The QuestFRP Game Master's Guide



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The Game Masters Handbook deals with the ways and means of doing things in Quest. It covers the mechanics of fighting, spell casting, giving out experience, and so on. It also contains information on creating a world for role-playing, populating it with people and creatures, and incorporating technology and magic into your Quest campaign.

It is assumed that before reading this, the Game Master has at least a passing familiarity with the material in the Quest Player's Handbook. If not, many of the terms used here will be unfamiliar.

Because of the intrinsic complexity of the game systems in Quest, it is impossible to adequately cover all situations. The Game Master is encouraged to work out any solutions needed to problems not covered by the rules in the Game Masters Handbook. While the Game Master should never penalize a player for cleverness, he or she should try to be conservative in his or her rulings, since a too liberal interpretation may wreak havoc with play balance. Don't be afraid to say no!


  Discipline Location
INTRODUCTION[display section]
TABLE OF CONTENTS[display section]
GAME MECHANICS[display section]
  MELEE 3.2
  SPELLS 3.3
MELEE[display section]
  ATTACK 4.1
  PARRY 4.2
  DODGE 4.3
  FLIGHT 4.4
  RELOAD 4.6
  RETREAT 4.18
  ANIMALS 4.21
DAMAGE[display section]
HEALING[display section]
ANNOYANCES[display section]
DISEASE[display section]
POISON[display section]
FALLS[display section]
  FALLS 10.1
MANEUVERS[display section]
PICKING LOCKS[display section]
BREAKING ITEMS[display section]
SEARCHING[display section]
ILLUSIONS[display section]
  POTIONS 19.1
  SCROLLS 19.2
COMMANDED MATERIALS[display section]
SHAPINGS[display section]
NECROMANCY[display section]
EXPERIENCE[display section]
WORLD CREATION[display section]
ECONOMICS[display section]
ORDNANCE[display section]



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The Melee Round

One of the units of time in Quest is the Melee Round, or simply a Round. The Round is three seconds long, and is divided into 30 subphases, each 1/10 second long (sometimes called a 'pulse'). At the beginning of any subphase, a spellcaster may begin preparing a Spell. In addition, at the beginning of any subphase at which he or she would normally act, a Character not already casting a Spell may move one-thirtieth of his or her Agility in meters without interfering with any other activities in progress (see Movement below).

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At the beginning of subphase 4, Pendaren, a Character with the Clerical Discipline Healing, is standing over Turrell, who has sustained a bleeding wound (see Damage Effects) to the Abdomen. Pendaren casts a Clot spell (DoM 2 Healing, with 5 given as Casting Time) on Turrell. He is free to begin casting a Healing Touch (DoM 2 Healing, Casting Time: 3) at subphase 9. The Simple Healing Spell will then be finished at the beginning of subphase 12.


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Before engaging in combat Characters must first equip their weapons. The time to equip a melee weapon from a standard starting position is noted as that weapons "Equip Time" and is added to the Character's "Equip Time Modifier" which is determined by Dexterity (see Statistics in PHB). The resultant number is the number of subphases the Character takes before they are able to strike, defend, or parry with their weapon. For the purposes of equipping a weapon, Dexterity is modified by the weapon. A weapon's Dexterity Penalty is determined by its damage dice. See the table below for the appropriate penalties. This penalty may be partially offset by adding the Character's Damage Bonus die to the penalty (see example below). Armor, similarly, has an Equip Time. Equip times may be reduced through various techniques found in General Fighter.

Characters and creatures may expend Blows in melee combat and/or missile fire. Precedence of action is determined by the number of Blows a Character or creature receives in a Round. If two opponents each have Blows at the same subphase, the actions are considered to be simultaneous. Both opponents may take their action, regardless of the effect each has on the other (see example below).

Characters may receive a Blow when they initially engage in combat. This Blow is gained in any situation in which the Character has spent a Round concentrating on a foe without the chance to hit the foe, such as when he is charging across the battlefield for 3 seconds, or when a foe is charging at the Character. This only applies when the Character has spent the entire 3 seconds concentrating on the foe and no change of weapons has occurred within that 3 second interval.

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Weapon Dexterity Penalty
Weapon DamageDexterity Penalty

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Hira is standing on guard, protecting a carriage, with his katana sheathed at his hip. He sees a bandit running at him with Great Sword in his hands, still 30 meters away. Hira has a Strength of 16 and Dexterity of 14. The damage when using a katana one-handed is a 3d6, giving him a Dexterity penalty of -5. Hira's Strength of 16 gives a Damage Bonus of +1, adding an additional d4 of damage. This Bonus will negate 4 of the 5 points of penalty to his Dexterity. His adjusted Dexterity is thus a 13, which still allows him to substract 1 from his weapon equip time. A katana takes 8 subphases to equip, thus it will take Hira 7 subphases to ready his katana. The bandit wielding the Great Sword has a Strength of 14 and a Dexterity of 16. A Great Sword does 3d10 of damage, giving a penalty of -8 to Dexterity. The bandit's 16 Strength negates 4 of the 8 points of the Great Sword's penalty and thus the bandit's adjusted Dexterity is a 12. The bandit is fortunate that he already has the Great Sword in hand, as it would take him 20 subphases, or 2 seconds, to ready the weapon.

The bandit is running at Hira with a 12 Agility. Unfortunately, he's also wearing chain, which modifies his Agility by -2 (see the Agility Penalty for Equipment/Armor Table in the Movement section). His effective Agility of 10 gives him a running speed of 3 meters/second, meaning it will take him a full 10 seconds to close the distance to Hira. Hira has plenty of time to prepare his weapon and meet the bandit's attack.

Since both Hira and the bandit have been watching each other for the last 10 seconds, they both have a Blow when they meet. In the exchange of Blows, Hira lands a lucky strike and takes out the bandit's shield arm. Since their Blows are simultaneous, however, the bandit may still take his attack. After this point, combat proceeds as usual with normal Blow precedence.

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Precedence of Blows

The timing of weapon strikes and Spell manipulations is based on the Character's number of Blows. All Characters have at least one Blow with any weapon, regardless of their skill level. Additional Blows are gained by expending Experience and learning a higher level of skill. The Melee Round Table (below) shows when Blows are taken by Characters of varying skill. After the initial exchange of Blows (often called "pulse 0"), timing in Melee is counted in pulses. In the table below, timing in pulses is shown on the left hand side, and the number of Blows is found at the top of the table. As the Melee proceeds, if there is an 'X' in the Blows column, Characters with that number of Blows may take an action at that time. A total of 30 seconds is encompassed by this table. If the Melee lasts longer than 30 seconds, start again at the top of the table, treating pulse 301 as pulse 1.

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Friar Tim has 4 Blows with his quarterstaff, and thus may attack at subphase 4, 12, 19, 26, etc. He is attacked by a bandit who has 3 Blows with a longsword and may attack at subphase 6, 16, 26, etc. After the initial exchange of blows, with Friar Tim parrying the bandit's first attack, they proceed to the normal course of combat. In the course of the first 2 seconds of battle (20 pulses) Friar Tim will have 3 chances to strike or parry the bandit's 2 Blows. At pulse 26, both Friar Tim and the bandit have a Blow, which they take at the same time, unless one of them chooses to wait to see the result of their opponent's action. Either may wait up to 3 pulses, before that Blow is considered forfeit.

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10987654321 10987654321 10987654321
1XX 51 X X 101 X
2 XX 52XX 102 X X
3 XX 53 X X 103X X
4X X 54 X 104 X
5 X 55X X 105 X X X X
6 X X 56 X XX 106X X
7X X 57 X 107 X
8 X X X 58X XX 108 X
9 X 59 XX 109XX X
10X X 60 110 X
11 X 61XX 111 X X
12 X X 62 XX 112XX
13X X 63 XX 113 X X
14 X 64X X 114 X
15 X X X X65 X 115X X
16X X 66 X X 116 X XX
17 X 67X X 117 X
18 X 68 X X X 118X XX
19XX X 69 X 119 XX
20 X 70X X 120
21 X X 71 X 121XX
22XX 72 X X 122 XX
23 X X 73X X 123 XX
24 X 74 X 124X X
25X X 75 X X X X125 X
26 X XX 76X X 126 X X
27 X 77 X 127X X
28X XX 78 X 128 X X X
29 XX 79XX X 129 X
30 80 X 130X X
31XX 81 X X 131 X
32 XX 82XX 132 X X
33 XX 83 X X 133X X
34X X 84 X 134 X
35 X 85X X 135 X X X X
36 X X 86 X XX 136X X
37X X 87 X 137 X
38 X X X 88X XX 138 X
39 X 89 XX 139XX X
40X X 90 140 X
41 X 91XX 141 X X
42 X X 92 XX 142XX
43X X 93 XX 143 X X
44 X 94X X 144 X
45 X X X X95 X 145X X
46X X 96 X X 146 X XX
47 X 97X X 147 X
48 X 98 X X X 148X XX
49XX X 99 X 149 XX
50 X 100X X 150


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There are two basic varieties of Spells: Clerical and Magical. There are many differences between Mage and Cleric Spells, but fundamentally the mechanics of casting Spells is the same. As stated in the Player's Manual, the number (known as the Cast Chance) that must be rolled equal to or under on a d100 to successfully throw a Spell is determined as follows:

Mage Cast Chance = (Magic Talent * 5 + Mystic Theory Bonus)- (10% x DoM of Spell)

Cleric Cast Chance = (Faith * 5 + Prayer Bonus) - (10% x DoM of Spell)

If the Caster rolls higher than his or her Cast Chance on a d100, the Spell fails and the Caster loses the SPP needed to cast the Spell. All Spells fail on a roll of 100. If a Caster fails his or her Cast Chance by 25% or more on a d100, the Spell has been miscast and a Spell Fumble occurs. If a Boosted Clerical Spell's Cast Chance is exceeded by 25% or more on the d100 roll, the Spell has been miscast and a Spell Fumble occurs (see below).

If the time needed to cast the Spell has been completed, the Spell will be resolved at the beginning of the pulse in which the Spell Casting ends. Precedence of action is determined by Magic Talent (for Magical Spells) or Faith (for Clerical Spells), with the higher number going first. Spells may be aborted at any time, though an Assessment Roll may be required for the Mage or Cleric to decide that a Spell is no longer necessary.

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Keri is attempting to cast a Maelstrom Spell (Elemental Water, DoM 6). Her Magic Talent is 18, she has DoM 6 Mystic Theory, and Maelstrom is a DoM 6 Spell. Her Bast Cast Chance is:

18 MT * 5 + DoM 6 * 10% = 150%

To cast the Maelstrom she must roll a 90 or less (150% - (DoM 6 x 10%)) on a d100. If she were in melee, this would drop to an 80%, and if she were Boosting it for additional damage, the Cast Chance would go to an 50%.

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Isaac and Keri, two Characters with Mage Spell Lists, are attacked by a rock troll. Both of them prepare attack spells at the first subphase, while the rock troll is still some distance away. During the Round, the rock troll advances toward them. Keri is preparing a Maelstrom (Elemental Water, DoM 6) and Isaac is preparing an Incinerate (Elemental Fire, DoM 6). Isaac has DoM 5 Spellcasting, which allows him to cast his Incinerate in only 25 pulses, while Keri has only DoM 3 Spellcasting, which means her Spell will require 35 pulses to cast. At pulse 26, Isaac successfully casts his Incinerate, and rolls to hit. The Game Master informs him that he has hit the rock troll in the head, killing it instantly. Keri finds herself without a target for the Maelstrom. She rolls an assessment roll, and gets a 12. That means that her reaction time was too slow to allow her to determine that the troll was already dead, and so she continues casting and hits the troll with her Spell as well. If Keri was under the influence of the Battle Time Spell (Time, DoM 1) which gives -10 Assessment Roll, her Assessment Roll would have been a 2, which would have given her plenty of time to assess the situtation and abort her Spell.

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Items and Circumstance that Affect Cast Chance

There are various aids that will increase the Cast Chance for Magical and Clerical Spells. Some Spells will add to the Caster's Cast Chance or a chosen target's Cast Chance. In addition, Enchanted Items can be created that add to Cast Chance. There are also circumstances that decrease Cast Chance.

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Circumstances which decrease Cast Chance
Caster is between 25% and 50% of total SPP-5% CC
Caster is at less than 25% total SPP-10% CC
Caster is engaged in melee-10% CC
While Boosting, for every -1 to target's ST-5% CC
For each DoM of a Spell being Boosted in one area-5% CC
For each point of damage taken by Caster within 10 seconds of casting the Spell-2.5% CC

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Niccolo is fighting a Demon Knight. He has just taken enough damage to his weapons arm to incapacitate it and wishes to repair it using Simple Self-Healing (DoM 1, Enhancements). He has learned this as a Powerword, so he is able to cast it quickly without interfering with his fighting. He has a 15 Magic Talent and DoM 8 Mystic Theory, but he is in melee and has taken 15 points of damage in the last 10 seconds. His Base Cast Chance is 155% (75% + (10% x 8)) but he suffers the following minuses: -10% CC for the DoM of the Spell being cast, -10% CC from being in combat, and -37% CC from the damage taken in the previous 10 seconds, for a total of -57% CC. Dispite all of these minuses, the Spell will still go off on a 98% or less. It's clear, however, that if Niccolo takes more damage in the next few seconds, he will begin to have a difficult time healing himself.

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Spell Fumbles

When a Spell Fumble occurs, the Caster must roll on the Spell Fumble Table and apply the results. A d20 is rolled and the DoM of the Spell being cast is added to it. This number is found on the Spell Fumble Table, and the result is noted. The Game Master must use his or her discretion when applying some fumble results.

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Magical Fumble Table
Adjusted Die RollEffect
2-6No effect; Spell simply fails.
7-10Spell fails; Mage expends 2 times normal SPP*
11-12Spell fails; Mage expends 3 times normal SPP*
13Spell fails; Mage expends 4 times normal SPP*
14-17The Spell affects the mage if harmful, or an opponent if beneficial. If non-applicable, the Spell effects are reversed.
18-19As for 14-17 but the effects are doubled.
20-22Spell fails; the Mage is afflicted with self-doubt. He or she is at -2 to Cast Chance for 2 weeks, then at -1 to Cast Chance for an additional 2 weeks.
23-25The Mage loses all remaining SPP.
26-27The Mage's mind snaps and he or she goes insane. Specifics are left to the discretion of the Game Master. (Paranoia or a split personality are two of the favorite choices).
28-29The Mage accidentally rips a hole in the fabric of the dimension. It will close in 1 to 6 Rounds, but during the time it is open anything the Game Master desires may wander out.
30Mage rapidly (1-3 rounds) ages to death.
31+Mage Explodes (painfully).

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Sean O'Malley is attempting to cast a Lightning Bolt Spell (Elemental Air, DoM 3). His Mystic Theory Base Statistics Number is 80%, and he has DoM 1 Mystical Theory. This gives him a Cast Chance of 90%-30%=60%. He rolls an 90%, indicating that he has fumbled the Spell. Rolling on the Spell Fumble Table, he gets a 12. The DoM of the Spell (3) is added to that, yielding a result of 15. On the Spell Fumble Table, a 15 indicates that the Spell reverses itself and affects the Caster if harmful. The Game Master rules that Sean O'Malley must roll to hit himself with the Lightning Bolt.

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When a Character miscasts a Boosted Spell the effects of the fumble are resolved in a slightly different fashion. When the d20 is rolled for the miscast, before the DoM of the Spell is added to the result, the d20 roll is increased by the DoM of the Spell, once for every aspect of the Spell that has been Boosted. The maximum number attainable before the normal addition of the DoM of the Spell is still 20, but this serves to bias the results toward the worst possible fumbles for a given DoM of Spell.

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Peter is casting a Maelstrom Spell against a target that is 125 meters away. In order to hit the target, he must Boost the Spell for range. In addition, he wants to Boost it for effect, so as to do 150% damage (total of -60% + -30% + -30% = -120%). Peter has a Cast Chance of 65% with all of this, as he has a Base Statistics Number of 95% (including a Familiar; see Summoning, DoM 2) and DoM 9 Mystic theory (95% Base + 90% Bonus - 120% = 65%). Unfortunately, he rolls a 95% and fumbles. He rolls a d20 for the effects of the fumble and rolls a 1. Before adding 6 (for the DoM of the Spell) to that rolled number, he adds the DoM of the Spell twice, once for each Boost, for a total of 12. This gives him an effective roll of 13, yielding a fumble result of 19. If Peter had rolled a 9 on the d20, he would have again added 12 to it, getting 21. The highest number he can get is 20, though. The results would look something like this:

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Peter's Sample Fumble

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When a Boosted Spell is miscast, it is not possible to suffer a worse fumble result than when Casting the Spell normally; however, as Peter is about to learn, the more deadly results become more likely.

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Exclusionary Rule

Spells of a similar type are not cumulative. That is, Spells that aid or increase a specific aspect of a Character, such as CR, DR, damage absorption, or Saving Throws, are not additive. Rather, the most beneficial Spell effect will operate to the exclusion of all others. This stricture applies to both Magical and Clerical Spells. The Exclusionary Rule does not apply to Healing Spells or damage-causing Spells. Note that in the case of Spells which give bonuses in more than one area, or that have other effects, only those effects held in common are subject to exclusion.

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Niccolo and Hilary are preparing to enter combat with a dragon. Niccolo casts an Air Shield (Air, DoM 2) on himself, Boosting it for effect. This gives him a bonus of +3 DR. Hilary casts Heroic Aura(Protections, DoM 3). This affects both of them, adding +1 to DR, CR, PR, Damage and +10% to cast chance. Niccolo cannot benefit from the additional DR, but does gain the other bonuses.


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Saving Throws

Many of the Spells included in Quest have some form of Saving Throw given that will allow the Spell's Target to avoid its effects. Spells with Saving Throws list it at the top of the Spell description: ST: some Statistic. This is the Statistic which must be rolled equal to or less than on a d20 in order for the Target to avoid the Spell's effects. Bonuses to Saving Throws can be obtained by expending experience. Higher DoM Spells carry an inherent penalty to the target's saving throw, in addition to any minuses which may be written into the Spell. Consult the chart below for the penalties:

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DoM of SpellPenalty to Saving Throw

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In addition to inherent minuses based on Spell level, Mages can learn how to make Spells more difficult to avoid through Spell Casting. At DoM 3 Spell Casting and higher, Mages may expend an additional 2 SPP when casting the Spell and subtract a further -1 from the target's Saving Throw for a Spell. As when a Mage attempts to cast a Spell with additional damage, range or duration, this affect is called Boosting. Once Mages learn this ability, they may Boost for -1 for each DoM of Mystic Theory that they possess. Clerics may also Boost for minuses to Saving Throws. For Clerics, this ability requires no additional skills; they may use this ability with DoM 1 Prayer.


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Assessment Roll

Anytime a person completes an action and needs to stop and look around this takes time. While normally the act of simply looking around and determining what to do next happens so fast that it doesn't need to be played out, in combat these pauses take noticeable time. Since each subphase in combat is 1/10th of a second a person literally can not make their mind up in on subphase. As such in a combat situation the below rules are in effect:

Every time a Character decides to alter her plans she must make an Assessment Roll. This roll is 3d6 + Assessment Statistic (see the Players Handbook Glossary section). The result of the Assessment Roll is the number of subphases which the Character must spend assessing the situation before any action can be taken.

When to actually apply this rule is very situation dependant. A person may have previously stated that they will strike their foe once and move on, in which case an Assessment Roll is not needed to switch foes (it would be needed to stay with the same foe). But one who has just finished off a foe needs to take make an Assessment Roll in order to realize that their foe is dead or heavily wounded and they can move on to the next one.

There are various ways to increase your combat awareness, and hence decrease the time it takes you to assess a combat situation, for example the Initiative Skills in General Fighter (see PHB).

A negative result on an Assessment Roll indicates that you had intuitive knowledge about an unfolding situation and can react to it immediately as the situation unfolds. Certain Spells, such as Prescience (Time, DoM 4), may negate the need for Assessment Rolls, though Game Masters should be careful not to let Spells such as these unduely affect game play.

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Niccolo has just dropped his sword. He makes an Assessment Roll in order to see how quickly he realizes this and how long it takes him to locate his fallen weapon. His Assessment Statistic is 2 and he rolls a 11 on 3d6 giving him a 2+11=13 Assessment Roll. He has a dexterity of 12, so it takes him the normal 20 subphases to pick up his weapon (see Dropping Weapons). If nothing untoward happens, Niccolo will have picked his weapon up and be ready to use it in 33 subphases.

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Ericka the healer, and her fighter companion Melissa are fighting side-by-side, defending themselves from half a dozen kobolds. One of the kobolds gets in a lucky shot and stuns Melissa, who lets out a small cry. Ericka must make an Assessment Roll to determine that Melissa has been stunned. Once she does so, she can cast Anti-Shock and any other healing she has on her friend.



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The Melee section of the rules is concerned with "natural" (as opposed to supernatural) means of killing or incapacitating individuals. It should be noted that, as a general rule, the weapon damage values given in Quest are slightly undervalued, and the capacity of creatures to absorb damage is slightly overvalued. This was a conscious decision on the designer's part, so as to increase Character's "survivability." Players and referees will still find that melee and missile combat are deadly, but not as dangerous as that which is found in a real-life situation. As a simulation, "natural" combat has been found to be adequate.

A Character has several options in a melee situation which will be discussed in detail in the following sections.

Before going into the details of melee, a note on armor is necessary. As explained in the Player's Manual, armor reduces damage. Where "non-magical" armor is mentioned, it refers to the physical armor being worn by a Character or creature. "Magical" armor is that protection accruing from Spells or from Enchanted items. If armor is Enchanted, only the Enhancement bonus counts as magical armor.

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Charles has a suit of high carbon steel heavy chain, with a Mystic Shields Inscription, which increases damage absorption by +4 when activated. If struck by a normal weapon, the armor's damage absorption is 22 in the Torso, and 20 in the limbs (base damage absorption of 14/12 for heavy chain, +4 for high carbon steel, and +4 from the Mystic Shields). However, if struck by a Lightning Bolt (Air, DoM 3), an attack not stopped by armor, he would only gain the benefit of the four points of damage absorption supplied by the Mystic Shields.


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The Character or creature (hereafter the Attacker) may attempt a strike with his or her chosen weapon. The Attacker subtracts the target's Defensive Rating (DR) from his or her Combat Rating (CR) with the attacking weapon. The resulting number is the Attack Number. It may be modified further by circumstance, as specified in the tables below. The modified Attack Number column is found on the Melee/Missile Chart (below), and the Attacker rolls a d100. The die roll is found in the appropriate column as specified above, and the given result is applied. If the attack is successful, the Attacker then rolls for the damage done and applies it against the given body part (as indicated by the Attacker's die roll and the appropriate column) after adjusting for armor. The damage done may have a variety of effects, depending on the amount and the body part struck. If a critical hit or melee fumble occurs, roll a d100 and check the appropriate table from the Melee/Missile Chart section for the results.

The Attacker's CR is determined by his or her Degree of Mastery with the weapon used, as described in the Player's Manual, and any additional CR from other skills, Spells, or magical items. The target's DR will depend not only on the weapon used, but on the type of weapon the Attacker is using. If the Attacker is using a missile weapon or firearm, the target has a DR of 0 plus their Dodge Bonus, unless they have some specialized skill or Spell that provides Missile DR. Skill with a melee weapon will not aid the target in avoiding missiles (though Characters can learn specialized skills that allow them to parry missile weapons). If the Attacker is using a melee weapon, the target will receive the full benefit of his or her weapon DR, plus any bonuses from other skills, Spells or magical items. The target may also choose to use their Dodge bonus, accepting the penalties that accompany the use of that ability.

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Defender stunned-3 CR,DR,PRDodge at 1/2 bonus; -30% Cast Chance
Defender incapacitated-8 CR,DR,PRDodge at 1/2 bonus; -80% Cast Chance
Attacked from rear-2 DRDR from shield is negated
Attacked from side-1 DRDR from shield may be negated
Defender unsuspecting +3 CRAttacker has +3 CR against defender
Unusual/Clever Stratagem+1 to +3 CRDepends on action
Height advantage+1 CRGreater than 1/2 meter difference in height
Height disadvantage-1 CRGreater than 1/2 meter difference in height
Engaging 2 foes-1 CR
Engaging 3 or more foes-2 CR
Dodging-3 CR/PR
Retreating-2 CR/PR+2 DR
Striking w/off hand-2 CR/PRNo penalty if ambidextrous
Using two weapons-3 CR/PR-2 CR/PR if ambidextrous
Incapacitated leg-1 CR/-2DR
Fractured Limb-1 CR,DR,PRPenalties due to pain from fracture
Severed Limb-3 CR,DR,PRPenalties due to pain

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Defender stunned-3 CR,DR,PRDodge at 1/2 bonus; -30% Cast Chance
Defender incapacitated-8 CR,DR,PRDodge at 1/2 bonus; -80% Cast Chance
Defender unsuspecting-Defender has 0 DR against attacks
Height advantage+1 CRHeight difference of at least 3 meters
Height disadvantage-1 CRHeight difference of at least 3 meters
Medium range-1 CR
Long range-2 CR-1 damage
Extreme long range-4 CR-2 damage

final: [4.1.4][Edit location][Edit 7633][Edit XSL]


William, a caravan guard, is attempting to strike a bandit that is attacking the wagon that he is guarding. He has Handheld Weapon CR III with his longsword, and a Master Craftsman sword. His skill with the weapon gives him +3 CR, and the quality of his weapon adds an additional +1 CR, giving William a CR of 4. William rolls a d100 to attempt to hit the bandit. He rolls a 75, and informs the Game Master of his roll and his CR. The Game Master consults his notes, and determines the bandit's DR for this attack. The bandit has Handheld Weapon DR II with a longsword and a kite shield. His skill with the weapon gives him +2 DR and the shield provides him with +3 DR, giving the bandit a DR of 5. The Game Master subtracts the bandits DR of 5 from William's CR of 4 to calculate which column of the Melee/Missile Chart to use. Using the '-1' column, the Game Master looks up the roll of 75 and informs William that he has hit the bandit in the Groin. The bandit has the option to attempt to parry the attack before William rolls his damage (see Parry below). Taking the chance that William will land a weak blow, the bandit chooses to take the damage and reserve his own blow to attack William. It turns out to be a poor strategy, however, as Willam does enough damage to the bandit's Groin to Stun him. The bandit is now -3 CR, DR, and PR due to the Stun effects. William's next blow uses the +2 column, because the Stun effectively negates the DR bonus of the shield.


final: [4.2.1][Edit location][Edit 962][Edit XSL]


A Parry is a defensive maneuver expending one Blow that may be performed against a melee weapon, but is generally ineffective against missile weapons. Exceptions to this are found in specialized skills in the General Fighter Skill Tree, which allow a Character to Parry thrown weapons or missile weapons. When attempting a Parry, the Character subtracts the Attacker's CR with the weapon used from his or her Parry Rating (PR) with the Parrying weapon. The result is used exactly as if it were an Attack Number: The appropriate column on the Parry Chart is located, the Character rolls percentile dice, and the result is determined. A Parry result indicates that the Parry was successful, and the attack does no damage to the Character. If the Character has the Parry-Riposte skill, a Parry/Riposte result indicates that the Parry was successful and the Character may attack the Attacker with his or her Parrying weapon without expending an additional Blow. A 1/2 Parry result means that the parry was partially successful and the Character only takes half-damage from the Blow. On a Melee Fumble result, roll a d100 again, and consult the Melee Fumble table for the result.

A Character's PR is also modified by weapon damage. For every 3 points difference in average damage between the Character's Parrying weapon and the Attacker's weapon, 1 is subtracted from the Character's PR. This modification includes strength-related damage adjustments but does not include any magical or other bonuses to damage.

final: [4.2.3][Edit location][Edit 1179][Edit XSL]


Turrell, with a PR of 9 using a longsword, becomes the object of an ogre's attention. At subphase 15, the ogre swings at Turrell with a club (3d6; +d10 for a 22 Strength; average damage of 3*3.5 + 5.5 = 16) and scores a hit. Turrell attempts to Parry. The longsword is a 3d6 weapon, and Turrell has an 18 Strength (+d6), so he his average damage is 3*3.5 + 3.5 = 14. His sword has a Weapons Energize spell cast on it, which adds a magical damage bonus of +1, but that does not count towards his damage for the purpose of modifying PR. There is a difference of 2 between their damage bonuses, so no modification to PR is made. The ogre has a 4 CR, subtracted from Turrell's PR gives a difference of +5. The +5 column on the Parry Chart is consulted, and Turrell rolls percentiles. He rolls a 37 and manages to deflect the ogre's attack. If the ogre were using a Great Hammer (3d10, +d10 for strength; 3*5.5 + 1*5.5 = 22), the difference would be 8, for a -3 to Turrell's PR. In such a case, the +2 column would be used. In that column, a 37 fails to Parry the attack. Fortunately for Turrell, ogres don't use Great Hammers.

final: [4.2.4][Edit location][Edit 1244][Edit XSL]

In practice, the use of a Blow for parrying is only declared after the Attacker has rolled his or her attack. Thus, Parries are never attempted against attacks that have missed. If a Character has the Split Parries skill, for which two Parries are received for every Blow expended, the unused Parry is held and may be used at any time during the next 30 subphases.

If a Character has already attacked in a subphase and is hit before his or her next Blow, he or she may take that next Blow out of turn as a Parry (also known as "Pulling a parry").

final: [4.2.6][Edit location][Edit 1138][Edit XSL]


It is subphase 6. Jaelle is fighting with a rapier, has 3 Blows per Round, and the Split Parries skill. She has just attacked one of three rock trolls facing her. Before she can attack again, the other two strike at her at subphase 8. One misses; the other hits. Jaelle elects to use her next Blow (which would normally come at subphase 16) to Parry the attack. She then may not attack at subphase 16, but since the Split Parries skill allows 2 Parries per Blow, she has a "floating" Parry, which she can use against any one melee attack prior to subphase 38.


final: [4.2.10][Edit location][Edit 7488][Edit XSL]

Rolling Critical Hits

When an attacker is sufficiently skilled, there is a chance of doing extra, or special, damage to the opponent. At the beginning of a gaming session, or at the beginning of a battle, a d100 is rolled. The number rolled is the critical hit number for the melee. If the attacker rolls the critical hit number, a critical hit has been struck, and the appropriate weapons table below is consulted. If the body part is unspecified, roll again on the +3 Melee Chart (and reroll until a hit occurs) to determine placement.

