----------------- - HARNMASTER II - ----------------- RULE ADDITIONS, DELETIONS, AND ALTERATIONS. By Bill Gant, 1989-1992. ________________________________________________________ CONTENTS... 1. CHARACTER. CHOOSING A RACE... CHOOSING GENDER... HEIGHT OF CHARACTERS... RACIAL ADJUSTMENTS... ROLLING FOR KEY ATTRIBUTES... THE 30-SIDED DIE... TRAITS INSTEAD OF MORALITY... 2. SKILLS. BEGINNING COMBAT MLs... CATCHING OBJECTS... DEVELOPMENT CHECKS... FALLING DAMAGE... HAGGLING... LIFTING LOADS... LUCK ROLLS... ML DECLINE... MODIFIERS TO EYESIGHT... OPENING NEW SKILLS... PSIONIC CRITICAL FAILURE... PSIONIC HEALING... REACTION ROLLS... THROWING A GRAPPLE... 3. COMBAT. AIMED ATTACKS... BLOOD LOSS... COUNTERSTRIKING & TWO WEAPON USE... DAMAGE TO ARMOUR... DAMAGE TO WEAPONS... DODGES... EXTENDED INJURY TABLE... FATIGUE... HAIR FOR ARMOUR... KNOCKBACK... LUNGES... MINOR & GRIEVOUS IMPAIRMENTS... MISSILE COMBAT... PHYSICIAN... QUICK COMBAT SYSTEM... SHIELDS NOT HELD... SPECIAL/MISCELLANEOUS SITUATIONS... UNARMED COMBAT... 4. RELIGION. BEGINNING PIETY FOR PRIESTS... CIRCLES OF COMMAND... THE CURE INVOCATION... THE STEALTH INVOCATION... 5. EQUIPMENT. ADVENTURING GEAR... BASE WEIGHTS FOR CLOTHING... CLOAKS... WATER'S EFFECT ON EQUIPMENT... WEAPON QUALITY AND PRICES... WEARING ARMOUR... WEARING HEADGEAR & GAUNTLETS... 6. CAMPAIGN. ALCOHOL AND DRINKING... DISEASES... DOOR DIMENSIONS... FOOD AND WATER... FORAGING... LIGHT SOURCES... SLEEP... WEATHER... 7. BESTIARY. AMORVRIN & GULMORVRIN... DEMONS & DEMIGODS... DRAGON BREATH... FIERY WHIPS & FLAMING SWORDS... GARGUN... POISONOUS SNAKES... VLASTA... ________________________________________________________ The author wishes it to be known that the rules contained herein are not all original, and thus they will only be used in private gaming sessions, to avoid copyright infringements. All of the rules that have been adapted from other role playing games are denoted by the name of the game in square brackets, eg. [RuneQuest]. 1. CHARACTER. CHOOSING A RACE... As HarnMaster is biased towards human PCs, a player has the option of playing a human without rolling 1d100 for race (re: Character 2). If a player chooses to roll 1d100, he/she must roll TWICE. If (1) the non-human racial category is the same for both dice rolls, or (2) a non-human category is rolled on the first roll and 00 is achieved for the second roll, then the player may have that non- human as a PC. Otherwise, the PC must be human. Example: A player rolls 95 on 1d100 for his character's race. This places the character in the Gargu-Hyeka (brown orc) category, but the GM rules that because the game is biased towards humans, the player must roll 95 to 97 on 1d100 AGAIN, or 00 must be attained on the second roll, for the PC to be allowed to be Gargu- Hyeka. If another value is rolled, that PC is human. CHOOSING GENDER... It is, in nearly all cases, easier to role-play a PC of the same sex as the player. Therefore, when choosing the PC's sex, the player does not roll if he/she wishes to have a PC of the same gender. If he/she wants to have a character of the opposite sex, however, then 1d100 must be rolled to determine gender (re: Character 1). HEIGHT OF CHARACTERS... As mentioned on Introduction 2, the Harnic inch is somewhat longer than a Terran inch. However, when determining a character's height (only), treat the measurement as Terran inches. In this way, it is easier to picture the height of the PC. For those who feel especially pedantic, a Terran inch is 91.4% of a Harnic inch. RACIAL ADJUSTMENTS... Many of the adjustments to attributes for Gargun do not correspond with the statistics in the Bestiary (re: Character 6-7 and Bestiary 5-6). Also, a change has been made to Sindarin Frame, since the present modifier causes the average elf to be of medium build, although elves are supposed to be of light frame (re: Evael, Sindarin 2). In addition, Khuzdul Speed has been reduced. The changes are: FRAME: Sindarin -3. ENDURANCE: Gargu-Viasal +1. Gargu-Khanu +2. SPEED: Khuzdul -2. HEARING: Gargu-Arak +2 (as with other Gargun). SMELL/TASTE: Gargu-Arak +5. Other Gargun +2. WILL: Gargu-Khanu +2. ROLLING FOR KEY ATTRIBUTES... The 7 key attributes (re: Character 1) in this system are generated for PCs by this method: The player rolls 3d6 for the attributes as normal, but he/she has the option to re-roll any one d6. The second total must be kept. Example: A player rolls 3d6 for his human character's Endurance (a key attribute). The results are 5, 3, and 6. The player takes a chance and re-rolls the 3, but this time he gets a 2. The Endurance of his character is therefore 5 + 2 + 6 = 13. THE 30-SIDED DIE... HarnMaster occasionally requires the use of the 1d30, a relatively rare type of die. If needed but unavailable, roll 1d3, reduce the value by 1, multiply the total by 10, and add a roll of 1d10 to the result (general formula: (1d3- 1)x10+1d10). This would give a range from 1 to 30. TRAITS INSTEAD OF MORALITY... [Pendragon] The following optional system replaces Morality (Character 7) with traits and is recommended if players are interested in developing their characters' personalities. Traits are not only entertaining, but also useful since they act as guidelines as to how the character should behave in certain situations. Each trait is considered to be a virtue in at least one major religion, and a worshipper who displays significant behaviour in the virtuous traits will be rewarded. Traits are not fixed, and will change as a campaign progresses. Traits are dualistic personality factors existing in every individual, and they define a person's feelings and tendencies. HarnMaster II has 10 pairs of personality traits, which are presented in opposed pairs, with the total value of each pair always equalling 20 at the beginning of a character's adventuring career. When one trait increases the opposite normally decreases by the same amount. No trait may ever be higher than 15, nor lower than 5, at the beginning of a campaign, but the scores may change as the character develops. The personality traits should be listed as whole numbers, each to one side of a slash (eg. Modest 14 / 6 Proud). Any trait with a value between 5 and 15 is considered normal, while those less than 5 and greater than 15 are excessive and deserve to be noticeable. Some extraordinary characters have a trait of 20, or perhaps more! They always have 0 for the opposite trait and are known for their unrelenting, fanatical behaviour. 1. CHASTE/LUSTFUL To be chaste is to be monogamous and decorous. It does not always require virginity; a man being faithful to his wife is being chaste. A fanatically chaste person is celibate and probably virginal. Lustful describes sexual desire, and implies activity, often without personal commitment between the persons involved. Excessive promiscuity is called lechery, wantonness, and bawdiness. 2. FORGIVING/VENGEFUL To be forgiving means that a character can take insult without injury, and that he/she is unlikely to seek revenge for injuries intended or done to him/her. Extremely forgiving people are called meek. Vengeful indicates a character's propensity to seek revenge, perhaps petty, but possibly sweeping and grandiose, for wrongs done to him/her. This trait also includes spitefulness. 3. GENEROUS/SELFISH To be generous includes the impulse, learning, or desire to share. Extremely generous persons are called unselfish, magnanimous, and big-hearted. Selfish is the desire to possess, keep, and further accumulate things for oneself. Greed is usually a component of selfishness. Possession could be of material property, with the character being known as a miser or hoarder, or of credit, like hogging attention. Very selfish persons are labelled both stingy and self-seeking. 4. HONEST/DECEITFUL To be honest is to deal truthfully in matters of importance or triviality, no matter what the consequences. Persons of extreme honesty are said to have integrity and to be trustworthy, scrupulous, and reliable. Deceitful means that a person is likely to distort truth to his/her own or other end. Very deceitful people are called liars, frauds, and false-hearted. 5. MODEST/PROUD To be modest means that the character is quiet and does not seek excessive attention in the recitation of his/her deeds. He/she is glad to bask in the mere doing of the deeds, rather than in the repeated glory of hearing about them. Very modest people are called humble and reserved, perhaps even shy. Proud means that a character receives pleasure from hearing and/or boasting of his/her deeds. Excessive pride implies arrogance, and likely a boastful nature. 6. JUST/ARBITRARY Just means that a character is capable of telling what is right and wrong, and is desirous of making a judgment on that information. A very just person is called fair and impartial. Arbitrary means that the character has no concerns for what is right or wrong, and uses other information in his/her decision making. Very arbitrary people are labelled unjust, unfair, wrongful, and probably biased and partial, perhaps even psychopathic. 7. TRUSTING/SUSPICIOUS To be trusting is to believe information without inclination to suspect its falsity. An excessively trusting person is gullible and credulous. Suspicious indicates that a person is unlikely to believe what he/she hears unless proof is offered. An extremely suspicious person is called a skeptic or doubter. Jealousy is included under the trait of Suspicious, for it cannot exist without suspiciousness. 8. MERCIFUL/CRUEL Merciful means that a character is willing to extend unusual pity or aid to others. This includes sparing an enemy, giving money to the poor, helping the weak, and any other act which is not expected of one's rank and station. A very merciful person is called compassionate. Cruel indicates a disregard for the feelings and needs of others, or lack of sympathy. Extreme values indicate the character even enjoys others' discomforts and troubles. 9. PRUDENT/RECKLESS Prudent means that a character gives thought to what he/she does before acting. Such a character is called cautious, and excessively prudent people are slow to act or are thoughtful. Reckless means that the character acts before thinking, without concern for anything but the immediate consequences. An extremely reckless character is called careless and rash. 10. TEMPERATE/INDULGENT Temperate means that a character takes only what he/she needs of food and drink. He/she is frugal and abstains from excess. Extreme temperance indicates abstemiousness. Indulgent means that a character takes pleasure in food and drink, both in quality and quantity. Extremes of this indicate gluttony, drunkenness, and extravagance. OTHER TRAITS can be equated to existing statistics. For example, Will determines how valorous or cowardly is a character; Piety determines dedication to spiritual matters of one's own religion; and Initiative indicates how energetic or lazy is a character. Traits define characteristics behaviour. When the opportunity arises to behave one way or another, these can either be used as casual guidelines, or rolls may be imposed by the GM. Most of the time the player simply states what he/she wants his/her character to do and does it. Sometimes, though, in a non-thinking situation, behaviour takes over instead of conscious intent. Modifiers (usually +/- 5) may be used to underscore the dictates of a situation. There are two ways of using traits; IMPOSED and CASUAL. For the former, roll against the tested trait (after any modification) x 5 on 1d100. The multiple has a maximum of 95 and a minimum of 5. Refer to the following: ______ | CS | An experience check is normally gained, and the character acts strongly in accordance with the trait. At GM discretion, the character is inspired, and gains +5 ML to one skill selected by the player, lasting for the duration of the situation that provoked the roll. ______ | MS | The character feels the trait enough to act in accordance with it. The player may decide what action ensues. An experience check is gained on the rolled trait if an appropriate and significant action follows. ______ | MF | Roll the opposed trait x 5 on 1d100. Success in this one means that the character acts as rolled. Failure indicates that the player gets his/her choice. No experience checks are given. ______ | CF | The opposite trait is checked, and the character immediately acts in the manner opposite to what was attempted. When an experience check is granted, a development roll is allowed; the trait x 5 must be exceeded on 1d100, or 96-00 must be rolled in any case, for the base trait to increase by 1. The opposite trait is reduced by one, to a minimum value of 0. NOTE: No more than one check may be given to a trait PER DAY. The CASUAL use of traits is used when a player does not know what his/her character would do under specific circumstances. In such a situation, the player should simply roll 1d20 to determine behaviour. If the number rolled is equal to or less than the trait number to the left of the slash, then the character does that type of action. If the number rolled is greater than the left hand value, then the character does what is shown on the right. There is no CS or CF in this circumstance. A modifier may be applied if the situation warrants one. Characters never receive experience checks for the casual use of traits. Sometimes the traits are tested in absolute values. For example, a magical sword might always resist a wielder with a Just trait of less than 15. Such traits are usually virtues. VIRTUE is the sum of the traits which a culture finds admirable, necessary and important, determined in Harn by the ten dominant religions. Virtues are not fixed, but vary according to the beliefs of the people. Whatever behaviour is the opposite of a virtue is seen as a vice. AGRIK: Lustful, Vengeful, Suspicious, Cruel, Reckless. HALEA: Lustful, Vengeful, Selfish, Suspicious, Indulgent. ILVIR: Forgiving, Selfish, Modest, Prudent, Temperate. LARANI: Generous, Honest, Modest, Just, Merciful. MORGATH: Vengeful, Deceitful, Arbitrary, Cruel, Reckless. NAVEH: Vengeful, Deceitful, Arbitrary, Cruel, Prudent. PEONI: Chaste, Forgiving, Modest, Merciful, Temperate. SARAJIN: Generous, Honest, Proud, Reckless, Indulgent. SAVE-K'NOR: Generous, Honest, Just, Trusting, Prudent. SIEM: