Reference. Section [ PRICE LIST [ EIGHT GREAT GEMS [ I VALUE OF COINS

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[1.3.51 PRICE LIST The basic and most numerous coin in the Young Kingdoms is the LB piece with a value approximately equal to $1 in 10 U.S. money. Silver coins were much rarer, and gold was rarer still. The following price list is by no means complete, but it can be used to give players a good idea of typical prices. If you wish to price some items not listed below, calculate its value in US. or British money and then change that into Melnibonean currency by the formula given in table [ 1.3.2.1 1 Value of Coins. Fancy versions of any of the items of clothing will cost from two to ten times as much as the price listed here. Weapons and armor costs are shown in section [3.3.1]. Reference Section LIVING COSTS 02. drink of wine 1 SB a cheap meal unprepared meat (per pound) vegetables (per pound) 1 SB a good meal 5 LB a banquet for two 20 LB trail provisions (21 meals plus drink) LB a large loaf of bread a gallon of wine 2 LB depending on quality a gallon of milk 1 SB LODG ING/DAY common room floor dormitory shared room private room 20 LB 40 LB CLOTHING a loincloth trousers, 20 LE ashirt ' a cape of linen 25 LB riding boots sandals leather belt hunter's cap LB 5 LB POlTERY a clay tumbler or vase 1 SB a glass 3 LB a copper cut a silver goblet LB a golden cup 00 LB a wine jug a copper kettle 20 LB an iron skillet 30 LB TRANSPORTATION average cart horse LB average riding horse LB trained warhorse 00 LB race horse 0 LB 2wheeled cart LB 4wheeled cart 400 LB covered wagon 0 LB average cart ox 0 LB beef cow LB I 1 [ 1.3.2.1 I VALUE OF COINS 2 small bronze (SB) = 1 large bronze (LB) = US$1 5 LB = 1 small silver (SS) = $5 2 SS = 1 large silver (LS) = $10 5 LS = 1 small gold (SG) = $ 2 SG = 1 large gold (LG) = $ 5 LG = 1 Melnibonean silver dragon (MS) 0 MS = 1 Melnibonean gold wheel (MG) US$2 is roughly 1 British. TOOLS hammer 5 fish hooks reed pen cylinder seal 30 LB anvil 0 LB rope (per 20 ft16 meters) 1 SB CAMPING GEAR small tent (1 man) 200 LB medium tent (3 men) 0 LB large tent (5 men) 00 LB backpack flint and steel LAMPS 10 candles 1 SB 5 torches oil lamp 20 LB lamp oil (per quart) 1 SB LARGE ITEMS hovel 3room house 5room house room villa 0 LB 20,000 LB 30,000 LB.000 LB palace.000 LB fortified castle 0,000 LB acre of farmland 20.000 LB rowboat 0 LB 2man canoe 2000 LB Tarkesh merchant ship (per ton of carrying capacity) 10,000 LB Tarkesh war galley (per fight. ing man in crew, minimum of 20 men, including sails, tackle, oars, etc.) 10,000 LB metalshod ram 20,000 LB BOOKS common subject matters (per 20 pages) grimoires (per entity contained) 10,000 LB books of lore 0 LB fiction, poetry 20 LB [1.3.. EIGHT GREAT GEMS Gem Value per carat in LB Diamond Ruby 0 Emerald 0 Sapphire 60 Opal Jade 40 Topaz 30 Turquoise 20 The carat is the standard measure of weigh Df a gem. A one carat gem weighs 1/5 of a gram, and would be SO small as to be almost unseeable. To determine the size of small gems randomize between 1 and 20 carats, for medium size gems randomize between 20 and carats, and for large to huge gems randomize between and and 0 carats.