Damage that breaks a limb causes all the damage effects of 150% damage in a single blow (blood loss, bleeding, stun, etc). Damage that causes limb removal also causes all the damage effects of 300% damage in a single blow.

final: [4.2.15][Edit location][Edit 7590][Edit XSL]

Healing Critical Effects

Healing damage caused by Critical Hits requires a minimum healing of Bodily Healing I (Cleric Healing, DoM 4) or Greater Healing (Mage Enhancement, DoM 4). Even if the damage is a bleeding wound, Clot is insufficient to close the wound. A Bodily Healing I cast on a dying person stops the act of dying, and leaves the victim with only 1 hit point in that body part. (e.g. a person with a 30 point chest would still have 29 points of damage after the initial healing). Broken limbs require Fracture Repair and severed limbs require Limb Restoration.

final: [4.2.20][Edit location][Edit 6992][Edit XSL]

Critical Hit: Missile and Thrusting Weapons
1 - 35Ignore Physical Armor
36 - 45Double damage, Ignore Physical Armor
46 - 52Statistic Loss until Healed, Hamstring (Leg hit, -6 Agility)
53 - 58Statistic Loss until Healed, Punctured Lung (Chest hit, -6 Constitution)
59 - 63Statistic Loss until Healed, Genitals (Groin hit, -6 Will)
64 - 69Statistic Loss until Healed, Damaged Fingers (Arm hit, -6 Dexterity)
70 - 75Statistic Loss until Healed, Back Injury (Abdomen hit, -6 Strength)
76 - 80Eye Lost (-4 CR,DR,PR for 2 weeks)
81 - 85Blinded (-8 CR,DR,PR for d10 minutes)
86 - 90Internal Bleeding (6 pts every 30 seconds)
91 - 95Amnesia (can only use physical skills and personal knowledge gone for d4 days, also unc. for 2-11 rnds)
96 - 00Special Effect (GMs decides effect)

final: [4.2.30][Edit location][Edit 6993][Edit XSL]

Critical Hit: Edged Weapons
1 - 31Ignore physical armor
32 - 62Double damage, Ignore physical armor
63 - 66Helm removed (stunned d6 seconds)
67Voicebox sliced, no talking until healed
68 - 70Ear removed (helm removed if helmed, stunned d6 seconds)
71 - 73Blinded (-8 CR,DR,PR for d10 minutes)
74Knee split; movement halved until healed
75Knee split; no movement until healed
76d5 Fingers removed; dexterity halved until healed
77Leg removed at ankle
78Leg removed at knee
79Leg removed at hip
80 - 81Shield arm removed at wrist
82 - 83Shield arm removed at elbow
84 - 85Shield arm removed at shoulder
86Weapon arm removed at wrist
87Weapon arm removed at elbow
88Weapon arm removed at shoulder
89Abdominal injuries; movement halved until healed
90Chest injuries; 1/4 movement until healed
91Abdominal injuries; cannot move without aid until healed, bleed 6 every 30 seconds
92Chest injuries; cannot move without aid until healed, bleed 8 every 30 seconds
93Abdominal injuries; death in 2d6 seconds
94Chest injuries; death in 2d4 seconds; incapacitated until healed
95Abdominal injuries; death in d6 seconds; incapacitated until healed
96Chest injuries; death in d4 seconds; incapacitated until healed
97 - 98Throat cut; death in d4 seconds; incapacitated until healed
99 - 100Special Effect (GMs decides effect)

final: [4.2.40][Edit location][Edit 6994][Edit XSL]

Critical Hit: Blunt Weapons
1 - 31Double damage
32 - 64Double damage (with full armor) and Destroy armor component, roll on +3 table to find body part, ignore misses
65 - 68Shield broken (roll again if no shield)
69 - 70Shield arm struck (no use of arm for d6 seconds)
71 - 72Shield arm simple fractured; destroy shield
73 - 74Leg struck; fall to ground
75 - 76Leg struck; movement halved until healed
77 - 78Leg simple fractured; no movement until healed
79 - 80Weapon arm struck; -2 to CR, d6 seconds
81 - 82Weapon arm struck; -4 to CR, d8 seconds
83 - 84Weapon arm simple fractured
85 - 88Hand struck; lose d6 Dexterity until healed
89 - 90Chest struck; incapacitated 2d6 seconds
91 - 92Chest struck; ribs broken, lungs punctured, no movement, and incapacitated until healed
93 - 94Chest struck; ribs broken, heart punctured; death d4 seconds, and incapacitated until healed
95 - 96Head struck; lose d6 intelligence for d4 months or until healed
97 - 98Head struck; lose 2d6 intelligence until healed
99 - 100Special Effect (GMs decides effect)

final: [4.2.45][Edit location][Edit 7489][Edit XSL]

Rolling Melee Fumble

There is always a three percent chance of rolling a melee fumble. When a 1,2 or 3 is rolled on the d100 attack roll, another d100 is rolled and the melee fumble table is consulted. If the fumble is not appropriate, like hurting an ally when none are present, either use the next lower range (move to a smaller number) in the table, or have the player roll again until a suitable fumble is rolled.

final: [4.2.50][Edit location][Edit 6996][Edit XSL]

Melee Fumble Effects
1 - 16Drop weapon 1m away. Roll d8 for direction.
17 - 24Drop weapon 2m away. Roll d8 for direction.
25 - 28Drop weapon 3m away. Roll d8 for direction.
29 - 30Drop weapon 4m away. Roll d8 for direction.
31 - 31Drop weapon 5m away. Roll d8 for direction.
32 - 62Break weapon (see break weapon table)
63 - 67Sprained wrist; cannot hold weapon, cast spells or manipulate items until healed with Body Healing or Greater Healing
68 - 72Sprained ankle; -5 Agility until healed with Body Healing or Greater Healing
73 - 76Hamstring injury; -10 Agility until healed with Body Healing or Greater Healing
77 - 80Groin injury; -6 Will and -6 Agility until healed with Body Healing or Greater Healing
81 - 84Back injury; -6 Strength, -6 Dexterity, -6 Agility until healed with Body Healing or Greater Healing
85 - 87Hit self on +3 table; half damage
88 - 90Hit ally on +3 table; half damage
91 - 93Hit self on +3 table; normal damage
94 - 96Hit ally on +3 table; normal damage
97 - 99Hit self on +3 table; double damage
00 - 00Hit ally on +3 table; double damage


final: [4.3.1][Edit location][Edit 945][Edit XSL]


This maneuver does not interfere with movement at a Walking or Trotting pace (see below). The Character receives 1/5 of his or her adjusted Agility (round up 0.5 and higher) as a bonus to DR. If a Character has more than one Blow in a Round, he or she may expend one Blow to Dodge and attack with the other(s) at a -3 penalty to CR and PR. In other words, a Character with +2 Blows, could sacrifice one of those Blows to Dodge, effectively have 2 Blows to strike with instead of 3 Blows.

While Dodging a Character may make an Agility Save to completely avoid Bow/Thrown missiles so long as they are not shot/thrown from Short Range. The first missile may be dodged with a straight Agility Save. Every missile there after falling within the same 3 second interval may be dodged with an accumulating -5 penalty to Agility (e.g. missile 1 at -0, 2 at -5, 3 at -10, etc). If a dodge is failed the Character still maintains the DR benefits Dodge.

final: [4.3.2][Edit location][Edit 7490][Edit XSL]


While guarding a caravan, Robert comes under attack from two archers over 100 meters away. With little cover in sight, Robert decides the best course of action is to charge the archers and take them on hand-to-hand. He is very quick (16 Agility) and has a kite shield to shield his chest, abdomen, and groin. Trotting at a speed of 3.2 meters/second, it will take him 31 seconds to close the distance to the archers. The archers have 2 Blows with their bows, so they will get 3 shots at Robert as he closes. Their first and second shots are at -2 CR, since they are at medium range (71 m and 42 m) and their final shots will be at no penalty. The archers initially have a 5 CR, so they have 4 CR for the first two shots and a normal 5 CR for the final shot. Robert has no normal DR against missile attacks, but chooses to Dodge as he approaches, giving him a 3 DR. In addition, he can attempt to avoid the first two pairs of shots, by making a straight Agility save against the first of each pair of shots, and an Agility save at -5 for the second of the pair. Since the archers are firing at 9 second intervals, there are no additional penalties for the second pair of the shots. So there's a very reasonable chance that Robert will close to hand-to-hand range without suffering too much damage. If he stops Dodging after the third set of shots, he will have his full CR and PR when he reaches the archers.

If Robert's agility were an 8 instead of a 16, it would take him twice as long to reach the archers, giving them twice as many shots, with very little chance of avoiding the arrows. It definitely pays to have a reasonable amount of Agility as a fighter.


final: [4.3.1][Edit location][Edit 960][Edit XSL]


There are four speeds of movement, which are dependent on a Character's Agility. They are walking, trotting, running and sprinting. See the following table for movement rates and how long a Character may move at a given rate. A Character's Agility may be modified by the weight of the armor and equipment they are carrying. A person in reasonable shape cannot carry more than 1/3 of his or her body weight for long periods of time without suffering the chance of physical injury. Agility penalties from equipment are offset by Strength, though plate armor and heavy packs will slow even the strongest Characters. Consult the table below for Agility Penalties, using the appropriate column based on the Character's Strength, and the rows for the equipment. Penalties are cumulative.

final: [4.3.2][Edit location][Edit 7404][Edit XSL]

Movement Rates and Duration
Walking Agility * 1/10 meter/secConstitution * 1 hour
TrottingAgility * 1/5 meter/secConstitution * 5 minutes
RunningAgility * 3/10 meter/secConstitution * 1 minute
SprintingAgility * 1/2 meter/secConstitution * 4 seconds

final: [4.3.3][Edit location][Edit 7401][Edit XSL]

Agility Penalty for Equipment/Armor
Half Plate-8-7-6-5-4-3-2-10
Light Pack (10 kg)-5-4-3-2-10000
Medium Pack (20 kg)-7-6-5-4-3-2-100
Heavy Pack (30 kg)-9-8-7-6-5-4-3-2-1
Tower Shield-5-4-3-2-10000

final: [4.3.4][Edit location][Edit 1055][Edit XSL]

A Character may not trot for more than (Constitution * 5) minutes, run for more than (Constitution * 1) minutes, or sprint for more than (Constitution/16) minutes. Characters with DoM 4 Outdoorsman-Forest, Plains, or Jungle may Trot or Run for 5 times the amount of time given. These movement rates are given for the average bipedal humanoid. For 30 cm of height less than 150 cm or over 180 cm, subtract or add (respectively) 5% to the movement rate.

A Character running over tough footing with something obstructing his vision (like a shield) must make an Agility Save every 3 seconds or fall. Character with Acrobatics may make an Acrobatics Roll to prevent the fall and keep moving. If sprinting he must make an Agility Save at -5 every 3 seconds or fall. An Acrobatics Roll at -25% will prevent a sprinting fall. The fall will do d6 damage not stopped by Armor to a random body part, as well as forcing a Assessment Roll before the Character may resume his run/sprint.

Since each subphase is 1/10 of a second, determine the Character's movement rate per second (consult the table below) and divides by 10 to determine the distance that may be covered in each subphase.

final: [4.3.5][Edit location][Edit 7254][Edit XSL]

Movement: Meters per Second

final: [4.3.6][Edit location][Edit 1173][Edit XSL]


Turrell has an Agility of 14, a Strength of 16 and is wearing chain mail and a light pack. His strength allows him to ignore the effects of the light pack and suffer only a -2 penalty to Agility for wearing chain. Thus, he has a 12 Agility in armor. He gets four Blows with a longsword. He can run at 12 Agility * 3/10 meters/sec = 3.6 meters/second. At the beginning of the combat, he is 45 meters from a pair of rock trolls. He begins to run towards them but will take him 12.5 seconds to reach them. During that time, if the trolls had missile weapons, they would have ample time to release one or possibly multiple arrows at Turrell. Unfortunately for the trolls, they only have wooden clubs. When Turrell reaches the trolls, both he and the trolls will have held Blows. They will strike simultaneously, and then combat will proceed normally.


final: [4.4.1][Edit location][Edit 810][Edit XSL]


Another means of movement frequently utilized by Characters and creatures is flight. Characters may receive the ability to fly from either the Cleric Travel Spell Tree or Mage Air Spell Tree. Note that learning a spell to fly, having such a spell cast on a Character, or obtaining the spell effects from a potion or scroll does not supply profiency with flight. Until Characters develop proficiency with flight through repeated use, the Game Master may require rolls for flight control, and assign penalties to speed until such proficiency is obtained.

The most commonly used spell is the DoM 5 Flight Spell from the Air Spell Tree. The flight speed with this spell varies depending on the weight of the individual and his or her gear. A Character with a weight of 75 kg will have a flight speed of 40 kph. For every 5 kg over 75 kg, the flight speed drops by 2 kph. For every 5 kg under 75 kg, the flight speed increases by 2 kph. This Spell may be Boosted for speed: each 2 SPP and -1 Cast Chance penalty taken will add 2 kph to the base speed of 40 kph. As with other Spells, the Mage may only Boost once for each DoM of Mystic Theory.

Consult the table below for movement rates and distances for various weights. Use common sense in determining a Character's total weight with equipment. A suit of chain armor, 2 swords, a shield and an adventurer's backpack with supplies will weigh somewhere between 25-35 kg.

final: [4.4.4][Edit location][Edit 7323][Edit XSL]

Weight (kg)Flight speed (kph)Flight speed (meters/second)


final: [4.6.1][Edit location][Edit 966][Edit XSL]


After being discharged, a crossbow or firearm usually must be reloaded. The reloading process takes a defined amount of time, as specified in the description of the weapon in the Player's Handbook. While some weapons may be reloaded while moving, others will require the Character remain stationary. If the weapon being reloaded allows movement, the Character may move at a walking pace only. The Character may Dodge while reloading, however, the reloading time will increase by 50%.

final: [4.6.2][Edit location][Edit 7411][Edit XSL]


Harry is in the middle of battle and he has just run out of shots in his revolver. He needs to reload his revolver and try to avoid being hit while doing so. The base reload time for a revolver is 30 seconds, with a reload speed of 5 seconds per Blow. Harry has +3 Blows with his revolver, so it will take him 15 seconds to reload his revolver. If he chooses to Dodge while reloading, adding his Dodge bonus from Agility to his DR, it will take him 15 seconds * 1.5 = 22.5 = 22 seconds. If Harry had a speed reloader for his revolver, he could reload it in 5 seconds (which is as fast as you can ever load a revolver), or 7 seconds if he chose to Dodge during that time.


final: [4.7.1][Edit location][Edit 972][Edit XSL]

Spell Casting

If a Character begins casting a Spell during a subphase, the Mage or Cleric (as noted above) may not move at more than a walking pace while the Spell is being cast. For Characters who are flying, the Game Master may choose to allow full movement while casting, since no physical exhertion is necessary for the Character's movement. While a Character is casting a Spell while engaged in melee combat, they lose any DR bonus from weapon proficiency. Any shield DR Bonus is retained, however. A Spellcaster may choose to cease casting a Spell at any time, losing only those Blows which would normally have been expended before aborting the Spell.

final: [4.7.2][Edit location][Edit 1141][Edit XSL]


Keri is caught unawares by a griffin, which she does not see until it is almost on top of her. She starts to cast a Maelstrom spell as soon as she spots it and begins slowly backing away at the same time. The Game Masters calls that time subphase one, and calculates that the griffin will arrive at subphase twenty. Realizing that she is never going to finish casting the Spell before the griffin reaches her and attacks, at subphase 10 Keri ceases casting and draws a rifled flintlock pistol, with which she gets three Blows. Before the griffin can reach her, Keri will have a chance to shoot as subphase 16. She cannot shoot earlier because she was casting a Spell at the time of her first Blow.


final: [4.8.1][Edit location][Edit 932][Edit XSL]

Switching Weapons

Occasionally, a Character will need to switch weapons during a melee or use multiple weapon styles. When switching from one hand-held weapon to another, or interspersing thrown weapons, the following procedure is used if the weapons have unequal numbers of Blows:

If the Blows from two different weapons are within one of each other (i.e., switching from a weapon with three Blows to one with two, or vice versa), the Character will receive all Blows remaining in the Round with the second weapon.

If the the Blows from two different weapons differ by more than one, Blows are pro-rated.

final: [4.8.3][Edit location][Edit 1142][Edit XSL]


Keri receives three Blows with rifled flintlock pistol. On her first Blow, the pistol misfires and her backup pistols are unloaded. There is a group of five rock trolls advancing on her, so she is forced to switch weapons. At subphase 8, as the rock trolls are closing, she draws a grenade (with which she receives two Blows) and tosses it into their midst. At subphase 23, she could take another Blow with grenade, but there are no targets left.

final: [4.8.5][Edit location][Edit 1122][Edit XSL]


Charles is using a longsword with which he has four Blows. He is facing a pair of rock trolls and deals a crippling blow to one with his first Blow. On his second blow, however, he suffers a serious mishap and breaks his longsword. He is forced to switch to the shortsword at his side, with which he has only two Blows. He is considered to have expended his first Blow with the shortsword (2 Blows used/4 Blows = 1 Blow used/2 Blows). If he had begun the Round using the shortsword and had switched to using the longsword after his first Blow of two, he would have two Blows remaining.


final: [4.9.1][Edit location][Edit 946][Edit XSL]

Dropping Weapons

If a Character or creature rolls poorly on an attack, he or she may drop his or her weapon. Rolling a 3 or 4 on the Melee/Missle Chart is a Drop Weapon result. If a Drop Weapon result is rolled, the Character must make a Dexterity Save or drop the weapon. The weapon is considered to have fallen at the feet of the Attacker, within easy reach. Once the Character has become aware of where the weapon has dropped, which requires an Assessment Roll (see the appropriate section elsewhere in this guide), the Character may choose to pick the weapon up off the ground and use it. The base time to pick up a dropped weapon is 20 subphases but this is modified by your Equip Time Modifier which is based upon your Dexterity (see Statistics in PHB). Once the Character has picked up the weapon he or she may use it immediately.

final: [4.9.2][Edit location][Edit 1140][Edit XSL]


Keri is back at it with a pair of rock trolls. At subphase 6, she kills one with a pistol shot. The other one is able to attack before she can, as it gets two Blows with its mace. He gets a Drop Weapon result and must roll an Assessment Roll to locate the weapon. He rolls a 9 for an Assessment Roll, which allows him to locate his mace in less than a second. Unfortunately, he has poor Dexterity and it will take him 20 pulses to pick up his weapon, long after Keri's next Blow. As he looks up from where he dropped his mace, the last thing he sees is the muzzle of Keri's backup pistol at subphase 16.

final: [4.9.3][Edit location][Edit 1226][Edit XSL]

If a Drop Weapon result occurs with a missile weapon, the question of whether the projectile or the weapon itself drops is left to the referee's discretion.

If the "weapon" in question is a body part (claw/tooth/hand/foot/etc.), the Attacker loses all further Blows in that subphase and must make a Saving Throw vs. Agility to avoid expending an additional Blow regaining his or her balance.

final: [4.9.5][Edit location][Edit 1148][Edit XSL]


Kiyushori is fighting a bear. The bear gets four Blows with each paw and four Blows with its bite. Kiyushori is a hand-to-hand fighter and gets four Blows with a kick and four Blows with punch. At subphase 4, he attacks the bear before it can attack him (he has a high Dexterity). He inflicts minor damage on the bear. The bear misses him with its first claw attack, and gets a Drop Weapon result on the second attack. It loses its bite attack for that subphase, and must make an Agility Saving Throw to avoid losing all of its Blows at subphase 12. It does so. With Kiyushori's first attack at subphase 12, he gets a Drop Weapon result with a punch and loses his second punch attack. In addition, he fails his Agility Saving Throw. As he looks up at half a ton of fur, muscle, claws, and teeth, Kiyushori wonders if he should have taken this job.


final: [4.10.1][Edit location][Edit 933][Edit XSL]

Break Weapon

If an Attacker rolls very poorly on an attack, he or she may break a weapon (a Break Weapon result on the Melee Fumble Effects table). Weapon construction, materials, and magical effects will all make the weapon harder to break, in the following manner:

final: [4.10.2][Edit location][Edit 7324][Edit XSL]

Breakage Modifiers
Construction/Material/MagicReferenceBreak Chance Modifier
Advanced Forging TechniqueCraftsman, DoM 4-5%
Mild SteelTechnical Appendices-10%
Phosphor BronzeTechnical Appendices-10%
Weapons Energize IChaos, DoM 1-10%
High Carbon SteelTechnical Appendices-20%
Titanium SteelTechnical Appendices-30%
Tungsten CarbideTechnical Appendices-40%
EnchantmentsMage Spell Enchantments-10% per +1 of durability

final: [4.10.3][Edit location][Edit 1221][Edit XSL]

If a Break Weapon result is called for and the weapon (because of its construction) does not break, it is dropped (as in Dropped Weapons above). As with the Drop Weapon result, when a Break Weapon result occurs with a missile weapon, the question of whether the projectile or the weapon itself broke is left to the discretion of the Game Master. If a weapon is an integral part of the Attacker's body, a Break Weapon result causes the Attacker to sustain 2d6 to the attacking member. This damage is not stopped by armor, mundane or magical. Roll on the +3 column of the Melee/Missile Chart to determine which body part is affected, and treat the damage as a sprain. A sprained limb is useless, although the damage will not count against the limb's hit points. A sprained torso or head will result in moderate to severe penalties to movement and other abilities until healed. A Bodily Healing I (Cleric Healing, DoM 4) will repair the sprain, as will Body Alter (Mage Enhancement, DoM 4), Greater Healing (Mage Enhancement, DoM 4) and Patternings (Mage Order, DoM 5); otherwise, the damage will heal in a week.

final: [4.10.8][Edit location][Edit 1143][Edit XSL]


Philip is a fighter with four Blows in throws. He is attacked by two rock trolls. On his first Blow, he throws one to the ground, it fumbles its Constitution Save and is knocked unconscious. On his second Blow, he rolls a Melee Fumble and gets a Break Weapon result. A roll is made on the +3 column, and a left leg result is rolled. The Game Master rules that Philip twists his ankle while attempting to throw the second rock troll. He falls over, and the left leg is declared useless. He will be operating at -2 CR, DR and PR until his ankle is healed.


preliminary: [4.11.1][Edit location][Edit 936][Edit XSL]

Coup De Grace

If and when Characters wish to kill unconscious, paralyzed, or otherwise completely helpless targets, the Game Master must review the Character's Disciplines. A Character with either Assassin or Life Sciences may automatically kill such targets, one per Blow, if the Character has a weapon that will penetrate the target's armor. A Character using a firearm or missile spell capable of penetrating the target's armor may also automatically kill a downed foe. All other Characters must make a d20 roll against half of their Intellect. In the last case, failure to make the roll results in the Character rolling an attack on the +5 column of the Melee/Missile chart and applying the result to the target. Thus, even if the roll is failed, the target may still take damage.

preliminary: [4.11.2][Edit location][Edit 1149][Edit XSL]


Philip managed to finish off the rock troll that was attacking him. Now the other one is showing signs of regaining consciousness. Philip crawls over to its body and attempts the coup de grace. He has no assassin skill or knowledge of life sciences, so he rolls a d20 against his Intellect of 14, and gets a 6. The second rock troll expires in some suitably nasty way.


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When a Character is engaged in melee with an opponent, he or she may wish to disengage for one reason or another. The Character must announce that they wish to attempt to disengage at the beginning of a melee subphase. He or she must then attempt to Parry any and all Blows in that melee subphase, with a -2 penalty to PR. If the disengaging Character's opponent(s) all miss, have their attacks Parried successfully, or score no more than a half-damage arm hit, the Character disengages and may begin moving away from his attackers. Otherwise, the Character has failed to disengage and must remain in melee until his or her opponent(s)' next attack(s), at which time he or she may again attempt to disengage. Note that opponents that lack a melee attack, are stunned, or are casting a Spell do not "engage" the Character. That is, a Character need not go through the above procedure to retreat from such opponents. In addition, if an opponent does not wish to keep a character engaged, it is not necessary to go through the disengagement procedure. Flying Characters or creatures may automatically disengage from ground-bound Characters or creatures, and very large creatures may automatically disengage from human-sized (or smaller) attackers.

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Charles is off fighting rock trolls again. He is engaged by three of them, and wishes to disengage. He has a PR of 8, adjusted to 6 for the disengagement penalty. Two of the rock trolls miss him, but the third one hits. Charles tries to Parry and succeeds. He is then free to move up to 0.21 meters (Agility of 7 = Running rate of 2.1 meters per second) away from the rock trolls. In the next subphase he can move an additional 0.21 meters away. It is more likely, though, that one or more of the rock trolls would want to disengage from fighting Charles. Suppose Charles has incapacitated one opponent, and the other two wish to disengage. Charles attacks one of them. THE OTHER ONE MAY AUTOMATICALLY DISENGAGE. (If a Character attempts to disengage and is not attacked, disengagement is automatic.) The remaining rock troll attempts to Parry. Charles' CR is 8. The troll's PR is 5, less 2 is 3. It needs a 74 or higher on percentiles to Parry. Things don't look good for the rock troll.

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Any other action the disengaged Character may wish to take will depend on the normal melee sequence. Note that this procedure should be used whenever a Character wishes to break off melee combat. One cannot simply run from combat. If a Character or creature wishes to leave combat without disengaging his or her foes, all foes in range should receive free parting shots as the Character or creature leaves.


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Fighting From Horseback

When a Character is fighting on horseback, he or she receives certain advantages and disadvantages. Some advantages are gained only if the Character makes a successful Horsemanship Roll, and some disadvantages are canceled if a successful Horsemanship Roll is made.

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Any other fanciful mounts that the Game Master may wish to introduce may be used in a campaign, and for such as these some of the above rules may be different.


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Firearms, although not common or even known in many fantasy settings, are described in the Quest rules, and some of their peculiarities will be covered here. Since the easiest firearms to make are black-powder weapons, it is likely that most of the firearms found in a campaign will be of this sort. The Game Master should realize that black-powder weapons are highly susceptible to fire, and will not fire if damp.

As has been noted elsewhere in the rules, firearms are "armor-penetrating." At short range, physical (not magical) armor will have only 1/4 of its normal value. At medium range, such armor will have 1/2 its normal value, and at long range it will have 3/4 its normal value. At extreme range, armor and shields will provide full protection against firearms.

Shields will provide cover against firearms as they do against normal missile weapons. Shields will stop 100% of the base damage absorption value of the shield against firearms and similar objects (i.e. shrapnel from grenades, debris from explosions) as with normal missile attacks, but the calculation is performed on the reduced armor value based on the range (see the example).

Firearms also have the ability to Stun the target upon impact. The target receives a Saving Throw vs. [Will - 1/2 * Damage Taken]. If the Saving Throw is Failed (missed by 5 or more) the target is Incapacitated for 3-8 seconds (d6+2). If the Saving Throw missed the target is Stunned for 11-30 pulses (d20+10). If the Saving Throw is made there is no further effect.

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Keri is defending herself against a brigand wearing a chain hauberk (12 points of torso armor, 10 points of limb armor). The brigand is armed with a longsword and kite shield, while Keri is armed with a flintlock pistol, and has a CR of 6. As the brigand closes, Keri will get a shot at long range and a shot at short range before he reaches her. The brigand chooses to use his kite shield to protect his chest, abdomen and groin. Choosing to protect his head would prevent him from closing quickly on Keri, a potentially lethal mistake. On her first shot, Keri shoots him in the abdomen. Since this is at long range, his shield and armor are both at 3/4 effectiveness. The shield normally absorbs 12 points of damage. Against firearms at long range, its protection is a total of 9 points (3/4 * 12 = 9). Even if Keri rolls maximum damage, the most that she can do is 16 points. The brigand's shield will stop 9 points, and his torso armor will stop the remainder (3/4 * 12 is 9 points). Keri's second shot is at short range and she hits him in the chest. At this range, the shield will only stop 3 points of damage (1/4 * 12 = 3) and the chain hauberk will only stop 3 points of damage. A maximum damage roll at this range will cause serious harm to the brigand.

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Enchanted shields or shields with Weapons Energize (Chaos, DoM 1) can be very effective against firearms, since the protection provided by Enchantments or Spells is not degraded in any way by range. William is wearing normal iron chain and equipped with a longsword and a Mild Steel kite shield. In addition, the shield has a Boosted Weapons Energize cast on it, giving it a total of 15 points of damage absorption (12 from the shield and 3 from the Spell). At extreme range, the shield would provide a total of 15 points of protection against any missile or firearm. At short range, the shield is still very effective, since only the non-magical protection is subject to range penalties. The kite shield will still stop 12 points of damage (3/4 * 12 = 9 points; 9 + 3 points of magical protection).


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In addition to firearms, other sorts of ordnance are also possible in Quest. One of the more noteworthy of these is the grenade. A number of different types of grenade are possible, but all have a few elements in common.

In the description of the grenade in the Technical Appendices, its radius of effect, number of attacks, and damage are given. A grenade will inflict a number of attacks on each target in the radius. A roll on Melee/Missile chart, using the Grenade Attack column is used to resolve where the grenade lands. After that determination is made, each individual attack is resolved on the +5 column of the Melee/Missile chart, and is considered to be a firearm attack at close range, i.e., non-magical armor is at 1/4 effectiveness.

Grenades are are-of-effect weapons designed for use against stationary targets and thus handled slightly different than conventional attacks. After the CR penalities for targeting have been assigned by the Game Master, a d100 roll is made and the attack column is determined by subtracting the CR penalties from the Character's CR. The position of the grenade relative to the target is then determined. Grenades that land off target must be positioned relative to the target. Often situtational modifiers will dictate positioning, such as the presence of barriers, smooth surfaces in front of or behind targets, etc. In the absence of such constraints, the target can be placed in the middle of a 3x3 grid and a d8 rolled to determine in which quadrant the grenade lands. Or a d100 can be rolled to determine the relative position on a 360 degree circle surrounding the target.

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In a previous example, Keri tossed a grenade into a group of five rock trolls. If it was a black-powder grenade, those rock trolls within 1 meter of the impact point would be attacked four times on the +5 column for 2d8 each. Those within 2 meters would take three such attacks, those within 3 meters would take two, and those within 4 meter range would take one.

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For area of effect attacks, larger targets will take more attacks and smaller targets will take fewer. A prone human, for example, would take one less attack than normal. Depending on circumstance, the Game Master may allow a Character an Agility Saving Throw at some penalty to move away from the grenade before it detonated.


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Two Weapons

Characters may find themselves in the position of fighting with a weapon in either hand. The most common European combinations are rapier and main-gauche, two single sticks, or two daggers. More unusual combinations, such as broadsword/hand axe, longsword/shortsword, spear/net, etc. may also be found. Any combination of weapons may be used with the restriction that the combined damage of the two weapons may not exceed a combined 35 possible points of damage. Using a longsword in each hand would not be allowed, since each does 3d6 of damage, for a total of 36 point of damage.

The use of two weapons is not without penalty, however. In non-ambidextrous Characters, the off hand has a Strength 2 below that of the dominant hand. If a Character uses two weapons, he or she will be at a penalty of -3 CR with any attack and -3 PR with any Parry (-2 CR and -2 PR if the Character is ambidextrous).

In a similar fashion, if a Character must switch his or her weapon to the off hand because of damage, the Character will incur a penalty of -2 CR and -2 PR while attacking or Parrying. Ambidextrous Characters incur no penalty for single weapon off hand use.

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Otis is fighting a group of bandits. He is armed with longsword (with which he receives two Blows) and shield. One of the bandits manages to break his shield (see Breaking Shields, below). Otis is ambidextrous, and draws his dagger with his left hand (with which he has a single Blow). He now receives two Blows with the longsword and one Blow with the dagger, at a penalty of -2 to his CR with each attack.


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Advance/Force Back

During a melee, a lesser warrior will usually be forced to give ground to one of superior skill. In an exchange of blows, if one combatant scores a "higher" hit than his or her proximate opponent, the opponent struck may be forced to retreat 2 meters. This may be modified by the situation: If the opponent is backed against a wall, they may receive a penalty to DR at the option of the Game Master. Note that Characters and creatures can be forced back over cliffs, river banks, castle walls, and other dangerous terrain.

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The hierarchy of hits is (from lowest to highest): Break/Drop Weapon-Miss-1/2 damage arm-any limb-torso-head. An attack must do damage in order to force an opponent back, although scoring a "higher" hit than an opponent will keep him or her from forcing the combatant back. If a Character may strike an "unanswered" Blow, that is, the Character has more Blows than his or her opponent, the Character may force back his or her opponent by scoring at least a full-damage arm hit and doing damage with it.

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Turrell is attacking a Lich. Before he can reach the creature, he must fight his way through its guard of zombies. During subphase 1, the Lich begins to cast a spell. Turrell must reach it before the spell is cast. At his first Blow of four, he hits one zombie in the head and elects to force it back. With his second Blow, he attacks the next zombie between him and the Lich. He only gets a 1/2 damage Shield Arm hit, however, and may not force the creature back. The zombies' attacks on him at subphase 15 (they only get one Blow) all fail to penetrate his plate armor, so he is not forced back himself.