Forgiving, Generous, Just, Merciful, Prudent. Special benefits are awarded to worshippers who fulfill virtuous roles. Such characters must have all five virtues at 16+. The virtuous character: (1) Receives a +5 bonus to any 1d100 Divine Intervention roll (no effect on chance of Conditions or Retribution, however). Increase this bonus to +6 if the lowest virtue reaches 17, +7 if the lowest virtue reaches 18, and so on, to a maximum bonus of +10. (2) Receives a +1 SB and +10 EML bonus to Ritual skill. Add an extra +1 EML to the skill for each point that the lowest virtue is above 16. (3) Tends to be well-received by other worshippers of the same religion who know of the character's virtuousness. A bonus equal to the lowest virtue is added to any 1d100 Attitude rolls (re: Encounters 1) made by these worshippers with regard to the character. (4) Tends to be seen as a role model for worshippers of the same religion who know of the character's virtuousness, and is likely to attract followers. The number of followers varies but is always small. The virtuous character gains an EML bonus - equal to the lowest virtue - to Rhetoric, Oratory and Command Roll (if applicable) when communicating with these followers. This benefit can backfire badly if the character falls from grace. All of these benefits are gained when the worshipper reaches 16+ in all five virtues, and then manages to increase his/her Piety Points by at least 1 point (through prayer, fasting, etc). Note also that it is very difficult for a character to remain virtuous. Temptation always presents itself! It is even possible to receive an experience check for one or more vice traits automatically, depending on circumstances. For example, a virtuous Laranian knight who slew a peasant for insulting him is likely to receive a Proud and Cruel check, although no resolution rolls had been made. If the lowest virtue trait is somehow reduced, benefits are lowered accordingly, but if it falls to less than 16, the character has fallen from grace. Such a character loses all benefits, and may even suffer some sort of punishment if his or her deity is cruel or vengeful. It is very difficult for that character to receive benefits again. A quest of some sort may be necessary before the benefits are granted a second time. Depending on how forgiving and trusting the fellow worshippers are, it may be almost impossible to regain the respect and trust of followers or other worshippers who once admired the character. 2. SKILLS. BEGINNING COMBAT MLs... Practice and training may NOT be used to develop any melee weapon skill beyond ML 70, and any missile weapon beyond ML 79 (re: Skills 15). Beginning PCs may not have weapon skills greater than the above maximums unless they obviously use weapons regularly. In such cases, the GM may allow DEVELOPMENT ROLLS equalling the difference between the higher theoretical OML and the training/practice maximum, so that the maximum can be raised. In addition, Unarmed Combat is regarded as having ML 79 as its maximum, and a higher theoretical OML will mean that development rolls will need to be made as above (provided a trainer is available). Example: A PC mercenary has a theoretical Spear OML of 75. The GM reduces the skill to ML 70, but allows the player to make (75-70=5) 5 development rolls to try to improve his character's spear skill beyond ML 70. CATCHING OBJECTS... To catch something that is simply thrown at a character, use Unarmed Combat or Catching EML (Dex Agl Eye; Hir +2, Tar/Nad +1; SB4), whichever is higher. If the object was hurled to cause injury, Unarmed Combat/Catching EML is halved (re: Combat 12). DEVELOPMENT CHECKS... Most skill MLs may improve under stressful situations, but most Craft, Lore, Language and Script skills normally may not. These tend to increase only with practice or training, and hence take longer to improve. FALLING DAMAGE... The rules for falling damage on Skills 10 are unsatisfactory, since uniform acceleration is not considered. A better guideline is given below: _______________________________________________________________ | VELOCITY g BLUNT | VELOCITY g BLUNT | | FALL (Km/h) FORCE IMPACT | FALL (Km/h) FORCE IMPACT | |------------------------------+------------------------------| | 1'+ 5 1.1 1d3 | 520'+ 100 3.8 19d6 | | 5'+ 10 1.3 1d6 | 570'+ 105 4.0 20d6 | | 12'+ 15 1.4 2d6 | 630'+ 110 4.1 21d6 | | 20'+ 20 1.6 3d6 | 685'+ 115 4.3 22d6 | | 30'+ 25 1.7 4d6 | 745'+ 120 4.4 23d6 | | 45'+ 30 1.9 5d6 | 810'+ 125 4.5 24d6 | | 65'+ 35 2.0 6d6 | 875'+ 130 4.7 25d6 | | 85'+ 40 2.1 7d6 | 945'+ 135 4.8 26d6 | | 105'+ 45 2.3 8d6 | 1015'+ 140 5.0 27d6 | | 130'+ 50 2.4 9d6 | 1090'+ 145 5.1 28d6 | | 155'+ 55 2.6 10d6 | 1165'+ 150 5.3 29d6 | | 185'+ 60 2.7 11d6 | 1245'+ 155 5.4 30d6 | | 220'+ 65 2.8 12d6 | 1330'+ 160 5.5 31d6 | | 255'+ 70 3.0 13d6 | 1415'+ 165 5.7 32d6 | | 295'+ 75 3.1 14d6 | 1500'+ 170 5.8 33d6 | | 335'+ 80 3.3 15d6 | 1590'+ 175 6.0 34d6 | | 375'+ 85 3.4 16d6 | 1680'+ 180 6.1 35d6 | | 420'+ 90 3.6 17d6 | 1775'+ 185 6.2 36d6 | | 470'+ 95 3.7 18d6 | 1875'+ 190 6.4 37d6 | |______________________________|______________________________| Armour does not protect from fall impact (but see below). Impact is to one or more reasonable body locations, with each location suffering rolled damage. Acrobatics may be attempted to land on one's feet; a success implies the strike location is a foot (both feet with CS) and the effective height fallen is reduced by 5' or 10' (MS/CS). The GM may allow a character to land on his/her feet, anyway. Anyone falling on someone else will result in both people suffering the same impact, though the effective height fallen would be reduced by 10'. Different surfaces will modify the effective height. Rocky ground will increase height (+30'), and so will hard ground (+15'). Soft ground will reduce height (- 15'), as will deep mud (-30') and deep water (-50') (Note: Characters knocked unconscious in water will float for one combat round before they begin to sink, at 1 yard per second). Soft, non-metal armour reduces the effective height by the Blunt aspect (eg. B6 = -6' fallen). Rigid or metallic armour protects for the same, but only in reducing any positive effective height modifiers, such as those created by rocky or hard ground. HAGGLING... If the customer attempts to haggle for a 10% discount, his/her Rhetoric ML is reduced by the vendor's Rhetoric SB (which is 12 on average). For a 20% discount, the reduction is SBx2, and so on, to a maximum discount of 50%, which incurs a penalty of SBx5. A 60% discount might be allowed, but the penalty jumps to SBx7. Any success indicates that the price has been reduced and a deal is made. With MF, a higher price (ie. more modest discount) may be attempted, but with CF the vendor will steadfastly refuse to sell for any less than the original price. LIFTING LOADS... [GURPS] Change the multiple on Skills 9 for Strength and Endurance from 10 to 30 if the load is being carried on the shoulders/back; to 20 if the load is being lifted with both hands; and leave as 10 if the load is being lifted with one hand. If the weight is being dragged on the ground instead of carried, the multiple is 40; double this if the puller braces him/herself with his/her feet (only for a short distance). Dragging an object reduces speed. If the weight is being pulled on wheels, the multiple becomes 100. If it is being pulled along a smooth, flat surface, the multiple becomes 200. Up to twice these weights can be pulled for a short time. The multiples after adjustment may not exceed 95, but may fall below 5 to 0 if the GM decides that the weight is impossible to lift. If dragging or pulling a weight, the GM decides when the puller needs to make a hold check against Endurance; it is not necessarily immediate. LUCK ROLLS... When a completely random (non-skill based) situation is to be resolved for a character, a Luck Roll is made: Roll 1d100 twice, and if the result of the second roll equals or is less than the result of the first roll, the situation is favourable for that character (ie. he/she is lucky). ML DECLINE... Unless a character devotes a reasonable amount of time to practicing his/her skills and talents, he/she tends to "forget" the finer points and this may cause a decline in ML. Characters should, therefore, spend a reasonable period each month diligently practicing his/her skills. Some skills, such as alchemy, cannot be practiced without appropriate tools. At the end of each month (midnight on the 30th) the character tests a Target Level which is a multiple of his/her Skill Base for each skill/talent on his/her Profile. If the skill/talent is at basic OML (eg. SB 4 for Climbing), it is NOT tested. The SB multiple depends on the amount of practice spent that month on that skill. ____________________________________________________________ | TIME | None | Seldom | Often | Very Often | |------+------------+------------+------------+------------| | TL | SBx1 | SBx3 | SBx5 | SBx6 | |______|____________|____________|____________|____________| The TL may not exceed 95, and the 1d100 roll is interpreted as follows: CS - New insight; gain 1 point of ML! MS - No loss of ML for this skill this month. MF - Reduce skill ML by 1. CF - Reduce skill ML by 1d3. No skill or talent can be reduced to below basic OML (Note: NOT the character's starting OML if that was higher), nor can it be raised to beyond 100 + SB. Combat skills may not be raised past certain maximums with CS (re: Skills 15). Monthly development rolls may still be used to counter ML decline. NOTE: Spell MLs decline under a slightly different system. See the Shek-Pvar book for details. MODIFIERS TO EYESIGHT... When Eyesight is to be affected by some situation, follow these 3 steps: [1] Reduce Eyesight by 2 to 7 for night-vision, 2 being the equivalent of a full moon in a clear sky, 7 being a new moon. Other cumulative factors may also reduce Eyesight, such as mist (Eyesight = 0 after 45' [darkness] or 450' [daylight]), fog (Eyesight = 0 after 30' [darkness] or 150' [daylight]), heavy rain (-2 Eyesight), and snowstorms (-5 Eyesight). Eyesight automatically becomes 0 in complete darkness. Some people may have 0 Eyesight under new moon conditions, implying that they have very poor night vision. [2] For skills which use Eyesight, a 1 point decrease causes a -2 ML reduction, 2 to 4 points cause -5 ML, 5 to 7 points cause -10 ML, 8 to 10 points cause -15 ML, 11 to 13 points cause -20 ML, 14 to 16 points cause -25 ML, 17 to 19 points cause -30 ML, etc. (Increase by 50% this ML reduction for Drawing, and any other skill that has Eyesight in its SB twice). [3] Now reduce ALL skills which obviously use vision by this value, INCLUDING those skills already reduced. Example: A PC's Eyesight is 15. In a moonless night, his Eyesight drops to 8. His shortbow ML therefore falls by -10. Now, ALL skills requiring vision drop by -10. Thus, his broadsword ML drops by -10, and his shortbow skill drops by ANOTHER -10, making its reduction now -20. The above suggests that in total darkness, characters with superior Eyesight will suffer more than those with inferior Eyesight. This is justified by the fact that a character with a high Eyesight attribute would have relied more on his/her vision than one with a low rating. Hence, total darkness would have a greater effect on him/her. Using only ONE EYE will not reduce Eyesight, since the quality of vision is not affected. The effect here is a flat special penalty of -5 (eg. for melee) or -10 (eg. for missiles) at GM discretion. OPENING NEW SKILLS... One may try to use any reasonable unopened skill at base OML, but the skill cannot be improved unless 05 or 00 is rolled (GM discretion), or until appropriate training is received. Similarly, the UNARMED COMBAT skill can be improved to beyond ML 79 without training if 05 or 00 is rolled in combat. After all, there must have been a first. PSIONIC CRITICAL FAILURE... To limit the overabundance of psionics (25.9% of men and 50% of women have talents!), 3 changes are made: (1) Impose an Aura x 1 roll on 1d100 per talent to "awaken" the ability (otherwise it remains dormant); (2) Increase fatigue accrual (as with spell casting); (3) Have a Psionic Misfire table with CF, like that of spell casting CF's. Consult the table below after any special effects peculiar to the failed talent, but before the E3 shock roll: NOTE: A Critical Misfire (ie. a score exactly divisible by 5) causes another roll on the table. Combine the worst results. Fatigue multipliers are cumulative; multiply them together. PSIONIC MISFIRE TABLE (CRITICAL FAILURE) ______________________________________________________________ | 1d100 | EFFECT | |-------+----------------------------------------------------| | 01-20 | NORMAL FATIGUE AND E3 SHOCK ROLL SUFFERED. | | 21-45 | CHARACTER SUFFERS 2 x NORMAL FATIGUE. | | 46-65 | CHARACTER SUFFERS 3 x NORMAL FATIGUE. | | 66-75 | CHARACTER SUFFERS 4 x NORMAL FATIGUE. | | 76-90 | AURA SHOCK. CHARACTER LOSES THE POWER TO USE AURA- | | | DEPENDENT TALENTS AND SKILLS. SHOCK LASTS | | | INDEFINITELY. PLAYER ROLLS EVERY 1d20-AURA HOURS | | | (1 HOUR MINIMUM) TO RECOVER POWERS: IF 1d100 ROLL | | | IS EQUAL TO OR LESS THAN AURA x 1, POWERS ARE | | | FULLY RESTORED. | | 91-00 | GRIEVOUS AURA SHOCK. RECOVERY ROLL IS MADE EVERY | | | 25-AURA HOURS. ONCE A SUCCESS IS MADE, ALL POWERS | | | EXCEPT THE TALENT THAT CF'D ARE RESTORED; THE | | | FAILED TALENT IS PERMANENTLY LOST DUE TO TRAUMA. | | | IF 95 OR 00 WAS ROLLED ON THIS TABLE, AND THE | | | FOLLOWING ROLL IS 91-00, THEN A PHOBIA RELATED TO | | | THE CF'D TALENT IS PERMANENTLY GAINED AS WELL! | |_______|____________________________________________________| PSIONIC HEALING... A healer may NEVER use the psionic talent, Healing, upon him/herself (re: Skills 16). On others, however, it may be used as many times as possible on any wound or identified ailment with a positive Healing Rate (ie. H1 or better). The HR of a wound can be increased to an infinite number (even to H95 or more!) through several uses of the talent. Any ailment is defeated once H6 is achieved. Note, however, that wounds and ailments already at H0 CANNOT be healed or cured in this way, since the talent can only hasten the body's healing processes. Also, the talent has NO effect on any