TEXT: Steve Jackson's
  Fantasy Combat from
  
  •
  Fantasy Combat from CURPS'
  TO
  Game Design by Steve Jackson
  Ilu.IiIJ c:bd:mr: 9o'UlaI $p«M. MoIIitIS,.
  ~ AlIre """-1. Drvlll tl«l.... Goodd. Rob Krl.
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  ••
  I. THE GAME MASTER
  4
  LVTRODUCTION
  3
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  2. CREAn~G A CHARACTER
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  4. MOVEMENT (Advan~d Combal)
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  7. RANGED WEAPONS (Ad,·anccd Combal) 41
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  GLOSSARY
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  59
  8. SPECIAL COMBAT SITUATIONS ...
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  3. BASIC COMBAT SYSTEM
  5. H.IT LOCAnON (Adyanad Combat) ..... 34
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  6. CLO E CO~'BAT (Adnnced Combat) , , •. 38
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  ---
  •
  •
  INTRODUCTION
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  Hints lor Ploy
  "" Prrfrn FllJuu,' Pan of ~ rw. of
  w pme II uy.... 10 lk:t.lalllhe "perftct"
  fiPlcr 11 Illy I~ poirlllev<:l. I~cr,
  ""'ery~ l1l.I lid -.t oplIIion IbN wIIal
  InUu l!lC pcrf«t "J/llCr. The: blltlel'ield b
  Ihl: mlIy l~ , , •
  M.., Wf'CIPOIU: E,~ry WUjlOn tw;u
  IlWt
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  tu ~ hII>"e more IlKS 1hNI
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  1JI amcral. l_nll aid 11010:,,",,-,
  IR lhc ~ cfficicm h;and wcapanI
  -
  u.ilidl Is v.by lhc)' mnaJIlCd in UK 10.
  .......~y yan a/lu ~r
  .'caponl
  bee_common, AM:•• ~, 1\1....= ..
  IUc ItiII deMlly, bYl I .-..ord it • brt1Cr
  ow,.o ~apoa. Ullfortucalcly. l"Onl> w:
  ap.JUiw - forJinl: I chiD piotc 0( meW
  ....1..ill $UVNe combIIr WI' IIDr UJ)' in 1hc
  MXklIc: AiUI
  I'"~n 011 • budFl may
  hII'"e 10 rorIlnIt
  l!lanx1~c:II ","1!h lew "110'
  bk'" .....Iplm.
  S1Iirldr: Shidda In: !ife_crl, ~ bll
  <b,,'bId: of • tt*1d if; 1blII it I~iu you 1(1
  • oac-Mnd«I ~. ADd If )'01/ c.try •
  "":v Vrkkl, it will te:ad 10 procc:a)'lN.fw
  ftvrq 1f1t" .-u. Bur the' utn lkfcnloC
  mly be wonlI il.
  G",,¥, TorDu. One_-<ln<- oombf,lJ
  um'tlOO irlttfCKltl&, A pmc Ir\dlalu,l
  lhrec l\ahlCl1 011 each llkk ;l Ir'lIIdr more
  fun. TI)'. "ll'!idd will'" wilb p:.l_ i6
  Ihl: rur n:Ii:, Try
  IIeIO::lIfIJ
  I
  b,htly·
  armorecllklrmblo:. out. 1(1 tempi yoor foa
  IQ brut 1!'Io'" fomwm.
  If )'WI' rlJllam keep kIwIf; .,...,.'" loa
  ofdlc 11..,.. poinI vahle, ItY du.n.irIi)'OU1
  ~. tf Ihat dobc'l ..-.ark,
  U')'
  re-
  tial.,.... )'OIl' chafloClC-rll
  CollnM, a...f'OCIUJ: v,'hcn you m&ke
  up alooX! c:hanocU:. -
  ~.n for a gnc·lhot
  twlIJio -
  M~ \be OIalxler Sbcet. A
  JOOd IXlllmiaIlI 01 dwK1crl can IIve)'Oll
  • ~ oIltn Iat.r -
  or, ill • roIcplayin,r
  ~.,., )'OIl ..;an oJ"""'l •'roc:y..Io:" them
  • NPea,
  TIlE GAME MASTER
  A Game Masll.'r is not rtquirtd for Man UJ Man, For a limple combat, two
  (or lhree, or five) pla)ers can Sil oollo'n Wilhoul a referee, lIJld mings will go
  perfectly smoothly.
  Ne\'ertJieless, these rules are full ofrdcn:nce.s 10 the Game Masler (GM for
  sht,"). And often, a GM will make the game much more fun.
  The GM is the referee of a roleplaying game. He pllUU the tcenario in
  ad~anct", and prtp;;TeS maps, tlOIes, and enem)' fighters, He also takes the pan of
  the: '·non-player char~ter.s" -
  the merchant ...·no sells you your Ilo'eDponS. the
  manaJlcmenl and bellors al an IrelU!. the wizard who hires you for a misston.
  The GM keep$ (nu;k or .secret posk'SSions and strlte-gid. interprets the rules.
  and awards ch;;racter points 8tthe end of a pia)' session,
  The G~l c:tn also pia)' the ('nemy fighters Ilo hen combal starts, BUI il is often
  beller 10 leave Ihat 10 an Ad\'ersary (see below).
  In any queslion of rules. the GM 's word is taw. The GM delermines ....hieh
  oplional rules are to be used, and 5oC1liei nn)' specific quc.stions that come up. A
  good GM will al .....ays discuss imponant questions with his players before
  decidinJl -
  bUI a good player will acccpl the OM's decision, once illS made.
  The Game MiLSter should know the rules thoroughly. When a situation
  come5 up thai is DOl covered by the rules - or when a decislOll about the "real
  world" is needed -
  there are .'\C,<ent! ttthniques that an be used:
  SJlccns '011$, A "success roll" is a die-roll thatlesls a ch3T1ctcr'5 wcngth,
  dexlerity, skill, or aoother score. Use success rolls when a question arises about
  8 character's lIbillty 10 do some panlCular thillf:, The bener his score, !he more
  likely he is to mne his success roll. Sec p. 6 for more on succe5$ rolls.
  Rand(lm rolls. Por a qucSiion like"Arc the keys In the car?" or .. Doe5 one
  of the soldiers have a horse the s.ame color u mille?" a random roll is often
  beSI. The GM decides Ilo'hal he thinks 111e ctlances arc, and rolls the dice. Some
  things will have a Sl).SO chance - others will be \'ef)' unlikely. The OM decides
  ...'hat 111e odds should be. and leaves the rtStlO fale.
  Fia/. You don', have to Ult the diee at all. If. from the OM'!; viewpoint.
  there is only Oot "right" an~....er 10 make the game move smoothly - then thai's
  the answer. "Of rourst the guard had • knife. Take il and run!"
  Th~ Ad"~rsQry •
  In II .§Cenmo where the players are (more or less) co.()pCraling with each
  other against a group of roes, till Advenary is very useful, 1llc: Adversary is an
  "assis'anl GM" who controls the ..nemy fighters in battle. He should know the
  rules \'ery well, BUI. unlike the GM, he mould /lot know e>'erything about the
  pl:lyers' skills....NlpoM, and plans! Thus, he reacts "normally" TIther th.n with
  foreknowledge. This is morc fair 10 the plll)·ers. and gi"es!he OM fretOOm to be
  a totally impartial referee. The GM should nOt uy to loll the pla)'en. As a rule.
  the Adveriary should.
  The: GM and the Ad"er~ry should diStU5S the kenario In a.:h'ance. 50 the
  Ad~'ersary knows
  Ilo'hal
  the
  OM considers
  "realistic" behavior
  for
  his
  charactl.'f5. Some ad\'ersary charact~rs (Ael for shon) may fight 10 the death.
  Others Ilo,m
  f1~, hide. negotiate, or (JlO'libly) SWItch side-l and come under the
  control of the players!
  -4-
  •
  
  CREATING
  ACHARACTER
  In Man 10 Man. each filhtcr is • "characl:c:r" ..ilb his 0\11'11 indj'ldual
  ilJeDgths. \loukneMes. and .mhlles. 1bcre Ire two ....)"$ to create I chancier.
  The beg ..a)' 10 create: lour 0""" c:hanc1er lS 10 tkst,n him.
  &i~lI\i hun the
  sltc:nath. "'-upooI. and ablhues that)'OII "'~nllO pt.)'. This sy~m IS uplalDtd
  beIowo'. After)'OU learn bow 10 design. cbatactc:r. you can thon-cul the pl'0ttSS
  by ulma random dwe rolb 10 make up "lnUlllI cannoa fodder." This is de.ittibed
  oa p. 18. Or. if you "..;lIlt to Jet 5ll"llghl to bink, you QQ ~ LM "Ampk:
  ctw1lac:rs" on the reoord.dlccts pro\'idcd voith the pme:. 8ul; rcadln,lhls.sec·
  uon wril help you under$WKIlhc record sheets -
  and you'll be a bmcr fiJ,hlc:r.
  Tbc first step IS to decide .....h.t f)1H of fighter you want lO be. Dutrou.s and
  stilkeS? Supc:r~roog? Unkillabl)' IOUgh1 You can We your insp1l1l.Uon from I
  rlCtional charlcter - or crellC )'our new "sc-If' from die: grouDd up Euhcr way.
  SlIn with lOme idea of the IOn of tighler )'OU WlInl to pia)'. 1llen bring him (or
  ~r) \0 11ft!
  The Character Sheet
  As you crellC )'oor characttr.)oo "III fill out I O1ln1Cl(:r Sheet (sec: puUOUI
  sectioIl). Wbe:lllhis ~ 15 finl~. It Will show ,lIlhc imponant inform,uon
  abc:u your character. You will k«p It m fronl or fOU dunn. plIy. ror Instant
  rdtrmce. 11I\lS, .Imosz .11 the "ulcul&lion" is done INfon the pme. &rid the
  KNaI combat mCWe5 qukld)·.
  This c:bapcer will ltll )'OU how 10 figu~ \';Irious skills, Inribuld......tapoo
  darnaae lad ruae, et celef1l. AI some poUlU.)"OU Mil be rop)'l!1& numbers &om
  WlIeJ without fully understandin, them Fear noI.,
  when)oo &el1O the u-.
  bar dt.pten. e\'er)Otbml will be oplamed.
  •
  Character Points
  You wtll stln "'-I!h & «ram number or "charattU poinlS" 10 build )'our
  fi&tlltr. The number or poinl5 depends upon the scenario yoo Ire pllymg, lad
  Ibould be marked in the "Point Tour boJ; II the lop nghl or your ChlnK'ler
  .shccl;, The men: poinIJ )"our eharac:ler 1$ buill on, lht toughtr he i :
  10 poinlS: common scum
  20 poinl5: tough scum.
  40 polnts: CilY guard or rookie soldier.
  60 points: veteran soldier,
  BO poinu:: Veleran orfJl:tr or mercenary.
  100 points: dcfrnilely hero ma,enli,
  Ovf;r 100 poinu: Truly remuubJe. Be polite 10 him.
  If you If'C fl&hting one-shot PItChed banles. cla.-.aers in !he 40- or 6O-point
  ~ work well. If )'OI.I1(e pIInnina I cominuina campaign Iglinst "enemy"
  noa-pbyer dwaaers. loo.poiDl heroes S4.lt'Vlve beaer!
  BIIY;. Abjfjrin
  Each
  III or abihl)' has I "cosc" In points. The area~r you want your
  strenglh to be, lOr inSW'lCe, the more pomu il ""111 C($. An l~f1Iee sttc.ngth
  -5-
  SQmple Characters
  Four Nmpl& cMrxltn..... 0__'"
  ~ sa-a.ar-ly lIllaI ill, we. ill-
  cWed ill Ibc ~_ --... 011 fle !lid
  oIlt1d1lbect_~ t
  I .a'"
  of d>c. chuxtu.... dilklall ,...
  QIL YOII c. _
  lIIno: ella_II far
  )'Ollt ... Jr_ ..-. - .. bolf ~
  ~ fof ••_
  bSder" .. NPCa.
  ~World AdJlptadons
  1lIot ~_ nab pr
  1
  Ilff't _.~ •• For dlr...,.,. dwy
  IfIlIY III .., dlrdKaf"~ &do
  IpIlCl6c .-_1Ii ..;u ~ .. 0-
  Iti1Il tD ~ ia.nled.~.....a.bk III
  dioIIIIIl:ICU bon lbm:. _. If '1fNT .....
  -"I ~ f... a CiURn AJJ!
  I ••
  aD dIar. iaIui.
  will be
  ;;1ied. It,.,
  an:
  e.Dw; ,.our O"'ll pma.-W. pre
  _
  tD lhIl ~ dIar. -..4 ill
  poopk dinmal aIld ..,cuI
  ScInx. e-~ of ·'llIhl.r lKleI" -
  cl'on. d_arvu. ~•• tuln..,., "l:. _ art;
  p.m 011 p. 19. 1'1Itx _the daMIc __
  h\lma.n rift. of ""roil: tanl")': 10 out Illd
  im'CPl10Ul" Cl"1I
  
