Parry) may be reduced if fewer Action
Penalties Points are available to be spent on his attack action. Any
Many injuries result in a penalty, which is applied in-progress action may be continued upon the combat-
to absolute and percentage maneuvers, spellcast- ant’s next opportunity to expend an Action Point.
ing, attacks, and full or partial blocking or dodging. Example: Cael is firing his bow, starting in the first
Penalties represent the loss of functionality (whereas Action Phase. After spending his second AP in the
pain is represented by hit loss and its corresponding second Action Phase, he is struck by a thrown rock
penalties). Penalties from all injuries stack, although if and Staggered. He loses his AP in the third Action
the affected area has nothing to do at all with the ma- Phase, but is able to complete firing his bow in the
neuver then the penalty should not apply at all. If the fourth Action Phase, having expended a total of
affected area is not being directly used, but does have three AP.
some role, then half the penalty may be appropriate. Example: Lexxa begins her round with a Perception
When in doubt apply the full sum of all penalties. All check (2 AP) and spots a foe hiding in the bush-
injury penalties last until the injury is healed, although es. On the third Action Phase she begins a melee
the penalty diminishes over time (Section 13.1). attack, but is struck from behind and Staggered. She
Example: Flinky’s -10 for a broken finger does not loses her fourth AP and is unable to complete the
apply to jumping over the pit, and her -20 from attack. If she had only spent one AP on Perception
broken toes does not apply to picking a lock on the and started her attack in the second Action Phase,
door further down the hall. Trying to pull the heavy, she would have been able to resolve her attack at
ROLEMASTER somewhat stuck door open would face the full -30 the very end of the round, at a penalty of -50 for a 2
UNIFIED penalty for both. AP melee attack.

Arms Law

178
Prone Stun
Prone means the target has been thrown flat to the floor A stun means the combatant has been knocked hard
and is subject to the usual modifiers to action for prone enough to disorient and put him in a vulnerable state.
position, and he must take a 2 Action Point action to The effect is a temporary penalty each round, either
stand up again (this may be reduced to 1 AP with a suc- -25, -50, or -75, as indicated in the critical, representing
cessful Acrobatics maneuver). different amounts of disorientation:
• [-25]: A minor disorientation where the combatant is
Knocked Back dizzy and unstable.
• [-50]: The combatant has been hit seriously enough
Being knocked back will move the character a distance
to disrupt his senses, and he is struggling to control
in feet in a given direction, as indicated by the critical
his body.
result. Depending on the terrain the combatant may
suffer additional effects. Being knocked over an edge • [-75]: Suffering from a serious blow, the combatant is
or into a stairwell/steep slope may provoke a fall, being having a hard time remaining standing and nearly
knocked into water or fire may provoke skill checks at his foe’s mercy.
or criticals. Being knocked into an object may inflict All stun results are cumulative, with the total rounds of
damage on the person and/or a breakage check on the Stun[-25] adding together, Stun[-50] adding together,
object crashed into (depending on their relative sturdi- and so on. One round of stun effect wears off at the
ness). The GM should use his discretion, but even the end of the round, from the worst effect to the least (-75
worst case scenario of being thrown directly into a solid rounds wear off first, then -50, then -25).
wall or a rack of spears should not inflict a critical of Example: A few rounds into a battle, Taor has 2
a higher severity level than the one that provoked the rounds of Stun[-50] and 1 round of Stun[-25]. Un-
knockback (use an A if in doubt). fortunately he then gets hit from behind, resulting
Unless the target is knocked unconscious and knocked in one round of Stun[-75] and 1 round of Stun[-25].
back, the GM should allow the knocked back target a He now will be at -75 for 1 round, then -50 for two
maneuver roll (using either the appropriate movement rounds, then -25 for 2 rounds. Poor Taor!
skill or Acrobatics) to attempt to catch himself at a dif- Stunned characters are in a state of mental confusion
ficulty determined by the GM based on the situation. due to a blow, and players should be encouraged to role-
If the “object” the combatant is knocked back into is play this state. Any maneuvers related to memories of
another aware entity, both the combatant and the tar- events that happened during a stunned round should be
get may end up harmed in the collision. If the knocked made at -50. This is true even years later, the character
back combatant is coming from the front of the second simply lacks a clear memory of those events.
character, assume the target sees him coming; if he Example: During the fight, Elsarde was stunned
comes from the flank or behind, have the target make a when the priest shouted a threat at the group of PCs
Perception maneuver to see the knocked back charac- attacking the temple. After the fight, Elsarde asks
ter coming at him (difficulty based on how chaotic the the GM what the priest was shouting. The GM has
situation is). The GM should determine the difficulty her make a Perception maneuver to see if she was
of getting out of the way based on the specifics of the paying attention to such details, which is at -50
situation and make a maneuver using Acrobatics or because she was stunned. Alas, she fails: “I dun-
the appropriate Movement skill to get out of the way. no Victor, that whole middle of the fight is kind of
Location is fuzzy enough within “combat radius” that hazy.”
this maneuver should be considered an instantaneous Some creatures may be immune to stun (as noted in the
action. If they fail to move out of the way, they are creature description), however they are generally not
knocked prone. immune to the knocking around that comes with a good
stun. Instead, the target suffers a flat -25 for the remain-
der of the round (regardless of the severity of stun), or
the following round if he has no Action Points left to ROLEMASTER
spend. The penalty does not stack with additional stuns, UNIFIED

it can only be a -25 for 1 round. Arms Law
Example: Borin attacks a Skeleton as it comes
charging at him and rolls a critical that deals Stun[-
75] for 5 rounds. The Skeleton, being immune to
stuns, is knocked off-balance and is at -25 for the rest
of the round and will suffer no penalty thereafter. 179
9.9. Extended Example On the second phase, Kirax and Thyrzia each have
the option to resolve a quick attack (2 AP) at -50,
Kirax and Thyrzia have just started work as bountry
hitting before their foes have any chance to react, or
hunters (see their stats in the examples of Chapter
they can continue a full attack and hope they have
2). They are on the tail of Harshak, a notorious goat
not been spotted. They decide to have faith in their
rustler. It's the first bounty they're trying to pick
plan and continue the attack. On the third phase,
up as a team, so it's not exactly the most glamor-
Thyrzia continues her attack against Gavart. Caits-
ous, but hopefully it will lead to something bigger.
ley, who was surprised but not flat-footed, can now
They've tracked Harshak to a camp in the woods,
act. She draws a broadsword and makes a run for it,
where they see Harshak and his partners Gavart
moving 15' (a Run pace). She does not take a defen-
and Caitsley are getting ready to raid a nearby
sive action (e.g. making an attack so she can parry,
homestead for livestock.
or a partial dodge), because the -75 pace penalty
Kirax uses his Survival skill to make an educated would render those actions moot based on her skill
guess which route they will take, rolling a 77 plus bonuses (since her OB is +55 and her Running skill,
his skill of 37 for a total of 114, success. Then he for dodging, is +40).
and Thyrzia use Stalking to lay an ambush, with one
Kirax has another choice. Caitsley was in his melee
of them on each side of the trail. The goat rustlers
range, due to the reach of his two-handed spear, so
fail to notice them during their initial approach, but
he can either continue his full 4 AP attack pursuing
the gamemaster gives them another chance during
at a run (with a -75 pace penalty), or he can take
the ambush. Stalking is resolved as a conflicting
his attack now (at -25 for a 3 AP attack). Either
skill. Kirax rolls 46 plus his skill of 42, for a total of
way, it will be a rear attack (+35), but he's lost his
88. This results in a bonus of 12 to the Perception
chance for a Surprise bonus or to use his Ambush
rolls of those attempting to notice him. Thyrzia does
skill; for those, he would have needed to attack in
better, rolling 80 plus her skill of 29 for 109, which
the 2nd phase before she reacted. Kirax decides to
will subtract 9 from those Perception rolls. Gavart,
attack now. The attack occurs on Caitsley's ini-
in the lead, rolls 28 plus his skill of 32, and notices
tiative, but uses Kirax's action point for the third
neither bounty hunter. Harshak, in the rear, rolls
phase. The total modifiers are +63 (his skill) +10
36 plus his skill of 40; he gets a partial success to
(for a two-handed weapon) +35 (for a rear attack)
notice Kirax but completely fails to notice Thyrzia.
-25 (for a 3 AP attack), totaling +83. He could
Caitsley, in the middle, rolls 77 with her skill of 30;
reserve part of this bonus for parrying, but with
she notices Kirax and thinks there might be some-
surprised foes, he decides that's unnecessary. His
one else in the area.
attack roll is 56 for a total of 139. Caitsley is wear-
At this point the gamemaster moves to combat ing AT3, and this is a Big attack (because the spear
rounds as conflict is imminent. The first round starts is two-handed), so the result is 23 D Puncture. He
with Gavart in striking range of Thyrzia and Cait- rolls a 44 for the critical, a thrust to the knee dam-
sley in range of Kirax, with Harshak further back aging the joint and causing serious bleeding. The
on the trail. Initiative is Thyrzia first with 23, then effect is bleeding 4 hits per round, a -5 injury pen-
Caitsley (13), Harshak (10), Kirax (9), and Gavart alty, a -10 fatigue penalty, and two rounds of Stun[
(3). Thyrzia and Kirax are within 10' of their targets 25]. Caitsley stumbles away in serious pain.
but do not know the outcome of their quarry’s
Harshak, with a partial success on his perception
perception rolls. On the first phase, they each begin
roll, has an idea something is going on. He spends
attacks, with Thyrzia moving to Gavart and Kirax
the third phase making a 1 AP perception roll to fig-
moving to Caitsley. Moving at a Creep pace (with
ure out exactly what, and easily notices Kirax now
no pace penalty), they will reach their foes by the
that the attack has begun.
end of the round. At this point, they notice none of
their foes have reacted to them, so they have at least Kirax would be next in the initiative, but he already
ROLEMASTER achieved surprise, although they do not yet know to used his action for the phase against Caitsley. Ga-
UNIFIED what degree. vart is last, and still flat-footed and oblivious. He'll
 be able to act next round.
Arms Law

180
On the fourth phase, Thyrzia resolves her attack In the second round, Thyrzia is first again (16), then
against Gavart. She's armed with a light mace and Harshak (12) and Kirax are tied (12), and Caitsley
a hand axe. She opts to attack with both. The base is last (1) in part due to -3 from her various penal-
penalty for two attacks is -75, but since both weap- ties.
ons are light, it is reduced to -55, and her Multiple
Thyrzia moves towards Harshak. Rather than
Attacks skill of 20 reduces it to -35. (She’s added
closing, she decides to throw her hand axe. Harshak
this up in advance, since it is a tactic she plans to
and Kirax both begin attacks against each other.
use whenever she has the advantage.) She also has
Caitsley swears and tries to get a bandage around
the ambidextrous talent, eliminating any off-hand
her bleeding wound (using direct pressure). Thyr-
penalty. With Gavart flat-footed, he has no defen-
zia's action will be resolved in the third phase, and
sive bonus, and she gains a bonus of +35 for a rear
everyone else in the fourth phase, so the gamemas-
attack and +25 for surprise. Her total bonus based
ter skips forward. Thyrzia throws her axe; 33 plus
on her OB of +37 is +62. She considers making a
her skill of 37 for a 70. It whizzes by Harshak's
subduing attack, but that's one too many penalties
head, barely missing him.
and she decides against. She rolls a 43 for the first
attack for 105, and an 88 on the second for 150. In the fourth phase, Thyrzia draws another hand
Gavart is in AT3, and her attacks are Small because axe, and Kirax and Harshak make simultaneous
they are light weapons, so the mace scores a 7AK attacks against each other. Kirax applies 15 OB to
and the hand axe 16DS. For the Krush critical, his parry, while Harshak makes a reckless all-out
she rolls a 55 and adds her Ambush ranks for a attack. Kirax rolls a 95 for 153, while Harshak
total of 59, cracking a bone in his hand for 14 hits, rolls a 66 for 111. Kirax deals a 26EP and Harshak
bleeding 1 hit per round, and a -5 injury penalty. a 17CP. Kirax's critical is a 97, tearing through
The Slashing critical is a 58, modified to 62, hitting Harshak's chest and guaranteeing a slow, painful
Gavart in the elbow for 32 more hits, a -15 penalty, death (and immediate incapacitation). Harshak
and a round of Stun[-25]. Gavart has taken a total rolls a 62, stabbing Kirax in the shoulder for 14
of 69 damage. That's more than he has, so he falls hits, a -10 injury penalty, and bleeding 4 hits per
unconscious. If the bleeding is not stopped, he will round.
eventually die.
Also in the fourth phase, Caitsley succeeds at a
Caitsley has the next initiative and keeps running. Medicine maneuver to stop her bleeding, but it will
The gamemaster rules the forest is Hard (-10) ter- take four minutes of treatment to keep from immedi-
rain to move in. Caitsley is pretty spry, and normal- ately opening up on her. She calls out, "I... surren-
ly a roll might not be needed, but now she has a -5 der?" Kirax, with his own injury, is happy to accept
injury penalty to one leg, a -10 fatigue penalty, and that and let her go. The bounty was on Harshak. It
is Stunned[-25]. He rolls to see how she does, roll- would have paid better if he was alive, but, well, not
ing 02 for an open-ended down result, followed by much to be done about that now.
an 8. Her Running skill is +40, so the final total is
-6, resolved as a percentage maneuver. She stumbles
and fails to get anywhere, but manages not to hurt
herself any further.
Harshak unslings a spear and starts backing up.
Kirax advances on Harshak. With only one action
phase left, he can't start an attack, but he can at
least close the distance. Gavart gurgles a bit.
At the end of the round, Gavart loses a hit due to
bleeding, and Caitsley loses four. Caitsley is still
stunned, since she had spent 3 action points before
ROLEMASTER
being stunned last round. UNIFIED

Arms Law

181
ROLEMASTER
UNIFIED

Arms Law
Chapter 10:
Attack Tables
182
1 0 . At tack Tables
Tables for each type of attack are given on their own • Range: For ranged attacks, the maximum range for
page, including typical modifiers and statistics for the each range increment. No modifier applies for
attack as well as optional Small and Big versions of attacks up to the listed Short range, a -10 modi-
the attack table. fier applies for attacks beyond Short range up to
For each attack type, the following information is list- Medium range, etc. Crossbows also have a Point
ed: Blank range within which they gain a +20 bonus.
• Criticals: The types of criticals that may be inflicted
by the attack, including the letter used to denote Small and Big Tables
the critical type on the attack tables. The optional Small and Big tables incorporate both
• Disarm modifier: The penalty to Disarm attempts, a critical severity adjustment (one level, appropriate
from Table 9-7a in Section 9.7. for Small or Big attacks against Medium targets) and
• Subdual modifier: The penalty to Subdual attempts, an adjustment to the number of hits delivered (x0.75
from Table 9-7e in Section 9.7. for Small and x1.5 for Big). If the adjustment to hits
delivered is not desired, use only the Medium tables.
• Size: For weapons and natural attacks, the size is
If using the optional hit adjustments for larger and
given as a modifier. A +0 size is an attack of the
smaller attacks, for attacks smaller than Small or larg-
same size as the attacker (typically Medium). A
er than Big use the Medium table and multiply the hits
+1 size is an attack one size larger, e.g., a Medi-
delivered by the factor on Table 9-4a.
um attacker with a +1 size attack will make a Big
attack. For spells, the size is given as the actual If the target of the attack is not Medium, modify the
attack size (e.g., Medium), as the size of the spell critical severity according to the target size as shown
is independent of the size of the caster. on Table 9-4a. For example, if an attack is made
against a Big target, reduce the critical severity by one
• Length: The length of a typical weapon. This also
level. The Small and Big tables already incorporate
defines the wielder’s melee range (half the charac-
the adjustment for the attack size.
ter’s height plus the length of the weapon).
Due to the critical severity adjustment for size, the
• Strength: The strength of a typical weapon as ap-
Small tables include criticals of less than A severity.
plied to breakage checks (Section 6.1).
These are denoted as Z. Roll an A critical, but find the
• Weight: The weight of a typical weapon. next lower result that affects the same area of the body
• Fumble: Any unmodified roll between 1 and the on the A column and apply it.
Fumble number results in a fumble. The fumble
number is reduced by 1 for every 5 ranks the
character has in their applicable attack skill, to a
minimum of 1.

ROLEMASTER
UNIFIED

Arms Law

183
Arming Sword Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 26FP 24EP 23EP 21EP 19EP 18EP 16DP 14DP 12DP 10CP
170-172 25FP 23EP 22EP 20EP 18EP 17EP 15DP 13DP 11DP 9CP
167-169 24FP 22EP 21EP 20EP 18EP 17EP 15DP 13DP 11DP 9CP
164-166 24FP 22EP 21EP 19EP 17EP 16EP 14DP 13DP 11DP 9CP
161-163 23FP 21EP 20EP 19EP 17EP 16EP 14CP 12CP 10CP 9BS
158-160 23EP 21EP 20EP 18EP 16DP 16DP 14CP 12CP 10CP 8BP
155-157 22EP 20DP 19DP 18DP 16DP 15DP 13CP 12CS 10CS 8BS
152-154 22EP 20DP 19DP 17DP 16DP 15DP 13CP 11CP 10BP 8AP
149-151 21EP 19DP 18DP 17DP 15DP 14DP 13CS 11BS 9BS 8AS
146-148 20EP 19DP 18DP 16DP 15DP 14CP 12BP 11BP 9BP 8AK
143-145 20EP 18DP 17DP 16DP 14CP 14CS 12BS 10BS 9BS 7AK
140-142 19DP 18DP 17DP 15CP 14CP 13CP 12BP 10BP 9AK 7AK
137-139 19DP 17CP 16CP 15CP 14CS 13CS 11BS 10BS 8AK 7AK
134-136 18DP 17CP 16CP 15CP 13CP 12BP 11BP 10AP 8AK 7
131-133 18DP 16CP 15CP 14CS 13BS 12BS 11AS 9AK 8AK 6
128-130 17DP 16CP 15CP 14CP 12BP 12BP 10AP 9AK 8 6
125-127 16DP 15CP 14CS 13BS 12BS 11BS 10AK 9AK 7 6
122-124 16CP 15CP 14BP 13BP 11BP 11BP 10AK 8AK 7 6
119-121 15CP 14BS 13BS 12BS 11BS 10AK 9AK 8 7 6
Criticals: Puncture(P), Slash(S), Krush(K) 116-118 15CP 14BP 13BP 12BP 11AP 10AK 9AK 8 7 5
113-115 14CS 13BS 12BS 11BS 10AK 10AK 9 7 6 5
Disarm modifier: -75 (-175 ranged) 110-112 14CP 12BP 12BP 11AP 10AK 9AK 8 7 6 5
Subdual modifier: -75 (-125 ranged) 107-109 13CS 12BS 11BS 10AS 9AK 9 8 7 6 5
104-106 12BP 11BP 11AP 10AP 9 8 7 6 5 4
101-103 12BS 11AS 10AS 9AK 9 8 7 6 5 4
Strength

98-100 11BP 10AP 10AP 9AK 8 8 7 6 5 4


Fumble
Length

Weight

95-97 11BS 10AS 9AK 9 8 7 6 6 5 4


Size

92-94 10BP 9AP 9AK 8 7 7 6 5 4 4


Blade 89-91 10AS 9AS 8 8 7 6 6 5 4 3
Arming Sword +0 4' 70 2.5 4 86-88 9AP 8 8 7 6 6 5 5 4 3
Short Sword -1 2' 80 3 3 83-85 8AS 8 7 7 6 6 5 4 4 3
Greater Blade 80-82 8 7 7 6 6 5 5 4 3 3
Longsword (2H) +1 5' 75 6 5 77-79 7 7 6 6 5 5 4 4 3 3
74-76 7 6 6 5 5 5 4 3 3 2
71-73 6 6 5 5 4 4 4 3 3 2
68-70
65-67

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 20EP 18DP 17DP 16DP 14DP 14DP 12CP 11CP 9CP 8BP 173-175 39GP 36FP 35FP 32FP 29FP 27FP 24EP 21EP 18EP 15DP
170-172 19EP 17DP 17DP 15DP 14DP 13DP 11CP 10CP 8CP 7BP 170-172 38GP 35FP 33FP 30FP 27FP 26FP 23EP 20EP 17EP 14DP
167-169 18EP 17DP 16DP 15DP 14DP 13DP 11CP 10CP 8CP 7BP 167-169 36GP 33FP 32FP 30FP 27FP 26FP 23EP 20EP 17EP 14DP
164-166 18EP 17DP 16DP 14DP 13DP 12DP 11CP 10CP 8CP 7BP 164-166 36GP 33FP 32FP 29FP 26FP 24FP 21EP 20EP 17EP 14DP
161-163 17EP 16DP 15DP 14DP 13DP 12DP 11BP 9BP 8BP 7AS 161-163 35GP 32FP 30FP 29FP 26FP 24FP 21DP 18DP 15DP 14CS
158-160 17DP 16DP 15DP 14DP 12CP 12CP 11BP 9BP 8BP 6AP 158-160 35FP 32FP 30FP 27FP 24EP 24EP 21DP 18DP 15DP 12CP
155-157 17DP 15CP 14CP 14CP 12CP 11CP 10BP 9BS 8BS 6AS 155-157 33FP 30EP 29EP 27EP 24EP 23EP 20DP 18DS 15DS 12CS
152-154 17DP 15CP 14CP 13CP 12CP 11CP 10BP 8BP 8AP 6ZP 152-154 33FP 30EP 29EP 26EP 24EP 23EP 20DP 17DP 15CP 12BP
149-151 16DP 14CP 14CP 13CP 11CP 11CP 10BS 8AS 7AS 6ZS 149-151 32FP 29EP 27EP 26EP 23EP 21EP 20DS 17CS 14CS 12BS
146-148 15DP 14CP 14CP 12CP 11CP 11BP 9AP 8AP 7AP 6ZK 146-148 30FP 29EP 27EP 24EP 23EP 21DP 18CP 17CP 14CP 12BK
143-145 15DP 14CP 13CP 12CP 11BP 11BS 9AS 8AS 7AS 5ZK 143-145 30FP 27EP 26EP 24EP 21DP 21DS 18CS 15CS 14CS 11BK
140-142 14CP 14CP 13CP 11BP 11BP 10BP 9AP 8AP 7ZK 5ZK 140-142 29EP 27EP 26EP 23DP 21DP 20DP 18CP 15CP 14BK 11BK
137-139 14CP 13BP 12BP 11BP 11BS 10BS 8AS 8AS 6ZK 5ZK 137-139 29EP 26DP 24DP 23DP 21DS 20DS 17CS 15CS 12BK 11BK
134-136 14CP 13BP 12BP 11BP 10BP 9AP 8AP 8ZP 6ZK 5 134-136 27EP 26DP 24DP 23DP 20DP 18CP 17CP 15BP 12BK 11
131-133 14CP 12BP 11BP 11BS 10AS 9AS 8ZS 7ZK 6ZK 5 131-133 27EP 24DP 23DP 21DS 20CS 18CS 17BS 14BK 12BK 9
128-130 13CP 12BP 11BP 11BP 9AP 9AP 8ZP 7ZK 6 5 128-130 26EP 24DP 23DP 21DP 18CP 18CP 15BP 14BK 12 9
125-127 12CP 11BP 11BS 10AS 9AS 8AS 8ZK 7ZK 5 5 125-127 24EP 23DP 21DS 20CS 18CS 17CS 15BK 14BK 11 9
122-124 12BP 11BP 11AP 10AP 8AP 8AP 8ZK 6ZK 5 5 122-124 24DP 23DP 21CP 20CP 17CP 17CP 15BK 12BK 11 9
119-121 11BP 11AS 10AS 9AS 8AS 8ZK 7ZK 6 5 5 119-121 23DP 21CS 20CS 18CS 17CS 15BK 14BK 12 11 9
116-118 11BP 11AP 10AP 9AP 8ZP 8ZK 7ZK 6 5 4 116-118 23DP 21CP 20CP 18CP 17BP 15BK 14BK 12 11 8
113-115 11BS 10AS 9AS 8AS 8ZK 8ZK 7 5 5 4 113-115 21DS 20CS 18CS 17CS 15BK 15BK 14 11 9 8
110-112 11BP 9AP 9AP 8ZP 8ZK 7ZK 6 5 5 4 110-112 21DP 18CP 18CP 17BP 15BK 14BK 12 11 9 8
107-109 10BS 9AS 8AS 8ZS 7ZK 7 6 5 5 4 107-109 20DS 18CS 17CS 15BS 14BK 14 12 11 9 8
104-106 9AP 8AP 8ZP 8ZP 7 6 5 5 4 3 104-106 18CP 17CP 17BP 15BP 14 12 11 9 8 6
101-103 9AS 8ZS 8ZS 7ZK 7 6 5 5 4 3 101-103 18CS 17BS 15BS 14BK 14 12 11 9 8 6
98-100 8AP 8ZP 8ZP 7ZK 6 6 5 5 4 3 98-100 17CP 15BP 15BP 14BK 12 12 11 9 8 6
95-97 8AS 8ZS 7ZK 7 6 5 5 5 4 3 95-97 17CS 15BS 14BK 14 12 11 9 9 8 6
92-94 8AP 7ZP 7ZK 6 5 5 5 4 3 3 92-94 15CP 14BP 14BK 12 11 11 9 8 6 6
89-91 8ZS 7ZS 6 6 5 5 5 4 3 2 89-91 15BS 14BS 12 12 11 9 9 8 6 5
86-88 7ZP 6 6 5 5 5 4 4 3 2 86-88 14BP 12 12 11 9 9 8 8 6 5
83-85 6ZS 6 5 5 5 5 4 3 3 2 83-85 12BS 12 11 11 9 9 8 6 6 5
80-82 6 5 5 5 5 4 4 3 2 2 80-82 12 11 11 9 9 8 8 6 5 5
77-79 5 5 5 5 4 4 3 3 2 2 77-79 11 11 9 9 8 8 6 6 5 5
74-76 5 5 5 4 4 4 3 2 2 2 74-76 11 9 9 8 8 8 6 5 5 3
71-73 5 5 4 4 3 3 3 2 2 2 71-73 9 9 8 8 6 6 6 5 5 3
68-70 68-70
65-67 65-67

184
Ball, Cold Medium
Roll 1 2 3 4 5 6 7 8 9 10
123-125 31FO 28FO 24EO 24EO 24EO 23EO 23EO 23EO 22EO 21EO
120-122 30FO 27FO 23EO 23EO 23EO 22EO 22EO 22EO 21EO 20EO
117-119 29FO 26FO 23EO 23EO 23EO 22EO 22EO 22EO 21EO 20EO
114-116 29FO 26FO 22EO 22EO 22EO 21EO 21EO 21EO 20EO 19EO
111-113 28FO 25FO 22EO 22EO 22EO 21EO 21EO 21EO 20EO 19EO
108-110 27EO 25EO 21EO 21EO 21EO 20EO 20EO 20DO 19DO 18DO
105-107 27EO 24EO 21DO 21DO 21DO 20DO 20DO 20DO 19DO 18DO
102-104 26EO 23EO 20DO 20DO 20DO 19DO 19DO 19DO 18DO 17DO
99-101 25EO 23EO 20DO 20DO 20DO 19DO 19DO 19DO 18DO 17DO
96-98 25EO 22EO 19DO 19DO 19DO 18DO 18DO 18DO 17DO 17DO
93-95 24EO 22EO 19DO 19DO 19DO 18DO 18DO 18CO 17CO 16CO
90-92 24EO 21DO 18CO 18CO 18CO 17CO 17CO 17CO 17CO 16CO
87-89 23DO 21DO 18CO 18CO 18CO 17CO 17CO 17CO 16CO 15CO
84-86 22DO 20DO 17CO 17CO 17CO 16CO 16CO 16CO 16CO 15CO
81-83 22DO 19DO 17CO 17CO 17CO 16CO 16CO 16CO 15CO 14BO
78-80 21DO 19DO 16CO 16CO 16CO 15CO 15CO 15BO 15BO 14BO
75-77 20DO 18DO 16BO 16BO 16BO 15BO 15BO 15BO 14BO 14BO
72-74 20DO 18CO 15BO 15BO 15BO 15BO 15BO 15BO 14BO 13BO
69-71 19DO 17CO 15BO 15BO 15BO 14BO 14BO 14BO 13BO 13BO
Criticals: Cold(O) 66-68 18CO 17CO 14BO 14BO 14BO 14BO 14BO 14BO 13BO 12AO
63-65 18CO 16CO 14BO 14BO 14BO 13BO 13BO 13AO 13AO 12AO
Disarm modifier: not applicable 60-62 17CO 15CO 13BO 13AO 13AO 13AO 13AO 13AO 12AO 11AO
Subdual modifier: not applicable 57-59 17CO 15CO 13AO 13AO 13AO 12AO 12AO 12AO 12AO 11AO
54-56 16CO 14BO 12AO 12AO 12AO 12AO 12AO 12AO 11AO 11
51-53 15CO 14BO 12AO 12AO 12AO 11AO 11AO 11AO 11 10
48-50 15BO 13BO 11AO 11AO 11AO 11AO 11 11 10 10
Fumble

45-47 14BO 13BO 11AO 11 11 10 10 10 10 9


Size

42-44 13BO 12BO 10 10 10 10 10 10 9 9


Area Effect 39-41 13BO 11AO 10 10 10 9 9 9 9 8
Cold Ball Medium 2 36-38 12BO 11AO 9 9 9 9 9 9 8 8
33-35 11AO 10AO 9 9 9 8 8 8 8 8
Area effect spells: add caster's ranks in spell list. 30-32 11AO 10 8 8 8 8 8 8 8 7
Directed Spells skill does not apply. 27-29 10AO 9 8 8 8 7 7 7 7 7
24-26 10 9 7 7 7 7 7 7 7 6
21-23 9 8 7 7 7 7 7 7 6 6
18-20 8 7 6 6 6 6 6 6 6 5
15-17 8 7 6 6 6 6 6 6 5 5

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
123-125 23EO 21EO 18DO 18DO 18DO 17DO 17DO 17DO 17DO 16DO 123-125 47GO 42GO 36FO 36FO 36FO 35FO 35FO 35FO 33FO 32FO
120-122 23EO 20EO 17DO 17DO 17DO 17DO 17DO 17DO 16DO 15DO 120-122 45GO 41GO 35FO 35FO 35FO 33FO 33FO 33FO 32FO 30FO
117-119 22EO 20EO 17DO 17DO 17DO 17DO 17DO 17DO 16DO 15DO 117-119 44GO 39GO 35FO 35FO 35FO 33FO 33FO 33FO 32FO 30FO
114-116 22EO 20EO 17DO 17DO 17DO 16DO 16DO 16DO 15DO 14DO 114-116 44GO 39GO 33FO 33FO 33FO 32FO 32FO 32FO 30FO 29FO
111-113 21EO 19EO 17DO 17DO 17DO 16DO 16DO 16DO 15DO 14DO 111-113 42GO 38GO 33FO 33FO 33FO 32FO 32FO 32FO 30FO 29FO
108-110 20DO 19DO 16DO 16DO 16DO 15DO 15DO 15CO 14CO 14CO 108-110 41FO 38FO 32FO 32FO 32FO 30FO 30FO 30EO 29EO 27EO
105-107 20DO 18DO 16CO 16CO 16CO 15CO 15CO 15CO 14CO 14CO 105-107 41FO 36FO 32EO 32EO 32EO 30EO 30EO 30EO 29EO 27EO
102-104 20DO 17DO 15CO 15CO 15CO 14CO 14CO 14CO 14CO 13CO 102-104 39FO 35FO 30EO 30EO 30EO 29EO 29EO 29EO 27EO 26EO
99-101 19DO 17DO 15CO 15CO 15CO 14CO 14CO 14CO 14CO 13CO 99-101 38FO 35FO 30EO 30EO 30EO 29EO 29EO 29EO 27EO 26EO
96-98 19DO 17DO 14CO 14CO 14CO 14CO 14CO 14CO 13CO 13CO 96-98 38FO 33FO 29EO 29EO 29EO 27EO 27EO 27EO 26EO 26EO
93-95 18DO 17DO 14CO 14CO 14CO 14CO 14CO 14BO 13BO 12BO 93-95 36FO 33FO 29EO 29EO 29EO 27EO 27EO 27DO 26DO 24DO
90-92 18DO 16CO 14BO 14BO 14BO 13BO 13BO 13BO 13BO 12BO 90-92 36FO 32EO 27DO 27DO 27DO 26DO 26DO 26DO 26DO 24DO
87-89 17CO 16CO 14BO 14BO 14BO 13BO 13BO 13BO 12BO 11BO 87-89 35EO 32EO 27DO 27DO 27DO 26DO 26DO 26DO 24DO 23DO
84-86 17CO 15CO 13BO 13BO 13BO 12BO 12BO 12BO 12BO 11BO 84-86 33EO 30EO 26DO 26DO 26DO 24DO 24DO 24DO 24DO 23DO
81-83 17CO 14CO 13BO 13BO 13BO 12BO 12BO 12BO 11BO 11AO 81-83 33EO 29EO 26DO 26DO 26DO 24DO 24DO 24DO 23DO 21CO
78-80 16CO 14CO 12BO 12BO 12BO 11BO 11BO 11AO 11AO 11AO 78-80 32EO 29EO 24DO 24DO 24DO 23DO 23DO 23CO 23CO 21CO
75-77 15CO 14CO 12AO 12AO 12AO 11AO 11AO 11AO 11AO 11AO 75-77 30EO 27EO 24CO 24CO 24CO 23CO 23CO 23CO 21CO 21CO
72-74 15CO 14BO 11AO 11AO 11AO 11AO 11AO 11AO 11AO 10AO 72-74 30EO 27DO 23CO 23CO 23CO 23CO 23CO 23CO 21CO 20CO
69-71 14CO 13BO 11AO 11AO 11AO 11AO 11AO 11AO 10AO 10AO 69-71 29EO 26DO 23CO 23CO 23CO 21CO 21CO 21CO 20CO 20CO
66-68 14BO 13BO 11AO 11AO 11AO 11AO 11AO 11AO 10AO 9ZO 66-68 27DO 26DO 21CO 21CO 21CO 21CO 21CO 21CO 20CO 18BO
63-65 14BO 12BO 11AO 11AO 11AO 10AO 10AO 10ZO 10ZO 9ZO 63-65 27DO 24DO 21CO 21CO 21CO 20CO 20CO 20BO 20BO 18BO
60-62 13BO 11BO 10AO 10ZO 10ZO 10ZO 10ZO 10ZO 9ZO 8ZO 60-62 26DO 23DO 20CO 20BO 20BO 20BO 20BO 20BO 18BO 17BO
57-59 13BO 11BO 10ZO 10ZO 10ZO 9ZO 9ZO 9ZO 9ZO 8ZO 57-59 26DO 23DO 20BO 20BO 20BO 18BO 18BO 18BO 18BO 17BO
54-56 12BO 11AO 9ZO 9ZO 9ZO 9ZO 9ZO 9ZO 8ZO 8 54-56 24DO 21CO 18BO 18BO 18BO 18BO 18BO 18BO 17BO 17
51-53 11BO 11AO 9ZO 9ZO 9ZO 8ZO 8ZO 8ZO 8 8 51-53 23DO 21CO 18BO 18BO 18BO 17BO 17BO 17BO 17 15
48-50 11AO 10AO 8ZO 8ZO 8ZO 8ZO 8 8 8 8 48-50 23CO 20CO 17BO 17BO 17BO 17BO 17 17 15 15
45-47 11AO 10AO 8ZO 8 8 8 8 8 8 7 45-47 21CO 20CO 17BO 17 17 15 15 15 15 14
42-44 10AO 9AO 8 8 8 8 8 8 7 7 42-44 20CO 18CO 15 15 15 15 15 15 14 14
39-41 10AO 8ZO 8 8 8 7 7 7 7 6 39-41 20CO 17BO 15 15 15 14 14 14 14 12
36-38 9AO 8ZO 7 7 7 7 7 7 6 6 36-38 18CO 17BO 14 14 14 14 14 14 12 12
33-35 8ZO 8ZO 7 7 7 6 6 6 6 6 33-35 17BO 15BO 14 14 14 12 12 12 12 12
30-32 8ZO 8 6 6 6 6 6 6 6 5 30-32 17BO 15 12 12 12 12 12 12 12 11
27-29 8ZO 7 6 6 6 5 5 5 5 5 27-29 15BO 14 12 12 12 11 11 11 11 11
24-26 8 7 5 5 5 5 5 5 5 5 24-26 15 14 11 11 11 11 11 11 11 9
21-23 7 6 5 5 5 5 5 5 5 5 21-23 14 12 11 11 11 11 11 11 9 9
18-20 6 5 5 5 5 5 5 5 5 4 18-20 12 11 9 9 9 9 9 9 9 8
15-17 6 5 5 5 5 5 5 5 4 4 15-17 12 11 9 9 9 9 9 9 8 8

185
Ball, Fire Medium
Roll 1 2 3 4 5 6 7 8 9 10
123-125 41GH 38GH 34FH 34FH 33FH 33FH 32FH 32FH 31FH 30FH
120-122 40GH 37GH 33FH 33FH 32FH 32FH 31FH 31FH 30FH 29FH
117-119 39GH 36GH 32FH 32FH 31FH 31FH 30FH 30FH 29FH 28FH
114-116 38GH 35GH 31FH 31FH 30FH 30FH 30FH 30FH 29FH 28FH
111-113 37GH 34GH 31FH 31FH 30FH 30FH 29FH 29FH 28EH 27EH
108-110 36GH 34FH 30EH 30EH 29EH 29EH 28EH 28EH 27EH 26EH
105-107 35FH 33FH 29EH 29EH 28EH 28EH 28EH 28EH 27EH 26EH
102-104 35FH 32FH 29EH 29EH 28EH 28EH 27EH 27EH 26EH 25EH
99-101 34FH 31FH 28EH 28EH 27EH 27EH 26EH 26EH 25EH 25EH
96-98 33FH 31FH 27EH 27EH 26EH 26EH 26EH 26EH 25EH 24DH
93-95 32FH 30EH 27DH 27DH 26DH 26DH 25DH 25DH 24DH 23DH
90-92 31EH 29EH 26DH 26DH 25DH 25DH 24DH 24DH 24DH 23DH
87-89 30EH 28EH 25DH 25DH 24DH 24DH 24DH 24DH 23DH 22DH
84-86 30EH 27EH 24DH 24DH 24DH 24DH 23DH 23DH 22DH 22DH
81-83 29EH 27EH 24DH 24DH 23DH 23DH 22DH 22DH 22DH 21DH
78-80 28EH 26EH 23DH 23DH 22DH 22DH 22CH 22CH 21CH 20CH
75-77 27EH 25DH 22CH 22CH 22CH 22CH 21CH 21CH 20CH 20CH
72-74 26DH 24DH 22CH 22CH 21CH 21CH 20CH 20CH 20CH 19CH
69-71 25DH 24DH 21CH 21CH 20CH 20CH 20CH 20CH 19CH 18CH
Criticals: Heat(H) 66-68 25DH 23DH 20CH 20CH 20CH 20CH 19CH 19CH 18CH 18CH
63-65 24DH 22DH 20CH 20CH 19CH 19CH 18CH 18CH 18BH 17BH
Disarm modifier: not applicable 60-62 23DH 21DH 19CH 19CH 18BH 18BH 18BH 18BH 17BH 17BH
Subdual modifier: not applicable 57-59 22DH 20DH 18BH 18BH 18BH 18BH 17BH 17BH 17BH 16BH
54-56 21DH 20CH 18BH 18BH 17BH 17BH 16BH 16BH 16BH 15AH
51-53 20CH 19CH 17BH 17BH 16BH 16BH 16BH 16BH 15AH 15AH
48-50 20CH 18CH 16BH 16BH 16BH 16AH 15AH 15AH 15AH 14AH
Fumble

45-47 19CH 17CH 15AH 15AH 15AH 15AH 14AH 14AH 14 14


Size

42-44 18CH 17CH 15AH 15AH 14AH 14AH 14 14 13 13


Area Effect 39-41 17CH 16BH 14AH 14 14 14 13 13 13 12
Fire Ball Medium 2 36-38 16BH 15BH 13 13 13 13 13 13 12 12
33-35 15BH 14BH 13 13 12 12 12 12 11 11
Area effect spells: add caster's ranks in spell list. 30-32 15BH 13AH 12 12 12 12 11 11 11 10
Directed Spells skill does not apply. 27-29 14BH 13 11 11 11 11 11 11 10 10
24-26 13AH 12 11 11 10 10 10 10 10 9
21-23 12 11 10 10 10 10 9 9 9 9
18-20 11 10 9 9 9 9 9 9 8 8
15-17 10 10 8 8 8 8 8 8 8 7

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
123-125 31FH 29FH 26EH 26EH 25EH 25EH 24EH 24EH 23EH 23EH 123-125 62HH 57HH 51GH 51GH 50GH 50GH 48GH 48GH 47GH 45GH
120-122 30FH 28FH 25EH 25EH 24EH 24EH 23EH 23EH 23EH 22EH 120-122 60HH 56HH 50GH 50GH 48GH 48GH 47GH 47GH 45GH 44GH
117-119 29FH 27FH 24EH 24EH 23EH 23EH 23EH 23EH 22EH 21EH 117-119 59HH 54HH 48GH 48GH 47GH 47GH 45GH 45GH 44GH 42GH
114-116 29FH 26FH 23EH 23EH 23EH 23EH 23EH 23EH 22EH 21EH 114-116 57HH 53HH 47GH 47GH 45GH 45GH 45GH 45GH 44GH 42GH
111-113 28FH 26FH 23EH 23EH 23EH 23EH 22EH 22EH 21DH 20DH 111-113 56HH 51HH 47GH 47GH 45GH 45GH 44GH 44GH 42FH 41FH
108-110 27FH 26EH 23DH 23DH 22DH 22DH 21DH 21DH 20DH 20DH 108-110 54HH 51GH 45FH 45FH 44FH 44FH 42FH 42FH 41FH 39FH
105-107 26EH 25EH 22DH 22DH 21DH 21DH 21DH 21DH 20DH 20DH 105-107 53GH 50GH 44FH 44FH 42FH 42FH 42FH 42FH 41FH 39FH
102-104 26EH 24EH 22DH 22DH 21DH 21DH 20DH 20DH 20DH 19DH 102-104 53GH 48GH 44FH 44FH 42FH 42FH 41FH 41FH 39FH 38FH
99-101 26EH 23EH 21DH 21DH 20DH 20DH 20DH 20DH 19DH 19DH 99-101 51GH 47GH 42FH 42FH 41FH 41FH 39FH 39FH 38FH 38FH
96-98 25EH 23EH 20DH 20DH 20DH 20DH 20DH 20DH 19DH 18CH 96-98 50GH 47GH 41FH 41FH 39FH 39FH 39FH 39FH 38FH 36EH
93-95 24EH 23DH 20CH 20CH 20CH 20CH 19CH 19CH 18CH 17CH 93-95 48GH 45FH 41EH 41EH 39EH 39EH 38EH 38EH 36EH 35EH
90-92 23DH 22DH 20CH 20CH 19CH 19CH 18CH 18CH 18CH 17CH 90-92 47FH 44FH 39EH 39EH 38EH 38EH 36EH 36EH 36EH 35EH
87-89 23DH 21DH 19CH 19CH 18CH 18CH 18CH 18CH 17CH 17CH 87-89 45FH 42FH 38EH 38EH 36EH 36EH 36EH 36EH 35EH 33EH
84-86 23DH 20DH 18CH 18CH 18CH 18CH 17CH 17CH 17CH 17CH 84-86 45FH 41FH 36EH 36EH 36EH 36EH 35EH 35EH 33EH 33EH
81-83 22DH 20DH 18CH 18CH 17CH 17CH 17CH 17CH 17CH 16CH 81-83 44FH 41FH 36EH 36EH 35EH 35EH 33EH 33EH 33EH 32EH
78-80 21DH 20DH 17CH 17CH 17CH 17CH 17BH 17BH 16BH 15BH 78-80 42FH 39FH 35EH 35EH 33EH 33EH 33DH 33DH 32DH 30DH
75-77 20DH 19CH 17BH 17BH 17BH 17BH 16BH 16BH 15BH 15BH 75-77 41FH 38EH 33DH 33DH 33DH 33DH 32DH 32DH 30DH 30DH
72-74 20CH 18CH 17BH 17BH 16BH 16BH 15BH 15BH 15BH 14BH 72-74 39EH 36EH 33DH 33DH 32DH 32DH 30DH 30DH 30DH 29DH
69-71 19CH 18CH 16BH 16BH 15BH 15BH 15BH 15BH 14BH 14BH 69-71 38EH 36EH 32DH 32DH 30DH 30DH 30DH 30DH 29DH 27DH
66-68 19CH 17CH 15BH 15BH 15BH 15BH 14BH 14BH 14BH 14BH 66-68 38EH 35EH 30DH 30DH 30DH 30DH 29DH 29DH 27DH 27DH
63-65 18CH 17CH 15BH 15BH 14BH 14BH 14BH 14BH 14AH 13AH 63-65 36EH 33EH 30DH 30DH 29DH 29DH 27DH 27DH 27CH 26CH
60-62 17CH 16CH 14BH 14BH 14AH 14AH 14AH 14AH 13AH 13AH 60-62 35EH 32EH 29DH 29DH 27CH 27CH 27CH 27CH 26CH 26CH
57-59 17CH 15CH 14AH 14AH 14AH 14AH 13AH 13AH 13AH 12AH 57-59 33EH 30EH 27CH 27CH 27CH 27CH 26CH 26CH 26CH 24CH
54-56 16CH 15BH 14AH 14AH 13AH 13AH 12AH 12AH 12AH 11ZH 54-56 32EH 30DH 27CH 27CH 26CH 26CH 24CH 24CH 24CH 23BH
51-53 15BH 14BH 13AH 13AH 12AH 12AH 12AH 12AH 11ZH 11ZH 51-53 30DH 29DH 26CH 26CH 24CH 24CH 24CH 24CH 23BH 23BH
48-50 15BH 14BH 12AH 12AH 12AH 12ZH 11ZH 11ZH 11ZH 11ZH 48-50 30DH 27DH 24CH 24CH 24CH 24BH 23BH 23BH 23BH 21BH
45-47 14BH 13BH 11ZH 11ZH 11ZH 11ZH 11ZH 11ZH 11 11 45-47 29DH 26DH 23BH 23BH 23BH 23BH 21BH 21BH 21 21
42-44 14BH 13BH 11ZH 11ZH 11ZH 11ZH 11 11 10 10 42-44 27DH 26DH 23BH 23BH 21BH 21BH 21 21 20 20
39-41 13BH 12AH 11ZH 11 11 11 10 10 10 9 39-41 26DH 24CH 21BH 21 21 21 20 20 20 18
36-38 12AH 11AH 10 10 10 10 10 10 9 9 36-38 24CH 23CH 20 20 20 20 20 20 18 18
33-35 11AH 11AH 10 10 9 9 9 9 8 8 33-35 23CH 21CH 20 20 18 18 18 18 17 17
30-32 11AH 10ZH 9 9 9 9 8 8 8 8 30-32 23CH 20BH 18 18 18 18 17 17 17 15
27-29 11AH 10 8 8 8 8 8 8 8 8 27-29 21CH 20 17 17 17 17 17 17 15 15
24-26 10ZH 9 8 8 8 8 8 8 8 7 24-26 20BH 18 17 17 15 15 15 15 15 14
21-23 9 8 8 8 8 8 7 7 7 7 21-23 18 17 15 15 15 15 14 14 14 14
18-20 8 8 7 7 7 7 7 7 6 6 18-20 17 15 14 14 14 14 14 14 12 12
15-17 8 8 6 6 6 6 6 6 6 5 15-17 15 15 12 12 12 12 12 12 12 11

186
Ball, Lightning Medium
Roll 1 2 3 4 5 6 7 8 9 10
123-125 56HL 54HL 54HL 51HL 50HL 50HL 49HL 49HL 47HL 45GL
120-122 54HL 52HL 52HL 49HL 48HL 48HL 47HL 47HL 46HL 44GL
117-119 53HL 51HL 51HL 48HL 47HL 47HL 46HL 46HL 45HL 43GL
114-116 52HL 50HL 50HL 47HL 46HL 46HL 45HL 45HL 44GL 42GL
111-113 51GL 49GL 49GL 46GL 45GL 45GL 44GL 44GL 43GL 41GL
108-110 50GL 48GL 48GL 45GL 44GL 44GL 43GL 43GL 42GL 40FL
105-107 49GL 47GL 47GL 44GL 43GL 43GL 42GL 42GL 41GL 39FL
102-104 47GL 46GL 46GL 43GL 42GL 42GL 41GL 41GL 40GL 38FL
99-101 46GL 45GL 45GL 42GL 41FL 41FL 40FL 40FL 39FL 37FL
96-98 45FL 44FL 44FL 41FL 40FL 40FL 39FL 39FL 38FL 36EL
93-95 44FL 42FL 42FL 40FL 39FL 39FL 38FL 38FL 37FL 35EL
90-92 43FL 41FL 41FL 39FL 38FL 38FL 37FL 37FL 36FL 34EL
87-89 42FL 40FL 40FL 38FL 37FL 37FL 36FL 36FL 35FL 33EL
84-86 41FL 39FL 39FL 37FL 36FL 36FL 35FL 35FL 34FL 33EL
81-83 39FL 38FL 38FL 36FL 35FL 35FL 34FL 34EL 33EL 32EL
78-80 38FL 37FL 37FL 35EL 34EL 34EL 33EL 33EL 32EL 31DL
75-77 37EL 36EL 36EL 34EL 33EL 33EL 32EL 32EL 31EH 30DH
72-74 36EL 35EL 35EL 33EL 32EL 32EL 31EL 31EL 30EL 29DL
69-71 35EL 34EL 34EL 32EH 31EH 31EH 30EH 30EH 29EH 28DH
Criticals: Electricity(L), Heat(H) 66-68 34EL 33EL 33EL 31EL 30EL 30EL 29EL 29EL 28EL 27DL
63-65 33EL 31EL 31EH 30EH 29EH 29EH 28EH 28EH 27DH 26DH
Disarm modifier: not applicable 60-62 31EL 30EL 30EL 29DL 28DL 28DL 27DL 27DL 26DL 25CL
Subdual modifier: not applicable 57-59 30EH 29EH 29EH 28DH 27DH 27DH 26DH 26DH 25DH 24CH
54-56 29DL 28DL 28DL 27DL 26DL 26DL 25DL 25DL 24DL 23CL
51-53 28DH 27DH 27DH 25DH 25DH 25DH 24DH 24DH 23DH 22CH
48-50 27DL 26DL 26DL 24DL 24DL 24DL 23DL 23DL 22DL 21BL
Fumble

45-47 26DH 25DH 25DH 23DH 23DH 23DH 22DH 22DH 22CH 21BH
Size

42-44 25DL 24DL 24DL 22DL 22CL 22CL 21CL 21CL 21CL 20BH
Area Effect 39-41 23DH 23DH 23DH 21CH 21CH 21CH 20CH 20CH 20CH 19AH
Lightning Ball Medium 2 36-38 22DL 21DL 21CL 20CL 20CL 20CL 19CL 19CH 19BH 18
33-35 21AH 20CH 20CH 19CH 19BH 19BH 18BH 18BH 18 17
Area effect spells: add caster's ranks in spell list. 30-32 20AL 19CL 19CL 18BH 18BH 18BH 17 17 17 16
Directed Spells skill does not apply. 27-29 19AH 18CH 18CH 17 17 17 16 16 16 15
24-26 18AL 17BL 17BL 16 16 16 15 15 15 14
21-23 17AH 16 16 15 15 15 14 14 14 13
18-20 15 15 15 14 14 14 13 13 13 12
15-17 14 14 14 13 13 13 12 12 12 11

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
123-125 42GL 41GL 41GL 38GL 38GL 38GL 37GL 37GL 35GL 34FL 123-125 84IL 81IL 81IL 77IL 75IL 75IL 74IL 74IL 71IL 68HL
120-122 41GL 39GL 39GL 37GL 36GL 36GL 35GL 35GL 35GL 33FL 120-122 81IL 78IL 78IL 74IL 72IL 72IL 71IL 71IL 69IL 66HL
117-119 40GL 38GL 38GL 36GL 35GL 35GL 35GL 35GL 34GL 32FL 117-119 80IL 77IL 77IL 72IL 71IL 71IL 69IL 69IL 68IL 65HL
114-116 39GL 38GL 38GL 35GL 35GL 35GL 34GL 34GL 33FL 32FL 114-116 78IL 75IL 75IL 71IL 69IL 69IL 68IL 68IL 66HL 63HL
111-113 38FL 37FL 37FL 35FL 34FL 34FL 33FL 33FL 32FL 31FL 111-113 77HL 74HL 74HL 69HL 68HL 68HL 66HL 66HL 65HL 62HL
108-110 38FL 36FL 36FL 34FL 33FL 33FL 32FL 32FL 32FL 30EL 108-110 75HL 72HL 72HL 68HL 66HL 66HL 65HL 65HL 63HL 60GL
105-107 37FL 35FL 35FL 33FL 32FL 32FL 32FL 32FL 31FL 29EL 105-107 74HL 71HL 71HL 66HL 65HL 65HL 63HL 63HL 62HL 59GL
102-104 35FL 35FL 35FL 32FL 32FL 32FL 31FL 31FL 30FL 29EL 102-104 71HL 69HL 69HL 65HL 63HL 63HL 62HL 62HL 60HL 57GL
99-101 35FL 34FL 34FL 32FL 31EL 31EL 30EL 30EL 29EL 28EL 99-101 69HL 68HL 68HL 63HL 62GL 62GL 60GL 60GL 59GL 56GL
96-98 34EL 33EL 33EL 31EL 30EL 30EL 29EL 29EL 29EL 27DL 96-98 68GL 66GL 66GL 62GL 60GL 60GL 59GL 59GL 57GL 54FL
93-95 33EL 32EL 32EL 30EL 29EL 29EL 29EL 29EL 28EL 26DL 93-95 66GL 63GL 63GL 60GL 59GL 59GL 57GL 57GL 56GL 53FL
90-92 32EL 31EL 31EL 29EL 29EL 29EL 28EL 28EL 27EL 26DL 90-92 65GL 62GL 62GL 59GL 57GL 57GL 56GL 56GL 54GL 51FL
87-89 32EL 30EL 30EL 29EL 28EL 28EL 27EL 27EL 26EL 25DL 87-89 63GL 60GL 60GL 57GL 56GL 56GL 54GL 54GL 53GL 50FL
84-86 31EL 29EL 29EL 28EL 27EL 27EL 26EL 26EL 26EL 25DL 84-86 62GL 59GL 59GL 56GL 54GL 54GL 53GL 53GL 51GL 50FL
81-83 29EL 29EL 29EL 27EL 26EL 26EL 26EL 26DL 25DL 24DL 81-83 59GL 57GL 57GL 54GL 53GL 53GL 51GL 51FL 50FL 48FL
78-80 29EL 28EL 28EL 26DL 26DL 26DL 25DL 25DL 24DL 23CL 78-80 57GL 56GL 56GL 53FL 51FL 51FL 50FL 50FL 48FL 47EL
75-77 28DL 27DL 27DL 26DL 25DL 25DL 24DL 24DL 23DH 23CH 75-77 56FL 54FL 54FL 51FL 50FL 50FL 48FL 48FL 47FH 45EH
72-74 27DL 26DL 26DL 25DL 24DL 24DL 23DL 23DL 23DL 22CL 72-74 54FL 53FL 53FL 50FL 48FL 48FL 47FL 47FL 45FL 44EL
69-71 26DL 26DL 26DL 24DH 23DH 23DH 23DH 23DH 22DH 21CH 69-71 53FL 51FL 51FL 48FH 47FH 47FH 45FH 45FH 44FH 42EH
66-68 26DL 25DL 25DL 23DL 23DL 23DL 22DL 22DL 21DL 20CL 66-68 51FL 50FL 50FL 47FL 45FL 45FL 44FL 44FL 42FL 41EL
63-65 25DL 23DL 23DH 23DH 22DH 22DH 21DH 21DH 20CH 20CH 63-65 50FL 47FL 47FH 45FH 44FH 44FH 42FH 42FH 41EH 39EH
60-62 23DL 23DL 23DL 22CL 21CL 21CL 20CL 20CL 20CL 19BL 60-62 47FL 45FL 45FL 44EL 42EL 42EL 41EL 41EL 39EL 38DL
57-59 23DH 22DH 22DH 21CH 20CH 20CH 20CH 20CH 19CH 18BH 57-59 45FH 44FH 44FH 42EH 41EH 41EH 39EH 39EH 38EH 36DH
54-56 22CL 21CL 21CL 20CL 20CL 20CL 19CL 19CL 18CL 17BL 54-56 44EL 42EL 42EL 41EL 39EL 39EL 38EL 38EL 36EL 35DL
51-53 21CH 20CH 20CH 19CH 19CH 19CH 18CH 18CH 17CH 17BH 51-53 42EH 41EH 41EH 38EH 38EH 38EH 36EH 36EH 35EH 33DH
48-50 20CL 20CL 20CL 18CL 18CL 18CL 17CL 17CL 17CL 16AL 48-50 41EL 39EL 39EL 36EL 36EL 36EL 35EL 35EL 33EL 32CL
45-47 20CH 19CH 19CH 17CH 17CH 17CH 17CH 17CH 17BH 16AH 45-47 39EH 38EH 38EH 35EH 35EH 35EH 33EH 33EH 33DH 32CH
42-44 19CL 18CL 18CL 17CL 17BL 17BL 16BL 16BL 16BL 15AH 42-44 38EL 36EL 36EL 33EL 33DL 33DL 32DL 32DL 32DL 30CH
39-41 17CH 17CH 17CH 16BH 16BH 16BH 15BH 15BH 15BH 14ZH 39-41 35EH 35EH 35EH 32DH 32DH 32DH 30DH 30DH 30DH 29BH
36-38 17CL 16CL 16BL 15BL 15BL 15BL 14BL 14BH 14AH 14 36-38 33EL 32EL 32DL 30DL 30DL 30DL 29DL 29DH 29CH 27
33-35 16ZH 15BH 15BH 14BH 14AH 14AH 14AH 14AH 14 13 33-35 32BH 30DH 30DH 29DH 29CH 29CH 27CH 27CH 27 26
30-32 15ZL 14BL 14BL 14AH 14AH 14AH 13 13 13 12 30-32 30BL 29DL 29DL 27CH 27CH 27CH 26 26 26 24
27-29 14ZH 14BH 14BH 13 13 13 12 12 12 11 27-29 29BH 27DH 27DH 26 26 26 24 24 24 23
24-26 14ZL 13AL 13AL 12 12 12 11 11 11 11 24-26 27BL 26CL 26CL 24 24 24 23 23 23 21
21-23 13ZH 12 12 11 11 11 11 11 11 10 21-23 26BH 24 24 23 23 23 21 21 21 20
18-20 11 11 11 11 11 11 10 10 10 9 18-20 23 23 23 21 21 21 20 20 20 18
15-17 11 11 11 10 10 10 9 9 9 8 15-17 21 21 21 20 20 20 18 18 18 17

187
Battle Axe Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 29FS 28FS 26FS 24ES 22ES 20ES 18ES 16DS 14DS 10CS
170-172 28FS 27FS 25FS 23ES 21ES 19ES 17ES 15DS 13DS 9CS
167-169 27FS 26FS 24FS 22ES 21ES 19ES 17ES 15DS 13DS 9CS
164-166 27FS 26FS 24FS 22ES 20ES 18ES 16ES 14DS 13DS 9BS
161-163 26FS 25FS 23FS 21ES 20ES 18ES 16DS 14CS 12CS 9BK
158-160 25ES 24ES 23ES 21ES 19DS 17DS 16DS 14CS 12CS 8BS
155-157 25ES 24ES 22ES 20DS 19DS 17DS 15DS 13CK 12CK 8AK
152-154 24ES 23ES 21ES 20DS 18DS 16DS 15DS 13CS 11BS 8AS
Criticals: Slash(S), Krush(K) 149-151 23ES 23ES 21ES 19DS 18DS 16DS 14CK 13BK 11BK 8AK
146-148 23ES 22ES 20ES 19DS 17DS 16CS 14CS 12BS 11BS 8AK
Disarm modifier: -75 (-175 ranged) 143-145 22ES 21ES 20DS 18DS 17CS 15CK 14CK 12BK 10BK 7AK
Subdual modifier: -75 (-125 ranged) 140-142 21DS 21DS 19DS 18CS 16CS 15CS 13CS 12BS 10AS 7
137-139 21DS 20DS 19DS 17CS 16CK 14CK 13BK 11AK 10AK 7
134-136 20DS 19DS 18DS 17CS 15CS 14BS 12BS 11AK 9AK 7

Strength
131-133 20DS 19DS 17DS 16CK 15CK 13BK 12BK 11AK 9AK 6

Fumble
Length

Weight
128-130 19DS 18DS 17DS 16CS 14BS 13BS 12BS 10AK 9 6
Size

125-127 18DS 18DS 16CK 15BK 14BK 12BK 11AK 10AK 9 6


Hafted 122-124 18CS 17CS 16CS 15BS 13BS 12AS 11AK 10 8 6
Hand Axe -1 2' 55 1.5 3 119-121 17CS 16CK 15CK 14BK 13BK 12AK 10AK 9 8 6
Battle Axe +0 3' 55 3 5 116-118 16CS 16CS 15CS 13BS 12AS 11AK 10 9 8 5
Greater Hafted 113-115 16CK 15CK 14CK 13BK 12AK 11AK 10 8 7 5
Long Axe (2H) +1 4.5' 60 6 5 110-112 15CS 15CS 13CS 12AS 11AK 10 9 8 7 5
Pole Arm 107-109 14CK 14CK 13BK 12AK 11AK 10 9 8 7 5
Halberd (2H) +1 7' 55 5 7 104-106 14BS 13BS 12BS 11AS 10AK 9 8 7 6 4
101-103 13BK 13BK 12BK 11AK 10 9 8 7 6 4
98-100 13BS 12BS 11BS 10AK 9 8 8 7 6 4
95-97 12BK 11BK 11AK 10 9 8 7 6 5 4
Point Blank (+20)

92-94 11BS 11AS 10AK 9 8 8 7 6 5 4


Absurd (-100)
Medium (-10)

Extreme (-50)

89-91 11AK 10AK 9 9 8 7 6 6 5 3


Long (-25)
Short (+0)

86-88 10AS 10AK 9 8 7 7 6 5 5 3


83-85 9AK 9 8 8 7 6 6 5 4 3
80-82 9 8 8 7 6 6 5 5 4 3
Thrown 77-79 8 8 7 7 6 5 5 4 4 2
Hand Axe - 15' 30' 45' 60' 75' 74-76 7 7 7 6 5 5 4 4 3 2
71-73 7 7 6 6 5 5 4 4 3 2
68-70
65-67

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 22ES 21ES 20ES 18DS 17DS 15DS 14DS 12CS 11CS 8BS 173-175 44GS 42GS 39GS 36FS 33FS 30FS 27FS 24ES 21ES 15DS
170-172 21ES 20ES 19ES 17DS 16DS 14DS 13DS 11CS 10CS 7BS 170-172 42GS 41GS 38GS 35FS 32FS 29FS 26FS 23ES 20ES 14DS
167-169 20ES 20ES 18ES 17DS 16DS 14DS 13DS 11CS 10CS 7BS 167-169 41GS 39GS 36GS 33FS 32FS 29FS 26FS 23ES 20ES 14DS
164-166 20ES 20ES 18ES 17DS 15DS 14DS 12DS 11CS 10CS 7AS 164-166 41GS 39GS 36GS 33FS 30FS 27FS 24FS 21ES 20ES 14CS
161-163 20ES 19ES 17ES 16DS 15DS 14DS 12CS 11BS 9BS 7AK 161-163 39GS 38GS 35GS 32FS 30FS 27FS 24ES 21DS 18DS 14CK
158-160 19DS 18DS 17DS 16DS 14CS 13CS 12CS 11BS 9BS 6AS 158-160 38FS 36FS 35FS 32FS 29ES 26ES 24ES 21DS 18DS 12CS
155-157 19DS 18DS 17DS 15CS 14CS 13CS 11CS 10BK 9BK 6ZK 155-157 38FS 36FS 33FS 30ES 29ES 26ES 23ES 20DK 18DK 12BK
152-154 18DS 17DS 16DS 15CS 14CS 12CS 11CS 10BS 8AS 6ZS 152-154 36FS 35FS 32FS 30ES 27ES 24ES 23ES 20DS 17CS 12BS
149-151 17DS 17DS 16DS 14CS 14CS 12CS 11BK 10AK 8AK 6ZK 149-151 35FS 35FS 32FS 29ES 27ES 24ES 21DK 20CK 17CK 12BK
146-148 17DS 17DS 15DS 14CS 13CS 12BS 11BS 9AS 8AS 6ZK 146-148 35FS 33FS 30FS 29ES 26ES 24DS 21DS 18CS 17CS 12BK
143-145 17DS 16DS 15CS 14CS 13BS 11BK 11BK 9AK 8AK 5ZK 143-145 33FS 32FS 30ES 27ES 26DS 23DK 21DK 18CK 15CK 11BK
140-142 16CS 16CS 14CS 14BS 12BS 11BS 10BS 9AS 8ZS 5 140-142 32ES 32ES 29ES 27DS 24DS 23DS 20DS 18CS 15BS 11
137-139 16CS 15CS 14CS 13BS 12BK 11BK 10AK 8ZK 8ZK 5 137-139 32ES 30ES 29ES 26DS 24DK 21DK 20CK 17BK 15BK 11
134-136 15CS 14CS 14CS 13BS 11BS 11AS 9AS 8ZK 7ZK 5 134-136 30ES 29ES 27ES 26DS 23DS 21CS 18CS 17BK 14BK 11
131-133 15CS 14CS 13CS 12BK 11BK 10AK 9AK 8ZK 7ZK 5 131-133 30ES 29ES 26ES 24DK 23DK 20CK 18CK 17BK 14BK 9
128-130 14CS 14CS 13CS 12BS 11AS 10AS 9AS 8ZK 7 5 128-130 29ES 27ES 26ES 24DS 21CS 20CS 18CS 15BK 14 9
125-127 14CS 14CS 12BK 11AK 11AK 9AK 8ZK 8ZK 7 5 125-127 27ES 27ES 24DK 23CK 21CK 18CK 17BK 15BK 14 9
122-124 14BS 13BS 12BS 11AS 10AS 9ZS 8ZK 8 6 5 122-124 27DS 26DS 24DS 23CS 20CS 18BS 17BK 15 12 9
119-121 13BS 12BK 11BK 11AK 10AK 9ZK 8ZK 7 6 5 119-121 26DS 24DK 23DK 21CK 20CK 18BK 15BK 14 12 9
116-118 12BS 12BS 11BS 10AS 9ZS 8ZK 8 7 6 4 116-118 24DS 24DS 23DS 20CS 18BS 17BK 15 14 12 8
113-115 12BK 11BK 11BK 10AK 9ZK 8ZK 8 6 5 4 113-115 24DK 23DK 21DK 20CK 18BK 17BK 15 12 11 8
110-112 11BS 11BS 10BS 9ZS 8ZK 8 7 6 5 4 110-112 23DS 23DS 20DS 18BS 17BK 15 14 12 11 8
107-109 11BK 11BK 10AK 9ZK 8ZK 8 7 6 5 4 107-109 21DK 21DK 20CK 18BK 17BK 15 14 12 11 8
104-106 11AS 10AS 9AS 8ZS 8ZK 7 6 5 5 3 104-106 21CS 20CS 18CS 17BS 15BK 14 12 11 9 6
101-103 10AK 10AK 9AK 8ZK 8 7 6 5 5 3 101-103 20CK 20CK 18CK 17BK 15 14 12 11 9 6
98-100 10AS 9AS 8AS 8ZK 7 6 6 5 5 3 98-100 20CS 18CS 17CS 15BK 14 12 12 11 9 6
95-97 9AK 8AK 8ZK 8 7 6 5 5 4 3 95-97 18CK 17CK 17BK 15 14 12 11 9 8 6
92-94 8AS 8ZS 8ZK 7 6 6 5 5 4 3 92-94 17CS 17BS 15BK 14 12 12 11 9 8 6
89-91 8ZK 8ZK 7 7 6 5 5 5 4 2 89-91 17BK 15BK 14 14 12 11 9 9 8 5
86-88 8ZS 8ZK 7 6 5 5 5 4 4 2 86-88 15BS 15BK 14 12 11 11 9 8 8 5
83-85 7ZK 7 6 6 5 5 5 4 3 2 83-85 14BK 14 12 12 11 9 9 8 6 5
80-82 7 6 6 5 5 5 4 4 3 2 80-82 14 12 12 11 9 9 8 8 6 5
77-79 6 6 5 5 5 4 4 3 3 2 77-79 12 12 11 11 9 8 8 6 6 3
74-76 5 5 5 5 4 4 3 3 2 2 74-76 11 11 11 9 8 8 6 6 5 3
71-73 5 5 5 5 4 4 3 3 2 2 71-73 11 11 9 9 8 8 6 6 5 3
68-70 68-70
65-67 65-67

188
Beak Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 23ES 22ES 21ES 19ES 17DS 16DS 15DS 13DS 11CS 8CS
170-172 22ES 21ES 20ES 18ES 16DS 15DS 14DS 12DS 10CS 7CS
167-169 22ES 21ES 20ES 18ES 16DS 15DS 14DS 12DS 10CS 7CS
164-166 21ES 20ES 19ES 17ES 15DS 15DS 14DS 12DS 10CS 7CS
161-163 21ES 20ES 19ES 17ES 15DS 14DS 13DS 11CS 10CS 7BP
158-160 20ES 19ES 18ES 17ES 15DS 14CS 13CS 11CS 9BS 7BS
155-157 20ES 19ES 18ES 16DS 14CS 14CS 13CS 11CS 9BP 7BP
152-154 19DS 18DS 18DS 16DS 14CS 13CS 12CS 11CS 9BS 6AS
149-151 19DS 18DS 17DS 15DS 14CS 13CS 12CS 10CP 9BP 6AP
146-148 18DS 18DS 17DS 15DS 13CS 13CS 12CS 10BS 9AS 6AU
143-145 18DS 17DS 16DS 15DS 13CS 12CP 11BP 10BP 8AP 6AU
140-142 17DS 17DS 16DS 14DS 13CS 12BS 11BS 10BS 8AS 6AU
137-139 17DS 16DS 15DS 14CS 12BP 12BP 11BP 9BP 8AP 6AU
134-136 16DS 16CS 15CS 14CS 12BS 11BS 11BS 9BS 8AU 5
131-133 16CS 15CS 15CS 13CS 12BP 11BP 10BP 9AP 7AU 5
128-130 16CS 15CS 14CS 13CS 11BS 11BS 10BS 9AU 7AU 5
125-127 15CS 14CS 14CS 12CP 11BP 10BP 10AP 8AU 7AU 5
122-124 15CS 14CS 13CS 12BS 11BS 10AS 9AS 8AU 7 5
119-121 14CS 14CS 13CP 12BP 10AP 10AP 9AU 8AU 7 5
116-118 14CS 13CS 12BS 11BS 10AS 9AS 9AU 8 6 4
113-115 13BP 13BP 12BP 11BP 10AP 9AU 8AU 7 6 4
110-112 13BS 12BS 12BS 10BS 9AS 9AU 8AU 7 6 4
Criticals: Slash(S), Puncture(P), Unbalancing(U) 107-109 12BP 12BP 11BP 10BP 9AP 8AU 8 7 6 4
104-106 12BS 11BS 11BS 10AS 9AU 8 8 6 5 4
Disarm modifier: -50 101-103 11BP 11BP 10BP 9AP 8AU 8 7 6 5 4
Subdual modifier: -100 98-100 11BS 10BS 10AS 9AS 8AU 7 7 6 5 3
95-97 10BP 10AP 10AP 9AU 8 7 7 6 5 3
92-94 10AS 10AS 9AS 8AU 7 7 6 5 5 3
89-91 10AP 9AP 9AP 8 7 7 6 5 4 3
Fumble

86-88 9AS 9AS 8AU 7 7 6 6 5 4 3


Size

83-85 9AP 8AP 8AU 7 6 6 5 5 4 3


Unarmed 80-82 8AS 8AU 7 7 6 6 5 4 4 3
Beak +0 2 77-79 8AP 7 7 6 6 5 5 4 3 2
74-76 7 7 7 6 5 5 5 4 3 2
71-73 7 6 6 6 5 5 4 4 3 2
68-70 6 6 6 5 5 4 4 3 3 2
65-67 6 6 5 5 4 4 4 3 3 2

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 17DS 17DS 16DS 14DS 13CS 12CS 11CS 10CS 8BS 6BS 173-175 35FS 33FS 32FS 29FS 26ES 24ES 23ES 20ES 17DS 12DS
170-172 17DS 16DS 15DS 14DS 12CS 11CS 11CS 9CS 8BS 5BS 170-172 33FS 32FS 30FS 27FS 24ES 23ES 21ES 18ES 15DS 11DS
167-169 17DS 16DS 15DS 14DS 12CS 11CS 11CS 9CS 8BS 5BS 167-169 33FS 32FS 30FS 27FS 24ES 23ES 21ES 18ES 15DS 11DS
164-166 16DS 15DS 14DS 13DS 11CS 11CS 11CS 9CS 8BS 5BS 164-166 32FS 30FS 29FS 26FS 23ES 23ES 21ES 18ES 15DS 11DS
161-163 16DS 15DS 14DS 13DS 11CS 11CS 10CS 8BS 8BS 5AP 161-163 32FS 30FS 29FS 26FS 23ES 21ES 20ES 17DS 15DS 11CP
158-160 15DS 14DS 14DS 13DS 11CS 11BS 10BS 8BS 7AS 5AS 158-160 30FS 29FS 27FS 26FS 23ES 21DS 20DS 17DS 14CS 11CS
155-157 15DS 14DS 14DS 12CS 11BS 11BS 10BS 8BS 7AP 5AP 155-157 30FS 29FS 27FS 24ES 21DS 21DS 20DS 17DS 14CP 11CP
152-154 14CS 14CS 14CS 12CS 11BS 10BS 9BS 8BS 7AS 5ZS 152-154 29ES 27ES 27ES 24ES 21DS 20DS 18DS 17DS 14CS 9BS
149-151 14CS 14CS 13CS 11CS 11BS 10BS 9BS 8BP 7AP 5ZP 149-151 29ES 27ES 26ES 23ES 21DS 20DS 18DS 15DP 14CP 9BP
146-148 14CS 14CS 13CS 11CS 10BS 10BS 9BS 8AS 7ZS 5ZU 146-148 27ES 27ES 26ES 23ES 20DS 20DS 18DS 15CS 14BS 9BU
143-145 14CS 13CS 12CS 11CS 10BS 9BP 8AP 8AP 6ZP 5ZU 143-145 27ES 26ES 24ES 23ES 20DS 18DP 17CP 15CP 12BP 9BU
140-142 13CS 13CS 12CS 11CS 10BS 9AS 8AS 8AS 6ZS 5ZU 140-142 26ES 26ES 24ES 21ES 20DS 18CS 17CS 15CS 12BS 9BU
137-139 13CS 12CS 11CS 11BS 9AP 9AP 8AP 7AP 6ZP 5ZU 137-139 26ES 24ES 23ES 21DS 18CP 18CP 17CP 14CP 12BP 9BU
134-136 12CS 12BS 11BS 11BS 9AS 8AS 8AS 7AS 6ZU 4 134-136 24ES 24DS 23DS 21DS 18CS 17CS 17CS 14CS 12BU 8
131-133 12BS 11BS 11BS 10BS 9AP 8AP 8AP 7ZP 5ZU 4 131-133 24DS 23DS 23DS 20DS 18CP 17CP 15CP 14BP 11BU 8
128-130 12BS 11BS 11BS 10BS 8AS 8AS 8AS 7ZU 5ZU 4 128-130 24DS 23DS 21DS 20DS 17CS 17CS 15CS 14BU 11BU 8
125-127 11BS 11BS 11BS 9BP 8AP 8AP 8ZP 6ZU 5ZU 4 125-127 23DS 21DS 21DS 18DP 17CP 15CP 15BP 12BU 11BU 8
122-124 11BS 11BS 10BS 9AS 8AS 8ZS 7ZS 6ZU 5 4 122-124 23DS 21DS 20DS 18CS 17CS 15BS 14BS 12BU 11 8
119-121 11BS 11BS 10BP 9AP 8ZP 8ZP 7ZU 6ZU 5 4 119-121 21DS 21DS 20DP 18CP 15BP 15BP 14BU 12BU 11 8
116-118 11BS 10BS 9AS 8AS 8ZS 7ZS 7ZU 6 5 3 116-118 21DS 20DS 18CS 17CS 15BS 14BS 14BU 12 9 6
113-115 10AP 10AP 9AP 8AP 8ZP 7ZU 6ZU 5 5 3 113-115 20CP 20CP 18CP 17CP 15BP 14BU 12BU 11 9 6
110-112 10AS 9AS 9AS 8AS 7ZS 7ZU 6ZU 5 5 3 110-112 20CS 18CS 18CS 15CS 14BS 14BU 12BU 11 9 6
107-109 9AP 9AP 8AP 8AP 7ZP 6ZU 6 5 5 3 107-109 18CP 18CP 17CP 15CP 14BP 12BU 12 11 9 6
104-106 9AS 8AS 8AS 8ZS 7ZU 6 6 5 4 3 104-106 18CS 17CS 17CS 15BS 14BU 12 12 9 8 6
101-103 8AP 8AP 8AP 7ZP 6ZU 6 5 5 4 3 101-103 17CP 17CP 15CP 14BP 12BU 12 11 9 8 6
98-100 8AS 8AS 8ZS 7ZS 6ZU 5 5 5 4 2 98-100 17CS 15CS 15BS 14BS 12BU 11 11 9 8 5
95-97 8AP 8ZP 8ZP 7ZU 6 5 5 5 4 2 95-97 15CP 15BP 15BP 14BU 12 11 11 9 8 5
92-94 8ZS 8ZS 7ZS 6ZU 5 5 5 4 4 2 92-94 15BS 15BS 14BS 12BU 11 11 9 8 8 5
89-91 8ZP 7ZP 7ZP 6 5 5 5 4 3 2 89-91 15BP 14BP 14BP 12 11 11 9 8 6 5
86-88 7ZS 7ZS 6ZU 5 5 5 5 4 3 2 86-88 14BS 14BS 12BU 11 11 9 9 8 6 5
83-85 7ZP 6ZP 6ZU 5 5 5 4 4 3 2 83-85 14BP 12BP 12BU 11 9 9 8 8 6 5
80-82 6ZS 6ZU 5 5 5 5 4 3 3 2 80-82 12BS 12BU 11 11 9 9 8 6 6 5
77-79 6ZP 5 5 5 5 4 4 3 2 2 77-79 12BP 11 11 9 9 8 8 6 5 3
74-76 5 5 5 5 4 4 4 3 2 2 74-76 11 11 11 9 8 8 8 6 5 3
71-73 5 5 5 5 4 4 3 3 2 2 71-73 11 9 9 9 8 8 6 6 5 3
68-70 5 5 5 4 4 3 3 2 2 2 68-70 9 9 9 8 8 6 6 5 5 3
65-67 5 5 4 4 3 3 3 2 2 2 65-67 9 9 8 8 6 6 6 5 5 3

189
Bite Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 23EP 22EP 21EP 20EP 18EP 17DP 17DP 16DP 14DP 11CP
170-172 22EP 21EP 20EP 19EP 17EP 16DP 16DP 15DP 13DP 10CP
167-169 22EP 21EP 20EP 19EP 17EP 16DP 16DP 15DP 13DP 10CP
164-166 21EP 20EP 19EP 18EP 16EP 15DP 15DP 15DP 13DP 10CP
161-163 21EP 20EP 19EP 18EP 16EP 15DP 15DP 14DP 12CP 10CP
158-160 20EP 19EP 18EP 17EP 16EP 15DP 15CP 14CP 12CP 9BP
155-157 20EP 19EP 18EP 17DP 15DP 14CP 14CP 14CP 12CP 9BK
152-154 19DP 18DP 18DP 17DP 15DP 14CP 14CP 13CP 12CP 9BP
149-151 19DP 18DP 17DP 16DP 15DP 14CP 14CP 13CP 11CK 9BK
146-148 18DP 18DP 17DP 16DP 14DP 13CP 13CP 13CP 11BP 9AP
143-145 18DP 17DP 16DP 15DP 14DP 13CP 13CP 12CK 11BK 8AK
140-142 17DP 17DP 16DP 15DP 14CP 13CP 13CP 12BP 10BP 8AP
137-139 17DP 16DP 15DP 15CP 13CP 12BK 12BK 12BK 10BK 8AK
134-136 16DP 16CP 15CP 14CP 13CP 12BP 12BP 11BP 10BP 8AK
131-133 16CP 15CP 15CP 14CP 12CK 12BK 12BK 11BK 10AK 7AK
128-130 16CP 15CP 14CP 13CP 12CP 11BP 11BP 11BP 9AP 7AK
125-127 15CP 14CP 14CP 13CK 12CK 11BK 11BK 10BK 9AK 7AK
122-124 15CP 14CP 13CP 13CP 11BP 11BP 11BP 10AP 9AK 7
119-121 14CP 14CP 13CK 12BK 11BK 10AK 10AK 10AK 8AK 7
116-118 14CP 13CP 12BP 12BP 11BP 10AP 10AP 9AP 8AK 6
113-115 13BK 13BK 12BK 11BK 10BK 10AK 10AK 9AK 8 6
110-112 13BP 12BP 12BP 11BP 10BP 9AP 9AP 9AK 8 6
Criticals: Puncture(P), Krush(K) 107-109 12BK 12BK 11BK 11BK 10AK 9AK 9AK 8AK 7 6
104-106 12BP 11BP 11BP 10AP 9AP 9AK 9AK 8 7 5
Disarm modifier: -50 101-103 11BK 11BK 10BK 10AK 9AK 8AK 8AK 8 7 5
Subdual modifier: -100 98-100 11BP 10BP 10AP 9AP 8AK 8 8 7 6 5
95-97 10BK 10AK 10AK 9AK 8AK 8 8 7 6 5
92-94 10AP 10AP 9AP 9AK 8 7 7 7 6 5
89-91 10AK 9AK 9AK 8AK 7 7 7 7 6 4
Fumble

86-88 9AP 9AP 8AK 8 7 7 7 6 5 4


Size

83-85 9AK 8AK 8AK 7 7 6 6 6 5 4


Unarmed 80-82 8AP 8AP 7 7 6 6 6 6 5 4
Bite +0 2 77-79 8AK 7 7 7 6 6 6 5 5 3
74-76 7 7 7 6 6 5 5 5 4 3
71-73 7 6 6 6 5 5 5 5 4 3
68-70 6 6 6 5 5 5 5 4 4 3
65-67 6 6 5 5 4 4 4 4 3 3

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 17DP 17DP 16DP 15DP 14DP 13CP 13CP 12CP 11CP 8BP 173-175 35FP 33FP 32FP 30FP 27FP 26EP 26EP 24EP 21EP 17DP
170-172 17DP 16DP 15DP 14DP 13DP 12CP 12CP 11CP 10CP 8BP 170-172 33FP 32FP 30FP 29FP 26FP 24EP 24EP 23EP 20EP 15DP
167-169 17DP 16DP 15DP 14DP 13DP 12CP 12CP 11CP 10CP 8BP 167-169 33FP 32FP 30FP 29FP 26FP 24EP 24EP 23EP 20EP 15DP
164-166 16DP 15DP 14DP 14DP 12DP 11CP 11CP 11CP 10CP 8BP 164-166 32FP 30FP 29FP 27FP 24FP 23EP 23EP 23EP 20EP 15DP
161-163 16DP 15DP 14DP 14DP 12DP 11CP 11CP 11CP 9BP 8BP 161-163 32FP 30FP 29FP 27FP 24FP 23EP 23EP 21EP 18DP 15DP
158-160 15DP 14DP 14DP 13DP 12DP 11CP 11BP 11BP 9BP 7AP 158-160 30FP 29FP 27FP 26FP 24FP 23EP 23DP 21DP 18DP 14CP
155-157 15DP 14DP 14DP 13CP 11CP 11BP 11BP 11BP 9BP 7AK 155-157 30FP 29FP 27FP 26EP 23EP 21DP 21DP 21DP 18DP 14CK
152-154 14CP 14CP 14CP 13CP 11CP 11BP 11BP 10BP 9BP 7AP 152-154 29EP 27EP 27EP 26EP 23EP 21DP 21DP 20DP 18DP 14CP
149-151 14CP 14CP 13CP 12CP 11CP 11BP 11BP 10BP 8BK 7AK 149-151 29EP 27EP 26EP 24EP 23EP 21DP 21DP 20DP 17DK 14CK
146-148 14CP 14CP 13CP 12CP 11CP 10BP 10BP 10BP 8AP 7ZP 146-148 27EP 27EP 26EP 24EP 21EP 20DP 20DP 20DP 17CP 14BP
143-145 14CP 13CP 12CP 11CP 11CP 10BP 10BP 9BK 8AK 6ZK 143-145 27EP 26EP 24EP 23EP 21EP 20DP 20DP 18DK 17CK 12BK
140-142 13CP 13CP 12CP 11CP 11BP 10BP 10BP 9AP 8AP 6ZP 140-142 26EP 26EP 24EP 23EP 21DP 20DP 20DP 18CP 15CP 12BP
137-139 13CP 12CP 11CP 11BP 10BP 9AK 9AK 9AK 8AK 6ZK 137-139 26EP 24EP 23EP 23DP 20DP 18CK 18CK 18CK 15CK 12BK
134-136 12CP 12BP 11BP 11BP 10BP 9AP 9AP 8AP 8AP 6ZK 134-136 24EP 24DP 23DP 21DP 20DP 18CP 18CP 17CP 15CP 12BK
131-133 12BP 11BP 11BP 11BP 9BK 9AK 9AK 8AK 8ZK 5ZK 131-133 24DP 23DP 23DP 21DP 18DK 18CK 18CK 17CK 15BK 11BK
128-130 12BP 11BP 11BP 10BP 9BP 8AP 8AP 8AP 7ZP 5ZK 128-130 24DP 23DP 21DP 20DP 18DP 17CP 17CP 17CP 14BP 11BK
125-127 11BP 11BP 11BP 10BK 9BK 8AK 8AK 8AK 7ZK 5ZK 125-127 23DP 21DP 21DP 20DK 18DK 17CK 17CK 15CK 14BK 11BK
122-124 11BP 11BP 10BP 10BP 8AP 8AP 8AP 8ZP 7ZK 5 122-124 23DP 21DP 20DP 20DP 17CP 17CP 17CP 15BP 14BK 11
119-121 11BP 11BP 10BK 9AK 8AK 8ZK 8ZK 8ZK 6ZK 5 119-121 21DP 21DP 20DK 18CK 17CK 15BK 15BK 15BK 12BK 11
116-118 11BP 10BP 9AP 9AP 8AP 8ZP 8ZP 7ZP 6ZK 5 116-118 21DP 20DP 18CP 18CP 17CP 15BP 15BP 14BP 12BK 9
113-115 10AK 10AK 9AK 8AK 8AK 8ZK 8ZK 7ZK 6 5 113-115 20CK 20CK 18CK 17CK 15CK 15BK 15BK 14BK 12 9
110-112 10AP 9AP 9AP 8AP 8AP 7ZP 7ZP 7ZK 6 5 110-112 20CP 18CP 18CP 17CP 15CP 14BP 14BP 14BK 12 9
107-109 9AK 9AK 8AK 8AK 8ZK 7ZK 7ZK 6ZK 5 5 107-109 18CK 18CK 17CK 17CK 15BK 14BK 14BK 12BK 11 9
104-106 9AP 8AP 8AP 8ZP 7ZP 7ZK 7ZK 6 5 4 104-106 18CP 17CP 17CP 15BP 14BP 14BK 14BK 12 11 8
101-103 8AK 8AK 8AK 8ZK 7ZK 6ZK 6ZK 6 5 4 101-103 17CK 17CK 15CK 15BK 14BK 12BK 12BK 12 11 8
98-100 8AP 8AP 8ZP 7ZP 6ZK 6 6 5 5 4 98-100 17CP 15CP 15BP 14BP 12BK 12 12 11 9 8
95-97 8AK 8ZK 8ZK 7ZK 6ZK 6 6 5 5 4 95-97 15CK 15BK 15BK 14BK 12BK 12 12 11 9 8
92-94 8ZP 8ZP 7ZP 7ZK 6 5 5 5 5 4 92-94 15BP 15BP 14BP 14BK 12 11 11 11 9 8
89-91 8ZK 7ZK 7ZK 6ZK 5 5 5 5 5 3 89-91 15BK 14BK 14BK 12BK 11 11 11 11 9 6
86-88 7ZP 7ZP 6ZK 6 5 5 5 5 4 3 86-88 14BP 14BP 12BK 12 11 11 11 9 8 6
83-85 7ZK 6ZK 6ZK 5 5 5 5 5 4 3 83-85 14BK 12BK 12BK 11 11 9 9 9 8 6
80-82 6ZP 6ZP 5 5 5 5 5 5 4 3 80-82 12BP 12BP 11 11 9 9 9 9 8 6
77-79 6ZK 5 5 5 5 5 5 4 4 2 77-79 12BK 11 11 11 9 9 9 8 8 5
74-76 5 5 5 5 5 4 4 4 3 2 74-76 11 11 11 9 9 8 8 8 6 5
71-73 5 5 5 5 4 4 4 4 3 2 71-73 11 9 9 9 8 8 8 8 6 5
68-70 5 5 5 4 4 4 4 3 3 2 68-70 9 9 9 8 8 8 8 6 6 5
65-67 5 5 4 4 3 3 3 3 2 2 65-67 9 9 8 8 6 6 6 6 5 5

