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RA765 Blood & Steel

RA765 Blood & Steel

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Joe Conaway
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100% found this document useful (3 votes)
1K views84 pages

RA765 Blood & Steel

RA765 Blood & Steel

Uploaded by

Joe Conaway
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Blood and Steel

Fantasy Combat Accessory


Author: Bryan Nystu l

Editor/Series Editor: Doug Tabb


Editorial Direction: Ray Winninger
Cover Artist: Carl Critchlow
Art Director: Mari Paz Cabardo

Guidebook
Graphic Design & Interior Art: Julian Jackson
Proofreading: Jennifer Santana

Combat Cards & Screen


Graphic Design: Daniel Gelon
Photography: Doug Tabb .
The Silhouette: Mitch Gitelman

Special thanks to Mr. David O'Neill for being a great teacher and for giving me an
''A:' (or was it an "f" ?) on my first fantasy short story. I didn't know at the time that my life
would lead me here, but you helped point the way nonetheless.

Is a registered Trademark of Mayfair Games Inc.

A Note on Language:
For the sake of convenience, the male gender is used as a neuter term throughout this
product. This does not imply and chauvinism on our part, it simply takes up less space
and makes for smoother reading.

©1993 Mayfair Games Inc. All Rights Reserved. No part of this book may be reproduced
in any form or by any means, except for the inclusion of brief quotations in a review, with-
out permission in writing from the publisher. Permission is granted to the purchaser of
this book to copy tables and character sheets for personal use provided that none of these
copies are sold or traded.
ISBN: 0-923763-98-8 765
Table o' Contents
lntroduction..................................................................................2

Skill At Anns...............................................................................4
Wapon Proficiency.......................................................................4
The Skill Point System..................................................................5
Fighting Styles.................................................................................7

Strength ..........................................................................................10
Expanded Strength Table............................................................10
Contests of Strength ......................................................................12
Lifting.................................................................................................12
Encumbrance...................................................................................14
Determining Monster Strength ................................................15

Injury and Death .........................................................................16


Hits to Knock Out. ........................................................................16
Critical Hits ......................................................................................17
Wound Points..................................................................................22
Death and Healing........................................................................23

New Character Classes ............................................................2.6


Archer....................................................................;...........................26
Martial Artist ..................................................................................28
Duelist ........ ,....................................................................................... 30
Barbarian ...........................................................................................32
Warlock..............................................................................................34

New Spells....................................................................................36

Magic ltems ..................................................................................38

Combat Cards..............................................................................45
Aquiring a Hand...........................................................................45
Vsing The Combat Card System..............................................46
Qamemastering a Combat Card Battle.................................48
Optional Rules................................................................................48
The Cards..........................................................................................48

Standard Terms and Abbreviations..................................... 58


INTRODVCTION
.. .and although my troops on the Southern front were doing well, we had received
word three days ago that the Western front was suffering. A new influx of elite troops
had arrived, and our ranks were being decimated. The rest of my party had left immedi-
ately upon hearing the news, but I had to sfay behind to give final instructions to my gener-
als and advisors.
I had been riding for two days straight, stopping only to water my horse, when I finally arrived
on the outskirts of the Western front. As I crested a hill overlooking the battlefield, I could hardly
believe my eyes. A massive army of what appeared to be goblins, ores, and hob-
goblins were massed in the distance. Nearer to me, at the base of the slope I
stood atop, were the bodies of my companions. All had been brutally slain
before I could arrive to help them. Damn my duties for keeping me from their
side!
I wept for what seemed to be hours, until I heard a sound which
grabbed my attention. I looked up from the bodies of my friends
and saw a small detachment of about two dozen humanoids
dividing from the main force. They were approaching me with
great urgency, and I could tell that they were not merely goblins.
Some of their number appeared to be highly skilled and well-
equipped. At that moment I stood, readied my weapons, and made
a solemn vow upon the lifeless remains of my closest friends. They were
heroes true, and they would be avenged...
To slay the dragon, to defeat the evil usurper, to vanquish the cyclops, to
turn away the army of the undead. T hese e ndeavors and many more like them are
what form the basis for most fantasy games. In every case, the core of the adventure
is combat.
For instance, a party of heroes may have to spend weeks searching for c lues to the
location of a hidden treasure, discovering that it is guarded by a dragon. They might
have to use guile to talk their way past a hostile guard patrol. The party might then use
magical scrying or tracki ng skills to find the lair of the dragon. However, as impoitant
as all these other factors are, the climax o f the adventure is the final batrle with the
dragon.
Most combat scenes take an hour or more to resolve, and capture the imagination
and undivided attention of all the players. Such an important part o f the game should
hardly be glossed over. T his product aims to enhance combat, so that the climactic
struggle at the end of each session is as interesting and exiting as possible.
T h e ma in inte nt of Blood and Steel is to ex pand the opt ions avai la bl e to
Gamemasters and players alike in combat situations. These additional options
will hopefully enrich a campaign and make each game session more fun.
T he c o mp one nts yo u wi ll fi nd in this box are: the
Guidebook, th e Combat Card Deck, a nd a han d y
Gamemaster's Screen. Each of these items are
explained in detail below:
Combat Cards
The (juidebook This chapter contains the rules
This is the item you are holding. Inside you will find a for the use of the Combat Cards. In
wealth of optional rules, magic items, spells, and new charac- it , you will find details on how to
ter classes designed to enhance combat and particularly the build a "hand," how the cards affect
role of Fighters in combat. combat, a nd guidel ines for the
Each chapter presents a section of rules concerning a par- Gamemaster's use of the card deck in
ticular topic, such as Strength. The rules contained in each his fantasy battles.
chapter can be added to a campaign without using any of the
other rules in this book. In some cases, individual rules within Forms
a chapter can be used independently as well. It is up to the GM At the end of this book are printed a character sheet
to read through the book, picking those rules which he feels and a combat tracking form. Both are intended to make
will improve his game without making it too complicated for incorporating these new rules in a campaign a simpler
his own tastes or those of his p,layers. task. Although they are designed for use with this supple-
Several passages in this idebook refer s~cifically to the ment, they are also suitable for use in any game.
Combat Card system . These passages will bd marked by an
Permission is granted to photocopy those sheets for per-
icon, like the one behind tbis paragraph, fop easy reference
sonal use only.
while using the. Combat Car.ds.
Following ~s a list of the chapters in this book, along with
a summary of their contents:
The Combat Cards
Skill At Arms The deck of 180 Combat Cards can be used during
This chapter expands on the combat abilities of Fighters. combat to expand the options available to players and the
Included are rules detailing weapon proficiency, advanced GM. No longer do you just roll To Hit every round: you
Expertise, and fighting styles. can now choose your specific combat maneuvers. The
cards are especially suited for enhancing one-on-one
Strength duels, but can be used in any battle situation.
As the most important ability score for any fighter,
Strength deserves special treatment in this book. An expanded
Strength table highlights this chapter, as well as rules for
Contests of Strength, lifting great weights, and encumbrance.

Injury & Death


The inevitable result of all combat, injuries get a more
detailed treatment in this chapter. The Wound Point system
provides a slightly more realistic approach to injuries and
resulting death than the traditional HTK rules. The chapter
also contains Critical Hit tables and guidelines for determining
the long-term effects of untreated wounds.

NewOasses
More character classes means more options, and options
are what this book is all about! Five new classes are presented
in this chapter, featuring the long-awaited return of the mighty
Restricted
Barbarian. If ~
New Spells
In this chapter are scribed a number of deadly combat
spells of particular appeal to the new Warlock class (see page
34), but are usable by any Wizard. The (jamemaster Screen
Also included is a special reference screen. The
Magic Items Gamemaster's side of the screen is packed with charts
A dozen arcane items grace the pages of this chapter, each and tables from throughout this book. The player's side
with background descriptions and illustrations. The GM can use of the screen features handy references to aid in the use
one of these mystical objects as the focus of a long and arduous of the Combat Cards, including a key to the icons found
quest, either to attain the item, or in some cases to destroy it! on the cards.
Sl<ILLAT Individual Weapon Proficiency
The simple ability to use a particular weapon without
ARMS penalty is referred to as Proficiency. A character who is
Proficient with a weapon is known as a Novice with that
weapon. All characters can spend Weapon Proficiency Slots to
..the fighters circled each other, attain Proficiency with various weapons: expending one Slot
each searching for an opening in grants the ability to use one specific weapon.
the other's defense. Yerrik was the
taller of the two, a mane of red hair cas- Qroup Proficiency
Fighters can gain Proficiency with entire groups of related
cading from beneath his helm. His weapon of weapons by spending two or more Slots. Descriptions of the
choice, a heavy two-bladed axe, swung easily in various weapon groups and the number of slots required to
his hand as another man might heft a dagger. learn them are as follows:
Yerrik's opponent was a wiry, little elf wielding Hafted Weapons consist of some form of striking head
two razor-sharp Iongswords. He whirled the attached to a handle or haft. Hafted Weapons include the Axe,
swords in a mesmerizing figure-eight pattern in Flail, Pick, Mace, Whip, Club, and Hammer. Fighters may
spend 3 Weapon Proficiency Slots to become Proficient with
an attempt to disorient the axeman for even a all Hafted Weapons*.
moment. That would be his moment to strike...
Swords are weapons whose main striking component is a single
Every adventuring character has a working knowledge blade. Although there is overlap between the definitions of Swords
of weaponry. This comes from necessity and experience and Knives, for our purposes any blade whose Size statistic is
more than any formalized training, since characters who equal to or greater than the Size of its wielder can be consid-
ered a Sword. Swords include the
don't pick up on the skills of self-defense rarely last long.
Scimitar, Broad sword, Claymore,
However, the Fighter is a different breed. He studies · Rapier, and Falchion.
long hours with his weapons: developing special $ Fighters may spend 3
moves, refining complex techniques, and review- Weapon Proficiency
ing the lessons of his childhood. This single-mind- Slots to become
ed devotion to his craft gives a Fighter the same Proficient with
flexibility with his weapons as a Wizard might have all Swords.
with his spells; a veritable grimoire of steel to use
against his enemies.

\J\.eapon Proficiency
Proficiency refers to the rudimentary
knowledge of a certain weapon or fighting
style. Proficiency is gained through the expendi-
ture of Weapon Proficiency Sl.ots, which all charac-
ters earn as they advance in Skill . ---i:::::::~-JJ.~~~
The exact rate of Slot acquisi- _,,
tion can be found in the
main rule book. The
following rules expand on the
options presented to Fighters
when selecting Proficiencies,
and include details on learn-
ing the use of weapons,
weapon groups, and special
fighting styles.
Note: Weapon Proficiency Slots are not
used to buy extra abilities (i.e., Specialization)
with weapons, only the basic Proficiency. For
rules on gaining Expertise with weapons, see
Skill Points below.
Knives also consist of a blade with a handle, but are weapons which fall into those
smaller than Swords. For the sake of convenience, any blade groups without penalty. For exam-
whose Size is smaller than its wielder's is considered a Knife. ple, a character who is Proficient
Knives include the Dagger, Stiletto, Main-Gauche, and Sickle. with all Hafted Weapons can fight
Fighters may spend 2 Weapon Proficiency Slots to become in melee combat with a Hand axe
Proficient with all Knives*. or throw it in missile combat with
no penalty.
Pol.earms are any form of thrusting or chopping weapon
mounted on a long handle. Spears differ from Polearms in that
Spears are used only for throwing or thrusting, and are gener- The Skill Point System
ally shorter than Polearms. Polearms include the Bardiche,
Glaive, Halberd, Fauchard, Guisarme, 'and Lucero Hammer. As Fighters advance in skill, their ability with vari-
Fighters may spend 4 Weapon Proficiency Slots to become ous weapons improves. Some focus their training on one
Proficient with all Polearms. particular weapon. Those Fighters are known as special-
ists. Others spread their ability over numerous weapons,
Spears are shafted weapons used for thrusting and/or becoming exceptionally skillful in a number of tech-
throwing. For our purposes, Spears include the Trident, niques, but never becoming the master of a particular
Harpoon, Spear, Quarterstaff, and Lance. Fighters may spend form.
3 Weapon Proficiency Slots to become Proficient with all The Skill Point system simulat~ this by allowing each
Spears*. player to customize his character's weapon skills to suit his
particular tastes. Starting at Skill 2, a Fighter gains one Skill
Quick Missile Weapons are those weapons which are Point each time he rises in Skill level. For example, a Skill 4
launched or fired over a distance and are relatively quick to Fighter would have 3 Skill Points, while a Skill 9 Fighter
fire and reload. Any missile weapon with a Rate Of Fire faster would have 8 Skill Points. Skill Points can be spent as they
than 1/1 fits into this category. Quick Missile Weapons include are earned or saved for later use.
the Long bow, Blowgun, Short bow, and Staff sling. Fighters Note: Normally, only single-classed Fighters gain
may spend 2 Weapon Proficiency Slots to become Proficient Skill Points. At the GM's option, other warrior subclass-
with all Quick Missile Weapons. es and multi-classed warriors can also gain Skill Points
at a reduced rate. If the GM chooses to allow it, other
S low M issile W eapons are those weapons which are warrior subclasses gain one Skill Point every other Skill
launched or fired over a distance, but are slow to fire and level, while multi-classed warriors gain one every three
reload. Any missile weapon with a Rate Of Fire of 1/1 or Skill levels.
slower fits into this category. Slow Missile Weapons include
the Heavy crossbow, Sling, Light crossbow, and Arquebus. Expertise
Fighters may spend 2 Weapon Proficiency Slots to become The primary use for Skill Points is to raise a
Proficient with all Slow Missile Weapons. Fighter's Expertise. Advances in Expertise represent a
broad-based improvement in skill with a weapon. The
*Fighters who become Proficient with Hafted Weapons, levels of Expertise are listed on the following tables,
Knives, or Spears also gain the ability to hurl the throwable along with their costs in Skill Points and game effects.

