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CHARACTERS STANDARD TESTS HEALING Action Test against Condition Definition Rest? On-Spot Treatment Animosiy Cool Light 2Wormore Yes 1D3W on latest Bargin Fellowship Charm, Haggle, Seduction Heay —1Worless, No. 1D3/1 Won tat test, slut! Fellowship Acting, Charm, Clown, Jester, no erica ‘wound now Light Public Speaking, Seduction, Wie Severe Critica hit(@) No See exitical description Bribe 100% minus suffered tage’ WP Rest: lightly wounded characters recover 1W per day of Dusk Fellowship Acrobats, Acung, Artist, Beg, _complete rest, plus T Wounds per week of complete rest Clown, Comedian, Contorion, (e.g. total T+8 Wounds per week). Dance, Escapology,Fire Fates, ‘Healing: , hour a day treatment by a character with Heat Jester, Juggle, Mime, Mimic Wounds skill will cecover W points equal to patient's Tif Musician, Palmistry, Sing, Story healer makes an Int test at +20. Tif vsti fled Telling Strongman Surgery: ", hour a day treatment by 2 character with Construct Dexterity Boat Building, Carpentry, Surgery skill wiples recovered W points if surgeon makes a Engineering, Mining Smithing, __sucvessful Int test, doubles if tes is failed Stoneworking ———sSe Disese ——Toughnessx10_Immusity 0 Disease Employment See WARP, p68 Depends on career VISION RANGES IN DARKNESS. Estimate Intelligence Evaluate, Follow Tral, Super ht Radins Structures Distance from which Numerate (yards) (yards) radius can be seen Fall see Movement Acrobatics Torch 10 30 20 Fear Cool Lantern 15 45 30 remy Cool = Candle 5 re 10 Gamble See WERP, p69 Gamble lamp 3 B 10 Gossip Felowship Acting, Bribery, Charm, Camp fire 15 6 Comedian, Public Speaking, Night Vision Seduction, StoryTelling, Wit Halfling 20 20 Hated Coal ee Be 20 20 Hide snaave plus Wood Ef 30 30 Cool minus. Dwarf 30 30 - ‘cnciy Inaive Concealment, Shadowing aay pe Sadie maamnaget Ioverrogate = Will Power Torture AVAILABILITY OF ITEMS = oo fany ew ew ey oe an Listen Soft noise 30% vi = a — —_— Scenic c= oe loud 100% Acute Hearing, Silent Move beoatd * am biscf = tonto Ser seatce 3 WR BN tox Observe —__Inistive = 20% 39% NOON pti Deed mous. Pleneiful 35% 70% 100% Tock rating Pick Lock Rp ET PickPocket Dexterty Pick Pocket Poison Toughness x10 Immunity to Polson SUBSISTENCE Reaction Iniaive a Hem Emcum Avail Risk Base $0% Depends en_creumstances — Food per day Plentiful sce WERP, p71 Iron rations (1 week) 50 Common Search Iniatve = Ale (pint) 2 Plentiful Search rapid Inkitive ~ House wine (bostle) Common Sneak 30% Concealment, Silent Move Good wine (bottle) Average Strengh Seng x10 Spisit (bottle) Average Stupidity Inteligence Inn common roominight 2/(3i-with bed) Plentiul ‘Terror Coot Inn separate room 30/ 7 Common Understand (sleeps 4) Language Intelligence Stablinghorse‘night 16 Plentiful Fodderhorse/day Plentiful COMBAT Hit WEAPON MODIFIERS 1 Weapon Hand Weapon - Dagger Spear" Improvised Bastard Sword 2-hand Weapon Halberd* Quarter Stat - Flail 7 “10 hand Fail 2 “10 Rapier + Buckler - 420 Left-hand dagger 10 ‘Sword-breaker - 10 Lancet +10 "20 Net = 200 = 0 ‘Whip 10 2 20 + = 4201s. mounted opponent. Honus applies in fest round, and in later rounds only when user is winning. ews, aerial opponents, +20, no penalty to hit. ‘++ — only when mounted and charging. Ocherwise, burtend of lance counts as a hand weapon, NOT ET MODIFIERS TO HIT Hand.to-Hand Charging +10 Advantage of ground, +10 Winning +10 Obstacle 10 Wronghanded — -10 Unarmed. "20 Large target +0 Moving mount 10 Running target 10 Evading target 20 Long Range 10 Extreme Range 20 Improvised Missile “10 Soft Cover 10 Hard Cover 20 Flying target range +1 step Missile Five ‘Small target SE CRITICAL HIT AND SUDDEN DEATH CHART DIO «+1 +2 «43 +4 «45 46 and up o1-10 11-20 Result 21-30, 31-40 7 o 4150 Nocfiect 51-60 61-70 Fee 71-80 81-90 vieum 91-00 is dead MISSILE WEAPONS Weapon Rangeiks ope PUB Short Long Ext"** Reload Short Bow 163 323 1503 1 round Nontal Bow 24/3 48/3 2503 1 round Long Bow = 328 6438 3003 1 round IC Bow = 34 G44 3004 1 round Crossbow = 3/4 G44 3004 2 rounds Repeating Xbow = 32/1 = 1001 Sling. 