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During a melee, a Character may wish to deliberately give way before an attacker, while remaining engaged in combat. This is accomplished with the Retreat maneuver. The Character may back up 2 meters when attacked. He or she will receive a +2 bonus to DR, but will incur a -2 penalty to CR and/or PR. If he or she is not pursued, the Character is considered to have disengaged.

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When we last saw Turrell, he was attempting to reach a Lich before the end of the Round. Before he takes his third Blow, he sees that he cannot reach the Lich in time. Therefore, he retreats at subphase 26. He is not pursued, and is thus free to run around a corner to avoid the Incinerate spell which the Lich was about to throw at him.


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In addition to providing defense, shields may be used offensively to strike and knock down opponents. When attacking with a shield, the Knockdown column on the Melee/Missile table is used. Effects are as described for throws in the Unarmed Combat Section. If a Fighter strikes with both his or her shield and melee weapon at the same time, the regular penalties for two-weapon combat apply. Using a shield, a Character may attempt to parry normal missile weapons, and the shield's PR bonus accrues to both melee and missile parries.


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Unarmed Combat

For the purposes of skill advancement, unarmed combat (or martial arts if you prefer the term) encompasses four different different "weapons": punch, kick, throw and hold. Taking DoM 1 CR in one of these weapons, will give the Character DoM 1 CR in all four weapons. Game Masters wishing to emphasize specific fighting styles may choose not to allow Characters to advance in all four weapons equally. For example, a boxer or kickboxer would not advance in holds and throws, and a judoka or greco-roman wrestler might not advance in punches or kicks.

The skills of unarmed combat can be quite different from the normal medieval weapons play. Characters who have no unarmed combat skills are at -1 PR against attacks from a fighter using punches, kicks, holds or throws. Punches, kicks, and holds are treated in a similar fashion to normal attacks and use the same columns on the Melee/Missile chart. In combat, Characters may punch twice per Blow, or attempt one kick, throw or hold.

For punches and kicks, Characters roll as normal on the Melee chart to determine hit location. In addition to Physical Strength bonus, martial artists may also add one additional die of damage per DoM of CR, as per the Strength bonus. So a Character with DoM 4 CR in unarmed combat and a 16 Strength calculates punch damage as follows: 1d6 (base) + 1d4 (Strength bonus) + 1d10 (CR bonus). When punching or kicking armored foes, the martial artist will take damage to their own limbs. The amount of damage is dependent on the Character's skill and/or any special equipment or skills that they might have and the armor type that they are strking. For each DoM of CR, the Character will reduce damage taken by 10% (see the table below). Leather gauntlets will stop up to 4 points of damage, while chain gauntlets will stop up to 10 points of damage. Magical spells such as Weapons Energize or Mystic Shield will stop the equivalent of their magical damage/protection. In any case, the Character may not do more damage to themselves than they do in the blow.

Holds are also rolled on the normal Melee Chart. A Character that gains a successful hold on an opponent has the option of merely restraining his or her opponent or inflicting damage on the held body part. A hold will temporarily incapacitate the held member for use only, i.e., a head hold will not necessarily render the target unconscious, but will drastically hinder the target's actions. No damage is done on the initial roll. Once a hold has been established, however, the Character may elect to do damage to the held member. The Character will do 1d8 not stopped by armor in each successive Blow. If the Character has a hold on the head, instead of inflicting damage, the Character may instead use a choke hold and render his or her opponent unconscious. The Character rolls a d6 per DoM of CR per 30 seconds and compares the total to the opponent's Constitution. Once the total equals or exceeds the opponent's Constitution, the opponent is rendered unconscious for 1 to 5 minutes. If the Character does not do sufficient points on the choke to exceed the target's Constitution, the target will regain "choke points" at the rate of 1/4 of his or her Constitution per 30 seconds. For every 1/4 of the target's Constitution it has taken in "choke points", the target receives a -1 penalty to CR, DR, PR, and damage, and has a -3 penalty to Cast Chance. To break a hold, the opponent must make a Saving Throw against its average of Will and Strength - 1/2 the Martial Artist's Strength.

When throwing techniques are being utilized the special Martial Arts melee chart is used. Throwing an opponent with intent to harm, and rolling the Damage Foe result, will result in damage to one of the opponent's body parts, not stopped by armor. To determine the location of the damage, roll percentiles again on the +5 Table of the Melee/Missile chart. The amount of damage done is dependent on the Character's DoM of CR. In addition to the base damage of 1d6, for each DoM of CR, the Character will do one additional die of damage, as per the Physical Strength bonus. A Martial Artist with DoM 1 CR will do 1d6 (base) + 1d4 (bonus) of damage, while a Martial Artist with DoM 6 CR will do 1d6 (base) + (1d10 + 1d6) (bonus). No Strength damage bonuses are added for throws. In addition, the Character's opponent must make a Saving Throw vs. Constitution or be stunned (-3 CR,DR,PR,skill rolls) for 30 to 90 seconds after a successful throw. This is modified by subtracting 1/4 of the opponent's torso armor value from the Constitution Roll (i.e., it is easier to stun someone in armor). If the opponent fails its save by 5 or more, it is rendered incapacitated (-8 CR,DR,PR,skill rolls) for 1 to 5 minutes. Characters with skill in unarmed combat may add +1 to their Saving Throw for each DoM of DR. Characters with the Acrobatics skill add +1 to their Saving Throws for each DoM. These two Saving Throw bonuses are not additive; use only the highest. A Throw Foe result indicates that the target has been knocked to the ground and has a chance of being stunned or rendered unconscious as described above. In the event of a throw, even if an opponent successfully saves, he or she must expend a Blow to stand up if successfully thrown.

A Character using throws may not attempt to throw a stationary target weighing more than twice what the Character could lift. If the target weighs more than the Character could normally lift, all Throw Foe and specific body part hits are treated as as miss. It is, however, an axiom of unarmed combat that a moving opponent is much easier to throw than a stationary one. For every meter the target has moved in the second before which the Character attempts a throw, the Character may add +2 to his or her effective Strength for the purposes of determining lifting capacity, and the target incurs a penalty of -1 to his or her Saving Throw vs. Constitution to avoid becoming stunned or unconscious.

The Game Master should keep in mind that the unarmed combat skills included here were designed to be used against human and humanoid foes. Common sense should be used when determining the limitations of unarmed combat. For example, it is clearly impossible for a Character to attempt to choke a dragon, or put an arm hold on an elephant. Even a Character of extraordinary Strength may not be able to throw a giant.

For defensive purposes, skill in unarmed combat PR serves two purposes: it allows the Character a chance to completely block an attack, and it allows them to substract some or all of the damage from the attack. For each DoM of PR in unarmed combat, the martial artist may substract one damage die of damage (as per Strength bonus) from a melee attack. So a martial artist with DoM 2 PR could substract up to 1d6 of damage from a melee attack striking him, while a martial artist with DoM 10 PR could subtract 2d10 + 1d6 of damage. Every point of armor that the martial artist is wearing (beyond one for simple clothing) subtracts one effective DoM of this ability to subtract damage.

Characters using unarmed combat skills are allowed to Parry missile weapons such as arrows, crossbow bolts, and thrown weapons if they have acquired the appropriate skills from the General Fighter Skill Tree. Bullets and "missile" spells may not be Parried unless the Character is under the effects of powerful spells such as Battle Cognition (Mage Time, DoM 10), or Combat X (Clerical Combat, DoM 10).

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Dragon Leather1413121110987654321000

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Kiyushori encounters a group of hostile elves: five lightly-armored archers using short bows, and five heavy infantry armed with bill hooks and clad in half-plate. At subphase 4, when Kiyushori can first act, he declares that this Blow is held for Parries. At subphase 12, he declares that this Blow is held for attacks when the heavy infantry close. At subphase 15, the elves (they only get one Blow) can act. The archers stand back and fire, and the heavy infantry charges. The archer's attacks are resolved first, as they have the same Dexterity as the heavy infantry but are using lighter weapons. They attack with a CR of 4; Kiyushori's DR is 4. They need to roll 55 or higher on percentiles to score full damage hits. On the average, three miss and two hit. Kiyushori attempts to Parry the two hits. He has acquired both the Split Parries skill and the Parry Missile Weapons II, so he gets two missile weapon Parries per Blow, and has a PR of 5. He needs to roll 48 or higher to Parry each arrow. On the average, he Parries one and the other hits him. Since they only do an average of 11 points of damage (3d6 weapon), it is not likely that serious damage will be done by the single arrow.

The heavy infantry reaches him. The Game Master rules that because of the size of their weapons, only three can attack him at a time. In the previous second, they have moved 4 meters (Agility of 12 at a Run). Kiyushori attempts to quick-throw two of them (General Fighter Skills, DoM 4). He has a CR of 8, against their DR's of 2. He needs to roll 30 or higher in order to throw each of them. He does so. They must make Constitution Saving Throws, at -4 for their movement this subphase. In any case, both are down on the ground, and must expend a Blow getting to their feet even if not stunned or knocked unconscious. The other one attacking him has a 4 CR against his 8 DR, and needs a 55 in order to hit him. Even if the elf does so, Kiyushori has two Blows left this Round, each of which can be broken down into four melee Parries. Unless Kiyushori rolls poorly, he will probably defeat the elves.


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Attacking Animals

The standard Melee Chart does not have separate entries for Tails. If an animal has a large balancing tail, a tail capable of doing damage, or is sufficiently large enough to qualify as an additional limb, then the Groin region may be split into a Groin/Tail hit. The Tail will be struck on a roll of 1-3 on a d6, while the Groin will be struck on a roll of 4-6.

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Parrying Animals

Parrying the bite or claw attack of an animal is quite different from Parrying the attack of a humanoid wielding a weapon. A Character's PR is reduced by 1 when attempting to Parry the attack of an animal.


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Breaking Shields

If a Character using a shield takes a large amount of damage to his or her shield arm, there is a chance of the shield being rendered useless ("reaved"). The chance of this happening is based on the type of shield and base damage absorption of the shield.

The formula for calculating shield breakage is as follows:

% chance of breaking = damage taken to the shield arm - 100% of shield base damage protection

Damage from thrusting weapons and firearms is halved for the purpose of determining chance of breakage, and fire and electrical damage have no chance of destroying a shield. Enchanted shields are subject to normal breakage rules for magical items. Shields with Spells which temporarily confer either additional damage or damage absorption should be treated as Enchanted for the duration of the Spell.

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Pierre, a fighter with broadsword and kite shield, is facing a similarly equipped opponent. His opponent rolls a shield arm hit and Pierre chooses to accept the Blow rather than parrying it. His opponent rolls exceptionally well for damage and does fifteen points of damage. Since Pierre is using a normal kite shield, there is a 3% chance of his shield breaking (15 - 3*4 = 3%). A round shield or buckler would have a 9% chance of breaking, while a tower shield would have no chance of breaking. If the shield had been Enchanted with a Weapons Energize, adding +1 damage, the kite shield would be treated as a +1 Enchanted item and would require an additional 20 points of damage to break.


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Striking By Circumstance

If an Attacker's roll to hit indicates a blow to a body portion of the target that is strictly impossible, it must be considered a miss. This rule is usually applied in the case of missile fire against a target with partial cover. It is clearly impossible for an arrow to do damage to a Character's leg if he or she is standing behind a stone wall that covers him or her from the waist down. On the other hand, if an Attacker is striking an opponent on horseback and lands a Blow on an opponent's leg or arm on the opposite side of the horse, the Game Master can decide to use a situtational modifier and have the Attacker cause damage to the closest leg or arm.

If a multi-limbed creature is being fought, the Game Master should randomly determine which limb was hit. For example, when fighting a creature with six arms, the creature would have three "right" arms and three "left" arms. If a right (or weapon) arm hit is indicated, the Game Master should randomly determine which of the right arms took damage.


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The Combat Chart

The Combat Chart is reasonably straightforward. The Defender's Defensive Rating (DR) is subtracted from the Attacker's Combat Rating (CR). This is after adjusting CR and/or DR for all applicable factors in the above table. The resulting number is the Attack Number. The Attacker rolls percentile dice, finds the rolled number in the appropriate Attack Number column, and cross-references the rolled number with one of the four Defender's columns. The damage is rolled (if a hit has been scored) and applied to the appropriate body part of the Defender. The use of the Defender columns is described below, after the chart.

When a Character wishes to attempt a Parry, similar calculations are used. The Character's opponent's CR is subtracted from the Character's Parry Rating (PR), after adjusting for all applicable factors in the above table and for damage differential (see Parries in the Melee section, above). The resulting number is analogous to an Attack Number. The Character rolls percentile dice, finds the rolled number in the appropriate Attack Number column, and cross-references the rolled number with the Parry column. If the Character scores a Block, the Attacker's hit is negated. If the Character has the Parry/Riposte skill, a Block/Cntr indicates a successful Parry and an opportunity to riposte. A 1/2 Parry result means that the parry was partially successful, blocking half of the damage from the blow.

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Chest1001001001001001001009998979695949392919089888786Within 1m
Abdomen999999999999979491888583817977757371696765Within 1m
Groin9898989592898683807774727068666462605856541 - 2m
Weapon Arm9797949188858279767370686664626058565452501 - 2m
Shield Arm9188858279767370676461595755535149474543412 - 3m
Right Leg8279767370676461585552504846444240383634323 - 4m
Left Leg6966636057545148454239373533312927252321193 - 4m
Miss56535047444138353229262422201816141210865 - 14m
Drop Weapon444444444444444444444Drop Weapon
Melee Fumble222222222222222222222Melee Fumble

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Parry/Riposte 100100100100100100100100100100100100100100100Parry/Riposte
Parry 100100100100999897969592898683807774716865Parry
1/2 Parry10010096918681767166615651464136312621161161/2 Parry
Drop Weapon444444444444444444444Drop Weapon
Melee Fumble222222222222222222222Melee Fumble

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Damage Foe100100100100100100100100100100Damage Foe
Throw Foe10010010010010010010010010010095908580757065605550Throw Foe
Stagger Foe1009998979695949392919083766962554841342720Stagger Foe
Melee Fumble222222222222222222222Melee Fumble



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Damage Effects

A note on terms: When a Character or creature becomes stunned, he or she is considered to be dazed and slow, but still conscious. The stun effect lasts 3-8 (d6 + 2) seconds. Being stunned refers to a damage effect simulating shock. The Character may move no faster than a walk, his or her CR, DR, and PR drop by -3, and a penalty of -30% to Cast Chance is incurred. The incapacitation effect lasts 3 seconds to 5 minutes (3d100 seconds) . When incapacitated, the Character may move no faster than a walk, his or her CR, DR, and PR drop by -8, and a penalty of -80% to Cast Chance is incurred. If a Character or creature is rendered unconscious, he or she is just that. The term is self-explanatory. Even if the injuries which resulted in the Character or creature's being rendered stunned or unconscious are healed, he or she will not recover from either of these effects before their allotted time (usually 3 to 8 seconds for stunning, and 1-6 minutes for unconsciousness). However, as soon as the injury causing Incapacitation is healed (whether by magic or by natural means) sufficiently to preclude Incapacitation as an effect, all such penalties are removed.

There are two categories of damage discussed in this section: total, or cumulative, damage; and damage done in a single attack. The two have somewhat different effects. However, after any and all single-attack results are applied, the damage done also counts toward cumulative damage. Single-attack limb hits and cumulative damage are not additive with respect to rate of blood loss. The more severe result will supersede the less severe. All body parts save the Chest may receive more than their allotted hit points before killing the Character, or completely destroying the functionality of the limb.

Once a limb has sustained 100% damage, it is considered incapacitated, and may not be used. Note that this effect differs from the Incapacitation damage effect, described above. If an arm is incapacitated, the Character loses the use of whatever was held: a weapon, a shield, or other equipment. If both arms are incapacitated, the Character's movement is reduced by 30%. If either of the Character's legs are incapacitated, DR is reduced by 2, -1 is subtracted from CR, and the Character may move no faster than a walk. If both legs become incapacitated, the Character cannot move and must continue to fight from a prone or kneeling position.

If a Character takes between 200% and 300% of a limb's hit points as cumulative damage, the limb is considered to be slightly mangled, and will lose Blood Points at a rate of 2 Blood Point per minute (a "bleeding wound"). Blood loss from a bleeding wound should be applied at a time scale convenient to the situation. The Game Master may want to apply blood loss every 10 seconds during a combat, or every minute when combat is not taking place. In any case, blood loss should be pro-rated to fit the time between taking the wound and when it is clotted.

From 300% to 400%, the limb is considered to be moderately mangled, and the rate of blood loss doubles (to 4 BP/minute). Over 400%, the limb is severely mangled, and bleeds at 8 Blood Points per minute.

When a Character takes between 150% and 200% of a limb's damage in a single attack, that limb sustains a simple fracture, that is, one in which the broken bone has not been dislodged sufficiently to cause great trauma to the surrounding tissue. The limb becomes useless, and the Character subtracts -1 from CR, DR, and PR due to the pain when the limb is jostled. This penalty is negated if the fracture is set and immobilized. If a leg receives a simple fracture, the Character may not remain standing. If a fractured limb is struck again, the Character must make a Will Saving Throw at -(6 + the damage taken) or faint, remaining unconscious for 1-6 minutes.

When a Character takes between 200% and 400% (with a Thrusting weapon) or 300% (with any other weapon) of a limb's hit points in a single attack, the limb has received a compound fracture, that is, one in which the broken bone protrudes from the flesh. All of the effects described above for simple fractures apply to a compound fracture, as well as the loss of 2 Blood Points per minute.

Sustaining 400% or more of a limb's hit points (with a Thrusting weapon), or 300% or more of a limb's hit points (with any other weapon), in a single attack, will sever the limb. If a Character's limb has been severed, he or she must make a Will Saving Throw at -6 to avoid unconsciousness for 1-6 minutes. The Character will be at -3 CR, DR, and PR, and will lose Blood Points at a rate of 12 per 30 seconds (for an arm), or 16 per 30 seconds (for a leg).

Sustaining 100% cumulative damage to the Head will render the Character unconscious for 1-6 minutes. Upon regaining consciousness, he or she is Incapacitated. Sustaining between 200% and 300% of the Head's hit points in cumulative damage will put the Character into a coma, and death will follow in 90 seconds. A Character taking 300% or more of the Head's hit points in cumulative damage will die.

If a Character sustains 50% damage or more to the Head in a single attack, he or she will be stunned for 3-8 seconds. Damage between 150% and 200% of the Head's hit points taken in a single attack will inflict a skull fracture on the Character, rendering him or her unconscious for 1-6 minutes. Upon regaining consciousness, the Character will be Incapacitated. Sustaining 200% or more of the Head's hit points in a single attack will kill the Character instantly.

A Character sustaining 50% to 75% damage to the Chest will suffer a penalty of -1 to CR and PR. Damage between 75% and 100% will cut the Character's CR and PR in half and cause the Character to lose 1 Blood Point every 30 seconds, while taking 100% or more of the Chest's hit points will kill the Character.

If any Torso region sustains 50% or more of its hit points in a single attack, the Character becomes stunned for 3-8 seconds.

Taking between 50% and 75% of the Abdomen's hit points will cause the Character to lose -1 CR and PR. If a Character takes between 75% and 100% of his or her Abdomen's hit points, he or she will lose Blood Points at a rate of 4 BP per minute, and his or her CR and PR will be cut in half. Sustaining between 100% and 150% damage to the Abdomen results in the Character having to make a Saving Throw vs. Will at -3 to avoid unconsciousness. If the Saving Throw is successful, the Character will still be Incapacitated, with effects as noted above. In addition, the Character will also lose Blood Points at a rate of 12 BP/minute. A Character will die if he or she takes 150% damage or more in the Abdomen.

A Character sustaining between 50% and 75% damage to the Groin will lose -1 CR and PR. Between 75% and 100% damage will halve the Character's CR and PR, and will cause the loss of 4 Blood Points per minute. If a Character takes between 100% and 200% damage to the Groin, he or she must make a Will Saving Throw at -3 to avoid unconsciousness for 1-6 minutes, and will in any case lose 16 Blood Points per minute and be Incapacitated. Damage of 200% or more in the Groin will kill the Character.

The effects of damage are not cumulative when taken in the same region. For the purposes of determining cumulative effects, the torso (Chest, Abdomen, and Groin) is treated as one region. This does not include being stunned. Additional Blows to a stunned individual may increase the time that the individual is stunned. Other exceptions to this rule for the torso are blood poisoning and bleeding. These results are cumulative with all other damage.

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Kiyushori has 60 Basic Hit Points, giving him 24 points in his Chest, 18 points in his Abdomen, and 12 points in his Groin. On subphase 4, he is hit for 7 points in the Chest, stunning him for 5 seconds. On subphase 12, he is hit for 16 points in the Abdomen. This gives him a bleeding wound (see below), but does not stun him any further. On subphase 26, he is hit for 10 points in the Groin. From this, he incurs a second bleeding wound, but it does not add to his stun time. He will be stunned until subphase 54 and will bleed from his Abdomen at subphase 612 and from his Groin at subphase 626 (1 minute later). He will bleed each minute from these wounds until they are Clotted or bound by a Life Scientist. If he doesn't get magical healing or help from a Character with Life Sciences, Kiyushori may not appear in many more examples.

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In addition to normal damage, for every two points (round down) of damage sustained from an attack, the Character loses 1 Blood Point. This is in addition to possibly sustaining a bleeding wound. A Character will stop losing Blood Points from further limb hits if the limb is severely mangled (400%+ damage) or, of course, if the limb is cut off. In both of these cases, however, the limb will continue to lose Blood Points as specified above. A Character may lose no more than twice the hit points in a limb as Blood Points, regardless of the damage taken to the limb. For example, if a Character has 8 hit points in his or her arm, and takes 40 points of damage from a Juggernaut (Mage Earth, DoM 6), the Character will only lose 16 Blood Points as the arm is forcibly removed.

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In the above example, when Kiyushori sustained 7 points to the Chest, he lost 3 Blood Points. Taking 8 points to the Abdomen caused him to lose 4 Blood Points, and the 5 point wound to the Groin caused the loss of 2 Blood Points.

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If a Character loses between 40% and 60% of his or her total Blood Points, he or she receives a penalty of -1 to Damage Bonus (shifts down to the next lower die), -5% to any rolls involving strenuous physical activity (Acrobatics, Horsemanship, etc.), and the reduction of his or her movement rate at anything other than a walk by 10%. The loss of between 60% and 80% of the total Blood Points doubles that penalty (-2 damage, -10% on physical rolls, and -20% movement rate for anything other than a walk). A Character that has lost between 80% and 90% of his or her Blood Points must make a Will Saving Throw to avoid unconsciousness, every 30 seconds that he or she is conscious and in that state of blood loss. Unconsciousness lasts for 1-6 minutes, and while conscious the Character suffers a penalty of -3 damage/-30% to any rolls involving strenuous physical activity. At 90% blood loss, the Character becomes unconscious for 10-20 minutes, is Incapacitated upon awakening, and must make a Saving Throw vs. Constitution to avoid death. Loss of 100% of a Character's Blood Points kills him or her.

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Fire, Light, Plasma And Electricity

Damage caused by fire, electricity, light, and/or plasma (Plasma Bolt, Mage Light/Dark, DoM 6) will do normal blood damage, and can "cut off" limbs (by destroying them so that there is nothing left). They will not, however, cause fractures of any sort, and bleeding wounds caused by damage of that sort will only lose Blood Points at 1/4 of the normal rate (round 1/2 or less down to 0).

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Heratio is struck in the arm by a Plasma Bolt which does 27 points of damage. Heratio's arm has 10 hit points, so 27 points of damage is 270%, which would normally cause a bleeding wound of 2 BP/minute. But since the would was caused by a Plasma Bolt, the bleeding rate is 1/4 of normal, 2 BP/minute * 0.25 = 0.5 BP/minute (rounds to 0).

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Before a bleeding wound can be healed, the blood loss must be stopped. This can be accomplished by the DoM 2 Clerical Healing Spell, Clot, various Mage Spells, or by the exercise of the Life Sciences Discipline (see below).

: [5.10.21][Edit location][Edit Table][Edit XSL]

Damage effects table
Body PartDamageTypeEffects
Head200%One attackDead/Head crushed
Head200%TotalComa/Dead in 90 seconds
Head150%One attackSkull fracture, unconscious 10-20 minutes*
Head100%EitherUnconscious 1-6 minutes*
Head50%One attackStunned 3-8 seconds
Abdomen100%EitherB12, BPI 5, ST: Will-3 or unconscious*
Groin100%EitherB8, BPI 3, ST: Will-3 or unconscious*
Chest,Groin75%EitherB2, BPI 2, 1/2 CR and PR
Abdomen75%EitherB4, BPI 3, 1/2 CR and PR
Chest, Groin50%TotalBPI 1, -1 CR and PR
Abdomen50%TotalBPI 2, -1 CR and PR
Any Torso50%One attackStunned 3-8 seconds
Leg(Thrusting)400%One attackLeg cut off, B16, ST: Will-6 or unconscious, fall over, -3 CR,DR,PR
Arm(Thrusting)400%One attackArm cut off, B12, ST: Will-6 or unconscious, -2 CR,DR,PR
Limb400%TotalLimb severely mangled, B8, BPI 4
Leg (Other)300%One attackLeg cut off, B16, ST: Will-6 or unconscious, fall over, -3 CR,DR,PR
Arm (Other)300%One attackArm cut off, B12, ST: Will-6 or unconscious, -2 CR,DR,PR
Limb300%TotalLimb moderately mangled, B4, BPI 2
Limb200%One attackCompound fracture, B2, BPI 2; if leg, fall over, -3 CR,DR,PR; if arm, -1 CR,DR,PR
Limb200%TotalLimb slightly mangled, B2, BPI 1
Limb150%One attackSimple fracture; if leg, fall over, -3 CR,DR,PR; if arm, -1 CR,DR,PR
Limb100%EitherLimb incapacitated
Blood90%EitherUnconscious 10-20 minutes*, ST: Constitution or die
Blood80%EitherST: Will or unconscious
Blood60%Either-2/-20% on all strenuous activity
Blood40%Either-1/-10% on all strenuous activity

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*When the Character recovers consciousness, or if the Saving Throw is made, the Character is incapacitated.

The capital B indicates a bleeding wound, and the number following is the number of Blood Points lost every 30 seconds until the bleeding is stopped.

BPI is the chance of a blood poisoning infection. It is the number that must be rolled equal to or less than on a d6 to incur such an infection, with effects as described in the Diseases section, below. Use of Simple Healing (Healing, DoM 1) or Simple Self-Healing (Self-Shaping, DoM 1) to heal a wound will not reduce the chance of infection, but use of Body Healing I (Healing, DoM 4) or other healing spells will eliminate the chance of blood poisoning.

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BPI is the chance of a blood poisoning infection. It is the number that must be rolled equal to or less than on a d6 to incur such an infection, with effects as described in the Diseases section, below. Use of Simple Healing (Healing, DoM 1) or Simple Self-Healing (Self-Shaping, DoM 1) to heal a wound will not reduce the chance of infection, but use of Body Healing I (Healing, DoM 4) or other healing spells will eliminate the chance of blood poisoning.



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Natural healing is a slow process that is highly dependent on the wound(s) received. Injuries have a base healing time that may be modified by a Character's Constitution Statistic. The modifier given in the table below is subtracted from the Total Healing Time if the Character's Constitution is 16 or greater, and is added to the Total Healing Time if the Character's Constitution is 7 or less. Wounds may be partially healed. Various types of wounds and wounds on different areas of the body may all heal at the same time, albeit at different rates.

: [][Edit location][Edit Table][Edit XSL]

Natural Healing Times Table
Wound DescriptionTotal Healing TimeHealing RateModifier
Wounds not covered in the Damage Effects Table, such as partial damage to limbs, or 49% or less damage to the Torso or Head. This damage is totaled.7 days1/7 total per day2 days
Limb incapacitated: 100%-199% damage taken by limb14 days1/14 per day4 days
Head wound: 50%-99% taken by Head7 days1/7 per day2 days
Chest, Abdomen, or Groin: 50%-74% damage taken by area (for each area)14 days1/14 per day4 days
Chest, Abdomen, or Groin: 75%-99% damage taken by area (for each area)21 days1/21 per day6 days
Head wound: 100%-199% damage taken by Head (consider a concussion)14 days1/14 per day4 days
Limb slightly mangled: 200%-299% damage taken by limb21 days1/21 per day6 days
Limb moderately mangled: 300%-399% damage taken by limb28 days1/28 per day8 days
Abdomen: 100%-149% or Groin: 100%-199% damage taken28 days1/28 per day8 days
Limb or Skull fracture (either simple or compound). Once the limb is 2/3 healed, it is no longer tender, and the Character will not faint if it is struck.42 days1/42 per day12 days
Limb severely mangled: 400%+ damage taken by limbThe limb will not naturally heal, but must be magically or surgically repaired. If not repaired, the limb will fester and gangrene will set in.
Blood LossBlood is regained at the rate of 1/3 of the Character's Constitution the first day, and 1/5 of the Character's Constitution per day thereafter.

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Note that these healing rates assume no complications (such as blood poisoning), no significant exertions on the part of the Character, and a reasonable amount of care. Fractures of any sort will not heal properly unless set.

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Kiyushori escapes from the previous examples and reaches a safe place, where limited treatment can be had. He has taken 14 out of 24 points in his Chest (14/24 = 58%), 16 out of 18 points in his Abdomen (16/18 = 89%), and 10 out of 12 points in his Groin (10/12 = 83%). It will take him 14 days to heal his Chest, 21 days to heal his Abdomen, and 21 days to heal his Groin. These times are modified because of his Constitution (17), so it will only take 10 days for his Chest to heal fully, 15 days for his Abdomen to heal fully, and 15 days for his Groin to heal fully. All three areas heal simultaneously. Thus, after 10 days, his Chest is fully healed and his Abdomen and Groin are each 2/3 healed. Another 5 days will see both Abdomen and Groin fully healed. His lost Blood Points will also heal at the same time: 6 the first day (17/3 = 5.67, rounded to 6), and 3 every day thereafter (17/5 = 3.4, rounded to 3). If he had lost 24 Blood Points, he would be completely recovered from blood loss after 7 days (6 the first day leaves 18, fully healed at 3 per day after 6 more days). Thus, by the time his Chest is healed, he has regained the lost Blood Points. Kiyushori petitions the author for easier examples.


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If a Character's wounds are not healed magically, it is critical that he or she receive medical attention, especially for the more serious injuries. Injuries, treatments, and consequences of lack of medical care are described below. Treatments are arranged by the medical skills found in the Life Sciences Discipline.

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First Aid (Life Sciences, Dom 2)

Bleeding: A Character with Life Sciences (hereafter referred to as a Medic) at this DoM may stop a blood flow of 6 or less on a limb. This is accomplished by binding the wound and applying direct pressure. Although the bleeding will stop at once if the Medic makes his or her Life Roll, he or she must work on the wound for 2 minutes to keep it from reopening.

Blood Poisoning: If the Medic washes out and bandages a wound, the chance of blood poisoning is reduced by 1 in 6. Successful treatment requires a Life Roll.

Setting Fractures: The Medic may set a simple fracture so that it will heal properly and cause a minimum of discomfort to the treated individual. If the Medic fails his or her Life Roll by 25% or more, he or she has botched the setting procedure and inflicted an additional 1d6 of damage on the limb. If the Medic makes his or her Life Roll by 25% or more, the Total Healing Time for the limb will be reduced by 7 days.

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Paramedic (Life Sciences, Dom 4)

Bleeding: For limb wounds bleeding at a rate of 8 to 16, the Medic may apply a tourniquet with a successful Life Roll. The bleeding will cease. The tourniquet may only remain on the limb for 10 minutes or irreversible damage to the limb will take place. If the Medic fails his or her Life Roll, the tourniquet will still stop the bleeding, but the limb will take 1d6 additional damage, not stopped by any sort of armor.