SEQUENCE OF PLAY: 1. Declaration of Intent. 2. Resolution of Melee/Missile Fire. 3. Movement/Summonings PROCEDURE Highest DEX always strikes first. A character may Parry as many times in a round as he needs to, but always at 20% less than his previous attempt. A character may Dodge instead of Attack and Parry in a round. A character drawing a weapon subtracts 5 from his DEX to determine when he strikes. CRITICAL HITS Any successful Attack which is 10% or less of the needed percentage (i.e., a needed percentage of 33% means that 3% or less is a critical hit), is a critical hit. A critical hit does twice the normal rolled damage and ignores all armor or other protection. A critical hit may be Parried, but the Parrying object will be broken unless it is a demon weapon, at which point the demon weapon must make CON x 1% or break. A critical hit may only be Dodged by a critical Dodge. CRITICAL PARRIES A critical Pacry has the same chance as a critical hit. A critical Parry will break a normal successful Attack from a normal weapon, and break a demon weapon unless it makes CON x 1%. A critical Parry of a critical hit will break both weapons, even if both are demon weapons. If one's normal, the demon weapon gets a saving roll of CON x 1%. ldloo 01 5 15 600 ldl00 01 5 15 600 1D 01 5 15 600 i3.3.6. FUMBLES IN COMBAT Result for regular weapons Drop weapon at feet. Weapon slips and flies 1D6 yards (meters) away. Weapon strikes the nearest hard substance awkwardly and breaks (demon weapon gets saving roll of CON x 5%). If no hard substance like walls, floors, or armor are available, the fumbler has wounded himself. Make Damage roll and divide bv 2. Result for missile weapons Drop weapon. Weapon breaks. Hit a friend or shoot self in the foot (take half Damage roll as a wound). Result for natural weapons (fist, claw, etc.) Trip and fall, must fight from ground unless opponent lets character up. Attacks from ground at half normal percentage, though Parry is the same. Strain something, next 1D6 Attacks at half chance. Hurt self, do full rolled Damage to self. WOUNDS MINOR Any wound doing less than half the original Hit Points of the target. Every 4 Hit Points lost in this manner cost the character 1 point of DEX until healed. MAJOR Any wound doing half or more of the original Hit Points of the target. Target instantly loses half his DEX until healed, and may fight on for a number of melee rounds equal to his remaining Hit Points, then drops. The target also receives a longterm injury shown on the Major Wounds table. FATALITIES Any time the target receives more Hit Points damage than he has Hit Points, it is dead. 1DlW Effects l3..2.21 MAJOR WOUNDS 01 You will have a really impressive scar, but no ill effects. 51 Lose left eye. Lose 2 points CHA and 2 points DEX. 52 Lose right eye. Lose 2 points CHA and 2 points DEX. 53 Lose nose. Lose 4 points CHA and 3% from Perception bonus. 54 Lose left ear, impair hearing. Lose 1 point CHA and 5% from Perception bonus. 55 Lose right ear, impair hearing. Lose 1 point CHA and 5% from Perception bonus. 565 Broken jaw, loss of several teeth. Lose 2 points CHA and 1 point CON. 5 Severe injury to vertebra in back. Ability to move rapidly and handle heavy weights severely impaired. Reduce STR and DEX ratings by half. 5 Severe concussion and head injury. Lose 3 points INT and 3 points CHA. Reduction of all bonuses partly depending on INT rating. 6062 Mild concussion and head injury. Lose 1 point INT and 1 point CHA. Reduction of all bonuses depending partially on INT rating. 6364 Damage to internal organs. Lose 1D6+2 points CON. Possible delayed fatality. Loss of Hit Points equal to loss of CON points. Reduction of bonuses dependent on CON rating. 656 Broken ribs. Lose 1D4 points CON. Loss of Hit Points equal to loss of CON points. 62 Broken left arm never heals properly. Lose 2 points DEX. 36 02 36 0 34 5 00 Broken right arm never heals properly. Lose 2 points of DEX. Amputate left hand and part of arm. Lose 4 points of DEX. Amputate right hand and part of arm. Lose 4 points DEX. Broken left leg never heals properly. Lose 2 points DEX. Broken right leg never heals properly. Lose 2 points DEX. Hamstring left leg, becomes totally useless. Lose 4 points DEX. Hamstring right leg, becomes totally useless. Lose 4 points DEX. Amputate part of left leg. Lose 3 points DEX. Amputate part of right leg. Lose 3 points DEX.