190
Bola Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 14DG 13DG 13DG 12DG 11CG 10CG 10CG 10CG 9CG 8CG
170-172 13DG 12DG 12DG 11DG 10CG 9CG 9CG 9CG 8CG 7CG
167-169 13DG 12DG 12DG 11DG 10CG 9CG 9CG 9CG 8CG 7CG
164-166 13DG 12DG 12DG 11DG 10CG 9CG 9CG 9CG 8CG 7CG
161-163 12DG 11DG 11DG 10DG 10CG 9CG 9CG 9CG 8CG 7CG
158-160 12DG 11DG 11DG 10CG 9CG 8CG 8CG 8CG 7BG 7BG
155-157 12CG 11CG 11CG 10CG 9BG 8BG 8BG 8BG 7BG 6BG
152-154 11CG 10CG 10CG 10CG 9BG 8BG 8BG 8BG 7BG 6BG
149-151 11CG 10CG 10CG 9CG 9BG 8BG 8BG 8BG 7BG 6BK
146-148 11CG 10CG 10CG 9CG 8BG 7BG 7BG 7BG 7BG 6AG
143-145 10CG 10CG 10CG 9CG 8BG 7BG 7BK 7BK 6AK 6AK
140-142 10CG 9CG 9CG 9CG 8BG 7AG 7AG 7AG 6AG 6AG
Criticals: Grappling(G), Krush(K) 137-139 10CG 9CG 9BG 8BG 8AK 7AK 7AK 7AK 6AK 5AK
134-136 9BG 9BG 9BG 8BG 7AG 7AG 7AG 7AG 6AG 5AG
Disarm modifier: -150 131-133 9BG 8BG 8BG 8BK 7AK 6AK 6AK 6AK 6AK 5AG
Subdual modifier: -100 128-130 9BG 8BG 8BG 7BG 7AG 6AG 6AG 6AG 5AG 5AG
125-127 8BG 8BG 8BK 7BK 7AK 6AK 6AK 6AK 5AK 5AG
122-124 8BG 8BG 8BG 7BG 6AG 6AG 6AG 6AG 5AG 4AG
Strength 119-121 8BK 7BK 7BK 7AK 6AK 5AK 5AK 5AK 5AG 4

Fumble
Length

Weight
116-118 8BG 7BG 7AG 6AG 6AG 5AG 5AG 5AG 5AG 4
Size

113-115 7AK 7AK 7AK 6AK 6AK 5AG 5AG 5AG 4 4


Thrown 110-112 7AG 6AG 6AG 6AG 5AG 5AG 5 5 4 4
Bola +0 4.5' 30 4 8 107-109 7AK 6AK 6AK 6AK 5AG 5 5 5 4 4
104-106 6AG 6AG 6AG 5AG 5AG 4 4 4 4 3
101-103 6AK 5AK 5AK 5AG 5 4 4 4 4 3
98-100 6AG 5AG 5AG 5 4 4 4 4 3 3
95-97 5AK 5AK 5 4 4 4 4 4 3 3
Point Blank (+20)

92-94 5AG 5AG 5 4 4 3 3 3 3 3


Absurd (-100)
Medium (-10)

Extreme (-50)

89-91 5 4 4 4 4 3 3 3 3 2
Long (-25)
Short (+0)

86-88 4 4 4 4 3 3 3 3 3 2
83-85 4 4 4 3 3 3 3 3 2 2
80-82 4 3 3 3 3 3 3 3 2 2
Thrown 77-79 3 3 3 3 3 2 2 2 2 2
Bola - 20' 40' 60' 80' 100' 74-76 3 3 3 3 2 2 2 2 2 2
71-73
68-70
65-67

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 11CG 10CG 10CG 9CG 8BG 8BG 8BG 8BG 7BG 6BG 173-175 21EG 20EG 20EG 18EG 17DG 15DG 15DG 15DG 14DG 12DG
170-172 10CG 9CG 9CG 8CG 8BG 7BG 7BG 7BG 6BG 5BG 170-172 20EG 18EG 18EG 17EG 15DG 14DG 14DG 14DG 12DG 11DG
167-169 10CG 9CG 9CG 8CG 8BG 7BG 7BG 7BG 6BG 5BG 167-169 20EG 18EG 18EG 17EG 15DG 14DG 14DG 14DG 12DG 11DG
164-166 10CG 9CG 9CG 8CG 8BG 7BG 7BG 7BG 6BG 5BG 164-166 20EG 18EG 18EG 17EG 15DG 14DG 14DG 14DG 12DG 11DG
161-163 9CG 8CG 8CG 8CG 8BG 7BG 7BG 7BG 6BG 5BG 161-163 18EG 17EG 17EG 15EG 15DG 14DG 14DG 14DG 12DG 11DG
158-160 9CG 8CG 8CG 8BG 7BG 6BG 6BG 6BG 5AG 5AG 158-160 18EG 17EG 17EG 15DG 14DG 12DG 12DG 12DG 11CG 11CG
155-157 9BG 8BG 8BG 8BG 7AG 6AG 6AG 6AG 5AG 5AG 155-157 18DG 17DG 17DG 15DG 14CG 12CG 12CG 12CG 11CG 9CG
152-154 8BG 8BG 8BG 8BG 7AG 6AG 6AG 6AG 5AG 5AG 152-154 17DG 15DG 15DG 15DG 14CG 12CG 12CG 12CG 11CG 9CG
149-151 8BG 8BG 8BG 7BG 7AG 6AG 6AG 6AG 5AG 5AK 149-151 17DG 15DG 15DG 14DG 14CG 12CG 12CG 12CG 11CG 9CK
146-148 8BG 8BG 8BG 7BG 6AG 5AG 5AG 5AG 5AG 5ZG 146-148 17DG 15DG 15DG 14DG 12CG 11CG 11CG 11CG 11CG 9BG
143-145 8BG 8BG 8BG 7BG 6AG 5AG 5AK 5AK 5ZK 5ZK 143-145 15DG 15DG 15DG 14DG 12CG 11CG 11CK 11CK 9BK 9BK
140-142 8BG 7BG 7BG 7BG 6AG 5ZG 5ZG 5ZG 5ZG 5ZG 140-142 15DG 14DG 14DG 14DG 12CG 11BG 11BG 11BG 9BG 9BG
137-139 8BG 7BG 7AG 6AG 6ZK 5ZK 5ZK 5ZK 5ZK 4ZK 137-139 15DG 14DG 14CG 12CG 12BK 11BK 11BK 11BK 9BK 8BK
134-136 7AG 7AG 7AG 6AG 5ZG 5ZG 5ZG 5ZG 5ZG 4ZG 134-136 14CG 14CG 14CG 12CG 11BG 11BG 11BG 11BG 9BG 8BG
131-133 7AG 6AG 6AG 6AK 5ZK 5ZK 5ZK 5ZK 5ZK 4ZG 131-133 14CG 12CG 12CG 12CK 11BK 9BK 9BK 9BK 9BK 8BG
128-130 7AG 6AG 6AG 5AG 5ZG 5ZG 5ZG 5ZG 4ZG 4ZG 128-130 14CG 12CG 12CG 11CG 11BG 9BG 9BG 9BG 8BG 8BG
125-127 6AG 6AG 6AK 5AK 5ZK 5ZK 5ZK 5ZK 4ZK 4ZG 125-127 12CG 12CG 12CK 11CK 11BK 9BK 9BK 9BK 8BK 8BG
122-124 6AG 6AG 6AG 5AG 5ZG 5ZG 5ZG 5ZG 4ZG 3ZG 122-124 12CG 12CG 12CG 11CG 9BG 9BG 9BG 9BG 8BG 6BG
119-121 6AK 5AK 5AK 5ZK 5ZK 4ZK 4ZK 4ZK 4ZG 3 119-121 12CK 11CK 11CK 11BK 9BK 8BK 8BK 8BK 8BG 6
116-118 6AG 5AG 5ZG 5ZG 5ZG 4ZG 4ZG 4ZG 4ZG 3 116-118 12CG 11CG 11BG 9BG 9BG 8BG 8BG 8BG 8BG 6
113-115 5ZK 5ZK 5ZK 5ZK 5ZK 4ZG 4ZG 4ZG 3 3 113-115 11BK 11BK 11BK 9BK 9BK 8BG 8BG 8BG 6 6
110-112 5ZG 5ZG 5ZG 5ZG 4ZG 4ZG 4 4 3 3 110-112 11BG 9BG 9BG 9BG 8BG 8BG 8 8 6 6
107-109 5ZK 5ZK 5ZK 5ZK 4ZG 4 4 4 3 3 107-109 11BK 9BK 9BK 9BK 8BG 8 8 8 6 6
104-106 5ZG 5ZG 5ZG 4ZG 4ZG 3 3 3 3 2 104-106 9BG 9BG 9BG 8BG 8BG 6 6 6 6 5
101-103 5ZK 4ZK 4ZK 4ZG 4 3 3 3 3 2 101-103 9BK 8BK 8BK 8BG 8 6 6 6 6 5
98-100 5ZG 4ZG 4ZG 4 3 3 3 3 2 2 98-100 9BG 8BG 8BG 8 6 6 6 6 5 5
95-97 4ZK 4ZK 4 3 3 3 3 3 2 2 95-97 8BK 8BK 8 6 6 6 6 6 5 5
92-94 4ZG 4ZG 4 3 3 2 2 2 2 2 92-94 8BG 8BG 8 6 6 5 5 5 5 5
89-91 4 3 3 3 3 2 2 2 2 2 89-91 8 6 6 6 6 5 5 5 5 3
86-88 3 3 3 3 2 2 2 2 2 2 86-88 6 6 6 6 5 5 5 5 5 3
83-85 3 3 3 2 2 2 2 2 2 2 83-85 6 6 6 5 5 5 5 5 3 3
80-82 3 2 2 2 2 2 2 2 2 2 80-82 6 5 5 5 5 5 5 5 3 3
77-79 2 2 2 2 2 2 2 2 2 2 77-79 5 5 5 5 5 3 3 3 3 3
74-76 2 2 2 2 2 2 2 2 2 2 74-76 5 5 5 5 3 3 3 3 3 3
71-73 71-73
68-70 68-70
65-67 65-67

191
Bolt, Fire Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 40GH 37GH 33FH 33FH 32FH 32FH 32FH 31FH 30FH 30FH
170-172 39GH 36GH 32FH 32FH 31FH 31FH 31FH 30FH 29FH 29FH
167-169 38GH 35GH 31FH 31FH 30FH 30FH 30FH 29FH 28FH 28FH
164-166 37GH 34GH 30FH 30FH 29FH 29FH 29FH 29FH 28FH 28FH
161-163 36GH 33GH 30FH 30FH 29EH 29EH 29EH 28EH 27EH 27EH
158-160 35FH 33FH 29EH 29EH 28EH 28EH 28EH 27EH 26EH 26EH
155-157 34FH 32FH 28EH 28EH 27EH 27EH 27EH 27EH 26EH 26EH
152-154 34FH 31FH 28EH 28EH 27EH 27EH 27EH 26EH 25EH 25EH
149-151 33FH 30FH 27EH 27EH 26EH 26EH 26EH 25EH 24EH 24EH
146-148 32FH 29FH 26EH 26EH 25EH 25EH 25EH 25DH 24DH 24DH
143-145 31EH 29EH 25DH 25DH 25DH 25DH 25DH 24DH 23DH 23DH
140-142 30EH 28EH 25DH 25DH 24DH 24DH 24DH 23DH 22DH 22DH
Criticals: Heat(H) 137-139 29EH 27EH 24DH 24DH 23DH 23DH 23DH 23DH 22DH 22DH
134-136 28EH 26EH 23DH 23DH 23DH 23DH 23DH 22DH 21DH 21DH
Disarm modifier: not applicable 131-133 28EH 25EH 23DH 23DH 22DH 22DH 22DH 21DH 21CH 21CH
Subdual modifier: not applicable 128-130 27EH 25EH 22CH 22CH 21CH 21CH 21CH 21CH 20CH 20CH
125-127 26EH 24DH 21CH 21CH 21CH 21CH 21CH 20CH 19CH 19CH
122-124 25DH 23DH 20CH 20CH 20CH 20CH 20CH 19CH 19CH 19CH
119-121 24DH 22DH 20CH 20CH 19CH 19CH 19CH 19CH 18CH 18CH

Fumble
116-118 23DH 21DH 19CH 19CH 18CH 18CH 18CH 18CH 17BH 17BH
Size

113-115 22DH 21DH 18CH 18CH 18BH 18BH 18BH 17BH 17BH 17BH
Elemental Bolts 110-112 22DH 20DH 18BH 18BH 17BH 17BH 17BH 17BH 16BH 16BH
Fire Bolt Medium 2 107-109 21DH 19CH 17BH 17BH 16BH 16BH 16BH 16BH 15BH 15AH
104-106 20CH 18CH 16BH 16BH 16BH 16BH 16BH 15AH 15AH 15AH
101-103 19CH 17CH 16BH 16BH 15AH 15AH 15AH 15AH 14AH 14
98-100 18CH 17CH 15AH 15AH 14AH 14AH 14AH 14AH 13 13
95-97 17CH 16BH 14AH 14AH 14AH 14 14 13 13 13
Point Blank (+20)

92-94 16CH 15BH 13 13 13 13 13 13 12 12


Absurd (-100)
Medium (-10)

Extreme (-50)

89-91 16BH 14BH 13 13 12 12 12 12 12 12


Long (-25)
Short (+0)

86-88 15BH 14AH 12 12 12 12 12 11 11 11


83-85 14BH 13AH 11 11 11 11 11 11 10 10
80-82 13AH 12 11 11 10 10 10 10 10 10
Elemental Bolt 77-79 12AH 11 10 10 10 10 10 9 9 9
Fire Bolt I - 25' 50' 75' 100' 125' 74-76 11 10 9 9 9 9 9 9 8 8
Fire Bolt III - 75' 150' 225' 300' 375' 71-73 10 10 8 8 8 8 8 8 8 8
Fire Bolt V - 125' 250' 375' 500' 625' 68-70 10 9 8 8 8 8 8 7 7 7
65-67

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 30FH 28FH 25EH 25EH 24EH 24EH 24EH 23EH 23EH 23EH 173-175 60HH 56HH 50GH 50GH 48GH 48GH 48GH 47GH 45GH 45GH
170-172 29FH 27FH 24EH 24EH 23EH 23EH 23EH 23EH 22EH 22EH 170-172 59HH 54HH 48GH 48GH 47GH 47GH 47GH 45GH 44GH 44GH
167-169 29FH 26FH 23EH 23EH 23EH 23EH 23EH 22EH 21EH 21EH 167-169 57HH 53HH 47GH 47GH 45GH 45GH 45GH 44GH 42GH 42GH
164-166 28FH 26FH 23EH 23EH 22EH 22EH 22EH 22EH 21EH 21EH 164-166 56HH 51HH 45GH 45GH 44GH 44GH 44GH 44GH 42GH 42GH
161-163 27FH 25FH 23EH 23EH 22DH 22DH 22DH 21DH 20DH 20DH 161-163 54HH 50HH 45GH 45GH 44FH 44FH 44FH 42FH 41FH 41FH
158-160 26EH 25EH 22DH 22DH 21DH 21DH 21DH 20DH 20DH 20DH 158-160 53GH 50GH 44FH 44FH 42FH 42FH 42FH 41FH 39FH 39FH
155-157 26EH 24EH 21DH 21DH 20DH 20DH 20DH 20DH 20DH 20DH 155-157 51GH 48GH 42FH 42FH 41FH 41FH 41FH 41FH 39FH 39FH
152-154 26EH 23EH 21DH 21DH 20DH 20DH 20DH 20DH 19DH 19DH 152-154 51GH 47GH 42FH 42FH 41FH 41FH 41FH 39FH 38FH 38FH
149-151 25EH 23EH 20DH 20DH 20DH 20DH 20DH 19DH 18DH 18DH 149-151 50GH 45GH 41FH 41FH 39FH 39FH 39FH 38FH 36FH 36FH
146-148 24EH 22EH 20DH 20DH 19DH 19DH 19DH 19CH 18CH 18CH 146-148 48GH 44GH 39FH 39FH 38FH 38FH 38FH 38EH 36EH 36EH
143-145 23DH 22DH 19CH 19CH 19CH 19CH 19CH 18CH 17CH 17CH 143-145 47FH 44FH 38EH 38EH 38EH 38EH 38EH 36EH 35EH 35EH
140-142 23DH 21DH 19CH 19CH 18CH 18CH 18CH 17CH 17CH 17CH 140-142 45FH 42FH 38EH 38EH 36EH 36EH 36EH 35EH 33EH 33EH
137-139 22DH 20DH 18CH 18CH 17CH 17CH 17CH 17CH 17CH 17CH 137-139 44FH 41FH 36EH 36EH 35EH 35EH 35EH 35EH 33EH 33EH
134-136 21DH 20DH 17CH 17CH 17CH 17CH 17CH 17CH 16CH 16CH 134-136 42FH 39FH 35EH 35EH 35EH 35EH 35EH 33EH 32EH 32EH
131-133 21DH 19DH 17CH 17CH 17CH 17CH 17CH 16CH 16BH 16BH 131-133 42FH 38FH 35EH 35EH 33EH 33EH 33EH 32EH 32DH 32DH
128-130 20DH 19DH 17BH 17BH 16BH 16BH 16BH 16BH 15BH 15BH 128-130 41FH 38FH 33DH 33DH 32DH 32DH 32DH 32DH 30DH 30DH
125-127 20DH 18CH 16BH 16BH 16BH 16BH 16BH 15BH 14BH 14BH 125-127 39FH 36EH 32DH 32DH 32DH 32DH 32DH 30DH 29DH 29DH
122-124 19CH 17CH 15BH 15BH 15BH 15BH 15BH 14BH 14BH 14BH 122-124 38EH 35EH 30DH 30DH 30DH 30DH 30DH 29DH 29DH 29DH
119-121 18CH 17CH 15BH 15BH 14BH 14BH 14BH 14BH 14BH 14BH 119-121 36EH 33EH 30DH 30DH 29DH 29DH 29DH 29DH 27DH 27DH
116-118 17CH 16CH 14BH 14BH 14BH 14BH 14BH 14BH 13AH 13AH 116-118 35EH 32EH 29DH 29DH 27DH 27DH 27DH 27DH 26CH 26CH
113-115 17CH 16CH 14BH 14BH 14AH 14AH 14AH 13AH 13AH 13AH 113-115 33EH 32EH 27DH 27DH 27CH 27CH 27CH 26CH 26CH 26CH
110-112 17CH 15CH 14AH 14AH 13AH 13AH 13AH 13AH 12AH 12AH 110-112 33EH 30EH 27CH 27CH 26CH 26CH 26CH 26CH 24CH 24CH
107-109 16CH 14BH 13AH 13AH 12AH 12AH 12AH 12AH 11AH 11ZH 107-109 32EH 29DH 26CH 26CH 24CH 24CH 24CH 24CH 23CH 23BH
104-106 15BH 14BH 12AH 12AH 12AH 12AH 12AH 11ZH 11ZH 11ZH 104-106 30DH 27DH 24CH 24CH 24CH 24CH 24CH 23BH 23BH 23BH
101-103 14BH 13BH 12AH 12AH 11ZH 11ZH 11ZH 11ZH 11ZH 11 101-103 29DH 26DH 24CH 24CH 23BH 23BH 23BH 23BH 21BH 21
98-100 14BH 13BH 11ZH 11ZH 11ZH 11ZH 11ZH 11ZH 10 10 98-100 27DH 26DH 23BH 23BH 21BH 21BH 21BH 21BH 20 20
95-97 13BH 12AH 11ZH 11ZH 11ZH 11 11 10 10 10 95-97 26DH 24CH 21BH 21BH 21BH 21 21 20 20 20
92-94 12BH 11AH 10 10 10 10 10 10 9 9 92-94 24DH 23CH 20 20 20 20 20 20 18 18
89-91 12AH 11AH 10 10 9 9 9 9 9 9 89-91 24CH 21CH 20 20 18 18 18 18 18 18
86-88 11AH 11ZH 9 9 9 9 9 8 8 8 86-88 23CH 21BH 18 18 18 18 18 17 17 17
83-85 11AH 10ZH 8 8 8 8 8 8 8 8 83-85 21CH 20BH 17 17 17 17 17 17 15 15
80-82 10ZH 9 8 8 8 8 8 8 8 8 80-82 20BH 18 17 17 15 15 15 15 15 15
77-79 9ZH 8 8 8 8 8 8 7 7 7 77-79 18BH 17 15 15 15 15 15 14 14 14
74-76 8 8 7 7 7 7 7 7 6 6 74-76 17 15 14 14 14 14 14 14 12 12
71-73 8 8 6 6 6 6 6 6 6 6 71-73 15 15 12 12 12 12 12 12 12 12
68-70 8 7 6 6 6 6 6 5 5 5 68-70 15 14 12 12 12 12 12 11 11 11
65-67 65-67

192
Bolt, Ice Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 50HI 48HI 43GI 43GI 40GI 37GI 38GI 37GI 35GI 33FI
170-172 48HI 46HI 42GI 42GI 39GI 36GI 37GI 36GI 34GI 32FI
167-169 47HI 45HI 41GI 41GI 38GI 35GI 36GI 35GI 33GI 31FI
164-166 46HI 44HI 40GI 40GI 37GI 34GI 35GI 34GI 32GI 30FI
161-163 45GI 43GI 39GI 39GI 36GI 33FI 34FI 33FI 32FI 30EI
158-160 44GI 42GI 38FI 38FI 35FI 33FI 33FI 33FI 31FI 29EI
155-157 43GI 41GI 37FI 37FI 34FI 32FI 33FI 32FI 30FI 28EI
152-154 42GI 40GI 36FI 36FI 34FI 31FI 32FI 31FI 29FI 28EI
149-151 41GI 39FI 35FI 35FI 33FI 30EI 31EI 30EI 29EI 27DI
146-148 40FI 38FI 34EI 34EI 32EI 29EI 30EI 29EI 28EI 26DI
143-145 39FI 37FI 33EI 33EI 31EI 29EI 29EI 29EI 27EI 25DO
140-142 38FI 36FI 32EI 32EI 30EI 28EI 29EI 28EI 26EI 25DI
Criticals: Impact(I), Cold(O) 137-139 37FI 35FI 31EI 31EI 29EI 27EO 28EO 27EO 26DO 24DO
134-136 36FI 34FI 31EI 31EI 28EI 26DI 27DI 26DI 25DI 23CI
Disarm modifier: not applicable 131-133 35FI 33FI 30EI 30EI 28DO 25DO 26DO 25DO 24DO 23CO
Subdual modifier: not applicable 128-130 33EI 32EI 29DI 29DI 27DI 25DI 25DI 25DI 23DI 22CI
125-127 32EI 31EI 28DO 28DO 26DO 24DO 24DO 24DO 23DO 21CO
122-124 31EI 30EI 27DI 27DI 25DI 23DI 24DI 23DI 22CI 20BI
119-121 30EI 29EI 26DO 26DO 24DO 22CO 23CO 22CO 21CO 20BI

Fumble
116-118 29EI 28EI 25DI 25DI 23CI 21CI 22CI 21CI 20CI 19BI
Size

113-115 28EI 27EO 24DO 24DO 22CO 21CO 21CO 21CO 20CI 18AI
Elemental Bolts 110-112 27EI 26DI 23CI 23CI 22CI 20CI 20CI 20CI 19BI 18AI
Ice Bolt Medium 2 107-109 26DO 25DO 22CO 22CO 21CO 19BI 20BO 19BI 18BI 17
104-106 25DI 24DI 21CI 21CI 20BI 18BI 19BI 18BI 17AI 16
101-103 24DO 23DO 20CO 20CO 19BO 17AI 18BI 17AI 17 16
98-100 23DI 22DI 19BI 19BI 18BI 17 17AI 17 16 15
95-97 22DO 21DO 19BO 19BO 17AI 16 16 16 15 14
Point Blank (+20)

92-94 21DI 20DI 18BI 18BI 16 15 16 15 14 13


Absurd (-100)
Medium (-10)

Extreme (-50)

89-91 20DO 19AO 17AI 17AI 16 14 15 14 14 13


Long (-25)
Short (+0)

86-88 18AI 18AI 16 16 15 14 14 14 13 12


83-85 17AO 17AO 15 15 14 13 13 13 12 11
80-82 16AI 16AI 14 14 13 12 12 12 11 11
Elemental Bolt 77-79 15AO 15 13 13 12 11 11 11 11 10
Ice Bolt I - 25' 50' 75' 100' 125' 74-76 14AI 14 12 12 11 10 11 10 10 9
Ice Bolt III - 75' 150' 225' 300' 375' 71-73 13 13 11 11 10 10 10 10 9 8
Ice Bolt V - 125' 250' 375' 500' 625' 68-70 12 12 10 10 10 9 9 9 8 8
65-67

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 38GI 36GI 32FI 32FI 30FI 28FI 29FI 28FI 26FI 25EI 173-175 75II 72II 65HI 65HI 60HI 56HI 57HI 56HI 53HI 50GI
170-172 36GI 35GI 32FI 32FI 29FI 27FI 28FI 27FI 26FI 24EI 170-172 72II 69II 63HI 63HI 59HI 54HI 56HI 54HI 51HI 48GI
167-169 35GI 34GI 31FI 31FI 29FI 26FI 27FI 26FI 25FI 23EI 167-169 71II 68II 62HI 62HI 57HI 53HI 54HI 53HI 50HI 47GI
164-166 35GI 33GI 30FI 30FI 28FI 26FI 26FI 26FI 24FI 23EI 164-166 69II 66II 60HI 60HI 56HI 51HI 53HI 51HI 48HI 45GI
161-163 34FI 32FI 29FI 29FI 27FI 25EI 26EI 25EI 24EI 23DI 161-163 68HI 65HI 59HI 59HI 54HI 50GI 51GI 50GI 48GI 45FI
158-160 33FI 32FI 29EI 29EI 26EI 25EI 25EI 25EI 23EI 22DI 158-160 66HI 63HI 57GI 57GI 53GI 50GI 50GI 50GI 47GI 44FI
155-157 32FI 31FI 28EI 28EI 26EI 24EI 25EI 24EI 23EI 21DI 155-157 65HI 62HI 56GI 56GI 51GI 48GI 50GI 48GI 45GI 42FI
152-154 32FI 30FI 27EI 27EI 26EI 23EI 24EI 23EI 22EI 21DI 152-154 63HI 60HI 54GI 54GI 51GI 47GI 48GI 47GI 44GI 42FI
149-151 31FI 29EI 26EI 26EI 25EI 23DI 23DI 23DI 22DI 20CI 149-151 62HI 59GI 53GI 53GI 50GI 45FI 47FI 45FI 44FI 41EI
146-148 30EI 29EI 26DI 26DI 24DI 22DI 23DI 22DI 21DI 20CI 146-148 60GI 57GI 51FI 51FI 48FI 44FI 45FI 44FI 42FI 39EI
143-145 29EI 28EI 25DI 25DI 23DI 22DI 22DI 22DI 20DI 19CO 143-145 59GI 56GI 50FI 50FI 47FI 44FI 44FI 44FI 41FI 38EO
140-142 29EI 27EI 24DI 24DI 23DI 21DI 22DI 21DI 20DI 19CI 140-142 57GI 54GI 48FI 48FI 45FI 42FI 44FI 42FI 39FI 38EI
137-139 28EI 26EI 23DI 23DI 22DI 20DO 21DO 20DO 20CO 18CO 137-139 56GI 53GI 47FI 47FI 44FI 41FO 42FO 41FO 39EO 36EO
134-136 27EI 26EI 23DI 23DI 21DI 20CI 20CI 20CI 19CI 17BI 134-136 54GI 51GI 47FI 47FI 42FI 39EI 41EI 39EI 38EI 35DI
131-133 26EI 25EI 23DI 23DI 21CO 19CO 20CO 19CO 18CO 17BO 131-133 53GI 50GI 45FI 45FI 42EO 38EO 39EO 38EO 36EO 35DO
128-130 25DI 24DI 22CI 22CI 20CI 19CI 19CI 19CI 17CI 17BI 128-130 50FI 48FI 44EI 44EI 41EI 38EI 38EI 38EI 35EI 33DI
125-127 24DI 23DI 21CO 21CO 20CO 18CO 18CO 18CO 17CO 16BO 125-127 48FI 47FI 42EO 42EO 39EO 36EO 36EO 36EO 35EO 32DO
122-124 23DI 23DI 20CI 20CI 19CI 17CI 18CI 17CI 17BI 15AI 122-124 47FI 45FI 41EI 41EI 38EI 35EI 36EI 35EI 33DI 30CI
119-121 23DI 22DI 20CO 20CO 18CO 17BO 17BO 17BO 16BO 15AI 119-121 45FI 44FI 39EO 39EO 36EO 33DO 35DO 33DO 32DO 30CI
116-118 22DI 21DI 19CI 19CI 17BI 16BI 17BI 16BI 15BI 14AI 116-118 44FI 42FI 38EI 38EI 35DI 32DI 33DI 32DI 30DI 29CI
113-115 21DI 20DO 18CO 18CO 17BO 16BO 16BO 16BO 15BI 14ZI 113-115 42FI 41FO 36EO 36EO 33DO 32DO 32DO 32DO 30DI 27BI
110-112 20DI 20CI 17BI 17BI 17BI 15BI 15BI 15BI 14AI 14ZI 110-112 41FI 39EI 35DI 35DI 33DI 30DI 30DI 30DI 29CI 27BI
107-109 20CO 19CO 17BO 17BO 16BO 14AI 15AO 14AI 14AI 13 107-109 39EO 38EO 33DO 33DO 32DO 29CI 30CO 29CI 27CI 26
104-106 19CI 18CI 16BI 16BI 15AI 14AI 14AI 14AI 13ZI 12 104-106 38EI 36EI 32DI 32DI 30CI 27CI 29CI 27CI 26BI 24
101-103 18CO 17CO 15BO 15BO 14AO 13ZI 14AI 13ZI 13 12 101-103 36EO 35EO 30DO 30DO 29CO 26BI 27CI 26BI 26 24
98-100 17CI 17CI 14AI 14AI 14AI 13 13ZI 13 12 11 98-100 35EI 33EI 29CI 29CI 27CI 26 26BI 26 24 23
95-97 17CO 16CO 14AO 14AO 13ZI 12 12 12 11 11 95-97 33EO 32EO 29CO 29CO 26BI 24 24 24 23 21
92-94 16CI 15CI 14AI 14AI 12 11 12 11 11 10 92-94 32EI 30EI 27CI 27CI 24 23 24 23 21 20
89-91 15CO 14ZO 13ZI 13ZI 12 11 11 11 11 10 89-91 30EO 29BO 26BI 26BI 24 21 23 21 21 20
86-88 14ZI 14ZI 12 12 11 11 11 11 10 9 86-88 27BI 27BI 24 24 23 21 21 21 20 18
83-85 13ZO 13ZO 11 11 11 10 10 10 9 8 83-85 26BO 26BO 23 23 21 20 20 20 18 17
80-82 12ZI 12ZI 11 11 10 9 9 9 8 8 80-82 24BI 24BI 21 21 20 18 18 18 17 17
77-79 11ZO 11 10 10 9 8 8 8 8 8 77-79 23BO 23 20 20 18 17 17 17 17 15
74-76 11ZI 11 9 9 8 8 8 8 8 7 74-76 21BI 21 18 18 17 15 17 15 15 14
71-73 10 10 8 8 8 8 8 8 7 6 71-73 20 20 17 17 15 15 15 15 14 12
68-70 9 9 8 8 8 7 7 7 6 6 68-70 18 18 15 15 15 14 14 14 12 12
65-67 65-67

193
Bolt, Lightning Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 60IL 58IL 57HL 54HL 52HL 52HL 52HL 51HL 49HL 48HL
170-172 58IL 56IL 55HL 52HL 50HL 50HL 50HL 49HL 47HL 46HL
167-169 57IL 55IL 54HL 51HL 49HL 49HL 49HL 48HL 46HL 45HL
164-166 56IL 54IL 53HL 50HL 48HL 48HL 48GL 47GL 45GL 44GL
161-163 54HL 53HL 52GL 49GL 47GL 47GL 47GL 46GL 44GL 43GL
158-160 53HL 51HL 50GL 48GL 46GL 46GL 46GL 45GL 43GL 42GL
155-157 52HL 50HL 49GL 47GL 45GL 45GL 45GL 44GL 42GL 41GL
152-154 51GL 49GL 48GL 45GL 44GL 44GL 44GL 43GL 41GL 40FL
149-151 49GL 48GL 47GL 44FL 43FL 43FL 43FL 42FL 40FL 39FL
146-148 48GL 46GL 46FL 43FL 41FL 41FL 41FL 41FL 39FL 38FL
143-145 47GL 45GL 44FL 42FL 40FL 40FL 40FL 40FL 38FL 37FL
140-142 45GL 44GL 43FL 41FL 39FL 39FL 39FL 38FL 37FL 36FL
Criticals: Electricity(L), Heat(H) 137-139 44GL 43GL 42FL 40FL 38FL 38FL 38FL 37FL 36FL 35FL
134-136 43GL 41GL 41FL 38FL 37FL 37FL 37FL 36FL 35EL 34EL
Disarm modifier: not applicable 131-133 42FL 40FL 39FL 37FL 36EL 36EL 36EL 35EL 34EL 33EH
Subdual modifier: not applicable 128-130 40FL 39FL 38EL 36EL 35EL 35EL 35EL 34EL 33EL 32EL
125-127 39FL 38FL 37EL 35EL 34EH 34EH 34EH 33EH 32EH 31EH
122-124 38FL 36FL 36EL 34EL 33EL 33EL 33EL 32EL 31EL 30EL
119-121 36FL 35FL 35EL 33EH 31EH 31EH 31EH 31EH 30EH 29DH

Fumble
116-118 35FL 34FL 33EL 32EL 30EL 30EL 30EL 30EL 29DL 28DL
Size

113-115 34FL 33FH 32EH 30EH 29DH 29DH 29DH 29DH 28DH 27DH
Elemental Bolts 110-112 33FL 31FL 31EL 29DL 28DL 28DL 28DL 28DL 26DL 26DL
Lightning Bolt Medium 2 107-109 31FH 30EH 30DH 28DH 27DH 27DH 27DH 26DH 25DH 25DH
Shock Bolt Miniscule (-4) 2 104-106 30EL 29EL 28DL 27DL 26DL 26DL 26DL 25DL 24DL 24DL
101-103 29EH 28EH 27DH 26DH 25DH 25DH 25DH 24DH 23DH 23CH
98-100 27EL 26EL 26DL 25DL 24DL 24DL 24DL 23DL 22CL 22CL
95-97 26EH 25EH 25DH 23DH 23CH 23CH 23CH 22CH 21CL 21CL
Point Blank (+20)

92-94 25EL 24EL 24DL 22CL 21CL 21CL 21CL 21CL 20CL 20BL
Absurd (-100)
Medium (-10)

Extreme (-50)

89-91 24EH 23EH 22CH 21CH 20CH 20CH 20CL 20CL 19BL 19
Long (-25)
Short (+0)

86-88 22EL 21DL 21CL 20CL 19BL 19BL 19BL 19BL 18 18


83-85 21DH 20DH 20CH 19BL 18 18 18 18 17 17
80-82 20DL 19DL 19BL 18 17 17 17 17 16 16
Elemental Bolts 77-79 18DH 18BH 17BL 16 16 16 16 16 15 15
Lightning/Shock Bolt I 25' 50' 75' 100' 125' 74-76 17AL 16BL 16 15 15 15 15 14 14 14
Lightning/Shock Bolt III 75' 150' 225' 300' 375' 71-73 16AH 15 15 14 14 14 14 13 13 13
Lightning/Shock Bolt V 125' 250' 375' 500' 625' 68-70 15 14 14 13 13 13 13 12 12 12
65-67

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 45HL 44HL 43GL 41GL 39GL 39GL 39GL 38GL 37GL 36GL 173-175 90JL 87JL 86IL 81IL 78IL 78IL 78IL 77IL 74IL 72IL
170-172 44HL 42HL 41GL 39GL 38GL 38GL 38GL 37GL 35GL 35GL 170-172 87JL 84JL 83IL 78IL 75IL 75IL 75IL 74IL 71IL 69IL
167-169 43HL 41HL 41GL 38GL 37GL 37GL 37GL 36GL 35GL 34GL 167-169 86JL 83JL 81IL 77IL 74IL 74IL 74IL 72IL 69IL 68IL
164-166 42HL 41HL 40GL 38GL 36GL 36GL 36FL 35FL 34FL 33FL 164-166 84JL 81JL 80IL 75IL 72IL 72IL 72HL 71HL 68HL 66HL
161-163 41GL 40GL 39FL 37FL 35FL 35FL 35FL 35FL 33FL 32FL 161-163 81IL 80IL 78HL 74HL 71HL 71HL 71HL 69HL 66HL 65HL
158-160 40GL 38GL 38FL 36FL 35FL 35FL 35FL 34FL 32FL 32FL 158-160 80IL 77IL 75HL 72HL 69HL 69HL 69HL 68HL 65HL 63HL
155-157 39GL 38GL 37FL 35FL 34FL 34FL 34FL 33FL 32FL 31FL 155-157 78IL 75IL 74HL 71HL 68HL 68HL 68HL 66HL 63HL 62HL
152-154 38FL 37FL 36FL 34FL 33FL 33FL 33FL 32FL 31FL 30EL 152-154 77HL 74HL 72HL 68HL 66HL 66HL 66HL 65HL 62HL 60GL
149-151 37FL 36FL 35FL 33EL 32EL 32EL 32EL 32EL 30EL 29EL 149-151 74HL 72HL 71HL 66GL 65GL 65GL 65GL 63GL 60GL 59GL
146-148 36FL 35FL 35EL 32EL 31EL 31EL 31EL 31EL 29EL 29EL 146-148 72HL 69HL 69GL 65GL 62GL 62GL 62GL 62GL 59GL 57GL
143-145 35FL 34FL 33EL 32EL 30EL 30EL 30EL 30EL 29EL 28EL 143-145 71HL 68HL 66GL 63GL 60GL 60GL 60GL 60GL 57GL 56GL
140-142 34FL 33FL 32EL 31EL 29EL 29EL 29EL 29EL 28EL 27EL 140-142 68HL 66HL 65GL 62GL 59GL 59GL 59GL 57GL 56GL 54GL
137-139 33FL 32FL 32EL 30EL 29EL 29EL 29EL 28EL 27EL 26EL 137-139 66HL 65HL 63GL 60GL 57GL 57GL 57GL 56GL 54GL 53GL
134-136 32FL 31FL 31EL 29EL 28EL 28EL 28EL 27EL 26DL 26DL 134-136 65HL 62HL 62GL 57GL 56GL 56GL 56GL 54GL 53FL 51FL
131-133 32EL 30EL 29EL 28EL 27DL 27DL 27DL 26DL 26DL 25DH 131-133 63GL 60GL 59GL 56GL 54FL 54FL 54FL 53FL 51FL 50FH
128-130 30EL 29EL 29DL 27DL 26DL 26DL 26DL 26DL 25DL 24DL 128-130 60GL 59GL 57FL 54FL 53FL 53FL 53FL 51FL 50FL 48FL
125-127 29EL 29EL 28DL 26DL 26DH 26DH 26DH 25DH 24DH 23DH 125-127 59GL 57GL 56FL 53FL 51FH 51FH 51FH 50FH 48FH 47FH
122-124 29EL 27EL 27DL 26DL 25DL 25DL 25DL 24DL 23DL 23DL 122-124 57GL 54GL 54FL 51FL 50FL 50FL 50FL 48FL 47FL 45FL
119-121 27EL 26EL 26DL 25DH 23DH 23DH 23DH 23DH 23DH 22CH 119-121 54GL 53GL 53FL 50FH 47FH 47FH 47FH 47FH 45FH 44EH
116-118 26EL 26EL 25DL 24DL 23DL 23DL 23DL 23DL 22CL 21CL 116-118 53GL 51GL 50FL 48FL 45FL 45FL 45FL 45FL 44EL 42EL
113-115 26EL 25EH 24DH 23DH 22CH 22CH 22CH 22CH 21CH 20CH 113-115 51GL 50GH 48FH 45FH 44EH 44EH 44EH 44EH 42EH 41EH
110-112 25EL 23EL 23DL 22CL 21CL 21CL 21CL 21CL 20CL 20CL 110-112 50GL 47GL 47FL 44EL 42EL 42EL 42EL 42EL 39EL 39EL
107-109 23EH 23DH 23CH 21CH 20CH 20CH 20CH 20CH 19CH 19CH 107-109 47GH 45FH 45EH 42EH 41EH 41EH 41EH 39EH 38EH 38EH
104-106 23DL 22DL 21CL 20CL 20CL 20CL 20CL 19CL 18CL 18CL 104-106 45FL 44FL 42EL 41EL 39EL 39EL 39EL 38EL 36EL 36EL
101-103 22DH 21DH 20CH 20CH 19CH 19CH 19CH 18CH 17CH 17BH 101-103 44FH 42FH 41EH 39EH 38EH 38EH 38EH 36EH 35EH 35DH
98-100 20DL 20DL 20CL 19CL 18CL 18CL 18CL 17CL 17BL 17BL 98-100 41FL 39FL 39EL 38EL 36EL 36EL 36EL 35EL 33DL 33DL
95-97 20DH 19DH 19CH 17CH 17BH 17BH 17BH 17BH 16BL 16BL 95-97 39FH 38FH 38EH 35EH 35DH 35DH 35DH 33DH 32DL 32DL
92-94 19DL 18DL 18CL 17BL 16BL 16BL 16BL 16BL 15BL 15AL 92-94 38FL 36FL 36EL 33DL 32DL 32DL 32DL 32DL 30DL 30CL
89-91 18DH 17DH 17BH 16BH 15BH 15BH 15BL 15BL 14AL 14 89-91 36FH 35FH 33DH 32DH 30DH 30DH 30DL 30DL 29CL 29
86-88 17DL 16CL 16BL 15BL 14AL 14AL 14AL 14AL 14 14 86-88 33FL 32EL 32DL 30DL 29CL 29CL 29CL 29CL 27 27
83-85 16CH 15CH 15BH 14AL 14 14 14 14 13 13 83-85 32EH 30EH 30DH 29CL 27 27 27 27 26 26
80-82 15CL 14CL 14AL 14 13 13 13 13 12 12 80-82 30EL 29EL 29CL 27 26 26 26 26 24 24
77-79 14CH 14AH 13AL 12 12 12 12 12 11 11 77-79 27EH 27CH 26CL 24 24 24 24 24 23 23
74-76 13ZL 12AL 12 11 11 11 11 11 11 11 74-76 26BL 24CL 24 23 23 23 23 21 21 21
71-73 12ZH 11 11 11 11 11 11 10 10 10 71-73 24BH 23 23 21 21 21 21 20 20 20
68-70 11 11 11 10 10 10 10 9 9 9 68-70 23 21 21 20 20 20 20 18 18 18
65-67 65-67

194
Bolt, Water 0 Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 29FI 28FI 27FI 25EI 23EI 20EI 20EI 20EI 17DI 13DI
170-172 28FI 27FI 26FI 24EI 22EI 19EI 19EI 19EI 16DI 12DI
167-169 27FI 26FI 25FI 23EI 22EI 19EI 19EI 19EI 16DI 12DI
164-166 27FI 26FI 25FI 23EI 21EI 18EI 18EI 18EI 15DI 12DI
161-163 26FI 25FI 24FI 22EI 21EI 18EI 18EI 18EI 15CI 11CI
158-160 25EI 25EI 24EI 22EI 20EI 17DI 17DI 17DI 15CI 11CI
155-157 25EI 24EI 23EI 21DI 20DI 17DI 17DI 17DI 14CI 11CK
152-154 24EI 23EI 22EI 21DI 19DI 17DI 17DI 17DI 14CI 11BI
149-151 24EI 23EI 22EI 20DI 19DI 16DI 16DI 16DI 14CK 10BK
146-148 23EI 22EI 21EI 20DI 18DI 16CI 16DI 16CI 13BI 10BI
143-145 22EI 22EI 21EI 19DI 18DI 15CK 15CK 15CK 13BK 10BK
140-142 22DI 21DI 20DI 19DI 17CI 15CI 15CI 15CI 12BI 9AI
Criticals: Impact(I), Krush(K) 137-139 21DI 20DI 20DI 18CI 17CI 14CK 14CK 14CK 12BK 9AI
134-136 20DI 20DI 19DI 18CI 16CI 14BI 14CI 14CI 12BI 9AI
Disarm modifier: not applicable 131-133 20DI 19DI 18DI 17CI 16CK 14BK 14BK 14BK 11AK 9AI
Subdual modifier: not applicable 128-130 19DI 19DI 18DI 16CI 15CI 13BI 13BI 13BI 11AI 8
125-127 19DI 18DI 17DI 16CK 15BK 13BK 13BK 13BK 11AI 8
122-124 18DI 17DI 17CI 15BI 14BI 12BI 12BI 12BI 10AI 8
119-121 17CI 17CI 16CK 15BK 14BK 12AI 12BK 12AK 10AI 7

Fumble
116-118 17CI 16CI 16CI 14BI 13BI 11AI 11AI 11AI 10 7
Size

113-115 16CK 16CK 15CK 14BK 13BK 11AI 11AI 11AI 9 7


Elemental Bolts 110-112 15CI 15CI 14CI 13BI 12AI 11AI 11AI 11AI 9 7
Water Bolt Medium 2 107-109 15CK 14CK 14CK 13BK 12AK 10 10AI 10 8 6
104-106 14CI 14CI 13BI 12AI 11AI 10 10 10 8 6
101-103 14BK 13BK 13BK 12AK 11AI 9 9 9 8 6
98-100 13BI 13BI 12BI 11AI 10 9 9 9 7 6
95-97 12BK 12BK 11BK 11AI 10 8 8 8 7 5
Point Blank (+20)

92-94 12BI 11BI 11AI 10AI 9 8 8 8 7 5


Absurd (-100)
Medium (-10)

Extreme (-50)

89-91 11BK 11AK 10AK 10 9 8 8 8 6 5


Long (-25)
Short (+0)

86-88 10AI 10AI 10AI 9 8 7 7 7 6 4


83-85 10AK 10AK 9 8 8 7 7 7 6 4
80-82 9AI 9 9 8 7 6 6 6 5 4
Elemental Bolts 77-79 9 8 8 7 7 6 6 6 5 4
Water Bolt I 25' 50' 75' 100' 125' 74-76 8 8 7 7 6 5 5 5 4 3
Water Bolt III 75' 150' 225' 300' 375' 71-73 7 7 7 6 6 5 5 5 4 3
Water Bolt V 125' 250' 375' 500' 625' 68-70 7 7 6 6 5 5 5 5 4 3
65-67

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 22EI 21EI 20EI 19DI 17DI 15DI 15DI 15DI 13CI 10CI 173-175 44GI 42GI 41GI 38FI 35FI 30FI 30FI 30FI 26EI 20EI
170-172 21EI 20EI 20EI 18DI 17DI 14DI 14DI 14DI 12CI 9CI 170-172 42GI 41GI 39GI 36FI 33FI 29FI 29FI 29FI 24EI 18EI
167-169 20EI 20EI 19EI 17DI 17DI 14DI 14DI 14DI 12CI 9CI 167-169 41GI 39GI 38GI 35FI 33FI 29FI 29FI 29FI 24EI 18EI
164-166 20EI 20EI 19EI 17DI 16DI 14DI 14DI 14DI 11CI 9CI 164-166 41GI 39GI 38GI 35FI 32FI 27FI 27FI 27FI 23EI 18EI
161-163 20EI 19EI 18EI 17DI 16DI 14DI 14DI 14DI 11BI 8BI 161-163 39GI 38GI 36GI 33FI 32FI 27FI 27FI 27FI 23DI 17DI
158-160 19DI 19DI 18DI 17DI 15DI 13CI 13CI 13CI 11BI 8BI 158-160 38FI 38FI 36FI 33FI 30FI 26EI 26EI 26EI 23DI 17DI
155-157 19DI 18DI 17DI 16CI 15CI 13CI 13CI 13CI 11BI 8BK 155-157 38FI 36FI 35FI 32EI 30EI 26EI 26EI 26EI 21DI 17DK
152-154 18DI 17DI 17DI 16CI 14CI 13CI 13CI 13CI 11BI 8AI 152-154 36FI 35FI 33FI 32EI 29EI 26EI 26EI 26EI 21DI 17CI
149-151 18DI 17DI 17DI 15CI 14CI 12CI 12CI 12CI 11BK 8AK 149-151 36FI 35FI 33FI 30EI 29EI 24EI 24EI 24EI 21DK 15CK
146-148 17DI 17DI 16DI 15CI 14CI 12BI 12CI 12BI 10AI 8AI 146-148 35FI 33FI 32FI 30EI 27EI 24DI 24EI 24DI 20CI 15CI
143-145 17DI 17DI 16DI 14CI 14CI 11BK 11BK 11BK 10AK 8AK 143-145 33FI 33FI 32FI 29EI 27EI 23DK 23DK 23DK 20CK 15CK
140-142 17CI 16CI 15CI 14CI 13BI 11BI 11BI 11BI 9AI 7ZI 140-142 33EI 32EI 30EI 29EI 26DI 23DI 23DI 23DI 18CI 14BI
137-139 16CI 15CI 15CI 14BI 13BI 11BK 11BK 11BK 9AK 7ZI 137-139 32EI 30EI 30EI 27DI 26DI 21DK 21DK 21DK 18CK 14BI
134-136 15CI 15CI 14CI 14BI 12BI 11AI 11BI 11BI 9AI 7ZI 134-136 30EI 30EI 29EI 27DI 24DI 21CI 21DI 21DI 18CI 14BI
131-133 15CI 14CI 14CI 13BI 12BK 11AK 11AK 11AK 8ZK 7ZI 131-133 30EI 29EI 27EI 26DI 24DK 21CK 21CK 21CK 17BK 14BI
128-130 14CI 14CI 14CI 12BI 11BI 10AI 10AI 10AI 8ZI 6 128-130 29EI 29EI 27EI 24DI 23DI 20CI 20CI 20CI 17BI 12
125-127 14CI 14CI 13CI 12BK 11AK 10AK 10AK 10AK 8ZI 6 125-127 29EI 27EI 26EI 24DK 23CK 20CK 20CK 20CK 17BI 12
122-124 14CI 13CI 13BI 11AI 11AI 9AI 9AI 9AI 8ZI 6 122-124 27EI 26EI 26DI 23CI 21CI 18CI 18CI 18CI 15BI 12
119-121 13BI 13BI 12BK 11AK 11AK 9ZI 9AK 9ZK 8ZI 5 119-121 26DI 26DI 24DK 23CK 21CK 18BI 18CK 18BK 15BI 11
116-118 13BI 12BI 12BI 11AI 10AI 8ZI 8ZI 8ZI 8 5 116-118 26DI 24DI 24DI 21CI 20CI 17BI 17BI 17BI 15 11
113-115 12BK 12BK 11BK 11AK 10AK 8ZI 8ZI 8ZI 7 5 113-115 24DK 24DK 23DK 21CK 20CK 17BI 17BI 17BI 14 11
110-112 11BI 11BI 11BI 10AI 9ZI 8ZI 8ZI 8ZI 7 5 110-112 23DI 23DI 21DI 20CI 18BI 17BI 17BI 17BI 14 11
107-109 11BK 11BK 11BK 10AK 9ZK 8 8ZI 8 6 5 107-109 23DK 21DK 21DK 20CK 18BK 15 15BI 15 12 9
104-106 11BI 11BI 10AI 9ZI 8ZI 8 8 8 6 5 104-106 21DI 21DI 20CI 18BI 17BI 15 15 15 12 9
101-103 11AK 10AK 10AK 9ZK 8ZI 7 7 7 6 5 101-103 21CK 20CK 20CK 18BK 17BI 14 14 14 12 9
98-100 10AI 10AI 9AI 8ZI 8 7 7 7 5 5 98-100 20CI 20CI 18CI 17BI 15 14 14 14 11 9
95-97 9AK 9AK 8AK 8ZI 8 6 6 6 5 4 95-97 18CK 18CK 17CK 17BI 15 12 12 12 11 8
92-94 9AI 8AI 8ZI 8ZI 7 6 6 6 5 4 92-94 18CI 17CI 17BI 15BI 14 12 12 12 11 8
89-91 8AK 8ZK 8ZK 8 7 6 6 6 5 4 89-91 17CK 17BK 15BK 15 14 12 12 12 9 8
86-88 8ZI 8ZI 8ZI 7 6 5 5 5 5 3 86-88 15BI 15BI 15BI 14 12 11 11 11 9 6
83-85 8ZK 8ZK 7 6 6 5 5 5 5 3 83-85 15BK 15BK 14 12 12 11 11 11 9 6
80-82 7ZI 7 7 6 5 5 5 5 4 3 80-82 14BI 14 14 12 11 9 9 9 8 6
77-79 7 6 6 5 5 5 5 5 4 3 77-79 14 12 12 11 11 9 9 9 8 6
74-76 6 6 5 5 5 4 4 4 3 2 74-76 12 12 11 11 9 8 8 8 6 5
71-73 5 5 5 5 5 4 4 4 3 2 71-73 11 11 11 9 9 8 8 8 6 5
68-70 5 5 5 5 4 4 4 4 3 2 68-70 11 11 9 9 8 8 8 8 6 5
65-67 65-67

195
Bow, Long Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 30FP 29FP 27FP 26FP 24EP 24EP 23EP 21EP 18EP 16DP
170-172 29FP 28FP 26FP 25FP 23EP 23EP 22EP 20EP 17EP 15DP
167-169 28FP 27FP 25FP 24FP 22EP 22EP 21EP 20EP 17EP 15DP
164-166 27FP 27FP 25FP 24FP 22EP 22EP 21EP 19EP 16EP 14DP
161-163 27FP 26FP 24FP 23EP 21EP 21EP 20EP 19EP 16DP 14CP
158-160 26EP 25EP 23EP 23EP 21DP 21DP 20DP 18DP 15DP 14CP
155-157 25EP 25EP 23EP 22EP 20DP 20DP 19DP 18DP 15DP 13CP
152-154 25EP 24EP 22EP 21EP 20DP 20DP 19DP 17DP 15DP 13CP
149-151 24EP 23EP 22EP 21EP 19DP 19DP 18DP 17DP 14CP 13BP
146-148 23EP 23EP 21EP 20EP 19DP 19DP 18DP 16CP 14CP 12BP
143-145 23EP 22EP 20DP 20DP 18CP 18CP 17CP 16CP 13CP 12BP
140-142 22DP 21DP 20DP 19DP 18CP 18CP 17CP 15CP 13CP 12BP
Criticals: Puncture(P) 137-139 21DP 21DP 19DP 18DP 17CP 17CP 16CP 15CP 13BP 11AP
134-136 21DP 20DP 19DP 18DP 16CP 16CP 16CP 14BP 12BP 11AP
Disarm modifier: -200 131-133 20DP 19DP 18DP 17DP 16CP 16CP 15BP 14BP 12BP 10AP
Subdual modifier: -150 128-130 19DP 19DP 17DP 17CP 15BP 15BP 15BP 13BP 11AP 10AP
125-127 19DP 18CP 17CP 16CP 15BP 15BP 14BP 13BP 11AP 10
122-124 18CP 17CP 16CP 16CP 14BP 14BP 14BP 12BP 11AP 9
Strength 119-121 17CP 17CP 16CP 15CP 14BP 14BP 13BP 12AP 10AP 9

Fumble
Length

Weight
116-118 17CP 16CP 15CP 14CP 13BP 13AP 13AP 12AP 10 9
Size

113-115 16CP 15CP 14CP 14BP 13AP 13AP 12AP 11AP 9 8


Bow 110-112 15CP 15CP 14BP 13BP 12AP 12AP 12AP 11AP 9 8
Long Bow (2H) +0 6' 85 2.5 5 107-109 15CP 14BP 13BP 13BP 12AP 12AP 11AP 10 9 8
104-106 14BP 13BP 13BP 12BP 11AP 11AP 11 10 8 7
101-103 13BP 13BP 12BP 11AP 11AP 11 10 9 8 7
98-100 13BP 12BP 11AP 11AP 10 10 10 9 7 7
95-97 12BP 12AP 11AP 10 9 9 9 8 7 6
Point Blank (+20)

92-94 11AP 11AP 10 10 9 9 9 8 7 6


Absurd (-100)
Medium (-10)

Extreme (-50)

89-91 11AP 10AP 9 9 8 8 8 7 6 5


Long (-25)
Short (+0)

86-88 10AP 10 9 9 8 8 7 7 6 5
83-85 9 9 8 8 7 7 7 6 5 5
80-82 9 8 8 7 7 7 6 6 5 4
Bow 77-79 8 8 7 7 6 6 6 5 5 4
Long Bow (2H) 100' 200' 300' 400' 500' 74-76 7 7 6 6 6 6 5 5 4 4
71-73
68-70
65-67

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 23EP 22EP 20EP 20EP 18DP 18DP 17DP 16DP 14DP 12CP 173-175 45GP 44GP 41GP 39GP 36FP 36FP 35FP 32FP 27FP 24EP
170-172 22EP 21EP 20EP 19EP 17DP 17DP 17DP 15DP 13DP 11CP 170-172 44GP 42GP 39GP 38GP 35FP 35FP 33FP 30FP 26FP 23EP
167-169 21EP 20EP 19EP 18EP 17DP 17DP 16DP 15DP 13DP 11CP 167-169 42GP 41GP 38GP 36GP 33FP 33FP 32FP 30FP 26FP 23EP
164-166 20EP 20EP 19EP 18EP 17DP 17DP 16DP 14DP 12DP 11CP 164-166 41GP 41GP 38GP 36GP 33FP 33FP 32FP 29FP 24FP 21EP
161-163 20EP 20EP 18EP 17DP 16DP 16DP 15DP 14DP 12CP 11BP 161-163 41GP 39GP 36GP 35FP 32FP 32FP 30FP 29FP 24EP 21DP
158-160 20DP 19DP 17DP 17DP 16CP 16CP 15CP 14CP 11CP 11BP 158-160 39FP 38FP 35FP 35FP 32EP 32EP 30EP 27EP 23EP 21DP
155-157 19DP 19DP 17DP 17DP 15CP 15CP 14CP 14CP 11CP 10BP 155-157 38FP 38FP 35FP 33FP 30EP 30EP 29EP 27EP 23EP 20DP
152-154 19DP 18DP 17DP 16DP 15CP 15CP 14CP 13CP 11CP 10BP 152-154 38FP 36FP 33FP 32FP 30EP 30EP 29EP 26EP 23EP 20DP
149-151 18DP 17DP 17DP 16DP 14CP 14CP 14CP 13CP 11BP 10AP 149-151 36FP 35FP 33FP 32FP 29EP 29EP 27EP 26EP 21DP 20CP
146-148 17DP 17DP 16DP 15DP 14CP 14CP 14CP 12BP 11BP 9AP 146-148 35FP 35FP 32FP 30FP 29EP 29EP 27EP 24DP 21DP 18CP
143-145 17DP 17DP 15CP 15CP 14BP 14BP 13BP 12BP 10BP 9AP 143-145 35FP 33FP 30EP 30EP 27DP 27DP 26DP 24DP 20DP 18CP
140-142 17CP 16CP 15CP 14CP 14BP 14BP 13BP 11BP 10BP 9AP 140-142 33EP 32EP 30EP 29EP 27DP 27DP 26DP 23DP 20DP 18CP
137-139 16CP 16CP 14CP 14CP 13BP 13BP 12BP 11BP 10AP 8ZP 137-139 32EP 32EP 29EP 27EP 26DP 26DP 24DP 23DP 20CP 17BP
134-136 16CP 15CP 14CP 14CP 12BP 12BP 12BP 11AP 9AP 8ZP 134-136 32EP 30EP 29EP 27EP 24DP 24DP 24DP 21CP 18CP 17BP
131-133 15CP 14CP 14CP 13CP 12BP 12BP 11AP 11AP 9AP 8ZP 131-133 30EP 29EP 27EP 26EP 24DP 24DP 23CP 21CP 18CP 15BP
128-130 14CP 14CP 13CP 13BP 11AP 11AP 11AP 10AP 8ZP 8ZP 128-130 29EP 29EP 26EP 26DP 23CP 23CP 23CP 20CP 17BP 15BP
125-127 14CP 14BP 13BP 12BP 11AP 11AP 11AP 10AP 8ZP 8 125-127 29EP 27DP 26DP 24DP 23CP 23CP 21CP 20CP 17BP 15
122-124 14BP 13BP 12BP 12BP 11AP 11AP 11AP 9AP 8ZP 7 122-124 27DP 26DP 24DP 24DP 21CP 21CP 21CP 18CP 17BP 14
119-121 13BP 13BP 12BP 11BP 11AP 11AP 10AP 9ZP 8ZP 7 119-121 26DP 26DP 24DP 23DP 21CP 21CP 20CP 18BP 15BP 14
116-118 13BP 12BP 11BP 11BP 10AP 10ZP 10ZP 9ZP 8 7 116-118 26DP 24DP 23DP 21DP 20CP 20BP 20BP 18BP 15 14
113-115 12BP 11BP 11BP 11AP 10ZP 10ZP 9ZP 8ZP 7 6 113-115 24DP 23DP 21DP 21CP 20BP 20BP 18BP 17BP 14 12
110-112 11BP 11BP 11AP 10AP 9ZP 9ZP 9ZP 8ZP 7 6 110-112 23DP 23DP 21CP 20CP 18BP 18BP 18BP 17BP 14 12
107-109 11BP 11AP 10AP 10AP 9ZP 9ZP 8ZP 8 7 6 107-109 23DP 21CP 20CP 20CP 18BP 18BP 17BP 15 14 12
104-106 11AP 10AP 10AP 9AP 8ZP 8ZP 8 8 6 5 104-106 21CP 20CP 20CP 18CP 17BP 17BP 17 15 12 11
101-103 10AP 10AP 9AP 8ZP 8ZP 8 8 7 6 5 101-103 20CP 20CP 18CP 17BP 17BP 17 15 14 12 11
98-100 10AP 9AP 8ZP 8ZP 8 8 8 7 5 5 98-100 20CP 18CP 17BP 17BP 15 15 15 14 11 11
95-97 9AP 9ZP 8ZP 8 7 7 7 6 5 5 95-97 18CP 18BP 17BP 15 14 14 14 12 11 9
92-94 8ZP 8ZP 8 8 7 7 7 6 5 5 92-94 17BP 17BP 15 15 14 14 14 12 11 9
89-91 8ZP 8ZP 7 7 6 6 6 5 5 4 89-91 17BP 15BP 14 14 12 12 12 11 9 8
86-88 8ZP 8 7 7 6 6 5 5 5 4 86-88 15BP 15 14 14 12 12 11 11 9 8
83-85 7 7 6 6 5 5 5 5 4 4 83-85 14 14 12 12 11 11 11 9 8 8
80-82 7 6 6 5 5 5 5 5 4 3 80-82 14 12 12 11 11 11 9 9 8 6
77-79 6 6 5 5 5 5 5 4 4 3 77-79 12 12 11 11 9 9 9 8 8 6
74-76 5 5 5 5 5 5 4 4 3 3 74-76 11 11 9 9 9 9 8 8 6 6
71-73 71-73
68-70 68-70
65-67 65-67

196
Bow, Short Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 21EP 20EP 19EP 18EP 17DP 16DP 16DP 15DP 13DP 11CP
170-172 20EP 19EP 18EP 17EP 16DP 15DP 15DP 14DP 12DP 10CP
167-169 20EP 19EP 18EP 17EP 16DP 15DP 15DP 14DP 12DP 10CP
164-166 19EP 18EP 17EP 16EP 15DP 14DP 14DP 14DP 12DP 10CP
161-163 19EP 18EP 17EP 16EP 15DP 14DP 14DP 13DP 11CP 10CP
158-160 18EP 17EP 16EP 16EP 15DP 14CP 14CP 13CP 11CP 9BP
155-157 18EP 17DP 16DP 15DP 14CP 13CP 13CP 13CP 11CP 9BP
152-154 17DP 17DP 16DP 15DP 14CP 13CP 13CP 12CP 11CP 9BP
149-151 17DP 16DP 15DP 14DP 14CP 13CP 13CP 12CP 10CP 9BP
146-148 16DP 16DP 15DP 14DP 13CP 12CP 12CP 12CP 10BP 8AP
143-145 16DP 15DP 14DP 14DP 13CP 12CP 12CP 11BP 10BP 8AP
140-142 16DP 15DP 14DP 13CP 12CP 12BP 12BP 11BP 9BP 8AP
Criticals: Puncture(P) 137-139 15DP 14CP 14CP 13CP 12BP 11BP 11BP 11BP 9BP 8AP
134-136 15CP 14CP 13CP 12CP 12BP 11BP 11BP 10BP 9BP 7AP
Disarm modifier: -200 131-133 14CP 14CP 13CP 12CP 11BP 11BP 11BP 10BP 9AP 7AP
Subdual modifier: -150 128-130 14CP 13CP 12CP 12CP 11BP 10BP 10BP 10BP 8AP 7AP
125-127 13CP 13CP 12CP 11BP 11BP 10BP 10BP 9AP 8AP 7AP
122-124 13CP 12CP 12BP 11BP 10BP 10AP 10AP 9AP 8AP 6
Strength 119-121 12CP 12BP 11BP 11BP 10AP 9AP 9AP 9AP 7AP 6

Fumble
Length

Weight
116-118 12BP 11BP 11BP 10BP 10AP 9AP 9AP 8AP 7 6
Size

113-115 12BP 11BP 10BP 10BP 9AP 9AP 9AP 8AP 7 6


Bow 110-112 11BP 11BP 10BP 9BP 9AP 8AP 8AP 8AP 7 6
Short Bow (2H) +0 3' 80 2 4 107-109 11BP 10BP 10BP 9AP 8AP 8AP 8AP 7 6 5
Composite Bow (2H) +0 4' 80 3 4 104-106 10BP 10BP 9AP 9AP 8AP 8AP 8AP 7 6 5
101-103 10BP 9AP 9AP 8AP 8AP 7 7 7 6 5
98-100 9AP 9AP 8AP 8AP 7 7 7 6 6 5
95-97 9AP 8AP 8AP 7AP 7 7 7 6 5 4
Point Blank (+20)

92-94 8AP 8AP 8AP 7 7 6 6 6 5 4


Absurd (-100)
Medium (-10)

Extreme (-50)

89-91 8AP 8AP 7 7 6 6 6 6 5 4


Long (-25)
Short (+0)

86-88 7AP 7AP 7 6 6 6 6 5 4 4


83-85 7AP 7 6 6 6 5 5 5 4 3
80-82 7 6 6 6 5 5 5 5 4 3
Bow 77-79 6 6 5 5 5 5 5 4 4 3
Short Bow (2H) 60' 120' 180' 240' 300' 74-76 6 5 5 5 4 4 4 4 3 3
Composite Bow (2H) 100' 200' 300' 400' 500' 71-73 5 5 5 4 4 4 4 4 3 2
68-70 5 5 4 4 4 4 4 3 3 2
65-67

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 16DP 15DP 14DP 14DP 13CP 12CP 12CP 11CP 10CP 8BP 173-175 32FP 30FP 29FP 27FP 26EP 24EP 24EP 23EP 20EP 17DP
170-172 15DP 14DP 14DP 13DP 12CP 11CP 11CP 11CP 9CP 8BP 170-172 30FP 29FP 27FP 26FP 24EP 23EP 23EP 21EP 18EP 15DP
167-169 15DP 14DP 14DP 13DP 12CP 11CP 11CP 11CP 9CP 8BP 167-169 30FP 29FP 27FP 26FP 24EP 23EP 23EP 21EP 18EP 15DP
164-166 14DP 14DP 13DP 12DP 11CP 11CP 11CP 11CP 9CP 8BP 164-166 29FP 27FP 26FP 24FP 23EP 21EP 21EP 21EP 18EP 15DP
161-163 14DP 14DP 13DP 12DP 11CP 11CP 11CP 10CP 8BP 8BP 161-163 29FP 27FP 26FP 24FP 23EP 21EP 21EP 20EP 17DP 15DP
158-160 14DP 13DP 12DP 12DP 11CP 11BP 11BP 10BP 8BP 7AP 158-160 27FP 26FP 24FP 24FP 23EP 21DP 21DP 20DP 17DP 14CP
155-157 14DP 13CP 12CP 11CP 11BP 10BP 10BP 10BP 8BP 7AP 155-157 27FP 26EP 24EP 23EP 21DP 20DP 20DP 20DP 17DP 14CP
152-154 13CP 13CP 12CP 11CP 11BP 10BP 10BP 9BP 8BP 7AP 152-154 26EP 26EP 24EP 23EP 21DP 20DP 20DP 18DP 17DP 14CP
149-151 13CP 12CP 11CP 11CP 11BP 10BP 10BP 9BP 8BP 7AP 149-151 26EP 24EP 23EP 21EP 21DP 20DP 20DP 18DP 15DP 14CP
146-148 12CP 12CP 11CP 11CP 10BP 9BP 9BP 9BP 8AP 6ZP 146-148 24EP 24EP 23EP 21EP 20DP 18DP 18DP 18DP 15CP 12BP
143-145 12CP 11CP 11CP 11CP 10BP 9BP 9BP 8AP 8AP 6ZP 143-145 24EP 23EP 21EP 21EP 20DP 18DP 18DP 17CP 15CP 12BP
140-142 12CP 11CP 11CP 10BP 9BP 9AP 9AP 8AP 7AP 6ZP 140-142 24EP 23EP 21EP 20DP 18DP 18CP 18CP 17CP 14CP 12BP
137-139 11CP 11BP 11BP 10BP 9AP 8AP 8AP 8AP 7AP 6ZP 137-139 23EP 21DP 21DP 20DP 18CP 17CP 17CP 17CP 14CP 12BP
134-136 11BP 11BP 10BP 9BP 9AP 8AP 8AP 8AP 7AP 5ZP 134-136 23DP 21DP 20DP 18DP 18CP 17CP 17CP 15CP 14CP 11BP
131-133 11BP 11BP 10BP 9BP 8AP 8AP 8AP 8AP 7ZP 5ZP 131-133 21DP 21DP 20DP 18DP 17CP 17CP 17CP 15CP 14BP 11BP
128-130 11BP 10BP 9BP 9BP 8AP 8AP 8AP 8AP 6ZP 5ZP 128-130 21DP 20DP 18DP 18DP 17CP 15CP 15CP 15CP 12BP 11BP
125-127 10BP 10BP 9BP 8AP 8AP 8AP 8AP 7ZP 6ZP 5ZP 125-127 20DP 20DP 18DP 17CP 17CP 15CP 15CP 14BP 12BP 11BP
122-124 10BP 9BP 9AP 8AP 8AP 8ZP 8ZP 7ZP 6ZP 5 122-124 20DP 18DP 18CP 17CP 15CP 15BP 15BP 14BP 12BP 9
119-121 9BP 9AP 8AP 8AP 8ZP 7ZP 7ZP 7ZP 5ZP 5 119-121 18DP 18CP 17CP 17CP 15BP 14BP 14BP 14BP 11BP 9
116-118 9AP 8AP 8AP 8AP 8ZP 7ZP 7ZP 6ZP 5 5 116-118 18CP 17CP 17CP 15CP 15BP 14BP 14BP 12BP 11 9
113-115 9AP 8AP 8AP 8AP 7ZP 7ZP 7ZP 6ZP 5 5 113-115 18CP 17CP 15CP 15CP 14BP 14BP 14BP 12BP 11 9
110-112 8AP 8AP 8AP 7AP 7ZP 6ZP 6ZP 6ZP 5 5 110-112 17CP 17CP 15CP 14CP 14BP 12BP 12BP 12BP 11 9
107-109 8AP 8AP 8AP 7ZP 6ZP 6ZP 6ZP 5 5 4 107-109 17CP 15CP 15CP 14BP 12BP 12BP 12BP 11 9 8
104-106 8AP 8AP 7ZP 7ZP 6ZP 6ZP 6ZP 5 5 4 104-106 15CP 15CP 14BP 14BP 12BP 12BP 12BP 11 9 8
101-103 8AP 7ZP 7ZP 6ZP 6ZP 5 5 5 5 4 101-103 15CP 14BP 14BP 12BP 12BP 11 11 11 9 8
98-100 7ZP 7ZP 6ZP 6ZP 5 5 5 5 5 4 98-100 14BP 14BP 12BP 12BP 11 11 11 9 9 8
95-97 7ZP 6ZP 6ZP 5ZP 5 5 5 5 4 3 95-97 14BP 12BP 12BP 11BP 11 11 11 9 8 6
92-94 6ZP 6ZP 6ZP 5 5 5 5 5 4 3 92-94 12BP 12BP 12BP 11 11 9 9 9 8 6
89-91 6ZP 6ZP 5 5 5 5 5 5 4 3 89-91 12BP 12BP 11 11 9 9 9 9 8 6
86-88 5ZP 5ZP 5 5 5 5 5 4 3 3 86-88 11BP 11BP 11 9 9 9 9 8 6 6
83-85 5ZP 5 5 5 5 4 4 4 3 2 83-85 11BP 11 9 9 9 8 8 8 6 5
80-82 5 5 5 5 4 4 4 4 3 2 80-82 11 9 9 9 8 8 8 8 6 5
77-79 5 5 4 4 4 4 4 3 3 2 77-79 9 9 8 8 8 8 8 6 6 5
74-76 5 4 4 4 3 3 3 3 2 2 74-76 9 8 8 8 6 6 6 6 5 5
71-73 4 4 4 3 3 3 3 3 2 2 71-73 8 8 8 6 6 6 6 6 5 3
68-70 4 4 3 3 3 3 3 2 2 2 68-70 8 8 6 6 6 6 6 5 5 3
65-67 65-67

197
Broadsword Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 29FS 27FS 26FS 24ES 21ES 20ES 17DS 15DS 13DS 10CS
170-172 28FS 26FS 25FS 23ES 20ES 19ES 16DS 14DS 12DS 9CS
167-169 27FS 25FS 24FS 22ES 20ES 19ES 16DS 14DS 12DS 9CS
164-166 27FS 25FS 24FS 22ES 19ES 18ES 15DS 14DS 12CS 9BS
161-163 26FS 24FS 23FS 21ES 19ES 18ES 15CS 13CS 11CS 9BP
158-160 25ES 24ES 23ES 21ES 18DS 17DS 15CS 13CS 11CS 8BS
155-157 25ES 23ES 22ES 20DS 18DS 17DS 14CS 13CP 11CP 8AP
152-154 24ES 23ES 22ES 20DS 17DS 17DS 14CS 12CS 11BS 8AS
149-151 24ES 22ES 21ES 19DS 17DS 16DS 14CP 12BP 10BP 8AK
146-148 23ES 21ES 21ES 19DS 17DS 16CS 13BS 12BS 10BS 8AK
143-145 22ES 21ES 20ES 18DS 16CS 15CP 13BP 11BP 10BP 7AK
140-142 22ES 20DS 19DS 18CS 16CS 15CS 13BS 11BS 9AK 7
137-139 21DS 20DS 19DS 17CS 15CP 14CP 12BP 11AP 9AK 7
134-136 21DS 19DS 18DS 17CS 15CS 14CS 12BS 10AK 9AK 7
131-133 20DS 19DS 18DS 16CP 14CP 14BP 11AP 10AK 9AK 7
128-130 19DS 18DS 17DS 16CS 14BS 13BS 11AS 10AK 8 6
125-127 19DS 17DS 17DP 15CP 13BP 13BP 11AK 9AK 8 6
122-124 18DS 17CS 16CS 15BS 13BS 12BS 10AK 9 8 6
Criticals: Slash(S), Puncture(P), Krush(K) 119-121 18CS 16CP 16CP 14BP 13BP 12AP 10AK 9 8 6
116-118 17CS 16CS 15CS 14BS 12BS 12AK 10AK 9 7 6
Disarm modifier: -75 113-115 16CP 15CP 15CP 13BP 12AP 11AK 9 8 7 5
Subdual modifier: -75 110-112 16CS 15CS 14CS 13BS 11AK 11AK 9 8 7 5
107-109 15CP 14CP 13BP 12AP 11AK 10 9 8 6 5
104-106 14CS 13BS 13BS 12AS 10AK 10 8 7 6 5
Strength

101-103 14BP 13BP 12BP 11AP 10 9 8 7 6 4


Fumble
Length

Weight

98-100 13BS 12BS 12BS 11AK 9 9 8 7 6 4


Size

95-97 13BP 12BP 11BP 10AK 9 9 7 6 5 4


Blade 92-94 12BS 11BS 11AS 10 9 8 7 6 5 4
Broadsword +0 3' 80 4 4 89-91 11BP 11AP 10AK 9 8 8 6 6 5 4
Greater Blade 86-88 11AS 10AS 10 9 8 7 6 5 5 3
Claymore (2H) +1 5' 80 7 5 83-85 10AP 9AK 9 8 7 7 6 5 4 3
Pole Arm 80-82 10AS 9 9 8 7 6 5 5 4 3
Glaive (2H) +1 8' 55 6 7 77-79 9 8 8 7 6 6 5 4 4 3
74-76 8 8 7 7 6 6 5 4 3 3
71-73 8 7 7 6 5 5 4 4 3 2
68-70 7 7 6 6 5 5 4 3 3 2
65-67

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 22ES 20ES 20ES 18DS 16DS 15DS 13CS 11CS 10CS 8BS 173-175 44GS 41GS 39GS 36FS 32FS 30FS 26ES 23ES 20ES 15DS
170-172 21ES 20ES 19ES 17DS 15DS 14DS 12CS 11CS 9CS 7BS 170-172 42GS 39GS 38GS 35FS 30FS 29FS 24ES 21ES 18ES 14DS
167-169 20ES 19ES 18ES 17DS 15DS 14DS 12CS 11CS 9CS 7BS 167-169 41GS 38GS 36GS 33FS 30FS 29FS 24ES 21ES 18ES 14DS
164-166 20ES 19ES 18ES 17DS 14DS 14DS 11CS 11CS 9BS 7AS 164-166 41GS 38GS 36GS 33FS 29FS 27FS 23ES 21ES 18DS 14CS
161-163 20ES 18ES 17ES 16DS 14DS 14DS 11BS 10BS 8BS 7AP 161-163 39GS 36GS 35GS 32FS 29FS 27FS 23DS 20DS 17DS 14CP
158-160 19DS 18DS 17DS 16DS 14CS 13CS 11BS 10BS 8BS 6AS 158-160 38FS 36FS 35FS 32FS 27ES 26ES 23DS 20DS 17DS 12CS
155-157 19DS 17DS 17DS 15CS 14CS 13CS 11BS 10BP 8BP 6ZP 155-157 38FS 35FS 33FS 30ES 27ES 26ES 21DS 20DP 17DP 12BP
152-154 18DS 17DS 17DS 15CS 13CS 13CS 11BS 9BS 8AS 6ZS 152-154 36FS 35FS 33FS 30ES 26ES 26ES 21DS 18DS 17CS 12BS
149-151 18DS 17DS 16DS 14CS 13CS 12CS 11BP 9AP 8AP 6ZK 149-151 36FS 33FS 32FS 29ES 26ES 24ES 21DP 18CP 15CP 12BK
146-148 17DS 16DS 16DS 14CS 13CS 12BS 10AS 9AS 8AS 6ZK 146-148 35FS 32FS 32FS 29ES 26ES 24DS 20CS 18CS 15CS 12BK
143-145 17DS 16DS 15DS 14CS 12BS 11BP 10AP 8AP 8AP 5ZK 143-145 33FS 32FS 30FS 27ES 24DS 23DP 20CP 17CP 15CP 11BK
140-142 17DS 15CS 14CS 14BS 12BS 11BS 10AS 8AS 7ZK 5 140-142 33FS 30ES 29ES 27DS 24DS 23DS 20CS 17CS 14BK 11
137-139 16CS 15CS 14CS 13BS 11BP 11BP 9AP 8ZP 7ZK 5 137-139 32ES 30ES 29ES 26DS 23DP 21DP 18CP 17BP 14BK 11
134-136 16CS 14CS 14CS 13BS 11BS 11BS 9AS 8ZK 7ZK 5 134-136 32ES 29ES 27ES 26DS 23DS 21DS 18CS 15BK 14BK 11
131-133 15CS 14CS 14CS 12BP 11BP 11AP 8ZP 8ZK 7ZK 5 131-133 30ES 29ES 27ES 24DP 21DP 21CP 17BP 15BK 14BK 11
128-130 14CS 14CS 13CS 12BS 11AS 10AS 8ZS 8ZK 6 5 128-130 29ES 27ES 26ES 24DS 21CS 20CS 17BS 15BK 12 9
125-127 14CS 13CS 13CP 11BP 10AP 10AP 8ZK 7ZK 6 5 125-127 29ES 26ES 26EP 23DP 20CP 20CP 17BK 14BK 12 9
122-124 14CS 13BS 12BS 11AS 10AS 9AS 8ZK 7 6 5 122-124 27ES 26DS 24DS 23CS 20CS 18CS 15BK 14 12 9
119-121 14BS 12BP 12BP 11AP 10AP 9ZP 8ZK 7 6 5 119-121 27DS 24DP 24DP 21CP 20CP 18BP 15BK 14 12 9
116-118 13BS 12BS 11BS 11AS 9AS 9ZK 8ZK 7 5 5 116-118 26DS 24DS 23DS 21CS 18CS 18BK 15BK 14 11 9
113-115 12BP 11BP 11BP 10AP 9ZP 8ZK 7 6 5 4 113-115 24DP 23DP 23DP 20CP 18BP 17BK 14 12 11 8
110-112 12BS 11BS 11BS 10AS 8ZK 8ZK 7 6 5 4 110-112 24DS 23DS 21DS 20CS 17BK 17BK 14 12 11 8
107-109 11BP 11BP 10AP 9ZP 8ZK 8 7 6 5 4 107-109 23DP 21DP 20CP 18BP 17BK 15 14 12 9 8
104-106 11BS 10AS 10AS 9ZS 8ZK 8 6 5 5 4 104-106 21DS 20CS 20CS 18BS 15BK 15 12 11 9 8
101-103 11AP 10AP 9AP 8ZP 8 7 6 5 5 3 101-103 21CP 20CP 18CP 17BP 15 14 12 11 9 6
98-100 10AS 9AS 9AS 8ZK 7 7 6 5 5 3 98-100 20CS 18CS 18CS 17BK 14 14 12 11 9 6
95-97 10AP 9AP 8AP 8ZK 7 7 5 5 4 3 95-97 20CP 18CP 17CP 15BK 14 14 11 9 8 6
92-94 9AS 8AS 8ZS 8 7 6 5 5 4 3 92-94 18CS 17CS 17BS 15 14 12 11 9 8 6
89-91 8AP 8ZP 8ZK 7 6 6 5 5 4 3 89-91 17CP 17BP 15BK 14 12 12 9 9 8 6
86-88 8ZS 8ZS 8 7 6 5 5 4 4 2 86-88 17BS 15BS 15 14 12 11 9 8 8 5
83-85 8ZP 7ZK 7 6 5 5 5 4 3 2 83-85 15BP 14BK 14 12 11 11 9 8 6 5
80-82 8ZS 7 7 6 5 5 4 4 3 2 80-82 15BS 14 14 12 11 9 8 8 6 5
77-79 7 6 6 5 5 5 4 3 3 2 77-79 14 12 12 11 9 9 8 6 6 5
74-76 6 6 5 5 5 5 4 3 2 2 74-76 12 12 11 11 9 9 8 6 5 5
71-73 6 5 5 5 4 4 3 3 2 2 71-73 12 11 11 9 8 8 6 6 5 3
68-70 5 5 5 5 4 4 3 2 2 2 68-70 11 11 9 9 8 8 6 5 5 3
65-67 65-67

198
Claw Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 23ES 22ES 21ES 19ES 17DS 16DS 15DS 13DS 11CS 8CS
170-172 22ES 21ES 20ES 18ES 16DS 15DS 14DS 12DS 10CS 7CS
167-169 22ES 21ES 20ES 18ES 16DS 15DS 14DS 12DS 10CS 7CS
164-166 21ES 20ES 19ES 17ES 15DS 15DS 14DS 12DS 10CS 7CS
161-163 21ES 20ES 19ES 17ES 15DS 14DS 13DS 11CS 10CS 7BS
158-160 20ES 19ES 18ES 17ES 15DS 14CS 13CS 11CS 9BS 7BS
155-157 20ES 19ES 18ES 16DS 14CS 14CS 13CS 11CS 9BS 7BS
152-154 19DS 18DS 18DS 16DS 14CS 13CS 12CS 11CS 9BS 6AS
149-151 19DS 18DS 17DS 15DS 14CS 13CS 12CS 10CS 9BS 6AS
146-148 18DS 18DS 17DS 15DS 13CS 13CS 12CS 10BS 9AS 6AP
143-145 18DS 17DS 16DS 15DS 13CS 12CS 11BS 10BS 8AS 6AP
140-142 17DS 17DS 16DS 14DS 13CS 12BS 11BS 10BS 8AS 6AP
137-139 17DS 16DS 15DS 14CS 12BS 12BS 11BS 9BS 8AS 6AP
134-136 16DS 16CS 15CS 14CS 12BS 11BS 11BS 9BS 8AP 5
131-133 16CS 15CS 15CS 13CS 12BS 11BS 10BS 9AS 7AP 5
128-130 16CS 15CS 14CS 13CS 11BS 11BS 10BS 9AP 7AP 5
125-127 15CS 14CS 14CS 12CS 11BS 10BS 10AS 8AP 7AP 5
122-124 15CS 14CS 13CS 12BS 11BS 10AS 9AS 8AP 7 5
119-121 14CS 14CS 13CS 12BS 10AS 10AS 9AP 8AP 7 5
116-118 14CS 13CS 12BS 11BS 10AS 9AS 9AP 8 6 4
113-115 13BS 13BS 12BS 11BS 10AS 9AP 8AP 7 6 4
110-112 13BS 12BS 12BS 10BS 9AS 9AP 8AP 7 6 4
Criticals: Slash(S), Puncture(P) 107-109 12BS 12BS 11BS 10BS 9AS 8AP 8 7 6 4
104-106 12BS 11BS 11BS 10AS 9AP 8 8 6 5 4
Disarm modifier: -50 101-103 11BS 11BS 10BS 9AS 8AP 8 7 6 5 4
Subdual modifier: -75 98-100 11BS 10BS 10AS 9AS 8AP 7 7 6 5 3
95-97 10BS 10AS 10AS 9AP 8 7 7 6 5 3
92-94 10AS 10AS 9AS 8AP 7 7 6 5 5 3
89-91 10AS 9AS 9AS 8 7 7 6 5 4 3
Fumble

86-88 9AS 9AS 8AP 7 7 6 6 5 4 3


Size

83-85 9AS 8AS 8AP 7 6 6 5 5 4 3


Unarmed 80-82 8AS 8AP 7 7 6 6 5 4 4 3
Claw +0 2 77-79 8AS 7 7 6 6 5 5 4 3 2
74-76 7 7 7 6 5 5 5 4 3 2
71-73 7 6 6 6 5 5 4 4 3 2
68-70 6 6 6 5 5 4 4 3 3 2
65-67 6 6 5 5 4 4 4 3 3 2

