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SPECIAL REFERANCE WORK

A COMPILED VOLUME OF INFORMATION FOR PLAYERS OF
ADVANCED DUNGEONS & DRAGONS, INCLUDING CHARACTER RACES,
CLASSES, AND LEVEL ABILITES; SPELL TABLES AND DESCRIPTIONS;
EQUIPMENT COSTS; WEAPONS DATA; AND INFORMATION ON ADVENTURING.
By Gary Gygax
© 1978 – TSR Games
All Rights Reserved
Illustrations by David C. Sutherland III
D.A. Trampier
Cover by D.A. Trampier
Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of Canada, Ltd.
Inquires regarding this work should be accompanied by a stamped envelope and sent to:
TSR Hobbies, P.O. Box 756, Lake Geneva, WI 53147
This book is protected under the copyright laws of the United States of America, any reproduction or other unauthorized use of the material or artwork contained here in is prohibited without the express written
permission of TSR hobbies

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CONTENTS
CREATING THE PLAYER CHARACTERS.......................................................................................................................................... 3
CONVERTING ATTRIBUTES ......................................................................................................................................................... 3
LEVELS AND ADVANCEMENT .................................................................................................................................................... 4
CHARACTER RACES ................................................................................................................................................................... 4
CHARACTERISTIC SCORES BY RACIAL TYPE ................................................................................................................................ 9
CHARACTER TEMPLATES ........................................................................................................................................................... 11
ADVANTAGES .......................................................................................................................................................................... 19
JOB TABLE ................................................................................................................................................................................ 22
MARTIAL ARTS .......................................................................................................................................................................... 23
EQUIPMENT ............................................................................................................................................................................. 26
ARMOR .................................................................................................................................................................................... 31
MELEE WEAPONS ..................................................................................................................................................................... 32
MISSILE WEAPONS ................................................................................................................................................................... 34
SIEGE WEAPONS ...................................................................................................................................................................... 35
CONSTRUCTION COSTS .......................................................................................................................................................... 35
SERVICES ................................................................................................................................................................................. 35
CLERICAL MAGIC ..................................................................................................................................................................... 36
DRUIDIC MAGIC ...................................................................................................................................................................... 37
BIBLIOGRAPHY ......................................................................................................................................................................... 38

TABLES
TABLE 1: CHARACTERISTICS ....................................................................................................................................................... 3
TABLE 2: STRENGTH ................................................................................................................................................................... 3
TABLE 3: OTHER ATTRIBUTES ...................................................................................................................................................... 3
TABLE 4: AD&D CLASSES ............................................................................................................................................................ 4
TABLE 5: ABILITY SCORE MINIMUMS & MAXIMUMS .................................................................................................................... 9
TABLE 6: CHARACTER STARTING AGE ....................................................................................................................................... 10
TABLE 7: CHARACTER AGE CATEGORIES ................................................................................................................................... 10
TABLE 8: BASIC ACCEPTABILITY BY RACIAL TYPE ....................................................................................................................... 11
TABLE 9: SOCIAL STATUS................................................................................................................................................................. 20
TABLE 10: MILITARY RANK ........................................................................................................................................................ 20
TABLE 11: RELIGIOUS RANK ............................................................................................................................................................ 20
TABLE 12: GUILD RANK ................................................................................................................................................................... 20
TABLE 13: BARDIC RANK ........................................................................................................................................................ 21
TABLE 14: MONASTIC RANK .................................................................................................................................................. 21
TABLE 15: JOB TABLE ................................................................................................................................................................ 22
TABLE 16: CLERICAL SPELL TABLE .............................................................................................................................................. 36
TABLE 17: DRUIDIC SPELL TABLE ............................................................................................................................................... 37

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CREATING THE PLAYER CHARACTERS

CONVERTING ATTRIBUTES

CREATING THE PLAYER CHARACTERS

Table 2: Strength

Point Value
New characters should be built on 120 points with a maximum
of -60 points in disadvantages and -5 points in quirks. When
converting from D&D, initial point totals will be determined by
the Levels to Point Totals Table (see page 4), but the 60 point
disadvantage limit should be upheld in any case.
Attributes
The upper attribute limit for normal humans is 16, but may be
purchased up to 20 with GM permission. Demi-human attribute
limits vary, and may be found on the Ability Score Minimums /
Maximums Table (page 9).
Advantages and Disadvantages
The standard starting wealth for the campaign is 120 Gold
Pieces (120 GURPS $).
Exotic and Supernatural Advantages may not as a rule be
selected with the exception of Power Investment or Magery. Feel
free to ask about other Supernatural advantages that are
important to the character concept.

CONVERTING ATTRIBUTES
GURPS characteristics are converted from Dungeons & Dragons
according to Tables 1 to 3, located below. Characteristics will
vary with the various AD&D editions (see Charts 2 and 3).
Table 1: Characteristics
D&D

GURPS

Strength
Dexterity

Strength
Dexterity

Constitution

Health

Intelligence
Wisdom

Intelligence
Willpower

Charisma

See Below

GURPS

AD&D

D&D

3E D&D

1
2
3
4
5
6
7
8
9

1
2
3
4
5
6
7
8
9

1
2
3
4
5
6
7
8
9

1
2
3
4
5
6
7
8
9

10 [0]

10-11

10-11

10-11

11
12
13
14
15
16
17
18
19

12-13
14-15
16
17
18
18/01-50
18/51-75
18/76-90
18/91-99

12
13
14
15
16

12-13
14-15
16
17
18
19
20
21
22

20 [100]

18/00

18

23

23
24
26
28
31
35
38

19
20
21
22
23
24
25

28-30
33-35
39-42
46-49
54-58
63-66
78-80

25
27
29
31
33
35
39

[-90]
[-80]
[-70]
[-60]
[-50]
[-40]
[-30]
[-20]
[-10]
[10]
[20]
[30]
[40]
[50]
[60]
[70]
[80]
[90]
[130]
[140]
[160]
[180]
[210]
[250]
[280]

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Table 3: Other Attributes

The D&D Charisma characteristic is a special case. For every 2
points of Charisma above 10, add 5 points in Advantages
chosen from the list below:
Appearance [Variable]; Charisma [5/level]; Fashion Sense [5];
Smooth Operator [15/level]; Voice [10].
On the other hand, for every 2 points of Charisma below 10,
add -5 points in Disadvantages chosen from the list below:
Appearance [Variable]; Clueless [-10]; Disturbing Voice [-10];
No Sense of Humor [-10]; Odious Personal Habit [Variable].

3

GURPS

AD&D

D&D

3E D&D

1
2
3
4
5
6
7
8
9

1
2
3
4
5
6
7
8
9

1
2
3
4
5
6
7
8
9

1
2
3
4
5
6
7
8
9

10 [0]

10

10

10

13
14
15
16
17
16
18

11
12
13
14
15
16
17

11
12
13
14
15
16
17

11
12
13
14
15
19
21

20 [100]

18

18

23

23
24
26
28
31
35
38

21
22
23
24
25

28-30
33-35
39-42
46-49
54-58
63-66
78-80

25
27
29
31
33
35
39

Strongholds and Followers which tally up with a Real Cost equal to their ((Character Level-1) *10) or less are within acceptable limits for a High Power. Height .000 X. required for 5th Level.min: 3' 10" Weight . Don't forget to give yourself an appropriate amount of additional Character Points for any X. Therefore. beyond the 16. This chart can also be used in reverse as a benchmark & comparison tool. only allow an as-complete-as-possible conversion. do not include the cost of their Magic items in their total Character Points. Adhere to what a character actually has when converting. much over that and a GM might want to take steps to purloin some Items.000 X. some in dwarf society see this as a symbol of their lesser social status. they still have the stocky build commonly associated with their race. To use the chart.LEVELS AND ADVANCEMENT CHARACTER RACES (HILL DWARF) LEVELS AND ADVANCEMENT Table 4: AD&D Classes AD&D Class Level Following is a chart for figuring out how many Character Points an existing AD&D Character should have when converted into the GURPS rules. your character has beyond the minimum required for his Level. Potions. not promote the creation of new engineered monstrosities. F I G H T E R E W X A O R T R I I C O R R O G U E W I Z A R D P S I O N I C P R I E S T 1 120 120 120 120 120 120 2 135 140 125 135 135 130 3 150 155 130 155 155 150 4 165 170 150 165 165 155 5 175 190 160 185 180 175 6 190 195 180 195 190 190 7 220 225 200 215 215 215 8 235 245 210 225 225 225 9 250 255 215 245 250 245 10 260 265 235 250 255 255 11 270 280 245 255 265 275 12 280 295 255 275 275 280 13 295 305 275 285 280 285 14 305 315 280 305 285 305 15 315 330 290 315 305 310 16 325 345 310 335 315 315 17 335 355 315 345 330 320 18 345 370 320 370 340 330 19 355 380 330 385 345 340 20 370 400 340 410 370 345 CHARACTER RACES The races listed below have all been converted from 1st Edition AD&D. Physically. STRONGHOLDS. they are simply calculated and added to the character as transient points at the end of the conversion process. in this case it would work out to around 184 Character Points. This total does not include Items like Scrolls. In other words. FOLLOWERS PER LEVEL None of these are paid for out of the points allocated below. if your 5th level fighter has 20. although hill dwarves are not as strong as their mountain dwelling counterparts. Many additional races exist (usually in the various specialized settings).P. but fall outside the scope of this document. with brown overtones Gestation Period: 10 months Age Categories: Infant: to 2 years Child: 3-15 years Adolescent: 16-19 years Young Adult: 20-50 years 4 Mature: 51-150 years Middle Aged: 151-250 years Old: 251-350 years Venerable: 351-450+ years .P. Hill Dwarf Hill Dwarves are generally found much closer to human societies than other types of dwarf.P. If a character is being created from scratch then they must purchase levels of the Signature Gear Advantage for their Magic Items. This document is intended to convert existing characters.min: 105 lbs max: 5' 3" max: 175 lbs Eyes: as human Hair: black to brown Skin: as human. simply find your AD&D Character's Class Level on the chart below and look in the Character Points column to see how many points you have to play with in the GURPS System. MAGIC ITEMS If a character is being converted. allowing you to determine what Character Level your GURPS Character equates to in AD&D terms. COST OF MAGIC ITEMS.000 X.P. instead of giving him 180 Character Points to play with in GURPS. he has an extra 4. prorate some extra Character Points. these phantom points are not intended to pad a character out. High Magic campaign. As a rule of thumb a character with Magic Items. and other Items with Non Recoverable Charges.

Extended Lifespan 2 (350 Year Natural Lifespan) [4]. imposing warriors that many think of when they picture dwarves. 6 or less) [-10].25 [5]. CHARACTER RACES (HIGH ELF) Disadvantages: Code of Honor (Dwarven) [-5]. Talent (Bow. Intolerance (Goblinoid Races) [-5]. They most often live far from human and other settlements. Intolerance (Goblinoid Races) [-5]. Dislike Horses [-1]. Easily Lose Track of Time [-1]. Skin: as human/brown overtones Secondary Characteristic Modifiers: Per +1 [5]. Resistant +3 (To Poison) [5]. living up to a millenia. 6 or less) [-10]. Intolerance (Goblinoid Races) [-5]. Acute Touch 1 [2]. generally near human and other settlements.min: 4' 3" Weight . Savoir-Faire. Infravision [10]. off-white to peach Mountain dwarves are the extremely hardy. Greed on 15 [-7]. and prefer scholarly ways over a warriors prowess. Physical Limitation (Can't Cast Arcane Spells or Use Magic Items Requiring An Activation Roll) [-5]. Disadvantages: Code of Honor (Elven) [-5]. Telescopic Vision 2 [10]. Greed on 15 [-7]. DR 1 (Tough Skin -40%) [3]. Resistant +3 (To Disease) [5]. MV -1 [-5]. Dislike Horses [-1]. Extended Lifespan 3 (400 Year Natural Lifespan) [6]. Physical Limitation (Non-Buoyant. Their long time underground has given them a remarkable talent for never getting lost underground. Speed +. preferring to deal with elves and halflings. SM -1 [0]. Stealth) [5]. Racial Quirks: Distinctive Features (Elf) [-1]. Temperature Tolerance 1 (1). Subsonic Hearing [0]. Magic Resistance +3 [6].min: 70 lbs Racial Quirks: Aurophilia (Love Of Gold) [-1]. they generally don't want much to do with the outside world. Broadsword. blue. DR 1 (Tough Skin -40%) [3]. Hunted. Racial Quirks: Aurophilia (Love Of Gold) [-1]. Infravision [10]. Physical Limitation (Non-Buoyant. Dwelling mostly in their mountain undergrounds. Artificer 1 (Metal or Stone Only -20%) [9]. Enemy (Elf and Demihuman Haters: Less Powerful. Artificer 1 (Metal or Stone Only -20%) [9]. Gestation Period: 12 months Height . Voice [10]. Distinctive Features (Dwarf) [-1]. Resistant +3 (To Poison) [5]. Acute Vision 2 [4]. 5 . Unattractive (To Non-Dwarves only -20%) [-3].CHARACTER RACES (MOUNTAIN DWARF) Hill Dwarf [15 Points] Attribute Modifiers: HT +1 [10]. Can’t Swim) [-5]. Advantages: Absolute Direction (Underground Only -20%) [4].min: 4' 2" Weight . Enemy (Dwarf and Demihuman Haters: Less Powerful. max: 5' 7" max: 125 lbs Eyes: light (green. some oddities Mountain Dwarf Skin: fair. Attractive [4]. Can’t Swim) [-5]. Secondary Characteristic Modifiers: Will +1 [5]. Gestation Period: 10 months Advantages: Acute Hearing 2 [4]. Height . Less Sleep 4 (4 hours of meditation per night) [8]. SM -1 [0]. Gray elves are both the strongest and the weakest of the elves. Hunted. DX +1 [20]. Physical Limitation (Can't Cast Arcane Spells or Use Magic Items Requiring An Activation Roll) [-5]. Secondary Characteristic Modifiers: Will +1 [5]. Night Vision 2 [2]. Enemy (Dwarf and Demihuman Haters: Less Powerful. High Elf Disadvantages: Code of Honor (Dwarven) [-5]. High elves are mostly found living a pastoral existence. etc) Hair: as human. Soulless (Can’t be Raised or Resurrected) [-15]. Odious Personal Habits (Arrogant) [-5]. Dancing. Elves are among the longest lived of the humanoid races. but are by no means the only elves to associate with the rest of the world. Unattractive (To Non-Dwarves only -20%) [-3]. Gray Elf Advantages: Absolute Direction (Underground Only -20%) [4]. They show a fascination and prowess with magic only exceeded by humans. Unaging [15]. Magic Resistance +3 [6]. Temperature Tolerance 1 (1). Age Categories: Infant: to 2 years Child: 3-15 years Adolescent: 16-19 years Young Adult: 20-50 years Mature: 51-175 years Middle Aged: 176-275 years Old: 276-400 years Venerable: 401-525+ years Mountain Dwarf [17 Points] Attribute Modifiers: HT +1 [10]. Hunted. Distinctive Features (Dwarf) [-1]. They are among the most commonly seen elf.min: 135 lbs max: 5' 7" max: 225 lbs Eyes: black to brown Hair: black to dark brown Age Categories: Infant: to 3 years Child: 4-25 years Adolescent: 25-30 years Young Adult: 31-150 years Mature: 151-450 years Middle Aged: 451-699 years Old: 700-1000 years Venerable: 1001-1200+years High Elf [45 points] Attribute Modifiers: HT -1 [-10]. Acute Touch 1 [2]. 6 or less) [-10]. MV -1 [-5]. Singing.

min: 95 lbs max: 5' 7" max: 155 lbs Disadvantages: Code of Honor (Elven) [-5]. Night Vision 2 [2]. 6 or less) [-10]. Hunted. Voice [10]. Advantages: Acute Hearing 2 [4]. Enemy (Elf and Demihuman Haters: Less Powerful. Wild Elves (Grugach) shun all other races.25 (5). etc Hair: light Advantages: Acute Hearing 2 [4]. Enemy (Elf and Demihuman Haters: Less Powerful. Grugach have all the abilities of High Elves. Attractive [4]. Savoir-Faire. they’re widely thought of as not being true elves. Easily Lose Track of Time [-1]. Speed +. Secondary Characteristic Modifiers: Per +1 [5]. Stealth) [5]. Odious Personal Habits (Arrogant) [-5]. Telescopic Vision 2 [10]. Subsonic Hearing [0]. Savoir-Faire. Night Vision 2 [2]. Acute Vision 2 [4]. Voice [10]. Speed +.min: 70 lbs max: 5' 7" max: 125 lbs (56 kg) Eyes: light purple. off-white to peach Gestation Period: 13 months Age Categories: Infant: to 4 years Child: 5-32 years Adolescent: 33-40 years Young Adult: 41-200 years years Mature: 201-500 years Middle Aged: 501-800 years Old: 801-1100 years Venerable: 1101-1300+ Advantages: Acute Hearing 2 [4]. Talent (Bow.min: 70 lbs max: 5' 7" max: 125 lbs Eyes: light purple. DX +1 [20]. Odious Personal Habits (Arrogant) [-5].min: 4' 2" Weight . DX +1 [20]. Resistant +3 (To Disease) [5]. but they’re smaller. Unaging [15].min: 4' 2" Weight . Talent (Bow. Resistant +3 (To Disease) [5]. Easily Lose Track of Time [-1]. Singing. Racial Quirks: Distinctive Features (Elf) [-1]. Hunted. red) Skin: fair to human norm Gestation Period: 11 months Racial Quirks: Distinctive Features (Elf) [-1]. Subsonic Hearing [0]. Unaging [15]. Attractive [4]. Stealth) [5]. Savoir-Faire. Talent (Bow. Broadsword. Infant: to 3 years Child: 4-24 years Adolescent: 25-30 years Young Adult: 31-150 years Valley Elf Age Categories: Mature: 151-400 years Middle Aged: 401-600 years Old: 601-800 years Venerable: 801-1000+ years Valley Elves are an offshoot of the Grey Elves native to the Valley of the Mage on Greyhawk. Resistant +3 (To Disease) [5]. Taller than other elves. Voice [10]. Dancing. Speed +. Dancing. Stealth) [5]. and light brown. PCs and a few others may have a limited grasp of Common. Height . Secondary Characteristic Modifiers: Per +1 (5).min: 4' 2" Weight . Night Vision 2 [2]. Eyes: earthy colors Hair: darker tones (brown. Disadvantages: Code of Honor (Elven) [-5]. copper red to blond hair. Racial Quirks: Distinctive Features (Elf) [-1]. Spear. but generally only speak Elven. but less so than Wild Elves. Social Stigma (Second Class Citizen) [-5]. including other elves. Unaging [15]. Less Sleep 4 (4 hours of meditation per night) [8]. Wild Elf [40 points] Height . Enemy (Elf and Demihuman Haters: Less Powerful. Dancing. Soulless (Can’t be Raised or Resurrected) [-15]. Intolerance (All non-Grugach) [-10]. Singing. Acute Vision 2 [4]. not mixing with the organized societies of other races on any regular or repeated basis. Intolerance (All Non-Elves) [-10]. Grugach resemble High Elves. Telescopic Vision 2 [10]. Soulless (Can’t be Raised or Resurrected) [-15].CHARACTER RACES (VALLEY ELF) CHARACTER RACES (WOOD ELF) Height . Attractive [4]. Less Sleep 4 (4 hours of meditation per night) [8]. Skin: fair. Acute Vision 2 [4]. DX +1 [20]. Grey Elf [60 points] Wild Elf Attribute Modifiers: HT -1 [-10]. and other elves refuse to associate with them. Broadsword. off-white to peach Gestation Period: 13 months Age Categories: Infant: to 4 years Child: 5-32 years Adolescent: 33-40 years Young Adult: 41-200 years years Mature: 201-500 years Middle Aged: 501-800 years Old: 801-1100 years Venerable: 1101-1300+ Valley Elf [60 points] Attribute Modifiers: HT -1 [-10]. Secondary Characteristic Modifiers: Per +1 (5). light green. blue. blue. Hunted. Telescopic Vision 2 [10]. Soulless (Can’t be Raised or Resurrected) [-15]. 6 or less) [-10]. Odious Personal Habits (Arrogant) [-5]. Disadvantages: Code of Honor (Elven) [-5]. IQ +1 [20]. Easily Lose Track of Time [-1]. They have fair complexions. Intolerance (Goblinoid Races) [-5].25 [5]. Singing. IQ +1 [20]. etc Hair: light Skin: fair. thinner and fairly complected. Subsonic Hearing [0]. Attribute Modifiers: HT -1 [-10]. 6 .25 (5). Wood Elf Wood (or Sylvan) elves are more reclusive than Gray Elves. or hazel eyes. and have all the abilities of that sub-race. 6 or less) [-10]. Less Sleep 4 (4 hours of meditation per night) [8].

