2018
Official Advanced
Dungeonsj3)ragons’
ORIENTAL ADVENTURES
This fascinating sourcebook 4 All the necessary inforniig@ien to
contains all-new information for add Oriental Adventures #@ a
AD&D® campaign, for beginnifig
to advanced players.
PRODUCTS OF YOUR IMAGINATIORretradenORIENTAL ADVENTURES
Gary Gygax
with David Cook and Francois Marcela-Froideval
The rulebook for AD&D® game adventures in the mystical world of the Orient!
TSR Inc. TSR UK Us.
POB 756 The Mill, Rathmore Road
Lake Geneva, Cambridge, CB1 4AD
wisaia7 United Kingdom
ADVANCED DUNGEONS & RAGONS, ADD, DUNGEONS & DRAGONS. OD
ogo snd PRODUCTS OF YOUR MAGINATICNSpecial Thanks to
Whenever a project ol his size is put together, there are many people who give thelr time and extra effort to see i through
‘This parteuiary true for Onental Adventures, as there was much assembling an doublechecking ofthe fie details of rules
‘and culture. No doubt there are some who have been let ff this list, but they Ueserve evary praise nonetheless
Credits
‘o.Jon Pickens, who produced many obscure reference books and assumed the ole of chet librarian while
‘doing aris other work
‘o Harold Jonson, for besting the inevtable management crises that arose
“To Frank Mentzer for his timely reviewing and eagle eye
‘To Doug Niles, Tacy Hickman, Bruce Heard, and Jet Grubb for occasionally savage paytesting
To Jim Holloway, for advice and movies
“To Dave Sutherand, for much fine work on graphics
‘To the Japanese players—Masataka Ohta, Akira Saito, Hiroyasu Kurese, Takafumi Sakurai, and Yuka
Tate-ishi—for ertiquing and improving the manuscript on short tice,
‘To Mike Martin, for being the calm inthe Oriental Adventures storm,
[And to Helen Cook, who deserves mention for being patient.
‘S010 these poopie and everyone wha may have been missed,
Thank you!
Original ADED" Game: Gary Gygax
Original Oriental Adventures Concept: Gary Gygax with Francois Marcela
Oriental Adventures Design: David “Zeb" Cook
Eaitors: Steve Winter, Mike Breault, Anne Gray, and Thad Russell
Cover art: Jett Easley
Iustrations: Roger Raupp, James Holloway, Jett Easley, and Dave Suthertand
Cartography: Dave LaFor
Product Design: Linda Bakk, Mike Breault, and Steve Winter
‘Typography: Linda Bakk, Betty Elmore, and Carolyn Vanderbitt,
Keylining: Dave Sutherland, Colleen O'Malley, and Linda Bak
Proofreaders: Jon Pickens, Harold Johnson, and Bruce Heard
Iustrations on pages 50, 69, 72, and 128 are taken from Symbols, Signs & Signts by Ernst Lehner,
‘Dover Pictorial Archive Series, Dover Publiations inc,
Distributed tothe book trade by Random House, Inc. and in Canada by Random House of Canada, Lt.
Distbuted to the toy and hobby trade by regional dstibvtors,
Distibuted in the United Kingdom by TSA UK Lid
Copyright 1985 E. Gary Gygax. All Rights Reserved,
1SBN 0.88038.099-3 994:54872-57SR1500
‘This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of
‘the material or artwork presented herein is prohibited without the express writen permission of TSA inc
Printed in the US.A,Preface
‘The ADVANCED DUNGEONS & DRAGONS® game system has
{grown slowly. From its original roots in the “Fantasy Supple-
ment” to CHAINMAIL Medieval Miniatures Rules, the AD&D
{game grew to encompass a growing, changing, expanding fan-
tasy multiverse. Other planes of existence than our own are dealt
with, albeit rather cursorily. New classes of adventurer have been
‘added, along with magic, monsters, and much else. Despite the
{growth and change, a whole segment of historically based mate-
‘ial has been neglected
‘CHAINMAIL dealt principally with European and Near Eastern
history, and the same is true of the fantasy elements included in
the work. When the DUNGEONS & DRAGONS* game system
was envisioned and created, it relied very heavily upon the
former work, medieval European history, and mythos and myth
‘most commonly available to its authors. Thus, D&D* gaming fol
lowed CHAINMAIL, and AD&D gaming followed after the D&D
‘game. in its early development, the D&D game was supple-
‘mented by various booklets, and in one of these the monk,
inspired by Brian Blume and the book series called The
Destroyer, was appended to the characters playable. So too was
this cobbled-together martial ats specialist placed into the AD&D
‘game system, even as it was being removed trom the D&D game.
‘in my opinion, the point certainly went to the DUNGEONS &
DRAGONS game players!
What's this? Is the creator of this whole system about to state
that Oriental character-types are unsuitable adventurers? Never!
‘The fact of the matteris hat the admixture of Occident and Orient
was an unsuitable combination. The games stressed a European
historical base and mythology. Even though the AD&D game
‘monster roster ranges far afield, itis still of basically European
flavor. The whole of these game systems are Occidental in
‘approach, not Oriental—at least natin the sense of what is known,
a the Far East: China, Korea, Japan, and Mongolia,
‘The year 1980 had not arrived when I began thinking about a
version of the ADD game that would feature Oriental campaigns
land characters. Good intentions aside, it has taken this long to
hieve the desired goal, and enlisted the talents of both David
"Zeb" Cook and Francois Marcela-Froideval in order to arrive a8
early as 1985, Because the game system has changed over the
intervening years, the exact nature of the approach taken herein
diflers from that which was originally envisioned. | am convinced
that the alteration is forthe better, and as you partake of the infor-
‘mation herein, and put into play, lam as certain you will concur.
Oriental Adventures is a completely new resource for the AD&D
‘game system. As you develop your Oriental Adventures cam-
Paign, it is recommended that you remove the monk character
class from the European-type campaigns. Why? Because what is
found herein is superior and in the proper surroundings as well!
Oriental Adventures covers the classes of adventurers, weap-
fons, armor, spells, magic, and even the special monsters that
‘make the legend and myth of the Far East so rich and varied. Now
itis possible to place the monk, for example, in the proper setting,
a place where he will encounter samurai and sohei, combat spirit
creatures, deal with bushi and wu jen. Of course, schools of fight
ing are covered. So are the differences in weapons between
China, Japan, and so on. Culture is also stressed. Honor, dignity,
‘raining in social graces and ceremonies are as important 10
adventurers in this milieu as are experience points and magical
‘treasure. Think about that for a moment.