impairments (MI, GI, etc), although it may increase the Healing Rates of those wounds. Shock and poisons CANNOT be treated by this talent, either. The REVIVIFICATION ability can have its ML reduced to 0 or less by the number of hours the recipient has been dead. If a corpse has had its soul prematurely removed, the body cannot be Restored. The recipient of the Revivification talent must make an Endurance x 2 (MS) or Endurance x 5 (CS) roll on 1d100 to come back to life. If the roll fails, he/she can never be Revived. The Revivification ability will provide just enough Blood points to sustain life (if blood loss was the cause of death), and it will also prevent any further blood loss. H0 wounds/poisons/ailments will be raised to H1, but all other wounds/ailments will remain at the same HR. REACTION ROLLS... If a character is faced with a situation so surprising that he/she might not be able to react in time, have the player roll 1d100 against his/her PC's Initiative (END+DEX+AGL+SPD+WIL, possibly plus some battle experience bonuses). Sometimes, an Awareness roll is required before even the Reaction roll can be made. Reaction rolls are affected by physical penalty, so minimum effective Initiative Rating is 5 and the maximum is 95. CS - Character may react at full EML. MS - Character may react at HALF EML that turn. MF - Character may not react at all that turn. CF - Character may not react at all for an entire round. Examples of situations causing Reaction rolls (at least for the first round) are: the PC is travelling along a wilderness trail when a group of bandits suddenly burst out from behind unseen hiding places; the friendly clothier with whom the PC was speaking unexpectedly tries to head butt the PC; the PC's favourite spear warps and twists in his/her very hands; and so on. The same situation repeated again may or may not require a Reaction roll. THROWING A GRAPPLE... To throw a typical 4 lb iron grappling hook with rope, reduce EML according to the rules on Skills 11. (It is most likely that EML will drop to 5.) Then roll for success on the following table: CS - 2 x EML feet MS - 1.5 x EML feet MF - 1 x EML feet CF - Fumble The distance thrown is calculated as a multiple of EML feet, but this EML is the Throwing EML of the character before reducing the skill for the object's weight. Therefore, a character with a Throwing ML of 72 and a total physical and special penalty of 15 before picking up the grapple may throw the grapple 114' (CS), 86' (MS) or 57' (MF), but the chance to throw the grapple is just 5 EML. If the grapple is being hurled upwards, halve the distance. If it is being whirled with at least five feet of rope before throwing, add +20 ML to determine the distance thrown. Once the desired distance has been achieved, a second Throwing roll is made to determine whether the grapple caught its target. This roll is not adjusted by the grapple's weight, but is modified by the target's smoothness (+0 to Impossible). CF indicates that the grapple will fall loose after 1d3 minutes of climbing. 3. COMBAT. AIMED ATTACKS... It is possible to attack (melee or missile) a specific body location such as an eye. However, the more careful the aim, the less chance the attacker has of striking hard. To simulate this, the character must first state what body area (ie. Head, Arms, Body, or Legs) he/she is attacking, and he/she subtracts the appropriate Aiming Zone penalty, as well as the usual Physical Penalty and any other Special Penalties. (NOTE: If this brings the attacker's EML to less than 5, then an easier zone must be chosen.) Of this remaining EML, the character may remove a further 10 points to aim for the right or left target (eg. right or left arm), giving it a 95% chance of hitting the desired side. This assumes a 50:50 chance of normally hitting either. The note above still applies. Of what is left, the character may remove as many points (called AIMING ADJUSTMENT POINTS) from EML as he/she wishes, but EML may not be reduced to less than 5. He/she must state specifically the target location desired. Assuming a hit, the full Aiming Adjustment Points must modify the subsequent body location roll so as to make the struck location be as near as possible to the desired target (this also applies to sub-tables, such as for the Face). Less than the full Aiming Adjustment Points may only be applied if less is required to hit the desired target. BLOOD LOSS... A character who falls unconscious due to having lost more blood points than his/her Endurance attribute CANNOT regain consciousness until the blood loss at most equals Endurance. Shock is still a distinct possibility. It is NOT usually possible to stop arterial bleeding in the Neck, Thorax, Abdomen, Hips or Groin by mundane means, due to a lack of pressure points. Bleeding in all other areas can be stopped by applying pressure for 1d6+4 minutes. COUNTERSTRIKING & TWO WEAPON USE... A combatant may not attack more than once in succession with the same weapon aspect without incurring some penalty (Counterstrike and Grapple are considered to be attacks). This is because if, for example, a spear was thrust for attack, it would take one action to pull the spear back, and then another to thrust it again as a Counterstrike or Attack gained through a Tactical Advantage. It would be quicker to, say, swing the spear to hit the opponent with the butt instead, as that is only one action. If the character insists on attacking twice in succession with the same weapon aspect and the situation allows for such an action, a penalty is assessed: the weapon's Attack Class is halved (rounded down). Block and Dodge options can be used as often as necessary without penalty, since both require only one action. It is often useful to wield two weapons (particularly if one is ambidextrous), as one can attack with one weapon and counterstrike with the other, since some weapons have superior WQs and others have better Attack Classes. Note, of course, the modifiers for using weapons in the primary and secondary hands (re: Combat 3). DAMAGE TO ARMOUR... When an attacking weapon strikes armour or a shield which is not being used to block, that defence is then considered to be passive. Follow the optional guidelines below: Each time an armour is struck, roll 1d20 against the current chance to damage armour. If the roll is equal to or lower than this chance, the armour's AQ is reduced by one level (ie. Superior to Average, Average to Inferior, Inferior to Destroyed). If several layers are worn, roll a die with as many facets as the layers (eg. if three layers of armour are worn, roll 1d3); whatever value is rolled is the number of layers damaged, starting from the outermost layer. Repairs to armour vary in difficulty. A guideline for non-Fire/Frost damage is to roll 1d10 and add the (1d20) damage chance to the result: on 10 or less, the armour may be repaired on the spot if appropriate materials are available (with Hideworking, Metalcraft, Textilecraft or Weaponcraft EML, depending on the material) so that one AQ level is restored; on 11 or more the armour must be properly fixed, with the SI of the repairer and level of success affecting AQ (re: Combat 25). For BLUNT attacks, compare the total weapon impact against the total Blunt (or Squeeze if appropriate) AP of the struck location. The chance of armour damage on 1d20 is equal to one third the effective impact (rounded up), with a minimum chance of 1 in 20. N.B. This generally applies only to RIGID ARMOUR; predominantly soft armours may only have a 1 in 20 chance of being damaged. Therefore, if a rigid armour had a total Blunt AP of 10, then any Blunt impact of 1 to 13 points will have a 1 in 20 chance of damaging the armour. 14 to 16 impact will have a chance of 2 in 20, 17 to 19 impact will have a 3 in 20 chance, etc. See below: BLUNT/SQUEEZE IMPACT EXCEEDS AP BY: _______________________________________________________ | 0+ | 4+ | 7+ | 10+ | 13+ | 16+ | 19+ | 22+ | 25+ | |-----+-----+-----+-----+-----+-----+-----+-----+-----| 1d20: | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |_____|_____|_____|_____|_____|_____|_____|_____|_____| For EDGED attacks, compare the total weapon impact against the total Edge (or Tear if appropriate) AP of the struck location. The chance of armour damage on 1d20 is equal to half the effective impact (rounded up), with a minimum chance of 1 in 20. Therefore, if an armour had a total Edge AP of 10, then any Edge impact of 1 to 12 points will have a 1 in 20 chance of damaging the armour. 13 or 14 impact will have a 2 in 20 chance, 15 or 16 impact will have a 3 in 20 chance, etc. See below: EDGE/TEAR IMPACT EXCEEDS AP BY: _______________________________________________________ | 0+ | 3+ | 5+ | 7+ | 9+ | 11+ | 13+ | 15+ | 17+ | |-----+-----+-----+-----+-----+-----+-----+-----+-----| 1d20: | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |_____|_____|_____|_____|_____|_____|_____|_____|_____| For POINTED attacks, the chance to damage armour is a flat 1 in 20. For FIRE attacks, if 16+ Fire impact is suffered by flammable armour (re: Combat Chart; Armour Protection table), then that armour catches fire, and loses an equal proportion of AP per round that the armour will remain aflame. (Example: Leather will stay on fire for 4 turns, so it loses 1/4 of its AP every round). Meanwhile, extra injury is suffered by the wearer every turn that the armour remains on fire (armour underneath protects). If the extra injury causes 16+ Injury Points to the (flammable) armour directly beneath, then that armour also catches fire. For 16+ FROST impacts, the chance to damage armour is a flat 1 in 20. A SHIELD must check against its appropriate AP (not WQ). If the shield is damaged, then its WQ is reduced by 1d4, and AP is recalculated as necessary (WQ 2- = Destroyed; WQ 3 to 8 = Inferior plate; WQ 9 to 12 = Average plate; WQ 13+ = Superior plate). NOTE: The GM may decide if special penalties (up to a maximum of -30) should be applied for armour flaps hanging loose, etc. ALSO NOTE: Enchanted armour cannot be pierced by normal weapons, so all penetrations inflict blunt injuries (although still using the table appropriate to the attacking weapon's aspect, probably with reduced blood loss, etc). ARMOUR PROTECTION TABLES __________________________________ |INFERIOR | B| E| P| F| S| T| |--------------+--+--+--+--+--+--| | Cloth/Hair | 0| 1| 0| 1| 0| 1| | Leather/Hide | 1| 3| 1| 3| 0| 2| | Quilt/Fur | 5| 2| 1| 4| 2| 3| | Kurbul | 4| 4| 2| 3| 3| 3| | Ring/etc. | 2| 4| 2| 3| 1| 3| | Scale | 4| 7| 3| 4| 2| 5| | Mail | 2| 6| 3| 2| 1| 5| | Plate | 6| 8| 6| 5| 4| 7| |______________|__|__|__|__|__|__| __________________________________ |AVERAGE | B| E| P| F| S| T| |--------------+--+--+--+--+--+--| | Cloth/Hair | 1| 2| 1| 2| 0| 2| | Leather/Hide | 2| 4| 3| 4| 1| 3| | Quilt/Fur | 6| 3| 2| 5| 3| 3| | Kurbul | 5| 5| 4| 4| 4| 5| | Ring/etc. | 3| 5| 3| 4| 2| 4| | Scale | 5| 9| 4| 5| 3| 7| | Mail | 3| 8| 5| 3| 2| 7| | Plate | 7|10| 8| 6| 6| 9| |______________|__|__|__|__|__|__| __________________________________ |SUPERIOR | B| E| P| F| S| T| |--------------+--+--+--+--+--+--| | Cloth/Hair | 2| 3| 2| 3| 0| 3| | Leather/Hide | 3| 5| 4| 5| 2| 4| | Quilt/Fur | 7| 4| 3| 6| 4| 4| | Kurbul | 6| 7| 5| 5| 6| 6| | Ring/etc. | 4| 6| 4| 5| 3| 5| | Scale | 6|11| 5| 6| 4| 8| | Mail | 4|10| 8| 4| 3| 9| | Plate | 8|12| 9| 7| 8|11| |______________|__|__|__|__|__|__| Example: A knight is hit on the Thorax by a battle axe. He is wearing (from outside in) a Superior Cloth surcoat, an Average Double Mail hauberk and an Average Quilt gambeson; total Edge AP in that location is 22. The impact from the axe is 25, so the knight is actually wounded. Since the impact exceeded AP by 3 points, there is a 2 in 20 (10%) chance of damaging the armour (1d3 layers). A 1 is rolled on 1d20, and 2 is rolled on 1d3. Hence, the surcoat is reduced to Average quality and the Double Mail hauberk is lowered to Inferior. The Quilt gambeson is unaffected (at least in such a way as to decrease AP). Until repaired, the Thorax's AP is dramatically reduced against further blows (Edge AP is now only 19, for example). DAMAGE TO WEAPONS... When the weapon damage roll from a block, etc, EQUALS the WQ of the checking weapon, then that weapon's WQ is reduced by 1 (can be repaired by a weaponcrafter). Weapon Quality checks are made on 3d6, more if the opposing weapon is specially magicked, very massive, or travelling at a great speed. Missiles that inflict less than 5 base Impact after range modifiers (see MISSILE COMBAT below) cannot cause WQ checks. DODGES... A character who Dodges an attack remains in the same hex. He or she cannot leap out of the hex, for example (such an attempt may be feasible using Acrobatics EML). An exception to this is when an opponent moves in to Grapple, in which case a successful Dodge moves the defender one hex away. EXTENDED INJURY TABLE... The Injury Table can be extended beyond the normal range. B wounds may increase with discretion, but to no more than B4 (N.B. B wounds simulate not only blood loss but also severe trauma). After two levels of Grievous injury (any type), IPs are generated on 1d10+25 instead of 1d10+20. BLUNT/SQUEEZE: +1d6 to all Kill and Shock rolls (eg. E4 becomes E5) every 6 Impact over 19. At 31+ Impact, Amputation rolls for extremities may begin (at discretion) at the same levels as those for 17+ Edge/Tear Impact. At 43+ Impact, begin Amputation rolls for Abdomen at A4 (again at discretion). +1d6 to all Amputation rolls per Impact level beyond base. EDGE/BITE/CLAW: +1d6 to all Kill, Shock, and Amputation rolls every 4 Impact over 17. The nose and ears can be amputated at 17+ Impact, at A6 (use discretion). At 25+ Impact, begin Amputation rolls for Skull and Abdomen at A4. POINT: +1d6 to all Kill and Shock rolls every 5 Impact over 21. At 26+ Impact, all Serious Stabs become Grievous (if the weapon is large). FIRE/FROST: +1d6 to all Kill and Shock rolls every 10 Impact over 21. FATIGUE... A character who TRAVELS without appreciable rest will gain fatigue at the rate of his/her FR per HOUR (keeping in mind that riders have their physical penalty halved). Note that moving for more than 2 watches in a day counts as a forced march (re: Campaign 7). The HarnMaster RUNNING rule should be changed so that fatigue is