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 17DS 17DS 16DS 14DS 13CS 12CS 11CS 10CS 8BS 6BS 173-175 35FS 33FS 32FS 29FS 26ES 24ES 23ES 20ES 17DS 12DS
170-172 17DS 16DS 15DS 14DS 12CS 11CS 11CS 9CS 8BS 5BS 170-172 33FS 32FS 30FS 27FS 24ES 23ES 21ES 18ES 15DS 11DS
167-169 17DS 16DS 15DS 14DS 12CS 11CS 11CS 9CS 8BS 5BS 167-169 33FS 32FS 30FS 27FS 24ES 23ES 21ES 18ES 15DS 11DS
164-166 16DS 15DS 14DS 13DS 11CS 11CS 11CS 9CS 8BS 5BS 164-166 32FS 30FS 29FS 26FS 23ES 23ES 21ES 18ES 15DS 11DS
161-163 16DS 15DS 14DS 13DS 11CS 11CS 10CS 8BS 8BS 5AS 161-163 32FS 30FS 29FS 26FS 23ES 21ES 20ES 17DS 15DS 11CS
158-160 15DS 14DS 14DS 13DS 11CS 11BS 10BS 8BS 7AS 5AS 158-160 30FS 29FS 27FS 26FS 23ES 21DS 20DS 17DS 14CS 11CS
155-157 15DS 14DS 14DS 12CS 11BS 11BS 10BS 8BS 7AS 5AS 155-157 30FS 29FS 27FS 24ES 21DS 21DS 20DS 17DS 14CS 11CS
152-154 14CS 14CS 14CS 12CS 11BS 10BS 9BS 8BS 7AS 5ZS 152-154 29ES 27ES 27ES 24ES 21DS 20DS 18DS 17DS 14CS 9BS
149-151 14CS 14CS 13CS 11CS 11BS 10BS 9BS 8BS 7AS 5ZS 149-151 29ES 27ES 26ES 23ES 21DS 20DS 18DS 15DS 14CS 9BS
146-148 14CS 14CS 13CS 11CS 10BS 10BS 9BS 8AS 7ZS 5ZP 146-148 27ES 27ES 26ES 23ES 20DS 20DS 18DS 15CS 14BS 9BP
143-145 14CS 13CS 12CS 11CS 10BS 9BS 8AS 8AS 6ZS 5ZP 143-145 27ES 26ES 24ES 23ES 20DS 18DS 17CS 15CS 12BS 9BP
140-142 13CS 13CS 12CS 11CS 10BS 9AS 8AS 8AS 6ZS 5ZP 140-142 26ES 26ES 24ES 21ES 20DS 18CS 17CS 15CS 12BS 9BP
137-139 13CS 12CS 11CS 11BS 9AS 9AS 8AS 7AS 6ZS 5ZP 137-139 26ES 24ES 23ES 21DS 18CS 18CS 17CS 14CS 12BS 9BP
134-136 12CS 12BS 11BS 11BS 9AS 8AS 8AS 7AS 6ZP 4 134-136 24ES 24DS 23DS 21DS 18CS 17CS 17CS 14CS 12BP 8
131-133 12BS 11BS 11BS 10BS 9AS 8AS 8AS 7ZS 5ZP 4 131-133 24DS 23DS 23DS 20DS 18CS 17CS 15CS 14BS 11BP 8
128-130 12BS 11BS 11BS 10BS 8AS 8AS 8AS 7ZP 5ZP 4 128-130 24DS 23DS 21DS 20DS 17CS 17CS 15CS 14BP 11BP 8
125-127 11BS 11BS 11BS 9BS 8AS 8AS 8ZS 6ZP 5ZP 4 125-127 23DS 21DS 21DS 18DS 17CS 15CS 15BS 12BP 11BP 8
122-124 11BS 11BS 10BS 9AS 8AS 8ZS 7ZS 6ZP 5 4 122-124 23DS 21DS 20DS 18CS 17CS 15BS 14BS 12BP 11 8
119-121 11BS 11BS 10BS 9AS 8ZS 8ZS 7ZP 6ZP 5 4 119-121 21DS 21DS 20DS 18CS 15BS 15BS 14BP 12BP 11 8
116-118 11BS 10BS 9AS 8AS 8ZS 7ZS 7ZP 6 5 3 116-118 21DS 20DS 18CS 17CS 15BS 14BS 14BP 12 9 6
113-115 10AS 10AS 9AS 8AS 8ZS 7ZP 6ZP 5 5 3 113-115 20CS 20CS 18CS 17CS 15BS 14BP 12BP 11 9 6
110-112 10AS 9AS 9AS 8AS 7ZS 7ZP 6ZP 5 5 3 110-112 20CS 18CS 18CS 15CS 14BS 14BP 12BP 11 9 6
107-109 9AS 9AS 8AS 8AS 7ZS 6ZP 6 5 5 3 107-109 18CS 18CS 17CS 15CS 14BS 12BP 12 11 9 6
104-106 9AS 8AS 8AS 8ZS 7ZP 6 6 5 4 3 104-106 18CS 17CS 17CS 15BS 14BP 12 12 9 8 6
101-103 8AS 8AS 8AS 7ZS 6ZP 6 5 5 4 3 101-103 17CS 17CS 15CS 14BS 12BP 12 11 9 8 6
98-100 8AS 8AS 8ZS 7ZS 6ZP 5 5 5 4 2 98-100 17CS 15CS 15BS 14BS 12BP 11 11 9 8 5
95-97 8AS 8ZS 8ZS 7ZP 6 5 5 5 4 2 95-97 15CS 15BS 15BS 14BP 12 11 11 9 8 5
92-94 8ZS 8ZS 7ZS 6ZP 5 5 5 4 4 2 92-94 15BS 15BS 14BS 12BP 11 11 9 8 8 5
89-91 8ZS 7ZS 7ZS 6 5 5 5 4 3 2 89-91 15BS 14BS 14BS 12 11 11 9 8 6 5
86-88 7ZS 7ZS 6ZP 5 5 5 5 4 3 2 86-88 14BS 14BS 12BP 11 11 9 9 8 6 5
83-85 7ZS 6ZS 6ZP 5 5 5 4 4 3 2 83-85 14BS 12BS 12BP 11 9 9 8 8 6 5
80-82 6ZS 6ZP 5 5 5 5 4 3 3 2 80-82 12BS 12BP 11 11 9 9 8 6 6 5
77-79 6ZS 5 5 5 5 4 4 3 2 2 77-79 12BS 11 11 9 9 8 8 6 5 3
74-76 5 5 5 5 4 4 4 3 2 2 74-76 11 11 11 9 8 8 8 6 5 3
71-73 5 5 5 5 4 4 3 3 2 2 71-73 11 9 9 9 8 8 6 6 5 3
68-70 5 5 5 4 4 3 3 2 2 2 68-70 9 9 9 8 8 6 6 5 5 3
65-67 5 5 4 4 3 3 3 2 2 2 65-67 9 9 8 8 6 6 6 5 5 3

199
Club Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 16DK 15DK 15DK 13DK 12DK 9CK 9CK 9CK 7CK 5BK
170-172 15DK 14DK 14DK 12DK 11DK 8CK 8CK 8CK 6CK 4BK
167-169 15DK 14DK 14DK 12DK 11DK 8CK 8CK 8CK 6CK 4BK
164-166 15DK 14DK 14DK 12DK 11DK 8CK 8CK 8CK 6CK 4AK
161-163 14DK 13DK 13DK 11DK 11DK 8CK 8CK 8CK 6BK 4AK
158-160 14DK 13DK 13DK 11DK 10CK 8BK 8BK 8BK 6BK 4AK
155-157 14DK 13DK 13CK 11CK 10CK 7BK 7BK 7BK 6BK 4AK
152-154 13CK 12CK 12CK 11CK 10CK 7BK 7BK 7BK 6BK 4AK
Criticals: Krush(K) 149-151 13CK 12CK 12CK 10CK 10CK 7BK 7BK 7BK 5AK 4AK
146-148 13CK 12CK 12CK 10CK 9CK 7BK 7BK 7BK 5AK 4AK
Disarm modifier: -50 (-150 ranged) 143-145 12CK 11CK 11CK 10CK 9CK 7AK 7AK 7AK 5AK 3AK
Subdual modifier: -25 (-75 ranged) 140-142 12CK 11CK 11CK 10CK 9BK 7AK 7AK 7AK 5AK 3
137-139 12CK 11CK 11CK 9CK 9BK 6AK 6AK 6AK 5AK 3
134-136 11CK 11CK 11CK 9BK 8BK 6AK 6AK 6AK 5AK 3

Strength
131-133 11CK 10CK 10BK 9BK 8BK 6AK 6AK 6AK 5AK 3

Fumble
Length

Weight
128-130 11BK 10BK 10BK 9BK 8BK 6AK 6AK 6AK 4 3
Size

125-127 10BK 10BK 10BK 8BK 8BK 6AK 6AK 6AK 4 3


Hafted 122-124 10BK 9BK 9BK 8BK 7AK 5AK 5AK 5AK 4 3
Blackjack -1 2' 30 2 3 119-121 10BK 9BK 9BK 8BK 7AK 5AK 5AK 5AK 4 3
Club +0 4' 35 3 3 116-118 9BK 9BK 9BK 8AK 7AK 5 5AK 5 4 3
Greater Hafted 113-115 9BK 8BK 8BK 7AK 7AK 5 5 5 4 2
Large Club (2H) +1 5' 40 6.5 4 110-112 9BK 8BK 8AK 7AK 6AK 5 5 5 4 2
Thrown 107-109 8BK 8AK 8AK 7AK 6AK 5 5 5 3 2
Throwing Club -1 2' 35 2 5 104-106 8AK 8AK 8AK 6AK 6AK 4 4 4 3 2
101-103 8AK 7AK 7AK 6AK 6 4 4 4 3 2
98-100 7AK 7AK 7AK 6AK 5 4 4 4 3 2
95-97 7AK 7AK 7AK 6AK 5 4 4 4 3 2
Point Blank (+20)

92-94 7AK 6AK 6AK 5 5 4 4 4 3 2


Absurd (-100)
Medium (-10)

Extreme (-50)

89-91 7AK 6AK 6AK 5 5 3 3 3 3 2


Long (-25)
Short (+0)

86-88 6AK 6AK 6AK 5 5 3 3 3 2 2


83-85 6AK 5AK 5 5 4 3 3 3 2 1
80-82 6AK 5AK 5 4 4 3 3 3 2 1
Thrown 77-79 5 5 5 4 4 3 3 3 2 1
Throwing Club 25' 50' 75' 100' 125' 74-76 5 5 5 4 4 3 3 3 2 1
71-73 5 4 4 4 3 2 2 2 2 1
68-70 4 4 4 3 3 2 2 2 2 1
65-67 4 4 4 3 3 2 2 2 1 1

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 12CK 11CK 11CK 10CK 9CK 7BK 7BK 7BK 5BK 4AK 173-175 24EK 23EK 23EK 20EK 18EK 14DK 14DK 14DK 11DK 8CK
170-172 11CK 11CK 11CK 9CK 8CK 6BK 6BK 6BK 5BK 3AK 170-172 23EK 21EK 21EK 18EK 17EK 12DK 12DK 12DK 9DK 6CK
167-169 11CK 11CK 11CK 9CK 8CK 6BK 6BK 6BK 5BK 3AK 167-169 23EK 21EK 21EK 18EK 17EK 12DK 12DK 12DK 9DK 6CK
164-166 11CK 11CK 11CK 9CK 8CK 6BK 6BK 6BK 5BK 3ZK 164-166 23EK 21EK 21EK 18EK 17EK 12DK 12DK 12DK 9DK 6BK
161-163 11CK 10CK 10CK 8CK 8CK 6BK 6BK 6BK 5AK 3ZK 161-163 21EK 20EK 20EK 17EK 17EK 12DK 12DK 12DK 9CK 6BK
158-160 11CK 10CK 10CK 8CK 8BK 6AK 6AK 6AK 5AK 3ZK 158-160 21EK 20EK 20EK 17EK 15DK 12CK 12CK 12CK 9CK 6BK
155-157 11CK 10CK 10BK 8BK 8BK 5AK 5AK 5AK 5AK 3ZK 155-157 21EK 20EK 20DK 17DK 15DK 11CK 11CK 11CK 9CK 6BK
152-154 10BK 9BK 9BK 8BK 8BK 5AK 5AK 5AK 5AK 3ZK 152-154 20DK 18DK 18DK 17DK 15DK 11CK 11CK 11CK 9CK 6BK
149-151 10BK 9BK 9BK 8BK 8BK 5AK 5AK 5AK 4ZK 3ZK 149-151 20DK 18DK 18DK 15DK 15DK 11CK 11CK 11CK 8BK 6BK
146-148 10BK 9BK 9BK 8BK 7BK 5AK 5AK 5AK 4ZK 3ZK 146-148 20DK 18DK 18DK 15DK 14DK 11CK 11CK 11CK 8BK 6BK
143-145 9BK 8BK 8BK 8BK 7BK 5ZK 5ZK 5ZK 4ZK 2ZK 143-145 18DK 17DK 17DK 15DK 14DK 11BK 11BK 11BK 8BK 5BK
140-142 9BK 8BK 8BK 8BK 7AK 5ZK 5ZK 5ZK 4ZK 2 140-142 18DK 17DK 17DK 15DK 14CK 11BK 11BK 11BK 8BK 5
137-139 9BK 8BK 8BK 7BK 7AK 5ZK 5ZK 5ZK 4ZK 2 137-139 18DK 17DK 17DK 14DK 14CK 9BK 9BK 9BK 8BK 5
134-136 8BK 8BK 8BK 7AK 6AK 5ZK 5ZK 5ZK 4ZK 2 134-136 17DK 17DK 17DK 14CK 12CK 9BK 9BK 9BK 8BK 5
131-133 8BK 8BK 8AK 7AK 6AK 5ZK 5ZK 5ZK 4ZK 2 131-133 17DK 15DK 15CK 14CK 12CK 9BK 9BK 9BK 8BK 5
128-130 8AK 8AK 8AK 7AK 6AK 5ZK 5ZK 5ZK 3 2 128-130 17CK 15CK 15CK 14CK 12CK 9BK 9BK 9BK 6 5
125-127 8AK 8AK 8AK 6AK 6AK 5ZK 5ZK 5ZK 3 2 125-127 15CK 15CK 15CK 12CK 12CK 9BK 9BK 9BK 6 5
122-124 8AK 7AK 7AK 6AK 5ZK 4ZK 4ZK 4ZK 3 2 122-124 15CK 14CK 14CK 12CK 11BK 8BK 8BK 8BK 6 5
119-121 8AK 7AK 7AK 6AK 5ZK 4ZK 4ZK 4ZK 3 2 119-121 15CK 14CK 14CK 12CK 11BK 8BK 8BK 8BK 6 5
116-118 7AK 7AK 7AK 6ZK 5ZK 4 4ZK 4 3 2 116-118 14CK 14CK 14CK 12BK 11BK 8 8BK 8 6 5
113-115 7AK 6AK 6AK 5ZK 5ZK 4 4 4 3 2 113-115 14CK 12CK 12CK 11BK 11BK 8 8 8 6 3
110-112 7AK 6AK 6ZK 5ZK 5ZK 4 4 4 3 2 110-112 14CK 12CK 12BK 11BK 9BK 8 8 8 6 3
107-109 6AK 6ZK 6ZK 5ZK 5ZK 4 4 4 2 2 107-109 12CK 12BK 12BK 11BK 9BK 8 8 8 5 3
104-106 6ZK 6ZK 6ZK 5ZK 5ZK 3 3 3 2 2 104-106 12BK 12BK 12BK 9BK 9BK 6 6 6 5 3
101-103 6ZK 5ZK 5ZK 5ZK 5 3 3 3 2 2 101-103 12BK 11BK 11BK 9BK 9 6 6 6 5 3
98-100 5ZK 5ZK 5ZK 5ZK 4 3 3 3 2 2 98-100 11BK 11BK 11BK 9BK 8 6 6 6 5 3
95-97 5ZK 5ZK 5ZK 5ZK 4 3 3 3 2 2 95-97 11BK 11BK 11BK 9BK 8 6 6 6 5 3
92-94 5ZK 5ZK 5ZK 4 4 3 3 3 2 2 92-94 11BK 9BK 9BK 8 8 6 6 6 5 3
89-91 5ZK 5ZK 5ZK 4 4 2 2 2 2 2 89-91 11BK 9BK 9BK 8 8 5 5 5 5 3
86-88 5ZK 5ZK 5ZK 4 4 2 2 2 2 2 86-88 9BK 9BK 9BK 8 8 5 5 5 3 3
83-85 5ZK 4ZK 4 4 3 2 2 2 2 1 83-85 9BK 8BK 8 8 6 5 5 5 3 2
80-82 5ZK 4ZK 4 3 3 2 2 2 2 1 80-82 9BK 8BK 8 6 6 5 5 5 3 2
77-79 4 4 4 3 3 2 2 2 2 1 77-79 8 8 8 6 6 5 5 5 3 2
74-76 4 4 4 3 3 2 2 2 2 1 74-76 8 8 8 6 6 5 5 5 3 2
71-73 4 3 3 3 2 2 2 2 2 1 71-73 8 6 6 6 5 3 3 3 3 2
68-70 3 3 3 2 2 2 2 2 2 1 68-70 6 6 6 5 5 3 3 3 3 2
65-67 3 3 3 2 2 2 2 2 1 1 65-67 6 6 6 5 5 3 3 3 2 2

200
Crossbow Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 25EP 24EP 23EP 21EP 20EP 20EP 19EP 18EP 15DP 13DP
170-172 24EP 23EP 22EP 20EP 19EP 19EP 18EP 17EP 14DP 12DP
167-169 24EP 23EP 22EP 20EP 19EP 19EP 18EP 17EP 14DP 12DP
164-166 23EP 22EP 21EP 19EP 18EP 18EP 17EP 16EP 14DP 12DP
161-163 23EP 22EP 21EP 19EP 18EP 18EP 17EP 16EP 13DP 11CP
158-160 22EP 21EP 20EP 18EP 18EP 18EP 17EP 16DP 13CP 11CP
155-157 22EP 21EP 20EP 18DP 17DP 17DP 16DP 15DP 13CP 11CP
152-154 21DP 20DP 19DP 18DP 17DP 17DP 16DP 15DP 12CP 11CP
Criticals: Puncture(P) 149-151 21DP 20DP 19DP 17DP 16DP 16DP 16DP 15DP 12CP 10CP
146-148 20DP 19DP 18DP 17DP 16DP 16DP 15DP 14DP 12CP 10BP
Disarm modifier: -200 143-145 20DP 19DP 18DP 16DP 16DP 16DP 15DP 14CP 12BP 10BP
Subdual modifier: -150 140-142 19DP 18DP 18DP 16DP 15DP 15CP 14CP 14CP 11BP 10BP
137-139 19DP 18DP 17DP 16CP 15CP 15CP 14CP 13CP 11BP 9BP
134-136 18DP 17DP 17CP 15CP 14CP 14CP 14CP 13CP 11BP 9AP

Strength
131-133 18CP 17CP 16CP 15CP 14CP 14CP 13CP 13CP 10BP 9AP

Fumble
Length

Weight
128-130 17CP 16CP 16CP 14CP 14CP 14CP 13CP 12BP 10AP 9AP
Size

125-127 17CP 16CP 15CP 14CP 13CP 13CP 13BP 12BP 10AP 8AP
Crossbow 122-124 16CP 16CP 15CP 14CP 13BP 13BP 12BP 12BP 10AP 8AP
Hand Crossbow (1H)** -1 1.5' 75 2 4 119-121 16CP 15CP 14CP 13BP 12BP 12BP 12BP 11BP 9AP 8AP
Crossbow (2H) +0 3' 75 6 4 116-118 15CP 15CP 14BP 13BP 12BP 12BP 11BP 11BP 9AP 8
Heavy Crossbow (2H) +1 4' 80 10 4 113-115 15CP 14BP 14BP 12BP 12BP 12BP 11BP 10AP 9AP 7
** Hand crossbows may be fired with one hand but require two hands to load and ready. 110-112 14BP 14BP 13BP 12BP 11BP 11BP 11AP 10AP 8 7
107-109 14BP 13BP 13BP 11BP 11BP 11AP 10AP 10AP 8 7
104-106 13BP 13BP 12BP 11BP 11AP 11AP 10AP 9AP 8 7
101-103 13BP 12BP 12BP 11AP 10AP 10AP 10AP 9AP 7 6
Point Blank (+20)

98-100 12BP 12BP 11AP 10AP 10AP 10AP 9AP 9 7 6


Absurd (-100)
Medium (-10)

Extreme (-50)

95-97 12BP 11BP 11AP 10AP 9AP 9AP 9 8 7 6


Long (-25)
Short (+0)

92-94 11AP 11AP 10AP 9AP 9AP 9 8 8 7 6


89-91 11AP 10AP 10AP 9AP 9 9 8 8 6 5
86-88 10AP 10AP 9AP 9 8 8 8 7 6 5
Crossbow 83-85 10AP 9AP 9AP 8 8 8 7 7 6 5
Hand Crossbow (1H)** 10' 30' 60' 90' 120' 150' 80-82 9AP 9AP 9 8 7 7 7 7 5 5
Crossbow (2H) 10' 70' 140' 210' 280' 350' 77-79 9AP 8AP 8 7 7 7 7 6 5 4
Heavy Crossbow (2H) 20' 80' 160' 240' 320' 400' 74-76 8AP 8 8 7 7 7 6 6 5 4
** Hand crossbows may be fired with one hand but require two hands to load and ready. 71-73 8 8 7 7 6 6 6 6 5 4
68-70 7 7 7 6 6 6 5 5 4 4
65-67 7 7 6 6 5 5 5 5 4 3

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 19DP 18DP 17DP 16DP 15DP 15DP 14DP 14DP 11CP 10CP 173-175 38FP 36FP 35FP 32FP 30FP 30FP 29FP 27FP 23EP 20EP
170-172 18DP 17DP 17DP 15DP 14DP 14DP 14DP 13DP 11CP 9CP 170-172 36FP 35FP 33FP 30FP 29FP 29FP 27FP 26FP 21EP 18EP
167-169 18DP 17DP 17DP 15DP 14DP 14DP 14DP 13DP 11CP 9CP 167-169 36FP 35FP 33FP 30FP 29FP 29FP 27FP 26FP 21EP 18EP
164-166 17DP 17DP 16DP 14DP 14DP 14DP 13DP 12DP 11CP 9CP 164-166 35FP 33FP 32FP 29FP 27FP 27FP 26FP 24FP 21EP 18EP
161-163 17DP 17DP 16DP 14DP 14DP 14DP 13DP 12DP 10CP 8BP 161-163 35FP 33FP 32FP 29FP 27FP 27FP 26FP 24FP 20EP 17DP
158-160 17DP 16DP 15DP 14DP 14DP 14DP 13DP 12CP 10BP 8BP 158-160 33FP 32FP 30FP 27FP 27FP 27FP 26FP 24EP 20DP 17DP
155-157 17DP 16DP 15DP 14CP 13CP 13CP 12CP 11CP 10BP 8BP 155-157 33FP 32FP 30FP 27EP 26EP 26EP 24EP 23EP 20DP 17DP
152-154 16CP 15CP 14CP 14CP 13CP 13CP 12CP 11CP 9BP 8BP 152-154 32EP 30EP 29EP 27EP 26EP 26EP 24EP 23EP 18DP 17DP
149-151 16CP 15CP 14CP 13CP 12CP 12CP 12CP 11CP 9BP 8BP 149-151 32EP 30EP 29EP 26EP 24EP 24EP 24EP 23EP 18DP 15DP
146-148 15CP 14CP 14CP 13CP 12CP 12CP 11CP 11CP 9BP 8AP 146-148 30EP 29EP 27EP 26EP 24EP 24EP 23EP 21EP 18DP 15CP
143-145 15CP 14CP 14CP 12CP 12CP 12CP 11CP 11BP 9AP 8AP 143-145 30EP 29EP 27EP 24EP 24EP 24EP 23EP 21DP 18CP 15CP
140-142 14CP 14CP 14CP 12CP 11CP 11BP 11BP 11BP 8AP 8AP 140-142 29EP 27EP 27EP 24EP 23EP 23DP 21DP 21DP 17CP 15CP
137-139 14CP 14CP 13CP 12BP 11BP 11BP 11BP 10BP 8AP 7AP 137-139 29EP 27EP 26EP 24DP 23DP 23DP 21DP 20DP 17CP 14CP
134-136 14CP 13CP 13BP 11BP 11BP 11BP 11BP 10BP 8AP 7ZP 134-136 27EP 26EP 26DP 23DP 21DP 21DP 21DP 20DP 17CP 14BP
131-133 14BP 13BP 12BP 11BP 11BP 11BP 10BP 10BP 8AP 7ZP 131-133 27DP 26DP 24DP 23DP 21DP 21DP 20DP 20DP 15CP 14BP
128-130 13BP 12BP 12BP 11BP 11BP 11BP 10BP 9AP 8ZP 7ZP 128-130 26DP 24DP 24DP 21DP 21DP 21DP 20DP 18CP 15BP 14BP
125-127 13BP 12BP 11BP 11BP 10BP 10BP 10AP 9AP 8ZP 6ZP 125-127 26DP 24DP 23DP 21DP 20DP 20DP 20CP 18CP 15BP 12BP
122-124 12BP 12BP 11BP 11BP 10AP 10AP 9AP 9AP 8ZP 6ZP 122-124 24DP 24DP 23DP 21DP 20CP 20CP 18CP 18CP 15BP 12BP
119-121 12BP 11BP 11BP 10AP 9AP 9AP 9AP 8AP 7ZP 6ZP 119-121 24DP 23DP 21DP 20CP 18CP 18CP 18CP 17CP 14BP 12BP
116-118 11BP 11BP 11AP 10AP 9AP 9AP 8AP 8AP 7ZP 6 116-118 23DP 23DP 21CP 20CP 18CP 18CP 17CP 17CP 14BP 12
113-115 11BP 11AP 11AP 9AP 9AP 9AP 8AP 8ZP 7ZP 5 113-115 23DP 21CP 21CP 18CP 18CP 18CP 17CP 15BP 14BP 11
110-112 11AP 11AP 10AP 9AP 8AP 8AP 8ZP 8ZP 6 5 110-112 21CP 21CP 20CP 18CP 17CP 17CP 17BP 15BP 12 11
107-109 11AP 10AP 10AP 8AP 8AP 8ZP 8ZP 8ZP 6 5 107-109 21CP 20CP 20CP 17CP 17CP 17BP 15BP 15BP 12 11
104-106 10AP 10AP 9AP 8AP 8ZP 8ZP 8ZP 7ZP 6 5 104-106 20CP 20CP 18CP 17CP 17BP 17BP 15BP 14BP 12 11
101-103 10AP 9AP 9AP 8ZP 8ZP 8ZP 8ZP 7ZP 5 5 101-103 20CP 18CP 18CP 17BP 15BP 15BP 15BP 14BP 11 9
98-100 9AP 9AP 8ZP 8ZP 8ZP 8ZP 7ZP 7 5 5 98-100 18CP 18CP 17BP 15BP 15BP 15BP 14BP 14 11 9
95-97 9AP 8AP 8ZP 8ZP 7ZP 7ZP 7 6 5 5 95-97 18CP 17CP 17BP 15BP 14BP 14BP 14 12 11 9
92-94 8ZP 8ZP 8ZP 7ZP 7ZP 7 6 6 5 5 92-94 17BP 17BP 15BP 14BP 14BP 14 12 12 11 9
89-91 8ZP 8ZP 8ZP 7ZP 7 7 6 6 5 4 89-91 17BP 15BP 15BP 14BP 14 14 12 12 9 8
86-88 8ZP 8ZP 7ZP 7 6 6 6 5 5 4 86-88 15BP 15BP 14BP 14 12 12 12 11 9 8
83-85 8ZP 7ZP 7ZP 6 6 6 5 5 5 4 83-85 15BP 14BP 14BP 12 12 12 11 11 9 8
80-82 7ZP 7ZP 7 6 5 5 5 5 4 4 80-82 14BP 14BP 14 12 11 11 11 11 8 8
77-79 7ZP 6ZP 6 5 5 5 5 5 4 3 77-79 14BP 12BP 12 11 11 11 11 9 8 6
74-76 6ZP 6 6 5 5 5 5 5 4 3 74-76 12BP 12 12 11 11 11 9 9 8 6
71-73 6 6 5 5 5 5 5 5 4 3 71-73 12 12 11 11 9 9 9 9 8 6
68-70 5 5 5 5 5 5 4 4 3 3 68-70 11 11 11 9 9 9 8 8 6 6
65-67 5 5 5 5 4 4 4 4 3 2 65-67 11 11 9 9 8 8 8 8 6 5

201
Crush Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 35GI 34FI 31FI 30FI 28FI 26FI 26FI 26FI 24EI 22EI
170-172 34GI 33FI 30FI 29FI 27FI 25FI 25FI 25FI 23EI 21EI
167-169 33GI 32FI 29FI 28FI 26FI 25FI 25FI 25FI 23EI 21EI
164-166 33GI 32FI 29FI 28FI 26FI 24FI 24FI 24FI 22EI 20EI
161-163 32GI 31FI 28FI 27FI 25FI 24FI 24FI 24FI 22EI 20EI
158-160 31GI 30FI 28FI 27FI 25EI 23EI 23EI 23EI 21EI 20EI
155-157 31FI 30EI 27EI 26EI 24EI 23EI 23EI 23EI 21DI 19DI
152-154 30FI 29EI 27EI 26EI 24EI 22EI 22EI 22EI 20DI 19DI
149-151 29FI 29EI 26EI 25EI 23EI 22EI 22EI 22EI 20DI 18DI
146-148 29FI 28EI 25EI 25EI 23EI 21EI 21EI 21EI 20DI 18DI
143-145 28FI 27EI 25EI 24EI 22EI 21EI 21EI 21EI 19DI 18DI
Criticals: Impact(I) 140-142 28FI 27EI 24EI 24EI 22EI 20DI 20DI 20DI 19CI 17CI
137-139 27EI 26EI 24EI 23EI 21DI 20DI 20DI 20DI 18CI 17CI
Disarm modifier: -50 134-136 26EI 26EI 23DI 22DI 21DI 19DI 19DI 19DI 18CI 16CI
Subdual modifier: -25 131-133 26EI 25DI 23DI 22DI 20DI 19DI 19DI 19DI 17CI 16CI
128-130 25EI 24DI 22DI 21DI 20DI 18DI 18DI 18DI 17CI 16CI
125-127 24EI 24DI 22DI 21DI 19DI 18DI 18DI 18DI 17CI 15BI
122-124 24EI 23DI 21DI 20DI 19DI 18CI 18CI 18CI 16BI 15BI

Fumble
119-121 23EI 22DI 20DI 20DI 18CI 17CI 17CI 17CI 16BI 14BI
Size

116-118 23EI 22DI 20DI 19CI 18CI 17CI 17CI 17CI 15BI 14BI
Unarmed 113-115 22DI 21DI 19CI 19CI 17CI 16CI 16CI 16CI 15BI 14BI
Crush +0 2 110-112 21DI 21DI 19CI 18CI 17CI 16CI 16CI 16CI 14BI 13AI
107-109 21DI 20CI 18CI 18CI 16CI 15BI 15CI 15BI 14AI 13AI
Falling 104-106 20DI 19CI 18CI 17CI 16CI 15BI 15BI 15BI 14AI 12AI
Add the falling distance, in feet, to the attack roll. If the character 101-103 19DI 19CI 17CI 17CI 15BI 14BI 14BI 14BI 13AI 12AI
jumped down, subtract their height. The attack size is the same as 98-100 19DI 18CI 17CI 16CI 15BI 14BI 14BI 14BI 13AI 12AI
the size of the falling character. 95-97 18DI 18CI 16CI 15BI 14BI 13BI 13BI 13BI 12AI 11
92-94 17DI 17CI 15BI 15BI 14BI 13AI 13BI 13AI 12 11
Falling Objects 89-91 17CI 16CI 15BI 14BI 13BI 12AI 12AI 12AI 11 10
If the falling object is larger than the target, use this table, otherwise 86-88 16CI 16BI 14BI 14BI 13AI 12 12AI 12 11 10
use the Rock table. Add the distance the object fell, in feet. The size 83-85 16CI 15BI 14BI 13BI 12AI 11 11 11 11 10
of the attack depends on the size of the falling object. Shields may 80-82 15CI 15BI 13BI 13AI 12AI 11 11 11 10 9
not be used against falling objects larger than the target. 77-79 14CI 14BI 13AI 12AI 11 11 11 11 10 9
74-76 14CI 13BI 12AI 12AI 11 10 10 10 9 8
71-73 13BI 13BI 12AI 11 10 10 10 10 9 8
68-70 12BI 12AI 11 11 10 9 9 9 8 8
65-67 12BI 11AI 10 10 9 9 9 9 8 7

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 26FI 26EI 23EI 23EI 21EI 20EI 20EI 20EI 18DI 17DI 173-175 53HI 51GI 47GI 45GI 42GI 39GI 39GI 39GI 36FI 33FI
170-172 26FI 25EI 23EI 22EI 20EI 19EI 19EI 19EI 17DI 16DI 170-172 51HI 50GI 45GI 44GI 41GI 38GI 38GI 38GI 35FI 32FI
167-169 25FI 24EI 22EI 21EI 20EI 19EI 19EI 19EI 17DI 16DI 167-169 50HI 48GI 44GI 42GI 39GI 38GI 38GI 38GI 35FI 32FI
164-166 25FI 24EI 22EI 21EI 20EI 18EI 18EI 18EI 17DI 15DI 164-166 50HI 48GI 44GI 42GI 39GI 36GI 36GI 36GI 33FI 30FI
161-163 24FI 23EI 21EI 20EI 19EI 18EI 18EI 18EI 17DI 15DI 161-163 48HI 47GI 42GI 41GI 38GI 36GI 36GI 36GI 33FI 30FI
158-160 23FI 23EI 21EI 20EI 19DI 17DI 17DI 17DI 16DI 15DI 158-160 47HI 45GI 42GI 41GI 38FI 35FI 35FI 35FI 32FI 30FI
155-157 23EI 23DI 20DI 20DI 18DI 17DI 17DI 17DI 16CI 14CI 155-157 47GI 45FI 41FI 39FI 36FI 35FI 35FI 35FI 32EI 29EI
152-154 23EI 22DI 20DI 20DI 18DI 17DI 17DI 17DI 15CI 14CI 152-154 45GI 44FI 41FI 39FI 36FI 33FI 33FI 33FI 30EI 29EI
149-151 22EI 22DI 20DI 19DI 17DI 17DI 17DI 17DI 15CI 14CI 149-151 44GI 44FI 39FI 38FI 35FI 33FI 33FI 33FI 30EI 27EI
146-148 22EI 21DI 19DI 19DI 17DI 16DI 16DI 16DI 15CI 14CI 146-148 44GI 42FI 38FI 38FI 35FI 32FI 32FI 32FI 30EI 27EI
143-145 21EI 20DI 19DI 18DI 17DI 16DI 16DI 16DI 14CI 14CI 143-145 42GI 41FI 38FI 36FI 33FI 32FI 32FI 32FI 29EI 27EI
140-142 21EI 20DI 18DI 18DI 17DI 15CI 15CI 15CI 14BI 13BI 140-142 42GI 41FI 36FI 36FI 33FI 30EI 30EI 30EI 29DI 26DI
137-139 20DI 20DI 18DI 17DI 16CI 15CI 15CI 15CI 14BI 13BI 137-139 41FI 39FI 36FI 35FI 32EI 30EI 30EI 30EI 27DI 26DI
134-136 20DI 20DI 17CI 17CI 16CI 14CI 14CI 14CI 14BI 12BI 134-136 39FI 39FI 35EI 33EI 32EI 29EI 29EI 29EI 27DI 24DI
131-133 20DI 19CI 17CI 17CI 15CI 14CI 14CI 14CI 13BI 12BI 131-133 39FI 38EI 35EI 33EI 30EI 29EI 29EI 29EI 26DI 24DI
128-130 19DI 18CI 17CI 16CI 15CI 14CI 14CI 14CI 13BI 12BI 128-130 38FI 36EI 33EI 32EI 30EI 27EI 27EI 27EI 26DI 24DI
125-127 18DI 18CI 17CI 16CI 14CI 14CI 14CI 14CI 13BI 11AI 125-127 36FI 36EI 33EI 32EI 29EI 27EI 27EI 27EI 26DI 23CI
122-124 18DI 17CI 16CI 15CI 14CI 14BI 14BI 14BI 12AI 11AI 122-124 36FI 35EI 32EI 30EI 29EI 27DI 27DI 27DI 24CI 23CI
119-121 17DI 17CI 15CI 15CI 14BI 13BI 13BI 13BI 12AI 11AI 119-121 35FI 33EI 30EI 30EI 27DI 26DI 26DI 26DI 24CI 21CI
116-118 17DI 17CI 15CI 14BI 14BI 13BI 13BI 13BI 11AI 11AI 116-118 35FI 33EI 30EI 29DI 27DI 26DI 26DI 26DI 23CI 21CI
113-115 17CI 16CI 14BI 14BI 13BI 12BI 12BI 12BI 11AI 11AI 113-115 33EI 32EI 29DI 29DI 26DI 24DI 24DI 24DI 23CI 21CI
110-112 16CI 16CI 14BI 14BI 13BI 12BI 12BI 12BI 11AI 10ZI 110-112 32EI 32EI 29DI 27DI 26DI 24DI 24DI 24DI 21CI 20BI
107-109 16CI 15BI 14BI 14BI 12BI 11AI 11BI 11AI 11ZI 10ZI 107-109 32EI 30DI 27DI 27DI 24DI 23CI 23DI 23CI 21BI 20BI
104-106 15CI 14BI 14BI 13BI 12BI 11AI 11AI 11AI 11ZI 9ZI 104-106 30EI 29DI 27DI 26DI 24DI 23CI 23CI 23CI 21BI 18BI
101-103 14CI 14BI 13BI 13BI 11AI 11AI 11AI 11AI 10ZI 9ZI 101-103 29EI 29DI 26DI 26DI 23CI 21CI 21CI 21CI 20BI 18BI
98-100 14CI 14BI 13BI 12BI 11AI 11AI 11AI 11AI 10ZI 9ZI 98-100 29EI 27DI 26DI 24DI 23CI 21CI 21CI 21CI 20BI 18BI
95-97 14CI 14BI 12BI 11AI 11AI 10AI 10AI 10AI 9ZI 8 95-97 27EI 27DI 24DI 23CI 21CI 20CI 20CI 20CI 18BI 17
92-94 13CI 13BI 11AI 11AI 11AI 10ZI 10AI 10ZI 9 8 92-94 26EI 26DI 23CI 23CI 21CI 20BI 20CI 20BI 18 17
89-91 13BI 12BI 11AI 11AI 10AI 9ZI 9ZI 9ZI 8 8 89-91 26DI 24DI 23CI 21CI 20CI 18BI 18BI 18BI 17 15
86-88 12BI 12AI 11AI 11AI 10ZI 9 9ZI 9 8 8 86-88 24DI 24CI 21CI 21CI 20BI 18 18BI 18 17 15
83-85 12BI 11AI 11AI 10AI 9ZI 8 8 8 8 8 83-85 24DI 23CI 21CI 20CI 18BI 17 17 17 17 15
80-82 11BI 11AI 10AI 10ZI 9ZI 8 8 8 8 7 80-82 23DI 23CI 20CI 20BI 18BI 17 17 17 15 14
77-79 11BI 11AI 10ZI 9ZI 8 8 8 8 8 7 77-79 21DI 21CI 20BI 18BI 17 17 17 17 15 14
74-76 11BI 10AI 9ZI 9ZI 8 8 8 8 7 6 74-76 21DI 20CI 18BI 18BI 17 15 15 15 14 12
71-73 10AI 10AI 9ZI 8 8 8 8 8 7 6 71-73 20CI 20CI 18BI 17 15 15 15 15 14 12
68-70 9AI 9ZI 8 8 8 7 7 7 6 6 68-70 18CI 18BI 17 17 15 14 14 14 12 12
65-67 9AI 8ZI 8 8 7 7 7 7 6 5 65-67 18CI 17BI 15 15 14 14 14 14 12 11

202
Dagger Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 10CP 9CP 9CP 8CP 7CP 7CP 6BP 5BP 5BP 4BP
170-172 9CP 8CP 8CP 7CP 6CP 6CP 5BP 4BP 4BP 3BP
167-169 9CP 8CP 8CP 7CP 6CP 6CP 5BP 4BP 4BP 3BP
164-166 9CP 8CP 8CP 7CP 6CP 6CP 5BP 4BP 4BP 3BP
161-163 9CP 8CP 8CP 7CP 6CP 6CP 5BP 4BP 4AP 3AS
158-160 8CP 8CP 8CP 7CP 6CP 6CP 5AP 4AP 4AP 3AP
155-157 8CP 7CP 7CP 7CP 6BP 6BP 5AP 4AP 4AS 3AS
152-154 8CP 7CP 7BP 6BP 5BP 5BP 5AP 4AP 4AP 3AP
149-151 8BP 7BP 7BP 6BP 5BP 5BP 5AS 4AS 4AS 3AS
146-148 8BP 7BP 7BP 6BP 5BP 5BP 4AP 4AP 4AP 3AK
143-145 7BP 7BP 7BP 6BP 5BP 5BS 4AS 3AS 3AS 3AK
140-142 7BP 6BP 6BP 6BP 5BP 5AP 4AP 3AP 3AK 3AK
137-139 7BP 6BP 6BP 6BP 5AS 5AS 4AS 3AS 3AK 3AK
Criticals: Puncture(P), Slash(S), Krush(K) 134-136 7BP 6BP 6BP 5AP 5AP 5AP 4AP 3AP 3AK 2
131-133 7BP 6BP 6AP 5AS 4AS 4AS 4AS 3AK 3AK 2
Disarm modifier: -75 (-175 ranged) 128-130 6AP 6AP 6AP 5AP 4AP 4AP 4AP 3AK 3 2
Subdual modifier: -75 (-125 ranged) 125-127 6AP 6AP 6AS 5AS 4AS 4AS 4AK 3AK 3 2
122-124 6AP 5AP 5AP 5AP 4AP 4AP 3AK 3AK 3 2
Strength 119-121 6AP 5AS 5AS 5AS 4AS 4AK 3AK 3 3 2
116-118 6AP 5AP 5AP 4AP 4AP 4AK 3AK 3 3 2

Fumble
Length

Weight 113-115 5AS 5AS 5AS 4AS 4AK 4AK 3 2 2 2


Size

110-112 5AP 5AP 5AP 4AP 3AK 3 3 2 2 2


Blade 107-109 5AS 4AS 4AS 4AS 3AK 3 3 2 2 2
Dagger +0 1' 80 1 3 104-106 5AP 4AP 4AP 4AK 3 3 3 2 2 2
101-103 5AS 4AS 4AS 4AK 3 3 3 2 2 2
98-100 4AP 4AP 4AP 3 3 3 2 2 2 1
95-97 4AS 4AS 4AK 3 3 3 2 2 2 1
Point Blank (+20)

92-94 4AP 4AP 4 3 3 3 2 2 2 1


Absurd (-100)
Medium (-10)

Extreme (-50)

89-91 4AS 3AK 3 3 2 2 2 2 2 1


Long (-25)
Short (+0)

86-88 4AP 3 3 3 2 2 2 2 2 1
83-85 3 3 3 3 2 2 2 1 1 1
80-82 3 3 3 2 2 2 2 1 1 1
Thrown 77-79 3 3 3 2 2 2 2 1 1 1
Dagger 10' 20' 30' 40' 50' 74-76 3 2 2 2 2 2 1 1 1 1
71-73 3 2 2 2 2 2 1 1 1 1
68-70 2 2 2 2 1 1 1 1 1 1
65-67 2 2 2 2 1 1 1 1 1 1

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 8BP 7BP 7BP 6BP 5BP 5BP 5AP 4AP 4AP 3AP 173-175 15DP 14DP 14DP 12DP 11DP 11DP 9CP 8CP 8CP 6CP
170-172 7BP 6BP 6BP 5BP 5BP 5BP 4AP 3AP 3AP 2AP 170-172 14DP 12DP 12DP 11DP 9DP 9DP 8CP 6CP 6CP 5CP
167-169 7BP 6BP 6BP 5BP 5BP 5BP 4AP 3AP 3AP 2AP 167-169 14DP 12DP 12DP 11DP 9DP 9DP 8CP 6CP 6CP 5CP
164-166 7BP 6BP 6BP 5BP 5BP 5BP 4AP 3AP 3AP 2AP 164-166 14DP 12DP 12DP 11DP 9DP 9DP 8CP 6CP 6CP 5CP
161-163 7BP 6BP 6BP 5BP 5BP 5BP 4AP 3AP 3ZP 2ZS 161-163 14DP 12DP 12DP 11DP 9DP 9DP 8CP 6CP 6BP 5BS
158-160 6BP 6BP 6BP 5BP 5BP 5BP 4ZP 3ZP 3ZP 2ZP 158-160 12DP 12DP 12DP 11DP 9DP 9DP 8BP 6BP 6BP 5BP
155-157 6BP 5BP 5BP 5BP 5AP 5AP 4ZP 3ZP 3ZS 2ZS 155-157 12DP 11DP 11DP 11DP 9CP 9CP 8BP 6BP 6BS 5BS
152-154 6BP 5BP 5AP 5AP 4AP 4AP 4ZP 3ZP 3ZP 2ZP 152-154 12DP 11DP 11CP 9CP 8CP 8CP 8BP 6BP 6BP 5BP
149-151 6AP 5AP 5AP 5AP 4AP 4AP 4ZS 3ZS 3ZS 2ZS 149-151 12CP 11CP 11CP 9CP 8CP 8CP 8BS 6BS 6BS 5BS
146-148 6AP 5AP 5AP 5AP 4AP 4AP 3ZP 3ZP 3ZP 2ZK 146-148 12CP 11CP 11CP 9CP 8CP 8CP 6BP 6BP 6BP 5BK
143-145 5AP 5AP 5AP 5AP 4AP 4AS 3ZS 2ZS 2ZS 2ZK 143-145 11CP 11CP 11CP 9CP 8CP 8CS 6BS 5BS 5BS 5BK
140-142 5AP 5AP 5AP 5AP 4AP 4ZP 3ZP 2ZP 2ZK 2ZK 140-142 11CP 9CP 9CP 9CP 8CP 8BP 6BP 5BP 5BK 5BK
137-139 5AP 5AP 5AP 5AP 4ZS 4ZS 3ZS 2ZS 2ZK 2ZK 137-139 11CP 9CP 9CP 9CP 8BS 8BS 6BS 5BS 5BK 5BK
134-136 5AP 5AP 5AP 4ZP 4ZP 4ZP 3ZP 2ZP 2ZK 2 134-136 11CP 9CP 9CP 8BP 8BP 8BP 6BP 5BP 5BK 3
131-133 5AP 5AP 5ZP 4ZS 3ZS 3ZS 3ZS 2ZK 2ZK 2 131-133 11CP 9CP 9BP 8BS 6BS 6BS 6BS 5BK 5BK 3
128-130 5ZP 5ZP 5ZP 4ZP 3ZP 3ZP 3ZP 2ZK 2 2 128-130 9BP 9BP 9BP 8BP 6BP 6BP 6BP 5BK 5 3
125-127 5ZP 5ZP 5ZS 4ZS 3ZS 3ZS 3ZK 2ZK 2 2 125-127 9BP 9BP 9BS 8BS 6BS 6BS 6BK 5BK 5 3
122-124 5ZP 4ZP 4ZP 4ZP 3ZP 3ZP 2ZK 2ZK 2 2 122-124 9BP 8BP 8BP 8BP 6BP 6BP 5BK 5BK 5 3
119-121 5ZP 4ZS 4ZS 4ZS 3ZS 3ZK 2ZK 2 2 2 119-121 9BP 8BS 8BS 8BS 6BS 6BK 5BK 5 5 3
116-118 5ZP 4ZP 4ZP 3ZP 3ZP 3ZK 2ZK 2 2 2 116-118 9BP 8BP 8BP 6BP 6BP 6BK 5BK 5 5 3
113-115 4ZS 4ZS 4ZS 3ZS 3ZK 3ZK 2 2 2 2 113-115 8BS 8BS 8BS 6BS 6BK 6BK 5 3 3 3
110-112 4ZP 4ZP 4ZP 3ZP 2ZK 2 2 2 2 2 110-112 8BP 8BP 8BP 6BP 5BK 5 5 3 3 3
107-109 4ZS 3ZS 3ZS 3ZS 2ZK 2 2 2 2 2 107-109 8BS 6BS 6BS 6BS 5BK 5 5 3 3 3
104-106 4ZP 3ZP 3ZP 3ZK 2 2 2 2 2 2 104-106 8BP 6BP 6BP 6BK 5 5 5 3 3 3
101-103 4ZS 3ZS 3ZS 3ZK 2 2 2 2 2 2 101-103 8BS 6BS 6BS 6BK 5 5 5 3 3 3
98-100 3ZP 3ZP 3ZP 2 2 2 2 2 2 1 98-100 6BP 6BP 6BP 5 5 5 3 3 3 2
95-97 3ZS 3ZS 3ZK 2 2 2 2 2 2 1 95-97 6BS 6BS 6BK 5 5 5 3 3 3 2
92-94 3ZP 3ZP 3 2 2 2 2 2 2 1 92-94 6BP 6BP 6 5 5 5 3 3 3 2
89-91 3ZS 2ZK 2 2 2 2 2 2 2 1 89-91 6BS 5BK 5 5 3 3 3 3 3 2
86-88 3ZP 2 2 2 2 2 2 2 2 1 86-88 6BP 5 5 5 3 3 3 3 3 2
83-85 2 2 2 2 2 2 2 1 1 1 83-85 5 5 5 5 3 3 3 2 2 2
80-82 2 2 2 2 2 2 2 1 1 1 80-82 5 5 5 3 3 3 3 2 2 2
77-79 2 2 2 2 2 2 2 1 1 1 77-79 5 5 5 3 3 3 3 2 2 2
74-76 2 2 2 2 2 2 1 1 1 1 74-76 5 3 3 3 3 3 2 2 2 2
71-73 2 2 2 2 2 2 1 1 1 1 71-73 5 3 3 3 3 3 2 2 2 2
68-70 2 2 2 2 1 1 1 1 1 1 68-70 3 3 3 3 2 2 2 2 2 2
65-67 2 2 2 2 1 1 1 1 1 1 65-67 3 3 3 3 2 2 2 2 2 2

203
Falchion Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 31FS 29FS 28FS 26FS 23ES 22ES 20ES 17DS 15DS 12DS
170-172 30FS 28FS 27FS 25FS 22ES 21ES 19ES 16DS 14DS 11DS
167-169 29FS 27FS 26FS 24FS 21ES 21ES 19ES 16DS 14DS 11DS
164-166 28FS 27FS 26FS 24FS 21ES 20ES 18ES 15DS 13CS 11CS
161-163 28FS 26FS 25FS 23ES 20ES 20ES 18DS 15CS 13CS 10CS
158-160 27ES 25ES 24ES 23ES 20DS 19DS 17DS 15CS 13CS 10CS
155-157 26ES 25ES 24ES 22ES 19DS 19DS 17DS 14CS 12CS 10BS
152-154 26ES 24ES 23ES 21ES 19DS 18DS 16DS 14CS 12BS 10BS
149-151 25ES 23ES 22ES 21ES 18DS 18DS 16CS 13BS 12BS 9BK
146-148 24ES 23ES 22ES 20DS 18DS 17CS 15CS 13BS 11BS 9AK
143-145 24ES 22DS 21DS 20DS 17CS 17CS 15CS 13BS 11BS 9AK
140-142 23DS 21DS 21DS 19DS 17CS 16CS 15CS 12BS 11AK 9AK
137-139 22DS 21DS 20DS 18DS 16CS 16CS 14BS 12AS 10AK 8
134-136 21DS 20DS 19DS 18DS 16CS 15BS 14BS 12AK 10AK 8
131-133 21DS 19DS 19DS 17DS 15BS 15BS 13BS 11AK 10AK 8
128-130 20DS 19DS 18DS 17CS 15BS 14BS 13BS 11AK 9 7
125-127 19DS 18CS 17CS 16CS 14BS 14BS 12AK 10AK 9 7
122-124 19CS 17CS 17CS 16CS 14BS 13AS 12AK 10 9 7
119-121 18CS 17CS 16CS 15CS 13BS 13AK 11AK 10 8 7
Criticals: Slash(S), Krush(K) 116-118 17CS 16CS 16CS 14CS 13AS 12AK 11 9 8 6
113-115 17CS 15CS 15CS 14BS 12AK 12AK 11 9 8 6
Disarm modifier: -75 110-112 16CS 15CS 14BS 13BS 12AK 11 10 8 7 6
Subdual modifier: -75 107-109 15CS 14BS 14BS 13BS 11AK 11 10 8 7 6
104-106 14BS 13BS 13BS 12AS 11 10 9 8 7 5
101-103 14BS 13BS 12BS 11AK 10 10 9 7 6 5
Strength

98-100 13BS 12BS 12AS 11AK 10 9 8 7 6 5


Fumble
Length

Weight

95-97 12BS 12AS 11AK 10 9 9 8 7 6 4


Size

92-94 12AS 11AS 10 10 9 8 7 6 5 4


Blade 89-91 11AS 10AK 10 9 8 8 7 6 5 4
Machete -1 1' 70 1.5 3 86-88 10AS 10 9 9 7 7 6 5 5 4
Falchion +0 3.5' 60 3 5 83-85 10 9 9 8 7 7 6 5 4 3
Greater Blade 80-82 9 8 8 7 6 6 6 5 4 3
Great Falchion (2H) +1 4.5' 80 7 6 77-79 8 8 7 7 6 6 5 4 4 3
74-76 7 7 7 6 5 5 5 4 3 3
71-73
68-70
65-67

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 23ES 22ES 21ES 20ES 17DS 17DS 15DS 13CS 11CS 9CS 173-175 47GS 44GS 42GS 39GS 35FS 33FS 30FS 26ES 23ES 18ES
170-172 23ES 21ES 20ES 19ES 17DS 16DS 14DS 12CS 11CS 8CS 170-172 45GS 42GS 41GS 38GS 33FS 32FS 29FS 24ES 21ES 17ES
167-169 22ES 20ES 20ES 18ES 16DS 16DS 14DS 12CS 11CS 8CS 167-169 44GS 41GS 39GS 36GS 32FS 32FS 29FS 24ES 21ES 17ES
164-166 21ES 20ES 20ES 18ES 16DS 15DS 14DS 11CS 10BS 8BS 164-166 42GS 41GS 39GS 36GS 32FS 30FS 27FS 23ES 20DS 17DS
161-163 21ES 20ES 19ES 17DS 15DS 15DS 14CS 11BS 10BS 8BS 161-163 42GS 39GS 38GS 35FS 30FS 30FS 27ES 23DS 20DS 15DS
158-160 20DS 19DS 18DS 17DS 15CS 14CS 13CS 11BS 10BS 8BS 158-160 41FS 38FS 36FS 35FS 30ES 29ES 26ES 23DS 20DS 15DS
155-157 20DS 19DS 18DS 17DS 14CS 14CS 13CS 11BS 9BS 8AS 155-157 39FS 38FS 36FS 33FS 29ES 29ES 26ES 21DS 18DS 15CS
152-154 20DS 18DS 17DS 16DS 14CS 14CS 12CS 11BS 9AS 8AS 152-154 39FS 36FS 35FS 32FS 29ES 27ES 24ES 21DS 18CS 15CS
149-151 19DS 17DS 17DS 16DS 14CS 14CS 12BS 10AS 9AS 7AK 149-151 38FS 35FS 33FS 32FS 27ES 27ES 24DS 20CS 18CS 14CK
146-148 18DS 17DS 17DS 15CS 14CS 13BS 11BS 10AS 8AS 7ZK 146-148 36FS 35FS 33FS 30ES 27ES 26DS 23DS 20CS 17CS 14BK
143-145 18DS 17CS 16CS 15CS 13BS 13BS 11BS 10AS 8AS 7ZK 143-145 36FS 33ES 32ES 30ES 26DS 26DS 23DS 20CS 17CS 14BK
140-142 17CS 16CS 16CS 14CS 13BS 12BS 11BS 9AS 8ZK 7ZK 140-142 35ES 32ES 32ES 29ES 26DS 24DS 23DS 18CS 17BK 14BK
137-139 17CS 16CS 15CS 14CS 12BS 12BS 11AS 9ZS 8ZK 6 137-139 33ES 32ES 30ES 27ES 24DS 24DS 21CS 18BS 15BK 12
134-136 16CS 15CS 14CS 14CS 12BS 11AS 11AS 9ZK 8ZK 6 134-136 32ES 30ES 29ES 27ES 24DS 23CS 21CS 18BK 15BK 12
131-133 16CS 14CS 14CS 13CS 11AS 11AS 10AS 8ZK 8ZK 6 131-133 32ES 29ES 29ES 26ES 23CS 23CS 20CS 17BK 15BK 12
128-130 15CS 14CS 14CS 13BS 11AS 11AS 10AS 8ZK 7 5 128-130 30ES 29ES 27ES 26DS 23CS 21CS 20CS 17BK 14 11
125-127 14CS 14BS 13BS 12BS 11AS 11AS 9ZK 8ZK 7 5 125-127 29ES 27DS 26DS 24DS 21CS 21CS 18BK 15BK 14 11
122-124 14BS 13BS 13BS 12BS 11AS 10ZS 9ZK 8 7 5 122-124 29DS 26DS 26DS 24DS 21CS 20BS 18BK 15 14 11
119-121 14BS 13BS 12BS 11BS 10AS 10ZK 8ZK 8 6 5 119-121 27DS 26DS 24DS 23DS 20CS 20BK 17BK 15 12 11
116-118 13BS 12BS 12BS 11BS 10ZS 9ZK 8 7 6 5 116-118 26DS 24DS 24DS 21DS 20BS 18BK 17 14 12 9
113-115 13BS 11BS 11BS 11AS 9ZK 9ZK 8 7 6 5 113-115 26DS 23DS 23DS 21CS 18BK 18BK 17 14 12 9
110-112 12BS 11BS 11AS 10AS 9ZK 8 8 6 5 5 110-112 24DS 23DS 21CS 20CS 18BK 17 15 12 11 9
107-109 11BS 11AS 11AS 10AS 8ZK 8 8 6 5 5 107-109 23DS 21CS 21CS 20CS 17BK 17 15 12 11 9
104-106 11AS 10AS 10AS 9ZS 8 8 7 6 5 4 104-106 21CS 20CS 20CS 18BS 17 15 14 12 11 8
101-103 11AS 10AS 9AS 8ZK 8 8 7 5 5 4 101-103 21CS 20CS 18CS 17BK 15 15 14 11 9 8
98-100 10AS 9AS 9ZS 8ZK 8 7 6 5 5 4 98-100 20CS 18CS 18BS 17BK 15 14 12 11 9 8
95-97 9AS 9ZS 8ZK 8 7 7 6 5 5 3 95-97 18CS 18BS 17BK 15 14 14 12 11 9 6
92-94 9ZS 8ZS 8 8 7 6 5 5 4 3 92-94 18BS 17BS 15 15 14 12 11 9 8 6
89-91 8ZS 8ZK 8 7 6 6 5 5 4 3 89-91 17BS 15BK 15 14 12 12 11 9 8 6
86-88 8ZS 8 7 7 5 5 5 4 4 3 86-88 15BS 15 14 14 11 11 9 8 8 6
83-85 8 7 7 6 5 5 5 4 3 2 83-85 15 14 14 12 11 11 9 8 6 5
80-82 7 6 6 5 5 5 5 4 3 2 80-82 14 12 12 11 9 9 9 8 6 5
77-79 6 6 5 5 5 5 4 3 3 2 77-79 12 12 11 11 9 9 8 6 6 5
74-76 5 5 5 5 4 4 4 3 2 2 74-76 11 11 11 9 8 8 8 6 5 5
71-73 71-73
68-70 68-70
65-67 65-67

204
Fighting Stick Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 18EK 17DK 16DK 14DK 12DK 9CK 9CK 9CK 7CK 5BK
170-172 17EK 16DK 15DK 13DK 11DK 8CK 8CK 8CK 6CK 4BK
167-169 17EK 16DK 15DK 13DK 11DK 8CK 8CK 8CK 6CK 4BU
164-166 16EK 15DK 15DK 13DK 11DK 8CK 8CK 8CK 6CK 4AK
161-163 16EK 15DK 14DK 12DK 11DK 8CK 8CK 8CK 6BU 4AU
158-160 16EK 15DK 14DK 12DK 10CK 8BK 8BK 8BK 6BK 4AK
155-157 15EK 14DK 14CK 12CK 10CK 7BU 7BU 7BU 6BU 4AU
152-154 15DK 14CK 13CK 11CK 10CK 7BK 7BK 7BK 5AK 4AK
149-151 15DK 14CK 13CK 11CK 10CK 7BU 7BU 7BU 5AU 4AK
146-148 14DK 13CK 13CK 11CK 9CK 7AK 7AK 7AK 5AK 4AK
143-145 14DK 13CK 12CK 11CK 9CU 7AU 7AU 7AU 5AK 3
140-142 13DK 13CK 12CK 10CK 9BK 6AK 6AK 6AK 5AK 3
137-139 13DK 12CK 12CK 10BK 9BU 6AU 6AU 6AK 5AK 3
134-136 13CK 12CK 11CK 10BK 8BK 6AK 6AK 6AK 5 3
131-133 12CK 12BK 11BK 9BU 8BU 6AK 6AK 6AK 4 3
128-130 12CK 11BK 11BK 9BK 8BK 6AK 6AK 6AK 4 3
125-127 12CK 11BK 10BU 9BU 8AU 6AK 6AK 6 4 3
122-124 11CK 11BK 10BK 9BK 7AK 5 5AK 5 4 3
119-121 11CK 10BK 10BU 8AU 7AU 5 5 5 4 3
Criticals: Krush(K), Unbalancing(U) 116-118 11CK 10BK 9BK 8AK 7AK 5 5 5 4 3
113-115 10BU 10BU 9BU 8AU 7AK 5 5 5 4 2
Disarm modifier: -50 110-112 10BK 9BK 9AK 7AK 6AK 5 5 5 3 2
Subdual modifier: -50 107-109 9BU 9AU 8AU 7AU 6AK 4 4 4 3 2
104-106 9BK 9AK 8AK 7AK 6 4 4 4 3 2
101-103 9BU 8AU 8AU 7AK 6 4 4 4 3 2
Strength

98-100 8BK 8AK 7AK 6AK 5 4 4 4 3 2


Fumble
Length

Weight

95-97 8AU 7AU 7AU 6 5 4 4 4 3 2


Size

92-94 8AK 7AK 7AK 6 5 4 4 4 3 2


Hafted 89-91 7AU 7AU 6AK 5 5 3 3 3 2 2
Light Stick -1 2' 40 1.5 3 86-88 7AK 6AK 6 5 4 3 3 3 2 2
Fighting Stick +0 3' 45 3 3 83-85 6AU 6AU 6 5 4 3 3 3 2 1
Greater Hafted 80-82 6AK 6 5 5 4 3 3 3 2 1
Quarterstaff (2H) +1 6' 55 4 4 77-79 6 5 5 4 4 3 3 3 2 1
74-76 5 5 5 4 3 2 2 2 2 1
71-73 5 5 4 4 3 2 2 2 2 1
68-70 5 4 4 3 3 2 2 2 1 1
65-67 4 4 4 3 3 2 2 2 1 1

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 14DK 13CK 12CK 11CK 9CK 7BK 7BK 7BK 5BK 4AK 173-175 27FK 26EK 24EK 21EK 18EK 14DK 14DK 14DK 11DK 8CK
170-172 13DK 12CK 11CK 10CK 8CK 6BK 6BK 6BK 5BK 3AK 170-172 26FK 24EK 23EK 20EK 17EK 12DK 12DK 12DK 9DK 6CK
167-169 13DK 12CK 11CK 10CK 8CK 6BK 6BK 6BK 5BK 3AU 167-169 26FK 24EK 23EK 20EK 17EK 12DK 12DK 12DK 9DK 6CU
164-166 12DK 11CK 11CK 10CK 8CK 6BK 6BK 6BK 5BK 3ZK 164-166 24FK 23EK 23EK 20EK 17EK 12DK 12DK 12DK 9DK 6BK
161-163 12DK 11CK 11CK 9CK 8CK 6BK 6BK 6BK 5AU 3ZU 161-163 24FK 23EK 21EK 18EK 17EK 12DK 12DK 12DK 9CU 6BU
158-160 12DK 11CK 11CK 9CK 8BK 6AK 6AK 6AK 5AK 3ZK 158-160 24FK 23EK 21EK 18EK 15DK 12CK 12CK 12CK 9CK 6BK
155-157 11DK 11CK 11BK 9BK 8BK 5AU 5AU 5AU 5AU 3ZU 155-157 23FK 21EK 21DK 18DK 15DK 11CU 11CU 11CU 9CU 6BU
152-154 11CK 11BK 10BK 8BK 8BK 5AK 5AK 5AK 4ZK 3ZK 152-154 23EK 21DK 20DK 17DK 15DK 11CK 11CK 11CK 8BK 6BK
149-151 11CK 11BK 10BK 8BK 8BK 5AU 5AU 5AU 4ZU 3ZK 149-151 23EK 21DK 20DK 17DK 15DK 11CU 11CU 11CU 8BU 6BK
146-148 11CK 10BK 10BK 8BK 7BK 5ZK 5ZK 5ZK 4ZK 3ZK 146-148 21EK 20DK 20DK 17DK 14DK 11BK 11BK 11BK 8BK 6BK
143-145 11CK 10BK 9BK 8BK 7BU 5ZU 5ZU 5ZU 4ZK 2 143-145 21EK 20DK 18DK 17DK 14DU 11BU 11BU 11BU 8BK 5
140-142 10CK 10BK 9BK 8BK 7AK 5ZK 5ZK 5ZK 4ZK 2 140-142 20EK 20DK 18DK 15DK 14CK 9BK 9BK 9BK 8BK 5
137-139 10CK 9BK 9BK 8AK 7AU 5ZU 5ZU 5ZK 4ZK 2 137-139 20EK 18DK 18DK 15CK 14CU 9BU 9BU 9BK 8BK 5
134-136 10BK 9BK 8BK 8AK 6AK 5ZK 5ZK 5ZK 4 2 134-136 20DK 18DK 17DK 15CK 12CK 9BK 9BK 9BK 8 5
131-133 9BK 9AK 8AK 7AU 6AU 5ZK 5ZK 5ZK 3 2 131-133 18DK 18CK 17CK 14CU 12CU 9BK 9BK 9BK 6 5
128-130 9BK 8AK 8AK 7AK 6AK 5ZK 5ZK 5ZK 3 2 128-130 18DK 17CK 17CK 14CK 12CK 9BK 9BK 9BK 6 5
125-127 9BK 8AK 8AU 7AU 6ZU 5ZK 5ZK 5 3 2 125-127 18DK 17CK 15CU 14CU 12BU 9BK 9BK 9 6 5
122-124 8BK 8AK 8AK 7AK 5ZK 4 4ZK 4 3 2 122-124 17DK 17CK 15CK 14CK 11BK 8 8BK 8 6 5
119-121 8BK 8AK 8AU 6ZU 5ZU 4 4 4 3 2 119-121 17DK 15CK 15CU 12BU 11BU 8 8 8 6 5
116-118 8BK 8AK 7AK 6ZK 5ZK 4 4 4 3 2 116-118 17DK 15CK 14CK 12BK 11BK 8 8 8 6 5
113-115 8AU 8AU 7AU 6ZU 5ZK 4 4 4 3 2 113-115 15CU 15CU 14CU 12BU 11BK 8 8 8 6 3
110-112 8AK 7AK 7ZK 5ZK 5ZK 4 4 4 2 2 110-112 15CK 14CK 14BK 11BK 9BK 8 8 8 5 3
107-109 7AU 7ZU 6ZU 5ZU 5ZK 3 3 3 2 2 107-109 14CU 14BU 12BU 11BU 9BK 6 6 6 5 3
104-106 7AK 7ZK 6ZK 5ZK 5 3 3 3 2 2 104-106 14CK 14BK 12BK 11BK 9 6 6 6 5 3
101-103 7AU 6ZU 6ZU 5ZK 5 3 3 3 2 2 101-103 14CU 12BU 12BU 11BK 9 6 6 6 5 3
98-100 6AK 6ZK 5ZK 5ZK 4 3 3 3 2 2 98-100 12CK 12BK 11BK 9BK 8 6 6 6 5 3
95-97 6ZU 5ZU 5ZU 5 4 3 3 3 2 2 95-97 12BU 11BU 11BU 9 8 6 6 6 5 3
92-94 6ZK 5ZK 5ZK 5 4 3 3 3 2 2 92-94 12BK 11BK 11BK 9 8 6 6 6 5 3
89-91 5ZU 5ZU 5ZK 4 4 2 2 2 2 2 89-91 11BU 11BU 9BK 8 8 5 5 5 3 3
86-88 5ZK 5ZK 5 4 3 2 2 2 2 2 86-88 11BK 9BK 9 8 6 5 5 5 3 3
83-85 5ZU 5ZU 5 4 3 2 2 2 2 1 83-85 9BU 9BU 9 8 6 5 5 5 3 2
80-82 5ZK 5 4 4 3 2 2 2 2 1 80-82 9BK 9 8 8 6 5 5 5 3 2
77-79 5 4 4 3 3 2 2 2 2 1 77-79 9 8 8 6 6 5 5 5 3 2
74-76 4 4 4 3 2 2 2 2 2 1 74-76 8 8 8 6 5 3 3 3 3 2
71-73 4 4 3 3 2 2 2 2 2 1 71-73 8 8 6 6 5 3 3 3 3 2
68-70 4 3 3 2 2 2 2 2 1 1 68-70 8 6 6 5 5 3 3 3 2 2
65-67 3 3 3 2 2 2 2 2 1 1 65-67 6 6 6 5 5 3 3 3 2 2

205
Flail Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 31FK 30FK 29FK 27FK 25EK 21EK 22EK 21EK 17DK 13DK
170-172 30FK 29FK 28FK 26FK 24EK 20EK 21EK 20EK 16DK 12DK
167-169 29FK 28FK 27FK 25FK 23EK 20EK 20EK 20EK 16DK 12DK
164-166 28FK 27FK 26FK 25FK 23EK 19EK 20EK 19EK 15DK 12CK
161-163 28FK 27FK 26FK 24EK 22EK 19EK 19EK 19DK 15CK 11CP
158-160 27EK 26EK 25EK 23EK 22DK 18DK 19DK 18DK 15CK 11CK
155-157 26EK 25EK 24EK 23EK 21DK 18DK 18DK 18DK 14CP 11BP
152-154 25EK 25EK 24EK 22EK 20DK 17DK 18DK 17DK 14CK 10BK
149-151 25EK 24EK 23EK 21EK 20DK 17DK 17DK 17CK 13BP 10BP
146-148 24EK 23EK 22EK 21DK 19DK 16CK 17CK 16CK 13BK 10BK
143-145 23EK 23DK 22DK 20DK 19CK 16CP 16CP 16CP 13BP 9AK
140-142 23DK 22DK 21DK 20DK 18CK 15CK 16CK 15CK 12BK 9AK
137-139 22DK 21DK 20DK 19DK 18CP 15CP 15CP 15BP 12AP 9AK
134-136 21DK 20DK 20DK 18DK 17CK 14BK 15BK 14BK 11AK 9
131-133 20DK 20DK 19DK 18CP 16BP 14BP 14BP 14BP 11AK 8
128-130 20DK 19DK 18CK 17CK 16BK 13BK 14BK 13BK 11AK 8
125-127 19CK 18CK 18CP 16CP 15BP 13BP 13BP 13AP 10AK 8
122-124 18CK 18CK 17CK 16CK 15BK 12AK 13AK 12AK 10 7
119-121 18CP 17CP 16CP 15CP 14BP 12AK 12AK 12AK 9 7
Criticals: Krush(K), Puncture(P) 116-118 17CK 16CK 16CK 15BK 13AK 11AK 12AK 11AK 9 7
113-115 16CP 16CP 15CP 14BP 13AP 11 11AK 11 9 6
Disarm modifier: -50 110-112 15CK 15CK 14BK 13BK 12AK 10 11 10 8 6
Subdual modifier: -50 107-109 15BP 14BP 14BP 13BP 12AK 10 10 10 8 6
104-106 14BK 13BK 13BK 12AK 11 9 10 9 7 6
101-103 13BP 13BP 12BP 11AK 11 9 9 9 7 5
Strength

98-100 13BK 12BK 12AK 11 10 8 9 8 7 5


Fumble
Length

Weight

95-97 12AP 11AP 11AK 10 9 8 8 8 6 5


Size

92-94 11AK 11AK 10 10 9 7 8 7 6 4


Chain 89-91 10AP 10AK 10 9 8 7 7 7 5 4
Light Flail -1 3' 55 3 9 86-88 10 9 9 8 8 6 7 6 5 4
Flail +0 3.5' 65 6 10 83-85 9 9 8 8 7 6 6 6 5 3
Greater Chain 80-82 8 8 8 7 7 5 6 5 4 3
Heavy Flail (2H) +1 4' 60 6 10 77-79 7 7 7 6 6 5 5 5 4 3
74-76
71-73
68-70
65-67

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 23EK 23EK 22EK 20EK 19DK 16DK 17DK 16DK 13CK 10CK 173-175 47GK 45GK 44GK 41GK 38FK 32FK 33FK 32FK 26EK 20EK
170-172 23EK 22EK 21EK 20EK 18DK 15DK 16DK 15DK 12CK 9CK 170-172 45GK 44GK 42GK 39GK 36FK 30FK 32FK 30FK 24EK 18EK
167-169 22EK 21EK 20EK 19EK 17DK 15DK 15DK 15DK 12CK 9CK 167-169 44GK 42GK 41GK 38GK 35FK 30FK 30FK 30FK 24EK 18EK
164-166 21EK 20EK 20EK 19EK 17DK 14DK 15DK 14DK 11CK 9BK 164-166 42GK 41GK 39GK 38GK 35FK 29FK 30FK 29FK 23EK 18DK
161-163 21EK 20EK 20EK 18DK 17DK 14DK 14DK 14CK 11BK 8BP 161-163 42GK 41GK 39GK 36FK 33FK 29FK 29FK 29EK 23DK 17DP
158-160 20DK 20DK 19DK 17DK 17CK 14CK 14CK 14CK 11BK 8BK 158-160 41FK 39FK 38FK 35FK 33EK 27EK 29EK 27EK 23DK 17DK
155-157 20DK 19DK 18DK 17DK 16CK 14CK 14CK 14CK 11BP 8AP 155-157 39FK 38FK 36FK 35FK 32EK 27EK 27EK 27EK 21DP 17CP
152-154 19DK 19DK 18DK 17DK 15CK 13CK 14CK 13CK 11BK 8AK 152-154 38FK 38FK 36FK 33FK 30EK 26EK 27EK 26EK 21DK 15CK
149-151 19DK 18DK 17DK 16DK 15CK 13CK 13CK 13BK 10AP 8AP 149-151 38FK 36FK 35FK 32FK 30EK 26EK 26EK 26DK 20CP 15CP
146-148 18DK 17DK 17DK 16CK 14CK 12BK 13BK 12BK 10AK 8AK 146-148 36FK 35FK 33FK 32EK 29EK 24DK 26DK 24DK 20CK 15CK
143-145 17DK 17CK 17CK 15CK 14BK 12BP 12BP 12BP 10AP 7ZK 143-145 35FK 35EK 33EK 30EK 29DK 24DP 24DP 24DP 20CP 14BK
140-142 17CK 17CK 16CK 15CK 14BK 11BK 12BK 11BK 9AK 7ZK 140-142 35EK 33EK 32EK 30EK 27DK 23DK 24DK 23DK 18CK 14BK
137-139 17CK 16CK 15CK 14CK 14BP 11BP 11BP 11AP 9ZP 7ZK 137-139 33EK 32EK 30EK 29EK 27DP 23DP 23DP 23CP 18BP 14BK
134-136 16CK 15CK 15CK 14CK 13BK 11AK 11AK 11AK 8ZK 7 134-136 32EK 30EK 30EK 27EK 26DK 21CK 23CK 21CK 17BK 14
131-133 15CK 15CK 14CK 14BP 12AP 11AP 11AP 11AP 8ZK 6 131-133 30EK 30EK 29EK 27DP 24CP 21CP 21CP 21CP 17BK 12
128-130 15CK 14CK 14BK 13BK 12AK 10AK 11AK 10AK 8ZK 6 128-130 30EK 29EK 27DK 26DK 24CK 20CK 21CK 20CK 17BK 12
125-127 14BK 14BK 14BP 12BP 11AP 10AP 10AP 10ZP 8ZK 6 125-127 29DK 27DK 27DP 24DP 23CP 20CP 20CP 20BP 15BK 12
122-124 14BK 14BK 13BK 12BK 11AK 9ZK 10ZK 9ZK 8 5 122-124 27DK 27DK 26DK 24DK 23CK 18BK 20BK 18BK 15 11
119-121 14BP 13BP 12BP 11BP 11AP 9ZK 9ZK 9ZK 7 5 119-121 27DP 26DP 24DP 23DP 21CP 18BK 18BK 18BK 14 11
116-118 13BK 12BK 12BK 11AK 10ZK 8ZK 9ZK 8ZK 7 5 116-118 26DK 24DK 24DK 23CK 20BK 17BK 18BK 17BK 14 11
113-115 12BP 12BP 11BP 11AP 10ZP 8 8ZK 8 7 5 113-115 24DP 24DP 23DP 21CP 20BP 17 17BK 17 14 9
110-112 11BK 11BK 11AK 10AK 9ZK 8 8 8 6 5 110-112 23DK 23DK 21CK 20CK 18BK 15 17 15 12 9
107-109 11AP 11AP 11AP 10AP 9ZK 8 8 8 6 5 107-109 23CP 21CP 21CP 20CP 18BK 15 15 15 12 9
104-106 11AK 10AK 10AK 9ZK 8 7 8 7 5 5 104-106 21CK 20CK 20CK 18BK 17 14 15 14 11 9
101-103 10AP 10AP 9AP 8ZK 8 7 7 7 5 4 101-103 20CP 20CP 18CP 17BK 17 14 14 14 11 8
98-100 10AK 9AK 9ZK 8 8 6 7 6 5 4 98-100 20CK 18CK 18BK 17 15 12 14 12 11 8
95-97 9ZP 8ZP 8ZK 8 7 6 6 6 5 4 95-97 18BP 17BP 17BK 15 14 12 12 12 9 8
92-94 8ZK 8ZK 8 8 7 5 6 5 5 3 92-94 17BK 17BK 15 15 14 11 12 11 9 6
89-91 8ZP 8ZK 8 7 6 5 5 5 4 3 89-91 15BP 15BK 15 14 12 11 11 11 8 6
86-88 8 7 7 6 6 5 5 5 4 3 86-88 15 14 14 12 12 9 11 9 8 6
83-85 7 7 6 6 5 5 5 5 4 2 83-85 14 14 12 12 11 9 9 9 8 5
80-82 6 6 6 5 5 4 5 4 3 2 80-82 12 12 12 11 11 8 9 8 6 5
77-79 5 5 5 5 5 4 4 4 3 2 77-79 11 11 11 9 9 8 8 8 6 5
74-76 74-76
71-73 71-73
68-70 68-70
65-67 65-67

206
Grapple Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 10DG 9DG 9DG 9DG 8DG 8DG 8DG 8DG 8DG 7DG
170-172 9DG 8DG 8DG 8DG 7DG 7DG 7DG 7DG 7DG 6DG
167-169 9DG 8DG 8DG 8DG 7DG 7DG 7DG 7DG 7DG 6DG
164-166 9DG 8DG 8DG 8DG 7DG 7DG 7DG 7DG 7DG 6DG
161-163 9DG 8DG 8DG 8DG 7DG 7DG 7DG 7DG 7DG 6DG
158-160 8DG 8DG 8DG 8DG 7DG 7DG 7DG 7DG 7DG 6CG
155-157 8DG 7DG 7DG 7CG 7CG 7CG 7CG 7CG 7CG 6CG
152-154 8CG 7CG 7CG 7CG 6CG 6CG 6CG 6CG 6CG 6CG
149-151 8CG 7CG 7CG 7CG 6CG 6CG 6CG 6CG 6CG 5CG
146-148 8CG 7CG 7CG 7CG 6CG 6CG 6CG 6CG 6CG 5CG
143-145 7CG 7CG 7CG 7CG 6CG 6CG 6CG 6CG 6CG 5CG
140-142 7CG 7CG 7CG 7CG 6CG 6CG 6CG 6CG 6CG 5BG
137-139 7CG 6CG 6CG 6CG 6CG 6CG 6BG 6BG 6BG 5BG
134-136 7CG 6CG 6CG 6CG 5BG 5BG 5BG 5BG 5BG 5BG
131-133 7CG 6CG 6BG 6BG 5BG 5BG 5BG 5BG 5BG 5BG
128-130 6BG 6BG 6BG 6BG 5BG 5BG 5BG 5BG 5BG 4BG
125-127 6BG 6BG 6BG 6BG 5BG 5BG 5BG 5BG 5BG 4BG
122-124 6BG 5BG 5BG 5BG 5BG 5BG 5BG 5BG 5BG 4BG
Criticals: Grappling(G) 119-121 6BG 5BG 5BG 5BG 5BG 5BG 5BG 5AG 5AG 4AG
116-118 6BG 5BG 5BG 5BG 4BG 4AG 4AG 4AG 4AG 4AG
Disarm modifier: -50 113-115 5BG 5BG 5BG 5BG 4AG 4AG 4AG 4AG 4AG 4AG
Subdual modifier: -25 110-112 5BG 5BG 5BG 5AG 4AG 4AG 4AG 4AG 4AG 4AG
107-109 5BG 5AG 5AG 5AG 4AG 4AG 4AG 4AG 4AG 3AG
104-106 5AG 4AG 4AG 4AG 4AG 4AG 4AG 4AG 4AG 3AG
Strength

101-103 5AG 4AG 4AG 4AG 4AG 4AG 4AG 4AG 4AG 3AG
Fumble
Length

Weight

98-100 4AG 4AG 4AG 4AG 3AG 3AG 3AG 3AG 3AG 3
Size

95-97 4AG 4AG 4AG 4AG 3AG 3AG 3 3 3 3


Unarmed 92-94 4AG 4AG 4AG 4AG 3AG 3 3 3 3 3
Grapple / Wrestling +0 2 89-91 4AG 3AG 3AG 3AG 3 3 3 3 3 3
Exotic 86-88 4AG 3AG 3AG 3 3 3 3 3 3 2
Small Net -1 5' 40 2.5 6 83-85 3AG 3AG 3 3 3 3 3 3 3 2
Net +0 10' 45 6 7 80-82 3AG 3AG 3 3 3 3 3 3 3 2
Large Net (2H) +1 15' 50 10 8 77-79 3 3 3 3 2 2 2 2 2 2
74-76 3 3 3 3 2 2 2 2 2 2
71-73 3 2 2 2 2 2 2 2 2 2
68-70 2 2 2 2 2 2 2 2 2 2
65-67 2 2 2 2 2 2 2 2 2 1

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 8CG 7CG 7CG 7CG 6CG 6CG 6CG 6CG 6CG 5CG 173-175 15EG 14EG 14EG 14EG 12EG 12EG 12EG 12EG 12EG 11EG
170-172 7CG 6CG 6CG 6CG 5CG 5CG 5CG 5CG 5CG 5CG 170-172 14EG 12EG 12EG 12EG 11EG 11EG 11EG 11EG 11EG 9EG
167-169 7CG 6CG 6CG 6CG 5CG 5CG 5CG 5CG 5CG 5CG 167-169 14EG 12EG 12EG 12EG 11EG 11EG 11EG 11EG 11EG 9EG
164-166 7CG 6CG 6CG 6CG 5CG 5CG 5CG 5CG 5CG 5CG 164-166 14EG 12EG 12EG 12EG 11EG 11EG 11EG 11EG 11EG 9EG
161-163 7CG 6CG 6CG 6CG 5CG 5CG 5CG 5CG 5CG 5CG 161-163 14EG 12EG 12EG 12EG 11EG 11EG 11EG 11EG 11EG 9EG
158-160 6CG 6CG 6CG 6CG 5CG 5CG 5CG 5CG 5CG 5BG 158-160 12EG 12EG 12EG 12EG 11EG 11EG 11EG 11EG 11EG 9DG
155-157 6CG 5CG 5CG 5BG 5BG 5BG 5BG 5BG 5BG 5BG 155-157 12EG 11EG 11EG 11DG 11DG 11DG 11DG 11DG 11DG 9DG
152-154 6BG 5BG 5BG 5BG 5BG 5BG 5BG 5BG 5BG 5BG 152-154 12DG 11DG 11DG 11DG 9DG 9DG 9DG 9DG 9DG 9DG
149-151 6BG 5BG 5BG 5BG 5BG 5BG 5BG 5BG 5BG 4BG 149-151 12DG 11DG 11DG 11DG 9DG 9DG 9DG 9DG 9DG 8DG
146-148 6BG 5BG 5BG 5BG 5BG 5BG 5BG 5BG 5BG 4BG 146-148 12DG 11DG 11DG 11DG 9DG 9DG 9DG 9DG 9DG 8DG
143-145 5BG 5BG 5BG 5BG 5BG 5BG 5BG 5BG 5BG 4BG 143-145 11DG 11DG 11DG 11DG 9DG 9DG 9DG 9DG 9DG 8DG
140-142 5BG 5BG 5BG 5BG 5BG 5BG 5BG 5BG 5BG 4AG 140-142 11DG 11DG 11DG 11DG 9DG 9DG 9DG 9DG 9DG 8CG
137-139 5BG 5BG 5BG 5BG 5BG 5BG 5AG 5AG 5AG 4AG 137-139 11DG 9DG 9DG 9DG 9DG 9DG 9CG 9CG 9CG 8CG
134-136 5BG 5BG 5BG 5BG 4AG 4AG 4AG 4AG 4AG 4AG 134-136 11DG 9DG 9DG 9DG 8CG 8CG 8CG 8CG 8CG 8CG
131-133 5BG 5BG 5AG 5AG 4AG 4AG 4AG 4AG 4AG 4AG 131-133 11DG 9DG 9CG 9CG 8CG 8CG 8CG 8CG 8CG 8CG
128-130 5AG 5AG 5AG 5AG 4AG 4AG 4AG 4AG 4AG 3AG 128-130 9CG 9CG 9CG 9CG 8CG 8CG 8CG 8CG 8CG 6CG
125-127 5AG 5AG 5AG 5AG 4AG 4AG 4AG 4AG 4AG 3AG 125-127 9CG 9CG 9CG 9CG 8CG 8CG 8CG 8CG 8CG 6CG
122-124 5AG 4AG 4AG 4AG 4AG 4AG 4AG 4AG 4AG 3AG 122-124 9CG 8CG 8CG 8CG 8CG 8CG 8CG 8CG 8CG 6CG
119-121 5AG 4AG 4AG 4AG 4AG 4AG 4AG 4ZG 4ZG 3ZG 119-121 9CG 8CG 8CG 8CG 8CG 8CG 8CG 8BG 8BG 6BG
116-118 5AG 4AG 4AG 4AG 3AG 3ZG 3ZG 3ZG 3ZG 3ZG 116-118 9CG 8CG 8CG 8CG 6CG 6BG 6BG 6BG 6BG 6BG
113-115 4AG 4AG 4AG 4AG 3ZG 3ZG 3ZG 3ZG 3ZG 3ZG 113-115 8CG 8CG 8CG 8CG 6BG 6BG 6BG 6BG 6BG 6BG
110-112 4AG 4AG 4AG 4ZG 3ZG 3ZG 3ZG 3ZG 3ZG 3ZG 110-112 8CG 8CG 8CG 8BG 6BG 6BG 6BG 6BG 6BG 6BG
107-109 4AG 4ZG 4ZG 4ZG 3ZG 3ZG 3ZG 3ZG 3ZG 2ZG 107-109 8CG 8BG 8BG 8BG 6BG 6BG 6BG 6BG 6BG 5BG
104-106 4ZG 3ZG 3ZG 3ZG 3ZG 3ZG 3ZG 3ZG 3ZG 2ZG 104-106 8BG 6BG 6BG 6BG 6BG 6BG 6BG 6BG 6BG 5BG
101-103 4ZG 3ZG 3ZG 3ZG 3ZG 3ZG 3ZG 3ZG 3ZG 2ZG 101-103 8BG 6BG 6BG 6BG 6BG 6BG 6BG 6BG 6BG 5BG
98-100 3ZG 3ZG 3ZG 3ZG 2ZG 2ZG 2ZG 2ZG 2ZG 2 98-100 6BG 6BG 6BG 6BG 5BG 5BG 5BG 5BG 5BG 5
95-97 3ZG 3ZG 3ZG 3ZG 2ZG 2ZG 2 2 2 2 95-97 6BG 6BG 6BG 6BG 5BG 5BG 5 5 5 5
92-94 3ZG 3ZG 3ZG 3ZG 2ZG 2 2 2 2 2 92-94 6BG 6BG 6BG 6BG 5BG 5 5 5 5 5
89-91 3ZG 2ZG 2ZG 2ZG 2 2 2 2 2 2 89-91 6BG 5BG 5BG 5BG 5 5 5 5 5 5
86-88 3ZG 2ZG 2ZG 2 2 2 2 2 2 2 86-88 6BG 5BG 5BG 5 5 5 5 5 5 3
83-85 2ZG 2ZG 2 2 2 2 2 2 2 2 83-85 5BG 5BG 5 5 5 5 5 5 5 3
80-82 2ZG 2ZG 2 2 2 2 2 2 2 2 80-82 5BG 5BG 5 5 5 5 5 5 5 3
77-79 2 2 2 2 2 2 2 2 2 2 77-79 5 5 5 5 3 3 3 3 3 3
74-76 2 2 2 2 2 2 2 2 2 2 74-76 5 5 5 5 3 3 3 3 3 3
71-73 2 2 2 2 2 2 2 2 2 2 71-73 5 3 3 3 3 3 3 3 3 3
68-70 2 2 2 2 2 2 2 2 2 2 68-70 3 3 3 3 3 3 3 3 3 3
65-67 2 2 2 2 2 2 2 2 2 1 65-67 3 3 3 3 3 3 3 3 3 2