Im fact, this new book is aimed at providing players and
Dungeon Masters with the material they need to develop the
“other half” of their fantasy world, the Oriental portion. Once this
hhas been accomplished, it will be possible for adventurers to
roam the whole world, those from the Occident marveling over
‘the mysteries of the East, while brave characters from the Orient
journey to the West toleam about the strange and incredible lore
‘which that land holds. Similarities will certainly serve to highlight
the vast differences.
The purpose of Oriental Adventures is to bring a new facet to
the overall game. It offers what is essentially a whole new world
{or development of different AD&D game campaigns. The
mechanics and rules are basically the same. How could they be
different? We are all humans. The professions are fairly similar,
but different enough to be exotic. One the exotic becomes mun:
dane, the time has arrived for cross-cultural adventuring. This
single volume brings you not only the word of the Far East, but
‘also the meeting of East and West when the fuliness of time war-
rants such contact.
Oriental Adventures isa landmark work in the game system. it
brings not only new information; this book adds a whole new
‘world. As such, this is a wonderful event that brings enthusiasts
the best of two worlds...lterally. So with the broad concepts
behind the volume understood, itis high time to stop wasting time
upon a Foreword. Sit down, put your feet up, and prepare to enjoy
‘yourself thoroughly as you read allthe new material, and note the
‘similarities 100, in Oriental Adventures, the latest addition to the
‘AD&D game system. One more thing: Don’t spend too much ime
merely reading. The best part of this work s the play, so play and
enjoy!
Gary Gygax
‘September, 1985Introductions
tis with great pleasure that | writ this
For one thing, I fnally have the chance to introduce new readers and
‘gamers toa longtime fascination of mine—the Orient The Orentis chin
‘arity and dversifetion. Though there are similares among ts many
lands, each land has its own unique outlook and syle. Thies part of what
‘makes the Orient mysterious and exciting—the exploration ana discovery
‘of ently ditferont cultures. Thus, the Oriental Adventures book is broad
In scope—it does not restrict itself toa single country or time period. Pre-
sented here is material drawn from Japan, China. Korea, Mongolia,
Southeast Asia, and the Phiippines. The historical periods that provi
inspration are equally broad—Heian, Kamakure, Sengoku, and Toku-
{gawa Japan, Han, T'ang, Sung, and Ming China; ancient Korea; even the
Mongo! invasions.
“The second pleasure in writing this comes from the reacing | had to do
{oprepare. The Oriental Adventures project spurred me to read materials
would otherwise never have seen. Some oft was thing and some nt
‘The vanety of topics was huge—iegends, folktales, iterary epics, gon
logical histories, philosophy, religion, posty, architecture, land manage-
‘ment, government. istry, marval an, sociology, anthropology, miltary
atfairs, economics, ad fion. The bulk o this materal deals with Japan,
‘with China a close second. This is not due to any oversight. Most of the
‘aterial avaiable deals with Japan, through the choice ol vatious writers.
From the standpoint of gaming, Japan's history and cutture provises
‘eater opportunities for adventure and advancement. Alnough often
S0en as a rigid society, Japan has had several periods of tumultuous
Uupheavel where a person ofany rank could make his ame—the Sengoku
period or the collapse ofthe Hetan government being only two. Of course,
‘anyone who looks careully at China wil find the same occurred there.
However, fewer people cared to write about i
‘Thicly, tis a great pleasure to write this because | get to ipinto anew
‘challenge. In preparing Oriental Adventures, there were many goals 10
‘meet. Foremost ofthese was the interesting but conficting demands of
Pistoreal accuracy and fantastic imagination. There i very lite point in
doing a book about Oriental culture if the materal i not accurate, But
‘accuracy can offen be unplayable or just unacceptable. Accuracy here
‘would mean stricter cass structures, ess chance for payer advancement
‘and less adventure. it would mean more Nady rues for ite details that
‘would gt inthe way of play. And rules that might apply to @ Japanese cut
{ure would certainly be incorect na stit Chinese culture! Furthermore,
‘he world presented had tobe what people think the Orient is, not neces:
‘arly whatit actualy is. Thus, retrence works and sources ofideas went
‘beyond books and included popular Japanese movies about samurai and
ia, the whole family of Hong Kong kung-fu movies, comics, and even
those endearing monster epics of giant pti and funny dinosaurs.
FFourthy, th Orintal Adventures book allowed me to create the lrame-
workot anew worid—KaracTur Throughout these pages are references to
{he lands of KaraTur—-Shou Lung, TiLung, Kezakura, and more. Each is
broadly modeled after a spectic land and era inthe Far East, allowing @
huge diversity in the styles of play As turer products ae released forthe
(Onental Adventures rules, there wil be expansions and additional detail
‘on the fctonal continent t Kare Ofcourse, erating a new continent
In your own campaign (and having your players eiscover fs an equally
lively and exciting approach,
Final itgives me a grea deal of pleasure to wre this Introduction fora
personal reason—this the last part ofthe book o be written. With these
losing words, I have finished an exciin, challenging, and sometimes:
ervewracking project. Take It and discover the lands of mystery con-
tained inside.
Dungeon Masters and players: prepare yourselves to enter a whole
‘new world—the world of Grental Adventures! The materi! inthis book
willenable you to play the ADD* game as you've never playedit belore
Inthe lands of Oriental Adventur, characters are not judged solely on
their prowess with sword and spel. Oriental characters’ socal skits and
‘ersonal honor are just a important as their combat abilities. When was
{he last time politeness and proper manners realy mattered in your cam.
pBaign? How can characters associato wih nobly they know nothing Of
Courts or court etiquette? How many ADED charactors worry about how
their actions reflect upon ther families and comrades? These and many
‘ther intricacies of socal interactions and responsibilities are brought 12
light inthis volume.
‘Don't get the idea that Oriental Adventures charactors don't fight
Pages and pages of Oriental weapons and armor are described and ilus-
‘tated here. From the favored weapons ofthe ninja o thin paces of cloth
that actually stop arrows, the arms and defenses ofthe Orient are yours in
{he lands of Kara-Tur Have a favorite monstar from Japaneee fms? Find
it under Gargantua inthe Monsters section! Wart Yo learn a martial arts
style or create a now style? You can do tin the new words opened up to
‘yous Oronta Adventures!
Wahoo!
David “Zeb” Cook
September 17, 1985
Don't anyone tll Zeb, but he didn't wit the last part of this Book. This
isthe last part of Oriental Adventures to be put to paper. Steve Winter, the
shogun of TSR editors, set off on his honeymoon (trough the Orient.
‘coincidentally enough) midway through this project and he passed the
torial katana on to me. Alto ate nights and deadline crunches later,
1m now able to breathe a sigh of ret
“Things are winding toa close as write ths, Mest ofthe book i wth the
printer My pals in Graphic Arts Services no longer scream an run away
‘when | approach. Gasping noises irom Jon Pickens office indicat that
he's finally surfacing or alr ater prootreading those pages for weeks, Ino
longer assume that the ightat the endo! the tunnelisjust he headlamp of
yet another oncoming train.