Attractive [4]. 6 or less) [-10]. Despite this. Speed +. IQ +1 [20]. yellow undertones Gestation Period: 11 months Age Categories: The result of elven and human parents. Broadsword. Infravision [10]. Hazel Hair: Red to Blond Skin: fair to human norm Gestation Period: 11 months Age Categories: Infant: to 3 years Child: 4-24 years Adolescent: 25-30 years Young Adult: 31-150 years Disadvantages: Enemy (Gnome and Demihuman Haters: Less Powerful. Savoir-Faire. Disadvantages: Code of Honor (Elven) [-5]. Telescopic Vision 2 [10]. Stealth) [5]. half-elves enjoy a good mix of both parents strengths. Intolerance (All non-elves) [-10]. Racial Quirks: Distinctive Features (Half-Elf) [-1]. Half-Breed and Demihuman Haters: Less Powerful. gray.min: 4' 2" Weight . brown Skin: tanned. they are exceptionally quick and very rugged. Speed +. Hunted. Hardy little beings. Half-Elf Mature: 151-400 years Middle Aged: 401-600 years Old: 601-800 years Venerable: 801-1000+ years Wood Elf [40 points] Attribute Modifiers: HT -1 [-10]. Racial Quirks: Distinctive Features (Elf) [-1]. Acute Vision 2 [4]. Acute Smell 1 [2].min: 50 lbs max: 3' 10" max: 100 lbs Eyes: as human Hair: as human Gnome [5 Points] Skin: as human Gestation Period: 9+ months Attribute Modifiers: ST -1 [-10]. Extended Lifespan 2 (350 Year Natural Lifespan) [4].min: 95 lbs max: 5' 7" max: 155 lbs Eyes: Brown. Singing. Hunted.min: 3' Weight . Talent (Bow.25 [5]. Infant: to 1 year Child: 2-15 years Adolescent: 16-21 years Young Adult: 22-33 years Infant: to 2 year Child: 3-14 years Adolescent: 15-24 years Young Adult: 25-90 years Mature: 91-300 years Middle Aged: 301-450 years Old: 451-600 years Venerable: 601-750+ years Advantages: Absolute Direction (Underground Only -20%) [4]. Social Stigma (Half-Breed) [-5]. and have a great interest in all sorts of knowledge. MV -1 [-5]. Gnome Gnomes are somewhere between halflings and dwarves in size and stature. they generally prefer a forested and hilly area. Dancing. Less Sleep 4 (4 hours of meditation per night) [8]. being both miners and foresters. Soulless (Can’t be Raised or Resurrected) [-15]. Advantages: Acute Hearing 1 [2].min: 4' 10" Weight . Advantages: Acute Hearing 2 [4]. Odious Personal Habits (Arrogant) [-5]. Age Categories: Secondary Characteristic Modifiers: Will -1 [-5].min: 65 lbs max: 4' 2" max: 120 lbs Eyes: gem colors Hair: white.min: 2' 6" Weight . overweight humans. Attractive [4]. Extended Lifespan 1 (160 Year Natural Lifespan) [2]. Hunted. Intolerance (Goblinoid Races) [-5].25 [5]. some oddities Hair: as human Skin: as human Gestation Period: 10 months Age Categories: Infant: to 1 year Child: 2-14 years Adolescent: 15-19 years Young Adult: 20-40 years Mature: 41-100 years Middle Aged: 101-175 years Old: 176-250 years Venerable: 251-325+ years Half-Elf [1 point] Secondary Characteristic Modifiers: Per +1 [5]. Night Vision 2 [2]. can't use Magic Items Requiring An Activation Roll) [-5]. Their small size prevents them from being terribly strong. DX +1 [20]. 6 or less) [-10].Green. Stronger and hardier than an elf. they live some three centuries or so. They live nearly as long as elves. Racial Quirks: Distinctive Features (Gnome) [-1].min: 90 lbs max: 6' max: 190 lbs Eyes: as human. Hairfeet Halflings Hairfeet halflings. 6 or less) [-10]. Voice [10]. 7 Mature: 34-68 years Middle Aged: 69-101 years Old: 102-144 years Venerable: 145-199+ years .CHARACTER RACES (GNOME) CHARACTER RACES (HAIRFOOT HALFLING) Height . Unaging [15]. or hobbits. Height . Resistant +3 (To Disease) [5]. Magic Resistance +3 [6]. Height . resemble short. Easily Lose Track of Time [-1]. Intolerance (Kobolds) [-5]. Acute Vision 1 [2]. Night Vision 2 [2]. Subsonic Hearing [0]. but their natural mellowness generally helps them avoid fights (at least ones they don't like). Height . Disadvantages: Enemy (Elf. Resistant +3 (To Disease) [5]. Secondary Characteristic Modifiers: Per +1 [5]. SM -1 [0]. Enemy (Elf and Demihuman Haters: Less Powerful. Physical Limitation (May only use Illusion Magic.

Magic Resistance +3 [6]. 6 or less) [-10]. HT +1 [10]. Sling. DX +1 [20]. DX +1 [20]. Savoir-Faire. can't use Magic Items Requiring An Activation Roll) [-5]. Throwing) [5]. Age Categories: Infant: to 1 year Child: 2-15 years Adolescent: 16-22 years Young Adult: 23-40 years Mature: 41-75 years Middle Aged: 76-109 years Old: 110-153 years Venerable: 154-210+ years Tallfellow Halfling [9 Points] Attribute Modifiers: ST -1 [-10]. DX +1 [20]. Tallfellows are taller than the hairfeet or stout. Attribute Modifiers: ST -1 [-10]. Their fair hair and lighter complexions makes them vaguely resemble elves. Stealth. Savoir-Faire.min: 60 lbs max: 4' 9" max: 110 lbs Eyes: as human Hair: as human Skin: as human Gestation Period: 9+ months Advantages: Absolute Direction (Underground Only -20%) [4]. Infravision [10].30’. Tallfellow Halflings Secondary Characteristic Modifiers: Per +1 [5]. Cooking. Advantages: Extended Lifespan 2 (200 Year Natural Lifespan) [4]. Half-Orc Secondary Characteristic Modifiers: Per +1 [5]. Talent (Bow. Throwing) [5]. strength of their orcish relative with the intelligence and cunning their human parent.min: 5' 1" Weight – min: 140 lbs max: 6' 7" max: 280 lbs Eyes: mostly black or brown Hair: as human. greyish Gestation Period: 8 months Age Categories: Infant: to 1 year Child: 2-8 years Adolescent: 9-11 years Young Adult: 12-17 years Mature: 18-39 years Middle Aged: 40-54 years Old: 55-79 years Venerable: 80-100+ years Half-Orc [-20 Points] Attribute Modifiers: ST +1 [10]. Sling. They don't have the excellent perception or leathery feet of their smaller relatives. Cooking. Mixing the durability and [-5]. Odious Personal Habits (Glutton) [-5]. Sling. Disadvantages: Enemy (Halfling and Demihuman Haters: Less Powerful. Racial Quirks: Distinctive Features (Halfling) [-1]. SM -1 [0].min: 3' 3" Weight . with whom they are good friends. Stealth. Height . 8 . Disadvantages: Enemy (Halfling and Demihuman Haters: Less Powerful. Magic Resistance +3 [6]. Skin: as human Advantages: Extended Lifespan 1 (100 Year Natural Lifespan) [2]. Throwing) [5]. Odious Personal Habits (Glutton) [-5]. but are rather thin as halflings go. Resistant +3 (To Poison) [5]. can't use Magic Items Requiring An Activation Roll) [-5]. Physical Limitation (May not use Arcane Magic. Hunted. MV -1 [-5]. SM -1 [0]. SM -1 [0]. Magic Resistance +3 [6]. Extended Lifespan 1 (150 Year Natural Lifespan) [2]. Hair: as human Gestation Period: 9+ months Age Categories: Infant: to 1 year Child: 2-15 years Adolescent: 16-22 years Young Adult: 23-40 years Mature: 41-75 years Middle Aged: 76-109 years Old: 110-153 years Venerable: 154-210+ years Stout Halfling [21 Points] Racial Quirks: Distinctive Features (Halfling) [-1]. they make quite a fearsome warrior. but they do possess excellent night vision.min: 2' 9" Weight . can't use Magic Items Requiring An Activation Roll) [-5]. Disadvantages: Enemy (Halfling and Demihuman Haters: Less Powerful. Talent (Bow. mostly black Skin: somewhat swarthy. Resistant +3 (To Poison) [5]. max: 4' max: 130 lbs Eyes: as human Secondary Characteristic Modifiers: Per +1 [5]. Stout Halflings Stouts are a bit larger than hairfeet. Stealth. Stouts also do not have quite the relaxed attitude of hairfeet. Hunted. Physical Limitation (May not use Arcane Magic. half-orcs are nonetheless a powerful sub-species. 6 or less) [-10]. 6 or less) [-10]. Stout Mixed-Blood [16 Points] Players wishing to create a Halfling of mixed Stout blood should use the Stout Halfling racial layout above. Racial Quirks: Distinctive Features (Halfling) [-1]. this is balanced out out to an extent by their increased combat ability.CHARACTER RACES (STOUT HALFLING) CHARACTER RACES (HALF-ORC) Hair foot [7 Points] Height . except that the character’s Infravision [10] becomes Infravision (Half normal range . MV -1 [-5]. Odious Personal Habits (Glutton) [-5]. MV -1 Often shunned by both their parents cultures. Physical Limitation (May not use Arcane Magic. -50%) [5]. Cooking. Talent (Bow. Hunted.min: 65 lbs Attribute Modifiers: ST -1 [-10]. Height . Savoir-Faire. and somewhat stronger. Resistant +3 (To Poison) [5].

and more ingenious than the most creative gnome. The table below shows these minimum and maximum figures at a glance. invariably.min: 5' Weight .. then the minimums must be met considering such bonuses. 16/16 DEXTERITY Min. for the ability score is simply lowered to conform to the maximum. 4/4 Max. but to a remarkable extreme. Despite this. Colorblind (Achromatopsia. Enemy (Orc. more warlike the most battle-hardened dwarf. Resistant +1 (To Poison and Disease) [5]. and possess a certain strength of character that marks them from other races. 9/9 Max. Night Vision 2 [2].CHARACTER RACES (HUMAN) CHARACTER ABILITY SCORES BY RACIAL TYPE Advantages: Acute Smell 1 [2]. or if bonuses are given for the race. Social Stigma (Half-Breed) [-5]. Never contented with what they have. 15/15 HEALTH Min. Ugly (To NonOrcs/Half-Orcs only -20%) [-6]. seem to be deeply involved in the currents of the time. 10/10 Max. 4/4 Max. They often show some of the personality traits assigned to other races. 17/17 & MAXIMUMS Elven M/F 4/4 16/14 Gnome M/F 7/7 16/13 Half-Elven M/F 4/4 16/15 9/9 16/16 8/8 16/16 5/5 16/16 7/7 16/16 4/4 15/15 8/8 17/17 4/4 16/16 7/7 16/16 10/10 17/17 4/4 15/15 7/7 16/16 9/9 16/16 7/7 16/16 9/9 16/16 11/11 17/17 9 Halfling M/F 7/7 15/12 Half-Orc M/F 7/7 16/16 . Human Humans are the the wildcard of the races. more mystical than the eldest gray elf. CHARACTERABILITY SCORES BY RACIAL TYPE Non. Only see bright colors and grays. 16/15 INTELLIGENCE Min. The minimum scores must have been generated in the initial ability score purchase phase.and part-human races must meet certain minimum ability scores and some races have lower maximum ability scores as well. Racial Quirks: Distinctive Features (Half-Orc) [-1]. they are incredibly adaptable to a variety of situations.min: 100 lbs max: 6' 9" (206 cm) max: 300 lbs (135 kg) Eyes: normal variations Hair: normal variations Skin: normal variations Gestation Period: 9 months Age Categories: Infant: to 1 year Child: 2-8 years Adolescent: 9-12 years Young Adult: 13-19 years Mature: 20-54 years Middle Aged: 55-79 years Old: 80-99 years Venerable: 100-120+ years TABLE 5: ABILITY SCORE MINIMUMS Character Ability Scores Dwarven STRENGTH M/F Min. -50%) [-5].. many non-human sages have noted that history is not written by the victors. There are humans more violent than the most vicious half-orcs. Hunted. more peaceful the most contented halfling. these minimums and maximums must be met. but rather by the humans who. Disadvantages: Bad Temper [-10]. Short Lifespan 1 (45 year natural lifespan) [-10]. DR 1 (Tough Skin -40%) [3]. humans are tremendously unpredictable. In order for your character to be one of these races. Humanoid and Half-Breed Haters: Less Powerful. 6 or less) [-10]. or perhaps because of it. Selfish on 6 [-5]. Height . Maximums applicable are easily met.

In order to establish the overall effects of age. gray elf. wood gnome half-elf halfling half-orc human Young Adult 35-50 40-60 100-175 150-250 100-175 75-150 75-150 50-90 24-40 22-33 12-15 14-20 Middle Aged 151-200 176-275 551-875 651-1000 551-875 501-800 501-800 301-450 101-175 69-101 31-45 41-60 Mature 51-150 61-175 176-550 251-650 176-550 151-500 151-500 91-300 41-100 34-68 16-30 21-40 Young Adult: Add 1 point of HT. Venerable: Subtract 1 point of ST. all additions and subtractions being cumulative. so that 16 ST drops to 15 ST and so on.CHARACTER AGE CHARACTER AGE Character Age: Aging: At the onset of each and every character's creation it is necessary that you establish his or her age. it is necessary to establish a number of standard age brackets for each age of characters. high elf. Mature: Add 1 point of ST. making each change progressively from young adulthood. Most adjustments are in whole numbers. wild elf. 2 points of DX. Middle Aged: Subtract 1 point of ST and 1 point of HT. TABLE 6: CHARACTER STARTING AGE Race Age dwarf 40+5d4 elf 130+5d6 gnome 60+5d4 half-elf 22+3d4 halfling 20+3d4 half-orc 13+1d6 human 18+1d4 TABLE 7: CHARACTER AGE CATEGORIES Race dwarf dwarf. or you may assign age as you see fit in the light of the milieu you have developed. You may do the same for other characters. mountain elf. modify ability scores accordingly. For player characters and henchmen you must use the appropriate table. and 1 point of HT. When age category is established. add 1 point of IQ. valley elf. 10 Old 251-350 276-400 876-1200 1001-1500 876-1200 801-1100 801-1100 451-600 176-250 102-144 46-60 61-90 Venerable 351-450 401-525 1201-1600 1501-2000 1201-1600 1101-1350 1101-1350 601-750 251-325 145-199 61-80 91-120 . Old: Subtract 2 points of ST. add 1 point of IQ. 1 point of DX. and 1 point of HT.

and dealings with the members of the race will be reflected accordingly. Vow (Chastity or oppose the deity and/or his minion. or dislike. Secondary Characteristics: Damage 1d-2/1d. or Undead). which will be either (H) IQ-1 [1]-10 or (VH) IQ-2 [1]-9 with the +1 for Power Investiture. -30%. Hard to Kill [2/level]. and 20 points chosen from among Blessed (Pact. Gesture. T: T indicates that the race is viewed with tolerance and generolly acceptable. Staff (A) DX+2 [8]-12. Turning*. Selfless [-5**]. Flail (H) DX [4]-10 and Shield (E) DX+2 [4]-12. Highly Accessible. Fearlessness [2/level] or Unfazeable [15]. (3) Only Tallfellows regard elves as good company. Table 8: Basic Acceptability of Racial Type Race DWARVEN ELVEN GNOME HALF-ELVEN HALFLING HALF-ORC HUMAN Dwarves P A G N G (2) H N Elves A P T P G (3) A N Gnomes G T P T T H N Half-Elves N G T P N A T Halflings G (1) T G N P N N Half-Orcs H A H A N P N Humans N N N T N T P P: P indicates that the race is generally preferred. Pacifism a god or goddess. Spells: Choose 15 clerical spells (see Magic ). Minimal Intervention. both (A) DX-1 [1]-9. One of these three melee skills packages: such forces. The dealings which a character has with various races guide in determining which races your character will like. Pact. The following table will serve as a character. Special Abilities. Honesty Clerics (or Adventuring Priests) are the "in the field" preachers of [-10**]. there are also certain likes and dislikes interaction between your character and the various races which which must be considered in selecting the racial type of the he or she will encounter. (1) Only with regard to Tallfellows and Stouts. -30%) [7] and True Faith (Pact. One 3-point package selected from Detect Lies (H) Per [4]-11. Background Skills: One of Climbing or Stealth. Although not quite the Vegetarianism) [-5] or Wealth (Struggling or Poor) [-10 or -15]. Similarly. primary battle pieces of their deities. both (A) IQ-1 [1]-10. Compulsive Generosity [-5**] or Miserliness [-10**]. all (H) IQ-2 [1]-9. Patron (Deity. and are as such generally regarded with much respect. Voice [10]. -30%) [11]. and Teaching. Per 11 [0]. Disadvantages: Vow (No edged weapons) [-10]. Stubbornness [-5]. Languages (any) [2-6/language]. or Savoir-Faire (High Society). both (A) Per-1 [1]-10. Secondary Skills: First Aid (E) IQ [1]-11. BL 20 lbs. Note that these beings recognize Sling (H) DX [4]-10. 11 . and Religious Ritual. Fanaticism [-15]. Your GM In addition to the various attributes of the races of characters will certainly take racial preferences into account during during already mentioned. all (A) IQ-1 [1]-10. although some suspicion will be evidenced. +100%) [17]. IQ 11 [20]. Intuition (Pact. HP 10 [0]. Basic Speed 5 [0]. Cleric [75 Points] 3. (2) Only Stouts regard dwarves as acceptable.RACIAL PREFERENCES CHARACTER TEMPLATES (CLERIC) Racial Preferences: the acquisition of hirelings by racial type might prove difficult for some characters if they go outside a narrow field. Power Investiture 1 (Pact. One of Throwing (A) DX+1 [4]-11 or spiritual or religious enemies. Sense of Duty representatives of the deity they follow. Advantages: Clerical Investment [5]. They are considered to be direct [-5 to -30]. Spirits. Hidden Lore (Demons. Mental Strength (E) Will+1 [2]-13. all (E) IQ [1]-11. Primary Skills: Esoteric Medicine (Holy) (H) Per [4]-11 and clerics may invoke divine power against extra-dimensional. Meditation (H) Will-2 [1]-10. -30%) [7]. or additional levels of Charisma [5/level] or Power Investiture [7/level]. As they are their deities's agents. +50%. if not loved. Truthfulness [-5**]. Overconfidence [-5**].other halflings are tolerant (T). Spirit Empathy [10]. Diagnosis. Gluttony [-5**]. -30%) [11]. Panhandling. 1. other Halflings are regarded with tolerance (T). Will 12 [5]. CHARACTER TEMPLATES Attributes: ST 10 [0]. G: G means that considerable goodwill exists towards the race. Public Speaking. HT 10 [0]. +65%) [21]. or Observation or Search. Basic Move 5 [0]. -50%. 2. and not using one's turning ability may be quite useful for influencing the actions of such entities. Overweight [-1] or Fat [-3]. Intolerance (“Evil” religions) or (All other religions) [-5 or -10]. H: H tokens a strong hatred for the race in question. 6 or less. Social Stigma (Excommunicated) [-5]. Theology. Oracle (Pact. Charisma [5/level]. Exorcism (H) Will [4]-12. and -40 points chosen from among Charitable [-15**]. Religious Rank [5/level]. -30%. Occultism. other halflings tolerate them (T). N: N shows that the race is thought of neutrally.. Disciplines of Faith (Ritualism or The Cleric Mysticism) [-5 or -10]. A: A means that the race is greeted with antipathy. and Shield (E) DX+2 [4]-12. Healer 1 or 2 [10 or 20]. Higher Purpose [5]. Axe/Mace (A) DX+1 [4]-11. even by those who would (Coreligionists) [-10]. DX 10 [0]. rather indifferent to. Persuade (H) Will-1 [2]-11 and Sway Emotions (H) Will-1 [2]-11. Hiking (A) HT-1 [1]-9. they nonetheless have considerable combat ability. be will be affected by racial preferences to some extent. FP 10 [0]. Scrounging (E) Per [1]-11. Selfless [-5**]. Research or Writing.