207
Horn Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 23EP 22EP 21EP 20EP 18EP 16DP 16DP 15DP 13DP 10CP
170-172 22EP 21EP 20EP 19EP 17EP 15DP 15DP 14DP 12DP 9CP
167-169 22EP 21EP 20EP 19EP 17EP 15DP 15DP 14DP 12DP 9CP
164-166 21EP 20EP 19EP 18EP 16EP 15DP 15DP 14DP 12DP 9CP
161-163 21EP 20EP 19EP 18EP 16EP 14DP 14DP 13DP 11CP 9BP
158-160 20EP 19EP 18EP 17EP 16EP 14CP 14CP 13CP 11CP 8BP
155-157 20EP 19EP 18EP 17DP 15DP 14CP 14CP 13CP 11CP 8BK
152-154 19DP 18DP 17DP 17DP 15DP 13CP 13CP 12CP 11CP 8BP
149-151 19DP 18DP 17DP 16DP 15DP 13CP 13CP 12CP 10CK 8AK
146-148 18DP 17DP 17DP 16DP 14DP 13CP 13CP 12CP 10BP 8AP
143-145 18DP 17DP 16DP 15DP 14DP 12CP 12CP 11BK 10BK 7AK
140-142 17DP 17DP 16DP 15DP 13CP 12BP 12BP 11BP 10BP 7AU
137-139 17DP 16DP 15DP 15CP 13CP 12BK 12BK 11BK 9BK 7AU
134-136 16CP 16CP 15CP 14CP 13CP 11BP 11BP 11BP 9BP 7AU
131-133 16CP 15CP 14CP 14CP 12CK 11BK 11BK 10BK 9AK 7AU
128-130 15CP 15CP 14CP 13CP 12CP 11BP 11BP 10BP 9AU 6
125-127 15CP 14CP 14CP 13CK 12BK 10BK 10BK 10AK 8AU 6
122-124 15CP 14CP 13CP 13BP 11BP 10AP 10AP 9AP 8AU 6
119-121 14CP 13CP 13CK 12BK 11BK 10AK 10AK 9AK 8AU 6
116-118 14CP 13BP 12BP 12BP 11BP 9AP 9AP 9AU 7 6
113-115 13BK 13BK 12BK 11BK 10BK 9AU 9AU 8AU 7 5
110-112 13BP 12BP 11BP 11BP 10AP 9AU 9AU 8AU 7 5
Criticals: Puncture(P), Krush(K), Unbalancing(U) 107-109 12BK 12BK 11BK 11BK 9AK 8AU 8AU 8 7 5
104-106 12BP 11BP 11BP 10AP 9AP 8AU 8AU 7 6 5
Disarm modifier: -50 101-103 11BK 11BK 10BK 10AK 9AU 8 8 7 6 5
Subdual modifier: -100 98-100 11BP 10BP 10AP 9AP 8AU 7 7 7 6 4
95-97 10AK 10AK 9AK 9AU 8 7 7 7 6 4
92-94 10AP 9AP 9AP 8AU 8 7 7 6 5 4
89-91 9AK 9AK 8AK 8 7 6 6 6 5 4
Fumble

86-88 9AP 8AP 8AU 8 7 6 6 6 5 4


Size

83-85 8AK 8AK 8 7 6 6 6 5 5 3


Unarmed 80-82 8AP 8AU 7 7 6 5 5 5 4 3
Horn +0 2 77-79 7 7 7 6 6 5 5 5 4 3
74-76 7 7 6 6 5 5 5 4 4 3
71-73 7 6 6 6 5 4 4 4 3 3
68-70 6 6 5 5 5 4 4 4 3 2
65-67 6 5 5 5 4 4 4 3 3 2

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 17DP 17DP 16DP 15DP 14DP 12CP 12CP 11CP 10CP 8BP 173-175 35FP 33FP 32FP 30FP 27FP 24EP 24EP 23EP 20EP 15DP
170-172 17DP 16DP 15DP 14DP 13DP 11CP 11CP 11CP 9CP 7BP 170-172 33FP 32FP 30FP 29FP 26FP 23EP 23EP 21EP 18EP 14DP
167-169 17DP 16DP 15DP 14DP 13DP 11CP 11CP 11CP 9CP 7BP 167-169 33FP 32FP 30FP 29FP 26FP 23EP 23EP 21EP 18EP 14DP
164-166 16DP 15DP 14DP 14DP 12DP 11CP 11CP 11CP 9CP 7BP 164-166 32FP 30FP 29FP 27FP 24FP 23EP 23EP 21EP 18EP 14DP
161-163 16DP 15DP 14DP 14DP 12DP 11CP 11CP 10CP 8BP 7AP 161-163 32FP 30FP 29FP 27FP 24FP 21EP 21EP 20EP 17DP 14CP
158-160 15DP 14DP 14DP 13DP 12DP 11BP 11BP 10BP 8BP 6AP 158-160 30FP 29FP 27FP 26FP 24FP 21DP 21DP 20DP 17DP 12CP
155-157 15DP 14DP 14DP 13CP 11CP 11BP 11BP 10BP 8BP 6AK 155-157 30FP 29FP 27FP 26EP 23EP 21DP 21DP 20DP 17DP 12CK
152-154 14CP 14CP 13CP 13CP 11CP 10BP 10BP 9BP 8BP 6AP 152-154 29EP 27EP 26EP 26EP 23EP 20DP 20DP 18DP 17DP 12CP
149-151 14CP 14CP 13CP 12CP 11CP 10BP 10BP 9BP 8BK 6ZK 149-151 29EP 27EP 26EP 24EP 23EP 20DP 20DP 18DP 15DK 12BK
146-148 14CP 13CP 13CP 12CP 11CP 10BP 10BP 9BP 8AP 6ZP 146-148 27EP 26EP 26EP 24EP 21EP 20DP 20DP 18DP 15CP 12BP
143-145 14CP 13CP 12CP 11CP 11CP 9BP 9BP 8AK 8AK 5ZK 143-145 27EP 26EP 24EP 23EP 21EP 18DP 18DP 17CK 15CK 11BK
140-142 13CP 13CP 12CP 11CP 10BP 9AP 9AP 8AP 8AP 5ZU 140-142 26EP 26EP 24EP 23EP 20DP 18CP 18CP 17CP 15CP 11BU
137-139 13CP 12CP 11CP 11BP 10BP 9AK 9AK 8AK 7AK 5ZU 137-139 26EP 24EP 23EP 23DP 20DP 18CK 18CK 17CK 14CK 11BU
134-136 12BP 12BP 11BP 11BP 10BP 8AP 8AP 8AP 7AP 5ZU 134-136 24DP 24DP 23DP 21DP 20DP 17CP 17CP 17CP 14CP 11BU
131-133 12BP 11BP 11BP 11BP 9BK 8AK 8AK 8AK 7ZK 5ZU 131-133 24DP 23DP 21DP 21DP 18DK 17CK 17CK 15CK 14BK 11BU
128-130 11BP 11BP 11BP 10BP 9BP 8AP 8AP 8AP 7ZU 5 128-130 23DP 23DP 21DP 20DP 18DP 17CP 17CP 15CP 14BU 9
125-127 11BP 11BP 11BP 10BK 9AK 8AK 8AK 8ZK 6ZU 5 125-127 23DP 21DP 21DP 20DK 18CK 15CK 15CK 15BK 12BU 9
122-124 11BP 11BP 10BP 10AP 8AP 8ZP 8ZP 7ZP 6ZU 5 122-124 23DP 21DP 20DP 20CP 17CP 15BP 15BP 14BP 12BU 9
119-121 11BP 10BP 10BK 9AK 8AK 8ZK 8ZK 7ZK 6ZU 5 119-121 21DP 20DP 20DK 18CK 17CK 15BK 15BK 14BK 12BU 9
116-118 11BP 10AP 9AP 9AP 8AP 7ZP 7ZP 7ZU 5 5 116-118 21DP 20CP 18CP 18CP 17CP 14BP 14BP 14BU 11 9
113-115 10AK 10AK 9AK 8AK 8AK 7ZU 7ZU 6ZU 5 4 113-115 20CK 20CK 18CK 17CK 15CK 14BU 14BU 12BU 11 8
110-112 10AP 9AP 8AP 8AP 8ZP 7ZU 7ZU 6ZU 5 4 110-112 20CP 18CP 17CP 17CP 15BP 14BU 14BU 12BU 11 8
107-109 9AK 9AK 8AK 8AK 7ZK 6ZU 6ZU 6 5 4 107-109 18CK 18CK 17CK 17CK 14BK 12BU 12BU 12 11 8
104-106 9AP 8AP 8AP 8ZP 7ZP 6ZU 6ZU 5 5 4 104-106 18CP 17CP 17CP 15BP 14BP 12BU 12BU 11 9 8
101-103 8AK 8AK 8AK 8ZK 7ZU 6 6 5 5 4 101-103 17CK 17CK 15CK 15BK 14BU 12 12 11 9 8
98-100 8AP 8AP 8ZP 7ZP 6ZU 5 5 5 5 3 98-100 17CP 15CP 15BP 14BP 12BU 11 11 11 9 6
95-97 8ZK 8ZK 7ZK 7ZU 6 5 5 5 5 3 95-97 15BK 15BK 14BK 14BU 12 11 11 11 9 6
92-94 8ZP 7ZP 7ZP 6ZU 6 5 5 5 4 3 92-94 15BP 14BP 14BP 12BU 12 11 11 9 8 6
89-91 7ZK 7ZK 6ZK 6 5 5 5 5 4 3 89-91 14BK 14BK 12BK 12 11 9 9 9 8 6
86-88 7ZP 6ZP 6ZU 6 5 5 5 5 4 3 86-88 14BP 12BP 12BU 12 11 9 9 9 8 6
83-85 6ZK 6ZK 6 5 5 5 5 4 4 2 83-85 12BK 12BK 12 11 9 9 9 8 8 5
80-82 6ZP 6ZU 5 5 5 4 4 4 3 2 80-82 12BP 12BU 11 11 9 8 8 8 6 5
77-79 5 5 5 5 5 4 4 4 3 2 77-79 11 11 11 9 9 8 8 8 6 5
74-76 5 5 5 5 4 4 4 3 3 2 74-76 11 11 9 9 8 8 8 6 6 5
71-73 5 5 5 5 4 3 3 3 2 2 71-73 11 9 9 9 8 6 6 6 5 5
68-70 5 5 4 4 4 3 3 3 2 2 68-70 9 9 8 8 8 6 6 6 5 3
65-67 5 4 4 4 3 3 3 2 2 2 65-67 9 8 8 8 6 6 6 5 5 3

208
Mace Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 21EK 20EK 19EK 18EK 16DK 14DK 14DK 14DK 11CK 8CK
170-172 20EK 19EK 18EK 17EK 15DK 13DK 13DK 13DK 10CK 7CK
167-169 20EK 19EK 18EK 17EK 15DK 13DK 13DK 13DK 10CK 7CK
164-166 19EK 18EK 17EK 16EK 15DK 13DK 13DK 13DK 10CK 7CK
161-163 19EK 18EK 17EK 16EK 14DK 12DK 12DK 12DK 10CK 7BK
158-160 18EK 17EK 17EK 16EK 14DK 12CK 12CK 12CK 9BK 7BK
155-157 18EK 17EK 16DK 15DK 14CK 12CK 12CK 12CK 9BK 7BK
152-154 17DK 17DK 16DK 15DK 13CK 11CK 11CK 11CK 9BK 6AK
149-151 17DK 16DK 15DK 15DK 13CK 11CK 11CK 11CK 9BK 6AK
146-148 17DK 16DK 15DK 14DK 13CK 11CK 11CK 11CK 8AK 6AK
143-145 16DK 15DK 15DK 14DK 12CK 11BK 11BK 11BK 8AK 6AK
140-142 16DK 15DK 14DK 13DK 12CK 10BK 10BK 10BK 8AK 6AK
137-139 15DK 15DK 14CK 13CK 12BK 10BK 10BK 10BK 8AK 6AK
134-136 15CK 14CK 13CK 13CK 11BK 10BK 10BK 10BK 8AK 5
131-133 14CK 14CK 13CK 12CK 11BK 9BK 9BK 9BK 7AK 5
128-130 14CK 13CK 13CK 12CK 11BK 9AK 9BK 9AK 7AK 5
125-127 14CK 13CK 12CK 12CK 10BK 9AK 9AK 9AK 7AK 5
122-124 13CK 12CK 12CK 11BK 10BK 9AK 9AK 9AK 7AK 5
119-121 13CK 12CK 11BK 11BK 10AK 8AK 8AK 8AK 6 5
Criticals: Krush(K) 116-118 12BK 12BK 11BK 10BK 9AK 8AK 8AK 8AK 6 4
113-115 12BK 11BK 11BK 10BK 9AK 8AK 8AK 8AK 6 4
Disarm modifier: -50 110-112 11BK 11BK 10BK 10BK 9AK 7 7AK 7 6 4
Subdual modifier: -50 107-109 11BK 10BK 10BK 9BK 8AK 7 7 7 5 4
104-106 10BK 10BK 9BK 9AK 8AK 7 7 7 5 4
101-103 10BK 10BK 9AK 9AK 8AK 7 7 7 5 4
Strength

98-100 10BK 9AK 9AK 8AK 7 6 6 6 5 3


Fumble
Length

Weight

95-97 9AK 9AK 8AK 8AK 7 6 6 6 5 3


Size

92-94 9AK 8AK 8AK 7AK 7 6 6 6 4 3


Hafted 89-91 8AK 8AK 7AK 7 6 5 5 5 4 3
Light Mace -1 1.5' 55 4 3 86-88 8AK 7AK 7AK 7 6 5 5 5 4 3
Mace +0 2' 80 6 4 83-85 7AK 7AK 7 6 6 5 5 5 4 3
Greater Hafted 80-82 7AK 7 6 6 5 4 4 4 3 2
Great Mace (2H) +1 4' 80 8 6 77-79 7 6 6 6 5 4 4 4 3 2
74-76 6 6 5 5 5 4 4 4 3 2
71-73 6 5 5 5 4 4 4 4 3 2
68-70 5 5 5 4 4 3 3 3 2 2
65-67 5 5 4 4 4 3 3 3 2 2

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 16DK 15DK 14DK 14DK 12CK 11CK 11CK 11CK 8BK 6BK 173-175 32FK 30FK 29FK 27FK 24EK 21EK 21EK 21EK 17DK 12DK
170-172 15DK 14DK 14DK 13DK 11CK 10CK 10CK 10CK 8BK 5BK 170-172 30FK 29FK 27FK 26FK 23EK 20EK 20EK 20EK 15DK 11DK
167-169 15DK 14DK 14DK 13DK 11CK 10CK 10CK 10CK 8BK 5BK 167-169 30FK 29FK 27FK 26FK 23EK 20EK 20EK 20EK 15DK 11DK
164-166 14DK 14DK 13DK 12DK 11CK 10CK 10CK 10CK 8BK 5BK 164-166 29FK 27FK 26FK 24FK 23EK 20EK 20EK 20EK 15DK 11DK
161-163 14DK 14DK 13DK 12DK 11CK 9CK 9CK 9CK 8BK 5AK 161-163 29FK 27FK 26FK 24FK 21EK 18EK 18EK 18EK 15DK 11CK
158-160 14DK 13DK 13DK 12DK 11CK 9BK 9BK 9BK 7AK 5AK 158-160 27FK 26FK 26FK 24FK 21EK 18DK 18DK 18DK 14CK 11CK
155-157 14DK 13DK 12CK 11CK 11BK 9BK 9BK 9BK 7AK 5AK 155-157 27FK 26FK 24EK 23EK 21DK 18DK 18DK 18DK 14CK 11CK
152-154 13CK 13CK 12CK 11CK 10BK 8BK 8BK 8BK 7AK 5ZK 152-154 26EK 26EK 24EK 23EK 20DK 17DK 17DK 17DK 14CK 9BK
149-151 13CK 12CK 11CK 11CK 10BK 8BK 8BK 8BK 7AK 5ZK 149-151 26EK 24EK 23EK 23EK 20DK 17DK 17DK 17DK 14CK 9BK
146-148 13CK 12CK 11CK 11CK 10BK 8BK 8BK 8BK 6ZK 5ZK 146-148 26EK 24EK 23EK 21EK 20DK 17DK 17DK 17DK 12BK 9BK
143-145 12CK 11CK 11CK 11CK 9BK 8AK 8AK 8AK 6ZK 5ZK 143-145 24EK 23EK 23EK 21EK 18DK 17CK 17CK 17CK 12BK 9BK
140-142 12CK 11CK 11CK 10CK 9BK 8AK 8AK 8AK 6ZK 5ZK 140-142 24EK 23EK 21EK 20EK 18DK 15CK 15CK 15CK 12BK 9BK
137-139 11CK 11CK 11BK 10BK 9AK 8AK 8AK 8AK 6ZK 5ZK 137-139 23EK 23EK 21DK 20DK 18CK 15CK 15CK 15CK 12BK 9BK
134-136 11BK 11BK 10BK 10BK 8AK 8AK 8AK 8AK 6ZK 4 134-136 23DK 21DK 20DK 20DK 17CK 15CK 15CK 15CK 12BK 8
131-133 11BK 11BK 10BK 9BK 8AK 7AK 7AK 7AK 5ZK 4 131-133 21DK 21DK 20DK 18DK 17CK 14CK 14CK 14CK 11BK 8
128-130 11BK 10BK 10BK 9BK 8AK 7ZK 7AK 7ZK 5ZK 4 128-130 21DK 20DK 20DK 18DK 17CK 14BK 14CK 14BK 11BK 8
125-127 11BK 10BK 9BK 9BK 8AK 7ZK 7ZK 7ZK 5ZK 4 125-127 21DK 20DK 18DK 18DK 15CK 14BK 14BK 14BK 11BK 8
122-124 10BK 9BK 9BK 8AK 8AK 7ZK 7ZK 7ZK 5ZK 4 122-124 20DK 18DK 18DK 17CK 15CK 14BK 14BK 14BK 11BK 8
119-121 10BK 9BK 8AK 8AK 8ZK 6ZK 6ZK 6ZK 5 4 119-121 20DK 18DK 17CK 17CK 15BK 12BK 12BK 12BK 9 8
116-118 9AK 9AK 8AK 8AK 7ZK 6ZK 6ZK 6ZK 5 3 116-118 18CK 18CK 17CK 15CK 14BK 12BK 12BK 12BK 9 6
113-115 9AK 8AK 8AK 8AK 7ZK 6ZK 6ZK 6ZK 5 3 113-115 18CK 17CK 17CK 15CK 14BK 12BK 12BK 12BK 9 6
110-112 8AK 8AK 8AK 8AK 7ZK 5 5ZK 5 5 3 110-112 17CK 17CK 15CK 15CK 14BK 11 11BK 11 9 6
107-109 8AK 8AK 8AK 7AK 6ZK 5 5 5 4 3 107-109 17CK 15CK 15CK 14CK 12BK 11 11 11 8 6
104-106 8AK 8AK 7AK 7ZK 6ZK 5 5 5 4 3 104-106 15CK 15CK 14CK 14BK 12BK 11 11 11 8 6
101-103 8AK 8AK 7ZK 7ZK 6ZK 5 5 5 4 3 101-103 15CK 15CK 14BK 14BK 12BK 11 11 11 8 6
98-100 8AK 7ZK 7ZK 6ZK 5 5 5 5 4 2 98-100 15CK 14BK 14BK 12BK 11 9 9 9 8 5
95-97 7ZK 7ZK 6ZK 6ZK 5 5 5 5 4 2 95-97 14BK 14BK 12BK 12BK 11 9 9 9 8 5
92-94 7ZK 6ZK 6ZK 5ZK 5 5 5 5 3 2 92-94 14BK 12BK 12BK 11BK 11 9 9 9 6 5
89-91 6ZK 6ZK 5ZK 5 5 4 4 4 3 2 89-91 12BK 12BK 11BK 11 9 8 8 8 6 5
86-88 6ZK 5ZK 5ZK 5 5 4 4 4 3 2 86-88 12BK 11BK 11BK 11 9 8 8 8 6 5
83-85 5ZK 5ZK 5 5 5 4 4 4 3 2 83-85 11BK 11BK 11 9 9 8 8 8 6 5
80-82 5ZK 5 5 5 4 3 3 3 2 2 80-82 11BK 11 9 9 8 6 6 6 5 3
77-79 5 5 5 5 4 3 3 3 2 2 77-79 11 9 9 9 8 6 6 6 5 3
74-76 5 5 4 4 4 3 3 3 2 2 74-76 9 9 8 8 8 6 6 6 5 3
71-73 5 4 4 4 3 3 3 3 2 2 71-73 9 8 8 8 6 6 6 6 5 3
68-70 4 4 4 3 3 2 2 2 2 2 68-70 8 8 8 6 6 5 5 5 3 3
65-67 4 4 3 3 3 2 2 2 2 2 65-67 8 8 6 6 6 5 5 5 3 3

209
Ram Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 25EI 24EI 22EI 21EI 20EI 18EI 18EI 17DI 16DI 14DI
170-172 24EI 23EI 21EI 20EI 19EI 17EI 17EI 16DI 15DI 13DI
167-169 24EI 23EI 21EI 20EI 19EI 17EI 17EI 16DI 15DI 13DI
164-166 23EI 22EI 20EI 19EI 18EI 16EI 16EI 16DI 15DI 13DI
161-163 23EI 22EI 20EI 19EI 18EI 16EI 16EI 15DI 14DI 12CI
158-160 22EI 21EI 19EI 18EI 18EI 16DI 16DI 15CI 14CI 12CI
155-157 22EI 21EI 19EI 18DI 17DI 15DI 15DI 15CI 14CI 12CI
152-154 21DI 20DI 18DI 18DI 17DI 15DI 15DI 14CI 13CI 12CI
149-151 21DI 20DI 18DI 17DI 16DI 15DI 15DI 14CI 13CI 11CK
146-148 20DI 19DI 18DI 17DI 16DI 14DI 14DI 14CI 13CI 11BI
143-145 20DI 19DI 17DI 16DI 16DI 14CI 14CI 13CI 12BK 11BK
140-142 19DI 18DI 17DI 16DI 15CI 14CI 14CI 13BI 12BI 10BI
137-139 19DI 18DI 16DI 16CI 15CI 13CK 13CK 13BK 12BK 10BK
134-136 18DI 17DI 16CI 15CI 14CI 13CI 13CI 12BI 11BI 10BI
131-133 18CI 17CI 15CI 15CI 14CK 13CK 13CK 12BK 11BK 10AK
128-130 17CI 16CI 15CI 14CI 14CI 12BI 12BI 12BI 11BI 9AU
125-127 17CI 16CI 15CI 14CK 13CK 12BK 12BK 11BK 10AK 9AU
122-124 16CI 16CI 14CI 14CI 13BI 12BI 12BI 11AI 10AI 9AU
119-121 16CI 15CI 14CK 13BK 12BK 11BK 11BK 11AK 10AU 9AU
116-118 15CI 15CI 13BI 13BI 12BI 11BI 11BI 10AI 10AU 8
113-115 15CI 14BK 13BK 12BK 12BK 10AK 10AK 10AK 9AU 8
110-112 14BI 14BI 12BI 12BI 11BI 10AU 10AU 10AU 9AU 8
Criticals: Impact(I), Krush(K), Unbalancing(U) 107-109 14BK 13BK 12BK 11BK 11AK 10AU 10AU 9AU 9 7
104-106 13BI 13BI 12BI 11BI 11AI 9AU 9AU 9AU 8 7
Disarm modifier: -50 101-103 13BK 12BK 11BK 11AK 10AK 9AU 9AU 9 8 7
Subdual modifier: -25 98-100 12BI 12BI 11AI 10AI 10AU 9 9 8 8 7
95-97 12BK 11BK 10AK 10AK 9AU 8 8 8 7 6
92-94 11AI 11AI 10AI 9AU 9 8 8 8 7 6
89-91 11AK 10AK 9AK 9AU 9 8 8 7 7 6
Fumble

86-88 10AI 10AI 9AU 9 8 7 7 7 6 6


Size

83-85 10AK 9AK 9AU 8 8 7 7 7 6 5


Unarmed 80-82 9AI 9AI 8 8 7 7 7 6 6 5
Ram +0 2 77-79 9AK 8AU 8 7 7 6 6 6 5 5
74-76 8AI 8 7 7 7 6 6 6 5 4
71-73 8 8 7 7 6 6 6 5 5 4
68-70 7 7 6 6 6 5 5 5 5 4
65-67 7 7 6 6 5 5 5 5 4 4

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 19DI 18DI 17DI 16DI 15DI 14DI 14DI 13CI 12CI 11CI 173-175 38FI 36FI 33FI 32FI 30FI 27FI 27FI 26EI 24EI 21EI
170-172 18DI 17DI 16DI 15DI 14DI 13DI 13DI 12CI 11CI 10CI 170-172 36FI 35FI 32FI 30FI 29FI 26FI 26FI 24EI 23EI 20EI
167-169 18DI 17DI 16DI 15DI 14DI 13DI 13DI 12CI 11CI 10CI 167-169 36FI 35FI 32FI 30FI 29FI 26FI 26FI 24EI 23EI 20EI
164-166 17DI 17DI 15DI 14DI 14DI 12DI 12DI 12CI 11CI 10CI 164-166 35FI 33FI 30FI 29FI 27FI 24FI 24FI 24EI 23EI 20EI
161-163 17DI 17DI 15DI 14DI 14DI 12DI 12DI 11CI 11CI 9BI 161-163 35FI 33FI 30FI 29FI 27FI 24FI 24FI 23EI 21EI 18DI
158-160 17DI 16DI 14DI 14DI 14DI 12CI 12CI 11BI 11BI 9BI 158-160 33FI 32FI 29FI 27FI 27FI 24EI 24EI 23DI 21DI 18DI
155-157 17DI 16DI 14DI 14CI 13CI 11CI 11CI 11BI 11BI 9BI 155-157 33FI 32FI 29FI 27EI 26EI 23EI 23EI 23DI 21DI 18DI
152-154 16CI 15CI 14CI 14CI 13CI 11CI 11CI 11BI 10BI 9BI 152-154 32EI 30EI 27EI 27EI 26EI 23EI 23EI 21DI 20DI 18DI
149-151 16CI 15CI 14CI 13CI 12CI 11CI 11CI 11BI 10BI 8BK 149-151 32EI 30EI 27EI 26EI 24EI 23EI 23EI 21DI 20DI 17DK
146-148 15CI 14CI 14CI 13CI 12CI 11CI 11CI 11BI 10BI 8AI 146-148 30EI 29EI 27EI 26EI 24EI 21EI 21EI 21DI 20DI 17CI
143-145 15CI 14CI 13CI 12CI 12CI 11BI 11BI 10BI 9AK 8AK 143-145 30EI 29EI 26EI 24EI 24EI 21DI 21DI 20DI 18CK 17CK
140-142 14CI 14CI 13CI 12CI 11BI 11BI 11BI 10AI 9AI 8AI 140-142 29EI 27EI 26EI 24EI 23DI 21DI 21DI 20CI 18CI 15CI
137-139 14CI 14CI 12CI 12BI 11BI 10BK 10BK 10AK 9AK 8AK 137-139 29EI 27EI 24EI 24DI 23DI 20DK 20DK 20CK 18CK 15CK
134-136 14CI 13CI 12BI 11BI 11BI 10BI 10BI 9AI 8AI 8AI 134-136 27EI 26EI 24DI 23DI 21DI 20DI 20DI 18CI 17CI 15CI
131-133 14BI 13BI 11BI 11BI 11BK 10BK 10BK 9AK 8AK 8ZK 131-133 27DI 26DI 23DI 23DI 21DK 20DK 20DK 18CK 17CK 15BK
128-130 13BI 12BI 11BI 11BI 11BI 9AI 9AI 9AI 8AI 7ZU 128-130 26DI 24DI 23DI 21DI 21DI 18CI 18CI 18CI 17CI 14BU
125-127 13BI 12BI 11BI 11BK 10BK 9AK 9AK 8AK 8ZK 7ZU 125-127 26DI 24DI 23DI 21DK 20DK 18CK 18CK 17CK 15BK 14BU
122-124 12BI 12BI 11BI 11BI 10AI 9AI 9AI 8ZI 8ZI 7ZU 122-124 24DI 24DI 21DI 21DI 20CI 18CI 18CI 17BI 15BI 14BU
119-121 12BI 11BI 11BK 10AK 9AK 8AK 8AK 8ZK 8ZU 7ZU 119-121 24DI 23DI 21DK 20CK 18CK 17CK 17CK 17BK 15BU 14BU
116-118 11BI 11BI 10AI 10AI 9AI 8AI 8AI 8ZI 8ZU 6 116-118 23DI 23DI 20CI 20CI 18CI 17CI 17CI 15BI 15BU 12
113-115 11BI 11AK 10AK 9AK 9AK 8ZK 8ZK 8ZK 7ZU 6 113-115 23DI 21CK 20CK 18CK 18CK 15BK 15BK 15BK 14BU 12
110-112 11AI 11AI 9AI 9AI 8AI 8ZU 8ZU 8ZU 7ZU 6 110-112 21CI 21CI 18CI 18CI 17CI 15BU 15BU 15BU 14BU 12
107-109 11AK 10AK 9AK 8AK 8ZK 8ZU 8ZU 7ZU 7 5 107-109 21CK 20CK 18CK 17CK 17BK 15BU 15BU 14BU 14 11
104-106 10AI 10AI 9AI 8AI 8ZI 7ZU 7ZU 7ZU 6 5 104-106 20CI 20CI 18CI 17CI 17BI 14BU 14BU 14BU 12 11
101-103 10AK 9AK 8AK 8ZK 8ZK 7ZU 7ZU 7 6 5 101-103 20CK 18CK 17CK 17BK 15BK 14BU 14BU 14 12 11
98-100 9AI 9AI 8ZI 8ZI 8ZU 7 7 6 6 5 98-100 18CI 18CI 17BI 15BI 15BU 14 14 12 12 11
95-97 9AK 8AK 8ZK 8ZK 7ZU 6 6 6 5 5 95-97 18CK 17CK 15BK 15BK 14BU 12 12 12 11 9
92-94 8ZI 8ZI 8ZI 7ZU 7 6 6 6 5 5 92-94 17BI 17BI 15BI 14BU 14 12 12 12 11 9
89-91 8ZK 8ZK 7ZK 7ZU 7 6 6 5 5 5 89-91 17BK 15BK 14BK 14BU 14 12 12 11 11 9
86-88 8ZI 8ZI 7ZU 7 6 5 5 5 5 5 86-88 15BI 15BI 14BU 14 12 11 11 11 9 9
83-85 8ZK 7ZK 7ZU 6 6 5 5 5 5 4 83-85 15BK 14BK 14BU 12 12 11 11 11 9 8
80-82 7ZI 7ZI 6 6 5 5 5 5 5 4 80-82 14BI 14BI 12 12 11 11 11 9 9 8
77-79 7ZK 6ZU 6 5 5 5 5 5 4 4 77-79 14BK 12BU 12 11 11 9 9 9 8 8
74-76 6ZI 6 5 5 5 5 5 5 4 3 74-76 12BI 12 11 11 11 9 9 9 8 6
71-73 6 6 5 5 5 5 5 4 4 3 71-73 12 12 11 11 9 9 9 8 8 6
68-70 5 5 5 5 5 4 4 4 4 3 68-70 11 11 9 9 9 8 8 8 8 6
65-67 5 5 5 5 4 4 4 4 3 3 65-67 11 11 9 9 8 8 8 8 6 6

210
Rapier Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 22EP 21EP 20EP 18EP 17DP 16DP 15DP 14DP 12DP 10CP
170-172 21EP 20EP 19EP 17EP 16DP 15DP 14DP 13DP 11DP 9CP
167-169 21EP 20EP 19EP 17EP 16DP 15DP 14DP 13DP 11DP 9CP
164-166 20EP 19EP 18EP 16EP 15DP 14DP 13DP 13DP 11DP 9CP
161-163 20EP 19EP 18EP 16EP 15DP 14DP 13DP 12CP 10CP 9BP
158-160 19EP 18EP 17EP 15DP 15CP 14CP 13CP 12CP 10CP 8BP
155-157 19DP 18DP 17DP 15DP 14CP 13CP 12CP 12CP 10CS 8BS
152-154 18DP 17DP 16DP 15DP 14CP 13CP 12CP 11CP 10CP 8BP
149-151 18DP 17DP 16DP 14DP 13CP 13CP 12CP 11CS 9BS 8AS
146-148 17DP 16DP 15DP 14DP 13CP 12CP 11CP 11BP 9BP 7AP
143-145 17DP 16DP 15DP 13CP 13CP 12BS 11BS 10BS 9BS 7AS
140-142 16DP 15DP 15CP 13CP 12BP 12BP 11BP 10BP 9BP 7AK
137-139 16CP 15CP 14CP 13CP 12BS 11BS 10BS 10BS 8AS 7AK
134-136 15CP 14CP 14CP 12CP 12BP 11BP 10BP 9BP 8AK 7AK
131-133 15CP 14CP 13CP 12CS 11BS 10BS 10BS 9AS 8AK 6
128-130 14CP 13CP 13CP 11BP 11BP 10BP 9AP 9AP 7AK 6
125-127 14CP 13CS 12BS 11BS 10BS 10AS 9AS 8AK 7AK 6
122-124 13CP 12BP 12BP 11BP 10AP 9AP 9AP 8AK 7 6
119-121 13BS 12BS 11BS 10BS 10AS 9AS 8AK 8AK 7 5
116-118 12BP 12BP 11BP 10BP 9AP 9AK 8AK 8 6 5
113-115 12BS 11BS 11BS 9AS 9AS 8AK 8AK 7 6 5
Criticals: Puncture(P), Slash(S), Krush(K) 110-112 11BP 11BP 10AP 9AP 8AK 8AK 7 7 6 5
107-109 11BS 10BS 10AS 9AS 8AK 8 7 7 6 5
Disarm modifier: -100 104-106 10AP 10AP 9AP 8AK 8 7 7 6 5 4
Subdual modifier: -100 101-103 10AS 9AS 9AS 8AK 7 7 6 6 5 4
98-100 9AP 9AP 8AK 7 7 7 6 6 5 4
95-97 9AS 8AS 8 7 7 6 6 5 4 4
Strength

92-94 8AP 8AK 7 7 6 6 5 5 4 3


Fumble
Length

Weight

89-91 8AS 7 7 6 6 5 5 5 4 3
Size

86-88 7 7 6 6 5 5 5 4 4 3
Blade 83-85 7 6 6 5 5 5 4 4 3 3
Epee -1 3' 80 1.5 3 80-82 6 6 6 5 5 4 4 4 3 3
Rapier +0 4' 85 2 4 77-79 6 5 5 5 4 4 4 3 3 2
74-76 5 5 5 4 4 4 3 3 3 2
71-73
68-70
65-67

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 17DP 16DP 15DP 14DP 13CP 12CP 11CP 11CP 9CP 8BP 173-175 33FP 32FP 30FP 27FP 26EP 24EP 23EP 21EP 18EP 15DP
170-172 16DP 15DP 14DP 13DP 12CP 11CP 11CP 10CP 8CP 7BP 170-172 32FP 30FP 29FP 26FP 24EP 23EP 21EP 20EP 17EP 14DP
167-169 16DP 15DP 14DP 13DP 12CP 11CP 11CP 10CP 8CP 7BP 167-169 32FP 30FP 29FP 26FP 24EP 23EP 21EP 20EP 17EP 14DP
164-166 15DP 14DP 14DP 12DP 11CP 11CP 10CP 10CP 8CP 7BP 164-166 30FP 29FP 27FP 24FP 23EP 21EP 20EP 20EP 17EP 14DP
161-163 15DP 14DP 14DP 12DP 11CP 11CP 10CP 9BP 8BP 7AP 161-163 30FP 29FP 27FP 24FP 23EP 21EP 20EP 18DP 15DP 14CP
158-160 14DP 14DP 13DP 11CP 11BP 11BP 10BP 9BP 8BP 6AP 158-160 29FP 27FP 26FP 23EP 23DP 21DP 20DP 18DP 15DP 12CP
155-157 14CP 14CP 13CP 11CP 11BP 10BP 9BP 9BP 8BS 6AS 155-157 29EP 27EP 26EP 23EP 21DP 20DP 18DP 18DP 15DS 12CS
152-154 14CP 13CP 12CP 11CP 11BP 10BP 9BP 8BP 8BP 6AP 152-154 27EP 26EP 24EP 23EP 21DP 20DP 18DP 17DP 15DP 12CP
149-151 14CP 13CP 12CP 11CP 10BP 10BP 9BP 8BS 7AS 6ZS 149-151 27EP 26EP 24EP 21EP 20DP 20DP 18DP 17DS 14CS 12BS
146-148 13CP 12CP 11CP 11CP 10BP 9BP 8BP 8AP 7AP 5ZP 146-148 26EP 24EP 23EP 21EP 20DP 18DP 17DP 17CP 14CP 11BP
143-145 13CP 12CP 11CP 10BP 10BP 9AS 8AS 8AS 7AS 5ZS 143-145 26EP 24EP 23EP 20DP 20DP 18CS 17CS 15CS 14CS 11BS
140-142 12CP 11CP 11BP 10BP 9AP 9AP 8AP 8AP 7AP 5ZK 140-142 24EP 23EP 23DP 20DP 18CP 18CP 17CP 15CP 14CP 11BK
137-139 12BP 11BP 11BP 10BP 9AS 8AS 8AS 8AS 6ZS 5ZK 137-139 24DP 23DP 21DP 20DP 18CS 17CS 15CS 15CS 12BS 11BK
134-136 11BP 11BP 11BP 9BP 9AP 8AP 8AP 7AP 6ZK 5ZK 134-136 23DP 21DP 21DP 18DP 18CP 17CP 15CP 14CP 12BK 11BK
131-133 11BP 11BP 10BP 9BS 8AS 8AS 8AS 7ZS 6ZK 5 131-133 23DP 21DP 20DP 18DS 17CS 15CS 15CS 14BS 12BK 9
128-130 11BP 10BP 10BP 8AP 8AP 8AP 7ZP 7ZP 5ZK 5 128-130 21DP 20DP 20DP 17CP 17CP 15CP 14BP 14BP 11BK 9
125-127 11BP 10BS 9AS 8AS 8AS 8ZS 7ZS 6ZK 5ZK 5 125-127 21DP 20DS 18CS 17CS 15CS 15BS 14BS 12BK 11BK 9
122-124 10BP 9AP 9AP 8AP 8ZP 7ZP 7ZP 6ZK 5 5 122-124 20DP 18CP 18CP 17CP 15BP 14BP 14BP 12BK 11 9
119-121 10AS 9AS 8AS 8AS 8ZS 7ZS 6ZK 6ZK 5 4 119-121 20CS 18CS 17CS 15CS 15BS 14BS 12BK 12BK 11 8
116-118 9AP 9AP 8AP 8AP 7ZP 7ZK 6ZK 6 5 4 116-118 18CP 18CP 17CP 15CP 14BP 14BK 12BK 12 9 8
113-115 9AS 8AS 8AS 7ZS 7ZS 6ZK 6ZK 5 5 4 113-115 18CS 17CS 17CS 14BS 14BS 12BK 12BK 11 9 8
110-112 8AP 8AP 8ZP 7ZP 6ZK 6ZK 5 5 5 4 110-112 17CP 17CP 15BP 14BP 12BK 12BK 11 11 9 8
107-109 8AS 8AS 8ZS 7ZS 6ZK 6 5 5 5 4 107-109 17CS 15CS 15BS 14BS 12BK 12 11 11 9 8
104-106 8ZP 8ZP 7ZP 6ZK 6 5 5 5 4 3 104-106 15BP 15BP 14BP 12BK 12 11 11 9 8 6
101-103 8ZS 7ZS 7ZS 6ZK 5 5 5 5 4 3 101-103 15BS 14BS 14BS 12BK 11 11 9 9 8 6
98-100 7ZP 7ZP 6ZK 5 5 5 5 5 4 3 98-100 14BP 14BP 12BK 11 11 11 9 9 8 6
95-97 7ZS 6ZS 6 5 5 5 5 4 3 3 95-97 14BS 12BS 12 11 11 9 9 8 6 6
92-94 6ZP 6ZK 5 5 5 5 4 4 3 2 92-94 12BP 12BK 11 11 9 9 8 8 6 5
89-91 6ZS 5 5 5 5 4 4 4 3 2 89-91 12BS 11 11 9 9 8 8 8 6 5
86-88 5 5 5 5 4 4 4 3 3 2 86-88 11 11 9 9 8 8 8 6 6 5
83-85 5 5 5 4 4 4 3 3 2 2 83-85 11 9 9 8 8 8 6 6 5 5
80-82 5 5 5 4 4 3 3 3 2 2 80-82 9 9 9 8 8 6 6 6 5 5
77-79 5 4 4 4 3 3 3 2 2 2 77-79 9 8 8 8 6 6 6 5 5 3
74-76 4 4 4 3 3 3 2 2 2 2 74-76 8 8 8 6 6 6 5 5 5 3
71-73 71-73
68-70 68-70
65-67 65-67

211
Rock Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 15DK 14DK 13DK 12DK 10CK 7CK 8CK 7CK 5BK 4BK
170-172 14DK 13DK 12DK 11DK 9CK 6CK 7CK 6CK 4BK 3BK
167-169 14DK 13DK 12DK 11DK 9CK 6CK 7CK 6CK 4BK 3AK
164-166 13DK 13DK 12DK 11DK 9CK 6CK 7CK 6CK 4AK 3AK
161-163 13DK 12DK 11DK 10DK 9CK 6BK 7BK 6BK 4AK 3AK
158-160 13DK 12DK 11CK 10CK 8BK 6BK 7BK 6BK 4AK 3AK
155-157 12CK 12CK 11CK 10CK 8BK 6BK 6BK 6BK 4AK 3AK
152-154 12CK 11CK 10CK 10CK 8BK 5AK 6BK 5AK 4AK 3
Criticals: Krush(K) 149-151 12CK 11CK 10CK 9CK 8BK 5AK 6AK 5AK 4AK 3
146-148 11CK 11CK 10CK 9CK 7BK 5AK 6AK 5AK 3AK 3
Disarm modifier: -50 (-150 ranged) 143-145 11CK 10CK 9CK 9BK 7AK 5AK 6AK 5AK 3 3
Subdual modifier: -50 (-100 ranged) 140-142 11CK 10CK 9BK 8BK 7AK 5AK 5AK 5AK 3 2
137-139 10BK 10BK 9BK 8BK 7AK 5AK 5AK 5AK 3 2
134-136 10BK 9BK 8BK 8BK 6AK 4 5AK 4AK 3 2

Strength
131-133 10BK 9BK 8BK 8BK 6AK 4 5 4 3 2

Fumble
Length

Weight
128-130 9BK 9BK 8BK 7AK 6AK 4 5 4 3 2
Size

125-127 9BK 8BK 8BK 7AK 6AK 4 4 4 3 2


Thrown 122-124 8BK 8BK 7AK 7AK 5AK 4 4 4 2 2
Small Rock -1 - 70 0.5 3 119-121 8BK 8AK 7AK 6AK 5 4 4 4 2 2
Rock +0 - 70 2 3 116-118 8AK 7AK 7AK 6AK 5 3 4 3 2 2
Heavy Rock (2H) +1 - 90 8 3 113-115 7AK 7AK 6AK 6AK 5 3 4 3 2 2
110-112 7AK 7AK 6AK 6 5 3 4 3 2 2
Falling objects: If the object is smaller than the target, use this table, 107-109 7AK 6AK 6AK 5 4 3 3 3 2 1
otherwise use the Crush table. Add the distance the object fell in feet. 104-106 6AK 6AK 5AK 5 4 3 3 3 2 1
101-103 6AK 6AK 5 5 4 3 3 3 2 1
98-100 6AK 5AK 5 4 4 2 3 2 2 1
95-97 5 5 4 4 3 2 3 2 1 1
Point Blank (+20)

92-94 5 5 4 4 3 2 2 2 1 1
Absurd (-100)
Medium (-10)

Extreme (-50)

89-91 5 4 4 4 3 2 2 2 1 1
Long (-25)
Short (+0)

86-88 4 4 4 3 3 2 2 2 1 1
83-85 4 4 3 3 2 2 2 2 1 1
80-82 3 3 3 3 2 1 2 1 1 1
Thrown 77-79
Small Rock 10' 20' 30' 40' 50' 74-76
Rock 15' 30' 45' 60' 75' 71-73
Heavy Rock (2H) 10' 20' 30' 40' 50' 68-70
65-67

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 11CK 11CK 10CK 9CK 8BK 5BK 6BK 5BK 4AK 3AK 173-175 23EK 21EK 20EK 18EK 15DK 11DK 12DK 11DK 8CK 6CK
170-172 11CK 10CK 9CK 8CK 7BK 5BK 5BK 5BK 3AK 2AK 170-172 21EK 20EK 18EK 17EK 14DK 9DK 11DK 9DK 6CK 5CK
167-169 11CK 10CK 9CK 8CK 7BK 5BK 5BK 5BK 3AK 2ZK 167-169 21EK 20EK 18EK 17EK 14DK 9DK 11DK 9DK 6CK 5BK
164-166 10CK 10CK 9CK 8CK 7BK 5BK 5BK 5BK 3ZK 2ZK 164-166 20EK 20EK 18EK 17EK 14DK 9DK 11DK 9DK 6BK 5BK
161-163 10CK 9CK 8CK 8CK 7BK 5AK 5AK 5AK 3ZK 2ZK 161-163 20EK 18EK 17EK 15EK 14DK 9CK 11CK 9CK 6BK 5BK
158-160 10CK 9CK 8BK 8BK 6AK 5AK 5AK 5AK 3ZK 2ZK 158-160 20EK 18EK 17DK 15DK 12CK 9CK 11CK 9CK 6BK 5BK
155-157 9BK 9BK 8BK 8BK 6AK 5AK 5AK 5AK 3ZK 2ZK 155-157 18DK 18DK 17DK 15DK 12CK 9CK 9CK 9CK 6BK 5BK
152-154 9BK 8BK 8BK 8BK 6AK 4ZK 5AK 4ZK 3ZK 2 152-154 18DK 17DK 15DK 15DK 12CK 8BK 9CK 8BK 6BK 5
149-151 9BK 8BK 8BK 7BK 6AK 4ZK 5ZK 4ZK 3ZK 2 149-151 18DK 17DK 15DK 14DK 12CK 8BK 9BK 8BK 6BK 5
146-148 8BK 8BK 8BK 7BK 5AK 4ZK 5ZK 4ZK 2ZK 2 146-148 17DK 17DK 15DK 14DK 11CK 8BK 9BK 8BK 5BK 5
143-145 8BK 8BK 7BK 7AK 5ZK 4ZK 5ZK 4ZK 2 2 143-145 17DK 15DK 14DK 14CK 11BK 8BK 9BK 8BK 5 5
140-142 8BK 8BK 7AK 6AK 5ZK 4ZK 4ZK 4ZK 2 2 140-142 17DK 15DK 14CK 12CK 11BK 8BK 8BK 8BK 5 3
137-139 8AK 8AK 7AK 6AK 5ZK 4ZK 4ZK 4ZK 2 2 137-139 15CK 15CK 14CK 12CK 11BK 8BK 8BK 8BK 5 3
134-136 8AK 7AK 6AK 6AK 5ZK 3 4ZK 3ZK 2 2 134-136 15CK 14CK 12CK 12CK 9BK 6 8BK 6BK 5 3
131-133 8AK 7AK 6AK 6AK 5ZK 3 4 3 2 2 131-133 15CK 14CK 12CK 12CK 9BK 6 8 6 5 3
128-130 7AK 7AK 6AK 5ZK 5ZK 3 4 3 2 2 128-130 14CK 14CK 12CK 11BK 9BK 6 8 6 5 3
125-127 7AK 6AK 6AK 5ZK 5ZK 3 3 3 2 2 125-127 14CK 12CK 12CK 11BK 9BK 6 6 6 5 3
122-124 6AK 6AK 5ZK 5ZK 4ZK 3 3 3 2 2 122-124 12CK 12CK 11BK 11BK 8BK 6 6 6 3 3
119-121 6AK 6ZK 5ZK 5ZK 4 3 3 3 2 2 119-121 12CK 12BK 11BK 9BK 8 6 6 6 3 3
116-118 6ZK 5ZK 5ZK 5ZK 4 2 3 2 2 2 116-118 12BK 11BK 11BK 9BK 8 5 6 5 3 3
113-115 5ZK 5ZK 5ZK 5ZK 4 2 3 2 2 2 113-115 11BK 11BK 9BK 9BK 8 5 6 5 3 3
110-112 5ZK 5ZK 5ZK 5 4 2 3 2 2 2 110-112 11BK 11BK 9BK 9 8 5 6 5 3 3
107-109 5ZK 5ZK 5ZK 4 3 2 2 2 2 1 107-109 11BK 9BK 9BK 8 6 5 5 5 3 2
104-106 5ZK 5ZK 4ZK 4 3 2 2 2 2 1 104-106 9BK 9BK 8BK 8 6 5 5 5 3 2
101-103 5ZK 5ZK 4 4 3 2 2 2 2 1 101-103 9BK 9BK 8 8 6 5 5 5 3 2
98-100 5ZK 4ZK 4 3 3 2 2 2 2 1 98-100 9BK 8BK 8 6 6 3 5 3 3 2
95-97 4 4 3 3 2 2 2 2 1 1 95-97 8 8 6 6 5 3 5 3 2 2
92-94 4 4 3 3 2 2 2 2 1 1 92-94 8 8 6 6 5 3 3 3 2 2
89-91 4 3 3 3 2 2 2 2 1 1 89-91 8 6 6 6 5 3 3 3 2 2
86-88 3 3 3 2 2 2 2 2 1 1 86-88 6 6 6 5 5 3 3 3 2 2
83-85 3 3 2 2 2 2 2 2 1 1 83-85 6 6 5 5 3 3 3 3 2 2
80-82 2 2 2 2 2 1 2 1 1 1 80-82 5 5 5 5 3 2 3 2 2 2
77-79 77-79
74-76 74-76
71-73 71-73
68-70 68-70
65-67 65-67

212
Scimitar Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 24ES 23ES 21ES 20ES 18ES 17DS 15DS 13DS 11CS 9CS
170-172 23ES 22ES 20ES 19ES 17ES 16DS 14DS 12DS 10CS 8CS
167-169 22ES 21ES 20ES 19ES 17ES 16DS 14DS 12DS 10CS 8CS
164-166 22ES 21ES 19ES 18ES 16ES 15DS 13DS 12DS 10CS 8BS
161-163 21ES 20ES 19ES 18ES 16ES 15CS 13CS 11CS 9BS 8BP
158-160 21ES 20ES 18ES 17DS 15DS 15CS 13CS 11CS 9BS 7BS
155-157 20DS 19DS 18DS 17DS 15DS 14CS 12CS 11CP 9BP 7AP
152-154 20DS 19DS 17DS 16DS 15DS 14CS 12CS 10CS 9AS 7AS
149-151 19DS 18DS 17DS 16DS 14DS 13CS 12CP 10BP 8AP 7AK
146-148 19DS 18DS 16DS 15DS 14CS 13BS 11BS 10BS 8AS 7AK
143-145 18DS 17DS 16DS 15CS 13CP 13BP 11BP 10BP 8AK 6AK
140-142 17DS 17CS 15CS 14CS 13CS 12BS 11BS 9BS 8AK 6
137-139 17CS 16CS 15CS 14CS 13CP 12BP 10BP 9AP 7AK 6
134-136 16CS 16CS 14CS 14CS 12BS 11BS 10AS 9AK 7AK 6
131-133 16CS 15CS 14CP 13CP 12BP 11AP 10AP 8AK 7 6
128-130 15CS 15CS 13CS 13BS 11BS 11AS 9AK 8AK 7 5
125-127 15CS 14CP 13BP 12BP 11BP 10AP 9AK 8 6 5
122-124 14BS 14BS 12BS 12BS 10BS 10AK 9AK 7 6 5
119-121 14BP 13BP 12BP 11BP 10AP 9AK 8 7 6 5
116-118 13BS 12BS 11BS 11BS 10AK 9AK 8 7 6 5
Criticals: Slash(S), Puncture(P), Krush(K) 113-115 12BP 12BP 11BP 10AP 9AK 9 8 7 5 4
110-112 12BS 11BS 10AS 10AS 9AK 8 7 6 5 4
Disarm modifier: -75 107-109 11BP 11AP 10AP 9AK 8 8 7 6 5 4
Subdual modifier: -75 104-106 11AS 10AS 9AS 9AK 8 8 7 6 5 4
101-103 10AP 10AP 9AP 8 8 7 6 5 4 4
98-100 10AS 9AS 8AK 8 7 7 6 5 4 3
Strength

95-97 9AP 9AP 8 8 7 6 6 5 4 3


Fumble
Length

Weight

92-94 9AS 8 7 7 6 6 5 4 4 3
Size

89-91 8 8 7 7 6 6 5 4 3 3
Blade 86-88 8 7 7 6 6 5 5 4 3 3
Scimitar +0 3.5' 60 3 4 83-85 7 7 6 6 5 5 4 4 3 2
Greater Blade 80-82 6 6 6 5 5 4 4 3 3 2
Long Scimitar (2H) +1 5' 80 6 5 77-79 6 6 5 5 4 4 3 3 2 2
74-76
71-73
68-70
65-67

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 18DS 17DS 16DS 15DS 14DS 13CS 11CS 10CS 8BS 7BS 173-175 36FS 35FS 32FS 30FS 27FS 26ES 23ES 20ES 17DS 14DS
170-172 17DS 17DS 15DS 14DS 13DS 12CS 11CS 9CS 8BS 6BS 170-172 35FS 33FS 30FS 29FS 26FS 24ES 21ES 18ES 15DS 12DS
167-169 17DS 16DS 15DS 14DS 13DS 12CS 11CS 9CS 8BS 6BS 167-169 33FS 32FS 30FS 29FS 26FS 24ES 21ES 18ES 15DS 12DS
164-166 17DS 16DS 14DS 14DS 12DS 11CS 10CS 9CS 8BS 6AS 164-166 33FS 32FS 29FS 27FS 24FS 23ES 20ES 18ES 15DS 12CS
161-163 16DS 15DS 14DS 14DS 12DS 11BS 10BS 8BS 7AS 6AP 161-163 32FS 30FS 29FS 27FS 24FS 23DS 20DS 17DS 14CS 12CP
158-160 16DS 15DS 14DS 13CS 11CS 11BS 10BS 8BS 7AS 5AS 158-160 32FS 30FS 27FS 26ES 23ES 23DS 20DS 17DS 14CS 11CS
155-157 15CS 14CS 14CS 13CS 11CS 11BS 9BS 8BP 7AP 5ZP 155-157 30ES 29ES 27ES 26ES 23ES 21DS 18DS 17DP 14CP 11BP
152-154 15CS 14CS 13CS 12CS 11CS 11BS 9BS 8BS 7ZS 5ZS 152-154 30ES 29ES 26ES 24ES 23ES 21DS 18DS 15DS 14BS 11BS
149-151 14CS 14CS 13CS 12CS 11CS 10BS 9BP 8AP 6ZP 5ZK 149-151 29ES 27ES 26ES 24ES 21ES 20DS 18DP 15CP 12BP 11BK
146-148 14CS 14CS 12CS 11CS 11BS 10AS 8AS 8AS 6ZS 5ZK 146-148 29ES 27ES 24ES 23ES 21DS 20CS 17CS 15CS 12BS 11BK
143-145 14CS 13CS 12CS 11BS 10BP 10AP 8AP 8AP 6ZK 5ZK 143-145 27ES 26ES 24ES 23DS 20DP 20CP 17CP 15CP 12BK 9BK
140-142 13CS 13BS 11BS 11BS 10BS 9AS 8AS 7AS 6ZK 5 140-142 26ES 26DS 23DS 21DS 20DS 18CS 17CS 14CS 12BK 9
137-139 13BS 12BS 11BS 11BS 10BP 9AP 8AP 7ZP 5ZK 5 137-139 26DS 24DS 23DS 21DS 20DP 18CP 15CP 14BP 11BK 9
134-136 12BS 12BS 11BS 11BS 9AS 8AS 8ZS 7ZK 5ZK 5 134-136 24DS 24DS 21DS 21DS 18CS 17CS 15BS 14BK 11BK 9
131-133 12BS 11BS 11BP 10BP 9AP 8ZP 8ZP 6ZK 5 5 131-133 24DS 23DS 21DP 20DP 18CP 17BP 15BP 12BK 11 9
128-130 11BS 11BS 10BS 10AS 8AS 8ZS 7ZK 6ZK 5 4 128-130 23DS 23DS 20DS 20CS 17CS 17BS 14BK 12BK 11 8
125-127 11BS 11BP 10AP 9AP 8AP 8ZP 7ZK 6 5 4 125-127 23DS 21DP 20CP 18CP 17CP 15BP 14BK 12 9 8
122-124 11AS 11AS 9AS 9AS 8AS 8ZK 7ZK 5 5 4 122-124 21CS 21CS 18CS 18CS 15CS 15BK 14BK 11 9 8
119-121 11AP 10AP 9AP 8AP 8ZP 7ZK 6 5 5 4 119-121 21CP 20CP 18CP 17CP 15BP 14BK 12 11 9 8
116-118 10AS 9AS 8AS 8AS 8ZK 7ZK 6 5 5 4 116-118 20CS 18CS 17CS 17CS 15BK 14BK 12 11 9 8
113-115 9AP 9AP 8AP 8ZP 7ZK 7 6 5 4 3 113-115 18CP 18CP 17CP 15BP 14BK 14 12 11 8 6
110-112 9AS 8AS 8ZS 8ZS 7ZK 6 5 5 4 3 110-112 18CS 17CS 15BS 15BS 14BK 12 11 9 8 6
107-109 8AP 8ZP 8ZP 7ZK 6 6 5 5 4 3 107-109 17CP 17BP 15BP 14BK 12 12 11 9 8 6
104-106 8ZS 8ZS 7ZS 7ZK 6 6 5 5 4 3 104-106 17BS 15BS 14BS 14BK 12 12 11 9 8 6
101-103 8ZP 8ZP 7ZP 6 6 5 5 4 3 3 101-103 15BP 15BP 14BP 12 12 11 9 8 6 6
98-100 8ZS 7ZS 6ZK 6 5 5 5 4 3 2 98-100 15BS 14BS 12BK 12 11 11 9 8 6 5
95-97 7ZP 7ZP 6 6 5 5 5 4 3 2 95-97 14BP 14BP 12 12 11 9 9 8 6 5
92-94 7ZS 6 5 5 5 5 4 3 3 2 92-94 14BS 12 11 11 9 9 8 6 6 5
89-91 6 6 5 5 5 5 4 3 2 2 89-91 12 12 11 11 9 9 8 6 5 5
86-88 6 5 5 5 5 4 4 3 2 2 86-88 12 11 11 9 9 8 8 6 5 5
83-85 5 5 5 5 4 4 3 3 2 2 83-85 11 11 9 9 8 8 6 6 5 3
80-82 5 5 5 4 4 3 3 2 2 2 80-82 9 9 9 8 8 6 6 5 5 3
77-79 5 5 4 4 3 3 2 2 2 2 77-79 9 9 8 8 6 6 5 5 3 3
74-76 74-76
71-73 71-73
68-70 68-70
65-67 65-67

213
Shield Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 15DK 14DK 13DK 12DK 12DK 10CK 10CK 10CK 9CK 7CK
170-172 14DK 13DK 12DK 11DK 11DK 9CK 9CK 9CK 8CK 6CK
167-169 14DK 13DK 12DK 11DK 11DK 9CK 9CK 9CK 8CK 6CK
164-166 13DK 13DK 12DK 11DK 11DK 9CK 9CK 9CK 8CK 6CK
161-163 13DK 12DK 11DK 10DK 10DK 9CK 9CK 9CK 8CK 6BK
158-160 13DK 12DK 11DK 10CK 10CK 8BK 8BK 8BK 7BK 6BK
155-157 12CK 12CK 11CK 10CK 10CK 8BK 8BK 8BK 7BK 6BU
152-154 12CK 11CK 10CK 10CK 10CK 8BK 8BK 8BK 7BK 5BK
149-151 12CK 11CK 10CK 9CK 9CK 8BK 8BK 8BU 7BU 5AU
146-148 11CK 11CK 10CK 9CK 9CK 7BK 7BK 7BK 7AK 5AK
143-145 11CK 10CK 10CK 9CK 9BK 7AU 7AU 7AU 6AU 5AU
140-142 11CK 10CK 9CK 9BK 9BK 7AK 7AK 7AK 6AK 5AU
137-139 10CK 10CK 9BK 8BK 8BU 7AU 7AU 7AU 6AU 5AU
134-136 10BK 9BK 9BK 8BK 8BK 7AK 7AK 7AK 6AK 4AU
131-133 10BK 9BK 8BK 8BU 8BU 6AU 6AU 6AU 6AU 4
128-130 9BK 9BK 8BK 7BK 7BK 6AK 6AK 6AK 5AU 4
125-127 9BK 8BU 8BU 7BU 7AU 6AU 6AU 6AU 5AU 4
122-124 9BK 8BK 8BK 7AK 7AK 6AU 6AU 6AU 5 4
119-121 8BU 8BU 7AU 7AU 7AU 5AU 5AU 5AU 5 4
Criticals: Krush(K), Unbalancing(U) 116-118 8BK 8AK 7AK 6AK 6AK 5AU 5AU 5 5 4
113-115 8AU 7AU 7AU 6AU 6AU 5 5 5 4 3
Disarm modifier: -50 110-112 7AK 7AK 6AK 6AK 6AU 5 5 5 4 3
Subdual modifier: -50 107-109 7AU 7AU 6AU 6AU 6 5 5 5 4 3
104-106 7AK 6AK 6AK 5AU 5 4 4 4 4 3
101-103 6AU 6AU 5AU 5 5 4 4 4 4 3
Strength

98-100 6AK 6AK 5AU 5 5 4 4 4 3 3


Fumble
Length

Weight

95-97 6AU 5AU 5 4 4 4 4 4 3 2


Size

92-94 5AK 5 5 4 4 3 3 3 3 2
Shield Bash 89-91 5 5 4 4 4 3 3 3 3 2
Target Shield -1 1' 50 4 4 86-88 5 4 4 4 4 3 3 3 3 2
Normal Shield +0 2' 55 8 4 83-85 4 4 4 3 3 3 3 3 2 2
Full Shield +0 3' 60 12 4 80-82 4 4 3 3 3 3 3 3 2 2
Wall Shield +0 5' 65 20 4 77-79 4 3 3 3 3 2 2 2 2 1
74-76 3 3 3 3 3 2 2 2 2 1
71-73
68-70
65-67

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 11CK 11CK 10CK 9CK 9CK 8BK 8BK 8BK 7BK 5BK 173-175 23EK 21EK 20EK 18EK 18EK 15DK 15DK 15DK 14DK 11DK
170-172 11CK 10CK 9CK 8CK 8CK 7BK 7BK 7BK 6BK 5BK 170-172 21EK 20EK 18EK 17EK 17EK 14DK 14DK 14DK 12DK 9DK
167-169 11CK 10CK 9CK 8CK 8CK 7BK 7BK 7BK 6BK 5BK 167-169 21EK 20EK 18EK 17EK 17EK 14DK 14DK 14DK 12DK 9DK
164-166 10CK 10CK 9CK 8CK 8CK 7BK 7BK 7BK 6BK 5BK 164-166 20EK 20EK 18EK 17EK 17EK 14DK 14DK 14DK 12DK 9DK
161-163 10CK 9CK 8CK 8CK 8CK 7BK 7BK 7BK 6BK 5AK 161-163 20EK 18EK 17EK 15EK 15EK 14DK 14DK 14DK 12DK 9CK
158-160 10CK 9CK 8CK 8BK 8BK 6AK 6AK 6AK 5AK 5AK 158-160 20EK 18EK 17EK 15DK 15DK 12CK 12CK 12CK 11CK 9CK
155-157 9BK 9BK 8BK 8BK 8BK 6AK 6AK 6AK 5AK 5AU 155-157 18DK 18DK 17DK 15DK 15DK 12CK 12CK 12CK 11CK 9CU
152-154 9BK 8BK 8BK 8BK 8BK 6AK 6AK 6AK 5AK 4AK 152-154 18DK 17DK 15DK 15DK 15DK 12CK 12CK 12CK 11CK 8CK
149-151 9BK 8BK 8BK 7BK 7BK 6AK 6AK 6AU 5AU 4ZU 149-151 18DK 17DK 15DK 14DK 14DK 12CK 12CK 12CU 11CU 8BU
146-148 8BK 8BK 8BK 7BK 7BK 5AK 5AK 5AK 5ZK 4ZK 146-148 17DK 17DK 15DK 14DK 14DK 11CK 11CK 11CK 11BK 8BK
143-145 8BK 8BK 8BK 7BK 7AK 5ZU 5ZU 5ZU 5ZU 4ZU 143-145 17DK 15DK 15DK 14DK 14CK 11BU 11BU 11BU 9BU 8BU
140-142 8BK 8BK 7BK 7AK 7AK 5ZK 5ZK 5ZK 5ZK 4ZU 140-142 17DK 15DK 14DK 14CK 14CK 11BK 11BK 11BK 9BK 8BU
137-139 8BK 8BK 7AK 6AK 6AU 5ZU 5ZU 5ZU 5ZU 4ZU 137-139 15DK 15DK 14CK 12CK 12CU 11BU 11BU 11BU 9BU 8BU
134-136 8AK 7AK 7AK 6AK 6AK 5ZK 5ZK 5ZK 5ZK 3ZU 134-136 15CK 14CK 14CK 12CK 12CK 11BK 11BK 11BK 9BK 6BU
131-133 8AK 7AK 6AK 6AU 6AU 5ZU 5ZU 5ZU 5ZU 3 131-133 15CK 14CK 12CK 12CU 12CU 9BU 9BU 9BU 9BU 6
128-130 7AK 7AK 6AK 5AK 5AK 5ZK 5ZK 5ZK 4ZU 3 128-130 14CK 14CK 12CK 11CK 11CK 9BK 9BK 9BK 8BU 6
125-127 7AK 6AU 6AU 5AU 5ZU 5ZU 5ZU 5ZU 4ZU 3 125-127 14CK 12CU 12CU 11CU 11BU 9BU 9BU 9BU 8BU 6
122-124 7AK 6AK 6AK 5ZK 5ZK 5ZU 5ZU 5ZU 4 3 122-124 14CK 12CK 12CK 11BK 11BK 9BU 9BU 9BU 8 6
119-121 6AU 6AU 5ZU 5ZU 5ZU 4ZU 4ZU 4ZU 4 3 119-121 12CU 12CU 11BU 11BU 11BU 8BU 8BU 8BU 8 6
116-118 6AK 6ZK 5ZK 5ZK 5ZK 4ZU 4ZU 4 4 3 116-118 12CK 12BK 11BK 9BK 9BK 8BU 8BU 8 8 6
113-115 6ZU 5ZU 5ZU 5ZU 5ZU 4 4 4 3 2 113-115 12BU 11BU 11BU 9BU 9BU 8 8 8 6 5
110-112 5ZK 5ZK 5ZK 5ZK 5ZU 4 4 4 3 2 110-112 11BK 11BK 9BK 9BK 9BU 8 8 8 6 5
107-109 5ZU 5ZU 5ZU 5ZU 5 4 4 4 3 2 107-109 11BU 11BU 9BU 9BU 9 8 8 8 6 5
104-106 5ZK 5ZK 5ZK 4ZU 4 3 3 3 3 2 104-106 11BK 9BK 9BK 8BU 8 6 6 6 6 5
101-103 5ZU 5ZU 4ZU 4 4 3 3 3 3 2 101-103 9BU 9BU 8BU 8 8 6 6 6 6 5
98-100 5ZK 5ZK 4ZU 4 4 3 3 3 2 2 98-100 9BK 9BK 8BU 8 8 6 6 6 5 5
95-97 5ZU 4ZU 4 3 3 3 3 3 2 2 95-97 9BU 8BU 8 6 6 6 6 6 5 3
92-94 4ZK 4 4 3 3 2 2 2 2 2 92-94 8BK 8 8 6 6 5 5 5 5 3
89-91 4 4 3 3 3 2 2 2 2 2 89-91 8 8 6 6 6 5 5 5 5 3
86-88 4 3 3 3 3 2 2 2 2 2 86-88 8 6 6 6 6 5 5 5 5 3
83-85 3 3 3 2 2 2 2 2 2 2 83-85 6 6 6 5 5 5 5 5 3 3
80-82 3 3 2 2 2 2 2 2 2 2 80-82 6 6 5 5 5 5 5 5 3 3
77-79 3 2 2 2 2 2 2 2 2 1 77-79 6 5 5 5 5 3 3 3 3 2
74-76 2 2 2 2 2 2 2 2 2 1 74-76 5 5 5 5 5 3 3 3 3 2
71-73 71-73
68-70 68-70
65-67 65-67

214
Sling Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 20EK 19EK 18EK 17DK 15DK 12DK 12DK 12DK 10CK 7CK
170-172 19EK 18EK 17EK 16DK 14DK 11DK 11DK 11DK 9CK 6CK
167-169 19EK 18EK 17EK 16DK 14DK 11DK 11DK 11DK 9CK 6CK
164-166 18EK 17EK 16EK 15DK 13DK 11DK 11DK 11DK 9CK 6BK
161-163 18EK 17EK 16EK 15DK 13DK 10CK 10CK 10CK 9BK 6BK
158-160 17EK 16EK 15EK 15CK 13CK 10CK 10CK 10CK 8BK 6BK
155-157 17DK 16DK 15DK 14CK 12CK 10CK 10CK 10CK 8BK 6AK
152-154 16DK 15DK 15DK 14CK 12CK 10CK 10CK 10CK 8AK 5AK
Criticals: Krush(K) 149-151 16DK 15DK 14DK 13CK 12CK 9BK 9CK 9BK 8AK 5AK
146-148 15DK 15DK 14DK 13CK 11CK 9BK 9BK 9BK 7AK 5AK
Disarm modifier: -150 143-145 15DK 14DK 13DK 13CK 11BK 9BK 9BK 9BK 7AK 5AK
Subdual modifier: -100 140-142 14DK 14DK 13CK 12BK 11BK 8BK 8BK 8BK 7AK 5
137-139 14CK 13CK 13CK 12BK 10BK 8AK 8BK 8BK 7AK 5
134-136 14CK 13CK 12CK 11BK 10BK 8AK 8AK 8AK 7AK 4

Strength
131-133 13CK 12CK 12CK 11BK 10BK 8AK 8AK 8AK 6 4

Fumble
Length

Weight
128-130 13CK 12CK 11CK 11BK 9AK 7AK 7AK 7AK 6 4
Size

125-127 12CK 12CK 11BK 10BK 9AK 7AK 7AK 7AK 6 4


Sling 122-124 12BK 11BK 10BK 10AK 9AK 7 7AK 7AK 6 4
Slingshot -1 0.5' 50 1 4 119-121 11BK 11BK 10BK 9AK 8AK 7 7 7 5 4
Sling +0 2' 95 1 6 116-118 11BK 10BK 10BK 9AK 8AK 6 6 6 5 3
Staff-sling (2H) +1 5' 95 4 7 113-115 10BK 10BK 9BK 9AK 8AK 6 6 6 5 3
110-112 10BK 9BK 9BK 8AK 7 6 6 6 5 3
107-109 9BK 9BK 8AK 8AK 7 5 5 5 4 3
104-106 9AK 8AK 8AK 8AK 7 5 5 5 4 3
101-103 8AK 8AK 8AK 7 6 5 5 5 4 3
98-100 8AK 8AK 7AK 7 6 5 5 5 4 2
95-97 8AK 7AK 7 6 6 4 4 4 4 2
Point Blank (+20)

92-94 7AK 7AK 6 6 5 4 4 4 3 2


Absurd (-100)
Medium (-10)

Extreme (-50)

89-91 7 6 6 6 5 4 4 4 3 2
Long (-25)
Short (+0)

86-88 6 6 6 5 5 4 4 4 3 2
83-85 6 5 5 5 4 3 3 3 3 2
80-82 5 5 5 4 4 3 3 3 2 2
Thrown 77-79 5 5 4 4 3 3 3 3 2 1
Slingshot 20' 40' 60' 80' 100' 74-76
Sling 60' 120' 180' 240' 300' 71-73
Staff-sling (2H) 70' 140' 210' 280' 350' 68-70
65-67

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 15DK 14DK 14DK 13CK 11CK 9CK 9CK 9CK 8BK 5BK 173-175 30FK 29FK 27FK 26EK 23EK 18EK 18EK 18EK 15DK 11DK
170-172 14DK 14DK 13DK 12CK 11CK 8CK 8CK 8CK 7BK 5BK 170-172 29FK 27FK 26FK 24EK 21EK 17EK 17EK 17EK 14DK 9DK
167-169 14DK 14DK 13DK 12CK 11CK 8CK 8CK 8CK 7BK 5BK 167-169 29FK 27FK 26FK 24EK 21EK 17EK 17EK 17EK 14DK 9DK
164-166 14DK 13DK 12DK 11CK 10CK 8CK 8CK 8CK 7BK 5AK 164-166 27FK 26FK 24FK 23EK 20EK 17EK 17EK 17EK 14DK 9CK
161-163 14DK 13DK 12DK 11CK 10CK 8BK 8BK 8BK 7AK 5AK 161-163 27FK 26FK 24FK 23EK 20EK 15DK 15DK 15DK 14CK 9CK
158-160 13DK 12DK 11DK 11BK 10BK 8BK 8BK 8BK 6AK 5AK 158-160 26FK 24FK 23FK 23DK 20DK 15DK 15DK 15DK 12CK 9CK
155-157 13CK 12CK 11CK 11BK 9BK 8BK 8BK 8BK 6AK 5ZK 155-157 26EK 24EK 23EK 21DK 18DK 15DK 15DK 15DK 12CK 9BK
152-154 12CK 11CK 11CK 11BK 9BK 8BK 8BK 8BK 6ZK 4ZK 152-154 24EK 23EK 23EK 21DK 18DK 15DK 15DK 15DK 12BK 8BK
149-151 12CK 11CK 11CK 10BK 9BK 7AK 7BK 7AK 6ZK 4ZK 149-151 24EK 23EK 21EK 20DK 18DK 14CK 14DK 14CK 12BK 8BK
146-148 11CK 11CK 11CK 10BK 8BK 7AK 7AK 7AK 5ZK 4ZK 146-148 23EK 23EK 21EK 20DK 17DK 14CK 14CK 14CK 11BK 8BK
143-145 11CK 11CK 10CK 10BK 8AK 7AK 7AK 7AK 5ZK 4ZK 143-145 23EK 21EK 20EK 20DK 17CK 14CK 14CK 14CK 11BK 8BK
140-142 11CK 11CK 10BK 9AK 8AK 6AK 6AK 6AK 5ZK 4 140-142 21EK 21EK 20DK 18CK 17CK 12CK 12CK 12CK 11BK 8
137-139 11BK 10BK 10BK 9AK 8AK 6ZK 6AK 6AK 5ZK 4 137-139 21DK 20DK 20DK 18CK 15CK 12BK 12CK 12CK 11BK 8
134-136 11BK 10BK 9BK 8AK 8AK 6ZK 6ZK 6ZK 5ZK 3 134-136 21DK 20DK 18DK 17CK 15CK 12BK 12BK 12BK 11BK 6
131-133 10BK 9BK 9BK 8AK 8AK 6ZK 6ZK 6ZK 5 3 131-133 20DK 18DK 18DK 17CK 15CK 12BK 12BK 12BK 9 6
128-130 10BK 9BK 8BK 8AK 7ZK 5ZK 5ZK 5ZK 5 3 128-130 20DK 18DK 17DK 17CK 14BK 11BK 11BK 11BK 9 6
125-127 9BK 9BK 8AK 8AK 7ZK 5ZK 5ZK 5ZK 5 3 125-127 18DK 18DK 17CK 15CK 14BK 11BK 11BK 11BK 9 6
122-124 9AK 8AK 8AK 8ZK 7ZK 5 5ZK 5ZK 5 3 122-124 18CK 17CK 15CK 15BK 14BK 11 11BK 11BK 9 6
119-121 8AK 8AK 8AK 7ZK 6ZK 5 5 5 4 3 119-121 17CK 17CK 15CK 14BK 12BK 11 11 11 8 6
116-118 8AK 8AK 8AK 7ZK 6ZK 5 5 5 4 2 116-118 17CK 15CK 15CK 14BK 12BK 9 9 9 8 5
113-115 8AK 8AK 7AK 7ZK 6ZK 5 5 5 4 2 113-115 15CK 15CK 14CK 14BK 12BK 9 9 9 8 5
110-112 8AK 7AK 7AK 6ZK 5 5 5 5 4 2 110-112 15CK 14CK 14CK 12BK 11 9 9 9 8 5
107-109 7AK 7AK 6ZK 6ZK 5 4 4 4 3 2 107-109 14CK 14CK 12BK 12BK 11 8 8 8 6 5
104-106 7ZK 6ZK 6ZK 6ZK 5 4 4 4 3 2 104-106 14BK 12BK 12BK 12BK 11 8 8 8 6 5
101-103 6ZK 6ZK 6ZK 5 5 4 4 4 3 2 101-103 12BK 12BK 12BK 11 9 8 8 8 6 5
98-100 6ZK 6ZK 5ZK 5 5 4 4 4 3 2 98-100 12BK 12BK 11BK 11 9 8 8 8 6 3
95-97 6ZK 5ZK 5 5 5 3 3 3 3 2 95-97 12BK 11BK 11 9 9 6 6 6 6 3
92-94 5ZK 5ZK 5 5 4 3 3 3 2 2 92-94 11BK 11BK 9 9 8 6 6 6 5 3
89-91 5 5 5 5 4 3 3 3 2 2 89-91 11 9 9 9 8 6 6 6 5 3
86-88 5 5 5 4 4 3 3 3 2 2 86-88 9 9 9 8 8 6 6 6 5 3
83-85 5 4 4 4 3 2 2 2 2 2 83-85 9 8 8 8 6 5 5 5 5 3
80-82 4 4 4 3 3 2 2 2 2 2 80-82 8 8 8 6 6 5 5 5 3 3
77-79 4 4 3 3 2 2 2 2 2 1 77-79 8 8 6 6 5 5 5 5 3 2
74-76 74-76
71-73 71-73
68-70 68-70
65-67 65-67

215
Spear Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 24EP 23EP 21EP 20EP 18EP 18EP 16DP 15DP 13DP 11CP
170-172 23EP 22EP 20EP 19EP 17EP 17EP 15DP 14DP 12DP 10CP
167-169 22EP 21EP 20EP 19EP 17EP 17EP 15DP 14DP 12DP 10CP
164-166 22EP 21EP 19EP 18EP 16EP 16EP 14DP 14DP 12DP 10CP
161-163 21EP 20EP 19EP 18EP 16EP 16EP 14DP 13CP 11CP 10BP
158-160 21EP 20EP 18EP 17DP 16DP 16DP 14CP 13CP 11CP 9BP
155-157 20DP 19DP 18DP 17DP 15DP 15DP 13CP 13CP 11CP 9BP
152-154 20DP 19DP 17DP 16DP 15DP 15DP 13CP 12CP 10CP 9BP
Criticals: Puncture(P), Krush(K) 149-151 19DP 18DP 17DP 16DP 14DP 14DP 13CP 12CP 10BP 9AP
146-148 19DP 18DP 16DP 16DP 14DP 14CP 12CP 12BP 10BP 8AP
Disarm modifier: -100 (-200 ranged) 143-145 18DP 17DP 16DP 15CP 14CP 14CP 12BP 11BP 10BP 8AP
Subdual modifier: -100 (-150 ranged) 140-142 18DP 17DP 15CP 15CP 13CP 13CP 12BP 11BP 9BP 8AK
137-139 17CP 16CP 15CP 14CP 13CP 13CP 11BP 11BP 9AP 8AK
134-136 17CP 16CP 14CP 14CP 12CP 12CP 11BP 10BP 9AK 7AK

Strength
131-133 16CP 15CP 14CP 13CP 12BP 12BP 11BP 10AP 8AK 7

Fumble
Length

Weight
128-130 16CP 15CP 14CP 13BP 12BP 12BP 10AP 10AP 8AK 7
Size

125-127 15CP 14CP 13CP 12BP 11BP 11BP 10AP 9AK 8AK 7
Pole Arm 122-124 15CP 14BP 13BP 12BP 11BP 11BP 10AP 9AK 8 6
Spear (1H) +0 6' 35 4.5 4 119-121 14BP 13BP 12BP 12BP 10BP 10AP 9AK 9AK 7 6
Spear (2H) +1 6' 35 4.5 4 116-118 13BP 13BP 12BP 11BP 10AP 10AK 9AK 8 7 6
Long Spear (2H) +1 10' 40 6.5 4 113-115 13BP 12BP 11BP 11AP 10AP 10AK 8AK 8 7 6
Halberd (2H) +1 7' 55 5 7 110-112 12BP 12BP 11BP 10AP 9AK 9AK 8 8 6 5
Poleaxe (2H) +1 6' 60 5 8 107-109 12BP 11BP 10AP 10AP 9AK 9 8 7 6 5
Thrown 104-106 11BP 11AP 10AP 9AK 8 8 7 7 6 5
Javelin -1 5.5' 40 4 4 101-103 11AP 10AP 9AP 9AK 8 8 7 7 6 5
98-100 10AP 10AP 9AP 8 8 8 7 6 5 4
95-97 10AP 9AP 8AK 8 7 7 6 6 5 4
Point Blank (+20)

92-94 9AP 9AP 8 8 7 7 6 6 5 4


Absurd (-100)
Medium (-10)

Extreme (-50)

89-91 9AP 8 8 7 6 6 6 5 4 4
Long (-25)
Short (+0)

86-88 8AP 8 7 7 6 6 5 5 4 3
83-85 8 7 7 6 6 6 5 5 4 3
80-82 7 7 6 6 5 5 5 4 4 3
Thrown 77-79 7 6 6 5 5 5 4 4 3 3
Spear (1H or 2H) 15' 30' 45' 60' 75' 74-76 6 6 5 5 4 4 4 4 3 2
Javelin 25' 50' 75' 100' 125' 71-73 6 5 5 5 4 4 4 3 3 2
68-70
65-67

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 18DP 17DP 16DP 15DP 14DP 14DP 12CP 11CP 10CP 8BP 173-175 36FP 35FP 32FP 30FP 27FP 27FP 24EP 23EP 20EP 17DP
170-172 17DP 17DP 15DP 14DP 13DP 13DP 11CP 11CP 9CP 8BP 170-172 35FP 33FP 30FP 29FP 26FP 26FP 23EP 21EP 18EP 15DP
167-169 17DP 16DP 15DP 14DP 13DP 13DP 11CP 11CP 9CP 8BP 167-169 33FP 32FP 30FP 29FP 26FP 26FP 23EP 21EP 18EP 15DP
164-166 17DP 16DP 14DP 14DP 12DP 12DP 11CP 11CP 9CP 8BP 164-166 33FP 32FP 29FP 27FP 24FP 24FP 21EP 21EP 18EP 15DP
161-163 16DP 15DP 14DP 14DP 12DP 12DP 11CP 10BP 8BP 8AP 161-163 32FP 30FP 29FP 27FP 24FP 24FP 21EP 20DP 17DP 15CP
158-160 16DP 15DP 14DP 13CP 12CP 12CP 11BP 10BP 8BP 7AP 158-160 32FP 30FP 27FP 26EP 24EP 24EP 21DP 20DP 17DP 14CP
155-157 15CP 14CP 14CP 13CP 11CP 11CP 10BP 10BP 8BP 7AP 155-157 30EP 29EP 27EP 26EP 23EP 23EP 20DP 20DP 17DP 14CP
152-154 15CP 14CP 13CP 12CP 11CP 11CP 10BP 9BP 8BP 7AP 152-154 30EP 29EP 26EP 24EP 23EP 23EP 20DP 18DP 15DP 14CP
149-151 14CP 14CP 13CP 12CP 11CP 11CP 10BP 9BP 8AP 7ZP 149-151 29EP 27EP 26EP 24EP 21EP 21EP 20DP 18DP 15CP 14BP
146-148 14CP 14CP 12CP 12CP 11CP 11BP 9BP 9AP 8AP 6ZP 146-148 29EP 27EP 24EP 24EP 21EP 21DP 18DP 18CP 15CP 12BP
143-145 14CP 13CP 12CP 11BP 11BP 11BP 9AP 8AP 8AP 6ZP 143-145 27EP 26EP 24EP 23DP 21DP 21DP 18CP 17CP 15CP 12BP
140-142 14CP 13CP 11BP 11BP 10BP 10BP 9AP 8AP 7AP 6ZK 140-142 27EP 26EP 23DP 23DP 20DP 20DP 18CP 17CP 14CP 12BK
137-139 13BP 12BP 11BP 11BP 10BP 10BP 8AP 8AP 7ZP 6ZK 137-139 26DP 24DP 23DP 21DP 20DP 20DP 17CP 17CP 14BP 12BK
134-136 13BP 12BP 11BP 11BP 9BP 9BP 8AP 8AP 7ZK 5ZK 134-136 26DP 24DP 21DP 21DP 18DP 18DP 17CP 15CP 14BK 11BK
131-133 12BP 11BP 11BP 10BP 9AP 9AP 8AP 8ZP 6ZK 5 131-133 24DP 23DP 21DP 20DP 18CP 18CP 17CP 15BP 12BK 11
128-130 12BP 11BP 11BP 10AP 9AP 9AP 8ZP 8ZP 6ZK 5 128-130 24DP 23DP 21DP 20CP 18CP 18CP 15BP 15BP 12BK 11
125-127 11BP 11BP 10BP 9AP 8AP 8AP 8ZP 7ZK 6ZK 5 125-127 23DP 21DP 20DP 18CP 17CP 17CP 15BP 14BK 12BK 11
122-124 11BP 11AP 10AP 9AP 8AP 8AP 8ZP 7ZK 6 5 122-124 23DP 21CP 20CP 18CP 17CP 17CP 15BP 14BK 12 9
119-121 11AP 10AP 9AP 9AP 8AP 8ZP 7ZK 7ZK 5 5 119-121 21CP 20CP 18CP 18CP 15CP 15BP 14BK 14BK 11 9
116-118 10AP 10AP 9AP 8AP 8ZP 8ZK 7ZK 6 5 5 116-118 20CP 20CP 18CP 17CP 15BP 15BK 14BK 12 11 9
113-115 10AP 9AP 8AP 8ZP 8ZP 8ZK 6ZK 6 5 5 113-115 20CP 18CP 17CP 17BP 15BP 15BK 12BK 12 11 9
110-112 9AP 9AP 8AP 8ZP 7ZK 7ZK 6 6 5 4 110-112 18CP 18CP 17CP 15BP 14BK 14BK 12 12 9 8
107-109 9AP 8AP 8ZP 8ZP 7ZK 7 6 5 5 4 107-109 18CP 17CP 15BP 15BP 14BK 14 12 11 9 8
104-106 8AP 8ZP 8ZP 7ZK 6 6 5 5 5 4 104-106 17CP 17BP 15BP 14BK 12 12 11 11 9 8
101-103 8ZP 8ZP 7ZP 7ZK 6 6 5 5 5 4 101-103 17BP 15BP 14BP 14BK 12 12 11 11 9 8
98-100 8ZP 8ZP 7ZP 6 6 6 5 5 4 3 98-100 15BP 15BP 14BP 12 12 12 11 9 8 6
95-97 8ZP 7ZP 6ZK 6 5 5 5 5 4 3 95-97 15BP 14BP 12BK 12 11 11 9 9 8 6
92-94 7ZP 7ZP 6 6 5 5 5 5 4 3 92-94 14BP 14BP 12 12 11 11 9 9 8 6
89-91 7ZP 6 6 5 5 5 5 4 3 3 89-91 14BP 12 12 11 9 9 9 8 6 6
86-88 6ZP 6 5 5 5 5 4 4 3 2 86-88 12BP 12 11 11 9 9 8 8 6 5
83-85 6 5 5 5 5 5 4 4 3 2 83-85 12 11 11 9 9 9 8 8 6 5
80-82 5 5 5 5 4 4 4 3 3 2 80-82 11 11 9 9 8 8 8 6 6 5
77-79 5 5 5 4 4 4 3 3 2 2 77-79 11 9 9 8 8 8 6 6 5 5
74-76 5 5 4 4 3 3 3 3 2 2 74-76 9 9 8 8 6 6 6 6 5 3
71-73 5 4 4 4 3 3 3 2 2 2 71-73 9 8 8 8 6 6 6 5 5 3
68-70 68-70
65-67 65-67

216
Stinger Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 8CP 7CP 7CP 6BP 6BP 5BP 5BP 5BP 4BP 4BP
170-172 7CP 6CP 6CP 5BP 5BP 4BP 4BP 4BP 3BP 3BP
167-169 7CP 6CP 6CP 5BP 5BP 4BP 4BP 4BP 3BP 3BP
164-166 7CP 6CP 6CP 5BP 5BP 4BP 4BP 4BP 3BP 3BP
161-163 7CP 6CP 6CP 5BP 5BP 4BP 4BP 4BP 3BP 3AP
158-160 7CP 6CP 6CP 5BP 5BP 4BP 4BP 4AP 3AP 3AP
155-157 7CP 6CP 6CP 5BP 5AP 4AP 4AP 4AP 3AP 3AP
152-154 6CP 5CP 5BP 5AP 5AP 4AP 4AP 4AP 3AP 3AP
Criticals: Puncture(P) 149-151 6BP 5BP 5BP 5AP 5AP 4AP 4AP 4AP 3AP 3AP
146-148 6BP 5BP 5BP 4AP 4AP 4AP 4AP 4AP 3AP 3AP
Disarm modifier: -100 (-200 ranged) 143-145 6BP 5BP 5BP 4AP 4AP 3AP 3AP 3AP 3AP 3AP
Subdual modifier: -100 (-150 ranged) 140-142 6BP 5BP 5BP 4AP 4AP 3AP 3AP 3AP 3AP 3AP
137-139 6BP 5BP 5BP 4AP 4AP 3AP 3AP 3AP 3AP 3AP
134-136 5BP 5BP 5BP 4AP 4AP 3AP 3AP 3AP 2AP 2AP