''m happy that my job is done, but I'm happier stil that you't soon be
‘enjoying the grand vistas opened to you by Onenta Adventures. Now that
my taskis ended, yours may begin. So strapon your yor, loosen your
katana and wakizashi in their sheaths, and go out there and win one fot
Mike Breaut
October 2, 1985Table of Contents
(CREATING THE PLAYER CHARACTER.
‘Non-Player Characters
‘The Effect of Wishes on Abilty Scores
Character Abilities
Strength
Dexterty
Constitution
Inteligence
Wisdom
Charisma
Comeliness
‘CHARACTER CLASSES AND RACES
(Glass ana Race Combinations
Facial Ability Score Limits
Oriental Races... 2-2. -. = Ca
‘Korobokuru 2
Hengeyokal 2
‘Spit Folk 8
Oriental Classes 2-2... = |
‘Oriental Barbarian “4
Bush 8
Kensal 16
Monk 7
Nia 8
Samurai 2
Shukeria 2
Sohei 2
wu den 24
Yakuza
Character Abilities
Mutiple Atacks
Muli-Class and Dual-Ciass Characters
Alignment
Languages
Glasses and Subclasses
FAMILIES, CLANS, AND CASTE
Binh Rank
Famiy Structure
Additional Family Structures
Master Family Chart
Ancestry
Assigning Ancestral Holdings
Birtignts
26
26
2
2
28
30
30
3
a
a
ea
3
a
™
3
HONOR corecce otc . 35
Staring Honor 3s
3S
35
38
a7
38
=
38
a
a
3
“a
6
a
°
50
50
Gaining and Losing Honor
Altering Family Honor
Effects of Honor
MONEY AND EQUIPMENT
Starting Money
Gajin and Rates of Exchange
Equipping the Character
Weapons
Weapon Equivalents
Weapon Descriations
Oxiental Adventures Armor ltustrations.
Oriental Adventures Weapon llustrations
amar. voneen
‘armor Gaseriptions
Miscellaneous Equipment
Baraing
PROFICIENCIES
Weapon Proiciencis and Weapon Speciaization
Non-Weapon Proficencies.
‘Optional Peaceful Proficiency Bonus
Suocoss and Failure
Contests,
Proficiency Tables
Arisan Proficencies
Barbarian Profeiencios
Common Proficencies
Cour Protcencies
‘SHUKENJA SPELLS...
‘Spell Explanations
First Level Spile
‘Second Level Spats
‘This Level Spells
Fourth Level Spls|
Fith Level Spells
‘Sah Level Spells
Seventh Level Spel
‘WU JEN SPELLS
Fst Level Spels
Second Level Spelis
Third Level Spells
Fourth Level Spels
Fith Level Spee
‘Suh Level Spel
Seventh Level Spells
Eighth Level Speis
Ninth Level Spells
compar
Summary of the Combat Sequence
Surprise and tats
Initative Moaiers
Combat Procedures...
Missile Fie from Horseback
Unnorsing
Disarming
Subduing Opponents
The Psyenic Duet
Martial Aris
Siyies
Creating a Siie
Special Manewvers
Principal Methods
Montal ane Physical Training
Stunning and incapacitating
Learning Martial Ans
Muttple Styles and Combining Siyles
EVENTS AND ENCOUNTERS
‘The Calendar...
Yearly and Monthly Events
‘Yearly Events
Monthy Events
Daily Events...
ENCOUNTER TABLES BY TERRAIN TYPE .
rkiyo
shin Mush
kala
Men (Wako)
Nat
Oni
Poh
‘shan Sao
Tongu
eeeeseeaxy eseeeaee seen
Besse
100
100
100
S401
401
102
103
105
108
108
108
107
107
S107
107
108
Loe
14
ns
15
n5
16
46
7
18
419
322
1%
cre
13
125,
15
126
127
127
128Table of Contents
‘TREASURE AND MAGICAL ITEMS : 129° AILY LIFE IN KARA-TUR 138
‘Magia ems Usable by Character Class 1 Dress is
Random Treasure Determination = 139, Food 138
Moaeatonsto Sante Mages oa Buidings 139
Potions . Regen 140
Scrolls. Q wand Justice 140
Rods, Sisves, and wands Manners iat
Names i
‘iplanaton of Armor Properies BUILDING FLOORPLANS aaa
Weapons BIBLIOGRAPHY ua
onemaser of inkeen Popa Faw CHART. ie
AN OVERVIEW OF KARATUR
Population -
Shou Lung
Tatung
wa
Kotaku
Gain
Tables
TABLE: STRENGTH 7 TABLE46: CURRENCY EXCHANGE RATES 2
TABLE 2. STRENGTH ADJUSTMENTS 8 —TABLE47: BASIC EQUIPMENT AND SUPPLIES Cost 3640
TABLE 3: DEXTERITY. & TABLE 43: WEAPON EQUNALENTS a
TABLE « CONSTITUTION 8 TABLE 49: WEIGHT AND DAMAGE BY WEAPON TYPE a
TABLES: INTELLIGENCE 9 TABLE SO: HAND HELD WEAPONS, GENERAL DATA
TABLE 6: WisoOM 3 [AND TO Hit ADJUSTMENTS. «
TABLE 7 CHARISMA 3 TABLE St: HURLEO WEAPONS AND MISSILES 6
TABLE & COMELINESS ADJUSTMENTS 10 TABLE S2: ARMOA CLASS 3
TABLES. CHARACTER CLASS LIMITS 11 TABLE $3: INDIVIDUAL PIECE ARMOR GLASS a
TABLE 10: RACIAL ABILITY SCORE LIMITS, 11 TABLE 54: TYPES OF ARMOR AND ENCUMBRANGE °
TABLE 11: HENGEYOKAI CREATURES 12 TABLES: GARDED WARHOASE BASE MOVEMENT RATES |... 50
TABLE 12: CLASS ABILITY SCORE REQUIREMENTS 14 TABLES: CHARACTER PROFIGIENCIES 5
TABLE 13. ARMOR AND WEAPONS PERMITTED BY CLASS "|". 14 TABLE 67 MISSILE WEAPON SPECIALIZATIONS 5