Expertise Table: Melee Wea pons


Cost To Hit dmg AC Note s
0 - - " 'B_a_sic Proficiency.
1
+2 (3) +1 +2
i.=~~
r __ +~_J§)
~~~+~
2:---_.~+-.3.--~--~1'~-~----.....;.;.;.;.·
Grand Master +4 (10) +3 +4 -2 Number of attacks as Grand Master.

Expertise Table: Bows


Cost To Hit dmg Notes
0 Basic P roficienc~ . _ _ __
1 Botat.Blaok (±2-LoJilt) f rom 7-20 fe_et.
+2 (3) Point Blank from 6-30 feet.
+4 (Z) Point Blank: from 5· 40 feet.
+6 ( 13} +1 +2 Point Blank from 4-50 fee t ,
Number of attacks as Grand Master.
Expertise Table: Crossbows
To Hit dmg Notes

+1

Qrand Master Attacks/Round


Melee Light Heavy Other (non-bow)
~.~...,.~:m-~~).1-n~~...- Xbow Xbow
~-~~--
Missiles
2(1 311
13+ 3/1 5/2 2/1

A gility Power
Skill Points can be used to improve a Fighter's defen- When strong blows are a priority, Fighters increase their
sive ability with a particular melee weapon or group. This Power with a weapon. One Skill
skill is called Agility. For one Skill Point a character Point confers a + 1 to damage
gains a -1 Armor Class bonus while using one weapon. with one weapon. One more
Two more Skill Points (for a total of three) increases this point (for a total of two)
bonus to -2 AC. The Agility can be applied to an entire increases this bonus to +2.
Power can be applied to an entire
Weapon Group (see W eapon Proficiency above) for
Weapon Group (see
double the cost (-1 AC for 2 points, -2 AC for 6 total
Weapon Proficiency
points). above) for double the
Agility can only be acquired for melee weapons, and cost ( +1 for 2 points, +2
the AC bonus for Agility can only be applied against for 4 total points).
attacks from other melee weapons. The AC bonus gained The damage bonus
from Agility is not cumulative with that gained from gained from Power is not
Expertise; only the highest applicable bonus counts. cumulative with that
gained from Expertise;
only the highest
Accuracy applicable bonus
Some Fighters favor precision
above all else. These characters gain '
skill in Accuracy, which gives them - ..
a bonus To Hit with a particul~r
weapon or group of weapons. One
Skill Point confers a + 1
To Hit with one &2~;2;91~
weapon. Two more points
(for a total of three) increases this
bonus to +2. Accuracy can be applied
to an entire Weapon Group (see .•
Weapon Proficiency above) for double the
cost (+1 for 2 points, +2 for 6 total points).
The To Hit bonus gained from Accuracy
is not cumulative with that gained from
Expertise; only the highest applicable
bonus counts.
Speed
After years of training, some warriors can master the arts
of fast draw and deft movement in combat. These characters
focus their skill on Speed, granting a bonus to their initiative
when using a weapon or weapon group. One Skill Point gives
a -1 initiative bonus with a weapon. Two more points (for a
total of three) increases this bonus to -2. Speed can be applied
to an entire Weapon Group (see Weapon Proficiency above)
for double the cost (-1 for 2 points, -2 for 6 total points).

Advanced Maneuvers (optional)


f
If the GM is us.ing.rtlle Odl~t...Cards, Fighters can use
Skill Points to gain access~~ /speclal, va:ooed maneuv~rs.
Each Skill P~int allows a cb 'derto 11se ene. gf the following
maneuvers, '\hlch are fully; f
bed in the ombat Cards
chapter. As loqg as a~ r is using an ~opriate weapon,
he will always have: acCetJ to any s~_'-1aneuvers he has
learned (unless the style;&les are in play, 89e Fighting Styles
below). They dJ 'not ~{ against thb 19f,aVhe can .use due to
class and Skill.

Advanced Mapeuyers Simple Fighting Styles


Double Block High Double Block Middle All characters who come from the same general
Double Strike High Double Strike Middle region of the campaign world are assumed to know the
Entangle Low Entangle Middle local fighting style at no cost in Slots. If most of the
Feint High Feint Middle Player Characters in a campaign hail from the same
Flail Disarm Parry/riposte High ~ region, the style which they all share can simply be
Parry/riposte Middle Pin referred to as the "Common Style.'' All low-level
Punch Block Sweep High Fighters and humanoid monsters encountered can be
Sweep Low Sweep Middle assumed to know only the Common Style.
Wraparound Any characters who come from d istant lands
might, at the GM's option, use unusual styles. The GM
Maneuver Specialization (optional) should either prepare names for these styles before
game play, or he can let the players come up with the
A Fighter can choose to.spe~alize in a particular maneu-
ver, provided the GM is us.ing fliF
Com&lt: -· s. For one Skill names themselves.
Point, a char~r gains a +1 'If&Hir wit&.one- euver. This Fighters and Thieves can learn additional fighting
bonus may onlv be pure · · rLgnre and applies to any use of styles at a cost of one Weapon Proficiency Slot per style.
the maneuver, legardless of e~ific weapo ing used. If they are acquired after initial character generation,
these additional styles must be learned from a character
who knows the style.
Style Specializatio At the beginning of each combat, players whose
If the GM i using c oth the Comba Cards and the characters know more than one style should declare
Fighting Style ru es., Fi ters can specral'ize in individual which style they are using. The GM may wish the
styles. Each style a 1 h ~c1al~sts 2 Skill Points. players to write this choice down for reference dur-
While using a specialized style, a character gains a +l To ing melee. During combat, players may change
Hit bonus. their choice of style at the beginning of any melee
round, before initiative is rolled.
If a character knows the style his opponent is
Fighting .Styles using (regardless of whether he is currently using it
or not) but his opponent does not know the style he is
Across any campaign world there will be many distinctive using, he "has the Advantage" over his opponent. When
styles of fighting. The Buccaneers of the West Sea may favor a a character has the Advantage, he gains a + 1 to his attack
savage and quick-moving style, while the Riders of the Bleak rolls and a -1 bonus to his Armor Class against his disad-
Plains might employ a subtle and mainly defensive style. vantaged opponent. This represents his ability to second
Some clever Fighters endeavor to learn many different guess his opponent' s moves based on his knowledge of
styles. This serves to improve their general skill and broaden his opponent's style. For example:
Petric knows the Common
Style, and has also learned High High Elven Fencing
Elven Fencing , Jorlanx Sewer- The courtly High Elves have developed a sophisticated
Fighting, and Imperial Kendo. He style comprised mainly of flashy or defensive maneuvers. As
encounters a Jorlanxi stick-fighter strikes to the head are considered dishonorable to the elves, the
who knows the Common Style and style is generally restricted to midbody attacks and defenses..
Jorlanx Sewer-Fighting. This puts the fencer at a distinct disadvantage when facing a
At the beginning of the combat, foe who uses a more flexible style. Also, to be used to its
Petric decides he will be using the fullest potential this style requires the knowledge of many
Common Style. The stick-fighter begins Advanced maneuvers, making it a poor choice for novices. As
combat with Jorlanx Sewer-Fighting. During many elves are Rangers, the style also accommodates the use
the first melee round, neither combatant gains the of two weapons, one in each hand.
Advantage, since both know the style the other is using. Maneuvers
Jn the next round, Petric switches to the rapid finesse Block Middle Disarm
of Elven Fencing, while his opponent maintains the Double Block Middle Double Strike Middle
Jorlanx style. During this round, the stick-fighter is at a Feint High Feint Middle
disadvantage because he does not know the style his Parry Parry/Riposte Middle
opponent is using, but his opponent is well-versed in Pin Sap
Sewer-Fighting. Petric has the Advantage, so he gains a Slash Middle Thrust Middle
+I to his attack rolls and a -I to his AC against the
stick-fighter. Brawling
Note: Most monsters, and especially non-humanoid A style learned more through circumstance than intent,
monsters, fight without the use of any style at all. It is brawling is the mainstay of scalawags and cutthroats the world
therefore impossible to gain the Advantage over such over. Although brawlers often appear to be using no style at
creatures in melee combat. all, this is deceptive. The range of maneuvers they employ is
To add a bit of realism to style selection, the GM can quite specific, and often quite effective. A brawler tends to
have the players secretly write down their choice of style focus on powerful blows to take down a foe. Where strong
at the beginning of each melee round, rather than simply attacks to the head and shoulders fail, tricky moves, such as
announcing it. The uncertainty this provides should tripping and backstabbing, usually succeed.
enhance combat, but will certainly slow it down as well. Maneuvers
Backstab Block High
Comprehensive Fighting Styles Block Middle Charge
The Comprehensive method of selecting and using Sap Shield Bash
fighting styles requires the use of the Combat Cards. It is Slash High Slash Low
recommended that you read the Combat Cards chapter Slash Middle Smash
before proceeding,,..as.,-mal}!Y o the rules and terms Sweep High Trip
referred to ar~~etfued in th'tf'section.
When sing the Comoal Cards. it is pas ible to add Infantry Basic Training
more dimensio.n ~d flavoV'to fighl'il'lg styles. Under the The ranks of most armies are filled with hastily-trained
Comprehensive system, a t h1lf3cter will ha~ a restricted infantrymen armed with pikes and short swords. These troops
choice of mreuvers whAfi heJs us41g :a :er,cular style. use a special style designed to counter other infantry as well as
The "palate' of maneuv'e rs available for '~ach style will mounted opponents. This flexible technique is normally taught
give them a unique fe~l: In exchange for the limited only to novices, so it permits no use of Advanced maneuvers.
selection of maneuve s, ~he u~e- qf a style unknown to As such, most Fighters disregard this style after attaining
your opponent may giv~ ou an edge in dombat. higher Skill levels.
Maneuyers
Creating Comprehensive Styles Block High Block Middle
The Gamemaster will have to create the list Charge Set For Charge
of allowable maneuvers for each style before play Shield Block High Shield Block Middle
begins. Optionally, the GM can work with each Slash High Slash Middle
player in developing their particular styles. Thrust High Thrust Low
Each style allows up to 12 maneuvers, cho- Thrust Middle Unhorse
sen in any combination from the lists of Standard,
Advanced, and Restricted maneuvers. Note that Jorlanx Sewer-Fighting
these maneuvers are only those allowed while using A unique fighting style developed by the tunnel-dwelling
the style. Leaming the style in no way imparts knowl- Jorlanx, Sewer-Fighting uses a special weapon, known as a
edge of the Advanced and Restricted maneuvers permitted "stick." A stick is actually a short spear with a very sturdy
to that style. shaft and an exceptionally sharp blade at its head. This style
Here are some examples of fighting styles. Feel free is designed to be used in sewers, tunnels, and other enclosed
to use them as they are, or consult them as a guide for spaces. It mainly consists of thrusts and feints since there is
creating your own unique styles suited to your particu- no room in a cramped tunnel for sweeping or slashing
lar campaign. maneuvers.
Maneuvers Maneuyers
Block Middle Charge Berserk Attack
Disarm Feint High Block High
Feint Middle Parry Block Middle
Pin Sap Charge
Thrust High Thrust Low Shield Bash
Thrust Middle Trip Shield Block High
Shield Block Middle
Barbarian Savagery Slash High
The sturdy warriors of the North known as barbarians use a Slash Middle
fierce, direct style of fighting. Unwary opponents may view the Smash
"savagery" of this style as unfocused chaos, but it is actually a Sweep High
deadly combat art fonn. In fact, many barbar- Sweep Middle
ians devote their entire lives to combat, and
this style is the culmination of genera- Vsing Comprehensive Styles
tions of their success. The only weak After a character announces that he is using a par-
point of this style is its lack of ticular style, he can only make use of those cards in his
low attacks, but since few bar- hand which are allowed by that style. Alternatively, any
barians make use of long
character can choose to make use of the "Common
weapons or polearms,
Style," which allows the use of any maneuver card in
this is a small sacri-
the character 's hand . The drawbacks to using the
fice indeed.
Common S tyle are that everyone knows it, making
Advantage easier for opponents to achieve, and that you
will never have the Advantage yourself while using the
Common Style.

All characters can always use any of the Basic maneu-


vers, regardless of the style they are currently employing.

All of the rules presented in the previous section


apply to the Comprehensive method. Each character must
choose his style for the round and Advantage must be
determined before any maneuver cards are placed face
down. In addition, when a character has the Advantage
over his opponent, he can place one additional maneuver
card face down at the beginning of the round. He can
then look at his opponent's choice of maneuvers. After
viewing his opponent 's maneuvers, the Advantaged char-
acter places one of his chosen maneuver cards back in his
hand. Play then proceeds normally, with all players
revealing their maneuvers simultaneously.

Continuing the previous examples, Petric has the


Advantage over his Jorlanxi opponent. Petric
chooses the Slash High maneuver, plus he can
place an additional maneuver face down . He
chooses the Slash Middle maneuver for his other
card. After the Jorlanxi places his card face down,
Petric' s player can look at it. He discovers that the
stick-fighter is executing a Block High maneuver.
Petric' s player puts the Slash High card back in his
hand, leaving the Slash Middle card face down. In effect,
Petric has used his knowledge of his opponent's style to
anticipate the High Block and counter it with a slash to
the torso.
STRENQTH
.. .Sweat stung my eyes as I strained against the weight of the portcullis. Rashes of light
danced across my field of vision, and daggers of pain stabbed my lower back, but all I
could think about was the safety of my friends. One by one, they rolled under the gate and
began to run for the horses. Behind them, hundreds of screaming ores charged toward me,
fires burning in their inhuman eyes. I chanced a glance down to see who was the last to roll
under the gate, and I felt something crack in my spine. I quickly dropped the gate, which must
have weighed a ton, just as the first rank of ores threw themselves against it. After that, all went black. ..

Expanded Strength Table


Ability Hit Damage Open Feat of Weight Allowance by Size
Score Prob. Adj. Doors s M Press
t -5 3 4 10
2 -3 0% 6 8 20
3 -3 0% 9. 12 30
4 -2 0% 16 40
5 -2 0% 20 50
6 0% 24 60
7 0% 28 70
8 32 80
36 90
2% 40 JOO
2% 48 120
3% 56 140
4% 64 160
6% 72 180
7% 80 200
88 220
96 240
104 260
l06 265
108 270
l 10 215
112 280
114 285
116 290
118 295
27% 120 300
28% 122 305
1 12 29% 124 310
2 13 30% 128 320
2 13 31% 132 330
2 13 32% 136 340
2 13 33% 140 350
2 13 144 360
2 4 14 152 380
2 4 14(1) 160 400
2 4 14(2) 37% 168 420
2 5 15(3) 38% 178 445
2 5 15(4) 39% 141 188 470
6 1 6) 40% 150 200 500
3 16(8) 50% 300 400 1,000
3 17(10) 60% 525 700 l ,750
4 17(12) 70% 825 1,100 2,750
4 18(1~ 80% 1,200 1,600 4,000
5 18(16) 90% 1,650 2,200 5,500
6 19(17) 95% 2,175 2,900 7,250
25 7 14 19(18) 99% 2,775 3,700 9,250
his Maximum Press allows. This
Strength, as a Fighter's prime requisite, deserves extra atten- chance can be modified by the GM
tion in :::1y book dealing with combat. While a warrior can based on the comparative difficulty
benefit greatly from fast reflexes and a robust constitution, the of the feat being attempted. For
most basic measure of his ability is his raw physical strength. example, an attempt to bend the
A stronger Fighter can wear heavier armor and wield a bigger bars on a normal iron gate would
weapon, making him a more effective combatant all around. require an unmodified roll, but an
The following sections present optional rules regarding attempt to bend steel bars might halve
the uses of Strength. The Gamemaster should read through the character's chance.
this chapter and use only those sections which he finds W eight Allowan ce by Size is the
interesting. None of the following sections rely on the other weight a character can carry without being
special rules contained in this product, and are suitable for use encumbered. Characters who are physically larger can
in any campaign. carry more than smaller characters due to their ability to
distribute the weight more effectively over their bodies.
If Weight Allowances for T iny, Humongou s, or
G igantic creatures are needed, it's a simple matter for
Expanded Strength Table the GM to calculate them. Simply multiply the creature's
Maximum Press by 20% if it is T iny, 60% if it is
The table on the left gives further resolution to the bonuses Humongous, or 80% if it is Gigantic to find its Weight
and penalties associated with the Strength ability score, and Allowance. (Note: These new Size categories are intro-
increases the amount of weight which can be carried by char- duced and more fully explained in Injury & Death, page
acters with greater than human-level Strength. Using this table, 15. If the GM isn't using them, he can simply ignore the
it is possible for giants to lift weights appropriate for their previous rule and refer only to the table.) More details on
body masses. Previously, the larger giants would find it impos- encumbrance can be found under Encumbrance below.
sible to stand up, let alone wield trees as clubs! In addition, Max. Press is the heaviest weight a
extra detail has been added to the exceptional Strength area of character can pick up and lift over his head. For
the table. When using this table, an 18/02 Strength is no longer more details about lifting objects, see Lifting
identical to an 18/49. below.

Some of the terms in the table require further explanation:

Feat of Strength refers to


the character's percentage
chance to bend iron bars
or perform
similar feats
of strength.
This is also
Contests of
Strength
Whenever two characters engage in
direct conflict where muscle is the
sole deciding factor, th~ winner is
determined by a Contest of Strength.
Examples of such Contests include
Grappling (described on page 53), arm who
wrestling, and the resolution of Disarm (also reduce
described on page 50) maneuvers. There are two kinds
of Contests of Strength: Quick and Extended, descrip- or below wins
tions of which follow: the Contest. The
losing character
Quick Contest of Strength becomes exhaust-
A Quick Contest of Strength is used to resolve fast ed by the effort,
actions where one character or the other immediately pre- and loses one
vails. The most common example of a Quick Contest is
the resolution of a Disarm maneuver (see Combat
Cards, page 50). If the character attempting the Disarm
makes a successful To Hit roll, the characters must scores for one
engage in a Quick Contest of Strength to see if the attack- hour.
er can wrest the weapon from the defender's grasp.
In a Quick Contest, each participant rolls a Strength example, the
ability Check and subtracts his Strength damage adjust- two characters
ment (if any) from his D20 roll. If only one character from the previous example engage in
rolls below his Strength ability score, that character wins an arm wrestling contest at the Local
the contest. If both characters roll below their Strength, pub. The first character writes an 18
the character who succeeded by the greatest margin wins. down, while the other writes 16 down .
If the margins of success are tied, the defender wins. Both characters roll Strength Checks. The first character rolls
For example, a character with a Strength of 16 is a 7. Subtracting his damage adjustment of 1, he succeeds by a
attempting to disarm a character with a Strength of margin of 10 points. Making a note of this, he subtracts 10
18156. The first character rolls a 13 and subtracts his from 18, so he must succeed by a total of 8 more points to win
damage adjustment for a final total of 12. The second the Contest. The second character then rolls a 19, which suc-
character rolls a 16 and subtracts his damage adjustment ceeds by 2 points (remember, you subtract your damage
for a total of 13. Jn this case, the stronger character adjustment from the roll). Subtracting 2 from 16, he must suc-
holds on to his weapon because he made his Strength ceed by a total of 14 more points to win the contest.
Check by 5 (18 - 13 =5) while his attacker only made his In the second round, both characters roll again. The first
by4 (16 -12 =4). character rolls a 20, which fails by 3 points. Adding 3 to his
total, he must succeed by a total of 13 points to win the
Contest. The second character rolls a 3 this time. This suc-
Extended Contest of Strength ceeds by a whopping 18 points, winning the Contest easily.
An Extended Contest of Strength is used when two Once again, the stronger character prevails!
characters are locked in a struggle of might versus The GM should feel free to invoke the Contest of Strength
might. These struggles can last for several melee rules in any situation he feels is appropriate. The uses
rounds as the two combatants strain against one described above are only examples of the possibilities.
another until one is victorious. The popular tavern
activity of arm wrestling can be simulated using an
Extended Contest of Strength.
An Extended Contest is resolved in much the same Lifting
fashion as a Quick Contest, but it lasts longer, and the
tide may turn during the course of the Contest. Both The Maximum Press listed in the Strength Table repre-
characters roll Strength ability Checks and subtract their sents the most a character can lift over his head using both
Strength damage adjustments as above, but rarely will arms and applying considerable effort. Such a lift is only auto-
either character win an Extended Contest on the first roll. matic if it is performed under ideal circumstances: the charac-
When the Contest begins, each player should write ter is well-rested, has a good grip on the object, and is standing
down the Strength ability score of his opponent. After on firm, steady ground.
ever, is a 64. He immediately drops
If the situation is less than ideal, the GM may require a the door, and loses 1D6 Strength
Strength Check for the character to successfully lift such a and I D4 Stamina. Oops!
heavy object. If the weight is up to 1/2 the character's
Maximum Press, the Check is made with no modifier. If the Cooperative Lifting
object weights 1/2 to 3/4 of the character's Maximum Press, When attempting to lift very
the Check is made with a +2 penalty to the die roll. If the heavy objects, it is always advisable to
object weighs 3/4 up to Maximum Press, the Check should be have several characters cooperate. Any
made with a +5 penalty to the die roll. number of characters can work together to
For example, Uthil the Mighty is trying to lift a treasure lift an object, provided there is sufficient
chest over his head to impress the women of his party. His room for them to hold on to it. Total the
Strength is 18143, giving him a Maximum Press of300 pounds. Maximum Press of all the characters lifting and apply the
The GM determines that the chest weighs 203 pounds, which is rules in the previous section. The strongest character in
between 112 and 314 of Uthil' s Maximum Press. Jn order to lift the lifting group should make any necessary die rolls, but
the chest, his player must make a Strength Check with a +2 all of the lifting characters suffer the ability score losses
added to the die. if the roll is failed.
Characters can attempt to lift objects heavier than their Uthil collapses from his mighty effort, leaving his
Maximum Press allows, but such lifts are very difficu lt, and three companions to try and lift the door again. The
can result in injury to the lifting character from overexer- three characters have strengths of 13, 14, and 16. The
tion. Rather than rolling a Strength Check, such attempts total of their Maximum Press equals 560 pounds. The
require a Feat of Strength roll. For a weight up to (but not door weighs just under 2x this figure, so the group must
including) double the character's Maximum Press , an roll an unmodified Feat of Strength roll to lift it. The
unmodified Feat of Strength roll is used. If the object to be strongest character attempts the roll, using
lifted weighs from 2x up to (but not including) 3x the his Feat of Strength chance of 10%.
character's Maximum Press, the Feat of Strength is Rolling percentile dice, his player gets a
made at 1/2 chance. If the object weighs from 3x 02. With teamwork, they have saved the rest
to 4x, the chance is 1/3, etc. A character may of the party!
never attempt to lift more than five times his
Maximum Press (at 1/5 chance).
Uthil later has to lift a large stone door
which slid down from the ceiling, trapping his
friends. The GM secretly determines that the
door weighs one thousand pounds. This
amount is between 3x and 4x Uthil' s
Maximum Press, so he must make his Feat of
Strength roll at 113 chance. He has a 9% chance
of lifting the extremely heavy stone door or his friends
could be trapped forever!
Lifting such enormous weights has a cost, however. If
the character succeeds, he can only hold the weight up
for one melee round (one minute) at the most. After
this period, he must either immediately drop it or
make another Feat of Strength roll to con-
tinue holding it. A failed Feat roll means I•
that the character has severely strained his \
muscles, and will drop the object if it was • .:
previously lifted successfully. In addi- {.~,
tion, failure results in the temporary loss •·
of 106 points of Strength and 104 points
of Stamina. Points lost in this fashion are
regained at a rate of one per hour.

Continuing the previous example, Uthil rolls a


07 on percentile dice, which succeeds! His party members
begin to climb under the door as he strains to hold it up. The
GM decides that three characters can squeeze out per round,
which means that Uthil will have to hold the door up for one
more round to save all six of his friends. His second roll, how-
Encumbrance A Heavily Encumbered
character moves at 1/3 rate, and suffers a -2 penalty to his
Stronger characters can wear heav-
attack rolls. In addition, his restricted mobility results in a +1
ier armor and make use of larger penalty to his Armor Class.
weapons, but rarely is anyone anx-
ious to dig through complicated
encumbrance rules in order to repre- Advanced EncuTnbrance
A more realistic, but time-consuming, method of figuring
sent this fact. The following rules pro-
encumbrance is presented in the main rule book. In this case,
vide a basic encumbrance guideline to
you must add up the weight of all equipment carried and con-
simplify weapon and armor selection, which sult the character encumbrance chart. However, if the
should be especially useful for new players who are Expanded Strength Table is used, a different method is used to
generating their first characters. In addition, most veteran figure a character's encumbrance level. Follow the steps below
players will enjoy equipping their characters without hav- to find a character's encumbrance level. The effects of the var-
ing to get out the calculator. ious encumbrance levels are found in the main rule book.
Below each step, an example appears in italics to help you
follow along. The character we will use in the examples is
Easy EncuTnbrance Grulden, a dwarven Fighter with a Strength of 17. He is only 3
The single heaviest and most encumbering piece of
feet, 10 inches tall, so he is considered Small.
equipment any character will routinely carry is his armor.
To keep things simple, this is the only piece of equipment 1.) If the character is carrying a total weight up to his Weight
which matters when it comes to Easy Encumbrance. Of Allowance, he is Unencumbered. ·
course, it is up to the GM to see that this rule is not Consulting the Expanded Strength Table (page 10), we
abused. A character cannot wear leather armor to avoid find that Grulden' s Weight Allowance is 72 pounds. If he is
encumbrance, and then carry two of each kind of carrying equipment weighing 72 lbs. or less, he is considered
polearm. Let logic prevail in such instances, or use the Unencumbered.
Advanced Encumbrance rules below.
To find a character's encumbrance, compare the total 2.) Subtract the character's Weight Allowance from his
weight of his armor and shield to his Weight Allowance. Maximum Press.
If the weight is up to half his Weight Allowance, he is Grulden' s Maximum Press is 240 pounds. 240 - 72 =168.
considered Unencumbered. If the weight is greater than
3.) Divide this number by four. This number is called the
half but less than his Weight Allowance, he is
Encumbrance Margin
Moderately Encumbered. If the weight is between his
168 + 4 =42. Grulden' s Encumbrance Margin is 42.
Weight Allowance and his Maximum Press, he is Heavily
Encumbered. 4.) Add the Encumbrance Margin to the character's Weight
An Unencumbered character suffers no penalties for Allowance. If the character is carrying weight up to this num-
encumbrance. ber, but greater than his Weight Allowance, his encumbrance
Moderate Encumbrance reduces is Light.
a character's movement rate by 72 + 42 = 114. If Grulden carries weight between 73 and
1/2, and all his attack rolls are 114 lbs., he is Lightly encumbered.
made at a -1 penalty.
5.) Add the Encumbrance Margin to the total from step 4. If
the character is carrying weight up to this amount, his encum-
brance is Moderate.
114 + 42 = 156. When carrying equipment weighing 115
to 156 lbs., Grulden is Moderately encumbered.

6.) Once again, add the Encumbrance Margin to the total from
step 5. A load weighing this amount or less is considered
Heavy encumbrance.
156 + 42 = 198. IfGrulden carries between 157 and
198 lbs., he is Heavily encumbered.

7.) If the weight carried is greater than the total from step
6, the character's encumbrance is Severe. Note that no
character may carry equipment exceeding his Maximum
Press in weight.
lf Grulden carries a total weight
between 199 and 240 lbs., his
encumbrance is Severe.
"average" Small monster should
have a Strength of 5, but many
Small creatures can be much
stronger. Some Small humanoids
can have Strengths of 17 or more,
but these are rare individuals. As a