  , .
  ~"....
  . --- -
  '.~ ~,"
  ~ .-.
  -
  -
  " -
  "
  Basic Attributes
  •
  •
  Nobel Priu
  ''0
  19
  COstS flb poinlS, and a 10wer-than-I\eraKe sirenath Iw.. fl~garjl~ point cost -
  lhat is, you ,ei ~,K,ra points if you take a low 5Ircltith. and )'00 can use these
  p;lInLl to build upother allnbute$, buy P,III.s. etC. You will also be.bIe 10 chooic
  ilP«'l&1 abilities called ~gtS,
  " ..
  I
  _".-
  .,...
  Four nwnben caUed "utribulCS" are used 10 define )'our bulC rbiht~
  1bue are:
  STRENGTH {ST}. a measure of "bnwn" or phyYcal mwde.
  OEXTERJTY {OX}. a musurc of lIIatl)' and coontinaion.
  [Jo.'TELLICiENCE (IQ). II mc:uurc ofbn.mpo"'-c:r, a1cnncu, rnd ....bilJly.
  HEAl1lf (Hn, I musun: or ene-rlY and ,itaiity, HT CaD II1Jo tand for
  "bill" -
  1M amount of ph)"Iic.1 damase I cMractCr can take. Wbell )"OU ha"c
  laken "hItS" equ.110 your He3IlIh score, )'0I.l SOOfl beoonle ul'lCOlUciou , Funher
  lIl)ut)' can c\enNall) kill )'OIl,
  You ""ill spend dLlrlCler points 10 ''bU) " yOOT llltril:ltlle~. GruIIlS_ Slrtngth
  of 12 will cost ju,g as many pomlS Ii. Halm, DUlCnlY, or lQ of 12. The: poml
  COSt fOf beginning Ittobutes is liven III the: table below. Note Wt. score of 10 in
  .ny anribule
  isfr~~, since 10 i~ "average." Scores below 10 M\·e. fltgotil"r
  COS! -
  for iManc::e, ifyoo take a Dexterity of8, the. cOS! i~ -IS. By makinl )'OOf
  dUll1ICler sonlt'""hal c1uffiS)'. yOll ha.·c "earned" In c;II;lra IS poinl$ thai e.n Ix
  applied c1se.... here.
  The 1C<lrC-S below range fTom 1 to 20. Se\'en ilthe lo....~ score permittcd for
  I normal fighter -
  • score Io....·cr than lb.l would definitely be "subnormal,"
  .nd nobody with even one grossly subnormal iCOn: il likely to ~ as a war-
  rior, 1bc:rc II NO upper limillO any ICOn' -
  bul very hiJh JCOfQ 1ft ...ery ran:
  in rc.l hfe, 100 imposs:iblc for bcsinnins charK1ef'5.
  For eadl Iluibute.• score of 10 rcprcscn
  the. .Cl)t'rrl human ....eI1lJC:
  .nythin. from 8 to 12 IS in the:: I1lflIC con\tdered "normal." Scoru aoo\'c 16.,e
  defwld)' unusual: .scores abo\'e 20 Ire superhuman!
  Beginning Attribut~ Levels and Their Meaninp
  w'tl POUIJ
  Strtfl811t
  tN.rUrity
  INdIiKr""
  Ht'Ohll
  eo"
  (ST)
  (OX)
  ~Q)
  (H1)
  -20
  ChiSd
  How To St.ltct Bask A/(ribut~s
  The basic Illnbu!Cs you sel«1 will determine your.bililic.l- yOllr 5l/'Cn.gth5
  md "'u.knesses -
  lhrougbout !he ••me_ Choose wiKly•
  Strtng.1t II Td.l....ely ummpor1:&n1 in • hlgh-c«h socitty. Bul If you Ire •
  "'lIrrior In • primiuve "'u1d. il is \·et)· unportant Indeed. A bip suenath leu
  yOll do ItSUdi more damilge ",'llh bare hands or band ""eaponI. FurtbcllllOlt,'
  cbaracter "'"1m. high ST can carry II heavy IoJd more euUy!
  Sucens Roils
  A "1UDteM toll·, • Ilhl:'fOIllD '*'111:'-
  _
  w!IetlIrt you CIOI 110 ......uu...,
  A
  .-a'M "'" -, ~ lIIIde 1Ip_ a IIkiD
  taw,
  ..... _of'J9W~.
  --
  AI __ Il:Ilb ..... -'e dill: _
  ..,.
  kidal d"1C U IIbe lnd •
  Joo:u
  lk _I: )'0'1 _
  ---. -
  )OU
  If IIbe RlUh ia
  ID;ft __ .., awe ,va "" -... )'0'1
  f:IIi. ~ff. I ... 01 ) 1M 4.twayt. ~­
  GI!Illdl rIP )OU IlId I ~ ••, _
  .,
  IIld a 17 or ,,~, faiIJ.
  All)' ICWl: -r be "'*" "" I
  IUIX'CiI
  roll Soaor C'
  ;'"
  Roll... OX ID ... I roc. ..... )'OUf
  MDd /II. ~}Of 1U)''')'OOIlf fett"')'011
  ,....._~(p49)
  Roll VI
  S'T 10 _
  ...~r )'011 CIIIl
  maR I kIIla,.,.. (p.•9) or W't I buvy
  wriaJII (p '0,
  IttIII VI IQ ID _'Cr from ~ (p.
  45)ot ID _.Iltal.Of _
  -:medIm, (in
  I~~~,
  RoD VI. HT ID _~ from bciq 1IIlIl-
  llell (p 5)).llIuUly_ """"'YOW tu.
  pl*IU ~
  _
  (p
  ~)),
  Of
  11) avoid
  poiIollirc (p. 41)
  SoaorhmCl •
  Il(Il)1'1:: lBIy be -.dl/wfl
  botort )'011 roD. to allow for Ihc eat< or llif.
  mlly of •
  u
  For. f<U7 lUI of
  ~. for..
  4' • )'OIl
  ""OW4 roll
  ..... ($T.. ).If~SfilI2.,..1ll'Cd
  • "OO'k:Ia A ..... _olSf .... bcto
  IO¢l ._ (Sf..$). It:.o- Sf II 12. )'OIl
  _
  roll • 7 •
  lIaIl
  1'IIr e-r lite ..pa lily .adI )'0'1
  ..ur- roll," _
  ......... )'OUl'
  _.
  Contests
  S
  1-0 + ",.rt'" M'Ie to
  j
  ... ...,...-cadl 0Ilhu. n.s it
  caIIiIll. "_" • .." ............
  l!lfy Itt .... C
  • .., be ~
  w_
  hp/fIT_..,. ... 1eVUII_.
  FII
  II , _'i1 ",., !bot ~, E.:h
  ~ ...... d. It badllM«fffI.
  bo* /llil. Illere .. 110 rcalt. n.e" rcllD'o'C
  ""MW ~ _
  b
  •
  1 11le,. rvII ....
  .. die ftC.\l
  IIU1l, MIeoU 'Ny .,i1 lIhcir
  """'"
  Wllal_ pilyCl'"~.."".r
  -. faa., ... eM who I\Il:It'Cniod .. ~
  ...iMIIf
  QoIld __ ..... ....uy 0"« !It one
  lltn I',.larnflkl''- poopk J...... lOr
  fit __ "'«IjlOll, t'fllO bliteWooo'Cn uylq
  II) ret dOje' ID lllc bltl1Icyc.
  EKlI d\arw;ln"!tin hII roll, 1M 1Illow:.
  If bolIt _1ltc1l' 1'OIb, IIbey bolb fIaldl If
  .,._lIlltbtllillroD.... I~'cr,
  ~... dlIraan ..-b: fit. rolJI, lbc ODe
  ..-
  dlily"'" _
  .dle .....
  .... A tit ...... jll*ibW
  O~ CIIIl -, .. '..,.... of atIIlnCS
  • fit..,16:"
  W
  -6-
  
  Exampl~ of Charact~r
  Cr~atjon: John Falcon
  JolIn h~ Is. ~""lM htro. bu~l"""
  100 pointt. Hili a..~ ~ Is ore of
  ~
  l..cl~ II IIfl ~_ ()rocr tho
  nUl
  ~w ~"
  ..... "mil ·•..si&/'.. 10M
  ff(Jftl KT"",~
  Fin!.. ""<!'U jft ~15 btiic' .wibutel. He
  hu. Hullllof 13(JOpoltIlJ): a Sa"tftlthof
  only 9 HO I"""tfl:' Do.ll!rily or U (60
  points); -' III tQ or 10 (0 poinU) This
  IdIIJ up 10 only 80 pDIM1, GUI of !be 100
  lhIt .Ictu> ICU 10 1IIft ....1lfl
  .....e·1l _
  !be
  otI'.oer 20 pointl lOr .~b and ld'.'an\llCt.
  1JI !he """....timlo. ,.flit lb IbMr bot
  t.ic..I1tribuIes.1c1l 1II1bou1 JoM1 Wdl, 1Lll
  Mllia~
  II ~•.
  and
  Ile'$ "''''1
  .,-oel'lal and wdI~. Hc', aIjo
  quill: be&llby; he wiU be Iwd II) kiD. Bvt
  be'l _
  1lnq: I!\e 1Wl'Sft lIWl call hft
  more .'ch' IhIn JoM an. ThUs. ht wiD
  _
  do • klI of damlp whtn he. bin 'lith 1
  ~_.
  HII ~ ~ II bca., I!Iu .-er-
  "Ce: 13 pI\Is t5 il n, dwidoll by • Fa •
  IpCed of 7.
  You ("In e&I~ypictll« kim .•.• bItJI.
  wiry litI)e fello.... quiot lIlld $QJlf'ul. _tIo
  kro-u !be huv)' 1IIOfk 10 OIbrrl
  Dutmt> cOnlrols )'our basic ....'C.1pon skills. A high OX IS very Imporl3nlto
  any .....arnor (primilh'e or modern). OX :Also helps determine your Speed score
  -thaI is, how (ast you run.
  Inltllig~llu IS lhc: lcast imponllntllllributc for a fighler. IQ COme5 inlO pby
  in lhc case ofSllrpriSt!. or when >'ou roll against your IQ 10:ICC if you saw. ~rd.
  or nociced SOO'ICthing.
  Health represents good physical condition. HT (along wilh OX) determines
  0011' fast you run. The higller )'our HT.che more physical damage )'00 can take,
  and the 1C$5likel)' you are to succumb to illness, shock, poison, radialion. C1C. A
  high HT is aood for lVI)'Clnc -
  but for warriors it is vital. However, do flO( lCl a.
  high HT blind }'ou to the inlponanc:e of armor. A battle-ue .....m CUI /I healthy
  Illltn In Nr"Q just as easil)' B$ it will f1.n in\'alid!
  Listing Al/ribuU's On Your ChaNlctu Shut
  TIle four llttributcs should be written on y(ItJr Character Sheet in the appro-
  prillte boxes (left side. near the lop). Al the far left are small ~$10 show the
  p;>int cost of each attribute. Thest. and the other "point cost" s~, will be
  totalled when you fjm~h to make sure you have sta)'ed wilhin your "budget" or
  charactcr points.
  Your Bask SPNd Scort!
  Speed is .nother important fKtor. Your Rule Spec<I score is jigllrtd (rom
  your HT and OX anrit:Mes. and shows how fa.sI you can ron without encumbl"flntt.
  An average per50n has a Basic S~d of j
  -
  he can run j yards per second.
  Add )'our HT.nd OX together. Divide thc total by 4. The result i
  your
  basic Speed score. Enler it in the .ppropriate bo~ on your Character Sheet. Do
  I10l round off your Speed score. There are times when II Speed of 5.25 will be
  ter thlUl a s~ of 5,
  Leavc the Mow! bolt blank. Thill will show how far you can mo\'e each lurn
  while c."ying your .....eapons. armor. lool. etc. You will fill il in later. aRtr)'Oll
  choose your equipment .nd determine how much it weighJ.
  Advantages
  Cemin specilll "advantages" are available to a.ny fighler. Each ad\'lJ'ltage
  allows II unique benefic in combat. and has a CO!il in character poinu.
  AmbidtlxtrowMU
  An ordinal)' character is .ssumco to be righl-ll.tnded. (If you wlntto be left-
  handed. jusl specify this when )'our eb!lraetcr is firS! created and shdw it on the
  dnIwing on the rc:rord ll!lttl. This roses no poinu..)
  [(you carry a weapon in your "ofT" land. )'our skill ill at a -41 ....'hen)'Otl usc
  II. That lliilO .ffects your ability to parry. though since your IWTY is hlllf)wr
  .....c.pon skill, subtncting 4 from )'"OUr skill will only take 2 from your parry.
  There is no penalty for holding a shield in the "orr' hand -
  I shield is meanl to
  be used thai ......)..
  Ho.....cver. if you are ambidulr(ws. )'OU can use bolh hands with equal skiJI.
  You mlly IlOl .strike wilh lWC weapons III once (unle$.S you ilre ITIilking an all-out
  anxk) -
  but you may carry two ...·e.pons, and IlIlck (or parry) wilh either one.
  This can occaJionally be uKlUl. espt:A:ially ir one arm is .....ounded!
  Thu advantage C'OSlS 10 character points.
  Combat Reflexes
  Most characters can be "surprised" if they lose lilt injtialivc roll (see p. 45)
  and enemies like them UJ\ll....lIrt. But some fightcrs ha\'e cltlf*)f'(linary rdlucs,
  and are very rarely surprised!
  If you havc COmbal RencJ.cs, your side ge1.~ +I on iniliath'e rolls 10 avoid
  surprise. or +2 if you .re the leader (alertness is cont.gious). You get. +60n
  any roIllO !'t'CO'o'er rrom Jurpri.se. This. advantage com Ij character points.
  -7-
  .. rr
  ",DX
  , IQ
  JOBT
  /5
  10
  13
  
