TRAVEL & EQUIPMENT. Standard Price List. Land Travel. Table 5A : Daily Sea Weather. Table 5B : Sailing Table. Table 1D : Encumbrance Values

Similar documents
Feudal Skirmish and Tourney Rules

ATTRIBUTES & DERIVED STATS HINDRANCES GEAR

Original concept from:

NUMENERA SYSTEM CHEAT SHEET. Collated by Justin Alexander

Reference Revised Combat Rules

Telengard Fighter s Handbook

GURPS : COMBAT. Maneuvers

QUICK REFERENCE SHEETS

Errata to the Second Printing

Brimstone and Iron. Heroic Combat System.

UNEARTHED ARCANA Sidekicks

Mutants & Masterminds Combat Cheat Sheet (PL 6)

QRS QUICK REFERENCE QUICK REFERENCE SHEETS. Shooting Modifiers table. Survivor Action Point Table. Hand-to-Hand Modifiers Table

SAVAGE RIFTS GM SCREEN INSERTS ARTWORK & TABLES FOR THE SAVAGE WORLDS CUSTOMIZABLE GAME MASTER S SCREEN, AVAILABLE AT

Legends of the Untamed West

CLOSE COMBAT MANEUVERS All close combat maneuvers are at Point Blank Range, which modifies the difficulty by 1

Alignment: Any. Hit Die: d8.

GOBLIN AMBUSH. Goblin Small Humanoid (Goblinoid), Neutral-Evil. Goblin Small Humanoid (Goblinoid), Neutral-Evil

Critical Bullet and Melee Hit Chart 2

Combat Skills. Dodge: Great Weapons Warrior has a 6+ ward save vs. Great Weapons. (Ward saves stack. - A natural 1 always fails to save.

MAN-TO-MAN COMBAT WITH ARCHAIC WEAPONS

Force Power Cards (front)

TheTomeShow 15 Swordmage 57,000 Character Name Level Class Paragon Path Epic Destiny Total XP

Brimstone and Iron. Some Alternate Weapon Rules for Warhammer Fantasy.

Night Goblins v.1.5. Warband Special Rules. Warband Special Rules. Gork Complex Night Goblin warbands have +2 Ld to all Rout Tests they have to take.

Close Combat Weapons

Chosen Men Fat. 1. Sequence of play. Base Morale;

Hambone Barca vs. Miles Gloriousus GAME RULES By George Sivess

Legends of Time and Space

COMBAT CARDS. The Easy Way to Assess Your Choices STEVE JACKSON GAMES. An e23 Game Aid for GURPS from Steve Jackson Games

Crocodile Games 2010, All Rights Reserved Crocodile Games 2010, All Rights Reserved

Height. Alignment. Character name. Status. Player name. Weight. Encumbrance. Race. Age. Class. Level. Saving throws.

Rune Giant, Samurai DR ACID 30 SKILL NAMES ACROBATICS 2 =DEX APPRAISE 4 =INT BLUFF 9 =CHA = +3 + DEX MODIFIER MISC.

BATTLE MEDITATION FORCE POWER TREE FORCE ABILITY BATTLE MEDITATION BASIC POWER RANGE CONTROL MAGNITUDE STRENGTH RANGE MAGNITUDE RANGE DURATION

Combat Options. Timothy J. Miller April 4, 2000

The Pacifist Invented by Edward Couch

DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

Chief: Each warband must have one Chief, no more, no less! Woodsmen: Your warband may include any number of Woodsmen

DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

WEAPONS WEAPON CATEGORIES

Level 1 Skirmisher Medium natural beast XP 100. Initiative +4 Senses Perception +7

Skaven Clan Eshin v.2.4

Hobgoblin Horde. By Dave StyrofoamKing Joria

Soldier-4. Traits (see back for details)

Samurai. Special Ability

Telengard Campaign House Rules

ALTERNATIVE Witch Hunters

Table of Contents. Introduction 1 Character Creation 2 Equipment 3 Adventuring 6 Combat 8 Bestiary 12

GBH Great Battles Handbook

Pig Wars Late Medieval Variant

PROCONSUL RULES FOR ANCIENT BATTLES

SWORDCRAFT. Live the Adventure! Medieval Live Action Battle Game & LARP. Web:

Printing Tips. Permission!