rule, grant normal Small monsters
Strengths no higher than 8 unless they
are abnormally muscular or enchanted
to be strong.

Medium (4' to 7' tall)


Average STR: 10
Most human-sized monsters have human-level
Strength. Average individuals can be assumed to have
Strengths of 10, but wide variation is possible.
In many Creatures which are described as muscular, such as
instances it is hobgoblins, should have higher Strengths. Only
important to know extraordinary creatures should have Strengths in
what the ability scores excess of 14, however.
of ·monsters are. This is
especially true for Large (7' to 1.2' tall)
Strength: the Average STR: 16
Gamemaster will need Ogres and trolls fall into this range
to know a creature's of creatures, all of whom are stronger
Strength whenever the than men. Most Large creatures should
Player Characters attempt to have Strengths of 16, but larger and
wrestle with it, disarm it, or grab something it is holding. tougher ones can range as high as
Unfortunately, most monster descriptions do not contain the 20. Also, when assigning
creature's ability scores, with the exception of Intelligence. Strengths to Large monsters,
It is a simple matter for the GM to estimate these abilities keep in mind the fact that the
during play, but a basic guideline should be followed rather leap from 18 to 19 is enormous.
than making an arbitrary decision whenever setting the ability Be sure to give extraordinary
scores for monsters. This way, when the PCs encounter the Strengths (18/01 to 18/00) to
same monster again, it will have the same (or very similar) them when appropriate.
abilities, helping to create a more believable and consistent
game environment.
The attributes of a monster which determine its Strength Humongous (1.2' to .25' tall)
are its size and muscle mass relative to that size. In addition, Average STR: 19
some creatures will have Strengths in excess of what their size The most fearsome of monsters, giants and dragons,
would dictate due to their magical natures. To determine the are considered Humongous. They are always stronger than
Strength of a monster, consult the paragraph below which cor- the strongest man, with an average Strength of 19. These
responds to its Size. Note that the Strength score generated enormous creatures can be much stronger, however, and
here should only be used for purposes of ability Checks and often have Strengths as high as 24. When using creatures
other such tests. A strong monster gains no additional bonuses this strong in combat, it is important to remember that abil-
to attack or damage rolls due to a high strength, as these ity Checks always fail if the creature rolls a "natural" 20,
effects are already figured in to its THACO and damage. regardless of how high the ability score is.

Tiny (.2' or less tall) Qigantic (.25' or taller)


Average STR: 1 Average STR: 23
Creatures this small have no strength to speak of. They Only the most Gigantic of creatures fall into
commonly rely on stealth and speed to be effective in combat. this category, including titans and the largest of
In those rare instances where a Strength score is needed for a dragons. These monsters are fabulously strong by
Tiny creature assume it has a Strength of 1. Some Tiny mon- sheer mass alone, and have Strengths of at least 23.
sters may be much stronger than their size would suggest due As this category covers creatures from 25' tall on up,
to magic or other effects. Such creatures can have Strengths it can include monsters which are 100 feet tall or
higher than 1, but they should rarely rise above 5. more! These truly awesome creatures will have the
highest possible Strength (25), but keep in mind that it
cannot even begin to represent the mighty power of a
Small (.2' to 4' tall) living being of such size. Under most circumstances, it
Average STR: 5 will be impossible for a man-sized attacker to grapple or
Many commonly encountered races such as goblins and disarm such a large target. The GM should carefully
kobolds fall into this Size category. Although generally weaker adjudicate all such attempts to make sure the full impact
than men, some Small creatures are suprisingly strong. An of a Gigantic monster is preserved.
INJVRY & The damage rules as
they stand are very free-form, dispensing with detail in favor
of ease of use. However, while imminently playable, the rules
DEATH fail to provide any distinction between the various types of
attacks. Also, large/small creatures are not appropriately hard-
. . . it was as though the er/easier to injure relative to their sizes.
The following section aims to remedy these and other prob-
blow was moving in slow lems, adding extra color, excitement, and realism to combat.
motion. My opponent's The Wound Point system is a compromise between exacting
chainmail parted beneath the detail and the free-form HTK system used in the original rules.
enchantments on my blade,
revealing the soft pink flesh CjM's Note:
beneath. Then, like his The damage rules which follow are optional, and should
armor, his skin opened not be used for every character and monster in a campaign. It
wide, releasing a torrent is recommended that all Player Characters and monsters of
size L or larger, as well as those with more than 3 HTK Dice,
of dark red blood. His
use the Wound Point system. The standard Hits To Kill rules
eyes glazed over and should be used for lesser monsters and NPCs.
his mouth contorted
into what must have
been a scream, but
I could hear only Hits To Knockout
my pounding
heart. H e collapsed Normal hits in combat cause only bruises, scrapes, and
onto the dusty minor cuts. These injuries will incapacitate a character if left
unbound, out will rarely cause permanent damage. This dam-
ground, his life pouring
age is healed rather rapidly, and will generally fade within one
out of a wound I had inflict- or two weeks. This type of damage is referred to as Knockout
ed. I killed a man, and my life Damage, and is represented by Hits To Knockout Points, or
would never be the same... HTK Points. These points are determined by class, level, and
Stamina for Player Characters, or by HTK Dice for monsters
and most NPCs.

Hits To Knockout Points are treated exactly like the old


Hits To Kill Points , except that a creature will not die
when it reaches zero. At zero HTK points, the victim falls
unconscious, but is in no risk of dying unless he is not
treated for his injuries at all. If no
one stops to bind such a creature's
wounds for even one round, he will
start to lose actual Wound Points
(see below) at a rate of one per hour.
This deterioration represents death
from slow bleeding and exposure.
It is important to note that HTK points do not drop
below zero. When a creature's HTK point total reaches
zero, it is unconscious. There is no additional effect
from taking more hits that inflict HTK damage. A crea-
ture's HTK point total can never be a negative number.

Provided an unconscious character has his injuries


bound, he will regain consciousness when his HTK points
rise above zero. This can be accomplished through magical
.. \,
healing, the Healing Proficiency, or simple rest. A day of rest
will restore one HTK point, while a day of complete bed rest
and inactivity will restore three HTK points.
Simplified Wounding uses one
Critical Hits chart to determine the Wound
Points inflicted by all attack types.
While most hits scored in combat only cause minor
It does not generate a hit location for
(HTK) damage, some blows cause serious wounds: cutting or
the Critical Hits, and inflicts no addi-
destroying skin, muscle, and bone. These hits are referred to as
Critical Hits. tional negative effects other than sim-
There are three ways to score a Critical Hit: ple Wound Point damage.
The Simplified option is recommended
• Lucky Hit: any to-hit roll which scores a natural 20 on for use if the GM wants a more realistic wound-
the die. ing system, but still wants to keep it simple. It is also
• Mighty Blow: any single hit which scores 10 or more useful if hit location is not desired.
HTK Points of damage. For each Critical Hit, a 020 is rolled, and referenced
•Expert Strike: any to-hit roll made by a margin of 10 or to the following charts to determine the Wound Points
more (i.e., if you need a 7+ To Hit, a roll of 17+ (including all inflicted by the attack. The specific effects and location
bonuses) is a Critical Hit). of the hit are left to the imagination of the GM and play-
ers, but examples are provided to give an idea of how
If any of these criteria are met, an attack is considered severe the injuries would be on a man-sized victim.
a Critical Hit, and causes 1 or more Wound Points of dam-
age. Wound Points are used to keep track of a creature ' s i'r!!==================~
serious injuries, and are explained in detail under Wound Critical Hit Roll Modifiers
Points below. (Do not apply to Simplified Chart)

High Maneuver Up to +30 (see maneuver cards)


Low Maneuver Up to -30 (see maneuver cards)
Simplified Critical Hit Chart Size Difference: (See also chart below)
For All Attack Forms
Critical Hit Size Modifiers
D20
Roll Wound Points Wound Severity Examples Attacker Defender Size
1-10 1 Serious cut/bruise Size T s M L H G
11-14 2 Serious cut/bruise in vital T 0 -15 -30 -45 -60 -75
area; Very deep cut/broken s +10 0 -15 -30 -45 -60
bone M +20 +10 0 -15 -30 -45
15-17 3 Very deep cut/broken bone L +30 +20 +10 0 -15 -30
in vital area; Severed H +40 +30 +20 +10 0 -15
hand/foot G +50 +40 +30 +20 +10 0
18-19 4 Severed arm/leg at knee
20 5-9 Roll again, see below.

Second Roll Specific Wounding uses a different chart for the


1- 10 5 Severed leg at hip three types of damage: Slashing, Piercing, and
ll-14 6 Major internal injury Bludgeoning. Rolls on these charts are modified
15-17 7 Extreme injury to appropri ~y. focttie comb'at maneuve~sen (if
head/spine the Comoat Cards are useh) ~d the relafrve. Sizes
18-19 8 Beheading of the co~batimts. .
20 9 Torso cut in half; Other The S F c optiQn rovides additional detail
catastrophic damage in combat'. lb~~ _can ~lo melee. down lJ , it. Also,
n/a 10 Body completely destroyed the Specific charts tentl to he mo.:re deadly than the
Simplified chart.
For each Critical ffi.t, a 0100 is reHed. The result is
modified for the re atiY~s1ze's--of e .c mbatants accord-
ing to the table below. If the Combat Cards are being
Critical Hit Tables
used, the maneuver chosen by the attacker may modify
To determine the effects of a Critical Hit, the GM has two
options: Simplified Wounding or Specific Wounding. the roll as well. This modifier will be printed on the card,
such as CRIT. +JO.
Slashing Weapons
Wound Description &
Points Loe. Additional Effects (optionalJ
-30 and less 1 Minor wound to lower body (9r roll again) _ _ _ _ --~--~~

Toe severed by low slash (roll lDS to determine which ene). -1'; move.
F0ot slaslieel ope.tl, -l" move. .. · · · '
Achilles tendon ~ut. DEX -~, ~2" moYe~ DE~ Check or character falis.
...............,__....__...._......_ Foot severed at aiik:le. DEX -2, -3" move. Charaete · falls.
Lee
-14to-12 2 1-2 Calf deeply slashed. -2" move.
-11 to -7 1 3-5 Calf slashed. -1" move.
-6 to -2 1 6-8 Knee slashed. - l" move.
-1to0 4 9 Leg severed at knee. DEX -3, Movement cut to 1/4 normal. Character falls.
01-03 2 10-11 Thigh deeply slashed. -2" move.
04-08 1 12-14 Thigh slashed. -1" move.
09-11 2 15-16 Hip deeply slashed. -2" move.
12-16 1 17-19 Hip slashed. -1" move.
17-18 5 20 Leg severed at hip. DEX -4, Movement cut to 1/4 normal. Character falls.

19-24 1 -Gash in sioe of body.


1 ~5
25-'.2.7 2 6·8 Deep gash opens side of-OOdY.
' 28' 9 9 :Qody cut in half across. middle <if abd9men. Death is nearly instant.
2-9-3·1-· ~ -. 10-~1 1 A-bdomeii d~piy slashed, spilling intestines. STA -2. -
32-"34 2 n :14 .Abdomen slashed painfully. STA -1. ·
35-37 ~ .. 1:5.-16 Cliest deeply slashed, ribs b~9ken. STA-L
38:-41--~ ::..:-~--=·:::l'est stashed.
"'2 .......17-20·
Hand
42-46 1 1-4 Finger severed (roll 1D4 to determine which one). DEX -I.
47-49 2 5-6 Thumb severed. DEX -1, -2 when using that hand.
50-54 1 7-11 Palm slashed painfully. DEX Check or drop anything held in hand.
55-59 1 12-16 Hand slashed.
60-62 2 17-19 Wrist slashed, spilling a great deal of blood.
63-65 3 20 Hand severed at wrist. DEX -2.
ll:riii
66-68 2- . 1.-2. · Foreaon deeply slashed. Attack rolls with that arm made af-,;1 .
69-13 1 3-6 Forearm slashed.-
74-75 4 7 Ann .Se¥eted at elbow. DEX -2.
76-78 2 8-9 U(>per ao:n d~ply sl~hed. Attac.k rolls with that arm made at ~ 1.
-79-83 1 10-13 Upper arm slasb,ed. •
84-86 2 14-15 Shoulder d~ply slashed. Attack-rolls with th.at arm made at -1.
·87-91
92-93
1 16-19
4 20
Head
Shoulder slashed.
Arm severed ats.houlder; causing severe bleeding. DEX -2. ____ ___....._,,.,..___.

94-96 3 1 Neck deeply slashed. STA Check or fall unconscious.


97-99 2 2-3 Neck slashed.
100 8 4 A mighty blow beheads the target. Death is quick and painless.
101-102 2 5-6 Face deeply slashed, exposing bone. Scar results in APL -2.
103-107 1 7-8 Face slashed. Scar results in APL -1.
108-109 3 9 Side of head deeply slashed. STA Check or fall unconscious.
110-114 2 10-11 Side of head slashed.
115 7 12 Head cut in half from top to bottom. APL -6 if character survives.
116-120 l 13-14 Nose cut open, bleeding profusely. APL-1.
121-122 2 15 Nose severed. APL -4.
123-124 2 16-17 Eye slashed. Save vs. Breath Weapon or blinded in one eye.
125-129 1 18-19 Ear cut off. Hearing unaffected, but APL -2.
130 7 20 Top of head cut off just above ears, exposing brain. A gruesome death.
131 or more 1 Minor wound to upper body (or roll again)
After the DI 00 roll is modified, the resulting number is Called Shot Penalties
located on the Critical Hit Chart corresponding to the attack Location Hit
type being used: Slashing, Piercing, or Bludgeoning. The Probability
weapon tables list the attack type for weapons, but the GM Torso -4
will have to detennine the appropriate type for other fonns of Ann -4
attack, such as claws (slashing) or bite (piercing). If the GM Hand -6
feels that no table is appropriate for the attack fonn (such as a Leg -6
Fireball), he may invoke the Simplified table instead. Foot -8
After the modified roll will be listed the number of Head -8
Wound Points inflicted by the attack, as well as the location of
If the Called Shot attack roll is successful and it
the hit and any additional effects. These should be applied to
scores a Critical Hit, the attacker consults the appropriate
the target immediately.
Critical Hit Table for his weapon type. Each of the body
The Specific charts are designed to apply to humans and
locations has a section in each table listed under the Loe.
humanoid monsters with respect to~
(Location) heading. The attacker should roll a 020 and
the location of body parts: Low attacks "'-.
consult the appropriate table to find the Critical Hit
will tend To Hit the feet and legs, while high' "'-
effects.
attacks will tend To Hit the head and torso. '\\ For example, a character calls a shot to his target's
For this right leg using a longbow (a Piercing weapon) . The
and other

\\
attack roll suffers a -6 penalty, in addition to any other
reasons, the modifiers. The character rolls a 20 on the die, hitting
GM should
and causing a Critical Hit (a "Lucky Hit" ). The attacker
use the Simplified
consults the Piercing Weapons Critical Hit Table under
chart for non-
the Leg column, and rolls a D20. He rolls a 7, which
humanoid creatures
indicates that his arrow has impaled the target's knee,
causing 2 points of Wound Damage.
insects.

1
I

Called Shots and Specific Wounding


If the GM allows it, characters can make Called Shots to
any specific body location. A +2 Initiative penalty applies to
any Called Shot, as well as the following attack roll modifiers.
Note that the attacker chooses which ann, hand, leg, or foot to
target; right or left.
Piercin2 Weapons

Note: Impaled results require the attacker to make a STR Check in order to free his weapon from the target.

Wound Description &


Roll Points Loe. Additional Effects (optional)
-30 and less 1 Minor wound to lower body (or roll again)
EMl
-29. to -24 I I-6 Toe seve,red (J:oll 1d5 to detennine which one). :-1 ' ? move.
-23 ro--H~ 1 7-16 'Foot stabbed.
-17 to ~14 2 17-20 Foot imealed & pinned to ground. STR Check ~o free foot. -1'' move.
Le~
-13 to -10 2 1-2 Calf impaled. -2" move.
-9 to -4 1 3-6 Calf stabbed. -1" move.
-3 to 0 2 7-8 Knee impaled, crippling leg. DEX -1, Movement cut to 1/2 normal.
01-04 2 9-10 Thigh impaled. -2" move.
05-10 1 11-15 Thigh stabbed. -1" move.
11-16 1 16-20 Hip stabbed.
Thm!
17- 19 3 1-1. Pelvis impaled, lodging weapon in bone. -'2!' move.
20-2'2 3 3-4 Abdomen impaled, causing serious internal injilcy. STA-1.
23.!1.7 2 5-7 .Abdomen stabbed.
28-34 1 8-12 Gash in side.
35~8 2 13-15 Deep gash in side.
39-40 4 16 Chest impaled. S1'A-2. STA Check or fall unconscious.
41-45 2 17-20 Chest §!~bbed.
Hand
46-50 1 I-6 Finger severed (roll 1D4 to determine which one). DEX -1.
51-54 2 7-10 Hand impaled, forcing target to drop anything held in that hand.
55-61 11-20 Hand stabbed.
~
2 1-3 Foreann impaled. Attack rolls with that arm made at -1.
1 4-7 Forearm srabbed.
2 ~-10 Upper arm impaled. Attack rolls with that arm made at-1.
1 11-14 Upper arm stabbed through bicep.
3 15-16 Shoulder impaled. Attack rolls with that ann made at -2.
1 17-20 Shoulder stabbed.
Head
95-98 2 1-3 Neck pierced, causing severe bleeding.
99-100 4 4 Neck impaled. When weapon removed, STA Check or fall unconscious.
101-104 3 5-6 Stabbed in mouth, damaging tongue and palate. Speech is difficult.
105-110 2 7-9 Cheek pierced, leaving a painful and unsightly wound. APL -1.
111-114 2 10-11 One eye destroyed. APL -2 without eye patch.
115 6 12 Skull impaled through eye, damaging brain. APL -2, INT reduced to 1/2.
116-123 2 13-15 Side of head gashed open. STA Check or fall unconscious.
124-129 1 16-19 A chance shot removes most of one ear. APL -1 .
130 7 20 Skull impaled through forehead, destroying the forebrain. INT reduced to 1/2.
131 or more 1 Minor wound to upper body (or roll again)
Bludgeoning Weapons

Wound Description &


Roll Points Loe. Additional Effects (optional)
-30 and less 1 Minor wound to lower body (or roll again)
F..!lJJ.1.
-29 to.-24 1 1-6 Toe crushed (roll ld5 to dete)ll,li:ne which one). -1" move.
-~3 to -20 2 7-9 Foot smasheq. DEX-1,·-2" move. DEX Check or character falls._
-19 to -14 1 10-17 Foot bruised.
-13 to -10 2 18-20 ~e broke . D~X -i -2" move. QEX Check or charac~r..falls.
Le~
-9 to -6 2 1-2 Calf broken. DEX -2, -2" move. DEX Check or character falls.
-5 to 0 1 3-6 Calf bruised.
01-03 2 7-8 Knee shattered. DEX -2, Movement cut to 1/2 normal. DEX Check or character falls.
04-06 2 9-10 Thigh broken. DEX -2, Movement cut to 1/2 normal. DEX Check or character falls.
07-12 1 ll-15 Thigh bruised.
13-15 3 16 Hip smashed. DEX -3, Movement cut to 1/4 normal. DEX Check or character falls.
16-21 1 17-20 Hip bruised.
Torso
22-27 1 1-5 Abdomen bruised. STA Chee]( or target loses next round vomiting.
28 6 6 A strong blow ruptures the abdomen, spilling vita) organs. STA =4.
29-30 5 7-8 Spine injured. Save vs. Paralyzation or paralyzed from waist down.
31 7 9 Spine shattered, causing par~ysis and possibly death.
32-34 3 10-12 Several ribs broken, making movement painful. STA :-1, DEX -1.
35-36 5 13 Chest caved in, damaging heart and lungs. STA -3'.
37-42 1 14-18 Chest bruise4. STA Check or target loses nextmund regaining breath.
43-44 4 19-20 Breastbone smashed. Save vs. Death or heart .pierced causing STA -3.
Hand
45-49 I 1-5 Finger broken (roll 1D4 to determine which one). DEX -1.
50-54 I 6-9 Thumb broken. DEX -I, -2 when using that hand.
55-57 2 10-11 Hand entirely pulped and useless. DEX -2.
58-63 l 12-18 Wrist bruised.
64-66 2 19-20 Wrist broken. DEX -1, attack rolls with that hand made at -2.
Ar-m
67-69 2 1-3 Lower arm broken. DEX -1, atta~krolls with that arm made at -2.
70-75 1 4-7 Lower arm bruised. Attack rolls with that arm made at -1.
76-18 2 8-9 Elbow smashed. DEX -1, attack rolls ..Vith that ann made at -2.
79-81 2 ]{)-11 Upper arm broken. DEX -1, attack rollS with that arm made at-3.
82-87 1 12-15 Upper arm bruised. Attack rolls with that arm maoe at -1.
88:-93 1 16-19 Shoulder bruised. .Attack rolls with that arm made at- 1.
94-96 3 20 Shoulder smashed. DEX -1, attack rolls with that aJJ11.!11ade at -3.
Head
97-98 4 1-2 Throat crushed. Target loses l Wound Point per round until tended to.
99-100 5 3 Neck broken. Save vs. Paralyzation or paralyzed from neck down.
101 6 4 Lower jaw knocked off, leaving tongue wagging free. APL -6.
102-105 3 5-6 Jaw smashed, making eating quite painful. APL -2.
106-113 2 7-9 Side of head bruised.
114-119 3 10-12 Head severely concussed. STA Check or fall unconscious.
120 8 13 Head knocked off of shoulders. After a few moments, body collapses.
121 7 14 Face caved into skull. If target survives, APL -4, INT reduced to 1/2.
122-126 2 15-17 Nose smashed into a gooey mess. APL -3.
127-129 4 18-19 Skull fractured. STA -1 . STA Check or fall unconscious.
130 7 20 A fierce blow to the top of the head caves it entirely in! Truly grisly.
131 or more 1 Minor wound to upper body (or roll again)
Optional Effects of
Critical H its • PCs only: With this option, only Critical Hits scored by
The effects listed after 'Player Characters use the Specific charts. All other attacks use
each Critical Hit represent what the Simplified Charts. This option should be used if the PCs
type of wound would be inflicted on are supposed to be "epic" heroes who shouldn't be inflicted
a humanoid, man-sized target. If the with crippling wounds.
GM chooses to invoke the optional • W ound Points Only: The descriptions and additional
effects, the following clarifications effects of Critical Hits can be ignored, instead using only the
should be helpful: general hit location and Wound Points to define each hit. This
If an arm, leg, eye, hand, etc. is hit, the option will eliminate the possibility of character's limbs being
attacker should randomly determine if it is the right severed, an occurrence which might lead to death or retirement
or left side. Roll any single die: an odd result indicates (unless a Regeneration spell is handy).
the left side, while an even result hits the right.
Optional effects are immediately applied to the target,
including any extra loss of HTK Points due to the reduc-
Wound Points
tion of Stamina.
Multiple hits to the same location continue to cause Each character and creature has a number of Wound
Wound Point damage, but only the most severe effects to Points. These points represent how difficult the creature is to
any given location apply; They are not cumulative. For wound or kill based on its sheer mass. This is because larger
example, a character's toe is severed, resulting in a -1" creatures are simply harder to bring down than smaller ones,
Move. Later in the combat, his foot is severed at the regardless of their respective HTK Dice.
ankle. The penalty for the lesser wound is disregarded, as The number of Wound Points a creature can sustain are
he now suffers a -3" Move and a DEX reduction of -2. based on its Size:
The special effects of Critical Hits last until the r.=====================~
injuries are completely healed (see Healing page 24). If
they are left untreated, the effects of Critical Hits can Al2lll. sm &.i&b.t w !;!l.md £2iot~
become permanent (see Untreated Wounds page 25). 'In T Tiny 2' or less 3
any case, any body parts which are severed can only be s Small 2' to4' 4
reattached or regrown with a Regeneration spell. Their M Medium 4' to 7' 5
effects are always considered permanent. L Large 7' to 12' 7
H Humongous 12' to 25' 10
G Gigantic 25' + 15
Wapon Damage and Critical H its
No single attack can inflict more Wound Points
than the maximum possible HTK damage it can score,
including bonuses to damage for magic, but not for Note: This table introduces Size categories not previously
Strength. For instance, a magic quarterstaff + 1 ( 106+ 1 used in Role Aids products. Some creatures once listed as
damage) could inflict no more than 7 Wound Points in a Small should be Tiny, and some Large creatures ought to be
single blow, regardless of the Strength of its wielder. Humongous or Gigantic. It is up to the GM to determine the
This maximum is enforced differently depending on appropriate Size of a creature based on the above information.
which Critical Hit option is being used. When using the
Simplified option, just consider any hit which scores more When a creature loses all of its Wound Points, it will
than maximum damage to be maximum damage. When begin to die (see Death below). Before this happens, however,
using the Specific option, however, any Critical Hit which it will go through a number of stages of wounding called
would score too many Wound Points should be re- Wound Levels. These levels reflect the general physical state
rolled until an acceptable result is achieved. of the individual, and are summarized on the table on the top
Exception: If used against a sleeping or held of the facing page.
defender while no other fighting is going on, a The Action penalty applies to all To Hit rolls, morale
weapon will automatically inflict 2x its maximum Checks, saving throws, and proficiency Checks. It is always
HTK damage in Wound Points. If a sleeping crea- applied in such a way as to be a penalty to the wounded character
ture is not Fatally Wounded by this damage, it will (i.e., subtracting from To Hit, adding to proficiency Checks, etc.).
immediately awaken. The columns under Size show the range of Wound Points
remaining which result in each of the various Wound Levels.
The logic behind this is that a sword wound which may kill a
Qamem aster Options man would be like a paper cut to a storm giant. For example,
The GM can be flexible in the application of the an attack which caused 3 Wound Points would result in a
Critical Hit charts, but should always be consistent when Wound Level of F for a pixie (size T), a Wound Level of C for
using them. A few possible options for the use of the a goblin (size S), a Wound Level of S in a man (size M), or
Critical Hit tables include: only a Wound Level of L against a giant (size Hor G).
SIZE
WQ!.!~U LEVEL I s M L H G
Unwounded 3 4 5 7 9-10 13-15
Lightly Wounded 3 4 5-6 7-8 10-12
Moderately Wounded 2 2 3 4 5-6 7-9
Seriously Wounded 2 2-3 3-4 4=6
Critically Wounded 1 1 1 1 1-2 1-3
Fatally Wounded 0 0 0 0 0 0

Death and Healing •A dying character can also be saved by another


character with the Healing Proficiency (referred to as a
When a creature's Wound Points are reduced to 0, its healer). The healer must spend one round tending the
HTK points will immediately drop to 0 (the creature therefore character's wounds, and must make a Healing Check.
falling unconscious) and it will begin to bleed to death. A The chance of success for this Check is reduced by the
System Shock roll (or Save vs. Death for creatures with no number of Wound Points the character has suffered
Stamina Attribute) must be made immediately. Failure indi- below zero. Regardless of negative modifiers, a roll of a
cates that the creature dies on the spot. Thereafter, every natural 1 on the die always succeeds.
round the creature is not tended for its wounds, it will take For example, a healer tending to a character who
another Wound Point of damage. This loss of Wound Points is has fallen to -3 Wound Points makes his Proficiency
called bleeding. When a creature's Wound Points reach a neg- Check with a 3 point penalty. If the healer's proficiency is
ative number equivalent to its starting Wound Points, it dies rated at 15, he would have to roll a 12 or less to succeed.
(i.e., a medium creature, like a human, will die when it reaches A successful Healing Check raises the wounded
-5 Wound Points or lower). character's Wound Point total to 1 and his Wound Level
to Critically Wounded. A failed Check has no effect on
Saving the Dying Character the dying character, who continues to bleed. At the
In order to stop a fallen character's bleeding, another charac- GM's option, if the healer fails the Check badly (rolls a
ter must spend one full round binding his wounds. Any magical natural 20 on the die, or fails by a margin of 10 or more)
healing used on the dying character will also stop the bleeding. the character
Even after the bleeding is "stopped," the character's con- dies instantly.
dition will continue to s lowly deteriorate
unless tended to by a character with the
Healing Proficiency or any sort of magi-
cal healing. The character will take one
Wound Po int of damage per h'our
until hi s cond ition is improved to~.•
Critically Wounded. '
This can be done in two ways: ---~~
•The simplest is with magical heal-
ing. If a character's Wound Point total
can be raised to l or more, he becomes
Critically Wounded, and no longer
loses additional Wound Points to
bleeding. See Healing below for
rules o n how magical healing
restores Wound Points.
Other Forms of Healing
Note that the two meth- Other healing spells and devices (like Potions of Healing)
ods can be combined. will restore 1 Wound Point per die of HTK points they cure.
For instance, a character Creatures with the ability to regenerate damage regain 1
at -4 Wound Points might Wound Point every time they are entitled to regain HTK
have two Cure Light Wounds Points. Wound Points inflicted by certain attack types (such as
cast on him, raising his Wound Point fire and acid) cannot be regenerated.
total to -2. Then, a healer could attempt a Without proper treatment, Wounds will heal slowly and
Healing Check on him at a penalty of -2. improperly; a character will often be permanently disabled as a
result of untreated Wounds. If treated by a character with the
Automatons and Other Special Cases: Healing Proficiency within one day of being injured, the char-
Some monsters will not be subject to "normal" rules acter stands a good chance of recovering. Characters recover
regarding wounding. It is always the GM's option Wound Levels based on the following table:

Healing Times

Initial Heal Check Time to Untreated


Modifier Heal 1 Lvl** Heal Timet
2 weeks 3 weeks
0
wee~,,._-... 6 week<S----
_,,_,,_.....,._,,_....;..,,..._.,...____,,___ 1 month 3 monthstt.,............,........-
_.........,_...__,~--=---~.

2 months 8 months!t

whether or not to simply use the standard Hits To Kill *This is the period of time the wounded character must
system in such cases. remain "bedridden." He must be under a healer's care during
Mindless creatures which fight until destroyed (such this entire period and can undertake no action more strenuous
as skeletons, zombies, and golems) cannot be stunned, than eating. The character tending the wounded individual must