Animal Handling (any). In addition. Attributes: ST 11 [10]. [0]. weapons and situations as possible. Elemental Planes only. Will 10 [0]. Phobia (Fire) [-5*]. Enhanced Parry 1 [5 or 10]. it must move away. FP 10 [0]. and Survival (any) (A) Per-1 [1]-10. Overconfidence [-5*]. B120. Outdoorsman 1 or 2 [10 or 20]. which will be limelight of an event. or Wealth (Struggling or Poor) [-10 or -15]. Their training consists [4]. Elemental. Fearlessness 1-5 [2/level] or Unfazeable [15]. Mimicry (Animal Sounds or Bird Calls). Disguise (Animals). him/her. and Hiking (A) HT-1 [1]-9. -30%) [1]. Odious Personal Habit (“Dirty hippy”) [-5]. Metabolism Control 5 (Pact. Net. Enhanced Block 1 [5]. Faeries. Pact. Hard to Kill 1-5 [2/level]. which is a precondition for using such spells. Green Thumb 1 [5]. Rapid Healing [5] or Very Rapid Healing [15]. -20%. Phobia (Crowds) [-15*]. One of Thrown Weapon (Spear or Stick). -40%. all (H) DX-1 [2]-9. -50%. Effects endure for as long as you concentrate and for 1d seconds afterward. Secondary Skills: Camouflage (E) IQ [1]-11. removing from existence the same). DX 10 [0]. • Two of Knife (E) DX [1]-10. Shortsword. Hidden Lore (Elementals. Lasso. fighters from Animal Friend 1-4 [5/level]. Background Skills: Climbing and Stealth. Hard to Subdue 1-5 [2/level]. Pact. High Pain Threshold [10]. see p. Languages (Druid Cant) [6]. Morph (Animals Only. One of Spear or Staff. bringing the word of his or her god(ess) the people. IQ 10 [0]. Danger Sense [15]. FP 11 [0]. and Naturalist (H) IQ [2]-12†. Pact. as their representatives see that the natural. affecting their deity's wish in a less obvious way. sleep indoors) [-10]. ** Multiplied for self-control number. BL 24 lbs. As part of their bizarre progression after 16th level. Vow (Never among Alcohol Tolerance [1]. -20%. Theology (Druidic). they do not have the ability to disrupt spirits and extra-dimensional creatures. Basic Longevity (Doesn't Age Cosmetically. both (A) DX+2 [8]-12. Vow (Vegetarianism) [-5]. DX 12 [40]. 2. Since the druid does not have the direct influence of their deity so easily accessible. If it’s closer already. First Aid or Gesture. and 20 points chosen People of incredible durability and combat ability. Will 12 [5]. both (E) IQ [1]-11. Animal Empathy (Pact. -30%) [4]. Fit [5] or Very Fit [15]. Pact -30%) [20]. If you win or tie.50 [-5]. Penetrating Voice [1]. all (A) DX [2]-10.. Empathy [10]. -30%) [18]. and Veterinary. personal role in the affairs of mortals. † +1 from Power Investiture 1. Per 11 [0]. or Nature Spirits). Intolerance (Urbanites) [-5]. Whereas a cleric may stride out into the Spells: Choose 15 druidic spells (see Magic ). -20%. Stubbornness [-5].. -30%) [7] and Terrain Adaptation (Woodlands. Born War Leader [5/Level]. Military Rank 1-4 [5/level]**. Pharmacy (Herbal). Loner [-5*]. the deities that use druids Diagnosis or Poisons. -30%) [10]. and -30 points chosen from among Disciplines of Faith (Ritualism or Mysticism) Secondary Characteristics: Damage 1d-1/1d+1. Religious Ritual (Druidic). and 20 points chosen from [-15]. Resistant to Disease (+3) or (+8) [3 or 5]. druidical spells instead attempt to use that which is provided by the world for such ends. all (H) IQ-2 [1]-9. where many clerical spells are of a "creative" nature. It is a Pact. both (H) IQ-2 [1]-9. One of these two melee skills packages: [15]. see p. Spirit probably the toughest beings on the face of the world. Hidden Lore (any other). Instead. Humor [-10]. both (A) DX-1 [1]-9. Once per Day. -30%) [3/Level] or Power Fighter [75 Points] Investiture (Druidic) [7/level]. Pact. Jumper (World. -30%) [4]. Green Thumb 2-4 [5/level]. -30%) [4]. or Teaching. or Observation (A) Per-1 [1]-10. † Includes +1 for Green Thumb. IQ 11 [20]. all (A) DX+1 [4]-11.00 [0]. they use the guises HIEROPHANT ABILITIES of animals. or Blowpipe. all (A) IQ-1 [1]-10. Move 5 [0]. HT 10 [0]. or Weapon Bond [1]. B120. and Shield (E) DX+2 [4]-12. No Sense of 11 [0]. -30%) personify the expression "tough as nails". Advantages: Damage Resistance 1 (Limited. As those gods that employ clerics believe in a more direct. or Spear. Bolas. The equivalent of these abilities in the GURPS System are provided below: Attributes: ST 10 [0]. Healer 1 or 2 [10 or 20]. Enhanced Dodge 1 Primary Skills: Herb Lore (VH) IQ-1 [2]-11†. Pact. Broadsword. Disadvantages: Vow (No metal armor) [-10]. BL 24 lbs. Basic Speed 5. bringing effects and objects into existence (or * Multiplied for self-control number. 1. HT 11 [10]. less obvious hand brings higher benefits. Recovery [10]. but those who excel in it are (Pact. Druids stop accruing Spellcasting ability. Plant Empathy grueling and painful procedure.CHARACTER TEMPLATES (DRUID) CHARACTER TEMPLATES (FIGHTER) * Take a Concentrate maneuver and roll a Quick Contest of Will with any undead or evil spirit in sight. HP [-5 or -10]. and Weather Sense. Phobia (Machinery) [-5*]. the creature can’t come closer than yards equal to your margin of victory (minimum one yard). or Throwing. a druid will generally wait for the people to come to either (H) IQ-1 [1]-10 or (VH) IQ-2 [1]-9 with the +1 for Power Investiture (Druidic). or additional levels of Damage Resistance (Limited. and instead gain unusual special Druid [75 Points] abilities. all (E) DX+1 [2]-11. Pact. types of armor. of nearly constant exercise and work with as many different Intuition [15]. The Fighter Power Investiture 1 (Druidic. +0%. Per 10 [0]. Animal Handling (any other). One of Axe/Mace. Elemental. or Sling. Basic Move 5 [0]. Basic Speed 5. The Druid Secondary Characteristics: Damage 1d/1d-2. HP 10 Hierophant Abilities: Resistant to Poison (+8. Sense of Duty (Wild nature) Advantages: Combat Reflexes [15]. all (A) IQ-1 [1]-10. -30%) [3]. 12 .

Two of Axe/Mace. or Two-Handed Sword. † Includes +1 for Born War Leader (p. Primary Skills: Exorcism (H) Will [4]-12. Interrogation (A) IQ-1 [1]-9. Lecherousness [-15*]. Climbing or Stealth. * Multiplied for self-control number. these warriors do have some spell ability. FP 10 [0]. Secondary Skills: Brawling (E) DX+1 [2]-12. etc. Recovery [10]. Stubbornness [-5]. or Spear. Heraldry. Pact -30%) [9]. Greed [-15*]. Duty (To church 1. 14). both (A) DX-1 [1]-11. Overconfidence [-5**]. Chummy [-5] or Gregarious [-10]. all (A) DX+3 [1]-10. Paladin [100 Points] ** Multiplied for self-control number. and -15 points Spear†. Spear. Callous [-5]. Gambling. High Pain Threshold [10]. or Two-Handed Sword†. all (A) DX-1 [1]-10. Fanaticism (Unit. Will 12 [10]. Enhanced Block 1 [5]. Riding religions) or (All other religions) [-5 or -10]. Sense of Duty (Nation) [-10] or Sense of Duty (Adventuring companions) [-5]. Shortsword. Strategy and Tactics. and Esoteric Medicine (Holy) (H) Per-2 [1]-8. Attributes: ST 11 [10]. HT 10 [0]. Broadsword. What little they both (H) IQ-2 [1]-8. creature can’t come closer than yards equal to your margin of due to the paladin's almost constant proximity to pain and victory (minimum one yard). Compulsive Carousing [-5*]. First Aid. Spear†. ** Duty must accompany Military Rank. Combat Reflexes [15]. -30%) [10]. the extra-dimensional creatures in the way that clerics do. or Observation (A) have left is spent in prayer and worship. Overconfidence [-5*]. Bully [-10*]. page F106). The Holy Warriors of a deity.. Detect (Evil. nation. Broadsword. † Fighters who prefer two-handed weapons can omit Shield and Background Skills: Religious Ritual and Theology. or Two-Handed Sword†. Secondary Characteristics: Damage 1d-1/1d+1. All the Time) Knife (E) DX [1]-12. seconds afterward. -30%. all (A) DX+1 [4]-13. Pact -30%) [5]. or Wounded [-5]. force. Like the cleric's. time perfecting the art of war as fighters do. Pact. Shield (E) DX+2 [4]-14†. or Stealth. Obsession (Slay some specific type of monster) [-5*]. +65%) [21]. Fit [5] or Very Fit [15]. First Aid or Gesture. or Sling (H) DX-1 [2]-11. Intolerance (“Evil” 3. and Strategy and Tactics. (Ritualism or Mysticism) [-5 or -10]. DX 11 [20]. 9 or less) [-5]. A further 25 points chosen from among Ally (Paladin's Warhorse (as Superior Horse. One Eye [-15]. BL 24 lbs. all (E) IQ [1]-10. Enhanced Parry 1 [5 or 10]. Healing (Limited Use 1/day -40%. paladins * Take a Concentrate maneuver and roll a Quick Contest of Will also have. Faire (High Society). Five of Fast-Draw (any) (E) DX The Paladin [1]-11. One of Crossbow [5]. both (A) DX [2]-12. Flail (H) DX+1 [8]-12 and Shield (E) DX+2 [4]-13. IQ 10 [0]. [12]-14. represent more the god's sword than the god's word. Spear†. or Two-Handed Sword†. Meditation (H) Will-2 [1]-10. Broadsword. Polearm†. (A) HT-1 [1]-10. Pact -30%) [4]. Status 2 [10]. Broadsword. Polearm†. or and Shield (E) DX+2 [4]-13. Fearlessness [2/level] or Unfazeable [15]. Turning*. both (E) IQ [1]-10. 13 . Stubbornness [-5]. or order. -30%) [7/Level]. Vow (of Poverty) [-5]. Compulsive Vowing [-5**]. Per 10 [0]. One of these three sets of options: Disadvantages: Code of Honor (Chivalry) [-15]. Pact -30%) [10]. all (A) IQ-1 [1]-9. Code of Honor (Pirate’s. see p. 9 or less. somewhat limited. evil creatures) -20%. Gesture. or -15]. Finally. Four of Axe/Mace. Higher Purpose [5]. Power Investiture 1 (Maximum of 3.CHARACTER TEMPLATES (PALADIN) CHARACTER TEMPLATES (PALADIN) Disadvantages: -40 points chosen from among Bad Temper or Berserk [-10*]. Basic Speed 5.Vow (Never refuse a challenge to combat) [-10]. Hiking 2. True Faith (Pact.) [-15]. Secondary Skills: Armoury (Body Armor or Melee Weapons) (A) IQ [2]-10. B120. Resistant (Immune to Disease. Weapon Bond [1]. Leadership (A) IQ-1 [1]-9. Pact. -30%) [7]. Intimidation (A) Will-1 [1]-9. or additional levels of Born War Leader Bow or Throwing. Basic Move 5 [0]. Duty (Unit or force. Selfless [-5**]. Carousing (E) HT [1]-11. Fanaticism [-15]. Compulsive DX+1 [8]-13. they have a very limited ability to directly heal those away. all (A) DX [-10]. From commoners: Large Class. or Chivalry) [-5. Hiking (A) HT-1 [1]-9. HP 11 [0]. or Savoir1. it must move suffering. Reputation (As Primary Skills: Brawling (E) DX+1 [2]-13 or Boxing (A) DX [2]-12. Charitable [-15*]. If you win or tie. or Vow (Chastity) [-5]. -10. Honesty [-10*]. Although they Per-1 [1]-9. all (A) DX+2 [8]-14. Shortsword. or Flail (H) chosen from Bloodlust [-10*]. all (A) DX+2 [8]-13. both (H) IQ-2 raise a two-handed combat skill by a level. both (H) IQ [2]-10†. Scrounging (E) Per 3. Lance. DR 2 (Holy Aura. and Intimidation (A) Will-1 [1]-11. a do-gooder: +2. Disciplines of Faith 2. all (E) DX+1 [2]-13. see p.00 [-10]. Soldier’s. If it’s closer already. Streetwise. the ability to disrupt spirits and with any undead or evil spirit in sight. One of these three melee skills packages: Background Skills: Three of Forced Entry (E) DX [1]-12. Rapid Healing [5]. and Patron (Church or Order. One of Axe/Mace. Trigger (only vs. Climbing. or Thrown Weapon (Axe/Mace or Spear). Advantages: Born War Leader 1 [5]. [1]-8. Hard to Kill [2/level]. 15 or less. Sense of Duty [2]-12. Leadership (A) IQ [1]-10†. or Observation (A) Per-1 [1]-9. Hidden Lore (Demons or both (H) IQ-2 [1]-8. Honesty (12) [-10]. [5/level]. Bloodlust [-10*]. (Good entities) [-10]. Lance. Workaholic [-5]. paladins spend almost as much Physiology (one monster type) or Psychology (one monster type). Undead) (A) IQ [2]-10 and Riding (Horses) (A) DX+1 [4]-13. Easy to Read [-10]. Pact. No Sense of Humor (Horse). Generosity [-5**]. 12 or less) [-10] or (15 or less) [-15]†. Polearm†. Effects endure for as long as you concentrate and for 1d that serve their ways. One of Polearm. Truthfulness [-5**]. Hard to Subdue [2/level]. One of Axe/Mace. B120. Shortsword.

14 .

Danger Sense [15]. Animal Friend [5/level]. both (A) DX-1 [1]-9. all (E) DX [1]-10. Vow (Own no more than what can be carried) [-10]. Boating (Unpowered). or Spear. and Shield (E) DX+2 [4]-12. Combat Reflexes [15]. No Sense of Humor [-10]. Thrown Weapon (Disc) (E) DX+2 [4]-13 and Shortsword (A) Gesture (E) IQ+1 [2]-12. Delusions (About how the civilized world works) [-5. Broadsword. FP 12 [0]. Alcohol Tolerance [1]. Overconfidence [-5*]. Intolerance (Urbanites) [-5]. Shortsword. rangers have more than a passing familiarity with the ways of the nature gods. They are somewhat more "civilized" than druids. and Traps. Two-Handed Axe/Mace (A) DX+3 [12]-14 7. Search (A) Per-1 [1]-10. Appearance (Unattractive or Ugly) [-4 or -8]. and Shield (E) DX+2 [4]-13 2. Knife. Overconfidence [-5*]. Social Stigma (Disowned) [-5]. Giant-Kin and Humanoids only -20%) [12]. Thrown Weapon (Stick) (E) DX+2 [4]-13 and Spear (A) DX+2 [8]-13 Background Skills: 4 points in improved primary or secondary skills. B120. or Spear. Recovery [10]. Rapid Healing [5] or Very Rapid Healing [15]. Running (A) HT-1 [1]-11. Will 12 [5]. Basic Move 5 [0]. One of the most dangerous enemies of the forest are often the giants. Ranger [100 Points] Secondary Characteristics: Damage 1d-1/1d+2. Mariner 1 [10]. Bloodlust [-10*]. Camouflage (E) IQ+2 [2]13†. Phobia (Crowds) [-15*].CHARACTER TEMPLATES (RANGER) CHARACTER TEMPLATES (BARBARIAN) The Ranger The Barbarian Some may call rangers the druidical equivalent of paladins. FP 12 [0]. Magic Resistance [2/level]. One of these two melee skills packages: Barbarian [73 Points] Disadvantages: Code of Honor (Pirate’s) [-5]. Running (A) HT+1 [4]-13.. Stubbornness [-5]. and 15 points chosen from among Absolute Direction [5]. Armoury (Missile Weapons). etc. Sense of Duty (Adventuring companions) [-5]. -10. Animal Empathy [5]. or Staff. Per 11 [0]. BL 24 lbs. or Weather Sense. Rapid Healing [5]. Throwing. Cartography. both in combat and avoidance. and 20 points chosen from Absolute Direction [5]. 2. Hiking (A) HT [2]-12. Two-Handed Sword (A) DX+3 [12]-14 or Knot-Tying.. Garrote.50 [0]. * Multiplied for self-control number. Weapon Bond [1]. Gigantism [0]. Thrown Weapon (Harpoon) (E) DX+3 [8]-14 and Axe/Mace (Bird Calls) (H) IQ [2]-11†. all (A) IQ-1 [1]-10. Secondary Characteristics: Damage 1d-1/1d+1. or improving Fit [5] to Very Fit [15]. 1. Combat Reflexes [15]. all (A) DX+2 [8]12. Per 11 [10]. Lifting ST 1-3 [3/level]. their disregard for the even the least of precautions starting fires. Bad Temper [-10*]. 3. Fast-Draw (Arrow) (E) DX [1]-10. The barbarian is modeled on the design of Conan. Basic Speed 5. Easy to Read [-10]. all (A) DX+2 [8]-13. Riding (Camel or HT [1]-12. Prospecting. and Survival (any) (A) DX+1 [4]-12 (A) Per [1]-11†. Honesty [-10*]. As people who dwell and travel so often in the forest. One of Broadsword. Rangers are specifically trained to deal with these and other interlopers. 15 . Peripheral Vision [15]. Bow (A) DX+2 [8]-13 and Knife (E) DX+2 [4]-13 Secondary Skills: Climbing and Stealth. Advantages: Fit [5]. Stealth (A) DX [2]-11. Code of Honor (Pirate’s or Soldier’s) [-5 or -10]. Sense of Duty (Clan or Tribe) [-5]. Axe/Mace. Weapon Bond [1].vs. Fit [5] or Very Fit [15]. Resistant to Poison (+3) [5]. Stealth (A) DX [2]-11. Callous [-5]. Hard to Subdue [2/level]. but will band together for a good brawl. and one of Riding (Horse) (A) DX+1 [4]12. They are powerful brutish fighters from primitive areas who fear and disdain magic and civilization. Primary Skills: Bow (A) DX+1 [4]-11. Navigation (Land or Sea) (A) IQ [1]-11†. Danger Sense [15]. Basic Move 5† [0]. Acute Vision [2/level]. Fearlessness [2/level]. HP 11 [0]. Tracking (A) Per [2]-11. Primary Skills: Survival (any) (A) Per+2 [8]-13. Horrible Hangovers [-1]. see p. or Teamster (A) IQ+1 [4]-10. -10%) [18]. IQ 9 [-20]. Spear. Observation (A) Per [2]-11. -10. High Pain Threshold [10]. Innumerate [-5]. and -25 points chosen from among Alcoholism [-15]. Berserk [-10*]. HT 12 [20]. Skiing (H) HT-2 [1]-10. Greed [-15*]. Jumping. Compulsive Behavior (Carousing) [-5*]. or -15]. Low TL -1 [-5]. Callous [-5]. Wealth (Struggling) [-10]. Bully [-10*]. Weapon Master (Bow) [20]. or Wrestling. Riding (Horse). -10%) [7]. all (A) DX-1 [1]-9. Pact. Will 9 [0]. Shortsword. 6. HP 16 (Size†. Shadowing. One of Broadsword. Attributes: ST 12 (Size†. DX 11 [20]. Odious Personal Habit (“Unwashed bushwhacker”) [-5]. Mundane Background [-10]. or Brawling. Odious Personal Habits [-5. HT 12 [20]. Power Investiture (3 levels max. BL 29 lbs. all DX+2 [8]-13 (A) IQ [2]-11. Lecherousness [-15*]. Disadvantages: Loner [-5*]. animal depletions. High Pain Threshold [10]. Pick one of the following 12-point packages: 1. and -25 points chosen from among Bloodlust [-10*]. Intolerance (Civilized People) [-5]. Advantages: Striking ST 3 (Trigger . Plains: Navigation (Land) (A) IQ+1 [4]-10. or -15]. Fast-Draw (any other). or additional levels of Low TL [-5/level]. or Horse) (A) DX [2]-11. Druidic.Greed [-15*]. Social Stigma (Uneducated) [-5]. 5. Paranoia [-10].75 [0]. Hard to Kill 2 [4]. and take up a bit of magical studies in their travels. Temperature Tolerance 1 (specify Hot or Cold) [1]. † Includes +1 for Outdoorsman. and Tracking (A) Per+1 [2]-13†. Hard to Kill [2/level]. First Aid or Secondary Skills: Pick one of the following packages: Seamanship. Mimicry 4. IQ 11 [20]. Basic Speed 5. Outdoorsman 1 [10]. Disciplines of Faith (Ritualism or Mysticism) [-5 or -10]. Ham-Fisted 1 or 2 [-5 or -10]. Gluttony [-5*]. Language (Native Tongue): Spoken (native) /Written (None) [-3]. Acute Senses (any) [2/level]. or Vow (Never sleep indoors) [-10]. all (A) DX+3 [12]-13. DX 10 [0]. both (E) IQ [1]-11. Gullibility [-10*]. Stubbornness [-5]. -30%) [7/level]. Swimming (E) Desert: Navigation (Land) (A) IQ+2 [8]-11. Resistant to Disease (+3) or (+8) [3 or 5]. No Sense of Humor [-10]. or additional levels of Outdoorsman [10/level]. to a certain extent this is true. Night Vision 1-9 [1/level]. Outdoorsman 1 [10]. Attributes: ST 11 [10]. Many barbarian abilities are connected to the land or kind of land in which their tribe lives. and are bequeathed abilities thus. Impulsiveness [-10*].