Setting Fractures: If the Medic makes a Life Roll, he or she may set compound fractures. Otherwise, setting fractures is treated as in First Aid.

Shock: If the Medic treats an unconscious individual and makes his or her Life Roll, the individual will reduce the time spent unconscious by 1/2 of the remaining time. If the Medic has access to smelling salts, a successful Life Roll at -5% will awaken the unconscious individual instantaneously.

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Doctor (Life Sciences, Dom 7)

Bleeding: The Medic may sew wounds closed in 1 to 6 minutes (depending on severity) with a successful Life Roll. This will close bleeding wounds on the Torso. If the Medic has access to clamps, the bleeding will stop at once and the Medic may complete the job. If the Medic fails his or her Life Roll, the sutures do not hold. If the Medic fails the Life Roll by 25% or more, he or she has committed some major error.

Disease Diagnosis: The Medic may diagnose common diseases and perform the appropriate treatment. Specifics depend on the disease (see Diseases, below). A successful diagnosis requires a Life Roll. If the Life Roll is missed, the Medic may be unable to reach any conclusion, or may diagnose in error. The Life Roll may be modified by circumstance, particularly the frequency of the disease and the Medic's previous experience with it.

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Surgeon (Life Sciences, Dom 8)

The Medic may operate in the medical sense. He or she must make a Life Roll with various modifiers, as given below.

: [6.1.10][Edit location][Edit Table][Edit XSL]

Healing Modifiers
Slightly mangled limb-10%Heals as incapacitated limb
Moderately mangled limb-20%Heals in 90% time
Severely mangled limb-30%Heals as moderately mangled limb
Re-attach limb-40%Heals as moderately mangled limb
Torso 50%-15%Heals in 90% time
Torso 75%-25%Heals as 50% Torso
Torso 100%+*-35%Heals as 50% Torso
Transfusion-20%Increases Blood Points
Burns-30%Heals in 90% time

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*This includes exactly 100% damage to the chest, 150% damage to the Abdomen, and 200% damage to the groin, even though this would normally kill the individual

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Situational Modifiers
Situational ModifiersModifier
No anesthesia-15%
In combat-10%
Patient Con 7 or less-5%
Life Scientist assistant+15%
Non-antiseptic area-10%
No water-20%
Patient Con 16 or more+5%
Support equip. qualityvaries; +5-50%



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Annoyances are the minor things that may interfere slightly with a Character's efficiency. Whether a Character suffers from one or more of these annoyances would have to be determined by the Game Master. Although most of these annoyances are common occurrences, the Game Master may decide not to include annoyances or Major Annoyances (see below) because they detract from the epic heroism of the campaign (it's hard to be heroic when you have hay fever). The Game Master should avoid this temptation if he or she feels able to handle the potential bookkeeping involved, since annoyances can add a lot to a game, and make the Characters behave in a more reasonable manner.

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Hay Fever

This is an allergic reaction to certain dusts and pollens found most commonly during the summer and early autumn months. A Character has a 20% chance of showing this reaction. Once a Character has been determined to be susceptible, this may only change by the use of magic or advanced technology. A Cure Disease (Clerical Healing, DoM 6) Spell will alleviate the symptoms for one hour.

During any summer or early fall day, there is a 40% chance that conditions are right to initiate an attack of hay fever. Such an attack brings on sneezing, tearing, swollen skin, and a general feeling of unfitness. A Character suffering from hay fever will subtract -1 from his or her CR and PR and -15% from his or her Cast Chance during an attack.

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Poison Ivy

This annoyance includes all sorts of low-toxicity contact poison plants, such as poison oak and poison sumac. A Character with the Outdoorsman Discipline can usually avoid these plants, but those without it may stumble into a patch. This is a good situation to use for a low-risk encounter.

A Character suffering from poison ivy rash will subtract -1 from CR, DR, and PR, and -20% from Cast Chance. The rash will heal on its own in about two weeks. A Medic may relieve much of the discomfort (and all of the penalties) through the use of topical salves.

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This is the most common of the annoyances. The sunburn referred to here would be an extreme case, not the mild sunburn usually occurring. If a Character exposes a large portion of his or her skin to strong sunlight for an hour or more, a severe case of sunburn will probably result. The Character will subtract -1 from CR, DR, and PR, and -15% from Cast Chance. The sunburn will heal in 5 to 7 days.


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Major annoyances are those situations that may be life-threatening. They are enumerated below.

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This is a condition in which the body loses more water than it takes in. The faster the body loses water, the more the Character has to drink. The most likely environment in which dehydration is a serious threat is a desert, where it can kill in as little as 2 or 3 days. Dehydration can take place in any environment if the individual has little or no water.

There are three stages to dehydration. The first is slight dehydration, which will subtract -1 from an individual's Cast Chance. The second stage is moderate dehydration, which will subtract -1 from the Character's CR, DR, PR, and damage, and -15% from Cast Chance. The third stage is extreme dehydration, in which the penalties from moderate dehydration are doubled. In addition, the Character must make a Saving Throw vs. Constitution every half hour to avoid unconsciousness, at -1 for every half hour of extreme dehydration. Once this adjustment matches the Character's Constitution, the Character dies. Successful treatment of extreme dehydration requires some applicable Discipline: Life Sciences or Outdoorsman.

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Heatstroke is a condition in which the body's temperature-regulating mechanisms are overloaded and cease to function. A victim of heatstroke is rarely aware of what is happening to him or her. The major symptoms of heatstroke are cessation of perspiration, skin hot to the touch, dizziness, weakness, and eventual coma. If left untreated, a person may die from heatstroke.

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Exposure is a gradual cooling-off of the body, which will lead to death unless countermeasures are not taken. Exposure may take place in temperatures as high as 60 degrees F/16 degrees C. Its onset is greatly hastened if the affected individual is wet. As the affected individual's temperature drops, he or she becomes more and more lethargic and sleepy. A Character may live for 3 to 5 days before dying of exposure, becoming progressively weaker and weaker.

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Frostbite is a shutting-down of an individual's circulation by exposure to cold temperatures. It will almost always occur in the Character's extremities. If the temperature is 0 degrees C, a Character will take 1 point of frostbite damage per hour to each exposed limb. This damage is not cumulative with normal battle damage. For every 10 degrees C below 0, the time in which the frostbite damage is incurred is halved. If a limb takes 50% frostbite damage, it is numbed. Any action taken with that limb is at a -3/-15% penalty. If the limb takes 100% of its hit points, the digits (fingers and toes) are frostbitten and will require medical attention. If such attention is not forthcoming, the Character may suffer permanent penalties to Strength, Dexterity, or Agility with that limb. If the limb takes 150% of its hit points, the digits are beyond saving unless magic is used. Body Healing I (Healing, DoM 4) and Body Healing II (Healing, DoM 7) will cure frostbite damage at a rate of 1 point cured per 2 points of normal damage cured. Limb Restoration (Healing, DoM 9) will cure all frostbite damage to a limb.

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Fungal Infections

In damp, humid areas, a Character may be subject to fungal infections. Most of these qualify as annoyances rather than major annoyances, but if an affected individual is wounded the fungus will infiltrate the wound. If this occurs, the result may be treated as blood poisoning. Fungal infections will be dealt with in more detail in the Disease section, below.

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A final note on Annoyances and Major Annoyances: If the Game Master wishes to create a set of encounter tables, detailing possible encounters for the party, he or she may wish to include Annoyance and Major Annoyance as entries on the tables, using whatever is appropriate for environment. This would keep the Game Master from having to always keep the possibilities of these occurrences in mind.



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There are four categories of disease given here. They are:

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Bacterial diseases

These are diseases in which the pathogen, or organism causing the disease, is a bacterium. Covered here are Blood Poisoning (see Damage Effects Table), Bubonic Plague, Cholera, Pneumonia, Tuberculosis, and Typhoid.

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Protozoan Diseases

These are diseases in which the pathogen is a protozoa (such as an amoebae). Covered here are Malaria and Sleeping Sickness.

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Fungal Diseases

The pathogens here are fungi. Covered here is Histoplasmosis.

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Viral Diseases

These are diseases in which the pathogen is a virus. In this section, Rabies, Smallpox, and Yellow Fever are covered.

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The tables below discuss how a disease is contracted, how long it takes to manifest, the usual length of sickness, the illness' severity, its chances of killing the affected individual, and treatments. Severity is given in terms of a scale elaborated after the disease tables, below. Treatments are listed with a modifier to the Death Rate percentage.

: [8.0.7][Edit location][Edit Table][Edit XSL]

Bacterial Diseases
Disease NameChance of InfectionIncubation PeriodSymptomsDeath RateTreatment
Blood PoisoningAs detailed in Damage Effects Table1-2 daysfever, swollen wound, pus, pain in affected area (Severity=5)9-15 days; 30%Antibiotics: -20%; Poultice: -10%; Amputation: -30%
Bubonic PlagueContact: 80%; In town w/cases: 10%/day1-2 dayschills, fever, headache, body pains, swollen glands (Severity=9)2-4 days; 80%Serum: -50%; Antibiotics and rest: -20%; Immune after recovery
CholeraContact: 60%; In town w/cases: 20%/day2-4 daysfever, diarrhea, vomiting, delirium (Severity=8)3-5 days; 60%Vaccine: -30% chance of contracting disease; Rest and food: -10%; Intravenous liquids: -40%
PneumoniaContact: 30%; Cold and wet: 5%; Prior illness or Surgery: 5%3-5 dayschills, chest pains, cough, high fever (Severity=8)3-8 days; 20%Serum: -5%; Antibiotics: -15%; Rest: -10%
TuberculosisContact: 15%; General: 1%/year3-6 monthsfever, chest pain, weight loss, cough, cough up blood (Severity=6)-1 Con every 3 months; 0 Con=deathBed rest: 1/2 loss; Every year: 30%; Antibiotics: Cure in 3 months
Typhoid FeverContact: 10%; In town w/cases: 30%; Unsanitary conditions: 20%1-2 weeksfever, loss of appetite, red spots, headache pains (Severity=8)6-13 days; 50%Rest and care: -20%; Antibiotics: -40%

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Protozoan Diseases
Disease NameChance of InfectionIncubation PeriodSymptomsDeath RateTreatment
MalariaIn tropics or subtropics: 10%/month; Selected swampy areas: 8%/week3-5 daysrecurrent fevers, chills, sweats, weakness (Severity=9)2% per attackQuinine: -2%; Synthetic drugs: -2%; Both suppress disease attacks
Sleeping SicknessIn tropical Africa (or game equivalent): 15%/month1-2 weeksinitial fever, chills, gland swelling, then weakness and coma (Severity=4/10)3-4 weeks; 80%Synthetic drugs: -40%; Some races may have native immunity

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Fungal Diseases
Disease NameChance of InfectionIncubation PeriodSymptomsDeath RateTreatment
HistoplasmosisGeneral: 1%/year outside Arctic and desert1-2 weeksNausea, pain in infected area, pustules on skin, cough, possible jaundice, anemia (Severity=4)1-3 weeks; 15%Antibiotics: -12%

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Viral Diseases
Disease NameChance of InfectionIncubation PeriodSymptomsDeath RateTreatment
RabiesInfected animal bite: 90%Contact with infected animal: 5%10-40 daysPain or burning in infected area, insomnia, headache, fear of water, coma, convulsions(Severity=3/9)2-12 days 90%Vaccination: -80%Cleaning bitten area decreases chance of infection by 25%
SmallpoxContact: 70%In town w/cases: 15%7-12 daysChills, fever, nausea, pain, pus-filled blisters(Severity=7)8-20 days 20%Vaccination will confer immunity.Bed rest: -10%
Yellow FeverIn tropics or sub-tropics: 15%/month3-6 daysHigh fever, bone aches, coma(Severity=7/10)6-10 days 40%Vaccination will confer immunityMosquito netting decreases chance of infection 10%

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The Severity of an illness is a measure of how incapacitating it is while in progress. Severity is not necessarily connected with the possibility of death. A disease of mild Severity may kill more often than one of higher Severity, and vice versa. Those diseases for which two Severity ratings are given differ greatly between their onset and final stages.

Some of the Severities listed below are not included in any disease above. They are included here for reference purposes, as well as for the inclusion of any other diseases which the Game Master may wish to use in his or her campaign.

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Disease Severities



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A poison is a substance that may have an injurious effect upon a Character in reasonably small doses. Obviously, just about anything can be regarded as injurious if ingested or injected in large quantities, but they are not poisons in the literal sense.

The effects of a poison depend upon the dosage (amount of poison administered), the toxicity of the poison, the time that has passed since the poisoning occurred, and the type of poison used. These factors are discussed in detail below.

Poison prices may be found in the Players Handbook. However, it should be remembered that they may be controlled substances and potentially difficult, if not illegal, to acquire. Adjust prices accordingly.

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The standard dose of poison in this discussion is based on a "reasonable" amount and represents 100 "poison points" (fully defined under toxicity below). What is considered to be a dose is based upon how the poison in question is normally administered. This simplification allows one "dose" to represent approximately the amount of poison needed to see the desired effect in an adult human. Poisons that are normally administered via weapons would have one dose on the weapon. While poisons normally administered via drink could have more than one dose, but would be designed to be used with one dose. It is left up to the GM to determine whether partial or double doses could reasonably be administered at once. However, in all cases poisons can only be handled safely by those trained to do so. Unskilled handling could result in incorrect dosages or self-poisoning depending upon circumstance. A powder poison measured by an expert and mixed in a drink by a non-expert would be reasonable. While only an expert can quickly and safely place a poison on a weapon without poisoning themselves and/or not poisoning the weapon.

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Aside from medical attention and magical healing there is no method to completely resist a poison. However characters with high BHPs will take longer to suffer from a poisons full effects.

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When a Character is poisoned, the full effects of the poisoning are not instantansous. As time passes, the Character will suffer increasingly from the effects of the poison. The rate of increase over time is dependent on the poison, and is referred to as the toxicity, which is defined in "poison points" per unit of time.

If a deadly poison has a toxicity of 1/minute then the victim suffers 1 "poison point" every minute until the the poison points reach the victims BHP, and they die. Different types of poisons have different effects once poison points reach equal percentages of BHP, in a similar way to damage points. The poison types details these effects below.

Poisons of all types have 5 levels of toxicity, outlined below.
Toxicity Levels
Very Slow1 per hour
Slow5 per minute
Moderate1 per minute
Fast1 per 10 seconds
Very Fast1 per pulse

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Poison Type

There are three types of poisons in QuestFRP:

Deadly: Causes blood damage equal to the poison points in the victims system. If the victims BHP is reduced to zero they die. There are no ill effects to the victim other than those outlined in Damage Effects under Blood.

Stunning: Causes the victim to become unconscious once the total of the poison points equals BHP. Other effects outlined below (percent BHP refers to the number of poison points as a percent of total BHP):

Stunning Effects Over Time
Percent BHPEffect
75%Save vs Will or Unconscious

Sickening: Causes the victim to become sick to the point of being unable to do anything other than lay in bed and go to the bathroom until the poisons dosage is used up. Once the dosage has stopped actively adding poison points to the victim, ill effects go away within 1d6 minutes unless otherwise noted. A generic timeline of the sickening effects is outlined below but will vary slightly based upon the poison. The GM should feel use the chart as an outline, but not as an absolute since many types of sickening poisons might exist in a world, each with a slightly different result (percent BHP refers to the number of poison points as a percent of total BHP):

Sickening Effects Over Time
Percent BHPEffect
25%Beginning to feel nauseous, -1 CR/DR/PR.
50%Save vs Will or be actively throwing up or having diarrhea, but neither strongly, -3 CR/DR/PR, 1/2 movement.
75%Actively throwing up or having diarrhea -3 CR/DR/PR and 1/2 movement, Save vs Will or be incapacitated and unable to move without assistance.
100%Increadibly sick, the victim cannot ignore the sickness and is incapacitated and unable to move without assistance. They will continue to feel nauseous even after the poison has worn off for 1d4 hours per dose administered (-1 CR/DR/PR).

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Curing Poisons

Any Spell which will restore Blood Points may also be used to detoxify poisons in the body. Such detoxification is done at a 1:1 ratio of Blood Points normally cured to reduction in poison points in the victims body. These healing spells include Body Healing I and II, Body Alter, Greater Healing and Restore. The use of these Spells to detoxify poisons must be declared when the Spell is cast. Detoxify always reduces the poison points in a victims body. In all of these cases if the poison is in the body but has not yet effected the blood, it will be reduced by the spells once the effected blood has been cured. In addition, a Medic may make and use various antidotes and antivenoms. So if the victim is already very groggy, even fully curing the poison will not instantaneously remove the grogginess, as that is caused by the damage done to the victim's system. To fully revive the victim, one can either wait until the appropriate amount of time passes (as defined in the paragraphs above), or cast an equivalent of Body Heal for a total of 1/4 the amount of the time (in minutes) the poison was in their system.

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Example: Kiyushori and Pendaren are fighting a large snake, which has a Toxicity 70 Central Nervous System (CNS) poison administered when it bites. Before the two of them dispatch it, it succeeds in poisoning both of them. The Game Master rules that the amount administered is equal to a standard dose, thus cutting out the headache of determining just how much venom a large snake would inject. Kiyushori has 60 Total Hit Points, for a Poison Adjustment of -6. Pendaren has 56 Total Hit Points, so his Poison Adjustment is also -6. For both of them, the poison's full effect will be a toxicity of 64 (round to 60 for ease in using the Poisons Effects Chart below)--more than enough to kill. The first 30 seconds after they were poisoned, each of them will suffer no effects. They won't begin to feel effects until after the second 30 seconds. Kiyushori is running Combat VII, so at the top of the next Round, he elects to reduce the poison's toxicity by 4, to 60. The next Round, Pendaren prepares a Spell: Body Healing I (Healing, DoM 4). At the beginning of the next Round, Kiyushori reduces the toxicity of the poison affecting him by a further 4, to 56. Both characters become Groggy -1. This does not interfere with the Ki VII Spell which Kiyushori is already running. Pendaren, however, subtracts -5% from his Cast Chance for the Body Healing I Spell, and with that penalty the Spell fails to go off. Next Round, he tries again. At subphase one of the 3rd Round since being poisoned, Kiyushori again slightly detoxifies the venom affecting him, to a toxicity of 52. He is now tracked on the toxicity 50 column of the table. At the end of the Round, Pendaren succeeds in casting the Body Healing I Spell, and gets a result of 14 on 4d6+4 of healing. This reduces the toxicity of the poison affecting him to 50. Next Round, he again prepares a Body Healing I Spell. Kiyushori again reduces the toxicity, to 48. Basically, the characters are in a race to heal faster than the poison can kill. A toxicity of 60 poison will kill in 5 minutes, so the characters have a minimum of that amount of time to reduce the TOTAL toxicity to below 25. (Only toxicities of 30 and above lead to death). It is likely that the two of them will survive the poisoning episode without ill effects. By the time 5 minutes have gone by, Kiyushori will have reduced its toxicity by 40 (to 24) and so will be in no danger of death, and can continue healing at his leisure. If Pendaren can cast Body Healing I for an average of 4 points per round, he will be in the same state. However, his cast chance is decreasing, and if he gets into Effects 3 he will no longer be able to cast, and some other will need to save him.



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Quite often during a game, a Character may fall (either by accident or by design), or may attempt a maneuver whose improper execution may have serious physical consequences. In this section, the consequences of falls from varying distances are detailed, as are some common physical maneuvers. There is one Discipline that will greatly affect the results of both falls and maneuvers, that being Acrobatics. In the lists below, (N) refers to damage taken by Characters with no special skills or abilities while (A) refers to a Character with Acrobatics at any DoM. In addition, some Spell effects may alter or negate the consequences of a fall or maneuver.

Any damage listed below is not stopped by nonmagical armor. Magical armor, either provided by an Enchanted item or by a Spell, will only stop damage equal to the magical bonus provided.

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From 1.5 meters

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From 3 meters

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From 7 meters

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From 10 meters

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From 20 meters

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From 30 meters or more



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Backing Up In Rough Terrain

Make an Agility Saving Throw or fall down, losing a Blow recovering. This applies to Retreating (see Retreating, Melee) in combat.

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This is a standing leap of 1.5 to 1.8 meters or a running leap of 2.5 to 4 meters. The Character must make a Saving Throw vs. the average of his or her Strength and Agility. If the roll is missed, the Character falls short. A Character with DoM 1, 2, or 3 Acrobatics may add +4 to his or her Saving Throw with a successful Acrobatics Roll. A Character with DoM 4 or higher Acrobatics will make a Leap maneuver with a successful Acrobatics Roll.

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Great Leap

This is a standing leap of 2 to 3 meters or a running leap of 4 to 7 meters. The Character must make a Saving Throw vs. half of the average of his or her Strength and Agility. Failure to make the roll indicates that the Character fell short. A Character with DoM 1, 2, or 3 Acrobatics may add +4 to his or her Saving Throw with a successful Acrobatics Roll. Characters with DoM 4 or higher Acrobatics will make a Great Leap maneuver with a successful Acrobatics Roll at -10%.

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A Character may climb a nearly-vertical surface with a Saving Throw vs. the average of his or her Strength and Agility. The type of surface being climbed, the equipment (if any) being used by the Character, and whether or not the Character has the Outdoorsman Discipline for an applicable environment will all modify the Saving Throw. For example, a Character with Outdoorsman-Woods or -Jungle would get a bonus climbing trees, while a Character with Outdoorsman-Caverns or -Mountains might get a bonus climbing rocks. On a successful Acrobatics Roll, a Character with DoM 1 through 7 Acrobatics may add +4 to the Saving Throw. A Character with DoM 8 or greater Acrobatics, as noted in the Discipline description, is capable of seemingly impossible feats. At the Game Master's discretion, this may include climbing sheer surfaces, or other difficult ascensions.

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The maneuver list given here is by no means complete. The Game Master should use it as a guide in assigning the difficulty of a given task. Some Disciplines may give bonuses to any rolls needed to execute a maneuver.

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Niccolo, a Character with an 16 Strength, a 16 Dexterity and a 18 Agility, and DoM 10 Acrobatics, has just recovered a priceless magical scepter from the lair of an evil magician. With the magician's minions in hot pursuit, he runs down the dining table towards an open window, beyond which he has previously hung a rope running down to the ground (and a fast horse). He is 3 meters from the window when reinforcements arrive, moving toward the window to cut him off. Niccolo attempts a Great Leap. He must make an Acrobatics Roll at -10% to manage this maneuver. His Acrobatics Roll is a 129%: ((Strength x 2) + Dexterity + (Agility x 2)) = a Base Roll of 84%, to which 45% is added for his DoM. Even with the penalty he would make the Great Leap on a 119% roll. A roll of 100 will always fail, however, and so he rolls. He does not get a 100, and sails through the window. The Game Master rules that a Dexterity Saving Throw is necessary to grab the rope, but he makes that too. He slides down the rope. One of the minions cuts the rope while Niccolo is still 7 meters off of the ground. Again, an Acrobatics Roll at -10% indicates a reduction in falling damage, and he makes that roll. If he is extremely unlikely, the fall could incapacitate both legs, since a maximum of 17 points could be done to each of his legs (3d6+3 minus 4 points for making his Acrobatics roll). It's more likely that he will take an average of less than 11 points of damage to each leg, insufficient to prevent his escape. As he rides off into the night, the magician's servants can hear the echo of his laughter.



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Individuals with Security Systems are often called upon to open locked doors. Generally, these specialists carry a number of tools which are used to carry out these tasks. While locks can be picked using a piece of wire, thieves who attempt to do so operate at -25% to their Security Systems Roll. A thief should always have a selection of lock picks (4 to 6), of a variety of sizes, from very small to large. Failure to have the correct size lock pick results in a -10% penalty to a Security Systems Roll. There are a number of other factors which may influence the chances of successfully picking a lock. These are summarized below:

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No tools (piece of wire)-25%
Incorrect lock pick size-10%
Previous failed attempt-10% per attempt
Unknown mechanism-25%
Damaged mechanism (see below)-25%
Under duress/in combat-10%
Finely crafted lock picks+5%
Expertly crafted lock picks+10%
Enchanted lock pick+5% to +50%
Previously picked lock+5% per success

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There are five different difficulty levels for locks, ranging from extremely easy to extremely difficult. The difficulty level influences how easy the lock is to pick, and how long it takes for the thief to pick the lock. Consult the table below:

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Lock difficulty
Lock difficultyPenalty/BonusTime
Extremely Easy+10%30 seconds
Easy+5%1 minute
Average02 minutes
Difficult*-10%5 minutes
Extremely Difficult**-20%15 minutes

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* Difficult locks can be made only be Experts (Security Systems, DoM 5)

** Extremely difficult locks can be made only by Geniuses (Security Systems, DoM 8)

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The time that is takes a lock to be picked is modified by the Security Roll. For every 5% that the Security Roll is made, the time is reduced by 5%. For example, if the d100 roll is made by 50%, then the lock will take only half as long to pick. If a thief fails to pick a lock, they may try to again, at -10% per additional attempt. However, if the thief misses his or her roll by 25% or more, they have fumbled and have damaged the lock mechanism, broken their lock pick, or more likely, both.

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Mouse is attempting to quickly open a locked door, while Hira is holding off a dozen wights which have interrupted their excursion into a necromancer's fortress. Mouse is a Genius Security Systems expert (DoM 8), with expertly crafted lock picks, and a ring which adds +10% to all Thief Rolls, giving him a lock picking roll of 125%! However he quickly discovers that someone else has previously tried to pick the lock and damaged the mechanism. The damaged mechanism and the combat going on behind him only reduce his roll by 35%, however, meaning that on a 90 or less he will successfully pick the lock. He may make the roll by as much as 85, which means it may take as little as 9 seconds to pick the lock.



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Often Player Characters will need to break items or get through a locked door (like when picking the lock fails). The following section deals with the technical details of breaking items and breaking down doors. There are a number of different ways to break items: with bare hands, weapons, tools, and magic (such as missile spells or Shapings). Each is detailed below:

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Bare Hands

If an item can be picked up (i.e. chair, plank, etc.), it can be broken by striking a harder substance with it and doing damage to the item. Treat the item as a two-handed club (1d20) and do damage to the item rather than the thing being struck (i.e. a rock, a wall), adding the strength bonus of the person. If the items are of equal hardness, do damage to both.

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Bruto, a dwarven bouncer, is attempting to break up a bar fight. He picks up a chair and attempts to hit one of the fighters over the head. He misses, however, and strikes the floor. Bruto has a Strength of 18 and thus adds his damage bonus to the 1d20 to break the item. He rolls a 15 on 1d20 + 1d6 for damage. The chair thus takes 15 points of damage and shatters into multiple pieces. If Bruto had hit a table instead of the floor, the chair would have shattered and the table would have taken another 1d20 + 1d6 in damage.

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If the item cannot be picked up (i.e. a door or a table), it must be broken by the force of the person's hands or feet. Anyone who is not a skilled unarmed fighter will take damage to his or her hands or feet. Follow the unarmed combat rules for striking armor. Treat heavy wooden objects as chain equivalent. Leather gloves will prevent 4 point of damage and chain gauntlets will prevent 10 points of damage. A Character may deliberately choose to strike lightly, doing only half damage, so as to not damage his or her hands and/or feet. For doors, if the door is not barred from within, then it's usually wisest to attempt to force the lock. If the door is barred then the door or bar must be destroyed before gaining entry.

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Philipe is locked out of his room at the inn and attempts to force the lock on the door. He has no skill at unarmed combat and aims a kick at the right hand side of the door, near the lock. He deliberately tries to strike lightly so that he damages only the door and/or lock, and not his foot. Since he can't damage the door, the damage translates to stress on the lock. A kick does a 2d6, and Philipe adds his Damage Bonus to his roll (Strength of 16 equals an additional d4). He rolls a 7 on 2d6, adds 2 additional points with the d4 and does five points of damage to the lock (9 points halves to 4.5 point rounds up to 5 points). Since he's wearing leather boots, he takes only a single point of damage to his foot (5 poits -4 damage for the leather boots). One more light kick and the lock will give. Had the door been barred, it's very likely that Philipe would not have been able to open the door without a weapon or tool, at least not without severely damaging his hands or feet.

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Useful tools for opening doors are crowbars or a maul and wedge. Both can be used to specifically force locks and bars. Since they are specialized tools, they are very effective. A crowbar may be used every 15 seconds, doing a 4d6 plus Strength Bonus to the lock and/or bar on a door or chest. A maul and wedge may be used in the same way once every 30 seconds, doing a 4d10 plus Strength bonus. Generally, these tools are usefully only on smaller items and normal sized doors. Larger doors will require larger tools, like a battering ram.

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Battering Ram

A battering ram is a specialized tool designed to break down doors. It is blunt tool and thus does damage to the lock and bars of the door. The battering ram does damage based on the size of the battering ram. Generally, a small ram is a tree trunk approximately 2 meters long and 0.3 meters in diameter, weighing approximately 85 kg, with handles for 4 individuals. Base damage is a 8d10 plus the damage bonus of each individual. For every meter above the base length two additional people may be added to the ram and an additional 2d10 may be added to the base damage. An 6 meter battering ram would be manned by 12 men, doing a base damage of 16d10 plus the Strength bonuses (for minimal Strength bonus, an average of 30 points). A battering ram may be used once every 15 seconds.

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Milo and his troop of mercenaries are attempting to storm a small keep. Unfortunately, they were spotted by the inhabitants, who quickly barred the gate. Milo and company are now faced with breaking down the keep gate or waiting out a long siege. The gate is a set of 2 doors, equivalent to the castle gate in the table below, reinforced with iron and barred with two 5 meter long, 8 cm square iron beams. Chopping down the gates is likely to be a lot of work, and very dangerous. Milo sends a few men into the woods to chop down a tree to use as a battering ram. They bring back an 8 meter tree trunk into which iron spikes are driven for hand-holds. Sixteen men pick up the battering ram and advance on the gate, while archers provide cover fire. Being professional mercenaries, each of the men has an average Strength Bonus of a d4, so the battering ram does an average of 20d10 + 16d4 = 20*5.5 + 16*2.5 = 150 points every 15 seconds. Provided that they can reach the gate and survive, they should be able to force the gate open in just under 4 minutes.

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In general, any weapon may be used to break down a door or smash a lock. Blunt weapons, like hammers, mauls, or battering rams do damage to locks or bars, while edged weapons cut into the door and do damage to the structure of the door. Edged weapons can be used to specifically target the lock but since a lock is a fairly small target, the Game Master may wish to use the +5 table for "attacking" doors and assign the lock to head shots. As in combat, weapons have a chance of breaking every time they are used, and rolls should be made for every hit on the door or item. When attempting to break down iron or steel reinforced or clad doors, the breakage penalties should be increased for edged weapons; doubled for reinforced doors (06 or less) and tripled for clad doors (09 or less). Regular adjustments for type of metal and Enchantments apply as normal.

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Roland is attempting to open a door leading to an underground tunnel. The door is a heavy wooden door reinforced with iron, locked with a heavy iron lock, and barred with a 5 cm iron bar. Roland's only weapon is a normal broadsword. He has a Strength of 16 and has 2 Blows a Round with his weapon, doing an average of 13 points per Blow. The reinforcement effectively cuts this to 9 points per Blow. Since the door can take 200 points of damage, it will take an average of over 22 Blows to chop through the door (and over 22 chances to break his sword). If he used a war hammer instead, the damage would be done to the lock and to the bar. He does an average of 13.5 points per Blow with a war hammer, which is not diminished by the reinforcement of the door. It would take only an average of 15 Blows to break through the door using the war hammer.

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Missile Spells

Damage causing missile spells may be used effectively to break down doors from a distance. If the doors are reinforced or clad in metal, treat them as "wearing armor". In other words, damage that is normally stopped by normal armor, like from a Juggernaut or Maelstrom, would be diminished by the metal on the door. Damage from Thunderbolts is undiminished, and damage from Incinerates is halved as normal. A particularly good spell for removing annoying doors is Energy Tap combined with a good spell cost cutter.