dazed, or knocked out. These automatons should be make a Healing Check (modified for the appropriate Wound
assigned Wound Points appropriate to their size, but have Level) at the end of the period listed. If the Check fails, the
no Hits To Knockout. Such creatures must have their character remains bedridden, and the healer must spend the
Wound Points reduced to a negative value equivalent to time listed again before attempting another Healing Check.
the starting value in order to be stopped (a Medium **If the Healing Check is successful (see above), the
automaton must be reduced to -5 Wound Points). They wounded character can move about normally, and no longer
will continue to be active until such time, at which point requires a healer's constant care (although the appropriate
they will collapse into pieces. Action Penalty for the character's Wound Level still applies).
Use of this rule will make lower level automatons more dif- After the additional time listed in this column, the character
ficult to defeat, so their XP Awards should be increased regains 1 lost Wound Level (i.e., going from Seriously
appropriately (GM's option, possibly doubled or tripled). Wounded to Moderately Wounded). The character's Wound
Point total is raised to the highest quantity for that Wound
Level (For example, a Large creature raised from C to S would
Healing have 3 Wound Points). If the character is still wounded, his
condition will continue to improve with no further care from a
All rules regarding healing HTK points still healer, regaining additional Wound Levels at the intervals list-
apply exactly as they always did. However, heal- ed in this column.
ing Wound Points is more difficult than healing tThis column applies if a wounded character: receives no
simple HTK damage. treatment, receives treatment more than 24 hours after being
injured, and/or does not spend the appropriate time bedridden
Cure Spells (see Initial Rest Period above).
A Cure Light Wounds spell will restore l Wound ttSerious Wounds which go untreated will cause perma-
Point in addition to the HTK points it heals; A Cure nent disability, along the lines of a bad limp, numb extremity,
Serious Wounds spell will restore 2 Wound Points; A or difficult breathing. Critical Wounds which go untreated will
Cure Critical Wounds spell will restore 3 Wound Points; result in permanent crippling, often causing a loss of a sense,
and a Heal spell will restore all lost Wound Points. the ability to walk, or the use of an entire limb. For more
details, see Untreated Wounds above.
Lastine Effects of Untreated Wounds

D20
Roll Seriously Wounded Critically Wounded
1-6 Facial scar: -1 Appeal Major facial scar: -2 Appeal
..[- · . Ynlll -~f to. Bas~""·""""'Yi"e"_ _ _ _ _ _..,. .;,J ,;ame: -3 to Base Move
11-13 Internal Injuries: -104 HTK Points lost Internal Injuries: -ID6 HTK Points lost
14-15 · 'AijD crieplid: -1 Strerrgfil :Armandchestcrippled: -2 Strength
16-17 Leg crippled: -1 Dexterity Hip crippled: -2 Dexterity
18-19 .. Rios damaged: -1 Stamina I.:ung_s oamaged: -2 Stamina
20 Concussion: -1 Stamina, -1 Intelligence Brain damage: -1 Stamina, Intelligence reduced to 1/2

Untreated Wounds
Generally, fantasy games take place in time periods where
the knowledge of medicine is primitive and not widely known.
While every fighter knows from experience how to quickly
bind a wound which is seriously bleeding, only a select few
possess any real knowledge of the healing arts; namely, Priests
and healers (characters with the Healing Proficiency). If a
badly wounded character is not treated by such an individual,
he will develop permanent disabilities even though his Wound
Points return. These disabilities come in
the form of prominent scarring, broken
bones which knit incor-
rectly, lasting internal
damage, etc.

In game terms, any character who is Seriously or Critically


Wounded and: receives no treatment, receives treatment
more than 24 hours after being injured, and/or does not
spend the appropriate time bedridden (see Initial Rest Period
above) will develop some sort of disability. Any magical
healing counts as "treatment" for these purposes. A partially
magically healed character will regain further Wound Levels
at the Untreated rate, but will not suffer any permanent crip-
pling effects.
Note: Once wounds have healed badly, only a
Regeneration spell will cure their crippling effects.
The exact effects of untreated wounds are up
to the GM, and should be based on the location of
the Critical Hits which caused them if the Specific
Wounding option is used. For example, a character
who was seriously injured in his hip might develop a
limp, reducing his base Move Rate by 2.
If the GM doesn't want to arbitrarily decide the effects
of untreated wounds, or if the Simplified Wounding option
is being used, the table below can quickly generate appro-
priate effects. This table can also be used by the GM as a
guide for applying his own wound effects.
Humans, elves, and half-elves can become Archers. To
become an Archer, a character must have minimum ability
scores of Strength 10, Dexterity 15, and Intelligence 9.
Dexterity is the Archer's prime requisite. Archers can be of
any alignment.

Equipment
Archers have a limited selection of weapons due to their
special role. Allowed weapons include missile weapons and
all one-handed melee weapons. They may not use shields,
and cannot wear restrictive armor as it would inter-
fere with the accurate and speedy firing of a
bow (no armor heavier than studded
leather or ring mail).

I Abilities
As a result of their
focused training with missile .
weapons, Archers gain considerable ~
advantages when using bows. However, ~~ '~·
their melee combat abilities suffer as a result. Archers
use the advancement table for Fighters, but use 8-sided
HTK Dice, and never gain multiple melee attacks per round.
NEW Archers acquire non-weapon proficiencies at the standard
rate for warriors, and have the Bowyer/Fletcher proficiency as
CHARACTER a bonus without spending any slots. Archers' weapon profi-
ciencies are handled quite differently, however.
CLASSES
This section contains several new fighter classes.
At Skill level one, an Archer has Veteran Expertise with
one type of bow. This can be any form of bow or crossbow;
Although some are best used along with the rules present- the choice is up to the player but cannot be changed later. In
ed in this book, all of them can be used in any campaign. addition, the Archer is proficient with knife and any one other
As always, the Gamemaster has the final word on weapon. Additional weapon proficiency slots are gained at a
whether a class is appropriate for his game or not. rate of one every three Skill levels.
Many references are made in this section to Expertise,
As they rise in Skill level, Archers become more and more
Skill Points, and Fighting Styles. These rules are
proficient with the bow, gaining Grand Mastery much earlier
explained fully under Skill at Arms, starting on page 4.
than is possible for any other class. Archers do not gain Skill
Note: All of the following are fighter subclasses, and
Points, and can never increase their Expertise in any other
use the advancement, combat, saving throw, and profi-
weapon. An Archer's Expertise with his chosen bow rises
ciency charts for Fighters unless specifically stated other-
according to the following table:
wise. As the classes presented here are highly special-
ized, they cannot be combined with other classes to form
Skill Level Expertise
multi-classed characters.
1 Veteran
2-3 Expert
Archer 4-6 Master
... Wendi/ the bowman slowed his horse, 7+ Grand Master
moving to the rear of the party. He deftly
knocked two arrows at once and turning, An Archer's incredible aim and steady hand gives him a
released them in one fluid motion. Two of + 1 To Hit with any form of missile weapon, including thrown
and hurled weapons. This bonus is cumulative with that gained
the beasts fell, issuing an almost human from Expertise and high Dexterity.
scream, and then they were gone ...
Archers are specialized fighters who devote nearly all
Careful Aim
All Archers can perform a special maneuver in combat
of their training to mastery of the bow. Archers comprise
called Careful Aim. In order to take Careful Aim, the Archer
the elite forces of many armies, and experienced Archers
must have a missile weapon loaded and ready and spend an
often become members of adventuring parties.
entire round aiming at his target. If the Archer is engaged in
Double shot:
melee combat or is hit by a missile attack or spell during this Using this maneuver, the
time, his aim is disrupted. Also, if he loses sight of his target Archer loads two special-
for whatever reason his aim is lost. ly-prepared arrows onto
the bow at the same time.
At the beginning of the next round, before initiative is The special arrows used for
rolled, the Archer can fire at his target. He gets only one shot, this shot have unusual
regardless of the rate of fire of the weapon he is using. The To flights and suffer a -2 To Hit
Hit roll is made with a bonus of +2, in addition to any other penalty if fired singly. The
applicable bonuses for class, expertise, etc. If the target is arrows can be fired at the
within Point Blank range, the shot gains +2 to its damage roll same target, or at two different
as well (see the appropriate Expertise chart, page 5, for Point targets no more than ten feet apart. Although an Archer
Blank ranges). If the Archer is shooting at an unmoving (i.e., can only fire one Double-Shot per round, it can be
sleeping or held) target, he can hit any location on that target combined with the Careful Aim maneuver.
with no additional penalty to his roll. Whether or not the shot • Quick load: An Archer uses this maneuver when
hits, the Archer can perform no other action that round. he wants to fire a large number of arrows with little
If two Archers are taking Careful Aim on each other, ini- regard for accuracy or damage, such as suppressing the
tiative will have to be determined for them to see which arrow advance of a horde of goblins. When using Quick Load,
hits first. Magic items which allow first strikes, such as Swords the Archer fires arrows at double his normal rate of fire,
of Quickness, will act before an Archer's shot comes off. but loses all bonuses To Hit and damage due to Dexterity,
Strength, class, and skill (magical bonuses still apply).
Special Maneuvers • Farshot: By carefully judging wind speed and
Higher Skill level Archers can learn additional trick shots direction, an Archer using this maneuver can fire an
and maneuvers not available to other characters. An Archer arrow over a much longer distance than would normally
must spend one weapon proficiency slot to learn each of the be possible. A Farshot effectively doubles the long range
following maneuvers, and they can only be used with the of the bow being used, but only one arrow may be fired
Archer's "chosen" weapon. as such in a round, and it loses all bonuses to damage
due to Strength and Dexterity.

Followers and Stronghold


By the time an Archer reaches Skill level 9, his
renown will attract a group of would-be apprentices who
wish to learn the art of archery and bask in the glory of a
true master. Although 4-24 prospective students will
arrive, only 1 in 4 will have what it takes to become
Archers. These characters are treated as Skill 1 Archers,
and will follow the Archer "lord" just as a Fighter's
men-at-arms do. Archers tend to be solitary and
nomadic, and rarely build or occupy strongholds.

Role-Playing
Most Archers begin their careers as hunters or
fighters, but their natural talent for the bow
steers them towards a more specific
career. As an elite class of warrior,
many Archers become aloof and superior. This is
compounded by the fact that their role in combat
places them to the rear and above the main con-
flict, offering an excellent vantage point as well as
a protected position. Sometimes this leads to
Archers becoming careless and overconfident.
Since the Archer is such a specialized character, he
is best su·ited to large parties which have sufficient
Fighters to hold the front and flanks. An expert bowman
is of little use if he is forced to fight in close combat.
Archers are often found alongside wizards in the march-
ing order, as both tend to fill the same position in com-
bat, and both need to be protected.
leverage, or striking power.
Martial Artists can learn the use of the following weapons:
Blowgun, Dagger, Dart, Javelin, Khopesh, Knife, Long sword,
Polearms, Quarterstaff, Scimitar, Short sword, and Spear.
The fighting techniques used by Martial Artists involve
intricate and precise movements of the entire body. Bulky
armor interferes with these movements, making them impossi-
ble to execute properly. Most Martial Artists avoid this prob-
lem by wearing no armor at all. However, any type of armor
can be worn by a Martial Artist if it is properly adjusted to
... the wind screamed across the allow full freedom of movement. This adjustment usually
plateau, an inhuman howling which involves removing all armor from the joints and minimizing
could not be silenced. Upon the plateau coverage on the arms and waist, cutting the weight of the suit
stood two men, neither of which moved, in half and reducing the protection the armor offers by 2 class-
es. Any type of armor up to plate mail (but not field or full
spoke, or gave any other indication that they
plate) may be adjusted in this way by a properly trained armor-
were indeed alive. Minutes stretched into hours er, increasing the cost of the suit by a factor of three.
as the two stared into each others' eyes. Clouds For example, a suit of chain mail adjusted for use by a
gathered, obscuring the sun and casting a pall Martial Artist would weigh 20 pounds, provide an Armor
over the scene. Both men wore only simple cloth Class of 7, and cost 225 gold pieces.
pants and plain black belts. Both carried no
weapon, but were not unarmed. The sky became Abilities
dark as night, and lightning flashed across the Martial Artists use the advancement table for Paladins,
and gain non-weapon proficiencies at the same rate and from
sky like a multitude of electric claws. Then,
the same lists as they do. As Martial Artist have little use for
almost imperceptibly, one man flinched, and the weapons, however, they earn weapon proficiencies at the rate
other immediately jumped toward him. It began listed for Priests. In addition, all Martial Artists begin play
to rain as the two joined in battle, using only with the Running proficiency as a bonus for no cost in Slots.
their own bodies as weapons... As masters of unarmed combat, Martial Artists can deal
deadly wounds with their feet and can block opponent's
The Martial Artist hails from the far East, where the weapon attacks with their bare hands. Unlike normal unarmed
dual nature of life is fully appreciated. He is seemingly a attacks, a Martial Artist inflicts damage with his punches and
living contradiction: an expert fighter and a serene kicks as though he were using a weapon. Each round, he can
philosopher. The unarmed combat techniques he employs choose to throw a punch for ld3 damage or a kick at -1 To Hit
are so effective that they border on the mystical. Indeed, for 1D4 damage.
at high Skill levels, the Martial Artist can tap into his Although a single punch or kick inflicts insignificant dam-
inner energies to execute spectacular fighting moves age, the Martial Artist gains multiple attacks much sooner than
which defy explanation. other fighters. At higher Skill levels, a Martial Artist can rain
down a devastating flurry of blows on a target, often killing in
a single round. Consult the following table for the number of
Requirements attacks a Martial Artist has at various Skill levels with his
To become a Martial Artist, a character must be ratio-
nal, focused, and strong. The minimum ability scores unarmed attacks. Use the normal Fighter attacks/round when a
required of them are Strength 12, Intelligence 10, Insight Martial Artist fights with a weapon.
14, and Dexterity 15. Martial Artists have no prime
requisite and as such never gain the 10 percent Skill level Unarmed Attacks/Round
X.P. bonus for high ability scores. Characters of 1-2 l
any race may become Martial Artists, but non- 3-5 2
human Masters are extremely rare. 6-9 3
The path of the Martial Artist demands disci- 10-14 4
pline and dedication. It is not just a career, but an 15-20 5
entire lifestyle and philosophy. As a result, only charac- 21+ 6
ters who are Lawful may become Martial Artists.
To reflect their superior unarmed combat ability, Martial
Equipment Artists gain a -1 AC bonus against all forms of unarmed com-
Martial Artists do not need weapons to fight effec- bat and a +2 to their Strength for the purposes of any Contests
tively, but they can and do use weapons which enhance of Strength required of them due to Grappling, Overbearing,
their fighting abilities by offering addit ional reach, etc. (see Strength, page 10).
Dragon's Kick*
Cost: 2 To hit: +l Damage: 1Dl2
Special Techniques With his ki centered on his
Through meditation and intensive training, Martial Artists foot, the Martial Artist can lash out
can master many difficult and effective combat maneuvers. with the power of the dragon's fury.
The Martial Artist's player can choose which of the following
maneuvers his character will attain. They are "purchased" Dragon's Punch*
using Skill Points, which a Martial Artist gains just as Fighters Cost: 2 To hit: +2 Damage: JDJO
do (see Skill at Arms, page 4). However, these points can Focusing his ki on his fist, a
only be used to acquire special techniques, not Expertise or Martial Artist can strike with
any of the other uses of Skill Points. The cost of each tech- the force of the drag-
nique in Skill Points is listed along with its description below. on's claw by using
Some of these maneuvers require the Artist to tap into his this maneuver.
inner energy, or "ki," and can result in spectacular displays of
fighting prowess. These are denoted with an
asterisk (*). In order to use any of these
"ki" maneuvers, the Martial Artist
must make a successful INS
Check. A failed
Check means

Damage:
special
As its name
implies, this ability
taps into the ki to produce a brilliant fireball of energy.
The longer the Martial Artist concentrates his inner ener-
gy, the larger and more potent the fireball becomes.
Each round the Martial Artist spends standing still in
can still
concentration, with his arms extended in front of him,
•. execute a
'.•
"dormal punch
the fireball gains 1D6 damage, up to a maximum number
of dice equal to the Martial Artist's Skill level.
o~ kick in its The fireball only requires one INS Check, but it
place. The concentration
must be made at the time the fireball is released. If the
required to perform these
Check fails, the Martial Artist is stunned by the feedback
maneuvers also means that
and unable to act for one round.
the Martial Artist can
In all other respects, the effects of the Flame of the
perform no other action
Dragon are identical to the fireball spell.
during that round.
Foot Sweep
Cost: 1 To hit: -3 Damage: nla
Cost: 4 To hit: -4 Damage: special This maneuver aims to trip the target by sweeping a
The last resort of all but the most
leg under his feet, causing him to lose his balance. If
ruthless, this attack focuses the
the To Hit roll is successful, the target must make a
totality of the Martia1 Artist's
Dexterity Check (or a save vs. Breath Weapon if
ki into a single, deadly
attack. The ki energy the character has no Dexterity ability score) or fall
released by this ordinary- to the ground. The fallen character is severely lim-
l oqking strike sets up ited in his actions until he spends a round standing
vibrations in the victim's body which can cause a quick and up (GM's option).
painful death. If the Death Blow attack roll succeeds, the target
must immediately save vs. Death or die horribly, his body lit- leaping Kick
erally shaking to pieces. Cost: 1 To hit: +O Damage: JD6
Whether the attack succeeds or fails, the Martial Artist is By jumping at his opponent over a great distance,
profoundly effected by the use of a Death Blow. The strain of the Martial Artist can increase the effectiveness of his
the attack forces him to lose his next two melee round recover- kick. The length of the leap can be up to the Martial
ing his strength. Also, as his ki is expended, he cannot use any Artist's Skill level x2 from a standing -start, or Skill x3
ki maneuvers for 24 hours after attempting a Death Blow. with a running start.
Spinning Kick Duelist
Cost: 1 To hit: -1 Damage: JD8
By spinning around several times
before connecting, a Martial Artist .. .as Raskil leapt onto the table, he could barely shake
can execute a devastating attack. If off the feeling that he had been here before, fighting
he Martial Artist also knows the this fight. He jumped up again, and the guardsman's
~aping Kick, he can attack with a
ming Jump Kick, which suffers a -2
blade swung harmlessly below his feet. As he landed,
t penalty, but does lDIO damage. Raskil thrust forward with his rapier, plunging the
blade deeply into the guard's chest. With a look of
Wings of the Dragon* surprise, the guard fell to the inn's floor. It was then
Cost: 1 To hit: nla Damage: nla that Raskil remembered: it was three years ago, on
After concentrating for one full round, a Martial this very spot, that he had dueled the foppish Jazeel
Artist can summon the Wings of the Dragon, allowing
him to leap great distances. He can jump straight up from
for the hand of his beauteous cousin Milessa. Ah, she
a standing pos"tiQn a iium Q ee1'> ual to his Skill was surely a woman to die for, and die he would if
level x4. he couldn't shake her image from his foolish head.
He sheathed his sword and dove forward, grasping
the chandelier tightly. As Raskil swung forward he
barely escaped the halberd of the second guard, but
all he could think about was the lovely Milessa ...
The Duelist is a master of many weapons and fighting
styles. He relies on this flexibility to defeat his opponents,
rather than the brute strength favored by other fighters. Most
The path of a Martial Artist is that of a wandering Duelists are employed by nobility in areas where disputes are
hero. As such, followers and permanent strongholds hold settled by trial by combat. These characters act as judicial
little value for him. However, upon reaching the exalted champions, fighting in the stead of the wronged lord in order
status of Master, a Martial Artist will establish his own to prove his innocence (or the other's guilt). These fights are
school, or "dojo," and begin gathering a body of students rarely to the death, and the various champions often become
to learn from his experience. The exact Skill level at friendly rivals, forming a sort of "community of duelists."
which one achieves Mastery is unknown, although it is
thought that each Martial Artist knows for himself when
he has reached it. Unlike many other forms of "retire-
Requirements
ment," Mastery is not viewed as an end, but rather a door A human, elf or half-elf of any
leading to a new phase of existence. alignment can become a Duelist. A /
character wishing to become a .
Duelist must have scores of not · ·
Role-Playing less than 11 in Strength, 10 in
Martial Artists are an enigmatic breed, traveling the Intelligence, and 14 in
land in search of worthy challenges. These challenges can Dexterity. The Duelist's ·1
be either physical or spiritual, but most Artists favor tasks i
prime requisites 1are t · ·
which encompass both features. As such, they can be Dexterity and Strength.
found anywhere where there is struggle or conflict. The .1
Martial Artist will observe both sides, weighing their
philosophies carefully. He will give equal consid-
eration even to those causes which seem com-
pletely unjust, for this provides him with a deeper
understanding of the enemy, who is often simply
misunderstood.
Generally speaking, Martial Artists are soft-spoken '
and introspective. They rarely act on impulse, preferring
to hold back and observe the full situation. Sometimes
however, this wisdom breaks down, especially when the
lives of innocents are at stake. Then the full fury of a
Martial Artist is released like a storm upon the enemy,
and woe be to those caught in the way.
level 1, a Duelist has two Skill
Equipment Points, and gains one more at each
successive Skill level. These Skill
Duellists prefer lightweight weapons which allow them to
Points can be spent to ga in
use their skills to the fullest. As a result, they do not use
Expert ise, Agility, Accuracy,
weapons larger than Size M and weighing no more than 4
Speed, or Maneuver Specialization,
pounds. Duelists often fight with a weapon in each hand rather
but not Power.
than with a shield, but can make use of all types of shields.
They rarely wear heavy armor, as this interferes with the com-
plicated maneuvers they are famous for. As a rule, Duelists
wear no armor heavier than ring mail. If t ec-6' is using he Combat Card
system, Duelists gain additional flexibility in
battle. ~ Duelist can add to bis band a number of
Abilities Standard Maneuvers ~ual to his Skill level times two,
Duelists use the advancement table for Fighters, but use 6- plus two more. For e~~ple, a Skill 6 Diielist could pick
sided HTK Dice rather than D IOs. They gain non-weapon pro- up to 14 sbdard M'Heuvers.
ficiencies as Fighters, and have the Etiquette proficiency as a Through .their· · vels and wide experience, Duelists
bonus at Skill level 1 with no cost in slots. learn many ·Special maneuvers. At ev.ery odd-numbered
Most Duelists favor fighting with two weapons, using one Skill level, a Duelist:!}earn one Advanced Maneuver at
for striking and one for blocking. All Duelists can fight two- no cost in Skill Points.
handed with no penalty to their attack rolls. At the beginning
of each round, a Duelist can decide to use his extra weapon for
an additional attack or as a defensive weapon. If defending, the Followers and Stronghold
weapon grants a bonus of -2 to the Duelist's AC against all As travelling swashbucklers, Duelists have little use
melee attacks. for strongholds or hordes of followers.
·' . . The primary strength of a Duelist lies in his wide
. ): knowledge of different weapons and techniques. As Role-Playing
· ·· ·: . . such, Duelists begin play with five weapon proficien-
·:)A· Duelists are flamboyant, charismatic, and often arro-
.. ~.. .
.• v. cy slots, and gain one additional slot at every even- gant. Some are sexists, while others are polite, but all
· . " ·.', "., numbered Skill level. These slots may be used only Duelists are romantics. Although this tendency rarely
· · ~ for learning the basic use of weapons, not for spe- gets in the way of their combat abilities, they are often
" cialization. Also, if the GM is using the optional lured into dangerous situations by an innocent in distress.
fighting styles rules, Duelists automatically gain a As the most skilled of fighters, Duelists consider
new style every Skill level. fighting an art. They have little patience for long, drawn-
Duelists are masters of swordplay, renowned out battles with numerous opponents, and simply despise
the world over for their sublime skill with war. A Duelist will often try to sneak past the front ranks
all forms of weaponry. They gai n of an enemy force to get at the leaders. This provides
Expertise with weapons faster than both a chance for a challenging duel and an opportunity
Fighters: At Skill to demoralize the lowlies.
Barbarian Barbarians harbor a
deep-seated mistrust of magic and wizards. This prevents them
from using any magic items which have overtly "magical"
... another ore collapsed, effects. For example, a Barbarian could employ a normal
clutching his chest as though sword +1 since it has only simple runes on its blade. If the
he could hold in the blood with sword was later revealed to be a flametongue, however, the
his hands. The pile of dead and barbarian would abandon it immediately upon its first fiery
manifestation. The Gamemaster should be the final judge on
dying ores had grown so high that
whether a particular item is useable by a Barbarian or not.
Akrom could barely see past them. It
made little difference since he was in a Abilities
battle frenzy, and would continue to fight until Barbarians follow the Skill level advancement table for
he collapsed dead or exhausted. Akrom lashed Rangers, but have 12-sided HTK Dice rather than DlOs. This
out at two more approaching ores with his clay- toughness is supplemented by the Barbarian's ability to contin-
more, beheading the first and cutting a deep gash ue to fight even after he should fall unconscious from damage.
in the second. He continued the swing, whirling A Barbarian can continue to fight after being lowered to 0
HTK points for a number of rounds equal to his damage bonus
his body completely around to strike the ore a (see table below). For example, a Skill 9 Barbarian could con-
second time after mere seconds of pause. The sec- tinue to fight for 3 melee rounds. Note that a Barbarian will
ond cut lopped off the unfortunate creature's arm. immediately fall in combat upon reaching -10 HTK points (or
Akrom laughed a deep, bellowing laugh as a when he is Fatally Wounded if using the optional Wound Point
system). A Barbarian never has to continue fighting; his player
dozen more ores came through the mist... can choose to let him fall unconscious at the end of any round
(Exception: see Berserker Rage below).
Generations of hardship have resulted in a breed of
At Skill level one, all Barbarians have the Endurance pro-
warrior peculiar to the frozen steppes of the North.
ficiency at no cost in slots. Other non-weapon proficiencies
These so-called Barbarians are rumored to be
are gained normally, except that any proficiencies
immune to fear and fatigue, and in times of need
which would be considered "civilized" cost an
they can enter a state of berserker rage. extra slot. The GM should decide which profi-
While in this rage, they cannot tell
ciencies are considered civilized, but examples
friend from foe, and fight with super- include: Engineering, Etiquette, Heraldry,
natural strength and speed . Mining, Navigation, and Reading/Writing.
Barbarians often possess useful sec- At Skill level one, a Barbarian character can
ondary skills as a result of their use two weapons chosen from the following list:
rugged lifestyle, chief among them Bastard Sword, Battle Axe, Broad Sword, Club,
being hunting and fishing. Hand Axe, Harpoon, Knife, Short Bow, Sling,
Spear, Throwing Axe, and Two-handed Sword.
Requirements Subsequent weapon proficiencies are gained
Only humans and dwarves at the normal rate, but if the Barbarian chooses to