[3.5.2] YOUNG KINGDOMS WEAPONS Hand weapons STR required DEX Damage Length in feet (cm) Price in LB Battle ax Broadsword Butt Cudgel Dagger Falchion Filkharian pike (2handed) Greatsword (2handed) Hatchet (small ax) Heavy mace (2handed) Javelin Kick (with foot) Light mace Long spear (2handed) Lormyrian ax (2handed) Punch (with fist) Quarterstaff (2handed) Scimitar Sea ax (2handed) Shields Buckler Target Heater (kiteshaped) Tower (kiteshaped) Shortsword Spear (1handed) 3 10 6 1D+1 1 D4 1 D4+2 +2 2D6+1 2D 1D6+1 +2 IDlDel 3D 6 1 D3 1 D 1D+1 2D6+2 1 D4 +2 + 1 1D6+1 2% (5) 3% (105) Head 24 (600) %I% (1545) 3 (0) 10 (20300) 56 (1 10) 1% (45) 2%3 () 23 (600) Foot 2 (60) (210240) 5% (165) Hand 6 (10210) 2%3% (5105) 4 (0) 1 diameter (30) 3 diameter (0) 3 (0) 5 (1) 2% (5) 45 (01) 200 2 0 5 225 1 5 200 15 5 400 210 2 5 5 5 Projectile weapons Buckler Dagger Desert Bow Javelin Melnibonean bone bow Rock Self bow Sling Spear Target Throwing ax 6 16 6 10 5 10 1 D4+2 1D10+2 2D6+1 2D4 1D+1 1D6+1 206 204 Range (meters) 30 () (15) 4 (5) (30) 4 (5) (30) 300 (0) 300 (0) (15) 20 (6) (15) 600 5 2 25 5 1 ARMOR Type Protection Price Leather 1D61 Barbarian 1D1 400 Half plate 1D1 400 Plate without helmet 1D101 0 Plate with helmet* 1D10 0 Characters wearing helmets cannot use any Perception skills at more than 25%. [3..4.31 FALLING DAMAGE Distance fallen or thrown in feet (meters) 0 5 (01.5) 610 (1.63) 20 (3.16) 20 (6.1) 3140 (.2) etc. Damage to Hit Points 1D42" 2D6 3D6 406 etc. * Results less than zero means no damage.

ldloo 01 02 0305 060 0 16 4 252 303 344 454 56 NATIONALITY AND CLASS BACKGROUND Nationality Attribute effects ldloo Class background Melnibone INT+l D 10 All Nobles* PO W+2D 6 SIZ+3 Pan Tang Myrrhyn Dharijor Jharkor Shazaar Tarkesh Vilmir llmiora Nadsokor 560 Eshmir Weeping Waste 61 6 Island of Purple Towns 64 Argimiliar 51 Pi karavd 2 Lormyr 5 Filkhar INT+lD POW+lD SIZ+1 INT+lD6 POW+lD6 CHA+lD6 (females) CON+lD4 DEX+lD4 CHA 1D4tt CON+lD6 CON+lD4 SIZltt None CHA+lD4 CON t t CHA1D6tt STR+lD6 CON+lD6 SIZltt DEX+lD4 CHA1D4t t SIZ2tt INT+lD4 POW+lD6 STR+I D4 CON+ None STR+2D4 SIZ+l INT1D4tt s I2+2 DEX+lD4 00 Noble** 2 ** 00 21 30 3145 4660 6165 660 15 60 Merchantt Priest* Craftsman 00 20 Merchantt 3165 Sailor 660 Priest* 15 615 Thief 60 Beggar Craftsman All Beggars All s except INT+POW of 32+ means automatic priest and sorcerer. Priest with STR of + i: also a. 00 20 Merchantt 3160 Sailor 6165 660 Priest* 15 65 Thief 60 Beggar Craftsman

6 Oin YU 00 CON+lD6 INT1D6tt POW t t DEX1D6tt STR+lD6 CON+ INT1D6tt POWtt CHA1D6tt STR+lD4 CON+1 D SIZ2t t INT1D6tt POW2D4t t DEXt t CHA2D4t t 00 20 3145 4660 610 15 65 60 00 2160 6165 660 15 65 60 0105 0600 Merchantt Thief Beggar Craftsman Thief Beggar Craftsman * Character with INT of 16 and INT+POW of 32+ may become sorcerer. **Character with INT of 16 and INT+POW of 32+ becomes Priest instead of. t Character with INT of 16 and INT+POW of 32+ has % chance of also being sorcerer. tt Do not subtract if attribute is already or less. ATTRIBUTE BONUSES Per point Skill Attribute Below Over Attack STR 1% I NT 1% POW 1% DEX 1% Knowledge INT 2% +2% Priests get +3% per year over 25 Nobles get +2% per year over 25 Others get +1% per year over 25 Communication INT 1% POW 1% CHA 1% Parry ST R 1% SI2 +1 Yo POW 1% DEX 1 Yo Damage See separate table. Agility STR 1% SI2 +1% PO w 1% DEX 1% Manipulation STR 1% I NT 1% POW I.% DEX 1% Perception I NT 1% POW 1% Stealth SI2 +I Yo INT 1% DEX +1% 1% 1% 1% [2.5.31 DAMAGE ABILITY The bigger and stronger a character is, the harder he can hit. Total the STR and SI2 ratings, then consult the table below. Additional Damage by Weapon Type STR+SIZ Melee* Missile/Thrown t 0216 1D6 4 no effect 2540 +1D6 41 +2D6 51+ +3D6 104 no effect +I D4 +2D4 +3D4 This damage should be added to the damage rating of any melee weapon, including hands and feet, the character fights with. t This damage is added to the damage rating of any thrown or missile weapon the character uses. This is based on the assumption that a stronger, bigger character draws a stronger bow, as well as throws an object harder.