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Elemental Manipulation Spells

Elemental manipulation spells may be used in clever ways to open doors. An Elemental Earth Mage can simply command the stone away around the hinges of a door or gate, causing it to fall, or use the surrounding stone to smash the door. An Elemental Fire Mage can cause the wooden material of the door to combust, a slow but effective technique, though not recommended for enclosed areas. An Elemental Air Mage can buffet the gates with blasts of air, which will eventually force the door open. Finally, all Elemental Mages can eventually summon Elementals which can be used to either smash the door directly, or in some cases, go to the other side of door (by traveling through stone, or slipping through cracks) and unbar and unlock the door!

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Shaping Magics

Shapings may be used to both bar doors and to open them. In terms of opening doors, a Break Spell (Chaos, DoM 1) can be used to shatter locks. This spell is insufficient for entire doors but can be used to break the reinforcing bands, metal sheeting, and individuals planks of many doors. More effective are the Minor Pattern and Pattern Spells. These spells can effect 300 kg cubic feet and 3000 kg of inanimate materials, respectively, which is more than sufficiently to remove all but the largest doors by reducing them to dust. These Spells can be easily defeated, however, by casting one of the appropriate Binding spells (Order, DoM 2, 3 or 8) on the door or by a simple +1 Enchantment. To defeat these measures, the spells would have to be abated (Magic Abatement, Mystic Theory, DoM 3) or canceled by the appropriate Pattern Spell (Order, DoM 3, 5 or 7). In addition, Great Pattern (Order, DoM 7) can be used to remove even Enchanted doors.

The various Binding spells may be used to seal doors as well. These spells will add to the strength of the door by adding the original strength of the door, with leftover volume of the spell being applied again (see below).

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Grausame finds that he has broken off his only remaining lockpick in the lock of a door. He is anxious to get at the Mage behind the door, as the Mage owes him some money so he looks over the door and decides a few good swings of his axe will break down the door. The door is a thick oak door but fortunately not reinforced with iron (making it approximately 60 points, see Game Masters Handbook, Breaking Doors). On average Grausame does an astonishing 24 points per blow with his axe (an AFT, MA, HCS, +2 Enchanted battle-axe, wielded with a 22 Strength). Two or three good blows with his axe will splinter the door and allow him access. Unfortunately for Grausame, the Mage has had some advance warning and quickly put up a Minor Bindings (DoM 2) to bind the door shut. The door is 1 meter by 2.5 meters and is 10 cm thick, making it a total of 0.25 cubic meters, approximately 150 kg (~600 kg/cubic meter * 0.25 cubic meters). The Spell doubles the strength of the door and leaves 150 kg left over. The Mage elects to apply this to the door as well and adds the original strength of the door again, effectively making it a 180 point door. It will take Grausame six or seven blows to chop through the door. A Bindings Spell (DoM 5) would give the door a strength of 1260 points (the orginal 60 points + 20 Binding equivalents (3000 kg/150 kg)), which would take Grausame 53 blows to chop through. An unskilled person (at one Blow every 15 seconds, doing an average of 13.5 points per Blow) would take over 20 minutes to chop through this bound door. Since he is a skilled two-handed battle-axe fighter, Grausame merely pulls out his matching battle axe, and with a Blow every 7.5 seconds with each hand, chops through the door in a little over four minutes. Had the Mage cast a Great Bindings on the door, Grausame would have found it impossible to even scratch the door for the next 2 hours.

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Breaking Items Table
Standard wooden door*(80" x 36" x 1")1.67508350
Heavy wooden door*(80" x 36" x 3")550250200
Castle gate*(15' x 10' x 6")755037502250
Iron reinforcement**(5 bands - 36" x 6" x 1/4")0.03491154 pts armor
Steel reinforcement**(5 bands - 36" x 6" x 1/4")0.03491158 pts armor
Iron sheet**(80" x 36" x 1/4")0.4249120518 pts armor
Iron sheet**(80" x 36" x 1/2")0.8349140936 pts armor
Steel sheet**(80" x 36" x 1/4")0.4249120520 pts armor
Steel sheet**(80" x 36" x 1/2")0.8349140940 pts armor
Iron or steel door***(80" x 36" x 1")1.67491818see note 3
Wooden plank*(5' x 2" x 2")0.31501650
Wooden plank*(10' x 1' x 1")0.83504220
Wooden beam*(5' x 6" x 6")1.255063400
Wooden beam*(10' x 6" x 6")2.550125400
Wooden beam*(10' x 1' x 1')10505001000
Iron bar(5' x 1" x 1")0.0349117160
Iron bar(5' x 2" x 2")0.1449168400
Iron bar(5' x 3" x 3")0.384911841000
Standard iron lock(3" x 3" x 1")0.01491310
Heavy iron lock(6" x 6" x 2")0.044912030
Heavy steel lock(6" x 6" x 2")0.044912060
Chair**** 0.3625910
Heavy chair* 0.36501820
Table****(8' x 4' x 1")2.67256740
Heavy table*(8' x 4' x 2")5.3350267100



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Often adventurers need to search rooms or items for traps, treasures or secret doors. There are several Disciplines that help with the finding and/or opening of these items. Characters with Security Systems will receive their full Security Roll plus bonuses for detection. Characters with DoM 2 Mechanical Engineering may use their Mech Roll for detection, though bonuses from additional DoMs do not apply. Terrestrial Science will aid Characters attempting to find secret doors or traps hidden in stone, but again bonuses from additional DoMs do not apply. There are three different levels of searching: cursory, normal, and careful. The time required to complete each search for 25 square feet and the search roll modifier are given in the table below:

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Search Rooms
SearchTime per 25 sq. ft.Search Roll ModifierNote
Cursory1 minute-10%
Normal2 minutes0
Careful5 minutes+10%add +5% for each additional 5 minutes spent searching an area

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The above times may be halved for smooth, unblemished walls, and doubled for rough or patterned walls. Areas of a room higher than 8 feet can only be given a cursory search (with additional penalties) unless scaffolding, ladders or other supports are available, or the searcher has the ability to fly or Stone Walk (Elemental Earth, DoM 3; for stone walls).

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Search times are slightly different when searching chests or pieces of furniture. See the table below for adjustments to search times. As with searching walls above, these times may be modified by the finish of the items. Smooth surfaces are easier to search than ornate surfaces that have many crevices and contours which can hide triggers, switches, or openings.

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Search Furniture
SearchSmall ornate boxLarge chestDeskSearch Roll ModifierNotes
Cursory30 seconds1 minute2.5 minutes-10%
Normal1 minute2 minutes5 minutes0
Careful2 minutes4 minutes10 minutes+10%add +5% for each additional period of time spent searching an item



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The easiest secret doors or compartments to make are normal items hidden with magical illusions or areas sealed with Commanded elements. However, not everyone has access to magic, or in some cases, mundane means of hiding or securing items are more secure than magical means. While anyone may attempt to fashion a crude secret door, the manufacture of sophisticated secret doors and compartments requires additional skills. To fashion secret doors in stone requires Masonry skill (Terrestrial Science, DoM 1). The fashioning of normal secret doors (and better) requires DoM 3 Mechanical Engineering or better. In addition, the manufacture of fine or superior secret doors requires the artisan to be a Security Systems Expert or Genius, respectively. Times and costs as well as skill requirements and Search Roll modifiers are given below:

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Secret Door Construction material
Construction materialBase Time for Doors (1;2)Base Cost for Doors (2)Base Time for Compartments (1;2)Base Cost for Compartments (2)
Wood5 Hours5 SS3 Hours1 SS
Stone20 Hours20 SS12 Hours4 SS
Metal30 Hours40 SS18 Hours8 SS

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1 - Access to Minor Pattern (Order, DoM 3) or higher will halve construction times.

2 - Times and costs include mechanisms as well

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Secret Door Type
Type of DoorConstruction timeCost modifierSearch Roll ModifierSecurity Systems requiredMechanical Engineering required
Normal1X1X0noneDoM 3
Fine2X3X-10%DoM 5DoM 3
Superior3X10X-20%DoM 8DoM 3



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The Illusions List is one of the most difficult Spell Lists to Game Master in Quest. One important aspect of illusions in Quest is that illusions never allow you to affect the sense of touch. This is actually pretty traditional for illusions in literature (you can pass your hand through them to prove they are not real). To create true illusions with a sense of touch requires a Shaper-Illusionist. The synergy of these two Spells can be very powerful. A Shaper-Illusionist can create a creature out of victim+s worst nightmares that can cause permanent (and lethal) damage.

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There are two important considerations for illusions in a role-playing system: 1) It has to be playable. There has to be a concrete set of rules for Illusions and they have to fit into the system 2) It can not affect game balance. There are two important parts to this. First, illusions can never have substance or affect the sense of touch. As a consequence, illusions can do no direct, permanent harm. You can temporarily blind or deafen people, or cause them to fall off a cliff because they think there is a bridge there, but you can't kill someone with a illusionary sword or juggernaut. You also can not trick someone into thinking they are not bleeding to death. You could hide the blood so that other people do not notice it, and cover the person's voice so that they can not call for help, but you can not convince the person of that because they can still feel the wound and the blood rushing out. Second, illusions should be relatively easy to detect with the right spells/tools so that Illusionists can't run through the game shrouded in invisibility and killing and stealing with impunity. Making a detection spell, like Clear Perceptions, a DoM 1 Spell means that it is more accessible to people. And in a world with technology, a set of night vision goggles would show an invisible person right away.

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The following examples are given as a guide of how illusions can be used. If as a Game Master, you feel that illusions cause game imbalance, you may always modify the Illusions Spell List to fit your concept of illusions. For example, you may want to limit illusions to affecting only sight and sound, and allow higher DoMs to create larger illusions that last longer, rather than adding additional senses

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Illusions appear real until the illusion is penetrated. Once the illusion is penetrated, the illusion is obvious to everyone who comes in contact with it; visual illusions will become ghostlike, and illusions against sound or smell will lose almost all of their power. As with Storage Wards and Commanded Material, certain individuals can be excluded or included in the illusion provided they are present at the time of casting or the Mage knows the individuals True Names.

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Ira Bernstein wishes to cast a series of DoM 3 Illusions which prevent the five members of his party from being heard, seen or smelled. Since it is difficult for a party to function when the individuals cannot see or hear one another, he excludes the party members from each spell. This allows them to see and talk to one another, while masking them from the rest of the world, and also prevents them from accidentally breaking each other's illusion.

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As an example of the range of illusions, consider an illusion of a sentry guarding a castle gate. We can demonstrate the different DoMs of Illusions with this as an example.

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Clear Perception

This Spell will allow the Mage to automatically penetrate any One Sense or Three Sense Illusion within the range of the spell, and add +3 to the Illusionist+s Saving Throw against higher DoM Illusions. This bonus is not cumulative with the bonuses granted by True Sight (DoM 9) against Cloak and Permanent Illusions.

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One Sense Illusions

The DoM 1 Spell affects one sense only. It is necessarily limited. The traditional five senses are, of course, sight, hearing, smell, touch, and taste. We have already said that illusions can not affect touch, so let us examine the rest An illusion against sight shows a man in armor standing perfectly still next to the castle gate. From a distance, this is fine, but upon approaching, the unmoving man is sure to be obvious. A more useful use of a one-sense illusion is concealment. While one-sense illusions can not move with the target of the spell, they can conceal quite well in the area of effect of the illusion Spell (which can be Boosted as large as necessary). An illusion of the guard's smell may be useful, not for humans, but perhaps for animals that hunt through the use of their sense of smell. Similarly, an illusionist could create the sound of the sentry pacing, which would be useful in the dark, but of little use during the day (except perhaps to confuse people). An illusion of taste doesn't make much sense in the context of our sentry example. But a one-sense illusion against taste could be useful for an assassin attempting to conceal the taste of a poison, or a cook attempting to cover the taste of a blotched meal.

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There are more than the traditional five senses that can be fooled as well. Game Masters may wish to separate infrared and ultraviolet from the normal visible spectra- animals which hunt by sensing heat are not fooled by a one sense illusion against sight. One can create an illusion against Divinatory magic or against "sensing magic"-like Storage Wards, or make an item appear to be magical. However, it is important to remember that a Character must be able to sense him- or herself the type of illusion they are attempting to create. One could not make an item appear to be Enchanted or magical without having Atmospherics (Divination, DoM 3) or Vibrations (General Mage, DoM 2). One cannot mask again Location (Divination, DoM 6) without having access to that spell.

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Three Sense Illusions

The Illusions list in Quest progresses quite slowly and it may appear that a three-sense illusion is not much better than a one-sense illusion. After all, our sentry is still essentially a statue, though now we can make him smell real and make it sound like he+s breathing. Until the Illusionist achieves Programmed Illusions, the real utility of the Illusions list is mostly against natural creatures and for concealment purposes. With a three-sense illusion, the Illusionist can cover sight, sound, and smell, which are the primary means of detection for most humans or other creatures.

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Motile Illusions

Motile Illusions, while still three-sense illusions, offer some additional benefits to the Mage. The Mage can now easily create diversions by casting various illusions on objects or on the air itself, such that the illusion moves with the object and can travel outside the original Spell-casting area. True concealment of moving characters can now be achieved.

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Programmed Illusions

With Programmed Illusions, the first truly lifelike illusions can be created. All of the senses that the Mage is capable of sensing, except for touch, are affected by the illusion. For our sentry example, the Mage can now create a sentry that paces back and forth in front of the city gate, occasionally scratching his nose, sitting down, or taking a drink of water. Game Masters should note that the acquisition of this Spell (subsequent Spells in this list) does not automatically grant proficiency in creating such illusions. Illusionist must be masters of observation, carefully examining the behavior and outward appearance of objects and people before attempting to replicate them with magic. Without practice, their illusions will be quickly detected. As such, most Illusionists will have a number of stock illusions (and appropriate actions) that they have perfected through long practice.

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Mental Contact

Mental Contact allows the illusionist to control the actions of the illusion as though it was his or her own body. The illusionist can see and hear through the illusion, and change the illusion based on outside stimuli.

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Responsive Illusion

Responsive Illusions are like Programmed Illusions, except they can contain a number of actions in reserve, which are used only in response to a given situation. For instance, for our sentry, his normal actions may include pacing back and forth, scratching his nose, etc. His reserve actions may include issuing a challenge whenever anything approaches within 25 feet, bleeding if struck by a weapon, or even simulating dying if sufficient damage is done. How complex these actions have to be is up to the Game Master to decide. Do you want the Illusionists to have to specify a specific bleeding response for each limb for each type of weapon that it may encounter? Or one type of wound for each type of weapon? Or just a single wound response? A Game Master who enjoys illusions and wants to use them in the more traditional way may only require a single action for wounding, while a strict Game Master who is trying to limit the use of illusions may require an action for each and every possible combination of weapon, limb and wound.

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True Sight

This Spell allows the Mage to see reality rather than appearances. The Mage will automatically see through any changes in outward appearances, magical obscuration of sight, and any illusions other than Permanent Illusions. The Mage may penetrate a Cloak Spell with an Intellect Saving Throw at -4, and a Permanent Illusion with an Intellect Saving Throw at -5.

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The description in the Player's Handbook is self-explanatory. It is a very powerful spell and difficult to detect a Cloaked individual. Its high DoM, however, usually prevents it from being too much of a problem in most campaigns.

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Permanent Illusions

This Spell will create an illusion that acts in all ways as a Responsive Illusion save that it is permanent. Depending on the illusion, penalties to penetrating Permanent Illusions can range from -5 to -15.



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Potions are small vials of liquid (about 50 milliliters) created by a Mage that capture a Spell so that it may be released at a later point in time. The captured Spell is activated by drinking the liquid, which takes 15 seconds. Potions are not completely effective. After drinking a Potion, the Character rolls a d100, and on a roll of 75 or less, the potion is activated and the Character receives the effects of the Spell. On a roll of 76 to 95, the potion simply fails, and on a roll of 96 to 100, the potion fumbles. When this happens, the Character experiences a Spell Fumble, as if they were the Mage casting the Spell, and must roll on the Spell Fumble Table. Extra distillations (see below) will prevent potion fumbles, and will increase the percentage chance of the potion activating.

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Creation Of Potions

To create a potion, the Mage must learn the Potion casting style of the Spell. The Potion casting style can be learned without having to know any other casting styles, so it is possible for a Mage to be a true Alchemist, one who specializes in only the creation of potions. In addition to the Potion casting style, special materials and equipment are necessary. Generally potions may be made with commonly available materials, such as plant and animal parts, though Game Masters may wish to require expensive and/or rare ingredients for dramatic effect or game balance reasons. In terms of equipment, the Mage must have a morter and pestle, several crucibles, a heat source and a distillation apparatus. The cost of this equipment is 50 SS, and is sufficient to produce a single distillation batch of a potion. The Mage may produce several batches of potions in parallel, but must have sufficient equipment to do so. The number of batches that can be processed in parallel should be kept to a reasonable number, no more than 3 or 4.

Once the materials have been obtained, prepared and combined, a single batch of potions must be distilled. This a process that takes 4 hours, during which Mage must be in constant attendence. The Potion style of a Spell has multiple components that must be recitated at the proper times. At the completion of the distillation, the Mage rolls a d100 to see if the potion has been successfully distilled. This is equal to the normal chance of successfully of casting a Mage Spell. A successful distillation produces a batch of 8 potions. An unsuccessful distillation results in the loss of materials. A fumbled distillation will result in the consumer of the potion suffering a Mage Spell Fumble. All potions in the batch will have the same Fumble - which may be determined using the Magic Analysis Spell.

A batch of potions may be distilled multiple times to improve activation. Each additional distillation requires another 4 hours and 1/2 of the potion batch is lost in the process. Each additional distillation requires an additional successful Potion casting. A double distilled potion batch yields 4 potions that activate on a 85 or less on a d100. A triple distilled potion bach yields 2 potions that activate on a 90 or less on a d100. A quadruple distilled potion batch yields 1 potion that activates on a 95 or less on a d100.

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Cost of Potions

For potions without rare components, the primary cost of potions is the labor involved in producing them. Competition will also play a major role in setting the final price. Single distillation potions are the cheapest to produce, but will probably be the least in demand. Double and triple distilled potions will be more in demand, due to their greater reliability. Depending on availability, 2 to 3 SS per DoM for double distilled potions, and 4 to 6 SS per DoM for triple distilled potions, are reasonable prices.


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Scrolls are one-use magic items created by Mages with the Runic casting style. To cast a Spell from a scroll, a Character must be able to read the language the scroll is written in and must make a Saving Throw versus Intellect on a d20. The casting time for any Spell from a scroll is 1 minute. By studying the scroll and taking more time to read it, a Character may increase their chance of successfully activating the scroll. For each minute beyond the first spent reading the scroll, -1 is subtracted from the Intellect Saving Throw, though a 20 always fails. If the Intellect roll is failed by 5 or more, the scroll reading fumbles and the normal Mage Spell Fumble table is consulted. A scroll cannot be accidentally read; it must be read with the intention to activate the spell effects. Once the scroll is read, the letters disapper from the scroll.

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Creation Of Scrolls

Scrolls may be created by learning the Runic form of a Mage Spell. The process of creating a scroll is very simple. A Mage traces the runic symbols for a Spell on a material, usually paper or parchment, such that upon activation, the runic formula calls forth the Spell effects. The Runic symbols glow with a dim blue color as the Mage begins to write out the Spell. The higher the DoM of the Spell being written, the brighter the glow. The letters glow with sufficient brightness that even a DoM 1 scroll may be read in the dark. The Mage must concentrate during the process; if the Mage loses concentration for longer than 30 seconds, the process must be restarted. Each Scroll will take 10 minutes to write out. To successfully create the scroll, the Mage must make a normal Cast Chance roll for the Spell. Failure to cast the Spell has the normal consequences (i.e. failing by 25% or more results in a Spell Fumble).

Scrolls may be written on any material such as paper, wood, stone, metal, or even traced into the earth. There are only two requirements: the "canvas" must be of sufficient size to hold the runic symbols (approximately 25 cm square), and of sufficient solidness to anchor the symbols. In other words, a scroll cannot be traced in mid-air or onto a pool of water.

The lifespan of a scroll is dependent on the material it is written on. The magic infused into the scroll provides no special durability or strength to the material. A paper scroll can be ripped, a stone scroll shattered, a scroll traced in the earth scuffed out by a footprint.

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Cost of Scrolls

The cost of scrols is dependent on a number of factors. The primary factor is likely to be competition, since the primary cost of scrolls is the labor involved in creating them. Ordinary parchment and ink can be used to make scrolls, so the cost of raw materials is negligible. If a Mage is the only one in the area capable of producing a given Spell scroll, then the cost can necessarily be higher. On the other hand, if there are a number of Mages capable of producing scrolls of general utility, then competition is likely to drive the cost of the scrolls. A price of 1 SS per DoM of the Mage Spell is reasonable for generally available scrolls.


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Enhanced and Inscribed Items

Enhanced magical items have a permanent, continuous effect. They do not require any activation, and may not be disactivated, though their effects may be temporary negated for 30 seconds by a successful Magic Abatement versus the magical plus of the item (+1=-10%; +8=-80%; etc.)

Inscribed magical items contain stored Spells that may be cast a set number of times per day. The stored Spell is released by concentrating on the item for 10 seconds and rolling a d100. On a roll of 75 or less, the item activates and the Spell is cast. On a roll of 76 through 99, the Spell fails to cast, but the stored Spell is spent. On a roll of 100, the stored Spell is spent and the user suffers a Mage Spell Fumble. Each used Spell recharges over time, and is ready to be cast again in 24 hours. If there are multiple stored Spells of the same type, during the initial activation, the user may choose to use all of the Stored Spells consecutively. In that case, no additional activation rolls are necessary. If the number of Spells in an item is sufficient to allow a Spell to run continuously, the Spell effect from the item may be considered to be permanent. The item may still be deactivated by concentrating for 10 seconds (no deactivation roll is necessary), and reactivated as described above.

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Creation of Enhanced and Inscribe Items

The major details of creating both Enhanced and Inscribed Items may be found in the Player's Handbook in the introduction to the Enchantments Spell Tree.

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Cost Of Enhanced and Inscribed Items

The primary cost of Enchanted Items is labor, and thus may be influenced by the number of Enchanters working in any given area. The creation of magic items requires specialized knowledge, and a great deal of time. Thus Enchanters would probably be among some of the most highly paid artisans. It is suggested that permanent magic items be fairly expensive, as they can have a dramatic affect on structure of the society of the campaign world and on game balance. A reasonable price would be on the order of 50 to 100 GM per month of construction time. A magic item capable of casting a DoM 1 Spell once per day would take a moderate Enchanter a month to construct, and would thus cost 50 to 100 GM. If used to reduce construction time, the cost of precious metals or gems may contribute a significant increase in cost in some campaigns.



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Introduction to Commanded Materials

Each of the Mage Elemental Spell Lists has a Command Spell. The use of the Command Spells are similar to the Greater Manipulation Spells of the same list, but the element is imbued with magic properties. The Commanded element may not be manipulated by normal means, though it may be temporarily re-shaped by the lesser manipulation Spells in the same Spell list, if the Mage makes a Magic Talent Save at -8. Collectively, the Commanded elements are known as Commanded materials. The properties and potential uses of Commanded materials are detailed below.

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There are a number of things that can be done with all Commanded materials:

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There are a number of things that cannot be done with Commanded materials:

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Possible uses of Commanded Materials

Commanded materials can potentially be used as perpetual energy sources. Commanded Air can be used to drive wind-mills or turbines, Commanded Water can be used to drive water wheels and Commanded Fire can be used to generate steam to run steam turbines. Commanded material is sustained by mana and the greater the output required, the greater the mana drain in the area. Large amounts of Commanded material actively generating energy can act as a mana siphon. Game Masters can use this to generate areas weak in mana/magic or to create zones of no magic. There are a number of other possible uses for various commanded materials listed below. These lists are by no means exhaustive.

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Possible Uses of Commanded Air

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Possible Uses of Commanded Earth

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Possible Uses of Commanded Fire

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Possible Uses of Commanded Water



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For the Organic Creation Spells from the Cleric Creation Spell Tree, the Cleric is restricted to the changing or creating of organic materials. Webster defines organic as: "(1): of, relating to, or containing carbon compounds (2): relating to, being, or dealt with a branch of chemistry concerned with the carbon compounds of living beings and most other carbon compounds." Basically, if it comes from a plant or animal, it may be considered organic. Some notable exceptions: diamonds, though all carbon, are not organic, and pearls (they come from a living creature but are minerals deposited around foreign objects by the animal). For all of the Spells listed above, the Cleric or Mage must have a firm idea of the material being altered or created. This means that the Spellcaster must have a sample of the material in hand or be very familiar with it. Note that organic materials from magical creatures will not have the same magical properties as those exhibited in the living creature; i.e. dragon leather created by a cleric or mage may be tougher than ordinary leather, but not as strong as leather made from actual dragon hide.

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Players and Game Masters will find that the various Creation, Patterning, and Transmutation Spells are some of the most powerful, and easily abused, Spells in Quest. A knowledgeable Shaper Mage may literally create magical objects out of thin air. To prevent abuse and to help maintain game balance, the Game Master should establish a set of guidelines for the use of these Spells that he or she feels comfortable with. The following list of comments should help in the formation of some guidelines:

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1) Creation, Transmuation and Patterning Spells (hereafter called Shaping Spells) use mass to refer to the limits of the Spell. Mass is always conserved in Shapings Spells. The table of densities of common materials below should be used as a guideline to help calculate how much material will be affected. A rough approximation of volume can be used to determine the mass of the material in question.

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Example: A small band of adventurers is attacked by a large ogre. The mage in the party decides that the best way to help the party is to Break the ogre's weapon, a large maul. There is some question as to whether or not the maul can be broken. A simple wooden club of this type is easy to estimate; a rough cylinder 30 cm in diameter and 2 meters long is approximately 0.07 cubic meters. An oak club of this size would be approximately 42 kg (~600 kg/cubic meter * 0.07 cubic meters) which can be broken with a Boosted Break (DoM 1 Chaos), which can affect 45 kg of material. A particularly strict Game Master will note that chain mail is made of thousands of individual rings of metal. A Break Spell would be particularly ineffective against this type of armor as it would only break a single link at a time. Of course, all armor is cinched with leather straps, which are particularly attractive targets for Break Spells.

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2) Binding Spells will temporarily bind materials of many sorts. The effect of these Spells will vary depending on the target. Some examples are already given in the Spell Descriptions for each Spell. There is some intentional ambiguity as to the power of the various Binding Spells. One suggestion is to have the Spell double the strength of the material (if applicable), with any extra mass of the Spell adding the original strength of the item to the same item again (see example below). Binding Spells may be circumvented by the casting of another Binding Spell (of the same strength or higher) to unbind the object, the Counter Spell, a Restore True Name Spell, or with a Magic Abatement. Some Bindings may also be broken using plain brute strength.

final: [21.0.7][Edit location][Edit 1126][Edit XSL]


Grausame finds that he has broken off his only remaining lockpick in the lock of a door. He is anxious to get at the Mage behind the door, as the Mage owes him some money so he looks over the door and decides a few good swings of his axe will break down the door. The door is a thick oak door but fortunately not reinforced with iron (making it approximately 30 points, see Game Masters Handbook, Breaking Doors). On average Grausame does an astonishing 17 points per blow with his axe (an AFT, MA, HCS, +2 Enchanted battle-axe, wielded with a 22 Strength). Two or three good blows with his axe will splinter the door and allow him access. Unfortunately for Grausame, the Mage has had some advance warning and quickly put up a Minor Bindings (DoM 2) to bind the door shut. The door is 1 meter by 2.5 meters and is 10 cm thick, making it a total of 0.25 cubic meters, approximately 150 kg (~600 kg/cubic meter * 0.25 cubic meters). The Spell doubles the strength of the door and leaves 150 kg left over. The Mage elects to apply this to the door as well and adds the original strength of the door again, effectively making it a 90 point door. It will take Grausame six or seven blows to chop through the door. A Bindings Spell (DoM 5) would give the door a strength of 630 points (the orginal 30 points + 20 Binding equivalents (3000 kg/150 kg)), which would take Grausame 37 blows to chop through. An unskilled person (at one Blow, doing an average of 6 points per Blow) would take over 15 minutes to chop through this bound door. Since he is a skilled two-handed battle-axe fighter, Grausame merely pulls out his matching battle axe, and with 4 Blows with each hand, chops through the door in less than 38 seconds. Had the Mage cast a Great Bindings on the door, Grausame would have found it impossible to even scratch the door for the next 2 hours.

final: [21.0.8][Edit location][Edit 1040][Edit XSL]

3) The various Patterning Spells are the Spells most susceptible to abuse and need to be used carefully in game play. A skilled Shaper Mage can Great Pattern the air surrounding him into an impenetrable shield or change a lump of stone or metal into an AFT, Master Artisan, High Carbon Steel, +2 Enchanted broadsword. The key to preventing abuse of Shaping Spells is to assign heavy Cast Chance penalties when Mages attempt to do nonstandard tasks with them.

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The closer a starting object or material is to the desired end product, the easier the Spell is to Cast. The more extreme the change in shape, the more difficult the Spell. Pattern Spells cannot change one material into another. To do so, the Mage needs to use the Transmute Spell. The Transmute Spell must be taken for each material conversion that the Mage wishes to do (i.e. wood to iron, copper to high carbon steel). Shaper Mages with Transmute are traditional "Alchemists" as well, as they can make gold out of base metals, at least for the duration of their Spells.

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Ira Bernstein is camping in the middle of the forest and decides he needs an iron pot to make a stew. He did not feel like carrying one with him, as it was too bulky to fit in his pack. If he has a sheet of iron with him, he can easily shape it into a pot, with no penalty, using the DoM 4 Spell, Minor Pattern. He can temporarily transmute 10 kg of stone into iron (if that is one of his Transmute abilities), and then use Minor Pattern to shape the transmuted material into a pot. If he has to start from earth or sand, greater penalties are assigned (-20% to -30% CC). Of course, if he could find a large enough stone, Ira would be better off Patterning the stone into a stone pot, which could be done with no penalty.

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With the appropriate background knowledge, materials can be changed at the molecular level. The synthesis of organic compounds is facilitated when all the raw materials are present; the elements at the very least, precursor molecules if possible. Even with a detailed knowledge of the structure of the expected product, attempting Spells of this sort should incur substantial penalties (-10 to -20 CC).

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Isaac Rifkin finds himself in need of some high explosives to destroy a nest of Aliens. Isaac has Patternings (Shapings, DoM 7) and has a number of technical skills (DoM 7 Ordnance Engineering, DoM 7 Life Sciences, DoM 5 Chemistry). He wants to Pattern the organic resin at the entrance of the Alien nest into TNT. His technical knowledge of explosives and organic chemistry give him the exact structure of the material he is trying to create, but nonetheless the Game Master assigns an additional -10 Cast Chance penalty to the attempt. Fortunately, Isaac is an excellent mage. His Magic Talent of 18, DoM 10 Mystic Theory, and Focus give him a base Cast Chance of 40. Even with the additional Cast Chance penalty, his Spell will succeed on a 16 or less (40-2*7-10=16). He chooses not to use the full capability of the Patterning Spell as this would create close to 5 tons of TNT (assuming there was enough resin to convert).

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Upon returning home, he relates his success to an apprentice Shaping Mage who decides to try it for himself. Despite having only a basic understanding of explosives or chemistry, he nevertheless tries to duplicate the feat. He operates under the same Cast Chance penalties as Isaac as well as some additional minuses due to his lack of knowledge of chemistry (about another -10). Needless to say, his Spell fails. It does not fumble in a typical sense (the extra penalties due to the difficulty of the task are not counted for typical Spell fumble in this case). The results of this type of creation fumble are left to the Game Master. If the Spellcaster misses his or her roll by a small amount, the resulting material may look and feel like TNT but have only a small percentage of its explosive capabilities. If he or she misses her roll by a large margin, the material may be explosive but highly unstable (a mixed blessing), or it may not be explosive at all.