born and raised in an appropriate setting can learn a weapon not on the above list, it costs two
become Barbarians. Barbarians must have mini- slots to learn instead of the usual one.
mum ability scores of Strength 14 and Stamina In combat, Barbarians favor power over
15. Also, a Barbarian may have scores no higher finesse. As such, they can never specialize in the
than 14 in Intelligence, Insight, and Appeal. use of a particular weapon, and gain no Skill Points
The prime requisites for Barbarians are or Expertise. However, their ferocious strength
Strength and Stamina. gives them an edge over other characters in
melee combat. Barbarians gain a bonus to
their damage in combat when using any
Equipment of the melee weapons listed above.
Although Barbarians favor
This bonus begins at +1, and increas-
large, heavy weapons, they can
es as they gain Skill levels, as sum-
learn to use any type of
marized on the followin table:
weapon (see Abilities
below). Due to the lim- r Barbarian's Damage
ited technology of their Skill level Bonus
homelands, Barbarians 1-2 +1
can only wear leather, 3-5 +2
padded, or hide armor. 6-9 +3
They can employ any 10-14 +4
sort of wooden shield. 15+ +5
For example, a Skill 7
This damage bonus is in addition to all other bonuses due Barbarian normally has a damage
to magic, Strength, etc., but in no way imparts an ability to hit bonus of +3 (see Abilities above)
those creatures which can only be struck by magical weapons. and 3 attacks every 2 rounds.
While in a berserker rage, his dam-
Berserker Rage age bonus would increase to +6, and
he would be able to make 3 attacks
The most frightening ability of a Barbarian is his ability to
every~I
enter a berserker rage. While in this rage, the Barbarian
becomes a virtually unstoppable killing machine, ignoring pain
lte mighty co ba~ ability o a
berse king B as its price, ho ev-
and fear in order to ruthlessly combat his enemies. On the
downside, a berserking Barbarian's judgement and perception er. While in a be rlcer rage, a Barbarian's
become clouded by his all-consuming rage. Armo Class is ~Jialized by +2 (Ignore this when
In order to enter a berserker rage, the Barbarian must be in using dte Combe ~· lb.is ~ty is automatically
melee combat. At4tfie beginning of"'any, ound, the player figu~ed 'in CO the :yant•s ~~) !he berserker also
contmue to a +l 110 bis i8itiat1ve and a -1 To Hit
announces is character'.s tention to rage: (if using the
during hislpl&e.
optional Coirbat Cards, th player plays a"l'.erserk attack
Once "he-h s entered a age, it is difficult for a
card). He the rolls initiativ with a +1 penalty. When his tum
Barbarian to break out of its effects. As long as he has
comes u~, the r.Jayer rolls a D20 to enter a Herserker rage. If
than his Skill le el, he enters the opponents to fight and is conscious, he will continue to
the roll 1s equa_l to or l
berserk. He can take no action other than attacking the
ra~e immediateir, and ma attack. If the ro is greater than his
nearest enemy with his full strength. Once all of his visi-
Skill level, he fails to enter the rage and ma continue to try on
his next round. After a faile ra e attemp , the Barbarian may ble opponents are down, the Barbarian must make a suc-
still launch a mele~attack, but suffers a -1 To Hit penalty cessful save vs. Death to calm himself and end his rage
because he is distracted by his efforts. or he will start attacking his allies. He can make one such
attempt per round.
After a failed first attempt, a Barbarian may continue to
Note that a berserking Barbarian who falls to O
try to berserk as long as he stays in
melee combat. Every additional HTK points must continue to fight for as long as he can
round he spends fighting increases (see Abilities above). This means that a Barbarian
his battle lust, raising his effective choosing to berserk against a powerful or numerous
Skill level by +2 for enemy force may literally fight himself to death! The
this purpose. GM should point this out to a Barbarian's player and
For example, give him a chance to reconsider his decision to beJ$erk
in such situations. ),~-"
a Skill 5 Barbarian
needs to roll a 5 or less on a
D20 to enter a berserker
p:?
rage. If his first attempt
fails, he can try again
next round at a 7 or
less. If that attempt
fails, he can try to roll
a 9 or less in the next
round, and so on.
During this whole
process, the Barbarian's
initiative would be
rolled at + l and all
attack rolls would suf-
fer a -1 penalty.
Once a Barbarian
enters a berserker
rage, his combat abili-
ties increase dramatically.
He gains an additional number of HTK
points equal to his Skill level. These
points are treated exactly as those
gained from a potion of heroism. In
addition, the berserk Barbarian's
attacks per round and damage bonus
double for as long as he is in a rage.
Followers and Requirements
Stronghold The path of the Warlock is a difficult one to follow. To
As a rule, Barbarians are wanderers become a Warlock, a character must have scores not less than
who prefer solitude to the bustle of 12 in Strength, 16 in Intelligence, 11 in Insight, 16 in
towns. At Skill 9 Barbarians attract a Dexterity, and 13 in Stamina. Warlocks have no prime requi-
group of 2-12 followers, all of which are site and as such never gain the 10 percent X.P. bonus for high
Skill l Barbarians who have heard stories ability scores. Humans and Half-elves of any alignment can
of the character's exploits. More often than become Warlocks.
not, however, the Barbarian will send these
followers away, preferring to operate alone. Equipment
Although they never establish true strongholds, older Warlocks can learn the use of any weapons, but can only
Barbarians often retire when the traveling life no longer cast spells while wielding those used in one hand. Similarly,
suits them. These characters usually return to their home- they can wear any armor, but can only cast spells while in
land and build norse style longhouses for their families. chain mail or lighter. Since a free hand is necessary to cast,
Warlocks rarely carry shields. They can employ any magic
Role-Playing items allowed to Fighters and/or Wizards.
Barbarians tend to be crude, brash, and loud. They In order to cast spells, a Warlock must be wielding some
will not tolerate weakness in friends or foes, often harsh- sort of magic weapon. It is not important what kind of weapon
ly berating unworthy opponents as they mercilessly crush it is, as long as it is enchanted and can be used in one hand. All
them. This is not to say that Barbarians are cold-hearted Warlocks begin play with at least one magic weapon, unless
killers. On the contrary, they are filled with raging emo- the GM decides to forbid it, in which case the Warlock has his
tions of all sorts, including joy and love. work cut out for him (Note that a weapon with enchanted
weapon cast upon it will suffice for this requirement).

Warlock Abilities
Warlocks use the advancement table of Paladins. They
use 6-sided HTK dice and use the spell progression table
... the walls began to shake, and it seemed that for Bards. Although they gain weapon proficiencies at the
reality itself was being torn asunder. Xendax pre- standard rate for Fighters, the diverse studies required of a
pared a defensive spell, tracing complex patterns Warlock leaves little time for other pursuits. As such, they
start play with Reading/Writing and Spellcraft as their only
on his sword with his left hand and muttering non-weapon proficiencies, and
words of power. Suddenly, the north wall gain further Slots at a rate of
exploded inward and a tremendous beast burst one per four Skill levels.
into the room. Its scales were a dull green, and it No additional proficiency
had four arms ending in thick, sharp claws. slots are gained for a high
INT score.
Xendax quickly turned to face the creature and
began to whirl his sword in a circle; slowly at
first, but gradually increasing in speed. As the
creature advanced toward Xendax, a glowing
barrier began to appear where he was twirling
his weapon. The beast lunged forward ...
Masters of sword and spell, the order of
Warlocks have developed special magics which
use the battle cry as the verbal component, the
weapon as the material, and the actual fighting
moves and stances as the somatic. Not merely a
multi-classed hybrid, the Warlock has managed to com-
bine the arts of the Fighter and Wizard into a
seamless whole.
Followers and
As previously stated, a Warlock can cast spells while
Stronghold
Like Wizards, Warlocks
wearing armor. This, along with his ability to cast spells while
wielding a weapon in one hand, makes him a fonnidable force gain no special benefits from
on the forefront of any battle. A Warlock needs not stand still building a stronghold.
while casting, so gains the full benefit of a high DEX to his
AC.. If a Warlock is struck by a weapon or fails to make a sav-
ing throw before a spell is cast, a successful STA Check
allows him to maintain his concentration and cast the spell
anyway (unless the result of the failed save is a magic
designed to effect concentration in some way).
A Warlock can cast any spell requiring only Verbal and/or
Somatic components without restriction. Hundreds of hours of
practice allow him to make the appropriate gestures with only
one hand. However, Warlocks cannot cast any spell in combat
which requires Material components.
Warlocks can modify the formu la for a spell requiring
Material components so that the spell does not require them.
The usual way Warlocks acquire such spells is by copying
them from the books of other Warlocks. Sometimes this
isn't possible. In such cases, the Warlock must make a suc-
cessful Spellcraft Check to properly modify the spell. A
failed Check ruins the spell, which can then never be learned
by the Warlock.
A spell modified so as to not require Material components
takes up twice the room it nonnally would in the Warlock's
spell book and takes twice the nonnal time to memorize. Only
Warlocks can memorize and cast spells modified in this way.
Nonna! Wizards would find the fonnulas unintelligible and
therefore useless.

The Cast/A ttack


The most feared ability of the Warlock is his ability to
cast a spell and attack with his weapon in a single, flu id
motion. In game terms, a Warlock can combine any attack Role-Playing
spell with a melee attack with the following restrictions: As both the most
diverse and specific of
• The spell must have a casting time of less than one classes, Warlocks are truly
round (i.e., 1 to 9 segmentS). unique members of the
• The tacget of the spe l must also be,.the target of the adventuring community. They
melee attack. tend to become aloof as a result,
• The Warlock's initiati e roll is modified as usual for the and often operate alone'. Some
spell' s casting time. Warlocks can overcome their
• Touch range spells Cjlll be cast through the Warlock's personal differences and join
weapon. adventuring parties. With prop-
•The melee attack rqlt suffers a -4 penalty, and if it miss- er backup covering his flanks, a Warlock can be the
es, the spell fails as well. spearhead of a devastating combat force.
The extreme level of study and practice
If the Combat Cards are being used, the Warlock must demanded by the Warlock's career means that he has
play the Cast/Attack card. little time for personal relationships. This may make the
Warlock appear cold and indifferent to his companions,
Obviously, this ability requires considerable adjudication but the truth of the matter is that his emotions are simply
on the part of the GM. Logic should be the guide as to which more subtle and gradual than other's. Given time, a
spells are appropriate for use with this maneuver. For instance, Warlock can become very close to his teammates, and once
blindness could be cast with an attack, whereas fireball would forged, the links of friendship are very difficult to break.
be an unwise choice.
NEEDLE OF ULTIMATE
NEW SPELLS PAIN (Enchantment/Charm)
Level: 3
... In the distance, I could see a Range: Touch
Components: V, S
lone figure standing atop a hill, Duration: 1 round/level
his arms outstretched as if con- TTC:3
ducting an unseen orchestra. Area of Effect: Creature touched
Dancing about his feet like children Saving Throw: Special
at play were countless tiny flames, cast- When this spell is cast, the
ing evil shadows upon this mysterious robed wizard can cause the tar- ~llllli..._

stranger. After tearing my eyes from the wizard's get to


wracked with
infernal visage, I coaxed my mount even harder, unbearable pain. The
for if we should fail to put an end to his ritual.. . creature touched must
save vs. Spell or take
Attack spells have always been the mainstay of lD4 damage and suf-
Wizards everywhere, but the variety available is less than fer a -2 to his attack
spectacular. All too often, a spellcaster will continuously rolls every round
resort to the same old reliables: fireball and lightning bolt. until the spell 's
This tendency saps much of the character from combat,
duration ends.
and steals away countless opportunities for unusual and
Even if the
exciting spell descriptions.
target successful-
This section attempts to remedy this problem by pre-
ly saves, he must
senting a handful of new attack spells. Although they will
be of particular interest to the Warlock character class continue to make
detailed earlier in this book, the spells can be learned and saving throws on
used by any type. of Wizard with the approval of the GM. each consecutive
round to resist the onset
BLADECHARM (Enchantment} of the pain until the dura-
Reversible tion of the spell ends.
Level: 1
Range:Touch IRAZARRD'S INEVITAB LE
Components: V, S IMMOLATION (Evocation)
Duration: 1 round/level Level: 3
TIC: 1 Range: Touch
Area of Effect: Weapon touched Components: V, S
Saving Throw: None Duration: Instantaneous
This spell can make one ordinary weapon into a mag- TTC:3
ical one with a + 1 to attack and damage rolls. The Area of Effect: Creature touched
bladecharm will only affect swords, knives, and other Saving Throw: Neg.
blades, and cannot be made permanent by any means. When a wizard casts this spell, he sets the target on fire.
The reverse of this spell, bladecurse, inflicts a -1 Flames envelop the target immediately and bum brightly for a
attack and damage penalty on the weapon touched for the few moments, then disappear. The target suffers 3D4 damage
duration of the spell. from the blast of heat and flames, and all of his equipment
must make saving throws vs. Magical fires or be set on fire if
BLADECHARQE (Enchantment) flammable, or destroyed if not. Note that if a significant
Level: 2
amount of the target's equipment is set on fire, he will contin-
Range: Touch
ue to take 2D4 damage each round until the flames are extin-
Components: V, S
guished, even though the spell' s direct effects have ended.
Duration: 2 rounds/level
TTC:2
Area of Effect: Weapon touched AVTVM N'S DOOM (Alteration)
Saving Throw: None Level: 4
This spell enfuses a normal sword, dagger, or other Range: 30 yards
blade with considerable mystical energy. Provided it hits Components: V, S
a target within the spell' s duration, the first blow it strikes Duration: 1 round/level
causes it to shatter, releasing a tremendous burst of ener- TTC:4
gy. The weapon inflicts double its maximum possible Area of Effect: Special
damage as it explodes. Saving Throw: 1/2
2.) Once per round, the wizard
This spell can only be cast if there are large quantities of can discharge a small 106 bolt of
loose, dead vegetable matter in the area. The best time for this lightning at any target within his
spell, of course, is fall, when dead leaves are littering the coun- Skill level in yards distance.
tryside. The damage inflicted by the
After the spell is cast, a brisk wind immediately picks up shield's discharges allows no saving
the loose leaves in an area with a diameter equal to caster's throw. The sh ield lasts until the
Skill level and begins to spin them in a whirlwind taking a spell' s duration is over or
roughly cylindrical shape with a height equal to the caster's until the pool of dice
Skill level x2. The whirlwind emits a shrill screaming sound, is used up, whichever
and small discharges of lightning can be seen within its dark comes first.
confines.
During the first round that the spell is in effect, the leaves
simply rise up and form the whirlwind of leaves, known as the
"doom." In the second and subsequent rounds, the caster can
direct the doom to move up to 10 feet, as long as .its center
stays within the spells Range. . ._ l'i
Any living thing caught even partially within the cJ{- ~
doom is instantly assaulted by hundreds of leaves ~ "~
moving at blinding speed. The leaves .......- "'"' .._ / .
slash and cut at the victim, causing 104 dam- ~ :\~
...... "
age per Skill level of the caster, which is halved . r .,
if a save vs. Spells is successful. Annor, of course, greatly ·~ -~\
reduces this damage. Characters in armor up to and including e>/
studded leather recieve a +2 bonus to their save, and those
wearing armor of a weight from brigandine to full plate IRAZARRD'S
recieve +3 to their saves. Shields do not provide any protection BRIMSTON E
from Autumn's Doom.
B LAST (Evocation)
In addition, the leaves seek out and clog the target's
Level: 5
mouth, nose, and any other available bodily orifices. This
Range: 5 yards/level
causes extreme discomfort, and if the target does not immedi-
Components: V, S
ately busy himself clearing the leaves off of his body, he will
Duration: Instantaneous
take 2D6 additional damage as he begins to suffocate. The
TTC:S
leaves also clog the target's armor reducing his Dexterity by -I
Area of Effect: 5' wide
and blinding him if he is wearing a helm with eye slits. Armor
corridor of flame
does not reduce the risk of suffocation.
Saving Throw: 1/2
When this spell is cast,
STORM SH IELD {Evocation, Alteration) a gout of inky black flame
Level: 4 shoots from the wizard's
Range: 0 hands toward his selected target.
Components: V, S The flames bum hotter than the
Duration: 2 rounds + 1 round/level heart of evil, inflicting 1D6+1
TTC:4 damage per Skill level of the
Area of Effect: The caster caster to the target a~d any crea-
Saving Throw: None tures in the path of the flames.
After this spell is cast, a miniature electrical storm gathers Any creature affected must make saving throws vs.
about the head and shoulders of the wizard. The clouds and Magical fires for all of his equipment. Failure
rain quickly disperse until only a corona of lightning remains. indicates that it is set on fire if flammable, or
While the storm shield is active, the wizard gains a +2 to destroyed if not. Note that if a significant amount
any saving throws against lightning or electrical attacks. In of the target's equipment is set on fire, he will con-
addition, the lightning around the wizard can be discharged tinue to take 2D4 damage each round until the flames
against foes. The wizard draws this lightning from a pool of are extinguished, even though the spell's direct effects
six-sided dice equal to his Skill level. For instance, a Skill 10 have ended.
wizard has a pool of 1006 to draw lightning from.
This lightning can be used in two different ways:
1.) Any time a creature strikes the wizard in melee com-
bat, the wizard can discharge a number of dice up to the HTK
points of damage inflicted by the attack.
some may be more
Magic Items inclined to employ the legendary abilities of the arrow in com-
bat.
As a Gamemaster, providing unique An Arrow of Unerring Flight is considered a flight arrow
and interesting magic items is an +2, and will seem to be merely that unless the examiner knows
important part of the campaign. These of the legend of the perfect arrows. However, the arrow's +2
items can serve as tools to help the bonus is not expended when it is fired, and as long as the
players achieve a goal, or they them- arrow is not broken, it can be retrieved and used any number
selves can be the goal. Finding the of times.
enchanted sword once wielded by an ancient In addition, if the user speaks the true name of his intended
hero could be the obiect
J
of an adventure or·even an target as he fires the arrow, it will flawlessly guide itself to the
entire campaign!
target's heart. The firer need not have line of sight to the
Fighters, more than any other type of character, rely
on their magical weapons and armor to see them through target when the arrow is shot, and it will travel out to
tough adventures. With no spells or unusual abilities at the maximum range of the bow it is fired from
their disposal, unique magic items can not only provide before dropping to the ground, having
fighters with better combat abilities, but also with a sense expended its energy. When used in this
of individuality and purpose. way, the arrow can turn corners and
The items which follow are just a few examples of penetrate barriers as thick as
the types of weapons and armor which will capture the a normal
players' imaginations. If you, as GM, can get the players
asking about an item's history and appearance, rather than
--
.
..-
-··
---:.::.---.::::.. - ...,. ....~-···, wooden door.
just its To Hit and damage bonus, everyone involved ,1 ~ - ~:.:""~"""'\"' / / Essentially if the tar-
will have a richer and more enjoyable experience. ,./' . ~ get named by the firer is any-
All of the items listed here are restricted to fight- ·"' N·.· ~
,.., · h'm a rad'ms equa1 to the
w here wit
er c1asses on ly. · · ,,.-,,,, . . . · N
At!~!!~;;;;i;il~ _.,;.·~ long range of the bow, it will hit him. o
..i To Hit roll is required, and the arrow will strike for
maximum damage.
Arrow of Vnerring Flight If the Wound Point system is being used , the arrow will
automatically score a Chest Impaled Critical Hit against the
.. .as I crouched on the rooftop, awaiting the named target (see page 20).
passing of my target, I heard a distant voice Each Arrow of Unerring Flight can only be used against a
whisper my name. Dismissing it for the wind, I named target once. Once it is successfully used in this way, its
stayed in my secure position. No eye could spot magic energy is expended, and it crumbles away to dust. Note
me in the dark corner I had chosen. But I was that a miss because the target was out of range does not
expend the arrow, only a hit.
not safe...

Many years ago, the finest elven fletchers crafted twelve per-
fect arrows. They were never intended to be used, for the Claws of the Tiger
fletchers viewed their work as art. So it was that these arrows
stayed for centuries in the great hall of the elven king,
... I became one with the beast, lunging at my enemy
mounted above his silverwood throne in a radiant circle.
It came to pass that the elvenwood was with all the ferocity of a caged tiger. My claws dug
invaded and defiled by the forces of darkness. into his weak flesh and drank deep of his thin blood.
Hordes of goblins and ogres raided the throne Even after that victory, I craved more. It took all my
room, tearing down paintings, tapestries, and the will power to avoid turning on my companions...
twelve perfect arrows. These priceless items of
elven mastery were carried off like so much booty, and No one knows the true origins of the Claws of the Tiger,
thrown into the dungeons of the goblin warlord. but rumor has it that they were commissioned by the blood-
As the years passed, the arrows changed hands. They
thirsty owner of a large arena. The fury of a tiger unleashed
were bought and sold, and sometimes even used in battle. would certainly provide great spectacle, but at what cost?
Any hero lucky enough to come across one of these beau- The claws consist of a pair of ornate bracers, each mount-
tiful items can gain the gratitude of the elven people by ing a trio of claw-like steel blades approximately two feet
returning it to the throne room of the king. However, long. When worn on the forearms, the blades extend over the
to shake off the R age. A failed
attempt means that the Raging char-
acter cannot attempt to break out of
it until the current battle is over. If
the Raging character becomes uncon-
scious, the Rage ends automatically.

The Ebonblade
In the darkest hour
A sword is forged of hatred
The claws are Ebonblade is bom!
enchanted to work as a
-ancient Charenji haiku
pair. If only one claw is
worn, it acts as a simple
The creators of the Ebonblade intended it to be the
melee weapon, inflict-
most powerful artifact of evil in the land. To this end, it
ing 106 damage on a
was forged in the deepest cavern in the world, beneath
successful hit. It gains
the deepest valley. The sword was kept in total darkness
no bonus To Hit or dam-
during its entire forging through magical means, and
age, but will strike those
when finished, it was quenched in the black blood of a
creature only hit by magic weapons. Also, the claw requires a
demon under a new moon.
special Weapon Proficiency to use, so the wielder will most
Although the weapon fell short of its maker's expec-
likely suffer a non-proficiency penalty as well.
tations, it is still a mighty artifact. It is deeply evil, and
When worn as a pair, the claws exhibit a number of unique
will inflict 2-12 points of damage on any good character
abilities. When used in tandem, the claws gain a magical bonus of
who touches it. It will only manifest its magical powers
+3, and allow the wearer to use them without the need of a
in the hands of an evil character.
Proficiency. The claws actually guide the hands of the user, effec-
Primarily, the Ebonblade acts as a sword of life
tively wielding themselves. The user can attack once each round
stealing +4 (which drains 1 Skill level on a natural 20
with both claws, and will suffer no attack roll penalties from using
To Hit and transfers accompanying HTK points to the
two weapons at once.
~. sword's wielder). In addition, the weapon
After the user of the claws draws
can generate darkness at any time,
blood with them (i.e., scores dam-
age), he must make a saving
ness once per
throw vs. Spell or enter
the Tiger's
Rage.
While in
the Rage, a
character will crouch
down into a bestial stance and
lose most conscious control of his body. He
may make two attacks each round with each c haracter touching
claw, and gains a -2 bonus to his initiative. the Ebonblade can see through the darkness as
A character in the Tiger's Rage has a difficult time telling though it were not there. At night, the character
friend from foe. He will automatically attack the nearest active possessing the sword can become invisible at will.
target. If it is a companion, the Raging character may make an The Ebonblade is an artifact, and as such it is very
INT Check to avoid attacking. If the INT Check is failed, the difficult to destroy. If it is brought to the top of the high-
character must attack. If the Check is successful, the Raging est mountain and exposed to the light of the noon sun, it
character loses the rest of his action for the round while he will cease to exist. Also, if it is struck by the sword
gathers his anger for another strike. Star's Song (see below) both weapons will explode imo a
At any time after entering the Rage, a character can cloud of shards, doing 306 damage to all targets in a 15
attempt to snap out of it. He must make a saving throw vs. Spell foot radius.
fact, the Fortification
actually speeds the movement of its wearer, granting + 1
Dexterity and +2" movement.
The spirit of Graaldur dwells within the mechanisms
of his armor. If any dwarf should die while wearing it,
Graaldur will immediately possess his body, forcing the
dead character's spirit into the afterlife.

The (/reat Horned Helmet


of l(arak-Ol
.. . then the hobgoblin chieftain came
forward thro ugh the ranks of his
troops. He wore an imposing mask-
like helm, and his red eyes shone bright-
(/raaldur's ly through its toothy visor. Just then, a
chill wind began to blow. I felt the bile of fear rise
Personal inside me as I witnessed the chieftain begin to
Fortification change...
Most scholars attribute the crafting of the Great Horned
..____..,, Helm to Karak-Ul, the most powerful orcish shaman in all
... its approach was of history. The helm's fearsome visage and powerful magi-
heralded by the sound of its massive feet thump- cal properties can tum the lowliest ore into a force to be reck-
ing rhythmically on the stone floor. As if round- oned with.
ed the corner, I could hardly keep from laughing. Immediately upon donning the helmet, any non-orcish
character immediately undergoes a test of willpower. Images
Here was a dwarf, clad in the most bulky and of the most horrible and violent of
ornate suit of armor I had ever seen! There was all orcish atrocities flash
no way the little fello w could even move in that through the wearer's mind in
gear, let alone fight. Qods, was I wrong... an instant, threatening his very
sanity. He must save vs. Spell or
The legendary dwarven craftsman Graaldur had immediately remove the helmet
become old and weary, but his skills were still and suffer 2D4 damage from
unmatched in all the land. He resolved that, before he mental feedback.
Once a character

I1·:-
died, he would create his crowning achievement: a __ .. .
suit of armor so fantastically power.fol that. it E .:::~:~i:,­ has failed the
would stand as the greatest memorial to his test of the
helm, he will
career.
After laboring ceaselessly for an entire year, :. never attempt
Graaldur had nearly finished his ultimate work. .A to put it on
But he grew weak and tired. In truth, he was .// again. However,
dead, but his single-minded determination ., . if the test is
drove him onward. The next day, as he · · passed, the charac-
hammered the final bolt into place, Graaldur ter can thereafter
truly died, his soul passing into the armor he ._....__, take the helmet on and
had so lovingly crafted. off as he pleases.
Graaldur' s Personal Fortification is a The helmet grants a + 1 magical bonus to
dwarf-sized suit of plate mail +5 with some remark- the wearer's Armor Class. In addition, his Appeal is
able mechanical and magical abilities. The hydraulic pis- considered 18 for the purposes of commanding troops
tons and other assisting mechanisms placed at its joints in battle.
and stress points serve to enhance the wearer's strength. Once per week, the wearer of the Great Horned
While wearing the suit, a character gains 5 points of Helmet can will himself to become a monstrous beast
strength (each + 1 above 18 counts as + 10% exceptional of fabulous strength and resilience. The transformation
Strength). As a side-effect of the strength increase, the into beastform is quite painful, and takes three rounds
armor does not encumber the wearer in any way. In to complete (completely incapacitating the wearer for