gained from EVERY 3 ROUNDS of running, instead of every round (ie. 1 round of running = 2 rounds of other activity in terms of fatigue accrual). HAIR FOR ARMOUR... Large quantities of hair can count as Inferior Cloth for protection. Usual locations are the skull and jaw. Body hair is usually too thin to matter, though it may count for Gargun (but even Gargun do not have protection on the nose, ears or mouth). It is possible to stiffen hair with lime, making it equivalent to Average Cloth. KNOCKBACK... If a character blocks (ie. contests) a large creature's (ie. any species with a combined Strength and 10% body weight of 52+) attack and entry into his/her hex, a Trial of Strength is necessary (re: Combat 13). If the character loses, he/she is knocked out of the hex and suffers an S4 roll. Knockback might occur if an attacking weapon's Impact to the head or torso exceeds the victim's Strength. This is in addition to the rule on Combat 8. Discretion is required, depending on the weapon and the situation. LUNGES... A character wielding an Attack Class 4 or better thrusting weapon may lunge at a target 2 hexes away (3 hexes for L-class weapons), but at a special penalty of - 15 to both attack and any defence MLs that round. MINOR & GRIEVOUS IMPAIRMENTS... A minor impairment (re: Combat 27) causes a permanent reduction of an attribute by 1d3, and a grievous impairment causes a 1d6 fall. Re-calculate relevant SBs, lowering MLs by 5 times the difference in SB. For Serious and Grievous Burns, H4 equals MI, H3 equals GI, an H2 wound causes a 1d8+1 attribute reduction, and an H1 wound results in a 2d6 decrease, especially to Comeliness. Large area burns can reduce an attribute only once, but cause the worst impairment (eg. -6 with H3). A 1 point attribute reduction causes -2 ML, 2 to 4 points cause -5 ML, 5 to 7 points cause -10 ML, 8 to 10 points cause -15 ML, and 11 or 12 points cause -20 ML (x1.5 if the attribute appears in SB twice) to relevant skills. Note that any impairment can affect more than one attribute (eg. Agility and Speed). If Endurance is ever reduced to 0, the character dies. Also, MI or worse to an eye normally results in permanent blindness in that eye. Impairments to small locations (eg. a finger) are not likely to cause large decreases, probably 1 or 2 points of an attribute at most. Finally, any secondary attributes that are affected will suffer half the normal reduction. MISSILE COMBAT... This section is divided into three sub-sections: (1) DEFENCE: If the target is aware of a LOW VELOCITY (ie. thrown) missile attack it may select BLOCK or DODGE. EML is generally HALVED against HIGH VELOCITY (ie. arrow, quarrel, etc) missile attacks. If the target is stationary and not aware of the attack, IGNORE is always selected. If the target is unaware of a Low Velocity missile attack but moving ERRATICALLY (engaged in combat, for example), the defence is always DODGE. However, against High Velocity missiles, the defence is HALF DODGE EML. If the target is unaware of a Low Velocity missile attack but moving PREDICTABLY (travelling in a straight line, for example), the defence is always HALF DODGE EML. Against High Velocity missiles, however, the defence is QUARTER DODGE EML. (2) IMPACT: It should be noted that a ranged weapon loses not only its accuracy over long distances, but also the force of its missile's thrust. See below for modifiers to Impact: Range (5-foot hexes) To 4 5-8 9-16 17-32 33-64 65-128 129-256 Crossbows +0 +0 -1 -2 -4 -6 n/a Longbows +0 +0 -1 -1 -2 -3 -4 Shortbows +0 +0 -1 -2 -3 -4 -5 Slings +0 +0 -1 -2 -2 -2 n/a Staffslings +0 +0 -1 -1 -2 -3 -3 Throwing Weapons +0 +0 -1 -2 -3 n/a n/a Melee Weapons 100% 50% 50% 50% n/a n/a n/a (3) MF/CF: If it is important to find out by how much a MF or CF missile attack missed, first roll 1d10 for direction: 1 (Up) 10 2 (Left) 8-9 * 3-4 (Right) 7 5 6 (Down) Next, consult the table below to determine the deviation of the miss (in 5-foot hexes): Range (5-foot hexes) To 16 32 64 128 256 Marginal Failure... 1 1d2 1d4 1d8 2d8 Critical Failure... 1d2+1 1d4+2 3d4 3d8 6d8 If a man-sized target occupies the designated hex, there is a 50% chance of striking it. Adjust as necessary. If 96-00 is rolled for a bow/crossbow attack, a WQ check must be made on 3d6 against the weapon, to prevent the string from breaking. If the check succeeds, the shot is treated as an ordinary MF/CF. PHYSICIAN... The EML for surgical amputation is 20 plus half Physician ML. Cauterization may only be attempted ONCE on a particular wound. If the treatment causes the wound's HR to increase to a level beyond H6, that wound heals at H7, or even H8. If the treatment reduces the HR to H0 that wound will never heal, and if infection occurs, death is inevitable. QUICK COMBAT SYSTEM... Note these additional rules to the Quick Combat System on Combat 11: (1) Natural ones and twenties on the 1d20 rolls cannot be modified. (2) Outnumbering modifier: 1 point adjustment per person over one opponent, in favour of those outnumbering the victim. (3) Under "Mopping Up", roll on the injury table for each attacker, if more than one. (4) Under "Mopping Up", reduce IPs by the location's armour, but at least one injury must have been capable of causing unconsciousness. SHIELDS NOT HELD... Some characters like to pull back the straps of their shields so that they rest on the forearm whilst leaving the hand free. If this is done, a special penalty for the unwieldiness of the shield will be incurred on the shield arm. These are: BUCKLER -10 penalty. ROUND/KNIGHT SHIELD -20 penalty. KITE SHIELD -25 penalty. TOWER SHIELD Impossible. SPECIAL/MISCELLANEOUS SITUATIONS... A Prone defender is +20 EML to attack and defend against (NOTE: A Prone character may not be attacked if the attacker is also Engaged with another standing enemy, unless this enemy is also Engaged by another friendly character). A Kneeling defender (perhaps he/she was Prone in the previous round, and had failed a Rise roll by 3 points or less) is +10 EML, and a Sitting defender is +15 EML to attack and defend against. To strike a non-Blocking weapon, the attacker is at -20 EML if the targeted weapon is small (Attack Class 1), -15 EML if it is medium (Attack Class 2 to 3) and -10 EML if it is large (Attack Class 4+). If the aim was to Disarm a foe, treat this attack as a Grapple attempt to Take/Grab (re: Combat 10), although a tie result may or may not cause the weapons to entangle. If the attack was to Damage the weapon, the defender's weapon must succeed in a 3d6 WQ check, failure resulting in a loss of -1d4 WQ. (The attacking weapon generally does not need to check for breakage.) If the attack was to Entangle the weapon, see Combat 9. To knock a foe down by Tripping/Pulling, the attacker must aim for the legs with a leg or poled weapon (-10 EML for the latter). With a successful strike, the defender must make a S3 roll at -2 to Agility to stay up. Large creatures receive +6 to Agility, and can only be tripped by polearms. Running defenders have a -2 penalty and unaware defenders have a -3 penalty to Agility. Injury is not usually suffered from Trip/Pull attacks (at least, not from the Tripping/Pulling weapon). To knock a foe down by Barging/Shield Rushing, the attacker must run into the defender's hex and roll against Unarmed Combat or Shield EML as appropriate. If the attack succeeds or is Blocked, a Trial of Strength (re: Combat 13) is made. Large creatures at least 2 times heavier than the Barging character can be pushed back, but do not need to make a S4 roll. Add 1d6 to the attacker's roll if he/she Barges the defender from 2+ hexes away. Unaware defenders subtract 1d6 from their roll. Injury is inflicted as normal. If the defender has a higher remaining Mobility than the Barging attacker, the attacker is effectively Counterstriking the defender's Tactical Advantage; a B* or D* strike indicates a successful Barge attempt. If the attack fails, the Barging attacker must stop in a hex adjacent to the defender. UNARMED COMBAT... If a natural body part (eg. hand or foot) Blocks a weapon which has WQ, then that body part suffers a *1 strike. Likewise for a body part being Blocked by a weapon with WQ (re: Combat 5). However, if a natural weapon is used to Block another natural weapon, then neither party suffers any injury. If, in the GM's opinion, a hard, unyielding target is struck, the attacker should suffer a *1 strike (including his/her own base Impact). Below is a list of various Unarmed Combat attacks, their Attack/Defence classes, base Impact and Aiming Zone modifiers: __________________________________________________________________________ | | | | AIMING ZONE | | | ATTACK | A/D | IMPACT | HEAD ARMS BODY LEGS | NOTES | |----------+-----+--------+------------------------+---------------------| | Punch | 0/3 | 0b | -10 -15 +0 -10 | | | Elbow | 0/1 | 0b | +0 -15 -5 -15 | Close Mode only | | Kick | 1/1 | 1b | -10 -15 -10 +0 | | | Knee | 1/1 | 1b | -15 -15 -5 +0 | Close Mode only | | Headbutt | 0/0 | 1b | +0 -15 -5 -15 | Close Mode only | | Bite | 0/- | 1t | Not Applicable | Grapple only | |__________|_____|________|________________________|_____________________| At SI 8+, for every 10 ML subtracted from Unarmed Combat, +1 may be added to a natural weapon's Impact. The maximum increases to Impact in this manner are +1 for SI 8 to 10 and +2 for SI 11 and 12. Ring armour can also increase Unarmed Impact, by +1b. Below is a list of locations and what type of attack would benefit from wearing Ring: ________________________ ________________________ | LOCATION | BENEFITS | | LOCATION | BENEFITS | |-----------+----------| |-----------+----------| | Skull | Headbutt | | Hands | Punch | | Shoulders | Barge | | Knees | Knee | | Elbows | Elbow | | Calves | Kick | | Forearms | Punch | | Feet | Kick | |___________|__________| |___________|__________| CLARIFICATIONS TO THE GRAPPLING RULES: See below on clarifications to the six hold exploitation options. _____________________________________________________________________________ | EXPLOITATION | CHARACTER WITH A HOLD MAY: | CHARACTER WHO IS HELD MAY: | |---------------+-----------------------------+-----------------------------| | 1. Strike | Att: make any melee attack | Def: make any melee defence | | | in Close mode. | in Close mode, but with a | | | | Tangle penalty. | | | Def: make any melee defence | Att: make any melee attack | | | in Close mode. Note that a | in Close mode, but with a | | | Dodge will cause the holder | Tangle penalty. | | | to let go. | | | 2. Take/Grab | Make a Strength contest, as | Make a Strength contest, as | | | in the rules. | in the rules. | | 3. Squeeze | Att: make a Strength roll, | Def: do nothing. There is no| | | as in the rules. | defence against Squeeze. | | 4. Throw | Make an Unarmed Combat | Make an Unarmed Combat | | | contest, as in the rules. | contest, as in the rules, | | | | but with a Tangle penalty. | | 5. Maintain | Att: automatically maintain | Def: attempt to break hold | | | hold. | (see 6. below). | | 6. Break Hold | Att: automatically let go. | Def: effectively | | | | 'Counterstrike' the holder's| | | | 'attack' (Dodge), in Close | | | | mode. | | | Def: make an Unarmed Combat | Att: make an Unarmed Combat | | | contest, as in the rules. | contest, as in the rules, | | | | but with a Tangle penalty. | |_______________|_____________________________|_____________________________| Remember that whenever the holder suffers an injury, from any source, he or she must roll 4d6 (+EI); if this roll exceeds his or her Endurance, the hold is broken. 4. RELIGION. BEGINNING PIETY FOR PRIESTS... Increase a cleric's beginning piety by 1d6, or 2d6 if the character has entered the priesthood. NOTE: Any character with twenty-five (25) or more Piety Points must be very pious. Characters who behave without the proper respect due to their deity cannot have more than 24 Piety Points. CIRCLES OF COMMAND... In order to know what invocations may be called by a cleric, that cleric's Circle of Command must be determined. These are: AGRIK FIRST CIRCLE: Agnichari, Telmen, Dotelen, Haragki, Laumak. SECOND CIRCLE: Heruchai, Tenaka, Meketa. THIRD CIRCLE: The Aperani, Ulankh, Markithra, Akarata. FOURTH CIRCLE: Viriahn, Senesharil. FIFTH CIRCLE: The High Corcuno, The Low Corcuno, Kemelras. SIXTH CIRCLE: The High Corcuno, The Low Corcuno, Apalankh. SEVENTH CIRCLE: Amanasurif. EIGHTH CIRCLE: Agrik. HALEA FIRST CIRCLE: Corathar. SECOND CIRCLE: Shenasene. THIRD CIRCLE: Ralithina, Desilea, Kilina, Lorisina, Yishvina, Corthina, Tevol- Hilen. FOURTH CIRCLE: Aramia, Tevol-Hilen. FIFTH CIRCLE: Ensala. SIXTH CIRCLE: Salara. SEVENTH CIRCLE: Hilenea. ILVIR FIRST CIRCLE: Acolyte. SECOND CIRCLE: Senior Acolyte, Mendicant. THIRD CIRCLE: Temple Priest, Librarian, Master of Ritual, Master of Acolytes, Keeper. FOURTH CIRCLE+: High Priest. LARANI FIRST CIRCLE: Ashesa, Reblena. SECOND CIRCLE: Matakea, Chabla. THIRD CIRCLE: Valaran, Suloran, Obasaran, Menoran, Turintesa. FOURTH CIRCLE: Serolan, Ethelanca, Rekela. FIFTH CIRCLE: Tirnatha, Serekela. SIXTH CIRCLE: Tirnatha, Lirrath. SEVENTH CIRCLE: Sebrath. MORGATH FIRST CIRCLE: Longai. SECOND CIRCLE: Sungai. THIRD CIRCLE: Khalas. FOURTH CIRCLE: Khidarmur. FIFTH CIRCLE: Torkena-Matan. SIXTH CIRCLE: Namana-Khidur, Gurima. SEVENTH CIRCLE: Vynkhadur. NAVEH FIRST CIRCLE: Adranatha. SECOND CIRCLE: Dranatha. THIRD CIRCLE: Arasha, Wolren, Tarava, Prada, Dezena. FOURTH CIRCLE: Garana. FIFTH CIRCLE: Be'ara-Tulna. SIXTH CIRCLE: Shuganal. SEVENTH CIRCLE: Nagara. PEONI FIRST CIRCLE: Esolani. SECOND CIRCLE: Ebasethe, Reslava. THIRD CIRCLE: Solana, Avasana, Lerovana. FOURTH CIRCLE: Pelnala. FIFTH CIRCLE: Sulaplyn. SIXTH CIRCLE: Pelclunia, Mepeleh. SEVENTH CIRCLE: Hapalan. SARAJIN FIRST CIRCLE+: (Member of a religious clan, some laity). FOURTH CIRCLE+: Valhakar of the religious clan. SAVE-K'NOR FIRST CIRCLE: Manidar. SECOND CIRCLE: Haliki, Falorin, Olunar. THIRD CIRCLE: Rowanti, Deronti. FOURTH CIRCLE: Tryahlar, Ibarti, Serini, Ishranor Enclave. FIFTH CIRCLE: Maecor, Ishranor Enclave. SIXTH CIRCLE: Ishranor Enclave, Deor Ishar. SEVENTH CIRCLE: Rion Ishar. SIEM FIRST CIRCLE+: Adherent. Refer to Gods of Harn for details of the ranks. THE CURE INVOCATION... This invocation grants bonus healing rolls. It should be noted that failed healing rolls do not result in a reduction in the wound/ailment's HR. THE STEALTH INVOCATION... There is an invocation known as Stealth on Religion 10, which apparently belongs to no deity. It should, of course, be granted to adherents of Naveh. It is a 4th Circle invocation, and costs 25 Piety Points. 