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To some extent, Patterning Spells are reversible, depending on the starting material. Patterned material will return to the original material, but not necessarily the original form at the end of the Spell. If the Mage has Patterned a pile of sand into a broadsword, at the end of the Spell it will disintegrate into another pile of sand. Patterning Spells used to shape materials into a new form are permanent; using a Minor Pattern Spell to shape a bar of iron into an iron sword will be permanent. Patterning a piece of wood into an iron sword will leave a roughly sword-shaped piece of wood at the end of the Spell. Patterning a bar of iron into a high carbon steel sword will leave an iron sword at the end of the Spell.

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Pattern Spells used in a destructive way are permanent as well. Using a Minor Pattern to turn a wooden door into sawdust is a permanent change. If the same Mage had Patterned the door into a pile of glass marbles (to roll down the hall to trip up his opponents), at the end of the Spell he would be left with a scattered bunch of little chunks of wood.

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4) The Change True Name Spell (Mage Order, DoM 14) is perhaps the most powerful in Quest. Combined with the Discover True Name Spell (Mage Detection, DoM 9), a Mage can bring about the permanent existence of magical objects, change living creatures into inanimate objects (or vice versa), and do many other fantastic things. The Change True Name Spell can also replicate any of the other effects of the other Shapings Spells, with a permanent duration. Essentially an object's True Name is a history of that objects existence, describing it in sufficient detail that one could replicate it based on its True Name. As such, the True Name of a person is a powerful weapon that may be used against them. If a spellcaster knows the True Name of the intended target of a spell, the target's Saving Throw is decreased by -8, in addition to any other Saving Throw penalties. Discovering the True Name of an object or person is, in addition to its other effects, equivalent to Magic Analysis (Mage Detection, DoM 5; Cleric Wisdom, DoM 6) and/or Character Analysis (Mage Mentalism, DoM 4; Cleric Wisdom, DoM 5).

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A Spellcaster with Discover True Name (Divinations, DoM 10) and Change True Name (Shapings, DoM 10) can change any object into any other. If a spellcaster has a +2 Cast Chance ring, he or she can discover its True Name, determine the True Name of a handy rock and change the rock into a duplicate of the ring. Of course, no two objects can ever have the same True Name, so the Spellcaster would have to make a slight change in the newly created object so that they were not identical. In this case, the Spellcaster may change the color of the ring, or add an inscription, to make it sufficiently dissimilar to the original. One may be tempted to Discover the True Name of the Earth and attempt to duplicate it. However, even if the Mage had sufficient mass to duplicate the Earth, the True Name of such an old and complex object would be too vast to be contained with a normal human mind. The more complex the entity or object, the longer it will take the Spellcaster to assimilate that entity+s True Name.

: [21.0.18][Edit location][Edit Table][Edit XSL]

Densities of Common Materials
Substancelb./cubic footkg/cubic meter
Cement, set170-1902723-3044
Charcoal, oak35561
Charcoal, pine18-28288-449
Coal, anthracite87-1121394-1794
Coal, bituminous75-941202-1506
Glass, flint180-3702884-5927
Leather, dry54865
Lime, slaked81-871298-1394
Peat blocks52833
Phosphorus, white1141826
Rock salt1362179
Rubber, hard741185
Rubber, pure gum57-58913-929
Steel, plain carbon4917866
Wax, sealing1121794
Wood, balsa7-9112-144
Wood, bamboo19-25304-401
Wood, cedar30-35481-561
Wood, cherry43-56689-897
Wood, elm34-37545-593
Wood, maple39-47625-753
Wood, oak37-56593-897
Wood, pitch pine52-53833-849
Wood, walnut40-43641-689
Wood, white pine22-31352-497



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A necromancer may control a number of undead equal to half of the necromancer's will. When creating the undead using any of the applicable Blight spells, the Necromancer may choose to 1) control the new undead personally, 2) transfer control to a minion who is present at the casting, or 3) leave the undead uncontrolled (to work mischief and evil randomly).

The create Minor Undead spell can create a single, low level undead. The Create Moderate Undead spell can create a single moderate undead, or up to 10 Minor Undead. The Create Major Undead can create a single major undead, up to 10 moderate undeads, or up to 100 minor undeads. This assumes there are plenty of corpses available (battlefield, graveyard, etc). Note that no necromancer could control 100 undead (unless he has a will of 200!) so unless he casts the spell with plenty of minions around, the bulk of the raised undead will be uncontrolled.



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Awarding experience is possibly the most important task a Game Master may perform; certainly the most important for game balance. The Game Master must award enough experience that the Characters progress in levels, but not so much that they become ludicrously powerful in a short period of time. In addition to this, the awards given must be fair and reward Players for role-playing and important contributions to the game. The experience schedule given below has been found to be a reasonably fair and balanced framework for awarding experience.

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As in many other role-playing games, Quest uses the concept of numerical experience awards as a way of quantifying the extent of a Character's proficiency in his or her Disciplines. There are three types of experience that can be awarded. They are:

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General Experience

This is experience which may be allocated toward anything which the Character wants: Disciplines, Self-Improvements, Saving Throw bonuses, or the ability to wear armor. Such experience is only gained by adventuring.

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Experience In A Given Skill Class

This is experience dedicated to Disciplines or Self-Improvements in a particular Skill Class. The Character may allocate this experience toward advancement in any Disciplines in that Skill Class. Like General experience, it is only gained by adventuring. The only exception to this is when a Character has reached the highest possible DoM in a Discipline and continues to exercise it in a non-adventuring setting. In such a case, the experience gained will go toward that Skill Class.

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Specific Experience

This is experience gained in a specific area, whether by training or by use while adventuring. Such experience cannot be transferred, or used for other Disciplines; it must be used for the Discipline (or other use) for which it has been initially allocated.

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As mentioned above, there are two ways to gain experience: by training or by adventuring. Here, the term 'training' refers not only to education in a Discipline, but also to the gain in proficiency through practice. Most of the general populace will gain all of their experience by training, and will not be very proficient for that reason. Adventuring will generally garner more experience than training, and will also give the Characters more funds with which to pay for training. It is, however, a far more dangerous activity than training.


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Experience From Training

A Character will gain differing amounts of experience from training, depending on how and by whom he or she is being trained. The activity requires most or all of a day, and little else may be attempted in a day spent training. It is possible for a Character to spend eight hours a day doing one thing and still train, but in that case experience is only gained at 1/5 of the given rate. The Game Master should not allow a Character to train continuously; rather, the Character should only be able to train for five or six days before one or two days of rest.

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Routine Use Of A Discipline

Routine use of a Discipline is the day-to-day exercise of a Discipline such as any of the Technical Disciplines, Mage Creation Lists, or other such vocational sorts of Disciplines. Such exercise is considered routine if the DoM that the Character is using is two or more under his or her current DoM in the Discipline being used. The Character receives 5 experience per day for routine use of Discipline.

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Hellstrom wishes to craft a Focus (Enchantments, DoM 5). He has DoM 7 Enchantments, so this is considered routine. During the month that he spends making it, he receives 5 experience per day in Enchantments.

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Charles is hired to do some precision stonework, which counts as the exercise of Mason (Terrestrial Sciences, DoM 1). He has DoM 6 Terrestrial Sciences, which is the highest DoM reachable in that Discipline. He would receive 5 experience per day spent on the project in Terrestrial Sciences, but since he has "topped out" in that Discipline he receives the experience as Technical experience, applicable to any Technical Discipline.

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Non-Routine Use Of A Discipline

Non-routine use of a Discipline is the day-to-day exercise of a discipline such as any of the Technical Disciplines, Mage Creation Lists, or other such vocational sorts of Disciplines at or one below the Character's current DoM. The Character will receive 10 experience per day.

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Charles wishes to forge a Master Craftsman sword (Craftsman, DoM 5), using Advanced Forging Techniques (Craftsman, DoM 4), and making it out of mild steel (through Metallurgy I, DoM 1 Chemistry). He has DoM 3 Chemistry and DoM 5 Craftsman. During the time he spends making the metal, he receives 5 experience per day in Chemistry. During the time he spends making the sword, he receives 10 experience per day in Craftsman.

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Self-Training Without Proper Resources

The study of a Discipline, by one's self, while lacking the facilities to practice all of the elements of the Discipline will allow the Character to gain 10 experience per day. Such situations might include practicing with a projectile weapon when the character lacks a target range, study of Technical Disciplines from texts without laboratory facilities, or study of Spell Lists with either incomplete texts or no place to practice the new Spells learned.

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Turrell wishes to practice with the longbow. He is currently staying in an inn in the center of town, and has no ready way of getting access to a target range. Instead, he spends his days in the yard behind the inn, going through the motions of firing while not actually doing so. This discomfits the innkeeper, but gets Turrell 10 experience per day.

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Self-Training With Proper Resources

Self-training with proper training facilities or resources will allow the Character to gain 15 experience per day. This is the study of a Discipline by a Character with full access to any and all facilities required for its use.

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Turrell wishes to practice with the longbow. Since being kicked out of the inn where he was staying, he has found one on the edge of town. There, he has access to a large open area outside of town, suitable for setting up archery targets and firing at different ranges. For this activity, he gains 15 experience per day.

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Being Taught By A Master/Teaching As A Master

A Master is defined as an individual possessing the Discipline in which the Character wishes to be trained, at a DoM at least two above that of the Character. A student being taught by a Master receives 20 experience per day, while a Character Teaching as a Master would receive 5 experience per day.

preliminary: [23.1.12][Edit location][Edit 1150][Edit XSL]


Kiyushori, with DoM 7 Handheld Weapons - CR, is being taught by Yarbuki, who has DoM 10 Handheld Weapons - CR. For the purposes of determining how much experience Kiyushori gets, Yarbuki is treated as a Master. Kiyushori gains 20 experience in that Discipline per day of training, while Yarbuki gains 5 experience per day of teaching.

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Being Taught By A Master With Teaching

Being taught by a Master with Teaching will give the student 30 experience per day. Teaching is either DoM 2 in the Social Sciences Discipline or DoM 3 in the General Fighter Discipline, the General Technical Discipline, and the General Thief Discipline, although when gained through General Fighter only Fighter Disciplines can be taught, when gained through General Technical only Technical Disciplines can be taught, and when gained through General Thief only Thief Disciplines may be taught.

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Kiyushori has Teaching through the General Fighter Discipline, and is instructing Marctharn in Martial Arts-Blows. Marctharn gets 30 experience per day, while Kiyushori gets 5 per day. If Kiyushori were teaching Marctharn the Bowyer/Fletcher Discipline (an Open Discipline), Marctharn would only get 20 experience per day.

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Being Taught Part-Time By A Master With Teaching

If Character is part of a group of people being instructed by an Master with Teaching, and does not receive the instructor's full attention at all times, he will receive 20 experience per day.

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Razkuli has Teaching through General Fighter, and runs a small fencing school. He has fifteen students. During a normal day of training, the students practice against each other while getting guidance and intermittent instruction from Razkuli. The students each receive 20 experience per day.

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Being Taught By A Master With The Teaching Spell

The Teaching Spell is either DoM 3 General Cleric or DoM 3 General Mage, and gives the student 40 experience per day. Only Disciplines from the Cleric Skill Class can be taught with General Cleric Teaching, and only Disciplines from the Mage Skill Class can be taught with General Mage Teaching. Note that Characters of differing faiths can Teach each other the shared Disciplines: Clerical Divination, General Cleric, Healing, and (in the case of Oriental religions) Ki.

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Peter has the Teach Spell through the General Mage Discipline. He uses it to instruct Hellstrom in Mystical Theory. Hellstrom gains 40 experience per day in Mystical Theory for this, while Peter gets 5 per day.

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Sparring With A Peer

Sparring with a peer will give each individual 15 experience per day. Sparring is defined as working out with an individual with a Melee Weapons Discipline at a DoM within two of the Character's DoM in the Melee Weapon Discipline(s) being trained in.

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Yarbuki has to return home unexpectedly. Kiyushori begins to work out with Perun, who has DoM 8 with One-Handed Edged Weapon (broadsword). Kiyushori elects to work with both Martial Arts-Holds and Throws and -Blows (he is DoM 7 in each of them). Kiyushori and Perun both gain 15 experience per day. Perun gets his with broadsword, and Kiyushori splits his between the two Martial Arts Disciplines.

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Splitting Experience

A Character may split experience gained between two or more applicable Disciplines, or may gain experience in a single Discipline even though he or she normally uses it in conjunction with one or more other Disciplines in an adventuring situation.

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Niccolo wishes to practice his fighting Disciplines. He has DoM 3 Advanced Melee Weaponry-Rapier, DoM 8 Acrobatics, DoM 1 Advanced Melee Weaponry-Main-Gauche, and DoM 6 Fencing. When he is fighting, he uses all of these Disciplines together. When training, however, he can elect to concentrate on one Discipline and gain experience in it, or he may work with all of them and split his training experience three ways (since he has topped out in Acrobatics).

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At the beginning of a gaming session, the Players should determine what their goal is for that session. (It should be noted that not all members of the gaming group may share the same goal.) The base experience award for the adventure is determined by the difficulty of the goal which the Players set for themselves. If a group of Players wishes merely to wander about the world sightseeing, the Game Master should assign a difficulty based upon what the Players encounter.

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Bonuses and/or penalties to this base award are given out depending upon the Player's performance during the game. Most of these are self-explanatory and rather subjective. What you, as the Game Master, decide is good role-playing or poor tactics is what counts. Try to be consistent, however! As a Game Master, you may have trouble awarding penalties to your Players, since they are usually your friends. Just be fair and resolute. You may also wish to explain to Players exactly what their bonuses and penalties are, and why they are receiving them.


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Experience From Adventuring

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Easy Adventure

(1): 100 experience base award. This amount is given for an adventure in which the Characters grossly outclass the opposition.

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Pendaren, Yarbuki, and Razkuli set out for a nearby town. On the way, they are attacked by a single rock troll. Before the soon-to-be-late rock troll realizes that all is not well, it has sprouted two crossbow quarrels, four lethal dagger wounds, and been thrown to the ground. The Game Master, shaking his head and wondering why he bothered, awards the three of them 100 experience each when they reach town.

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Fairly Easy Adventure

(2): 250 experience base award. This amount is given for an adventure in which the Characters outclass the opposition.

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Moderate Adventure

(3): 500 experience base award. This amount is given for an adventure in which the Characters have an edge over the opposition.

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Average Adventure

(4): 750 experience base award. This amount is given for an adventure in which the Characters and their opposition are even.

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Difficult Adventure

(5): 1000 experience base award. This amount is given for an adventure in which the opposition has an edge over the Characters.

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Very Difficult Adventure

(7): 2000 experience base award. This amount is given for an adventure in which the opposition outclasses the Characters.

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Impossible Adventure

(10): 4000 experience base award. This amount is given for an adventure in which the opposition grossly outclasses the Characters.

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This example would have been Kiyushori fighting a dragon, but the Character seems to have gone on strike.

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No Character Personality

If the Player has not endowed his or her Character with any personality at all and is merely playing it as a collection of numbers, this penalty should and must be awarded. It will take the place of any Role Play bonus or penalty. Note that if the Player ascribes his or her own personality to the Character (suitably altered for background and profession), this penalty does not apply. One hint that the Player is deserving of this penalty is the constant reference to the Character in the third person ("My Character says this...", "My Character does this...", etc.). Encourage your Players to get into their Characters.

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Led Poorly

If the Player is the group's leader and does a poor job of it, in any fashion, this penalty should be levied.

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Conduct Prejudicial

If a Player deliberately disrupts play, is spiteful or contrary, or grossly injures the Character group, this penalty should be given. Note, however, that if a Character has a grudge (IN THE GAME) against another Character, or for some good GAME reason acts against another Character, this penalty is not called for. In fact, in such a case the "offending" Player may even be rewarded for good role play.

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This can be one of the most difficult situations that a Game Master can face. In the author's experience, very few Players are very good at handling such intra-party conflicts without some bad feelings. After all, a great deal of creativity and time usually goes into a Character, and no Player likes to lose that capriciously. Try and remember, though, that you and the Players are supposed to be having fun.

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Character Interaction

If two or more Characters interact especially well in their role play, this bonus may be awarded. Such interaction is not limited to cooperation, but may include bitter rivalry if it is handled well (see Conduct Prejudicial, above). If a Player loses a Character over such rivalry and handles it well, it is recommended that the Game Master give him or her a break on his or her next Character.

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Led Well

If the Character was the leader of the group, and his or her guidance and planning was the critical factor in the group's success, this bonus should be given.

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Heroic Actions

This is an open-ended bonus, and does not have to be as much as +20%. It is awarded if the Character puts him- or herself into danger in order to save the group or allow the group to succeed. The danger should be very great, and this bonus is often given posthumously. As with Character Interaction, if a Player loses a Character permanently for Heroic Actions, the Game Master should give the Player a break on his or her next Character.


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Division Of Experience

Once the experience award for each Character has been determined, the Game Master must divide that experience among the Character's Disciplines, according to how much each Discipline was used on the adventure. The guidelines will be given, and an extended example will follow.

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Used a Discipline Once or Twice: 50 experience in that Discipline. Used a Discipline Infrequently: 100 experience in that Discipline. Used a Discipline Frequently: 150+ experience in that Discipline. Example: Charles is a primary Technician, and has the following Disciplines:

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He is leading a party of explorers into the headwaters of a large river system, to map the area and survey it for mineral resources. Over the course of the adventure, he is able to roughly map a large area around the river's source, and he finds numerous small deposits of coal, limestone, and iron ore. The party is attacked twice: once by a large band of centaur hunters, and once by a small dragon. Charles uses his crossbow extensively against the dragon while it is in the air, and uses it once against the centaurs while they are charging. For the rest of the fighting, he confines himself to using the bastard sword.

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After the adventure ends, the Game Master must allocate experience. She determines that the base award is 1000 experience, and divides Charles' up in the following way:

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This leaves 500 experience to be allocated. The Game Master decides that since the adventure was dedicated to scientific inquiry (after a fashion), a further 250 experience should go to Technical experience. Charles does not have the Outdoorsman Discipline, but one member of the party did. The Game Master uses that to rationalize giving Charles 50 experience in the Outdoorsman Discipline appropriate to the terrain. The remaining 200 experience are divided evenly between Fighter experience and General experience.

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As can be seen from the example, the whole process of awarding experience is highly subjective, even with the guidelines given here. The Game Master must decide how difficult the adventure is, then judge how well the Characters have done in the adventure and how they used their Disciplines. The only two rules of thumb the author can suggest are: be consistent, and be conservative.


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Modular Experience

This system of determining adventure difficulty and concomitant experience awards in action-oriented adventures has worked quite well in play testing. The Game Master compares the Characters and their opposition in five categories. The difficulty factor for each is rated using the numbers in parentheses in the Base Experience Award table. For instance, if the Characters grossly outclass their opposition in a category, that is worth (1), while if the Characters and the opposition are evenly matched in a category, it is worth (4). The five categories are elaborated below.

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Melee Ability

This includes a comparison of hand-to-hand CR, DR, PR, average damage, number of Blows, and total numbers on either side. In addition to the average, the best on both sides must be compared.

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Missile Ability

This is a comparison of both side's missile weapon capability. As with Melee Ability, CR, average damage, and number of Blows are compared. This includes Missile Spells.

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Magical Ability

This is a measurement of the relative magical strengths of both sides, not including Missile Spells and Healing Spells.

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This measures the relative healing capabilities on both sides, including Self-Shaping and any innate regenerative abilities on either side.

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The average and best armor ratings for each side are compared.

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Factors for the first four are added together, then half of the factor for Armor is added and the total divided by four. The resulting number is the difficulty factor for the adventure. This factor is then matched with the appropriate experience award. If the factor does not match a specific award, the Game Master must interpolate from the table, i.e., if an adventure's difficulty factor is calculated to be (6), that is between Difficult Adventure and Very Difficult Adventure, and so the average of those two would be awarded: 1500 experience.

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For types of adventure other than action, other breakdowns may be used.



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What is meant by a campaign mode of refereeing is that the Game Master has a coherent, documented world, with cultures, cities, and personalities already inhabiting the world. While an individual gaming session may be important, it will always take place against the backdrop of a greater society, beyond the game and the Characters. This is a concept frequently found in fantasy literature. The author creates a complex, integral world scene, and moves his or her protagonists through this world. The main focus is on the protagonists, but always with the backdrop of an entire society and culture.

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In recent years some articles have been written categorizing campaign types. I have found these thoughts useful in my GMing, although I have also found that campaigns tend to be mixtures, or hybrids of the four "established" styles. These may be considered:

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Character Aggrandizement

The Characters are the most important facets of the game and also the most powerful force in the campaign. The Players will routinely alter history, slay unique, "unkillable" monsters, etc. Non-Player personalities are props of little importance, obstacles put in the path of the Players to be overcome. The emphasis is on the Character's acquisition of power.

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Again, the Characters are the most important facets in the game, but they are far from all powerful. They must constantly struggle to survive in a hostile and dangerous world. The premium is put on tactical ability. The Characters will rarely, if ever, outclass the opponents they face. The Players will tend to form teams, and balance their Characters to maximize their combat potentials. Non-Player personalities are dangerous commodities, recruited when they can be, dealt with when they must be.

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The emphasis of the campaign is away from combat, and more toward meaningful interaction with world as done through the Characters' personality. The world may be so hostile that combat is suicide, or things could be so settled that there is nothing to fight. The premium is on non-combat skills, and on the development of the Character's history, personality, etc. Players tend to be individualistic and to come up with non-combat effective Characters such as Seers, Bards, Poets, and Alchemists, Characters that are very interesting to play in a non-combat setting. Non-Player personalities become as important as the Characters.

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Great Sweep Of History

The emphasis of the campaign moves away from the Characters and centers more on the great happenings of the world. The Characters tend to have little political power and do not alter the game's history to any significant degree. The Players are there to appreciate the story told by the Game Master, and take a small part in it. This sort of campaign progresses even when the Characters are out of play. Events sweep on, little affected by the Characters. Characters tend to band together and are usually more mundane in nature. There will be few Mages or Clerics, and many low rank fighters and thieves. Again, non-combat Characters proliferate. Non-Player personalities are the heart of the game.

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Most games are some mixture of two, or even three of these types. While the Game Master may design the campaign, he or she cannot choose the archetype it will play as. These things tend to have a life of their own and will evolve towards the game you, the Game Master, feel most comfortable in running. That is not to say you shouldn't try something new. People evolve too. But usually the "flavor" of a campaign will reflect the personality and history of the Game Master. You will usually run the sort of game you would like to play in.


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Physical Geography

The first job a Game Master has to do when creating a world is to decide the type of world, and the basic premises of it in his or her mind. Since Quest includes the possibility of advanced technology, the campaign may be set on a world that is poor in natural resources, or a world of very low population or fertility. These factors will act as a brake on technological development and explain why the general populace is still at a medieval or Renaissance level of technology.

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The Game Master must then begin building his or her world. It is recommended that the GM begin with the physical geography of the world. The GM should take care not to violate the principles of geology when designing the geography of the world. A short list of principles is given below to aid in the process.

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1) Mountain ranges are built up in areas where two continental plates intersect. Some examples in our world of this process are the Himalayas, where the India plate is grinding against the main Asian plate, and the Rocky mountains, where the California plate has overlapped the main North American plate. Small, subsidiary mountain ranges, such as the Alleghenys or the Urals, are formed by the buckling of the continental plate. These subsidiary mountain ranges are typically of broad extent and are low-lying. The tallest mountain in the Urals is less than 3,300 meters high.

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2) Young, recently formed rivers have swift currents and are located in narrow, 'v' shaped canyons. Old river meander, and loop, and are found in broad, flat valleys with large flood plains. It is these older river valleys that supply extremely fertile farmland. Young river valleys are rocky, with little topsoil, and make for poor farm land.

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3) Large rivers almost always have deltas at their mouths. A delta is a marshy area of land built up around the original mouth of the river, that has been formed by the deposition of silt and clay carried by the river. Deltas are extremely fertile regions. If too much of the river's water is diverted upstream, the delta will shrink instead of grow, as is happening to the Mississippi river delta.

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4) Any well-watered continent must have a drainage system, made up of rivers and lakes. Looking at a map of the United States, one can see the details of our drainage system. It is divided into three main sections: the east coast system, the boundary of which is the Appalachian mountains, and the rivers running west to east, into the Atlantic Ocean; the large, central system, whose core is the Mississippi river running into the Gulf of Mexico and the Great Lakes system outletting through the St. Lawrence river; and the west coast system, divided from the central system by the Rocky Mountains.

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Note that the drainage systems form a branching pattern of rivers and lakes, going from high ground to low. In our world, the outer edges of the continents tend to be lower than the central portion, and so our drainage system run into peripheral oceans. A drainage system could run into a centrally located ocean.

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5) High, coastal mountain ranges will have a well-watered plain on their seaward side and a dry, possible desert region on the landward side. Both the Himalayas and the Rockies fit this model. As warm, moist air is brought in from over the sea, it encounters the mountains and gains altitude, which cools the air and precipitates out the moisture as rain or snow. Very little moisture reaches the landward side. If the mountains are not tall, like the Appalachians, or the prevailing weather patterns bypass the mountains, the landward side will be little affected.

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6) Swamps occur only in low-lying areas and usually near the coastline. Deltas are always swampy unless the feeding river has been diverted or has ceased to run. Swamps, or marshes (the two are different, but the difference is important only to an ecologist) are primarily found where the groundwater table is very close to the surface. There are both fresh and saltwater marshes.

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7) A relatively flat region will be forest covered if well-watered, or steppe or prairie if dry. If the region is very dry, desert conditions will prevail. These habitats, Forest-Prairie-Desert, are the most subject to change by human actions.

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While these are not by any means all of the principles found in geography, they should be sufficient for the GM to build an authentic looking world map. Those desiring greater accuracy and input are encouraged to research the matter for themselves.

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Much our world's human history has been determined by geography. The geography of your world must be considered an important factor.


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History and Culture

Once the geography of the world is settled, the GM must populate it. The societies the GM may form are, of course, up to him or her. However, the GM should strive to be reasonable. The factors that go into developing cultures are far too complex to enumerate here, but a few principles are given below to aid in the difficult process of creating a history and cultures for your world.

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1) Cities almost always developed along trade routes, usually rivers, especially river mouths with good harborage, or to a lesser extent, caravan routes. If you put a city off the beaten path, you should have a very good reason for its existence. Some examples might be a wizard's city where solitude is the desired commodity, an assassin cult where secrecy is the motivating factor, or a religious community. Of course, there are exceptions to the rule. Rome developed due to unique political pressures. Once these political considerations were removed, the city sank into decline, since it had no practical reason for existing.

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2) A city must be able to feed itself, either through surrounding farmland ('arable' land) controlled by the city or by imports from other sources. A city that does not control sufficient farmland to feed itself is very vulnerable. The food requirements for citizens are documented in the economics sections.

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3) Cities on islands will always have a fleet associated with them. Every major city should be walled as a means of local defense. A city could not operate as an independent political unit, even within a larger nation or empire, without some means of protecting its citizens. Cities would often have rights and prerogatives guarded by their walls. Island cities are much more vulnerable, needing both a wall and a fleet. An island city without a fleet is almost always owned by someone who owns fleets.

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4) Nomadic tribes will be found in regions where there is a great deal of land area in which to roam. Also, for some reason, economic farming must be difficult if not impossible. The usual reasons are lack of water, and poor soil fertility. The inability of the nomadic peoples to profitably farm their lands will lead to a herd-animal based, nomadic culture. Because no one section of land can sustain the herds, the nomads must move continually in order to produce the needed foodstuffs. This leads to a premium on mobility and the nomads tend to be able to field many more warriors from the same number of people than a farming culture could. Moreover, these troops will be almost all cavalry.

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5) Not all 'barbarians' are nomadic. In the Roman era, the Germans, Dacians, Gauls, and Britons were all farmers, as were the Vikings in a later era. Barbarian is a relative term, used by older, more developed cultures to describe younger, less developed cultures. At one time, the older cultures of Greece and Siclia considered the upstart Romans as barbarians. The barbarian cultures tend to be more dynamic, and militarily aggressive.

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6) In any country, roads and communications are paramount. This is especially true of any states with imperial (see below) aspirations. Road building was one of the major occupations of all of the great pre-industrial empires. Nomads and loosely confederated peoples have no need of roads and do not build them.

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7) Cities are the manufacturing centers. Generally, only in cities will there be a surplus of manufactured goods produced and for sale. This is due to the concentration of skilled workers found only in cities in pre-industrial times.

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8) The closer you get to the source of something, especially raw materials, the cheaper it becomes. Middleman, merchant, and travel are costly.

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9) When assigning military forces to a country remember that, historically, a nation would usually have one main type of soldier that it would rely on. Coastal cities may have superlative navies, but their regular army would be mediocre; a nation that may be noted for its heavy cavalry would probably have terrible infantry, etc. It should be remembered that cavalry requires less discipline than infantry, navies require a much greater monetary investment, and that bow-armed troops usually come from a segment of society that uses bows normally and regularly in its lifestyle. In the last case, a nation could raise a set number of archers for very little cost, but could not increase that amount. Once lost, it would require years to replace the archer corps. If the society should move away from the factors that caused bow use to be common, the archer corps could disappear in a generation. The English longbowmen were the classic example of the archer corps. If the English took heavy casualties among their longbowmen, it would take a generation for the losses to be made good. By the late Middle Ages, the factors of the large free peasantry class, good hunting, and lack of trades in England that had encouraged bow use had diminished, and the English longbowman disappeared. Neither money nor laws could stop the decline.

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10) Historical texts are an excellent source for forming cultures. You may be surprised at some of the small (and not so small) societies found outside Europe. The mainland Asian and sub-Saharan African cultures are especially interesting.


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As the Game Master develops cities and nations, he or she should always keep in mind the political divisions of his or her world. How many independent states are there, is there a central empire, how well developed and civilized is this world? Beginning Game Masters may want to keep thing simple and set their campaigns within the scope of a single, small political unit, such as a City-state, or a barony, remembering that such a campaign may always be expanded later. More experienced Game Masters are encouraged to experiment with more complex ideas. Try to be novel in your world conceptions. Below, you will find a brief discussion of the many ways in which humans govern themselves. As mentioned above, these descriptions are not complete, but may aid the Game Master in deciding on the flavor of his or her world.

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An Aristocracy is a state in which leaders are chosen by birth (nobility) and the central government, usually a form of Monarchy (see below), is very weak. The country is dominated by powerful noble families, each of which are as strong as, if not stronger than, the central authority. While the ruling nobles are usually at odds with each other, their contests tend to be diplomatic and shot through with intrigues. Open warfare breaks out in times of transitions, such as choosing a new central authority or the weakening of some great family. An Aristocracy is an unstable form of governance, sometimes bordering on anarchy. The aristocrats feel less allegiance to their country than they do to their families. Even during invasions, the aristocrats are likely to side with whomever gives them the most advantage. An Aristocracy will often turn into a Monarchy, as one noble family makes itself paramount, or separate into several small states, as the bonds of patriotism wear thin, and the nobles go their own ways. An Aristocracy usually will control a single ethnic group, such as the Poles or Germans. This ethnic group may have conquered another ethnic group, such as the Polish control of many Russians in medieval times, but the conquered group will have no say in the governance of the land.