force that they gain a + l damage
three rounds). Anyone who views the transformation must bonus and can strike targets which
make a save vs. Spell or be paralyzed with fear until the end of are incredibly distant. The ranges
the gruesome process. for the Engine are: S 4, M 20, L 30.
The beastform resembles a cross between a gigantic ore The quarrels fired each round may
and a minotaur. While in beastform, a character stands a fuJI be aimed at the same or different tar-
ten feet tall, and has the following abilities (those not listed gets, as long as all of them fall within
remain at the wearer's level): STR: 21, STA: 19, DEX: 10, the firer's front facing. However, the
APL: 1, AC: 0, HTK Dice: 15, THACO: 5, Movement: 18". firer must announce all targets and how
While in beastform, the character gains 30 extra HTK points, many quarrels are being aimed at each one
which function exactly as those gained from a potion of hero- before making any To Hit rolls.
ism. Each round, the beastform can attack with both claws for The unusual workings of the Havoc Engine require
108 damage each, a powerful bite doing IDIO damage, and a a special Weapon Proficiency. In addition, all attacks
gore with the horns against any target directly in front of it for made by the Engine suffer a -1 To Hit penalty due to its
2D6 damage. If the attack roll for the gore is a natural 20 on inherent inaccuracy. While firing the weapon, the user
the die, the target is impaled on the horns, suffering 2D4 more must stand still. The weapon's magazine holds 50 quar-
damage on each successive round unless he makes a Strength rels, and takes a full tum (10 rounds) to reload.
Check to extricate himself. The massive firepower of this device comes with a
The character wearing the helm can number of drawbacks. The thing is so large and heavy
never be certain when the beastform (Weight: 35, Speed Factor: 12) that a character must
will wear off. The Gamemaster have a Strength of at least 14 to use it. The Engine must
should secretly roll 3D4 when the / I ./ / ¥ / be strapped and braced to the firer to compensate for the
character completes the three ~////' /I weapon's tremendous recoil. This process takes a
round transformation. The total ~/,/~./'·. / / tum, and there is no room for armor heavier than
rolled is the number of rounds 0 ~-~•.!/ I chain mail under the Engine.
the character '1 , While it is strapped .
stays in beast- ~--/ ~in place, the
form. At the ,.,.: ; W
--.~::-.--...::;;,.,~~...:_
wearer gains no
AC bonus from
end of this
time, he reverts • ~a high DEX,
to his original 'tJ and suffers an
form and collapses to additional + l
the ground uncon- AC penalty
scious. He will ®il~B~~--_;.;.;;;-.---a~nd -3 T o Hit
remain uncon-
scious for a num-
~ ' penalty in melee combat. The Engine
can be removed if the wearer spends two
. 'l I rounds unhooking the straps.
ber of minutes )
equal to the num- I, I
ber of round he was
in beastform.
~ Headsman's Axe
.Aousand men sentenced to die,
The Havoc Engine a thousand men gone;
A thousand more to hell will fly,
... the quarrels fell upon my men as if a literal rain of before I end this song.
arrows had opened the heavens. In the distance, I -excerpt from HThe Headsman's
could see their origin: a lone man standing on a hill- Lament"
top. He carried a strange device which spewed forth
The weapon which would one day become the
crossbow bolts like water through a leaky dike ...
Headsman's Axe was once a simple axe used by the
The Havoc Engine is a bulky missile weapon created to royal executioner of a forgotten king. When that exe-
fire enough quarrels to suppress an entire advancing army. cutioner died, his tool and station were passed on to his
Falling short of this lofty goal, the Engine nevertheless deliv- son, and when the son died, to his son, and so on. The
ers a withering barrage at the enemy troops. axe gained a reputation for a sharp edge, as it never
Through a combination of magic and ingenious mechanics, required a second swing to behead a condemned prisoner.
the Havoc Engine fires 4D4 heavy crossbow quarrels every After many centuries, the dynasty of the forgotten
round the trigger is depressed. The missiles are fired with such king fell, and the axe was lost to antiquity. However, the
Kwalmon's
Shield of Wicked Retribution
... and as I pressed forward through the horde, my
enemies fell before me like wheat falling to the scythe.
Each time one of them lashed out at me, he suffered a
painful wound and collapsed screaming. Kwalmon's
shield became wann in my grasp as I approached the
wizard's tower, its defenders scattered about my
feet ...
The misguided Paladin K walmon believed that justice
demanded swift retribution equivalent to the evil done. To this
end, he commissioned a fabulous shield, forged from the tears
of a silver dragon and the fury of righteousness. However,
lives lost to when Kwalmon first employed this shield against an army of
the weapon, infidels, the carnage it wrought caused him to die from guilt
the sadism of and sadness, a victim of his own foolish pride.
its masters, and In addition to acting as a medium shield +3, K walmon' s
Shield of Wicked Retribution has one magical ability: any
damage which would be scored on the user of the shield is
instead scored on the one who dealt the damage (no save).
This ability only affects those in the front facing of the shield's
on the old, worn-out blade. One day, the user; those on his flanks and rear are immune to this effect.
axe was unearthed by a band of adventur-
ers, who discovered that it had magical
properties of a decidedly fiendish nature.
The axe's current whereabouts are unknown.

The Headsman's Axe is a large, wicked-looking


weapon, but was never intended to be used in melee
combat. It is heavy, slow, and difficult to use (Weight:
14, Size: L, Type: S, Speed Factor: 10, Damage S-M:
lDlO, L: lD8). The axe has no magical "plus," but can
hit those creatures only struck by magic weapons.

When the axe is held aloft and presented to a group


of people, it exudes a powerful wave of negative emo-
tions: pain, fear, guilt, and loss. This effect can be
invoked once per week, and acts as a combination sym-
bol of fear, symbol of hopelessness, symbol of pain,
and symbol of death. The effects occur in the order
they are listed, one per round for four rounds.
During this time the holder of the axe must do
nothing but stand still and concentrate or the
effects of the symbols immediately cease.

If for some reason the axe is invoked, but


fails to affect any targets with its magic (i.e., all
make successful saving throws), the unleashed emotions
collapse back on the wielder, who must suffer the effects
of all four symbols in one round!
Maul of Cirievous
Wounding
.. .again and again, I raised the
maul over my head and
smashed it down on the glistening
skin of the dragon. Each time, its
massive body twitched in pain and
more of its foul blood sprayed over me in a
red rain. I could vaguely hear my companions
calling to me...
A simple-looking weapon, the Maul of Grievous
Wounding is purported to be the mallet which drove
stakes into the feet of the guilty, pinning them forever in
eternal torment Below. It is said to be crafted from wood
torn from the Tree of Life, and that the wound it left still
aches in pain, causing all suffering in the world. Many
have used it over the years, and many more have tried to
destroy it, but to no avail.
Whatever its true origins, the Maul is a frightfully
effective weapon. It is rather ungainly, requiring two
Main-Ciauche o Immaculate strong hands to wield (Weight: 9, Size: L, Type: B,
Speed Factor: 9, Damage S-M: 106+1, L: 106). The
Defense Maul has a magical bonus of +3, and cannot be
destroyed. Every time it scores a hit, the target must save
.. .every time I swung my sword, the scoundrel's par- vs. Death or suffer an additional 204 damage. If the save
rying knife was there to block it. It was like his left is failed, the victim must also make a success-
arm was possessed by the spirit of the finest swords- ful STA Check or be paralyzed with pain
until the end of the next
man who ever lived, for I knew my skills were far
superior to this wretch's, yet I could not penetrate
his defense ... rules are in effect
(see page 22), the
This fancy parrying weapon is designed to be used in the Maul inflicts 1
wielder's off hand in con junction with a rapier or other sword
of finesse. However, its magical abilities will work regardless damage instead of
of the user's selection of armaments. the 204 extra
The Main-Gauche of Immaculate Defense guides the when the save
wielder's hand to block incoming attacks, so no Proficiency is is failed.
needed in order to us it effectively. In addition to granting a -1
AC bonus, the Main-Gauche can block one melee attack per
round. The attack to be blocked must use a weapon, and the
weapon can be no larger than Size M. The character must
announce his intent.to st'Ofi awattack after the To Hit roll, but
before dJ age 1s ~ete~ert. .
If the Combat..Car"s are being used ·( see page 45), the
Main-Gaucb,e opgat:e$ ?.tferently. ~t still gr'ants -1 AC, but its
parrying abi ity workS differently;·Each rc;>und, the wielder can
'lf;,,
place an ext.i:a Pany car~ fa<;e down along with his normal
card(s). This P~ woks exacdy as though the character had
one additional attaeJC, :and used it as a Pa/rY.
than two thousand years
Star's Song ago. Upon the mental command of its wielder, the flail will
extend its chains to entw' e-its-.targe
Light love, wannth, justice In the first lee round, a s~le len okhain will reach
Beneath the eye of heaven out to immabiliz e the defender' s weapon nd arm. To
Star's Song will save us. accomplis h this, the wield r need only ma e a standard
-ancient Charenji haiku attack roll against the deti der (roll vs. Pany, efense if the
Combat Card are in pla see page 54). Success does nor-
mal weapon amage to e target, and p vents him from
After hearing news of the using hi weapon
Ebonblade (see above), the seven most ·· A.,,fter the flail entangles the defender' s
powerful goodly wizards in the land gathered.to /weapo n, the other t; ams lash ~n the next mel~e
prepare a response. They decided to cr~. a ~~ - ~ round. They immediate ly wrap the defender 10
Star's Song, a sword embodyin g the light gf "-::- .. barbed chains from head to foot and inflict 304
purity, to counter the evil of the Ebonblade. =~ ~ damage. If the defender survives, he can do nothing
Star' Song was quenched in holy water _-> <-- _. but try to escape. In order to do so, he must win an
atop the highest mountain at high noon of the : - > ""- Extended Contest of Strength against the Flail (see
longest day of the year. To create a polar bona ""'- page 12). The flail is considered to have a Strength
with its opposite, the final magical runes were placed - - of 19 for this purpose only.
on Star's Song at the exact moment th~ '-, _" Until the trapped character manages to
· .....' ~ the flail in~icts 304 more damage I>t'.r
·'
Ebonblade was completed. · vf- /
,,-,. escape,
The weapon radiates powerful magic a!1d '---) ~ round. Once the flail has trapped a character, 1t
goodness. Any.evil character who touches · - _:__ -:::::::::: ~ " ' will not let go until it is d.efeated in .the Contest.
.,,_~ The wielder can drop the flail and continue to fight

l
Star's Song will suffer 2-12 damage an \
\~ with another weapon, but if this is done and the flail
become blinded with light. It will only mani- / /,
fest its other magical properties in the hands
/
/
. '
Jr \\ \ ' \ ' '
kills its
including
victim,
his
it
soul.
will consume
.
the victim entirely,
of a good character.
Star' s Song acts in every respect as a flame 1 '.

fla~e ' i 1 '


tongue, except it sheds a brilliant silver

rJ

1
rather than natural fire .. In addition, the wi~lder """ .... •
can summon Ught at will, and create contmua/ ··~
0 ~
'5 ( ~
light once per day. Also, the possessor of Star's
Song is gifted with true sight and the ability to --j'iJ{~ .._
tum undead as a Priest of Skill 8. ,· ', ·"
,' ' ·-.
(
·' !

)azare th's Flail of Binding


.. . then all at once the chains of his flail lashed
out at me like the tentacles of some obscene octo-
pus. First entwining my weapon, and then my
arm, the flail's barbs dug into the flesh of my
arm. Before I could pry myself free, I was
wrapped in chains from head to toe ...
Upon first glance, the Flail of Binding
appears to be an ordinary footman's flail +2.
However, upon closer inspection , the weapon
reveals its more sinister nature. The flail's handle is
wrapped in what appears to be black leather, and the
three chains which form the head of the weapon are cov-
ered in small hooks and barbs. A careful handler will also
notice that the handle expands and contracts ever so
slightly, as though it were breathing.
The flail is in fact a bound demon, forced into the
form of a weapon by the Thaumaturgist Yazareth more
Standard M aneuvers
These maneuvers are the range
COMBAT CARDS of moves available to all characters
trained to fight. This includes all
Player Characters and most NPCs
The deck of cards mcludecfwith..this book are called and creatures who use weapons.
Combat Card$. They are used expand and enhance combat Every character will not have access to
by offering more options to the players regarding their charac- every maneuver all the time; the range
ters' actions. Rather than simply rolling To Hi every round, a of choices is based on class and Skill.
player can cho se to have h" character slash a bis opponent's Characters can "fill out" their hands of
head one round, then go o the defensive antl parry the next cards with some of the following maneuvers. Any
round, then lunge forward a Jow thrust in e next. maneuvers can be chosen, but the chosen maneuvers can
Each Combat Card epicts a partieulf r maneuver. The only be used if they are appropriate to the character's
card also lists any, bonuse ot ~nalties a sociated with that weaponry as indicated by the icons on the cards. The
maneuver. Common aspects of coml5at· affected by the cards icons are:
include initiative, damage, and To Hit rolls.

/.
In addition to the modifiers listed on the card, each
maneuver also interacts with the maneuver your opponent
chooses. For example, if you use a Slash High maneuver, and
your opponent opts to Block High, you will have a drastically

Id. ~
reduced chance of hitting him. This is represented by the
column of +'s and - 's along the edge of the card and the
"Skull of Fate" marker on the opposite edge which indicates
what modifier to use.

Acquiring a Hand '3. :f's. ~


/.. ~. ~
Each Combat Card represents an action a character can
take in combat during one melee round. Before each combat,
the characters will select a "hand" of maneuver cards which
they will have available for that battle. Fighters and higher

~o. ~
Skill level characters will have access to more cards, and
therefore will be more flexible in combat.

Basic Maneuvers
These are the simple actions which any character can per-
#s. Weapon Icons
form, such as walking, running, and punching. Every character
(regardless of class, level, or choice of weapon) can freely use 1. Two- Weapon
the following maneuvers: 2. Thrown
3. Unarmed
Basic Maneuvers 4. Knives
Advance
Dodge
S. Shield
Duck 6. Hafted
Flee 7. Quick Missile
Grab 8. Flail
Grapple 9. Entangling
Jump 10. Melee
Kick Low
Overbear
11.Swords
Punch High 12. Polearms
Punch Middle 13. Spears
Withdraw 14. Slow Missile
A character may add to his
hand up to his Skill level in cards, Restricted M aneuvers
plus three if he is a Fighter, or plus
Some character classes can use these special maneuvers in
one if he is a Thief. These are cho-
combat. The classes allowed to use the maneuver are listed
sen from the following list:
alongside its name.
Standa rd Maneuyers
Block High Restricted Maneuvers
Block Low Backstab (Thief)
Block Middle Berserk Attack (Barbarian)
Charge Careful Aim (Archer)
Disarm Cast Spell (spellcasters)
Fire High Cast/Attack (Warlock)
Fire Low Double Shot (Archer)
Fire Middle Farshot (Archer)
Load Kick High (Martial Artist)
Parry Kick Middle (Martial Artist)
Sap Quick Load (Archer)
Set For Charge Special (varies)
Shield Block High Tum Undead (Priest)
Shield Block Low
Shield Block Middle M onster M aneuvers
Shield Bash Monsters can use special maneuvers by virtue of their
Slash High unusual physical characteristics. The GM can use any of the
Slash Low following maneuvers for his creatures, provided of course that
Slash Middle the monster in question is capable of executing such an attack.
Smash
Throw High Monster Maneuvers
Throw Low Attack
Throw Middle Bite High
Thrust High Bite Low
Thrust Low Bite Middle
Thrust Middle Claw High
Trip Claw Low
Unhorse Claw Middle -
Constrict
Advanced M aneuvers Dive Attack
Only Fighters can learn these difficult and effective Envelop
techniques. Details on how they are learned can be found Gore
under Skill At Arms on page 7. Tail Lash
Advanced Maneuvers Wing Buffet
Double Block High
Double Block Middle
Double Strike High
Vsing the Combat Cards
Double Strike Middle
Entangle Low Although the Combat Cards can be used in any combat
Entangle Middle situation, the best use of the Cards is to add extra options and
Feint High detail to one-on-one duels. For the sake of clarity, the follow-
Feint Middle ing rules initially assume that only two combatants are fight-
Flail Disarm ing, and that each character can make only one attack per
Parry/Riposte High round. Once these rules are understood, proceed to the later
Parry/Riposte Middle sections detailing multiple attacks and attackers.
Pin
Punch Block Initiative Phase
Sweep High Each participant selects one maneuver card from his hand
Sweep Low and places it face down in front of him. If a character is held
Sweep Middle or otherwise unable to act, he plays no card at all. After the
Wraparound players are done selec ting their maneuvers, both cards are
It is up to the GM to determine
revealed simultaneously. Initiative is then rolled, applying the how many cards certain monsters
appropriate modifiers for the maneuvers chosen. The combat- can play. For instance, a dragon is
ant with the lowest modified initiative goes first. normally allowed a claw/cl.,w/bite
routine, plus a possible tail 1 sh :md
wing buffet. Also, many dra . can
Action Phase
assume h uman form. The may
All combat actions are performed in initiative order, from
rule that while in dragon form, it can
lowest to highest. When a character attacks another character,
play four cards, while in human form it
his Combat Card (the attacking card) is put alongside the
can play two. Any such ruling is fine, as
defender's card (the defending card). The "Skull of Fate" on
long as it is reasonable and consistent. If the
the attacking card points to the to-hit roll modifier for that
players encounter another dragon in a later adventure, it
attack on the defending card (see diagram).
should be treated the same way.
The ability to play more than one card in a round
presents quite a few complications to the Combat Card
rules. The following are the most important rules to fol-
low when characters with multiple attacks use the cards:
• The worst initiative modifier among all cards
played is applied to the character's initiative, while the
lowest movement allowed by any of the cards played is
the character's movement for that round.
• Each card played can be used once in that round,
after which it is turned face down. Note that using an
attack card as the defending card does not count as
"using" the card, which can be left face up.
• When attacked, a character with multiple cards can
choose which face up card will be used as the defending
card. If all of his cards have already been turned face
down, he must choose one card at random from among
his face down cards and turn it face up temporarily to act
as the defending card.
For example, Querrik's player has chosen the Slash High
maneuver, while his opponent Seline has decided to Grapple.
Koplau is a Skill 13 Fighter, entitled to two attacks
Querrik wins the initiative, and attacks Seline. Querrik' splay-
every round. His opponent is a troll, which uses a
er places his Slash High card alongside Seline's Grapple card.
claw/claw/bite routine. This means that Koplau can play
The "Skull of Fate" on Querrik's card points to a +2 on
two cards each round, while the troll can play three.
Seline's card, so Querrick' s attack roll is made with a +2
In the first round of combat, Koplau chooses a Slash
bonus. Assuming Seline survives the attack, she will attempt to
High and a Thrust mid-. The GM decides that the troll will
Grapple with Querrick. Comparing her card to his, she has a -
be attacking with a Claw High and a Claw mid-, and will
1 To Hit modifier.
be ready to Duck if attacked by a high blow. All five cards
are placed face down, then revealed simultaneously.
It is important to note that the attack roll modifier
The troll wins the initiative, and attacks Koplau
indicated by the "Skull of Fate" is cumulative with any
with his two Claw maneuvers. Koplau chooses to use his
other modifiers.
Slash High card as the defending card against these two
attacks. After the attacks are resolved, the claw cards
In the previous example, Querrick suffers a -2 To Hit due
are turned face down, while the Slash High is not,
to his choice of the Slash High maneuver, resulting in a total
since it is not a defending card.
attack roll modifier of +O. Seline's Grapple attempt does not
Koplau then attacks the troll, first using his
change, since her card indicates no To Hit bonus or penalty.
Slash High. The troll wisely chooses to use its
However, if she had a Strength ability score of 17 or more,
Duck card as the defending card against the Slash.
that modifier would also apply to the roll.
Both cards are turned face down after the attack.
Then, Koplau attacks with his Thrust mid-. Since the
Multiple Attacks Troll has no face up card to defend with, he must choose
Characters and creatures who have multiple attacks gain one at random from his three face down cards to serve
important flexibility under the Combat Card system. For each as the defending card.
attack the character is entitled to, he can play one card face
down. For instance, a Skill 14 Fighter (who gets 2 atacks per Note that the rules for multiple attacks are also used
round) can play 2 cards every round, while a monster who can to resolve situations where one character faces more than
normally attack with claw/claw/bite can play 3 cards. one opponent.
(/amemastering a More Cards
According to the standard rules, a melee round is a
Combat Card minute Jong, and each attack roll actually represents a combi-
nation of individual strikes and parries. If the GM wants to
Battle better represent this using the Combat Cards, he can allow
every character to play two cards each round rather than just
one. In the case of individuals with multiple attacks, they
If the GM has to control more than would gain one additional card to play in addition to their normal
a few NPCs and creatures, he obviously can't allotment of cards.
make a separate hand for every one of them. The
simplest solution is for the GM to use only the Attack
card, leaving the maneuver choices to the players. This, Hidden Maneuvers
however, robs the Combat Card system of much of its In actual combat, confusion reigns supreme. Shouted
use, since the players will quickly learn never to play warnings and commands rise above the din of battle, but are
defenses, etc. scarecely heard by those they are intended for. To better repre-
A better option is for the GM to build a small deck sent this using the Combat Cards, the GM can invoke the hid-
that all of his creatures draw from. After the players fill den maneuvers rule. Using this rule, all maneuver cards are
out their hands, the GM should set up a deck consisting left face down until they are actually used. When using this
of about 10 attacks and defenses from what is left. He option, disregard the initiative modifiers printed on the cards.
should also keep some other cards handy in case they are
needed, such as Flee, Withdraw and Special. Detailed Initiative
The GM shuffles this deck at the start of the battle, Rather than simply rolling initiative for each combatant,
and places it face down behind his screen. As his NPCs initiative can be generated for every maneuver card played.
need attacks or defenses, he draws the top card from Although this option would be prohibitively complicated for a
the deck and plays it face up. If the NPC was making large battle, it can make a duel between two skilled Fighters
an attack, but turns up a defensive card, the GM should far more interesting. When combined with the Hidden
either continue to draw until an attack comes up, or Maneuvers rule, a battle can become truly chaotic.
simply use the Attack card. When the GM runs out of
cards in his deck, he should simply collect the discards
and re-shuffle.
Once a particular maneuver is used by an NPC during The Cards
a round, that card should be used in any further engage-
ments involving that NPC during that round . For The Combat Card deck consists of 180 cards, each
instance, if an ore uses a Slash High, then is attacked later depicting a particular action a character can take in combat.
in the round, the GM should use the Slash High card as The information found on each card is described in the fol-
the defending card. lowing text and by the accompanying diagram at the top of
Note that when using a deck for his creatures, the the facing page:
GM is never required to choose maneuvers randomly. If
the GM thinks a particular creature should use a special Initiat ive: This modifier is applied to the character's ini-
ability in a round rather than attacking with his sword, tiative roll. Many of the more difficult maneuvers have initia-
he can simply play a Special card for that creature tive penalties because the character has to take a few extra
instead of drawing from the deck. The random draw is moments to line up the attack.
simply a mechanic to allow the GM to keep the players
on their toes. To hit: This modifier is applied to the characters attack
Important or powerful NPCs and monsters roll. High attacks tend to have an attack penalty because the
should always have a hand of Combat Cards to head is a small target.
use, especially if they are fighting alone. This will
increase their flexibility in combat appropriately. Damage: Apply this modifier to HTK damage scored if
the attack hits. Again, high attacks tend to have damage bonus-
Optional Rules es because the head is a sensitive area of the body.
Critical: This modifier is only applied if the GM is using
If the GM chooses, he can add any of the following the Wound Point rules (see Damage and Death, page 22).
rules to the game to enhance the realism and exitement of High maneuvers have a positive modifier, placing the attack
combat. As they tend to complicate things, they should higher on the target if it scores a Critical Hit, while low
only be used once the GM and players are comfortable attacks have a negative modifier, placing the attack lower on
with the standard Combat Card rules. the target.
Maneuver Name Maneuver Type
(Attack, Defence, Special)

Skull of Fate

Initiative Modifier

To-Hit Adjustment

Critical Hit Roll Modifier

Maneuver Qroup
(Basic, Standard, Advanced,
Restricted, and Monster)

Weapons Qroup(s) Allowed to Use


the Maneuver

M aster M aneuver List


What follows is an alphabetical listing of all of the various
maneuvers included in the Combat Card deck. After the name ------ Backstab (Restricted: Thief)
Initiative: +O
Damage: spec.
To hit: +4
Critical: +5
of each maneuver are the bonuses and penalties associated
with it plus a brief description of the maneuver and any special This card is played by a Thief
rules regarding its use in combat. when attempting to perform a sneak
Most maneuvers allow some movement. Unless specifi- attack against another character. Full
cally stated otherwise, a character can move up to (Move Rate ..__ _ _ _ _ rules for Backstabbing can be found
x 5) feet per round while executing any of the following in the main rules.
maneuvers, in addition to their other effects. '
Berserk Attack (Restricted: Barbarian)
Advance (Basic)
Initiative: -1
Damage: n/a
To hit: n/a
Critical: n/a
The most basic of all maneuvers,
Advance allows a character to move a dis-
I( Initiative: + 1
Damage: spec.
To hit: -1
Critical: +O
When a Barbarian is attempting to enter a
berserk rage, he plays this card. A complete
description of the Barbarian class and berserk rage
tance up to (Move Rate x 10) feet. can be found on page 33 of this book.

Attack (Monster) - - - - - Bite High (Monster)


Initiative: +O To hit: +O Initiative: +O To hit: -2
Damage: +O Critical: +O Damage: + 1 Critical: +25
A simple "catch-all" attack move for the Gamemaster to As it represents a bite to the
use for NPCs. This maneuver should be used in situations target's head, this card is normally
where there are many opponents for the Player Characters to restricted to use by the GM except in
fight and the GM doesn't want to spend time deciding which ..__ _ _ _ _ special cases.
maneuver each one executes.
Bite Low (Monster)
Initiative: +O To hit: -1 Cast/Attack (Restricted: Warlock)
Damage: +O Critical: -25 Initiative: +cast time To hit: -4
This maneuver involves the attack- Damage: +O Critical: +O
er biting at the target's legs and feet. The Warlock can actually cast certain spells while attack-
Only creatures of a smaller Size than ing with a melee weapon. The rules for this difficult move are
the defender or those with long, flexi- found on page 35.
ble necks can attempt this maneuver.
Charge (Standard)
Bite Middle (Monster) - - - - - - Initiative: +2 To hit: +2
Initiative: +O To hit: +O Damage: x2 Critical: +O

K
Damage: +O Critical: +O A Charging character is throwing
This card represents a bite at the caution to the wind and running headlong
defender's torso. into his opponent, weapon first. The charge
consists of a movement up to (Move Rate x
Block High (Standard) - - - - - - 15) feet before the attack. Note that in order
Initiative: -1 To hit: n/a for a Charge to be effective, the Charging character must move
Damage: n/a Critical: n/a at least (Move Rate x 2) feet before striking his target.
A simple defensive move consisting of holding one's
weapon in a high position to intercept any blows to the Claw H igh (Monster)
head and upper body. Initiative: +O To hit: -2
Damage: + 1 Critical: +25
Block Low (Standard) Creatures who attack with claws can use this maneuver to
Initiative: -1 To hit: n/a lash out at a victim's head.
Damage: n/a Critical: n/a
A defensive move consisting of holding one's Claw Low (Monster)