Writings. Fearlessness [2/level]. Unfit [-5] Bloodlust [-10*].. and Thaumatology (VH) IQ [1]-12‡. Legal Enforcement Powers [Varies]. Traps (A) IQ+1 [4]-10. both (E) DX [1] 11.) [-10*]. All the Time) [5]. a lich. Two of Brawling or Jumping. for they have little time for the material disciplines. Combat Reflexes [15]. Sense of Duty (Adventuring Disadvantages: Code of Honor (Chivalry) [-15]. to -15]. (Wealth and Status may be bought as Potential Advantages (Heir) for half cost. If this is Instead. HT 10 [0]. many Characters will instead only have part of the Package and must aspire to Attributes: ST 10 [0]. Intolerance (Commoners Primary Skills: Hidden Lore (Demons. See p. Gluttony [-5*]. IQ 12 [40]. B33. they are quite weak. -20%) [8/level]. Low Pain Threshold [-10]. Primary Skills: Lance (A) DX+1 [4]-12. a wealthy parent. B120. Disciplines of Faith (Monasticism) [-10]. Charisma [5/level]. Seamanship (E) IQ+1 [2]-10. Cavalier [75 Points] Attributes: ST 11 [10]. Status [5/level]. Clueless [-10]. Intimidation (A) Will-1 [1]-8. simply drop the Wealth Advantage. Callous [-5]. BL 20 lbs. Woodland: Camouflage (E) IQ+1 [2]-10. Language Talent [10]. or additional levels of Magery (Only while unarmored. Climbing (A) DX [2]11. Social Stigma (Excommunicated)† [-10].) Advantages: Magery 1 (Only while unarmored. BL 24 lbs. Bad Sight (Mitigator: Glasses. Will 10 [0].. DX 11 [20]. What exercise they might undergo is slight. * Multiplied for self-control number.CHARACTER TEMPLATES (CAVALIER) CHARACTER TEMPLATES (MAGIC-USER) Seafaring: Meteorology (A) IQ+1 [4]-10. -30%) [7]. and 15 points chosen from among Born War-Leader [5/level]. Magical or Unbelievers) [-5]. or Generosity) [-5*]. Combat Paralysis [-15]. Hard of Hearing [-10]. Oblivious [-5]. Magic Items. -10. Overconfidence [-5*]. Tracking (A) Per-1 [1]-9. From commoners: Large Class. complete their ascension. both (H) IQ-2 [1]-8. or Spirits) and Occultism. Overconfidence [-5*]. Stubbornness [-5]. Striking ST 2 (Trigger: Only when using a lance while mounted. this Package assumes that the Character has some form of wealth. HT 11 [10]. IQ 10 [0]. Dancing (A) DX-1 [1]-10. Riding (Horse) (A) DX+1 [4]-12. fulfilled his training requirements and earned his own Coat of Arms. and -20 points chosen from among companions) [-5]. Mind Shield [4/level]. Navigation (Sea) (A) IQ+1 [4]-10. Jealousy [-10]. B20). Background Skills: Heraldry (A) IQ [2]-10.5 [0]. Stealth (A) DX [2]-11. Sense of Duty (Vassals) [-5] or (The weak) [-10]. Stubbornness [-5]. Debt [-1/level]. Will 12 [0]. Cowardice [-10*]. forces of the world eventually gives them the ability to rock mountains. Per 10 [0]. Shyness [-5. Secret [-5 to -30]. see p. both (A) DX [2]-11. Klutz [-5] or Total Klutz [-15]. -60%) [-10]. Fit [5] or Very Fit [15]. Languages (any) [2-6/language]. Secondary Skills: Either Axe/Mace or Broadsword. Compulsive Behavior (Carousing or Very Unfit [-15]. Selfish [-5*]. and 20 points chosen from among Eidetic Memory [5] or Photographic Memory [10].75 [-5]. Skinny [-5]. † Includes effects of Gigantism (p. Vow [-5 Alchemy (VH) IQ [8]-12. a rushing ocean of potential. or Religious Ritual or Tactics. see p. Per 9 [-15]. Duty [-2 to -15]. Status 2 [10]. * Multiplied for self-control number. The Cavalier Cavaliers are typically members of the upper classes. Fanaticism [-15]. their enormous investitures in controlling the magical not true. Basic Speed 5. Further. Tracking (A) Per [2]-11. or associated with them at least. Carousing or Singing. Signature Gear (Father’s sword or other) [Varies]. Higher Purpose [5]. or Unnatural Features 1-5 [-1/level]. Frightens Animals [-10]. Secondary Characteristics: Damage 1d-2/1d. Independent Income [1/level]. HP 11 [0]. 9 or less) [-5]. reshape rivers and devastate all who stand in their This package deal represents an established Cavalier that has way. Obsession (Become the world’s most powerful wizard. -20%) [12]. Basic Move 4 [0]. etc. Pyromania [-5*]. FP 11 [0]. Advantages: Claim to Hospitality (Other Cavaliers) [5]. Intuition [15]. Hard to Subdue 3 [6]. Spirit Empathy [10]. Games (Tournament Rules) (E) IQ [1]-10. Rolls to hit you are at +1. some magicians may say that they seek to tap this power in the same way a millwright seeks to tap the power of river. or a sponsorship. Swimming (E) HT+1 [2]-13. Post-Combat Shakes [-5*]. B120. Nervous Stomach [-1]. Savoir-Faire (E) IQ+1 [2]-11. High Pain Threshold [10]. Curious [-5*]. From a physical point of view. Basic Move 5 [0]. 16 . FP 13 [9]. Basic Speed 4. Leadership (A) IQ [2]-10. DX 10 [0]. The Magic-User The magical energies of the planes wax and wane. You may use oversized weapons and must buy extra-large armor. Versatile [5]. both (A) IQ [2]-12. HP 10 [0]. or-20]. Duty (To liege lord or order. Disadvantages: -40 points chosen from among AbsentMindedness [-15]. Falconry (A) IQ1 [1]-9. Shield (E) DX+2 [4]-13. a stipend. Patron (Liege lord or knightly order) [10]. which train to fight heavily armored from horse back. Bad Temper [-10*]. Single-Minded [5]. inherited. Background Skills: Brawling (E) DX [1]-11 and two of Carousing (E) HT [1]-12. Gizmos 1-3 [5/level]. or Wealth (Comfortable) [10]. Reputation (As a do-gooder:+2. Social Stigma (Disowned) [-5 or -10]. both (E) HT [1]-11. whether it be titled. Loner [-5*]. additional Status [5/level]. Secondary Characteristics: Damage 1d-1/1d+1. or Sex Appeal (A) HT-1 [1]-11. or additional Duty [-2 to -15]. while some Characters will be able to start play as Magic-User [75 Points] Cavaliers if they have no other abilities.

Per 12 [5]. BL 24 lbs. Loner [-5*]. Trademark [-5 to -15]. either Pickpocket (A) DX+1 [8]-13 or Knife (E) DX+3 [8]-15. Fit [5] or Very Fit [15]. their emphasis on speed keeps thieves' lesser durability from having to deal with the wrong end of their opponents' weaponry. and one of the following packages: Primary Skills: Observation or Search. Secondary Characteristics: Damage 1d-2/1d. Striking ST [5/level]. 11. Secondary Characteristics: Damage 1d-1/1d+1. Honest Face [1]. but must be evil in alignment regardless of his motivations for selecting his jobs. Foolishness. Counterfeiting. Assassins are limited in their progression. Forgetfulness. Greed [-15*]. Darkness. or Knife. all (A) IQ [2]12.. Basic Move 5 [0]. Sense of Duty (Adventuring companions) [-5]. Trickster [-15*]. and one of the following skill sets: Elementalist: Create Air. Danger Sense [15]. but do not take kindly to other assassins working on their turf. Danger Sense [15]. or Strategy. Cutpurse/Pickpocket: Shadowing (A) IQ+1 [4]-12. and Writing. Light. IQ 11 [20]. Enhanced Dodge 1 [15]. Streetwise (A) IQ [2]Illusion Disguise. Basic Move 5 [0]. Cartography or Hidden Lore (any other) (A) IQ-1 [1]-11. Disadvantages: Secret (Imprisonment or Exile) [-20] and -20 points chosen from among Bad Temper [-10*]. Compulsive Lying [-15*]. Double-Jointed [15]. Patron (Assassin’s Guild or similar) [Varies]. Most of their opponents are more armored than they. One of Thrown Weapon (Dart) (E) DX [1]-10. thieves quickly become experts at dealing with cryptic writings. Contact or Contact Group (Fences) [Varies]. Illusionist: Blur. so the thief's training helps them to look for and attack at chinks in any armor. First Aid. see p. all (H) IQ-2 [1]10. Acute Hearing [2/level]. Silence. -60%) [2 or 4]. Truthsayer. † Means that helpful clerical spells (such as healing) work at -3 on you. Post-Combat Shakes [-5*]. all (A) IQ-1 [1]-10. Overconfidence [-5*]. Background Skills: Four of Fast-Draw (Potion) (E) DX [1]-10. Body Sense (H) DX-2 [1]8. Code of Honor (Pirate’s) [-5]. Kleptomania [-15*]. Create Fire. Pacifism (Cannot Kill) [-15]. DX 12 [40]. Holdout (A) IQ+1 [4]-12. Mentalist: Daze. Usually practitioner's of lighter weapons. Masters of surprise attacks.5 [0]. Sense Emotion. DX 11 [20]. Ignite Fire. Assassins cooperate in guilds. Complex Illusion. One of Brawling. Since the safest message is one only those who need to understand can. Shape Earth. Combat Reflexes [15]. HP 10 [0]. FP 10 [0]. Connoisseur. Background Skills: One of Panhandling or Savoir-Faire (High Society or Servant) (E) IQ [1]-11. Gambling. Shape Fire. Physiology (monster type). both (A) Per+1 [4]-13. FP 10 [0]. Hiking (A) HT-1 [1]-9. Seek Water. Claim to Hospitality (Assassins’ Guild) [5]. Smuggling or Traps. Ambidexterity [5]. Acrobatics. One Eye [-15]. 14. Lip Reading. or Sling (H) DX-2 [1]-8.25 [0]. Disguise. or Staff (A) DX+1 [4]11. or Sleight of Hand (H) DX-2 [1]-16. HT 10 [0]. Seek Earth. Peripheral Vision [15]. or Savoir-Faire (High Society). HP 11 [0]. thieves could be considered light fighters. or Wealth (Struggling) [-10]. Illusion Shell. Secondary Skills: Fast-Talk (A) IQ [2]-11. Catfall [10]. Smooth Operator 1 [15]. The Thief * Multiplied for self-control number. * Multiplied for self-control number. Daredevil [15]. Either Shield (Buckler) (E) DX+1 [2]-11 and Smallsword (A) DX [2]-10. Carousing (E) HT [1]-11. IQ 11 [20]. Night Vision [1/level]. Observation. Laziness [-10]. Resistant to Poison +3 [5]. Sleep. HT 10 [0]. Luck [15]. see p. Perfect Balance [15]. Fear. Compulsive Gambling [-5*]. Combat Reflexes [15]. Night Vision [1/level]. Continual Light. Mind-Sending. Gizmos 1-3 [5/level]. Hide. He is the ultimate spy. Merchant. Mind-Reading. Striking ST 1 or 2 (Only on surprise attack. Contact or Contact Group (Go-Betweens) [Varies]. Honest Face [1]. and Meditation (H) Will-1 [2]-11. Lecherousness [-15*]. Bloodlust [-10*]. Teaching. ‡ Includes +1 for Magery. either Forced Entry (E) DX+2 [4]-14 or Lockpicking (A) DX+1 [4]-13. Attributes: ST 10 [0].. both (A) DX-1 [1]-9. Cowardice [-10*]. or Urban Survival (A) Per-1 [1]-11. or Wealth (Comfortable) [10]. B120. Forgery. Flexibility [5]. Single-Minded [5]. Advantages: 20 points chosen from Absolute Direction [5]. except as noted): Detect Magic. Compulsive Spending [-5*]. Lend Energy. Shape Air. Will 11 [0]. Serendipity 1 [15]. Diplomacy. Climbing or Stealth. Basic Speed 5. Advantages: 20 points chosen from among Absolute Direction [5] or 3D Spatial Sense [10]. Shoplifter: Filch (A) DX+2 [8]-14. Sense Foes. The Assassin An assassin earns his living by killing others. Callous [-5]. Throwing (A) DX1 [1]-9. High Manual Dexterity [5/level]. Hide Thoughts. Purify Air. Choose two spells for advanced study and raise their level to (H) IQ+2 [4]-14. Will 11 [0]. or Wealth (Comfortable or Wealthy) [10 or 20]. Spells: Spells (all (H) IQ [1]-12‡. Gesture. and must defeat previous leaders to reach the highest levels. Skinny [-5]. all (E) IQ [1]12. 17 . or Social Stigma (Criminal Record) [-5]. Purify Water. thieves are a blur in combat. Burglar: Climbing (A) DX+2 [8]-14.CHARACTER TEMPLATES (THIEF) CHARACTER TEMPLATES (ASSASSIN) Secondary Skills: Research. Architecture. or Jeweler (H) IQ-2 [1]-9. Escape. Per 11 [0]. Scrounging (E) Per [1]-14. Basic Speed 5. Acute Senses [2/level]. B120. Compulsive Carousing [-5*]. Create Water. both (E) DX [1]-12. or Scrounging (E) Per [1]-9. Simple Illusion. Harmful ones aren’t affected! Fighting styles designed by bandits and the like. either Running (A) HT+2 [8]-12 or Stealth (A) DX+2 [8]Sound. BL 20 lbs. Assassin [75 Points] Thief [75 Points] Attributes: ST 11 [10].

see p. Cryptography. B210). Penetrating Voice [1]. lore. Odious Personal Habit (Continuous singing or strumming) [-5]. Jealousy [-10]. or Intelligence Analysis. Savoir-Faire (Any) (E) IQ+1 [2]-13. Lockpicking/TL3. B201). Musical Instrument (Any) (H) IQ+2 [4]-14†. Persuade (H) Will-1 [2]-13. and Suggest (H) Will-1 [2]-13. Legal Immunity (Bardic Immunity) [10]. Per 12 [0]. History (Local). governments. Will 10 [-10]. Sensitive [5]. Overconfidence [-5*]. Versatile [5]. Druidic. B192). Disadvantages: Enemy (Families of previous victims. Two of Crossbow. -30%) [0]. IQ 11 [20]. In addition. Subsonic Speech (Bard-Song. Compulsive Carousing [-5*]. Speak With Animals (Bard-Song. Survival (Any) (Per) IQ-1 [1]-11. and often must defeat higher level monks in combat in order to progress to the highest levels. 6 points chosen from among Fast. castle. Architecture. or Fast-Talk (A) IQ [2]-11. Song. -30%) [35]. Monks are limited in advancement.5 [0]. Musical Ability 2 [10] or Voice [10]. Patron (Bardic Colleges) [Varies]. Also. Advantages: Charisma 1 [5]. For information on the Bard-Song Bard [75 Points] limitation. Trickster [-15*]. -30%) [21]. or Poisons (H) IQ+1 [8]-12. Attributes: ST 10 [0]. Secondary Skills: Musical Influence (VH) IQ [2]-12†. Appearance (Attractive) [4] or (Handsome) [12]. both (A) DX [2]-11. -30%) [21]. -30%) [11]. Disciplines of Faith (Ritualism or Mysticism) [-5 or -10]. Makeup/TL3 (E) IQ [1]12. -30%) [7]. B120. One of Savoir-Faire (High Society or Servant) (E) IQ+2 [4]-13 or Streetwise (A) IQ+1 [4]-12. Public-Speaking (A) IQ+3 [4]-15‡. Forgery. B120. Code of Honor (Gentleman’s) [-10]. The Bard * Multiplied for self-control number. and Ultrasonic Speech (PM. Bards are traveling story tellers. One of Cloak or Main-Gauche. or Xenophilia [-10*]. One of Armoury. Poetry (A) IQ [2]-12. Contacts (Bardic Colleges or other bards) [Varies]. B191). all (E) DX+2 [4]-13. all (H) IQ-1 [2]-10. Hidden Lore (Conspiracies). No Hangover [1]. Acute Hearing [2/level]. Social Chameleon [5]. Garrote. ability at translation. Scrounging (E) Per+1 [2]-12. Hypnotism (p. B191). Suggest (p. both (H) DX-2 [1]-10. Climbing (A) DX [2]-11. BARD-SONG their tributes to various gods sees the favor of certain deities who grant them minor druidical powers. Language Talent [10]. Curious [-5*]. Rapier Wit (BardBasic Move 5 [0]. Musical Composition (H) IQ [1]-12†. Carousing (E) HT [1]-11. Primary Skills: Acting (A) IQ+1 [4]-13. Status 1 [5]. -30%) [4]. 18 . and Singing (E) HT+4 [4]-15†. Background Skills: Three of Camouflage (E) IQ [1]-11. BL 20 lbs. Power Investiture 1 (3 levels max. Languages (any) [26/language]. Primary Skills: Holdout (A) IQ+2 [8]-13. Musical Influence (p. or Trademark [-5 or -10]. Combatants of no small skill. FP 11 [0]. [7]. or Alchemy/TL3 (VH) IQ-2 [2]-10.. both (H) DX [4]-11. a strong martial artist and skilled in certain stealth techniques in common with the thief classes. Bards may purchase the following Advantages at a discount: Secondary Characteristics: Damage 1d-2/1d. both (A) IQ+2 [8]-13. Mimicry (Bard-Song. all (H) IQ-1 [2]-11. and 15 points chosen from among Absolute Timing [2]. see Dungeon-Fantasy page 21.: Large Group. or Traps. their study of old languages and songs gives them a great ‡ +1 from Charisma. Mind Control (Bard-Song. both (H) Will-1 [2]-13. Bard [5/level]. Telecommunication (Telesend. or Diplomacy (H) IQ [1]-14†. As news moves slowly. Politics (A) IQ-1 [1]-11. Pact. * Multiplied for self-control number. Secondary Skills: Acting (A) IQ+1 [4]-12. Honest Face [1]. Overconfidence [-5*]. and Mimicry (Speech). Either Shadowing (A) IQ+2 [8]-13 or Stealth (A) DX+2 [8]-13. Lecherousness [-15*]. Impulsiveness [-10*]. welcome at nearly any inn or † +2 from either Musical Ability or Voice. Enemies (Previous satire victims) [Varies]. Bard-Song.Loner [-5*]. Terror (Bard-Song. Basic Speed 5.Talk (A) IQ [2]-12. Persuade (p. Smooth Operator 1 [15]. Compulsive Lying [-15*]. -30%) [7]. Background Skills: 5 points chosen from among Acrobatics and Sleight of Hand. Sense of Duty (To their College) [-5] or Sense of Duty (All Colleges) [-10]. Possible Death) [-30]. Those with any points in Bard-Song can learn Captivate (p. see p. Sex Appeal (A) HT-1 [1]-10. This is the power of magical song. -30%) [7]. Bully [-10*]. HT 10 [0]. and Sway Emotions (p. etc. or Blowpipe or Sleight of Hand. Disguise. Dancing (A) DX+1 [4]13. DX 11 [20]. or additional levels of Charisma [5/level] or Musical Ability [5/level]. Observation (A) Per [2]-11. Knife. and illusionist magic. Performance (A) IQ+1 [4]-13. The Monk The monk is modeled after Kwai Chang Kain of Kung Fu fame. Cultural Adaptability [10]. or Captivate and Sway Emotions. and -10 points chosen from among Callous [-5]. Code of Honor (Professional) [-5]. B191). Chummy [-5] or Gregarious [-10]. Eidetic Memory [5] or Photographic Memory [10].CHARACTER TEMPLATES (BARD) CHARACTER TEMPLATES (MONK) Disadvantages: -40 points chosen from among Alcoholism [-15]. they are welcomed doubly for both information and amusement. Rapier or Smallsword (A) DX+1 [4]-12. Vow (Never to sleep in the same place for more than a week) [-5]. Its abilities are subject to the Bard-Song limitation. Reputation (For talent) [Varies]. Fashion Sense [5]. Fairly Often: 9 or less) [-30] or Secret (An assassin. HP 10 Empathy (Bard-Song. Post-Combat Shakes [-5*]. or Thrown Weapon (Knife or Shuriken). -30%) [18]. Hunter. Literature.