5. EQUIPMENT. ADVENTURING GEAR... Below is a list of various equipment sometimes used by adventurers: ARROW, wood & iron (WQ 7); 0.1 lbs; 1.25d. AXE/WOOD, wood & iron; 5 lbs; 12d. BACKPACK, leather; 2 lbs (capacity c.50 lbs); 24d. BAG, canvas; 1 lb (capacity c.25 lbs); 4d. BANDAGE ROLL, linen; 1 lb (can cover 25% of body); 1d. BARREL, wood & iron; 100 lbs (capacity c.500 lbs); 15d. BASKET, wicker; 1 lb (capacity c.20 lbs); 2d. BELLS/SMALL, metal; 0.3 lbs; 1d+. BELT, leather & iron; 0.5 lbs; 10d. BLANKET, serge; 5 lbs; 10d. BLANKET/HORSE, serge; 6 lbs; 12d. BOTTLE, glass; 2 lbs (capacity c.1 quart); 6d. BOWL, clay; 0.5 lbs; 2d. BRANDING IRON, iron; 4 lbs; 18d. BRIDLE, leather & iron; 3 lbs; 12d. BROOM/(BESOM), wood; 2 lbs; 1d. BRUSH, wood & bristles; 1 lb; 3d. BUCKET, wood; 2 lbs (capacity c.10 lbs); 4d. CANDLE, tallow/beeswax; 0.3 lbs (6", c.1 hour's burning time); 1d/8d. CAULDRON, iron; 8 lbs (capacity c.1 gallon); 10d. CHAIN, iron; 1 lb per foot (capacity c.1000 lbs); 1d per foot. CHISEL, wood & iron; 1 lb; 6d. COMB, bone/horn; 0.1 lbs; 2d. COMB/HORSE, bone/horn; 0.2 lbs; 3d. CROWBAR, iron; 3 lbs; 9d. CUP, clay; 0.3 lbs (capacity c.half pint); 1d. DRUMS, wood & iron & stretched hide/parchment; 15 lbs; 36d. FETTERS, iron; 2 lbs; 6d. FLAGON, clay; 5 lbs (capacity c.1 gallon); 4d. FLAIL/GRAIN, wood & iron; 2 lbs; 12d. FLASK, clay; 0.5 lbs (capacity c.1 pint); 2d. FLUTE, bone/wood; 1 lb; 18d. GOBLET, pewter; 0.5 lbs (capacity c.half pint); 3d. GRAPPLE, iron; 4 lbs; 10d. HAMMER, wood & iron; 2 lbs; 6d. HARNESS/OX or HORSE, leather & wood; 10 lbs; 18d. HARP, wood & catgut; 8 lbs; 300d. HARPOON, wood & iron; 5 lbs; 40d. HOE, wood & iron; 3 lbs; 3d. HOOK & LINE, bone/horn/iron & hemp/flax/catgut; 0.05 lbs; 0.5d. HORN/HUNTING; 3 lbs; 20d. HORN/MUSICAL, brass; 4 lbs; 72d. HORSESHOES, iron; 10 lbs for four; 4d total. INK POT, clay; 0.2 lbs (capacity c.1/4 pint), 0.5 lbs full; 0.5d. KEG/MAIL-POLISHING, wood & iron; 30 lbs with sand (capacity c.50 lbs); 4d. KEY, metal; 0.1 lbs; 2d+. LADDER/8', wood; 8 lbs; 6d. LANTERN, clay/iron; 2 lbs; 12d. LOCKBOX, wood & metal & leather & wax; 1 lb; 12d+. LUTE, wood & catgut; 4 lbs; 200d. LYRE, wood & catgut; 5 lbs; 120d. MAP, vellum/parchment/etc; 0.05 lbs; 12d+. NAILS/20, iron; 1 lb; 2d. NEEDLE & THREAD, bone/horn & hemp/flax/catgut/silk; 0.05 lbs; 0.25d (silk thread may cost as much as 5d). OAR, wood; 4 lbs; 5d. OIL/LAMP; 1 lb per pint; 1.5d. OIL/COOKING; 8 lbs per gallon; 3d. PAN, copper; 1 lb; 12d. PICK, wood & iron; 5 lbs; 8d. PIPE/SMOKING, wood/bone/horn/clay; 0.2 lbs; 2d. PIPES/MUSICAL, wood/bone/horn; 3 lbs; 60d. PLATE, tin/pewter; 0.5 lbs; 2d/5d. PURSE, buckram/silk; 0.2 lbs (capacity c.3 lbs); 9d/60d. QUARREL/CROSSBOW, wood & iron (WQ 9); 0.1 lbs; 1.25d. QUILL/WRITING; 0.05 lbs; 1d. QUIVER, leather; 1 lb; 8d. RAZOR, iron & leather; 0.3 lbs; 6d. ROPE, hemp; 0.2 lbs per foot (capacity c.750 lbs); 1d per foot. SACK, linen/buckram; 0.5 lbs (capacity c.30 lbs); 0.5d/1d. SADDLE/RIDING, leather & iron; 35 lbs; 80d. SADDLE/WAR, leather & iron; 45 lbs; 240d. SANDALS, leather; 0.6 lbs; 8d. SCABBARD, leather; 1 lb; 48d. SCALES, brass/copper; 3 lbs; 72d+. SCROLL, parchment/vellum; 0.05 lbs; 2d per square foot. SCROLL CASE, leather; 0.5 lbs; 4d. SCYTHE, wood & iron; 6 lbs; 24d. SHEATH/DAGGER, leather; 0.3 lbs; 2d. SKIS, wood; 10 lbs; 42d/pair. SLED, wood; 200 lbs (capacity c.2000 lbs); 80d. SLING, leather/buckram; 0.1 lbs; 9d. SNARES & TRAPS, hemp & metal & wood & canvas; 5 lbs; not for sale. SNOWSHOES, wood & rawhide; 5 lbs; 36d/pair. SOAP, tallow; 0.5 lbs; 8d. SPADE, wood & iron; 4 lbs; 8d. SPIKE, iron; 0.5 lbs; 1d. SPOON, wood/horn; 0.1 lbs; 1d. SPURS, iron; 1 lb; 18d. STAFFSLING, wood & leather; 1 lb; 12d. TANKARD, pewter; 1 lb (capacity c.1 pint); 4d. TENT/SLEEPS TWO, canvas & wood; 10 lbs; 27d. TENT/PAVILION, canvas/buckram & wood; 100 lbs; 200d+. TINDERBOX, tinder & flint & steel (takes 1d4+1 rounds to light); 1 lb; 6d. TORCH, candlewood & linen & tar; 2 lbs; 1d. TRUNK, wood & iron; 10 lbs (capacity c.40 lbs); 12d. URN/5 GALLON, clay; 20 lbs; 12d. VASE, clay; 1 lb (capacity c.1 quart); 4d. WHEELBARROW, wood; 30 lbs (capacity c.150 lbs); 10d. WHETSTONE; 1 lb; 2d. WINESKIN, leather/animal bladder; 1 lb (capacity c.1 quart), 3.5 lbs full; 10d. Note that 1 pint of water weighs about 1.25 lbs. There are 2 pints in a quart (2.5 lbs), and 4 quarts or 8 pints in a gallon (10 lbs). BASE WEIGHTS FOR CLOTHING... The table for cloth weights and prices on Combat 23 should be replaced with those found on Prices 2. To purchase "custom-made" clothing, such as full- sleeved tunics, multiply the following base weights and retail prices by the Body Parts percentages as given on Combat 24: ___________________________________ | MATERIAL | WEIGHT | PRICE | |------------+----------+---------| | Linen | 0.04 | 1.02d | | Serge | 0.07 | 1.18d | | Buckram | 0.05 | 1.50d | | Russet | 0.07 | 3.06d | | Worsted | 0.08 | 4.73d | | Silk | 0.07 | 9.12d | |____________|__________|_________| Round off weight to one decimal place, and retail price to the nearest penny. Material cost for an average quality item is about 40% of retail price. The time needed to manufacture the garment is roughly 1 hour x the percentage of the body to be covered. Linen tends to be Inferior in AQ, and Worsted is generally Superior. CLOAKS... As far as calculating weight is concerned, a cloak will cover: Sh Tx Ab Hp Gr Th Kn Cf. However, as for protection, a cloak might only cover the shoulders against attacks from the front, but even that location would not be protected if the wearer is engaged in combat. The back would probably enjoy protection from the cloak, of course. A cloak may be used to entangle an opponent, by using the Net weapon skill (re: Combat 9). WATER'S EFFECT ON EQUIPMENT... [AD&D] Wet clothes become about 6 times heavier (from soaking) and provide no insulation. Metal items which are exposed to significant moisture will begin to rust if they are not dried off within a day, and polished at least once every Hinyael (15 days). Rusted ARMOUR will split or crack, causing a reduction to AP in that location, on a roll of 1 on 1d20 per month rusted each time the armour is struck. Ancient, rusty armours have their AP automatically reduced by age. Rusted WEAPONS will suffer a reduction in WQ by 1 every time it makes a damage roll by 1 point per month rusted or less (eg. 4 months rusted, WQ reduced by 1 if the check is made by 4 or less). Ancient, rusty weapons have their WQ automatically reduced by age. Prolonged polishing (with sand for armour and whetstone for weapons) will halt the rusting process, and will reduce the monthly damage penalty by 1 point, but no more. Leather items are not usually damaged by moisture. Boots are somewhat of an exception; because of the stress they are under when they are used, water-soaked boots begin to come apart at the seams as the hide softens and weakens from being moistened. If boots are not thoroughly dried out once every 2 days or so, they may start to show signs of deterioration. Rope expands when wet. A knot made in a dry rope will be very difficult to untie quickly if the rope is soaked. The converse is also true. Vegetable matter may develop mould, or even rot (especially in high temperatures). TAINTED FOOD is an H5 poison, causing nausea and cramps after up to 20 minutes. The effects usually last about half a day, and cannot cause death (H1 is the minimum result). SPOILED FOOD is an H3 poison, more severe than tainted food. The effects usually last up to 24 hours, and again cannot cause death. Whereas tainted food provides some nourishment, spoiled food is only 50% likely to provide any. See also DISEASES; FOOD POISONING (p.31). Ink on scrolls, maps, etc, will bleed if wet. Arrows that become wet will not fly true until the fletching dries out; -10 ML special penalty. WEAPON QUALITY AND PRICES... For each WQ point above average, multiply the price of a weapon by 1.25. For each point below, multiply by 0.75. This is a change in the rules on Combat 21, where 25% is added or subtracted per quality point above or below average WQ. Therefore, a +2 battlesword now costs (230 x 1.25 x 1.25 = 359) 359d instead of (230 + 50% = 345) 345d. WEARING ARMOUR... There are 2 basic rules about wearing armour/clothing: (1) A maximum of 1 layer of the same material may be worn over any location. The only exceptions are: 2 layers for Leather (remember that Ring and Scale have Leather backings) and Mail (in the form of Double Mail only); and a maximum of 3 layers of Cloth; (2) A maximum of 2 layers of flexible armour, 1 layer of rigid armour and 1 layer of Cloth are permitted in any location. Scale counts as 2 layers of flexible armour, but Double Mail counts only as 1 layer of flexible armour for this purpose. If either of the above rules is broken, special penalties should be imposed (eg. wearing 2 Quilt gambesons incurs a -10 ML penalty). Some leeway is allowed when long cowls and hauberks (etc) hang over certain locations (eg. the Thighs might be protected by Mail chausses and Quilt leggings, and also by a Cloth surcoat, Mail hauberk and Quilt gambeson). Restricted combinations of the rules are allowed. The wearer could forego a layer of flexible armour in return for 2 layers of Cloth (eg. Leather, Kurbul and 3 Cloth layers). Alternatively he/she could forego rigid armour and wear a layer of flexible armour instead (eg. Mail, Quilt, Leather and Cloth, or Scale, Quilt and Cloth, etc). WHERE TO BUY ARMOUR: Cloth and Quilt items can be purchased from clothiers. Leather items are available from hideworkers. Ring and Scale can be purchased from most weaponcrafters, and so can leather (at a slightly inflated price). However, Weaponsmiths, who specialize solely in the manufacture of weaponry, are not likely to sell any armour. Kurbul, Mail and Plate can normally only be acquired from Armourers (weaponcrafters who specialize in the making of armour) and bonded weaponcrafters. Some weaponcrafters specialize in a select range of both weapons and armour, such as swords and Mail, but few other types of weapons or armour will be available from them. ASSORTED RING AND SCALE ARMOUR: There is nothing to stop a character from having rings or studs attached to an armour other than Leather. Likewise for Scale, and the scales need not be Plate, either. RING armour may have CLOTH, QUILT, LEATHER, KURBUL, and PLATE backings. SCALE armour may have CLOTH, QUILT, and LEATHER backings and the scales may be made from Plate (normal) or Kurbul. Add the following values to suitable backings. Note that custom-made armour of this sort is very uncommon. RING: B E P F S T ANY TYPE +1 +1 +0 +0 +1 +1 WEIGHT: +0.2 MAKE: +0.4d/+7 hrs COST: +5d Reinforced armour may have spikes (converts Unarmed Combat Blunt Impact to Point). Reinforced Plate is generally restricted to helmets. NOTE: Superior/Inferior price multipliers should be applied only for the backing, since Superior/Inferior Ring reinforcing does not exist. SCALE: B E P F S T INFERIOR +3 +4 +1 +1 +2 +3 AVERAGE +3 +5 +1 +1 +2 +4 SUPERIOR +3 +6 +1 +1 +2 +4 WEIGHT: +0.45 MAKE: +0.9d/+11 hrs COST: +8d KURBUL SCALE: B E P F S T INFERIOR +2 +2 +1 +1 +2 +1 AVERAGE +2 +3 +1 +1 +2 +2 SUPERIOR +2 +4 +1 +1 +2 +2 WEIGHT: +0.11 MAKE: +0.6d/+2 hrs COST: +2d DOUBLE MAIL: Double Mail is simply made of 2 layers of Mail woven together, and has the advantage of counting as only 1 layer when worn with other armour. Superior Double Mail is actually Avg+Sup, and Inferior Double Mail is Avg+Inf. DOUBLE MAIL: B E P F S T INFERIOR 5 14 8 5 3 12 AVERAGE 6 16 10 6 4 14 SUPERIOR 7 18 13 7 5 16 WEIGHT: 1.00 MAKE: 1.6d/40 hrs COST: 30d WEARING HEADGEAR & GAUNTLETS... The wearing of headgear that covers the Ears will reduce the wearer's HEARING attribute by 1/4 the total Fire/Frost AP of that location (exclude magical bonuses), rounded off. For example, a character wearing a Plate great helm, Double Mail cowl, Quilt cowl and Cloth hood, all of Average AQ, will suffer a Hrg loss of -(6+6+5+2)/4 = -4.75, rounded off to -5. Note also that the great helm restricts vision, causing a general -5 ML special penalty. The wearing of gauntlets or mittens will reduce the wearer's TOUCH by the total Squeeze AP of that location (exclude magical bonuses). A "0" value should be treated as 0.5, with the total rounded off. For example, a character wearing Double Mail, Quilt and Cloth mittens, all of Average AQ, will suffer a Tch loss of -(4+3+0.5) = -7.5, which rounds off to -8. For skills which use Hearing/Touch, a 1 point decrease causes a -2 ML reduction, 2 to 4 points cause -5 ML, 5 to 7 points cause -10 ML, 8 to 10 points cause -15 ML, 11 to 13 points cause -20 ML, 14 to 16 points cause -25 ML, 17 to 19 points cause -30 ML, etc. (Increase by half this ML reduction for any skill that has the attribute in its SB twice). 