  White lIua: normal
  In: of
  vision for !Ol1lCOl1e &dna ..IlOl'ttI,"
  Gray lIut',,: added ltel of vi·
  sion for I cNlrw;ter with pcripbtrll
  vision.
  Blodc hats: no charllK'1cl can
  see into this ltea.
  John Falcon's Ad.-anragts
  SO/t.ol hal 20 poinlS Idt. We WllllllO aye
  .lcut S for sI:illt -
  10 woukI be bener.
  So .., .'iIll1peDd ~ 10 poiDli. -' ."'~
  _
  T~: 10p;liDll will buy. DRof
  I lbll .'iD let Ilim IbIOlb """ .......-ls
  ........tJenla real -.,ury
  ~
  Ust of Skills
  ....bnl +-"- ~ ItIIlI. pili:k die
  amenl U:lII(I) far Ihr t}fH ol_poa you
  .... I) ...,.
  YOOI ..,\IJ .10:1 • ..,.-(IV
  ~ IKcrc..
  ""-
  .....
  """
  "'-'-
  "-On-<-r _l)'pe)
  ........
  nwo- w~ (lot.,.
  --..type)
  A__
  .........
  -..--
  ................
  .....IM~
  T--.H.InIlod AMlM_
  50•............
  H,,_
  .,..-...........
  R_~ 0aMd c. HT)
  --
  Prrip:lU'ol Vision
  Most pcopI.c CaR only see thinll in fronI ofthcm. Tbe normalll1'C o/..uiotl is
  sho"..n by 1he while bexes 10 the diagram below. But some people hI"c JOOd
  /Nriplwral ,iriOIL 1bclf art' of visl()l'l IS wider. u lbown in J11IY·
  If)'OCl cboov Lhis Idvantaee. not only do y04l ha"e Rwider an: ofvima. but
  )"OW/tId1lI iJ affecccd (I« p. 27). All of)"OW" adjattDl hucJ, e~p lOr lbe ooe
  diroctly behind, are conJkIered "front" hues. Thus. you CID mack mmucs in
  lhcie he~es.am;! delrnd nomuolly .galll5l anacks from these hexes. 8ul)'OUT rear
  hell IS ItiII • ''blind spot," u il i5 for any ocher chancter. This advanlIp COIU
  U charxler pointS.
  ., ,-, ,-, ,-, ,-, ,-, ,-, ,-
  .'-,-,-,-,-,_,-,_,-,_,-,_,-,-
  ",-,,-,""\1"
  ,-,
  ,
  \
  "
  -
  ,-, I-I 1-'
  r\
  -\ ,-, r, ,-
  , 'C' (-
  -\-{-}-{-)-
  ,- ,-
  - ,-,-
  -
  '-
  }-'
  , )-{-
  1b4cIlMJS
  Most people are \'cry \'Illncrable (() weapons - especially sharp oncI! Tlus
  IS why Irmor 1$ so .-a.luabk. Bul ""InC' peopIc arc tOll&II.
  If you taU this advanl.lae, your lksh t$ 1OUghc:r dwllbc I"crage hwnaJl'l.
  Y04Ir body itself has I DImare R.csislance SCOK. IIkc anoo, (sec p_ 15). You
  dJtrac1 this DR from the dIrnI&e done by lI'Iy b&oooo, IHfore )1)U mu.ltlpIy Ibe
  dama~ done by • cuninl or impalq weapon (sec p_ 13). TOUJhneu doet DOC
  make you lI'Iy Iwdcr 10 hil -
  II JIW lets you SW'Vive more injury.
  Toughne..u dou not lei your tksh ""tum" ...upons. They sun br'cat the skill
  -!hey C"c:n dra.... blood. BIn you'rc not/um.
  Tou&.hnc:u casu 10 charaaer points for I Damage Rcsiswlce of I, Of ~
  chlt'kler points fOl' I O,m'1!t Re.siMatICC of 2. H'Jhcr dclte'C$ ofTou,nnes.s Ire
  impouiblc for. normal human.
  Uslln, Ad.-llntag('! On Your R«ord SMcr
  Each IdvAnlaic )'00 choose $hoUld be marked on you. Character Sheet,
  righl under thc piclure ofyour character. UJI the advaDllle(s»'OCl have ehostn,
  and the paiDI~, as shown.
  Skills.
  A "I
  I" it. ,.rncular tind orltM...-kdse 01" l.taUunI' The only stills you
  'Mil need in M4It to Man arc c:omtw sIti1ls. You maylcam any combM stills ap-
  propriate to your character'S time period.
  Most combat wlls are .'eiJPO'I s.ItiJls. Eadl "'upon skill covenl1J ""eaporu;
  of one: Jenc:ra.lIypC. For in5lancc, the SHJmword still meludes the machete, lhc
  &Iadius, am;!IU similar ....'Capons. It also C'O"en small clubs, siDee the aame loch·
  nique is used 10 fi&hl with I b.lly-club IS with I shonsword.
  If you hlvc I high OX, and concenlalc: on weapon skills, you...,ll becoll1e: I
  formidable warrior -limite:d in other abililics, but able to hi.ndle yourself very
  ....~ll in a figh!. But even a eharacter with no ...·capon ~kills can fight. UIC your
  "dcflull" skill kveJ. calculalcd from your DX (p. 9) for ....hllever weapon you
  hive. Unleu )'ou have. \'ery high OX, you will probably die. Good luck.
  Each of )'OUr W11s is reprcK'ntcd by I number. The higher lhe number, the
  IfUICf !be skill. When )'OCl attack ... ilh a weapon, you will roll 3 dke lIIillJl
  )'OW' still ...ith IbM ""'~, modlflCd as tM">I"HYry lOr any IpCciII combal condl-
  tions 1hal mighl make )'OW" foe CUler or harder 10 hit. If lhe number you roll is
  leu dIoIt or t'qualIO your "cffocti'e" 5tilI -1halIl, )'OUr WU modified for che
  com" eoaditions -
  your arud: 5UCCtOis!
  You will pun:hase your initial
  'lls with chlracte:r poinu, and)'O'l can Ieam
  nlOfe wilb cxpukncc (i.e.. by AJr'Vivitlg bIltJes).
  -8-
  
  fMh .ddiuonalle\'tl of skill (.... h.lever Ihc skill's difficull)') C(l6IS an addi·
  bOna! 8 character poinu pe, Icvel.
  E.u.mple: You ha,'c I OX of 13. and )'OU ....-anl to ltam B~s....'Ord (In
  ".vc.rqe"
  11), One poilW. ....·111 bu)')'011 the slall at OX-I. or a 1c"c1 of 12. T",'O
  poinu wiII~)' you the stilla. )'our OX. or • level of 13. Four points ""l1J bu)' II
  at OX +I. or a level of 14. Eighl polllU will buy • 1e\'eI of IS. And so on.
  SllIllJ Th,,, OM', Ik Un 81 Ck/tll'lt
  S(w,....0Ip)fI combM .killI call 'lOt be
  1I11N
  by dcr...k. 1llc.
  IIKIIIdc
  Aodcl.
  ~, Bnlwtillc. RuMitII, n.r-..o,.
  _
  F,ut·On... W'llhouI .,.... •
  Ihuc
  ~.. J'CIU lave ... dlIllte 10 peru.
  llIcm. to 110 -do:buII okil" ... II C\'cr
  Illo«cd.
  Dr/ault Skills:
  Using UnJamillar Wtapons
  ~. llliIc4 Of ... C'aII pod: ...
  twofd lad Md ...,.. M&)tlt.,. 'IVY
  -d -
  ~ ~ ca. try.
  y"...,. a,.._.,~.-
  ~
  )'OU Ita.".. pnl. cNtKkt ~ ID Iran
  ill ,but ~defaJr" .wi ........ ~
  oocap:-"dt..
  I "",--ox 1kde-
  fda b
  .,; aJy *iU • ox.... - .....
  >-' JliII
  lew a- ,... ox n.
  OiI:MlI _
  all
  ~... $kiD it ox_So 1k
  dtfal* ':It. hint W1l. OX-4.
  tMjD/ia To QIM, StUb
  (All ~ 1t..Jr)
  ~ ... , .. 1ft. -eJI1it~adIus
  1lIIllI ~ III _
  he"" Inn dle lJIlba'.
  For iMwlce•• bfoIclJword • _
  ,ilion·
  1'6Ollfd -1ht.1ldallo:oI1t UkrM a... if)'011
  1u'o>w hoW WI lIio<. blUldlwoN. you _'I
  be .lll
  1Ill~1 llCI'l'itt .'MII you pkk lip I
  Iboruwool Atkr all, )'OIl',., IlWO~
  1Iread)'1
  1b n:1\I:M;\ lh
  ...., wcllpON tUl ck·
  fIIIIlllO odw
  For iIll.laDcc, SIIOft·
  ._ni «rlllM III 1roiIdI'wotd·2. Illd vice
  _,lrroublvcIDXolIO.)'OUf~
  ~wonI eke-II WlIlIId be DX·5. or •
  lblol5.IkII,fr- .~c p1116fOM1_
  ""'wonI, 1O .... )'OUf .....lIIOfd ...
  •
  13. )'OUI S1lomwonl ekr•• a.o.d-
  Iwont·2, or 11. MI!do ec.rl
  ,,,- Ifr- _ ... 10
  ,-.
  Shclnl-a lI1.il1. II&- ., _ r- toe
  SliI Tobk (10" idII). You ...,. *-'Y
  W
  _
  -alf- pen 0( ~ SIlortIwocd
  1rU>Ia&...ilear-lcanlcd an.dI'OOIV'Il 111
  .. p
  I.~, ~ dcfadl $Ilo:lrt.
  .-rei
  .m.tr • )'OUf DX"'I Ir.¥d
  n. -'d
  _
  <& ~ if 1'0" Mel
  ~ c 1Oll'Illy. l1Ic•• k¥d (OX ...2)
  _
  • pgiIa 1llc ditJmIKc •
  <& Sol. If
  )l(1li ,., <& dial..., poGI. r- ... r-.
  ~ Shcoll<aonJ lIlill hom iockfavlllcvcl
  of II 10 (OX ...2). Of 12
  l1llI Nk • opI(lIIIl, lad ..ill be ..oed
  ~ iDc.o~nded........... I')'ClIl·re
  "* buiJchll, ¥lrrlllld Indmc'Ibrm OUt
  III MIlk, rhf)' riI -.l
  re..-~ ~
  lIlil". __apatI ek.....h$ _'1 _,
  ""arly •
  1fME!I
  H(J'fl Skill
  2 points
  Difficulty of Sk.ill
  AVUll:Kt' Skill
  I PO'"
  DX~-~'====
  .Our Final
  Skill lLwl
  Fast·Drow
  This b the skill ItI~ by gunfighters. N1mllrai warriors. lnd SWllchbladc
  a.ni~. If)'Oll h,,'e the Fast· Drew ,kill. you can ··ready" )'OU~ weapon in (effec·
  tively) zero lime.
  F.Sl·Draw is In "ea!)''' skill, II must be learned separately for each lypeof
  .....upon. 1Ypes of Fast-Ore..... include:
  Knife
  Arrow
  S.....ord
  T",'O·Htndcd S",'Ord
  OtJlcr ilcms CIl\lIOl be readied With a fasl·Drlw.
  UiC- of mil skill is explained in detail on p. 30.
  Non.Weapon Skills
  MOM oflbc U::illS)"O'I ""U learn a~ ·•..~Ipon Iblls.·· Bue ccnaln olhcr lkills
  are \dtfuJ to the fighter. Noce!hal: thcIC noa·"'"eapoo oombII skills can tIOl be
  lUCd ''by default'· -
  you Ia"e to ha"t U"lininl,
  Learning Skills
  You kim skills by ~ndingchal1lCter poinlS. The cost of. skill depends on
  its difflCUlry and your Jf(miltS DX.
  When )'OU speDd pointJ (or II skill, YOU'~ letting ttaimnc 10 bring wI.kill
  up 10. U5c:ful kvr:l. Skilli arc' easy 10 learn It first - ,little tnininl aoc:s' lona
  way! BUI added impl'O\'CmeN CO$IS more. as she"'n 011 !he table below.
  l1Ie firsz coIulr.n shows the skill Ic:\"el )'0'1 lire uyina to Ittaln, nltuiw! to
  yt1flT OX. Ifyour DX IJ 12,lhen I Ie\'d of "DX-)" would be JI. "OX" 'oI'oWd
  be 12. ·'DX.)" ..."OUld be 13, IDd to on.
  The DutUlrcc coIulMJ 5how chc PC)!nI «l61$1O kMn an ~ "'~~nJgC'••nd
  liard
  III that k\cl. Hankr skills 1&Ite ~r - tbIc is, COR more dlM'Ktcr
  points -
  10 learn!
  Brolo"tinz. Judo. GIld KONne
  lbcsoe dllft skills impro-.'e )'our ~re-handtd figJuing abilK)'. The)' are fully
  explained under UrtOnMd Combat. p 26
  Judo and Karale are bodl "hard" ikills. Brewhng is an "easy'· skill.
  Runmn,
  Your normal Speed srore IS (HT+oX) divided by4. This Jives lhcdi~
  (in )'ards) lhat you can run in one tum WIthout c:ncumbrana:. Bllt IOIJIC people
  Iu\e trIIined :II Nft/lICts. and can ao f~t chan dns! A tramod I'\UU'ICJ" docs 1lOC
  ha"e a b,. ~ ad,--anr.ale. bul Itldds up.
  ,
  -9-
  
  "'!u.s
  ~.e- ""'
  .Ii !!IIl'.I.er!ll2
  ,
  '..
  ,o!cYf!'
  ,
  H
  .!i!,!!Hl
  ,
  IS
  HWS!'"
  ,
  17
  John Falcon's Skills
  \Iollell "" 1id!.IoM _ P ., "" hall '9ftlt
  liIOoibill
  dlaneter po-. 1lln .....""
  ClIlIy 10 poiu IUbuy." ax JoM _.
  b1p ox acoft • .a -
  iIloo.IaJI "" dona'i
  blve -aJI poirlb 10 kll'llll'llD)' WUfIOllO
  - hi: ...iU be roodW1lll "'" e-i "" bIo
  1
  AI IlDIId~ ""*,. JolRa MICIk IU ...
  .... *t,,.w _.. ~ 019111
  _ '
  t
  ••tJu .......... M.-.e-
  DINr•..,..
  I
  RqIIllft I IIirIIwr ST
  Sg .... taUt; __ SIIcQ-..t 1tiIl••tId
  nquara 0IlIy • ST 017
  HoI; ...,. a./)' .. p*1I _
  a, Maw
  .... OX oil! II.'<f:T'1'" abudy .. poida
  -''' .. " .....,." tklll •• le>el of
  OX.l
  15+ I II t6. 110 lID SboN£'(JnI
  IJ,;W II 16.
  Jolla aIao 1IpIlIIf;" poInu oa ero.lbow,
  .. poiMI bllyl Ittil "till)'" ..till II • k>-elor
  OX+2, IIII1i1 Cnw:Ib:iw lliII bt<:......u 11
  nil ~ 2 pu/Illt. ,.... a..:... 10
  ~ _
  ~ 0Idl Ol ~ 'Usy" JkjJb
  Kaife IOId SIudiI 1IIi1 buys 0Idl 01 __
  ltilh •
  OX Ic\ld
  far ..., Vs>o .. I!
  F"akoIl·. IUls 1ft 1-«4 u
  ..,...
  """",,'C.
  l1IM _""tdlu JoM FI/o:Jll; be " •
  ba'·....... l(l().p;>lrot marlCtCf
  If)'OU .."anI elltn~.)'OO can karn the "Running" wll
  II is. "hard"
  dill
  HO'to'e'"e:r. unlike all otht-r skills in Man 10 Man. n l$ bued on your HT.
  I"IIlh(r than your OX.· Ute the wne tabk. N
  read }IT for DX. F« InSWlOe. the
  C08l to learn RIKUlina. KT ~"d IS 4; the C05l to kam ill at (1fT+ I) IS 8, and lOon.
  If you lam Inc RlUUlinl skill, thm add "of your still !eYello)'OUt Speed.
  Do I'lOl round off. For iMlance, if )'our Runnin& mil is 14. divide: by 8; the
  result is 1.73. Add !his numbt'r lO your Speed. Takinj RUllJ'ilDi skill can easily
  increlse your Speed by I, and sometimes -
  if the fractiOns ".;ork OUI -
  by 2;
  this will help your move:~nt a lot.
  Thro..·'rw
  This is the general ability to throw Lhin,p -
  e~'f':rJlhUr,. St\'el'al specIfic
  "duo,,"In," slcills arc found on the Weapons Table; they Irc "asy" ikillI. The
  Thr~iftl
  .
  is I '"hard" skill, buc it kts you throw WlJthill,. Ln.m II if you
  don'l "''lIlIt 10 5pC('lIhze. See: ThfO'l>lII,Things. p. SO.
  Meaning of Weapon Skill Lenis
  The usual range for useful
  e3JlOIl skills is 10 10 16. The liS! ~low will let
  )'UU rate your wupon shUs on
  rclll·...orld.. buis.
  3: ASloundil\ily inep(. You will never hit a roe except by luck.
  6: Cluml)'. An a"crate man using III usy .....capon for die fi~ umc.
  9: U~kd. A rootic in hIS tim mo6lh of t.~ lraltling.
  12: !'\0\·1CC. An aVct1lge man after alittk ttudy. or alalcnled beJinncr.
  15: Truned, A good. CJ[~ric:1ftCI fiahlcr. You ranely mw
  18: V<scnn. You ha,'C a 101 of uptOc:occ.
  20: Expcn. You could train OChcf'$, and lrtoin !.hem .....e11.
  2S: Master. Ypu could Iigllt blindfolded.
  Thc lo er your OX, the harder il \0.111 be ttl build up 10 a hlJh k\el or slOU.
  Bul !he lo er your OX, the more points you hive lefl to spc:Dd 011 uiJIs! It
  balll"lCeJ OUI. In Illy casc. 1rIinini put a level of IS or 16 wlil UWllly reach a
  point of dlmini~lngrelllml. Once your Uill rcacbef; thai level, you may WIIlt to
  stan tra1NnI in another ....'Capon lIlSIead. An e'<cqlricm to this is ranaed ~pom
  (bov.'1, thro""ing !aU,'cs, etc.), "'here II
  ~'ery hlah skill .....i11 ¥k'e you ICCtlracy
  even allonl ran~s.
  Usrifll Skills On Your Rrrord Shut
  LiSI your skills in me boll II me lower left-hand corl'ltr of your Character
  Sheel. Por each skill )011 choose. entcr Ihe number ofpoin15 )'00 spend for thai
  s . I. and your final
  ~killlc\'cl. u sho.....n.
  Physical Appearance
  Your chltaC'ter's physICal appear.nce is DOC vitilto play -
  but il can be in·
  IC:reuina, If )'01.1 .....anito determine whll you look like, read on, Otherwise, u:ip
  lhu S~NjOff and go directly to Eq,.jp~ru, on lhe nelll p.a.ge.
  Height and Wdghl
  Knov.in& your hela,hl IDd ....>ticht can be Il5eful br sevei'll TN$OOS. They
  detemune whether you can impe~ an enemy, fa inro thai AlIC ofarmor you
  lOund, make it into thal narro..... hole, ruch that WIndow ledJc
  .
  You may ~ My height ltld ,",'Cip (Of your charaetel'5,
  ithin rtason
  (....·~·er you dUnk !hI1 iI). Or you c:an roD lhe dice. The Iibles be\o....• ai"e
  "avera~" heighl and llo'clgJ'II, and provide random variauon If desired.
  -
  0-
  