Strength
131-133 5BP 4BP 4AP 4AP 4AP 3AP 3AP 3AP 2AP 2AP

Fumble
Length

Weight
128-130 5AP 4AP 4AP 4AP 4AP 3AP 3AP 3AP 2AP 2
Size

125-127 5AP 4AP 4AP 4AP 4AP 3AP 3AP 3AP 2 2


Unarmed 122-124 5AP 4AP 4AP 3AP 3AP 3AP 3AP 3AP 2 2
Stinger +0 2 119-121 5AP 4AP 4AP 3AP 3AP 3AP 3AP 3AP 2 2
Thrown 116-118 4AP 4AP 4AP 3AP 3AP 3AP 3AP 3 2 2
Dart -1 < 1' 25 0.5 3 113-115 4AP 4AP 4AP 3AP 3AP 2AP 2 2 2 2
Exotic (Ranged) 110-112 4AP 3AP 3AP 3AP 3AP 2AP 2 2 2 2
Blowpipe -1 5' 35 3 4 107-109 4AP 3AP 3AP 3AP 3 2 2 2 2 2
104-106 4AP 3AP 3AP 3AP 3 2 2 2 2 2
101-103 4AP 3AP 3AP 3AP 3 2 2 2 2 2
98-100 3AP 3AP 3AP 2 2 2 2 2 1 1
95-97 3AP 3AP 3AP 2 2 2 2 2 1 1
Point Blank (+20)

92-94 3AP 3AP 3 2 2 2 2 2 1 1


Absurd (-100)
Medium (-10)

Extreme (-50)

89-91 3AP 2 2 2 2 2 2 2 1 1
Long (-25)
Short (+0)

86-88 3AP 2 2 2 2 1 1 1 1 1
83-85 3 2 2 2 2 1 1 1 1 1
80-82 2 2 2 2 2 1 1 1 1 1
Thrown 77-79 2 2 2 2 2 1 1 1 1 1
Dart 10' 20' 30' 40' 50' 74-76 2 2 2 1 1 1 1 1 1 1
Exotic (Ranged) 71-73 2 2 2 1 1 1 1 1 1 1
Blowpipe 10' 20' 30' 40' 50' 68-70 2 1 1 1 1 1 1 1 1 1
65-67 2 1 1 1 1 1 1 1 1 1

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 6BP 5BP 5BP 5AP 5AP 4AP 4AP 4AP 3AP 3AP 173-175 12DP 11DP 11DP 9CP 9CP 8CP 8CP 8CP 6CP 6CP
170-172 5BP 5BP 5BP 4AP 4AP 3AP 3AP 3AP 2AP 2AP 170-172 11DP 9DP 9DP 8CP 8CP 6CP 6CP 6CP 5CP 5CP
167-169 5BP 5BP 5BP 4AP 4AP 3AP 3AP 3AP 2AP 2AP 167-169 11DP 9DP 9DP 8CP 8CP 6CP 6CP 6CP 5CP 5CP
164-166 5BP 5BP 5BP 4AP 4AP 3AP 3AP 3AP 2AP 2AP 164-166 11DP 9DP 9DP 8CP 8CP 6CP 6CP 6CP 5CP 5CP
161-163 5BP 5BP 5BP 4AP 4AP 3AP 3AP 3AP 2AP 2ZP 161-163 11DP 9DP 9DP 8CP 8CP 6CP 6CP 6CP 5CP 5BP
158-160 5BP 5BP 5BP 4AP 4AP 3AP 3AP 3ZP 2ZP 2ZP 158-160 11DP 9DP 9DP 8CP 8CP 6CP 6CP 6BP 5BP 5BP
155-157 5BP 5BP 5BP 4AP 4ZP 3ZP 3ZP 3ZP 2ZP 2ZP 155-157 11DP 9DP 9DP 8CP 8BP 6BP 6BP 6BP 5BP 5BP
152-154 5BP 4BP 4AP 4ZP 4ZP 3ZP 3ZP 3ZP 2ZP 2ZP 152-154 9DP 8DP 8CP 8BP 8BP 6BP 6BP 6BP 5BP 5BP
149-151 5AP 4AP 4AP 4ZP 4ZP 3ZP 3ZP 3ZP 2ZP 2ZP 149-151 9CP 8CP 8CP 8BP 8BP 6BP 6BP 6BP 5BP 5BP
146-148 5AP 4AP 4AP 3ZP 3ZP 3ZP 3ZP 3ZP 2ZP 2ZP 146-148 9CP 8CP 8CP 6BP 6BP 6BP 6BP 6BP 5BP 5BP
143-145 5AP 4AP 4AP 3ZP 3ZP 2ZP 2ZP 2ZP 2ZP 2ZP 143-145 9CP 8CP 8CP 6BP 6BP 5BP 5BP 5BP 5BP 5BP
140-142 5AP 4AP 4AP 3ZP 3ZP 2ZP 2ZP 2ZP 2ZP 2ZP 140-142 9CP 8CP 8CP 6BP 6BP 5BP 5BP 5BP 5BP 5BP
137-139 5AP 4AP 4AP 3ZP 3ZP 2ZP 2ZP 2ZP 2ZP 2ZP 137-139 9CP 8CP 8CP 6BP 6BP 5BP 5BP 5BP 5BP 5BP
134-136 4AP 4AP 4AP 3ZP 3ZP 2ZP 2ZP 2ZP 2ZP 2ZP 134-136 8CP 8CP 8CP 6BP 6BP 5BP 5BP 5BP 3BP 3BP
131-133 4AP 3AP 3ZP 3ZP 3ZP 2ZP 2ZP 2ZP 2ZP 2ZP 131-133 8CP 6CP 6BP 6BP 6BP 5BP 5BP 5BP 3BP 3BP
128-130 4ZP 3ZP 3ZP 3ZP 3ZP 2ZP 2ZP 2ZP 2ZP 2 128-130 8BP 6BP 6BP 6BP 6BP 5BP 5BP 5BP 3BP 3
125-127 4ZP 3ZP 3ZP 3ZP 3ZP 2ZP 2ZP 2ZP 2 2 125-127 8BP 6BP 6BP 6BP 6BP 5BP 5BP 5BP 3 3
122-124 4ZP 3ZP 3ZP 2ZP 2ZP 2ZP 2ZP 2ZP 2 2 122-124 8BP 6BP 6BP 5BP 5BP 5BP 5BP 5BP 3 3
119-121 4ZP 3ZP 3ZP 2ZP 2ZP 2ZP 2ZP 2ZP 2 2 119-121 8BP 6BP 6BP 5BP 5BP 5BP 5BP 5BP 3 3
116-118 3ZP 3ZP 3ZP 2ZP 2ZP 2ZP 2ZP 2 2 2 116-118 6BP 6BP 6BP 5BP 5BP 5BP 5BP 5 3 3
113-115 3ZP 3ZP 3ZP 2ZP 2ZP 2ZP 2 2 2 2 113-115 6BP 6BP 6BP 5BP 5BP 3BP 3 3 3 3
110-112 3ZP 2ZP 2ZP 2ZP 2ZP 2ZP 2 2 2 2 110-112 6BP 5BP 5BP 5BP 5BP 3BP 3 3 3 3
107-109 3ZP 2ZP 2ZP 2ZP 2 2 2 2 2 2 107-109 6BP 5BP 5BP 5BP 5 3 3 3 3 3
104-106 3ZP 2ZP 2ZP 2ZP 2 2 2 2 2 2 104-106 6BP 5BP 5BP 5BP 5 3 3 3 3 3
101-103 3ZP 2ZP 2ZP 2ZP 2 2 2 2 2 2 101-103 6BP 5BP 5BP 5BP 5 3 3 3 3 3
98-100 2ZP 2ZP 2ZP 2 2 2 2 2 1 1 98-100 5BP 5BP 5BP 3 3 3 3 3 2 2
95-97 2ZP 2ZP 2ZP 2 2 2 2 2 1 1 95-97 5BP 5BP 5BP 3 3 3 3 3 2 2
92-94 2ZP 2ZP 2 2 2 2 2 2 1 1 92-94 5BP 5BP 5 3 3 3 3 3 2 2
89-91 2ZP 2 2 2 2 2 2 2 1 1 89-91 5BP 3 3 3 3 3 3 3 2 2
86-88 2ZP 2 2 2 2 1 1 1 1 1 86-88 5BP 3 3 3 3 2 2 2 2 2
83-85 2 2 2 2 2 1 1 1 1 1 83-85 5 3 3 3 3 2 2 2 2 2
80-82 2 2 2 2 2 1 1 1 1 1 80-82 3 3 3 3 3 2 2 2 2 2
77-79 2 2 2 2 2 1 1 1 1 1 77-79 3 3 3 3 3 2 2 2 2 2
74-76 2 2 2 1 1 1 1 1 1 1 74-76 3 3 3 2 2 2 2 2 2 2
71-73 2 2 2 1 1 1 1 1 1 1 71-73 3 3 3 2 2 2 2 2 2 2
68-70 2 1 1 1 1 1 1 1 1 1 68-70 3 2 2 2 2 2 2 2 2 2
65-67 2 1 1 1 1 1 1 1 1 1 65-67 3 2 2 2 2 2 2 2 2 2

217
Trample Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 31FI 30FI 28FI 27FI 25EI 22EI 23EI 22EI 20EI 18EI
170-172 30FI 29FI 27FI 26FI 24EI 21EI 22EI 21EI 19EI 17EI
167-169 29FI 28FI 26FI 25FI 24EI 21EI 22EI 21EI 19EI 17EI
164-166 29FI 28FI 26FI 25FI 23EI 20EI 21EI 20EI 18EI 16EI
161-163 28FI 27FI 25FI 24FI 23EI 20EI 21EI 20EI 18EI 16EI
158-160 28FI 27FI 25EI 24EI 22EI 19EI 20EI 19EI 18DI 16DI
155-157 27EI 26EI 24EI 23EI 22DI 19DI 20DI 19DI 17DI 15DI
152-154 26EI 26EI 24EI 23EI 21DI 19DI 19DI 19DI 17DI 15DI
149-151 26EI 25EI 23EI 22EI 21DI 18DI 19DI 18DI 17DI 15DK
146-148 25EI 24EI 23EI 22EI 20DI 18DI 19DI 18DI 16DI 14CI
143-145 25EI 24EI 22EI 21EI 20DI 17DI 18DI 17DI 16CK 14CK
140-142 24EI 23EI 22EI 21EI 19DI 17CI 18CI 17CI 15CI 14CI
137-139 24EI 23EI 21DI 20DI 19CI 17CK 17CI 17CK 15CK 13CK
134-136 23DI 22DI 21DI 20DI 18CI 16CI 17CI 16CI 15CI 13BI
131-133 22DI 22DI 20DI 19DI 18CI 16CK 16CK 16CK 14CK 13BK
128-130 22DI 21DI 20DI 19DI 17CI 15CI 16CI 15CI 14BI 12BI
125-127 21DI 21DI 19DI 18DI 17CK 15BK 16CK 15BK 14BK 12BK
122-124 21DI 20DI 19DI 18DI 17CI 14BI 15BI 14BI 13BI 12BI
119-121 20DI 19DI 18DI 17CK 16BK 14BK 15BK 14BK 13BK 11AI
116-118 19DI 19DI 18CI 17CI 16BI 14BI 14BI 14BI 12BI 11AI
113-115 19CI 18CI 17CK 16CK 15BK 13BK 14BK 13BK 12AI 11AI
110-112 18CI 18CI 16CI 16CI 15BI 13BI 13BI 13BI 12AI 10AI
Criticals: Impact(I), Krush(K) 107-109 18CK 17CK 16CK 15CK 14BK 12AK 13AK 12AK 11AI 10
104-106 17CI 17CI 15CI 15CI 14BI 12AI 13AI 12AI 11AI 10
Disarm modifier: -50 101-103 17CK 16CK 15CK 14BK 13AK 12AI 12AI 12AI 11AI 9
Subdual modifier: -25 98-100 16CI 15CI 14BI 14BI 13AI 11AI 12AI 11AI 10 9
95-97 15CK 15CK 14BK 13BK 12AK 11AI 11AI 11AI 10 9
92-94 15CI 14BI 13BI 13BI 12AI 10 11 10 9 8
89-91 14BK 14BK 13BK 12BK 11AI 10 10 10 9 8
Fumble

86-88 14BI 13BI 12BI 12AI 11AI 10 10 10 9 8


Size

83-85 13BK 13BK 12AK 11AI 10 9 10 9 8 7


Unarmed 80-82 12BI 12BI 11AI 11AI 10 9 9 9 8 7
Trample +0 2 77-79 12BK 12BK 11AI 10 10 8 9 8 8 7
74-76 11AI 11AI 10 10 9 8 8 8 7 6
71-73 11AK 10AK 10 9 9 7 8 7 7 6
68-70 10AI 10AI 9 9 8 7 7 7 6 6
65-67 10AK 9 9 8 8 7 7 7 6 5

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 23EI 23EI 21EI 20EI 19DI 17DI 17DI 17DI 15DI 14DI 173-175 47GI 45GI 42GI 41GI 38FI 33FI 35FI 33FI 30FI 27FI
170-172 23EI 22EI 20EI 20EI 18DI 16DI 17DI 16DI 14DI 13DI 170-172 45GI 44GI 41GI 39GI 36FI 32FI 33FI 32FI 29FI 26FI
167-169 22EI 21EI 20EI 19EI 18DI 16DI 17DI 16DI 14DI 13DI 167-169 44GI 42GI 39GI 38GI 36FI 32FI 33FI 32FI 29FI 26FI
164-166 22EI 21EI 20EI 19EI 17DI 15DI 16DI 15DI 14DI 12DI 164-166 44GI 42GI 39GI 38GI 35FI 30FI 32FI 30FI 27FI 24FI
161-163 21EI 20EI 19EI 18EI 17DI 15DI 16DI 15DI 14DI 12DI 161-163 42GI 41GI 38GI 36GI 35FI 30FI 32FI 30FI 27FI 24FI
158-160 21EI 20EI 19DI 18DI 17DI 14DI 15DI 14DI 14CI 12CI 158-160 42GI 41GI 38FI 36FI 33FI 29FI 30FI 29FI 27EI 24EI
155-157 20DI 20DI 18DI 17DI 17CI 14CI 15CI 14CI 13CI 11CI 155-157 41FI 39FI 36FI 35FI 33EI 29EI 30EI 29EI 26EI 23EI
152-154 20DI 20DI 18DI 17DI 16CI 14CI 14CI 14CI 13CI 11CI 152-154 39FI 39FI 36FI 35FI 32EI 29EI 29EI 29EI 26EI 23EI
149-151 20DI 19DI 17DI 17DI 16CI 14CI 14CI 14CI 13CI 11CK 149-151 39FI 38FI 35FI 33FI 32EI 27EI 29EI 27EI 26EI 23EK
146-148 19DI 18DI 17DI 17DI 15CI 14CI 14CI 14CI 12CI 11BI 146-148 38FI 36FI 35FI 33FI 30EI 27EI 29EI 27EI 24EI 21DI
143-145 19DI 18DI 17DI 16DI 15CI 13CI 14CI 13CI 12BK 11BK 143-145 38FI 36FI 33FI 32FI 30EI 26EI 27EI 26EI 24DK 21DK
140-142 18DI 17DI 17DI 16DI 14CI 13BI 14BI 13BI 11BI 11BI 140-142 36FI 35FI 33FI 32FI 29EI 26DI 27DI 26DI 23DI 21DI
137-139 18DI 17DI 16CI 15CI 14BI 13BK 13BI 13BK 11BK 10BK 137-139 36FI 35FI 32EI 30EI 29DI 26DK 26DI 26DK 23DK 20DK
134-136 17CI 17CI 16CI 15CI 14BI 12BI 13BI 12BI 11BI 10AI 134-136 35EI 33EI 32EI 30EI 27DI 24DI 26DI 24DI 23DI 20CI
131-133 17CI 17CI 15CI 14CI 14BI 12BK 12BK 12BK 11BK 10AK 131-133 33EI 33EI 30EI 29EI 27DI 24DK 24DK 24DK 21DK 20CK
128-130 17CI 16CI 15CI 14CI 13BI 11BI 12BI 11BI 11AI 9AI 128-130 33EI 32EI 30EI 29EI 26DI 23DI 24DI 23DI 21CI 18CI
125-127 16CI 16CI 14CI 14CI 13BK 11AK 12BK 11AK 11AK 9AK 125-127 32EI 32EI 29EI 27EI 26DK 23CK 24DK 23CK 21CK 18CK
122-124 16CI 15CI 14CI 14CI 13BI 11AI 11AI 11AI 10AI 9AI 122-124 32EI 30EI 29EI 27EI 26DI 21CI 23CI 21CI 20CI 18CI
119-121 15CI 14CI 14CI 13BK 12AK 11AK 11AK 11AK 10AK 8ZI 119-121 30EI 29EI 27EI 26DK 24CK 21CK 23CK 21CK 20CK 17BI
116-118 14CI 14CI 14BI 13BI 12AI 11AI 11AI 11AI 9AI 8ZI 116-118 29EI 29EI 27DI 26DI 24CI 21CI 21CI 21CI 18CI 17BI
113-115 14BI 14BI 13BK 12BK 11AK 10AK 11AK 10AK 9ZI 8ZI 113-115 29DI 27DI 26DK 24DK 23CK 20CK 21CK 20CK 18BI 17BI
110-112 14BI 14BI 12BI 12BI 11AI 10AI 10AI 10AI 9ZI 8ZI 110-112 27DI 27DI 24DI 24DI 23CI 20CI 20CI 20CI 18BI 15BI
107-109 14BK 13BK 12BK 11BK 11AK 9ZK 10ZK 9ZK 8ZI 8 107-109 27DK 26DK 24DK 23DK 21CK 18BK 20BK 18BK 17BI 15
104-106 13BI 13BI 11BI 11BI 11AI 9ZI 10ZI 9ZI 8ZI 8 104-106 26DI 26DI 23DI 23DI 21CI 18BI 20BI 18BI 17BI 15
101-103 13BK 12BK 11BK 11AK 10ZK 9ZI 9ZI 9ZI 8ZI 7 101-103 26DK 24DK 23DK 21CK 20BK 18BI 18BI 18BI 17BI 14
98-100 12BI 11BI 11AI 11AI 10ZI 8ZI 9ZI 8ZI 8 7 98-100 24DI 23DI 21CI 21CI 20BI 17BI 18BI 17BI 15 14
95-97 11BK 11BK 11AK 10AK 9ZK 8ZI 8ZI 8ZI 8 7 95-97 23DK 23DK 21CK 20CK 18BK 17BI 17BI 17BI 15 14
92-94 11BI 11AI 10AI 10AI 9ZI 8 8 8 7 6 92-94 23DI 21CI 20CI 20CI 18BI 15 17 15 14 12
89-91 11AK 11AK 10AK 9AK 8ZI 8 8 8 7 6 89-91 21CK 21CK 20CK 18CK 17BI 15 15 15 14 12
86-88 11AI 10AI 9AI 9ZI 8ZI 8 8 8 7 6 86-88 21CI 20CI 18CI 18BI 17BI 15 15 15 14 12
83-85 10AK 10AK 9ZK 8ZI 8 7 8 7 6 5 83-85 20CK 20CK 18BK 17BI 15 14 15 14 12 11
80-82 9AI 9AI 8ZI 8ZI 8 7 7 7 6 5 80-82 18CI 18CI 17BI 17BI 15 14 14 14 12 11
77-79 9AK 9AK 8ZI 8 8 6 7 6 6 5 77-79 18CK 18CK 17BI 15 15 12 14 12 12 11
74-76 8ZI 8ZI 8 8 7 6 6 6 5 5 74-76 17BI 17BI 15 15 14 12 12 12 11 9
71-73 8ZK 8ZK 8 7 7 5 6 5 5 5 71-73 17BK 15BK 15 14 14 11 12 11 11 9
68-70 8ZI 8ZI 7 7 6 5 5 5 5 5 68-70 15BI 15BI 14 14 12 11 11 11 9 9
65-67 8ZK 7 7 6 6 5 5 5 5 4 65-67 15BK 14 14 12 12 11 11 11 9 8

218
Unarmed Strikes Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 20ET 19ET 18ET 15DT 12DT 7CT 8CT 7CT 4BT 3BT
170-172 19ET 18ET 17ET 14DT 11DT 6CT 7CT 6CT 3BT 2BT
167-169 19ET 18ET 17ET 14DT 11DT 6CT 7CT 6CT 3AT 2AT
164-166 18ET 17ET 16ET 14DT 11DT 6BT 7CT 6BT 3AT 2AT
161-163 18ET 17ET 16ET 13DT 11CT 6BT 7BT 6BT 3AT 2AT
158-160 17ET 17ET 16ET 13CT 10CT 6BT 7BT 6BT 3AT 2
155-157 17ET 16ET 15DT 13CT 10CT 6AT 7BT 6AT 3AT 2
152-154 17DT 16DT 15DT 12CT 10CT 5AT 6AT 5AT 3 2
149-151 16DT 15DT 15DT 12CT 10CT 5AT 6AT 5AT 3 2
146-148 16DT 15DT 14DT 12CT 9BT 5AT 6AT 5AT 3 2
143-145 15DT 15DT 14DT 11CT 9BT 5AT 6AT 5AT 3 2
140-142 15DT 14DT 13DT 11BT 9BT 5AT 6AT 5AT 3 2
137-139 15DT 14DT 13CT 11BT 9BT 5 6AT 5 3 2
134-136 14CT 13CT 13CT 11BT 8BT 5 5 5 2 2
131-133 14CT 13CT 12CT 10BT 8AT 4 5 4 2 2
128-130 13CT 13CT 12CT 10BT 8AT 4 5 4 2 2
125-127 13CT 12CT 12CT 10BT 8AT 4 5 4 2 2
122-124 13CT 12CT 11CT 9BT 7AT 4 5 4 2 1
119-121 12CT 12CT 11BT 9AT 7AT 4 5 4 2 1
116-118 12CT 11BT 11BT 9AT 7 4 4 4 2 1
113-115 11BT 11BT 10BT 8AT 7 4 4 4 2 1
110-112 11BT 10BT 10BT 8AT 6 3 4 3 2 1
Criticals: Striking(T) 107-109 11BT 10BT 9BT 8AT 6 3 4 3 2 1
104-106 10BT 10BT 9BT 7AT 6 3 4 3 2 1
Disarm modifier: -50 101-103 10BT 9BT 9AT 7 6 3 4 3 2 1
Subdual modifier: -25 98-100 9BT 9BT 8AT 7 5 3 3 3 1 1
95-97 9AT 8AT 8AT 7 5 3 3 3 1 1
92-94 8AT 8AT 8AT 6 5 3 3 3 1 1
89-91 8AT 8AT 7AT 6 5 2 3 2 1 1
Fumble

86-88 8AT 7AT 7 6 4 2 3 2 1 1


Size

83-85 7AT 7AT 6 5 4 2 3 2 1 1


Unarmed 80-82 7AT 6AT 6 5 4 2 2 2 1 1
Unarmed Strikes +0 2 77-79 6 6 6 5 4 2 2 2 1 1
74-76 6 6 5 4 3 2 2 2 1
71-73 6 5 5 4 3 2 2 2 1
68-70 5 5 5 4 3 1 2 1 1
65-67 5 5 4 3 3 1 2 1 1

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 15DT 14DT 14DT 11CT 9CT 5BT 6BT 5BT 3AT 2AT 173-175 30FT 29FT 27FT 23ET 18ET 11DT 12DT 11DT 6CT 5CT
170-172 14DT 14DT 13DT 11CT 8CT 5BT 5BT 5BT 2AT 2AT 170-172 29FT 27FT 26FT 21ET 17ET 9DT 11DT 9DT 5CT 3CT
167-169 14DT 14DT 13DT 11CT 8CT 5BT 5BT 5BT 2ZT 2ZT 167-169 29FT 27FT 26FT 21ET 17ET 9DT 11DT 9DT 5BT 3BT
164-166 14DT 13DT 12DT 11CT 8CT 5AT 5BT 5AT 2ZT 2ZT 164-166 27FT 26FT 24FT 21ET 17ET 9CT 11DT 9CT 5BT 3BT
161-163 14DT 13DT 12DT 10CT 8BT 5AT 5AT 5AT 2ZT 2ZT 161-163 27FT 26FT 24FT 20ET 17DT 9CT 11CT 9CT 5BT 3BT
158-160 13DT 13DT 12DT 10BT 8BT 5AT 5AT 5AT 2ZT 2 158-160 26FT 26FT 24FT 20DT 15DT 9CT 11CT 9CT 5BT 3
155-157 13DT 12DT 11CT 10BT 8BT 5ZT 5AT 5ZT 2ZT 2 155-157 26FT 24FT 23ET 20DT 15DT 9BT 11CT 9BT 5BT 3
152-154 13CT 12CT 11CT 9BT 8BT 4ZT 5ZT 4ZT 2 2 152-154 26ET 24ET 23ET 18DT 15DT 8BT 9BT 8BT 5 3
149-151 12CT 11CT 11CT 9BT 8BT 4ZT 5ZT 4ZT 2 2 149-151 24ET 23ET 23ET 18DT 15DT 8BT 9BT 8BT 5 3
146-148 12CT 11CT 11CT 9BT 7AT 4ZT 5ZT 4ZT 2 2 146-148 24ET 23ET 21ET 18DT 14CT 8BT 9BT 8BT 5 3
143-145 11CT 11CT 11CT 8BT 7AT 4ZT 5ZT 4ZT 2 2 143-145 23ET 23ET 21ET 17DT 14CT 8BT 9BT 8BT 5 3
140-142 11CT 11CT 10CT 8AT 7AT 4ZT 5ZT 4ZT 2 2 140-142 23ET 21ET 20ET 17CT 14CT 8BT 9BT 8BT 5 3
137-139 11CT 11CT 10BT 8AT 7AT 4 5ZT 4 2 2 137-139 23ET 21ET 20DT 17CT 14CT 8 9BT 8 5 3
134-136 11BT 10BT 10BT 8AT 6AT 4 4 4 2 2 134-136 21DT 20DT 20DT 17CT 12CT 8 8 8 3 3
131-133 11BT 10BT 9BT 8AT 6ZT 3 4 3 2 2 131-133 21DT 20DT 18DT 15CT 12BT 6 8 6 3 3
128-130 10BT 10BT 9BT 8AT 6ZT 3 4 3 2 2 128-130 20DT 20DT 18DT 15CT 12BT 6 8 6 3 3
125-127 10BT 9BT 9BT 8AT 6ZT 3 4 3 2 2 125-127 20DT 18DT 18DT 15CT 12BT 6 8 6 3 3
122-124 10BT 9BT 8BT 7AT 5ZT 3 4 3 2 1 122-124 20DT 18DT 17DT 14CT 11BT 6 8 6 3 2
119-121 9BT 9BT 8AT 7ZT 5ZT 3 4 3 2 1 119-121 18DT 18DT 17CT 14BT 11BT 6 8 6 3 2
116-118 9BT 8AT 8AT 7ZT 5 3 3 3 2 1 116-118 18DT 17CT 17CT 14BT 11 6 6 6 3 2
113-115 8AT 8AT 8AT 6ZT 5 3 3 3 2 1 113-115 17CT 17CT 15CT 12BT 11 6 6 6 3 2
110-112 8AT 8AT 8AT 6ZT 5 2 3 2 2 1 110-112 17CT 15CT 15CT 12BT 9 5 6 5 3 2
107-109 8AT 8AT 7AT 6ZT 5 2 3 2 2 1 107-109 17CT 15CT 14CT 12BT 9 5 6 5 3 2
104-106 8AT 8AT 7AT 5ZT 5 2 3 2 2 1 104-106 15CT 15CT 14CT 11BT 9 5 6 5 3 2
101-103 8AT 7AT 7ZT 5 5 2 3 2 2 1 101-103 15CT 14CT 14BT 11 9 5 6 5 3 2
98-100 7AT 7AT 6ZT 5 4 2 2 2 1 1 98-100 14CT 14CT 12BT 11 8 5 5 5 2 2
95-97 7ZT 6ZT 6ZT 5 4 2 2 2 1 1 95-97 14BT 12BT 12BT 11 8 5 5 5 2 2
92-94 6ZT 6ZT 6ZT 5 4 2 2 2 1 1 92-94 12BT 12BT 12BT 9 8 5 5 5 2 2
89-91 6ZT 6ZT 5ZT 5 4 2 2 2 1 1 89-91 12BT 12BT 11BT 9 8 3 5 3 2 2
86-88 6ZT 5ZT 5 5 3 2 2 2 1 1 86-88 12BT 11BT 11 9 6 3 5 3 2 2
83-85 5ZT 5ZT 5 4 3 2 2 2 1 1 83-85 11BT 11BT 9 8 6 3 5 3 2 2
80-82 5ZT 5ZT 5 4 3 2 2 2 1 1 80-82 11BT 9BT 9 8 6 3 3 3 2 2
77-79 5 5 5 4 3 2 2 2 1 1 77-79 9 9 9 8 6 3 3 3 2 2
74-76 5 5 4 3 2 2 2 2 1 74-76 9 9 8 6 5 3 3 3 2
71-73 5 4 4 3 2 2 2 2 1 71-73 9 8 8 6 5 3 3 3 2
68-70 4 4 4 3 2 1 2 1 1 68-70 8 8 8 6 5 2 3 2 2
65-67 4 4 3 2 2 1 2 1 1 65-67 8 8 6 5 5 2 3 2 2

219
Unarmed Sweeps Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 11DW 10DW 10DW 10DW 9DW 9DW 8DW 8DW 8DW 8DW
170-172 10DW 9DW 9DW 9DW 8DW 8DW 7DW 7DW 7DW 7DW
167-169 10DW 9DW 9DW 9DW 8DW 8DW 7DW 7DW 7DW 7DW
164-166 10DW 9DW 9DW 9DW 8DW 8DW 7DW 7DW 7DW 7DW
161-163 10DW 9DW 9DW 9DW 8DW 8DW 7DW 7DW 7DW 7DW
158-160 9DW 8DW 8DW 8DW 8DW 8DW 7DW 7CW 7CW 7CW
155-157 9DW 8DW 8CW 8CW 7CW 7CW 7CW 7CW 7CW 7CW
152-154 9CW 8CW 8CW 8CW 7CW 7CW 6CW 6CW 6CW 6CW
149-151 9CW 8CW 8CW 8CW 7CW 7CW 6CW 6CW 6CW 6CW
146-148 8CW 8CW 8CW 8CW 7CW 7CW 6CW 6CW 6CW 6CW
143-145 8CW 7CW 7CW 7CW 7CW 7CW 6CW 6CW 6CW 6CW
140-142 8CW 7CW 7CW 7CW 6CW 6CW 6CW 6CW 6BW 6BW
137-139 8CW 7CW 7CW 7CW 6CW 6BW 6BW 6BW 6BW 6BW
134-136 8CW 7CW 7CW 7BW 6BW 6BW 5BW 5BW 5BW 5BW
131-133 7BW 7BW 7BW 7BW 6BW 6BW 5BW 5BW 5BW 5BW
128-130 7BW 6BW 6BW 6BW 6BW 6BW 5BW 5BW 5BW 5BW
125-127 7BW 6BW 6BW 6BW 6BW 6BW 5BW 5BW 5BW 5BW
122-124 7BW 6BW 6BW 6BW 5BW 5BW 5BW 5BW 5AW 5AW
119-121 6BW 6BW 6BW 6BW 5BW 5BW 5AW 5AW 5AW 5AW
116-118 6BW 6BW 6BW 6BW 5AW 5AW 4AW 4AW 4AW 4AW
113-115 6BW 5BW 5BW 5AW 5AW 5AW 4AW 4AW 4AW 4AW
110-112 6BW 5BW 5AW 5AW 5AW 5AW 4AW 4AW 4AW 4AW
Criticals: Sweeps & Throws(W) 107-109 6AW 5AW 5AW 5AW 4AW 4AW 4AW 4AW 4AW 4AW
104-106 5AW 5AW 5AW 5AW 4AW 4AW 4AW 4AW 4AW 4
Disarm modifier: -50 101-103 5AW 5AW 5AW 5AW 4AW 4AW 4AW 4AW 4 4
Subdual modifier: -100 98-100 5AW 4AW 4AW 4AW 4AW 4AW 3 3 3 3
95-97 5AW 4AW 4AW 4AW 4AW 4 3 3 3 3
92-94 4AW 4AW 4AW 4AW 4 4 3 3 3 3
89-91 4AW 4AW 4AW 4 3 3 3 3 3 3
Fumble

86-88 4AW 4AW 4 4 3 3 3 3 3 3


Size

83-85 4AW 3AW 3 3 3 3 3 3 3 3


Unarmed 80-82 4 3 3 3 3 3 2 2 2 2
Unarmed Sweeps +0 2 77-79 3 3 3 3 3 3 2 2 2 2
74-76 3 3 3 3 2 2 2 2 2 2
71-73 3 3 3 3 2 2 2 2 2 2
68-70 3 2 2 2 2 2 2 2 2 2
65-67 2 2 2 2 2 2 2 2 2 2

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 8CW 8CW 8CW 8CW 7CW 7CW 6CW 6CW 6CW 6CW 173-175 17EW 15EW 15EW 15EW 14EW 14EW 12EW 12EW 12EW 12EW
170-172 8CW 7CW 7CW 7CW 6CW 6CW 5CW 5CW 5CW 5CW 170-172 15EW 14EW 14EW 14EW 12EW 12EW 11EW 11EW 11EW 11EW
167-169 8CW 7CW 7CW 7CW 6CW 6CW 5CW 5CW 5CW 5CW 167-169 15EW 14EW 14EW 14EW 12EW 12EW 11EW 11EW 11EW 11EW
164-166 8CW 7CW 7CW 7CW 6CW 6CW 5CW 5CW 5CW 5CW 164-166 15EW 14EW 14EW 14EW 12EW 12EW 11EW 11EW 11EW 11EW
161-163 8CW 7CW 7CW 7CW 6CW 6CW 5CW 5CW 5CW 5CW 161-163 15EW 14EW 14EW 14EW 12EW 12EW 11EW 11EW 11EW 11EW
158-160 7CW 6CW 6CW 6CW 6CW 6CW 5CW 5BW 5BW 5BW 158-160 14EW 12EW 12EW 12EW 12EW 12EW 11EW 11DW 11DW 11DW
155-157 7CW 6CW 6BW 6BW 5BW 5BW 5BW 5BW 5BW 5BW 155-157 14EW 12EW 12DW 12DW 11DW 11DW 11DW 11DW 11DW 11DW
152-154 7BW 6BW 6BW 6BW 5BW 5BW 5BW 5BW 5BW 5BW 152-154 14DW 12DW 12DW 12DW 11DW 11DW 9DW 9DW 9DW 9DW
149-151 7BW 6BW 6BW 6BW 5BW 5BW 5BW 5BW 5BW 5BW 149-151 14DW 12DW 12DW 12DW 11DW 11DW 9DW 9DW 9DW 9DW
146-148 6BW 6BW 6BW 6BW 5BW 5BW 5BW 5BW 5BW 5BW 146-148 12DW 12DW 12DW 12DW 11DW 11DW 9DW 9DW 9DW 9DW
143-145 6BW 5BW 5BW 5BW 5BW 5BW 5BW 5BW 5BW 5BW 143-145 12DW 11DW 11DW 11DW 11DW 11DW 9DW 9DW 9DW 9DW
140-142 6BW 5BW 5BW 5BW 5BW 5BW 5BW 5BW 5AW 5AW 140-142 12DW 11DW 11DW 11DW 9DW 9DW 9DW 9DW 9CW 9CW
137-139 6BW 5BW 5BW 5BW 5BW 5AW 5AW 5AW 5AW 5AW 137-139 12DW 11DW 11DW 11DW 9DW 9CW 9CW 9CW 9CW 9CW
134-136 6BW 5BW 5BW 5AW 5AW 5AW 4AW 4AW 4AW 4AW 134-136 12DW 11DW 11DW 11CW 9CW 9CW 8CW 8CW 8CW 8CW
131-133 5AW 5AW 5AW 5AW 5AW 5AW 4AW 4AW 4AW 4AW 131-133 11CW 11CW 11CW 11CW 9CW 9CW 8CW 8CW 8CW 8CW
128-130 5AW 5AW 5AW 5AW 5AW 5AW 4AW 4AW 4AW 4AW 128-130 11CW 9CW 9CW 9CW 9CW 9CW 8CW 8CW 8CW 8CW
125-127 5AW 5AW 5AW 5AW 5AW 5AW 4AW 4AW 4AW 4AW 125-127 11CW 9CW 9CW 9CW 9CW 9CW 8CW 8CW 8CW 8CW
122-124 5AW 5AW 5AW 5AW 4AW 4AW 4AW 4AW 4ZW 4ZW 122-124 11CW 9CW 9CW 9CW 8CW 8CW 8CW 8CW 8BW 8BW
119-121 5AW 5AW 5AW 5AW 4AW 4AW 4ZW 4ZW 4ZW 4ZW 119-121 9CW 9CW 9CW 9CW 8CW 8CW 8BW 8BW 8BW 8BW
116-118 5AW 5AW 5AW 5AW 4ZW 4ZW 3ZW 3ZW 3ZW 3ZW 116-118 9CW 9CW 9CW 9CW 8BW 8BW 6BW 6BW 6BW 6BW
113-115 5AW 4AW 4AW 4ZW 4ZW 4ZW 3ZW 3ZW 3ZW 3ZW 113-115 9CW 8CW 8CW 8BW 8BW 8BW 6BW 6BW 6BW 6BW
110-112 5AW 4AW 4ZW 4ZW 4ZW 4ZW 3ZW 3ZW 3ZW 3ZW 110-112 9CW 8CW 8BW 8BW 8BW 8BW 6BW 6BW 6BW 6BW
107-109 5ZW 4ZW 4ZW 4ZW 3ZW 3ZW 3ZW 3ZW 3ZW 3ZW 107-109 9BW 8BW 8BW 8BW 6BW 6BW 6BW 6BW 6BW 6BW
104-106 4ZW 4ZW 4ZW 4ZW 3ZW 3ZW 3ZW 3ZW 3ZW 3 104-106 8BW 8BW 8BW 8BW 6BW 6BW 6BW 6BW 6BW 6
101-103 4ZW 4ZW 4ZW 4ZW 3ZW 3ZW 3ZW 3ZW 3 3 101-103 8BW 8BW 8BW 8BW 6BW 6BW 6BW 6BW 6 6
98-100 4ZW 3ZW 3ZW 3ZW 3ZW 3ZW 2 2 2 2 98-100 8BW 6BW 6BW 6BW 6BW 6BW 5 5 5 5
95-97 4ZW 3ZW 3ZW 3ZW 3ZW 3 2 2 2 2 95-97 8BW 6BW 6BW 6BW 6BW 6 5 5 5 5
92-94 3ZW 3ZW 3ZW 3ZW 3 3 2 2 2 2 92-94 6BW 6BW 6BW 6BW 6 6 5 5 5 5
89-91 3ZW 3ZW 3ZW 3 2 2 2 2 2 2 89-91 6BW 6BW 6BW 6 5 5 5 5 5 5
86-88 3ZW 3ZW 3 3 2 2 2 2 2 2 86-88 6BW 6BW 6 6 5 5 5 5 5 5
83-85 3ZW 2ZW 2 2 2 2 2 2 2 2 83-85 6BW 5BW 5 5 5 5 5 5 5 5
80-82 3 2 2 2 2 2 2 2 2 2 80-82 6 5 5 5 5 5 3 3 3 3
77-79 2 2 2 2 2 2 2 2 2 2 77-79 5 5 5 5 5 5 3 3 3 3
74-76 2 2 2 2 2 2 2 2 2 2 74-76 5 5 5 5 3 3 3 3 3 3
71-73 2 2 2 2 2 2 2 2 2 2 71-73 5 5 5 5 3 3 3 3 3 3
68-70 2 2 2 2 2 2 2 2 2 2 68-70 5 3 3 3 3 3 3 3 3 3
65-67 2 2 2 2 2 2 2 2 2 2 65-67 3 3 3 3 3 3 3 3 3 3

220
War Hammer Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 28FK 27FK 25EK 24EK 21EK 19EK 19EK 18EK 15DK 13DK
170-172 27FK 26FK 24EK 23EK 20EK 18EK 18EK 17EK 14DK 12DK
167-169 26FK 25FK 23EK 22EK 20EK 18EK 18EK 17EK 14DK 12DK
164-166 26FK 25FK 23EK 22EK 19EK 17EK 17EK 16EK 14DK 12CK
161-163 25FK 24FK 22EK 21EK 19EK 17EK 17EK 16EK 13CK 11CK
158-160 24EK 24EK 22EK 21EK 18DK 16DK 16DK 16DK 13CK 11CK
155-157 24EK 23EK 21DK 20DK 18DK 16DK 16DK 15DK 13CP 11CP
152-154 23EK 22EK 21DK 20DK 17DK 16DK 16DK 15DK 12CK 11BK
149-151 23EK 22EK 20DK 19DK 17DK 15DK 15DK 14DK 12BP 10BP
146-148 22EK 21EK 20DK 19DK 16DK 15CK 15CK 14CK 12BK 10BK
143-145 21EK 21EK 19DK 18DK 16CK 14CP 14CP 14CP 11BP 10BP
140-142 21DK 20DK 18DK 18CK 15CK 14CK 14CK 13CK 11BK 9AK
137-139 20DK 19DK 18CK 17CK 15CP 14CP 14CP 13CP 11BP 9AK
134-136 20DK 19DK 17CK 17CK 15CK 13CK 13BK 12BK 10AK 9AK
131-133 19DK 18DK 17CK 16CP 14CP 13BP 13BP 12BP 10AK 9AK
128-130 18DK 18DK 16CK 16CK 14BK 12BK 12BK 12BK 10AK 8
125-127 18DK 17DK 16CP 15BP 13BP 12BP 12BP 11BP 9AK 8
122-124 17CK 16CK 15BK 15BK 13BK 11BK 11BK 11AK 9AK 8
Criticals: Krush(K), Puncture(P) 119-121 16CK 16CP 15BP 14BP 12BP 11AP 11AK 10AK 9 7
116-118 16CK 15CK 14BK 14BK 12BK 11AK 11AK 10AK 8 7
Disarm modifier: -50 113-115 15CP 15CP 14BP 13BP 11AP 10AK 10AK 10AK 8 7
Subdual modifier: -50 110-112 15CK 14CK 13BK 12BK 11AK 10AK 10AK 9 8 7
107-109 14CP 14CP 12BP 12AP 10AK 9 9 9 7 6
104-106 13BK 13BK 12AK 11AK 10AK 9 9 8 7 6
Strength

101-103 13BP 12BP 11AP 11AP 9 9 9 8 7 6


Fumble
Length

Weight

98-100 12BK 12BK 11AK 10AK 9 8 8 8 6 5


Size

95-97 12BP 11BP 10AP 10AK 9 8 8 7 6 5


Hafted 92-94 11BK 11AK 10AK 9 8 7 7 7 6 5
War Hammer +0 3' 65 3.5 4 89-91 10AP 10AP 9 9 8 7 7 6 5 5
Greater Hafted 86-88 10AK 9AK 9 8 7 6 6 6 5 4
War Mattock (2H) +1 4.5' 55 6 6 83-85 9AP 9 8 8 7 6 6 6 5 4
Pole Arm 80-82 9 8 8 7 6 6 6 5 4 4
Poleaxe (2H) +1 6' 60 5 8 77-79 8 8 7 7 6 5 5 5 4 3
74-76 7 7 6 6 5 5 5 5 4 3
71-73 7 6 6 6 5 4 4 4 3 3
68-70
65-67

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 21EK 20EK 19DK 18DK 16DK 14DK 14DK 14DK 11CK 10CK 173-175 42GK 41GK 38FK 36FK 32FK 29FK 29FK 27FK 23EK 20EK
170-172 20EK 20EK 18DK 17DK 15DK 14DK 14DK 13DK 11CK 9CK 170-172 41GK 39GK 36FK 35FK 30FK 27FK 27FK 26FK 21EK 18EK
167-169 20EK 19EK 17DK 17DK 15DK 14DK 14DK 13DK 11CK 9CK 167-169 39GK 38GK 35FK 33FK 30FK 27FK 27FK 26FK 21EK 18EK
164-166 20EK 19EK 17DK 17DK 14DK 13DK 13DK 12DK 11CK 9BK 164-166 39GK 38GK 35FK 33FK 29FK 26FK 26FK 24FK 21EK 18DK
161-163 19EK 18EK 17DK 16DK 14DK 13DK 13DK 12DK 10BK 8BK 161-163 38GK 36GK 33FK 32FK 29FK 26FK 26FK 24FK 20DK 17DK
158-160 18DK 18DK 17DK 16DK 14CK 12CK 12CK 12CK 10BK 8BK 158-160 36FK 36FK 33FK 32FK 27EK 24EK 24EK 24EK 20DK 17DK
155-157 18DK 17DK 16CK 15CK 14CK 12CK 12CK 11CK 10BP 8BP 155-157 36FK 35FK 32EK 30EK 27EK 24EK 24EK 23EK 20DP 17DP
152-154 17DK 17DK 16CK 15CK 13CK 12CK 12CK 11CK 9BK 8AK 152-154 35FK 33FK 32EK 30EK 26EK 24EK 24EK 23EK 18DK 17CK
149-151 17DK 17DK 15CK 14CK 13CK 11CK 11CK 11CK 9AP 8AP 149-151 35FK 33FK 30EK 29EK 26EK 23EK 23EK 21EK 18CP 15CP
146-148 17DK 16DK 15CK 14CK 12CK 11BK 11BK 11BK 9AK 8AK 146-148 33FK 32FK 30EK 29EK 24EK 23DK 23DK 21DK 18CK 15CK
143-145 16DK 16DK 14CK 14CK 12BK 11BP 11BP 11BP 8AP 8AP 143-145 32FK 32FK 29EK 27EK 24DK 21DP 21DP 21DP 17CP 15CP
140-142 16CK 15CK 14CK 14BK 11BK 11BK 11BK 10BK 8AK 7ZK 140-142 32EK 30EK 27EK 27DK 23DK 21DK 21DK 20DK 17CK 14BK
137-139 15CK 14CK 14BK 13BK 11BP 11BP 11BP 10BP 8AP 7ZK 137-139 30EK 29EK 27DK 26DK 23DP 21DP 21DP 20DP 17CP 14BK
134-136 15CK 14CK 13BK 13BK 11BK 10BK 10AK 9AK 8ZK 7ZK 134-136 30EK 29EK 26DK 26DK 23DK 20DK 20CK 18CK 15BK 14BK
131-133 14CK 14CK 13BK 12BP 11BP 10AP 10AP 9AP 8ZK 7ZK 131-133 29EK 27EK 26DK 24DP 21DP 20CP 20CP 18CP 15BK 14BK
128-130 14CK 14CK 12BK 12BK 11AK 9AK 9AK 9AK 8ZK 6 128-130 27EK 27EK 24DK 24DK 21CK 18CK 18CK 18CK 15BK 12
125-127 14CK 13CK 12BP 11AP 10AP 9AP 9AP 8AP 7ZK 6 125-127 27EK 26EK 24DP 23CP 20CP 18CP 18CP 17CP 14BK 12
122-124 13BK 12BK 11AK 11AK 10AK 8AK 8AK 8ZK 7ZK 6 122-124 26DK 24DK 23CK 23CK 20CK 17CK 17CK 17BK 14BK 12
119-121 12BK 12BP 11AP 11AP 9AP 8ZP 8ZK 8ZK 7 5 119-121 24DK 24DP 23CP 21CP 18CP 17BP 17BK 15BK 14 11
116-118 12BK 11BK 11AK 11AK 9AK 8ZK 8ZK 8ZK 6 5 116-118 24DK 23DK 21CK 21CK 18CK 17BK 17BK 15BK 12 11
113-115 11BP 11BP 11AP 10AP 8ZP 8ZK 8ZK 8ZK 6 5 113-115 23DP 23DP 21CP 20CP 17BP 15BK 15BK 15BK 12 11
110-112 11BK 11BK 10AK 9AK 8ZK 8ZK 8ZK 7 6 5 110-112 23DK 21DK 20CK 18CK 17BK 15BK 15BK 14 12 11
107-109 11BP 11BP 9AP 9ZP 8ZK 7 7 7 5 5 107-109 21DP 21DP 18CP 18BP 15BK 14 14 14 11 9
104-106 10AK 10AK 9ZK 8ZK 8ZK 7 7 6 5 5 104-106 20CK 20CK 18BK 17BK 15BK 14 14 12 11 9
101-103 10AP 9AP 8ZP 8ZP 7 7 7 6 5 5 101-103 20CP 18CP 17BP 17BP 14 14 14 12 11 9
98-100 9AK 9AK 8ZK 8ZK 7 6 6 6 5 4 98-100 18CK 18CK 17BK 15BK 14 12 12 12 9 8
95-97 9AP 8AP 8ZP 8ZK 7 6 6 5 5 4 95-97 18CP 17CP 15BP 15BK 14 12 12 11 9 8
92-94 8AK 8ZK 8ZK 7 6 5 5 5 5 4 92-94 17CK 17BK 15BK 14 12 11 11 11 9 8
89-91 8ZP 8ZP 7 7 6 5 5 5 4 4 89-91 15BP 15BP 14 14 12 11 11 9 8 8
86-88 8ZK 7ZK 7 6 5 5 5 5 4 3 86-88 15BK 14BK 14 12 11 9 9 9 8 6
83-85 7ZP 7 6 6 5 5 5 5 4 3 83-85 14BP 14 12 12 11 9 9 9 8 6
80-82 7 6 6 5 5 5 5 4 3 3 80-82 14 12 12 11 9 9 9 8 6 6
77-79 6 6 5 5 5 4 4 4 3 2 77-79 12 12 11 11 9 8 8 8 6 5
74-76 5 5 5 5 4 4 4 4 3 2 74-76 11 11 9 9 8 8 8 8 6 5
71-73 5 5 5 5 4 3 3 3 2 2 71-73 11 9 9 9 8 6 6 6 5 5
68-70 68-70
65-67 65-67

221
Whip Medium
Roll 1 2 3 4 5 6 7 8 9 10
173-175 9CG 8CG 8CG 8CG 7CG 7CG 6BG 6BG 6BG 5BG
170-172 8CG 7CG 7CG 7CG 6CG 6CG 5BG 5BG 5BG 4BG
167-169 8CG 7CG 7CG 7CG 6CG 6CG 5BG 5BG 5BG 4BG
164-166 8CG 7CG 7CG 7CG 6CG 6CG 5BG 5BG 5BG 4BG
161-163 8CG 7CG 7CG 7CG 6CG 6CG 5BG 5BG 5BG 4BG
158-160 7CG 7CG 7CG 7CG 6CG 6BG 5AG 5AG 5AG 4AG
155-157 7CG 6CG 6BG 6BG 6BG 6BG 5AG 5AG 5AG 4AG
152-154 7BG 6BG 6BG 6BG 5BG 5BG 5AG 5AG 5AG 4AG
149-151 7BG 6BG 6BG 6BG 5BG 5BG 4AG 4AS 4AS 4AS
146-148 7BG 6BG 6BG 6BG 5BG 5BG 4AG 4AG 4AG 3AG
143-145 6BG 6BG 6BG 6BG 5BG 5AS 4AS 4AS 4AS 3AS
140-142 6BG 5BG 5BG 5BG 5AG 5AG 4AG 4AG 4AG 3AG
137-139 6BG 5BG 5AG 5AG 5AS 5AS 4AS 4AS 4AS 3AS
134-136 6AG 5AG 5AG 5AG 4AG 4AG 4AG 4AG 4AG 3AG
131-133 6AG 5AG 5AS 5AS 4AS 4AS 4AS 4AS 4AS 3AG
128-130 5AG 5AG 5AG 5AG 4AG 4AG 3AG 3AG 3AG 3AG
125-127 5AS 4AS 4AS 4AS 4AS 4AS 3AS 3AG 3AG 3AG
122-124 5AG 4AG 4AG 4AG 4AG 4AG 3AG 3AG 3AG 2
119-121 5AS 4AS 4AS 4AS 4AS 4AG 3AG 3 3 2
116-118 4AG 4AG 4AG 4AG 3AG 3AG 3 3 3 2
113-115 4AS 4AS 4AS 4AS 3AG 3 3 3 3 2
110-112 4AG 4AG 4AG 4AG 3 3 3 3 3 2
Criticals: Grappling(G), Slash(S) 107-109 4AS 3AS 3AS 3AG 3 3 2 2 2 2
104-106 4AG 3AG 3AG 3 3 3 2 2 2 2
Disarm modifier: -50 101-103 3AS 3AG 3 3 3 3 2 2 2 2
Subdual modifier: -75 98-100 3 3 3 3 2 2 2 2 2 2
95-97 3 3 3 3 2 2 2 2 2 1
92-94 3 2 2 2 2 2 2 2 2 1
Strength

89-91 3 2 2 2 2 2 2 2 2 1
Fumble
Length

Weight

86-88 2 2 2 2 2 2 1 1 1 1
Size

83-85 2 2 2 2 2 2 1 1 1 1
Exotic 80-82 2 2 2 2 1 1 1 1 1 1
Whip +0 7.5' 40 3 7 77-79
74-76
71-73
68-70
65-67

Small Big
Roll 1 2 3 4 5 6 7 8 9 10 Roll 1 2 3 4 5 6 7 8 9 10
173-175 7BG 6BG 6BG 6BG 5BG 5BG 5AG 5AG 5AG 4AG 173-175 14DG 12DG 12DG 12DG 11DG 11DG 9CG 9CG 9CG 8CG
170-172 6BG 5BG 5BG 5BG 5BG 5BG 4AG 4AG 4AG 3AG 170-172 12DG 11DG 11DG 11DG 9DG 9DG 8CG 8CG 8CG 6CG
167-169 6BG 5BG 5BG 5BG 5BG 5BG 4AG 4AG 4AG 3AG 167-169 12DG 11DG 11DG 11DG 9DG 9DG 8CG 8CG 8CG 6CG
164-166 6BG 5BG 5BG 5BG 5BG 5BG 4AG 4AG 4AG 3AG 164-166 12DG 11DG 11DG 11DG 9DG 9DG 8CG 8CG 8CG 6CG
161-163 6BG 5BG 5BG 5BG 5BG 5BG 4AG 4AG 4AG 3AG 161-163 12DG 11DG 11DG 11DG 9DG 9DG 8CG 8CG 8CG 6CG
158-160 5BG 5BG 5BG 5BG 5BG 5AG 4ZG 4ZG 4ZG 3ZG 158-160 11DG 11DG 11DG 11DG 9DG 9CG 8BG 8BG 8BG 6BG
155-157 5BG 5BG 5AG 5AG 5AG 5AG 4ZG 4ZG 4ZG 3ZG 155-157 11DG 9DG 9CG 9CG 9CG 9CG 8BG 8BG 8BG 6BG
152-154 5AG 5AG 5AG 5AG 4AG 4AG 4ZG 4ZG 4ZG 3ZG 152-154 11CG 9CG 9CG 9CG 8CG 8CG 8BG 8BG 8BG 6BG
149-151 5AG 5AG 5AG 5AG 4AG 4AG 3ZG 3ZS 3ZS 3ZS 149-151 11CG 9CG 9CG 9CG 8CG 8CG 6BG 6BS 6BS 6BS
146-148 5AG 5AG 5AG 5AG 4AG 4AG 3ZG 3ZG 3ZG 2ZG 146-148 11CG 9CG 9CG 9CG 8CG 8CG 6BG 6BG 6BG 5BG
143-145 5AG 5AG 5AG 5AG 4AG 4ZS 3ZS 3ZS 3ZS 2ZS 143-145 9CG 9CG 9CG 9CG 8CG 8BS 6BS 6BS 6BS 5BS
140-142 5AG 4AG 4AG 4AG 4ZG 4ZG 3ZG 3ZG 3ZG 2ZG 140-142 9CG 8CG 8CG 8CG 8BG 8BG 6BG 6BG 6BG 5BG
137-139 5AG 4AG 4ZG 4ZG 4ZS 4ZS 3ZS 3ZS 3ZS 2ZS 137-139 9CG 8CG 8BG 8BG 8BS 8BS 6BS 6BS 6BS 5BS
134-136 5ZG 4ZG 4ZG 4ZG 3ZG 3ZG 3ZG 3ZG 3ZG 2ZG 134-136 9BG 8BG 8BG 8BG 6BG 6BG 6BG 6BG 6BG 5BG
131-133 5ZG 4ZG 4ZS 4ZS 3ZS 3ZS 3ZS 3ZS 3ZS 2ZG 131-133 9BG 8BG 8BS 8BS 6BS 6BS 6BS 6BS 6BS 5BG
128-130 4ZG 4ZG 4ZG 4ZG 3ZG 3ZG 2ZG 2ZG 2ZG 2ZG 128-130 8BG 8BG 8BG 8BG 6BG 6BG 5BG 5BG 5BG 5BG
125-127 4ZS 3ZS 3ZS 3ZS 3ZS 3ZS 2ZS 2ZG 2ZG 2ZG 125-127 8BS 6BS 6BS 6BS 6BS 6BS 5BS 5BG 5BG 5BG
122-124 4ZG 3ZG 3ZG 3ZG 3ZG 3ZG 2ZG 2ZG 2ZG 2 122-124 8BG 6BG 6BG 6BG 6BG 6BG 5BG 5BG 5BG 3
119-121 4ZS 3ZS 3ZS 3ZS 3ZS 3ZG 2ZG 2 2 2 119-121 8BS 6BS 6BS 6BS 6BS 6BG 5BG 5 5 3
116-118 3ZG 3ZG 3ZG 3ZG 2ZG 2ZG 2 2 2 2 116-118 6BG 6BG 6BG 6BG 5BG 5BG 5 5 5 3
113-115 3ZS 3ZS 3ZS 3ZS 2ZG 2 2 2 2 2 113-115 6BS 6BS 6BS 6BS 5BG 5 5 5 5 3
110-112 3ZG 3ZG 3ZG 3ZG 2 2 2 2 2 2 110-112 6BG 6BG 6BG 6BG 5 5 5 5 5 3
107-109 3ZS 2ZS 2ZS 2ZG 2 2 2 2 2 2 107-109 6BS 5BS 5BS 5BG 5 5 3 3 3 3
104-106 3ZG 2ZG 2ZG 2 2 2 2 2 2 2 104-106 6BG 5BG 5BG 5 5 5 3 3 3 3
101-103 2ZS 2ZG 2 2 2 2 2 2 2 2 101-103 5BS 5BG 5 5 5 5 3 3 3 3
98-100 2 2 2 2 2 2 2 2 2 2 98-100 5 5 5 5 3 3 3 3 3 3
95-97 2 2 2 2 2 2 2 2 2 1 95-97 5 5 5 5 3 3 3 3 3 2
92-94 2 2 2 2 2 2 2 2 2 1 92-94 5 3 3 3 3 3 3 3 3 2
89-91 2 2 2 2 2 2 2 2 2 1 89-91 5 3 3 3 3 3 3 3 3 2
86-88 2 2 2 2 2 2 1 1 1 1 86-88 3 3 3 3 3 3 2 2 2 2
83-85 2 2 2 2 2 2 1 1 1 1 83-85 3 3 3 3 3 3 2 2 2 2
80-82 2 2 2 2 1 1 1 1 1 1 80-82 3 3 3 3 2 2 2 2 2 2
77-79 77-79
74-76 74-76
71-73 71-73
68-70 68-70
65-67 65-67

222
Chapter 11: ROLEMASTER
UNIFIED

Arms Law

Critical Tables
223
1 1 . C r itic al Tables
Most critical effects are summarized with symbols • Holy: Weapons or spells from a divine source, such
below the description. Any number before the symbol as from a godly being or from someone channeling
indicates the duration (in rounds unless otherwise the power of a godly being, may cause holy crit-
noted), while any number after the symbol indicates icals. Holy weapons usually inflict holy criticals
severity (e.g., hits, penalty, distance). For details, see in addition to the normal type from the weapon
Section 9.8. itself.
O+X: Additional X hits of damage • Impact: Blunt force that covers large areas of the
X: Bleeding, at X hits every round body, such as a falling block, a fall, or ram attack,
cause impact criticals.
(-X): Fatigue penalty of X
• Krush: Blunt crushing weapons like maces and
 or (-X): Breakage roll at –X (if given)
clubs cause krush criticals. (Krush criticals are
-X or T(-X): Injury penalty of X for T time period abbreviated as K on the attack tables to avoid con-
T  [-25/-50/-75]: Stunned at the given penalty for fusion with C severity criticals.)
T rounds or timespan. • Puncture: Piercing attacks come from pointed
 or (X) : Staggered (loses 1 AP or X, if given) weapons like arrows, stabbing blades like dag-
 X': Knocked back distance of X' gers, or from natural weaponry like stingers.
: Knocked prone/pushed to ground • Slash: Slashing criticals involve a sharp edge cut-
 X% : Grappled X% ting the target, and are most often used by blades
such as swords and axes.
: Target is dead or dying
• Steam: Heated water vapor can be scalding and in-
(X): Additional criticals of X severity flict serious burns, from either natural or enchant-
ed sources.
Critical Tables • Strikes: Unarmed attacks that focus on punching
Some critical tables represent common types of weap- and kicking are like crushing attacks causing
on strikes, some represent special types of attack, and bruising, stuns, and concussion damage, but rarely
others describe the effects of different types of energy breaking the skin except with the most serious of
or magic. The following critical tables are provided: blows. (Unarmed Strikes criticals are abbreviated
• Acid: Caustic or acidic attacks inflict acid criticals. as T on the attack tables.)
This may be from enchanted creatures that secrete • Sweeps: Unarmed attacks primarily using throws
or expel acid as a defense mechanism. and sweeping attacks are meant to redirect and
• Cold: Elemental cold attacks such as from spells or use the foe’s weight against him. These attacks
magical effects inflict cold criticals, and extreme unbalance the foe and can also cause serious blunt
cold conditions may do so as well. (The abbrevia- force damage through dropping the foe or impacts
tion for Cold criticals on the attack tables is O, to with objects or walls.
avoid confusion with C severity criticals.) • Subdual: While subdual attacks are always meant
• Electricity: Most often from enchanted attacks or to be non-lethal, death is still a possibility, as is
creatures, lightning criticals could also be inflicted serious permanent injury. Most injuries however
from electrical devices or natural lightning. (The tend to be temporary, such as fatigue, stunning, or
abbreviation for Electricity criticals is L, to avoid short duration penalties.
confusion with E severity criticals.) • Unbalance: Severe hits from melee attacks often
ROLEMASTER • Grapple: Grapple criticals are usually inflicted by will cause secondary criticals in addition to the
UNIFIED
unarmed attacks that focus on grabbing and hold- normal critical type. The force behind these blows

ing. They may also come from some weapons can seriously unbalance the foe causing him to fall
Arms Law
such as whips. or otherwise injure himself.
• Heat: Natural extreme fire and heat, as well as en-
chanted elemental heat attacks such as fire balls,
inflict heat criticals.
224
Acid Critical Strike Table
Roll A B C D E
Acid hits foe's head, but mostly
Ugly smoke rises from ruined hair,
It is but a sting upon the cheek. Chemical burns nip at foe's nose. drops away before doing much Minor acid burns cross foe's neck.
Head

1 but little real damage is done.


O+1 O+3 damage. O+7
O+4
O+2, (-25)
The damage is more psychological
Minor acid burning of the chest Diffuse splatter of acid causes
Chest

This is not impressive. Foe is lucky. This time. than physical, but there's some
2-3 leaves a lingering stinging. every item around the foe's chest to
O+2 O+4 chemical burning, too.
O+3, [-25] make a breakage check at +10.
O+1, [-25]
Abdomen

That's not what stomach acid Dilute mixture of the acid prevents Abdominal chemical burn Quick reflexes save foe from Chemical burn looks nasty, but is
4-5 usually means. foe's chemical castration. inconveniences foe. serious damage, leaves foe prone. minor.
O+3 [-25] O+3, (-10) ,  O+3, -5
Minor chemical burns torment It smells worse than it is, but spots Sizzling spot on foe's thigh is going
Ha! He flinched! Foe's knee smokes.
Leg

6 - 10 foe's leg. of acid burns speckle foe's leg. to leave a scar.


 O+3, [-25]
-5,  O+13,  O+9, -5
Foe's wrist suffers chemical Shoulder strike mars foe's Foe's arm is splashed with a cup of This is an example of why lab coats
Foe takes acid on the upper arm.
Arm

11 - 15 burning. complexion. causticity. were invented.


O+1, -5
O+6 O+4, -5,  O+9, [-25], (-50) O+13, [-25], , 
Acid gets in foe's eyes. Damage
Not the eyes! Not the eyes!... Wait. Foe's instinctive jerk away from Blood wells up from a spot where Acid gets in foe's ear; slight hearing
to eyes is minor, but it gives foe a
Head

16 - 20 It was indeed not the eyes. acid saves him from worse damage. foe used to have more neck. loss follows.
good scare.
O+3, [-25] O+2, [-25], ,  O+14, 1 -5, [-50]
-10, 2[-25]
Solid strike gets acid all over foe's
Somewhat nondescript acid damage Acid gets around. All items on foe's Nasty chemical burn runs down Foe is dropped more by surprise
Chest

torso. All equipment in that area


21 - 25 speckles foe's torso. torso make breakage checks at +10. foe's chest from the shoulder. than force.
makes a breakage check.
O+11 O+7 O+3, -10 O+13, 2[-25], , 
O+6, (-10), [-50]
You almost wince in sympathy as
Abdomen

Foe discovers the groin is no place Foe takes acid strike to the crotch.
Abdominal skin loss annoys foe. It burns! Oh, how it burns! acid rolls down foe's belly to the
26 - 35 to store caustic chemicals. Foe can never have children.
O+14 O+5, -5, [-50] groin.
O+7, [-50] O+10, -10, [-25]
O+12, [-75]
Foe's calf suffers minor chemical Acid eats into foe's knee, producing Foe proves allergic to corrosive Acid eats at foe's feet, seeping Ankle bone is partly exposed by
Leg

36 - 45 burn. serious chemical burn. liquids. Discoloration results. between the toes. nasty acid injury.
O+8, -5 O+15, -5,  O+1, -5, [-75] O+10, (-10), [-75],  O+12, -20, 
Acid damages foe's forearm and Foe's hand has trouble opening and
Acid nibbles at foe's fingertips. Foe's arm sprinkled in acid spray. Flesh of foe's shoulder bubbles.
Arm

46 - 55 elbow. closing after skin blisters.


O+7, -5, [-25] O+23, (-10), [-25] O+19, -20, [-25], 
-10, [-50], [-25], (-25) O+20, -15, [-25]
Foe's upper arm and shoulder are Foe's arm is streaked with smoking
Foe tries to shield himself with his Acid gnaws foe's knuckles. Foe Serious acid burns all along foe's
blackened and disfigured. Damaged rivulets of corrosion. All items on
Arm

56 - 65 arm, arm takes damage. drops anything in hand. arm create a painful inconvenience.
skin cracks and oozes blood. that arm make a breakage check.
O+22, ,  O+10, -10,  O+19, -15, 
O+13, 1, -20, , (-25) O+10, 1, -15, [-75]
The smoldering ruin of foe's lower Attacking acid mixes with stomach
Spray of acid burns foe's midsec-
Abdomen

Acrid smoke rising from foe's groin Foe's hips are marred by chemical torso spasms for 8 rounds, before acid as foe's abdomen lies open.
tion, makes every item on foe's
66 gives enemy morale a -20. burns. splitting to spill foe's innards, Foe takes 18 rounds to die; moans
torso make a breakage check at -30.
O+47, (-10), , ,  O+38, -15, [-75], 2[-25],  causing death. put enemies at -20 to morale.
O+16, -10, 2[-75]
, O+23, -65, , , (-25) , O+7, -60, 2[-75], , 
Severe damage to foot and
Painful damage to inner thigh Foe's foot is covered in blistered Terrible acid damage to upper leg
Burns up and down leg stagger foe. ankle drop foe, causes foe to drop
Leg

67 - 75 distracts foe. burns. and thigh hobbles foe.


O+31, [-50],  anything held.
O+2, -5, [-75] O+31, -15, [-25] O+33, -30, 
O+20, -20, , 
Smattering of acid blobs strikes foe. It seems you are a corrosive Chemical burning across foe's rib Damage is spread over foe's torso
Foe suffers serious damage around
Chest

All items on torso make breakage influence. Foe would have done cage may give him the nickname in irregular patches of corroded
76 - 80 shoulder, drops anything held.
checks at +10. better to avoid you. Crispy if he lives. flesh.
O+34, -10, [-75], (-25)
O+24, -5 O+21, -5, [-75], [-25] O+12, -20, [-75] O+20, -20, 2[-75]
Acid rolls down foe's face like tears Foe should have worn safety
Acid leaves foe with one ear look-
of fire. Striking visual gives +20 Acid gets up foe's nose. Foe cannot Foe goes bald the quick and painful goggles. Acid in eyes is a blinding
ing like it has been chewed on, side
Head

81 - 85 bonus to later attempts to relate or smell at all for the next two months. way. Scalp sizzles. surprise; blindness is permanent
of face blackened and blistered.
artistically depict this combat. O+23, 2[-50], ,  O+39, -20, [-75],  without replacement eyes.
O+33, -25, [-25]
O+20, -10,  O+4, -50, , 
Foe's forearm smokes with the Acid splatters from foe's shoulder Acid dissolves foe's arm to the
Grotesque chemical burns scar foe
reaction. Foe drops anything in the to fingers. All items on that arm Foe's arm is terribly burnt. bone. System shock kills foe in 16
Arm

86 - 90 above and below the elbow.


hand on that side. make breakage checks at +10. O+27, -25, 2[-75],  rounds.
O+34, -20, [-50]
O+8, -10, [-75], (-25) O+20, -25, [-75],  , O+3, -70, (-10), (-50)
Severe acid burns between Little is left of the leg except bone
Foe loses a toe as well as his Foe falls as the flesh peels from his Foe's legs below the knees are
ankle and knee leads foe to make and tendons. Muscles entirely
footing as acid dissolves flesh from ankle. Foe drops anything he was nothing but smoking twigs. Foe
Leg

91 - 95 completely inappropriate comment stripped away, the limb is useless.


his foot. holding. dies after six rounds of inactivity.
about your mother. Shock kills in five rounds.
O+21, -20, [-75], , ,  O+19, -20, 2[-75], , , (-25) , O+23, -60, (-10), [-75]
O+21, -20, [-50], ,  , O+11, -60, [-25], , , 
Acid eats through to foe's liver and Burning sensation strikes foe as
Acid strikes foe's groin, leaving
Acid leaves a ragged diagonal path open wound proves too much for acid opens midsection. Foe dies in
Abdomen

From hips to waist, foe is covered little but hipbone. Death from
of destruction across the abdomen foe's system to handle. Foe will die six rounds. All items around hips
96 - 97 in acid-burnt flesh. system shock is instanteous. Enemy
down to one hip. in eight rounds. make a breakage check.
O+43, -30, [-75] suffers -20 to morale.
O+42, -15, [-75],  , O+56, 2, -25, (-10), , O+24, 2, -35, (-20),
, O+17, -90, (-10)
[-75], ,  2[-75], , 
Foe's chest is opened to the ribs by Acid dissolves away flesh and
Foe will die in five rounds, as lungs Acid actually burns hole through
Searing pain accompanies searing acid, foe dies in six rounds, during burns through spine just below
Chest

burn with acid that has tunneled and into foe's heart. Time for last
98 - 99 of foe's flesh. which his only action can be a ribs. Foe is not only dead, but in
through to these delicate organs. rites.
O+20, -15, 2[-75], , , (-25) soliloquy. two pieces.
, O+11, -50, 3[-75], (-25) , O+43, -75, [-75], 
, O+12, 2, -60,  , O+21, -100, [-75], , 
Foe takes it on the chin. Acid
Foe is blinded as acid eats his eyes. Acid takes out foe's eyes on the Acid eats foe's head completely,
opens throat, kills in 4 rounds. Acid decapitates foe, head rolls
Acid in mouth and nose produce way to his brain. Foe dies instantly, dissolving even the skull. Headless
Acid drips off the head, causing 3d10 feet in a random direction
toxic byproducts that kill him in while you feel energized (lose up to body twitches and lashes out
Head

100 item in another location to make a while the neck stump fountains
six rounds. -20 in accumulated fatigue). (resolve as +0 OB attack on nearest
breakage check. blood.
, O+13, -30, (-20), , O+33, -50, 2[-75], [-25], ally), before dropping.
, O+63, -30, (-10), , O+15, 15, -100
2[-50], , ,  , ,  , O+46, -40, 3[-75], , , 
[-75], , 

O+X : X hits,  X: Bleed, X hits/rd,  (-X): Fatigue penalty,  (-X): Breakage roll, -X: Injury penalty, X  [-xx]: Stunned for X rounds @ xx, : Staggered,
 X': Knocked back, : Knocked down/prone, : Grappled X%, (X): Additional criticals, : Target is dying

225
Cold Critical Strike Table
Roll A B C D E
It isn't nice to hit someone in the face Small patch of foe's cheek goes numb with
Just mist. A cool breeze musses foe's hair. Your blast looks good, works poorly.
Head

1 with a snowball. frostbite.


O+1 O+3 O+4
O+1, [-25] [-25], 
Tiny patch of frost glistens on foe's Foe experiences just a nip of Like a jab in the chest by Jack Frost.
Chest

Mild chill fails to impress foe. Foe breaks out in goosebumps.


2-3 chest. frostbite. Frostbitten area is curiously circular.
O+2 O+8
O+4 O+6 (-10), [-25]
Abdomen

Foe gets a small frozen patch just Pelvic frostbite draws a gasp of shock
Better than nothing. Keep trying. Cold hits foe's groin. Foe shivers with the chill.
4-5 above the hip. from foe.
O+1,  (-10) O+10
O+3, (-10) O+13

Suddenly chill foot throws foe off Foe's lower leg pales where frostbite
Frostbite on the knee annoys foe. Small patch freezes above foe's knee. Foe now has a frostbitten toe.
Leg

6 - 10 his game. sets in.


O+3,  O+3, (-10) O+4, -5, [-25]
O+7, [-25] -5, (-10)
Foe flinches and stumbles from icy Cold along forearm surprises foe. Foe Foe jumps back as hand feels like ice. Skin on foe's wrist turns white with Upper arm takes the brunt, leaving foe with
Arm

11 - 15 touch on shoulder. drops anything held in the hand. Made him flinch! frostbite. a large patch of frostbite.
O+1,  O+1 O+1, , 10' O+15, (-10) -5, St[-50]
Frost gathers like a short beard under
Frost races across foe's head as scalp Cold bursts across foe's face, leaving lots of
Frost numbs one whole side of foe's one side of foe's jaw, hiding a patch
Ice cream headache!!! freezes. Bits of hair break off and small patches of frostbite. Numb senses give
Head

16 - 20 face. of frostbite. Foe cannot move jaw to


O+3, [-25] shatter on the floor. foe -50 to Perception for five rounds.
O+14 speak or bite for 3 rounds.
O+2, [-50],  O+3, -5, [-25], 
-5, [-25]
Painful patch of frostbite forms Blast of cold leaves a white frozen Skin flakes away from frostbite patch Cold triggers muscle spasm that squeezes air
Abdomen Chest

Sudden cold cracks one of foe's ribs.


21 - 25 over ribs. patch in the center of foe's chest. on foe's chest. from foe's lungs. Foe drops, fighting for air.
O+15, -5, [-25]
O+11 O+17 O+11, -5,  O+1, (-20), [-50], , 
Frostbitten patch of skin in groin Bitter cold to the groin freezes
Strike catches foe in the side below Foe shivers uncontrollably, dropping Cold causes muscle spasm that strains back,
hurts whenever foe moves legs. Foe patches of skin and sends a shiver up
26 - 35 ribs, freezing a patch of skin. anything in his hands. devastates foe.
is at half movement rate until healed. foe's spine.
O+2, -5,  O+7, (-10), [-50] O+10, -5, [-50], , 
O+2, (-10), [-25] O+16, -5, (-25)
Foe's lower leg sheathed in ice,
Ice grips foe's ankle, causing minor Whole top of foe's foot frostbitten
Mist rolls down foe's leg from a weight causes foe to stumble back for Cold temporarily leaves foe's legs numb
frostbite, but sending extraordinary and goes numb. Foot frost-welded to
Leg

36 - 45 frozen patch on his thigh. balance. Foe pulls muscle in back of and wobbly.
pain up a sensitive nerve. the ground for a moment.
O+10, (-75) knee. Ice falls off. O+14, (-20), [-75], [-25]
O+22, [-25] O+11, -10, 
O+18, -5, , 10', 
Cold grips foe's arm, sending a
Foe is frostbitten along back of Frostbite reaches fingers of cold deep sudden change in blood pressure and Chunks of frozen elbow fall off foe
Cold snaps foe's wrist. Pain is unbearable.
Arm

46 - 55 fingers, drops anything in that hand. into bicep. Foe recoils. stray nerve impulses that confuses exposing muscle.
O+6, -15, [-50], [-25], , 
O+2, -5 O+4, -5, , 10', (-25) foe's whole body. O+10, 1, -15, 2[-25]
O+14, (-10), [-50], , 
Cold along lower arm causes foe's
Foe's hand is gripped by cold.
muscle to twitch, tear slightly, and Upper arm takes frostbite from Frostbite now runs from foe's palm to a little
You give foe the cold shoulder. Speaking of grips, foe loses his on
Arm

56 - 65 send a massive signal through a pain shoulder to elbow. above the elbow.
O+14, , 10' anything in that hand.
nerve. O+17, -15, [-50], [-25] O+15, -15, (-20), [-75]
O+19, -5, [-50]
O+17, -5, [-50]

Cold bites deep, doing damage to Blast of cold to foe's groin leaves it Thick frost numbs foe's abdomen and Deep striking cold bursts foe's spleen. Chill overwhelms foe. Core temperature
Abdomen

foe's kidney. with massive frostbite. -20 to enemy groin. Foe collapses in shock. He is active for another 6 rounds, drops, causing biological shutdown (aka
66
O+22, -10, (-10), [-50], , morale. O+16, -25, (-40), [-75], [-50], before keeling over stone dead. death) after 10 rounds.
,  O+20, -20, 2[-50], [-25] ,  , O+7, -25, 2[-75], 4[-50] , O+17, -25, (-50), 10[-25], 
Large patch of skin frozen, affecting Foe's knee experiences major
Front half of foot frostbitten. Ice cold thighs suffer frostbite. Foe Frostbitten foot bleeds as skin splits open.
the thigh muscle directly in some frostbite. Foe is at half movement
Leg

67 - 75 Numbness costs foe his balance. shivers. Foe is at half movement rate until healed.
places. rate until healed.
O+11, -5, [-50], [-25], ,  O+29, -15, (-10),  O+10, 4, -15, [-50], , 
O+12, -10, [-25] O+10, -30
Cold wreathes foe's chest, forcing air Ice covers foe's chest, causes not only Cold punches into chest, burning skin and
Death's icy fingers claw at foe's
Chest

Frostbite sears foe's chest. from foe's lungs. Foe drops, gasping frostbite but driving the air from his down into lung. Foe coughs up mist a few
76 - 80 breast. Frostbite lingers.
O+14, -10, (-10), [-25] for breath. lungs. O +20 to friendly morale. times. Foe is at -25 to Fatigue checks.
O+10, -20, [-75], 
O+19, (-30), [-50], , ,  O+13, -20, (-10), [-50], ,  O+26, -20, (-10), [-75], (-25)
Foe's ear grows white as frostbite
Foe's head is dusted with frost. Nose Foe suffers frostbite to the side Frostbite along whole side of face Foe's whole head caught out in the cold,
gnaws at it like a hungry winter
suffers frostbite, while the brain is a of head, parts of the ear break off damages eye. Foe blind on that side frostbite on ears, chin and nose. Foe's
Head

81 - 85 wolf of living cold described by a


bit overwhelmed. and fall. until healed. Skin on cheek splits. numbed Perception is at -50 for six rounds.
frustrated novelist.
O+10, -5, (-20), [-75], [-50] O+18, -20, 2[-50] O+11, 2, -35, [-25] O+24, -30, (-10), [-75]
O+10, -15, 2[-25], 
Foe's whole arm locks up, then bends Cold leaves frostbite up and down
Foe raises arm to shield his face from Frostbite reaches from foe's hand to
again at the elbow with a pop of foe's arm; shock almost causes foe to Foe's arm is frozen and useless. Cold will
cold, backpedaling. Foe saves face, mid-forearm. Foe drops anything in
Arm

86 - 90 breaking frost and torn tendons. Foe pass out. Foe drops anything held in spread and stop heart in 6 rounds.
suffers frostbitten arm. his hand.
drops anything held in the hand. either hand. , O+4, -50, 2[-50], 4[-25]
O+12, -20, , 10' O+14, -10, (-10), [-75], [-50]
O+15, -30, [-75] O+32, -30, (-10), [-50], , 
Foe's leg is numb with cold, resulting
Foe's legs are engulfed in cold. Frost
Frostbite covers whole foot, but two in wrongly placed weight snapping Foe's leg is covered in ice, limiting foe to
Frostbite covers much of foe's crisscrosses foe's extremities. Core
toes are frozen through, and will need lower leg bone. Foe at half movement 10% movement. Foe will freeze to death in
Leg

91 - 95 lower leg. temperature drops. In 9 rounds,


to be amputated. rate until healed. 10 rounds.
O+11, -20, (-10), [-75],  foe dies.
O+13, -30, [-50], ,  -30, (-10), [-50], [-75], , , -30, (-30), 10[-25], (-75)
, O+3, -40, 6[-25], 3[-50]
, (-75)
Foe winded as stomach tightens
Frozen groins are always funny when Deep freeze to groin, reproductive Deep frost burns midsection, pelvis shatters
Abdomen

Frozen abdomen causes spasm, foe under oppressive cold. Core


they happen to someone else. +20 organs shatter (destroyed). Foe dies and both legs go limp. Foe spends 10 rounds
96 - 97 drops, breaks hip. temperature plummets; foe dies in
friendly morale. of shock in six rounds. of inactivity, dies from shock and cold.
O+12, -25, [-75], , ,  9 rounds.
O+13, -30, (-10), [-75], [-50] , O+4, -40, [-75], 5[-50] , -80, 
, O+1, (-40), 9[-50]
Cold is too diffuse to do much
Cold penetrates to lung, causes specific damage (touch of frostbite), Foe's heart is frozen solid, ice tearing apart
Foe freezes to death in six rounds of Foe's heart is frozen, stops. Foe dies
Chest

internal rupturing. Foe is at -25 to but core temperature drops lethally. the entire structure. Death is swift and
98 - 99 shivering misery. instantly. -20 enemy morale.
Fatigue checks until healed. Death in 10 rounds. gruesome (but out of sight).
, -10, (-40), 6[-75] , O+23, -75
O+12, -30, [-75],  , -10, (-10), 8[-50], 2[-25], , O+86, -75, , 

Foe's head freezes, leaking blood Foe's skull cracks and frozen brain peeks
Ice forms in blood vessels. Brain Foe chokes as saliva freezes, blocks Foe shudders, loses life as arteries in
before it too freezes. Foe is dead. -20 out. Gruesome death of foe gives -20 to
Head

100 starved. Foe dies in six rounds. throat. Foe dies in four rounds. neck shatter.
enemy morale. enemy morale.
, -20, 3[-75], 2[-50], [-25] , O+18, -20, (-40), 4[-75] , O+40, 10, -40, 2[-75], 
, O+78, 3, -50, 2[-75], ,  , 5, -125
O+X : X hits,  X: Bleed, X hits/rd,  (-X): Fatigue penalty,  (-X): Breakage roll, -X: Injury penalty, X  [-xx]: Stunned for X rounds @ xx, : Staggered,
 X': Knocked back, : Knocked down/prone, : Grappled X%, (X): Additional criticals, : Target is dying

226
Electricity Critical Strike Table
Roll A B C D E
Foe's hair stands on end as it takes Some sizzle and smell of ozone Electricity arcs across foe's skull, Skin along foe's cheek is burnt by arcing
Shockingly ineffective.
Head

1 a charge. around foe's head. and foe's body twitches. current.


O+4
O+1 O+3 O+1, [-25] O+2, (-10)
Foe's muscles twitch as small sparks Foe's heart skips a beat as current Spark catches foe in the side of the Blast catches foe mid-chest, unbalancing
Much light, little damage.
Chest

2-3 race across his chest. flows through chest. chest. him.
O+2
O+4 O+1,  O+3, (-10) [-25], 
Abdomen

Mild shock to groin does not seem Abdominal muscles twitch and Foe twitches as current flows into Foe's hairs all stand up as electricity enters
Arc to abdomen looks painful.
4-5 to please foe. dance. groin and down legs. foe's belly.
O+10
O+3 O+5 O+1, [-25],  O+13

An arc starts between foe's knees, Leg twitches madly as sparks run Mild burn results as current arcs through
Current flows down foe's leg. Power arcs into knee with a pop.
Leg

6 - 10 slides to the ground. down it. foot.