6. CAMPAIGN. ALCOHOL AND DRINKING... [RuneQuest Vikings] The alcoholic content of beverages is quantified by means of Potency Points per standard-sized drink. These Potency Points accrue within the drinker's body as long as the drinker continues to drink. When the drinker rests, his/her body works to eliminate the alcohol from the system. BEVERAGE POTENCY TABLE Beverage Potency Ale/beer/cider (tankard) 4 Mead (tankard) 6 Wine (goblet) 4 Brandy (goblet) 8 A tankard has a fluid capacity of one pint, and a goblet can hold up to half a pint. Potency can vary by +/- 0 to 3 points, because some inns serve watered beer, and others brew incredibly potent brandy, etc. BEER is made by brewing and fermenting cereals (usually malted barley), and is flavoured with hops (a twining plant) to give a bitter taste. ALE is unhopped beer. CIDER, in this context, means the fermented expressed juice of some fruit (usually apples). MEAD is an alcoholic liquor made by fermenting honey and water. WINE is the fermented juice of the grape. BRANDY is the spirit distilled from the fermented juice of grapes, or, sometimes, of apples, peaches, plums, etc. 1. EFFECTS OF ALCOHOL. Accumulated Potency Points depress physical and mental functions and cause a loss of some inhibitions and some skills. [1] Each accumulated Alcohol Potency Point beyond HALF the drinker's DRINK RESISTANCE (average of Endurance and 10% of body weight in pounds) reduces ALL his/her MLs by one (1) point. Treat this reduction as a special penalty (Inebriation). The average Harnic man has a DR of 13. [2] Drinkers who drink seriously frequently develop a sense of comradeship when they congregate. If a PC drinks often, his/her player should decide how the alcohol affects the character; for instance, does it make him/her talkative, introverted, sad, silly, obstreperous, or belligerent? [3] Excessive drinking can cause the drinker to become sick and/or unconscious. If the total accumulated Alcohol Potency Points (not the Inebriation special penalty, which is the total minus 1/2 DR) equals the drinker's DRINK RESISTANCE value, an Endurance x 5 roll must be made on 1d100. If the total reaches 2 x DR, an Endurance x 4 roll must be made. If it reaches 3 x DR, an Endurance x 3 roll must be made, and so on. The first time the Endurance roll is failed, the character feels a wave of nausea pass through his/her body. He/she feels slightly dizzy, but there is no other effect. On CF, the character passes out. Each subsequent time the drinker's player fails the Endurance roll, the character becomes sick. If the failed roll is greater than twice the Endurance roll, then the drinker passes out instead of becoming sick. On CF, the drinker both passes out and becomes sick. If the total reaches 6 x DR, a 1d100 roll must be made against half DR (minimum level). The drinker passes out unless CS is achieved (make another roll if he/she gains even one extra Potency Point). On CF, the character dies! 2. RECOVERY FROM ALCOHOL EFFECTS. Heavily-drinking characters must recover from several effects of alcohol: passing out, the Alcohol Potency, and hangover. Despite folktales to the contrary, the best route to hangover recovery is to get some sleep. [1] A drinker who passes out will remain unconscious for about 3 to 12 hours. During this time it will be nearly impossible to rouse him/her. After this number of hours has passed, the drinker will pass into a natural sleep which lasts for 2 + the minimum number of hours the character needs to sleep (see SLEEP, below). [2] A drinker purges alcohol from his/her system at a rate of 2 Alcohol Potency Points PER HOUR. If, after sleep, there is alcohol still remaining, the character suffers from hangover. [3] A drinker experiences a hangover whenever he/she awakens after a night of heavy drinking and still suffers from an accumulation of Alcohol Potency Points. Hangover is caused by residual alcohol toxins in the drinker's body. A character with a hangover suffers from headaches, general body pains, and nausea. His/her MLs will still be lowered by the remaining Inebriation special penalty. Also, if he/she suffers any sudden movement, or tries to perform any strenuous activity, the player must make an Endurance roll against the appropriate multiple. MF or CF results in the character becoming sick. DISEASES... Described below are 17 of Harn's more unpleasant diseases. INFECTIVITY refers to the contagion index of the disease reaching its victim from "the world" (eg. from animals). TRANSMISSIBILITY means the contagion index of the disease reaching its victim through another person. Generally, the higher the healing rate and the lower the contagion index, the more common the disease; C1-2, H0 (incurable) diseases are very rare. If a disease has a minimum HR of 1, then it is non-fatal. Full recovery is usually within a few days. The percentage chance of death, if given, is the chance of a person with 10 Endurance of dying (100 minus a multiple of Endurance. For the diseases below, it is up to the GM to decide when healing rolls are allowed. In many cases, the first healing roll is given after the incubation period has passed, and symptoms have started to show. Diseases are usually debilitating, hence they incur special penalties according to the current Healing Rate. These are: H5 = -5 ML H4 = -10 ML H3 = -15 ML H2 = -25 ML H1 = -40 ML H0 = -65 ML (just before death) Player characters generally do not contract diseases unless their actions deserve them, or if the ailment is significant to the campaign. 1. ANTHRAX - INFECTIVITY: C3-5; TRANSMISSIBILITY: NONE. INCUBATION PERIOD: 1 TO 5 DAYS. DURATION OF ILLNESS: 3 TO 5 DAYS. HEALING RATE: H4 (Skin) or H1 (Lungs). A bacterial disease caught from sheep or cattle hide/hair. EFFECTS: SKIN - Infected area marked by itching "papule", surrounded by vesicles filled with blood-stained fluid. Centre dies and nigrifies. LUNGS - Breathing difficult, usually to the point of asphyxiation. 2. DEFICIENCY DISEASES - There are 4 basic types: (i) VITAMIN A DEFICIENCY: Caused by a lack of green and yellow vegetables, butter, and egg yolk. Takes effect after about a tenday or two. EFFECTS: Night- blindness (increase the reduction in Eyesight in the dark), eventually reducing Eyesight in general. (ii) VITAMIN B DEFICIENCY: Caused by a lack of bread, peas, beans, and meat products in general. Takes effect within a month. EFFECTS: Beri-beri (2 types). Dry beri-beri: Inflammation of the nerves, Touch reduced by 1d6. Wet beri-beri: The body becomes grossly swollen and waterlogged, causing a weakness of the heart and a general reduction in Endurance (1d3). (iii) VITAMIN C DEFICIENCY: Caused by a lack of fresh green vegetables. Takes effect within a month, can kill within two. EFFECTS: Scurvy; wounds refuse to heal, the gums swell and bleed, livid spots appear on the skin, and a general reduction in Endurance (1d3) occurs. (iv) VITAMIN D DEFICIENCY: Caused by a lack of sunlight and proteins. Takes effect within a month. Serious to children, who may suffer from rickets. In adults, a slight reduction of 1 Endurance occurs. 3. ENCEPHALITIS - INFECTIVITY: C1-2; TRANSMISSIBILITY: NONE. INCUBATION PERIOD: 5 TO 15 DAYS. DURATION OF ILLNESS: 7 TO 60 DAYS. HEALING RATE: H3. Encephalitis is a viral infection which causes the brain to become inflamed. The virus is usually breathed in through the nose. EFFECTS: Fever, lethargy and irritability, later probable unconsciousness, headaches and vomiting. Death is common. 4. FOOD POISONING - There are 3 types of food poisoning. (i) POISONING THROUGH CHEMICAL POISONS. This is common when poisonous flora are used in cooking, etc. This is a poison, not a disease, and the healing rate is H1-5 (usually non-fatal, however, so H1 is the minimum). (ii) POISONING THROUGH THE TOXINS OF GERMS. This is very common, since the bacteria which cause the toxins are present in the noses of many people (also in boils and infected cuts). It is very easy (C1-2) for the bacteria to get into food when "carriers" prepare meals with unwashed hands, etc. Cream products are particularly susceptible. Cooking will kill the germs, but will not destroy the toxins. Healing rate is H3-5, with H1 usually being the minimum rate. Incubation period is up to one hour, and the duration of the illness is up to 3 days. (iii) POISONING THROUGH THE GERMS THEMSELVES. These bacteria normally inhabit animals. Cooking will generally kill off these germs. Healing rate is as above, but some people become "carriers" of the germs, suffering no symptoms themselves, but being able to infect others. EFFECTS: For any type of food poisoning: Abdominal pain, weakness, diarrhoea and vomiting. 5. GONORRHOEA - INFECTIVITY: NONE; TRANSMISSIBILITY: C1-2. INCUBATION PERIOD: 4 TO 7 DAYS. DURATION OF ILLNESS: N/A. HEALING RATE: N/A. This is a venereal disease, transmitted by sexual intercourse. EFFECTS: MEN - burning pain on passing urine and discharge from the penis. Later, constriction of the urinary passages, formation of abcesses in the penis, inflammation of the prostate gland and of the passage leading from the testicles, sterility, eye disease and arthritis (not all of these symptoms might occur). WOMEN - unusual amount of vaginal discharge, often yellow and offensive. Pain on passing urine is common, and pus may cause swelling in the lower part of the labia of the female genital tract. Later, sterility and abdominal pains. About 30% of all prostitutes have this dreadful disease. 6. HEPATITIS - INFECTIVITY C3-5; TRANSMISSIBILITY: NONE. INCUBATION PERIOD: 40 DAYS. DURATION OF ILLNESS: 3 TO 4 DAYS. HEALING RATE: H5. H1 minimum. Hepatitis is a virus, which causes the inflammation of the liver. EFFECTS: A slight fever, loss of appetite, feeling nauseated. Then becomes jaundiced (skin turns yellow), with some itching of the skin, and darker coloured urine. Drinking of alcohol is out of the question, as the illness will worsen. 7. INFLUENZA - INFECTIVITY: C1-2; TRANSMISSIBILITY: C1-2. INCUBATION PERIOD: 1 TO 3 DAYS. DURATION OF ILLNESS: 3 TO 10 DAYS. HEALING RATE: H5. If H0 occurs, only a 10% chance of death. Otherwise, H1 is the minimum rate. The 'flu is an extremely common disease. The virus is generally non-fatal. EFFECTS: General weakness and exhaustion, nasal catarrh present. Sometimes inflammation of the bronchi, causing phlegm to be coughed up. 8. LEPROSY - INFECTIVITY: NONE; TRANSMISSIBILITY: C6-7. INCUBATION PERIOD: SEVERAL MONTHS. DURATION OF ILLNESS: [Lepromatous] N/A. [Tuberculoid] YEARS. HEALING RATE: [Lepromatous] N/A. [Tuberculoid] H5. If H0 occurs, gross deformity instead of death. This disease is the most unreasoningly feared of all afflictions. It is also the least infectious, since leprosy takes several months, even years of prolonged and close contact to be transmitted from person to person. EFFECTS: 2 types; LEPROMATOUS, reduces Comeliness (1d6). TUBERCULOID, reduces Touch (1d6). 9. PLAGUE - INFECTIVITY: C1-2; TRANSMISSIBILITY: C1-2. INCUBATION PERIOD: 2 TO 5 DAYS. DURATION OF ILLNESS: 1 TO 2 DAYS. HEALING RATE: H0. The most destructive disease known to man is the plague. Once contracted, the end result is invariably death. Fortunately rare, an epidemic can (and has in the past) kill off most of the local population. It is commonly transmitted to humans by fleas, rats, and various wild animals. Rodents develop the disease. EFFECTS: Illness characterized by painful tender swelling (buboes) of the lymph glands. Also fever, headache, vomiting, delirium, and a tendency to bleed into the cavities of the body. Coughs spread the plague in pneumonic form. 10. RABIES - INFECTIVITY: C1-2; TRANSMISSIBILITY: NONE. INCUBATION PERIOD: 20 TO 60 DAYS. DURATION OF ILLNESS: 5 TO 15 DAYS. HEALING RATE: H0. Rabies is a virus disease caused by a bite or lick from an infected dog, or one of several other animals. It is quite possible for an infected dog to appear completely healthy and normal. EFFECTS: Fever, headache, vomiting, sore throat, cough, tingling sensations, pain near the site of the bite, and then agitation and restlessness. The victim becomes wildly apprehensive and irrational, and develops muscle contractions and convulsions. Violent spasms of the throat occur if he/she tries to drink; eventually these come on at the very thought or sight of water. That is, the victim develops hydrophobia. Death is inevitable. 11. SCABIES - INFECTIVITY: C1-2; TRANSMISSIBILITY: C1-2. INCUBATION PERIOD: 1 TO 2 DAYS. DURATION OF ILLNESS: (See below). HEALING RATE: N/A. The "itch" is a skin disease caused by tiny mites. It can be passed on by the merest bodily contact. If clothes, bed linen and body are thoroughly washed, the mites will die within 1 or 2 days, but the itch itself may persist for up to 14 days. EFFECTS: Intolerable itching made worse by warmth. Usually occurs first on the inner surface of the wrist, or between the fingers, then spreads. Small red inflamed areas can be detected, which are in fact short burrows made by the female mites to lay her eggs. Scratching makes the inflammation worse, which could lead to infection. A WILL x 4 roll must be made to prevent oneself from scratching, and a general -Touch special penalty (or greater) is assessed. 12. SMALLPOX - INFECTIVITY: C1-2; TRANSMISSIBILITY: C1-2. INCUBATION PERIOD: 7 TO 16 DAYS. DURATION OF ILLNESS: 12 TO 24 DAYS. HEALING RATE: H3. Smallpox is easily made into epidemic proportions. EFFECTS: Headache, fever, abdominal pain, vomiting. Some 4 days later, the victim feels better. But, a rash appears at this stage. It consists of tiny red spots inside the mouth and on the upper part of the face, later spreading rapidly to the extremities. A few days later, the lumps will have filled with clear fluid, which eventually turns to pus. The victim feels very ill when the rash is at its height, and he/she only starts to recover (if at all) when the pustules begin to dry into scabs. Poxmarks (-1d3 to Comeliness) are often left behind. 13. SYPHILIS - INFECTIVITY: NONE; TRANSMISSIBILITY: C1-2. INCUBATION PERIOD: 10 TO 90 DAYS. DURATION OF ILLNESS: SEVERAL YEARS. HEALING RATE: H2 (After primary stage). Syphilis is the most serious venereal disease, caused by a germ. EFFECTS: Primary stage - a painless, hard lump, which slowly erodes to form an ulcer, on the penis or the labia (sometimes on the lips, fingers, nipples, or within the vagina). The groin may swell. This stage soon passes off. Secondary stage - a month or two later, there is a rash, often accompanied by lymph gland enlargement. This stage eventually passes off. Late stage - many years later, organ and bone destruction occurs. At this stage, H6 cannot ever be attained, and H0 can only occur at this stage. There is a 10% chance that a prostitute has this terrible affliction. 14. TETANUS - This condition, otherwise known as "lockjaw", is treated as an infection rather than a disease, affecting open wounds, but its effects will be described here. EFFECTS: The earliest symptom is a painless spasm of the cheek muscles, occurring some days after injury. The rigidity spreads over a matter of hours, until spasms affect the muscles of the entire body. Facial muscles are drawn back into a hideous grin, and the muscles of the back are so violently contracted that the victim's whole body is arched backwards each time a spasm occurs. Lockjaw is quite often fatal. 