  14: +3·· Of +10111$.
  IS; +4" or +20 Ibis.
  16: +5'· Of +30 Cbs.
  17: +6·' or +40 Ibs.
  18: +6" or +50 Ibs.
  _e-
  Rt
  H..t
  _.
  v..,... .Ifredlea
  v._.1-..t
  ....
  .....
  Ll, I'JlI:lm (Clritntal)
  """,.
  ..........
  ...,e-
  Phm II
  t
  --....
  Bald t-*' .,.)
  Re.:I bao••--
  _.
  Out ......
  GR,
  SUawbcrry ....
  BripI ralIor....
  """"....
  "'" ...
  £,.e--
  """......
  On,
  ~......
  .....,
  0-
  """-
  """"-
  """"
  Dd'kfteI 0III0nj JtoI..
  ..-
  "....,
  ••,••
  I().II
  12-1]
  "Il
  16
  ""
  "....,
  •,•
  7-'
  9-""""
  IS-t6
  ""
  "....,....,•
  9-10
  11-12
  1]-t5
  "
  17-11
  Skin. Hair, and E)-eJ
  You ...., ~ }OOIf dlaJxttr .)' colDr·
  lit Y'O" hu,. lIS 1cWlI- II .. w ....-
  lD
  t.. or lief ~ru.d tf,.. pma.,....
  4om'1
  ._ .... IlIbk,
  l
  _
  fuw bImi - _101 lor
  _
  b
  Uu. and _
  Sal qu DiKant.,
  ~ IUlIIa A bPl~~'
  Ill. lor ~. ~ be ~ po&aitlc ia
  Sarl Fr.acnco in 19XI.l!u&_\IIIllily ill
  MiJIc In 1110, If you are play.. in •
  ~ 0' ramal)' pme-""Ofld, )"llI -r
  ...iib 10 .w tome Ift(lre u.oOc p<:AibiIoo
  10 1tw 1aNt.
  _
  .l!"" ftw.rl
  '" _
  S:'r· /19 ...
  The nc:lIt mp in crcarina your character is to dlOO5e your equipment. Some
  scenarios (see p. S6) specify the equipment each characlcr has, Othcrs prOYldc.
  bud&et 10 let you buy IUr. Still Olhcn leI )'0'1 carry anything )'OU lite; it is
  assumed you ha,'e IlIlhe money you need.
  1bc ,,'t'QPOftI)'OU will carry arc !lraely dtltrmincd by your ""capon wlll-
  and. to a IClSCr Utem, by your arcnglh and)'OUr budget.
  The Jhield you pick is Iim.iled only by lbc _.pI you·re willina 10 lug
  1tl)UIld. If)'OU carT)' 100 much weia,hl re!ldvc to )'OUr ~. )"OUr abilily to
  run and docIae will drop lbarpIy.
  The arMOr you choose will be limited by the weilht you arc willinllo carry
  and -
  probably more importanl -
  by )'OUr weallh, Armor il imponant (or
  CyeryOrte. bul it il MOil important for people with a low HT and no Toughness. If
  everything el5e is equal. lhc fiabtcr with bttter armor wiIJ ....in lhc bailie,
  Thc$e hc.ighC/weighttabl« assume that the character is a 2Oth-cenlury male, For
  • female wrackr. subtrK't 2"" from a~'r:l'1Ige bciahl. For a hiuorically ICcun!C
  pre.19ltI-ccnrury dw'ac1er. subulct r
  from average hciplI. Wdght is always
  delermlncd 4/ler bcip.
  Hclrlt'
  Avenge bei&hl: is hued on)'OUr Sf KOte, n
  fOI.lO"l;':
  ST7,
  j;'6..
  STII
  j;·IO..
  STIj; •........ 6'1'·
  ST8 ••. , .••..• j;·7"
  Sf 12
  YII··
  ST 16ormore .. 6·:»'
  ST9
  n··
  STU
  6foet
  STIO
  j;·9..
  STill
  6·1"
  For each IlICh of height over 6·3··. add 10 Ibs. 10 ."C'l1IF _po
  Wclrh'
  Wci&hl. in Illrn. is blIsed on yoor heighl. as follows:
  j;~.' or less . 120 Ibs.
  5'8"
  1405 lbs.
  6 feel... .
  165 Ibs.
  j;·3'.. 05·4"
  • 130 Ibs.
  5'9"
  150 Ibs.
  6'1"
  1701bs.
  5'5'·,5'6",1351b1.
  SOlO'· •.... I5Slbs
  6'1"
  180lbs.
  05'7"
  ... I40lbs.
  5'11" .•...• 160lbs.
  6·3" ...• 1901bs.
  Choosing Your Weapons
  You &houId pick "upoM b' which you have !he apptopriale skill -
  or ao
  bkk Itld cbange your skills. Eadl ....eapon skill CO\'en all weapons of cae p-
  entl type. Normally. you will ""Ut the hcavim weapoa of thai I)'pc. that )'our
  strength and budgcl will allow -
  sec the. Wft1pOl'I Tobit'S (pu1l-<lU1 !«tion).
  Hcavy weapoM do much more damlge.
  Equipment
  ModUlCf1rions
  If )'00 don'l warn • character of exaclly avcnge heIght or weight. rolllhree
  dtce and consult !he (ollo.....ing t.ble. If you do this. detcrmine modified (i.e.•
  true) beia,ht before detcrminina weiabt -
  then determine weighl based on your
  INC beiaJu. and use the modir.,..tKln table aaain 10 detcrmine true ",eight. E"'en
  lIling this labIe, n106t people ....iII have. fairly ...·cl1Ige build -
  buc (for instance)
  )"OU COffId come out very tall but: skinny!
  Die roD of 3: -6" or -40 1M.
  9: no modir.c.1uons
  4: -5·' or -30 Ibs.
  10: 00 mo(bfic.tions
  5: -4.' or -20 1M.
  II: no modificauollJ
  6: -3'· or ·10 Ibli.
  12: + I" Of +05 Ibli.
  7: -r· or -5 Ibs.
  13: +2'· or +5Ibs.
  8: -I·· or -Sibs.
  
  Bask: Weapon Damage
  Srrtngth
  Thnuri"llltuxt.
  S....intin. IItftd
  of-->"
  (fisr, sptfIT, nc.)
  (S""Ord. dMb. m.)
  .... Ieu
  •
  •
  1-4
  •
  1-3
  I•
  1-2
  1-1
  1+2
  l'
  2
  1+ 1
  ,.2
  +2
  3
  20
  2-1
  H2
  ~re are two main 1)'pcS of weapon allKIt.: Innuti". and s.....i"8iIl8. A
  swinging auack is beuer, becalUC the ....capon acts IS a !e\"cr to rnulliply)'OUr ST.
  The follo.....ing \able ihows how mIlCh basK' damaie each type of weapon do«,
  KCOrdina 10 the uJer's Strength.
  The columns show !be number of dICe rolled 10 determine dama~. For
  insl8nCc, ··2+1·' means ··RoII 2 dKC and add I to the tota.I..• EumpIc: If your
  Sltcnp is 10. )·00 will do 1-2 btuic damaae ...ith any thnulUtf type attack:, or I
  dlC oft-sic: damalC .....hen)"OU "'inli "'upon.
  Wtapon Damage
  High·tech weapons (lrke gUM) will perfonn cffectivcly for Inyone
  ·ho
  kno.....5 how 10 UJe Ihc:m. Low-lCCh ....·capons, like s....·ords. do more damagc
  ·hen
  ....·tckkd by a Slmai penoD.
  &uk W«JPO'I 04nUllt
  ·'81.SIC damaJe'· is lhc impact damagc I ....upoo doe' , twpt iu pOOlI or
  cuaiDJ cda:e IS QOrISidered. The labk btlo....· is ustd 10 figure how mIlCh damqe
  each weapon doa. hucd 011 lhc arwd f)~ and lhe Slrtn,th of t1v 'Uef. Some
  we.pons do more or IC$$ damqc. 10 dlcclr. the Wmpon Tablt co see if there i$
  .n)'thinJ UDl1Sl.l&1 about yOW" pe.rticulat "'·eapon.
  o.maae is shown as "dice plus tdds." For example, a "2" mc~ you roll
  2 dice 10 calculate the damqe done. "2+I" means thai you roll IWO dice and
  fIdd / 10 the rewll. Thus. I roll of7 would meao 8llilsofdarnaF. "2-I"muns
  that you roll 1"'0 dlCc Ind swbutJC1 / from !he result -
  Ind 10 00.
  If )'ou hit with an td,td ""'tOPO'" you a1wlys get at least one hll of basic
  <lamaie, Thus, if you suike .....llh a daiic1 for "1-4"
  dama~. and ron a 2, you
  do not do -2 hils, or even uro hits. Any tlmc your damaae .....orb out 10 lCro or
  • Maalh'c number. count ilu I hll. (Rcmcmber, this is /Hjort lhe dkas ofu-
  mor. It is quite possible 10 do uro damaie once Irmor is account«l for.)
  Howc\'cr, if you hit the foe With. blunt .....eapon, or bitc him. )'ou Ctm do
  zero damage. If )'(lUr fist does "1-4" damage and )'OU roll. 2, you did no
  damaic.
  Alt«1lllll.". Alioorb
  Some ~ of ~ CIIII be- ,Md 11\
  ~ WI)~_ For inIcIIa. 11-.1 can
  be 'WW!& lor • aIttiIlt -.:t. or dlNlt b
  'II ...... .clal;t Th•• Ibo.. c.. ..
  W.". TtIllt-
  Wbal)'OU ICrib wiIliUC$
  • ~. IIpCCItyll.ow ~ .tr.n.rtq
  Wmpon Eff«ts
  DJkIl'lll -.- do
  .htl'~1l'III \)pr.I
  Illd ••
  01 ...... ~K IlIcy II":
  ued • dltfrmu ny.
  Eadl ~
  If dtJ(.illc4 b:r
  fWO
  ....... ....,.. Ip (CUllq, t~. or
  ~ -' "-fr _
  (6er.-i '"
  .., • .., Ill: ~ II ldlOd). "-d wlb
  bow IIord 11I_
  r1Innlirt A.1a'b
  n.- ~ __ .1dl GIlly dlc bee
  fIIl,- _It- beh-i!flrm. (SoaIr '"'Up-
  _, Iike~,.do! ••1fwr" d...,
  -.,..P.... ~·)
  A
  ~/m.JJtilcl ~ (n..
  IlllllIt arrow. aid qI • obm .. do<: ....
  _."
  A
  ~....."....,.liAl -.pall ttpa.r.
  _row, bute)ill'" dPdl_. h alnyl doa
  .. ,*,,_11. oIbuil: cIulI;p (. rIM. Of.
  !IwNm bclC', fIlO;)' do am ~). And
  ......l1C:"'er ~ IN .rJe1.~ .nnor dou
  .x MOp.ill bo: lIDIIbled!
  Noel« thill, •
  1M IIlmC ltrallth. an
  NTOW doa the .."., impdllll ckmIp ...
  •wold or 1pAl. Thil ill irlIaItioMli All
  wrow mUa ,1dIIIkt but clttl'C'r...:lUnd.
  ~..u '-"c' .. IVUIhJY Clll"ivaa\
  SV6vUll AttdJ
  Swq .1; ..1," ~ ...
  .-.it. we /Iw" II __ your boe
  ..,.." ~ tuiU. 'nul. J'OIU baA: cSamqe
  .ar-... }'GlI
  ~ ..
  ... )'lllI--- 'rift
  _
  -... Of
  _, • "'-"7
  ~ doa e-'t:ll
  _~._w\lfC1.dclIp~
  <-w..- 'nI*I1.
  A ........,..,I..~ -... lib. •
  duO 01' aM, c:. do • pal dull 01 bIt.x
  .... if • it 1oca1- II CIIII .m t-xt
  )'CU Ibr ~ (_ p. 11) if yo. hit
  u. Iatd.....",. .. iI dou 1IO ~
  -
  A
  .......,IIII/~
  wupoll.
  IiU •
  -:.d,..;u JIll' ~ ~--..r.
  JdI euu.p)'CU b·11lDH
  A ~~ ..~. lite •
  pld:. ll.flbcld. or ....m...mer. -. be- IN
  lbdlltll 01 all. II ..w .'''t • !lip t.ic
  dIlrItp. _idllm II: fC1 dlrouata_-
  aDd !he oM-. ltIIl ptu<blllU ...........
  .so..bIad... b .,."t-.: "'upcol The
  dr.-tlKt 0( tIldI ....... ilthtl lhey (&II
  Jet nud ~ )'OU h.i. )'OIlI' roe - let P
  "
  ... and so on; the proares.s'oo slIooJd be obvioul.
  