weapon in a low position to intercept any blows to the Initiative: +l To hit: -1
legs and lower body. This type of block can only be Damage: +O Critical: -25
effectively executed with a medium or long weapon (Size A claw attack to the target's legs and feet can only be exe-
M or larger). cuted by a creature smaller than the target, or one with excep-
tionally long arms.
Block Middle (Standard)
Initiative: -1 To hit: n/a Claw Middle (Monster)
Damage: n/a Critical: n/a Initiative: +O To hit: +O
A simple defensive move consist- Damage: +O Critical: +O
ing of holding one's weapon in such a A basic monster attack, this maneuver involves a claw to
position as to intercept any blows to the torso.
the torso and arms.
Constrict (Monster)
Careful Aim (Restricted: Archer) - - - - - - Initiative: +O To hit: +O
Initiative: spec. To hit: +2 Damage: +O Critical: +O
Damage: spec. Critical: +O This maneuver functions in much
An Archer attempting to take Careful Aim on a target the same way as Grapple (see below) but it
plays this card. Rules for Careful Aim can be found can only be performed by certain serpen-
on page 26. tine monsters. A Constrict attack is

r
- - - - - - resolved in the same way as a Grapple,
Cast Spell (Restricted: spellcasters) except that the Constricting monster gains a
Initiative:+cast time To hit: n/a - - - - - - +2 bonus to its Strength for purposes of the resulting Contest
Damage: n/a Critical: n/a of Strength.
This card is played when-
ever a spell-casting character wishes Disarm (Standard)
to cast a spell. As the gestures and Initiative: +1 To hit: -4
incantations associated with spell Damage: n/a Critical: n/a
casting are fairly obvious, this card is - - - - - - This maneuver is used to strip an opponent of his weapon.
played face up while others are played face down. Once An attack roll vs. Parry Defense is used to resolve this action
all other cards have been played face down, the caster (see Parry below). If the To Hit roll is successful, the charac-
announces the particular spell he is casting. ters must engage in a Quick Contest of Strength (see Strength,
page 12). The attacker's Strength is considered +I for pur- - - - - - - - . arrows used for
poses of this Contest. If the attacker wins the Contest, the this shot have
defender's weapon is knocked out of his grasp and lands unusual flights
1D6 feet in a random direction. If the defender wins, he and suffer a -2
To Hit penalty if
keeps his weapon.
fired singly. The
If the defender is holding a two-handed weapon, the
attacker's To Hit roll and Contest of Strength to Disarm are " " ' - - - - - - arrows can be fired
at the same target, or at two different
made at an additional -4 penalty.
targets no more than ten feet apart. ..
Although an Archer can only fire one Double- ~ ,,,.,._..,__ __
Dive Attack (Monster) Shot in a round, it can be combined with the Careful
Initiative: +4 To hit: -2 Aim maneuver.
Damage: +2 Critical: +30
A flying monster can swoop down out of the sky and
attempt this maneuver. If the Dive attack roll succeeds by a
Double Strike High (Advanced)
Initiative: +O To hit: -3
margin of 5 or more, and the diving monster has sufficient
Damage: +2 Critical: +25
Strength, it can choose to pick up the defender in its talons and
This maneuver can only be perfonned if the charac-
fly off with him.
ter is wielding a weapon of the same size in each hand. It
involves the attacker swinging both his weapons at the
Dodge (Basic) target's head at the same time. Only one attack roll is
Initiative: +O To hit: n/a made for both weapons (use the lowest To Hit bonus)
Damage: n/a Critical: n/a ~ and if it is successful both weapons hit and do damage.
This defensive maneuver involves
moving the entire body evasively to avoid
incoming melee and missile attacks. (Note
Double Strike Middle (Advanced)
that unlike other maneuvers, Dodge is left Initiative: +O To hit: -1
Damage: +1 Critical: +O
face up even after it is used as the defend- ' - - - - - - -
This maneuver can only be
ing card; It can be used as defending card in any number of
engagements within the round it is played, though it is turned performed if the character is wielding
a weapon of the same size in each
over if the dodging character makes an attack.)
hand. It involves the attacker swing-
...____ __ ing both his weapons at the target's
Double Block High (Advanced) torso at the same time. Only one attack roll is made for
Initiative: -1 To hit: n/a both weapons (use the lowest To Hit bonus) and if it is
Damage: n/a Critical: n/a successful both weapons hit and do damage.
This maneuver can only be perfonned if the character is
wielding a weapon in each hand. By holding both weapons
together in a cross, the character can more effecti:ely stop
Duck (Basic)
incoming melee attacks aimed at his upper body. This maneu- Initiative: +O To hit: n/a
Damage: n/a Critical: +20 to opponent's
ver has the defensive benefits of a high shield block without
hampering the defender's sight, but it leaves his lower body critical
By Ducking low to the ground, the character can
more vulnerable to attack.
easily avoid high attacks, but becomes much more vul-
nerable to low attacks.
Double Block Middle (Advanced)
Initiative: -1 To hit: n/a
Damage: n/a
Entangle Low (Advanced)
Critical: n/a
Initiative: +1 To hit: -4
This maneuver can only be perfonned
Damage· I Critical: -25
if the character is wielding a weapon in
each hand. By holding both weapons
T~is maneuver aims to
trip the target by ent~nglin~
together in a cross, the character can more
effectively stop incoming melee attacks ....__ _ _ __ his legs. If the To Hit roll 1s
successful, the target must make
aimed at his mid body. ....__ _ _ _ _ a Dexterity Check (or a save vs.
Breath Weapon if the character has no Dexterity abil~­
Double Shot (Restricted: Archer) ty score) or fall to the ground. The fallen tharacter 1s
Initiative: +O To hit: +O severely limited in his actions until he spends a round
Damage: +O Critical: +O untangling his legs and standing up (GM ' s option).
Using this maneuver, an Archer loads two specially-pre- This type of attack can only be executed by whips,
pared arrows onto the bow at the same time. The special bolas, and mancatchers.
Entangle Middle (Advanced) Feint Middle (Advanced)
Initiative: +1 To hit: -4 Initiative: +O To hit: + 1
Damage: -1 Critical: +O Damage: +1 Critical: +15
This maneuver aims to bind the This maneuver has the attacker appearing to be slashing
target by entangling his arms to his for the target's torso. At the last minute, he moves the attack
torso. If the To Hit roll is successful, into a slash at the head. This tricky move grants a bonus To
the target must make a Dexterity Hit because the defender places his defenses improperly.
Check (or a save vs. Breath Weapon if
the character has no Dexterity ability score)
Fire High (Standard)
or become entangled. The entangled character
drops any items he was holding in his hands, and must - - - - - - Initiative: +O To hit: -2
spend one round freeing himself before he can use his Damage: +1 Critical: +20
arms. This type of attack can only be executed by This maneuver is used to aim and
whips and mancatchers. Bolas can be used to entangle fire a missile weapon toward the upper
one arm only. body and head of a target. The Firing char-
acter can either stand still and fire at his
Envelop (Monster) - - - - - - normal rate of fire or move up to (Move
Initiative: +2 To hit: +O Rate x 5) feet and fire at half his rate of fire.
Damage: spec. Critical: +O
Certain large monsters can attempt Fire Low (Standard)
to swallow a defender whole, either Initiative: +O To hit: -1
with their massive mouths or by liter- Damage: +O Critical: -20
ally consuming him within their ....__ _ _ ___. This maneuver is used to aim and fire a missile weapon
gelatinous bulk! Rules for the Envelop maneuver will toward the lower body and legs of a target. The Firing char-
appear in each individual monster's description if it is acter can either stand still and fire at his normal rate of fire
capable of such an attack. or move up to (Move Rate x 5) feet and fire at half his rate
In many cases, a monster will envelop a target if it of fire.
rolls a high number as its attack roll. If this is the case,
the GM must still play this card to indicate that the mon- Fire Middle (Standard)
ster intends to envelop its target. If the attack succeeds,
Initiative: +O To hit: +O
but fails to envelop, the defender suffers the effects of a
Damage: +O Critical: +O
normal bite (or whatever attack form is appropriate).
This maneuver is used to aim and fire a missile weapon
toward the body and arms of a target. The Firing character can
Farshot (Restricted: Archer)
either stand still and fire at his normal rate of fire or move up
Initiative: +O To hit: +O
Damage: spec. Critical: +O to (Move Rate x 5) feet and fire at half his rate of fire.
By carefully judging wind speed
and direction, an Archer using this Rail Disarm (Advanced)
maneuver can fire an arrow over a - - - - - - Initiative: + 1 To hit: -3
Damage: n/a Critical: n/a

f
much longer distance than would
normally be possible. A Farshot ..._....::,_ _ __.. Although flails and whips can be
effectively doubles the long range of the bow being used to perform a normal Disarm, it takes
used, but only one arrow may be fired as such in a considerable skill to use the weapons to
round, and it loses all bonuses to damage due to their fullest. This maneuver is an attempt to
Strength and Dexterity. - - - - - - actually wrap the chains of the flail or coils
of the whip around the target's weapon and wrench it from his

r
Feint High (Advanced) grasp. If the To Hit roll is successful, the characters must
Initiative: +O To hit: +2 engage in a Quick Contest of Strength (see Strength, page
Damage: +O Critical: +5 12). The attacker's Strength is considered +2 for purposes of
Using this maneuver, the attack- this Contest. If the attacker wins the Contest, the defender's
er appears to be slashing for the weapon is pulled from his grasp and lands I D6 feet in any
target's head. At the last minute, direction the attacker desires. If the defender wins, he keeps
he drops the attack into a slash at his weapon.
the mid body. This tricky move ..__ _ _ ___. If the defender is holding a two-handed weapon, the
grants a bonus To Hit because the defender places his attacker's To Hit roll and Contest of Strength to Disarm are
defenses improperly. made at an additional -3 penalty.
If the Grapple
To Hit roll suc-
Flee (Basic)
ceeds, the attacker
Initiative: +O To hit: n/a
and defender
Damage: n/a Critical: n/a
become entangled
This maneuver is used when a character wants to leave
with one another,
melee combat. Unlike the Withdraw maneuver, which is a _ _ _ _ _..... each wrestling for
careful retreat, Flee has the character turning around and run-
ning away at top speed (Move Rate x 10 feet). control. Both combatants must select the
Any opponents get a free attack on a Fleeing character's Grapple maneuver until one of them breaks
free of the grapple. This occurs immediately
back, so AC bonuses due to Dexterity and shields do not
if both agree to stop grappling (i.e., the attacker
apply. These free attacks take place out of the normal tum
decides to break off the attack and the defender releases
order, and do not count as the attacker's action for the tum.
him). Otherwise, a character wishing to break free of the
The free attacks are considered to be the maneuver selected by
grapple must win an Extended Contest of Strength (see
the opponent if it is an attack maneuver. If the opponent had
Strength, pagel2) against the other character.
selected a non-attack maneuver, the free attack is made with
After each round of grappling, compare the Strength
no modifiers To Hit, damage, or critical.
checks of each combatant as though they were engaged
in a Quick Contest of Strength. The "winner" each round
Qore (Monster) inflicts 1D2 damage on the loser. This comparison has no
Initiative: +O To hit: - 1
~
other effect on the final result of the Grapple.
Damage: +O Critical: +5 Any attacks directed at either wrestling fighter by
Using this maneuver, creatures with
outside parties have equal chances of hitting either
horns can attempt to drive them into the wrestler. Use the standard rules for firing into melee to
defender's body. determine which character is hit by incoming melee or
missile attacks.
Qrab (Basic) Whichever character finally wins the Contest may
Initiative: + 1 To hit: spec. decide to either end the grapple (i.e., break free) or pin
Damage: 0 Critical: n/a his opponent to the ground. If he chooses to pin, his
This is an attempt to grab an object from the target. The opponent is considered helpless, and may take no further
To Hit roll is modified based on the size and concealment of action until released or rescued.
the desired object, according to the table below:
Jump (Basic)
Size of Object* Attack Adjustment
- - - - - - Initiative: +O To hit: n/a
L weapon -2
Damage: n/a Critical: -10
M weapon -3 to opponent's critical
S weapon -4
A character can use this
smaller -5
*This denotes the size of the visible
portion of the object. For instance, if a
r------ maneuver to jump up and over a low
swing. This leaves him highly vulner-
_ _ _ _ _..... able to high attacks, however.
character is carrying a two-handed sword
on his back, but all but the handle is
Kick High (Restricted: Martial Artist)
obscured by his cloak, the sword would
Initiative: +O To hit: -2
be considered an S weapon for purposes
of Grabbing. _ _ _ _ _..... Damage: 104 Critical: +25
An unarmed Martial Artist can use this effective
If the To Hit roll is successful, the attacker has grasped
attack to aim a kick at his opponent's head. A description
the desired object. If it is being held by the defender (such as of the Martial Artist class can be found on page 28.
the weapon he is currently using), the two characters must
engage in a Quick Contest of Strength (see Strength, page Kick Low (Basic)
12). The victor in the Contest gains possession of the object. If Initiative: +O To hit: -1
~he object is not being held by the defender, no Strength Check Damage: 103 Critical: -30
1s necessary; the attacker grabs the object. This is a basic kick to the lower body and legs.

Qrapple (Basic) Kick Middle (Restricted: Martial Artist)


Initiative: +O To hit: +O Initiative: +O To hit: -1
Damage: 1D2 Damage: 104 Critical: +O

t-
Critical: +O
A Grapple is an attempt to wrestle with the target, causing A Martial Artist can kick the
moderate damage and preventing him from taking action until
he breaks free. Initiating a Grapple leaves the attacker open to
other attacks. _____..... defender in th~ to~so with this maneu-
ver. A descnpt1on of the Martial
Artist class can be found on page 28.
Load (Standard) Parry Defense is
Initiative: +O To hit: n/a treated exactly like AC against Parries and similar forms of
Damage: n/a Critical: n/a "active defense" such as Pin and Punch Block. If the To Hit
A character using a "slow" missile roll is successful, the attack is parried, and no damage is
weapon such as a crossbow must use scored. If the To Hit roll fails, the attack hits and damage is
this maneuver to reload his weapon generated normally.
between shots. This maneuver is only
necessary if the weapon's rate of fire is Parry/Riposte High (Advanced)
less frequent than 1/1. For example, a - - - - - - Initiative: + 1 To hit: spec.
character firing a heavy crossbow (rate of fire Damage: +1 Critical: +20
1/2) must Load for one round between each shot, This maneuver allows a character to
while a character firing an arquebus (rate of fire 1/3) deflect one incoming melee attack with his
must Load for two rounds between each shot. weapon, then deliver an immediate counter-
strike, called a "riposte." Resolve the Parry
Overbear (Basic) - - - - - - part of this maneuver exactly as a standard
Initiative: +O To hit: spec. Parry (see above). If the Parry is successful, the Parrying char-
Damage: 0 Critical: n/a
This is an attempt to pull the target
down and restrain him in any way
possible. This is usually accomplished
by grabbing the defender's body and
tr acter immediately gets a chance to deliver a riposte. The riposte
is a standard attack with a -4 To Hit penalty.

Parry/Riposte Middle (Advanced)


Initiative: + 1 To hit: spec.
physically throwing your body on top Damage: +O Critical: +O
of him. Characters attempting to - - - - - - This move functions just like Parry/riposte High (see
Overbear an opponent are quite vulnerable to attack, so above) except that the riposte is aimed at the opponent's torso
this maneuver is best attempted by multiple characters at rather than his head.
once. This maneuver follows all of the normal rules
regarding overbearing. Pin (Advanced)
- - - - - - Initiative: + 1 To hit: spec.
Parry (Standard) Damage: n/a Critical: n/a
Initiative: +O To hit: spec. This is an attempt to bind the oppo-
Damage: n/a Critical: n/a nent's weapon with your own, locking both
This maneuver allows a character to deflect one combatants in a struggle of strength to free
incoming melee attack with his own weapon. The parry- the weapons.
ing character may attempt to parry any one melee attack A Pin is initially executed exactly
which hits him during the round, even if it comes before as a Parry (see above). If the "Parry" roll is successful, the two
his tum to strike. He must declare his intention to parry characters become engaged in a Pin. They must immediately
after the To Hit roll, but before the damage is rolled. The begin an Extended Contest of Strength (see Strength, page 12)
Parry card is used as the attacking card, while the to see how long the Pin lasts. The first roll in the Contest is
maneuver being parried is used as the made immediately after the Pin roll, with subsequent rolls fol-
defending card. ------ lowing each melee round thereafter (if necessary).
To parry, the character must roll ~ If the character who initiated the Pin wins the Contest, he
To Hit against the attacker' s Parry can either force his opponent to the ground and begin to
Defense. Parry Defense is a special- Grapple him (see above), or he can immediately disarm him. If
ly calculated Armor Class used the other character wins the Contest, he manages to throw off
against parries and similar the Pinning character.
maneuvers. The base Parry - - - - - -
Defense is equal to the character's THAC0-10. Punch Block (Advanced)
A weapon's magical bonuses To Hit improve Initiative: +O To hit: spec.
this Defense as if they were magical armor Damage: n/a Critical: n/a
plusses. Similarly, this defense is improved by In spite of its name, a Punch Block is
any plusses To Hit due to Expertise (see Skill at resolved more like a Parry (see above). The
Arms, page 5). defender in this case is attempting not only to
For example, a Skill 12 Fighter (THACO 9) wield-
ing a sword +2 at Master Expertise would have a
Parry Defense of -5 (THACO of 9 - 10 - 2 for sword - 2
------ stop the incoming attack, but to throw the
attacker's weapon out of line for his next
attack by forcefully pushing the weapon away as he blocks.
for Master= -5). (It is helpful to calculate your charac- If the Parry roll is successful, the defender stops the
ter's Parry Defense with each of his weapons before incoming attack and causes his opponent to suffer a -1 To Hit
combat begins.) and a +2 to his initiative in the next round.
Shield Block High (Standard)
Initiative: -1 To hit: n/a
Punch High (Basic) Damage: n/a Critical: n/a
Initiative: +O To hit: -1 A simple defensive move con-
Damage: 1D3 Critical: +30 sisting of holding one's shield in a
A fist swung at the target's face consti- high position to intercept any blows to
tutes a high punch. the head and upper body. This maneu-
ver seriously impedes the user's vision as
it requires him to hold his shield directly in
Punch Middle (Basic)
front of his face. As a result, any character
Initiative: +O To hit: +O
who uses this maneuver suffers a + l penalty to
Damage: 1D2 Critical: +O
his initiative and AC during the next round of combat.
The most basic fonn of attack, a midbody punch aims for
the torso of the defender.
Sh ield Block Low (Standard)
Initiative: -1 To hit: n/a
Q uick Load (Restricted: Archer) Damage: n/a Critical: n/a
Initiative: +O To hit: spec.
~
A defensive move consisting of holding one's shield
Damage: spec. Critical: +O in a low position to intercept any blows to the legs and
An Archer uses this maneuver when he lower body. A low Shield Block can only be perfonned
wants to fire a large number of arrows with with a body shield.
little regard for accuracy or damage, such
as suppressing the advance of a horde of - - - - - - Shield Block Middle (Standard)
goblins. When using Quick Load, the
- - - - - - - . Initiative: -1 To hit: n/a
Archer fires arrows at double his nonnal rate of fire, but loses
Damage: n/a Critical: n/a
all bonuses To Hit and damage due to Dexterity, Strength,
A simple defensive move
class, and skill (magical bonuses still apply).
consisting of holding one's shield in
such a position as to intercept any
Sap (Standard) blows to the torso and arms.
Initiative: + l To hit: -8
Damage: +O Critical: n/a Slash High (Standard)
This maneuver is an attempt To Hit the target on the head Initiative: +O To hit: -2
and knock him out. If the To Hit roll is successful, the target Damage: +1 Critical: +25
takes HTK damage as nonnal (with no chance for a Critical This maneuver involves the attacker swinging his
Hit if the optional Wound Point rules are being used). In addi- weapon at the target's head. Note that the tenn Slash is
tion, the target may fall unconscious immediately. The base used for convenience, as this maneuver can be per-
chance for this is the Sapper's Feat of Strength percentage (see formed with blunt weapons as well as bladed ones; It
Strength, page 12). Add +5% to this chance for every point of merely represents a simple high swing.
damage scored in the Sap attack.
Slash Low (Standard)
Set For Charge (Standard) Initiative: + 1 To hit: -1
Initiative: + 1 To hit: + 1 Damage: +O Critical: -25
Damage: x2 Critical: + 10 This maneuver involves the attacker swinging his
This maneuver consists of bracing a ~ weapon at the target's legs. Note that the tenn Slash is
spear or polearm against the ground. In used for convenience, as this maneuver can be per-
such a position, the weapon has a much fonned with blunt weapons as well as bladed ones; It
better chance to impale a charging oppo- merely represents a simple low swing. This type of
nent. A character who is Setting may not - - - - - - attack can only be executed by medium and long
move, and may only launch an attack against an opponent weapons (Size Mor larger).
which Charges him.
Slash Middle (Standard)
Shield Bash (Standard) - - - - - - - . Initiative: +O To hit: +O
Initiative: + 1 To hit: +O Damage: +O Critical: +O
Damage: 103 Critical: +O This maneuver involves the
This attack uses the shield as a weapon, allowing the attacker swinging his weapon at the
character to bash his opponent and still protect his own mid- target's torso. Note that the term
section from attack. Any magical bonuses the shield grants Slash is used for convenience, as this
to AC can be applied to the attack and damage rolls of a - - - - - - maneuver can be performed with
Shield Bash. blunt weapons as well as bladed ones. It merely repre-
sents a simple swing.
Smash (Standard) Tail Lash (Monster)
Initiative: +2 To hit: -3 - - - - - - Initiative: + 1 To hit: -1
Damage: +1D4 Critical: +30 Damage: +O Critical: -15
A character performs this fierce Large creatures with tails can use
attack by grasping his weapon firm- this attack to discourage people from strik-

1
ly in both hands, heaving it up above ing them from behind. Monsters with suffi-
his head, then slamming it down onto ciently long tails can actually lash them all
his opponent. If it - - - - - - - - - - - - the way around to strike at targets in front
hits, it will do serious of them. Either way, this attack form can only be used if the
damage to the target's creature has a listed Damage for a tail attack. Note that this
head or upper body. However, card is also used for monsters which sting with their tails, such
this slow maneuver puts the attacker as giant scorpions.
at risk by leaving his midsection and
legs completely unguarded. ------ Throw High (Standard)
Initiative: +O To hit: -2
Special (Restricted) Damage: +1 Critical: +20
Initiative: spec. To hit: spec. This maneuver is used to hurl a weapon toward tile upper
Damage: spec. Critical: spec. body and head of a target. The Throwing character can either
This card is a catch-all to represent any sort of unusu- stand still and use his normal rate of fire or move up to (Move
Rate x 5) feet and throw at half his rate of fire.
al ability, such as a dragon's breath or a Paladin's laying
on of hands. When the card is turned face up, the particu-
lar special ability being used is announced. Throw Low (Standard)
Initiative: +O To hit: -1
Damage: +O Critical: -20
Sweep Low (Advanced) This maneuver is used to hurl a weapon toward the lower
Initiative: +2 To hit: spec. body and legs of a target. The Throwing character can either
Damage: -1 Critical: -20 stand still and use his normal rate of fire or move up to (Move
A low Sweep aims to strike the Rate x 5) feet and throw at half his rate of fire.
legs of several opponents. Follow the
rules above for a Sweep High, except Throw Middle (Standard)
that a low Sweep can only be attempt- - - - - - -
ed by a medium or long weapon (Size - - - - - - Initiative: +O To hit: +O
Damage: +O Critical: +O
Mor larger). This maneuver is used to hurl a
weapon toward the torso of a target. The
Sweep High (Advanced) Throwing character can either stand still
Initiative: +1 To hit: spec. and use his normal rate of fire or move up
Damage: +O Critical: +20 ..__ _ _ ___. to (Move Rate x 5) feet and throw at half
A Sweep is an attempt To Hit more than one target his rate of fire.
with a single swing of a melee weapon. In order to be eli-
gible for a Sweep, all targets must be within melee range Thrust High (Standard)
of the attacker and adjacent to one another. Initiative: +O To hit: -2
A Sweep can be attempted against two targets with a Damage: +l Critical: +25
Small weapon. Each Size category over Small adds one This maneuver involves the attacker thrusting the point of
to this number, so that a Medium weapon can Sweep his weapon at the target's head.
against three targets, while up to four can be attacked
with a Large weapon. Thrust Low (Standard)
The attack rolls for a Sweep suffer a -2 - - - - - - Initiative: + l To hit: -1
penalty for every target after the first. For instance, Damage: +O Critical: -25
a Sweep against three defenders has a -4 To Hit This maneuver involves the attack-
modifier. A separate attack roll is made against er thrusting the point of his weapon at the
each defender, and the damage inflicted is not raised target's legs. This type of attack can only
by any bonuses due to Strength or skill (i.e., Expertise). be executed by medium or long weapons
- - - - - - (Size Mor larger).
Sweep Middle (Advanced)
Initiative: + 1 To hit: spec. Thrust Middle (Standard)
Damage: -1 Critical: +O Initiative: +O To hit: +O
This attack works just like the Damage: +O Critical: +O
Sweep High above, but strikes for the This maneuver involves the attacker thrusting the point of
torsos of the defenders. his weapon at the target's torso.
Wing Buffet (Monster)
Trip (Standard) Initiative: +O To hit: +o
Initiative: + 1 To hit: -4 Damage: +O Critical: + 15
Damage: -1 Critical: -30 Some large creatures can use
This maneuver aims trip the target by hooking his legs
to their wings to buffet opponents,
and pulling, causing him to lose his balance. If the To Hit roll causing severe damage and windy
is successful, the target must make a Dexterity Check (or a battle conditions. Only those monsters
save vs. Breath Weapon if the character has no Dexterity abili- with damage listed for a wing attack can
ty score) or fall to the ground. The fallen character is severely use this maneuver.
limited in his actions until he spends a round standing up
(GM's option). This type of attack can only be executed by Withdraw (Basic)
polearrns. Initiative: +O To hit: n/a
Damage: n/a Critical: n/a
Turn Vndead (Restricted: Priest) This maneuver is a more careful attempt to exit melee
Initiative: +O To hit: n/a combat than Flee. A Withdrawing character backs away
Damage: n/a Critical: n/a from his opponents, moving up to (Move Rate x 3) feet.
A Priest plays this card when he The opponent may choose to follow unless the withdraw-
wished to invoke his deity to turn away the ing character is fighting alongside one or more allies who
forces of the undead. can block his advance.

Vnhorse (Standard) Waparound (Adva nced)


Initiative: +1 To hit: -4 r----~- Initiative: +1 To hit: -1
Damage: +O Critical: -20 Damage: +1 Critical: +30
Characters wielding polearrns or other A variation of the Thrust High
long weapons can attempt to knock a
mounted opponent off his horse with this
maneuver. If the attack roll is successful
______ __.
maneuver, this attack aims to inten-
tionally overshoot the target's head,
then quickly jerk back and strike him
..__ _ _ ___. from behind. The surprise nature of
the target must make a Riding proficiency
check. If the check fails (or if the character has no proficiency) this difficult maneuver gives it a better chance of hitting
he is unhorsed and suffers 1D3 damage from the fall. than most high attacks.
Standard terms S p e ll A bilities :
Many deities and monsters use certain spells and/or the magi-
& abbreviations: cal abilities of specified character classes. See the standard
% in la ir indicates the chance on rule book for descriptions of spells not described herein,
and/or for more information on the magic-using character
0100 that a given creature will be
randomly encountered in its home. classes mentioned.
THACO (To Hit Armor Class 0): When you know a
Abilities (or attributes, character-
Character's or monster's THACO, you will know the number
isitcs , or statistics) are derived from
required to score a successful hit on 1020 (or multiply that
306. The lowest score for a human is 3,
number by 5 to get the percentage chance of success). A tar-
and the highest score is an 18/00 (see standard
get's Armor Class is subtracted from the attacker's THACO to
rule book for more information).
obtain the target number required on the 1020.
Ability Checks against a Character's abilities work
For example, if a Character's THACO is 16 and his target
much like saving throws.
is wearing chain mail with no shield (AC: 5), the Character
For example, when a character makes an ability