[4...2. CLASSIFICATION OF POISONS Skill % Poison Class 00 1. Causes limited damage immediately: roll 10 05 1020 damage 1630 1 D 10 damage 31 10 damage 510 1D6 damage 104 damage 2140 2. Causes slow death: roll 10 00 In 104 x 10 minutes 30 In 1D6 hours 3160 In 2D10 hours 6 In 1D6+1 days 4160 3. Causes temporary paralysis or unconsciousness (pick one) for 1D hours. 610 4. Causes symptoms like illness. Victim must successfully roll CON x 5% once a day for 2D10 days or suffer the loss of 1D6 CON points permanently from the "disease" for that day. Rolls must be made every day of the effect until the character is dead, the 2D10 days are up, or the antidote is taken (normal healing plants will not work). 5. Causes instant or rapid death: roll ldloo 00 Instant In 106 melee rounds 5 In ldl0 minutes [4... PLANT LORE SKILLS On this table, each succeeding level includes all the levels above it. Skill % Skill Level 00 20 20 3140 41 5 160 610 10 10 1. Generally recognize plants, would like to learn more about their uses. 2. Recognizes and can find edible plants in the wild. 3. Recognizes any poisonous plants in sight. (If the character has no Poison Lore skill, this level of Plant Lore automatically confers a Poison Lore skill of lo%.) 4. Recognizes and can find plants useful in sorcery and the summoning of demons. 5. Recognizes and can find plants that make good healing poultices (106 regeneration of Hit Points after 1D6 hours on a wound). 6. Recognize and can find plants that make good healing potions (206 regeneration of Hit Points 2D6 hours after drinking works for wounds, poison, and disease).. Recognize and can find plants that cure infections (complete healing of wounds or disease after 106 days).. Recognize and can find plants that are hallucinogens, and other emotionaffecting drugs such as aphrodisiacs, hateagents, etc.. Recognize and can find plants to make drugs that affect the attributes (such as the drugs which contribute to Elric's strength). 10. Recognize and can find those rare plants which when combined will make the Potion of Invulnerabilitv. RESISTANCE TABLE POW of Attacking Force 01 02 03 04 05 06 0 0 0 10 14 15 16 1 1 1 20 21 01 55 60 65 0 5 0 5 0 5 02 45 55 60 65 0 5 0 5 0 5 03 40 45 55 60 65 0 5 0 5 0 5 04 35 40 45 55 60 65 0 5 0 5 0 5 05 30 35 40 45 55 60 65 0 5 0 5 0 5 06 25 30 35 40 45 55 60 65 0 5 0 5 0 5 $ 0 20 25 30 35 40 45 55 60 65 0 5 0 5 0 5 2 0 15 20 25 30 35 40 45 55 60 65 0 5 0 5 0 m 0 10 15 20 25 30 35 40 45 55 60 65 0 5 0 5 2 10 05 10 15 20 25 30 35 40 45 55 60 65 0 5 0 3 05 10 15 20 25 30 35 40 45 55 60 65 0 5 0 05 10 15 20 25 30 35 40 45 55 60 65 0 '? 0 05 10 15 20 25 30 35 40 45 55 60 65 $ 14 05 10 15 20 25 30 35 40 45 55 60 15 05 10 15 20 25 30 35 40 45 55 16 05 10 15 20 25 30 35 40 45 1 05 10 15 20 25 30 35 40 45 1 05 10 15 20 25 30 35 40 1 05 10 15 20 25 30 35 20 05 10 15 20 25 30 21 05 10 15 20 25 The number indicated is the percentage needed for success. 5 0 5 5 0 5 0 5 0 5 5 0 5 0 5 0 5 0 5 0 65 0 5 0 5 60 65 0 5 0 55 60 65 0 5 55 60 65 0 45 55 60 65 40 45 55 60 35 40 45 55 30 35 40 45