  •
  Lbtifll Basic Dama,t On Your Churocur Shut
  On the table .b<we. find )'our Strength. Read KrosS to the two types of basic
  darnallC that you do: thtwiting and SWinging. Cop)' these tWO numbers onto your
  Cha~cr Sheet. The "Bask Damage" box is JUSt below lhe "STIFatigue" box,
  since basic damagc is based on ST.
  You will refer 10 this whenever you need to figure: how much damage you do
  with a primitive weapun. The specific ....·upon you cboose will a(fttl this num-
  ber (I gualnc does more damage than II. sbortsword) -
  see below,
  Damage 1)'pes Ilnd Bonus Damage
  weapons do lhrce basic f)1HS of damaBe: impaling, cUlting, aDd crushing.
  Impaling wea~ns arc tOOK ilial strike with I sharp point. CUlling wcapons
  strike with an edge. Cru5hing weapons strike wilh II. blum surface. So, for
  instance, afisl is a crushing weapon. A spcar or orrow is lln impaling wUlXln. A
  S14'Ord or au: is a cuuing ....upon. And so on.
  Cutting and impaling "'capons lire more c:rfeclive on flesh and blood than on
  armor. Therefore.lhe)· do 00""'$ domagr - but Orlly ifthey ptl'ltlrale the ITmor.
  When you hit with a CImini weapon. all damage Wt getJi through the armor
  is incrta.sed by:wJ% (round down). Suppose you atUlCk with a sword. lind do 8
  points of damage. 5 of which get through lhe umor. Halfof.5 is 2~. So the vic-
  tim takes another 2 points of damage. far a 10lI1 or 7.
  When )·{)U hil with an impoli"g ....'eapon. the dama,gc thaI gels through Ihe
  armor is doubled EJtllmple: If you hit your foe with ill spur. and 5 points of
  damage get thrOUgh the armor. he would take 10 "hils" of injury!
  Thus. impaling
  ....'Capons are deadly against unarmored largelS, For a
  heavily-armored targel, a heavy, swung weapon (an axC' or maul) may be besl,
  be:caullC it can overcome the damage resistance of the armor and gel through to
  the wnrcrl
  LIsting Weapons On Your Character Shut
  Carry as many weapons as you net<! -
  bul OQ( $0 many that you will be
  weighed doWlt. Each ....·upon you choose should be listed in me "Weapons &
  Possessions" box to the lower right of your Character Sheet, as follows:
  Cost UK! Weight are copied dircclly from the Weapon Table.
  DamaSt' is also copied from the Weapon Table. For insanee, a halchel does
  "CUlling" damage. If a wnpon does N'O I)'pes of damage, use two lines.
  TOfai Damage is the damage you do with mat weapon. Refer to the Basic
  Damage bolt you jUst filled in (below the STIFatigue space). nk.e )'0141 bask
  damage fOI that f)pe of attack, and add the .....eapon damage shO"'lI on the lable
  {or thai particular weapon. Example: If your ST it 10. )'OUr basic twinging
  damage is "1-2." And a hatchet does "swing+ I. " So )'OUr- damalc with a
  hatchet is your basic .....·inging damagc. plus I ... for a tOlaf of "I-I." Put mis
  on your Character Sheet. When you hit with a hatchel. you will roll J die and
  SUbll11C1 I from the lC5ult. E'fcepwn: Some thrusting weapons have a "MO"
  (for Maximum Damage) given under "NOles."
  0 maner how strong)'l)U are.
  the .....,.apon cantlOl do morc blos.ic damage than this. So u~ your OWlt calculated
  damage or-lhe ...·eapon·. MD, whichever is less.
  SJt.jJl is your £kill levcl with thaI weapon ... Ihc: number yoo must rot!
  under, in ordC'r 10 hit with il. If )'ou have 5pCnl points 10 learn the weapon, get
  your skill from the "Skill!" box to the lower left. If you have DOt studied me
  .,.,.'C'apon, put down your "default" skill, based on your DX (see p. 9).
  LIsting RQl'lIcd Weapons On YOUI' ClIIJrocrcr Shut
  If you chose • "ranged" weapon (anything thai can be thrown or fired) you
  will need 10 fill in the "Weapon Rangu" box at the bottom righl of the
  Character Sheet, List each ranged weapon. Thel'l fill in the four "ranges" for
  that weapon. copyina them from the Rnn8~d Weapons Tabl~. NOIe lhal fOf tome
  .....eapons the ranges depend on your Strength score. For insu.nce. if your ST is
  12 and I range is given as STx 10. you ....--auld write 120 (yards).
  Use of rllnged .....cllpons is explainc<l in detail on p. 41.
  --13--
  Weapon
  Tabl~s
  A "WUp!,ltl l'abk" iH hu or ""UpQIIi.
  1bo...·1IlI damafc:....,Vt. ~. NId Olho:t
  Illfolmll>ClO. Thl' w~"POI' 1IbIn Irr bl:Nnd
  ftC> the oetIl(1 0{ !he boo~
  (.l:rIlO¥~ .mm
  bd"o~ p~Yma).
  EKb Ic:enuio I*bfl: or pme''WQftd
  ~blKld Jot MtIIt fl) MtIIt Of GURPS ..iIl.
  WKI,* l!ll: lrpPiopt. weap::.a l'Ibkl.
  l~lJ or lImO'. ec ClCltIi.
  Wmpon Quality
  Thr-prittloa lk wNpdII Tllb~M_
  weapom 0( "sood" qwJity. s..ordi an:
  'l:r)' wWy Thtt it ~~ (It leNt in ~
  rtal Middle I\In) it _
  no _
  felt 10
  lanp(r I pl«e or!(ftl to make i1Ul'''•.
  ti&1tl, )"CI SUW& .. llwordi
  $_111I ofdil'f(rml qua!.Ily In: patU>k.
  lti dtc.~,ordl"t of qualJl)", l!ll:y aft:
  FilM:; A ~
  ~.., it Iut likely 10
  1Iruk, bt.K ro.tJ I l1nleS die. limd prb. A
  r- I~ lito dlw~ + 1da:nact,--
  it bQkb; I bdlcr odiC.
  (;o(,J:
  AI u-.l
  Wi
  (h(
  lIbIl:.
  All
  ..ea;lORl II'\Q\lIO':lnft In lhii ....... ...., or
  "aood" quality IllIkIa II*' Ifled ol!ll:,.,..••
  O\(<lp. A ctap ~.....d IlIl1ae Iikdy 10
  break CIt! a patr)' Of crillal mill, but 0ClIlS
  onI)'.a1o 0( the bNecI prkc.
  AlCl. ponllD;l. and oeMr nuliolllJNJ
  inopQ./i1Lz ....-cIf!Olti of tint: cpW'lY mI:)' abo
  ~ iDund. biIt they I~ 1111' (brI;aI~ Ihc .,-
  morer mu., IlIl effec:l, lD( Jwonl 51«1).
  Thr-nofon:. d>ey eoJt 10 _. (h( liAal
  price. The)' abo do + Illarnap.
  A e......" "'"f.'OCI or r_ ~lll)' II
  ~oW:1I 10 ~, but duel no un
  6Imq~. II COlli 3 timu 1M liMod 1o/lXlIoiIM.
  ....11(~ ... 0I'ditIa:y ...-upon hII I
  ~
  dianc~ or buoki.., ..ben J:Il'fYI'1I I ¥tty
  btl¥)' """JIPOlI (Ke p. 21), I fl/'IIt. "''Uf'Ill'
  "" only I ,,~of btt.wllt. A chufl
  ~,OlIl!ll:.fhand,h.ul ~ ~
  of bre&k.i:la 011 adI a part)I!
  Jmpr-ol'is~d Wmpons
  I):ca--'ly )'I'III ..rn .......110 hlll.,.,.-
  one
  ..iIlI -lhinI baida
  I
  "real"
  ....RplIII. 10 lhaI cue. I!Ie plIyom (Of 11M
  OM) ahould ~ -..toar wapon it ..
  cto_llO. and OUI ilNt 01'1)'•
  Mo!(
  Improvited
  "eIpOIII ril
  be
  t'QUjo,-a1ml III dtlbl Or qowtn.ll"¥rI. A
  IellJIh of chllrI "'OU!d be • (lUaU)' (but
  dcJJcl't'llJ) lIIllmqll&r. AI:ait l(I oa
  If IIlI imptooriJod ..~ io patOOoJIrty
  elwnay {(.,.•• croubow belll& llJed U I
  dub). IlIbl:l¥l fl"I'lm rae: lIte,'J dl'taive
  Cub *-Ill. lilt -'d do \(sa damIp ItIIll
  I ''rU/'' 'III'up'lIllofw JAftl(1)'p(,1IIbuIa
  tiom iU dI.mlrc( roB,
  
  Choosing Your Shield
  1,>,pts of Sh~ld
  Shields may be: divided into five gehl:nillrpc~, as shown below:
  llill
  vmes
  \'aries
  Wnghl
  Passil'e D~fm.u
  1 or 2
  Shields are very valuable in low-t«h environments. but alJJlO$t worlhles~
  against most high'lech weapons.
  A lhic1d protects you both ac:tivc1y and passh·ely. UliCd actively, it can be
  used 10 block blows (sec Blocking. p. 24). If )'011 have the Shield skill, )'Ou can
  make yourself very hard to hil!
  However, a shield will block many blows aUlomatically, with no particular
  efron on the part of the user. Thc bigger the shield. the better it is for this $On of
  blocking. ThiJ is the shield's pa$Sj~'e ddensc.
  A shield has no "damage resiSllloce... It does /lot redU(:e the damage from
  any blow thai actually hilS )'OU. h makes you hlJrdu to hi., by active an<!lor
  passive defense -
  but thaI's all!
  If )'OU carry a shield, you Canf\Ol usc a t....·o-hande<l weapon.
  The Sh~1d Skill
  Thi~ is lhe ability to usc a mcdie\'al-l)'pC buck.ler or :.hield. This skill is
  IlC'ttssary to block wilh a shield, or 10 ol/ack. with it (see p. 46). However, the
  passin' d~fe,ue frQrn a shield -
  I to 4 points -
  PrQlCCl5 anybody who holds a
  shield, whether they know how to usc it or not.
  BASIC
  OA."4AOE
  1'Iltwl:tl
  S.../n,; ..tL
  John Falcon's Weapons
  Wc.l:p)rl' a~ l..ud in tho: "W~I
  ...." EW~"
  bo~. U Iho'oill below.
  ~
  ·'.~.ap"'.u
  a~
  liittd u.
  \be
  "Wtapclll katI&t," !lou. COIl)' tbc ,nfur-
  Jnll!lOl'l from 1M Wup'>II T'"
  ~''''''O~1ONi
  -
  '-"_
  ...
  r",. .... ~
  J .............,
  <00(
  I·j
  'h
  ...
  'J,
  ",,, t\
  r•
  •,'d ...",
  ",1 t·'
  i,5
  N
  'et ,.1,
  'i
  u""o...
  ,...., t'J,'7
  U9.
  "'"UIIO:' l.I.NGES
  '"_
  ...
  I.W:: .. 00I'll ........
  SftIilo>e'
  i
  "
  ',"
  111
  Small
  Large
  S90
  2j lbs.
  9/60
  T}'/H.' The kind of shield. "Improvised" rcprelitnts anything you h3ppen 10
  grab to defend yourself in an emergenc),. The OM will rule on its e(feclivel'lC$s.
  Passi~'e D,{tlUe: This amount contributes to )'our defcn!1C.tull - even if roo
  have no idea how to use a shiC'ld.
  Weight.' Weight in pounds. £Or a ....'OOden shield with meu.1 banding.
  Cot,: COSt in dollars: figure the equivalent for the game-world where you
  buy the shield.
  Hits: This column is used only for the optional Shi~/d DGntlJ8e rule (p. 46).
  It shows the amounl of danutgc a shiC'ld can take before it is destroyed.
  John Falcon's Shield
  Thh II. lW@;bdttWoa. The> biggtr ~
  ~ld, Ibe mo:m lhe procediofl. Witt! •
  _II Weld. kiUI ...Wbe ...,,,.doJe 10 tighl
  liIlC_bt~e -
  10 doM: be 00Wcl
  I~t 10
  IIahl ~nncc by <l~ !he CrI)N>
  b(noo ,r ~ had 10. A medium oIlkld .........11.;1
  live more pllltCClilIII. but weip more. A
  Iarp Wekl \II'lIllId ...'Cigh • Lx lIXIl'eaDd all
  do..,. hIS ""'apon Itilil.
  For now. lollP eam..s.l.lPl Weld; Ibe
  illc'rntcd Movc aDd 00d1C il .uo'NI bim
  ..lll (be hopnl compc_ for Ibe loa In
  put.lve ddcuK. B~t ioI • IIIJC- pillcbod bit·
  tle. 'oM miIht d,OOlC the ~ ~Jd.
  tbinki!l1 dul Ultl puuve ckfmlC _kl
  be: IUOIC lmpomnt thin attock allility.
  Usting rOOf Shield On Your Charocru Shut
  When yoo select a thir:ld, mark it down on the llUlliJ\c: in the: "Weapons &.
  Posse,uions" btu:, Copy its COSt and weight from the: table above. If you arc
  using the optional rules for ItlaCl.:.ing with a shield (lite p. 46) you can fiJI in the
  lines for damage and skill. Otherwise, the)' don't maner.
  YOti should also fill in the "Shield" line of the "Passive Defense"
  bo~
  (center left). The bigger the shield, the more passive defense it provides.
  Dro"'biM:ks of Shields
  While you arc using a shield, you rna)' JlC)( use any tVr-o-handcd weapons.
  A large M1ield will interfere with your ....'Capon use -
  and sometimes your
  Pu will usc il for shelter! Therefore, .....h.ile you are using a luge shield, 5ubcrad
  2 from your effective \\.'tapoll
  ~kill, Ind I from yoor Parry defense.
  Arty shield will interfere with )'oor deluerity and weapt)n usc if you enter
  close combat (p. 38), The bigger !he shield, the: more it gelS in the way. Subcm:t
  ~ .shield's passive defense from all auacks and DX rolls )'OU make in clo5e
  combat after )'oor fll'S1 full lurn ill close t'ombat.
  - 14-
  