Low Signature. Secondary Characteristics: Damage 1d-1/1d+1. Variable. and allows one to carry chivalric weapons. Extra Attack 1 (MultiStrike. or local guild chapter. Oblivious [-5]. The churches of Major Deities (or state religions) are worth 20 points in kingdoms where they are legal Nearly all status involves an appropriate duty to their superiors. as a 10 point patron. High Pain Threshold [10].) [-5]. nearly all nobles have a patron in their liege. ADVANTAGES Enemies and Patrons Clerical status of 2 or higher grants 1 level of Legal Immunity. In a feudal society. A manorial lord or knightbachelor will be worth 10 points. Costs Fatigue. at the GMs discretion. Philosophy or Theology. The thieves' brotherhood has limited influence however. Hypnotism (H) IQ-1 [2]-9. Vow (Silence) [-10]. -10%. Primary Skills: Meditation (H) Will [4]-12 or Religious Ritual (H) IQ [4]-10. Vow (Always fight unarmed) [-15]. Background Skills: First Aid (E) IQ [1]-10. The patron can be in the form of a single master. Proscribed Churches are only worth 10 points as they must operate in secret and have little influence. Disciplines of Faith (Monasticism or Mysticism) [-10] or (Asceticism) [-15]. While guildsmen can have a higher than normal status with appropriate prestige and wealth. depending on their local power and wealth. Anyone with a noble status of 1. Melee Attack.50 [0]. Sense of Duty (Fellow monks) [-5]. one's status is the single most important aspect of life. Will 12 [10]. -10%) [12]. +20%. kingdoms. and either Cooking (A) One's noble status will also directly affect military rank in feudal IQ-1 [1]-9 or Housekeeping (E) IQ [1]-10. and 30 points chosen from Autotrance [1]. but trusted or important guards may be granted the same level. Low TL 1 or 2 [-5 or -10]. Secondary Skills: Pick two of Autohypnosis (H) Will-1 [2]-11. both (H) IQ [4]-10. Clerical Investment [5]. BL 24 lbs. (Poor) [-15] or (Dead Broke) [-25] or Workaholic [-5]. or Style Perks [1/perk]. Hung Gar (MA163). Single-Minded [5]. Higher Purpose [5]. IQ 10 [0]. FP 11 [0]. Praying Mantis (MA191-192). Claim to Hospitality (Monasteries of the same order) [1]. they operate mostly with local concerns. Attributes: ST 11 [10]. also have a military duty. The Thieves Guild can be an influential patron for those operating in the underworld. or the whole local brotherhood. A PC can have a master. etc. and 15 points in the skills and techniques chosen from Chin Na (MA154). Pacifism (Cannot Kill or Self-Defense Only) [-15]. Usually the higher the status. Shyness [-5 or -10]. Status In a medieval setting. 2 FP. Disadvantages: -40 points chosen from among Charitable [-15*]. Mercantile guilds are also an entity that can be a benefactor. Obviously any of the above entities can act as enemies as well following normal GURPS guidelines. Legal Enforcement Powers Legal Enforcement Powers are tied directly to one's status (see below).ADVANTAGES ADVANTAGES Monk [100 Points] due to their influence and/or wealth. The churches of Minor or Local gods (or Demi-Gods) are worth 15 points as they are socially important but politically disinclined. Advantages: Trained by a Master [30]. while in larger cities it is worth 15. or a religious fighting order. Pharmacy (Herbal) (H) IQ-1 [2]-9. Basic Speed 5. they are granted no legal benefits outside of the guild. Less Sleep 1-4 [2/level]. Fanaticism (Philosophical or religious) [-15]. they will have Legal Enforcement Powers granted by their lord or patron. Loner [-5*]. A noble will have a military rank equal to their status at no cost. if they * Multiplied for self-control number. HP 11 [0]. which is more a matter of respect and political savvy. Churches are can also be powerful patrons. or Savoir-Faire (Dojo) (E) IQ+1 [2]-11. Perfect Balance [15]. In a small city or rural area. Delay. Perks: Style Familiarity (own style) [1]. Vegetarianism.. For those such as men-at-arms or guards who may not be noble. Mind Block (A) Will [2]-12. and a duty to that liege as well. It will determine the opportunities in a person's life. Enhanced Dodge [15/level]. Longevity [2]. Per 10 [0]. Occultism (A) IQ [2]-10. and a king or king's family will be worth 25 points. In fact. 19 . Breath Control (H) HT-1 [2]-10. Generally only those who join a church or guild are able to improve their lot in life. a duke or kingdom official will be worth 20. Inner Balance 1-4 [15/ level]. Extra rank can be purchased to represent high military position. Enhanced Parry [5 or 10/level]. HT4. HT 11 [10]. see p. While the guilds are technically international. Resistant to Disease (+3) [3]. Hand of Death: Toxic Attack 6d (Contact Agent. -30%. or Shaolin Kung Fu (MA194). Esoteric Medicine (H) Per-1 [2]11. the wealthy "upstarts" will often be watched closely by nobles. Resistant to Poison (+3) [5]. Basic Move 5 [0]. -30%. Anyone with a noble status of 2 or 3 gets 2 levels of Legal Enforcement Powers and Legal Immunity. This will usually at one level less. High ranking nobles will also have several Allies (vassals). Anyone with a noble status of 4 or higher gets 3 levels of Legal Enforcement Powers and Legal Immunity. a baron or royal officer will be worth 15 points. Note that any church in a proscribed region will only be effectively a 10 point patron. and is usually set at birth. Wealth (Struggling) [-10]. Metabolism Control 3 [15]. Vow (Chastity. and is mostly local in its operation. See Clerical Investment for more information. B120. Other appropriate patrons could include a powerful clan. +10%. the higher the duty involved. +20%) [30]. Fearlessness 1-5 [2/level] or Unfazeable [15]. automatically gains 1 level of Legal Enforcement Powers and Legal Immunity. DX 11 [20]. Fit [5]. a Thieves Guild patron is worth 10 points. Resistible. Reach C. a city alderman. Pak Hok (MA188).

a guilded PC must purchase status appropriate to his rank (to show his wealth. The exception will be in mercenary units.ADVANTAGES ADVANTAGES Religious Rank Table 9: Social Status Level Title Monthly Cost of Living 8 Monarch/Pontiff 10000 gp 7 Crown Prince 5000 gp 6 Prince / Princess 2500 gp 6 Duke / Primate 2500 gp 5 Marquis 1000 gp 5 Earl or Count / Archbishop 1000 gp 4 Viscount / Royal Officer / Bishop 500 gp 4 Baron / Royal Minister 500 gp 3 Baronet. Table 12: Guild Rank Table 10: Military Rank Rank Title 7 King 6 Marshal 5 Knight Commander 4 Captain 3 Lieutenant 2 Sergeant at Arms 1 Corporal 0 Soldier/Militia Rank Title 6 Guildmaster 5 Sendic 4 Bonded Master 3 Traveling Master 2 Journeyman 1 Craftsman 0 Apprentice Bardic Rank Bards belong to colleges. Of course. and political maneuvering). and purchase a Duty (Guild. Lay members need no level. pay dues and follow guild rules. but in actuality skill need not play a part. who will happily advise any other bard. Townsman / Acolyte / Guild Journeyman 35 gp -1 Bondsman / Servant 30 gp -2 Outsider / Urban Rogue 15 gp -3 Beggar / Slave 15 gp Administrative Rank In societies where the Head of State is a heredity ruler or religious figure. Governor (Rank 5). Mayor (Rank 4). Nominally there is a minimum skill level involved with each rank. Religious Rank is a must for church members. which change as they advance. Note that barbarian tribes have no guilds. not dangerous. mercenary units lack any authority not granted by their employer. 5 points). Those with Religious Rank must also have the church as a patron (see pg. Nominally there is a minimum skill level involved with each rank. bards do not associate with those of a lower college. a PC from one of these cultures would likely have a patron in the master or clan that usually specializes in that skill. With the exception of the Magna Alumnae. and Alderman (Rank 3). officially a noble of any status will outrank a commoner. 20 . Administrative rank reaches level 8 (Monarch). rank in descending order is Royal Officer (Rank 7). Landed Knight / Gentry 250 gp 2 Knight Bachelor / Guildmaster / Alderman / Temple Officer 150 gp 1 Squire / Captain / Priest 75 gp 0 Villein. No matter the rank. Any Status levels after that must be paid for in order to hold certain positions. whose officers will often not be noble. One must have a status of at least 0 to purchase any guild rank. they are automatically given a Status of 1. Non-noble characters cannot have a rank higher than 2. Royal Minister (Rank 6). Once a cleric gains the Rank of Archdeacon. Table 11: Religious Rank Rank Clerical Title Rank Druidic Title 8 Pontiff 8 The Great Druid 7 Primate 7 Archdruid 6 Cardinal 6 Initiate of the Sixth Circle 5 Archbishop 5 Initiate of the Fifth Circle 4 Bishop 4 Initiate of the Fourth Circle 3 Abbot / Archdeacon 3 Initiate of the Third Circle 2 Priest 2 Initiate of the Second Circle 1 Acolyte / Lay Grandmaster / Deacon 1 Initiate of the First Circle 0 Laity 0 Aspirant Guild Rank Each level of Guild Rank above apprentice (rank 0) are 5 points each. but members of religious fighting orders need 1 level of this advantage and can have up to 3 levels. and do not recognize any guild monopolies. While there are no strict skill minimums. representing the political aspects of a churches hierarchy. B72). Military Rank Military rank is tied directly to status (see above). ability. but in actuality skill need not play a part. While there is no restriction in learning normally guilded skills.

A manor lord may have little spare money.. one of the Rank 4 monks . To acquire one. so they don’t exist for anyone. 21 . Again. Wizards may only learn Healing spells that either belong to another college as well or are in the only prerequisite path to a spell in a different college (e. The loser either remains at (or drops to) the lower Rank. • Radiation spells don’t suit dungeon fantasy. without weapons or magic items. and differs from standard wizardly magic in three ways: • Priests may purchase Power Investiture up to level 6. Healing spells are the dominion of clerics. A wealthy knight will have more than a poor knight. However. A wealthy serf will still have fewer assets than an average guild master. or the Red. but several spells are off-limits (unless the GM makes an exception): • Aside from Lend Energy and Recover Energy. and -10 in a poisoned wasteland. and stealing. Table 13: Bardic Rank Rank Title 8 Magna Alumnae 7 Ollamh 6 Anstruth 5 Cli 4 Canaith 3 Doss 2 MacFuirmidh 1 Fochlucan 0 Probationer Power Investiture Clerical magic emanates from the gods. -5 amidst ordinary pollution. • Clerical spells are affected by sanctity. Wizards do have to learn prerequisites and don’t have limited spell lists. Zombie requires Lend Vitality. spying. Wealth A person's wealth is also tied to their status. Plant. Available spells are limited. and the monk may not attempt to rise again in Rank until another 5 OP is earned. casts a combat spell.g. or otherwise does anything more violent than moving around. -3 in cities and cut-stone tunnels. • Animal. The 5 Option Points for the new level of Rank is gone (win or lose). the Green. There is a strong barter economy where services and goods are often paid in kind. Monastic Rank There can be only a limited number of monks above Rank 3 (Superior Master). There are three Rank 4 (Master of Dragons) and but one of each higher level.the White. These levels affect holy magic just like mana levels affect wizardly magic. so a wizard could learn it). They’re at full skill in healthy wilderness. The same must be done at Ranks 5-13. • Clerical spells don’t have prerequisites beyond a minimum Power Investiture level. Reduce energy cost from 5/3 to 4/2 to compensate. Other spells need changes to be balanced in dungeon fantasy: • Enlarge is too good for the energy cost. -1 in despoiled wild places such mines or clear-cut forests. but may have large amounts of land and a sizable home. It costs 15 FP per +1 SM. and Weather spells are the preserve of druids.ADVANTAGES ADVANTAGES Wealth is also measured in more than coins. When a PC monk wishes to rise above Rank 3. etc. if any other path exists. wizards may only learn such magic as part of another college or when a spell from another college absolutely requires it. and a guild master will most likely have less than a baron. • Druid spells are influenced by nature’s strength rather than by sanctity. In the latter case. Sanctity is “normal” everywhere but in areas that are specially cursed (no or low sanctity) or blessed (high or very high sanctity). natural caves. The wealth of a farmer will be expressed in the amount of land he holds and how many animals he owns.. • To keep Invisibility from completely upstaging thieves. the spell ends instantly if the subject attacks. the monk must find and defeat in single combat. the cleric prays and spends a point. Table 14: Monastic Rank Rank Title 13 Grand Master of Flowers 12 Master of Spring 11 Master of Summer 10 Master of Autumn 9 Master of Winter 8 Master of the East Wind 7 Master of the South Wind 6 Master of the West Wind 5 Master of the North Wind 4 Master of Dragons 3 Superior Master 2 Master 1 Brother 0 Novice Magery Wizards use the magic system as written. a maximum of +3 may be applied to spell skill levels. hand-to-hand. no matter how high the priest's Power Investiture may be. not mana. or require study to learn. the wizard must take it instead. though. acquiring access to new spell levels each time a new level of Power Investiture is purchased.

but this varies according to the land quality and weather conditions. Theology) 25 gp/Rank Theology LJ/declared heretic! Administrator (Literacy. whipped 2d Thief*# (At least 4 Thief skills at 13+ or two at 16+) PR x 4 gp Best PR 3d. IQ 12+) 75 gp PR LJ/LJ. LJ.5% capital x skill PR-1 -1i/bankrupt Priest (Clerical Investment.JOB TABLE JOB TABLE Table 15: Job Table Job (prerequisites) Monthly Income Success Roll Critical Failure Generic Servant (No attribute below 7) 24 gp IQ LJ/LJ. any Survival 14+) 75 gp Best PR 3d/4d. ST 10+) 60 gp PR -1i/2i LJ Mendicant Priest* (Clerical Investment) 25 gp IQ -1i/-2i Journeyman Professional# (Professional Skill 14+) Skill x 6 gp PR -1i/-2i. Court Officials: These are given a specific income.-1i Bravo* (ST 13 + and/or weapon skill at 14+) 50 gp PR-1 LJ. Administration 15+) Lavish upkeep and immense power PR None/LJ Household Knight (as Military Officer + Savoir-Faire 14+. 3 weapons 12+. at 14+) Best skill x 4 gp PR-2 leave town/2d. 22 . Strategy 14+) Rank x 50 gp Best PR -2i. -2i Bureaucrat/Town Official (Literacy. Status 1) 125 gp Best wpn-1 2d/C. -2i. Riding 14+. Streetwise 13+ & at least Average Appearance) 36 gp PR 3d/catch pox Apprentice: Craft Guild# (Basic Skills) Room & board + 5 gp IQ whipped 3d/lose position Apprentice: Professional Guild# (Literacy plus basic skills) Room & board + 10 gp IQ whipped 2d/lose position Laborer (ST 11+) ST x 4 gp ST 2d. Lance 12+. declared heretic Archbishop/Pontiff (Rank 5-8. armor Poor Jobs Struggling Jobs Average Jobs Comfortable Jobs Wealthy Jobs Landed Nobles: Receive the money from their holdings at a rate of 1gp ($4) per acre -. Politics 12+) Skill x 25 gp PR LJ/-1i. LJ Courtesan# (Above Average Appearance. 3d/LJ. Streetwise 14+) 88 gp Best PR 2d/41. weapons Bishop/High Priest (Rank 4. Administration 14+. Duty) 288 gp Best wpn 2d/3d. SavoirFaire. Sex Appeal.000+) 1% of capital x skill PR -2i/-4i Military Officer (Weapons skills totaling 60+. and will also have income from land as well in most cases. Politics 12+) PR x 38 gp PR -2i/LJ Master Mercantyler*# (Merchant 16+. etc. Administration 14+. -2i Master Entertainer#* (2 Performance skills 15+) Best skill x 5 gp PR LJ/2d. arrested Traveling Master Mercantyler* # (Merchant 14+. 3d/-31. LJ/2d.C.LJ Master Professional*# (Professional Skill 14+) Skill x 25 gp PR -2i/-4i Guildmaster (Skill 20+. use the Administration or Farming skill of the noble or his bailiff. C Master Crafter# (Craft Skill 16+) Skill x 13 gp PR -1i/2d. Diplomacy.3d. C Town Guard (3 combat skills.jailed Prostitute (Sex Appeal. Psychology 14+) Skill total x 6 gp PR -2i/LJ.lose horse. Theology. 5d.lose horse.LJ Man at Arms/Mercenary* (3 combat skills 14+. Theology.LJ Squire (Savoir-Faire 13+. Diplomacy 12+ $l.LJ Porter* (ST 12+) ST x 5 gp ST 1d LJ/2d LJ Tenant Farmer* (Farming 12+. Diplomacy 13+) 125 gp/Rank PR -1i/LJ. arrested/6d. Status 2+. tomatoes Journeyman Crafter# (Craft skill 14+) Skill x 5 gp PR-2 -2i/2d.6d Journeyman Entertainer*# (Acting/Musical instrument/Public Speaking. Capital $10. weapons. Law.000+ capital) 0. For a success roll.

Unfortunately the only beings likely to be familiar with Blade Dancing are other Blade Dancers. On the rare occasions that two Blade Dancers meet in mortal combat -. Air. Bow Singing. -30%. Enhanced Dodge. both the general and specific forms. Fencing is the heart of Blade Dancing. Cinematic maneuvers should be allowed. the Elven equivalent of the Main-Gauche or nothing at all. Blade Dancers are often given to outrageous acts of daredevilry and are usually quite noticeable by their elegant dress. and Body Control spells are a must for Cloud Shadows. Costs Fatigue. It could be argued that any style would be appropriate for PC monks. Resistible. Sound. but that is. Delay. buckler. some individuals prefer saving the off-hand for a cloak. which is deadly when used in conjunction with the Hand of Death advantage. the latter is usually used defensively. and Eternal Defenders (see below). many Blade Dancers are also Bards and musicians. Balance and Ambidexterity. Roll with Blow Optional Traits Advantages: Hand of Death: Toxic Attack 6d (Contact Agent. Poetry. with fencing weapons and throwing knives following closely behind. any two Weapon Skills Techniques: Feint (Weapon or Brawling). Bind Weapon (Smallsword). For this reason anyone with Style Familiarity: Blade Dancing who is faced with such an artist gets an additional +1 to defend against their attacks. Stealth. -10%. theirs is primarily a weapon art. Savoir Faire. +20%. Elven Chain is the coveted protection of all Blade Dancers. Cloud Shadows. Traditionally. Dual-Weapon Defense Advantages: Ambidexterity. The Weapon Master Advantage.Dwarves typically can't stand them -. is common to the masters of this art. Luck. Fencing Styles (MA156). Sword-andShield Fighting (MA199). The most common choices of primary weapons are the short sword or knife and the short bow. Racial martial arts styles include Smasha (Goblinoids and HalfOrcs only. Communication/Empathy. Broadsword. Daredevil and Ambidexterity are common advantages. Cloud Shadows are deadly combatants when they are seen. up to the individual GM. but the final say lies with individual GMs. Skills: Brawling. The Cloud Shadows are the spies. Knightly Mounted Combat (MA175-177). -10%) [12] 23 . Techniques: Close Combat (Broadsword). Spear Fighting (MA196). Optional Traits Cinematic Skills: Light Walk Cinematic Techniques: Dual-Weapon Attack. A fight just isn't a fight without some sense of choreography to it. the Invisibility spell. Targeted Attack (Cloud Shadows Swing/Arm). Through the use of Stealth. Pressure Secrets Cinematic Techniques: Binding. and sometimes assassins of the Elves. The Forest Runners. Quarterstaff (MA192). the Weapon Master (Fencing) advantage is open to Blade Dancers. Pressure Points. and Wrestling (MA204). of course. Wrestling. Assassin Cloud Shadows almost always learn the Deathtouch spell as well. MA210). Targeted Attack (Broadsword Thrust/Face). Broadsword Art. The Way of the Tree. Jumping. there are few living creatures capable of avoiding detection as well as the masters of this style. Singing. Counterattack (Broadsword). Power Blow. However.the fight can easily reach epic lengths. Targeted Attack (Broadsword Thrust/Vitals). Light/Darkness. Polearm Fighting (MA187). Melee Attack. An Elf would have to have a very good BLADE DANCING [6 Points] reason to employ the deadlier skills of this Art. Counterattack Cinematic Skills: Blind Fighting. Musical Instrument. Variable. Staff Fighting (MA192). scouts. Buckler. Blade Dancers are flighty even by Elven standards -. Reach C. Low Signature. Breaking Blow. the following styles are appropriate: Boxing (MA152). Sword-and-Buckler Play (MA199). however. for instance -. The most common practice of Blade Dancing is a two-handed style with longsword in the dominant hand and shortsword in the off-hand. even if the opponent is less than cooperative. While Cloud Shadows are quite adept at unarmed combat. are favorites among Blade Dancers. Pollaxe Fighting (MA191). dancing is also an integral part of the Blade Dancer's training. and Mind Control spells are also common. Dancing. Fast Talk. Fast Draw (Sword). Jumping. Main-Gauche. Archery (MA181). and the clever employment of Sound and Illusion spells. These reasons are usually tied to the protection of important Elven The Blade Dancers are the most flamboyant of the Elven secrets or to their racial Sense of Duty to Nature. and the elven martial arts Blade Dancing. Ground Fighting. Not surprisingly. Invisibility Art. if at all. Illusion. as both parties will tend to get lost in the beauty of the dance. but some would argue that their mission has failed when open combat occurs. It is a rare style favored by the Dark Elves although not exclusively so. HT-4. As the name implies.taking very little save their fencing seriously at all. Targeted Attack (Broadsword Thrust/Neck). Armor is worn lightly. Combat Reflexes. Invisibility Art. The skill is learned with a primary focus on the Elven longsword but the Elven shortsword is also taught. Feint (Broadsword). martial artists. Skills: Brawling. Tactics The following is from the article “Beyond Sylvan War Lore: Six New CLOUD SHADOWS [6 Points] GURPS Martial Arts Styles for Elves” By Neal Byles which originally appeared in Pyramid. If available. +10%. Dagger Fighting (MA155).an Elf against a Dark Elf. Mental Strength. such as Dexterity. Longsword Fighting (MA180). 2 FP. Shortsword For those who own GURPS Martial Arts and want to include those rules. Light Walk. -30%. Movement spells. Legends abound of Dancing Masters who use advanced Sound spells and even Illusions to provide their own soundtracks and light-shows.MARTIAL ARTS (BLADE DANCING) MARTIAL ARTS (CLOUD SHADOWS) MARTIAL ARTS Skills: Acrobatics. Cloak. especially Wallwalker and Blink. as are spells that will enhance their grace.