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A Monarchy differs from an Aristocracy only in that the King or Queen is much stronger than the nobility and rules in a centralized fashion. The Royal family, while noble, is paramount in the land, and all other nobles are subordinated to the Royal family. As mentioned above, a Monarchy is the usual fate of an Aristocracy. The Monarch is almost always chosen by birth. In our history the path to Monarchy and centralized power has been a fractious one. Since a prospective monarch is wont to ally with any non-noble group of power, frequently cities would support the King or Queen in return for charters that would grant the city special privileges. Quite often, after having put the nobility under his or her thumb, the monarch would next have to contend the cities that had won so many privileges from the crown, that they were as bad as, if not worse than, the nobles. The history of the French Monarchy is a splendid example of this process. A Monarchy would usually encompass one ethnic group. If a King or Queen were to control several ethnic groups, he or she might try to make the leap to Emperor.

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Imperium (Empire)

Like the Monarchy, an Empire is a centralized state with a strong, single leader. Unlike the Monarchy, an Empire is made up many different ethnic groups, united by a single ethnic group. The different groups all have some say in their governance, and are not conquered peoples (at least not any more). While this blending of peoples may give an Empire a sort of "hybrid vigor", the clash of prejudice and misunderstanding will almost always lead to severe problems of governance. While most Emperors/Empresses are chosen by birthright, historically there have many methods of succession, including election by leading nobles, or adoption by the previous Emperor. During the dynamic periods, an Empire will tend to be much more tolerant of religious and cultural differences. When an Empire begins to decay, this tolerance disappears, and is a leading cause of further decline. In our history, Empires have arisen, but inevitably decline and disappear or evolve into national states of a single ethnic group.

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A Democracy is a form of government in which the citizens vote upon issues directly. Some elected representatives may serve the state, in order to carry out the will of the people, but these representatives have no decision-making powers. A true Democracy must either be very small or have excellent communications, since all of the citizens must have an equal vote. A Democracy need not have universal suffrage, and the vote may be restricted by age, gender, wealth, or occupation. In today's common usage, the term 'democracy' is often misused to describe any freely elected government.

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A Republic is another form of elected government. Instead of voting upon issues directly, citizens elect representatives who decide courses of action. As with a Democracy, a Republic need not have universal suffrage. Also some voter/citizen initiatives may be allowed, such as recall elections, petitions, and referendums. In our history, Republics, while stable, have a tendency to evolve into some other form of government, notably Dictatorships, and Oligarchies. Some Republics, such as the United States, Great Britain, and Canada have proven to be extremely stable. However, an examination of Central and South American history reveals a sort of dynamic oscillation between Republic-Oligarchy-Dictatorship. The nation will begin as a Republic, but because of the great inequities in wealth and opportunity, certain families will wield great power, always electing whom they choose, turning the nation into an Oligarchy, run by these families. As the Oligarchy becomes corrupt, the military will intervene, overthrow the Oligarchy, and create a Dictatorship. At first, the Dictator may do well, but inevitably, he, too, becomes corrupt, and is overthrown in a great popular movement that recreates the Republic, beginning the cycle all over again. Many Western European countries, while Republics, have evolved into different forms of government, only to return to Republic status. This inherent instability is caused by the electoral process itself. The temptation for the group in power to maintain itself by perverting the electoral process is irresistible. Once perverted, the Republic begins the transformation into another form of government.

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A Theocracy is a government administered by the hierarchy of one particular religion. The church and the government are one and the same. Such societies tend to be very rigid with regard to social customs and there is little, if any, freedom of religion. During the Dark Ages and the early Middle Ages, it can be argued that Western Europe was really a Theocracy, controlled by the Catholic Church. Because the head of state is first and foremost the head of the religion, the needs of the religion come before the needs of the people or the nation. This leads to an interesting offshoot of Theocracy, the state-sponsored religion. For diverse reasons, a government may enhance its power and stability by supporting one religion. The state and the church are intertwined, but the government runs the church, the church does not run the government. This situation leads to the same intolerances as does the Theocracy, with the church having many special privileges and rights. From the late Middle-Ages up until the Enlightenment, most European countries sponsored one "Martyr" sect or another.

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An Oligarchy is government by the few. It resembles an Aristocracy in that power is diffused among several individuals. However, the central authority of the state may be quite strong, as the Oligarchs act in concert. The power-brokers of the Oligarchy are not per se chosen by birth, but possess a great deal of power important in that state, usually either wealth, or military power. Often an Oligarchy may appear to be some other form of government, such as a Republic, Monarchy, Empire, or even a Dictatorship, with the Oligarchs hiding behind the empty traditions.

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A Dictatorship is the rule of a single person unbound by law or tradition. The Dictator's word or whim is law. While a King or an Emperor may have supreme power, he or she is bound by traditions, compacts, and agreements. Not so the Dictator. This means that while the Dictator may act very efficiently to reform a state, the Dictatorship easily, and inevitably, transforms into a repressive, corrupt tyranny. A Dictatorship usually results from the overthrow of some other type government. While the original Dictator may have operated from the highest ideals, and destroyed the previous government because of intolerable abuses, he or she, or more likely, the Dictator's successor will succumb to tyranny and corruption.

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A Special Note: The Bureaucracy

Regardless of the system of government a nation operates under, a constant found among all of them is the bureaucracy. A bureaucracy is a conglomeration of appointed officials who, in theory, expedite the functioning of the government. In practice, the bureaucracy is made up of men and women who are rarely rewarded when something goes right and are always punished when something goes wrong. Because of this, they have no incentive to risk helping anyone so that things go right. The bureaucrat's primary goal is to see that ALL of the rules and regulations are followed so that when something goes wrong, he or she will not be blamed. As probably anyone who is reading this knows, it is a frustrating and time consuming operation to get a bureaucracy to do anything. Keep this in mind when Characters are interacting with government personnel.



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Some Game Masters may not want to be bothered by the detailed economics of their worlds. If a Game Master likes to keep things on a 'micro' level, with emphasis on adventuring, then he or she may find the economic rules unnecessary. For those Game Masters who want to flesh out the economy of their worlds to the fullest extent, this section is submitted.

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In pre-industrial economies, the primary concern is to sustain sufficient production to support the population, and industry, such as it is. Without a food surplus, large towns and cities cannot be created, and manufacturing and industry will remain at a cottage industry level. Even in prosperous countries, such as France, there would food shortages one year in four and famine one year in ten.

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Land Use

Only a fraction of a nation's land may be used for farming or related activities. The amount of arable land and pasture land a nation possesses depends upon the general nature of the terrain. The usable acres are given in the table below. It is based on square miles of area (640 acres).

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Terrain TypeFarming AcresPasture AcresWooded AcresUseless Acres

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* Wooded acres may be cleared of forest and converted into farming and pasture acres, with 3 acres of wooded lands becoming 1 acre of farm land and 2 acres of pasture land. At least 105 acres per square mile must remain wooded to supply fuel and building materials. This amount may be reduced at higher technological levels.

** Useless acres in swamp terrain may be drained and converted into farm land. The cost for draining is 10 SS per acre with a maintenance cost of 1 SS per acre/yr.

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** Useless acres in swamp terrain may be drained and converted into farm land. The cost for draining is 10 SS per acre with a maintenance cost of 1 SS per acre/yr.

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Allocation Of Population

Each peasant/farmer may work 8 arable acres, 16 pasture acres, or any combination thereof, with 1 arable acre being equal to 2 pasture acres. The Game Master should have population density for the areas on his or her map. Towns and cities must be supported by agriculture. Typical population densities range from 1 person/square mile for hunter-gather societies to approximately 10-100 people/square mile for farming societies. For comparison, in the 14th century medieval France had a population density of 105 people/sq. mile. Germany and Italy averaged approximately 85 people/sq. mile, while the British Isle had only 40 people/sq. mile. Cities, on the other hand, can have as many as 40,000 people/sq. mile.

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Cities And Towns

For role-playing in a medieval setting, population settlements can be divided into three categories: villages, towns and cities. (Some of this information is from S. John Ross, Medieval Demographics Made Easy,

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Villages range in size from 20 to 1,000 people. These are the main source of food in a feudal system. Most medieval kingdoms will have thousands of villages. 91% of a country's population will live in villages. Divide the village population by 700 to determine the approximate number of villages. Most villages and towns will only be several miles apart, scattered along main roads and other routes of transportation

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Towns range in size from 1,000-8,000 people. Towns contain more craftsmen and tradesmen than villages, and will provide many more services. Approximately 6% of a country's population will reside in towns.

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Cities range in size from 8,000-12,000 people, with some exceptional cities being even larger. Some historical examples: London (25,000-40,000), Paris (50,000-80,000), Genoa (75,000-100,000), and Venice (100,000+). Approximately 3% of a country's population will live in a handful of cities of about 10,000 people. Cities are the centers of scholarly study and trade. Cities will tend to be found where routes of transportation, including roads, rivers, over-land trade routes, and coastlines, cross. The larger the routes of trade at the intersection, the larger the surrounding city.

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Each farming acre will produce 8 bushels of grain in a year, each bushel being worth 30 kC, where a kC is equal to 1000 food calories. One acre of permanent pasture can support one animal unit (one cow or horse, six sheep or goats) through the grazing season. Pasture productivity can vary however. Lush improved pastures can provide grazing for 5 animal units while five or even ten acres of dry Western native grassland may be necessary to to support one cow or horse. On some Australian sheep stations, the general rule is one sheep per acre. Pasture acres will produce 75 kC in animal flesh, assuming a self-renewing herd. Slaughtering the entire herd may triple this amount. The pasture so treated will produce no kC until new herds are established. The harvest in both grain and animal products will vary from year to year depending on the production are given below. The other major source of food is fishing. Each ocean area is assigned a fishing productivity. Each fisherman will produce 1000 kC per year.

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Major Disease

There is a 10% per year of a major disease that lowers yield of either grain or animal products by 40%. The following year has 20% of Major Disease.

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Minor Disease

There is a 10% per year of a minor disease that lowers yield of either grain or animal products by 10%. The following year has 20% of Minor Disease.

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A war will decrease the yield of both grain and animal products by 20% in the area where armies march or fight. If the armies forage in the area, each soldier will consume 3 kC per day, and each horse will consume 12 kC per day, including wastage. If an army consumes all of the possible kC in an area, the area will produce no food and the population will starve.

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The weather is the single greatest factor in determining the harvest. A table is provided below.

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Weather Effects on Crop Yield
Weather Roll 1d10DescriptionEffects per Acre farm/pastureYield
-2Searing Drought-80%:1.6 Bushels/15 kC
-1Searing Drought-70%:2.4 Bushels/22.5 kC
0Drought-60%:3.2 Bushels/30 kC
1Drought-50%:4.0 Bushels/37.5 kC
2Terrible-40%:4.8 Bushels/45 kC
3Terrible-30%:5.6 Bushels/52.5 kC
4Poor-20%:6.4 Bushels/60 kC
5Poor-10%:7.2 Bushels/67.5 kC
6-8Normal 8.0 Bushels/75 kC
9Good+10%:8.8 Bushels/82.5 kC
10Fine+20%:9.6 Bushels/90 kC
11Excellent+30%:10.4 Bushels/97.5 kC
12Extraordinary+40%:11.2 Bushels/105 kC
13Incredible+50%:12.0 Bushels/112.5 kC

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Modifiers to Weather Roll
Modifiers to Weather Roll Amount
Subtropical, river land, intensive farming*+1
Temperate, Tropical Zones0
Sub-Arctic Zone-1
Arctic, Steppe Zones**-2

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* If an area is intensively farmed or pastured, using 1 people per 4 acres of farmland or 8 acres of pasture land, a +1 bonus is received.

** Irrigation will reduce the modifier to -1. Such irrigation costs 10 SS per acre and 2 SS to maintain. A large water source, such as a river or a lake is also needed.

: [25.1.18][Edit location][Edit Table][Edit XSL]

Effects of technology
Effect On:Tech Level012345
AgricultureBushels of grain/acre81216243240
kC of animal flesh/acre75102150225300400
Acre multiplier111235
Fishing (kC)/year10001500200060001200030000
Agricultural IndustrykC processed300600900120018002400
SS output5012525050010002000
Support IndustryAgricultural multiplier222488
Farmer divisor101010204040
SS output125250500100015002000
Heavy IndustrySupport multiplier222488
Farmer divisor101010204040
SS output2505001000200040008000
Capital InvestmentSS/acre0510203050
Disciplines neededChemistry-45679
Life Sciences-44668
Mechanical Engineering--5789
Terrestrial Science--2466
Electrical Engineering----68

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Effects Of Technology

If enough new technology is introduced into a society, or a small community is set up to operate by more modern techniques, the productivity the agriculture and industry will increase. The exact increase is dependent upon the Technician skills are made routine in the society. By routine, what is meant is that the average citizen has knowledge of, and can utilize the higher-tech technique in normal everyday work. For example, DoM 9 Mechanical Engineering is routine in modern America, almost everyone can operate machines of this complexity, and are familiar with at least some of the principles of their operation.

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Increases in productivity through higher technology will increase both the worth of the goods produced and the amount of raw material used by a single person in the industry. In agriculture, higher technology will increase the yields per acre, at some cost, and increase the number of acres 1 person can farm or pasture. The agricultural yields are still subject to diseases and weather, although Technical means may be used to combat disease. These numbers may found in the table below.

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The minimum Technical Discipline and the DoM at which they must be known is given in the table below. The Game Master should realize that many innovations will require a considerable capital outlay. Since it is unlikely that the capital expenditures will be made in one sum, the GM may allow a transition wherein a percentage of the population's output, equal to the percentage of capital expenditures, gains the benefit of the new technology. The capital investment may come from the Character's own funds or a certain percentage of the GNP could be invested when making the change. This percentage would be highly dependent on such factors as popular acceptance, education, personal charisma of the person introducing the technology, the political situation, and entrenched interests of existing businesses. a typical investment rate is between one and eight percent of GNP per year.

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The first number is the number of bushels of grain produced per acre. The second is the amount of kC of animal products produced per acre of pasture. The acre multiplier refers to the number of acres a farmer may tend. At tech levels 1 through 3, a farmer may work 8 arable acres or 16 pasture acres. At tech level 3, this number jumps to 16 arable acres or 32 pasture acres. At tech level 5, a farmer may work 40 arable acres or 80 pasture acres. The last row in this category shows the kilocalories per year that each individual fisherman may produce.

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Agricultural Industry

kC processed is the number of surplus kC each worker may process per year. SS output is equal to the GNP output in Silver Shilling per year.

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Number of agricultural industry workers = expected kilocalorie surplus/kC processed per worker

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For example, at Tech Level 2, for each 900 kC of expected normal surplus, 1 person is employed in an agriculturally based industry, such as textiles, or tanning. Each such person employed will produce 250 SS per year in GNP, including wages. Note: a nation will reserve ten to twenty percent of its harvest as surplus food. Such preserved food will last only three years, losing one third of its value each year, but such reserves may preserve the nation during poor harvests.

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Support Industry

Agricultural multiplier and Farmer divisor are the numbers used to calculate the number of possible workers in the tertiary industry, using the following formula:

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Number of support industry workers = (Num. agricultural industry workers * Agricultural multiplier) + (Num. farmers/Farmer divisor)

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For example, at Tech Level 2, for every 2 people employed in an agricultural industry, and for every 10 farmers, one person is employed in a supporting industry, such as carpentry, blacksmithing, etc. Each person so employed will produce 500 SS per year in GNP, including wages. See the Comprehensive example for a more complete explanation.

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Heavy Industry

The Support multiplier and Farmer divisor are numbers used to calculate the number of workers possible in Heavy Industry, using the following formula:

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Number of heavy industry workers = (Num. support industry workers * Support multiplier) + (Num. farmers/Farmer divisor)

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For example, at Tech Level 2, for every 2 people employed in support industry, and every 10 farmers, 1 person will be employed in heavy industry, such as munitions manufacture, ship building, luxury items, etc. Each person so employed will produce 1000 SS per year in GNP, including wages. If an area is rich in some natural resource, an additional number of people may be employed in Heavy industry, given in the table below as a percentage increase over the normal amount. For example, if a nation with a normal number of Heavy industrial workers equal to 4000 workers were rich in iron, the number employable would rise to 5000 (4000 + (4000 * 0.25)).

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Capital Investment

The cost expressed is on a per-acre basis for agriculture, and on a per-worker basis for all industry. A maintenance cost of 1/10 the Capital Investment is paid each year. These include improvements such as converting swampland or desert to arable land or irrigation projects, and improvements for industry, including improvements in communications, transportation, and large scale civil engineering projects.


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Gross National Product

The Gross National Product (GNP) is the measure of all of the goods and services produced in a nation, and reflects the economic strength or weakness of a nation. In Quest, a nation's GNP is determined by adding the SS produced by the three types of industries, and any money received for the export of food (usually set at 2 SS per 30 kC exported). Domestic consumption of food is factored into the industrial production. A nation will usually receive 1/5 to 1/2 of the nation's GNP in tax revenues, depending on the culture and technical level. In Medieval times, it was not unusual for 1/2 to 2/3 of the production to go to the nobility.

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All percentages are based upon a normal yield of food for a year. If food amounts fall below the necessary surplus to sustain the various industries, people will become unemployed and will cease to produce income. If the food amounts rise above the amount needed to sustain industry, new workers will be hired, up to the limit of the population, but then these new workers will become unemployed as soon as the food situation reverts to normal. As indicated in the Budget section below, unemployed people must be supported. The number of farmers is multiplied by the harvest yield for the year. For example, if there was a Minor Disease, and poor weather (5), the number of farmers, for the purposes of figuring employment would equal to farm population multiplied by 80%. Further, if there are not enough Tertiary Support industry workers, the worth of the production of all other industry is reduced by multiplying the normal GNP by (Workers employed/ Workers possible).

: [25.2.18][Edit location][Edit Table][Edit XSL]

Allocation of Production
Civilians720 kC per year
Soldiers1000 kC per year
Horses3600 kC per year or 5 acres pasture land


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Once the Game Master has determined the economics of a nation, he or she should prepare a budget based upon tax receipts. The actual revenues the national government has to spend depend on the layers government and what type it is. In the United States, we have four layers of government: the city (3%); the county (3%); the state (6%); and the federal government (22%). The percentages in brackets are the approximate shares each governmental unit receives in tax revenues of the national GNP. The national government accounts for 65% of the total tax. In a system with fewer layers of government, the national government would receive a greater share of the tax receipts and would have greater obligations also. The obligations of a government also increase as the technological level, education of the populace, and prosperity of the nation increase. Social welfare programs will consume a greater share of the budget. For example, in the United States, social welfare programs consume just under 50% of the budget.

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The autonomous layers of a nation's governmental structure will almost never exceed four, although with a state-sponsored religion, the church may make a fifth layer but this layer would be separate from the other four. How these layers are arranged, what they are called, and what their obligations are, depend greatly on the system of government and the tech level. As discussed above, the United States divides its governmental into four layers. The lowest layer, the city is concerned with fire and police protection, courts, some social welfare, and local roads. The county is similarly concerned. The state disperses funds to the cities and counties, administers social welfare programs, maintains and extends the highway system, maintains courts and supplements police protection. The federal government maintains the armed forces, extends governmental services, such as mail, patents, and such, maintains a court system, supplements police efforts, funds the foreign service, disperses funds to the states, and pays out much of the social welfare. In another system, the priorities could be very different. In an Aristocratic feudal system, each layer of government would have defense responsibilities, social welfare is negligible and all at the local level, roads are maintained by the central authority and there are no services.


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Police and Fire Protection

In an homogeneous culture, that is in a culture in which the vast majority of the population of the state is of the same race, language, and religious belief (or there is complete freedom of religion), the nation must spend 1 SS * (tech level +1) per person. Otherwise the cost is 1.5 SS * (tech level + 1). For each 300 SS spent, there will be one police officer.

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Roads and Posts

The nation must spend 10 SS * (tech level) per mile of road on upkeep and 100 SS * (tech level + 1) per mile of newly built road. A nation must have at least (tech level + 1) miles of road per square mile of territory for that territory to produce full economic value.

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Justice and Courts

The nation must spend 5 SS * (tech level +1) per person for courts and jails.

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Governmental Salaries

The nation will spend 2% * (tech level) of its tax revenues on salaries.

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Services (Postal Service, Patents, Corporations, Etc.)

The nation must spend 1 SS * (tech level + 1) per person on services.

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The amount spent on war-making potential is left up to the Game Master. It is usually equal to whatever tax receipts are left over after all other commitments are fulfilled, or what the Game Master feels is needed to safeguard the country, which ever is higher. Defense spending is the prime force for driving deficit spending in a pre-industrial society (see Defense Spending below).

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Foreign Service

The nation must spend 3000 SS plus 1000 SS * (tech level) per major embassy, and 500 SS plus 200 * (tech level) per minor post.

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A nation will usually lose ten to twenty five percent of its tax revenues to "waste, fraud, and abuse". Although not an item in the formal budget of a state, corruption must still be accounted for in spending.

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This includes sponsoring of works of art, buildings, support for the theater, etc. A nation will usually spend 1/4 to 1 SS * (tech level) per person.

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Tax Collection

The nation will spend 1/2 SS * (tech level + 2) per person collecting taxes.


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Defense Spending

Once the Game Master has set his or her budget priorities for a nation, he or she must then determine how the funds for war-making potential are spent. The guidelines found below may aid the Game Master in spending the "defense dollar".

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The support cost per soldier includes wages, equipment maintenance and replacement, and housing. Food is accounted for separately in the nation's food budget. Soldiers must be fed by either supplies from home or by foraging. There are two costs given per type of soldier, one for soldiers in garrison, one for soldiers in the field. Soldiers cost more when actively campaigning.

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Light Infantry

Foot soldiers who are unarmored, or in soft leather, and who armed with light weapons and thrown missile weapons, such as spears or javelins, or are armed with long range missile weapons, such as bows or crossbow. Light infantry tends to fight as skirmishers, in loose formation.

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Medium Infantry

Foot soldiers who wear rigid leather, or ring mail, usually use a shield, and are armed with long, or heavy weapons, such as spears, pikes, polearms, or axes. Sometimes medium infantry is armed with light melee weapons, and long ranged missile weapons, such as bows and crossbows.

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Heavy Infantry

Foot soldiers who wear full chainmail, or heavier metallic armor, quite often use a shield, and almost always use heavy, long melee weapons, such as pikes and polearms. When armed with missile weapons, the crossbow is almost exclusively used.

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Light Cavalry

Mounted soldiers who wear soft leather or no armor, and are armed with light weapons and either thrown missile weapons, or long ranged missile weapons, such as composite bows, or rarely, crossbows. Smaller horses, which are unable to carry a great amount of weight, but do not require grain and can be fed on grass, are used as mounts.

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Medium Cavalry

Mounted soldiers who wear rigid leather, or ring mail, and are either armed with long range missile weapons and light melee weapons, or armed with lance and shield. Because of the additional weight, larger horses are needed to carry the soldiers. Some breeds of medium war-horses can subsist solely on grass, but most require some grain.

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Heavy Cavalry

Mounted soldiers who wear full chainmail, and are almost always armed with lance and shield, although some heavy cavalry is armed with sword and crossbow. Large horses are needed, and often, smaller riding horses are used to carry the unarmored soldier while the heavy war-horse carries the armor, when the heavy cavalry is moving to battles.

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Very Heavy Cavalry

Mounted soldiers who wear full or half plate armor, and are always armed with the lance and shield, although some highly trained very heavy cavalry may also have long range missile weapon. The Byzantine cataphract is a good example of this type. Very large and expensive horses are needed to carry the very heavy cavalry trooper. Like heavy cavalry, separate riding horses are used when moving the very heavy cavalry outside a battle field.

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All of the above troop types are medieval technology level. Higher tech troops may be had by adding muskets, or rifled muskets to the cost of the troop type being raised. Any higher tech beyond flintlock technology must be handled on an individual basis.

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All newly recruited troops are considered to have Raw morale, until trained. Once a recruit begins training or serving, he or she must be paid support cost. Six percent of a nation's troops will retire each year, retiring with all of their equipment.

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Large pieces of military equipment such as siege machinery, warships, cannon, and the like, must be purchased individually, using costs given in the Player's Handbook, and the Technical Appendices. Naval ordnance costing is a complex problem, that is dealt with below.


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Naval Ordnance

Ships are expensive in money and skilled labor, but do not require a great number of people to be effective. It is for this reason that, in our world, wealthy, but small or low population nations have historically have built up and relied on their fleets. England, Venice, the Netherlands, and the late Byzantine Empire, are all good examples of this phenomenon.

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Shipbuilding is a large scale industry, requiring raw materials to be funneled to shipyards where it can be turned into ships. Moreover, timber usually has to be seasoned for several years, before it is usable in ship building. Nations may convert up to 10% of their heavy (quaternary) industry into warship shipyards. These shipyards will no longer produce GNP or tax revenues, they will produce warships instead. The measure of a shipyards capacity is equal to the GNP the industry would have produced. For example, if a nation had heavy industry that produced 1,000,000 SS in GNP per year, the nation could convert 100,000 SS into war shipyards, and produce 900,000 SS in GNP per year with the remaining heavy industry.

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War shipyards will produce up to their capacity (as measured in SS) per year only if supplied with SS from the defense budget on a one for one basis. That is, 1 SS of tax money empowers 1 SS of shipyard capacity. For each 2 SS of capacity not used in a year, 1 SS of permanent capacity is lost. For each 5 SS invested in shipbuilding, above and beyond empowering capacity, 1 SS of capacity is added.

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Nations or regions with timber as a natural resource may use 20% of their heavy industry as shipyards.


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The baron has 20 men-at-arms (20,000 kC), 2 knights (2000 kC) and 10 war and riding horses (36,000 kC). There are another 50 work horses pastured in the barony (4032 acres - 2000 acres) that reduce the pasture acreage by 150,000 kC. The 560 farmers consume 403,200 kC per year. There are 200 people in the town around the baron's manor. These consume a further 144,000 kC. This leaves a surplus of 138,560 kC. Twenty percent of this surplus is stored leaving 109,248 kC. The baron exports 56,000 kC to a city in the south and employs 72 workers in Agricultural industries, 104 workers in Support industries and 24 people in Heavy industry. The barony takes 3600 SS after freight from the sales (about 2 SS per bushel) and produces a GNP of 48,720 SS per year (2400 SS for grain sales + (72 Secondary Industry * 120 SS) + (104 Tertiary Industry * 240 SS) + (24 Quaternary Industry * 480 SS). The baron collects 40% of the GNP (not all of which is in money of course), or 19,500 SS per year. Half of that amount is passed on to his liege, so the baron keeps 9,750 SS.



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Interdisciplinary Production

In our technological society today, no one person can create and maintain the machines we take for granted. Rather, we all have some specialty or skill (some more than others) which we pool with others to maintain our civilization. Technicians can and must have the same spirit of cooperation, especially in order to create more advanced technology. If two or more Technicians spend six months together combining their skills and knowledge, they then act as if their skills were pooled. If they separate, they are again limited to their own separate skills, although any advances made in DoM because another Technician supplied the prerequisite are not lost. However, the Technician may not advance any further in that Discipline until the prerequisite Discipline is restored. As an example of interdisciplinary production, to manufacture and operate an internal combustion engine one would need a Terrestrial Scientist to find and drill for oil, a Chemist to distill gasoline from the oil, and a Mechanical Engineer and an Electrical Engineer to build the engine. It would be nearly impossible for one person to have all of these skills or the time in which to do everything necessary, but if four Technicians were to come together, each with one of the required skills, the project becomes feasible.

The Technical Appendices regulate a Technical Character's building and operating high_tech equipment. All costs are average and may be higher or lower due to local conditions. It is assumed that the Technician has an appropriately outfitted workshop. They are not a complete listing by any means, and the Game Master should be prepared to extrapolate from these appendices.

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Complexity, Technological Breakdown And Malfunction

Technological artifacts are frequently subject to breakdown. This section deals with this sad fact of life. The frequency of breakdown is a factor of the complexity of the device in question and the quality of its manufacture. The former is represented by a number from 1 to 5 and is found with the description of the device in the various Appendices. The quality of an item is a function of the Technician's Manual Dexterity or, in the case of mass-produced items, the money spent on quality control. For every additional 5% of the normal capital investment needed to begin manufacture devoted to quality control, the factor is raised by one from a base of 12. This investment will increase the time of manufacture by +5%, also.

There are two types of breakdown checks, one for items which are instantaneous such as crossbows, firearms, etc., having (1) as a function description, and those items which function for long and continuous periods of time (2), such as engines, generators, clocks, etc. Those items which have no working parts, such as alloys, medicines or poisons, are not subject to breakdown rolls. Instantaneous items are checked for breakdown each time they are used. Continuous items are checked every 12 hours of operation. If the chance of a breakdown as calculated below is 0% or less, the item will still have a 1/2% chance of breakdown with a -40% modifier to the severity check.

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Mechanical Breakdown Severity
Breakdown rollDescriptionType 1 FailureType 2 Failure
01-20Malfunctionlose current actionno effect
21-35Minor jamLose current action; roll a d20 under Manual Dexterity for mechanism to resume operation. One attempt per 30 seconds.5 minute hiatus in operation.
36-50MalfunctionMechanism must be repaired. Roll a d20 under the user's Intellect once per 10 minutes to repair.Same as type 1.
51-60Major jamAs for 36-50 but roll against Manual Dexterity.Same as type 1.
61-75Part wearA random part has worn out and must be replaced in order to resume operation.Same as type 1.
76-90Major malfunctionRepaired in a shop only.20% possibility that the item may be repaired in the field in 1-3 days if tools are available. Otherwise, treat as type 1.
91-97AccidentGame Master's discretion. Should be applicable to mechanism and situation.Same as type 1
98-00CatastropheIf possible, item delaminates, explodes or otherwise injures the user and those around. Otherwise, treat as 76-90.Same as type 1.

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Quality Number

The Quality Number is equal to: (Technician's Manual Dexterity) +1 per DoM above the minimum DoM needed to manufacture the item. For example, a Character must have at least DoM 3 Ordnance Engineering to build a matchlock pistol. If the Technician was DoM 5 in Ordnance Engineering, he or she would add +2 to his or her Manual Dexterity to determine the Quality Number.

With mass-produced items, the Quality Number is set at 12. In either case, the Technician may increase the Quality Number by +1 for each 5% additional time and cost above the normal spent on quality assurance. When a breakdown is indicated, a second die roll must be made on the Severity Chart given below.

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Complexity-Breakdown Table
Complexity NumberChance of Breakdown
113%-Quality Number
215%-Quality Number
317%-Quality Number
420%-Quality Number
522%-Quality Number
625%-Quality Number
727%-Quality Number
830%-Quality Number
935%-Quality Number

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Basic Cost

This is the cost to build one example of the device in an outfitted workshop. CP refer to Copper Pennies, SS to Silver Shilling and GM to Gold Marks.

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Build Time

Time is the number of person_hours required to build the device in question. Any individual who possesses the requisite Disciplines may aid in the manufacture, although the Game Master should limit the number of people working on small items. Characters who lack the needed knowledge may assist as general laborers. Laborers may not account for more than 10% of the needed person_hours.

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These are the Disciplines and the Degree of Mastery in those Disciplines needed to manufacture the device in question.

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Special Materials

Those materials necessary to manufacture the device but that are not readily accessible. These materials are not included in the basic cost.