  y~. You N~N Annor
  A..- ~ )OIl iIIl'"'O -.yI F"-.
  .,cd __ ....-cs )OIl ~ ..... .,.
  -.. ....,
  IIJ ~ off T1UI ill 111
  --
  ScoDad..... ,-.,.. IUI.)'OW_
  'lo'iii *'P lOme til dx bIooo'. TlID ......
  "liI_ ....,.,. ..1dI .. 1YP 0' atmlX
  Ooch _
  hMI~ ._..... Of
  Ok. at l. II -.pi _
  IIi(. Pla1lr. Innor
  mIIlle of _I Iuo\ I DR 0( 1. bIe noele
  m&C<....11 ha,-c I vcry III'" ltImafe tal..
  WlCc. lndteIi.
  The 1)'PU 01 elodlin& IIId IIlOOf ....II·
  able _ill d'~f II cKb ._-world. !here·
  ~. rael\ KtunDOf tupplemr1Il _W '-vo:
  .~IINI"'_~
  Ocu~
  _
  lX*IlI)'. _. Of .-·...,.111 will
  -n .. odIfn,. ~; A OM ...y
  _ftC .. blPI1l11111A1 iIImlt
  ..
  wwlI: II I .h·.....a11111OrW. Of ~\fC.-cr.
  •
  AIId ~ of..._101)< ...
  ..;p II....,.. k IlmiIcd A 2OdI-o
  l ftM
  ,lKkcc ..... bc t
  ' •• 1
  ' .....
  ...Id, _
  a ,,"-4' tli
  1I'=,.;a.
  very IlInI to r.l .. "1II~.....,a..
  Conlnry
  IIJ popd.-
  ;
  )I
  pili
  '"'* Jkq _
  ..tr: lO' ~l (u.,
  cka_,our OX)...t.ra)'Oll-.."""
  ..Ilh" II" "'* poMibIo! to do 1,,00."5
  III pille _! The real dlMclv....oI.-
  fOOl" ill eMt it'IM",. II ~1l'<Jllr _.
  menl. IIId II (f:flibll WlCom~ .. hoi
  wulh4'l.
  F'Ilnt"'llliOle. I tulJ.1.ul! htlmct IimItI
  )'OUf
  _.1. 1M! maUl ....
  IIJ1Ql
  ibh.
  T'IIiI pith
  lion
  RIduce )'OUf cl'lflmv~ 'tOap)I ok~ "" I
  .,fw:1I )'CIU __
  I hdmct..
  III 1M a.il:
  Combal S)'lICm.... )'OI bull ~1If
  ... 01..-. flIII~ kt.u .. _·
  _1M JIM lIl''1Ial! ....... _
  pDIe .-
  -
  ~ abo"')aI _
  ~o: JIowu
  Of pe-ieo IIJ. cIidIeIIe _k.
  _A_
  NonIJIII)r. )'001 eM ....,. '"'" __
  or IfIDOf .. I tome' 8m dlrc~ Me !"'O 1tA-
  .......
  '()'OI ~Ir rIoalltmdll. )'OIIJIwrold_
  dodo Im\IlIl" .....l1lf.IdI. The cal of *II
  pICId",. 1\ incklded ill dIt; klie pnDI or I
  full
  "Silk" 0' cfoIuImail. If )'OlI
  "ell"
  thUnmllil ""11hoIIc !he doth poddinr, k lou
  ~\JIV4' de(CMoe 1. Illd DR ) lbuI pauive
  IktenM: 0 lad DR I ICUlJI III ....1I""
  -,
  If)'Ol wear p~ Of loti,.".. )'01 e-
  ......, docll ...... Of ape "'*'" .....
  M:ICb nil adlk ~ lid _I_add
  ~ drr~- ta • dor:t p..'C )'01-
  _
  po.a o(dImIp ~
  14
  Wtighl
  2
  $I1l<l
  Can
  5'20
  PQJsilc Dcfcnse
  o
  armor
  I (I \'s. impaJinl)
  I (2 vs. irnpIJins)
  J all combat will at -I
  Choosing Your Clothing and Armor
  Thc:sc will be dealt IlIldlas one wby:n. ~'lIse Irmor is onl) $p(dalized
  doming. ADd. 1ft bl ~rgcncy. )our c10tJunllS bc:tlCr thaD no armor .. all!
  Each surt of •'n'~" armor includes a set of Iitm. common doching 10 wear
  underneath 1f;)'OU do no! g\'c to bu)' clothina sepa1a1tly aod add in the ....·eight!
  A luil of chainmail 1I1Cludcs heavy cloth padding under lhe chain.
  1)",
  Summer elothin
  To recap: Armor prOCtCtS you in IWO '110"11)'1. III passil'e IhfclCU (I to 4) adeb
  ao )-oor dc:(mse roll .... hen you ....'ear II hs dama&c n'IIStanCc. Of DR. proteCtS
  you .... hen you do act hit.
  ArJII« T1pn
  F« eadll)lle of ciochlng and armor. tM follo\'dng mfomwlOn IS listed:
  ~Nnd lN~npllOtf: the it~m's name and how ft IS used
  Passj.~ n.,/tfU~: Armor Ih311$ smooth and hard (metal. pl.stlC. or hudened
  leather, for eumP'c) is likely 10 "turn" .. bIo",', It may even reflect an arrO\lo.
  lijhmittg boll. Of laser beam! TIns adds 10 your passuv defense: )our ckfcn'lC'
  roll it better. because some blo....-s will bounce a"'. Passive dc-fensc of armor
  I"IngQ' from 1 10 4.
  D6mage RtJlsraflCt (DR): Thb 1$ the amount of proleaion the item gives, in
  (tfms of hits taken off a blow which strikes the warer. For instance. if )'00 are
  hit In the chest while wearing .. DR 6 breulplalc, lIJld the attaCker rolls 8 pointS
  ofdamage. only 2 will.freel )'OU. Some types ofarmor have 1....0 dlffc:rent DRs.
  dependmg on lht type of Ilo-eapon that hIts them. Some 1)'plCal damage
  ruisunces ~ shown bdow.
  WeigJu: ThiJ is gIven i.D pounds: it addi 10 your lood encumbnnce.
  Cost: This is gh'tn in dollart. Uke other cosu. it asswne
  a t)lJIClIl uJe,
  made by an ordinary mtrdwv ita an am .... hen' the: JOOCb are N1t\lr-II)' round.
  ..'tItn lbt goods an nc::itha sarecr nor commoner than usual.
  Suits of Armor
  l.a the Basic Combat S)~em,)'ouJust buy a rull ··~it'· orone 1)'PC0(armor.
  ('The Ad¥1Inced Combat SY5l:cm Im)'OII pul )our armor together from its com·
  ponent puu.) Commoa l)'ptS of armor are;
  •
  Armor is liraJ in combat SltuallOns. If)'ou 10 .....here foeJ can hll )ou. and
  you do llOI: g\t 10mC lIOf1 o( armor pfOtccuon. )'011 will 1000 be dead.
  - 15-
  
  260 Ibs.
  --
  3- <::1.
  :7
  1S61b$.
  78 Ibs.
  Encumbrance
  Medium (2J
  H~Q"Y (3)
  Exlro.h~(lVY (4)
  42 10$.
  84 10$,
  140 Ibs.
  Ughl (lJ
  28 Ibs,
  N(m~ (OJ
  14 II»,
  7
  13
  261b1.
  $2 1M.
  Sf
  £ncl.llllbrwl€~
  Encumbrance is the amounl of wdJht you are canyin" ,datil'e 10 JOtU
  srn"&fh.. Encumbrance reduces your tJl«.1i1't speed. In a large.5Cak rolepll)'in.g
  adVenlUl'e. encumbrance also .ffcds the speed at whICh I party cln walk in a
  day's time.
  A SltOng ptl'lOfl Cln carry more ""dill! than I weak one. Therefore. the
  nuio of wt.ightlO ilrUlgth determines eOC\lmbrltlCe, IS followl:
  Weiihl up to r..i« ST: DO encumbrance. You have no penalty.
  Wdiht up to}"oM, times ST: light eoc:umbt'ancc. Movement peoaltyof I.
  Wei&bl up to m tunes ST: medillm encumbrance. Movement penalty of 2.
  WeiJ.hI up to 12 time5 ST: bclvy encwnbrance. MO\·antPi penalty of 3,
  Weip up to 10 timeJ Sf: eJ.trI-heavy encumbrance, MOV'tment penalty of
  4. You cannot CIJT)' I weight of more than 20 tllnes your ST fOf OIly disunce,
  Total Wd,ht
  Go back to \he "Weapons and PossessioN" box and add the weighll. 10
  figure the total wtight you ue clrrylnl.
  Listing AnTlor On roo, ChlUOCU, Shut
  Your final choice of armor will probably be &O\'emed by the scenario and
  your budcce, While it if true lhal heavy umor .sows you down and causes
  fllli,ue, lbe: Ut1'1l proccnion is usuaIly""'Oft!l the mconvenicncc. In I conunu.nl
  campalJl1, you will WaM 10 ""ar clifferM f)'pes of armor ar. difftrem limes.
  RtcOfd )'OUr armor type. COliI, and wei,M on the "Armor" line in the
  "Wtaponf & Pouessionl" box.
  Record )'our armor'.. passive defense in the .. Pusi\'e Defel\Se" box. Record
  ks Damage ResisLlnCe in the "DAmI,e Resislance" box (bottom left). AJithis
  informallon can be read dire<:dy off the table OIl p. IS.
  Encumbrance and Movement
  S_
  Your bllic: Speed score has already been fiI\tted. The distance you can actu·
  Illy move In a lUll1 if decermmed by Speed. modified by Encumbrance, II
  described below. Your modified Speed is your "Move" ICOre. Speed Knuins
  constant unless )'OU suffer some fWrrnan~ntchan,e to HT or OX. but your Move
  will change if )'oor Encumbrance changes, or if you ate badly hun (sec p, S3),
  PASSIVk
  DEFE."'ISE
  .4,,-:...1:....
  _i
  -
  .
  . I.. " -
  '. . .
  ;oJ a ::
  "'" ••1. .,
  ,..,
  !.1.
  "
  ..
  '''1" ''''O(
  John Falcon's
  Armor
  JohI Idfccr, -..,.
  Iddlrr &mIOf: ~vr
  dofcmc: 2, darMr .....
  siswIc& 2,
  S3~, 20
  1M.
  Jotw'I lUI
  IOUIi
  J1lb1 , .......'aIDe of $9«l.
  ~--'~'--"'~
  '.
  "1iAI'OI<S"',~O~)
  -
  -_
  ...
  '..... t.-
  J ....W"".
  c..r ,.,
  110
  _
  \
  ~_ .."iL..J .".~ '.
  D..ulAGE IlfSlSTAN'CE
  _
  "tp"" ~: 1. ?
  t
  Clothing and Armor SiUJ
  N. _, dndtin. and anrDf wlIlllOl
  fit U)'CDl: pouIy ditf~.. lUI: r,..., dlr
  q ..1 wo:utr. For plI)'abitiIr'. aU.
  _
  ... if)lOU c:. _
  -"'~ •
  ..n. if _'>1111"1: )IOU litII ,m ~_. MoM
  doIla •
  I'd'" <:aD bo: -sc to & -.yon<
  .... )() ...... ofllw:o.....
  _,',We,
  !iIlo« .. in rll ..)'ODII W.... '%0 h, and
  2" ollhc. or~ waJn'lW.e - ~
  lO<M quJd
  kJliJ~·"'tIrt WIll m&kr a Jrr\IlU
  IIbor (kmpcolilly) fit
  Ltrpt,
  RlJid armor (Pllw) iI QlIlOOI....x t:I
  fit Ibr oriIiMl ~: Nil ODe fea. It
  •
  lit -.1)"
  .II ca be -.. by .-,-
  ..... I" oi Ibr qIl'III "'"""1 hrlP
  -.I 10.. of IliI wriPt, IfloIlP aI ItiI
  rota.,.jJ bo: •• -I • bOliO_cd or ...
  ...-. '" •~ ..-.' if)'O" KqUn:
  P* __ 1M •• ctoK mauch &. for
  ro- to _, m ~I tarI., It D til.
  ~fCClly: It wiII_ .uoo lIIId lab. _.k.
  OI.Kanailil .uyD wr - m armorel
  (all 00 It in • !lay, roo- ~ I/' thcarmor II
  100 ""It. or SIOO if It • '00 ImIlI lIIIll
  llNdI_.-D.
  HID .... IQnoU ...tII.,..-ee,
  It-. !hi or:iII-l _, baI !hoy riI bo:
  ~ Of i..
  11 for·
  of-"
  ..AU ... wit _, • I_ dtal ....
  )'011 lr1
  III
  IWII ....,.eb. -a-
  10
  peoeu. • 1otuesI, Of ~ lilt 1IiP·
  'f."llily ImlOI from. de!.-d tor, or ""
  cliolN ft natecl prUor>rr )'OIl'Vf: fUNlId'
  - 16-
  