O+3,  O+8
2[-25],  O+10,  O+9, -5
Electricity running up and down
Zap to the shoulder makes foe Hit bicep and power surges up arm. Bolt strikes foe's arm. Foe staggers
foe's arm motivates falling back, Sparks arc up forearm, damaging nerves.
Arm

11 - 15 twitch. Foe drops anything held. back.


fails to do much harm. O+10, -5, [-25]
O+1, [-25] O+1 O+1, [-25], , 5'
O+1, , 10', (-25)
Arc jumps to the tip of foe's chin, Current arcs into hinge of jaw, Power arcs to top of head, setting Zap catches foe just under the chin, forcing
Sudden electrical surge across foe's
leaving a small burn as it passes on
causing some nerve damage to that hair on fire for a moment and out a grunting exhalation and leaving foe
Head

16 - 20 skull proves a distraction.


through foe's body. side of the face. burning scalp as foe spasms. out of breath.
O+3, [-50], [-25], 
O+8 O+4, -5 O+4, 2[-25],  (-10), [-75]
A thunderbolt to the torso reminds Blast to chest skips heart, but rattles
Skin on foe's chest burns a bit as arc Hard current to the side of the chest Foe struck just below shoulder and feels
foe he lives in a wondrous world of the nerves on its way down to the
Chest

21 - 25 rebounds to floor. causes hard spasms that crack rib. like Thor's bowling pin.
magical enchantments. feet.
O+11 O+6, -10, (-25) O+1, [-75], , 
O+12, [-25] O+3, (-10), [-50]
Abdomen

Foe buckles around zap to the gut as Power arcs into groin and down leg, Power drives deep into belly, Power rips across ribs, muscles tear Arc into groin and down leg causes nerve
26 - 35 power burns muscle internally. and foe's body spasms. knotting intestines up in spasms. as they clench ferociously. damage.
O+14 O+2, (-10), [-50] O+10, [-50], [-25] O+18, -5, , (-25) O+25, -10

Arc into foot. Muscle clenches and


Zap deep into thigh causes muscle Power arcs down foe's legs, causing Blasted ankle spasms, and foe Snap to hip sends spike of pain into foe as
reduces foe's movement pace to half
Leg

36 - 45 spasms. Foe loses 2 Action Points. a momentary loss of control. tumbles. it damages cartilage in joint.
normal until wound heals.
O+8 O+17, [-25],  O+10, [-50], 2[-25], ,  O+29, -10, 
O+1, -10, [-25]
Power enters upper arm, damaging Hand jerks into a claw so hard
Electricity enters the arm, but makes Power arcs into forearm, burning the Upper arm jerks as current enters it; nerves
muscle, and causing foe to drop tendons tear. Hand unusable for 10
Arm

46 - 55 the legs fold as it grounds. skin. Foe drops anything held. damaged, whole arm goes numb.
anything held. rounds.
2[-25], , ,  O+10, -5, [-50], ,  O+21, -20, 
O+3, -5, (-10), [-25] O+4, -5, (-10)
Foe is knocked down by arcing bolt
Power burns deep into shoulder,
Strike to wrist flows up arm, disrupt- Arcing power strikes arm, which to shoulder. Spectacle of blast deliv- Foe's hand is severely burnt by electrical
causing an uncontrolled jerk of the
Arm

56 - 65 ing nervous system. spasms and releases anything held. ers -20 penalty to enemy morale. energies.
whole arm. Foe drops anything held.
O+12, (-10), [-50], ,  O+19, [-75] O+2, [-75], [-50], [-25], O+30, -25
O+9, (-10), 
, 
Little visible damage shows from
Foe takes it right in the belly button. Thunderbolt to the groin is like Power arcs across foe's groin and stomach.
Abdomen

Zap to top of pelvis damages nerves shock to abdomen, but liver damage
Spasms tear muscles all around a kick from Zeus. The burns are Internal damage to intestines will catch up
66 en route to ground. causes foe to die at the end of the
midsection. terrible. to foe in 10 rounds, causing death.
O+13, -30, 2[-50],  6th round.
O+19, -15, [-75] O+41, -30, [-75], ,  , O+2, -15, (-10), 10[-50], , 
, O+7, -35, 6[-50]
Foe's knee buckles under assault Power drives into ankle and
Power sears toes on way to ground, Pain from leg strike causes foe to Foe's thighs become the target. Foe is
from savage arc. Foe drops anything down into foot. Tendons in ankle
Leg

67 - 75 two toes burned and blistered. turn own ankle, tear muscle. burned and thrown to the ground.
held, clutches at knee. damaged.
O+16, -5, [-75] O+20, -15, [-50], [-25], ,  O+23, -10, [-75], [-50], , , 
O+22,  O+21, -10, [-50], , 
Power arcs into one rib, boiling
Nerves are momentarily over- Center strike to sternum makes foe Strike catches foe in the armpit and Direct strike momentarily pauses foe's
marrow, rib breaks in two places.
whelmed as arc strikes foe's chest. dance with spasms, muscles tear on arcs down side, damaging muscles. heart, leaving that organ damaged. Foe at
Chest

76 - 80 Foe loses 2AP activity pondering


Foe drops anything held. both sides of chest. Anything held is dropped. -25 to Endurance until healed.
the pain.
O+14, [-50], [-25] O+22, -25, [-25] O+38, -20, [-25] O+10, -25, 2[-50], , 
O+21, -15
Outer ear melts a bit as arcing Powerful sparks envelop foe's head,
Electricity passes through one Foe takes nerve damage in face due
Strike to forehead knocks foe down, charge ravages inner ear, but singeing hair and cracking a clenched jaw.
eyeball, damaging it in a blue flash to electrical blast, as well as falling
Head

81 - 85 while foe's head is badly burned. damage to both saves foe's brain. All foe's magic items glow green for three
(-10 Perception until healed). and dropping anything held.
O+12, -15, ,  O+16, -20, (-10), [-50], , rounds.
-15, [-50] O+11, -20, (-20), [-75], , 
,  O+19, -10, 2[-75], [-50], , 5'
Like a reverse lightning bolt, arc Charge flows deep into forearm, Power surge to upper arm internally Arc enters through foe's arm. On the way
Arc into arm makes arm hyperex-
enters foe's palm; muscles in hand damaging tendons. Foe drops to cooks muscle. Anything held is through foe's body, it destabilizes the heart.
Arm

86 - 90 tend, bone in forearm snaps.


tear as they spasm. Foe takes it hard. ground, drops anything held. dropped. Foe lasts six more rounds, then drops dead.
O+18, -25, 2[-50], , , 
O+17, -5, [-75], [-50] O+24, -10, [-75], ,  O+22, -25, 2[-75] , O+14, -25, 6[-50]
Electricity wreathes foe's legs and
Power arcs through foot to ground,
Flow of power pulls muscles so Arc through knee shatters bone. Foe down foe goes. Foe may rise again, Spasms from entering arc tear tendons
cooking flesh on bottom of foot.
tight they crack hip bone. Foe loses drops anything held and staggers but 7 rounds later a surge through in lower leg. Feedback through nervous
Leg

91 - 95 Foe is at half movement rate until


2 Action Points. back. the nerves stops foe's heart. system stops heart 4 rounds later.
it heals.
O+8, -20, [-50], ,  O+33, -40, , 5' , O+3, -20, (-20), 3[-75], , O+13, -30, 4[-75], , 
O+3, -15, 2[-75]
[-50], [-25], , 
Electricity pours into foe's abdomen, Power surges deep into pelvis, Foe spasms for a moment as arc
Electricity enters groin, wanders
Abdomen

damaging the stomach. Surging knocking foe down and damaging strikes at waist height. Spinal injury Power fries abdominal organs. Foe is
nervous system. After six rounds,
96 - 97 power carries half of foe's PP away nerves. Foe's magic items glow blue leaves foe permanently paralyzed inactive for the 12 rounds it takes to die.
foe drops dead.
with it. for three rounds. from the waist down. , O+2, -75, , 
, O+9, -10, 6[-75], 
O+29, -10, [-50], ,  O+13, -20, [-25], 2[-75], ,  , O+11, -65, [-50]
One rib cracks, but it punctures a
Foe cannot stand against direct Arc misses the heart. Foe drops
lung. Foe recovers from the shock Foe falls and flops around like a
hit to chest. Muscle spasms crack anything held, sighs in relief, dies Charge arcs into chest, lungs damaged and
after 4 rounds, then feels better for 3 fish. (Heart damaged, foe dead in 15
Chest

98 - 99 two ribs. six rounds later as nerves fail to heart destroyed.


rounds before dying of shock at the rounds.) -20 to enemy morale.
O+29, -20, (-10), [-75], [-50], keep lungs going. , O+56, -100
end of the 7th round. , O+8, -40, 15[-25], , 
,  , -35, 6[-50], 
, O+27, -30, 4[-25]
Strike damages nose, leaving Foe glows blue as power arcs
Arc to base of neck, then straight Head strike shuts down brain, foe
interior burnt. Five rounds later, through foe's head. Neural disrup- Brain is cooked by direct current through
down spine leaves foe permanently dies unless he has extra brain ready
Head

100 the tongue swells up, choking foe tion stops heart, foe dies. Foe's head. Bits dribble out the ears.
paralyzed from the neck down. to go.
to death. magic items glow for a day. , -150
, -50 , O+13, -125
, O+22, -30, 5[-50], (-50) , O+40, -75, (-100)

O+X : X hits,  X: Bleed, X hits/rd,  (-X): Fatigue penalty,  (-X): Breakage roll, -X: Injury penalty, X  [-xx]: Stunned for X rounds @ xx, : Staggered,
 X': Knocked back, : Knocked down/prone, : Grappled X%, (X): Additional criticals, : Target is dying

227
Grapple Critical Strike Table
Roll A B C D E
For a moment, you grab foe's chin, Slap to side of neck results in Hair-pulling is not an elegant maneu-
You rip a few hairs from foe's head. Yank on foe's ear damages cartilage.
Head

1 but then you lose your grip. missed hold. ver, but you take what you can get.
O+1 O+6
5% O+4 O+1, 10%
You produce hairline fracture in one of
Are you wrestling or copping a You can feel foe's ribs but cannot Weak grip on foe's chest reminds Loose grip on foe's chest pulls foe
foe's ribs with your crushing hold, but
Chest

2-3 feel? get a hold on him. you of a bad date. off balance.
then he wiggles free.
 O+4 10% O+3, 
-5
You do not have much of a grip
Abdomen

Attempt to grab is more like a You gain a loose hold around the Grab misses legs, settles around You manage a half solid grasp around
on your foe, but it would do for
4-5 punch in the belly. belly. waist. foe's waist.
dancing.
O+3 O+2, 5% O+2, 10%,  O+4, 15%
O+3, 5%, 
You clutch one leg in an uncertain Quick grab gets foe by one leg, You now have a well-earned ankle
You have a hand on your foe's leg. Both your hands grip foe's lower leg.
Leg

6 - 10 hold. pulls foe closer. hold on your foe.


5%,  O+2, 20%, 
O+2, 5% O+4, 5%,  O+1, 15%, (-10)
You grab foe's arm, send him You pull foe toward you by one
Weak grip on forearm pulls foe off Routine move jerks foe to one side Jerking foe by the wrist almost
stumbling back as he slips from elbow. He pulls back and free, but
Arm

11 - 15 balance. by the arm. dislocates his elbow.


your grasp. also pulls a muscle in his lower arm.
O+1,  O+3, 5%,  O+7, -5, 5%, [-25]
O+1, , 10' -5, (-10), 
You get a loose grip on your foe's
Neck grab cuts off air for a You secure a painfully tight grip Foe's head is secured. Now work on
You stick a finger in foe's eye. Foul! face. In the process, you break any
Head

16 - 20 moment. around foe's head. the rest of him.


O+3, [-25] grip foe has on you.
O+2, 20%, (-10) O+5, 30%,  35%, (-10), (-25)
O+1, 5%
Grab at foe turns into more a Bruising squeeze to foe's chest You have a pretty good grip, but don't Ribs creak as chest is compressed. Foe
Get a grip! Done.
Chest

21 - 25 wicked elbow. shows him who's boss. get overconfident. loses any grip he had on you.
O+2, 15%
O+2, [-50] O+1, -5, 20% O+2, 30%, (-20) O+1, -10, (-10)
You painfully grab foe through
Abdomen

Squeeze around belly forces burp Solid squeeze to foe's abdomen is You are firmly locked around foe's
crotch around back. Not very Now that's just inappropriate!
26 - 35 out of foe. sure to leave a bruise. waist.
sporting. 45%, 2[-25]
O+2, 25%, (-10) O+3, -5, (-10), , ,  O+5, 50%, (-20)
15%, 
With a solid grip on foe's ankle, you
Foe almost evades you, but you Muscle in foe's thigh is pulled as
You give foe's knee a painful twist. make him wobble. You wrap both of foe's legs.
Leg

36 - 45 grab hold of his thigh. you get hold of his leg.


O+8, -5 O+2, 40%, (-10), [-25], , O+9, 75%
O+9, 5%, , 10' O+7, -10, 15%
(-25)
Shoulder grab pulls arm up over
Painful grip on bicep feels like it is Old wrestling trick twists arm Wrist grab gives you control of foe's Grip on foe's elbow turns painful as
foe's head, straining shoulder
Arm

46 - 55 cutting arm off. painfully. arm. you dig your fingers in.
muscle.
O+7, 25% O+9, -5, 25%, (-10), [-25] O+10, 50%, [-25] O+11, 50%, [-75]
-5, 35%, 
Sharp jerk to forearm sprains foe's
Grasp of foe's arm is bruising in Sharp jerk to forearm sprains foe's elbow. You may take one item off You yank foe's arm behind his back. You take control of foe's arm. Foe
Arm

56 - 65 its force. elbow. your foe into your own possession, Foe loses anything held in that hand. drops anything in that hand.
O+14, 25% O+7, -10, 25% if it is less secured than a worn ring. O+7, -5, 50%, (-10), [-25] O+6, -5, 60%, (-20), (-75)
O+4, -5, 25%
Iron hold on foe's lower torso puts Unsanctioned wrestling move proves
Crushing squeeze ruptures multiple
Abdomen

Crushing grip on groin makes foe You tackle foe around waist, foe at your mercy. You may move effective. Reveals reason it is unsanc-
internal organs. Foe fights on for six
66 howl. -20 to enemy morale. overwhelming him. foe and yourself up to 10' in any tioned when ruptured spleen kills foe
more rounds, then dies.
O+4, -10, 25%, [-75] O+10, 100%, [-75], , 5' direction. three rounds later.
, O+32, -40, 50%, 5[-25]
O+9, 125%, [-75],  , O+7, -35, 75%, 3[-75]
You grab foe's lower leg, twisting
When you grab foe by the leg you You are firmly locked around foe's You grip both of foe's legs, yank foe Foe is going to have trouble getting out
the knee. The tortured joint gives
Leg

67 - 75 wrench the hip joint. hips. off balance. of this hold.


under pressure.
O+12, -5, 25% O+6, 75% O+5, 75%, [-75],  O+5, 150%
O+4, -25, 20%
Tight squeeze empties foe's lungs. One rib cracks with an audible pop Chest squeeze deeply bruises Tackle wraps foe as you take him to Magnificent technique obtains a solid
Chest

76 - 80 Foe struggles to refill them. as you squeeze foe's torso. muscle. the ground. lock around the foe.
15%, (-20), [-75] O+6, -5, 75% O+7, -20, 50% O+3, -5, 75%, [-75], ,  125%, 2[-50], [-25]
Choke hold and tackle combined A hair pull move like this is rarely seen
You grab foe around the head, pull You now have foe around the neck Foe dodges your feint, moves right
make foe feel a bit vulnerable. outside a women in prison movie.
Head

81 - 85 him down. and by the hair at the same time. into your real attack.
O+7, 90%, [-75], [-50], O+9, -10, 75%, (-50), [-50],
O+2, 50%, 2[-25], ,  75%, [-75] O+2, -10, 80%, (-20), (-75)
[-25] [-25], 
Grip on foe's arm is broken by desper-
Arm twisted behind foe's back You grasp foe's wrist and shoulder, Double arm holds allow you excellent
Brutal wrench to shoulder pinches ate flailing that causes foe to injure his
produces wrenched shoulder use arm as a lever to handle foe's control of foe. Foe drops anything in
Arm

86 - 90 a nerve. head. Foe suffers brain damage that


tendons. body. his hands.
O+9, -15, 75%, [-25] kills in 9 rounds.
O+2, -25, 25% 150%, (-10), [-50] O+7, 150%, 5[-25]
, O+9, -45, 9[-25], , 5'
You pull foe's foot up and back Knee bends back painfully, Leg hold leads to painful submission Lucky leg grab topples foe. Foe hits
Ankle grab and twist looks as
behind him, pulling a muscle in knocking foe prone and damaging hold. Foe cannot free himself and will head on ground. Foe falls into 1-10
Leg

91 - 95 painful as it feels.
his leg. cartilage. fall unconscious after five rounds. hours of unconsciousness.
O+18, -15, 50%, [-25]
O+3, -15, 100%, [-50] O+13, -25, 75%, [-50], ,  , O+3, -5, 200%, (-30) , O+13, -35, (-100)
Grab between foe's legs brings foe
Stomach gives under force of your You take your foe down. Foe's neck
Abdomen

Lower body hold has foe all but Crushing damages kidneys, foe will under control. Foe cannot escape so
grip and foe dies in four rounds, breaks and after six inactive rounds,
96 - 97 helpless in your grasp. pee blood for a week. long as you concentrate. You can
vomiting blood. foe dies.
O+4, 150%, (-10) O+13, -25, 25%, [-75], [-50] kill foe with 3 rounds pressure.
, O+4, -40, 4[-75] , O+37, -75
, O+1, 175%
Unbreakable pressure on foe's
Foe's heart knocked off its rhythm You crush foe's chest, driving broken
chest, starving the body of oxygen, You achieve more force than finesse,
Four ribs crack as you tighten grip by pressure. In four more rounds, it ribs into lungs and heart. Blood
will render foe unconscious in but that results in foe falling, breaking
Chest

98 - 99 on foe's chest. gives up trying to recover the beat. splatters from caved in chest, then
six more rounds of near complete spine, dying.
O+4, -25, 75%, [-75] , O+5, -25, 150%, (-50), flows from foe's mouth.
helplessness. , O+23, -100
(-100) , O+31, 5, -100
, O+2, -5, 200%
Stranglehold is one that foe Foe's throat crushed by neck hold.
cannot break. You have the option Foe fights on for 3 more rounds, Perfect grip around head and neck Powerful wrench of foe's head breaks
Skull crushed into paste scatters sharp
of killing foe or rendering him coughs morbidly through 3 rounds allows you to choke foe uncon- spine, pulls skull loose from spine.
Head

100 shards of bone.


unconscious, taking 3 rounds in of inactivity, then dies. scious or snap foe's neck at will. Foe's head tilts at a sickening angle.
, O+50, -125
either case. , O+8, -40, 50%, , 300%, (-40) , O+63, -100
, 200%, (-10) (-50), 3[-50]

O+X : X hits,  X: Bleed, X hits/rd,  (-X): Fatigue penalty,  (-X): Breakage roll, -X: Injury penalty, X  [-xx]: Stunned for X rounds @ xx, : Staggered,
 X': Knocked back, : Knocked down/prone, : Grappled X%, (X): Additional criticals, : Target is dying

228
Heat Critical Strike Table
Roll A B C D E
It's almost like you flicked a Foe prefers cold beverages for 1
Foul smell of burnt hair. Slightly burn foe's cheekbone. Heat obscures foe's vision.
Head

1 burning match at your foe. week.


O+4 O+1, (-10) O+2, [-25]
O+1 O+3
No more than a smolder. Try Foe escapes blast, but inhales Clothing singed. The gods are with the
Hot breeze strikes foe. Foe evades, receiving but a scorch.
Chest

2-3 harder. smoke. foe today. He contemplates this.


O+4 O+4, 
O+2 O+3, [-25] (-100)

A brief look of concern comes


Abdomen

The air between the foe's legs Foe stumbles back while avoiding
across foe's face as his groin Foe drops to protect vitals. Pinpoint accuracy, but attack is weak.
4-5 ripples with heat. the blast.
heats up. (-10),  O+3, (-10), [-25]
O+3 O+3, 
(-10)

Flame envelopes foe's foot, but Blistering burn to shin, boots will Foe believes he escaped unharmed, but
Foe dances to avoid flames. Burn to hip unbalances foe.
Leg

6 - 10 dissipates a moment later. be uncomfortable for a while. knee has been compromised.
 O+3, 
O+7, [-25] O+5, -5 O+1, -5, (-75)
Burned shoulder causes foe to Foe uses arm as a shield. Luckily Fire surrounds foe's wrist creating Searing heat to arm causes foe to drop
Burn foe on the back of one hand.
Arm

11 - 15 become distracted. the attack is weak. a bracelet of blisters. anything held.


O+11, [-25]
O+1, [-25] O+6, (-10) O+10, (-10), [-25] O+10, [-25]
Painful neck blisters turn foe's Burn to face causes foe to cry out and
It could have worked, but the fire Foe inhales hot air and vomits, Blast moves quickly, but foe is
speech into incoherent croaking drop anything held to protect face. But it
Head

16 - 20 was not impressive. Still hurts. reducing his DB by 20 next round. quicker and moves back to escape.
until the injury is healed. is too late.
O+8 O+4 O+4, , 10'
-5, [-25] O+10, -5
Flames surround chest. Organic
Chest burn raises blisters, skin Foe shields face from blow, Blast to upper body causes intense pain,
Foe is in shock over his survival. clothing and armor burn to
Chest

21 - 25 tightens and cracks. catching it in the armpit. but no serious damage.


O+1, 2[-25] nothing.
O+12, [-25] O+20, (-10),  O+26, (-20)
O+3, 2[-25]
Pants on fire! Foe must spend next round
Abdomen

Sizzling heat causes foe to jump Blistering burn to the groin causes Scorching heat makes moving
Cook vitals. You feel bad for foe. concentrating on putting fire out (the Stun
26 - 35 back. Good instincts. ongoing problems. painful.
O+10, -10 round).
, 5', (-25) O+12, -5 O+7, -5, (-30), [-25]
O+10, [-75]
Engulfing but brief flame Foe briefly turns to escape blast,
The faint smell of burning meat Charred skin falls away and begins Foe frantically thrashes about to escape
unbalances foe. Any critical within but catches it on lower leg causing
Leg

36 - 45 comes from foe's thigh. to bleed. destruction and ends up on the ground.
1 round will knock him prone. him to stumble and land 10' away.
O+3, -5, (-10) O+16, 2, -5 O+14, (-30), [-50], , 
O+2, 2[-25],  (-20), [-50], , , 10'
Foe finds it difficult to use his Burn two fingers on one of foe's Burn inner forearm, foe is lucky
Fry inner arm, bursting a minor Most of foe's upper arm is scalded leaving
arm, due to the 1st degree burns. hands so badly charred skin begins major blood vessels are not
Arm

46 - 55 blood vessel. a painful burn.


Strange that it doesn't hurt, yet. to fall off. compromised.
O+8, 2, [-50] O+21, -10, [-75]
O+10, -5,  O+9, -10, [-50] O+8, 1, -5, 2[-50], 
Foe lashes out to knock the blast
Forceful blasts causes foe to drop
Painful arm burns cause foe to aside and receives painful burns Foe's shoulder sizzles like bacon Flame spreads over foe's hand, he shakes
and his skin to crack.
Arm

56 - 65 drop anything held. to his arm that remind him to not fat. it off along with blackened skin.
O+7, (-10), [-50], [-25],
O+19 repeat it. O+22, -10, [-50], ,  O+25, -20, [-50]
, 
O+12, -5, (-10), [-75], 
Foe's belly burns and splits. If Flames encompass foe and slowly
Searing pain as vitals get incinerat- Foe's burning loins destroy him from the
Abdomen

armor is not removed it does 5 hits Fires burn into abdomen muscle burn him to death over 5 minutes
ed. Foe is unable to reproduce. -20 inside over 1 minute (-20 each round for
66 a round for 4 rounds from searing exposing intestines. (-5 cumulative injury penalty each
to enemy morale. 12 rounds).
heat. O+26, -30, [-75], [-50], ,  round for 60 rounds).
O+15, -25, [-75], [-25] , O+7, 12[-50]
O+14, 1, -10, [-50], [-25],  , O+2, (-20), 7[-50]
Foe falls backwards trying to
Foe's skin peels back from his toes Roast foe's ankle and hear cracking Burn to knee melts flesh and Deep burn to outer thigh reveals muscle,
escape heat, but still receives burns
Leg

67 - 75 leaving burnt and bloody toenails. bone. exposes bone. leg fails momentarily.
to the lower leg.
O+16, -10, [-50] O+16, -15, [-50], [-25] O+16, 1, -20, [-50], (-25) O+15, -25, (-20), [-50], 
O+17, (-10), [-25], , 
Burn runs from hip to armpit.
Flames engulf foe's chest, licking
Foe turns to side, but blast catches Burning armor delivers 5 hits/
at face. Foe must spends the next Skin cracks. Foes gasps. It hurts. Flames dance in a peculiar way to burn
side and burns skin and muscle round for 4 rounds or until
Chest

76 - 80 round putting out fire (the stun Bad. what looks like a skull on foe's chest.
down to bone. removed.
round). O+31, -5, 4[-25] O+25, -10, (-10), 2[-75]
O+7, 1, -20, [-75] O+23, -15, (-10), [-50],
O+9, -5, [-50]
(-100)
Heat fuses together foe's lips. Foe Nearly all of foe's hair burns away
Flames leap at face and miss eyes Most of foe's outer ear is burned Flames envelope foe's head, burning scalp
cannot speak…or scream. (-10 and leaves his face burned and
Head

81 - 85 but not much else. away. down to the skull.


enemy morale) blistered.
O+22, -15 O+25, -10, [-50], 2[-25] O+34, -30, (-10), [-50], , 
O+13, -20, [-75] O+37, -30, [-25], (-25)
Blast to foe's hand knocks away Forearm and hand incinerated leaving
Foe gives off lots of smoke, as Cook most of skin on elbow Blood boils and vessels burst in
anything held. only bone. Foe drops and screams for 6
Arm

86 - 90 muscle and tendon burn. causing foe to drop anything held. arm. (-20 to enemy morale.)
O+22, -10, (-10), rounds. Then foe dies.
O+12, -15, [-50], ,  O+35, -20, (-10), [-50],  O+12, 6, -25, 2[-50]
2[-50],  , O+4, -50
Foe attempts to evade but flames Foe's leg catches fire and burns Foot burned to char and cinder. Foe
Big toe burns away to nothing and Skin peels back exposing foe's
engulf leg roasting it to a crisp hot. Fire cannot be smothered and falls unconscious from pain and dies 10
Leg

91 - 95 the bone turns to ash. entire lower leg.


black. foe dies after a frantic minute. minutes later.
O+13, -20, (-10), [-50] O+28, -40, [-75]
O+30, -35, (-75) , O+18, -40, 12[-25] , O+28, -65
Foe's butt catches fire and the fat Foe's intestine bursts, showering
Entire lower back burns, exposing
Abdomen

burns and smokes. Foe lets loose Foe's pelvic bone pops through everyone within 5' (-20 enemy Groin burns away and legs fail. Foe drops
foe's spine. Foe is paralyzed and
96 - 97 a blood curdling scream and drops melting skin and tissue. morale). Foe dies after 5 painful only wishing death. His wish is granted.
burned alive over 5 rounds.
anything held. O+28, -35, 2[-50] (inactive) minutes. , O+62, -75
, O+1, -60, (-100)
O+19, -15, [-75], [-50] , O+19, -65, (-100)
Foe's ribs are exposed as flame Blast punches hole through chest,
Solid blast knocks back foe, while spreads over body. The smell of exposing beating heart. Heart All of foe's torso skin burns away. Flames burn through foe's body, destroy-
Chest

98 - 99 any held weapon goes flying. burnt flesh is not easily forgotten. continues to beat for 2 minutes. Foe expires in a heap. ing the heart and lungs.
O+14, -30, [-75], , 10' Foe burns, dying in 4 rounds. (-20 enemy morale.) , O+23, -100 , O+6, -125
, O+17, -40, 4[-50] , O+40, -50

One of foe's eyes pops from the Foe's eyes boil away while the skin
Foe's face burns while he screams
heat, while his tongue burns away. melts off face. Foe's allies all lose Foe's neck burns completely away, Foe's face burns away, while brain boils
for 2 rounds. Then foe collapses
Head

100 It's a painful, but silent death. (Foe 1 AP the following round due to leaving the head to fall to the floor. out of skull through eye and ear holes.
and dies 9 rounds later.
dies at the end of the 6th round.) gawking at the horrific sight. , O+13, -125 , -150
, -50, 2[-75]
, O+8, -40, 6[-50] , O+15, -75, (-100)

O+X : X hits,  X: Bleed, X hits/rd,  (-X): Fatigue penalty,  (-X): Breakage roll, -X: Injury penalty, X  [-xx]: Stunned for X rounds @ xx, : Staggered,
 X': Knocked back, : Knocked down/prone, : Grappled X%, (X): Additional criticals, : Target is dying

229
Holy Critical Strike Table
Roll A B C D E
Blow to head has force but no faith Slap to face is a fair warning of things A wisp of smoke rises from one cheek Tiny vessels burst, the whites of foe's eyes
Wickedness is strong with this one.
Head

1 behind it. to come. as foe is burned by holy energies. turn red, and blood streams from foe's nose.
O+2, 
O+1 O+3 O+6 O+2, (-10)
Ripple passes outward from blow, foe
A sudden blaze of light signifies... a Invisible force passes through foe's Circle of skin on chest tears and reforms into
Chest

Pray harder next time. begins to sweat blood from a hand


2-3 mild rash of holy vengeance. chest, fingering internal organs. rippled and cracked scar tissue.
O+4 sized patch.
O+2 O+6 O+10
O+3, 1
Abdomen

Foe's stomach growls as it is Holy force feels like thousands of flea Dozens of tiny holes, like thorn punc- Perhaps foe's fall will teach him Foe's intestines writhe inside him painfully,
4-5 disturbed. bites in and around foe's groin. tures, appear across foe's abdomen. humility? then subside to a throbbing soreness.
O+3 O+5 O+3, (-10) ,  O+8, (-10)

Spasms and cramps in foe's leg will Toe bone snaps as foe's foot is In a blaze of holy light, the symbol
Tiny tears to cartilage inside hip joint Foe's lower leg erupts in boils, which burst
last until foe has a chance to stretch stomped upon by an unseen, heavier of your god is branded on your foe's
Leg

6 - 10 warn foe of divine wrath. and bleed.


and massage it out. foot. thigh.
O+3, (-10) O+9, 1, [-25]
(-10) O+2, -5 O+5
Skin tightens and pulls toward shoulder, Foe's elbow twists painfully,
Foe's arms writhe like snakes. It is All of foe's fingernails are torn out by There is sound like a deep-pitched gong as
foe begins to bleed around each spraining as golden sparks swirl
Arm

11 - 15 very distracting. unseen hands. you smite your foe.


fingernail. around the arm.
O+1, [-25] O+6, -5 O+23, 
O+11 O+10, -5
Foe feels the noose of judgment
Foe's teeth all hurt, and foe begins to The faithless head recoils from the truth Foe feels a vengeful hand reach down Foe bites his own tongue, leaving a mouth
around his neck. It even leaves a ring
Head

16 - 20 bleed heavily from all gums. of heaven. his throat, then withdraw. full of bloody spittle.
of rope burn.
O+3, [-25] , 5', (-25) (-10), [-50],  O+20, -5
O+4, -5, (-10)
Foe's heart skips a few beats, pain
Foe feels like he inhaled bees. Angry And cracked shall be the rib of wicked- A hurricane force wind that only your A patch of foe's chest erupts in a heatless
Chest

radiates across chest and down left


21 - 25 bees. ness, so it is written, so it now is. foe can feel roars for a moment. blue flame that burns foe nonetheless.
arm.
O+6, (-10) O+7, -5 (-10), [-50], ,  O+11, -5, [-50]
O+13, -5
Foe is transfixed for a moment on an Something constricts foe's stomach Wrath passes through flesh, damaging liver
Abdomen

Foe will not be up to practicing the sin Wrenching gut spasms tear muscles,
impaling spike, which fades to an echo hard enough to induce vomiting. Foe from the inside. You are granted a +10 bonus
26 - 35 of lust for a couple of days. foe should pray for mercy.
of soreness. finds gluttony less inviting for awhile. to your next action.
O+12, -5 O+17, -5, [-25], 
O+14 [-75], [-25] -5, [-50], , 
Foe's leg muscles are weary, twitch-
Sensation like a burning arrow Foe's knees all but buckle as the ing and limp, as if they had been Blaze of white fire shoots through Ripple of force enters one hip, passes across,
through thigh has foe writhing on crushing weight of a heavenly glare pushing a boulder up a hill for an foe's leg, takes half of foe's PPs and erupts from opposite hip, tearing muscles
Leg

36 - 45
ground. falls on him for a moment. eternity. Foe is at half movement rate with it. on its way through.
O+3, 2[-25],  O+5, [-50], ,  until fatigue penalty is rested away. [-25], [-50] O+24, -15
O+1, (-50)
Numbness spreads from strike as
For a moment, foe's arm does not Arm twists in pain; one of the forearm Thunderclap flattens foe, leaves foe Foe feels an invisible wing buffet his upper
nerves in forearm and hand are
Arm

46 - 55 respond to his intentions. bones cracks before it relaxes. deaf for the next hour. arm, breaking bone.
damaged.
O+7, [-50] O+8, -10,  O+9, [-50], ,  O+16, -10, [-75], [-25]
O+25, -10, 2[-25]
Unseen hand sprains foe's wrist as it makes
Strike to the shoulder sends burning Muscles in upper and lower arm
Boils erupt and burst all up and down Strike ignores flesh to break bone in foe hit himself. Foe makes +0 attack on self
pain running down foe's arm to whither as foe's skin turns the color
Arm

56 - 65 one forearm. upper arm. with MA Strikes, claw, or weapon held.


fingertips. of cold ash.
O+22, [-50], [-25] O+19, -15, [-25] No DB.
O+14, [-50] O+7, -15, 2[-50]
O+20, -10, (-30)
Foe's insides are flooded with divinely
Foe's abdomen bursts into flames, Sloth overtakes foe after blast to liver In a burst of silver radiance, one of
Abdomen

Broken spine paralyzes foe from the created liquid. Over the next four rounds foe
scarring groin, thighs, and belly. -20 to damages organ. Foe loses 1/2 activity foe's kidneys turns to stone. You are
66 waist down. coughs up gouts of fluid. You have a +10 to
enemy morale. until healed. granted +15 to your next action.
, O+17, -50 your next action.
O+14, -25 O+15, -15, [-75], 2[-25] O+21, -40, [-75]
, O+7, -40, 4[-75]
Pain travels up and down foe's leg. If The very ground rejects foe's feet, Foe's leg is transfixed by a radiant
Toe is torn from foe's foot by a small
you strike this foe next round, your sending him sprawling. Foe drops spike which persists for 1 round. The Muscle in thigh twists and tears itself.
Leg

67 - 75 animal out of nowhere.


attack will be Slaying I. anything he was holding. damage remains. O+30, -20, [-75]
O+7, -10
O+6, (-10), [-50] O+9, (-20), 2[-50], ,  O+23, -15, [-75], 
Foe's back and chest are crisscrossed with
Foe feels agony as sparks fly around Tiny balls of light radiate out from the Small slices, as from a knife or claw, Light ripples across chest, stopping
dozens of lash marks from an unseen whip.
Chest

and through his chest. He is too angry blow, burning radiating lines across crisscross foe's chest in a starburst heart for a moment, then rips out far
76 - 80 Foe's heart is weakened by the instant ordeal.
to parry for the rest of the fight. foe's chest. pattern. side breaking a rib.
-20 to enemy morale.
O+24, [-25],  O+34, [-50], , ,  O+42, [-75], ,  O+13, -15, 2[-75]
O+20, 2, -25, (-40)
Divine touch to forehead robs foe
You smite foe on the forehead. There Foe loses sight in one eye, which Heatless, unquenchable fire burns like third
Foe's pride makes him take it on the of all magical abilities for a month,
is a puff of smoke, leaving a branded changes color. It also burns with a eye in middle of foe's forehead for 2 rounds.
Head

81 - 85 chin, which breaks. forces foe to honestly answer one


symbol of condemnation for all to see. pain that makes foe envy the dead. Skull is cracked beneath.
O+17, -10, [-50] question with language no barrier.
O+25, -10, 3[-25] O+31, -25 O+14, -30, 2[-75]
O+3, [-75], 2[-25]
Vine erupts from the ground, wraps Flesh and bone of hand wither, die, and
Foe's arm turns to lead, dragging foe
Light slash into wrist, damaging foe's wrist, yanks foe to ground, Arm withers, muscles atrophying and fall off like an autumn leaf. It takes 2 more
to a hard fall, then turns back along
Arm

86 - 90 tendons without breaking skin. dislocating foe's shoulder, vanishes shrinking. rounds for the arm to follow, 3 more for the
with a broken hand.
O+17, -10, 2[-50] without trace. O+22, -30, (-40), [-75], [-25] rest of foe.
O+35, -20, [-75], , 
O+14, -15, 2[-50], [-25], ,  , O+4, -35, (-10), 5[-50]
Earthquake under foe (only) topples
Blazing light streams from foe's knee, Foe's leg vanishes in a cloud of smoke.
Foe's vanity is wounded as leg is A distant horn sounds. Foe's ankle him. Then foe begins to turn to sand,
leaving behind a ravaged joint. Foe is at Despite the lack of pain, foe screams for 5
Leg

91 - 95 covered in pus-filled sores. shatters. slowly at first. In six rounds, the


half movement rate until healed. rounds before collapsing dead.
O+23, -10, (-20), 2[-50] O+38, -30, [-75], ,  process rushes to conclusion.
O+23, -25, (-10), 4[-25] , -30, 5[-50]
, O+8, -50
Small shards of sharp salt erupt out of Spear of blue light opens foe's
Even gods take cheap shots. Divine White light shoots up through foe's mid-
Abdomen

skin on foe's belly. Muscles beneath abdomen. No bleeding, but in four Foe's lungs flooded with holy water,
light erupts in foe's groin, causing break section, stops heart. Death is instantaneous,
96 - 97 are lacerated. You are granted +10 to rounds, intestines slide out, foe goes drowns in three rounds.
in pelvis. -20 to enemy morale. although body is undamaged.
your next action. into shock and dies. , -30, 3[-75]
O+33, -30, [-75] 
O+24, -10, [-25], [-50], [-75] , O+6, -45, 4[-50]
Foe begins to burn without heat. Foe's
Lines spread out across chest, then Your faith's symbol is burned into foe's
possessions are not even touched by Stop, said your god. Foe's heart Foe's flesh melts and flows like wax. Within
Chest

skin opens and bleeds. The heart is chest. Foe's heart stops in five more
98 - 99 the fire, but foe collapses into ash in obeys. seconds, there is only a skeleton in a puddle.
strained but beats on. rounds.
four rounds. , O+50, -50, (-30), ,  , -100
O+19, 2, -15, 3[-50], 3[-25],  , O+12, -30, 5[-50]
, -40, 4[-75]
Tiny star spins around foe's head, Blast of divine power through the skull Foe turns into a tree with the twisted
A painfully pure musical note
slicing skin each time it touches. Foe works a miracle. Foe has seen the light. features of their face in the bark. Foe A liquid flow of white spreads from the point
sounds, then every bone in foe's body
Head

100 takes A Slash crit each round until Foe converts wholeheartedly to your might turn back in 1000 years, or of impact, foe is left as a solid statue of bone.
crumbles to dust.
dead. faith. maybe not. , -100
, -100
, 25[-25]  , -100

O+X : X hits,  X: Bleed, X hits/rd,  (-X): Fatigue penalty,  (-X): Breakage roll, -X: Injury penalty, X  [-xx]: Stunned for X rounds @ xx, : Staggered,
 X': Knocked back, : Knocked down/prone, : Grappled X%, (X): Additional criticals, : Target is dying

230
Impact Critical Strike Table
Roll A B C D E
Some force is delivered in the general Like a slap in the face, but not by Solid blow comes like a knocking on foe's
Strike lands without force. Strike glances off foe.
Head

1 area of the foe's head. someone strong. skull.


O+1 O+3
O+2,  O+1, (-10) O+2, [-25]
Maybe you should have just thrown Well, at least it was enough to get
Abdomen Chest

Bump foe in the chest. Chest strike forces foe to exhale. Chest strike delivers a bruise.
2-3 a stone. foe's attention
O+2 O+3, (-10) O+6, (-25)
O+4 O+4, 
Abdominal strike leaves foe
Blow runs out of force before foe runs Breath knocked out of foe by belly blasting
Like a hard slap to the belly. nauseated until fatigue penalty is Impact to groin discomforts foe.
4-5 out of belly. blow.
O+1,  rested away. O+10
[-25] O+3, (-20)
O+3, (-10)
Stinging slap to the leg boosts your Smart slapping sound as blow strikes This blow is hard enough to leave
Weak blow catches foe off guard. Lower leg takes a painful amount of force.
Leg

6 - 10 confidence. foe's leg fills you with pride. a mark.


O+5, [-25],  O+19
O+5 O+3, [-25] O+12
Arm flung out to one side, pinched
Foe's arm struck in nerve, causing Stinging blow to foe's hand causes Foe almost spins as arm is shoved by
nerve leaves arm tingly and numb until Force of blow cracks an arm bone.
Arm

11 - 15 foe's eyes to cross. him to drop anything held. force of impact.


fatigue penalty is rested away. O+5, -5, (-10), [-25]
O+1, [-25] O+1, [-25] O+4, , 5', (-50)
O+2, (-10), (-25)
Blow to head stretches neck, resulting in
Whack to the neck makes foe gag,
Foe's head snaps back, hard. a splitting headache until fatigue penalty Blow rings foe's skull like a bell. Strike to throat slows foe down a bit.
Head

16 - 20 then spit.
O+3, [-25] is rested away. O+1, [-25], [-50], (-25) O+10, (-10), [-50]
O+14, [-25]
O+7, (-10), 
Impact rattles foe. It did not do great Like a well-thrown punch, strike to
Chest

Foe takes blow in the chest. Blow hits solidly, knocks foe back a bit. Force of blow shoves foe over.
21 - 25 damage, but he sure felt it. chest knocks wind out of foe.
O+11 O+7, , 5' O+7, [-50], , , (-25)
O+8, [-25], , 5' O+10, (-30), 
Eye-watering shot to groin leaves foe
Abdomen

Groin strike stings foe. Nice cheap Force catches foe across the hips, Blow to gut makes foe's eyes roll Force of blow catches foe on the groin and
with a -30 to attack you (and only
26 - 35 shot. putting hairline fractures into those hips. back in his head. takes him to the ground.
you) for the rest of the fight.
O+4, 2[-25] -10,  O+5, [-75] O+10, [-75], , 
(-10), [-25], 
Blow takes foe's feet out from under
Force of blow sweeps leg from under Foe's knee bends painfully, but miracu- Bruising force is spread across foe's Blow to foe's leg does minor knee damage,
him. Foe barely recovers without
Leg

36 - 45 foe. lously bends back unharmed. thighs. with a side of acute pain.
going to the ground.
O+3, [-25], ,  O+12, [-50] O+20, [-75] O+12, -5, (-10), [-75], 
O+6, (-20), [-25], , (-100)
Attack blasts foe's arm, knocking foe
Foe takes blow on the wrist, bending it back
Foe's wrist takes brunt of blow, Foe's arm forced back into head with an Foe's shoulder absorbs much of the off balance and down. In the fall, he
and damaging tendons. Skin on palm splits,
Arm

46 - 55 develops sprain. amusing impact sound. impact, foe's whole torso turns a bit. jams a finger, causing minor muscle
blood makes escape.
O+12, -5 O+6, [-75],  O+29, , (-100) damage.
O+21, 1, -15, (-100)
O+5, -5, [-75], [-25], , 
Foe raises arm in an attempt to ward
Foe's arm pinned to side by force Elbow is twisted as foe is yanked to ground
off blow. Arm slightly injured, force of Foe's hand gets in the way, two
Blow to arm pulls muscle. of blow, which rocks foe, not quite by force of impact. Joint is painful and starts
Arm

56 - 65 blow transmits to body and takes foe fingers broken.


O+23, -5, [-25], (-25) enough to bring him down. to swell.
to ground. O+22, -15, (-20), [-25]
O+24, [-75],  O+21, -15, [-50], , , (-25)
O+14, [-25], , 
Intestines are torn in multiple places. Mighty is he who smites his enemy's loins
Direct strike to foe's groin. Foe will
Abdomen

Internal damage to kidney amid a Painful muscle pull in groin joins a Foe will be active for 6 rounds, with such power. Reproductive system
not be having any more children. -20
66 spasm of pain stuns foe. bleeding thigh as foe gets hammered. have 6 more rounds at half activity, suffers internal bleeding. In 8 rounds, foe
to enemy morale.
O+24, -10, 2[-50] O+35, 1, -15, (-20), [-75] then die. dies.
O+36, -25, [-75], [-50]
, O+22, -45, 6[-25] , O+2, -45, (-50), 4[-50], 4[-25]
Force of attack takes foe's legs out from A knee injury, again. Who designed Foe's ankle breaks under force of Foe tumbles to the ground with a sprained
Blast injures thigh muscle.
Leg

67 - 75 under him. those crazy things, anyway? impact. knee.


O+18, [-50], (-25)
O+1, [-75], [-50], ,  O+16, -10, (-10), [-75] O+10, -20, (-20), [-50], [-25] O+5, -15, [-75], [-50], 2[-25], , 
Foe feels sting through entire chest as Chest strike breaks two ribs and sends
Lung takes a beating as impact goes Two ribs break. Foe finds breathing less
Chest

impact rattles his torso. Blood oozes foe sliding back on the floor 10'. Four ribs broken, foe reconsiders options.
76 - 80 through foe's chest. than comfortable.
from primary impact point. O+23, -15, (-10), [-50], , , O+26, -25, 2[-50], (-25)
O+24, -10 O+1, -15, (-50), [-25]
O+32, 1, -15, (-100) 10'
Foe's head hits the ground hard
enough to give him a concussion.
Teeth rattle in foe's mouth as blow to Blow to face pushes foe back, breaks Foe takes it in the top of the head, and Foe thrown down hard, tearing a muscle in
Momentary double vision means foe
Head

81 - 85 chin dislocates jaw. cartilage in nose. ends up on the ground. his neck.
misses completely on his next attack.
O+17, -15, (-10) O+20, -10, (-10), [-50], , 5' O+37, [-75], [-50], , (-50) O+22, -25, [-75], [-50], , , 
O+39, [-75], [-50], [-25], ,
, 
Strike to arm has enough force to pull
Hand absorbs most of the blow, Attack bends foes finger the wrong way, Blow break fingers. Foe distressed. body along for a fall. Elbow takes Hand bones shatter. Shock kills foe three
Arm

86 - 90 breaking two fingers. pulling muscle. O+33, -20, (-10), 2[-50], [-25], brunt of damage. rounds later.
O+31, -15, (-50) O+34, -15, [-75] ,  O+38, 2, -20, [-75], [-50], , , O+9, -35, 3[-75]
, (-25)
Foe is thrown to ground and hurt, but
thinks that is the extent of his worries.
Another knee takes a beating. Leg Shin is shattered. Foe cannot move
Foe is wrong; blood clot in knee rises You hit foe in the foot. Six rounds later, foe
twists unnaturally under force of blow, Foe thrown to the ground, breaking hip. faster than a walking pace until it
Leg

91 - 95 to cause stroke, (Death at the end of dies. Coincidence?


torn tissues in knee joint suffer. O+18, -25, 2[-50], ,  heals or at least foe finds crutches.
the 7th round.) , O+13, -40, 6[-50]
O+24, -25, (-10), (-25) O+38, -30, (-10), -50], 
, O+23, -25, 4[-50], 3[-25],
, 
Blow to foe's midsection knocks wind Both kidneys are destroyed by blow Force of blow focused on foe's groin,
Abdomen

Tendons in thigh yield to excessive out of him, also some vomit. Stomach causing internal bleeding. Foe attacks severely damaging reproductive Force of blow crushes liver and kidneys. Foe
96 - 97 force. is injured. in a frenzy (melee, no parry, O +10 organs. Shock kills foe four rounds spends 20 rounds inactive, then dies.
O+24, -20, (-20), [-50], ,  O+22, -15, (-30), 2[-75], [-25], OB) five rounds, then dies. later. , O+42, -75, (-100)
(-50) , O+21, 5, -50, (-100) , O+4, -40, 4[-75]
The force that hurls foe to ground Thrown down hard, spine cleanly
Force of blow breaks three ribs, Force of impact focuses on foe's spine, cracks his sternum. Heart loses its broken, foe's lower body goes limp. Whole torso caves in, multiple organs fail.
Chest

98 - 99 squeezes breath from foe's lungs. paralyzing him from the waist down. rhythm and never gets it back. Foe (Foe will die if moved before this Insides are so... gooey.
O+37, -20, (-30), [-75], ,  , O+7, -50 dies in three rounds. injury is healed.) , O+42, -100, (-25)
, O+5, -50, 3[-75], ,  , O+38, -75, (-100)
Foe spends one more round active, Foe loses several teeth and bleeds from
Foe's lower jaw is torn off and a piece
then damage to spinal cord kicks ears. In four more rounds, foe will bleed Force of impact snaps foe's neck. Foe Force of blow shatters skull, shards of bone
of skull is driven into the brain. Grim
Head

100 in and foe experiences permanent from eyes and choke to death on his collapses in a terminal heap. shred brain. Brain splatters in 10' radius. Ew.
Reaper time.
paralysis below the neck. own vomit. , O+41, -90, (-25) , -150
, O+43, -100, (-100)
, -50 , O+18, 2, -30, 4[-75]
O+X : X hits,  X: Bleed, X hits/rd,  (-X): Fatigue penalty,  (-X): Breakage roll, -X: Injury penalty, X  [-xx]: Stunned for X rounds @ xx, : Staggered,
 X': Knocked back, : Knocked down/prone, : Grappled X%, (X): Additional criticals, : Target is dying

231
Krush Critical Strike Table
Roll A B C D E
If foe will turn the other cheek,
Foe anticipates blow and almost Knock on foe's noggin demonstrates
Blow barely grazes foe's ear. You had hoped for more. you can give it a matching bruise
Head

1 gets away with a last second dodge. protective value of skull.


O+1 O+3 next round.
O+4 O+2, (-10)
O+6
Foe yields to impact, absorbs it Blow hits shoulder, but glances off
Not your best work. Strike to the side leaves a big bruise.
Abdomen Chest

2-3 Thud.
 with knees. due to angle.
O+2,  O+5, [-25]
O+1,  O+1, , 
Blow to stomach is modestly Skin splits along inner thigh, and Blow to groin leaves foe glad you Foe has trouble stomaching blow to
Better than missing, right?
4-5 effective. blood trickles down foe's leg. did not hit with more force. abdomen.
O+3
O+5 O+8 (-10), [-25] O+3, 2[-25]
Your weapon comes down on foe's foot.
Blow to foe's knee results in simple Foe's leg struck mid-step. Foe
Hip strike leaves purple mark. Impact bruises foe's thigh. Blood results. If he survives, he'll want
Leg

6 - 10 bruising. barely keeps balance.


O+3, (-10) O+12 new shoes.
O+5 O+5, [-25], 
O+4, 1, [-25], 
Foe cries out, more surprised than You hit foe's upper arm, leaving a Striking foe's arm almost at the Blow lands just above foe's wrist, bringing
Blow to hand cracks a bone.
Arm

11 - 15 hurt. big bruise. shoulder, you rattle foe a bit. a cry of pain.
-10
O+4,  O+11 O+1, [-50] O+18, , 
Foe's cheek is split and blood Foe's nose has cartilage damage Foe's jaw is cracked and two teeth fly from
Foe's forehead takes the blow. You rattle foe's skull.
Head

16 - 20 dribbles from his mouth. and blood flows from both nostrils. foe's mouth.
O+7, [-25],  O+19
O+1, 1,  1, -5, (-10), [-25] -10
Blow lands on foe's chest with a Foe's chest is struck rather hard. Blow to side of chest knocks foe Solid chest strike transmits force to Blow to the sternum rings foe's chest like
Chest

21 - 25 thump. Good show! half a step out of place. lung, doing a little organ damage. a drum.
O+2, [-25], (-25) O+13, (-25) O+8, (-20),  O+10, -5, [-25],  O+11, [-75]
Abdomen

Punishing hit leaves foe with Strike to foe's groin is less damaging Bouncing strike off pelvis looks Strike to the belly makes foe Blow sinks into foe's side with bruising
26 - 35 bruised liver. than painful, but it sure is painful. really painful. regurgitate last meal. force.
O+4, -5 O+7, [-50] O+13, (-20), [-25],  O+15, (-10), [-25],  O+30, [-50]
Weak delivery, but great timing. Foe Knees take a lot of punishment. For Foe takes attack on upper thigh, Shot to the hip causes leg to Knee survives painful impact, but force of
Leg

36 - 45 caught off balance. example, right now. does not enjoy it. momentarily fail, foe falls. blow leaves foe bloody.
O+8, [-25],  O+7, -10 O+9, (-20), [-25], , 5',  O+13, [-50], [-25], , ,  O+22, 1, [-75], 
Hand takes blow without any bones
Foe's arm is driven almost into his Muscle in foe's arm tears slightly as Blow knocks forearm aside, Deep shot to bicep cracks bone in
breaking. Foe drops anything held by
Arm

46 - 55 chest by force of blow. elbow moved by impact. breaking one bone. upper arm.
hand, hollering in pain and anger.
O+5, [-50],  O+3, -5, [-50], [-25] O+4, -15, (-100) O+10, -10, (-20), [-50]
O+36, (-10), [-50]
Strike knocks shoulder out of its
Strike to the back of one hand Foe partly blocks attack with arm, but socket, which shifts back into place Elbows aren't supposed to bend like Hard impact to foe's side breaks bone in
Arm

56 - 65 cracks a bone, opens blood vessels. force of blow transmits to torso. with an audible pop. Joint back that, are they? Ow. Seriously, ow. upper arm.
O+14, 1, -5 O+12, [-75],  home, but injured. O+22, -15, [-50] O+15, -25, [-50]
O+29, -10, [-25]
Upward strike to side bruises Smashing blow to groin crushes
Waist-high strike knocks breath out Deep gut strike damages spleen,
Abdomen

kidney, foe will be peeing blood reproductive organs, destroying them.


Straight shot to groin. Comedy gold. of foe. He is unable to speak for 1 leading to death in 10 rounds.
66 for weeks. Foe is helpless, unable to move or act for
O+24, [-75], [-50], ,  minute. , O+17, 2, -35, 10[-25], ,
O+29, -30, (-10), [-75], 20 rounds.
(-50), 2[-75], [-50], [-25] 5', (-100)
[-50],  , O+22, -50, , , 5', (-100)
Foe manages to avoid most of blow's Deep strike to thigh leaves bone
Hip stops blow without breaking, Smashing blow breaks three toes. Foe will
Bone in foe's lower leg cracks. impact, badly twisting his ankle deep bruise, foe falls.
Leg

67 - 75 but cartilage is damaged. be at half movement rate until they heal.


O+2, -15, [-25] doing so. O+20, [-25], [-75], , ,
O+20, -10, 2[-50], (-100) O+35, 2, -20
O+11, -10, (-30), [-25] (-50)
Strike to chest sets off a coughing
Hammering foe's chest pays off as
Foe shifts head just before strike, fit for foe. Broken rib puts pressure Downward blow breaks three ribs and
Truly, a solid hit was landed. foe folds beneath your might.
Chest

76 - 80 blow breaks collar bone instead. on lung. Foe is at -75 to Endurance knocks foe prone.
O+8, 2[-50], (-50) O+8, (-20), [-75], [-50],
O+6, -20, [-50] until healed. O+25, -20, (-20), [-75], , 
[-25], , , (-25)
O+11, -20, [-50], 
Blow to foe's head results in Foe hit right in the ear, loses The skull is tough, is it not? That
A little lower and you might have
amnesia. Maybe you can convince balance. squishy thinking mass inside Blow breaks foe's jaw.
Head

81 - 85 crushed foe's skull.


foe he's on your side. O+28, (-10), [-50], noticed you knocking, though. O+40, -20, [-75], , 10', (-25)
O+24, [-75], [-50], (-50)
O+2, [-50], 2[-25] [-75], , , 5' O+18, (-10), 3[-75], (-75)
Funny bone strike damages nerves, Force of blow slams foe's arm into
Blow breaks a bone in foe's hand, Bruising on foe's upper arm is Blood clot forms after foe's arm is struck.
leaving whole arm tingly. Foe foe's body, knocking the wind out
sending a wave of pain up that arm. going to be epic. In nine rounds, it will reach his brain,
Arm

86 - 90 unable to hold anything in his hand of him.


Foe drops anything in that hand. O+27, -15, (-20), 2[-75], , causing a fatal stroke.
until healed. O+15, (-50), [-75], [-50], ,
O+35, -15, [-75], , 5' (-100) , O+4, -50, [-75]
O+2, -20 (-25)
Foe's hip is broken. Blood meanders Foe's foot bleeds freely. In 8
Foe's face goes white before he collapses
down foe's thigh. You are impressed Bone snaps in foe's lower leg. Foe rounds, blood pressure drops and
Foe's ankle breaks in several places. as blow snaps femur. Foe dies of shock
Leg

91 - 95 foe can still stand. drops items from both hands. foe faints, never to wake again
O+10, -30, [-25], (-75) after 3 rounds.
O+19, 1, -25, (-10), [-75], O+28, -35, [-75] unless healed.
, O+8, -50, 3[-75]
(-25) , O+3, 7, -40, 8[-25]
Impact to groin triggers massive Blow to foe's midsection ruptures multiple
Blow ruptures foe's appendix.
Abdomen

Solid groin strike makes foe moan Cruel blow delivers internal damage, adrenaline release that leads to a internal organs. Foe dies after two inactive
After seven rounds of activity, foe
96 - 97 in pain. Hipbone is fractured. leaving one kidney nearly useless. heart attack in five rounds. rounds in extreme pain. I hope you're
collapses.
O+19, -25, 2[-50] O+23, -35, [-75], ,  , O+1, -60, 5[-25], proud.
, O+9, -70, 7[-25]
(-100) , O+26, -90, (-50)
Foe's breathing and heartbeat
become irregular due to impact Blow shatters two ribs, sending
Ribs badly bruised, but not broken, Chest strike drives rib into foe's heart. Strike shatters sternum, sending bone
to heart muscles. Foe goes into shards into lung, foe coughs up
foe looks shaken. You feel great, Foe is at half activity for six rounds, fragments into heart and lungs. Death is
Chest

98 - 99 cardiac arrest and drops dead after blood. Dies after three rounds of
recover 5 hits! then dies. instantaneous.
three more rounds of activity. inactivity (other than blood vomit).
O+24, -15, 3[-50] , O+12, -60 , O+46, -100, (-100)
, O+10, -60, (-50), , O+50, 1, -75, , , (-75)
3[-25], (-100)
Staggering blow to the head has foe
Strike crushes windpipe. Foe
reeling. Blood clots cause foe to Skull cracks and brain takes four Solid blow to side of head snaps Downward strike to forehead shatters
collapses, dies after five rounds of
Head

100 have massive stroke and die at the rounds to conclude it is time to die. neck, severing spine. P.S.: Foe dies. skull, splashing contents in a 5' radius.
inactivity.
end of 3 rounds. , -50, 2[-75], 2[-50], (-75) , O+55, -100, (-75) , -150
, O+25, -100
, -50, (-10), 3[-50]

O+X : X hits,  X: Bleed, X hits/rd,  (-X): Fatigue penalty,  (-X): Breakage roll, -X: Injury penalty, X  [-xx]: Stunned for X rounds @ xx, : Staggered,
 X': Knocked back, : Knocked down/prone, : Grappled X%, (X): Additional criticals, : Target is dying

232
Puncture Critical Strike Table
Roll A B C D E
A tiny line of blood marks foe's
Are you certain you remembered to A little wound to the side of foe's head
Glancing blow disappoints. Foe dodges most of attack. neck. Foe is not fazed, but you feel
Head

1 use the pointed end? begins to bleed, and it does not stop.
O+1 O+3 inspired.
O+4 O+2, 1
O+1, (-10)
Almost a great hit, but your grip Point breaks skin, stopped by rib. You may,
Glancing strike to the ribs fails to Foe's shoulder begins to bleed, however, quickly scribe your initial or other
Strike bounces off. was not quite right at the moment
Chest

2-3 penetrate. presumably from you. simple sign into foe's garment/skin.
O+2 of impact.
O+4 O+3, 1
O+4,  O+13
Abdomen

Sideways strike across belly tears Poked in the belly, foe starts losing
Thrust to foe's thigh draws blood. Stomach jab. Glancing blow to groin is still painful.
4-5 clothing. blood.
O+3, 1 O+10 O+13
O+3 1

In goes the stabbing thing, out comes


Foe dodges most of attack. Surface wound to the thigh. Foe bleeds from lower leg. Stab to knee draws spurts of blood.
Leg

6 - 10 the sticky red fluid.


(-10) O+7, 1 2, (-10) O+4, 3
O+3, 1
Point grazes back of hand, opens Wrist catches point, but moves withStabbing foe's elbow makes whole arm
Stab to forearm annoys foe. Thrust to foe's arm starts a bleeder.
Arm

11 - 15 gash. Neatly done! blow so damage is minor. spasm for a moment.


O+6 1, (-50)
O+11, 1 O+11, (-10), (-25) O+10, 1, (-100)
Point skips off cheekbone, which Point glances off side of head, Foe flinches from blow, avoiding even
Point tears skin along jaw line. Thrust damages foe's ear.
Head

16 - 20 begins to bleed. opening bloody furrow. greater damage to his neck.


O+15, (-25) O+10, [-50]
O+3, 1 O+4, 1,  O+15, 2, [-25]
That is a lot of bleeding going on You damage muscle, but thrust is turned
Point tears through pectoral, Shoulder strike draws arc of spurting
Grazing along ribs opens painful cut. there. Try not to get it all over your by rib. You just know your next attack will
Chest

21 - 25 bounces off bone. blood. You feel inspired.


O+7, -5 own clothes. be even better.
O+1, -5 O+13, 2
O+10, 4 O+19, -5, (-10), 
Point penetrates into top of groin,
Abdomen

Strike with flat fails to produce Point penetrates just above pelvis, Point gives the foe a second belly
but misses vitals. The bleeding is Stab foe in groin. Savor the triumph.
26 - 35 penetration, but foe feels the blow. tearing muscle. button.
good, though. Sweet move! O+15, 3, -5, [-25]
O+12, (-20) O+11, 1, -5, (-25) O+22, 3
O+4, 2
Point stabs into the muscle above Point sinks a few inches into thigh Wow. That must have been an artery Thrust to the knee damages the Blow passes through lower leg, between
Leg

36 - 45 the knee. muscle. or something. joint and creates a serious leak. the bones, damaging muscle.
O+13, 1 O+22, [-25] O+11, 5 4, -5, (-10), 2[-25] O+20, 2, -10, (-25)
Powerful thrust to foe's shoulder
Point sinks an inch into foe's bicep Point goes through arm just above Point slides between forearm bones, Point passes through palm and out back of
causes foe to drop whatever is in
Arm

46 - 55 muscle. wrist. damaging muscle. hand, damaging tendons.


his hand, stumble backward.
O+2, 2, -5 O+3, 4, -5 O+24, -10 O+21, -15, [-50]
O+5, 4, 2[-25], , 5'
Stabbing foe in the elbow damages
Point breaks a finger then sinks into Deep stab into shoulder damages Stab into hand cracks bone, slides Point passes between forearm bones,
joint, draws blood and cry of pain.
Arm

56 - 65 palm. Foe's pain is your gain. muscle. along back of hand, drawing blood. passing through skin and scoring muscle.
You feel triumphant.
O+19, -5 O+14, 4, -10 O+20, 3, -10, 2[-25],  O+20, 6, -15
O+22, 2, -5
Thrust penetrates intestines. It will
Thrust to groin brings a veritable Stabbing through a kidney doesn't seem
Abdomen

Force of thrust causes break in foe's take 12 more rounds, but foe is
fountain of blood. -20 to enemy Deep belly wound damages bladder. so bad, but the other one fails for reasons
66 pelvis. about to die.
morale. O+31, -30, (-20), [-75], , 5' unclear. Foe will drop and die in 9 rounds.
O+19, -20, [-50] , O+14, 5, -30, 12[-25],
O+15, 8, [-75], [-50] , O+17, 1, -40, 5[-50], 4[-25]
(-75)
Point penetrates foe's ankle, damaging
Stabbing through foot damages Thrust to knee leaves that joint in a Point stabs into hip joint, damaging
Thrust to foot severs a toe. joint and sending a fan of blood from the
Leg

67 - 75 tendons. bad way. cartilage.


O+3, 2, -10, (-75) wound.
O+10, 2, -5, [-25],  O+21, 1, -15, 2[-25] O+23, -20, [-50], 
O+20, 6, -10, (-20), [-50]
Thrust deflects off collarbone, finds
Your attack breaks two ribs, which serve
Point cracks a rib and penetrates Point passes through collarbone next Foe is stabbed between two ribs, artery. Surprise of result costs foe
as secondary weapons in opening up foe's
Chest

76 - 80 torso, missing vitals. to neck, tearing muscle. breaking both. 2 AP of activity in his next active
blood vessels.
O+14, 2, -10 O+14, 1, -20,  O+27, 2, -20 round he can not well afford.
O+10, 8, -15, 2[-50]
O+18, 13
Point passes through cheek, foe spits Thrust into foe's eye. Eye pops like a
Point scrapes side of foe's head, Thrust into spine does damage to
up blood. Foe cannot speak clearly Thrust to neck damages tendons. hammered grape. O +20 boost to friendly
Head

81 - 85 removing a large chunk of outer ear. nerves.


until bleeding is stopped. O+36, 5, -20, [-25] morale.
O+17, -10, [-50] O+17, -20, (-10), (-75)
O+18, 4, -20 O+4, 2, -50
Point goes through shoulder down into
Point stabs all the way into upper
Strike digs deep into shoulder, tearing Point passes through arm. Blood Thrust to foe's hand removes a foe's body. Only when foe coughs blood
arm, damaging muscle. Foe drops
Arm

86 - 90 cartilage. comes out on both sides. random finger. six rounds later and dies, do you know it
anything held by hand on that side.
O+14, 6, -20, [-25] O+40, 9, [-75] O+22, 2, -25, 2[-50], 2[-25] hit lung.
O+17, 2, -15
, O+9, 1, -25, 6[-50]
Thrust punctures blood vessel but
is stopped by bone. Pain causes Simple seeming leg puncture rips painful-
Thrust damages muscles in foe's Thunk! Blow passes through lower Thrust goes clear through foe's
foe to fall over. Blood clot takes ly through nerves and blood vessels. Blow
upper leg. Foe is at half normal leg, tearing muscle and coming out ankle. Severe muscle, tendon, and
Leg

91 - 95 20 rounds to travel to foe's brain, is lethal as foe dies of shock six rounds
movement rate until it heals. bloody. bone damage. Also, blood.
where it triggers a fatal stroke. after this wound occurs.
O+13, 2, -25 O+33, 4, -20, [-50] O+38, 5, -30, , 
, O+12, 5, -30, [-75], [-50], , O+3, 5, -40, 3[-75]
[-25], , , (-50)
Deep stab damages stomach.
Strike sinks deep into foe's side,
Mounting pain and shock causes Attack rips through belly and out back,
Abdomen

Thrust into groin is inspiring in its The stomach is pierced. Is this the damaging intestines. Foe will die
foe to lose 1 AP after 5 rounds, 2AP damaging liver and intestines, incapacitat-
96 - 97 awful majesty. end? Getting near, I reckon. in 8 rounds.
after 10, 3AP after 15, and die after ing foe. (Foe dead in 1 hour.)
O+29, 4, -25 O+38, 4, -30, (-10),  , 3, -35, (-30), 4[-50],
the 20th round. , O+7, 3, -65, (-100)
4[-25], (-25)
, O+9, 3, -40, 
Thrust shatters a rib. Unless healed,
Penetrating stab damages lung. It the next fumble, critical or moving Point goes through foe's heart and one
Strike passes through ribs and nicks Quick thrust through the heart kills
fills with blood, killing foe after 12 maneuver failure foe takes will drive lung. As if this was not lethal enough,
Chest

98 - 99 lung; foe coughs up pain. foe, neat as you please.


rounds. a shard into his heart, killing him. blood floods the lungs, drowning foe.
O+44, 4, -30 , O+48, -75
, O+7, 6, -35 , O+3, 3, -55, 3[-50], , O+6, 10, -100
[-25], , 5', 
Point drives into foe's brain. Foe
Thrust into throat leads foe to choke Thrust through eye into brain
remains active 3 rounds, falls Point penetrates spinal cord. Heart Point enters mouth and comes out the top
on his own blood and die in three comes out far side of skull. Bits of
Head

100 unconcious for another 3 rounds, stops. Foe dies. of the head, destroying foe's brain.
rounds. brain ooze from the cracked skull.
then dies. , O+15, -100, (-100) , O+15, 2, -125
, O+18, 3, -40, 3[-75] , O+38, 3, -100
, O+5, 3, -30, 3[-50]

O+X : X hits,  X: Bleed, X hits/rd,  (-X): Fatigue penalty,  (-X): Breakage roll, -X: Injury penalty, X  [-xx]: Stunned for X rounds @ xx, : Staggered,
 X': Knocked back, : Knocked down/prone, : Grappled X%, (X): Additional criticals, : Target is dying

233
Slash Critical Strike Table
Roll A B C D E
Cutting edge trims hair off the top of Blade shaves close along one side of Edge just grazes neck; you make a Nick to the chin makes foe bleed Strike cuts skin on neck, missing major
Head

1 foe's head as foe ducks. the chin. lousy barber. profusely. vessels.
O+1 O+3 O+4 O+1, 1 O+2, (-10)
Edge slices open clothing/fur but fails A shallow cut produces a bloody Foe sliced high on one side along the ribs.
Much style, little result. Strike is well-placed, but weak.
Chest

2-3 to reach flesh. flow. It hurts.


O+2 O+6
O+4 O+3, 1 O+10
Abdomen

Foe sighs in relief that the blow only Slash cuts a shallow slice just above Edge flicks across foe's inner thigh, Minor cut to inner thigh, with Foe dodges cut to the groin awkwardly;
4-5 stings a bit. the belt line. misses major vessels. impact to sensitive areas. you only get a glancing hit.
O+3 O+5 O+6,  O+10 O+13

Edge flicks across foe's thigh, Edge slices into lower leg, damaging
Cut is shallow, but hurts. Foe cut just below the knee. Cut along ankle starts a fluid leak.
Leg

6 - 10 leaving a crimson trail. muscle.


O+5 O+3, (-10) O+5, 1, 
O+2, 2 O+3, -5, (-50)
The element of surprise must be
Slash to upper arm is rewarded with a Foe takes blow on the back of the yours. The cut is not deep, but Cut just above the elbow looks nasty; foe
Foe suffers a small cut to forearm.
Arm

11 - 15 spray of blood. hand, causing a hairline fracture. startles your foe. His next attack recoils from the blow.
O+6
O+1, 2 O+6, -5 is at -10. 2, [-25], , 5'
O+5, (-10)
The skull is nice and thick, but Foe's hair becomes matted with
Chopping at foe's ear gets some Strike to the temple bounces off skull,
maybe there is something else to Slash to the cheek skips off bone. blood as skull stops blow, but not
Head

16 - 20 blood in it. bleeds a lot for a small cut.


break? O+17,  without feeling the impact.
O+14 O+20, 2
O+6,  O+6, [-50], (-25)
You did not cut much, but you cut Ribs prevent a more serious wound, Solid blow hits the side of the Cutting beneath the ribs, your blow sends
Cut cracks a rib, and foe drops his
the right spot. Blood wells in the but foe feels the impact and the cut is upper torso, drawing blood and a spray of blood that would draws cheers
Chest

21 - 25 weapon.
wound. bright with blood. pain. in the arena.
O+3, -5
O+1, 2 O+7, 1, [-25] O+20, 2 O+16, 4
Blood pours from groin; foe
Abdomen

Slicing flesh just above the hip, you Cut below the belt line grates on Blow at belt level packs a punch Cut along abdomen and down to groin
gets glazed look in his eye as he
26 - 35 feel your foe flinch. pelvic bone. Ouch. and drops foe. fountains red.
contemplates his future.
O+12, 1,  O+14, -5, (-50) O+5, 1, [-50], , ,  O+10, 6, [-25]
O+4, 1, [-25]
Solid chop sinks into side of foe's Neat strike to the leg leaves foe
Ankle strike takes down foe, who
Edge catches foe behind the knee. Cut to kneecap cracks the bone. Crunch!
Leg

36 - 45 thigh. spurting blood, you in perfect stance.drops anything in his hands.


O+3, (-10), ,  O+19, -15, 
O+13, 2, (-25) O+10, 3, (-10), (-50) 1, [-50], [-25], , 
Cut to the shoulder makes a solid Slash to forearm flicks drops of Cut to foe's upper arm is Bloody slash to the hand damages
Lower arm strike cuts into tendon.
Arm

46 - 55 thunk. Foe cannot handle the impact. blood off to the side. impressive. tendons.
O+12, -5
O+3, 1, [-50], ,  O+24, 2, -5 O+21, 5, (-10), (-25) O+26, 2, -15
The shoulder bone's connected to Foe's elbow takes full force of Your weapon leaves a bloody trail down
Blade bites elbow, damages bone. Cut to upper arm damages muscle. your weapon, albeit briefly. The your blow. It does not work quite foe's arm, and it looks like the road to
Arm

56 - 65
O+14, -5, [-25] O+22, -10 bone gets the worst of it. normally afterward. victory.
O+20, -10, (-10), , (-25) O+32, -15, [-25] O+13, 5, -20, 
Slice cuts all the way through
Edge cuts deep into groin, damaging Blade cuts deep, slicing the stomach abdominal muscle. After four Chop to groin destroys reproductive
Abdomen

Strike to groin creates a grisly shower


nerves. Foe crumples and shrieks (organ damage). Feel pity, or press active rounds, foe dies as intestines organs. Foe dies after 8 rounds of half
66 of blood.
(-20 to enemy morale). your advantage. fall out. activity.
O+33, 10, -10, 
O+9, 3, -5, [-75],  O+34, 2, -20, 2[-75],  , O+12, 5, -30, (-20), , O+22, 5, -50
2[-75], (-100)
Edge cuts into the side of foe's knee, Blow cuts into thigh, damaging Solid strike stopped by hip bone. Low blow cuts toe. Wound to foe's foot is
Lower leg wound bleeds freely.
Leg

67 - 75 which momentarily buckles. muscle. Hip bone develops a break. a solid hit.
O+17, 2, -5
O+16, 4, -5,  O+26, 4, -10 O+25, 2, -20, [-25] O+10, 2, -15, [-75], [-50], 
Hard chop misses neck, breaks collar bone
Chop to the side of the chest breaks Deep cut to upper chest damages
Downward chop cracks collarbone. Hard chop cracks sternum. and drives foe to floor. You may take his
Chest

76 - 80 one rib. pectoral muscle.


O+11, -25 O+12, 2, -20, (-10), , 5' weapon.
O+14, -15 O+23, 4, -20, , 5'
O+6, 2, -20, [-50], , , (-25)
Cut to forehead sends blood pouring Slash opens foe's face from the Edge cuts open the corner of foe's
Blow delivers bone-crunching force Chop to side of head bites into ear,
down foe's face, foe shakes head to corner of one eye to the side of chin. mouth and slashes tongue. Foe
Head

81 - 85 to foe's jawbone. rendering it useless.


try to clear eyes. Foe loses 2 AP. Foe loses grip on weapon. spits blood.
O+22, -15 O+29, 2, -30, [-75]
O+15, 4, -10, [-25] O+21, 4, -15, ,  O+21, 3, -20, 2[-50]
Strike feels like a miss, but cleanly severs
Cut into upper arm damages muscle. Chopping blow cuts in, then breaks
foe's hand. Fountain of blood lasts 9
Foe drops anything held by that Hack to shoulder damages tendons. Cut into foe's hand, severs finger. one bone in forearm. Painfully.
Arm

86 - 90 rounds, during which foe stand idle. Then


arm. O+24, 2, -20, [-50] O+20, 5, -15, [-75] Very painfully.
foe dies.
O+17, 2, -15 O+27, 5, -20, [-75], [-50]
, O+4, 7, -45
Nasty cut across both legs knocks foe
Blade damages muscles in upper Deep cut to lower leg damages
Chop to knee severs leg. That was The bleeding is bad, but it is shock down. Foe struggles back on his feet for
leg. Foe is at half movement rate muscle until stopped by bone. Foe is
Leg

91 - 95 just brutal. that kills the foe after 5 rounds. 5 more rounds, then his femoral arteries
until it heals. at half movement rate until it heals.
O+3, 5, -45, [-50] , O+3, 4, -30, 3[-75] burst in a gout of blood, killing him.
O+18, 2, -20,  O+26, 2, -30, 
, O+3, 5, -40, 2[-75], [-50], , 
Foe drops anything in hands as
Cut to abdomen ruptures spleen. Foe
Slash into belly damages muscle, blow to abdomen sinks in. Your Slash across foe's belly opens it wide,
Abdomen

Slash to the inner thigh damages takes a cumulative -10 penalty each
foe's eyes go wide at near disem- weapon is stuck there until foe blood and internal organs begin to spill
96 - 97 muscle. round for the organ injury. At -100,
bowelment. dies after 4 rounds of nothing but out.
O+33, 4, -25, [-75] it proves fatal.
O+14, 4, -20, [-75] screaming. , O+22, 10, -65, (-100)
, O+21, 5, -50
, O+9, 3, -25, 4[-75]
Savage chop to the chest breaks 3 Deep cut under arm opens major Edge cuts deep into chest, bisecting
Solid chop slips between ribs, barely ribs and punctures a lung. Foe fights vessel, blood pours down foe's side. lung, a gout of frothy blood comes Blade slips between ribs, cuts into heart
Chest

98 - 99 missing lung. on for 3 more rounds, then collapses It takes foe three more rounds to from foe's mouth. He is dead before and lung. Foe is dead.
O+44, 2, -20, (-10), [-75] and dies. realize it is time to die. hitting the ground. , O+31, 5, -100
, O+7, 2, -50, [-50] , O+10, 15, -30, 3[-50] , O+43, 10, -65
Strike to base of foe's neck seems
Cut appears bad, but is even worse. Blade cleaves through foe, bisecting it,
strangely ineffective for 3 rounds, Slash across the front of foe's neck Slice through neck separates foe's
After six rounds, lungs collapse due or coming as close as the size of your
Head

100 after which foe drops, paralyzed, severs all but the spine. head from its torso.
to internal bleeding and foe dies. weapon allows.
dying in 6 more rounds. , O+25, 10, -75 , O+13, 10, -100
, O+23, 6, -40, (-10), 2[-75] , O+50, 10, -100
, O+10, 1, -35, [-50]

O+X : X hits,  X: Bleed, X hits/rd,  (-X): Fatigue penalty,  (-X): Breakage roll, -X: Injury penalty, X  [-xx]: Stunned for X rounds @ xx, : Staggered,
 X': Knocked back, : Knocked down/prone, : Grappled X%, (X): Additional criticals, : Target is dying

234
Steam Critical Strike Table
Roll A B C D E
Not much damage, but you ruin foe's Vapor loses heat before entering
Hisssssss. Tip of foe's nose is scalded. Foe's neck reddens with minor scalding.
Head

1 hairstyle. eyes and nose, but still distracts.


O+1 O+3 (-10), 
O+4 O+1, [-25]
If you've ever picked up a vigorously
Blast feels like the sauna is a touch A single blister rises from the boiling tea kettle and accidently turned the
Foe's chest reddens. Sudden puff startles foe.
Chest

2-3 too hot today. scalding touch. spout towards you, you know what the foe
O+4 O+1, [-25]
O+2 O+6,  is going through.
O+10
Abdomen

Minor scalding bothers foe's Foe's hip gets a small blister from Blast hits foe's lap like spilled Steam sprays over foe's crotch, but
Tepid.
4-5 abdomen. scalding. coffee. damage is very superficial.
O+3 Hits
 O+8 O+10 O+3, 2[-25]

Slick surface and surprise of blast Steam wets surface; foe loses Steamy thighs are not a good thing in
Foe's leg is warmed, but not cooked. Blast hits knee, staggers foe.
Leg

6 - 10 upend foe. footing. this case.


O+5 O+3, 
O+2, ,  O+5, ,  O+4, [-50]
Steam delivers cleaning to foe's Foe's arm is heated, but cools before Steam slicks foe's hands. Foe drops Steam whirls around, surprising and
Foe flails arm to avoid greatest heat.
Arm

11 - 15 armpit. blistering. anything held. confusing foe.


O+1, (-10)
O+11 O+1, [-50] O+10 [-75]
Foe's face is steamed. Foe turns
Foe's scalp takes some scalding. A bit of steam gets in foe's ear, does around without realizing it until
Foe's neck suffers a scalded patch. Tip of foe's tongue is scalded.
Head

16 - 20 Wisps rising from head look cool. minor scalding. making Perception maneuver at
O+14,  O+5, (-20), [-50]
O+1, (-10),  O+9, [-25] beginning of next round.
O+15
Foe has steam heat, but finds it less Steam strikes foe's chest; pressure Scalding over foe's ribs looks Foe winces when steam blast Scalding leaves blisters on foe's chest,
Abdomen Chest

21 - 25 pleasant than advertised. drives it away again. painful. It is. strikes a particularly sensitive spot. causes loss of balance.
O+11 O+5,  O+13, -5 O+5, [-75] O+16, -5, , 
Steam blasts foe's crotch. Minor
Foe gets scalded in an awkward Foe's hip and thigh are steamed;
Steam on the hip leads to no quip. damage is done, but foe must check Foe's inner thigh blisters; foe falls down.
26 - 35 location. minor scalding follows.
O+10, , ,  morale. O+10, -10, 2[-25], 
O+4, -5 O+12, [-75]
[-50], 
Steam blasts foe's feet. Foe's
Blast of steam catches foe around Foe's foot is scalded. Foe loses
Steam blisters foe's knee. antics to avoid the worst of it prove Ankle shot blisters skin, downs foe.
Leg

36 - 45 thighs. balance.
O+8, [-25],  amusing. O+32, [-50], , 
O+22, (-10) O+15, -5, [-50], 
O+1, [-25], [-75], 
Steam hits foe's shoulder, driving Steam hisses between foe's fingers, Steam hits foe's elbow. Foe drops Shoulder strike scalds somewhat Steam engulfs foe's hand. Foe drops
Arm

46 - 55 cooling cloud across foe's face. leaving a trace of scalding. anything in hand. seriously. anything held by that hand.
O+12, 2[-25] O+8, [-75] O+30, (-25) O+20, -5, [-75] O+21, -5, [-75]
Foe's fingers are steamed. Foe drops Elbow scald makes it painful for foe
Foe suffers scalded shoulder. Foe's upper arm gets scalded. Geyser-like blast leaves foe's arm cooked.
Arm

56 - 65 anything held in that hand. to bend arm.


O+19, -5 O+17, 2[-75] O+30, -25
O+17, [-50] O+19, -10, [-50]
Foe takes scalding crotch shot, Foe shrieks like a little girl. +20 to Major scalding of hip and abdomen Severe scalding masks internal heat
Abdomen

Heat gets into foe's interior, cooks liver.


squeals shrilly, and drops to the friendly morale, unless foe actually is are nearly incapacitating. Foe is damage to foe's intestines. Foe will
66 Foe dies in twelve rounds.
ground. a little girl. lucky to survive. die in one hour.
, O+17, -50, 3[-75], 
O+34, -15, ,  O+33, -25, (-20),  O+36, -50 , O+20, -60, 2[-25], , 
Foe is scalded about ankle and foot, Scalded above the knees, foe loses
Steam blasts between foe's thighs. Foe's entire calf is scalded. Scalding runs the length of foe's leg.
Leg

67 - 75 loses balance. balance.


O+1, 2[-75] O+33, -15, [-50],  O+35, -30
O+20, , , 5',  O+31, [-75], , 
Struck across neck and shoulders, Foe screams in agony, distracting
Scalded flesh peels off, leaving a foe avoids massive scalding by everyone within 100', giving them Skin blisters and cracks as foe is thrown
Blast to sternum rattles foe.
Chest

76 - 80 blood-gushing wound in its place. throwing himself aside, tripping a -10 to all actions for the rest of off balance by blast.
O+36, [-50], , 
O+14, 2, -10 himself as he does so. this round. O+40, 1, -15, [-75], , 
O+12, 2[-75], [-25], ,  O+31, -25, 
If the foe survives this battle, one
Steam is applied directly to the Steam gets into foe's mouth and nose.
Foe experiences the sensation of a side of his face will be horribly Foe falls in face of a face full of furious
forehead. Foe has a doozie of a Foe loses voice for the next five
Head

81 - 85 steam broiler whispering in his ear. scarred, leading to the development fumes.
headache. minutes.
O+29, -20, [-50], (-25) of a split personality. O+39, -30, [-50], , 
O+22, [-25], [-75] O+30, -15
O+21, -30
Scalding covers foe's arm and side. Shock
Foe's hand is bathed in steam. Any
Back of foe's hand is blasted. Foe Steam burst strikes foe's side. Foe Foe drops anything held in hand as to the system is too great. After another six
rings expand with the heat and slip
Arm

86 - 90 drops anything held. suffers massive scalding and falls. arm is crippled by severe scalding. rounds, foe collapses for six more inactive
off.
O+12, (-10), [-75], [-50] O+40, -20, [-75],  O+22, -50 rounds, then dies.
O+22, -15, [-75], 
, O+9, -60, [-75]
Scalding of legs prevents foe from Burst of steam takes off foe's leg at the
Foe avoids serious scalding, but Crippling leg scalding puts foe on
Blast to leg staggers foe. moving at more than walking pace. knee. Cauterization prevents bleeding, but
Leg

91 - 95 twists knee during fall, injures joint. the ground.


O+23, (-10), 2[-75],  Foe dies after ten rounds. shock kills foe in nine rounds.
O+31, -20, [-75], , ,  O+21, -50, , , 
, O+8, -65, ,  , O+8, -75
Hot blast takes foe down. Foe goes
Foe's face looks ghastly after
Foe losing footing as foe's crotch is berserk with pain, attacking the
Abdomen

You seem to have found the foe's soft midsection is unbearably heated. Steam cooking foe's midsection provides
scalded. Foe drops anything he was nearest target for the next six rounds,
96 - 97 underbelly. Foe dies after four rounds of instant fatality.
holding 1d10' away. then drops dead.
O+38, -25, (-10), [-75], , 5' inactivity. , O+12, -25, 6[-75]
O+34, -20, , , 5' , O+15, -25, [-75], [-25], ,
, O+19, -55, (-10), [-75]
(-50)
Foe is scalded and core temperature Flesh cooks right off foe's ribs, beating
Steamy encounter is too much for Foe is dead and severely scalded
has been raised overly high. Foe will heart is exposed for a moment before
Foe has new empathy for lobsters. foe's heart. Foe drops anything he across much of his torso.
Chest

98 - 99 die in nine rounds. shutting down. Enemies must check


O+32, -20, (-30), 2[-50], ,  was holding and dies in four rounds. , O+23, -75, (-10), [-75],
, O+30, -25, (-10), 2[-75], morale at -30.
, O+20, -75, (-10), [-25] , 
[-50], ,  , O+66, -50, [-75], [-50]
Steam enters foe's mouth and Flesh is stripped from the bone and
Foe's scalded head is too much
nostrils. Pressure snaps foe's jaw. Foe's eyes burst as the innards boil. the skull exposed. Foe is dead and Foe's entire upper body has its flesh boiled
to bear and he dies in seven more
Head

100 Foe dies in six inactive rounds as The head is cooked. Foe drops dead. enemy morale takes a -20 dip. off the bone, leaving a gruesome skeleton.
rounds.
brain cooks. , O+5, 2, -70, (-20), 2[-75] , O+33, -60, (-10), 3[-75], , O+30, -100, [-75], [-50], 
, O+23, -35, 3[-75], [-50], 
, O+13, 2, -50,  [-50], Prone

O+X : X hits,  X: Bleed, X hits/rd,  (-X): Fatigue penalty,  (-X): Breakage roll, -X: Injury penalty, X  [-xx]: Stunned for X rounds @ xx, : Staggered,
 X': Knocked back, : Knocked down/prone, : Grappled X%, (X): Additional criticals, : Target is dying

235
Strike Critical Strike Table
Roll A B C D E
Fist connects with skull. Your knuckles Bad strike to the face. He will still feel Foot to the face. Foe bowls over. Comical, but
Weak fist in the face. Foe scoffs at you. Strike glances off jaw.
Head

1 sting, he seems unfazed. this one for a few days. not much damage.
O+1 O+1, 
O+1,  O+4 O+2, 
Open palm strike to the sternum has such
Sliding blow doesn't really connect. Wildly thrown blow hits nothing serious
Chest

Bad side kick glances from foe's side. Jab to the side leaves foe disoriented. force that it sends foe to the floor trying to
2-3 Could have been better. but it still counts!
O+4 O+3, [-25] breathe. You are winning this one!
 (-50)
, 
Botched kick but after a little scuffle,
Abdomen

Strike to the groin is just a bit off, try Lower back strike. Opponent is Loin strike makes foe drop his weapon as he
Low blow to groin causes foe to groan. you still manage to clip foe in the
4-5 harder next time. inconvenienced. tries to fend off your strike.
O+5 crotch.
O+3 O+3, [-25] O+3
[-25], 
Foe leaves his leg open to attack. You Shin strike. While your shins are trained
Blow to knee puts foe off balance. He is Heavy strike bends foe's leg further than it
eagerly take it, but realize it was a trap. and hardened, your foe's are not. Foe is Foe's knee deflects your foot. Still a hit!
Leg

6 - 10 open to attack! +10 to next strike. should. He pulls a groin muscle.