243 363 1503 1 round Staff sting 24/4 36/4 2004 2 rounds Javelin. BF 16506 1 round. Spear 46 BF 25 1 round Dart 46 BF 20® LT round Kaife 4 af 206 tL round Axe ae BF 20 L round Blowpipe ba 1 $q/1 1 cound Lasso. 80 30/0" 3 rounds Bolas Laat Sar® 1 round Bomb 5/6 20/6 1 round Incendiary Sf 20 1 round Improvised 26 1Q* 1 round Firearms Arquebus 34 30/4 60/4 3003 2 rounds Blunderbuss 3/5243 «48325022 3 rounds Duckfoor 3 «BB. «163 $022 ounds Duclling Pistol 34 = 3 «163 530/22 sounds HenricusSalas 34 = 8M «164 503 2 ounds Jezail 34 363-7273 40022 3 rounds Pike Gun 3412-243 $02 2 rounds Pistol 33 123-243 $02 2 sounds Swivel Gun 36 24 48/3 1002 4 rounds VolleyGune* 3/8 128-243 $3 2 rounds . fires 2 shots per round, 10-shot magazine takes SB rounds to refill «8 perbarrel add 1 round aiming, C= weapon's ES = user's $ E— entangling weapon F = causes fire damage TORT A FIREARM MISFIRES D100 Result 01-20 Partial burn: range and ES halved 21-50 No ignition: try again next round 5 No ignition: reload and try again Slow burn: gua fires next round Flash in the pan: fe-prime (1 round), 10 10 bit fon next shot ‘Burn-round: shot welded into barrel, 50% chance weapon explodes if used again ‘Weapon explodes: user takes normal damage, weapon destroyed COMBAT MOUNTED TARGETS Attacker Horsesized mount Under 10' tall Rider 01-20 Mount 21-00 More than 10° Rider 01.50 all Mount 51-00 Mounted rider Rider 01.50 51-00 51.00 Larger mount Rider 01-40 Mount 4100 Rider 01.50 Mount. 5140 Rider 01.50 Mount 5140) Slain mount (D100) 01-70 Dismounted ~ may continue t9 Aight on foot with no ill effects 71.90. ‘Thrown ~caleulate damage as for fall of D4 yards [Rider i thrown in a random direction 91.00 ‘Trapped under mount ~take one point of damage for each Strength point of the mount. May attempt a ‘Strength test each round to craw! out from under the mount. Trapped riders count as prone targets ee een ane WALLS, BUILDINGS AND DOORS Structure TD Lock Mudlstraw wall, 8yds 58 Light wood wal, 8 yds 6 20 ‘Timber wall, 8 yds 7 30 Stone/brick wall, 8 yds 10 Thatch, 8 yds. 15 Wood fence, 8 yds 15 Wood floor, 8 yas 30 Clay/eaeth floor, 8 ye 20 ‘Reedimat floor, 8 yds 15 Improvised barricade, 8 yds 15 Mudstraw hut 15 ‘Wood shack 20 ‘Timber building, 8x8 yds 30 Stone building, xs yds 50 Brick building. 8x3 yes se Cupboard door D6 DEP x10, Hiatctyicapdoor Dé Dé+1a10% (padlock) Dé-L x10% Dé x10% 1x10% Home, inside door D6 Home, entrance door 206 Strongroom door 306 Dungeon door 36 Fortress inside door 306 Fortress, strongpoint door 5D6 Fortress, entrance door 606 Di+2x10% Dé+3 x10% Notes 1 All structures count as prone targets ~ automatic hits, double damage, 2, 10 DP makes a hole big enough fora character to squeeze through (Halflings or characters with Contortionist sll can get chrough 2 5-point hole. 3. A door which has lost halfits damage points has a hole large enough to look and reach through (eg. to open a bolt from the other side) HIT LOCATIONS Roll Location (humanoid) 0115 Head 1635 ight arm 3655 Leitarm 5680 Body 8190 Right leg 9100 Lett eg Location (animal) Head Righ foreleg Left foreleg Body Righ: rear leg, Left rear leg a INSTABILITY (Check for instability every 6 rounds (1 minute) on 1D6, On 6 the creatures have become unstable; rol) 1D6 again: 1, ‘The creatures’ natural plane of existence and the real ‘world become separated. The creatures slowly lose vitality and become insubstantial These effects are permanent ~ do not roll again. The creatures cannot cause any physical ‘damage in combat. They are affected by weapons and magic 1s normal for their kind. They still cause fear and other psychological effects, They are also subject to snupidity 2. The creatures’ physical maniféscacion and power arc <éraven back to their natural piane, leaving only theie image. ‘These effects are permanent ~ do not roll again, Creatures ‘cannot cause physical damage in combat, and are not alfected by normal weapons, but are automatically dispelled bby magical attacks or hits from magical weapons. They still ‘cause fear and other peychological effects. 