  .......-r'II-.. •
  .• ,
  '.
  "
  -"~!,,,\
  3
  -,
  .-
  DAMAOE ll£S1STA."'Cf.
  _
  "."'1 ........:1. 1
  "'''''>I"m
  I Y
  ~
  John Falcon', Encumbrancl!
  John Fa~ "~r)"'JIIIMO"fr JI b
  -
  ..illdl •.--.t_"
  ftIC"ImbollElCC lor
  "- Ifbf df'Opu CII:llIPkofpo:...t•• hc-1I
  ba'l'''''' .,....... CtlN,,,,",_c, ..bdI ...
  In ~ _
  t fa... _
  dodcc beat. So
  ....... ~
  _
  '*dr. Iw
  ..,.....
  lilCa")' ro_
  booo
  .
  lor'.
  d1
  p
  IInw a!
  Mvmt
  EmplY Boxa
  l1Itre Irc lh_ bo.... e- your -.:l
  >hetl: thal ....t.l11lOl be filled '" v-nll.hl ~
  KtWllly .utti
  The' lint
  IJ "ScqlInICe" (lOp """),
  Th" ,. OIIly "ted ,r )'0\1 arc lUllIt "mllf'
  lie" K>qUaICIItI. ~
  i'* ...
  IltOWId. die UIbk' l1le boo
  ~
  ,... ctM..-r Illl,JVft tInI,
  nr: .
  diG " dc1cnll-ellry ....,.,.. Inf /oIooJe
  _~ .... ct..c 01. dlc odwr flcl*n, s.c
  ,21
  TIlt~IlI'"f
  ,"~.ST
  boJ. Taa iI flied
  IIlI) ...u 10
  b!cp tnd. 01 fIDaut See, ~
  nrc du.d iI "HIDbbIo.""'_
  NT boJ. DIS" fiOrd ......&II)'.rtf 10
  k., rnctol"" See p. n,
  John Falcon 's ~fl!nus
  John'. dtfutC toarn. Ire taJy 10 1111 in
  Hu Dod&t it "'l'IJ.! l(I hit .\~
  ,
  Hil
  PlaIT}' it cqWlllO balf h. WfIlp(M u.w, hilt
  of 16 it I
  HJ. 8lotk ,. eqo..a 10 ~ hU
  Shield 1lr.ilI.
  ~ 0( I' it, mil" hit
  ~ dcfalM, and he _'lillie It ollell.
  """ tlIc pauiw. «feMe
  111
  IIlw
  .mo:1d
  "
  Ilill
  '.....,
  Hl:t I0&Il 1Iti"''t ok-
  bw It _
  rooo from loll
  _.2 froar ....-w
  H.. II:*l~.
  _~ir.) I_b _
  _
  • ..,
  I
  for
  hili
  T_
  R«Ordlnl E1ICUmbrclllcc On )our Characlu Shul
  Copy the cnr;umbn:na: k\elli for )"our Strength in:o the blann in the
  ••Encwnbr'aDcl:" bo" (k ft ecOler). For msc.anc:e. if your ST IS IS. )'01.1 .....ould Iisl
  "30" U1the •'no entUmbfuce" SpiCl:. That mems that. II or beJoo,r,' 30 It. • )"ou
  are cffecti\·t}y noc encumbered at IU.
  Whenevcr Ii b«oo,lC$ nettSSar)' 10 check cncumbrance. ~ou an rcfcr 10 IIIlS
  boa and find IXII Jll5C 00...• mIlCh you cao Clrry
  Damag~ Halsl4nu
  In the "DaIT\lll:: Resistance" boa (\ov.er kfi). 10li1 the Damage: Re~litIncc
  )'ou bave from armor. TOI.I&!Ineu (if)'OU M\'c It) and any Olbet' prolCCllOfI (such
  IS mille). Fdl,n )'our lcol Damaac RwSWlr'l:. TIlts 15 the amount that "'ill bt:
  sutltt1lC'ltd from all) 1»0.. )'00 take. before UlJUr)' is cakulOlItcd.
  - 17-
  Active Dt/tnus
  Thrtt different "ACll\C Dcfcn!oeS" ue 10 be listed In the bol on the lower
  left. Each
  i~ clkullted from a .score )'ou hOll\e already lisled on your shut.
  Dod"
  is the: ' mro :as )our MOlY' score
  Parry is equal 10 half your milO weapon )klli. ffiUlldcd down. You can onl)'
  parry ...ith I hand Il.·upon -
  not I bo..... ,un. tic. You ((In parry ....ith Judo or
  Xlrlte. If you ....ill be uSing more tlu.n onc ....upon regularly. 1m )OIlr Pury for
  ~h.
  Block IS ~a' to ~ your Shiekl p.III. rounded 1101100, (Therefore. a Shield
  "1110( 12, IS. or 18 is I good iJea.)
  Your Mo\(: Score
  Your "Mo\c"
  i~ !be dlSUlftCC )'00 can IC-lwlly run in one- S«Ond To find
  )'OUt Mo\e. add up the I(l(aI
  "'~,cht In your "Weapons &. PnsSCUIOI\S" hal
  C~rc th~ ...·Ith the encumbrance )e\'c!i on your rrcord sbctt
  nll~ ...·,11 tell
  you ... hat )'our anual encumbBnc:e IS
  No.... sublract )'oor encumbrancc ~nolf) from )our baWc: Speed. and rCHlM
  dmo'" 1bc result is your Mo\'C~ scan:. If )'ou tIa\C no encumbrance, )'our MO\'e
  IS lilt same I!l )'our blMc:' Speed (rounded do...."). Ifyou M\'e light encumbrance,
  )'OUr MO\'c IS I lesJ than YOtlr blslC' Speed -
  and 50 00.
  Your MO\e controls:
  (I) how fa~)ou can ffiO\e, MOH~ •
  yards per lieCOPd
  (2) "..hM )·ou mo\'e, if you use thc "reall!ilic" 5tqUoC:ncing opI:lOn (p. 21).
  (3) your Dodge defense. Thi.g •'active defensc" is equal to your Mo\'e. The
  lcu ....'elghted-down you lire, thc quicker )OU clln dodge!
  USl )'our Move on your ChMleltr Shut, beside your basic Speed. If )oor
  encumbrance lc\e1 changes. you should change your Move 10 match. This Cln
  tlappen If)ou pld: up a he,vy objM - or If )'00 drop )'Otlr shield 10 run IWlyl
  The Ie\e~ sho.... n in the "Encumbmoce" boll will make it Clsy 10 Icll when yoo
  cross O\'cr to a sJower or faster Mo\'e.
  Your MO\e can nt\'cr be: redLX:cd lO;,ro unless)ou In:. ullCORscious. unable
  10 usc )'OUr Ie,s. or Muag o'.er 20 Itmn your ST -
  S« Lifting aJU1 MOlin,
  17Il1f". p, 49
  Figuring Your Defenses
  You can no.... figurt; yoor various defc:n~ Ind liSt them on your Cbarac1er
  ~ All these defcnses ......11 be explamcd in detail iller on
  Ptu1ire DrtknstS
  In the "PasSIVC DdeftS(:S" ha~. lOIIIlhe passh'e defen.sa {Of your armor
  Ind .dlleld, ~ blank line ....ould be uxd If)'ou tlave (for instlllCe) mi.llCal pro-
  ICCtIOl'l
  Fill III the total pas)i\~ defense It the bottom of the box,
  
  Random ClumJcter Generation
  You UIl elUlt" • ma-I ,.. try ....
  iot d»diec.. I)g dIII ..ixa)'O'l1lllld IOIIK
  _
  ill • barry. ~ ~ 10" ..-apr ~
  pb)' • .-=k bMllr- ~ tIla8tI lOlllI ~
  e_lkuIiIod dMncll:n. Bul )IOU IftcaIkI
  Ium die RJU1Ir ~r-dul,p fY*m
  ftnl. bcfon: yGu l&4.-.on CIIl1.
  &Jk AttribllUJ
  Roll ~_ cl~ "" ucAotlbc; foul b-fit
  1ClfiboN1. -
  ST, ox, IQ..... HT If III)'
  IOU ill bdDw 7. mut iI: II 1.
  ""..~
  T1uI JbacId llOl: be. iqlonw tot.quxt
  '-e.-.~" cMnc:wr. If ..........'Y.
  __"t't"*--. lk..c:1'i:lt:d c. pp.
  10-"
  M-...... SUlr
  .... -
  ~......
  _. -
  ~ -
  WIIIp)a
  Mel dJe ~ lUI
  _
  elM: rot' ew;b
  -.I* lias~ to DX. 1'llIl1i1be.KiI
  "d.
  A'--,CWU'
  ltadorlIIy rolIod dllofllClI:n win hive
  100 tp«W ~ cw Ilhutqa.
  ~~r<WI
  FWv,., £VUlllMMCO!
  ()) d1b. lIl)I'lB&IIy. AI • ruk, ~
  mu-n ..."i! CUI)' 0IIIy Ibe. "UpM'lIII:')'
  bow bDw ~ UJoe -
  pill•• laufe -
  *'>cl
  .., Illc II'II(lf
  ill )'C*I' __
  .no Do.·1 ""llfT)'''' _. ,-..,.
  do-. weiPu _
  fipR UI( dmxe.
  ....,V~of
  ~rr
  O'....h ct-o
  r--. ...iII
  bIvc.. ~~ polIM vUlt: et~ 1060 tor
  ~ rt yoa drIoIc Mnt ~). 1M ..,.
  'rill va:y ...-idcl)',
  It CCI .. bit Ira:abq:
  ~ #lUI •
  dIIlXVl tc1clomly. try ~ 1M dic:e 10
  ~,... ,.,.. t.Nc saribuln. TIln. rake
  (b" __)
  10 chInc'II:r
  potIIlI
  10
  "fltllltl" dJe ~I, by ~ Nilli
  M_
  Rardom ('IaIiaD can be. • 101 of r......
  c..,:ilDy if)'(llllik:e- 10 "ukc ..till ~ dic:e
  " .... you"
  IZ>I1 111m pk)' INl c/lll"l('!tl
  faillIL'Illty. II: iI 1iU1)' tel p .. you IOII\C'
  _u fir ditftn. tram dIoIt )'llU 'IlOOlIIcl
  dIoott 011 your_1
  The Character Sketch
  Tbe WI; PIn ofyour Chafk1Cr Shut is the Wlch sbowitl.i)"tlW chuKter.
  Add dcWllO the outline wpplied OIl the sheet. Ifyou are In lni~. you CIJ'I do In
  elaboratejob. If DOl. you should Rill ske:lCh in the \"..u.poll aod shickl. jlatlO help
  )'OU visualize the rJihl aod (if you are usinJ m.inilrwe:.s) 10 mnc:mber whkh 01lC
  is )'OlIn.
  A number of different outlines are provided in this book. Whm you
  pbocoeopy the blank record ibceu. you may "''anI 10 copy lhe:5e outlines and
  pule them 0\·« the ones on the "master shce:u." 1ft order to get I variely of
  blank ih«u. You can llso copy Ind CUt OUt the da....ingl of differenl dlickb,
  ....·eapons. etc., and use them 10 modify lhe c!la/1lC1er OIltlind.
  If)'Ou are using the •'hit Joc:ltion" roles and buying )'our armor one piece I'
  I time (1«\ p. 37 and the Armor Tabk:), you mly Wl"~ to record the apptOPriate
  passive defense and damage re:5istantc besidc each paJ1 ofyout e!\aractcr's body
  on the sketch.
  If you rt!ully don't .....ant a picture of your c:h3l'atcter. JUSt leave this space
  blank on )'our copies. and usc It for whatever notes
  )'01.1 think are mo5t
  important.
  Other Notes
  On Ihe: bor:k. ofyour Charaac:r Sheet. you CIJ'I record other thinisaboul: your
  character -
  UlCludin& IC'CUmu1aled uptritncc poInll. money "ia the bank."
  UUll possessions. hiscory. noa<:otnbat skills. md the like, This.ill be especial•
  ly u...... taDl in I continui"l carnpalan.
  AI I rule,)'OU shookS use the front oflhe sheel (or any tlOI:es you Ire likely kl
  need durina co:nbaJ.. Use !he bKk for notes thaI you will Deed before: or after the
  game. for ro!c?laym•• etC.
  Checking Point Totals
  When you Ire: finished. add up the "Point CoSt" columns for anribulCl,
  wlls. and advantages. Mike sure they do IlOI: uceccl the original point total
  IUowed for your dwaC1er. If you have points left over. you cln go back 100 usc
  them - or save them 10 use Ifler you earn /'I1Qrt poinu through experience.
  That's all mere is to chuaeter creation. Get out there aod fighl!
  Improving Characters Through Experience
  Each time your charIc1ers survive at battk. they ......Upin e:qlCrienc:c. This is
  mea.surcd in utra duuacter poinu.
  As I rule, each battle is worth one poinl ifyou .....in and rcmam conscious. ~
  poinl Olhe"",lse. 1f you die, you get no experience. A bau.le 19ainst area! odds
  would be ....orth more; a skirmish with inferior fod would be worth lesl. Each
  ICenario or campaign background .....iII have iu own experience rules.
  This experience l:Y$tenl b intended onl)' for chlracters who 00 nothins but
  fight -
  gladialOfs in the arena. mercenaries on the rGad. et c:etera. Ir yoo Ire
  pllyina in a campaign where you Clln go on lIdventuTC5. IOh'e problems, and
  mike plans. then 'hat "'ould be the way 10 urn ch.aracler poin[J. As I rule. no
  character should earn more thin" to 6 poinlS per play sc-»ion.
  s~ Your Cltara€ttr Poinu
  1be poina)'Oll earn can be u5Cd 10 impnwe your character, Il5
  follov.'l~
  &sIr:anribwcs. EIlCh improvement COltS doflble its onlina! cost. For exam-
  pk. ncow 10 poit.u 10 JO from a score of 12 TO I JCOre of 13 when I character
  b fint created. So it would COit twice as mlK"h (20 points) 10 lake 11ft emtull
  character from I 12 to I 13.
  -18-
  