TABLE 14: BARBARIANS 14 TABLES: ARTISAN PROFICIENGIES =
TABLE 15. BARBARIAN BONUSES 18 TABLE SS: BARBARIAN PROFICIENCIES 3
TABLE 16: BARBARIAN CAPABILITIES 18 TABLE 60: COMMON PROMCIENCIES
TABLE 17: BUSH! 15 TABLES: COURT PROFICIENCIES 5
TABLE 18: KENSAI 16 TABLE 62: SHUKENUA SPELLS 8657
TABLE 19. KENSAI BONUSES 47 TABLE6S: DIVINATION RESULTS 0
TABLE 20: MONKS 17 TABLE 6: SPEAK WITH DEAD eo
TABLE 21: MONK CAPABILITIES 18 TABLES6s: Fare &
TABLE 22: NIWUA 19 TABLE 68: WUJEN SPELLS 7374
TABLE 25. NINJA DEXTERITY ADJUSTWENTS 18 TABLE67: HORSEBACK BOWFIRE MODIFIERS 0
TABLE 24: NINJA CAPABILITIES 21 TABLE 68: COMMON MARTIAL STYLES jot
TABLE 25: SAMURAI 21 TABLE 69: MARTIAL STYLE COMBINATIONS 02
TABLE 26. SHUKENIA 22 TABLE 70: MARTIAL ARTS SPECIAL MANEUVERS, 4103
TABLE 27. SHUKENJA WISDOM ADJUSTMENTS 2 TABLE 7": YEARLY EVENTS ior
TABLE 26. SHUKENIA SPELLS USABLE BY LEVEL 23 TABLE 72 MONTHLY EVENTS 40a
TABLE 29: SOHE! 24 TABLE 73: DAlLy EVENTS. 12
TABLE 90. SOHE! SPELLS USABLE BY LEVEL 24 TABLE 74: MONETARY TREASURE AND MAGICALITEMS'- 129
TABLE 31: WUJEN 24 TABLE LA (ORIENT. MONETARY TREASURE 130
TABLE 92. WU JEN INTELLIGENCE ADWisTMEiTS 25 TABLE'IL (ORIENT). MAGICAL ITEMS. 190
TABLE 35: WU JEN SPELLS USABLE BY LEVEL 25 TABLE 75: MAGICAL ARMOR i
TABLE 34: YAKUZA 23 TABLE 76. MAGICAL ARMOR PROPERTIES 13
TABLE 35: YAKUZA CAPABILITIES 27 TABLE 77: SPECIAL PROPERTIES 131
TABLE 36: MULTIPLE ATTACKS 28 TABLE 76: MAGICAL WEAPONS 13
TABLE 37: BIRTH REQUIREMENTS BY GLASS 51 TABLE 78: WEAPON PROPERTIES $32
TABLE 38: CHARACTER BIRTH. 31 TABLE 0: SWORD CLASS i
TABLE 99: ANCESTRY 33 TABLE 8: BOW, CROSSBOW, AND SLING CLASS 132
TABLE 40: BIRTHRIGHTS 34 TABLE 62: MISCELLANEOUS MELEE CLASS 12
TABLE 41: INITIAL HONOR 35 TABLE SS: MISSILE CLASS. 132
TABLE 42: HONOR AWARDS 36 TABLE G8, MARTIAL ARTS CLASS 132
TABLE «3: CURRENCY VALUES 37 TABLE 65: NINJA CLASS iz
TABLE 44: BARTER UNITS STANDARD VALUE 38 TABLE6: ORIENTAL MAGICAL ITEMS 133
TABLE 45: INITIAL CHARACTER FUNDS. 2CREATING THE
PLAYER CHARACTER
Each and every character in the AD&D® Oriental Adventures game has
seven abilities: Strength, Dexterity, Constitution, Inteligence, Wisdom,
Charisma, and Gomeiness. Each aaiity has a score ranging or 310 18.
‘The characters porrayes by the players (called Player Characters) are
special n that each is above average in some way. giving them special
potential. Most charactors must have exceptional scores (15 or higher in
St least two ablities just to survive the rigors ofan adventuring Ie,
‘As players in an Onental ADD" game willbe playing the eame charac:
tr over many game sessions, it important tot each player create @
Suitable characte ofthe race and protession he desires, Even an average
{character Nas a short ite expectancy inthe weacherous regions of Kara:
“ur This ciscourages new players, as does having to make do with some
‘character ofa cass or race the player cart or doesn't want to identity
with, Character generation, then, i a serious matte
"The fst si abit scores are determined randomly by roling dice
(Cometiness is ciscussed lat. In order to gue player characters (PCs)
the edge they need to rise above the mundane, these diee rols are
weighted to gue betterthan-average results, Fou alternatives fr gener
ating player characters ae oferedhere; tis recommended that one ofthe
following methods be used
Method : Fall 426, ciscarcin the lowest die and totaling the remaining
thvee. Do this sx times, hen agsign the six aumbers to the characters
abliies however desired
Method I Rol306 twelve ims. Retain any sc scores, assigning them
to the characters ables as desired
Method Il: Roll 346 six imes. Assign any one othe results tothe char-
acter’s Strength. Do the same thing for Dextenty, Consituton, lntel-
‘once, Wisdom, and Charisma, in hat order
Method IV: oll 306 six tines, assigning the resus in order to
Strength, Destenty, Constitution, Inteligence, Wisdom, and Charms,
(Do this 12 times 1 create 12 characters, then chogse whichever charac.
ter is prefered
Non-Player Characters
‘The DM should purposetuly set the ability scores of important NPCs,
particulary those of high level and power. (High-level NPCs should have
Correspondingly high ait scares’ now else could hey have survived to
tise 20 high?)