Legends of the Ancient World

Modified D20 System for Wild Pig Comics. Congratulations soldier! You have been given control of a 40 ton fighting machine, known as

Ship to Ship Combat (fast start rules) Optional Rules for Dungeons and Dragons 3.5

STEP-BY-STEP RSBM THE FIGHTERS

EN World War of the Burning Sky

Ascendancy LRP Basic Rules

OFFICIAL TORTURED EARTH ERRATA (02JULY2017)

Player s Handbook. Burning Hands Page 159: The power now deals half damage on a miss.

Alignment: Any. Hit Die: d10.

Martial Cunning, Martial Flexibility, Martial Training, Unarmed Strike, Limit Breaks 2 nd

D&D 3.5 Equipment 1. Off hand. Primary hand. Both hands Light STR ½ STR 1 STR 1 One-Handed STR ½ STR 1 STR 1½ Two-Handed (needs both hands) STR 1½

THE CARAVANSERAI. The Caravanserai version /2004 1

SWORDCRAFT. Live the Adventure! Medieval Live Action Battle Game & LARP. Web:

DRACONIANS STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 13 (+1) 8 (-1) 8 (-1) 10 (+0)

THE MARTIAL PROFESSIONS

Amazons v.1.0. Special Equipment. Warband Special Rules. Special Equipment

House Rules for Nuts! Final Version Version 1.3 by Jeff Glasco

Viking Class D&D 5e. Sample file. Created by Luke Nicholson and Tom. Design by Luke Nicholson & Tom

BLOOD DRAGONS. Vampire: Each Blood Dragon warband must include one Vampire - no more, no less!

*(( *56 64 % *' (44 3.&%0%2$%&' &0!% !%$ % % % % 3 & & & % % %

T-404-LOKA, Final Project

Dog-Fighting Rules for GURPS 4th ED

Wind Wings Carried Technique

Green Jackets Rules for Napoleonic Skirmishes

International Fantasy Gaming Society 7.0 Quick Start Rules

Coreheim Mordheim Mod v. 8.4

Introduction:... 4 Character Classes;... 4 Weapons:... 4 Organisation:... 4 Actions:... 5 Movement:... 5 Shooting:... 5 To Hit:...

Damage / Current HP. Crit: 19-20/ 2 Rng: 10' Light, B, Blocking,

Weapons in Rick's Campaign

Name: Caste: Motivation: Archery Athletics Awareness Dodge Integrity. Melee Resistance Thrown War. Bureaucracy Investigation Lore Occult Medicine

THE SWORD OF MARTIN. A Redwall Roleplaying Game by Kees Kalonick

Attacks of Opportunity (Part Two) By Skip Williams

FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved

SAMURAI INFANTRY. Name QUA TYP STR RES WOR ARM WEA MOV SAV TER BAD PTS UPG MIN MAX. Infantry Poor Disc md 2h 15 no no night 3 +1med 5 20

THE WODDAR PROFESSIONS

Brick Battles. Simple, fast rules. So you can get to the carnage quickly.

NUMENERA and 2013 Monte Cook Games, LLC

Tactical Combat Rules By David Newport

AG6034

Dungeon Delver s Handbook

B. Applications of the Rules of the List

CHARLES THE BOLD SCENARIO

Modifier Situation +2 Crawling -2 Running +1 Dim light +2 Darkness +4 Pitch darkness +1 Light cover +2 Medium cover +4 Heavy cover

SHIELD-BEARER. Overview. When a shield-bearer has your back, you feel like you can conquer the Underdark. - General Vingarr Sunderstone

Race. In D&D, race refers to any intelligent humanoid species

Dungeons & Dragons 3.5 Edition Index Equipment

IRON HEROES FAQ & ERRATA

Transcription:

TRAVEL & EQUIPMENT Land Travel 1 day of travel on foot = 20 miles 1 day of travel on horseback = 30 miles Difficult terrain = halve all distances Table 5A : Daily Sea Weather D10 Weather Conditions 1-2 Dead Calm 3-7 Good Breeze 8-9 Strong Gale 10. Storm! Table 5B : Sailing Table Conditions Travel per day Dead Calm No movement Good Breeze 30 miles Strong Gale 45 miles Storm * 2d6 x 10 miles Rowing Speed * 20 miles / day * Galleys cannot row in a Storm Table 1D : Encumbrance Values Item Enc Dagger 0 Sword 1 Barbarian Weapon 2 Spear 2 Javelin 2 Bow 1 Quiver 1 Sling 0 Shield 2 Helmet 1 Breastplate 3 Bag of 100 coins 1 Harp 2 Person Enc total Other items 0-3 * * determined by the Maze Master Standard Price List Melee Weapons Dagger..15 sp Mace.. 30 sp Axe.30 sp Spear. 30 sp Sword.60 sp Missile Weapons Bow.....40 sp Javelin. 30 sp Sling..5 sp Arrows (six)..6 sp Slingshot (ten)...2 sp Armor Helmet 75 sp Breastplate...150 sp Shield...75 sp Travel & Expeditions Rowing boat.3 gc Small sailing ship..30 gc Merchant ship...... 150 gc Warship / galley 300 gc Horse. 6 gc Mule...1 gc Staff..5 sp Flask of oil..10 sp Torch. 2 sp Flint & tinder.5 sp Rope (30 feet) 15 sp Bedroll.25 sp Rations (one day)....2 sp Waterskin..2 sp Food & Lodging Night s lodging...2-10 sp* One meal (including wine)..2-5 sp* Jug of wine 1-3 sp* * prices vary with quality Table 5C : NPC Reactions Total NPC Reaction 5 or less Hostile 6 to 8 Wary 9 to 13 Neutral 14 to 16 Trustful 17 or more Friendly 1

CHARACTERS & COMBAT Table 1C : Class Levels Warriors Glory Level Renown 0 to 999 1 Local Hero 1000 to 1999 2 Favored Hero 2000 to 3999 3 Celebrated Hero 4000 to 6999 4 Famous Hero 7000 to 9999 5 Illustrious Hero 10 000+ 6 Legendary Hero Magicians Wisdom Level Insight 0 to 999 1 Novice Adept 1000 to 1999 2 Initiate Adept 2000 to 3999 3 Wise Adept 4000 to 6999 4 Sage Adept 7000 to 9999 5 Venerable Adept 10 000+ 6 Supreme Adept Specialists Experience Level Competence 0 to 999 1 Amateur 1000 to 1999 2 Competent 2000 to 3999 3 Superior 4000 to 6999 4 Expert 7000 to 9999 5 Master 10 000+ 6 Extraordinaire Table 1B : Attribute Scores Score Description Mod 1-2 Abysmal -4 3-4 Pathetic -3 5-6 Inferior -2 7-8 Poor -1 9-12 Average 0 13-14 Good +1 15-16 Superior +2 17-18 Exceptional +3 19-20 Extraordinary +4 Table 3A : Physical Decrepitude D6 Attribute Loss 1-2 Lose 1pt of Might. 3-4 Lose 1pt of Skill. 5-6 Lose 1pt of Grace. Battle Round 1 battle round = 6 seconds 1) Decision Phase. 2) Missile Phase. 3) Movement Phase. 4) Melee Phase. Surprised : Unable to attack, no defense bonus from shield or special ability. Lasts one battle round. Movement : Standard 60, Encumbered 40, Heavily Encumbered 20. Double movement rate if using full movement (no other action possible). Cut in half if moving on difficult ground. Melee Combat Resolving Attacks Roll = 1D20 + Melee mod + other modifiers. Target number = Target s Defense Class (EDC) Weapon of Choice : Roll two D20s for attack and keep the better result. Shield & Armor Shield, helmet or breastplate = +2 EDC each. Facing Only one attack per character per battle round. Shield does not protect against rear attacks. Retreat Disengage : A character may only disengage from combat at the end of a battle round, if all his opponents have failed their attack roll against him. Retreat : First disengage, then forfeit all attacks and other actions, moving at x2 movement allowance. Weapon Damage Weapons have a basic damage roll of 1D6. Daggers only do 1D6 damage when used for sneak attacks; in normal melee combat, damage is 1D3. 2