Stealth. Roll with the Blow Cinematic Techniques: Dual-Weapon Attack (Arrow) Optional Traits: Optional Traits Advantages: Enhanced Dodge. but neither is required. Bow. Some of the style's practitioners have learned to The Way of the Tree is one of the few Elven styles that does not use their bows to parry missile weapons. along with the harmony of an arrow in flight have been Violence. both to aid in non-damaging combat and to repair arrows at a time is at -2. Techniques: Arm/Wrist Lock. Enhanced Parry Advantages: Enhanced Dodge Skills: Biology/TL 3 (Botany). doing no harm. Its practitioners will defend themselves and other the last sound ever heard by many an unfortunate Orc. although this can only teach the relevant Art skill (in this case Judo Art) as part of its be accomplished when there is no arrow nocked in their own requirement. Skills: Judo. They are also capable of using their bows to parry melee considers it unseemly to make art out of any act of violence. with the exception of Vision spells. This spell is absolutely necessary. other Weapon Skills BOW SINGING [4 Points] Next to Sylvan War Lore. Elemental spells are also necessary prerequisite. taking a Major Vow to use no other weapon. Singing. Singing. Air. The masters of this art are truly fearsome with the Elven longbow -. Parry Missile Weapons (Bow).MARTIAL ARTS (BOW SINGING) Skills: Acrobatics. Followers of While singing isn't as integral to the Bow Singer style as dancing the Way must take the Disadvantages Major Vow: Use No is to the Blade Dancers. Escape. as well as the Code of Honor: Protect All Innocents (-5). Camouflage. Stealth.in fact. Fast drawing two common. Most disciples rely on Water spells for the same purpose. Exceptionally noble disciples have attempted to learn Shape Stone/Metal to make arrowheads. Climbing. it is still a common skill. melodious The pacifism practiced by the Way is very nearly Total Nontunes. Mind Control. Tactics (Ranged Combat). especially as life pertains to violence. level skill in Armoury (Bowyer/Fletcher). Pressure Points (Bow only). Singers with a mind toward defense often learn Extinguish Fire. Musical Instrument. once. action. Rather they have perfected the art of avoiding attacks altogether. along with masterprerequisites. Swimming. The tree lives its life aiding the life cycle and. weapons but few Bow Singers will risk damaging their beloved no matter how non-lethal. the masters of this art are nearly impossible to defeat when forced to defend themselves or Nature. Esoteric Medicine Cinematic Skills: Blind Fighting (Bow only). Breakfall. However. Climbing. The Green Thumb advantage is almost universal among disciples and Animal Friend is Bow Singers sometimes study their weapon to the exclusion of common. Pressure Points. any damage they may inadvertently cause. Push. Camouflage. Pressure Secrets (Bow only). but neither will they kill nor cause any lasting (i. they will not cast the spell once it is commonly studied toward the end of learning Fiery Missiles. Lightning Missiles and/or Icy Missiles to use on their arrows and learned. Breath Control. Disciples of the Way of the Tree must learn their Philosophy at IQ level or higher. this is reflected in the Dual-Weapon Attack cinematic Body Control. As the name implies. this philosophy holds the tree as the ultimate example of how to live. MARTIAL ARTS (THE WAY OF THE TREE) THE WAY OF THE TREE [4 Points] The disciples of the Way of the Tree are perhaps the most rare Elven martial artists of all. All Bow Singers are Resist Fire and Flameturning to help protect their forests but required to learn Shape Plant to make their own bows and few are able to stomach learning all of the necessary arrows. crippling) harm to their enemies. Survival (Woodland). all others. Many Bow Weapons. other Weapon Skills 24 . Camouflage. Fast Draw (Arrow). Survival (Woodland). Disarming Meditation Techniques: Targeted Attack (Bow) Cinematic Skills: Mental Strength. It is steadfast and resilient and always protects all that it shelters. This is because the philosophy of the Way bows. Musical Instrument (usually stringed). Meditation. These innocents and most assuredly the Nature they are sworn to artists often perform Singing and Meditation as one single protect. Pressure Secrets. Water. Pacifism: Self-Defense Only and Pacifism: Cannot Singers use song to focus their concentration on their art. most importantly.e. Only true adherents to the style's ultra-pacifistic philosophy are ever taught this style. sound of the Elves' ethereal voices singing gentle. it was the Bow Singing Masters who first developed the secret to creating this fantastic weapon. in order to fashion an Elven longbow. but this is not required. Naturalist Skills: Armoury (Bowyer/Fletcher). Hypnotism. Philosophy. The Weapon Master (Bow) Advantage is essential to this style in campaigns in which it is allowed. The masters of the style have also All followers of the Way of the Tree learn extensively from the learned the legendary trick of nocking and firing two arrows at Plant College of magic and often the Animal College as well. and Healing magic are also maneuver and takes an extra round to ready. Stealth. Any Medical or other natural Science skills Skills: Brawling. weapons this way. Zen Archery Cinematic Maneuvers: Hand Clap Parry. While such Elves will learn Ignite Fire as the Shield and Missile Shield as well. this is the most common style for Elves to learn and is largely responsible for the Elves' reputation as experts with the bow. and Earth spells are standard areas of study but disciples of the Bow Singers almost always learn the Dexterity and the Hawk Way are loath to learn any Fire spells. The Kill.

Plant and Elemental (Air and Water) spells are also common. Targeted Attack (Katana Thrust / Face). As all of the Runners' skills and maneuvers were derived from studying and emulating various animals. an interpretation that is not often shared by their kin. only including Sylvans in the "innocent/weaker" and request for aid categories. Politics. Healing. the Forest Runners have used an intimate knowledge and understanding of animals to develop one of the deadliest styles of all the Elven martial arts. Skills: Jumping. Tracking. Philosophy. Other Elves often look upon Forest Runners with a mixture of confusion. the Eternal and everything Sylvan. Deflect and Lighten spells. Obviously. Camouflage. hand-and-a-half sword similar to the Katana but with a straight. and Vow (Vegetarianism) [-5]) [6] Skills: Acrobatics. Running. Sound. Healing and Movement spells. Counterattack (Karate). is popular and Elven Chain (similarly enchanted) is sometimes bestowed upon the Masters of highest status and reputation. and they can sometimes become quite feral in their pursuit of natural synergy. Wrestling 25 . especially from human encroachment. and many have the Beastkin Advantage as well. Typical spell choices for Defenders are Protection. Diplomacy. Defenders are often charismatic and generally have excellent reputations among Sylvans. These Elves seek elegance in the perfect communion with nature. a light. Animal Handling. and only rarely those. Singing. envy. Jump Kick. at the discretion of the GM. This Code is worth -15 points (-10 for Dark Elves). The Weapon Master Advantage is obviously inappropriate for this style. As such many Defenders are trained diplomats and bards and some even study human politics. The Defenders follow a Code of Honor. True lycanthropy is typically viewed as a blessing of the Eternal among the more fanatic Forest Runners. Moreover it is uncommon for Forest Runners to use weapons at all and even then they usually restrict themselves to stone axes. as is Pacifism: Cannot Harm Innocents. Public Speaking. respectively). Climbing. Survival (Woodland). the Dark Elf version of this Code is selective in its interpretation. Power Blow (Katana only) Cinematic Techniques: Whirlwind Attack Optional Traits The Defenders of the Eternal is the closest thing to a religious and chivalric order that the Elves have produced. the tenets of which are: own no more than you can carry. Flying Leap. Spinning Kick. Obviously Animal magic is integral to the Forest Runner style with Shapeshifting spells considered to be the height of mastery. Bow. While the shield is not a native tool for Elves. They are the self-proclaimed protectors of Life. Veterinary ETERNAL DEFENDERS [5 Points] Cinematic Skills: Blind Fighting. Feint (Karate). Nature. Brawling. Fanaticism and Megalomania are not uncommon disadvantages for Defenders. creating a marked schism in interpretation of the philosophy of the style. Cinematic Skills: Blind Fighting. Mental Strength. Defenders may or may not wear armor as a matter of personal preference. -40%) [6]. never refuse a worthy request for help. Sense of Duty (Animals) [-15]. as is Claustrophobia. usually enhanced with Fortify. Advantages: Enhanced Parry (Katana) Skills: Acrobatics. Ground Fighting (Karate). knives or spears (Major or Minor Vow. Light mail. Karate. Stealth. The standard practice of the style is to fight with the Fae Knife alone. Light Walk. Savoir Faire. Body Control. Mind Control. Tactics. two-edged blade. Katana Art (Fae Knife). Meditation Cinematic Techniques: Flying Jump Kick. it has been adopted by many of the Fae-folk for its defensive capabilities and is sometimes used by Eternal Defenders. The various Nature Colleges (Animal. The Weapon Master (Katana) advantage is available to Defenders where appropriate.MARTIAL ARTS (THE FOREST RUNNERS) MARTIAL ARTS (ETERNAL DEFENDERS) THE FOREST RUNNERS [4 Points] Sometimes called the Wolf Runners or the Fae Beasts. All of its practitioners either have or develop the Animal Friend advantage. Kicking. Sweep. Dark Elves often name themselves Defenders and pursue mastery of this art. Targeted Attack (Karate) The Defender style centers on the Fae Knife. most of them may be utilized even in full animal shapes. Parry Missile Weapons. Light Walk. The Fae Knife uses the Katana skill and like the Katana it may be used interchangeably one. pointed. The disadvantages Low TL and Technophobia are common. Springing Attack Optional Traits Techniques: Feint (Katana). Eternal Defenders often recognize that the best way to defend the Sylvan lands. Karate Art Techniques: Cat Stance. always protect the innocent and those weaker than yourself.or twohandedly (at +1 to damage for two-handed use) with Parry at 1/2 skill when used one-handed and 2/3 skill when used twohanded. particularly the animals. Magery 1 (Animal college only. The bow is one of the few weapons that Defenders will learn in addition to the Fae Knife but they only use them when necessary. A common practice among Runners is to use the Partial Shapeshifting spell to assume predatory teeth and claws while engaged in combat. and pity. Communication/Empathy. Musical Instrument (usually percussive). Neck Snap. Their Sense of Duty to Nature is taken extremely seriously. Elbow Strike. Immovable Stance. defend Nature at all costs. as are most battle magic spells. although dual-weapon variations do exist. even by Elven standards. Targeted Attack (Katana Thrust/Vitals). Stealth. Targeted Attack (Katana Thrust/Neck). and never put personal feelings or honor over the welfare of others. Body Language. Stop Hit Advantages: Beast-Kin: (Animal Friend 4 [20]. Flying Leap Skills: Breath Control. The Forest Runners tend to be minimalists when it comes to clothing and fashion and will never wear any armor beyond furs or light leather. Power Blow. The Minor Vow of Vegetarianism is common but not required (except of the Beastkin). Plant and Elemental) are also common. Body Control. is through diplomacy not warfare. Katana (Fae Knife). Shield.

homing Piglet Pig Pony. For all loot except coin and gems. Dead Broke PCs cannot do this! To encourage adventurers to go on adventures.000 gp 25. Filthy Rich is off-limits – nobody that rich would raid dungeons! Signature Gear Any adventurer may designate a nonexpendable item as Signature Gear and pay 1 point (instead of cash) per $500 in value. 80% if Wealthy. Special 26 .300 700 900 600 175 650 700 1.500 gp 7.lap Dog.000 gp 40.giant Giant strider Griffon Hippocampus Hippogriff Pegasus Roc Sea horse Unicorn Wyvern 45. it determines the percentage of an item’s new price that the adventurer can get when selling: 0% if Dead Broke. all of it available for gear. buying the GM’s word that he won’t often be without it.000 gp 15.000 25.000 1.EQUIPMENT EQUIPMENT EQUIPMENT Livestock Starting Money Livestock Cost Weight Ape Boar Bull Calf Camel Capon Cat Chicken Cow Dog.5 --10 300 400 450 --50 1 --480 Livestock. or Very Wealthy (2400 gp) at the usual point costs.labor Elephant. Heroes may be Dead Broke (0 gp).hunting Dog.war ram Sheep Songbird Swan Yak 150 gp 10 gp 20 gp 5 gp 10-15 gp 3 cp 5 sp 3 cp 10 gp 20-100 gp 20-50 gp 5-20 gp 10-40 gp 30-120 gp 8 gp 3 sp 200-300 gp 300-1200 gp 600-1200 gp 1 gp 5 cp 2 cp 130-180 gp 15-40 gp 200-300 gp 300-500 gp 120-240 gp 180-360 gp 45-80 gp 10.000 1.draft Horse. 20% if Struggling. Special Cost Weight Dragonnel Eel.000 12. 60% if Comfortable.500 800 6.sled Dog.000 ----1.small Horse.000 4. where we buy and sell stuff.guard Dog.000 8 60 ----40 7 800 1.” To give Wealth impact once play begins.war Donkey Dove Elephant. this option isn’t available after the campaign begins. or 100% if Very Wealthy.riding Hunting cat Lama Mule Ox Partridge Peacock Pigeon Pigeon.heavy war Horse. Since Signature Gear is worth $500/point. This makes it part of his abilities.000 8.war Falcon. Wealthy (600 gp).000 gp 500.medium war Horse. assume that it represents business contacts.500 gp 35.000 gp 30. Struggling (60 gp). it’s fair to give the same oomph to those blowing points on things that do risk being broken or worn out. Cost and Weight of Basic Equipment 1 1 1 1 1 1 Brass Piece Copper Piece Silver Piece Electrum Piece Gold Piece Platinum Piece = = = = = = 1/1000 gp 1/100 gp 1/10 gp 1/2 gp 1 gp 5 gp 10 bp = 1 cp 10 cp = 1 sp 10 sp = 1 gp 2 ep = 1 gp 5 gp = 1 pp Livestock. Wealth in Play “Society” can be summed up as “town.000 1.000 gp 10.000 gp 20. Comfortable (240 gp).000 gp 30 gp 20 gp 15 gp 5 cp 5 sp 1 cp 1 gp 1 gp 3 gp 15-25 gp 25-35 gp 4 gp 2 gp 1 gp 5 sp 9 gp 350 100 1.000 Average starting money is 120 gp. 40% if Average. Each point sacrificed yields $500 – not merely $100 – in extra starting money.large Hawk. Poor (24 gp). Extra Money Trading Points for Money (p. 10% if Poor.trained Goat Goose Guinea hen Hawk.000 2. B26) is common among delvers.100 8.000 gp 32. The GM might allow such gear to be magically “hexed” and irremovable.000 gp 4.riding Pony.000 50 900 --10 10 750 80 65 50 80 95 800 2 10.light war Horse.

Ox 3 gp Weight 100 300 70 60 40 500 250 200 300 200 400 2 0. Balderic Tabard Thread.1 spool Toga.yrd 1/ sq. Half Brigandine 500 gp Barding. Leather Gown. Silk Jerkin Knife Sheath Loincloth Mittens Needle. Leather 200 gp Barding. Wool Dress Fur trimming Girdle. Broad Girdle.5 0. Common Hat. Common room Month. Common. Double room Week. Cart 2 gp Horseshoes (installed) 1 gp Saddle. Fur Cloak. 1 day Meal.3 7 5 5 3 6 1 0.5 0.5 1 1 1 1 1.5 1 1 1 1 1 1 1 0. Straw Hose/Leggings Jacket.EQUIPMENT EQUIPMENT Tack & Harness Tack & Harness Clothing Cost Barding. Hard Boots. Cloth Cape. Normal Gloves. Poor room Night. Soft Boots. Plate.yrd 8 bp/ sq. Half 800 gp Barding. High.yrd 5 bp/ sq. Satin Cloth. Fur Cloth. Soft Boots.5 0.5 1 7. Double room Month. Padded.yrd 10 gp/ sq.5 0. Poor Room Month. Linen Cloth. Cotton Cloth.1 10 10 10 15 35 8 5 4 15 20 Room & Board Room & Board Cost Ale. Hard Boots. Full 2000 gp Barding.5 0. Riding 10 gp Saddle Bags.yrd 2/ sq.5 0. Pack 5 gp Sabble. Half Scale 500 gp Barding.1 5 5 5 1 0. Poor room Week. Cloth Gloves. Low.2 1 1 2 2 2 3 2/ sq. Common Robe.yrd 9 cp+ 10 gp+ 3 gp 2 gp 1-2 cp 5-10 gp 12 sp 10 cp 40 gp+ 7 bp 2 gp 80 gp 1 gp 3 cp 1 cp 3 sp 1-2 sp 1 gp 6 cp 9 sp 20 gp 5 cp 1 gp 5 cp 4 cp+ 1 gp 6 sp 4 gp 4 gp 6 sp 5-10 bp 8 cp 3 cp+ 8 sp 1 gp 100 gp+ 1 0. Full Scale 1000 Barding. Cloth Vest. gallon Banquet. Double room Night.small 3 gp Saddle Blanket 3 sp Yoke. coarse Trouser/skirt Tunic Vest.yrd 4 gp/ sq.yrd 1 cp/ sq. Good. Half 100 gp Barding. Horse 5 gp Yoke. Private room Night. Plate. Good Cloak. Separate Month. Poor room Month. Padded.large 4 gp Saddle Bags.5/ sq. Low.5 1 2 1 1 0. 1 day Meal. Poor. Cloth. quart Week. Latrine. Chain 500 gp Barding. Poor Robe. Fur Hat. Common room Month. Sewing Pin Robe. Fur 1 cp 3 Sp 2 gp 1 gp 1 gp 8 sp 3 gp 2 gp 10 gp 1 sp 3 cp 100 gp+ 2 sp 8 sp 200 gp+ 1 gp/sq. per person Bread Cheese Common Wine (per pitcher) Egg or Fresh Vegetables Grain and Stabling for horse (daily) Honey (lb) Meat for 1 meal Meal. Silk Cloth. Common room Night. Scale 200 gp Barding. Riding Breeches Brooch. Cloth Cloak. Canvas Cloth.5 27 . Cloth Hat. Velvet Cloth. High.yrd 4 gp/ sq. Splint 400 gp Bit & Bridle 15 sp Halter 5 cp Harness 12 cp Harness.yrd 4 --1 0.yrd 1/ sq. City.yrd 1/ sq. Private room Small Beer (gallon) Soup.yrd 0. Embroidered Sandals Sash Scissors Shirt/blouse Shoes Surcoat Sword Scabbard Hanger. Private room 2 sp 10 sp 5 cp 4 sp 2 sp 1 cp 5 sp 5 sp 2 sp 3 sp 5 sp 1 sp 20 gp 6 sp 12 gp 58 gp 2 gp 8 sp 29 gp 5 sp 2 gp 5 cp 1 gp 5 cp 5 cp 3 gp 9 gp 2 sp 4 gp Clothing Cost Weight Apron Belt Boots.yrd 1/ sq. Common room Week. City. Plain Cap Cape. Full 150 gp Barding.1 0. 1 day Month.