3. The state of flux between the creatures’ plane and the real world confuses them. They may not move for Dé rounds. Ifin combat, they cause half as many wounds as ‘normal, and all hits zquinst them cause double damage. 4. Some of the creatures are drawn back inio their wn. plane of existence, 106 creatures are drawn away ~ they do 5. The state of flux berween the creatures’ plane and the real world strengshens them, For 1D6 rounds the creatures ‘ght with double their normal number of attacks. 6. The creatures gain great power as the two planes of | existence move closer. For ID6 rounds they take no éamage at all All theie hits slso cause +1 wound, oF +1) + 10¥ effect for creatures with non-sirking attack modes, MONSTERS NIGHT VISION All distances in yards Basilisk 20 Hobhound 10 Rat 10 Bat, Giant 20 Hydra 20 Rat, 20 Cai, Wild 20 Jabberwock 20° Skaven 30 Dragon 20 Lizardman 30 Snake 20 Blementl As day Ore Snotling 10 Fimir 15 Orc, Black Spider, Giant 10 Fox 10 Troglodyte 30 Goblin 10 Undead As day Gnome 30 Pack Wolf Wolf 5 MOVEMENT MOVE RATE Cautious 22, anan “56, wal, 30602, iam, 4843 16963, 38:108/4 20712044, 221325 2404475" 261565", 281686", 3071806, penser, 342047, 362168 Standard 4247 BART, 12722, 16963", 20/120/4, 24/1445, 28168764, s2g2, 362168 902409 4472569%), 48238/10%, 5212/11, 56336712", 6073600134. 433414, 6408/15, 232/16 Running 16963, sansa, 487288/10%, 647384/14, £0:480/18 96'576:21, aig67225 128768128, 14486432, 160960135, 17571056394, 192/115243 208/124 46, 224/134450 240144053, 2557133657", 272163260", 2897172864", 3R2288, 764567 404182468 402409" eo48018 32092071" Bach figure is piven as: yards per round/10 seconds yard per game tuen/minute, and miles per hour equivalents TRANSPORT MOVEMENT ‘Type of Move ‘transport mate Riding horse or wirhorse 8 32 192 Ponymule 7 28 163 Draft horse 6 24 148 Cart @ wheels) 6 24 MAS ‘Wagon (4 wheels) 2 2 2, Coach (4 wheels) 16 96 3Y Rowing boat 2 2 2, Smal sailing boat 16 96 34, ‘Commercial barge a 8 Pi Sailing ship 20 mo Yards Yards per round per turn Mites hour ‘Water transport: curenss and wind will alter speed. Add 25% to a vessel's speed if moving downstream or with a heavy current. Add a further 25% for sailing vessels sailing, before the wind, Deduct the same amount for sailing “upstream or against a current, of for a saling ship heading. nwo the wind. eal SWIMMING Characters who can swim move at of cautious rate, A Risk {estat +20% is required in hazardous conditions, Any armoured characters make the Risk test at-10 for each point of armour; GM judges the effect of other encumbering items. Balled test or no Swim skill means the character automaticaly starts drowning; afer T rounds, lose 1 Wound per round until they drown at 0 Wounds. OBSTACLES Movement is halved for an obstacle or difficult ground, Moving at more than cautious speed over an obstacie requires a Risk test (10 penalty ifrunning) Obstactes are: ‘Opening & moving through doorswindow Moving over a low wall, hedge or fence that is less than sbc feet high Jumping over ditch oF narrow crevasse Getting on/off riding, animal Difficult Ground is: ‘Woods or undergrowth Steep or treacherous slopes Fords or shallow streams Soft sand or thick dust Stairs, steps and ladders Rubble, rocks or other debris ‘Marsh Or thick mucl REINO CNT JUMPING. LEAPING AND FALLING Jumping: a controlled vercical descent. Damage: Take the distance jumped in yards, and subtract D6. If results ‘greater than zero, subtract that many Wounds. Leaping: 2 horizontal jump. Characters can jump twice their Movement, minus D6 yards (minimum one yard), With no run.up, leaps are twice Movement minus 206 yards (minimum one yard). 4 failed Leap results in a Fall Falling: an uncronirolied descent. Damage: Double the distance fallen in yards, and subtract D6, M result is greater than zero, subtract that many Wounds, 50% chance of dropping anything held in hands. TET FLYING SPEEDS ‘Type a Dive ‘Swooper 2456 Hoveree 134 Lander 28.32 All speeds given in yards per round eee ene Cea a vege Sela - ay a ork ed ‘i a

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