Missile Combat Resolving Attacks As for Melee attacks; use Missile modifier instead. Shields only apply if actively used as cover. Range & Visibility Javelin....(Might x 10) feet Sling...150 feet Bow....300 feet Short range = up to (range / 5) Long range = up to (range x 2) Firing at short range. +2 Firing at long range...-2 Poor visibility (mist, smoke etc)..-2 Very poor visibility (darkness)...-4 Moving target.. -2 Using tactical movement. -2 All modifiers are cumulative. Special Melee Tactics Charge Into Battle : Might 13+, run for 30 or more. Add Might mod to Initiative and Melee for first round. Hold Back / Weapon Parry : Skill 13+. Forfeits attacks but adds Skill mod to melee Defense Class. Spearmen automatically get this without forfeiting attacks when fighting with spear and shield. Shield Wall : Two Spearmen or more. +2 to EDC vs all attacks. Can be combined with collective Charge. Subterfuge : Wits 13+. Forfeit attacks for one round of observation; next round, add Wits mod to Melee. Two Weapons : Skill 13+. +1 to Melee if second weapon is dagger. If Might also 13+, can use two swords or similar weapons for a Melee bonus of +2. Bashing : Successful attack = no damage but opponent knocked down (must spend one full round getting up, -4 to melee EDC while prone). +2 attack bonus with shield ; can be combined with Charge. Cannot be used vs Large or Gigantic creatures Disarming : Sword only, Skill 13+. Attack roll is not made vs opponent s EDC but vs (20 + opponent s Melee). If successful : no damage but opponent disarmed. Picking up a dropped weapon : same effects as prone (-4 to melee EDC, no attacks). Cannot be used vs Large or Gigantic opponents. Double Attack : Melee mod of +4 or more. Attacker makes two separate rolls vs different targets at half Melee mod (round down). Can be combined with Charge (both rolls) or Shield Bashing (one roll only). Unarmed Combat Resolved at the end of Melee, after all other attacks. Pugilism : Cannot be used vs Beasts or Monsters. Subdual damage = 1D3 + Might modifier. Subdual Damage : Increasing total. If this exceeds current Hits Total = KO; all subsequent attacks inflict real damage. Physical Vigor roll (10) after each minute to wake up, reducing subdual damage total by 1D6. Each hour of rest removes (level) subdual Hits (doubled for warriors). Wrestling : Successful attack = no damage but opponent grappled; cannot act and can only try to break free once per round : roll 1D20 + Melee vs a target number equal to grappler s Might. Damage & Injury Taking Wounds Damage is taken off the target s Hits Total. 2 Hits or less = Risk of permanent injury. After the adventure, make Physical Vigor saving roll (target number 10). Success = Normal recovery. Failure = Roll 1D6 on the Physical Decrepitude table. 0 Hit or less (creatures & minor NPCs) = death 0 Hit or less (characters) = Make Physical Vigor saving roll (target number 10). Failure = dead. Success (10+) = incapacitated; will die if receiving 1 Hit of damage or more from a coup de grace. 20+ = will still die if 1 Hit is taken but can continue to fight until the end of combat. Incapacitated afterwards. Healing & Recovery 1 week of complete rest = Physical Vigor roll (target number 10). Success = Recovers 1D6 + level Hits. Special Situations Close Quarters : Halve Initiative if using spears or barbarian weapons; forbids all special melee tactics. Mounted Combat : +4 Melee bonus vs opponents on foot (if Medium-sized, Gigantic or Large 0, Small -2, Tiny -4). When Charging, extra +2 to Initiative and Melee and extra trample vs Medium-sized (or smaller) foe : Danger Evasion roll (15) or 1D6 extra damage. If the mount is hit for 4+ Hits, rider must roll Danger Evasion (15) or fall for 1D6 damage. Sneak Attacks : Requires stealth. Sword, barbarian weapon or dagger. +4 Melee bonus and opponent surprised. Damage 1D6 for all weapons, doubled if attack roll beats Defense Class by 10+. 3