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Devices of Note

NameComplexityMalfunction TypeBasic CostManufacture TimePrereqMaterialsDescription
Astrolabe3250 SS10 hoursNautical Science DoM 3, SmithnoneA protractor-like device, the astrolabe is used to determine the user's position, in terms of longitude and latitude. It requires a clock to find latitude.
Ballista10200 SS120 hoursSiege Engineer DoM 4noneA tension driven, flat trajectory catapult that may fire a large spear or a rock. It is frequently found on large ships. The damage done by a ballista is dependent on the projectile and should be determined by the Gamemaster.
Box Camera4130 SS15 hoursMechanical Engineering DoM 5noneThe simplest of the photographic cameras, the box camera must be reloaded before each photo attempt. The Complexity number for film is used for the developing process.
Casement Clock5250 SS60 hoursMechanical Engineering DoM 5mild steelThese totals are given for the smallest casement clock possible, 6 inches by 6 inches by 5 inches. For larger clocks, the totals should be multiplied accordingly.
Compass3210 SS10 hoursMetallurgy I, SmithlodestoneA device that will point to the closest magnetic pole on the planet.
Crossbar1010 SS5 hoursNautical Science DoM 3noneA primitive navigation device that allows the user to make a rough estimate of latitude by measuring the angle of the stars from the horizon.
Dart Thrower2120 SS30 hoursMechanical Engineering DoM 3noneThis is a hand-held crossbow. It will do 1d6-1, has a range of 10/20/30 yards and requires no time to reload. It may be fired with one hand although it takes two hands to reload and is considered a pistol.
Double Light Crossbow2120 SS15 hoursMechanical Engineering DoM 3noneThis device is two crossbows mounted on a single stock. When fully, the Character may fire twice before reloading.
Electro-magnet3210 SS/pound capacity5 hours/pound capacityElectrical Engineering DoM 4noneAn electro-magnet is a copper wire wrapped iron core that, when current is passed through the wire, turns the iron core into a magnet. When the current is shut off, the iron core reverts to a non-magnetic state. The electro-magnet will weigh (capacity/10) squared. The force of the magnet diminishes with distance. Divide the capacity by (feet squared) to find the force at a distance. Five amps or two volts per pound of capacity are needed to power the system.
Heavy Crossbow1140 SS40 hoursCraftsman DoM 2noneA heavy crossbow does a d6+5 of damage and requires 2 Blows to reload. It is known as a penetrating weapon. When attacking large creatures (more than 400 pounds), any head or torso hits have a 1% chance per point of damage not absorbed to kill the creature outright.
Jump Suit B1210 SS20 hoursChemist DoM 2metal foil and quilted fabricThis Jump Suit provides protection against low temperature. In short, it is insulated underwear. It will provide comfort down to 32 degrees Fahrenheit all by itself and in combination with other winter gear, will provide comfort down to 0 or 10 degrees Fahrenheit.
Leyden Jar3210 SS/Volt4 hours/voltElectrical Engineering DoM 4metal foil, glassA primitive condenser made out of a glass jar, metallic foil and a metal chain with a knob at the end. When a conductive, grounded object touches the knob, the Leyden Jar will discharge. Once the Leyden Jar has discharged, it will be harmless until recharged. One volt will require a volume of 100 milliliters and weighs about 150 grams (1/3 of a pound).
Light Crossbow1110 SS15 hoursCraftsman DoM 2noneA light crossbow does a d6+3 of damage and requires 1 Blow to reload.
Mechanical Pumps42100 SS per unit20 hours per unitMechanical Engineering DoM 5none, although a power source is needed.Mechanical pumps are used to move liquid. One unit is one gallon per second. The maximum number of units depends upon the power source used to power the pump. It requires 1 horsepower per unit per 150 feet pumped along a continuous path. About 5 average men or 1.2 horses will supply 1 horsepower.
Onager11400 SS150 hoursSiege Engineer DoM 4noneThe "standard" catapult, the onager will throw rocks and other heavy items in a high trajectory arc. The damage done by an onager will depend on the projectiles thrown and should be determined by the Game Master.
Repeating Crossbow3130 SS25 hoursMech. Engineering DoM 3noneA repeating crossbow is a very light poundage crossbow that has a spring-fitted magazine attached holding 8 quarrels. To fire, a Character pulls back a lever, which cocks the crossbow and fits a new quarrel into the firing groove. It takes 1 Blow per 2 quarrels to reload the magazine. A repeating crossbow does a d6+1 of damage.
Scorpion11150 SS200 hoursSiege Engine DoM 4noneAlso known as the arrow engine, the Scorpion will fire a swath of 12 long arrows in a flat trajectory. This small engine is frequently found on smaller ships.
Secret Door2250 SS20 hoursTerrestrial Science DoM 1, Mechanical Engineering DoM 5noneThe creator of this type of portal may blend the outlines of the doorway into the surrounding architecture so that it is very difficult to detect.
Shatter Proof Vial1130 SS25 hoursCraftsman DoM 1Mild Carbon SteelThese small vials hold a fluid ounce (about one potion) and are 3 inches long by 1 1/2 inches in diameter. They consist of a steel-porcelain-steel sandwich. They are virtually unbreakable.
Spray Dispenser3150 SS10 hoursMech. Engineering DoM 5glass, ceramic or a light metalThis device is a small container that will hold one to three ounces of liquid. When sprayed, the liquid will atomize into a fine mist. Any non-corrosive liquid may be used. The spray extends about 5 feet.
Spring Driven Mechanisms415 SS15 hoursMechanical Engineering DoM 5spring steelThese are small, easily concealable items that will allow quick access, popup-style draws. Only small objects may be so accessed, such as stilettos, derringers, lockpicks or vials. It may be used in holsters, up sleeves, in boots and so on.
Storage Battery I4210 SS per unit30 hoursElectrical Engineering DoM 4, Chemistry DoM 2noneOne unit is a potential charge of 1 volt and a current flow of 20 amps. This battery is rechargeable and may act as a power source for any Direct Current (DC) electrical system. It will weigh 1 pound per volt and can be drawn on for full charge for 2 hours.
Switch Blade2110 SS10 hoursCraftsman DoM 2, Mechanical Engineering DoM 3noneA switch blade is a knife with a spring-loaded blade. When folded, it is not easily recognizable as a weapon. It will do a d6-2 damage.
Trebuchet21100 SS200 hoursSiege Engineer DoM 5Log at least 40' longThe largest of siege engines, the trebuchet's effects should be worked out by the Game Master.


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Substances Of Note

This Appendix supplies a compendium of substances that the Technician may create using various Disciplines. The format is similar to Appendix A. Instead of building time, distilling time is used and the Technician may greatly reduce his or her costs if he or she has the material called for in materials. This list is by no means complete and the Technician and/or Game Master may add to it. The Basic Cost and Distillaton time are for a 2 fluid ounce example of the substance in question. Exceptions are noted in each sublist.

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Substances of Note

NameBasic CostManufacture TimePrereqMaterialsDescription
Ammonia 10 SS1 hourChemist DoM 2noneAmmonia is a relatively weak base that will neutralize strong acids on a 1000 to 1 basis. Nevertheless, it is frequently used to counteract acid spells since the Ammonia itself does not damage the tissue. Ammonia is also frequently used as smelling salts to aid an unconscious creature regain its faculties.
Aqua Regia 30 SS1/2 hourHCl, HNO3Aqua regia is made by carefully mixing 3 parts hydrochloric acid with 1 part nitric acid. It is one of the most powerful mineral acids known, dissolving even gold. A single dose of aqua regia will dissolve 3 points of armor per round and do 2 points of damage to organic material per Round.
Chelating Agents 100 SS4 hoursnoneThese are weak antidotes to any poison based upon a heavy metal such as arsenic, lead or iron. The agent will remove 15 levels of toxicity from the recipient.
Digitalis 10 SS4 hourChemist DoM 4, Life Sciences DoM 1Foxglove plantDigitalis is a drug that will regularize and calm the heartbeat of a damaged heart when used in small quantities (1/4 fluid ounce). If a standard dose (2 fluid ounces or more) is given to an individual with a healthy heart, the recipient will suffer a seizure and die of an apparent heart attack. Treat digitalis as a CNS poison with a toxicity of 38. The drug must be ingested orally but is tasteless in tea. (The plant was used as an herbal tea).
Greek Fire (per pound) 100 SS10 hoursChemist DoM 6NaphthaGreek fire is a naphtha-based inflammable gel that will burn even in the absence of oxygen and will burn even more violently when immersed in water. Three pounds of Greek fire are required to make one 'charge' of Greek fire. A charge of Greek fire will create a cone of fire 10 feet wide at the base and 15 feet long. Any human-sized Character in this cone will attacked three times on the +5 Attack number on the melee/missile table. Each attack will do a d6+3 with armor only stopping 1/2 of its normal damage absorption. Once the Character is attacked, he or she will continue to take damage to that body part with a minus penalty per Round after the first. If a zero or less is rolled for damage, the flames extinguish. It is possible to extend the length of the cone. If a pump is being used to spray Greek fire for every extra charge beyond the first will increase the range by 15 feet. No more than 5 charge may be expended at once to increase the length of the cone.
High Carbon Steel 20 SS4 hours per heatMetallurgy IImolybdenum (4%)This high carbon steel approximates today's standard steel. It is much stronger and durable than the poor steel or iron used normally in a medieval culture. It will subtract -2 from an opponent's armor value when used as a weapon and add +2 to armor's absorption value. Weapons made out of high carbon steel will break only on an 01 instead of on an 01 through 03. On an 02 and 03, the wielder drops the weapon instead.
Hydrochloric Acid 20 SS1 hourSulfuric AcidThis acid is produced by reacting salt (NaCl) with hydrolyzed sulfuric acid in a closed retort to produce gaseous HCl. This HCl is then distilled from the mixture. Hydrochloric acid will do 3 points of damage to metal and 2 points to organic material per Round.
Hydrofluoric Acid 20 SS2 hoursSulfuric AcidThis acid is produced in a similar manner as hydrochloric acid, save that feldspar is used instead. Hydrofluoric acid will attack two substances strongly, glass and flesh. It will do 5 points per round to these two and 1 point to anything else.
Hydrogen Sulfide 10 SS5 hoursChemist DoM 6sulfuric acidThis gas has the characteristic smell of rotten eggs. One dose will contaminate 50 cubic feet. The cloud has a toxicity of 35 with a -4 toxic level per Round if there a space greater than 50 cubic feet. The cloud will expand 10 cubic feet during this process.
Isoflurophate (per pound) 200 SS30 hoursChemist DoM 9, Life Sciences DoM 9noneIsoflurophate is the basic nerve gas derivative. It will be stored in liquid form but once exposed to air it will vaporize into a gas. One pound will contaminate an area with a 20 foot radius, with toxicity depending upon the proximity of the target to the center of the gas cloud. The toxicity goes as follows: <pre> Radius(feet) Toxicity 0-5 60 6-10 50 11-15 40 16-20 30 </pre> The CNS table is used but the time in which the poison levels are applied is reduced by a factor of ten. Atropine, an alkaloid poison will remove 15 levels of toxicity per dose, although normal poison levels for the atropine will accrue.
Kevlar 50 SS10 hours per heatChemist DoM 9noneKevlar is a impact resistant material used today to make ballistic cloth. It is treated as leather with two extra points of armor absorption. Kevlar receives full armor value against firearms.
Mild Carbon Steel 1 SS8 hours per heatMetallurgy IMild Carbon steel is a steel made be reforging the metal and impregnating it with carbon. This metal is manufactured solely through skill, without any additives. Mild carbon steel is also known as Damascus or Spanish steel. It will subtract -1 from an opponent's armor value when used in a weapon and add +1 to armor absorption. Weapons made out of mild carbon steel will break only on an 01 or 02. An 03 is treated as a dropped weapon.
Morphine 50 SS20 hoursChemist DoM 7, Life Sciences DoM 1opiumMorphine is an extremely effective analgesic. If a 1/4 standard dose is injected into an injured creature, that creature will lose any penalties brought by injuries, save blood loss. If a target attempts to cast a spell while under the influence of morphine, a -5 Cast Chance penalty is accrued.
Mustard Gas 100 SS20 hoursChemist DoM 6, Life Sciences DoM 1noneThis gas is carried as liquid until exposed to the air. A standard dose will weigh 1/3 of a pound and produce a cloud 10 feet in radius. The gas is heavier than air and will rapidly sink into holes and such. Its toxicity is 40 and it will operate at 5 times the normal rate (i.e. 5 times as fast). Mustard gas is CNS poison. In addition to normal poison effects, mustard gas will blister an individual's skin so that movement is very painful.
Nitric Acid 20 SS1 hourSulfuric AcidNitric acid is produced by reacting sulfuric acid with a nitrate compound. Nitric acid will do 2 points to metal and 3 points to organic matter per round
Phosgene 200 SS30 hoursChemist DoM 8, Life Sciences DoM 1phosphorusThis gas is similar to mustard gas save that is it will not blister and its toxicity level is 50.
Phosphor Bronze 20 SS4 hours per heatMetallurgy IItin phosphidePhosphor bronze is bronze (90% copper, 10% tin) which has been subjected to treatment with phosphorus compounds. Many good phosphor bronzes contain only a small amount of phosphorus, which has no significant influence on the character of the alloy. Many phosphor bronzes are equal in strength to the best steel, and some even surpass steel in general properties. The most valuable properties of phosphor bronze are its extraordinary tenacity and strength. It can be rolled, hammered and stretched cold, and its strength is nearly double that of the best ordinary bronze. It will subtract -1 from an opponent's armor value when used in a weapon and add +1 to armor absorption.
Potassium Hydroxide 20 SS2 hourChemist DoM 2Sulfuric AcidThis strong base will neutralize any strong acid on a 1 for 1 basis. It is also used in firearm manufacture.
Scopolamine 50 SS20 hoursChemist DoM 8noneScopolamine must be injected into a creature to be effective. It has a toxicity of 30 and is treated as a blood poison. If the results of the poisonings indicate that the creature will go unconscious (or worse), the creature is instead in a semi-conscious stupor. It will answer any question truthfully as it knows the truth. The creature will be unable to hold anything back but it will not volunteer information.
Sodium Hydroxide 10 SS1 hourChemist DoM 2Sulfuric AcidSodium hydroxide is the standard strong base used in chemistry. It will neutralize strong acids on a 1 for 1 basis. Sodium hydroxide is also known as lye or caustic and is essential in soap manufacture.
Sodium Nitrate 10 SS1 hournoneSodium Nitrate is a natural purgative of cyanide. It will remove 30 levels of toxicity from the recipient.
Spring Steel 20 SS4 hours per heatMetallurgy IIImolybdenum (4%)This form of high carbon steel is very resilient and strong. Like normal high carbon steel, it will subtract -2 from an opponent's armor value when used as a weapon and add +2 to armor's absorption value. Weapons made out of high carbon steel will break only on an 01 instead of on an 01 through 03. On an 02 and 03, the wielder drops the weapon instead. In addition, any mechanical device, such as a cross bow, will do +1 damage.
Stainless Steel 30 SS6 hours per heatMetallurgy IIImolybdenum and chromium (10%)This steel is treated as high carbon steel but it will not rust.
Sulfuric Acid 10 SS2 hoursnonePossibly the most useful of the strong mineral acids, sulfuric acid is the hardest to manufacture. The easiest manner is to rinse coal or coal dust and purify the distillate. Sulfuric acid will do 2 points to metal and 2 points to organic matter per round.
Tear Gas 50 SS10 hoursChemist DoM 7, Life Sciences DoM 1noneA single dose of this gas will produce a cloud 20 feet in radius. The cloud will spread 5 feet per Round at -2 to toxicity. It has a toxicity of 30 but any result of very weak or greater will cause the victim cough, cry and otherwise become incapacitate.
Titanium Steel 100 SS8 hours per heatMetallurgy IVtitanium (30%)This steel alloy approximates today's high performance jet aircraft metal. It will subtract -3 from an opponent's armor value when used as a weapon and add +3 to armor's absorption value. Weapons made out of titanium steel will break only on an 01 followed by 75 or less on d100.
Tungsten Carbide 500 SS16 hours per heatMetallurgy IVtungsten (70%)This is the most potent alloy defined in the game. When used in a weapon, it will subtract -4 from the opponent's armor value. When used in armor, it will add +4 to the armor's absorption value. A weapon made out of tungsten carbide will break only on an 01 followed by 50 or less on d100.

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NameBasic CostManufacture TimePrereqMaterialsToxicityAdministrationTypeDescription
Aconite 10 SS4 hoursChemist DoM 4, Life Sciences DoM 1Wolfsbane plant48EW Inj.CNS
Arsenic 5 SS8 hoursChemist DoM 4none52Inj.Blood
Aspirin 5 SS4 hoursChemist DoM 6, Life Sciences DoM 4none10Ges.Blood
Atropine 5 SS4 hoursChemist DoM 4, Life Sciences DoM 1certain mushrooms45Inj.CNS
Batrachotoxin105 SS20 hoursChemist DoM 4, Life Sciences DoM 1tree frog90EW Inj.CNS
Bee venom 5 SS4 hoursChemist DoM 4, Life Sciences DoM 1bee stings30EW Inj.Blood
Botulinal A165 SS32 hoursChemist DoM 4, Life Sciences DoM 1decayed food120Ges.CNS
Cobra Venom65 SS12 hoursChemist DoM 4, Life Sciences DoM 1cobra70EW Inj.CNS
Curare 25 SS6 hoursChemist DoM 4, Life Sciences DoM 1sap of tropical plants42EW Inj. ConCNS
Cyanide 5 SS4 hoursChemist DoM 6, Life Sciences DoM 4none40Inj.Blood This poison may also generate a gas. A standard dose will generate a cloud of 5 foot radius when immersed in acid. It will have a toxicity value of 45, will spread 5 feet per Round and will diminish in toxicity due to spreading at a rate of 5 per round.
Dioxin85 SS12 hoursChemist DoM 6, Life Sciences DoM 4none80Ges. ConCNS
Hemlock 5 SS4 hoursChemist DoM 4, Life Sciences DoM 1sap of genus hemlock, a coniferous tree25EW Inj.CNS
Henbane 10 SS4 hoursChemist DoM 4, Life Sciences DoM 1temperate plant's leaves80/40EW Inj.BloodThe first toxicity level is versus avians, the second is for non-avians.
Hydrogen Cyanide 5 SS4 hoursChemist DoM 6, Life Sciences DoM 4none40Ges.Blood
Malathion 5 SS4 hoursChemist DoM 6, Life Sciences DoM 4none20Ges.Blood
Manchineel 25 SS8 hoursChemist DoM 4, Life Sciences DoM 1sap of a tropical tree50EW CP Inj.CNS
Nicotine 10 SS4 hoursChemist DoM 4, Life Sciences DoM 1tobacco40Inj.CNS
Palytoxin125 SS24 hoursChemist DoM 4, Life Sciences DoM 1sea anemone100EW Inj.CNS
Rattlesnake25 SS4 hoursChemist DoM 4, Life Sciences DoM 1Pit vipers40EW Inj.Blood
Ricin85 SS16 hoursChemist DoM 4, Life Sciences DoM 1Castor bean seeds80Ges.CNS
Sarin Nerve Gas45 SS8 hoursChemist DoM 6, Life Sciences DoM 4none60Ges. ConCNS
Spider Venom45 SS8 hoursChemist DoM 4, Life Sciences DoM 1Black Widow60EW Inj.CNS
Stramonium 5 SS4 hoursChemist DoM 4, Life Sciences DoM 1certain temperate mushrooms36Inj.BloodThis is a hallucinogen, not a killing poison. It will have identical effects until the poison chart calls for unconsciousness or death. Then stramonium will cause hallucinations.
Strychnine 5 SS4 hoursChemist DoM 4tree bark / seeds50Inj.CNS
Tabun Nerve Gas25 SS8 hoursChemist DoM 6, Life Sciences DoM 4none50Ges. ConCNS
Tetanal145 SS28 hoursChemist DoM 4, Life Sciences DoM 1Tetanus bacteria110EW Inj.CNS
VX Nerve Gas65 SS12 hoursChemist DoM 6, Life Sciences DoM 4none70Ges. ConCNS
Valium 5 SS4 hoursChemist DoM 6, Life Sciences DoM 4none30Ges.Blood
Vitamin A 5 SS4 hoursChemist DoM 4, Life Sciences DoM 1vegetables10Ges.Blood
pyrethrin 5 SS4 hoursChemist DoM 4, Life Sciences DoM 1tree frog20EW Inj.CNS
sucrose1 SS4 hoursChemist DoM 1sugar beets0Ges.Blood



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The devices found in this appendix follow the usage of the first appendix and are exclusively weapons. Some of the details of operation are covered in the Player's Handbook or elsewhere in this handbook. The damage done by the various cannon and large projectile weapons is not detailed below. If these items come into common use a set of rules for them should be developed.

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Ammunition Manufacture costs
Cartridge/Automatic Pistol5 SS3 hours
Machine Gun12 SS4 hours
Percussion Cap Pistol5 SS2 hours
Percussion Cap Rifle10 SS3 hours

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Explosives Production
Ordnance Engineering DoMPossible Explosives
Explosives Production (DoM 1)gunpowder
Firearms III (DoM 5)trinitrotoluene (TNT)
guncotton (smokeless "powder")
Firearms V (DoM 7)mercury fulminate
Firearms VII (DoM 9)shaped charges
plastic explosives*
*Usually requires some form of electronic detonator

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Substances of Note
NameBasic CostBuilding TimeDiscipline/DoMSpecial MaterialsEffects
Gunpowder10 SS/lb.2 hoursOrdnance Engineering DoM 2Sulphur, potassium nitrate (saltpetre)Gunpowder is an explosive that has a relatively low detonation velocity. Its action is propellant, suitable for propelling projectiles fired guns or rockets. Gunpowder consists of 10% sulphur, 15% charcoal, and 75% potassium nitrate (saltpetre). The sulphur and charcoal may be ground together and then mixed with the potassium nitrate in a wooden mixing vessel. The mixture is moistened with 10% water and then finely ground further and press into cakes. These cakes are then reduced to granules that are used to fill cartridges, fireworks, fuses, etc. One kilogram of gunpowder will produce about 0.3 cubic meters of gas and 300 kilocalories of heat.
Nitroglycerine20 SS/lb.8 hoursOrdnance Engineering DoM 2Glycerine, Sulphuric acid, Nitric Acid
Gunpowder Grenade10 SS 5 hoursOrdnance Engineering DoM 2When the fuse on the grenade is ignited, the grenade will explode in 5 to 10 seconds. When the grenade explodes, it will create a blast radius of 3 meters. In all cases the target is attacked on the +5 Attack Number regardless of DR, although an Agility saving throw at -2 may be allowed so that the target may leave the blast radius. Each attack from the grenade will do 1d6+2 and armor will only absorb 1/4 damage. The target will attacked 4 times in the 0 to 1/2 meter zone, 3 times in the 1/2 meter to 1 meter zone, 2 times in the 1 to 2 meter zone and once in the 2 to 3 meter zone.

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Devices of Note
NameComplexity LevelBasic CostBuilding TimeMalfunction TypeDiscipline/DoMSpecial MaterialsEffects
Brass Muzzle Loading Cannon350 GM per pound of ball weight120 hours + 8 hours per pound of ball weight-1Ordnance Engineering DoM 3noneThe cannon will fire stone or lead balls. The artillery piece must be cast out of brass and will cost 1000 Silver Shilling per pound of ball weight (considerably less if the Technician owns or has access to the production of a copper and/or tin mine). The total weight of the cannon and the carriage is 600 pounds per pound of projectile weight, of which the carriage represents about 75% of the weight. The ordnance produced with this skill approximates late 16th century engineering. The cannon is not a force on the open field but is the weapon used in sieges.
Bronze Muzzle Loading Cannon325 GM per pound of ball weight80 hours + 8 hours per pound of ball weight-1Ordnance Engineering DoM 5noneTrunnions and mobile gun carriages may be used. Trunnions reinforce the cannons barrel, and allow the same weight projectile to be fired out of a much lighter barrel. The mobile gun carriage allows the cannon to be moved relatively easily by horses, and allows the gun to be set up for firing in the course of a battle. The mobile gun carriage also allows the cannon to be aimed in a short amount of time. Cannon will weigh about 300 pounds per pound of ball weight with the carriage of the artillery accounting for 50% of the weight of smaller pieces and 75% for the larger pieces. The cost is 500 silver Shilling per pound of ball weight. The bronze muzzle loading cannon fires a cast iron ball. This gun technology approximates that of the Napoleonic period of warfare and cannon will be extremely effective on the mobile battle field, especially the lighter pieces.
Iron Muzzle Loading Cannon3250 SS per pound of ball weight60 hours + 6 hours per pound of ball weight-1Ordnance Engineering DoM 6noneCast iron guns greatly reduce the cost and weight of artillery pieces. Cannon cost 250 silver Shilling per pound of projectile weight and weigh 200 pounds per pound of projectile weight, with the carriage accounting for 50% of the weight.
Cartridge Pistol (Revolver)440 SS80 hours-1Ordnance Engineering DoM 8high carbon steelA cartridge pistol with a rotating cylinder for holding the cartridges. Pulling the trigger fires the firearm and rotates the next cartridge into position for firing. The cartridge pistol does a d6+3 of damage. A Character may reload a revolver at the rate of 2 bullets per Blow (unless they have a quick loader), up to a maximum of 6 bullets.
Cartridge Rifle4100 SS120 hours-1Ordnance Engineering DoM 8high carbon steelA cartridge rifle in which a bolt action must be worked after each shot to eject the spent cartridge and load a fresh cartridge into the breech. This rifles do a d6+4 of damage.
Cordite/Fulminate Grenade430 SS20 hours-1Ordnance Engineering DoM 7, Electric Engineering DoM 4cordite, mercury fulminate and electric fuseWhen the pin is pulled from the grenade, the electric fuse is activated and the grenade will detonate in 3 to 7 seconds. When the grenade explodes, it will create a blast radius of 4 meters. The blast radius is divided into 4 zones of 1 meter each. In all cases the target is attacked on the +5 Attack Number regardless of DR, although an Agility saving throw at -4 may be allowed so that the target may leave the blast radius. Each attack from the grenade will do 1d6+3 and armor will only absorb 1/4 damage. The target will be attacked 4 times in the 0 to 1 meter zone, 3 times in the 1 to 2 meter zone, 2 times in the 2 to 3 meter zone and once in the 3 to 4 meter zone.
Derringer535 SS25 hours-1Ordnance Engineering DoM 6noneThe derringer is a small, easily concealed pistol. It is treated as a flintlock pistol with half of the normal range and doing 1d6 worth of damage.
Guncotton Grenade510 SS5 hours-1Ordnance Engineering DoM 6guncottonWhen the fuse on the grenade is ignited, the grenade will explode in 5 to 10 seconds. When the grenade explodes, it will create a blast radius of 3 meters. In all cases the target is attacked on the +5 Attack Number regardless of DR, although an Agility saving throw at -2 may be allowed so that the target may leave the blast radius. Each attack from the grenade will do 1d6+3 and armor will only absorb 1/4 damage. The target will be attacked 4 times in the 0 to 1/2 meter zone, 3 times in the 1/2 meter to 1 meter zone, 2 times in the 1 to 2 meter zone and once in the 2 to 3 meter zone.
Percussion Cap Pistol (Revolver)540 SS80 hours-1Ordnance Engineering DoM 7high carbon steelThese handguns are breechloading, and are loaded by means of inserting a cartridge, containing both powder and bullet. These weapons still have a hammer, but it now strikes a fulminate cap, that detonates the cartridge.
Percussion Cap Rifle580 SS120 hours-1Ordnance Engineering DoM 7High Carbon SteelThese rifles are breechloading, and are loaded by means of inserting a cartridge, containing both powder and bullet. These weapons still have a hammer, but it now strikes a fulminate cap, that detonates the cartridge.
Rifled Flintlock Musket540 SS60 hours-1Ordnance Engineering DoM 6noneRifling is the process of cutting spiral grooves into the barrel of a firearm to cause the ball to rotate on its own axis, which generally gives the flight greater accuracy. A piece of flint is held in the jaws of a cock and struck violently against a piece of steel, the hammer or frizzen, sending a shower of sparks into the priming powder in the pan and igniting the charge. The rifled flintlock musket does a d6+2 of damage and takes 2 Blows to reload.
Rifled Flintlock Pistol520 SS35 Hours-1Ordnance Engineering DoM 6noneRifling is the process of cutting spiral grooves into the barrel of a firearm to cause the ball to rotate on its own axis, which generally gives the flight greater accuracy. A piece of flint is held in the jaws of a cock and struck violently against a piece of steel, the hammer or frizzen, sending a shower of sparks into the priming powder in the pan and igniting the charge. The rifled flintlock pistol does a d6+2 of damage and takes 1 Blow to reload.
Anti-Tank Gun620 GM/1200 hours + 5 hours/1-1Ordnance Engineering DoM 9high carbon steelThe antitank gun is a type of modern day breech loading cannon that fires in a flat trajectory. It fires either high explosive or armor piercing rounds. The exact uses and effects are not detailed here. If such items as tanks and antitank guns come into usage during the game, a set of rules written for such things is recommended.
Automatic Pistol6100 SS60 hoursOrdnance DoM 10high carbon steelCartridge weapons which have clip holding multiple cartridges and fire as long as the trigger is pulled. Spent casings are immediately ejected after each shot and a new cartridge loaded into the breech. The clips for these weapons may hold large numbers of cartridges. Automatic pistols do a d6+3 of damage and fire 3 shots per Blow, taking one Blow to reload a fresh clip.
Automatic Rifle6200 SS100 hoursOrdnance DoM 10high carbon steelCartridge weapons which have clip holding multiple cartridges and fire as long as the trigger is pulled. Spent casings are immediately ejected after each shot and a new cartridge loaded into the breech. The clips for these weapons may hold large numbers of cartridges. Automatic pistols do a d6+5 of damage and fire 5 shots per Blow, taking one Blow to reload a fresh clip.
Flame Thrower6250 SS + 50 SS per load of fuel.Chemistry DoM 7, Mech. Engineering DoM 7noneA flame thrower will shoot a cone of flame 10 feet wide at the base and 60 feet long. Any human sized creature caught in the cone must make an Agility save at ?2 or suffer three attacks on the +5 Attack Number at 1d6+5 (half armor). The next round, the target will automatically take 1d6+1 (half armor) to the portions hit and the second round, the target will take 1d6?1 (half armor) to the portions hit. This extra damage represents the fuel continuing to burn.
Flintlock Musket640 SS40 hoursOrdnance Engineering DoM 4 A piece of flint is held in the jaws of a cock and struck violently against a piece of steel, the hammer or frizzen, sending a shower of sparks into the priming powder in the pan and igniting the charge. Various improvements to the initial design soon enabled the flintlock to replace both the match and wheel lock designs. Flintlock muskets do a d6+3 of damage and require 3 Blows to reload.
Flintlock Pistol620 SS30 hoursOrdnance Engineering DoM 4A piece of flint is held in the jaws of a cock and struck violently against a piece of steel, the hammer or frizzen, sending a shower of sparks into the priming powder in the pan and igniting the charge. Various improvements to the initial design soon enabled the flintlock to replace both the match and wheel lock designs. Flintlock pistols do a d6+1 of damage and require 1 Blow to reload.
Submachine Gun6250 SS100 hoursOrdnance DoM 10high carbon steelA small compact machine gun, capable of emptying its clip in 5 shot bursts. These weapons have clips holding multiple cartridges and fire as long as the trigger is pulled. Spent casings are immediately ejected after each shot and a new cartridge loaded into the breech. The clips for these weapons may hold large numbers of cartridges. Submachine guns do a d6+3 and require a Blow to reload a fresh clip.
Breech loading Cannon710 GM/1200 hours + 5 hours/1Ordnance Engineering DoM 9The breechloading cannon is usually a howitzer style weapon that fires shells in a high trajectory with a long range. They are usually used to bombard troops and vehicles from over the horizon. The exact uses and effects are not detailed here. If such items as Howitzers come into usage during the game, a set of rules written for such things is recommended.
Machine Gun7300 SS150 hoursOrdnance DoM 10high carbon steelA cartridge weapon capable of emptying its clip in 5 shot bursts. These weapons have clips holding multiple cartridges and fire as long as the trigger is pulled. Spent casings are immediately ejected after each shot and a new cartridge loaded into the breech. The clips for these weapons may hold large numbers of cartridges. Machine guns do a d6+5 and require a Blow to reload a fresh clip.