needs to roll 11 or less on 1020 (16-5=11) or roll 55% or less
check against his STR, the player rolls 1020. If the
on a 0 % (1 J x 5% = 55%).
resulting number is equal to or lower than the statistic,
Tr easure Type indicates the kind of treasure the creature
the save is successful.
has on its person or in its lair (see standard rulebooks for details).
Armor Class (AC) works on a scale in which a lower
Value assumes that the value of one gold piece is about
number is better. A Character with no armor is AC: 10
(unless otherwise stated within a Character's race statis- $20 in current U.S. dollars.
Wizards, unless otherwise stated, refers to magic-users
tics). A shield improves AC by 1 to make AC: 9; chain
and illusionists.
mail is AC: 5; and plate mail and shield is AC: 2. (See the
standard rule book for details.)
" D " is used as an abbreviation for "die" or "dice." ABBREVIATIONS
1020 means one 20-sided die; 306 means three 6-sided AC ................................................................ Armor Class
die; etc.. AL .................................................................... Alignment
HT K (Hits To Kill) is the number of points of dam- APL ...................................................................... Appeal
age that a Character or monster may sustain before being ARM ........................................................................ Armor
killed. ATf ....................................................................... Attack
HTK Dice is the number of dice rolled to determine C. Evil or CE ................................................ Chaotic Evil
how many HTK the creature has. The type of die used C. Good or CG ...........................................Chaotic Good
C. Neutral or CN.......................................Chaotic Neutral
depends on the class of character.
cp .............................................................copper piece(s)
Monsters always use 8-sided HTK dice to determine DEF .......................................................................Defense
how many HTK they have.
Magic Resistance indicates whether or not a given g~x .:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::~~:~~~~
creature is resistant to magic effects. If a percent is listed, ep ..........................................................electrum piece(s)
this is the percent chance of a spell's failure on a given GM .............................................................Game Master
creature. This chance is based on a spell being cast by a gp or GP .......................................................gold piece(s)
Skill 11 spell caster and must be adjusted upwards by 5% HTK .............................................................. Hits To Kill
for each level below 11 and downwards for each level INS ........................................................................ lnsight
above 11. INT ......................................................................Intellect
Movement (MY) is the speed of a Character or mon- L. Evil or LE .................................................Lawful Evil
L. Good or LG ............................................Lawful Good
ster on a constant basis. The creature moves the stated
L. Neutral or LN ...................................... Lawful Neutral
distance in tens of yards if outdoors, and tens of feet if M .......................................................................Man-size
indoors or underground. MV .................................................................. Movement
If only one number is given, the creature can N ........................................................................... Neutral
only move on land. Other terrains could be listed N. Evil or NE ................................................Neutral Evil
such as air, water, underground, web, etc. N. Good or NG ........................................... Neutral Good
Priest, unless otherwise stated, refers to NPCs .......................................... Non-Player Characte(s)
clerics and druids. PCs .................................................... Player Character(s)
Saving T hrows (save vs.): are listed for pp .......................................................... platinum piece(s)
each character class in the standard rule book. To make PROF ............................................................... Proficiency
S ....................................................Smaller than man-size
a successful saving throw, a Player must roll the saving
sp ............................................................... silver piece(s)
throw value or higher on 1020. A successful saving
STA .....................................................................Stamina
throw often reduces or negates certain types of damage. STR .....................................................................Strength
Size indicates whether a creature is (S) smaller than SZ ...............................................................................Size
man-sized (4' or smaller), (M) man-sized (4'-7'), or (L) THACO ........................................... To Hit Armor Class 0
larger than man-sized (7' or larger). WPN ..................................................................... Weapon
Skill refers to the level of the character or spell. XP ......................................................... Experience Points
Misc. lnfonnation (Spells, Magic Items, Character Sketch
00000000 Henchmen,Etc):______ ____
Location 00000000
00000000
0 0000000
00000000
00000000
eed
00000000
00000000
00000000
TREASVRE
Personal History_ _______ _
Character_ _ _ _ _ __ _ _ _ _ _ _ _ _ _ _ _ __
Alignment Race._ _ _ __ Sex A ge_ __
Class Level _ _ __ Ht. Wt._ _ __
Religion Oan/Family _ _ _ __ Hair ___ Eyes._ __
Social Status Liege/Patron _ __ __
MOVEM ENT
_ __ Paralyze!_ _ _
Base Rate c=i Poison
Light ( ) <Q) Vnwounded 5_ _ 0
Dmg Wgt Max Op Feat _ __ Rod, Staff _ _ _
M od ( ) Light 4__
Adj Allow Press Drs of STR Or Wand © -1
Hvy ( )
_ __ Petrify/ _ _ _ Moderate 3_ _ -2
Svr ( ) ~
Spell Lm Spells/ Spell ( )
Polymorph 2_ _
Joa x2 Serious -3
l vl Sp Level lmmun ( ) - - - Breath _ _ _ ®
Run x3 Weapon Critical 1_ _
( x4 ) © -4
Run Spells _ _ _
Bonus Spell Spell Run ( xS ) Fatal o_ n/ a
M odifier ~VP CD
Spells fail Immun

M issie Def
AttAdj Adj

Adjusted AC Annor Type (Pieces)


Sys Res Pois Reaen
Shk Sur Save Surprised _ __ - - - - - - - - -
Shieldless,_ ___ - -- - - - -- -
Rear _ _ _ __ - - - - - - - - -
Defences._ __ _ - - - - - -- - - 5
I I I I I I I I I I
I I I I I I I I I I
I I I I I I I I I I
I I I I I I I I I I
I I I I I I I I I I
I I I I I I I I I I

Special Attacks: j Amunition: Special Abilities


00000000
00000000
00000000
Name: Mvmt: Name: Mvmt: Name: Mvmt:
Initiative Adjustment: ___ No. Attacks: _ _ Initiative Adjustment: ___ No. Attacks: _ _ Initiative Adjustment: _ __ No. Attacks: _ _

BaseTHACO Total Adj. BaseTHACO Total Adj. BaseTHACO Total Ad}:


AnnorClass Annoraass AnnorClass

Base Damage I Total Dam. Adj. Base Damage I Total Dam. Adj. Base Damage I Total Dam. Adj.
AC Adjustments AC Adjustments AC Adjustments
Surprised Surprised _ __
Surprised
HTK Points I Wound Points I Shieldless._ _ __ HTK Points I Wound Points I Shieldless._ _ __ HTK Points I Wound Points I Shieldless._ _ __
Rear _ __ __ Rear _ __ __ Rear _ _ _ __
Defences._ _ __ Defences._ _ __ Defemes._ _ __

Wound Level Track Wound Level Trade Wound Level Track

CD @ ® © CD @ ® © CD @ ® ©

_ _ _ __ _ _ _ _ _ Mvmt: Name: Mvmt: Name: Mvmt:


Initiative Adjustment: ___ No. Attacks: _ _ Initiative Adjustment: ___ No. Attacks: _ _ Initiative Adjustment: ___ No. Attacks: _ _

BaseTHACO Total Adj. BaseTHACO Total Adj. BaseTHACO Total Adj.


AnnorClass AnnorClass AnnorClass

Tot.al Dam. Adj. Base Damage I Total Dam. Adj. Base Damage I Tolal Dam. Adj.
AC Adjustments AC Adjustments AC Adjustment.s
Surprised _ __ Surprised _ __ Surprised
HTK Points I Wound Points I Shieldless._ __ _ HTK Points I Wound Points I Shieldless._ _ __ HTK Points I Wound Points I Shieldless._ _ __

Rear _ _ __ _ Rear _ _ __ _ Rear _ _ _ __

Defences._ _ __ Defences._ _ __ Defences._ _ __

Wound Level Track Wound Level Track Wound Level Track

@ ®

. . ....... ..
. . . ...
<.; •
.:..;-;..
.. .. .~:..:
.::., '· \ .
.·....,,,. . ,,,. '

. ,"..

The Demons line for Role Aids presents the most fully realized infernal
cosmology ever created for a role-playi.ng game. This series is ideal for
gamemasters looking for new ways to make their campaign more challenging.
No serious gamer will want to miss out on the epic battle of a lifetime.

Demons (#752)
This original volume has been re-released In our new boxed sourcepack for·
mat. Demons contains an overview of the unique cosmology of the lnfernus.
including a roster of Its most powerful Inhabitants. new characters classes.
spells & artifacts. a full-color map and more.

Demons II (#759)
No setting as detailed aiithe ln fernus could be complete In one volume.
Demons II swings wide the gates with further Information on Slayers.
Half-demons and the Cabal. and expands on the mythos with the addition
of Cults and the Inquisitor character class.

Denizens of Vecheron (#755)


This folio features a complete roster of demons from the demi-plane of
Vecheron. Including complete statistics for all of the Marshals. Oenerals and
Oovernors. and an overview of their Lieutenants and Thanes.

Denizens of Verekna (#758)


In addition to a complete roster for the demi-plane of Verekna. this second
monster folio contains the Orey Orimoire. a book of demonic magic that
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When the rogue demons chose to break the Compact between the Infernal
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Coming Attractions
Look for additional releases In the Denizens series that will cover the rest of
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a final battle that could destroy the world ....

Mayfair Games Inc.


Explainations For Special Case Maneuvers Parry/Riposte (Ad vanced)
Resolve the Parry part of this maneuver exactly a:. a standard Parry (sec left panel). If the P:1rry is :-ucccs~ful. the Parrying character immedi-
Charge (Standard) ately get!> a chance to deliver a riposte. The riposte is a :.tandard a11ack with a -4 To I lit penalty.
A charge con:.ii-ti- of a movement up 10 (Move R:uc x 15) feet before the a11ack. otc that in order for a Charge 10 be effective. the Charging
character mu~t move at lea't ( love Rate x 2) feet before triking his target.
Pin (Adva nced)
A Pin il- initially executed exactly a' a Parry (:.cc left panel). If the ··Parry·· roll i. ~uccci.<.ful. the two charactcri. become engaged in a Pin.
Disa rm (Sta nda rd) They mu:.t immediately begin an Extended Contest of Strength 10 ce how long the Pin lai.t:.. The fi~t roll in the Comci.t is made immediately
·mi, mm1cuver i' u'cd to i-trip an opponent of his weapon. An auack roll v~. Parry Dcfcn-.c ii. u~d 10 rei.olve thb action. If the To Hit roll is i.ue<..-ci.s- after the Pin roll. with sub,cqucm roll' following each mclce round thereafter (if necessary).
ful. the character- mu-.1 engage in a Quick Contcl>l of Strength. The auackcr"s Strength i~ con,idcrcd +I for purpose!'. of this Comest. If the auackcr win-. If the character who initiated the Pin win~ the Comest. he can either force his opponent 10 the ground and begin to Grapple him (see abo,·e).
the Contest. the defender"' ''capon i' knocked out of hi:. grasp and lands I D6 feet in a r.mdom din.""Ction. If the defender wini.. he keeps hi:, weapon. or he can immcdiatcl) di,ann him. If the other character win the Comest. he manage' 10 throw off the Pinning character.
If the defender i' holding a two-handed weapon. the aHacker" s To I-lit roll and Contc~t of Strength to disann are made at an additional -4 penalty.
Punch Block (Advanced)
Dodge (Basic) In spite of it<. name. a Punch Block i-, resolved more like a Parry (see left panel). If the Parry roll i:, ~ucce,sful. the defender stop!> the incom-
ing auack a11d causes his opponent to wffcr a - I To Hit and a +2 to his initiative in the nex t round.
Unlike other dcfcn:-ivc maneuver:-. Dodge is left race up even after it is used a~ the defending card: It c~in be used a defending card in any
number of engagement:, within the round it ii. played. though it i turned over if the dodging character makci. an auack.
Sap (Standard)
Flail Disarm (Ad vanced) If the To I lit roll ii. succcs~ful. the target takei. HTK damage as nonnal (with no chance for a Critic:il I lit if the optional Wound Point rnlc:.
arc being used). In addition. the target may foll unconsciou immediately. The base chance for this b the Sapper"i. Feat of Strength percentage.
Resolved as Disarm above. except that the a11ackcr"s Strength is con~idcrcd +2 for purposes of thb Contc:.1. and if the defender is holding a
Add +5% 10 this chance for every point of damage scored in the Sap a11ack.
two-handed weapon. the :111acker"s To I lit roll and Contest of Strength to disarm are made at a -3 penalty.

Grab (Basic) hicld Block High (Standa rd)


The To I lit roll b modi lied based on the si1,.c and conccalmem of the desired object. according to the table below: This ma neuver seriously impedes the user's vision as it requires him 10 hold his shield directly in front of his face. A:-. a result. any character
Size of Objec t* At1:1ck Adjustment who usci. this ma neuver suffers a +I penalty to his initiative and AC during the next round of combat.
L weapon -2
M weapon -3 Sweep (Advanced)
S weapon --1 In order to be eligible for a Sweep. all targets must be within mclcc range of the auaekcr and adjacc11110 one another.
smaller -5 A Sweep can be attempted again:,t two targets with a Small weapon. Each Size category over Small adds one to this number. so that a
Medium weapon can Sweep against three targets. while up 10 four can be auackcd with a Large weapon.
*This denotes the si1c of the vi~iblc portion of the object. For in:-.tancc. if a character b carrying a two-handed ~word on his back. but all but
the handle is ob,cured by hi~ cloak. the 'word would be considered an S weapon for purposes of Grabbing. The auack rolls for a Sweep suffer a -2 penalty for every target after the fin.1. For instance. a Sweep again't three defenders ha... a -4 To Hit modi ft·
If the To I lit roll b :-uccc,sful. the allackcr has grasped tJ1e desired object. If it is being held by the defender (such as the weapon he is cur- er. A :.eparate auack roll is made ag~1in't each defender. mid the damage innictcd is not raised by any bonu:.c:. due 10 Strength or skill (i.e.. Expertise).
rently u'ing). the two characters mu'l engage in a Quick Comest of Strength. The victor in the Contest gain!> po!>~es ion of the object. If the object
is not being held by the defender. no Strength Check is necessary: the all~lckcr grabs the object.
Trip (Sta ndard)
If the To I lit roll i,~,ful. the t:trgct mu.'-1 make a DcxtcrityOieck (ora save'~ Breath Weapon if the t.'lq,'Ct )l(L\ no Dexterity ability~)orfall to the ground
Grapple (13as ic)
Unhorse (Sta ndard)
If the Grapple To I lit roll 'uccced\. the auacker and defender become cmanglcd with one another. each wrc:.tling for eomrol. Both comba1-
a111i. must ~elect the Grapple maneuver umil one of them break:. free of the grapple. Thi:- occur<, immediately if both agree 10 stop grappling. If the a11ack roll is 'uccc.,i.ful the target mu\l make a Riding proficiency check. If the check fail' (or if the character ha<. no proficiency) he is
unhorsed and sufferi. I D3 damage from the fall.
Otherwi,e. a character wishing 10 break free of the grapple must win an Extended Contc:-t of Strength again!>! the other character.
After each round of grappling. compare the Strength checks of each combatant a~ though they were engaged in a Quick Contest of Strength.
The "winner" each round innict~ 102 damage on the loser. This comparison ha~ no other effect on the final rc~uh of 1hc Grapple.
Any auacks directed at either wrc~tling lighter by outside partic have equal chances of hiuing either wrestler. Use the standard rnlcs for fir-
ing into melce to determine which character b hit by incoming mclcc or rnis~ile auack:..
Whichever character linally wins the Contest may decide to either end the grapple (i.e .. break free) or pin his opponent 10 the ground. If he
choo~cs 10 pin. hb opponent is considered helplcsi>. and may take no funher action umil relca~cd or re~cucd.

Parry (Standa rd)


The p:mying character may allempt to parry any one melce attack which hi ts him during the rou nd. even if it comes before his tum to strike.
He must declare hb intention to parry after the To Hit roll. but before the damage is rolled. The Parry card is used as the a11acking card. while the
maneuver being pan·ied is u~cd as the defending card.
To parry. the character must roll To Hit against the auackcr's Parry Defense (sec Chapter 7 of the Guidebook for rule:-. on determining Parry
Defense). If the To I lit roll is succe~sful. the allaek is parried. and no damage is scored. If the To I lit roll fai l~. the a11ack hits and damage is gener-
ated normally.

Combat Card Weapon Icon Guide


~
Entangling
Weapon , Shield

x 2-Weapons

c Quick Missile
Weapon
/ Hafted Weapon
/
~ Flail
Spear

/ /'
Thrown Slow Missile
Weapon Weapon
/ Knife

Unarmed ~ Melee Weapons ~ Polearm / Sword


Simplified Critical Hit Chart For All
Wound Description & Attack Forms Untreated Initial Heal C heck Time to
" 'ound Description &
Points Loe. Additional Effects (optional) Points Loe. Additional Effects (options) Wound Level Rest Period* Modifier Heal 1 Lyl** Heal Timet
I Minor wound to lower body (or roll again) I Minor wound to lower body (or roll again)
L ightly Wounded 1 day 0 2 weeks 3 weeks
Foot Wound Points Wound Severity Examples 2 days -1 3 weeks 6 weeks
Note: Impaled results require the attacker to make a STR Check in order Toe severed by low slash (roll ld5 to determine -29 to -24 I U- Toe crushed (roll ld5 to determine which one). -1" move.
to free his weapon from the target. which one). -I" move. -23 to -20 2 7-9 Foot smashed. DEX-I, -2" move. DEX Check or charac- 1 Serious cut/bruise Seriously Wounded 3 days -3 l month 3 monthstt
1 7-14 Foot slasbed open, -1 •• move. ter falls. 2 Serious cut/bruise in vital Critically Wounded 1 week 2 months 8 monthstt
-5
Wound Description & 2 15-18 Achilles tendon cut. DEX -2. -2" move. DEX - 19 to - 14 I 10-17 Foot bruised.
Check or character falls. -13 to - 10 2 18-20 Ankle broken. DEX -2, -2" move. DEX Checlc or charac- area; Very deep cut/broken
Points Loe. Additional Effects (optional)
I Minor wound to lower body (or roll -16to-15 3 19-20 root severed at lllkle. DEX -2. -3" lllO\'e. Cliaracler falls. ter falls. bone
again) 3 Very deep cut/broken bone
Lu. Leg in vital area; Severed
-1410-12 2 /-2 Calf deeply slashed. -2" move. Calf broken. DEX -2, -2" move. DEX Check or character falls.
EJlJl1 - 11 lo -7 I 3-5 Calf slashed. - I " move.
2 /-2
hand/foot
1-6 Toe severed (roll ld5 to determine I 3-6 Calf bruised.
which one). -1" move. -6 to -2 I 6-8 Knee slashed. - 1" move. 2 7-8 Knee shattered. DEX -2, Movement cut to 1/2 normal. 4 Severed arm/leg at knee
-23to-18 I 7-16 Foot stabbed. - I 10 0 4 9 Leg severed at knee. DEX -3, Movement cut to DEX Check or character falls. Me lee Light Heavy Thrown Thrown Other (non-bow)
1/4 normal. Character falls. 2 9-10 Thigh broken. DEX -2, Movement cut 10 1/2 normal.
5-9 Roll again, see below.
-17 to -14 2 17-20 Foot impaled & pinned to ground. STR Wpn Bows Xbow Xbow Dagger Dart Missiles
Check to free foot. -1" move. 2 10-11 Thigh deeply slashed. -2" move. DEX Check or character falls.
I 12-14 Thigh slashed. - I" move. I 11-15 Thigh bruised. 5/2 5/2 2/1 3/2 5/l 6/1 5/2
l.&g 2 15-16 Hip deeply slashed. -2" move. 3 16 Hip smashed. DEX -3, Movement cut 10 1/4 normal. DEX 3/1 3/1 5/2 2/1 6/1 7/1 3/1
I 17-19 Hip slashed. - I" move. Check or character falls.
5 Severed leg at
2 1-2 Calf impaled. -2" move.
I 3-6 Calf stabbed. - 1" move. 5 20 Leg severed at hip. DEX -4, Movement cut to 1/4 17-20 Hip bruised. hip
2 7-8 Knee impaled, crippling leg. DEX -1, nom1al. Character falls. 6 Major internal injury
Movement cut to 1/2 normal. T.!mJ!. 7 Extreme injury to
2 9-10 Thigh impaled. -2" move. '&m. 1 /.5 Abdanen mlised STA Oieck or targe1 loses next round vomiting.
I 11-15 Thigh stabbed. - 1" move. I 1-5 Gash in side of body. 6 6 A strong blow ruptures the abdomen, spilling vital organs. head/spine
I 16-20 Hip stabbed. 2 6-8 Deep gash opens side of body. STA-4. 8 Beheading
9 9 Body cut in half across middle of abdomen. 5 7-8
'&m. Death is nearly instant.
Spine injured. Save vs. Paralyzation or paralyzed from
waist down.
9 Torso cut in half; Other I s M L H il Basic Effects Location Hit Probability
3 1-2 Pelvis impaled, lodging weapon in 3 10·11 Abdomen deeply slaftd, spilling intestines. STA -2. 7 9 Spine shattered, causing paralysis and possibly death. catastrophic damage 3 4 5 7 9-10 13-15 None T orso -4
bone. -2" move. 2 12-14 Abdomen slashed painfully. STA -1. 3 10-12 Several ribs broken, making movement painful. STA -1. IO Body completely destroyed L ightly Wounded 4 7-8 -1 Action penalty
3 15-16 Chest deeply slashed, ribs broken. S-TA -1.
3 5-6 10-12 Arm -4
3 3-4 Abdomen impaled, causing serious DEX-I.
internal injury. STA - 1. 2 17-20 Chest slashed. 5 13 Chest caved in, da!Jiaging hean and lungs. STA -3. Moderately Wounded 2 2 3 4 5-6 7-9 -2 Action penalty Hand -6
2 5.7 Abdomen stabbed. I 14-18 Chest bruised. STA Check or target loses next round Seriously Wounded 2 2-3 3-4 4-6 -3 Action penalty Leg -6
I 8-12 Gash in side. H1lM. regaining breath. Critically Wounded I I l I l-2 1-3 -4 Action penalty Foot -8
2 13-15 Deep gash in side. I /-4 Finger severed (roll 1D4 to detennine \\ilich m:). DEX -1. 4 19-20 Breastbone smashed. Save vs. Death or bean pierced
4 16 Chest impaled. STA -2. STA Check or 2 5-6 Thumb severed. DEX -1, -2 when using !hat hand. causing STA -3. Three waY.S to score a Critical Hit: Fatally Wounded 0 0 0 0 0 0 see Death Head -8
fall unconscious. I 7-/ I Palm slashed painfully. DEX Check or drop any
2 17-20 Chest stabbed. thing held in hand. Hand
I 12-16 Hand slashed. I 1-5 Finger broken (roll 104 10 determine which one). DEX -1. • Lucky Hit: any to-hit roll which scores a natural 20
ll.!m4 2 17-19 Wrist slashed, spiHing a great deal of blood. I 6-9 Thumb broken. DEX -1, -2 when using that hand.
1-6 Finger severed (roll I D4 to determine 3 20 Hand severed at wrist. DEX -2. 2 10-1 I Hand entirely pulped and useless. DEX -2. on the die.
which one). DEX -1. I 12-18 Wrist bruised. • Mighty Blow: any single hit which scores 10 or more
2 7-10 Hand impaled, forcing target to drop .4rm 2 19-20 Wrist broken. DEX -1, attack rolls wilh !hat hand made at -2. HTK Points of damage.
I 1-20
anything held in that hand.
Hand stabbed.
2 1·2 Forearm deeply slashed. Attack rolls with that
arm made at -1. Mm •Expert Strike: any to-hit roll made by a margin of I 0 sm lki&h1 Wound Pts
1 3-6 Forearm slashed. 2 1-3 Lower arm broken. DEX -1, attack rolls with that arm or more (i.e., if you need a 7+ To Hit, a roll of 17+ (including Tiny 2' or less 3
dl:m 4 7 Arm severed at elbow. DEX -2. , madeat-2. all bonuses) is a Critical Hit.). Small 2' to 4' 4
2 1-3 Forearm impaled. Attack rolls With that 2 8-9 Upper arm deeply slashed. Attack rolls with that I 4-7 Lower arm bruised. Attack rolls with that arm made at - l.
arm made at -1. arm made at -1. 2 8-9 Elbow smashed. DEX -I, attack rolls with that arm made M Medium 4' to 7' 5
I 4.7 Forearm stabbed. I 10-13 Upper arm slashed. at -2. L Large 7' to 12' 7
2 8-10 Upper arm impaled. Attack rolls'\vith 2 14-15 Shoulder deeply slashed. Attack rolls with that 2 10-/J Upper arm broken. DEX -1, attack rolls with that arm
that arm made at -1. arm made at -1. made at -3. H Humongous 12' to 25' 10
I 11-14 Upper arm stabbed through bicep. 16-19 Shoulder slashed. I 12-15 Upper arm bruised. Attack rolls with that arm made at -1. G Gigantic 25'+ 15
3 15-16 Shoulder impaled. Attack rolls with that 4 20 Arm severed at shouJder, causing severe bleed- I 16-19 Shoulder bruised. Attack rolls with that arm made at -1.
arm made at -2. ing. DEX -2. 3 20 Shoulder smashed. DEX -I, attack rolls with that arm (Do not apply to Simplified Chart)
17-20 Shoulder stabbed. madeat-3.
lWMl High Maneuver Up to +30 (see maneuver cards)
lhiHI. 3 I Neck deeply slashed STA Check or fall W1COl1Scious. Head
2-3 Neck slashed. Low Maneuver Up to -30 (see maneuver cards)

J1
2 1-3 Neck pierced, causing severe bleeding. 2 4 1-2 Throat crushed. Target loses 1 Wound Point per round
4 4 Neck impaled. When weapon removed, 8 4 A mighty blow beheads the target. Dealh is quick
and painless.
until tended to. Size Difference: (See also chart below) Combat Card Weapon Icon Guide Entangling
, Shield
STA Check or fall unconscious. 5 3 Neck broken. Save vs. Paralyzation or paralyzed from Weapon
101-104 3 5-6 Stabbed in mouth, damaging tongue and 101-102 2 5-6 Face deeply slashed, exposing bone. Scar results neck down.
palate. Speech is difficult. in APL-2. 6 4 Lower jaw knocked off, leaving tongue wagging free. Critical Hit Size Modifiers
105-110 2 7.9 Cheek pierced, leaving a painful and 103-107 I 7-8 Face slashed. Scar results in APL -1. APL-6.
2-Weapons Quick Missile

/
unsightly wound. APL -1. 108-109 3 9 Side of head deeply slashed. STA Check or fall 102-105 3 5-6 Jaw smashed, making eating quite painful. APL -2.
2 10-1I One eye destroyed. APL -2 without unconscious. 106-113 2 7-9 Side of head bruised. Defender Size Weapon Hafted Weapon / Spear

.f1
eye patch. 2 10-11 Side of head slashed. 114-119 3 10-12 Head severely concussed. STA Check or fall unconscious.
6 12 Skull impaled through eye, damaging 7 12 Head cut in half from top to bottom. APL -6 if 120 8 13 Head knocked off of shoulders. After a few moments, Size T S M L H G
character survives. body collapses.
brain. APL -2, INT reduced to 1/2. T 0 -15 -30 -45 -60 -75 Thrown Slow Missile

/
116-123 2 13-15 Side of head gashed open. STA Check I 13-14 Nose cut open, bleeding profusely. A PL - I. 7 14 Face caved into skull. If target survives, APL -4. INT
or fall unconscious. 2 15 Nose severed. APL -4. reduced to 1/2. s +10 0 -15 -30 -45 -60 Weapon Weapon Knife Flail
124-129 16-19 A chance shot removes most of one ear. 2 16-17 Eye slashed Save vs. Breath Weapoo or one eye bliOOed. 2 15-17 Nose smashed into a gooey mess. APL -3.
I 18-19 Ear cut off. Hearing unaffected, but APL -2. M +20 +10 0 -15 -30 -45
APL - I. 4 18-19 Skull fractured. STA -1. STA Check or fall unconscious.
Top of head cut off just above ears, exposing L +30 +20 +10 0 -15 -30
~ Melee Weapons
7 20

~
7 20 Skull impaled through forehead, destroy- 7 20 A fierce blow to the top of the head caves it entirely in!
brain. A gruesome death. Truly grisly.
ing the forebrain. INT reduced to 1/2. H +40 +30 +20 +10 0 -15 Unarmed Polearm / Sword
Minor wound lo upper body (or roll again) Minor wound to upper body (or roll again) G +50 +40 +30 +20 +10 0
Blood & Steel Combat Cards

There are three types of cards, as denoted on the top of the card, just
below the card name: Attack, Defend, and Special. All cards have the
same background.

The cards on the next few pages are divided up by Attack, Defend, and
Special, and further sorted alphabetically by whether a card is Advanced,
Basic, Monster, Restricted, and Standard. Within those groups, the cards
are alphabetized.

Attack cards have the following groups:


Advanced, Basic, Monster, Restricted, Standard.

Defend cards have the following groups:


Advanced, Basic, Standard.

Special cards have the following groups:


Advanced, Basic, Restricted, Standard.

Each card has been represented here once, but each type will have a list
denoting how many of each card will go to make a complete set.
Attack Combat Cards

Each Attack card has been reproduced once in this pdf. Included here is a
list of the card type, along with how many copies of that card should be
included in the full set of cards in general.

Attack - Advanced Attack - Restricted


1 Dbl. Strike High 1 Backstab
1 Dbl. Strike Mid 1 Berserk Attack
1 Feint High 1 Double Shot
1 Feint Middle 1 Farshot
1 Sweep High 1 Kick High
1 Sweep Low 1 Kick Middle
1 Sweep Middle 1 Quick Load
1 Wraparound

Attack - Standard
Attack - Basic 2 Charge
4 Grapple 3 Fire High
2 Kick Low 3 Fire Low
3 Overbear 3 Fire Middle
2 Punch High 4 Sap
2 Punch Middle 3 Shield Bash
4 Slash High
4 Slash Low
Attack - Monster 4 Slash Middle
1 Attack 3 Smash
1 Bite High 3 Throw High
1 Bite Low 3 Throw Low
1 Bite Middle 3 Throw Middle
2 Claw High 4 Thrust High
2 Claw Low 4 Thrust Low
2 Claw Middle 4 Thrust Middle
1 Constrict 2 Trip
1 Dive Attack 2 Unhorse
1 Envelop
1 Gore
1 Tail Lash
2 Wing Buffet
Advanced Advanced
L L

Advanced Advanced Advanced


~ ~ ~

Advanced Advanced Advanced


~/// ~ //~
INIT.: +O
HIT: Special
DAM.: 0
CRIT.:

,
Basic
,
Basic

INIT.:
HIT:
DAM.:
CRIT.:

~Monster Monster Monster


INIT.: +O
HIT: +O
DAM.: +O
CRIT.: +O

ff
Monster
~
Monster
Restricted Restricted Restricted
// ~ IJ ~

Restricted
IJ ~
,
Restricted
,
Restricted

Restricted Standard Standard


IJ ~ ~ IJ ~
Standard Standard Standard
IJ ~ IJ ~ ~

INIT.:
HIT:
DAM.:
CRIT.:

,
Standard Standard
®
Standard
~ ///~

+O
-2
+1
+20

Standard Standard
®
Standard
~ ~// /
+O +O +O
-1 +O -2
+O +O +1
-20 +O +25

@
Standard
®
Standard
(5
Standard
/ / ///~

Standard Standard
// ~ ~

Standard
/~
Defend Combat Cards

Each Defend card has been reproduced once in this pdf. Included here is
a list of the card type, along with how many copies of that card should be
included in the full set of cards in general.

Defend - Advanced
1 Dbl. Block High
1 Dbl. Block Mid
1 Punch Block

Defend - Basic
4 Dodge
3 Duck
3 Jump
4 Block High
4 Block Low
4 Block Middle
4 Parry
4 Shield Block High
4 Shield Block Low
4 Shield Block Mid
INIT.: INIT.: +O
HIT: HIT: Special
DAM.: DAM.:
CRIT.: CRIT.:

Advanced
I
Advanced
~
,
Advanced
x x

Basic

INIT.: INIT.:
HIT: HIT:
DAM.: DAM.:
CRIT.: CRIT.:

Standard
~
Standard
~
Standard
~ //~/ ~
INIT.: +O INIT.: INIT.:
HIT: Special HIT: HIT:
DAM.: DAM.: DAM.:
CRIT.: CRIT.: CRIT.:

Standard
I,
Standard
~,
Standard
~

INIT.:
HIT:
DAM.:
CRIT.:

~,
Standard
Special Combat Cards

Each Special card has been reproduced once in this pdf. Included here is
a list of the card type, along with how many copies of that card should be
included in the full set of cards in general.

Special - Basic
4 Advance
4 Flee
3 Grab
4 Withdraw

Special - Restricted
1 Careful Aim
3 Cast Spell
1 Cast/Attack
2 Special
1 Turn Undead

Special - Standard
3 Disarm
2 Load
2 Set for Charge
Advanced Advanced
#1 #1

Advanced Advanced Advanced


/// /// //
Restricted
I} ~

Standard Standard Standard


~ ~ /~
52500

9 780923 763985
ISBN 0-923763-98-8

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