5-10) 25 7. Wooden Bookcase.5 0.pint of Brandy. Metal Bookcase. Wall Sofa/couch Stool Table Tub Wardrobe. Barrel 3 sp Flour.1 3 2 1 3. Pewter Plate.pint of Cider.5/piece 6 5. Coarse (lb) 1 sp Tea. Large Sconce.4 0. Prayer Incense.EQUIPMENT EQUIPMENT Furnishings Provisions Furnishings Cost Weight Armchair. Merchant's meal 1 sp Food. Pewter Cutlery.5 0.5 1 --2050 ------1 ------10 ----5 --1 --------------1 1 7. 1 week 5 gp Rations. ft. Wooden Chest of drawers Cup. Pewter Bowl. Iron. Double Bed. Iron.5 1 0.5 1. Straw. Copper Cutlery.5 15 10 15 5 15 28 . Pint of 3 cp Herbs (Common. Standard. Pint of 5 cp Milk. Good. Watered. 2-5 gp 15 gp 25 gp+ 40 30 150 90 20 15 250 100 1. Horse meal. Silver Decanter. Various sizes Loom Mat Mattress. Pottery Cup.5 10 Religious Items Notes 4'x 1'x 5' 4'x 1'x 5 Provisions Cost Ale. Crystal Decanter. Prayer 1 gp 1 gp+ 2 gp 50 gp 7 cp 25 gp 3 gp 0. Pewter Cup.pint of Beer. 1 week 3 gp Rice (lb) 2 sp Rum. Pint of 5 bp Wine.heavy.7 5 50 5 75 8 5/sq. Wooden Bowl. Padded Armchair. 1 day 1 cp Grog. Spring. Stick Symbol. Double Mattress. Holy.5/piece 0. Holy.Single Bench. Herring.6 0. Silver Symbol. Holy. Pewter Goblet. Cider. Small Rug. Pottery Decanter. Good. Silver Desk Goblet. Rich meal 1 gp Grain.loaf of Butter per lb. Padded Bench. Tun (250 Gal) 20 gp Wine. Tun (250 ga) Dry Rations (7 days) Eggs (100) Eggs (24) Figs (lb) Firewood (day) 1 cp 3 cp 1 sp 4 cp 1 sp+ 7 bp 2 sp 8 cp 8 gp 10 cp 8 sp 2 sp 3 sp 1 cp Fish. Pint of 6 cp Weight ----------2. Pickled. With mirror(s) 3 gp 1 gp 8 gp 5 gp 4 gp 2 gp 15 gp 5 gp 2 sp 5 cp 9 gp 3-8 gp 1-10 cp 2 gp 1 gp 5-7 gp 2 sp 4 cp 2 ep 1-4 1 sp/piece 2 sp/piece 5 gp/piece 10 gp 3 cp 5 gp 15 gp 4 gp 4 sp 2 ep 7-15 cp 2-12 gp 3-7 gp 15 cp 4 gp 2 gp 3 gp 1 gp 10-15 gp 1-2 sp 8 sp 8 cp 2 gp 1 sp+ 3 sp+ 5 cp 30 gp 3 gp 2 sp/sq.5/piece 0. Pint of 1 sp+ Wine.10 lb bag of 6 sp Food.pint of Ale. Tomato. 10 50 85 Religious Items Cost Weight Beads. Apple. Pottery Bowl. Pottery Plate. Feather. Padded Chair. Pint of 2 cp Milk. Double Mattress.dark. Silver Rug.5 6 35 1 1 1 4 (1-6) 200 5 30 20 25 15 2 1. Wooden Water. Feather Plate.5 80 2 25 18 70 0. Pint of 7 bp Mead. Vial Wheel. Straw.5 1. Orange. Cow. Pint of 8 bp Juice. Silver Hamper Kettle. Grape.5 20 1 --1 1 ------2050 --- Musical Instruments Musical Instruments Cost Weight Bandore Chime Drum Fife Flute Gong Harp Horn Lute Lyre Mandolin Pipes Rebec & bow 15 gp 2 gp+ 4 gp 5 gp 16 gp 5 gp 50 gp+ 6 gp 25 gp 27 gp 28 gp 2 gp 30 gp 10 (1-20) 20 10 5 (. Pint of 5 cp+ Salt (lb) 1 sp Sugar. Plain Wardrobe. Holy. Single Mattress. Pint of 8 bp Juice. Single Mirror Pillow. Iron Symbol.light.pint of 7 bp Water. Pint of 9 bp Juice. ft. Salted (100)1 sp Fish. Pint of 1 cp Nuts (lb) 1 cp Raisins (lb) 2 sp Rations.pint of Bread.7 0. Feather.pint of Beer. Goat. Wooden Bed. Crystal Goblet. Silver Cabinet Carpet Chair. Silver Curtains/drapes Cutlery.5 0. lb) 5 cp Juice.

000 gp 50. Wrist Shoes.2 35 gp 5 Weight Legality Transport Cost Weight 4 4 4 2 4/3 4/3 4 4 4 4/3/2 2 2 2 4/3 4/3 2 3/2 4 4 4 4 3 2 2 4/3 4 4/2 2 4 4 4 2 2 3/2 4/3 4 4 4 4 4 4 4 2 3/2 3/2 3/2 3/2 4/3 4/3 3 3/2 2 4 4/3 2 4 3 4/3 4/3 Barge Barge (or Raft). Razor.000 225. Iron (10) Sword Stick ** Theives Picks Wax (block) Weaponblack (vial) Wire Cutters Woodland Suit 50 gp 0.000 gp 5. Hand Warming Leather Straps (pair) Limewood Strips (10) Listening Cone (Brass) Marbles.000 250. War Wagon. Wheel 500 gp 1 gp/sq.000 gp 40.000 gp 25. Clawed Ring. Small Glass Cutter.2 2 sp * 2 cp * 750 gp + 50 10 gp 1 6 gp 0.000 gp 500 gp 30 gp 25. yrd. Iron Ring. Merchant.EQUIPMENT EQUIPMENT Thief Equipment Transport Thief Equipment Cost Acid. 500 gp 75 gp 150 gp 30 gp 50 gp 100 gp 10.2 5 cp * 15 gp 1 2 gp * 10 gp * 2 gp * 10 gp * 12 gp (1-2) 12gp/sf 1/sf 3 sp * 5 gp 1 Var. 60 90 25.000 50 --------------250.500 --- Torture Devices Torture device Cost Weight Branding iron Cage Chair with straps Clamp Iron boots Iron maiden Stocks Thumb screw U-rack Vice 2 gp 20 gp 7 gp 3 gp 5 gp 70 gp 5 gp 1 gp 25 gp 9 gp 3 500 80 5 50 750 300 1 500 10 L = Legal S = Shady I = Illegal ** Indicates hard to find item 29 . Long Canoe. Hollow Bow. Royal Coaster Cog Curragh Dog-sled Drakkar Dromond Galleon Galley. Biased. Pin. Pin. Ivory (box of 4) Dog Pepper. Minor grapple Arrow.3 3 sp 1 3 cp * 2 gp 0.000 gp 250 gp 150 gp 5 gp --10/sq. Silenced Arrow. Small Ship. Riding Chariot. Hand (with silvered mirror) Lamp. Stone biter.000 1. Biased. Death ** Lamp.000 gp 20. Footpad's Boots.000 gp 15. bag (30) Metal File Mini Blade Overshoes. yrd. Galey Raft or small keelboat Sail Sedan Chair Ship. set of 3 Crowbar Dagger. 1 Vial ** Aniseed. Clawed ** Grappling Iron Hacksaw Hacksaw Blade Housebreaker's Harness ** Keymaking Set Knife. Deck ** Catstink.2 1 gp 0. Metal-eating. War Kayak Knarr Longship Oar.800 ------70 ------275. Small Galley.000 80 120 160 --80 ----400 500 1.000 300. Stone biter Arrow.000 gp 10. Wood biter Blinding Powder Boots. Blade Boots. Small Boat. Adamantite Arrow. Silver Scabbard. Razor. lock. Large Canoe. Closed Wagon. Handled Gloves.000 gp 50 gp 150 gp 7000 gp 200 gp 500 gp 200 gp+ 5000 gp 10. Packet Funnel.3 2 cp * 5 sp 0. Water. War Caravel Cart Carriage. Common Carriage.6 1 gp * 7 gp * 8 sp * Var * 15 gp 3 8 gp 3 15 gp 3 45 gp 2 3 gp 1 5 gp 0. Marked. Folding Caltrops (10) Cards. War Coach. Small Boat. Large Ship. * 5 sp 4 25 gp 4 30 gp 1 3 cp * 2 gp 0.000 2. (coach) Ornamental Chariot. Open Wagon. Small Canoe. Major grapple Arrow. Iron Ring. Collapsible Boat. False ** Sharkskin Sheath.000 gp 250 gp 3000 gp 10000 gp 2 gp 10 gp 100 gp 20 gp 100 gp 15. vial Arm Sling Armor.2 40 gp * 2 cp * 2 gp 1 6 sp 4 5 gp 1 30 gp 5 5 gp * 20 gp * 1 sp * 3 cp 0. Bone (box of 4) Dice. Climbing. Climbing Darksuit Dice. Bundle Chisels.000 200. Silver Ring. Pair Skeleton Key Spikes. (vial) ** Charcoal. Common Oar. Large Galley.1 120 gp 1 20 gp 1 3 gp 2 3 gp 1 6 sp * 25 gp 2 60 gp 6 12 gp 1 10 gp 1 2 sp 0. Merchant.

10 lb bag of Chest.5 4 (1-4) 2 0. Wax Candle snuffer Cane. Clay Keg. Iron. Iron Earspoon Fire-starting bow Fishhook Fishing net Flint and steel Glass Glass bottle Glue. Furs and Pelts Cost Weight Misc.5 1 1 1.silver Lynx Mink Musk-ox Muskrat Nonafel Otter Otter. Leather Bag. ft. Oil Lantern. 1'. Medium Chalk. Equipment Cost Weight Air bladder Backpack Backpack. Hooded Lantern. ft.5 1 1 1.5 2 1. & key Map of the known world Map or scroll case Merchant's scale Metal file Mirror. Heavy Chain. Beacon Lantern. 100 Oar 5 gp 15 sp 5 cp 2 gp 1 gp 5 sp 8 sp 1 bp/oz 1 bp 2 gp 16 sp 8 sp 1 gp 10 gp 1 gp+ 1 sp 1 sp 4 gp 6 sp 5 2. Tallow Candle. Metal 50 gal Basket. per sq. Light Chain.5 0.EQUIPMENT EQUIPMENT Fur and Pelts Miscellaneous Equipment.5 2 (0. small Bedroll Bell Belt pouch. Wooden 50 gal Barrel.5 0. 1'. Leather Bracers. yrd. small Bird cage Blanket Block and tackle Bolt case Book. Bullseye Lantern. 1 pair of 1 pair of.5 1 1 0.5 10 0. Small.loaded Drill.5 0. Powder Chalk. Iron. Metal Bucket Candle.5 1 0.5 0.5 (5-10) 3 5 1 160 gp 220 gp 400 gp 3 sp 15 gp 8 gp 8 sp 1 gp 3 sp 1 bp 1 cp 6 cp 2-5 gp 4 sp 20 20 20 2 75 35 1. 10 gp 5 cp 7 gp 8 sp 5 cp 2 gp 7 cp 2 gp 25 gp+ 1 gp 5 sp 5 gp 15 bp 15 cp 5 cp 2 gp 150 gp 12 gp 7 gp 50 gp 5 bp 100 gp+ 20 gp 100 gp+ 5 gp 1 gp+ 8 sp 2 gp+ 2 gp 10 gp 2 gp 20 gp 1 sp 5 sp 0. Silver Nails. ft. 1'.5 5 1 0.2 3 6 2 sp 2-8 gp 5 gp 2 cp 8 sp 1 cp 1 gp/sq. Iron. Wooden 5 gal Ladder.5 (1-12) 1 10 0.5 20 50 1 0.5 0.5 * 1/sq. Large Chest. Equipment Cost Weight Aurumvorax Bear Beaver Bobcat Bunyip Caterwaul Chinchilla Devil dog Fox. Metal Mirror.red Fox.5 1 0. Large Box. Small. Good Lock. Waterproof Lard.5 2 1.5 3 4 0. 2 oz pot of Grapnel Grappling hook Grindstone Hacksaw Hairbrush Hammock Hourglass Ink.5 1 3 2 Case (Bone) Map/scroll Case (Leather) Map/Scroll Cask Chain.5 1. Glass Jug. 2 oz pot of Iron pot Jar. Fine Chain. 10' Crampons Crowbar Dice/knucklebones.1 2 1 5 gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp gp Miscellaneous Equipment Misc.3 2/sq.hoar Fox.5 0. Walking Canvas. 1'. Metal Mirror.5 0. Wooden. Blank (100 pages) papyrus Parchment Vellum Bottle or flask Box. Iron.5 0.2/oz 0. Small Bracers. 0. large Belt pouch. Cont. 12' Lamp. Wooden. Iron. Pair of. 10 lb bag of Cologne/perfume. Large.1 8 (1-10) 1 0.5-3) 1 2 4 5 25 20 1 50 3 2 3 2 1 1 (0. Leather Barrel. ft.5 6 1 Notes 50 gal/150 lb 50 gal/150 lb 30 Notes 5 gal/15 lb 8 hours 2 hours 6 hours 6 hours 6 hours . 15 gp 2 gp 2 gp 8 cp 1 gp 3 gp 3 sp 5 cp 10 sp 1-4 gp+ 1 gp 7 sp 2-5 gp 5-8 cp 5 gp 1 gp 2 3 2 0.5-2) (2-10) 1 0. Pint of Lock. Iron. Stick of Charcoal.1 1 7. 1 oz Comb Cord.2/stick 10 50 25 3 10 1 0. 0. Iron. large basket.sea Owlbear Panther Sable Seal Snow leopard Tiger Winter wolf Wolverine Yeti Zebra 5 5 2 2 5 7 3 5 5 3 4 2 3 5 4 7 2 3 5 7 5 5 8 5 5 3 5 5 1 2 0.5 10 5 8 0. poor Magnifying glass Manacles. Small Chisel Coal. 1 sp 5 gp/sq.

Miscellaneous Equipment. Candle.5 0. Water/wine Soap. Small Saw. Large Spyglass String. Cont.5 10 5 1 0. 20 bolts cap Quiver.5 0. Long Scabbard. 5 score of Piton Pen. Equipment Cost Weight Sundial Tent: Large Medium Small Tinder Box Torch. Large Paint brush.5 1 1. lb Wax.5 0. 20 arrows cap Quiver. Iron cooking Pouch. Rapier Scabbard.5 10 5 2 0. Katana Scabbard.EQUIPMENT EQUIPMENT (ARMOR) Miscellaneous Equipment.5 0. Large Pouch. 2-handed Sealing Wax (per lb) Sewing needle Sheath. Small Vellum. Quill Pick axe.5 1 0. Metal Water Clock Wax. Metal Pipe. Fine.3 1 6 1 2 1 Notes Misc. Dagger or knife Signal whistle Signet ring Skin. Sealing.1 Notes 6 turns 1 turns Armor Body Armor Location DR Cost Weight Banded Mail Arms/Torso/Groin 4 200 gp 35 Brigandine Torso 3 120 gp 35 Bronze Corselet Torso/Groin 5 290 gp 40 Chain Mail Arms/Torso/Groin 4/2 75 gp 25 Cuir-bouilli Torso 2 20 gp 15 Double Mail Arms/Torso/Groin 5/3 175 gp 44 Hide Torso 2 15 gp 30 Leather Arms/Torso/Groin 2 5 gp 10 Lamellar Torso 5 210 gp 26 Padded Arms/Torso/Groin 1 4 gp 10 Steel Corselet Torso/Groin 6 440 gp 35 Hvy Steel Corselet Torso/Groin 7 880 gp 45 Ring Mail Arms/Torso/Groin 3 100 gp 30 Scale Mail Arms/Torso/Groin 4 120 gp 40 Splint Mail Arms/Torso/Groin 4 80 gp 40 Studded Leather Arms/Torso/Groin 3 20 gp 25 Limb Armor Location DR Cost Weight Bronze Armbands Arms 3 40 gp 9 Bronze Greaves Legs 3 60 gp 17 Hvy Leather Leggings Legs 2 20 gp 4 Leather Leggings Legs 1 5 gp 2 Mail Leggings Legs 4/2 75 gp 15 Hvy Plate Arms Arms 7 330 gp 20 Hvy Plate Legs Legs 7 360 gp 25 Plate Arms Arms 6 220 gp 15 Plate Legs Legs 6 240 gp 20 31 . 8 oz pouch of Pliers Pole. lb Whetstone Whistle Wig Wineskin Winter Blanket Writing ink. Mining Pick Tooth. Wooden Pen.3 0. 1 gallon of Paint brush.1 2. Greek fire Oil. Smoking Pipeweed.5 0. Belt. Belt.5 6 0. 50' silk Sack. per flask. vial 8 gp 200 gp 120 gp 75 gp 2 gp 1 cp 3 bp 8 gp 1 gp 3 gp 5 gp 1000 gp 1 gp 2 gp 1-9 cp 1 gp 2 gp 8 sp 5 sp 8 gp 50 100 80 60 1. Iron.5 (2-8) 1 10 1 4 2 * * * 0.5 3 20 1. 1 sheet Vial. 50' hemp Rope. Lamp Paddle Padlock & key Pail Paint.5 1 0. Scimitar Scabbard. per flask.2 10 3 4 3. 40 bolts cap Razor Rocket. Small Pulley Purse Quilt Quiver. Normal Torch. Ninja-to Scabbard.5 0.1 0. Bastard Scabbard.5 0. Medium Paper (per sheet) Papyrus.5 1 3 0. Misc. Large Sack.5-2) 0. 12 arrows cap Quiver. One man Saw.5 oz bar of Soap (per lb) Spade/shovel Spike. Ceramic Vial.2 5 0.1 0.5 2. Crystal Vial.5 1 1 0. Signal Rope.1 0.5 3 7. Two man Scabbard.5 2 1 * 0. Cont. Equipment Cost Weight Oil. per vial Pen. (per sheet ) Perfume. 10' Pot. Short Scabbard. 50' superior Rope. Broad Scabbard.5 0.1 0. (per sheet) Parchment. Fine Paint brush.5 2.50' 10 gp 6 cp 3 sp 5 gp 7 cp 2 gp+ 1 gp 7 sp 5 sp 2 gp 8 sp 1 gp 5 gp 5 cp 8 bp 6 gp 1 cp 3 cp 1 sp 1 cp+ 1 gp+ 1 gp 3 bp 3 cp 1 gp 8 sp 25 gp 1 cp 2 sp 8 cp 12 cp 1 sp 2 sp 1 gp 25 gp 5 sp 1 gp 15 gp 3 sp 8 bp 2 gp 12 gp 3 gp 2 gp 3 gp 2 gp 1 gp+ 2 gp 2 gp 1 gp 4 gp 1 gp 5 sp 6 sp 8 sp 5 gp 15 cp 2 cp 5 sp 4 gp 1 bp 1000 gp 1 cp 2 1 3. Fine.5 3 4 200 1 1 (0.

Parrying thr-1 imp C 0 5 gp 1 - [1] Club sw+1 cr 1 0 --- 3 10 [1] Dagger.5 - [1] Cost Weight ST 1 1 0U 6 sp 3 8 [2] 2-H AXE/MACE (DX-5. Main-Gauche-3. Axe/Mace-3. Buckler 1 5 gp 3 Shield. Polearm-4.EQUIPMENT (MELEE WEAPONS) EQUIPMENT (MELEE WEAPONS) Headgear Location DR Cost Weight Leather Cap Skull 1 3 gp 1 Mail Coif Skull/Neck 4/2 8 gp 2 Basinet Skull/Face 6 10 gp 5 Greathelm Skull/Face/Neck 7 30 gp 10 Pot-Helm Skull 4 10 gp 4 Gloves Location DR Cost Weight Leather Gauntlets Hands 2 2 gp Mail Gauntlets Hands 4/2 Plate Gauntlets Hands Hvy Plate Gauntlets Hands Footwear Location DR Cost Shoes/Boots Feet 1 8 sp-2gp 2/3 High Hard Boots Feet 2 2 gp 7 Sollerets Feet 4 35 gp 7 BROADSWORD (DX-5.2 0U 8 gp 5 12 [6] Reach Parry Cost Weight ST Notes C 1 sp Neg.2 0U 5 gp 10 14 Jousting Lance thr imp 4 No 20gp 20 12 [9] Morning Star sw+3 cr 1 0U 2 gp 5 12 Light Lance thr+2 imp 4 No 6 gp 12 [9] Medium Lance thr+3 imp 4 No 10gp 10 12 [9] Reach Parry Cost Weight ST Notes 32 Reach Parry 5 Notes .5 Kopesh sw+1 cut 1 0 10gp 7 10 4 7 gp 3. Large 3 13 gp 13 9/60 Shield.5 10 --- thr+1 1 0 --- --- Falchion sw+1 cut 1 0 17gp 8 9 --- thr+1 1 0 --- --- --- Katana sw+3 cut 1 0 100 gp 6 10 2 --- thr+2 1 0 --- --- --- 5 gp 2. or 2-H Flail-4) LANCE (DX-5 or Spear-3) Weapon Damage Weapon Damage Battle Axe sw+3 cut 1. Bone thr-1 imp C -1 1 sp 1 - [1] Hand Axe sw+2 cut 1 0U 1 gp 5 7 [1] Dagger.5 Longsword sw+1 cut 1 0 15gp 4 8 --- thr+1 1 0 --- --- Scimitar sw+1 cut 1 0 15gp 4 9 --- thr+1 1 0 --- --- --- Boku-toh sw-1 cr 1 0 1 gp 3 10 Weight Weight ST --- --- --- Notes FLAIL (DX-6.5 - [1] Footman's Mace sw+3 cr 0U 8 gp 10 12 --- thr-1 imp C -1 --- --- --- --- Horseman's Mace sw+2 cr 1 0U 5 gp 6 11 Knife.2 0U 15gp 17 13 Heavy Lance thr+4 imp 4 No 15gp 15 12 [9] Maul sw+4 cr 1. or Shortsword-3) Weapon AXE/MACE (DX-5.5 --- thr 1 0 --- --- 5 15 gp 3.5 - [1] --- thr-2 imp C -1 --- --- --- --- Footman's Pick sw+1 imp 1 0U 8 gp 6 11 [2] Knife. Small Wooden 1 1 gp 3 6/20 Garrote Special 5/20 Melee Weapons sw+3 cr Weight ST Notes GARROTE (DX-4) No 8 KNIFE (DX-4. or Two-Handed Flail-3) Weapon Damage Reach Parry Cost Footman's Flail sw+4 cr 1.2 0U 15gp 15 13 [6] Horseman's Flail 1. Rapier-4. Flail-4. Axe/Mace-4. Stone sw-2 cut C -1 5 cp 0.5 - [1] Horseman's Pick sw imp 0U 7 gp 4 12 [2] --- thr-2 imp C -1 --- --- --- --- Main-Gauche thr-2 imp C 0 3 gp 2 - [1] Sickle sw imp/cut 1 Stiletto thr-2 imp C -1 5 sp 0. Saber-4. or 2H Sword-4) Weapon Damage Reach Parry Cost Broadsword sw+1 cut 1 0 10gp 8. Medium 2 10 gp 10 7/40 Shield.2 0U 2 gp 5 13 [1] Knife sw-2 cut C -1 5 sp 0. Stone thr-2 imp C -1 2 sp 1 - [1] Warhammer sw+3 imp 1. Force Sword-3. [8] Shield DB Cost Weight DR/HP Shield. Shortsword-2. or Two-Handed Axe/Mace-3) Damage Reach Parry Cost Weight ST Notes Dagger or Dirk thr imp C -1 2 gp 1 - [1] Weapon Damage Reach Parry Cost Weight ST Notes Dagger. Small 1 7 gp 5 6/30 Weapon Damage Shield. Bone sw-2 cut C -1 3 cp 0.