Determine the ablity scores of other non-player characters as folows:
For tunotine-mil characters, rol 308 for each abilly, For more ave
‘age scores, count any 1 as 3 and any 6 as 4
For special characters (including Renchmen) roll 346 for each ability
{allowing the fll range rom'3 16 18} except the ability or abities ormane
{his profession. Forthese abiltes, ether use ane o the four methods or
‘generating PC ably scores or roll366 and add 10 each die that ris aS
orless
‘The Effect of Wishes on Ability Scores
Itis common for players to use wishes (or ltr reat spelis found on
scfolls) to raise thelr ably scores in important or weak abies. This ie 3
legitimate use fora wish, and shouldbe allowed. At some point, Mowever
itmust become very ditfcut o raise an ability score, or the campaign wil
be overrun by characters with grossly inflated abitios.To prevent hs, ry
the folowing guideline: awish or alter realty spelwilfaise an aby score
‘of 315 by one point. The same spels wll alge an ably score of 16 of
above by only one-tenth ota point. Thus, a single wish or ater realty spell
willie a score of 16 to 16.1 Nine more wishes are needed to reach 17
This doosn't mean that magical Books or devices can't raise scares of 16
‘or bettr a full point, the prohibition is only on wishes and ater realty
spells
CHARACTER ABILITIES
Each of the seven abilties has an application in the Orantal ADD”
‘game. The abilities, the effects ofthe ability scores, and thelr application
Inthe game are detailed inthe flowing sections,
Strength
Suength measures a character's muscle, endurance, and stamina,
This abiiy isthe forte of bushi and samura, for they must be physically
powerful in order to wear armor and wield heavy weapons. Therefore,
Strengths the mest important ality (“prime requisite”) of bush and one
othe prime requisites of samurai. Any Bushiwitha Strength of 15 or more
{Gains a bonus of 1036 of earned experience (explained later),
Furthermore, samurai, Kensal, barbarians, and bushi with a Strength
score of 18 are ented to rol percentile dice to generate a number
betwen 1 and 100 to determine exceptional Strength. exceptional
Strength improves the characters chance to it an enemy, increases the
‘damage he causes wih each hit, and increases the weigh the character
Is able to carry without a penalty for encumbrance. I also increases the
‘character's abit 10 foree open doors and similar poral,
“To relate this abil 1o realty, ascume that a charactor with a Stength
score of 3 anit a maximum of 30 pounds above his headin a mltary
Dress, while a character witha Strength score of 18 can press 180 pounds
‘ris own body weight, whichever is greater, No human or humanoid
Creature wth normal Strength, however, can lit more than twice is own
ody weight over its head,
“Ahhuman with Strength 18 and an additional percentile cice rit can it
‘one adtonal pound for every percentage point frm | 1050 four pounds
{or every percentage point from 51 to 99. and eight pounds for each por
‘centage point from 81 to 100. Thus, a person with Strength 18100 ean Ht
470 pounds.
‘Table 1: STRENGTH
sity
‘Score General information
Minimum Strength for wu jen
Minimum Strength for korobokuru
3
4
5
8 Minimum Strength for spc fae
7
8
9 Minimum Strength for shukenja & bushi
12 Minimum Strength for hengeyokai & Kensal
13 Minimum Strength for samurai & sohe!
1 Minimum Strength fr barbarian & monk
18 Maximum Strength for shukenja, monk, wu jen, & yakuza
38100 Maximum Strength for human
18 Maximum Strength for KorobokuruCHARACTER ABILITIES (DEXTERITY)
‘able 2: STRENGTH ADJUSTMENTS.
‘Ability Hit Damage Weight Open Bend Bara!
Score Probabitty Adjustment Allowance Doors Lit Gates
3 3 1 it aon
+s 2 4 1
7 a one fie | on
29 normal none ny
1011 normal fone 2
1213 normal none 12 ty
1615 normal none 2M
$8 nema “1 13 tom
7 va 4 13 a8
8 4 22 13 188
reorso 14 33 13 20%
wasi7s 12 3 ee
wre +2 4 14 30m
warso +2 ts 140) 3506
130043 te Qe
2 ” in) 50%
‘The categories andentresin Tables 1 and 2 are explained inthe follow:
ing sections,
Hit Probability adjustments are addod to or subtracted to
ber rolled on 1420 during melee. bonus makes the oppon
hit; a subtraction makes him harder to hit. (Complete combat tables
Appear inthe section ited Combat)
Damage Adjustment also apples to melee. The listed number Is
‘added to or subtracted from the ce rolled to determine how much dart
age is caused by an atack (a successtul to hit rol can never cause less
{than 1 point of damage). For example, a wakizash) normally causes 108
points of damage. An aitacker with a Strangin score of 17 causes one
‘extra point of damage, fora range of 27,
‘Weight Allowance is the weight a character can carry without being
‘encumbered, These weights are expressed in terms of coins. 10 coins
\weigh 1 1b. A human carrying up o he ised weight can move 12° pet
‘ound. Each addtional 350 coins (95 Ib.) slows the characte by 25 par.
‘ent (3" per round fora human).
‘Open Doors indicates the character's chance to foree open a heavy ot
stuck door. When a character tris to force a doo open, rol 1. I he
results in the indicated range, the door opens. A character can keep try
ing to open a door unt it rally opens, But each attempt takes time
(exactly how much is up tothe OM) and makes qute a lot of noise
‘Numbers in parentheses are the characters chance to open a locked,
barred, or magiealyneld door, but only one attempt per door ean ever be
‘made. It tas, no further attempts by that characte can eucceed
Bend Bars/Lift Gates slates the characters percentage chance to
bend normal, soft iron bars oF it @ vertical gate (prteuls), When the
character makes the attomp, rol percentie dice. I the number rll is
less han or equaltothe listed number, th character bends the barso its
‘the gate Ifthe attempt fas, the character can never succbed a that ask
‘character can, however. ry 10 bend the Bars ona gate that he couldnt
li and vice versa,
Dexterity
Denerty encompasses several physical atibutes incuding hand-eye
coordination, agity, reaction speed, efiexes, ad balance, Dextertyatfacts
how quickly charactor acts athreat or supe, his accuracy wit town
weapons and bows, and his aby to dodge an enemy's blows. tis the prime
‘equate of rina, and affects ther professional sks. Ninja with a Dexterty
30018 of 16 or higher gain a bonus of 108 on eamed expecence.
Reaction/Attacking Adjustment is a modifier that applies both to
autacks with thrown weapons and bows (calectvely called mssile weap.
(ons), and to situations involving surpris The adjustment is added to oF
‘subtracted from the characters dice rol to at with a missile weapon, I
20 modifies the dice rol when the characteris surprising another char
acter oF creature, or being surprised
Defensive Adjustment applies toa character's saving throws against
attacks that can be dodged: reba, igntning bots, boulder, et. also
‘adities the character's Armor Ciass. representing hs ably to dodge
ormal missiles and parry weapon thrusts. For example, Ieyasu is
‘armored with a haramakido, sode, and kote, making him Armor Class 6
(AC 6) I his Dexterty score is 16, his Armor Class madiied by 20 4,
‘making him harder 10 ha. If his Destenty score is 5, hss Armor Cass is
modified by * 2108, making im easor tot
‘Table 3: DEXTERITY
Reecton/
‘Abity Attacking Defensive
‘Score General information Agjustment Adjustment
3 73 we
‘ 2 33
5 5 2
5 Miimum Dexterty for korobokury 3 4
7 ° °
3 Mrimum Dextety for bushi 8 °
8 Minimum Dexterity or engoyokad ° °
0 ° °
n ° °
12 Minimum Doster for spt folk ° °
3 ° 9
14 Minimum Dexterty for kon ° °
Derberan, and niga
15. Minimum Dexter fo monk ° a]
6 4 t2
ba te “3
8 4 4
Constitution
A character's Constitution score encompasses his physique, ness,
‘heath, and physical resistance iohardship, injury. and disease, Since ts
ablity affects the characte’'s hit dice and changes of surviving such tre:
‘mendous shocks as being physically reshaped by magic or resurrected
from death, itis vitally important to all clasees. Some classes have min
‘mum allowable Constitution scores.