Can you say: riposte? in pain. O+12
 O+4, -5, (-10)
O+5 O+3, [-25]
Claw hand grip on upper arm pinches a
In a quick one-two punch, you hit both
Strike glances off arm. Some bruising nerve point. Foe is not amused because Quick strike to upper weapon arm Strike to upper arm bruises major
shoulders. Foe is seriously hampered for the
Arm

11 - 15 occurred. of the discomfort, pain and dropping causes foe to lose opportunity to strike. muscle group.
rest of the fight.
O+1, (-10) what he was holding. O+11, [-25] O+10, -5
-10, 
O+1
Fist to eye socket cause a classic welt and
Your tiger claw strike rends the flesh on Strike to the throat could have been
Glancing blow to side of face still does Open hand strike to the face causes some bleeding. Swelling and blood in the eye
his face. Now he is less amused by your worse. Foe does feel its intent and reels
Head

16 - 20 some damage. much pain. cause it to be blinded (-20 perception until


technique. from the blow.
O+19 O+10, [-50] bleeding stopped).
O+3, 1 O+4, , 5'
O+5, 1, -5, 2[-25]
Sledge hammer to the back after Good kick to the center mass is barely You exploit a weakness in foe's defense with
Finely executed kick below solar plexus Foe makes a mistake of stepping into
Chest

sidestepping foe's lunge makes him evaded. Glancing blow causes some spear hand in foe's side. He now keeps up his
21 - 25 knocks foe's wind out of him. your swing for maximum effect.
crash to the ground. pain and discomfort. guard there.
O+2, [-50] O+20, -5
O+1, ,  O+18,  O+21, [-50]
Buttocks are important muscles for
Kick to the groin is evaded by foe by
Abdomen

Unknightly attack elicits painful scream Your foot finds soft fleshy tissue. This standing up, as foe discovers. Deep Kick to the buttocks was more disgraceful
rolling with the blow. He lands on his
26 - 35 from your foe. conveys the pain perfectly. bruise cause him to stagger and limp than painful. Foe suffers from shame.
face. Time to make him regret that.
O+2, [-50],  [-75], [-25] around afterwards. O+15, [-75], 
O+4, , 
O+12, -10, 
Pummeling foe's upper leg, you strike
Battering foe's leg, bruising and other
Snappy leg strike causes deep contusions a nerve end in one of his thigh muscles. Smashing foe's ankle makes standing Hard strike to the knee feels as a major injury,
minor injuries add up, causing major
Leg

36 - 45 and tendon damage. Leg buckles from under him and he is very difficult. Foe drops to the ground. but turns out to be less serious.
discomfort to foe as he draws back 5'.
O+17, -5 knocked prone. O+35, ,  O+14, [-75], [-50]
O+3, (-10), , 5'
O+1, [-75], , 
Gripping foe's underarm in a claw
Upper arm claw grip causes bruising. As Strike with a tiger claw hand bruises Seize foe's arm. Then a knee to the elbow.
Blow to shoulder makes foe show signs pinch, you tear at one of his muscles.
you pull your foe past you you pull his and tears arm with four bloody tracks Foe's painful expression tells you this was
Arm

46 - 55 of weakness. Foe drops what he was holding as he


muscle and stretch his tendon. down the length. good.
O+22 soothes pain with his other hand.
O+8, -5, (-10), , 5' O+19, 2, -5, [-25] O+26, -10, (-10), [-50]
O+10, (-10), [-75], [-25]
Knife chop to wrist dislodges item in
Upper arm strike. Major muscles take Foe's attack is lost because you deliver Foe's hand and your foot collide. Your Catch foe's underarm with a knife chop as he
foe's hand and frustrates his attack. Foe
the brunt of the damage. Foe is looking a spear hand to his under arm. He barely foot wins and his fingers bend the other swings at you. The combined force breaks
Arm

56 - 65 is on the wrong footing and in serious


for an easier target. manages to hold on to his weapon. way. It is as painful as it looks. radius or ulna. Using arm is painful.
trouble.
O+14, (-10) O+2, [-75], [-50] O+22, -15, [-50] O+15, -20
O+14, [-75], [-25]
Slayer walks the earth! Rain of blows in
Uppercut to lower abdomen ruptures
Hard blow fractures pelvis. Foe drops Dowward strike to abdomen almost Blatant sack hack makes foe bend nether region stuns foe. He keels over as pain,
Abdomen

intestines. Victim sinks to the ground


to the ground from the pain and will drives foe to his knees as he gags and over. This was low, even for you. Foe savaged internals and trauma lead to death in
66 and loses consciousness. Death from
have trouble getting up again. falls to the floor. drops gear. 3 rounds.
shock in 12 rounds.
O+9, -20, (-10), ,  O+15, [-75], 2[-50], ,  O+36, -20, 2[-75] , O+20, -60, (-10), [-75], [-50], ,
, O+32, -25, 3[-75], , 
, 
Quick step pins foe's foot, allowing you Heel strike to foot breaks several
Nasty strike to back of knee buckles leg
to hammer down into his thigh with phalanges. Foe has trouble standing and Strike to Achilles' tendon, leaves foe on the
and takes foe down. He should defend Hard upper leg strike causes a lot of pain.
Leg

67 - 75 an elbow, tearing the muscle. Foe falls walking and also it causes a lot of pain. ground. He is in pain and stunned.
next round and try to get up. O+16, -10, [-50]
over as you step off his foot. Good one! O+20, -20, 2[-50], 
O+20, , 
O+11, -10, [-75], ,  O+10, -20, [-75], [-25]
You are having a field day. Strike to the Raking strike rips flesh from foe's torso. Attacking foe's flank, the two hammer blows
Clavicle broken. Foe cannot use that
side, strike to the chest and a final kick Foe is badly injured and must make a you deliver there cause the foe to bend over in
Chest

arm, which he will discover in a Blow to the chest leaves foe winded.
76 - 80 in the gut sends foe flying. Fear RR against level of attack equal to pain. He tries but fails to recover due to being
painfully comical way. O+11, 2[-75]
O+17, -5, (-40), 2[-25], , 5', your ranks in Strikes. stunned.
O+9, -10, (-10)
(-100) O+18, 2, -20, (-30) O+20, -20, 2[-75]
Blow lands on ear. It seems it did First, a low kick in the groin drops foe on
A clever feint opens foe up to a strike to Neck chop sinks in as foe staggers to Jaw strike makes foe bite off tip of
nothing until you see he has trouble knees, opening up his face for a rain of blows.
Head

81 - 85 the temple. He goes down hard. keep his balance. tongue. Pain and bleeding ensue.
with his balance. Finish him! This is what you have trained for!
O+12, 2[-50], ,  O+20, -10, [-75],  O+21, 5, -20, [-50], 
O+13, -20, [-75], ,  O+34, -15, (-10), 2[-75], 
Crushing blow to the elbow makes foe
Strike to shoulder temporarily hyperex- Foe tries to block your kick with his Perfectly timed kick to the upper arm shatters
Upper arm strike. Major muscles take yelp in pain as you dislodge his elbow
tends several rotator muscles. Cannot use fist. Bad idea that incapacitates that humerus. Tiny bone fragments travel to heart,
Arm

86 - 90 the brunt of the damage. and effectively break it. He will not be
this arm for 3 rounds. hand, dropping what he is holding. in 20 agonizing rounds, causing death.
O+17, 2[-75] using that arm again in this fight.
O+24, -20, 3[-25] O+18, -15, (-10), [-75], (-25) , O+24, -55, (-10), [-25], , 
O+15, -25, (-10), [-50]
Masterly kick breaks ankle, dumping him Kick dislodges patella (knee cap). This Collision of events causes a ragged break
Massive strike to the upper leg snaps
Kick to the lower leg breaks bone. No on backside. Embarrasment, discomfort locks foe's leg, accompanied by wrack- in foe's femur, cutting through the flesh and
the femur. Leg is out of commision and
Leg

91 - 95 more standing on that leg. and pain are his part. Standing up is ing pains. Internal trauma and bleeding artery from the inside. Foe bleeds out in 12
foe has a major problem.
O+18, -30,  cumbersome. cause slow death in 10 rounds. rounds.
O+18, -25, [-75], [-50]
O+33, -20, [-50], [-25],  , O+23, -60,  , O+23, -75
Clever feint to the face opens up the
Foe laments his bad defense. Solid
Kick to the vitals misses its mark but Hard blow fractures pelvis. Foe drops to groin. Kick in the gut sends foe back
Abdomen

spear hand drives deep into abdominal Deep spear hand ruptures a vital organ in
foe is not convinced. He drops to his the ground from the pain and will have in pain, heaving his last meal. Internal
96 - 97 region causing pain and lethal organ abdomen. Pain and shock cause instant death.
knees cradling his family jewels. trouble getting up again. damage kills in 10 rounds. Looking
damage. Death occurs in 10 rounds. , O+42, 4, -30, (-20), 3[-75], 
O+34, -15, [-75], ,  O+28, -20, [-75], ,  sickly.
, O+11, -50, [-75], [-50], [-25]
, O+39, -30, 2[-75], , 5'
Strike to the front of neck causes
Solid blow to the thorax breaks a few Ball of your foot lands solidly on the Mass and speed combine as your leap Brutal kick below the sternum breaks all ribs.
windpipe to constrict. Foe turns blue
ribs. Pain will be foe's companion for ribs which break. Foe is knocked back kick caves in foe's chest. Broken ribs Foe drops like a log and dies like one. It is
Chest

in the face and then keels over in 12


98 - 99 the months to come unless you finish in pain. Frothing blood from the mouth puncture foe's lungs, collapsing them. not pretty.
rounds, dead.
him here. indicates death in 20 rounds. Blood loss makes death quick. , O+34, 2, -60, (-10), 3[-75], ,
, O+20, -50, (-10), 2[-75],
O+34, -30, 2[-50] , O+27, 3, -15, 3[-75], , 5' , O+21, -50, 3[-75], [-50],  , 
2[-25], 
With a pecking strike, you destroy Years of accumulated brain damage Open palm strike under foe's nose Inspiration! As you make a flying kick, your
foe's eye. Dismayed he reels from converge on foe this minute. Brain Solid strike to neck paralyzes foe from drives nasal bone fragments in brain. foot connects with his face, snapping his head
Head

100 your blow and is writhing in pain and hemorrhage collapses him for 5 rounds the neck down, permanently. Massive bleeding, pain and incapacita- back. Vertebrae crunch signals his death.
disorientation for 20 rounds. of spasmic death throes. , O+10, -100,  tion. Foe dies from brain damage. , O+21, -100, 2[-75], [-50], , ,
, O+15, -40,  , O+28, -30, 5[-50] , O+23, -100, (-10), [-75] (-25)

236
Subdual Critical Strike Table
Roll A B C D E
Foe moves his head at the last minute, You were convinced that was lethal, Bonk foe on noggin. Foe's eyes
Poke foe's fat. Foe gasps as you jab him in the windpipe.
Head

1 avoiding contact. but it was only a slap. cross.


O+1 O+2, (-10)
O+1,  O+4 O+1, [-25]
Hard poke to foe's chest. He is You try to pummel foe, but only manage to
Wildly grab foe's shirt. Jab foe in the chest. Sudden thumping surprises foe.
Chest

2-3 unimpressed, yet annoyed. push him a bit.


 O+1,  O+3, [-25]
O+4 , 5'
Abdomen

Grazing strike to the belly, foe isn't Foe turns into blow, you only graze his Weak strike, but sinks into belly, Blow to groin does not endear you Upward shot into foe's gut causes him drop
4-5 ticklish. groin, but it leaves a lasting memory. knocking the wind out of foe. to foe. any item held.
O+3 (-10) O+3, (-10) (-20) O+1, 

Smite foe's hip and thigh, smite harder Tricky strike trips up foe. Foe curses Direct strike to knee. Foe buckles,
You momentarily subdue foe's leg. You stomp on foe's foot and push.
Leg

6 - 10 next time. your good name. convinced you are not trying to kill him.
O+2, 5% O+2, , 
O+3, [-25] 2[-25],  O+2, (-10), , , 
You twist foe's arm and are Foe dances back to evade leaving Dislocate foe's shoulder. Foe is at -25 until
Solid strike leaves bruise on foe's
convinced foe is at your mercy. Foe Strike foe's arm leaving welts. hand exposed. There is a crack as arm forced back into place (4 AP for self,
Arm

11 - 15 bicep.
may escape easily. O+11,  you break foe's thumb. 2AP for someone helping).
O+2, [-25], (-25)
10% O+5, -5, [-25] O+5, (-10), [-25]
Hard bonk to head causes foe to bite
Precise strike to foe's temple, Crude strike to throat causes foe to
Poke foe in both eyes. Nyuk nyuk tongue and mouth fills with blood.
but weak. You could have been a gasp for breath. Foe cannot speak or Strike foe under chin causing teeth to rattle.
Head

16 - 20 nyuk. Foe is unable to speak or scream for


contender. scream for 2 rounds. O+1, (-20), [-50], (-25)
O+3, [-25] 2 rounds.
O+2, , 5',  (-30)
O+4, [-25]
Poor form. Foe thinks so too, but Hard jab to center of chest knocks foe Solid strike to chest knocks foe back. Strong yet off-center strike to solar Strike between neck and shoulder will leave
Abdomen Chest

21 - 25 moves back from assault. to the ground. Foe drops any items held. plexus. a terrible bruise.
O+1, , 5' O+2, (-10), ,  O+3, , 5' O+3, (-10), [-50], [-25],  O+11, [-75]
Fake high, strike low, catch foe in the Solid gut shot knocks some of the
Hard strike cracks tip of foe's pelvic Bruising blow sinks into side below
groin. Foe is wary and fights you at -15 fight out of foe. If appropriate, foe Catch foe cleanly in the groin.
26 - 35 bone. Painful, but not debilitating. ribs.
for the rest of the battle. concedes. O+10, (-20), [-50], , 
O+4, -5 O+5, [-75], [-25], 
O+7, (-10) O+5, -5, [-25]
Bash foe hard on the top of the foot, Strike down at an angle, hit foe in
Blow sinks into the meaty part of Bruising strike to thigh causes foe Swipe to lower leg trips foe. Roll an 'A'
foe hops back a step but leaves the muscle on the back of the calf.
Leg

36 - 45 foe's thigh. pain. Unbalance critical vs. foe.


behind weapon. Foe turns around, disoriented.
O+16,  O+17, (-10), [-25] O+2, 
O+1, (-20), [-25], , 5' O+18, -5, (-10), 
Whack to the elbow drives a twinge
Upward strike drives foe's hand into Hit foe in the hand hard. Foe's eyes Tendons, muscles, skin….it all gets Strike to armpit ruptures minor blood
of pain down foe's arm. Foe drops
Arm

46 - 55 face. Stop hitting yourself! water. smooshed together. vessel.


anything held.
O+18, (-30) O+4, (-20), [-75],  O+8, (-10), [-75], [-50],  O+16, 2, [-75], [-50]
O+3, (-10), (-25)
As you hear bone crack you feel
Hard strike to foe's shoulder causes Hit funnybone. Foe laughs. Foe will Your attempt to disable foe's hand works
Force of blow drives foe to the ground. sorry for foe. You really didn't mean
Arm

56 - 65 any item held to go flying 10' back. stop fighting if you will. well. Foe has trouble holding anything.
O+2, 2[-50], ,  to do that.
O+4, (-20), [-25] O+4, (-30), [-75] O+20, -15, [-75], [-25]
O+22, -20, (-10)
Blow sinks hard into foe's stomach,
After that brutality foe writhes on Foe's descendants feel this strike to vitals.
Abdomen

bruising abdominal muscles. Dislocate foe's hip. Foe cannot stand Foe doubles over from shot to the
ground for 1 minute before falling Foe is in no condition to fight back for a full
66 Foe vomits for 3 rounds (treat as without help or until hip is relocated. stomach, dropping anything held.
unconscious. hour. Victory is yours.
Concentration). O+3, (-20), 2[-50], , ,  O+21, -10, (-50), 2[-75], , 
, O+37, -30, , , (-100) , -35, (-50), 4[-75], 
O+8, (-40), 3[-25], (-50)
Play golf with foe's ankle, spraining
Attempt to trip foe but knock him Strike to leg goes wild and breaks toes Strike to foe's inner thigh throws foe off
it. You know exactly what to do now. Unexpected move as foe turns
back instead. You think foe's will is instead. Foe makes a rude comment balance. You have a moment to pick foe's
Leg

67 - 75 +10 to attack this foe next round. catches knee, cracking the kneecap.
waning. about your mother. pockets, if desired.
O+2, -10, (-10), [-50], , , O+20, -20, (-10), [-50]
O+12, (-20), [-25], , 5' O+9, -10, (-10), [-50],  O+15, -15, 2[-50], , 
(-25)
You try to hit a pressure point, but
Clean hit to the solar plexus. Needed Smash foe hard in the upper ribs, Sharp, fast strike to a little known
end up doing more damage than You feel a rib snap as you hit foe in the
more force but strong enough to forcing an oof out of him. Foe's allies pressure point takes away foe's ability
Chest

76 - 80 intended. lower chest.


cause foe to drop any item held. look nervous (-20 morale). to speak (for 3 rounds).
O+23, -15, (-20), [-50], [-25], O+30, -15, [-75], [-50], , 
O+14, -5, (-20) O+1, (-20), [-75], [-50] O+23, -10, (-10), (-25)
, 
Draw blood from foe's face. Foe Hit foe on the top of head, causing foe great
Pummel foe just below the eye, open- Foe's head reels from the blow. Foe Foe's nose is like a fountain of blood.
reconsiders fighting you (if appropri- pain. This will be over soon, very soon.
Head

81 - 85 ing cut along the cheekbone. spits blood from split lips. O+14, 1, -20, [-50], , ,
ate, Morale check at -50). O+27, -20, (-10), [-75], [-50], ,
O+22, 1, -10, (-10) O+15, 2[-75],  (-25)
O+26, -10, (-20), [-50], ,  , 
Expert strike to foe's forearm causes Series of quick blows to arm paralyzes foe.
Blow bends foe's wrist back too far, Brutal strike to elbow knocks foe to Downward strike to shoulder renders
any item held to be dropped at your Foe can move eyes, but cannot speak. 10
Arm

86 - 90 spraining it. the ground. arm useless and tingly.


feet. minutes later, foe dies.
O+18, -15, (-20), [-25], (-25) O+30, -10, 2[-75], ,  O+15, -20, 3[-75], 
O+24, -20, [-50] , O+4, -50
Deliver severe bruises to foe's leg
Use the floor like an anvil to smash Incredible move knocks foe to ground causing instense pain. Foe is down, Clean strike to lower leg breaks bone
Perfect strike to leg drops foe to
foe's foot, breaking a bone in the arch. while cracking ankle. helpless and completely unable to and drops foe in heap. Foe lapses into
Leg

91 - 95 ground.
O+24, -25, (-10), [-50], , , O+23, -25, (-20), [-75], [-50], act. Foe dies 2 hours later from a unconsciousness.
O+8, (-30), 2[-75], , 
(-25) ,  blood clot. , O+23, -50, , 
, O+48, -50, , 
You meant to be much gentler, but that Sucker shot to side meant to bring Simple, brutal, yet effective. Direct Perfect upward strike to groin drives vitals
Abdomen

Painful strike to one kidney causes


just didn't work out. foe to knees instead ruptures kidney strike to abdomen drops foe to into pelvis, crushing them. Foe is alive, but
96 - 97 foe to drop anything held.
O+34, -10, (-20), [-75], [-50], causing death in 2 minutes. ground where he passes out. forever altered.
O+29, -15, (-30), [-50]
, , (-25) , O+6, -15, 24[-25] , O+14, -10, (-50), 3[-75] , O+2, -75, (-100)
You break two lower ribs on one side Side strike shatters rib, without Miss foe's head, slam down into
Cracking ribs sound like
of foe's chest. Foe is in no condition healing, the next critical, fumble or collar bone, cracking it and knocking Foe crumples from what you thought was a
firecrackers. Foe falls to the ground,
Chest

98 - 99 to fight. failed moving maneuver will drive foe out. precise strike, but foe is dead.
conscious, but unable to move.
O+4, -20, (-50), 2[-75], [-50], shard into liver, killing foe. , O+10, -35, (-50), [-75], , , O+56, -100
, O+3, -35, (-50), 3[-75]
[-25],  , O+12, -30, (-50), 2[-50],  5'
Jog foe on head which knocks him
Smash foe in side of head causing Snap foe's head back with a strike to Hit foe in head to knock him out,
cold. Unfortunately he has total You should teach this. Perfect, precise
him to bite off tongue. Foe falls the forehead. Foe slumps forward, but things don't go as planned.
amnesia for 2 days. Maybe you need tap to temple knocks foe out causing no
Head

100 unconscious. Hope you did not need unconscious. Death caused by blunt force trauma
to jog foe again. additional damage.
to talk to foe. , O+19, -25, (-50), 2[-50], , to head.
, O+25, -20, (-50), 3[-75], , (-50), 9[-75]
, O+25, -25, (-50) , (-25) , O+3, -125, (-100)
, 

O+X : X hits,  X: Bleed, X hits/rd,  (-X): Fatigue penalty,  (-X): Breakage roll, -X: Injury penalty, X  [-xx]: Stunned for X rounds @ xx, : Staggered,
 X': Knocked back, : Knocked down/prone, : Grappled X%, (X): Additional criticals, : Target is dying

237
Sweeps Critical Strike Table
Roll A B C D E
You were lucky to even connect. No You fail at a grab and settle for a weak Your attempt to grab foe by the hair is Foe stumbles back out of your grab at Badly executed neck grab. Foe breaks free but
Head

1 force behind blow. blow to the face. fended off, but he is still shaken and mad. his head, so you only clip him. he is not unscathed.
O+1 O+3 O+4 O+1,  O+2, 
Your grab at foe's torso is weak, but Leg manipulation causes foe to trip, but
You grab at foe, just catching a loose piece Terrible technique, but bump to foe still Attempts to get a hold of foe fail, but you
Chest

as foe breaks away he stresses some he regains his footing. This causes a back
2-3 of kit. You might tear it loose!
muscle to cramp up.
forces him to reel backward. bruise his torso in the process.
equipment.
O+2,  O+1, ,  O+10
 O+1, (-10)
Leg sweep enlarges foe's stance beyond Quick timing gets a leg into foe's groin before
Arm manipulation takes foe to nearby You try to get a hold and grab some
Abdomen

what he finds comfortable. He staggers Low grab is side stepped. luckily foe knocking foe on his back. This wrenches
obstacle. It hits him in the abdomen of foe's gear, what you have found is
4-5 knocking out his wind. possibly not that strong.
and has to push the effort to stay on has other distractions. muscle in his groin and stretches tendons. Foe
his feet. O+5, [-25] is hurt... a bit.
O+3 O+1, (-25)
(-10),  O+3, , 
Sweep unbalances foe. You step in and foe Hip and leg push from a sidestepped position
Leg sweep is weak, but knocks foe off Low kick unbalances foe and a follow up Stomp on foe's foot is painful enough to
makes an awkward step back with a lot of throws foe off balance. He is flailing his arms to
Leg

6 - 10 balance.
effort to regain balance.
sweep turns his world upside down. stagger him, but not damaging.
regain balance and loses hand held gear.
 O+2, ,  O+10, 
O+3, (-10) O+4, 
You fail to get a good grip on foe's arm
Manipulating foe's arm you manage to Quick throw delivers foe to the ground. for a throw and he slips free, but you do You yank and push on foe's arm, sending him
Painful arm twist forces foe off balance.
Arm

11 - 15 throw him off-balance. Work from there.


O+6, 
He has no idea what you did. manage to disarm him and knock him sprawling to his stomach.
O+1,  O+1, [-25], ,  off balance. O+11, [-25], , (-25)
O+5, 
Arm manipulation send foe into nearest
Attempt at a neck throw fails, but you Grasping foe's arm you pull him past
Evading your head grab, foe reels back 5' obstacle (friend or foe or furniture) with Failed arm lock makes you bash foe in the face
Head

jerk hard on any headgear, and foe's you, but your leg is in the way. He trips
16 - 20 head. He's not happy.
and might damage some of his gear. his head first. Foe ends up sprawled on
over it and lands face first.
with your elbow, that works too.
, 5', (-25) the ground. O+5, [-75]
O+1, [-25],  O+10, [-25], , 
O+3, , , (-50)
Twist foe's shoulder the wrong way.
Your throw fails, but foe's torso is twisted Shoddy arm lock still pulls a muscle Leg sweep floors foe with a dull thud. Bad shoulder manipulation sends foe reeling
Chest

Minor nerve pinch and foe sees double


21 - 25 from pain.
in ways it shouldn't be, ouch. before foe gets free. Foe tears a muscle in his back. but he stays up.
O+2, [-50] O+13, -5 -5, (-20), ,  O+21, -5, 
O+1, (-10), [-25]
Melee scuffle lets you take a favorable
Straight arm to the chest sends foe to
Abdomen

Kick to inner thigh knocks foe off Sweep fails to fell foe, but overwide position. You kick foe in the rear and he Low blow combined with a shove knocks foe to
the ground. This wrenches muscle in his
26 - 35 balance and stumbling back 10' stance pull muscles in groin. goes down. Nothing too serious, except
lower back.
the ground in quite a bit of pain.
O+4, , 5' O+12, -5 his pride. O+10, [-75], , 
O+2, -5, 25%, , 
O+10, 2[-25], , 
Leg grabbed, lifted and shoved, foe Sidestepping, you target the legs with a Side step and a push against the knee lets foe
Leg grabbed, lifted and shoved. Foe tossed During the melee, foe lunges as you stick
miraculously stays on his feet, but sweep. Foe's momentum carries him 10' stumble awkwardly. He suffers a tendon injury
Leg

36 - 45 staggers back 10'.


5' and lands hard on his back with an oof. out your foot. He trips and takes a dive.
behind you. and does not quite get what happened.
O+2, 2[-25], , , 5' O+1, [-50], , 
O+3, ,10' O+3, [-75], , 10',  O+14, -5, [-75], [-25]
Finger lock. Foe has a choice between Desperate block turns to advantage. Foe is
Wrist lock stings quite a bit. Lucky Botched hip throw dislodges foe's
Evading his blow, you take his arm and breaking his finger or going prone while off-balance and you catch his arm in a painful
for foe he comes loose before you can shoulder. Ligaments are stretched. Foe
Arm

46 - 55 throw him.
spin foe around, effectively trading places.
looks accusingly at you.
you hold the finger lock. He chooses hold and toss him 5' in a direction of your
O+1, (-20), [-25], ,  the latter. choice.
[-25], [-50],  O+5, -10, [-50], (-25)
O+2, 30%, [-25],  O+24, -5, [-50], [-25], , 5', 
Arm lock makes foe comply to you Quick move ducks foe's blow. You catch After some grappling with foe, you take
Twist arm with hand and elbow manipu- wheeling him about and he slams into a his arm and pull him on your back. his arm and attempt to throw him. Foe Perfect arm twist and throw, foe lands hard and
Arm

56 - 65 lation. Foe taken down with some pain. wall or his friend. Roll 'A' Strike critical As you bend over, foe flies over your evades but is caught by an obstacle or is gawping like a landed fish.
O+9, (-10), 2[-25],  on foe and target (if any). shoulder landing 5' away. He is hurting. other participant in a painful collision. O+10, (-10), [-75], , , 5'
O+2, 2, [-50],  O+19, [-50], [-25], , , 5' O+15, -15, 2[-25], , 5', 
Grapple around waist goes between the Grappling low with foe, you miss your During lessons this would be a mistake;
Throw lands foe on buttocks but damages Foe lands hard with arm between his legs,
Abdomen

legs and as you lift to throw, you notice mark, but your fist finds soft meats in the you throw foe, but hold on to leg. Groin
tailbone. Stunned look elicits laughter, but breaking pelvis and rupturing internal organs.
66 foe's high-pitch cries. Your teacher
foe is in real pain.
groin area. Tears stream from foe's eyes gets torn. Shock, internal bleeding
Death after writhing in pain for 5 rounds.
would be proud. hampering perception -25 for 5 rnds. cause foe to die in 10 rnds.
O+20, -20, [-75], ,  , O+30, -30, 2[-75], 3[-50], , , 
O+32, 2[-50], , ,  O+21, -30, 3[-50] , O+25, -35, 2[-75], [-50], , 
Foot sweep after feint makes foe fall In an attempt to throw down foe you hit Seizing foe's leg you wrench it upward. Leg throw dumps foe on the ground. He pulls
As you push foe to the side, he makes a
over, landing hard on his knee, cracking his knee. This is enough to take him down. Muscles and tendons stretch in foe's a calf muscle. When he tries to get up you may
Leg

67 - 75 his kneecap. He sits this one out.


wrong step and twists his ankle.
other leg. attack again with a +10 bonus.
O+11, -20, [-50]
O+7, -10, ,  O+11, [-75], [-25], ,  O+25, -15, [-75] O+20, -15, [-75], , 
Duck foe's attack and catch him around
Arm strike across the chest fails to take Rolling throw slams foe to the ground Smooth throw lands foe on back, Scissor lock fells foe like a tree. All that
the middle. Using his momentum you
Chest

foe down, but knocks most of the fight hard. Foe tries to get up but stays down cracking a few ribs. He will not bounce weight on his side cracks a variety of ribs and
76 - 80 out of him as he staggers back 5'. for this round.
throw him to the side where he collides
up immediately from this. dislocates shoulder, disarming foe.
with an obstacle or the ground.
O+9, [-75], , 5' O+11, [-50], [-75], ,  O+26, -20, (-10), , ,  O+15, -25, [-50], 
O+35, [-75], , , 5', 
Arm bar to the neck sends foe staggering
Catch foe by his waist and turn him You knock the foe off his feet, his head makes a
Flip foe over, his head takes a hard 10' in the direction of your choice, Foe thrown down on his face, breaking
Head

upside down, for piledriving his head in loud thock as it hits the ground, you doubt he'll
81 - 85 knock on the ground. coughing and having problems breathing
the ground. This might sting a bit.
his jaw. Let's call him mumbles.
be getting up soon.
O+25, 3[-25], , ,  until he can rest. O+14, -15, 2[-75], , , 
O+28, -5, [-75] O+34, -15, 2[-75], [-50], [-25], , 
O+10, (-40), [-75], , 10'
Splendid hip throw delivers foe to the Earth: block, Water: take position, Fire: blow
Spin foe by the arm and launch him 5' in Quick arm manipulation pulls arm from Arm lock and takedown, but you hear
ground. You keep hold of his arm long to the stomach, Wind: twist and break arm,
a direction of your choice, wrenching his socket and sends him to the ground. He the bone in his upper arm snap on the
Arm

86 - 90 elbow in the process. will not bounce back from this one. way down.
enough to break the elbow with a gut Emptiness: bone fragments travel to heart for
wrenching sound. Ouch. death in 5 rnds.
O+22, -5, [-75], , 5' O+20, -15, [-75], , , (-25) O+20, -20, (-20), 2[-50], , 
O+32, -25, [-75], [-50], ,  , O+4, -40, [-75], [-50], [-25]
Pin foe's foot to the ground as you step Catch foe's leg and yank it with force. Legs do not bend that way. Knee Throw foe on his leg which cannot cope and
Foe stumbles and lands wrong on his
in and unbalance him. Leg twists and foe Foe flies back and lands on his backside. shattered. Ragged bones tears artery. breaks in 5 places. Bone sticks out from flesh.
Leg

91 - 95 foot. Ankle breaks with a sickening pop.


exclaims in pain as you break all his toes. O+18, -20, 2[-75], [-50], [-25], Death from shock occurs in 10 rounds. Foe dies in 7 rounds from shock and pain.
O+18, -25, 2[-25], 
O+28, -20, (-30), [-50], [-25],  , , 5', (-100) , O+8, 10, -45, ,  , O+22, -30, 2[-75], , , 10', (-50)
Foe tossed 10' in the direction of your
Seizing foe's leg you wrench it upward, Yank foe forward into a knee in the gut, Classic fall to the side breaks pelvis. Foe
choice, lands hard with own elbow in Foe flipped like a toy in the air, lands hard in
Abdomen

muscles tear in his groin before he lands his eyes bug out as he flops over on his is down and unable to get up. He begs
the gut. Liver and spleen damaged, a broken heap, folded in half over a broken
96 - 97 on his back, hard. back. for mercy. Internal injuries cause sudden
death in 5 rounds. lower spine.
O+22, -20, (-10), [-50], [-25], O+31, (-10), 2[-75], 2[-50], , death in 5 rnds.
, O+24, -25, 3[-75], 3[-25], , , O+24, -85, , , (-75)
, ,  ,  , O+1, -35, 5[-50]
, 10'
Foe's rush is interrupted by your foot. He
Rolling throw sends foe flying 10' behind Flip breaks several ribs that puncture Pick foe up and throw him down with force
Flip foe over, landing hard on his topples over and his momentum is too
you smashing in to the ground. Spine lungs. Foe froths blood and breathes on your knee. A sharp bone snap means you
Chest

shoulders, breaking collar bone on both high to break his fall. He lies crumpled
98 - 99 sides.
broken in 3 places. Death does job in 5
in a heap, dead in 5 rnds.
with difficulty until death in 7 rounds. dislocated a vertebra. If foe is moved without
rounds. , O+28, 5, -50, [-75], , , healing the injury first, he dies.
O+29, -30, [-75], ,  , O+50, -15, (-10), 4[-50], ,
, O+27, -40, 2[-50], , , 10' (-100) , O+21, -100, , 
, 10'
Terribly effective throw slams foe, face
Holding foe in a one arm lock, you
Throw foe down hard on his neck, first, in ground. Facial reconstruction Toppling foe; snaps neck on a carelessly left
take his head and smash it hard into an Twisting head lock snaps neck. Death is
Head

shattering trachea. Foe chokes on looks gruesome. This will be a closed around object. As he sinks in oblivion he tries
100 blocked airways in 5 rounds.
obstacle. Foe loses struggle to live after instant. Clean and efficient.
casket funeral. to tell you something.
4 rounds. , O+100, -20, 100%
, O+25, -20, 3[-75], (-100) , O+85, 4, -50, [-50], , , , O+50, -100
, O+62, 2, 4[-75], (-50)
(-75)

238
Unbalance Critical Strike Table
Roll A B C D E
Blow lacks force, but hits foe's
Tag! He's it. You produce a good sound effect. You clip foe's ear. Solid hit stopped by skull.
Head

1 throat.
O+1 O+3 O+4 O+2, 
O+1, (-10)
Foe gets turned around by force of blow
Your opponent stands firmly in front You thought your attack was perfect, Foe goes, Oof! as impact forces air
You force air from foe's lungs. and is facing the opposite direction from
Chest

2-3 of you. but then your foe moved just a little. from his lungs.
O+1, (-10) which he previously faced.
O+2 (-25) O+3, (-10)
Abdomen

Belly slap delivers more sound


Abdominal blow bruises slightly. Groin strike bruises thigh. Abdominal blow knocks down foe! Foe's groin absorbs bulk of blow.
4-5 than fury.
O+5 O+3, (-10) ,  O+8, [-25]
O+3

You hit your foe's knee. You thought Foe's ankle turns as he gives to
You deliver a stinging blow to foe's Blow to leg pulls muscle in foe's Foe takes blow on legs, stumbles back to
those things broke easily. Not this force of leg blow. Joint damage
Leg

6 - 10 thigh. thigh. retain footing.


time. results.
O+5 O+2, -5 O+4, (-10), , 5'
O+4, (-25) O+5, -5
Foe tries putting shoulder into the Foe hit on the elbow, drops anything Remember that point on the elbow.
You catch foe on the wrist. Foe forced back by impact.
Arm

11 - 15 impact. Foe's shoulder regrets it. in his hand. It seems to sting if you hit there.
O+11, (-10) O+9, , 5', (-50)
O+6 O+1 O+15, (-10)
Knock to head leaves foe
Blow strikes foe's cheek with
Tap to foe's head leaves him dazed. Foe takes it on the chin. disoriented. -50 to Perception for Classic blow to head. All but a knockout.
Head

16 - 20 head-turning force.
O+3, [-25] O+14 five rounds. [-50], [-25], , 
O+3, (-10), , (-50)
O+8, , 
Foe stands his ground, rather wishes A rib cracks under the force of A broken rib now pushes back against
Thump! Impact rocks foe.
Abdomen Chest

21 - 25 that he hadn't. your attack. the lung.


O+6, [-25] O+12, 
O+8, [-50] O+3, -10, (-10),  O+1, -15, (-10)
Foe struck in groin. Spasm of pain
Foe takes blow in the abdomen, You hit the foe hard in the gut. The effects
Blow goes right to the gut. Blow slams into foe's groin. causes foe to drop anything he is
26 - 35 drops. are most gratifying.
O+14 O+22, (-75) holding.
O+7, [-25], ,  O+10, [-50], 2[-25], , 
O+22, [-25]
Nice move catches foe in the leg.
Muscle in foe's lower leg pulled as Foe's knee bends sideways under impact,
Knee strike forces foe back. You can send foe stumbling 5' in any Foe pulls muscle in upper leg.
Leg

36 - 45 he tries to evade your attack. resulting in joint injury.


O+8, , 5' direction of your choice. O+21, -5, (-10)
O+23, -5, (-10), [-25],  O+17, -10, [-50], 
O+2, [-25], , 5'
Blow strikes foe's arm, driving it
You catch your foe inside the elbow Bruising blow to the shoulder drives
Foe gets a broken finger. back against foe's body, transmit- You strike foe's upper arm. Bone breaks.
Arm

46 - 55 and throw him to the ground. Bravo! foe to the ground.


O+12, -5 ting force throughout. O+11, -15, [-50], 2[-25]
O+8, [-50], ,  O+9, [-50], , , (-100)
O+10, [-75], [-50], 
Using foe's arm, you drag him down Muscle in foe's shoulder is pulled. Foe's wrist is sprained in fall as
Blow to shoulder makes foe Blow damages shoulder joint, knocks foe
in a hard fall. Foe drops anything held in the hand force to arm unbalances him. Foe
Arm

56 - 65 backpedal. backward.
O+3, (-10), [-50], 2[-25], , on that side. drops anything in the hand.
O+19, , 5' O+30, -15, (-20), , 5'
(-25) O+7, -5, [-75],  O+2, -5, 3[-75], [-25], 
Impact ruptures foe's spleen. Foe will go
Force of blow to foe's lower torso Blow breaks foe's pelvis. Think
Abdomen

Hammering blow damages foe's Blow to groin rolls back foe's eyes. on for 9 more rounds before dropping
cracks spine. Agony shoots through about what you've done.
66 kidney. Foe falls into 1-10 hour coma. dead.
foe's nerves. O+26 Hits, -30, St[-50], St[-75],
O+29, -15, (-20), [-25] , O+42, -50 , O+32, 4, -40, 9[-25], , ,
O+20, -25, [-75], ,  , 
(-100)
Low blow twists lower leg, pulls Blow takes leg out from under foe, Hip joint injury results from blow Knee twists, fails under pressure. Foe
Kneecap cracks under force of blow.
Leg

67 - 75 tendon. brings him down like a felled tree. that topples foe. screams.
O+19, -15, 
O+12, (-10), [-50],  O+14, [-75], [-50], , ,  O+25, -15, (-10), 2[-25], ,  O+31, -15, [-50], 2[-25], , (-25)
Foe takes deep bruising to chest and
Foe's sternum cracks under your Foe grunts from impact that cracks
You crack foe's rib as you slam foe air is forced from his lungs. You have Muscle along foe's side is strained as body
assault. You have the option of three ribs.
Chest

76 - 80 to the ground. the option of moving foe 5' in any blow takes him to the ground.
moving foe 5' in any direction. O+13, -20, (-10), [-75], ,
O+9, -5, [-50], ,  direction. O+30, -5, (-20), 2[-75], , 
O+32, -15, (-10) 5'
O+11, (-30), [-75]
Pow! Right in the face! Foe is Skull bone breaks under impact. Foe is
You hear the crunch of foe's cheek- Hairline fracture of skull does not Blow raises foe up, pulling muscles
now facing in the direction of your now not right in the head.
Head

81 - 85 bone breaking. Sweet music. shield brain from being rattled. in neck, then drops him.
choice. O+37, -25, (-10), [-50], 2[-25],
O+35, -15, [-25] O+3, -5, 2[-75], [-50], ,  O+26, -15, [-75], [-50], , 
O+17, [-75] , 
Taking foe down by the wrist, which Force of blow pulls muscles in
Foe drops anything in hand as it Bone in hand cracks as foe is
sprains, you stand above him like a foe's shoulder, sends him to the Foe's arm is torn off by force of blow.
is driven into his torso by blow, knocked to the ground.
Arm

86 - 90 triumphant god. Enemy must make ground with bone-rattling force. Death in 6 rounds.
delivering painful impact to groin. O+19, -5, (-10), 2[-75], [-50],
RR versus Fear at your level +5. O+8, -10, 3[-75], [-50], , , O+19, 8, -35, [-75]
O+22, (-10), 2[-50] [-25], 
O+5, -10, [-75], 2[-50],  , (-25)
You knock foe's leg out from under Savagely jerking foe's leg out from Foe's knee yields to punishment. As
Blow to leg is painful but shows You take foe's legs out from under him.
him, though he refuses to fall. He under him sprains foe's ankle, drops damaged joint fails its duties, foe
little surface damage. Blood clot Spinal injury from the fall leaves foe
Leg

91 - 95 does drop anything in his hands to him on his back. Foe is at half tumbles.
triggers fatal stroke 14 rounds later. paralyzed from the waist down.
keep his balance. movement rate until healed. O+24, -15, 2[-75], [-50], ,
, O+13, -35, 3[-75] , O+8, -65, , , (-100)
O+23, (-10), [-75], [-50],  O+18, -15, [-75], [-50], ,  , (-25)
You drive foe to the ground, Kidney-damaging blow leaves foe Blow to groin leaves foe helpless Damage to intestines is not Blow ruptures a kidney and the pancreas.
Abdomen

fracturing his spine. with a new reference point for pain. for the next 12 rounds. You may kill immediately apparent, but results in Foe drops and dies in 6 agonizing rounds
96 - 97
O+5, -25, (-20), [-50], [-25], O+37, -15, (-30), 2[-50], , , him, or be merciful. death from shock in 10 rounds. of inactivity.
, , (-25) (-50) , -45, , , (-50) , O+14, -35, 4[-75] , O+27, 5, -75, (-100)
Foe staggers back, unaware that
Broken rib punctures foe's heart; Internal ruptures bleed into lungs. Foe
Ribs break as you drive foe to the impact has caused damage to nerves.
Bruised rib results in blood clot, blood fountains from chest. +20 spurts blood from mouth and nose. Foe
ground. Heart loses its beat 7 rounds later,
Chest

98 - 99 stroke after 9 rounds. Foe then dies. friendly morale for this inspiring spends 4 rounds twitching helplessly
O+22, -20, (-20), [-75], killing foe.
, O+2, -50, (-20), 3[-50] move. before dying.
[-50], , ,  , O+5, -35, 3[-75], 2[-50],
, O+13, 10, -75 , O+1, 4, -85, (-10), (-100)
, 5'

Blow to ear leaves it bloody. Neck Foe's jaw is dislocated by blow, You drive foe head-first to the ground,
Blow to neck breaks spine, Foe drops from head shot, breaking
snaps from force of blow. Foe is which sends bone shards into the splitting the skull and spilling out his gray
Head

100 paralyzes foe. neck. Death is almost instantaneous.


paralyzed for 12 rounds, then dies. brain, shutting down function. matter.
, -75 , O+35, -90, (-100)
, O+48, -40, (-100) , O+73, -90, (-100) , O+100, -100

O+X : X hits,  X: Bleed, X hits/rd,  (-X): Fatigue penalty,  (-X): Breakage roll, -X: Injury penalty, X  [-xx]: Stunned for X rounds @ xx, : Staggered,
 X': Knocked back, : Knocked down/prone, : Grappled X%, (X): Additional criticals, : Target is dying

239
Melee Fumbles
Roll 1-Handed Melee 2-Handed Melee Animals Mounted Arms Unarmed
Lack of coordination between you
My that weapon is heavy! You
Your palm is sweaty. Maybe you Odd smell distracts you. You can and your mount costs you, but Foe is too quick, and you lose
1 – 20 lose the opportunity to take a
will improve. try to attack next round. not your mount, the opportunity your chance to attack.
swing.
to attack.
You lose your grip on your One hand slips from your weapon
Try to look like you meant to Use the column for your weapon
weapon; it flies 2d10 feet in a and it moves out of position; You trip over your own feet and
21 - 30 do that. You make no attack this to determine the result of this
random direction. Next time wipe you lose the rest of the round lose the chance to attack.
round. fumble.
your hands first. recovering.
You mind wanders, and you partly You and your mount are of Your mighty yell fails to impress
Overenthusiastic attack puts You slip, but keep your feet.
lose control of your weapon. different minds as to what your your foes, but it leaves you a
31 - 40 you off balance. You suffer a -5 Suffer a -3 initiative penalty next
Suffer a -8 initiative penalty next direction meant. You both suffer a bit breathless. Take a -5 Fatigue
initiative penalty next round. round.
round. -10 initiative penalty next round. penalty.
You stumble over an imaginary,
Your mount shies suddenly. You That move only works in a saga.
Fighting sure is tiring! Take a -5
invisible, deceased turtle. This Somehow, you manage to strike
lose your attack and are at -10 Take 1d5 hits damage and suffer a
41 - 50 Fatigue penalty. leaves you Stunned for two yourself for 1d10 hits.
next round. Your mount loses its -7 initiative penalty next round.
(-5) rounds. O+1d10 attack as well. O+1d5
2[-25]
You launch a furious, but
Your poor communication of your
You try to impress your opponent poorly-executed series of strikes Suddenly, the world just seems You lost your weapon! Wait, you
desires confuses your mount,
with a spin maneuver. Too bad. that your opponent avoids easily. too confusing. Spend the next weren't using one. Spend the next
51 - 60 which will be Dazed for the rest
Spend two rounds Stunned. You only tire yourself. Take a -10 round Stunned. round Stunned.
of this round and all of the next.
2[-25] Fatigue penalty. [-25] [-25]
2[-25]
(-10)
Instinct is not always as reliable Your move is acrobatic, but
You hit an innocent inanimate You manage to completely lose as it is made out to be. Your Use the column for your weapon misjudged. You end up flat on
object. Both it and your weapon your grip on your weapon, which
61 - 65 attacks are at -30 for the next to determine the result of this your back and are Stunned for
must make breakage checks. ends up 1d10 feet away in a three rounds. fumble. one round.
(-0) random direction.
3(-30) [-50]
Execute the declared attack on the
Execute the declared attack on the Execute the declared attack on the Execute the declared attack on the nearest ally, whoops! If you can Execute the declared attack on the
nearest ally, whoops! If no ally is nearest ally, whoops! If no ally is nearest ally, whoops! If no ally is only attack your mount, and your nearest ally, whoops! If no ally is
66 in reach, an innocent bystander in reach, an innocent bystander in reach, an innocent bystander weapon is not suitable, do 2d10 in reach, an innocent bystander
will do. Failing that, attack an will do. Failing that, attack an will do. Failing that, attack an hits and two rounds of Stun to will do. Failing that, attack an
imaginary friend. imaginary friend. imaginary friend. your mount with a sloppy blow. imaginary friend.
O+2d10, [-50]
Your weapon's balance seems The good news is that you You have trouble believing that
off somehow. Spend two rounds successfully hit, delivering an 'A' Such an itch! Spend the next two Use the column for your weapon your awesome kill move did not
67 - 70 attacking at -25 before you realize Subdual critical. The bad news is, rounds Concentrating on scratch- to determine the result of this work at all. Spend two rounds
your grip is wrong. the target was yourself. ing. Hope that it is not fleas. fumble. Stunned by your failure.
2(-25) (A) 2[-50]
You nearly fall off your mount The problem with using your
Survival of the fittest, right? That
You are distracted and over- You strain your shoulders in a and must Concentrate for the next body is a weapon is that sometime
might not be you. The fight is
whelmed. You may not initiate an mighty swing (that misses). Take going out of you as you take a -15 two rounds to regain your seat. you hit something hard. You take
71 - 80
attack for two rounds (you may a -20 penalty. This distracts your mount, leaving 2d10 hits and are Stunned two
Fatigue penalty.
full parry if attacked). (-20) it at -30 during this time. rounds.
(-15)
2(-30) O+2d10, 2[-50]
Bite the inside of your own mouth
for 1d10 hits and a round of You execute a perfect blow,
Make a Hard riding maneuver or
You confuse yourself and get your Stunned unable to parry followed but your foe blocks it casually,
You are suddenly very winded. fall off your mount. If successful,
limbs all crossed. You are -50 for by a round of Stun. The good perhaps accidentally; you are
81 - 85 Take a -20 Fatigue penalty. you still suffer one round Dazed
three rounds. news is that foes within 10' of Stunned for two rounds by the
(-20) and a -5 penalty from a groin pull.
3(-50) you must save versus a level 1 shock of this.
Fear effect. [-25], (-5)
2[-50]
O+1d10, [-75], [-50]
You take a tumble, traveling 2d10
You get tangled in your mount's
Your lower back screams as you feet in a random direction. You Your foot slips out from under
You clip yourself with your own tack. It will take 10 Action
twist too far and pull a muscle. are also Stunned for the rest of you as you begin your attack. You
weapon. You are Stunned this Points to get free. Until then, all
86 - 90 You are Stunned two rounds and this round and the whole of the fall and Stun yourself for two
round and Dazed next round. actions are at -100 except Riding
suffer a -25 penalty for the injury. next. Hope that your foe is just as rounds.
[-50], [-25] maneuvers.
2[-50], (-25) surprised. 2[-50]
10x, (-100)
2[-50], 2d10'
You go down hard on one knee.
Your poorly expressed directives
You trip and fall prone as your The pain leaves you Stunned for You got your target's tail! Wait, Your balance is a little off while
cost both you and your mount
swing goes wide. You are Stunned one round, then Dazed for the no, that was your own tail. Take requiring one foot to support your
not only your attacks for the
91 - 95 for two rounds, then Dazed in next. The knee injury is a -15 2d10 hits and a round of Stunned full weight. You suffer a -20 ankle
round, but also a -50 penalty to all
the third. flesh wound. You also drop your followed by a round of Dazed. sprain.
actions for the next three rounds.
2[-50], [-25] weapon. O+2d10, [-50], [-25] -20
3(-50)
[-50], [-25], (-15)
The excitement is just too much! You look in one direction, move You miss and overextend, pulling
Your shoulder should not bend
Your momentary frenzy leaves in another, and therefore fail to something in your back. Pulled
that way! You are Stunned for Use the column for your weapon
you Stunned unable to parry this spot the obstacle in your path. muscle is a -20 injury. Take 2d10
96 - 99 three rounds. The pulled muscle to determine the result of this
round, Stunned next round, and You not only lose your attack, but hits and a round of Stun from
provides a -25 injury. fumble.
Dazed the third round. take an 'A' Unbalancing critical. the pain.
2[-50], -25
[-75], [-50], [-25] (A) O+2d10, [-50], -20
Worst move seen in ages! You are
You drop your weapon. Trying
Stunned and unable to parry for You execute a textbook
Where did he go? You managed to recover it, you fall from your
five rounds and are at -30 with a headbutt... to the ground. You are
Execute the declared attack on to get turned around. Your foe is mount. This shocking turn of
100 pulled groin muscle. There is a prone, Stunned for three rounds,
yourself, with no parry DB. Ow! 50% chance your foes will be out now behind you and gets a free affairs leaves your mount at -30
and bleeding 1/rnd.
attack on your back. for two rounds.
for 3 rounds, laughing. 3[-50], 1
2(-30)
5[-75], -30
O+X : X hits,  X: Bleed, X hits/rd,  (-X): Fatigue penalty,  (-X): Breakage roll, -X: Injury penalty, X  [-xx]: Stunned for X rounds @ xx, : Staggered,
 X': Knocked back, : Knocked down/prone, : Grappled X%, (X): Additional criticals, : Target is dying

240
Ranged Fumbles
Roll Bows Slings Thrown Elemental Bolts Elemental Balls/Cones
The element is unruly. If you The element is unruly. If you
Your grip is weak. You elect choose to not act for the rest of choose to not act for the rest of
Sweat gets in your eye. You lose Not enough spin. Hold your
1 – 20 not to attack because of lack of the round, you may "hold" the the round, you may hold your
this round's attack to wipe it off. attack until next round.
control. bolt and roll your attack next attack until next round without
round without recasting. recasting.
The energies resist direction.
What should be automatic with You lose your grip. The stone You lose control as you release The element loses focus and bits If you choose to not act for the
practice becomes clumsy as you still goes flying off to make a the weapon and it falls harmlessly spray harmlessly off the bolt. rest of this round, and all of the
21 - 30
overthink it. You fail to attack +0 attack on the target, but your to the ground halfway to your Reroll attack with the Size of the following round, you may attack
this round. sling goes along for the ride. target. attack reduced by one. the round after that without
recasting.
Bolt goes flying off at an angle Attack is launched along a line
90 degrees left of the intended at an angle 90 degrees left of that
You partly lose your grip.
You spill your ammunition on the You trip over your own feet. You line of attack. Roll a +0 attack on intended. Roll +0 attacks on those
The stone goes skipping off
31 - 40 ground. Did you do something to land face down, but hang on to each target along the new path in the new attack zone. When a
harmlessly along the ground, but
offend the gods recently? your weapon. until it hits someone, strikes a ball hits someone (or something)
you retain your sling.
solid obstruction, or runs out of or reaches its range limit, it will
range. detonate normally.
Bolt appears as a fist sized ball Elements appear as a head-sized
You begin juggling your weapon of appropriate material, which ball, which gently floats at 10' per
The projectile breaks, but half You have been overdoing it. Take because of a bad grip and smack
gently floats at 10' per round in round in the direction intended. If
is still caught on the string.
41 - 50 a -5 Fatigue penalty. yourself in the head. You are the direction intended. If anyone it strikes anything solid, resolve
It requires 8 Action Points to
(-5) Stunned for 2 rounds. runs into it, or it otherwise makes attack as a ball attack centered
clear it.
2[-50] physical contact, resolve attack on that point (use cone terminal
at +0 OB. radius for ball radius).
You spin your sling so fast that Poor release. If there is someone
"Twang!" The projectile drives As 31-40 above, except that bolt As 31-40 above, except that
you almost lose control of it. else within 15' of the intended
51 - 60 into the ground between your is launched at 90 degrees right of attack is launched at 90 degrees
Suffer a -10 initiative penalty target, roll a +0 attack on the
feet. It breaks. the intended path. right of the intended path.
next round. closest.
You are sure it is the perfect sling
until you tire of waiting for your You throw very poorly. The
Bow slips from your sweaty target to fall and notice the stone weapon ends up 10 + 1d10 feet As 31-40 above, except that bolt As 31-40 above, except that
61 - 65 is on the ground near your feet.
hands and falls at your feet. away in a random direction and is launched straight down. attack is launched straight down.
Your next action is at -20. must make a breakage check.
1(-20)
Execute the declared attack on
Execute the declared attack on Execute the declared attack on Execute the declared attack on
the nearest ally, whoops! (If Execute the declared attack
the nearest ally, whoops! (If no the nearest ally, whoops! (If no the nearest ally, whoops! (If
no ally in range, put projectile centered on the nearest ally,
66 ally in range, you do yourself an ally in range, weapon bounces off no ally in range, attack is lost,
through your own foot for 2d10 whoops! (If no ally in range,
'A' Unbalancing crit.) an object, comes back at you as a and you are probably in enough
hits and a -20 flesh wound.) execute attack centered on self.)
(A) +0 surprise attack.) trouble already.)
O+2d10, -20
What a throw! The weapon flies
out twenty feet beyond its normal As 31-40 above, except that bolt As 31-40 above, except that
You mishandle your weapon,
The stone drops on your foot. maximum range past the intended is launched at 180 degrees from attack is launched at 180 degrees
causing yourself pain. Take one
67 - 70 Take 1d5 hits of damage. target. If someone is there, roll a the intended path (i.e., in the from the intended path (i.e., in the
round Stunned.
O+1d5 +0 attack. You take a -10 Fatigue direction opposite the intended direction opposite the intended
[-50] penalty from your exertion. target). target).
(-10)
You put too much body into it,
Just as you are about to release,
The bowstring snaps. Draw and you fall down before you
you slip and fall prone, and are As 31-40 above, except that bolt As 31-40 above, except that
71 - 80 another weapon or restring your can release your attack. You are is launched at 45 degrees left of attack is launched at 45 degrees
Stunned[-50] for one round.
bow. Dazed one round. the intended path. left of the intended path.
[-50]
[-25]
You managed to hold your thumb
Your weapon drops to the ground,
in the way of the string. Your shot You clip the side of your head
hitting your foot on the way for As 31-40 above, except that bolt As 31-40 above, except that
81 - 85 misses, and you are Stunned for and suffer one round Stunned. is launched at 45 degrees right of attack is launched at 45 degrees
1d10 hits.
two rounds. [-50] the intended path. right of the intended path.
O+1d10
[-50]
Your poor and weak release
Your shot goes wild, landing sends the weapon up two feet.
You clip the side of your head As 31-40 above, except that bolt As 31-40 above, except that
3d10 feet from target in a random and suffer two rounds Stunned. It immediately comes down and
86 - 90 hits you. You take no damage, but is launched at 45 degrees above attack is launched at 45 degrees
direction. If someone is there, roll
2[-50] the intended path. above the intended path.
a +0 attack. are Stunned for one round.
[-50]
You slip and fall as you fire. Your You manage to throw your weap-
You injure a tendon in the wrist
shot goes astray. You are now on 4d10 feet behind you. Anyone As 31-40 above, except that bolt As 31-40 above, except that
of your slinging hand. This
91 - 95 prone and Stunned[-50] for two in the way takes a +0 attack. You is launched at 45 degrees below attack is launched at 45 degrees
results in a -15 injury penalty.
rounds. are Dazed one round. the intended path. below the intended path.
-15
2[-50] [-50]
Make a breakage check. If it fails,
You trip as you release your
the bow snaps and you take an 'A'
You pull a muscle in your weapon, which flies off to make a
Puncture from a flying splinter; if
slinging arm, resulting in a -20 +0 attack on the nearest creature. As 31-40 above, except that bolt As 31-40 above, except that
96 - 99 it is passed, the string snaps and
penalty injury. You are Stunned[-50] for two is launched straight up. attack is launched straight up.
lashes you, doing an 'A' Slash
-20 rounds.
critical.
2[-50]
(A)
You shoot yourself in the foot.
Your foot is pinned to the ground
The sling becomes a melee weap- Element misfires as it leaves your Elements explode in your face.
(6 Action Points to free yourself).
on as you manage to hit yourself You throw the weapon straight hand. You take an 'A' critical of You take a 'C' critical of the
100 You are Stunned[-50] for two up and it comes down as a +50
for an 'A' Krush critical. the appropriate type. appropriate type.
rounds, bleeding at 1 hit/round, attack on yourself.
and have a -30 flesh wound. (A) (A) (C)
(A), 2[-50], 1, -30, (6)

241
GameMaster Law
ROLEMASTER
UNIFIED

Gamemaster Law

242
Part III:
Gamemaster Law
Character Law provides the roles to be In Chapter 14, the psychology and inter-
played as well as the skills and the ma- actions of non-player characters are de-
neuvers to use them in. Arms Law offers scribed, providing guidance in determining
the characters the challenge of battle, with their reactions. Players may need to per-
its risks and dangers. Here, Gamemaster suade, inspire, or deceive them to achieve
Law provides the remaining tools a game- their goals, depending on whether they are
master will need to create their stories and allies, adversaries, or simply inhabitants of
adventures. the world the gamemaster is creating.
Chapter 12 provides the tools for design- The final chapter describes hazards of the
ing a campaign, defining the tone and environment. These include extremes of
power level of the game, and customizing temperature, drowning, falling, poison,
the races, cultures, and professions to suit disease, and darkness.
the setting. Guidelines are provided for ex-
Being the Gamemaster of a roleplaying
perience points, to reward players for ac- game involves a lot of separate jobs rolled
complishing tasks and advancing the story. up into one. The GM must direct the action,
Chapter 13 covers health, healing, and act out all the non-player roles, resolve
death, including the treatment of injuries disputes, and keep the flow of the game
and their natural recovery. moving. Stepping back from the action,
the GM also writes all the elements of the
story not controlled by the players. Role-
master can be used as the basis for many
different stories, and the rules in these sec-
tions will help the GM get the job done at
the gaming table and customize the game
to fit the style of action he wants to run.

ROLEMASTER
UNIFIED

Gamemaster Law

243
1 2 . G a m em as tering
• Legendary – The players’ characters at this pow-
12.1. Power Level er level are now once in a generation prodigies.
Rolemaster is easily customizable to allow for a wide Training in skills gets a giant push from innate
variety of gaming styles and settings. Some groups talent. They now not only stand out in the crowd,
may like to play low-powered games where the char- the crowd has a hard time keeping up.
acters are ordinary, while others prefer games where • Epic – The player characters at epic power levels
their characters are epic figures in a dynamic world. exceed the averages by so much they no longer
Some skills, spells, or talents may not be appropriate really fit into the same frame. They are pushing
in one campaign, but necessary or even casual ele- into superhuman or demigod-like levels of innate
ments in another. To allow for a broad range of power, ability.
Rolemaster can be scaled based on the relative power The most obvious effect of varying Power Level is
of the characters to the rest of the world. in the character’s statistics, which has an impact on
The power level of the characters may range from all levels. Varying the total bonuses available for pro-
Average to Epic. These power levels are used as a fessional knacks will have the biggest impact on low
guideline in making decisions about what rules are to level characters.
be allowed. The GM may even decide to use different Stat boosts refers to the option to replace a stat with
power levels in different parts of the rules, such as average values, replace your highest temporary stat
using a Heroic power level for generating characters with 90, etc, as described in Section 2.5. When replac-
but an Average power level when dealing with spell ing a stat value with average values, see Table 12-1
list availability (Spell Law) or power point recovery. for those values. For example, at the Heroic level, the
These power levels are given to help GMs, not to tie average temporary stat is 61, and the average potential
them down or hamper them, so as always the GM can is 81.
modify as he sees fit.
For power point recovery, characters get back the list-
• Average – The characters are average people. Train- ed percentage of their Power Development total every
ing in skills will be the single most important fac- two hours of sleep, as indicated in Table 12-1. This
tor in play, rather than exceptional stats or innate will have an effect on magic using classes at all levels
talents. by increasing how many spells they will ultimately
• Superior – The characters are well above average. be able to cast over time. The maximum recovery per
Training in skills is still a very strong factor, but day is achieved in eight hours of sleep. Characters that
they will stand out as better than people of the need less sleep will recover more quickly but to the
same profession and level due to their individual same maximum. For example, a character that needs 4
superiority and natural talent. (This is Rolemas- hours of sleep per night will recover the listed percent-
ter’s default level). age each hour of sleep but only to a limit of 4 hours.
• Heroic – The player characters are highly excep- Example: Shadow World is a high fantasy setting
tional, in the top 1% of the population. While with potentially powerful foes and magic. The GM
training in skills is still important, the characters wants the characters to be heroes in this setting
are all cream of the crop, Olympic quality level where they use powerful magic and weapons to help
in their chosen fields; their innate ability makes combat epic foes and so sets the campaign’s Power
them stand out above the average compared to Level to Legendary.
other characters of the same profession and level.

Table 12-1: Power Level


ROLEMASTER
UNIFIED Professional PP Recovery Reroll Stats Average Stats Stat Stat
 Power Knacks per 2 hr sleep Under Temp. Pot. Boosts Points
Gamemaster Law Average 0 5% - 51 76 1 5
Superior + 10 (+5 max) 10% 11 56 78 2 15
Heroic + 20 (+10 max) 15% 21 61 81 3 25
Legendary + 30 (+15 max) 20% 31 66 83 4 35
244 Epic + 40 (+20 max) 25% 41 71 86 5 45
Example: A game set in Europe’s Dark Ages has no When deciding starting level, consider the types and
magic at all, and with limited technology. The GM difficulties of the challenges in the campaign, as well
begins the characters as normal peasants, with no as the background of the characters that are to be part
special powers and of average abilities. He sets the of the story. A first level character is not a veteran of
campaign’s Power level to Average. many battles, nor is a tenth level character a naïve
farm boy.
Characters The first few levels in Rolemaster are often made up
of adolescents who are still apprenticed, depending on
Some GMs and players prefer stronger or weaker the profession. Table 12-2 has examples of names or
starting characters for different styles of game play. titles based on level and an age guide, indicating level
The default Superior level method (Section 2.5) will for one’s approximate age. The GM may find this more
generate slightly above average characters. useful for NPCs, keeping in mind that actual level can
Superior characters will have average temporary stats vary wildly depending on the type of NPC desired.
of 56 and average potential stats of 78. To use a dif- These are not rules written in stone, merely guidelines
ferent power method, change the Reroll threshold. For from which a GM can start from before they tweak to
Superior anything 10 or less is rolled again, while for fit their world or any specific character or NPC.
Average power level there are no rerolls. The ‘Average First level characters have minimal training and little
Stat’ columns on table 12-1 indicate what the average experience. They may be apprentices or novices who
stats would be for different power levels. In addition, are beginning their studies but have not yet reached
players may replace their rolled temporary and poten- any advanced level of competence. Spellcasters will
tial stats for two stats with the averages shown on the have few spells, in some cases only permitting them
table (56 and 78 for Superior characters). a support role. Adventures at this level may focus on
If using the optional point-buy method, change the earning their apprenticeships or serve as a prologue
number of points used to buy stats as shown in Table to a story that is only beginning to unfold. Challenges
12-1. The default method presented in Section 3.5 based on skills should allow for the possibility of fail-
gives 15 points. ure, with easier tasks or tasks which can be complet-
Power level also determines the bonuses given as Pro- ed gradually over multiple attempts (e.g. percentage
fessional Knacks. The default power level presented maneuvers). Competition against their peers provides
in Section 2.4 gives two +5 bonuses. Use Table 12-1 to many opportunities to win and lose. Combat should
determine Professional Knacks for other power levels. be low stakes, with foes who are more interested in
The notation of “+10 (+5 max)” means a total of +10 scaring them off, teaching them a lesson, or robbing
bonus, but a max of +5 to any one skill. them, rather than fights to the death. Avoid outnum-
bering a first level party, as a numerical advantage can
12.2. Starting Level quickly become overwhelming. Foes at this level are
likely to also be untrained, and may break and flee as
Varying the starting level permits very different styles
soon as a fight turns against them. Fights with more
of play. Some GMs may want to run a group of inex-
serious consequences should be tilted in favor of the
perienced waifs through a city adventure while other
PCs, with a numerical advantage or superior position
GMs want to run experienced heroes fighting power-
such as an unwary enemy. If you want to run a cam-
ful foes. Level is different than Power Level. Power
paign focused on young, unusually talented prodigies
Level represents the character's overall power relative
up against more serious threats, consider increasing
to his peers, while level is a gauge of experience.
the power level, as higher stats and knacks will to
Rolemaster is primarily a skill-based game, which some extent compensate for few skill ranks, although
assumes a certain amount of training and real-life ex- spellcasters will still be severely limited much more
perience. While age does not solely determine real-life than their martial companions.
experience, it is true that older characters tend to be
more experienced and thus higher level. However, Table 12-2: Levels ROLEMASTER
there can certainly be exceptionally well-traveled Level Names Typical Age
UNIFIED

teenagers and stagnant adults. Individuals who have 1 Novice, Assistant, Page Pre-teenager

Gamemaster Law
worked their way through difficult circumstances are
2 Jr Apprentice, Squire Teenager
the most likely to have advanced in level. Those who
have lived a static, familiar routine have less opportu- 3 Apprentice, Knight-in-waiting Young Adult
nity to grow and develop. Individuals driven by ambi- 4 Sr Apprentice, Man-at-arms, Scholar Adult
tion, curiosity, or a desire to improve themselves may 5+ Journeyman, Knight, Sr Scholar Adult 245
exceed these expectations.
Second and third level characters are reaching a ba- People will travel great distances to seek their help
sic level of competence. As adventurers go, they or apprentice under them, and if they have made any
are still beginners but have more ability to stand on effort to ingratiate themselves with the local nobility
their own. Spellcasters will have a reasonable but not they are likely to have earned titles and station. Char-
overwhelming variety of spells, some of which will acters starting at this level may be nobles, guildmas-
be more potent especially if they have developed lists ters, or high priests, who are forced to set aside their
above their level. Some of the same considerations ap- normal day-to-day duties to deal with unprecedented
ply as for first level characters, but it's not as necessary threats. They will be well known unless they are new
to go easy on them, especially once the players are to the area, in which case they will quickly develop
familiar with their characters' abilities. They won't be a mystique and be the focus of wild rumors for good
the most capable people around, but might be called and ill.
upon when the more experienced NPCs already have
their hands full. 12.3. Starting Wealth
For players who are unfamiliar with Rolemaster, A Gamemaster must also decide how much equipment
starting at second level can provide a good balance, and money characters begin with. Take into account
allowing their characters to be reasonably capable but the overall wealth of the setting first, before deter-
not overwhelming the players with too many options. mining the character's standing. In some settings only
Their characters can grow as their familiarity with members of the nobility might be rich, while in some
the system advances, giving them more opportunity dark, gritty settings everyone is poor. Do not allow
to adjust their character development based on their your players to start the game with 10 gold each if
experience. the royal treasury only contains 500 gold. Table 6-0b
By fifth level, the characters are skilled and capable. presents starting money based on starting level and
In many cases, especially in smaller settlements, they five wealth categories.
may be the best suited to deal with problems and dan- In addition to wealth, the GM may place restrictions
gers, and people may turn to them for help. This is es- on what equipment is available based on the setting as
pecially true if they are spellcasters in settings where discussed in Chapter 6. Perhaps no one has invented
magic is uncommon. Whatever their professions, they plate armor, or civilians may not be allowed to own
can handle more serious threats and have more ability swords. If metal is rare you could make any metal
to come up with unexpected solutions to problems, items cost twice as much when players choose starting
although there will still be situations they are better equipment.
off running from. Required maneuvers can be more
difficult and fights can be higher stakes, although most 12.4. Awarding Experience
intelligent foes regardless of level are prone to run or
surrender when the battle turns significantly against Character rewards can take many forms, from treasure
them. If the characters are starting at this level, ask to roleplaying rewards. However, among these, Expe-
where they received their training and what experienc- rience Points (EP) are one of the most obvious and
es they have had. Mentors may provide useful con- are a significant factor in most role-playing games.
tacts, advice, and story hooks. Characters gain experience, and therefore skills and
abilities, by being awarded EP by the GM at the end of
Tenth level characters are extremely skilled veterans.
each playing session.
They will usually be the most talented people avail-
able and they will be sought out to solve problems and A character’s level increases every 10,000 EP. This
provide guidance. They can take on serious threats includes Level 1 (i.e., at the start of level 1, a charac-
and, if given the opportunity to plan and gain a strate- ter has 10,000 EP). Thus level can be determined by
gic advantage while working as a team, may be able to dividing EP by 10,000 and rounding down.
defeat foes stronger than themselves. If the characters Example: Dral, after a series of adventures, has a to-
are starting at this level, they are likely veterans of tal of 75,614 experience points, which is more than
ROLEMASTER
UNIFIED
extended campaigns. Unless they have traveled from the 70,000 minimum for 7th level and fewer than the
 afar, they will already have reputations and contacts. 80,000 required to be 8th level. Dral is 7th level.
Gamemaster Law
Twentieth level characters are legendary. If they The system presented here awards EP on the basis
are spellcasters, they are capable of miracles. Their of participating in significant events. This could be
breadth of abilities will make them harder to chal- personal accomplishments of set goals, or complet-
lenge, but there will be no doubt they are the people ing missions important to the session or overall story.
to go to when problems arise that are worth their time.
246
Slower or Faster Advancement

On average, characters will go up a level every 2


or 3 sessions. This may be too slow for some GMs
and too fast for others. For slower leveling, figure
EP using the guidelines below and cut them in half.
For faster leveling double the awards, although it is
recommended that more than 1 level is never gained
at one time.

Some GMs may even want characters to go up the


first few levels quickly and higher levels much more
slowly. In this case the GM may use faster leveling
for levels 1-5, normal leveling for levels 6-20, and
slower leveling for levels 21+.

Personal Events
A personal event is any event that fulfills the personal
plans or desires of the character accomplishing it (or
being affected by it). If Alex is playing a Bard who
seeks out folk tales, learning a new folk tale would be
a personal event award event, whereas if he kills some
Orc simply to survive, that's an achievement that is in
no way personal, but quite generic and relevant only
as a means to achieving something else.
A minor personal event award should be given for
Events are broken into three types: personal events, achieving one of the character's desires without a spe-
session events, and story events. If more than one cific plan (e.g., Kyle the Dragonwatcher sees a dragon
event type appears to apply in a situation, both types fly directly overhead for the first time). A moderate
of EP will be awarded. This often results in a single personal event should be given for something where
character getting a personal reward on top of the ses- the character was specifically working to achieve that
sion or story award that the whole party will get. This desire when it happened (e.g., Kyle had learned the
makes sure that people who do more get a bit more re- dragon's flight route and waited in a suitable spot). A
ward, but also ensures that those that support an action major personal event should be given for something
and make it possible also get a fair share. Often failure that has required longer-range planning and effort to
teaches us important lessons, so the GM may award achieve (e.g., Kyle has spent many months to seek out
experience for failures that teach a lesson as well. the great dragon Silverflame, researched and brought
Example: Karlo strikes down the dread demon lord an appropriate gift to be allowed into the dragon's
Goraili, a major personal event, but Goraili was presence, and made a sufficiently favorable impres-
the major opponent of this session, so killing him sion to be granted an extended audience).
was also a major session event. Goraili was one of On the failure end, if the PC roleplays his disappoint-
the four demon lords the party has been hunting for ment with whatever poor decision or ill luck resulted
months, as part of their plan to eliminate the demon in the poor result sufficiently well, and the GM deems
invasion, so killing Goraili was also a moderate sto- it worthy, the event may be a learning experience.
ry event. While each member of the party receives
EP for accomplishing a major session event and Minor Personal Event: 10-100 EP ROLEMASTER
UNIFIED
a moderate story event, only Karlo gets the major Moderate Personal Event: 100-500 EP 
personal event EP for killing the demon lord. Major Personal Event: 500-1000 EP Gamemaster Law

247
Session Events These relate to the larger events in the campaign. Any
session that results in some movement forward in the
Session events are achievements during play that overall campaign can be considered a minor story
moved the session forward. These consist of short term event. To be a moderate story event, the characters
events of the campaign contained within the session must have made some significant progress in the over-
(e.g., “found the Orc camp”, “killed all the Orcs in all campaign. Major story events are ones that drasti-
the camp,” or “rescued the prisoners from the Orcs”). cally shift the overall campaign progress. Each session
These events will often be common to everyone in the may have minor impact on the overall story progress,
group, and so every member of the party will get the but climactic sessions may end with moderate story
full EP awarded (it is not split between them). Each events accomplished. Major story events are turning
session should include at least one of these events, but points, usually the focus and result of many sessions
not more than a handful. of effort finally coming to a climax.
Any accomplishment that contributes significantly to Sometimes the most epic events are not in your favor,
the success of the session is at least a minor event. and failing to stop the ritual that allows the demon lord
To be a moderate session event, it must be something to physically enter the world might bode poorly for
where failure would make accomplishing the major future events, but if the PCs did their best, and man-
event of the session far more difficult or impossible aged to do as much damage as they could before being
(e.g., defeating the Orc guards and getting over the forced to flee, this should still be considered a story
rope bridge before the Orcs can cut the bridge qual- event for EP purposes. The story has advanced in a
ifies because if the bridge were cut, the party would dark way; you must have just completed part two of
find it very difficult or impossible to complete their a trilogy.
mission). A major session event represents the entire
point of the session (e.g., did the characters defeat the Minor Story Event: 10-100 EP
Orcs they had come to fight, or did they fail?). Because Moderate Story Event: 100-500 EP
various gaming groups may run longer or shorter ses- Major Story Event: 500-1000 EP
sions, consider a “Session” to be roughly equal to a
full chapter of a book if the campaign were a novel. Development Points as Experience
For failures, if they advance the story, they may still be
considered session events, but the PCs must roleplay Rather than gaining experience points and spend-
sufficiently well that they have learned from the situ- ing 60 Development Points when a new level is
ation and/or have tried their hardest despite odds not achieved, EP may be forgone completely and DP
in their favor. Losing the town to a massive orc horde, directly awarded. This represents characters contin-
but putting up an epic defense before being forced to ually learning and improving rather than improving
withdraw, should not be punished, despite the fact it many skills all at one time and suddenly gaining a
advances the situation in a bad way. bunch of new spells or abilities.

Minor Session Event: 100-500 EP The guidelines above are still used, except that about
Moderate Session Event: 500-1000 EP 150 EP is equal to 1 DP. Personal events range from
Major Session Event: 1000-5000 EP 1-6 DP, Session events from 1-30 DP, and Story
events from 3-60 DP, depending on if the event is
Story Events minor, moderate, or major. If the slower or faster
leveling option is used, these would be halved or
Story events are major, long term events of the cam- doubled.
paign and advance the major plot line of the campaign
(e.g., “cleared all the Orcs west of the river”, “discov- The character is able to use awarded DP immediate-
ered the Orcs are being paid to raid by the Temple of ly, although the player may choose to save them to
the Black Hand”, or “located the site of the Temple spend on a more expensive skill or talent. The char-
ROLEMASTER
of the Black Hand”). These events are almost always acter must still heed leveling restrictions (e.g., if a
UNIFIED
 common to everyone in the group, and so every mem- character takes 1 rank in his weapon of choice and
Gamemaster Law ber of the party will get the full EP reward (it is not gains DP later on he must pay the rapid development
split between them). Except in sessions where major cost for a 2nd rank unless he has gone up a new lev-
events come to a climax, there should rarely be more el). The character is considered to have gone up a
than one of these types of events accomplished in a level once he has been awarded 60 DP. At this point,
single session. Some sessions will not accomplish a he may increase stats.
248 significant story event at all.
12.5. Creating Races Example: Building a culture with 7 ranks in “Other
Lores” costs 7 DP.
Races are balanced by assigning costs (in terms of De-
Created cultures should adhere to the following guide-
velopment Points) for advantages and disadvantages
lines, especially if the GM is allowing a player to cre-
they may have. These are collectively called racial
ate a culture. Some unique cultures may diverge from
talents and flaws, and work the same as other talents
these, but that should be strictly up to the GM.
(Chapter 4).
• 5-7 ranks spoken in a native language. If literate, add
To create a new race, total the DP costs of the race’s
3-6 written. Bilingual cultures might have 6/4 or
talents & flaws then subtract from 50 to get the Bonus
5/5 in the two spoken languages (plus any addi-
DP for the Race. Talents need not be limited to those
tional ranks written).
presented as racial talents. Any talents could poten-
tially be used in creating new races. For instance, all • 5 ranks in Lore: Own Region (5 DP).
individuals of your new race may be naturally Ambi- • 1 rank in Body Development (3 DP)
dextrous. • 1 rank in Movement: Running (2 DP), or appropriate
Race creation is an element of worldbuilding and usu- Movement skill. (Swimming for mermen, Flying
ally done by the GM. If a player wants to create a race, for bird-men, etc.)
he is going to need to make sure that the GM is okay • 1 rank in Combat Training: Unarmed (4 DP).
with the player adding such an element to the GM’s
• There should be no ranks in Spell Lists.
game world.
• Skills may be assigned to a general skill such as
Example: In some settings, orcs and humans may
“Crafting” left to the player to specify, or to a more
occasionally interbreed, resulting in half-orcs. They
specific skill such as “Crafting: Wood Carving”.
are almost as hardy as orcs, but not so dimwitted.
We decide they will have a +3 Constitution stat bo- Small pocket cultures are more common than new
nus, -3 Empathy, -1 Reasoning, -2 Self-Discipline, races, but culture creation is still an element of world
and +2 Strength. The Superior Stat and Inferior Stat creation that GMs may want to keep to themselves.
talents cost 4 DP per bonus or -4 DP per penalty, so Seek permission from the GM before creating a new
we can add up the total stat modifiers, getting a net culture.
-1 for a cost of -4 DP. We decide half-orcs will have
+5 on their Physical RRs (the Physical Resistance Languages
talent for 5 DP), half that of orcs. They also have
Language can be a unifying element among groups
the Fast Healer talent just like orcs (10 DP) and
Nightvision (10 DP), but lack Darkvision. The total
with varying racial or cultural backgrounds. On the
cost is -4 (Stats) + 5 (Physical Resistance) + 10 other hand, it can also be a barrier that can lead to
(Fast Healer) + 10 Nightvision for a total of 21 DP. the destruction of a hearty group of adventurers. Be-
Subtracting that from 50, we get 29 bonus DP for cause most worlds embrace a number of tongues and
half-orc characters. few characters know all the languages, translators and
cooperative efforts may be necessary to overcome
communication problems. By having each player’s
12.6. Creating Cultures character know and/or understand (to varying degrees)
The provided cultures are written very broadly to be different languages, a tremendous amount of diversity
used in any fantasy setting. Many GMs will want to can be injected into the game.
create cultures that are more specific to their game To allow for games that place emphasis on languages
worlds or may, in some cases, even allow a player to with multi-lingual cultures, allow starting characters
make a custom culture for his character. Keep in mind to take the multilingual talent (Section 4.7).
that the skill ranks from a culture are those “anyone”
in the culture would have (i.e., anyone lacking this 12.7. Creating Professions
skill set would be regarded as the village idiot). It does ROLEMASTER
not imply any special talent for the skills given (that New professions can be easily created by using one UNIFIED
is the job of talents), although it may seem that way of the existing professions as a template. Professions 

to outsiders. A culture of nomads that take two ranks are created using a point system, called aptitudes. Ap- Gamemaster Law

of Riding every level will seem “born to the saddle.” titudes are spent to raise and lower the cost of skill
categories, and can be used to gain access to spell lists
Cultures are created with a maximum of 80 DP using
and realms.
costs given in the cost column of Table 2-3 (e.g., every
rank of Riding costs 2 DP, even if multiple ranks are 249
included in the culture).
DP costs are adjusted on a scale of fixed steps, thus not be appropriate for all settings. In particular, the
increasing the DP cost of a skill category by one step Adrenal skills (in the Body Discipline category) can
causes it to go to the next higher DP cost. The skill allow for near superhuman athletic feats. Using them
costs are: 1/2, 1/3, 2/3, 2/4, 3/4, 3/5, 4/6, 5/7, 6/8, 7/10, can help keep Arms Users on par with spellcasters,
9/12, 12/15, and 15/20. Skills cannot be lowered be- however some GMs may not want superhuman feats
low a cost of 1/2, or raised above 15/20. The GM is to be possible without magic.
advised to use the existing professions as guidelines If the number of skills is changed drastically, such by
for best and worst skill costs. No one is better at fight- removing a lot of specializations and only requiring
ing than a fighter or better at magic than the existing development in the more general skill, the number
pure spellcasters; conversely, no one is worse at magic of Development Points gained each level should be
than a fighter or worse at fighting than a lay healer or adjusted. There is no hard and fast rule, as it depends
illusionist. on if how important the skills are that were added or
Reducing the cost of a skill category by one step costs removed. As a starting point, consider adding or sub-
aptitude(s), and increasing the cost of a skill category tracting 1 DP for every 2 skills.
by one step gives aptitude(s) back. Most categories are
1 aptitude each except for the Spellcasting and Combat 12.9. Talents & Flaws
Training categories, which are 3 aptitudes each. Any
Talents and flaws should be considered completely
change to Combat Training affects all of the Combat
optional, where the GM has final say if each talent
Training costs, they are not adjusted independently,
and flaw is available or not. Talents and combinations
and likewise for Spellcasting.
of talents can often upset game balance, so some care
Example: Reducing the cost of Spellcasting by 1 step should be taken when allowing them, with the default
requires raising the cost of other categories by a being no. Some suggestions for using talents/flaws in
total of 3 steps (e.g., one category by 3 steps, three your game are:
categories by 1 step). All of the Spellcasting skills
• Allow talents, but only the bonus DP due to race
(Base, Open, Closed, Restricted) are all reduced by
may be spent on a set of initial talents at character
1 step.
creation. No new talents may be gained afterward,
After assigning DP points, each profession must be although the initial talents may be improved upon.
assigned 15 possible professional skills. This is the list • Characters have unrestricted access to talents at
from which characters may select professional skills character creation but only with points gained via
and knacks. flaws.
Finally, spellcasting professions have a realm (or • Elves are particularly magical in this setting, so
realms, if a hybrid), and 6 base spell lists; each of the Elves may take up to 30 DP in all “Magical” tal-
existing spellcasting and hybrid professions have al- ents, while other talent purchases are limited to 20
ready had the aptitude cost applied for access to these DP.
lists. Base Lists cost 2 aptitudes for every 3 base lists,
• A GM knows his group has trouble staying on track
and each additional realm costs 5 aptitudes. Hybrid
and would like to see less digression in the next
casters also receive a two step discount on Arcane
campaign, so he cuts the cost of Destiny Sense in
spell lists, reflecting their better understanding of how
half.
to combine magic from multiple realms.
• The GM has players write up character backgrounds
Custom-built professions to fit a game world are the
first, then decides appropriate talents that would
GM’s domain. If a player wants to create a custom
fit those backgrounds to offer to players. They can
profession, he should seek GM clearance that such a
choose among the offered talents, but are not re-
thing is even allowed before proceeding.
quired to take any.
12.8. Skills • Discipline talents are restricted to only two monastic
ROLEMASTER orders that teach the secrets to only full members
UNIFIED The skill list provided is intended to be a default list, of the order, and are apt to hunt down and punish
 generally applicable to most fantasy campaigns. Most those who break the secrecy of the order.
Gamemaster Law Gamemasters, or players, will wish to add skills or
specializations to help flesh out the character, such
as specific Lore or Crafting skills. Different settings
or genres may have unique technology or magic that
will require adding skills. Similarly, some skills may
250
Chapter 13: ROLEMASTER
UNIFIED

Gamemaster Law

Health
251
1 3. Health
The health, life, and death of characters, allies, and en- herbs requires an Herbalism maneuver which, if suc-
emies, play an important role in a campaign. Health is cessful, grants +25 on the Medicine maneuver to treat
most often adversely affected by injuries, but it could the injury. Healing herbs are described in Treasure
also be affected by short term fatigue effects. Law. Healing spells are effective without the need for
a Medicine maneuver. These spells are described in
13.1. H ealing Spell Law.
In a game where combat and dangerous maneuvers are When an injury is treated, a d100OE recovery roll
frequent, healing becomes an important part of game- is made (Table 13-1a), adding the character’s Body
play. In Rolemaster, where characters can bleed, break Development ranks, their Constitution stat bonus, and
bones and lose limbs, healing becomes a detailed part any listed modifier for the type of healing (medicine,
of gameplay where specif- magic, and/or herbalism),
ic injuries require specific Table 13-1a: Injuries & Recovery and subtracting the inju-
healing methods, be it ry penalty for the injury
to determine how long it

Muscle/Tendon
from skills or spells.

Poison/Disease
Cuts & Burns
will take to recover. The

Skin/Tissue
Concussion hits are an
result is the number of
abstract way of tracking
days it takes for a light

Organ
a character’s pain, degree
Bone

injury penalty to com-


of injuries and hold on Roll pletely fade. Medium and
consciousness. A charac-
<0 10 12 15 20 25 5 severe injuries multiply
ter reduced to 0 or fewer
1 - 50 8 10 12 16 20 4 the days by x5 and x10.
hits will fall unconscious.
51 - 75 6 8 9 12 15 3 Some races also have a
Characters at less than full
recovery multiplier oth-
hits will feel bruised, beat- 76 - 99 4 6 7 8 10 2
er than 1 (x1/2 or x2),
en and shaken. 100-125 3 4 5 6 8 2 which further multiplies
Even without spells, herbs 126-175 2 2 3 4 5 1 the recovery time. With
or medicine, a combatant 176+ 1 1 1 2 3 1 proper facilities, each day
may rally from some in- Medium injuries x5 Severe injuries x10 of complete and utter rest
juries, barring infections. Injury Penalty Bleeding Severity is treated as two days.
Hits are recovered over -1 to -20 1-3/rd Light The modifier for Medi-
time, from rest or sleep. cine Success indicates a
-21 to -40 4-6/rd Medium
For every two continuous successful Medicine ma-
< -40 7+/rd Severe
hours of rest or sleep, 10% neuver to treat the injury
Type of Healing Modifier
of the character’s total hits (with difficulties accord-
None -100
are recovered. ing to the treatment type),
Medicine Success 0
Injuries (specific damage while Magic indicates the
Medicine Absolute Success +25
to a part of the body) apply use of a healing or relief
Magic or Herbalism Success +50
a penalty that represents spell appropriate to the
Magic and Herbalism Success +75
the pain and incapacity injury; the two modifiers
Recovery Roll
caused by the injury. They are not cumulative. Herb-
require longer recovery d100OE + BD ranks + Co + Type - Injury Penalty
alism Success indicates a
even after being ‘healed.’ successful Medicine ma-
Injuries are assigned a severity depending on the pen- neuver to treat the injury while successfully using an
ROLEMASTER alty (or amount of bleeding) as shown in Table 13-1a. appropriate magical healing herb.
UNIFIED

The injury severity is used in spell descriptions and for Divide the penalty by the recovery time to determine
Gamemaster Law healing maneuvers. how much the penalty is reduced every day. If the re-
Injuries may be treated using Medicine skill, magical covery time is short and the penalty moderate, it may
healing herbs, or magic. The use of Medicine skill is make more sense to measure recovery by the hour. If
described in the sections below along with treatment it does not divide evenly, reduce the penalty the most
options and difficulties. Use of appropriate healing on the first day(s) (so for a -15 penalty that heals in 10
252
days, heal -2 each day for the first five days, then -1 doubles for a Severe injury, then there is a chance of
each day for the last five days). a permanent injury. Make a second Recovery roll as
If the injury is not healed, but the character rests and normal and consult Table 13-1b, using all modifiers
keeps the area immobile, a recovery roll can be made from Table 13-1a, but also subtracting the penalty
at -100 and also treated as an automatic permanent from the injury.
injury (see below). A broken arm will heal poorly on A permanent injury is nerve damage which is very dif-
its own, albeit slowly, and may never be as good as it ficult to treat, and traditional medicine can do little for
once was. The character must rest and keep the area it. Magical healing through spells or herbs for healing
immobile or else recovery will halt. For some injuries nerve damage, or possibly advanced medicine (GM
the GM may rule that they cannot get better at all with- discretion) may be used, in which case use the organ
out being healed, or will even get worse. column on the recovery table to determine recovery
For some injuries, treatment may require the patient time after healing.
to rest or move no faster than a walk. If the patient
does engage in more strenuous activity (requiring a Table 13-1b: Permanent Injury
maneuver roll), a Failure on the maneuver roll will Roll Result Permanent Injury
mean the wound will need to be treated again (and re- <1 Absolute Failure 100% of penalty
covery rerolled). An Absolute Failure will also double 1 - 75 Failure 75% of penalty
the remaining penalty. 76 - 99 Partial Success 50% of penalty
Example: Garath is recovering from a fractured arm 100 - 175 Success 25% of penalty
( 30). Yorell, unfortunately out of herbs, manages 176 + Absolute Success No permanent injury!
to set the bone and put it in a sling. Yorell’s Med-
icine roll results in an Absolute Success, giving
Garath a +25 to his Recovery Roll. Garath rolls an Organ Injuries
84 for recovery + 10 Body Development ranks + 6
Constitution bonus - 30 for the injury + 25 for an Organ injuries are extremely difficult to treat and very
Absolute Success on the Medicine roll for a total of slow to heal. Destroyed organs may have permanent
95. This results in a four-day recovery, however it is effects (e.g., loss of vision), if not causing outright
a Medium injury so it is x5 the rolled recovery (20 death.
days). -30/20 days is -1/day, with -10 left over. Thus, • The external wound can be dressed (Very Hard, -20)
Garath's penalty reduces by -2 per day for the first in the case of Light wounds, allowing healing to
10 days, then -1 per day after that until fully recov- proceed (treatment takes 2-5 minutes).
ered. Also, every full, complete day of rest is treated
as two for purposes of recovery, so Garath decides • Surgery (Absurd, -70) is required with Medium or
to hibernate for a while. Severe wounds (1-4 hours).