3 0U 9 gp 15 13 .2 0U 7 gp 15 11 Trident thr+2 imp 1 0 15gp 5 9 [1] --- sw+3 cr 2. Broadsword-4) Weapon Damage Reach Parry Cost Bastard Sword sw+1 cut 1.3 0U 7 gp 15 11 . Saber-3.3 0U 5 gp 8 11 Spear thr+2 imp 1 0 8 sp 4 9 [1] Guisarme-Voulge sw+3 cut Glaive-Guisarme sw+3 cut Reach Parry --- --- 2.3 0U 10gp 8 11 Javelin thr+1 imp 1 0 5 sp 2 6 [1] thr+1 imp 1-3 0U --- --- --- Hook Fauchard sw+2 cut --- Notes Stone Javelin thr imp 1 0 5 cp 2 6 [1] Lucern Hammer thr+2 cut 1.2 +2 1 bp 4 7 thr+1 cr 1. or Shortsword-4) Fauchard-Fork sw+3 cut 2.Two hands - thr+3 imp 1. Main-Gauche-3.5 11 Naginata thr+3 imp 1-3 0U 8 gp 10 12 STAFF (DX-5.5 12 --- sw+4 cr 2. or Smallsword-3) --- thr+1 cr 2 0 --- --- --- 2 Handed sw+2 cut 1.3 0U --- --- --- Notes TWO-HANDED SWORD (DX-5.2 0 25gp 10 12 --- thr+2 cr 2 0 --- --- --- Weapon Damage Reach Parry Cost Weight ST Notes Scourge sw-2 cr 1-4 -2U 1 gp 2 9 [12] Metal Whip sw-1 cr 1-5 -2U 8 gp 7.2 0 --- --- --- --- thr+2 imp 1-3 0U --- --- --- Long Spear thr+3 imp 2. Knife-4. Polearm-4.2 0 50gp 15 12 Weapon Damage --- thr+2 cr 2 0 --- --- --- Rapier thr+1 imp 1. Rapier-3.3 0 --- --- --- --- sw+4 imp 2.2 0U 8 gp 10 11 --- sw+2 cr 1.Two hands - thr+3 imp 1. or Smallsword-3) Weapon Damage Reach Parry Cost Weight ST Saber sw cut 1 0F 17gp 5 8 --- thr+1 imp 1 0F --- --- --- Weight ST Notes WHIP (DX-5) Notes 33 . or Staff-2) --- thr+3 imp 1-3 0U --- --- --- Weapon Damage Cost Weight ST Notes Guisarme sw+3 cut 2. Polearm-4.2 0 25gp 10 10 RAPIER (DX-5.3 0U 6 gp 8 11 Jo Stick sw-1 cr 1 0F 1 gp 4 7 --- thr+2 imp 1-3 0U --- --- --- 2. Jitte/Sai-3.3 0U 8 gp 9 13 Weapon Damage Reach Parry Cost Weight ST --- thr+3 imp 1-3 0U --- --- --- Bo Stick sw-1 cr 1 0F 2 cp 4 6 Glaive sw+3 cut 2.3 0U 5 gp 12.2 0 --- --- --- Ranseur thr+3 imp 1-3 0U 6 gp 7 12 Quarterstaff Spetum thr+3 imp 1-3 0U 5 gp 7 12 --- Tetsubo thr+2 imp 1-3 0U 2 gp 7 11 Voulge sw+4 cut 2.2 0 --- --- --- 2.5 11 [12] Whip sw-2 cr 1-7 -2U 1 gp 2 10 [12] Reach Parry 0F Cost Weight ST 15gp 3.2 0 --- --- --- Military Fork thr+3 imp 1-3 0U 5 gp 7.3 0U --- --- --- .2 0U --- --- --- Bill-Guisarme sw+3 cut 2.EQUIPMENT (MELEE WEAPONS) EQUIPMENT (MELEE WEAPONS) POLEARM (DX-5. or Tonfa-3) Weapon Damage Reach Parry Cost Weight ST Shortsword sw cut 1 0 10gp 3 8 --- thr imp 1 0 --- --- Cutlass sw cut 1 0 12gp 4 8 --- thr imp 1 0 --- --- Wakizashi sw cut 1 0 50gp 3 6 --- thr+1 imp 1 0 --- --- --- Notes [10] Bec de Corbin thr+2 imp 1. Smallsword-4. Broadsword-4.2 Claymore sw+3 cut 1.Two hands - thr+2 imp 1.3 0U 5 gp 7 13 --- thr+2 imp 1-3 0U --- --- --- SMALLSWORD (DX-5. Rapier-3.3 0U 5 gp 8 10 Halberd sw+5 cut 2. Shortsword-4. Spear-4.5 Notes 9 SABER (DX-5.3 0U --- --- --- Stone Spear thr+1 imp 1 0 8 cp 5 9 --- thr+3 imp 1-3 --- [1] 0U --- --- .3 0U 7 gp 15 13 --- thr+2 imp 1-3 0U --- --- --- Fauchard sw+3 cut 2. Staff-4.Two hands - thr+4 imp 2. Force Sword-4. or Two-Handed Axe/Mace-4) Weapon Damage Reach Parry Cost Mancatcher - 2 0U 30gp 8 9 Awl Pike thr+2 imp 2 0U 3 gp 8 11 Bardiche sw+3 cut 0U 7 gp 12 13 1-3 Weight ST Notes SHORTSWORD (DX-5. Main-Gauche-3. Broadsword-2. or Spear-2) Partisan thr+2 imp 1-3 0U 6 gp 7 11 Weapon Damage Reach Parry Cost Weight ST sw+2 cr 1. Broadsword-4.3 0U 10gp 10 11 SPEAR (DX-5. Saber-4. Main-Gauche-3. Saber-3.

1 x4 1/0. Spear Thrower-4.1 xl 1 T(1) 3 sp 5 0 Lrg.5 1 T(1) 5 sp 5 -1 THROWN WEAPON (SHURIKEN) (DX-4 or Throwing-2) Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Lrg.5 / . 5 1 T (1) 5 gp 8 -4 SLING (DX-6) Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Sling sw pi Staff Sling sw+1 pi 1 0 x6 / x10 0.06 1 (10) 120 gp 8 -6 Medium thr+4 imp 4 Crossbow x25 / x30 6/0.5 / x2. Spike sw imp Shuriken 1 x0.1 xl 1 T(1) 5 sp 5 0 THROWN WEAPON (SPEAR) (DX-4.1 1 1(2) 75 gp 7 Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Daiku thr+2 imp 3 x15 / x20 3/0. Spike sw+1 Shuriken imp 1 x0. 3 1 T 5 cp (Spec) 7 -2 2 x1 / x1.1 1 1(2) 30 gp 7 1 -6 -6 CROSSBOW (DX-4) Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk thr+2 imp 4 Hand Crossbow x20 / x25 4/0.1 1 1(2) 75 gp 11 -8 Short Bow thr imp x10 / x25 2/0.25 / 0.5 / 0. 1 Spec.06 1 1 (4) 35 gp 8 -6 thr+2 imp 4 Light Repeating Crossbow x15 / x20 6/0.1 xl 1 T(1) 8 sp 5 0 Sm.5 1 T(1) 5 sp 6 -2 MainGauche thr-2 imp 4 x25 / x30 2 1 T(1) 3 gp 6 -2 Stiletto thr-2 imp 4 x15 / x20 .06 1 1 (4) 50 gp 8 -6 thr+3 imp 4 Light Crossbow x25 / x30 6/0. or Thrown Weapon (Harpoon)-2) NET (Cloak-5) Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Net Spec.5 / .5 4 1 T(1) 8 sp 9 -6 Javelin thr+1 imp 3 xl. Star Shuriken sw+1 imp 1 x0.5 5 1 T(1) 1 gp 11 -3 Composite thr+3 imp 3 Long Bow x20 / x25 4/0.06 1 1 (4) 300 gp 7 -4 thr+5 imp 4 Heavy Crossbow x25 / x30 6/0.05 1 1 (2) 2 sp 7 -6 Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Spear thr+2 imp 2 xl / xl.5 / .1 xl 1 T(1) 5 sp 5 0 Sm.1 1 1(2) 100 gp 11 -8 Harpoon thr+5 imp Long Bow thr+2 imp 3 x15 / x20 3/0.EQUIPMENT (MISSILE WEAPONS) EQUIPMENT (MISSILE WEAPONS) Missile Weapons SPEAR THROWER (DX-5 or Thrown Weapon (Spear)-4) Weapon BLOWPIPE (DX-6) Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Blowpipe 1d-3 pi.01 1 1(20) 1000 10 -3 gp . Star Shuriken sw imp 1 x0.05 1 1 (2) 5 cp 6 -4 x10 / x15 2/ 0. or most other Guns at -2) Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Starwheel Pistol ld+1 pi+ 34 1 75/ 400 3.05 1 1(2) 10gp 2 -6 BOLAS (No default) Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Bolas thr-1 cr 0 x3 2 1 T(1) 5 sp 7 -2 BOW (DX-5) Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Damage Acc Range Weight RoF Shots Cost ST Bulk Atlatl 1 1 1 (1) - - with Dart sw-1 imp 1 x3 / x4 1 - - 5 sp 5 -3 with Javelin sw+1 imp 3 x2 / x3 2 - - 5 sp 6 -4 THROWN WEAPON (AXE/MACE) (DX-4) Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Throwing sw+2 Axe cut 2 x1 / x1. 0 Spec.1 1 1(2) 5 sp 10 -7 THROWN WEAPON (HARPOON) (DX-4 or Thrown Weapon (Spear -2)) Composite thr+1 imp 1 Short Bow x10 / x20 3/0.5 6 1 T(1) 20 gp 11 -6 THROWN WEAPON (KNIFE) (DX-4) Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Dagger or Dirk thr imp 4 x20 / x25 1 1 T(1) 2 gp 5 -1 Knife sw-2 cut 4 x25 / x30 .5 / .06 1 40 gp 8 1 (4) -6 LASSO (No default) Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Lariot Spec.5 2 1 T(1) 5 sp 6 -4 GUNS (PISTOL) (DX-4.

3'l Door. Wooden. Round.9 75 gp Smoke Powder Siege Engines Siege Engine Damage Acc Range Weight Cost Hvy Bombard 6dx50 cr 0 1000 / 2600 60000 / 20 30000 gp Bombard 6dx7 cr 2 400 / 2000 6000 / 10 15000 gp Construction Cost Arrow slit Arrow slit. 10''l Wall. Curtain. 30'h Tower. 10'h Pit. 40'd. With arrow slit. 2'w.000 / 10 500 gp Onager 6dx3 cr 2 270 / 330 4. 3'd. Wood Buttress. 5'w. 10'w. 20'w Murder hole Palisade. 10'd. 2'w. Square.14'l Building. Shuttered. 5'cube Portcullis. 15''l Embrasure shutters Gate Gatehouse. 4'w. Iron. 10'h Catwalk. 15'h Rampart. Trap. 2'w. 4'h Window. 2'w. 10' Pilaster. Stone Building. 100'. 100'l.000 / 20 700 gp Light Catapult 6dx2 cr 2 240 / 300 2. 4'w. 20'd. Secret.05 1 1(60) 12 -6 pi++ Blunderbuss 5d pi++ 2 15 / 100 20 / 0. Plinth or splay Battlement. 100''. 20'h Batter. Stone. 5'd. Reinforced. 30'h Tower. Stone Hoardings. 30'sq. Bastion. 100'l Window. 5'h Moat. 30'd.05 1 1(60) 12 -6 Siege Engines Siege Engine Damage Acc Range Weight Cost Hvy Ballista 6dx3 imp 3 530 / 660 1800 / 15 800 gp Mdm Ballista 6dx2 imp 3 480 / 600 800 / 6. 3'w. 30'h Tower. 30'h Tower.EQUIPMENT (SIEGE ENGINES) CONSTRUCTION COSTS Construction GUNS (MUSKET) (DX-4. Square.05 1 1(60) 13 -6 Musket 4d pi++ 2 100 / 600 20 / 0.6 150 gp Scorpion 5d imp 3 415 / 520 110 / 0. 30'h Tunnel. 20'w Door. Earth. Stone. 7'h Door. 4'w. Wooden. Round. 20'h. 10'' Machicolation. 8'h. 40'l Wall. 5'w. Leech or bleeding Guide.500 / 15 250 gp Hvy Scorpion 6d+2 imp 3 430 / 540 200 / 1. 3'd. in city Minstrel (per performance) Mourner (per funeral) Night guard Stable Storage closet Teamster w/wagon (per mile) Weapon repair 12 gp 3 cp 2 sp 3 gp 5 sp 3 sp 1 sp 1 cp 2 gp 1 sp 3 gp 2 sp 15 gp 2 gp 1 gp 1 sp 9 gp 35 DR HP 468 156 156 156 156 varies 156 6 135 94 94 94 94 50 varies 2 3 3 6 2 3 156 2 58 156 156 94 94 16 156 156 37 94 94 50 156 468 1 468 468 468 468 468 468 156 468 468 2 3 58 94 135 23 135 135 135 135 135 135 94 135 135 29 33 94 42 29 33 33 42 29 33 94 29 . 10'h Stairs. or most other Guns at -2) Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Arquebus 3d 2 100 / 600 20 / 0. Wooden. 3'w Tower. 30'h Tower. Stone.000 / 30 1000 gp Mdm Catapult 7dx3 cr 2 290 / 360 8. 10'w. 10'' Ditch. Wooden. 10'rise. 20'sq. 5'h Merlon. 20'h. City Horse grooming Lantern . Stone. 5'w. 10' Merlon. 4'w. 7'h Drawbridge. 10'd.25 600 gp Light Ballista 5d+1 imp 3 420 / 525 128 / 1 400 gp Hvy Catapult 6dx5 cr 2 340 / 425 18. 3'd. Wooden. Shuttered & Barred. Square. 10'd. Underground. 10'w. 7'h Door.or Torchbearer (night) Laundry (load) Messenger Messenger. Round. 4'w. 10'rise. 4'h Door. 10'sq. 100'l. Crossletted Barbican Bartizan. Wooden. 10'h Parapet. 3'w Stairs. 4'h 3 gp 5 gp 4000 gp 500 gp 100 gp 50 gp 750 gp 250 gp 150 gp 20 gp 150 gp 100 gp 75 gp 50 gp 25 gp 75 gp 500 gp 5 gp 250 gp 2000 gp 25 gp 250 gp 10 gp 15 gp 350 gp 15 gp 150 gp 25 gp 50 gp 10 gp 500 gp 150 gp 50 gp 10 gp 1000 gp 2000 gp 3000 gp 750 gp 1500 gp 2500 gp 150 gp 750 gp 1500 gp 5 gp 10 gp Services Services Cost Armor repair Bath Clerk (per letter) Doctor.

Power Investment 4 Power Investment 5 Power Investment 6 Table 16: Clerical Spell Table Power Investment 1 Power Investment 2 Power Investment 3 Astral Block Bless Bind Spirit Banish. Curse Drain Mana Cleansing Earthquake Planar Summons (Divine Servitor) Armor Awaken Affect Spirits Aura Clean Astral Vision Body-Reading Command Breathe Water Continual Sunlight Entrap Spirit Sanctuary Bravery Compel Truth Command Spirit Dispel Magic Continual Light Create Food Instant Regeneration Resurrection Cleansing Coolness Create Water Cure Disease Divination Pentagram Detect Magic Glow Dispel Possession Essential Food Remove Curse Detect Poison Great Voice Flaming Weapon Gift of Letters Storm Final Rest Healing Slumber Great Healing Gift of Tongues Suspend Mana Lend Energy Major Healing Magic Resistance Lend Vitality Peaceful Sleep Neutralize Poison Instant Neutralize Poison Light Persuasion Oath Might Purify Food Relieve Madness Minor Healing Relieve Sickness Relieve Paralysis Purify Air Remove Contagion Repel Spirits Purify Water Resist Acid Restoration Recover Energy Resist Cold See Secrets Sense Life Resist Disease Silver Tongue Sense Spirit Resist Fire Stone to Flesh Share Vitality Resist Lightning Stop Paralysis Shield Resist Pain Strengthen Will Silence Resist Poison Sunbolt Stop Bleeding Resist Pressure Sunlight Test Food Restore Hearing Suspended Animation Thunderclap Restore Memory Water to Wine Umbrella Restore Sight Wisdom Vigor Restore Speech Warmth Seeker Watchdog Soilproof Instant Restoration Monk’s Banquet Regeneration Suspend Curse Vigil Stop Spasm Summon Spirit Truthsayer Turn Spirit Turn Zombie Wall of Light 36 .MAGIC (CLERICAL) MAGIC (CLERICAL) MAGIC Table 16: Clerical Spell Table. Cont.

MAGIC (DRUIDIC) MAGIC (DRUIDIC) Table 17: Druidic Spell Table Table 17: Druidic Spell Table. Summon Elemental Shape Plant Swim Shape Water Tangle Growth Spider Silk Walk Through Plants Wall of Wind Walk Through Wood Weather Dome Water Vision Windstorm Waves Storm Strike Barren Tide Wither Plant Whirlpool Wind 37 . Cont. Power Investment 1 Power Investment 2 Power Investment 3 Power Investment 4 Power Investment 5 Power Investment 6 Beast-Rouser Animal Control Animate Plant Beast Possession Alter Terrain Earthquake Beast-Soother Beast Link Beast Summoning Blight Geyser Detect Magic Beast Seeker Blossom Arboreal Immurement Detect Poison Beast Speech Breathe Water Body of Slime Create Elemental Move Terrain Extinguish Fire Bless Plants Clouds Body of Water Entombment Volcano Find Direction Cure Disease Conceal Body of Wind Partial Shapeshifting Hawk Vision Fog Create Plant Body of Wood Identify Plant Frost False Tracks Permanent Beast Possession Master Heal Plant Forest Warning Control Elemental No-Smell Hide Path Freeze Permanent Shapeshifting Purify Air Know Location Instant Neutralize Poison Create Animal Plant Form Other Create Spring Shapeshift Others Purify Earth Light Tread Melt Ice Dispel Magic Purify Water Mystic Mist Plant Control Dry Spring Quick March Neutralize Poison Plant Sense Frostbite Recover Energy Pathfinder Plant Speech Hail Seek Coastline Plant Growth Protect Animal Lightning Seek Earth Plant Vision Rain Plant Form Seek Food Pollen Cloud Rain of Nuts Sandstorm Seek Pass Predict Earth Movement Rejuvenate Plant Shapeshifting Seek Plant Predict Weather Remember Path Seek Water Purify Food Resist Cold Sense Life Repel Animal Resist Lightning Tell Position Rider Resist Pressure Umbrella Rider Within Snow Shape Air Snow Shoes Shape Earth.

Websites M. Peter Dell’Orto and Sean Punch.dsl-only. J. Edited by Andrew Hackard and Jeff Rose. Dungeon Hero ( http://members.killershrike. 4th edition (Steve Jackson Games 2004). Pulver and Sean M. Beyond Sylvan War Lore: Six New GURPS Martial Arts Styles for Elves ( http://www.org/items/misc. 4th edition (Steve Jackson Games 2004). Sean Punch. Gary Gygax. GURPS Fantasy. Young's Dungeons & Dragons Materials ( www. 4th edition (Steve Jackson Games 2004). Young. GURPS Dungeon Fantasy (Steve Jackson Games 2004). Punch.html ) And various ideas shamelessly stolen from the Steve Jackson Games web forums ( http://forums. William H.html ) Killer Shrike. Gurps Martial Arts.com/ ) Neal Byles c/o Pyramid.mjyoung. Advanced Dungeons and Dragons Players Handbook.BIBLIOGRAPHY BIBLIOGRAPHY Books Gary Gygax. Net Book of Items ( http://www. 4th edition (Steve Jackson Games 2007). Stoddard. 1st edition (TSR 1978). GURPS Banestorm (Steve Jackson Games 2005). c/o Mike's HERO System Page.tripod. Phil Masters and Jonathan Woodward. GURPS HarnWorld ( http://qraid. GURPS Basic Set: Characters. David L.sjgames.com/ ).legolas.net/dungeon/ ) Hierax.hierax. GURPS Magic. Advanced Dungeons and Dragons Dungeon Master's Guide (TSR 1979). Thanks! 38 . Hierax's Greyhawk ( www.com/pyramid/sample.sjgames.com/GURPSHarnCharacter.net/~bing/frp/hero/hero. J.com/greyhawk/ ) Joe Di Lellio. High Fantasy Hero ( http://www.html?id=2364 ) Legolas. M.html#menu ) Aaron Kavli.