‘character inital Constitution score isthe absolute limit on the num
ber of times the character can be raised o resurrected from death, Each
such revival reduces the character's Constitution score by ane. Magic can
restore a reduced Constitution score tits original value or even higher,
but this has no effect whatsoever on the numer of tins a character can
be revived from death! Once the character has exhausted his original
‘Constitution, nothing short ofa wish ean bring him back
For exampla,leyasu’s Constitution sore a the start of his adventuring
‘caver is 12. He can be revived trom death 12 times I! he dies again, Ne
‘cannot be resurrect of raised.
‘Table 4: CONSTITUTION
System
‘Ait HitPoint Shock Resurrection
Score General information Adjustment Survival Survival
3 2 358 ONG
4 4 20% 45%
5 4 45% 50%
6 Minimum Constitution 4 50% 5596
for spint tok
7 ° 55% 60%
8 Minimum Constitution ° cow 586
for bushi
8 Minimum Constitution ° 5% 70%
for shukonja
10 Minimum Consthution ° TO 75%
for sobet
11 Minimum Constitution ° 75% 80%
for moni
12 Minmum Constitution ° 0% 856
‘or korobokutu and
hengeyokai
13° Minimum Constitution ° 85% 90%
for samurai
14 Maximum Constitution ° am 92%
for spirit tok
15 Minimum Consttution a 91% tte
for barbarian
16 2 95% 9686
v7 2-97 97% 9a
8 +24) 98% 100%
* Bonus applies only o samurai, bushi, Kensal and sohe! characters ll
‘other classes but barbarian may receive maximum nit point bonus
adjustment for Constitution of *2HitPoint Adjustments added to or subtracted from each hit ie rolled
forthe character. Howover no hit die ever yielés fewer than 1 Nt point
regardless of modifications. Itan adjustment would lower the number
rolled 0 or les, consider tne final result to be
‘Only bushi, Kensal Samurai, and sone! are entitled to a Constitution
bonusof = 36r = 4. wujen, shukenja. ninja, or yakuza with Constitution
18 receives only + 2 per hit di.
‘System Shock Survival state the percentage chance a character has
to survive magical effects whion reshape or age his body: petrfcavon
(including fesh to stone), polymorph, and aging. For example, a wicked
‘wu jen pobymorphe his dim-wited hreling ino a tengu. The birelng,
\wnese Constitution score is 13, has an 85 percent chance to survive the
Change, Assuminghne survives, he musi make the system shock ollagain
when he is polymorphod back to his orginal form, or the character des.
Resurrection Survival ists a character's percentage chance tobe suc
ccessully resurrected or raised rom death by a shukenja. The player must
Fal the listed number or less on percentile ce for tne character to be
Fevived. ithe dice rol fal, the characteris nally and irrevocably dead,
regardless of how many mes he has previously been revived,
Intelligence
Inteligence i similar to what i known as iteligence quotient. or 1,
but algo includes memory, reasoning, and learning abilty Intligencs
ictates the number of languages a character can learn (some non-
humans ean speak many languages, but their Inteligence determines
row wel,
Inteligence isthe prime requste of wujen, who must be perspicacious
to understand and memorize magical spells Awy jen with an Intligence
score o 16 or higher gain a bonus of 1038 on earned experience. The wu
jon'sInoligence dictates which spels he can lean and alec the num
ber of spells he can remember atone time. Only the highest Intelligence
‘can comprehend the mighty magi of Stevel spel.
‘Table 5: INTELLIGENCE
Ability Possible
Number of
Score General information Ad
3 Minimum intetigence for korobokuru 0
4 °
5 °
é °
7 °
8 1
8 1
10 Minimum inteigence for 2
use of Steve wu jn spells
" 2
12 Minimum intetigence for 3
hhengeyokat & spnt folk
Minimum Intligence for
use of éthevel wu jen spells
13 Minimum inetigence for wu jon 3
14 Minimum intligence for samura 4
imum Intetigence for use
of Tvevel wu jon spells
15 Minimum inteligence for nina ‘
Maximum Iteligence fo korobokur
16 Minimum Inteligence for 5
Use of Bthlevel wu jen spells
7 6
18 Minimum intetigence for 7
Use of tvlevel Wu jon spells
Wisdom
Wisdom describes a composite ofthe character’ enlightenment, judge
‘ment. qui, wilpower, and inuiton. can atfect the character's resis.
‘ance 1 magical atack. Its the prime requisite of shukenja: those with @
Wisdom seareof 16 or higher gain a bonus of 1096 on earned experience.
‘Shukenja and sohes with Wisdom scores of 13 or higher also gain bonus
spells over and above the number they are normally alowed to use,
CHARACTER ABILITIES (CHARISMA)
| Attack Adjustment listed on Table 6 apphes to saving
throws against magical spols that attack the mind: bogung, charming,
Tear, hypnosis, lusons, possession, suggestion, etc. These bonuses and
penaltes are applied automaticaly witout any conscious eff from the
‘character
‘Tie 6: WISDOM.
‘ity Magical Attack
Score General information ‘Adjustment
3 3
4 2
5 4
6 4
7 1
8 pone
8 Minimum Wisdom for spr fl one
10 Minimum Wisdom for sohe! one
un pone.
12 Minimum Wisdom for kensal, ‘pone
shukenja, and nengeyoks!
43. Minimum Wisdom for samurai one
“ one
415 Minimum Wiedom for monk 7
16 Maximum Wisdom for barbarian 32
17 Maximum Wisdom for korobokuru +3
18 M4
‘The Charisma score measures a characters pesuasiveness, personal
‘magnetism, and ability lead. iis nota reflection of physical atractive-
‘ess though the two are closely related is important toll characters,
‘ut especialy to those who must deal with non-payer characters, merce-
ary bielings, retainers, and ineligont monstars. It dictates the total
‘humbor of Henchmen a character can retain and affects the loyaky of
henchmen, hielings, and retainers.