These rules should make it pretty clear that in games Bleeding Injuries
without magical healing, the GM should schedule
significant downtime between combat sessions, or If bleeding injuries are accompanied by a penalty, then
be ready to deal with the crippled PCs dealing with the penalty itself is due to the cut or wound and is
conflict while limping and favoring one side. Some- healed and recovered as a ‘Cut’. Medical skills can be
times a combat encounter you’d laugh at when healthy used to stabilize or slow bleeding using several differ-
becomes challenging and fun when badly hurt. A 10th ent methods.
level fighter might laugh when be confronted by a few • Direct pressure (Easy, +20) can be used to stop the
giant rats, but after falling down a well and breaking bleeding of minor wounds or slow the bleeding of
his leg, it’s suddenly not so funny. more serious wounds (by 4 hits/round). Loss of
hits will stop immediately once treatment begins,
Permanent Injuries but another minute of treatment is required per ROLEMASTER
point of bleeding or the wound will immediately UNIFIED
It is possible for injuries to cause long-lasting effects. reopen. After treatment, any action more rigorous 
Light injuries will never develop permanent injuries than walking will reopen the wound. Gamemaster Law
(unless they are not treated). For Medium and Severe
injuries, the Recovery roll is used to determine if a
permanent injury develops. If the roll is even doubles
(22, 44, 66, 88, 100) for a Medium injury, or any
253
• Stitches (Medium, +0) can be used on Light or Me- Burn Injuries
dium wounds to prevent reopening of wounds,
and they will also lower the penalty. Stitches take Burn Injuries have a high chance of infection, giving
3 minutes per point of bleeding. Halve the penal- -20 to RR vs infection (Section 15.6) and can take
ties for any successfully stitched open wound. A much longer to heal if not treated.
failure for any violent motion (attacking, move- • Applying cool water and bandages (Easy, +20) is
ment or a maneuver requiring a maneuver roll) effective on Light and Medium wounds (1st and
will reopen the wound. 2nd degree burns) and prevents the possibility of
• Tourniquets (Very Hard, -20) can be used to stop blisters becoming infected (2-5 minutes).
severe bleeding wounds on limbs other than the • A salve (Light, +10) can also be used (3-6 minutes
head (taking just 2 rounds), but they must be loos- including bandaging). This will give a further bo-
ened and allowed to bleed for 1 round after every nus (or penalty!) to the healing roll based on the
10 rounds held tight or the limb will die. qualities of the herbs or medicines in the salve.
• A wound can be cauterized (Routine, +30, increas- The wound is then dressed with bandages (includ-
ing -5 per point of bleeding), given a torch or hot ed in this maneuver roll).
metal object. The patient will often take damage • Surgery (Extremely Hard, -30) can be used to re-
from the heat, although most find this preferable move the burnt flesh and debris and properly dress
to bleeding to death. The results of cauterization the wound in the case of Severe wounds (one hour
are given in Table 13-1c. If a resulting Heat crit- or more). If burns encircle a limb, surgery may be
ical roll specifies an area other than the injured required to prevent loss of the limb due to com-
area, find the next lower result affecting the cor- partment syndrome, 8-24 hours after the injury is
rect area. Cauterization itself can be performed in sustained.
a round, if a suitable source of heat is available,
but building a fire hot enough to sufficiently heat a
steel tool could take much longer. Table 13-1c: Cauterization
Roll Result
Bone Injuries <1 Absolute Failure
Whose idea was it exactly to start waving around a flame? The
Generally speaking, a Light bone injury is a simple fire has no effect on bleeding and the 'patient' takes a D Heat
fracture, a Medium injury is a compound fracture, and critical + 4d10 hits.
Severe injury is a shattered bone. Medical skills are 1 - 75 Failure
best used to set and splint the injured limb. Injuries to It was a noble attempt. You may have actually prevented more
joints (knees, ankles, elbows, etc.) that include broken damage than you just caused. Bleeding is halved but patient
or shattered bone will also have cartilage damage and takes a C Heat critical + 3d10 hits.
require both bone and cartilage repair to heal. UM 66 Unusual Event
• A splint (Easy, +20) can be crudely made from mate- Hilarity ensues…depending on your viewpoint. The cauter-
rials at hand, and takes 2-5 minutes to apply once ization attempt is accompanied by mixed emotions from all
involved, yet elicits giggles or guffaws from most. The patient
a splint is available. For a leg, the patient cannot
ends up on fire, with actual results based based on the final roll
move faster than a walk, and for arms the limb is (Success or Failure).
unusable while in the splint, but the limb is kept 76 - 100 Partial Success
stable.
Not a bad job really, you quite possibly saved a life. But was the
• A brace or plaster cast (Medium, +0) is more per- cure worse? The bleeding stops but the patient takes a B Heat
manent. For a leg, the patient can move no faster critical + 2d10 hits.
than Creep (x0.5), or Walk (x1) with a cane, or Jog 101 - 175 Success
(x2), with crutches. For all limbs, the penalties are Not bad. You expertly apply the flame and stop the bleeding
effectively halved for maneuvers (but use the full with only a small amount of screaming. Patient takes an A Heat
ROLEMASTER
penalty when determining the daily lowering of critical + 1d10 hits.
UNIFIED
 the penalty through healing). Creating a brace to 176 + Absolute Success
Gamemaster Law fit the patient is a Medium crafting maneuver in an From this point on you shall be referred to as the Flamemaster.
appropriate craft. The bleeding is stopped with no other damage. You are advised
to not try this again so you can keep your reputation, and the
• Surgery (Sheer Folly, -50) can be used on Severe Flamemaster name.
injuries and is generally the only option other
than magic (surgery requires 1d4 hours). A cast or
254
brace is needed afterwards.
Muscles, Tendons, Cartilage
& Ligament Injuries
Generally speaking, a Light injury is a sprain or strain,
a Medium injury is a tear or dislocation, and a Severe
injury is a severed tendon, ligament, or muscle. These
tend to be common injuries, and require rest in order
to heal.
• Splints and braces can be used as with bone injuries
in order to keep the injured area immobile until
healed (2-5 minutes).
• Surgery (Sheer Folly, -50) can be used to close the
injury and bind it or to reconnect severed tendons,
ligaments, or muscles (1-4 hours). This is required Non-surgical amputation will always result in perma-
on Severe wounds, but can be used on less severe nent injuries (in addition to the loss of the limb itself)
wounds. unless an absolute success is rolled on Table 13-1b.
Skin & Tissue Injuries Head Injuries
This is the most common type of injury and is consid-
Head injuries can complicate all of the above. Any
ered a flesh wound. Any wound not given a specific
Medical maneuver on head injuries is increased one
injury from the above descriptions (bleed, bone, burn,
difficulty, and these wounds take longer to heal. Use
muscle/tendon, organ), is a Skin & Tissue injury. They
the appropriate healing recovery table for the type of
heal relatively quickly, treatment is easy to perform,
injury (typically Bleed, Bone, Burn, and Skin & Tis-
and the chance of infection is low.
sue injuries), but double the time needed to heal.
• The injury can be dressed (Routine, +30) in the case
of Light, Medium, and Severe injuries (2-5 min- Shock and System Shock
utes).
Example: After a serious battle, Karn has a serious Simple shock is a leading cause of death from trau-
cut in his arm that is bleeding at 4 hits/round and a ma and is as simple as the body using up all its blood
torn muscle in his other arm that is at -30. Luckily, sugar. The treatment is to have the patient ingest some
his companion Mordryn is skilled at Medicine. Stop- sugar and to warm the patient to relieve the caloric
ping the bleeding requires a Medicine maneuver at need for self-heating. None of the critical results cause
+20 for direct pressure, while the muscle requires this, but “the shakes”, nausea and fainting spells just
rest, although a splint or brace would help in order after combat are fairly common, and the GM or the
to keep the arm immobile. PCs can feel free to use either for roleplaying color.
It is a simple Medicine maneuver to treat this form of
Amputation shock; without help, the character will be at a -25 to
fatigue checks for 1 hour.
In some cases of severe injury, disease, infection, or
The more dangerous system shock referred to in many
poison it may be necessary to amputate a limb. Given
criticals, which will cause death in a specified number
time (1-4 hours) and suitable supplies, the limb can
of rounds, is this exact form of body running out of
be removed surgically (Sheer Folly, -50). In an emer-
resources, compounded with a massive injury that is
gency, a tourniquet can be used when chopping off the
expending resources faster than the body can restore
limb, followed by cauterization to stop the bleeding
them. Most of these results will end up being fatal
(Extremely Hard, -30). For recovery, treat as separate
without magic at the low tech level of fantasy, but it is
-40 bone, muscle, and skin injuries, plus burn inju-
possible for two non-magical healers working togeth- ROLEMASTER
ries if cauterization was used. In either case, Failure
er to deal with this problem. UNIFIED
results in additional harm (roll as a D Slash critical, 
using the next lower result for the affected area), and While one healer makes a medium First Aid maneuver Gamemaster Law

Absolute Failure results in system shock and death in each round to delay death by one round (2 rounds with
2d10 rounds (see Shock and System Shock, below). absolute success), using sugar (usually in some liquid
form), heat, respiratory assistance and/or chest com-
pressions, the other healer attempts to fix the under-
255
lying injury which is causing the system shock. The Cardiac and Respiratory
first healer must keep making maneuvers to keep the
patient alive until the second healer successfully treats
Arrest
the underlying injury (see the appropriate section of Cardiac arrest occurs when an illness, drug, poison,
the rules above), at which point one more success will or harmful spell causes the heart to stop functioning
alleviate the shock problem. correctly, so that it no longer pumps blood adequately
throughout the body. The person becomes uncon-
13.2. Life & Death scious, and usually stops breathing as well (respirato-
A character can die if he takes enough damage to reach ry arrest, see below). Shortly after cardiac arrest, the
negative hits greater than his Body Development skill heart stops, a condition that is known as “asystole,”
bonus (e.g., a character with +67 Body Development or flat lined. The heart is not beating, and there is no
will die when he reaches -68 hits). In addition to death electrical activity. This condition is what a modern
from hits, some injuries may cause instant death or medical practitioner might use to certify clinical or
death within a given time period. These injuries can legal death.
only be healed with very advanced medicine (see Respiratory arrest is when a person stops breathing.
Shock and System Shock in the preceding section) or Also called prolonged apnea, it can be caused by air-
powerful magic. way obstruction (choking), drugs, illness, or injury. It
What happens after death is dependent on the setting can also occur as a result of cardiac arrest. Drowning
(genre and specific world). Beings in one world may is considered a form of airway obstruction. Vital or-
have a soul that may be retrieved even after death (res- gans can be damaged within 5 minutes if respiratory
urrection) while in other settings the soul may be un- arrest is not treated. After exceeding their ability to
known, or not recoverable. If the game setting allows hold their breath (see Section 15.2 Drowning), the
for resurrection, assume the soul departs five minutes character takes 1d10 hits per round and must make an
after bodily death unless otherwise specified for the Endurance check each round.
world. Before the soul departs, Lifekeeping herbs or
spells can be used to prevent its departure, although Table 13-2a: Defibrillation
if the body cannot sustain life due to injuries, this will
Roll Result
do little good in the long run. After the soul departs,
<1 Absolute Failure
only a Lifegiving spell or herb will bring the soul back
to the body. You reflect on the decisions that brought you here. They weren't
good. There is no effect on the patient's heart but he takes a D
Soul departure and medical death are two different Electricity critical + 4d10 hits.
things. It may be possible to be alive, but without a 1 - 75 Failure
soul (e.g., if subject to an Absolution spell), in which
You weren't completely sure this was going to work, so it's no
case the being is in a coma… alive but unable to func- real surprise that it doesn't. Patient takes a C Electricity critical
tion. In some settings, a functioning body with no soul + 3d10 hits.
in residence is an invitation to possession by non-cor- UM 66 Unusual Event
poreal entities like undead or demons. The electricity coursing through the patient has a deleterious
If a character has died, the body can still be healed effect. The patient babbles incoherently as he has a near-death
before the soul has left the body. However, even if the experience either before he dies (failed maneuver), or before he
lives again (successful maneuver)! Hopefully he'll live to tell
body has been healed this does not automatically make
the tale.
the character start breathing again or restart the heart.
76 - 100 Partial Success
A bit messy and not certainly not harmless, but effective. Pa-
tient's heart restarts, but he takes a B Electricity critical + 2d10
hits.
101 - 175 Success
ROLEMASTER
Far better than you expected, and certainly the best one could
UNIFIED

hope for. Patient's heart restarts, but he takes an A Electricity
Gamemaster Law critical + 1d10 hits.
176 + Absolute Success
Bards will sing songs of this far and wide. You will be famous
and live long in folks hearts. Unless, of course, your patient is a
nobody, in which case no one will sing and no one will remem-
256 ber. No one cares.
Brain death, usually caused by damage to, destruc-
tion or removal of the head, causes the body to
immediately slip into both cardiac and respiratory
arrest, and cannot be corrected without restoring or
repairing the brain injury first.

Reviving a Body
The GM must decide if any of the below techniques
are known in the game world, and specifically if
the characters have sufficient medical knowledge to
employ them. In many early technological periods,
the only thing they knew to do with a freshly dead
body was to prepare for a funeral. These methods
will be known only in settings with extremely ad-
vanced medical knowledge, equivalent to at least
early 20th century understanding.
CPR (cardiopulmonary resuscitation) is used on
a person whose heart has stopped, and sometimes
during cardiac arrest. Depending on the emergency
medicine protocols of a given area, sometimes a
technique of only rapid chest compressions is used,
which employs 100 chest compressions per minute.
Defibrillation (electrical shocks to the heart) is used
during cardiac arrest, and occasionally when the
heart appears to have stopped, but might still be
functioning with activity that is just not detectable.
Defibrillation, in simple terms, shocks the heart
back into functioning normally until further medi-
cal treatment can be administered.
As a rule of thumb, a person can be revived within Mastery roll (in addition to the Medicine Maneuver!).
3-5 minutes after death (longer if the body is chilled,
If the GM deems the electrical source is potentially
such as after drowning in cold water), although this
dangerous (always the case if an elemental spell is
assumes that there are no other complicating factors
used), then apply the results on Table 13-2a. If the
such as fatal injuries. If the character has undergone
source is not overtly dangerous (e.g., an advanced
respiratory arrest, a Sheer Folly (-50) Medicine ma-
modern defibrillator), then failure only means it has
neuver is required to revive him. If the character has
not succeeded.
undergone cardiac arrest (with or without respiratory
arrest), then a Nigh Impossible (-100) Medicine ma-
neuver is required.
In the event of a stopped heart (asystole), defibrilla-
tion (electrical shock) can be administered given an
appropriate source of electricity. This should only be
allowed if the knowledge exists that this could work!
This is a Medicine maneuver with a difficulty level
based on the quality of the equipment or electrical
source, ranging between Very Hard (-20) to Absurd ROLEMASTER

(-70). In a fantasy setting, a spellcaster may be able UNIFIED



to use a spell (e.g., Shock Bolt, Lightning Bolt) to Gamemaster Law
perform defibrillation with a Very Hard (-20) Spell

257
Decomposition
Once a being has died (or a limb is severed), it is Table 13-2b: Decomposition
subject to decomposition. The rate at which a body or Time after death Stage Effect
body part decomposes is highly variable, depending
largely on the environmental conditions. In a fantasy 0 - 3 days Fresh -10
setting that has access to Lifegiving magic, it becomes 4 - 10 days Bloat -25
important to know what effects decomposition has on 10 - 20 days Decay -50
the body, if the body is brought back to life or a limb
is reattached. 20 - 50 days Advanced -75
The GM should determine how far advanced the de- 50+ days Dry remains -100
composition is using the stages given on Table 13-2b,
and if the person is successfully brought back to life,
then apply the effects shown. (Keeping a body near
freezing will slow effects, at least doubling decom-
position times.) Treat the penalty as three additional
injuries (muscle/tendon, organ, skin/tissue) to each
affected body part (all 7 in the case of death: head,
chest, left & right arms, abdomen, left & right legs).
All these injuries have a penalty based on the decom-
position stage and must be healed (and recovered
from) on top of the original injuries.

ROLEMASTER
UNIFIED

Gamemaster Law

258
Chapter 14:
ROLEMASTER
UNIFIED

Gamemaster Law

Psychology
259
1 4. Ps yc hology
Beyond their interactions with the environment, char- Table 14-1:Reactions
acters will encounter social beings controlled by the
GM: Non-Player Characters (NPCs). NPCs can be Roll Result Reaction
other people, monsters or animals. These rules give <1 Absolute Failure hostile (-30)
the GM tools needed for resolving interactions with NPC immediately dislikes character and will leave or ask/force
NPCs. character to leave. Make a morale check for the NPC, who will
attack (success) or withdraw (failure).
14.1. Initial Reaction 1 - 75 Failure wary (-10)
NPC will interact with the character, but with a noticeable re-
When the PCs encounter a being for the first time, of- serve. NPC will keep an eye on the character and be ready for
ten the initial attitude of the NPC has already been set combat.
by the GM for story reasons, especially if the NPC is UM 66 Unusual Event
a significant one the GM has put some thought into. NPC mistakes the character for someone completely different
Sometimes, however, the GM may want to introduce that he dislikes (hostile or wary result) or someone he likes (re-
some randomness to initial reactions, especially for ceptive or friendly result). A neutral result means a mistaken
random encounters. identification without a positive or negative opinion associated
with it.
The GM should assess the circumstances of the en-
counter from the perspective of the NPC, and apply 76 - 100 Partial Success neutral (0)
a modifier from ±100 to the situation. Generally NPC has no significant initial reaction to the character, and will
interact without modifiers. NPC will be alert for trouble, but will
the modification should be ±10 and rarely be larger
interact normally.
than ±30, but extreme cases can apply. (A merchant
101 - 175 Success receptive (+10)
who has not seen a customer come into his shop in a
week might be strongly biased to be extraordinarily NPC likes the character’s initial approach and will be open to
interaction. NPC will relax, but will not completely let his guard
happy to see well-dressed customers walk in, while down.
the same merchant walking alone in the middle of the
176 + Absolute Success friendly (+30)
night might be strongly biased to be very unhappy to
NPC is happy to see the character, and will go out of his way
encounter a group of poorly-dressed, armed men cov- to engage with him. NPC will relax as much as is reasonable in
ered in fresh blood on a dark street.) If the character the situation, and will initiate interaction if the character does
has made an effort to make a good first impression not do so first.
(e.g., dressing and presenting himself appropriately),
add the number of ranks the character has in their ap- 14.2. Social Skills
plicable Social skill.
Once you have gotten past the initial reaction, inter-
Once the modifier is established, roll 1d100OE and
acting with NPCs to get what you want involves the
consult Table 14-1. The results in italics should be
use of social skills. When interacting with non-sen-
used in lawless environments (on the road, out in the
tient NPCs, substitute an appropriate animal handling
wilderness, in a violent dive bar, etc.).
or riding skill as needed.
This mechanism is just for initial reactions with strang-
ers, once an encounter gets past the initial reactions Influence
without one side or the other departing or attacking,
use role-play and/or social skill maneuvers. Influence skills provide a bonus to maneuvers that
In most situations, NPCs that know the person they attempt to shift people’s opinions in a direction the
are encountering will respond normally based on their character desires. The GM determines how much of a
history without a reaction roll, though the GM may shift in opinion the attempt is and sets a difficulty. If
ROLEMASTER
UNIFIED wish to make a roll to establish the NPCs’ mood at the the maneuver is successful, the character convinces the

moment of the encounter. Perhaps they have been hav- target to change his opinion. The context of the attempt
Gamemaster Law will determine the difficulty of the maneuver (e.g., it
ing a very good or bad day. (If someone is in disguise
is far easier to influence the Captain of the Guard at a
or for any other reason looks like someone other than
cocktail party than just after he has found a rebel hiding
himself, a fresh initial reaction roll would be appro-
under the hay in your cart). Failure might cause trouble,
priate).
but absolute failure should result in a very negative or
260
even hostile response. A wary target will get a Social Intimidation: This skill covers being able to get what
Awareness maneuver to resist an Influence attempt (see you want out of people by subtle or overt threat, with-
Conflicting Skills, Chapter 3). out taking it so far as to make them flee for help or fight
All Influence skill use can be complicated by communi- back (and without provoking a fear or morale reaction).
cation problems due to language or cultural differences. Resolve as an Absolute Maneuver when used to get
A character must have some form of effective commu- immediate compliance with a direct command. When
nication to attempt to influence a target, but partial com- a character has some means to corner and harass the
munication can help or hinder (e.g., it might be harder target without interruption, then resolve as a Percent-
to haggle over the price of a load of mixed goods if you age Maneuver. The GM should set the difficulty based
only have 3 ranks in the target merchant’s language, but on how large a threat the character levels at the target,
it might be easier to get away with a simple lie if you how believable that threat is, and the apparent balance
only have 3 ranks in the target guard’s language and use of combat power between the two characters (as the
that confusion to bury the lie). Region Lore may make target understands it). This skill should be easier to use
all these tasks easier; for instance knowing that metal is than Trading, but the consequences of failure should
scarce and prized in Port Royale will let you know to be much larger. When an attempt fails on a target, he
set your Trading cost high, and knowing that the Emir will always become hostile unless he has reason to be
of Port Royale’s guards are all blood related to him, physically afraid of the character using intimidation, in
and face execution if caught taking bribes, will let you which case he will lie and placate until he can get away,
know to tread carefully and set your price high in trying arm himself, and/or get help. Absolute failure will have
to bribe one. Lacking Region Lore can hamper you: the same effect as failure, but also make a long-term
you might sell the metal too cheaply or be too casual in enemy of the target, who will remember this moment,
approaching that guard with a paltry bribe. and do whatever he can to safely get back at the intim-
idating character.
The nature of the maneuver will determine if it is an
Absolute or Percentage Maneuver. Trying to bribe a This skill works as an influence skill as long as it is
guard at the gate to let you in after dark might be a restrained to threats, not actual injury; when a character
Trading Absolute Maneuver, while convincing a mer- pushes over that line, stop using the Influence skill rules
chant to take part in a complicated transaction might be and begin using the fear/morale rules (Section 14.3)
a Trading Percentage Maneuver. basing the level of attack on ranks in intimidation. Use
the “surrender” results on the table as the target capit-
Charm: This skill involves knowing how to approach
ulating to the demands. Per the morale rules, except in
and interact with people so that they like you more and
exceptional circumstances, the GM may allow PCs to
are willing to do you “favors.” The more time and effort
just determine their responses to this sort of thing.
that you put into laying ground for a charm maneuver,
the more effectively it works. The GM should set the Violent coercion (or torture) is notoriously effective for
difficulty based on how much time and effort the char- making the victim lie and say whatever he believes the
acter is putting into the maneuver and what “favor” the tormenter wants to hear, which makes it a favorite of in-
character is asking for. Abruptly encountering someone quisitions and secret police, but it is consequently a poor
and immediately requesting a huge favor is at least way to get the truth about abstract topics that can easily
Sheer Folly if not Nigh Impossible; spending a few be lied about and are hard or impossible to confirm, and
hours befriending someone and asking a small favor the GM should offer any bonus he feels is reasonable,
might be Routine. This skill should be harder to use but on success, offer misleading or false information.
than Trading, but it is getting something for nothing, the However, when trying to coerce an action or informa-
moment you move over into “I’ll do you a favor, if you tion that is easily confirmed, such as the location of a
do me a favor” you are using Trading and not Charm. hidden key that is in the room or the combination of a
safe you are standing in front of, threats compounded
Duping: This skill covers knowing how to lie, bluff,
with a little roughing up can offer a bonus, without the
or spin the truth convincingly. This skill can be used
risks of a false or misleading confession just to make
to slide a lie past someone, the difficulty being based
the pain stop.
on how plausible the lie seems to the target. Trying to ROLEMASTER
convince someone of something elaborate with a lot of Targets “roughed up” in this manner will almost always UNIFIED
false details should be Absurd or harder, while a tight, resent it, and complain to the authorities or take revenge 

small lie that fits into what the target already knows in some manner if the opportunity presents itself. Re- Gamemaster Law

might be Light or easier. venge doesn’t need to take the form of direct violent re-
sponse; it can take the form of damaging the character’s
reputation, goods, associates, informing the authorities
or seeking to stir up trouble for their tormenter indi-
rectly. 261
Leadership the difficulty of dealing with the same person the next
time (“I’m not falling for your tricks this time you
Leadership is used to inspire those loyal to you to sharp trader!”).
follow your instructions or to effectively organize a
A character is not required to take the limit of the
group. This skill cannot be used on those not already
result, and can choose to take less to minimize this
loyal to you, but for those who view you as their lead-
effect and generate goodwill. (E.g., a result of 200% is
er, this skill can be used to rally or inspire them.
rolled, the character chooses to take 150% in order to
When using this skill to try and inspire or motivate not strip the target merchant too badly and maintain a
followers outside of a combat situation, the GM positive long term relationship with this contact).
should make a morale check per section 14.3 to see the
result. (The GM should take into account how often a 14.3. Fear & Morale
leader gives speeches and context; excessive constant
speeches or speeches given at inappropriate moments Most fights in the real world do not end with one side
should cause negative modifiers to these rolls as the or the other killed to the last man; flight or surrender
followers begin to get annoyed, although on a success- occur when the morale (fighting spirit) of one side is
ful Leadership maneuver, the leader should at least broken. Beyond the real world issue of morale, this is
realize this is happening.) To use Leadership in terms a fantasy game, and sometimes adventurers encounter
of fear and morale in combat situations, see section supernatural terrors which prompt fear checks by their
14.3 below. very presence.
The GM should have PCs make Resistance Rolls
Social Awareness versus fear when confronted with supernatural terrors
(Creature Law) or terrifying situations. Spells which
This skill develops awareness of the motives and so- cause fear normally require the usual RR for their
cial maneuvers of those around you. You can make realm, but a RR against fear may be appropriate, for
maneuvers using this skill to study other people and example, vs. something like a convincingly frighten-
try to understand them, determine if they are lying, ing illusion.
or otherwise infer their motives. If someone is using
A fear RR uses the character’s fear RR bonus (unless
this skill (i.e., not relaxed with his guard down) when
the fear effect is directly caused by a spell, in which
targeted with an Influence skill maneuver (see above)
case use the appropriate realm bonus unless the spell
then he can make a conflicting maneuver (Chapter 3)
description gives a specific exception) and other mod-
to notice the Influence attempt and choose to ignore
ifiers such as a Leadership bonus. Success means no
the result.
effect, while the amount the RR is failed by will de-
termine the severity of any result. Injury and fatigue
Trading penalties do not normally apply to fear RRs. The effect
Trading is used to negotiate, haggle, and strike bar- of the fear is based on the severity as indicated on Ta-
gains. Characters who are good at this skill will be ble 14-3a.
able to figure out a deal that works for both parties, if a If a character is under the command of a leader who
deal is possible. In some cases this may be resolved as is present, that character gets a bonus to fear RRs. In
an opposed Absolute Maneuver. For haggling, resolve order to get a bonus, the character must actually ac-
as an opposed Percentage Maneuver, where the buyer knowledge the leader (generally listen to the leader's
is the active participant and the seller is the passive instructions, look to the leader for guidance in stress-
participant. The final price is 200% minus the result, ful situations, etc.) and must be aware of the leader’s
giving a price from 50% to 200%. presence (i.e., be able to see, hear, or otherwise know
The difficulty is based on how the deal the player is of- the leader is present and active). This bonus is equal to
fering would look to the target. If the deal seems safe the leader’s ranks of Leadership skill.
and very favorable for the target it should be easy to Supernatural fear effects always have a level given,
ROLEMASTER
convince him, while if the deal seems to shortchange but depending on the setting and campaign the GM
UNIFIED
 the target or put him in trouble or danger it will be may wish to use fear checks for new frightening situ-
Gamemaster Law more difficult, or perhaps impossible. ations or for NPCs. Use the guidelines in Table 14-3a
Long term use of this skill on the same target should to determine the level of the fear.
be kept in context by the GM. If a target is influenced
into offering the player great prices all the time, but
losing money as a result, this should start to increase
262
Table 14-3a: Fright Level Morale
Level Description Players almost always want to decide when their
1 You are confronted with immediate danger. characters agree to do something or refuse, but it is
3 An armed opponent is actively trying to harm
sometimes necessary to determine if an NPC follower
you. will agree to a command. A Morale roll is resolved by
making an Absolute Maneuver, with the commander’s
5 The fight is going badly, you are outnumbered,
Leadership skill bonus, plus the follower’s RR bonus
half of your allies are down or fled, or group is
vs. Fear (it is easier to lead disciplined troops). The
the target of a lethal ambush.
difficulty of the maneuver should be based on how
10 You are outnumbered and becoming surround- reasonable or unreasonable the command appears to
ed, a superior enemy force is beginning to
the NPC. If making a single roll for multiple follow-
overrun your position, or more than half your
ers, just use the average RR bonus for the whole group
allies are down or fled.
of followers.
15 You face a dangerous foe you cannot harm,
or more than three quarters of your allies are
The results of the roll are shown on Table 14-3b. If
down or fled. refusal is not an option (e.g., the NPC is complying
under threat of death) then the NPC will obey even on
20 You are confronted with an unstoppable threat,
a Failure; however, it will be in a sullen, perfunctory,
or more than 90% of your allies are down or
foot-dragging manner. On an Absolute Failure, the
fled.
NPC may start actively sabotaging the purpose of the
+3 The threat includes powerful or unfamiliar orders.
supernatural or magical elements.
+5 The threat includes powerful and unfamiliar Table 14-3b: Morale
supernatural or magical elements.
Roll Result
Result
<1 Absolute Failure
Mild (fail by 1-25) Balk: +0 to Rally
Your follower sullenly refuses or even reacts with hostility. You
Character will not advance or pursue the enemy, but will offended him somehow and get -10 to Morale until you figure
fight if the enemy comes to him. Outside of a combat out what it is.
situation, the character will remove themselves from the 1 - 75 Failure
situation as quickly as they are able, possibly making Follower refuses. You're not sure if he is being purposefully
excuses for a hasty departure. difficult or even why. Sometimes you are just better off doing
Moderate (fail by 26-50) Retreat: -20 to Rally things yourself.
Character will try to escape the situation, but in a UM 66 Unusual Event
controlled manner, not turning his back on the danger. If Somehow, your follower completely misunderstands what is
the character cannot flee, and the penalty for surrender is being asked and doesn't ask for clarification, so instead does
mild, he will surrender. something completely different. However, this either works out
(Success or higher) in a weird way, or doesn't (Failure or less).
Severe (fail by 51-99) Routed: -50 to Rally
76 - 100 Partial Success
Character will flee using at least running pace until
There is some confusion on what is desired and your follower
collapsing from fatigue or reaching a place of safety
requires further explanation. Where do you get these guys, di-
where the character can no longer perceive the source al-a-minion?
of fear. Routed combatants will attack anyone who
101 - 175 Success
attempts to physically block retreat. If they cannot flee,
they will surrender unless they are certain surrender will You expertly convey your desires to your follower who follows
them to the best of his ability. Hopefully he actually has some
result in death.
ability.
Extreme (fail by 100+) Broken: -100 to Rally 176 + Absolute Success
Character will flee at top speed until collapsing from You are destined for an executive position. Follower not only ROLEMASTER
fatigue. Such characters will drop weapons and gear if does as is ordered, but is inspired by his new hero and role-mod- UNIFIED
it allows them to flee faster. They will ignore attempts el. Follower's fan-boy status grants +5 to Morale rolls for 1 
to physically stop them if at all possible. Broken month. Gamemaster Law
combatants who cannot flee will surrender regardless of
possible consequences. (The characters will drop their
weapons and fall to the floor in abject terror.) 

263
Rallying Table 14-3c: Rally
Leaders can also attempt to rally someone who has Roll Result
failed a fear check, which may help them to overcome <1 Absolute Failure
the fear. They must be able to see and hear the leader. You manage to say all the wrong things, at the wrong times,
Consult Table 14-3a to determine the modifier to the which only ends up scaring your followers even more. Increase
roll based on current state and Table 14-3c to resolve. fear by 1 severity.
If attempting to rally multiple followers at the same 1 - 75 Failure
time, the modifier is set to the worst affected follower You are quite ineffective at rallying, or perhaps it's just the chaos
in the target group, and increased by -10 for every 10 around you is distracting everyone. Next time just speak louder.
followers (round up). UM 66 Unusual Event
In trying to rally your followers (which may or may not work),
Mounts and Pets you manage to get yourself all fired up. With a rush of adrenaline
and positive energy you feel invincible, and scared of nothing!
Characters' mounts or pets are also susceptible to fear You get +20 to Fear RRs today, and +5 hits.
or morale effects and must make their own RRs. If a 76 - 100 Partial Success
combatant is directing a mount or pet into a situation Your message comes out as a jumble of words, but manages
that might frighten it, make a morale check for the to have a positive effect on your followers. Reduce fear by 1
mount, using the rider’s Riding or Animal Handling severity.
skill in place of the Leadership skill. If a morale check 101 - 175 Success
is failed, the rider must wait one round to attempt to Well spoken Commander! Your soothing words calm your men,
regain control of the mount again. who are proud to be following your lead. Reduce fear by 2 se-
verities.
176 + Absolute Success
You give an awe-inspiring speech that makes even foes consid-
er (however briefly) joining your worthy cause. Men scared to
tears are once again ready to take up arms beside you. Reduce
fear by 3 severities.

ROLEMASTER
UNIFIED

Gamemaster Law

264
Chapter 15: ROLEMASTER
UNIFIED

Gamemaster Law

The Environment
265
1 5. T h e Environm ent
The lives of adventurers are often filled with peril, These are broad categories; each biome can have
as trouble creates drama. Rules for dealing with the sub-biomes, although those are not detailed here (e.g.,
hazards of life are detailed in this section. This ranges temperate forests could be mixed, dry coniferous, or
from hazards of the natural world to toxins, falling or rainforests). Alpine biomes are typically made up of
having large objects dropped on you. Most mild ef- types of forest, shrubland and tundra, depending on
fects of the environment are already handled with the elevation as well as climate and rainfall.
fatigue rules (Section 5.5), but rules for dealing with
the hazards of life are detailed in this section. 15.2. Drowning
Characters may need to swim underwater or attempt
15.1. Biomes to avoid inhaling poisonous gasses by holding their
Biomes are used in some skills (e.g., Survival) and breath. A character who has had a chance to take a
are categorized by climate (arctic, temperate, tropical) breath first may hold it for 12 rounds (1 minute) plus
and by rainfall (arid, semi-arid, humid) as shown in or minus the character's Constitution bonus in rounds
Table 15-1. Arid areas receive less than 10" of rain (minimum of 1 round). Each subsequent round the
annually, ranging from hyper-arid deserts (1" or less character must make an Absolute Maneuver using
a year) to shrublands. Semi-arid regions receive 10- their Endurance modifier (Body Development skill
40" of rain annually. They are often grassland with bonus plus any racial Endurance modifier). A success-
extended dry seasons and a short rainy season. Hu- ful Adrenal Focus maneuver will add +25 until the
mid regions receive more than 40" of rain annually, Body Development maneuver is failed. The maneuver
including monsoonal regions (short periods of heavy starts off Easy (+20) and increases 1 difficulty each
rainfall), seasonal variation (e.g. wet winters or sum- round. If the character does not get a chance to pre-
mers), as well as high year-round precipitation (as in pare (thrown into water unexpectedly, sudden poison
a rainforest). Humid regions are nearly always forest. gas explosion on top of him, etc.), then the character

Table 15-1: Biomes


Biome Precipitation Example Flora Example Fauna
Varies by elevation; as forests (low), shrub- Varies; mountain goats, alpacas,
A Alpine Any
lands (mid), or tundra (high) marmots, elk, beetles
Shellfish, fish, some mammals,
Other

O Oceans Any Seaweed, algae, fungi, sponges


crustaceans, turtles
Many insects of all sizes, burrowers,
U Underground - Fungi, root systems from above
reptiles, amphibians, bats
Ice Caps & Polar Virtually none, mosses and lichens only in Seals, penguins, walruses, arctic foxes,
I Arid
Deserts extremely sheltered areas arctic terns, whales, polar bears
Low shrubs, few dwarf trees, sedges, mosses, Mosquitoes, flies, bees, caribou, seals,
Arctic

T Tundra Semi-arid
lichen, grasses, flowers wolves, migratory birds
Evergreen conifers: pine, fir, spruce, taiga, and Chipmunks, weasels, foxes, wolves, deer,
B Boreal Forests Humid blue spires. Some oak, maple, elm, poplar in bear, large herbivores (moose); owls,
warmer regions. hawks
Desert & Xeric Evergreen or deciduous shrubs with small Burrowing animals, reptiles such as lizards
X Arid
Shrublands leaves or spines, succulents and snakes, owls
Temperate

Prairies & Perennial grasses and flowering plants adapted Grazing animals, wild horses, canines,
P Semi-arid
Steppes to drought, fire, and cold rodents, weasels, badgers, foxes
ROLEMASTER Most boreal fauna; squirrels, rabbits.
Temperate Broadleaf and coniferous trees – oak, hickory,
UNIFIED F Humid Reptiles & amphibians, snakes, turtles,
Forests maple, cedar; flowering herbs
 mountain lions, timber wolf
Gamemaster Law Ground-hugging shrubs, short woody trees, Burrowers, kangaroo rats, insects, arach-
D Hot Deserts Arid
cacti nids, reptiles, and birds
Tropical

Savannas & Perennial grasses 3'+ tall. Drought and fire Hoofed mammals, antelopes, cats, canines,
S Semi-arid
Grasslands resistant trees and shrubs elephants, giraffes, rhinos
Large variety of trees, orchids, vines, ferns,
J Tropical Forests Humid Simians, large cats, variety of insects, birds
266 mosses, and palms
can only hold his breath for a number of rounds equal that body part (treat as a Called Shot, Section 9.7). The
to his Constitution bonus before rolling every round table indicates Cold or Heat criticals, however some
(minimum of 1 round). substances may have their own critical tables (e.g.,
A failed check means that the character takes a breath Steam) which should be used instead.
and is affected by any toxins in the air. If underwa- Some sources may be so small or weak that the GM
ter or in an airless environment the character takes can ignore them or inflict hits to reflect the damage
1d10 hits per round and must make an Endurance roll taken (e.g., a lit match, candle, or a small chunk of dry
each round. In addition, characters inhaling water are ice). Frost or heat that is weak or only affects a small
Stunned[-50] until they are able to clear their lungs. area of the character may inflict an A critical, while
Treat as respiratory arrest (Section 13.2). intense frost or heat that bathes the target’s entire body
would inflict an E critical or worse.
15.3. Extreme Temperatures
Being exposed, even for short periods of time, to ex-
15.4. Falling
treme temperatures (below -50 °F / -49°C, or above Characters can jump or be thrown from heights, fail a
200 °F / 100 °C) without appropriate protection can climbing maneuver, or otherwise fall. Roll an attack
cause serious harm. For each round a character spends on the falling character on the Crush table, with an
in an extreme environment, roll a Cold or Heat critical Attack size equal to the falling character’s size and
as indicated on Table 15-3. The GM is the final arbiter an OB of +1 per foot fallen (reduce the falling dis-
of what is appropriate protection; it may be reason- tance by the height of the character if they deliber-
able to scoop up a handful of hot coals wearing a thick ately jumped down). Only magical effects apply to
leather glove, but the same glove would offer little or one’s DB; Quickness does not help a falling character.
no protection in attempting to grab a scoop of lava. However, characters may use the Acrobatics skill to
The GM should inform the character if the protection attempt to control the fall; on a Success, the severity
used will work or not before the action is taken, unless of any resulting critical is reduced by one, and by two
the character simply does not know due to lack of ex- on an Absolute Success.
perience.
Coming into contact with frost effects, usually in the 15.5. Falling Objects
form of extremely cold liquids or gasses (e.g., certain Falling objects can be a natural hazard, the result of
pressurized gases, liquid nitrogen, arctic waters or mag- a trap, or dropped by a foe from above. These rules
ically cold substances) or fire or other hot substances are for objects falling under the force of gravity; for
(e.g., lava or steam) can cause immediate damage. The objects thrown or hurled with force, the normal attack
GM will need to consider how large and how cold or rules should be used.
hot the frost or heat is, how much contact was made
The falling object makes a roll on one of two attack
with the tar-
tables. For objects smaller than the target, use the rock
get, and how
Table 15-3: Extreme Temperatures attack table. A shield may be used, treating the falling
well the tar-
Temperature
object as a ranged attack, making it difficult to hit an
Critical get's clothing
°F
aware and mobile target with a single dropped object.
°C Received or covering
If the falling object is large enough compared to the
< -450° < -250° I Cold protects
target that it is attacking the whole area the target is in
-450° to -401° -250° to -226° H Cold him to de-
(like the whole ceiling coming down, or an avalanche)
-400° to -351° -225° to -201° G Cold termine the
it uses the Crush table instead, and a shield cannot be
-350° to -301° -200° to -176° F Cold critical level
used against it; the only defense is to get out of the
-300° to -251° -175° to -151° E Cold to use. If
way.
-250° to -201° -150° to -126° D Cold the extreme
-200° to -151° -125° to -101° C Cold temperature, The effective OB of the attack is the length of the fall
-150° to -101° -100° to -76° B Cold frost, or heat (in feet), while DB is counted normally. The weight
-100° to -51° -75° to -50° A Cold affects only a of the dropped object determines the size of the attack ROLEMASTER
UNIFIED
201° to 300° 101° to 150° A Heat specific part (Table 9-4a). 

301° to 500° 151° to 250° B Heat of the body, Example: An elephant (Huge) falls on Taor (Medi- Gamemaster Law

501° to 750° 251° to 400° C Heat take the um) from 30'. Taor takes a +30 Huge Crush attack
751° to 1000° 401° to 550° D Heat closest lower (3 size difference), which will result in +3 critical
1001° to 1500° 551° to 800° E Heat critical result severities. Poor Taor!
each +500° each +300° +1 Severity that affects
267
15.6. Poison & Disease Poisons
Disease or poison will strike nearly everywhere at one The use of poisons can add spice and intrigue to a
time or another. Diseases may be the result of a ran- game. Some characters use them to coat weapons,
dom event, a spell, or a decision by the GM that there while others perish after ingesting a tasty but poison-
is a chance of disease. Poison might be delivered by ous draught. Their hidden dangers are frightening.
spoiled food, a hostile creature, a sinister trap, or an Poisons come in many forms and are grouped into
assassin. seven effect categories: Circulatory, Conversion,
A target who has been exposed to poison or disease Muscle, Nerve, Paralytic, Reduction, and Respirato-
must make a Resistance Roll (Section 5.6) or suffer ry. Table 15-6a gives general effects of poisons that
the effects based on how much it was failed by. This should cover most needs. Example poisons and details
is often a penalty which may be treated and recovered of their application are provided in Treasure Law.
from, just like injuries. After the duration of the poison Circulatory poisons affect the blood and blood ves-
or disease, a recovery roll is rolled using the Poison/ sels, causing swelling and internal bleeding or blood
Disease column on the recovery table (Section 13.1). vessel failure or blockage, sometimes resulting in lo-
Some severe diseases may require healing or poisons cal tissue death or organ failure.
require cures before recovery is possible. Conversion poisons destroy tissue by turning it into
Effects are cumulative, so that a victim beset with two something else. This could be as extreme as turning
impairments — one reducing his activity by -20 and tissue into wood, stone, or gold.
the other by -15 — is actually at -35. A victim expe- Muscle poisons directly damage the muscle and
riencing more severe effects must also weather all the “meat” of the target, causing swelling, and impairing
lower severity effects in the same category. of function of the affected area.
The area affected by a poison is often determined by Nerve poisons either block electrochemical action of
the situation (picking a lock with a needle trap affect- the nerves or directly damage nerve tissue, causing de-
ing a hand) or any relevant critical (e.g., a critical strike generation of control of the body up to and including
indicates that the snake injects the nerve poison in the death.
victim’s leg). However, if location is not determined,
or if a disease only affects a specific location, make an
UM roll on any critical chart and use just the location
to determine the part of the body affected.
Example: Dame Eloise Beranger is touched on the
shoulder by King Midas, whose touch inflicts a level
10 conversion poison. Eloise fails her RR by 62, re-
sulting in Severe symptoms. The GM decides to roll
5d10 to determine the onset time of mild symptoms,
and then multiply that result by two and four for the
moderate and severe symptoms. After 23 minutes,
she is feeling distinct queasiness, cramps, and an
upset stomach, and is at -20. The healer notes her
skin is beginning to take on a bright luster. In anoth-
er 23 minutes, queasiness gives way to nausea and
her muscles are cramping as fibers turn to gold; her
total penalty is now -70, during the rounds when
she is able to act. If the poison is not treated within
another 46 minutes, whole sections of her body will
turn to gold, her activity penalty will increase by a
ROLEMASTER further -51 to -100, and she will fall unconscious in
UNIFIED

another 1-50 rounds.
Gamemaster Law

268
Paralytic poisons are a subclass of nerve poisons that poisons don't actually change the substance of the af-
target the peripheral nerves without damaging the cen- fected tissues, merely breaking down solid tissue into
tral nervous system, rarely causing death, but reducing liquefied form.
control of the body up to complete inability to move. Respiratory poisons cause irritation and swelling of
Reduction poisons liquefy tissue, usually to make the throat, nasal passages and lung tissues, along with
it easier for the attacker to drink the target up once edema (liquid filling the usually open areas of the re-
they die. While similar to conversion poisons, these spiratory system) interfering with breathing.
Table 15-6a: Poisons
Severity Start Duration Effect
Mild 1 - 50 rds 1 - 50 hrs swelling around the point of injection or ingestion; drowsiness (-15); slightly
blurred vision (-25)
Moderate 3 - 30 rds 2 - 20 hrs lessening of motor coordination in legs (-25 for leg maneuvers) and arms
Circulatory

(-25 for hand maneuvers); mild euphoria (-20 to all actions)


Severe 5 - 50 rds 2 - 20 hrs discoloration and chills; incapacitating headaches (no activity; 1-10 hits/
round until unconsciousness or coma)
Extreme 10 - 100 rds - death due to circulatory failure (i.e., oxygen starvation and associated waste
poisoning)
Mild 5 - 50 rds 3 - 30 hrs queasiness, cramps and an upset stomach (-20 to all actions)
Moderate 10 - 100 rds 2 - 20 hrs painful cramps and vomiting (-50 all actions, 10% chance of incapacity each
Conversion

round)
Severe 20 - 200 rds - partial conversion (1-100%) of bodily tissue to another form (with associated
disability; death if area affected is a critical organ); victim at -51 to -100;
lapse into unconsciousness after 1-50 rounds
Extreme 20 - 200 rds - complete transformation of bodily tissue to another form; death if area is
critical to survival
Mild 3 - 30 rds 3 - 30 hrs lightheadedness and swelling (-10); waves of pain (-10 to -50 1d5x10 in any
given round)
Moderate 5 - 50 rds 2 - 20 hrs moderate loss of overall coordination (-30); in any given round, there is 5%
Muscle

chance the muscles necessary to a given action will not operate


Severe 1 - 10 hrs 1 - 10 days fever and sweating; lapses into unconsciousness
Extreme 1 - 50 hrs - death due to overall muscle failure (e.g., cessation of heart activity)
Mild 1 - 10 rds 3 - 30 hrs mild loss of thought and motor coordination (-30)
Moderate 2 - 20 rds 2 - 20 hrs nervous system shock (-50 to all actions)
Nerve

Severe 2 - 20 rds - permanent nerve and brain damage (-10 to -100 to all actions)
Extreme 2 - 20 rds - death due to brain failure.
Mild 1 - 20 rds 3 - 30 hrs general mild numbness and lack of feeling, slightly slurred speech (-20)
Paralytic

Moderate 2 - 20 rds 2 - 20 hrs total numbness, and difficulty moving, speech seriously affected (-50)
Severe 1 - 100 rds 1 - 10 hrs collapse and complete paralysis
Extreme 2 - 200 rds - death due to cardiac and respiratory failure
Mild 10 - 100 rds 3 - 30 hrs great pain (-10 to -50 in any given round, 1d5x10)
Moderate 20 - 200 rds 2 - 20 hrs wracking pain and sweating blood (-20 to -100 in any given round, 2d5x10)
Reduction

Severe 30 - 300 rds 1 - 100 days incapacitation; after 1-100 minutes lapse into coma
ROLEMASTER
Extreme 1 - 10 hrs - death due to dissolution of vital tissue, destruction of associated organs (e.g., UNIFIED
liver reduced to fluid) 
Gamemaster Law
Mild 1 - 20 rds 3 - 30 hrs mild euphoria (-20)
Moderate 2 - 20 rds 2 - 20 hrs significant euphoria (-50); painful choking and coughing (-10 to -50 any
Respiratory

given round, 1d5x10)


Severe 1 - 100 rds special uncontrollable coughing (1-10 hits/round for 1-10 rounds); lapse into uncon-
sciousness for 1d10 hours; 50% chance of coma for 1-10 days.
269
Extreme 2 - 200 rds - death due to respiratory failure and associated oxygen starvation
Diseases Bubonic diseases include any viral or bacterial disease
resulting from organisms that reside in the blood or
Diseases are categorized according to type based other precious bodily fluids. They are often transmit-
on effect and transmission as described below. ted by flea bites or other bites (injection). Symptoms
Table 15-6b gives durations and effects for each type occur in 1-10 days.
based on the severity of the affliction. The general de-
Chemical ‘diseases’ include all forms of chemical de-
scriptions and specific effects of certain diseases may
pendence on (i.e., addiction to) herbs/drugs, alcohol,
vary from these general descriptions. The GM will
etc. or slow physical deterioration as a result of chem-
also assign a level based on the type and the situation.
ical alteration. Resistance rolls are required on over-

Table 15-6b: Diseases


Severity D u r a t i o n Effects
(days)
Mild 3 - 30 days Rashes; mild glandular swelling; fever (-15)
Moderate 2 - 20 days Inflammations and swelling in the glands, particularly in the armpit and groin areas (-25). There is
a 10% chance per limb or eye of immobilizing pus-filled infections. (Limb or eye cannot be used
Bubonic

until cured.)
Severe 1 - 10 days Lesions ooze pus; bleeding through pores; high fever; complete immobilization (50% chance of
coma for 1-50 days)
Extreme - Death due to viral or bacterial overload in 1-20 days.
Mild 3 - 30 days No significant permanent damage; withdrawal results in mild spasms, sweating, and irritability
(-15).
Moderate 2 - 20 days Occasional hallucinations (5% chance -25); intermittent spasms (5% chance -35); double vision
(10% chance -40); impaired Memory and Agility (-1 to -3 to stat bonus). Withdrawal results in
Chemical

immobility (5% chance of death).


Severe 1 - 10 days Frequent hallucinations (10% chance -50); intermittent fevers; shaking; weakened temporary stats
(each 1 + [-1 to 100]). Withdrawal results in immobility (20% chance of death). Lasts 1d10 days
Extreme - A slow death (1-50 months) due to destruction of internal organs (e.g., liver, kidneys, intestines).
Withdrawal results in immobility (40% chance of death).
Mild 3 - 30 days Redness, swelling and pain make it harder to use the affected limb (-10 penalty). Intermittent fever
makes thinking fuzzy (-10 to -30 penalty to all actions, 1d3x10 on any given round).
Moderate 2 - 20 days Severe swelling of wound area with eruptions of pus. Tenderness and swelling moves from wound
toward heart along veins in red streaks. Pain in limb makes use hard (-25 penalty), and fever causes
dizziness and difficulty thinking (-10 to -50 on any given round, 1d5x10).
Septic

Severe 1-10 days Area around wound blackens and leaks foul fluids, blackened areas begin spreading toward heart
along veins. Pain and numbness renders limb unusable (-100), and severe fever makes it difficult
to think (-20 to -100 on any given round, 2d5x10). Lasts 1d10 days. Without magical or antibiotic
cure, victim will slip to the extreme level at the end of this duration, unless the limb is amputated.
Extreme - Gangrenous flesh is green, purple, and black. Toxins from rotting tissue spread through blood
causing widespread organ failures and death in 2d10 hours.
Mild 3 - 30 days Fever, sweating, coughing, dizziness and chest pain (-20)
Pneumonic

Moderate 2 - 20 days Raging fever (-20 to -100 on any given round, 2d5x10)
Severe 1 - 100 days Immobilizing coma
Extreme - Death due to viral or bacterial overload in 1-100 hours.
Mild 2 - 20 days Mild fever, cramps, and diarrhea (-10 to all actions and double need for water)
ROLEMASTER
UNIFIED Moderate - Occasional outbreaks of fever (any time the host rolls an unmodified 11, -20 penalty for 24 hours),
 compromised immune system (-25 to poison and disease RRs). Effects last until disease is cured
Parasitic

Gamemaster Law
or host dies
Severe - Overload of parasites affects blood chemistry and brain tissue leading to irrational and sometimes
hostile behavior (any time the host rolls an unmodified 22, lasting 24 hours). Delirium affects all
actions (-20 to all actions). Affects last until disease is cured or host dies.
Extreme - Body overwhelmed by parasites and their waste products, leading to death in 1d10 days.
270
15.7. Visibility
Many maneuvers are greatly affected by vision, and
thus lighting. Skills that require fine manipulation
require ample light, as do complex physical maneu-
vers, especially if terrain is irregular. Table 15-7 lists
modifiers based on the amount of shadows. If sight
is required for the maneuver, such as picking a lock,
the full penalty applies. If the maneuver is not based
largely on sight, but vision is helpful (e.g., doing an
acrobatic tumble in a tavern), use the second number
(which is half the normal penalty). Enhanced senses
(represented by talents) may also serve to offset these
penalties. For Hiding or Stalking maneuvers, which
are opposed, the modifier is applied to the opponent’s
Perception roll, not the Hiding or Stalking roll.
Light Sources: At a distance of 10', treat illumination
by a candle as Shadowy conditions, torchlight as Dim
Light, and a bright bonfire as Uneven Light. A single
dose or withdrawal (acute symptoms) or as a result of
focused lantern will produce Uneven Light conditions
long-term use (chronic symptoms, which should begin
to 10' in the illuminated area.
at a lower level). Chemical dependence requires con-
tinued use or withdrawal symptoms will occur. At distances of 10' to 30' from the light source, in-
crease the level of darkness by one. From 30' to 100'
Septic infections occur as a result of dirt or other in-
increase the level of darkness by two, and from 100' to
fectious material introduced to the body via a wound
300' increase it by three. For example, a torch results
or injury. After a failed recovery check involving
in Dim Light up to 10', Shadowy conditions out to 30',
an injury that broke the skin, the GM may require a
Dark conditions to 100', and Extremely Dark condi-
disease RR (level based on virulence and how much
tions to 300'.
infectious material is involved, at an additional -20
for burns). Onset of symptoms starts in 2d10 hours. Table 15-7: Lighting & Visibility
The level of the disease should be chosen based on Lighting Penalty* Nightvision
the openness of the wound and the cleanliness of the
No shadows / Bright light 0 0
treatment. In severe cases amputation may be required
many bright light sources, outdoors in daylight
(Section 13.1).
Light shadows / Uneven light -10 / -5 0
Pneumonic diseases include any viral or bacterial
outdoors with tree cover, multiple lanterns
disease carried in the air (e.g., transmitted by mist or
Medium shadows / Dim light -20 / -10 0
breath). Symptoms occur 1-100 hours after exposure.
twilight, torchlight
Parasitic disease is an infestation of the body by
Heavy shadows / Shadowy -30 / -15 0
organisms larger than bacteria or viruses (amoebas,
worms, etc.). They usually enter the body through the moonlit night, candles
consumption of contaminated food or water, though Dark -50 / -25 -10 / -5
parasites can sometimes enter directly through the skin starlit night
or via a trauma like a bite from an infected animal. Extremely dark -70 / -35 -30 / -15
Onset of mild symptoms is quick, 2-20 hours, while starless night, darkness spell
more severe symptoms take longer, usually 2-20 days. Pitch black -100 / -50 -100 / -50
Utterdark spell, underground with no light source
Gritty Poison & Disease Fog Visibility Perception ROLEMASTER
UNIFIED
The setting may call for poisons being treated in a Light fog or mist 300' -15 

more realistic manner, where poisons and diseases do Medium fog 100' -25 Gamemaster Law

not care of how much experience you have or what Heavy fog 50' -50
level you are. All characters and creatures are treated Extreme fog 10' -75
as level 5 against poisons and diseases (unless im- * Use the first number if sight is necessary, the second if it is merely
mune). helpful
271
Regardless of the brightness of light, if there are many darkness, and will continue to burn (and ignite com-
objects casting shadows from a single light source, bustible materials), but will not produce any light.
visibility penalties may be increased further. For ex- Upon exiting an area of suppressing darkness, normal
ample, when carrying a torch through a dense forest or magical light will spring up again (unless extin-
at night, anyone hiding behind the trees will at least guished or expired in the meantime). Likewise, upon
have the benefit of Heavy Shadows, even close to the the removal of a suppressing magical (Utter)light,
light source. magical (Utter)darkness will resume if not expired.
Fog and Mist: Fog reduces visibility within its radius, Actually eliminating, rather than suppressing, magical
depending upon its thickness, and gives a penalty to light or darkness requires dispelling it.
Perception rolls as indicated in Table 15-7. In addi- Nightvision: Nightvision allows an individual to see
tion, auditory perception checks for sounds emanating in the presence of extremely faint light. The light from
beyond visual range are modified by -20, due to the in- the moon or candlelight is enough to allow them to see
ability to localize sounds effectively. Fogs that include normally, and even on a moonless night their vision
smoke (smog) will affect smell perception by -10 to is only slightly impaired. All darkness penalties are
-50 depending on how strong the smell. reduced by 40, as shown in the Nightvision column
Darkness and Blindness: For game purposes, blind- of Table 15-7. If there is no light (i.e., underground,
ness and complete darkness may be handled the same Utterdark, etc.), then Nightvision does not give any
way. Characters who are blind or operating in magical benefit. In addition, the use of Nightvision makes a
darkness suffer modifiers as listed for dark conditions. person highly susceptible to sudden bright light. A
Magical darkness is equivalent to an extremely dark very bright flash of light can stun an individual using
night, resulting in a penalty of -70 unless one has Nightvision, giving a -25 modification to RRs against
Nightvision. Utterdark is absolutely dark and renders Sudden Light and similar spells. This only applies if
Nightvision useless; only Darkvision allows seeing in the Nightvision is actually in use. Elves (for example)
Utterdark conditions. These penalties may also be re- do not have extra vulnerability to Sudden Light in the
duced by the Combat Expertise: Blind Fighting skill. middle of a sunny day. Nightvision does not reduce
penalties or provide any benefit against fog.
Light versus Darkness: Magical darkness completely
hides non-magical sources of light, but is overcome by Darkvision: Darkvision is a magical form of vi-
magical light. Utterdark spells suppress even magical sion that allows the user to see in complete (even
light, except for Utterlight. Normal fires, torches, and magical Utterdark) darkness as if in optimal lighting
the like will still produce heat in an area of magical conditions. The user is subject to the same penalties
for bright light and fog as Nightvision.

ROLEMASTER
UNIFIED

Gamemaster Law

272
I n dexes
Critical Index Concealment............................................................. 108
Acid Critical Strike Table........................................ 223 Contortions................................................................. 95
Cold Critical Strike Table....................................... 224 Control Lycanthropy............................................... 100
Electricity Critical Strike Table.............................. 225 Creature Lore............................................................. 97
Culinary...................................................................... 92
Grapple Critical Strike Table................................. 226
Directed Spell........................................................... 103
Heat Critical Strike Table....................................... 227
Drawing/Painting....................................................... 92
Holy Critical Strike Table....................................... 228 Fabric Craft................................................................ 92
Impact Critical Strike Table................................... 229 Flying ........................................................................ 102
Krush Critical Strike Table..................................... 230 Fortitude..................................................................... 89
Melee Fumbles.......................................................... 238 Herbalism.................................................................. 100
Puncture Critical Strike Table................................ 231 Historic Lore............................................................... 97
Ranged Fumbles....................................................... 239 Illusion Crafting......................................................... 90
Slash Critical Strike Table...................................... 232 Jumping...................................................................... 96
Steam Critical Strike Table..................................... 233 Language..................................................................... 97
Strike Critical Strike Table..................................... 234 Leadership................................................................ 106
Subdual Critical Strike Table................................. 236 Leathercraft................................................................ 92
Sweeps Critical Strike Table................................... 235 Locks......................................................................... 108
Unbalance Critical Strike Table............................. 237 Magical Ritual.......................................................... 106
Materials Lore............................................................ 99
Profession Index Mathematics............................................................. 105
Rogue........................................................................... 52 Mechanics................................................................. 108
Laborer....................................................................... 53 Medicine.................................................................... 100
Thief............................................................................ 53 Meditation................................................................. 101
Fighter......................................................................... 54 Mental Focus............................................................ 101
Warrior Monk............................................................ 55 Metalcraft................................................................... 92
Scholar........................................................................ 55 Music......................................................................... 102
Druid........................................................................... 58 Music Composition.................................................... 90
Paladin........................................................................ 59 Navigation................................................................... 94
Magician...................................................................... 61 Perception................................................................... 86
Illusionist..................................................................... 62 Piloting ....................................................................... 94
Bard............................................................................. 63 Poison Mastery......................................................... 100
Mentalist..................................................................... 64 Power Development................................................. 103
Lay Healer.................................................................. 65 Power Projection ..................................................... 103
Monk........................................................................... 65 Racial Lore................................................................. 99
Magent........................................................................ 66 Region Lore................................................................ 99
Healer.......................................................................... 67 Religion & Philosophy Lore...................................... 99
Sorcerer....................................................................... 67 Riding.......................................................................... 86
Mystic.......................................................................... 68 Runes........................................................................... 93
Running..................................................................... 102
Skills Index Service....................................................................... 110
Acrobatics................................................................... 95 Social Awareness...................................................... 106
Acting........................................................................ 102 Spell Lore.................................................................... 99
Administration......................................................... 110 Stage Magic............................................................... 103
Adrenal Defense......................................................... 88 Stalking..................................................................... 108
Adrenal Focus............................................................. 88 Stonecraft.................................................................... 92
Adrenal Speed............................................................ 88 Survival....................................................................... 95
Adrenal Strength........................................................ 88 Swimming................................................................. 102 ROLEMASTER
Ambush..................................................................... 107 Tracking...................................................................... 87 UNIFIED
Animal Handling ....................................................... 86 Trade......................................................................... 110
Architecture.............................................................. 104 Trading...................................................................... 106
Attunement................................................................. 93 Traps.......................................................................... 109
Base, Open, Closed, Arcane, Restricted ................ 107 Trickery..................................................................... 108
Body Development..................................................... 89 Weight Training.......................................................... 89
Channeling................................................................ 103 Woodcraft................................................................... 92
Climbing................................................................... 102 273
Writing........................................................................ 91
Table Index Table 9-7d: Slaying...................................................172
Table 2-2a: Races........................................................19 Table 9-7e: Subdual..................................................172
Table 2-2b: Race Sizes................................................ 46 Table 9-8a: High Criticals........................................173
Table 2-3: Cultures.....................................................49 Table 9-8b: Hit Loss Penalties................................. 175
Table 2-4a: Profession Skill Costs.............................56 Table 12-1: Power Level...........................................242
Table 2-4b: Professional Skills................................... 57 Table 12-2: Levels..................................................... 243
Table 2-5a: Stat Bonuses............................................ 69 Table 13-1a: Injuries & Recovery........................... 250
Table 2-5b: Stat Gains................................................71 Table 13-1b: Permanent Injury...............................251
Table 3-0a: Skill Summary........................................80 Table 13-1c: Cauterization....................................... 252
Table 3-0b: Skill Ranks.............................................. 82 Table 13-2a: Defibrillation....................................... 254
Table 3-0c: Skill Similarity........................................82 Table 13-2b: Decomposition....................................256
Table 3-1: Animal Maneuvers...................................85 Table 14-1:Reactions................................................258
Table 3-2: Awareness Maneuvers.............................. 86 Table 14-3a: Fright Level.........................................261
Table 3-4: Adrenal Maneuvers.................................. 88 Table 14-3b: Morale................................................. 261
Table 3-8: Composition Maneuvers..........................91 Table 14-3c: Rally..................................................... 262
Table 3-9: Crafting Maneuvers................................. 91 Table 15-1: Biomes.................................................... 264
Table 3-10a: Attunement Maneuvers........................93 Table 15-3: Extreme Temperatures.........................265
Table 3-10b: Rune Maneuvers...................................94 Table 15-6a: Poisons.................................................267
Table 3-11: Piloting Maneuvers.................................94 Table 15-6b: Diseases................................................268
Table 3-12: Gymnastic Maneuvers...........................95
Table 3-13a: Knowledge Tiers...................................96 Talent Index
Table 3-13b: Lore Maneuvers.................................... 97 Acute Hearing 4 / Tier............................................. 118
Table 3-13c: Language Tiers...................................... 98 Acute Smell 3 / Tier.................................................. 118
Table 3-15: Medical Maneuvers..............................100 Acute Taste 2 / Tier.................................................. 118
Table 3-16: Mental Discipline Maneuvers..............101 Acute Touch 1 / Tier................................................. 118
Table 3-18: Performance Art Maneuvers............... 102 Acute Vision 5 / Tier................................................. 118
Table 3-19a: Channeling Modifiers.........................103 Additional Limb Pair 20 / Tier............................... 115
Table 3-19b: Power Projection Maneuvers............ 104 Ambidextrous 10...................................................... 115
Table 3-20: Science Maneuvers...............................105 Animal Empathy 10 + 5 / Tier................................. 118
Table 3-21: Influence Maneuvers............................105 Beast of Burden 10 / Tier......................................... 115
Table 3-24: Technical Maneuvers............................ 109 Breath Holding 10 ................................................... 115
Table 4-0: Maximum Talent Costs.......................... 112 Darkvision 10 for Tier I, + 5 / Tier ........................ 115
Table 5-1: Maneuvers............................................... 123 Deadeye 7 / Tier........................................................ 113
Table 5-2: Feats of Strength.....................................125 Defensive Aura 6 / Tier............................................ 115
Table 5-3: Movement................................................ 126 Destiny Sense 10 / 20................................................ 118
Table 5-5: Endurance...............................................128 Direction Sense 10.................................................... 118
Table 5-6: Resistance Rolls......................................129 Distinct Odor -10...................................................... 119
Table 6-0a: Coinage Standards...............................132 Disturbing Voice -10 / Tier...................................... 119
Table 6-0b: Starting Money.....................................132 Efficient Sleeper 5 / 10.............................................. 115
Table 6-1: Equipment Breakage.............................. 133 Elemental Resistance 4 / Tier.................................. 116
Table 6-2: Equipment Repair..................................134 Eloquence 15 / Tier.................................................. 114
Table 6-3: General Equipment ............................... 135 Empathy 20............................................................... 118
Table 6-3: General Equipment (Continued)..........136 Enhanced Attack 10 / Tier....................................... 116
Table 6-3: General Equipment (Continued)..........137 Extended Reach 10 + 5 / Tier.................................. 114
Table 6-4: Armor and Shields..................................138 Extra Joints 20......................................................... 116
Table 6-5: Weapons...................................................139 Extra Sense 5 / Tier.................................................. 119
Table 6-5: Weapons (Continued)............................. 140 Fast Attack 10 / Tier................................................. 113
Table 7-2a: Armor Flexibility and Materials.........145 Fast Healer 10........................................................... 116
Table 7-2b Armor Types........................................... 146 Foiler 7 / Tier............................................................ 113
Table 8-1: Action Points........................................... 152 Frenzy 20................................................................... 113
Table 5-3: Movement................................................ 154 Golden Throat 5 / Tier............................................. 119
ROLEMASTER
Table 8-2: Charging..................................................155 Graceful Recovery 8 / Tier...................................... 114
UNIFIED
Table 9-4a: Sizes........................................................ 162 Hearing, Cat 10 ....................................................... 116
Table 9-4b: Size Adjustments to Attacks................ 163 Hearing, Dog 15 ....................................................... 116
Table 9-5: The Attack Roll....................................... 165 Hearing, Hare 20 ..................................................... 116
Table 9-6: Shields......................................................168 Heatsense 10............................................................. 116
Table 9-7a: Disarm Maneuvers............................... 169 Immune to Disease 10 / 30 ...................................... 116
Table 9-7b: Katas......................................................170 Increased Size 30 / Tier............................................ 116
274 Table 9-7c: Protect....................................................171 Increased Stride 1 / Tier.......................................... 116
Inglorious Failure -6 / Tier...................................... 114 Weapon Index
Iron Will 4 / Tier....................................................... 119 Arming Sword.......................................................... 182
Light-boned -15 / Tier.............................................. 116 Ball, Cold.................................................................. 183
Light Sensitivity -10 / Tier....................................... 116 Ball, Fire.................................................................... 184
Light Sleeper 10........................................................ 114 Ball, Lightning.......................................................... 185
Look of Eagles 10 / Tier........................................... 119 Battle Axe.................................................................. 186
Magical Resistance 3 / Tier...................................... 116 Beak........................................................................... 187
Math Illiterate -10.................................................... 120 Bite............................................................................. 188
Missing Sense varies................................................ 119 Bola............................................................................ 189
Multilingual 8........................................................... 120 Bolt, Fire................................................................... 190
Mumbler -10 / Tier................................................... 114 Bolt, Ice..................................................................... 191
Mute -10.................................................................... 120 Bolt, Lightning......................................................... 192
Natural Armor 5 / Tier............................................ 117 Bolt, Water................................................................ 193
Natural Weaponry 5................................................ 117 Bow, Long................................................................. 194
Neutral Odor 10....................................................... 120 Bow, Short................................................................. 195
Nightvision 10........................................................... 117 Broadsword.............................................................. 196
Non-violent -5 / Tier................................................. 120 Claw........................................................................... 197
One Eye -10............................................................... 119 Club........................................................................... 198
Opportunistic Strike 15........................................... 113 Crossbow................................................................... 199
Perfect Pitch 7 / Tier................................................ 120 Crush......................................................................... 200
Physical Resistance 3 / Tier..................................... 117 Dagger....................................................................... 201
Poison Injection 20................................................... 117 Falchion..................................................................... 202
Power Recycling 10 / 20........................................... 114 Fighting Stick........................................................... 203
Pressing the Advantage 5 / Tier.............................. 113 Flail............................................................................ 204
Prodigy 6 / Tier......................................................... 120 Grapple..................................................................... 205
Quick-Caster 10 / 20................................................ 114 Horn.......................................................................... 206
Quickdraw/Quickload 7.......................................... 113 Mace.......................................................................... 207
Recurved Musculature 30....................................... 117 Ram........................................................................... 208
Restricted Diet -5...................................................... 120 Rapier........................................................................ 209
Revulsion -15............................................................ 120 Rock........................................................................... 210
Riposte 20 113 Scimitar..................................................................... 211
Scope Skills 20 / Tier................................................ 114 Shield......................................................................... 212
Sense Weakness 20................................................... 113 Sling........................................................................... 213
Sharpshooter 5 / Tier............................................... 113 Spear.......................................................................... 214
Sight, Eagle 15.......................................................... 117 Stinger....................................................................... 215
Sight, Gecko 10......................................................... 117 Trample..................................................................... 216
Sight, Hawk 20......................................................... 117 Unarmed Strikes...................................................... 217
Slow Bleeder 25 / Tier.............................................. 115 Unarmed Sweeps...................................................... 218
Spatial Skills 10 / Tier.............................................. 114 War Hammer............................................................ 219
Strike Reflex 5.......................................................... 117 Whip.......................................................................... 220
Subconscious Discipline 10 / Tier........................... 114
Superior Stat 4 / Tier............................................... 117
Temporal Skills 10 / Tier......................................... 114
Tetrachromatic Vision 15........................................ 117
Third Eyelid 5........................................................... 117
Tough 3 / Tier............................................................ 117
Uncoordinated -10 / -20........................................... 115
Vigorous 5 / Tier....................................................... 118
Visions 20 + 10 / Tier................................................ 119
Wings, Vestigial 5..................................................... 118
ROLEMASTER
UNIFIED

275
General Druid........................................................................... 60
Absolute Hit!............................................................ 163 Dwarves ...................................................................... 23
Absolute Maneuvers................................................ 124 Electricity Critical Strike Table.............................. 227
Acid Critical Strike Table........................................ 225 Elves ........................................................................... 24
Action Phases............................................................ 159 Engineering............................................................... 106
Amputation............................................................... 255 Extended Effort........................................................ 130
Appearance................................................................. 18 Facing and Flanking................................................ 166
Arming Sword.......................................................... 184 Falchion..................................................................... 204
Astronomy................................................................ 106 Fatigue......................................................................... 12
Attacks........................................................................ 12 Fatigue....................................................................... 176
Avinarcs ...................................................................... 22 Fighter......................................................................... 56
Background................................................................ 19 Fighting Stick........................................................... 205
Ball, Cold.................................................................. 185 Firing into Melee...................................................... 172
Ball, Fire.................................................................... 186 Flail............................................................................ 206
Ball, Lightning.......................................................... 187 Fumbling................................................................... 163
Bard............................................................................. 65 Generating Stats......................................................... 72
Battle Axe.................................................................. 188 Gnolls.......................................................................... 26
Beak........................................................................... 189 Gnomes....................................................................... 27
Bite............................................................................. 190 Goblins........................................................................ 28
Bleeding..................................................................... 176 Grapple..................................................................... 177
Bleeding Injuries...................................................... 253 Grapple..................................................................... 207
Bola............................................................................ 191 Grapple Critical Strike Table................................. 228
Bolt, Fire................................................................... 192 Gratar.......................................................................... 29
Bolt, Ice..................................................................... 193 Gritty Poison & Disease........................................... 271
Bolt, Lightning......................................................... 194 Group Cohesion......................................................... 19
Bolt, Water................................................................ 195 Half-Elves ................................................................... 30
Bone Injuries............................................................ 254 Halflings...................................................................... 31
Bow, Long................................................................. 196 Harsh........................................................................... 50
Bow, Short................................................................. 197 Head Injuries............................................................ 255
Breakage................................................................... 176 Healer.......................................................................... 69
Breaking Objects...................................................... 135 Heat Critical Strike Table....................................... 229
Broadsword.............................................................. 198 Highland..................................................................... 50
Burn Injuries............................................................ 254 Hits............................................................................ 177
Called Shots.............................................................. 171 Hobgoblins.................................................................. 32
Cardiac and Respiratory Arrest............................. 256 Holy Critical Strike Table....................................... 230
Care and feeding of your armor and weapons:..... 149 Horn.......................................................................... 208
Character Personality................................................ 18 Humans ...................................................................... 33
Characters................................................................ 245 Hvasstonn................................................................... 35
Claw........................................................................... 199 Hybrid Realms........................................................... 69
Closing & Charging................................................. 157 Idiyva........................................................................... 36
Club........................................................................... 200 Illusionist..................................................................... 64
Cold Critical Strike Table....................................... 226 Impact Critical Strike Table................................... 231
Complementary Skills............................................... 85 Improvised Weapons & Armor............................... 144
Concentration........................................................... 131 Influence.................................................................... 260
Concentration........................................................... 154 Initiative Phase......................................................... 158
Conflicting Skills........................................................ 86 Injuries........................................................................ 12
Cosmopolitan.............................................................. 50 Injuries due to Fatigue............................................ 131
Cover......................................................................... 168 Instantaneous Actions.............................................. 155
Critical Tables.......................................................... 224 Interpreting Criticals............................................... 176
Crossbow................................................................... 201 Katas......................................................................... 172
Crush......................................................................... 202 Knocked Back.......................................................... 179
ROLEMASTER
UNIFIED Dagger....................................................................... 203 Kobolds....................................................................... 37
Decomposition.......................................................... 258 Krush Critical Strike Table..................................... 232
Developing Skills........................................................ 83 Laborer....................................................................... 55
Directed Spells.......................................................... 155 Languages................................................................. 249
Disarming................................................................. 171 Lay Healer.................................................................. 67
Diseases..................................................................... 270 Leadership................................................................ 262
Dodging..................................................................... 168 Mace.......................................................................... 209
276
Magent........................................................................ 68 Shields....................................................................... 170
Magician...................................................................... 63 Shock and System Shock......................................... 255
Maneuver Difficulties............................................... 124 Sibbicai........................................................................ 43
Maneuvers.................................................................. 12 Similar Skills............................................................... 84
Mariner....................................................................... 50 Skill Bonus.................................................................. 83
Melee Fumbles.......................................................... 240 Skills............................................................................ 12
Melee Range............................................................. 157 Skills as ‘Lores’........................................................... 87
Melee Weapons......................................................... 144 Skin & Tissue Injuries............................................. 255
Mentalist..................................................................... 66 Slash Critical Strike Table...................................... 234
Monk........................................................................... 67 Slaying Attacks......................................................... 174
Morale....................................................................... 263 Sling........................................................................... 215
Mounted Combat..................................................... 173 Small and Big Tables................................................ 183
Mounts and Pets....................................................... 264 Social Awareness...................................................... 262
Movement & Encumbrance...................................... 12 Sohleugir..................................................................... 44
Muscles, Tendons, Cartilage & Ligament Injuries.255 Sorcerer....................................................................... 69
Mystic.......................................................................... 70 Spear.......................................................................... 216
Natural Attacks........................................................ 145 Spellcasting................................................................. 13
Nomad......................................................................... 51 Spell Casting and Preparation................................ 155
No Profession.............................................................. 54 SPELL LISTS : ....................................................... 283
Nycamerith................................................................. 38 Sstoi’isslythi................................................................ 45
Old versions of Rolemaster....................................... 11 Staggered.................................................................. 178
Opposed Maneuvers................................................ 157 Stat Gains.................................................................... 73
Orcs............................................................................. 39 Steam Critical Strike Table..................................... 235
Organ Injuries.......................................................... 253 Stinger....................................................................... 217
Paladin........................................................................ 61 Story Events.............................................................. 248
Parrying.................................................................... 169 Strike Critical Strike Table..................................... 236
Passing Through....................................................... 158 Stun........................................................................... 179
Penalties.................................................................... 178 Subdual..................................................................... 174
Percentage Maneuvers............................................. 126 Subdual Critical Strike Table................................. 237
Perception................................................................. 155 Surprised or Flatfooted........................................... 167
Permanent Injuries.................................................. 253 Sweeps Critical Strike Table................................... 238
Personal Events........................................................ 247 Sylvan.......................................................................... 52
Piecemeal Armor...................................................... 147 The Black Reaver .................................................... 150
Plynos.......................................................................... 41 The Realm of Arms.................................................... 54
Poisons....................................................................... 268 The Realm of Channeling.......................................... 60
Prone......................................................................... 179 The Realm of Essence................................................ 63
Protecting Others..................................................... 173 The Realm of Mentalism........................................... 66
Puncture Critical Strike Table................................ 233 Thief............................................................................ 55
Purchasing Talents................................................... 114 Touch Attacks........................................................... 174
Rallying..................................................................... 264 Trading...................................................................... 262
Ram........................................................................... 210 Trample..................................................................... 218
Ranged Fumbles....................................................... 241 Trolls............................................................................ 46
Ranged Weapons...................................................... 146 Unarmed Strikes...................................................... 219
Rapier........................................................................ 211 Unarmed Sweeps...................................................... 220
Reaver......................................................................... 51 Unbalance Critical Strike Table............................. 239
Recovering From Fatigue........................................ 131 Underground.............................................................. 52
Resistance Rolls.......................................................... 13 Unmodified Rolls (UM)............................................. 11
Restricted Quarters................................................. 167 Upkeep Phase........................................................... 161
Reviving a Body....................................................... 257 Urban.......................................................................... 52
Rock........................................................................... 212 Vulfen.......................................................................... 47
Rogue........................................................................... 54 War Hammer............................................................ 221
ROLEMASTER
Round to Round Actions......................................... 155 Warrior Monk............................................................ 57 UNIFIED
Rural........................................................................... 51 Whip.......................................................................... 222
Scholar........................................................................ 57 Withdrawing............................................................. 157
Scimitar..................................................................... 213 Wrong-Sized Weapons............................................. 165
Sea-krals..................................................................... 42
Session Events.......................................................... 248
Shield......................................................................... 214
277
Character Level
Player Name: Current XP
Character Name
Campaign: XP for next level
Appearance Background Feats of Strength Encumbrance
Sex: Build: Race: Routine +30 Wt*0.2 Wt Allowance(%): 15%+2*St
Age: Skin: Easy +20 Wt*0.3 Carried (lbs):
Height: Hair: Culture: Light +10 Wt*0.4 Encumbrance Penalty: Enc.Percent - WtAllowance
Weight: Eyes: Medium +0 Wt*0.5 Maximum Pace: Table 5-3
Realm(s) Profession: Hard -10 Wt*0.75 Total Maneuver Penalty: Enc.Penalty+ArmorPenalty
Very Hard -20 Wt Quick Info
Statistics Ext.Hard -30 Wt*1.5 Base Move Rate (BMR)
Stat Potent. Temp Bonus Racial Special Total Sheer Folly -50 Wt*2 Initiative
Agility (Ag) Absurd -70 Wt*3 Hit points
Constitution(Co) Nigh Imp. -100 Wt*4 Endurance (for Fatigue)
Empathy( Em) Size: Power
Intuition (In) Pace Per Round Per Phase Penalty/AP Load Limit
Memory (Me) Creep x1/2 BMR x1/8 BMR -- --
Presence (Pr) Walk x1 BMR x1/4 BMR -25 or 1 AP 90%
Quickness (Qu) Jog x2 BMR x1/2 BMR -50 or 2 AP 60%
Reasoning (Re) Run x3 BMR x3/4 BMR -75 or 3 AP 45%
Self Discipline (SD) Sprint x4 BMR x1 BMR 4 AP 30%
Strength (St) Dash x5 BMR x1.25 BMR 4+ AP 15%
Weapon / Attack Fumble STR Item Bonus Skill OB Total

Area Armor AT Man.Penalty Weight STR DB Casting Penalty


Torso
Head Perception Pen:
Arms Missile Pen:
Legs
Shield Num. Attacks:
Total
Defense Resistance Rolls Stat Bonus Lvl*2 Racial Special Total
Quickness DB: Other DB: Channeling In
Passive Dodge: Passive Block: Essence Em
Partial Dodge (C): Partial Block (C): Mentalism Pr
Full Dodge (4 AP): Full Block (4 AP): Physical Co
Total w/o shield: Total w/shield: Fear SD
Magic Items Item name & Properties STR OB DB Value Weight

Traits Racial:
Name Tier Level Cost Effect Max Tier

Talent notes:

278
Skill Category / Culture Stat Total Rank Prof Special/ Total
Prof Name Specialization Ranks Stats Bonus Ranks Bonus Bonus Knack Bonus DP Cost
Animal Ag+Em  
□ Animal Handling (animal) +Pr  □□
 Animal Handling (animal) +Pr  □□
□ Riding (animal) +Pr  □□
 Riding (animal) +Pr  □□
Awareness In+Re  
□ Perception +SD □□
□ Tracking +SD □□
Battle Expertise - 
□ Maneuver in Armor - □□
□ Mounted Combat - □□
□ Protect - □□
□ Restricted Quarters - □□
□ Subduing - □□
Body Discipline Co+SD 
□ Adrenal Defense +Ag □□
□ Adrenal Focus +SD □□
□ Adrenal Speed +Qu  □□
□ Adrenal Strength +St  □□
Brawn Co+SD  
□ Body Development +Co  □□
□ Fortitude +St  □□
□ Weight Training +St  □□
Combat Expertise - 
□ Blind Fighting - □□
□ Disarm - □□
□ Footwork - □□
□ Multiple Attacks - □□
□ Reverse Strike - □□
Combat Training Ag+St  
□ Melee (weapon) +St  □□
 Melee (weapon) +St  □□
 Melee (weapon) +St  □□
□ Unarmed (weapon) +St  □□
 Unarmed (weapon) +St  □□
□ Ranged (weapon) +Ag  □□
 Ranged (weapon) +Ag  □□
□ Shield +St  □□
Composition Em+In  
□ Illusion Crafting +Pr  □□
□ Musical Composition +Pr  □□
□ Writing +Re  □□
Crafting Ag+Me  
□ Culinary +SD  □□
□ Drawing/Painting +In  □□
□ Fabric Craft +SD  □□
□ Leathercraft +SD  □□
□ Metalcraft +St  □□
□ Stonecraft +St  □□
□ Woodcraft +SD  □□

279
Stat Total Rank Prof Special/ Total
Prof Skill Category / Name Specialization Culture Stats Bonus Ranks Bonus Bonus Knack Bonus DP Cost
Delving Em+In 
□ Attunement +Pr  □□
□ Runes +Pr  □□
Environmental In+Me 
□ Navigation +Re  □□
□ Piloting (vehicle) +Ag  □□
 Piloting (vehicle) +Ag  □□
□ Survival (own biome) +Re  □□
 Survival (other biome) +Re  □□
Gymnastic Ag+Qu 
□ Acrobatics +St  □□
□ Contortions +SD  □□
□ Jumping +St  □□
Lore Me+Me 
□ Creature Lore (creature) +Re  □□
□ Historic Lore (topic) +Re  □□
□ Materials Lore (material) +Re  □□
□ Racial Lore (race) +Re  □□
□ Racial Lore (race) +Re  □□
□ Region Lore (own region) +Re  □□
 Region Lore (other region) +Re  □□
□ Religion/Philosophy (topic) +Re  □□
□ Spell Lore +Re  □□
 Spell Lore (topic) □□
Lore: Languages Me+Me 
□ Own Spoken (language) +Re  □□
□ Own Written (language) +Re  □□
□ Spoken (language) +Re  □□
□ Written (language) +Re  □□
□ Spoken (language) +Re  □□
□ Written (language) +Re  □□
□ Spoken (language) +Re  □□
□ Written (language) +Re  □□
□ Spoken (language) +Re  □□
□ Written (language) +Re  □□
□ Spoken (language) +Re  □□
□ Written (language) +Re  □□
Magical Expertise - 
□ Grace (spell list) - □□
 Grace (spell list) - □□
 Grace (spell list) - □□
□ Spell Trickery (spell list) - □□
 Spell Trickery (spell list) - □□
□ Transcendence - □□
Medical In+Me 
□ Herbalism +Re  □□
□ Medicine +Re  □□
□ Poison Mastery +Re  □□

280
Stat Total Rank Prof Special/ Total
Prof Skill Category / Name Specialization Culture Stats Bonus Ranks Bonus Bonus Knack Bonus DP Cost
Mental Discipline Pr+SD 
□ Control Lycanthropy +SD  □□
□ Meditation +SD  □□
□ Mental Focus +SD  □□
Movement Ag+St 
□ Climbing +Co  □□
□ Flying +Co  □□
□ Running +Co  □□
□ Swimming +Co  □□
Performance Art Em+Pr 
□ Acting +Me  □□
□ Music (type) +Me  □□
 Music (type) +Me  □□
□ Stage Magic +Ag  □□
Power Manipulation RS+RS 
□ Channeling +Me  □□
□ Directed Spells (bolts/illusions/hurling) +Ag  □□
 Directed Spells (bolts/illusions/hurling) +Ag  □□
□ Power Development +Co  □□
□ Power Projection +SD  □□
Science Me+Re 
□ Architecture +Re  □□
□ Astronomy +Re  □□
□ Engineering +Re  □□
□ Mathematics +Re  □□
Social Em+In 
□ Influence Charm +Pr  □□
 Influence Duping +Pr  □□
 Influence Intimidation +Pr  □□
□ Leadership +Pr  □□
□ Social Awareness +Em  □□
□ Trading +Pr  □□
Subterfuge Ag+SD 
□ Ambush (attack) +In  □□
 Ambush (attack) +In  □□
□ Concealment +In  □□
□ Stalking +In  □□
□ Trickery +In  □□
Technical In+Re 
□ Locks +Ag  □□
□ Mechanics (operation/repair) +Me  □□
□ Mechanics (operation/repair) +Me  □□
□ Traps +Ag  □□
Vocation Em+Me 
□ Administration (vocation) +Re  □□
□ Service (vocation) +Pr  □□
□ Trade (vocation) +Re  □□

281
SPELL LISTS :

Stat Total Rank Prof Special/ Total


Prof Skill Category / Name Specialization Culture Stats Bonus Ranks Bonus Bonus Knack Bonus DP Cost
Spellcasting RS+RS 8+8=16  
□ Magic Ritual (type) +Me  □□
 Magic Ritual (type) +Me  □□
 Magic Ritual (type) +Me  □□
 Magic Ritual (type) +Me  □□
□ Base (spell list) +Me  □□
 Base (spell list) +Me  □□
 Base (spell list) +Me  □□
 Base (spell list) +Me  □□
 Base (spell list) +Me  □□
 Base (spell list) +Me  □□
□ Open (spell list) +Me  □□
 Open (spell list) +Me  □□
 Open (spell list) +Me  □□
 Open (spell list) +Me  □□
 Open (spell list) +Me  □□
 Open (spell list) +Me  □□
 Open (spell list) +Me  □□
 Open (spell list) +Me  □□
 Open (spell list) +Me  □□
□ Closed (spell list) +Me  □□
 Closed (spell list) +Me  □□
 Closed (spell list) +Me  □□
 Closed (spell list) +Me  □□
 Closed (spell list) +Me  □□
 Closed (spell list) +Me  □□
 Closed (spell list) +Me  □□
 Closed (spell list) +Me  □□
□ Arcane (spell list) +Me  □□
 Arcane (spell list) +Me  □□
 Arcane (spell list) +Me  □□
 Arcane (spell list) +Me  □□
 Arcane (spell list) +Me  □□
 Arcane (spell list) +Me  □□
□ Restricted (spell list) +Me  □□
 Restricted (spell list) +Me  □□
 Restricted (spell list) +Me  □□

282
Carry? Category Weapon Skill Item (Name/Description) # Wt Carry Pack Fumble Str Bonus

283
For over four decades, Rolemaster has Character Law:
Law: A wide range of charac-
been the definitive fantasy role-playing ter creation choices – 22 professions, 23
game that combines realism and depth races, 10 cultures, and a comprehensive
without sacrificing playability. Rolemas- system of talents and flaws. A system
ter Unified is the next evolution drawing of 10 temporary and potential stats
upon the best elements of previous determined by using both assigned and
editions to create a streamlined and random elements. A skill development
consistent game. system that allows a character to improve
Rolemaster Core Law is the cornerstone their skill capabilities without absolute
of Rolemaster Unified. restrictions. Complete, consolidated and
streamlined guidelines for resolving
Rolemaster Core Law is divided into actions, magic and attacks.
three parts:

Arms Law:
Law: the highly acclaimed combat Gamemaster Law: Law: Helpful guidance on
system. Complete rules for melee, ranged running the game with rules for healing,
and spell combat, with new effective social skills, fear, and morale as well
mechanics for battling large and small as environmental hazards, poisons and
monsters. 39 attack tables for weapons, diseases. Rules and guidance on creating
nimal, monstrous and spell attacks. races, cultures and professions using
15 critical strike tables – Acid, Cold, the fully balanced mechanics employed
Electricity, Grapple, Heat, Holy, Impact, across Rolemaster Unified.
Krush, Puncture, Slash, Steam, Strikes,
Subdual, Sweeps, and Unbalance – pro-
viding injuries with explicit effects and
descriptions.

Visit www.ironcrown.com and the RMU


forum for additional support. Find other ROLEMASTER
UNIFIED
RMU players, get answers to rules ques-
tions, or just share your thoughts.

#GCP-RMU- 001
www.ironcrown.com
285

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