Critical Hits & Fumbles (Optional) Critical Hit : Player s roll beats EDC by 10+. Fumble : Natural attack roll of 1, unless Luck 13+. Melee Critical Hits 1-4 = Stunned! Opponent takes normal damage and is -2 to attack and EDC next round. 5-8 = Dazed! Opponent takes normal damage and is -4 to attack and EDC next round. 9-12 = Knocked Down! Opponent takes normal damage and is knocked down and must spend a round getting back up. Prone characters suffer a -4 penalty to EDC. 13-14 = Armor Strap Cut! Opponent takes normal damage and loses a randomly chosen piece of armor. If the opponent wears no armor, roll an extra D6 for damage. 15-16 = Weapon/Shield Broken! Opponent s weapon is broken unless he has a shield, in which case the shield is rendered useless. Opponent also takes normal damage. If he has no weapon, roll an extra D6 for damage. 17-18 = Grievous Wound! Roll an extra D6 for damage. 19 = Maimed! Opponent takes 2 extra dice of damage and loses a randomly chosen limb. 20 = Instant Kill! Attacker beheads (or otherwise instantly kills) his opponent (even if multiple-headed). Missile Critical Hits 1-5 = Stunned! Opponent takes normal damage and is -2 to attack and EDC next round. 6-10 = Dazed! Opponent takes normal damage and is -4 to attack and EDC next round. 11-16 = Knocked Down! Opponent takes normal damage and is knocked down (-4 melee EDC + one round to get back up). 17-18 = Grievous Wound! Roll an extra D6 for damage. 19 = Hit Vital Spot! Opponent takes 2 extra dice of damage and loses a randomly chosen limb. 20 = Instant Kill! Target shot between the eyes, through the heart or other instantly fatal wound. Melee Fumbles 1 = Clumsy Move. Embarrassing, but no extra effect. 2-5 = Weapon Arm Numb / Pull Muscle! Attacker is at -2 to attack and EDC next round. 6-10 = Lose Balance! Attacker is at -4 to attack and EDC next round. 11-13 = Trip/Fall! Attacker falls to the ground and must spend a round getting back up. Prone characters suffer a penalty of -4 to their EDC in melee. 14-15 = Armor Strap Breaks! Attacker loses a randomly chosen piece of armor. If this is impossible, treat as Trip/Fall. 16-17 = Drop Weapon! Attacker s weapon flies 2D6 feet in a random direction. If unarmed, treat as Trip/Fall. 18 = Weapon Broken! Attacker s weapon shatters. Magical weapons are automatically immune to this effect. If the attacker has no weapon, treat as Trip/Fall. 19 = Hit Friend! If the attacker has an ally within melee reach, he accidentally hurts him for 1D6 damage. If no ally is within reach, the attacker hits himself as below. 20 = Hurt Self! Attacker hits himself with his weapon (1D6 Hits). Missile Fumbles 1 = Clumsy Move. Embarrassing, but no extra effect. 2-4 = Vision Impaired! Attacker is at -2 to Missile attack next round. 5-8 = Vision Blocked! Attacker is at -4 to Missile attack next round. 9-10 = Weapon Arm Numb / Pull Muscle! Attacker is at -2 to attack and EDC next round. 11-12 = Lose Balance! Attacker is at -4 to attack and EDC next round. 13 = Armor Strap Breaks! Attacker loses a randomly chosen piece of armor. If this is impossible, treat as Lose Balance. 14 = Weapon Broken! Attacker s weapon breaks or becomes useless. Magical weapons are immune to this effect. 15-19 = Hit Friend! If the attacker has an ally within weapon range, he accidentally hits him for 1D6 damage. Otherwise, the attacker hits himself as below. 20 = Hurt Self! Attacker hits himself for 1D6 damage. 4