‘able 7: CHARISMA,
Maximum
sity No.of Loyalty Reaction
‘Score Generalinformation Henchmen Base’ Adjustment
3 ome 25H
: 1 25% “20m
5 2 Zo 18
é 2 net 10%
7 4 10% 0596
8 305% normal
8 4% normal oral
10 &fermal normal
" ermal —-hormal
12 Minimum Charisma for 5S formal normal
hengeyorai
8 S normal +0586,
14 Minimum Charisma for 6 osm F308
spit tok and ninja
1s 715% +1506
18 Maximum Chariema for 8 lao 12586
17 Maximum Chariemater 10+ 20% = 20%
hengeyokai
8 184m + 59%
‘Maximum Number of Henchmen sites the number of NPCs wio wil
‘serve the charactor as permanent, unpaid companions. This isan abso
lute lit henchmen who aa killed or who leave because of mistveatment
‘cannot be replaced. This number does nat affect the number of NPCs who
serve the character for pay, only those who serve purely out of loyalty
Loyalty Base isan acjustment tothe base loyally scores of henchmer
soldiers, and other servfors
Reaction Adjustments a pena or bonus appiedo NPCs reaction de
roll when they moot the charactoc A character with iow Charisma, or exar
‘le, hasan tial disadvantage when tying to bribe his way across a blocked
Brdge, A character wth high Carma might pass the guards much more
{cheaply oF sucoesstly demand that they alow him to cross without ibe.CHARACTER ABILITIES (COMELINESS)
Comeliness
Comeliness retlects physical attractiveness, social grace, and personal
‘beauty. I atfects intial actions to the character, and may alec he ws
‘and actions of others. While Charisma deals specticaly with leadership
‘and loyalty, Comeliness deals wth attractiveness and fst impressions,
Cometness isnot Charisma, but Charisma can afl Comelness. A charac
ters Comeliness score i determined by ring 33 to get rumber rom 310 18.
Prayers then consult Table 8: Comeliness Adjustments to see how tele
characters’ Charisma scores affect their inal Comeliness scores A
human character's Comeliness score can range from. 2 1023 the char
‘acte's Charisma changes during the game, whether rom disease, dstig.
‘urement aging, or a magical ffect, his Comeiness should be adjstod ®t
‘anidenitcal manner (alos of one point from Charisma causes the loss of
‘one point from Comeliness),
‘Table 8: COMELINESS ADJUSTMENTS
Charisma Cometiness Adjustment
2orless
3
as 7
68
sna
1315
16:7
18
180rmore
{n addition tothe adjustment to Comeliness based on Charisma, cha
‘acters of certain races have an adaitonal adjustment to their Comelness
‘scores, This racial adjustment applies only when the characters interact
Ing win characters of ther races,
Korobokuru:-2
Hengeyokal 1
Spint Folk: +1
‘Among humanoids, Comeliness has the following effects. (The cate-
{ory of humanoids includes, but is not necessarily Fmited to, humans,
1 bonus onal saving throws versus fire-based aniacks.
‘Sea spirit folk are not fected by changes In the sea, nor do they
receive healing benefits rom t. Once a year they can recsive one favor
from the sea—a volent storm, tat saling winds, rain, the recovery of a
articular tom trom the bottom ofthe ocean, ete. The Sea spit folk must
{sk fora specif thing. Should two sea spit folk ever make opposing
‘quest, neither wil be grated and the favors for that year are ost
‘Of al the spt lords, the Lord of the Sea has the most authority and
takes most interest inthe activities of his kin. Ha sea sprit folk charactor
raises his honor to 85, the Lord ofthe Sea bestows agit upon him. This
may be a valuable reasure from the bottom ofthe ocean, special ery.
ice, or a magical item such as the pear of sing tae. This git is given with
no Conditions or expectations of repayment.ORIENTAL CLASSES
ORIENTAL CLASSES
Table 12: CLASS ABILITY SCORE REQUIREMENTS
character
‘Case STR DEX CON INT wis. CHA
Barbarian 3 te ge A
Bush oie 3 8 >
Kenea! eS ee
Mone 6 6 on fF MT
Neva So we 2 og Fog
Samurai we > 38 wo Ff
Shuken 9 = ote is
Sober cS ew
Widen = 5 Saag OR
Yavuze ns = a
"Barbarians must nave Wisdom 16 (oles)
Number ft crs ee manent 186 bonus on eared expert
ARMOR AND WEAPONS PERMITTED BY CLASS
‘Wespone 04 Poison
ay" or nm
axe (and), bo sick, yes never
bokaton, chain,
gunsen ite jostck,
ama, kser, sa,
haramak, ‘ing, sing staf. spear,
linge, tetaubo, tee-piece
suadod rod, turia
Teather
Sone any” none Any butblowpipe, yes onlyit
‘katana nea, ou
‘kode, shaken
Shkom2e, shurken
fam
FIGHTER
Kensal none none any* yes OMS
‘option
Barbaran any any ary* yes DMs
option
Bushi ary, any,— any yes OMe
conten
Macic user
Wilden none none Bostick boku-ton, yes. OMS
‘lowpipe, Dow opton
(shor), chain dagger,
Sar, gunsen, ite.
Stk, hiseru, mato
bah, sa shaken,
shuren (any).
Sangkam sing, sword
(shor. tte, uch ne
MONK none none _-Martai ats weapons no. DM's
(ary 2x6 (rand) boku” Spon
ton, chk crossbow
(any) dagger, days,
halberd, ave, kama,
kusar-gama, lasso,
aginal, parang.
‘pear tent
HEF
Ninja eather, none anyt yes yes
chain
Yaruza leather,
added none any yes yes
* Proficiency ino use o sina pretrred weapons wil lead toa loss ot
honor forthe character
** The use of ol in personal combat unacceptable, but the character
an use om stoge marta
+ Ninja characters must use the proiciences to gin nina preferred
weapons.
“
Oriental Barbarian
Prayers familar with the barbarian class described in Uneartned Arcana,
‘should read iis section carefully, as Oriental barbarians are dierent rom
their Western count
‘Abarbarian musthave Strength and Constitution scores of 15 or beter,
{Dexterity score of 14 or beter, and a Wisdom score of 16 oles, Barbar:
fans have no prime requisite and never gain an experience point bonus
‘They cannot be lawful. Humans and korobokuru can be barbarians.
‘aroarians ral 12-sided ice o determine thei hit points, gaining one die
perlevel. Tey use he combat and saving throw tables of fighters. They can
Use any weapons and armor. Ther nial selection of weapon profciereses,
however. is tmited, depending on where the barbarians om,
‘Sarbarians gain an additional 2 nit poims per level for every point of
Constitution over 14 instead ofthe Constitution bonuses listed on fable &
Garbarians as aciass detest magic and those who vse it Atiow levels ol
‘experience they cannot use any sort of magical tem and even at higher
levels they can use only aw magical items. They never gain experience
for dlacovering or possessing a magical tem. I' Darbarian destroys @
‘magical item, however, he ears its full experience point value. In aad
tion atlow evels barbarians cannot associate wth wu jen or spirit folk, but
‘consider them deadly foes (se Table 15: Barbarian Bonuses for resinc=
‘ions on barbarians adventuring with wujen an spt folk). Even at higher
levels, barbarians view these characters with suspicion
12Sided Dice
Experience for Accumulated
evel Hit Pointe
" 1
2 2
a 3
16,001—32,000 ‘ 4
22,001—75,000 5 5
75,001—130,000 8 6
130,001—240,000 7 7
240,001—460,000 8 8
-480,001—900,000 9 are
'900,001—1,400,000 10 ar8
1400,001—1,900,000, 1 ari
‘500,000 experience points are required foreach level beyond 1th
Barbarians gain 4 hp per level beyond Bin
‘At st evel, the barbarian has the folowing specalcapabilties (also see
Table 18),
Climb clits and trees: The barbarian can cimb trees and natural clits
(ledges, mountains, etc) with the percentage chances given on Table 16:
Barbarian Capabities. When attempting to cio other, smocther su
faces (walls, et.) the chance of success is one-half normal,
Hie in natural surroundings: The barbarian can hide in tariiar nate
ral surroundings (similar to those in hishome raion) withthe percentages
listed on Table 16. When trying to hide in unfamiatterain, the chance of
‘success is one-half the normal percentage,
‘Surprise: Barbarians have #3 in 6 chance to surprise an opponent.