15. TULARAEMIA - INFECTIVITY: C1-2; TRANSMISSIBILITY: NONE. INCUBATION PERIOD: 4 TO 7 DAYS. DURATION OF ILLNESS: 20 TO 60 DAYS. HEALING RATE: H5. If H0 occurs, only a 10% chance of death. Otherwise, H1 is the minimum rate. This fever is caused by a germ which is closely related to the organism that causes plague. It is passed to man from infected animals, including rabbits, squirrels, mice, foxes, chickens, pheasants, snakes, mosquitoes and flies. Humans can be infected by touching the carcasses of such animals, or by being bitten by mosquitoes or deer-flies. EFFECTS: A reddish lump appears on the skin. This breaks down to form an ulcer, while the lymph glands in the same area of the body become grossly enlarged and painful. Headache, nausea and pains are common. Pneumonia may also develop, causing weakness and worse fever. 16. TYPHOID - INFECTIVITY: C3-5; TRANSMISSIBILITY: C3-5. INCUBATION PERIOD: 7 TO 21 DAYS. DURATION OF ILLNESS: 14 TO 60 DAYS+. HEALING RATE: H5. If H0 occurs, a 70% chance of death. Otherwise, H1 is the minimum rate. One of the enteric groups of fevers. It is passed on when germs from the bowel motions (sometimes also urine) of an infected person are allowed to contaminate someone else's food or drink. The disease may be passed on by symptomless "carriers". EFFECTS: Headache, loss of appetite, weakness, nosebleeds and slight fever. Gradually builds up. Rashes develop, and diarrhoea is common. Later, the bowel and gut may perforate, causing possibly fatal internal bleeding. 17. TYPHUS - INFECTIVITY: C1-2; TRANSMISSIBILITY: NONE. INCUBATION PERIOD: 6 TO 15 DAYS. DURATION OF ILLNESS: 14 TO 60 DAYS+. HEALING RATE: H4. A fever passed on by lice, fleas, and mites. It is transmitted by the body louse, whose infected faeces get into broken skin; for instance, scratches caused by intense itching. EFFECTS: Severe headache, chills, fever, and, about 5 days later, a pink rash over the torso. DOOR DIMENSIONS... An average Harnic exterior door is roughly 2" x 32" x 80", or approximately 3 cubic feet in volume. It is commonly made up of some 6 to 8 vertical planks nailed into position by two horizontal planks on the inside, and is attached to a doorway by hinges. Doors often feature locking devices. A typical, solid wooden portal with hinges and a latch but no lock would be available from a woodcrafter for about 20d. Iron-bound doors have metal horizontal reinforcing on both sides, and would cost about 40d. Now you know how much to charge unruly PCs who go about bashing doors down! FOOD AND WATER... Characters need at least 2 lbs of meat or 3 lbs of vegetables, plus 2 quarts of water per day. They should eat at least twice per day, otherwise discomfort (lasting 2d6 watches) develops after 12 hours, which causes a special penalty of -5 ML. Consuming substantially less than the above amount will induce, besides malnutrition injuries (re: Religion 4), a loss of weight and strength. These effects are assumed to be a part of malnutrition injuries, however. The longest period of time a Harnian has spent living without food and water is 18 days, the record being held by a captive Khuzdul in a dungeon. (The dwarf died). One who fasts (ie. consumes only water) will die within Endurance x 5 days. Deficiency diseases (p.31) will have set in before then. One who starves (ie. consumes nothing) will also suffer: a 1d2% loss in body mass per day as dehydration; a 2d6 special penalty for thirst; collapse and coma at Endurance x 0.5% loss in body mass; death at Endurance x 1.5% loss in body mass. Eating full meals for at least 2 consecutive days will reduce malnutrition injury (1 day will only temporarily halt it). Recovery rate is about the same as the rate of weight loss and injury (depends on quantity eaten/drunk). Food may SPOIL when stored for long periods of time. In order of susceptibility: (1) raw meat (most susceptible, rots in 2 to 4 days); (2) cooked meat; (3) fruits/vegetables; (4) green plants. See WATER'S EFFECT ON EQUIPMENT (p.25) for details on spoilage. FORAGING... Food for long journeys can be costly, so many travellers resort to foraging and hunting. The latter is covered in Harnlore 4, and foraging rules are given below: The Foraging skill is used to find vegetarian food in the wilderness. For every hour spent foraging, the gatherer finds enough food for him/herself for one day with MS (enough for two persons with CS). MF yields no food that hour, and CF results in no food found in the next hour as well as the current hour. The skill is modified by terrain. The type of food gathered may be identified as poisonous or useful only with a successful Herblore or second Foraging roll (one try per item only). Roll 1d100 to determine what is found, adjusting ML for terrain: MIXED FOREST REGIONS (+0 ML): SPRING SUMMER AUTUMN WINTER EDIBLE PLANTS: 01-31 01-28 01-14 01-14 USEFUL PLANTS: 32-40 29-34 15-17 15-17 FRUITS/NUTS: 41-47 35-48 18-36 18-24 TREE BARK: 48-58 49-56 37-48 25-54 FUNGI: 59-64 57-68 49-65 55-60 POISONOUS PLANTS: 65-78 69-79 66-71 61-65 POISONOUS FRUITS: 79 80-82 72-78 66-67 POISONOUS BARK: 80-84 83-84 79-84 68-92 POISONOUS FUNGI: 85-87 85-90 85-95 93-95 SPECIAL PLANTS: 88-00 91-00 96-00 96-00 NEEDLELEAF FOREST REGIONS (-5 ML): SPRING SUMMER AUTUMN WINTER EDIBLE PLANTS: 01-31 01-28 01-14 01-14 USEFUL PLANTS: 32-37 29-32 15-16 15-16 FRUITS/NUTS: 38-43 33-44 17-33 17-22 TREE BARK: 44-53 45-52 34-46 23-52 FUNGI: 54-58 53-61 47-60 53-57 POISONOUS PLANTS: 59-75 62-76 61-67 58-66 POISONOUS FRUITS: 77 68-73 67 POISONOUS BARK: 76-83 78-83 74-84 68-92 POISONOUS FUNGI: 84-85 84-87 85-93 93-94 SPECIAL PLANTS: 86-00 88-00 94-00 95-00 WOODLAND REGIONS (+5 ML): SPRING SUMMER AUTUMN WINTER EDIBLE PLANTS: 01-45 01-43 01-21 01-21 USEFUL PLANTS: 46-53 42-49 22-24 22-24 FRUITS/NUTS: 54-58 50-60 25-41 25-29 TREE BARK: 59-64 61-63 42-49 30-56 FUNGI: 65-71 64-76 50-68 57-62 POISONOUS PLANTS: 72-83 77-85 69-73 63-66 POISONOUS FRUITS: 84 86-87 74-80 67 POISONOUS BARK: 85-88 88 81-86 68-92 POISONOUS FUNGI: 89-90 89-92 87-96 93-96 SPECIAL PLANTS: 91-00 93-00 97-00 97-00 HEATH REGIONS (-10 ML): (-10 ML) SPRING SUMMER AUTUMN WINTER EDIBLE PLANTS: 01-55 01-53 01-27 01-53 USEFUL PLANTS: 56-67 54-63 28-32 54-63 FRUITS/NUTS: 68-72 64-73 33-63 64-73 POISONOUS PLANTS: 73-82 74-81 64-67 74-81 POISONOUS FRUITS: 83-86 82-88 68-94 82-88 SPECIAL PLANTS: 87-00 89-00 95-00 89-00 ALPINE REGIONS (-15 ML): SPRING SUMMER AUTUMN WINTER EDIBLE PLANTS: 01-58 01-57 01-28 01-28 USEFUL PLANTS: 59-61 58-59 29 29 FRUITS/NUTS: 62-64 60-66 30-44 30-33 TREE BARK: 65-72 67-73 45-58 34-62 FUNGI: 73 74-75 59-68 63 POISONOUS PLANTS: 74-86 76-87 69-74 64-69 POISONOUS FRUITS: 87-88 88-90 75-85 70-71 POISONOUS BARK: 89-94 91-95 86-97 72-98 SPECIAL PLANTS: 95-00 96-00 98-00 99-00 Definitions are as follows: EDIBLE PLANTS are simply plants which roots, leaves and/or shoots can provide nourishment (normally after cooking). USEFUL PLANTS are edible plants which are able to treat medical problems, specifically: bleeding (01-05); open wounds (06-25); infections (26-30); bruises (31-45); fevers (46-50); respiratory illness (51-75); or stomach problems (76- 00). All provide a 1d6 + 4 bonus to relevant 1d100 rolls. FRUITS/NUTS are not only nutritious and tasty foods, but also indicators of animals nearby. Nuts provide about 3 ounces of oil per pound gathered, and this oil can be used for cooking. TREE BARK refers to the thin inner bark (cambium) of certain trees, which is edible (after boiling) and nutritious. It can also be used for other purposes: they can be made into strips/lashings; and they can be removed from trees in great sheets to be used as shelters. FUNGI are a great delicacy, usually found on the ground, but sometimes also found on trees. Fungi are more nutritious than vegetables, so a character can gain a day's nourishment from a minimum of 2.5 pounds of fungi. Fungi can be dried and stored for long periods. POISONOUS PLANTS are mostly dangerous if ingested, though a few species (poison oak and poison ivy) are non-fatal contact poisons. The deadliest plant is gaethipa, followed by water hemlock and leortevald, then Harnic nightshade. To assign poison potency, roll 1d20: 1 (gaethipa, found only in marshland), 2-3 (H1), 4-5 (H2), 6-8 (H3), 9-11 (H4), 12-15 (H5), 16-20 (H5, non-fatal). POISONOUS FRUITS are not necessarily found on poisonous plants. The deadliest fruit is Harnic nightshade. To assign poison potency, roll 1d20: 1 (H2), 2-3 (H3), 4-6 (H4), 7-10 (H5), 11-20 (H5, non-fatal). POISONOUS BARK refers to the cambium of certain trees. All are H5 and non-fatal. POISONOUS FUNGI are among the deadliest foods, and the worst - death cap and destroying ghost - have no antidote. To assign poison potency, roll 1d20: 1-2 (H1), 3-5 (H2), 7-10 (H3), 11-15 (H4), 16-20 (H5). As an example of the time taken for the poison to take effect, the death cap causes its first symptoms - convulsions, vomiting, diarrhoea, sweating - 8 to 24 hours after eating, followed by one day of apparent recovery, followed by death from liver failure in 2 to 10 days. SPECIAL PLANTS are not normally edible, but provide some other function. Such plants as alanal (hallucinogenic), arva (strength drug), and kargele (healing drug) are considered to be special (re: EH 9: Herblore). LIGHT SOURCES... [AD&D, RuneQuest] There are 4 types of light sources: (1) CAMP FIRES. A typical camp fire for up to 10 travellers illuminates a 60' radius clearly at night (up to 120' dimly). It takes one person 2 to 3 hours to gather enough wood for the fire to last 10 hours, which must be fed every hour or so. A Survival EML roll is required to start the fire after half an hour of preparation (assuming a tinderbox or the like is available), plus 5 minutes per failed attempt. (Wet wood causes -15 ML.) In Windforce 3+ conditions, the warmth generated is decreased (good for about 6 people), and the fire must be fed every half hour to prevent it from dying. (2) CANDLES. These items burn for approximately 1 hour, and illuminate only a small radius (10' or so) clearly, though up to 20' can be dimly seen. A candle can easily be blown out by a breeze, and has a 50% chance per round of extinguishing if dropped. (3) LANTERNS. Shutters and reflectors direct and withhold light from sources within. Lanterns can illuminate areas 30' away clearly, and rely on one of two sources: [1] Candle, lasts 1 hour, stands a 25% chance of extinguishing in strong winds unless shuttered. [2] Lamp oil in a flask with a wick (uncommon), lasts for about 4 hours, unable to be extinguished short of gale force. Dropped oil lamps are potentially dangerous. If dropped, roll 1d100 and consult the table below: 1d100 RESULT... 01-30 Lantern undamaged and still lit. 31-55 Lantern undamaged but wick is extinguished. 56-65 Lantern breaks, oil spreads on the floor, leaving a slick surface (LIGHT obstruction). Wick continues to burn, at candle brightness. 66-80 As for 56-65, but wick is extinguished. 81-00 Lantern breaks and spreads burning oil across the floor, giving moderate heat (2d6 impact up to 2' high) until the flames die down in 10 to 30 seconds. (4) TORCHES. Torches which can burn for more than about a minute must have some flammable material, such as oil-soaked cloth or cloth and pitch, on one end. Average torches can burn for about 1 hour, illuminating a 40' radius clearly. If dropped, torches stand a 5% chance of dying per round, and can illuminate a 10' radius clearly. They may be wielded as 2' sticks, with 0 Fire impact aspects (if lit) in addition to 2b impact. SLEEP... [AD&D] Every character requires at least 2d4 + 3 hours (fixed) of sleep every 24 hours (need not be consecutive), but no more than 2 hours beyond that minimum can be slept. It is possible to train oneself to go with less sleep, and the minimum hours required can drop by up to 20%. A special Sleeplessness fatigue penalty is imposed on all MLs according to how many hours less than the minimum required per 24 hours were slept that day/night: 1 HOUR BELOW MINIMUM: -3 ML. 7 HOURS LESS: -18 ML. 2 HOURS LESS: -5 ML. 8 HOURS LESS: -20 ML. 3 HOURS LESS: -8 ML. 9 HOURS LESS: -23 ML. 4 HOURS LESS: -10 ML. 10 HOURS LESS: -25 ML. 5 HOURS LESS: -13 ML. 11 HOURS LESS: -28 ML. 6 HOURS LESS: -15 ML. The above fatigue is special in that it cannot be negated until the character sleeps fitfully for the minimum hours. Note also that the values are NOT cumulative. If, say, on day 1 a PC who needs to sleep for 7 hours sleeps for 3 hours, he/she will suffer 10 fatigue. If, on day 2 the PC only sleeps for 1 hour, he/she will suffer 15 fatigue the next day. If on day 3, the PC sleeps for 4 hours, the next day he/she will only suffer 8 fatigue. The sleep must be good. This is defined as: THE NUMBER OF HOURS SLEPT, -1 HR IF CHARACTER NOT PRONE OR IN RELAXED POSITION. -1 HR IF LYING ON BARE GROUND (NO BLANKET/PADDING). -1 HR PER 10 IPs SUFFERED IN WORST INJURY. -1 HR IF FREEZING TEMPERATURE. -2 HRS IF HOT TEMPERATURE. -2 HRS IF WINDFORCE IS 2+ WITH NO SHELTER. -3 HRS IF PRECIPITATION WITH NO SHELTER. -3 HRS IF WEARING RIGID OR METAL BODY ARMOUR, OR -4 HRS IF WEARING PLATE BODY ARMOUR. These adjustments are cumulative (except the last two), and determine the hours effectively slept by a character. No character can sleep without shelter in severe weather conditions (storms of any sort). WEATHER... This section is divided up into 4 sub-sections. (1) FREEZING WEATHER. After prolonged exposure to Freezing weather (1d4 hours), a character may suffer from frost injury. If it is Freezing only; 1d2 Frost Impact. If it is Freezing + wet/windy; 1d4 Frost Impact. If it is Freezing + wet + windy; 1d6 Frost Impact. The above is to ALL body locations except the Eyes. A Fumble roll would be due to numbness, and a Shock roll is used to represent exposure and hypothermia. A character who falls unconscious and cannot recover (ie. 3 + EI > Endurance) will DIE after Endurance x 5 minutes, unless he/she is somehow saved. [i] INJURY. All body locations suffering from frost suffer 1d10 IPs EACH, except the Nose/Cheeks, Hands and Feet, which suffer an extra 1d10 IPs! Injury is increased if a body part is in direct contact with snow, freezing water, exposed for a long time, etc. Maximum Injury Points per location is 35. Frostbite tends to affect the extremities first. [ii] PROTECTION. Wet clothes/quilt protect ONLY against wind; loose clothing confer only HALF protection; maps/scrolls stuffed in shirts, etc, provide inferior Cloth protection. Vigorous exercise prolongs the freezing process by Endurance x 5 minutes, but if Frost injury has already been suffered, it is considered a warming treatment for Frost (re: Combat 27). (2) HOT WEATHER. When Hot weather is generated on the Weather Generation Table, follow the steps below: [i] FATIGUE. Characters suffer 1.5 x Fatigue Rate (and hence 1.5 x Encumbrance) and 1.5 x any special penalties incurred from wearing bulky armour (such as 2+ layers of quilt), and water requirements are increased to 3 quarts per day. [ii] SUNBURN. After 1d4 hours of staying outdoors in the sun (the sun need not be visible), a character will suffer a slow 1-point Burn impact to the regions of the body that are exposed most to the sun. Armour protects. Each location burned will suffer Injury Points (varied with the size of body location) according to complexion: LIGHT, 1 to 4 Ips MEDIUM, 1 to 3 IPs; DARK, 1 or 2 IPs. Note that severe sunburn is a gradual injury, so no Shock or Fumble rolls are necessary. [iii] HEATSTROKE. After each hour in the heat, the character adds his/her effective Fatigue Rate, plus any extra fatigue gained through exertion, to a Heatstroke Tally (if resting in the shade, FR is halved). Each time this tally equals or exceeds a multiple of the character's Endurance, his/her body temperature increases by 1 degree Celcius (normal temperature is 37 degrees). At 40 degrees, an E3 roll is necessary to avoid coma; at 41 degrees, an E4 roll is needed if the character is still conscious, and so on. At 44 degrees, a 3 x End roll is required on 1d100 to avoid death. At 45 degrees, a 2 x End is needed, and at 46 degrees, a 1 x End roll is necessary. The character automatically dies when his/her body temperature reaches 47 degrees. (3) HOURS OF DAYLIGHT. The amount of time which Nolomar spends in the skies over Harn varies as follows: 20 Morgat to 11 Nuzyael: 8am - 6pm. 12 Nuzyael to 4 Peonu: 8am - 7pm. 5 Peonu to 26 Peonu: 8am - 8pm (Mid-spring). 