They ae surprised only ona 1
‘Beck protection: Wien attacked from behind including by arinj), the
‘barbarian has a 5% chance pr level of detecting the attacker. detected,
the atackis treated asa normal attack wih no bonuses for attacking fom
behing. In accton, the barbarian automatically gets a tee atack at the
‘@pponent behind him. This atack happens at the end of the round and
{06s not count agaist the numberof atacks the barbarian can make dur
ing the roune.
‘Leaping and springing: Barbarians can leap up 10 10 feet forward
three feet backwara, or three feet upward from a standing tat, If he Bar-
‘arian gets a running star he can leap forward 16-21 feet (15 1d8) oF
"upward 46 feet (4 104, with each pip ofthe ce equaling six inches).
Detect illusion: A barbarian has a 5% chance pe level of detecting lu
sions. This requires one round of concentration wile the barbarian
focuses on his senses. A barbarian’s chance to detect an illusion can
‘never be great than 75%,
Detect magic. Barbarians have a base 25% chance plus 5% per level
‘of detecting any type of magic other than iusions. This requires one
‘und of concentration and applies to spells and tems. t does not allowthe barbarian to detect spelicastes or creatures who can cast spas. Suc:
‘cessful detection only reveals ha something magial i present, not # type
‘or function. The chance of detection can never be greater than 90 percent
Leadership: When dealing with barbarians of the same tibe or region
‘asthe character, 2 barbarian character adds Nis level of experience ois
Charisma seore when determining nis maximum number of henchmen,
loyalty base, and reaction adjustment
eating: The barbarian character, toughened by his Kein the wild,
heals at ice the normal healing rate. Ths ability has no elect on eure
spells or magical healing of any type.
Barbarians begin the game with nine protciency slots. Up to six of
these slots can be filed with weapon proficencies. The remaining sits
‘canbe filed by skils determined by he region the barbarian som. A
barbarian speaks the language of his tibe and the trade language. No
barbarian slats the game knowing how to read or write. Korobokury
speak only those languages allowed by ther race
In adation the powers possessed by barbarians at tstievel, they gain
ditional capabiltes(orhave restrictions ited) as they inerease in level.
‘These are summarized on Table 15: Barbarian Bonuses.
‘Table 15: BARBARIAN BONUSES
abity
3 Can use magical potions
4 Can use magical weapons
“Ton all saving throws versus spel!
5 ‘Can use magical armor
6 Earns hall xp on adventures with wu jen and spr folk
7 Gan use weapor-ike miscellaneous magical tems
8 Eams ful xp On adventures with wa jon and spi fk
9 Gan use protection scrolls (ithe can tead)
10 ++20n saving throws versus spell
" an summon a Barbarian Horde
2 ‘Son saving throws versus spell
‘ble 16: BARBARIAN CAPABILITIES
Character Back Detect Detect
Level” Climb Hide Protection illusion Magic
1 85 258% 5% 5% 3086
2 85% 31% 10% 10% a5
3 87% SHS] 15M HO
4 BB 43% 20%) 20M AB
5 50 40% 525M
5 90% = 56% «= 00M
7 91% 6am 353506
892% 70%) 40H 0M
9 0% «7745 aH 70,
10 945 B50 50758
11 95% 93% 5555 55% OH
Wann tne wot of venta ADD" Adventures, there ar three tetris
where barbarians ve—the barren steppelands, the forested seacoast of the
oth, and the junjes ofthe south. All barbarians come Rom one of these
‘areas. Each area alows the character a diferent slecton of proficincios.
‘Steppeland barbarians: Those barbarians are roving nomads, mas-
ters ofthe horse. Their proferred weapons are the igh tance, horsebow,
‘sword, and hand axe. Profciencies they can choose from are horseman
Ship, long-distance signaling, outdoor raf, tracking, animal handing,
‘weapon smith armorer Bowyer, running, dancing, singing, weaving an
fing, sound imitation, survival, and chanting, Theso barbarians usually
lve in leather tents, flowing the movements of migratory herds. They
‘aise small nerds of cattle and sheep, but practice no ther agriculture,
Forest barbarians: These barbarians ive Inthe snowy forests that dot
smal islands and line the coasts ofthe northern part of the wold. Their
Breferred weapons are spear, shoribow. hand axe, harpoon, and sword.
Proficioncies they ean choose from ara small watercraft fishing, tacking.
‘survival, animal handing, weapon smithing, pottery, owyer, sound mit
tion, snare building, weaving, tanning, carpentry. agriculture, singing.
‘chanting, dancing, and rhetonc. These barbarians lve in smal, perma:
rent villages. The women raise small ops, the men hunt and fish,
‘Jungle barbarians: These people Iv in the tropical jungles of the
‘south. het profe-red weapons are blowgun, spear sword, hand axe, and
‘dagger. Proficencies they can choose from are small water cra hing,
Swimming, survival, animal handling, carpentry, weapon smith, amore
‘sound imitation, snare building, pottery, tracking, chanting, dancing,
16
ORIENTAL CLASSES (BUSHI)
music, and sailing erat. They ve in permanent vitages, surviving by
‘gathering jungle plants, hunting wild animals, and fishing,
Barbarane are automaticaly considered outsiders and thus occupy the
lowestlevels othe caste systom. Barbarian characters never ola Table
‘38: Character Birth. When dealing with people from the sated lands. the
bin of the barbarian has itle importance. The military and financial
power one barbarians far more important factor. The barbarians clan
fs vory important t him and other barbarians, and all barbarians must
belong toa particular clan
“The Barberisn Horde: Upon reaching 11thlevel, a barbarian may sum
‘mon a barbarian horde. This orde can only be summoned in the Barbar
an's native terior, from among those of his background. The horde ean
include a number of men equal to is leader's experience pont total