27 Peonu to 19 Kelen: 7am - 8pm. 20 Kelen to 11 Nolus: 6am - 8pm. 12 Nolus to 4 Larane: 5am - 8pm. 5 Larane to 26 Larane: 4am - 8pm (Mid-summer). 27 Larane to 19 Agrazhar: 5am - 8pm. 20 Agrazhar to 11 Azura: 6am - 8pm. 12 Azura to 4 Halane: 7am - 8pm. 5 Halane to 26 Halane: 8am - 8pm (Mid-autumn). 27 Halane to 19 Savor: 8am - 7pm. 20 Savor to 11 Ilvin: 8am - 6pm. 12 Ilvin to 4 Navek: 8am - 5pm. 5 Navek to 26 Navek: 8am - 4pm (Mid-winter). 27 Navek to 19 Morgat: 8am - 5pm. (4) WIND EFFECTS. The stronger the wind, the more impedient it becomes on those who are in its way. The effects vary according to the Windforce scale: (0) CALM, 0-11 km/h......No effect. (1) LIGHT, 12-27 km/h....-5 to missiles. (2) STEADY, 28-51 km/h...-10 to missiles. -5 to melee/movement. S1 roll at discretion. (3) GALE, 52-87 km/h.....-20 to missiles. -10 to melee/movement. S2 roll at discretion. (4) STORM, 88+ km/h......-40 to missiles. -20 to melee/movement. S3 roll at discretion. Stumble rolls are made with EI added (including the special penalty index). The above penalties assume an average velocity for each category. Windforce 4 derives its penalties from an average of 104 km/h. Note that winds in excess of 84 km/h can uproot trees! Further penalties exist (cumulative where applicable): (1) a clear, moonlit night causes a -10 (missiles)/ -5 (melee) ML reduction; (2) an average night causes a -15/-8 ML reduction; (3) a moonless night or being in a snowstorm causes a -20/-10 ML reduction; (4) Using one eye or being in heavy rain causes a -10/-5 ML reduction; (5) mist causes an Eyesight x 5/3 ML reduction (x2 for missiles) beyond 450' (day)/ 45' (night); (6) fog causes an Eyesight x 5/3 ML reduction (x2 for missiles) beyond 150' (day)/ 30' (night); (7) complete darkness causes an Eyesight x 5/3 ML reduction (x2 for missiles). (See MODIFIERS TO EYESIGHT above for details.) 7. BESTIARY. AMORVRIN & GULMORVRIN... The undead servants of Morgath exude the Shadow of Bukrai, a power which enables them to "convert" others to the ways of the undead. When a mortal encounters one of these abominations, he/she must make a Will check against the Shadow. If the check equals or is less than Will, the mortal is unaffected by the Shadow for as long as he/she can see the source, or remains in the Shadow's range. If the check exceeds Will, the mortal must flee in fear. If the check exceeds Will by 4 or more points, then the mortal suffers from one of the following effects: (1) The mortal becomes possessed by the Shadow, effectively a Gulmorvrin enslaved to Morgath's will. The Shadow can be exorcised, and the victim can be redeemed, however. (2) The mortal is driven from his/her body to the lands of the dead or to wander the mortal plane as a shade until his/her undead (Gulmorvrin) body is destroyed or exorcised. (3) The mortal may yield to the Shadow to become one of the Amorvrin (free undead). The body dies, and is eventually resurrected by the Shadow of Bukrai. If possessed (either with the soul trapped in or exiled from the undead body), the victim's heart stops and within 1d6 minutes he/she becomes a Gulmorvrin, condemned to eternal damnation as one of the Unlamented Dead. If successfully exorcised, the soul and body can be redeemed, but problems may arise if the body has suffered substantial wounds. As a Gulmorvrin, physical fatigue, blood loss and injury points have no effect (although disabled limbs remain unusable), and Shock and Kill rolls never fail. Wounds do not heal, and the body gradually putrefies. After about a year (maybe sooner), the Gulmorvrin falls apart from rot, and by then the original soul is irretrievable. A victim of the Shadow who willingly joins the ranks of the undead becomes an Amorvrin. He/she is allowed to retain his/her personalities, intellects and whatever powers he/she had in life. However, the soul is taken by Morgath and replaced with a kind of pseudo-aura. The undead loses the need, but not necessarily the habits, of eating, breathing, and other biological functions. The Amorvrin can be slain, but will be resurrected thirteen times in all (unless completely destroyed) before becoming a Gulmorvrin. Wounds are minimally repaired with resurrection and the Amorvrin usually exudes the odours of putrefaction (which worsen after each resurrection). Amorvrin never fail Shock rolls. Blood loss, injury points and physical fatigue have no effect (although disabled limbs remain unusable). Mental fatigue can be accrued, and fatigue points are reduced by one sixth Aura (which is whatever was rolled on the failed Will check) per minute. The effects of an Amorvrin being raised by the Shadow are: (1) About 7 months after death, the Shadow emanates from the being to a range of 1 yard. A 1d6 Will check is required of those entering that range. The new Amorvrin is too weak to move, however. If this is the 2nd to 13th resurrection, this stage occurs in just 1d6 minutes, and the Amorvrin is revived and able to act immediately. (2) Roughly 14 months later, the range increases to 2 yards, and the Will check is made on 2d6. (3) Some 33 months later, the range increases to 5 yards, and the Will check is made on 3d6. A new Amorvrin is strong enough to move, fight, etc, by then. (4) Approximately 8 and a half years later, the range gradually increases to 15 yards, and the Will check is made on 4d6. Gulmorvrin always cause the Will check to be made on 3d6 PLUS 1d4, to a range of 5 yards. All undead can see in the dark and sense auras, but those who serve Morgath well will receive additional benefits, such as increased Strength and Endurance, sorcerous powers, or perhaps the Bukrai Blade, which causes the above Will checks to be made at +5. The Blade is enchanted with the essence of the Shadow, so any living being wielding it will need to make a Will check against 5d6 every combat round to avoid "conversion" (Note: being struck by the Blade does not cause a Will check). Undead are very vulnerable to the sun, suffering a -30 special penalty to all skills, etc, unless completely hidden from even indirect sunlight. This includes a special -3 penalty to Endurance and Aura, and -6 to the Shadow's Will checks. 1 Fire impact is inflicted cumulatively per minute to all locations exposed to direct sunlight (at GM discretion, the undead creature could catch fire at 21+ impact); even Gulmorvrin may fail Kill rolls from this. DEMONS & DEMIGODS... It is possible for PCs to encounter powerful demons and demigods on the mundane plane. Such entities can be very dangerous, though their powers are considerably limited there. Any demon or demigod with an ML of 130+ has a modified success system with that skill: CF = MF, MF = MS, MS = CS, and CS = Godly Success! For example, Gekrish, one of Naveh's principle servants, appears to an unfaithful mortal and reaches out with a talon-like hand to stop his heart. The mortal, assuming he can act at all, could dodge the attack. Gekrish achieves MS with its attack, but in mortal terms this is converted to CS. Thus, the poor mortal would need to attain CS to dodge. A GS is an action so well-executed that it is impossible for a mortal to achieve it. As far as the Value Enhancement Table (Skills 7) is concerned, the GS rates a 17 out of 10 at SI 13! Demons and demigods can have extremely high statistics. As an indicator, Usnarl the Lord of Bears, Sarajin's servant and probably strongest of the immortals, has an awesome Strength attribute of 520! Skills are not limited to 100 + SB, either; a development roll of 00 will generally increase the skill by one point. Many demons and demigods are immune to mundane harm or possess incredible regenerative powers that quickly heal normal wounds. They can be truly injured only by magical weapons and/or special mundane weapons that exploit a personal weakness. It is not the intention of this game system for PCs to have fights with powerful demons and demigods. However, if encountered, the above shows reason enough for mere mortals to be awed by one. DRAGON BREATH... The dragon's breath weapon is made much more dangerous with the following rules: a cone of fiery wind or freezing air blasts forth from the creature's toothy maw (which is unaffected). The affected area is an equilateral, 60 degree cone. The Fire/Frost Impact of the blast is determined by distance to target in relation to the maximum blast range (usually 75', or 15 hexes). The following table shows the Impact with CS (incidentally, the dragon's breath ML is now 120, not 75). MS Impact is calculated as for CS, then halved: Distance: 0'-5' 6'-20' 21'-40' 41'-75' CS Impact: 48+4d6 36+3d6 24+2d6 12+1d6 In a way, the dragon's breath is a more powerful version of the Odivshe spell, Breath of Dhivu, except that it costs the beast only 5 FPs to use, and can be used on its Initiative. Fire/Frost is real, not ethereal. A character fighting a dragon might find it better to Jump out of the path of the breath attack rather than Dodge. If the character cannot jump far enough, he or she will suffer the full effects of the blast. Dragons use a form of self-telekinesis to fly, as no trick of physics would permit their wings alone to uphold their huge bodies in flight. However, they still need wings for control in the air, and as psychological channels for using their TK ability. Similarly, their breath weapons are just another form of TK; the movement of particles in the air at the mouth are regulated by telekinesis and then directed and extended by a powerful exhalation as frost or fire attacks. FIERY WHIPS & FLAMING SWORDS... The weapons of the monstrous V'hir deal Blunt, Edged or Tear impact PLUS Fire impact simultaneously. Only one roll is needed for both impacts. With the whip, the V'hir has a choice of dealing Edged and Fire impact, or Blunt and Fire impact. The whip and sword of the V'hir have WQs of 15 and 17 respectively, and are protected by a variant of Ward of Akana. The sword causes opposing weapons to make WQ checks on 4d6 instead of 3d6. V'hir are semi-vulnerable to mundane weapons on Kethira. If injured, the wound heals as if it was fatigue (the V'hir must rest in order to heal, however, just like any person must rest to reduce fatigue). Some V'hir have additional fiery powers, such as pyrokinesis, flame breath, intense body flame, fireball hurling ability, the capability of causing diseases such as Charachi's Fever or the power to explode when it leaves the mundane plane. Many are invulnerable to mundane weapons and/or have remarkable regenerative powers. Only a powerful Agrikan could summon these types. GARGUN... Gargun are cruel, jealous, petty, ambitious, selfish and suspicious creatures. They are almost always uncomfortable and, aside from mealtime or battle, are never happy or at peace with themselves. They respect power and terror above all things. Because of their violent and fanatical nature, Gargun have a high tendency (50%) towards berserking in combat. If part of a "swarm" this chance is 90%. All of the Gargun races, with the exception of the Gargu-Arak, have incorrect Agility scores in the Bestiary (re: Bestiary 5 & 6). Since the average Hyeka, Khanu, Kyani, and Viasal are of heavy build, there is a -1 penalty to Agility. Therefore, those 4 races have an average Agility rating of 10 (not 11), and a corresponding Dodge of 50. POISONOUS SNAKES... The only poisonous snake in Harn is the Harnic Adder. It is 1 to 3 feet in length, has olive-grey to reddish-brown scales with a zigzag pattern of darker colouring. It is found mainly on heaths, open woodland and mountains. The poison is H5, and if H0 is reached there is only a 10% chance of death; otherwise, H1 is the minimum rate and full recovery is in a few days. VLASTA... The dreaded Eater of Eyes causes grievous bites/claw tears whenever it attacks an eye. The victim loses his/her eyeball and suffers a 1d10 + 20 IP, B2 wound, and also must make an E5 shock roll. The injury is per eye. See MODIFIERS TO EYESIGHT above for details on using one or no eyes. Over short distances, the Vlasta can attain speeds of up to Mobility x 7 on suitably level ground. At such a tremendous velocity (105 km/h), maneuverability is almost nil, and FR x 6 fatigue points (ie. 24 FPs) are taken from base Mobility every 3 rounds; fatigue is averaged over the three rounds if they differ. A Vlasta can sprint from 0 to 105 km/h in less than 10 seconds, and can stop almost as quickly.