  Skilll.. Stills ean be Ieamcd or impro,~d at their oonnaJ to6t. For inRance,
  if you ha,'e an avertlC skill II OX+J let'd, dUJ oriainal1y COIl you 16 poinb.
  The COtZ for the nul lc\'C:1 (OX.,.4) ,;""ould have been 2A- poitJU. The dijfefm«
  befI'-een the cow of the ~'els is 8 points, So you can JO kllbe Delli level by
  lpCndinl 8 poinll. The« is no limilio the lmJlfO"ement pouibie lhro.Jah experi,
  cnce. Opcjonal rule: G:.b ~ho ~-UllO be more "realistic'· may l'C1:Iuire thai I
  skill be USN before iI can be lmprot'cd. Fiendish Friedrick could noI UJe his axe
  •
  in the arclUl for. month, c.m c.hartCler pointS. .Ind!hen usc !hose points to learn
  CroMbow ski1J!
  AdwJllIlJgrs, Advantagcs c.nnol be boulhtlfter I chartcler is crealed. You
  have 10 Min with Ihem, The Cllception is Combal Renues, which (In be bouihl
  II the IWJIltlII cost of IS poinls,
  lbeJe rules arc de:siancd to rel1ect real life. In realily, !kills are Ihe only
  mi.'!.1 mosr people improve ~ith upericncc, h is possible 10 imprtwc your basic:
  "SC'Jr' -
  you can cl,ercise and lei stTongcr, for instance:, BUI iI', noc easy. And
  ~ IdvlllSagt's arc inborn; )'OI.l cKber have Ihc.m or you don't,
  onhuman Characters
  Your tighten don', I\a"c '0 be human. "FlnIlSY" nonhuman ~s ha"c
  !heir own strcngths, ....caknessc ,and charKlerisltcs which can makc them inter,
  esting to pl.y.
  The following niles represent lhe. dcsigocr's perception of scveral "c1assic"
  fanlls)' races, plus a couple of less common ones. They Ire /lOt "b&lanccd"
  lI.inu humans; I Dwarl' or • Reptile Man is ,imply. bCller filhter !han an
  .verale human being, and !hat', that! Therefore, !here is I point COlt for !he
  "advanllic" of being. member of one of these races.
  1bc commonesl "ananoe bct""!C'e1l humans and ocher rw:es is in the buic
  Irtributes. Nonhumans arc eTC.led U5ing the same a1tribute tabk l!w bWlWl5 .re
  - bul they JCl bM~s or fHttalriu in one or more .ttributes. 11leJe bonuJeS Of
  penahjes .ffect the rmal altnbul.e sc::cm:. noc the poUlI COY (jusl because !his i, the
  easy way to calculate il). For instance, • Dw.rf lets • +2 boftus on sr. That
  me.ns t.haI if be pays 0 pomts for ST. he gets I 10 (off !he l.Ib1e) ptU5 2 (his
  bonus), for. toll! Sf of 12. If hc pays 10 points lOr ST, he leIS.n II (off the
  I.Ible)p1uslhe bortuso'2. for • loW of 13, and lOon.
  No lii-hler, e,'en a noMUI'IIJln, unllllce I KOre of leu than 7, Thercfore <for
  instance) if you Ire an Ott, with a -2 to IQ. your initiallQ scorc mUll be IlluSI
  9 -
  becausc an)'lhinl lower wotIki be reduced below 7 wMn the pclUI[ly is
  fisurcd in.
  In !he clasSlC.stories ofh'lb fantasy. noa.human rac:cs arc IUUIlly much less
  common llan humans -lcncralIy due lO.1ow birth... -
  and their borndands
  uc fa.r from human places. G:'b may "''lilt lO Q.te this Wo IOCOUrlI: ..tlcn dccid·
  i:oJ how man)' DOnhUmaM to alkwo' mlO I oontinuina campap,
  E"u
  SIeodtr, Iong·lh·ed,
  tree-d~'cllina humanoids. Vr:zy prone lO magic (....hich
  is IKll rcprucnted in tillS game). E1vu get. + I to IQ, I +- I 10 OX••nd I -I to
  ST. An clf weighs IS IhI, Ie s than bum.n avenge.
  Elves are very alen; they gCllhc (()mbll Renc~C$ advantagc II no COSI.
  Ply 30 charllC1er point! to be In Elr. The COSt ~'ould be higher in I roleplay.
  irtl game ~'hich allowed Eh'e
  10 usc their spc<ial. non<ombal lalcn'"
  fh,'an~s
  Shoo. MOCk)', gruff mincl1l and C,lve.-d.....dlcl1l. Their preferred ","Upon is
  !be hammer or pick, boch becausc or DltUra! .frlllily and bccaust !heir Jreal
  StttIlP lets !hem UIC massivc ~-eapom cffiClently. Dtoov« lei' +210 ST,
  and can carry up to 30 X ST as extno-bcavy encumbrance. HQy.'cvcr, Dv.-arves
  do not do "'-e.1I "1m miuik v.-capons: a dwarf hal • -2 with L'1Y such weapoa,
  A Dv.'arl'is I \o!, feet $honer than the human ave",c for hb ST, bul Yo'eiJ,hs
  (on the .\'erale) 100 Ib$. more than. hum.n of his bciahL And none of it is (I!.
  - 19-
  EX4mpl~ of Nonhuman
  Characltr Crrallolt
  u.', 10 l:IoId 10 JdIa F.... AI •
  1Illd.ic'nI-.- npou. Jcja Ud Sf',
  ox I', JQ 10. tlld HT 13. Hil1pMIl1l7.
  Ind he Ilu _
  poilu of T~., pill,
  ~ ..... otiDJ. &'1 a I~
  cMno:tI!r.
  'Yo1\lll if .... bldCfaUlClhlm UI o..'artr
  For !be __ lOll poInu, balllld OIIftu.ac1
  Wrle upend.icun lOt c.:1I11ln'bo.l~, kIbn
  _
  hal ST II, OX .',IQ 10,-' MT 13,
  Hil SpetId II octIy 6. IIld be: ha$ ~ pollia
  otTCIIlCl-a. AI I __.lII:bt I C-..
  tIrrao akiII vi 17; "II ftdDcod 10 IS ••
  """"
  AI. Elf, b .. _
  up tn ea,
  JoM ~'-eSf', OX 16, IQ II,.
  NT 13....
  , of W iKTaIIld OX, !iii
  opeICId iI .... 7~
  H",!Ia. _
  pMI tI
  T~ CIIId e-a Rdkat
  oroou"",. botIt
  " ...... ~
  lbe wn pooaI a. 10 lot. • Ell Of 0-......
  You -..ouId "'•• ~ 10 &Ill .... way 10
  "'V(: JO poinIJ, Of 1'* lllIke JaM n
  fJf
  IIf'ICl Jobn tlII: Dwarf -.rp<l"jlOwcrt.l />I'Pet.
  
  Cannon Fodf!~r
  ~ ~ rIlU In: w" p,)~t.
  fuI the _II few p/loy(l'~ .,.,ill ""anl (for
  II»WIa) I kob;Ild dlanau. bul 6<:y mu;~
  Iff.&!
  "e~lrn" til • mob _, CiJlIlOII·
  I'odlk' t'ot thf SUlIl\l.<mm. 01 ...1Ia=e•. _.
  If • plIyet ..""" 10 pit). I IJIfmber 01
  _
  of~1e Qfet, fl', kpllO 00 110: dlen:
  b I!IO
  t QOIIt or horlIro.
  C><.
  ()rQ we die __ •.~ fod·
  lk," of flnusy _,10k: 1bty.,t tttotrl1!y
  _
  ••0(1 ~. 4lrty, I./Id ""'!Wlve
  All dlut tblnf;llrt, ill facl. ll\lt. Jvt 0lC
  Jtu -2 II8IQ and Hall HT. M I rult.
  OrQ IhouJd nat be b.It" .... mon: th.... 40
  poiOlll -
  more c:ompcltlll incIi,'idwJt art
  wry ftrt. Off. td.'l bfftd ..i1h h1lllUlll1. if
  doe IIumanJ 11t,,'1 chllooy. n.: fQlI/l it I
  ·lIIlf-on:••• ,",'illl ·1 011 IQ IlId ... 1011 HT.
  It-.
  Kobo1d1 Ire JmlD, blue'Wlomi, and
  beLlpnt. A iUllle kobokI Is na sreal
  Illalace. but )'011 IIt'Vtr _
  .",~ kobold.
  Koboklt &d .2 OIIIQ. -2 OIl ST. and + I
  on DX, KOOoIdt ~Id not be buill "'ilh
  moot thu 40 polin.
  "_
  wit:. bnruIIl.
  U.VI~
  UC6lOflo of
  pl..l. Thc:y Iiw. in >mill '-dl m the
  b"", 1leo:in8 frofn po:ntoetflll fIl'IXllK....
  Iltld _btl, die ..uk, ·2 all IQ.....1 (ltJ
  OX. -+ I Oft sr. 1Jl'ftfI-,l<itll\td. but Olht.·
  .'K like burrwts.
  IJoIHd
  VlriQm. ->rU of undc3Id _011:1'1 IIp-
  pur iJllIlOIl '"1IlN)' l;alrlflIips. 1bc:rc In:
  _tn.ll)'llel, indudllll'
  SltI.UML _2011IQ. due lGhaV1tIJ died;
  odie.....;.. nannll hvrnlll lQ)n:i. An 0-
  paIiJI& ICIacl: dotl -2 clImqe. and ""
  bonUI dL....~. 111 I """IeIon, Bul I ,,,.sh·
  ill, l»gw tlIallCU Ibrwp die lIrnllIr dot:s
  rIoolbIt damqc. I\) IIIox dry bolX-l. Sl;t~­
  lOIU c.ltIIllll lot 1IlInnfti.
  Zor.tbk,. Tho.tor- Irt. ~1Iy..in>otod
  l,'II)tpIeJ.
  -+J HT.
  -+ 1ST. -2 tQ, Ukc
  sktltlo&u, dlcy c_ lot~.
  Mlllrllftiu. UJr:,:: .«ItIl!>in, M....w. not-
  mal ""- 10. They ~ 10 to up ..
  fWnei if ipiltd -
  !lui IOlDt hrtve -aic
  IDIkinllhem rrrtproOfl
  GMoW. NOI ruIIy 1lDlkad. but oA,."
  round
  II> IbI:t. coqllIII)'_ +2 ST. -2 IQ.
  Thl:y IWtly fitIM W'lIh A/l)'lhin& btnn dIIll
  clubs milk of~.
  Dwar\'cs ha"e a nlilurllJ Touglmus of I. They can purchase up 102 mere painls
  of Toughnt:ss 31 the normal cos!.
  A Dwarf i! not a good tunne:r. Rc:ducc his basic Speed ~re: by [.
  Pa)' 30 chanlete:r points 10 be a Dwarf.
  GnQmn
  GlIOll1f:S are di$lant relalives ofd....'arves. A Gnome: has human !lC()rcs and I
  n:l.1ul'll1 Toughness of I; like a Dwarf. he can carty up 10 30 x ST as extril-he.lt\·y
  e:ncumbr.ance:. Also like 11 Dwarf. he: has sIlore legs; a Gnomc's bisk: Speed
  should be nduced by 1.
  A Gnomc i5 I ~ feet shoner than the human liverage for his ST. bUI ....·e:iglu
  SO lbs, ffiOfC than 11 human of his height.
  Pay 10 eharacter poin~ 10 be a Gnome.
  Hoif1ings
  Small. peaceful burrow-dwellen, halfiings make good warriors when
  pushc:d 10 it. A halOing geu a + I on HT (they ate Iremelldousl)'l\ard)'), + 1011
  OX, bul lit -3 10 ST. A halmng is I ~ feel shoner than I human of his ST.
  HalOings are nalurally 11Ih:nlc:d .....llh thrown and missile: weapons. The:
  1hro~in8. Bow. and Sli1l8 lalcnls arc considered "easy" for.lt haUling.
  There is no extra poinl cost to be a HaUling.
  Reptile Me"
  These crc:alurt$ look like huge Iwo-legged lilards. The)' an: not common.
  but they Ire deadly fighters. A rep(ile man gelS a +4 on ST_Ii +2 on HT, and ..
  -Ion IQ. His cJlI.....c:d hands arc like daggers in close: combal. lAd the cJawsOll
  his/eet make his kick In imptJlmg allack. He can abo bite in closc eomb31, doilla
  thrusl/culting damage, Finally. a reptile man's scales gi~'e him. ~I\lral DR of I
  (he can slill buy Toughneu at the normal COSl), and his wide-!el e)'eJ give him
  nalural Peripheral Vision. A RelHile Man Weighs 30 Ibs, mo~ thall a hutnaftof
  the same heighl. The only dis.3d\·anUlge Replile Me:n have: in COmbat is thll their
  Iargc clawed hands give lhem a -410 handle an)' gun or CIlJJ.500W nO'! specifical-
  ly built for thc:ir usc.
  Pa)' 100 characicr poinls 10 be a Reptile Man.
  GobUru
  Goblins arc small. green-skinned. and combauvc, A goblin getS -2 on ST.
  + I on DX. and + I on IQ_ Tbcy arc fond of ll\agic. Goblins are both small tJld
  slcnde:r: heighl normal for thell ST. bUI wdghl 10 I~. lc::;s.
  TIIre: is no c:ura poinl 005110 be a Goblin.
  -20-
  
  Man 10 Man IS dcsi,gned to be *- realistic simulation of all kinds of combat
  ac1ion. Thill ran make it hard (0 learn all al OllCC! Therefore, combat is presented
  in lWO sectiOrt5; B3sic and Advanced.
  1lle Bask Combat System leIS lighters choost' .....eapons. shields. and armor.
  and use them acrording 10 wit strength and skill. il is nm a "lllcdcal" system;
  no game map is u5Cd. 11\e G~I regulates movemenl. using a few simple
  guidelmes and his own common sense. An)'one Cilli Iliad: anyone else. unless
  the G!o.f rules otht'rwise.
  All pla)'cn should lcarn lheile bafiic rules firsL If you want more tactical
  detail and realism. )'OU caa add somc (Of all) ofthe advaoced rules. If)'OU want a
  quick, simple combat sy§lcm for roleplaying ad~'emures, you fila)' lUlU to Slay
  "'lib the BMic Comoo, System,
  BASIC CO
  AT
  Tum Sequ~nc~
  lbt....... 1'/0'0 110'1)'1 III dnel!llinc 110'110
  IOU fine' ItII: a.y ...-ay. and lilt l'ulOOc
  "'''Y.
  •
  Combat Turn Sequence
  Characters ItCt one III a lime, until they have all taken a turn: then they Slart
  over. The stqUfflU in which Ihey ICI can be dclcnmned in either of 1.....0 ways
  (see sideb<lr). Your lum JfflrtJ .....hen you choose a nlllneuver, aoo flUU when you
  choose your nUl maneuver -
  lhat is, after all Qthe'r challlClers ha"e lIcted once.
  Each lurn represents onl' sI'cond of real time,
  Maneuvers
  Stan C1Ich lurn by choosing lIny 01'11' of the following marleu"ers. 1be
  maneu,'er you choose will also affoci your dt'/tnus if )'OU lire allaeked before
  your ne,;t lum. You d(, not selOCllli defense until you are llICNally lIlIacked -
  but
  the maneuver you choose will govern the defenses you clln u~. Defenses are eJ(.
  plained on p. 23, below,
  "10.'1'
  ~lovc, and do IIOlMns else (nCept for the "free" actions listed below), You
  may use an)' leglllltCtive defense.
  Mo\'e~nl and special ltClions Ire
  .....holly arn;traCl: no gamc:bolIrd is
  required, If a dcddon aboot movement btto~ imponant ("How long will it
  take me to run across the room and grab the Jl!wel2"). the GM provides it. A
  character's Move is ...qual 10 the number of yards he can ron per ~d -
  a
  Move of S lets )ou run S )'ards per second, and so on. If )'ou prefer more de-
  lailed and accurate 1ll0\ement rulCi. uSC lhe Advanced System.
  Changt Posirion
  Go from standing to prone, kneeling 10 ganding. or any other position
  chinge. (II takes ,....., turns to go froll1 prone 10 standing: first you kneel, thcn
  you stand.) You can use any defense on the turn you ehllflge poS:(lion.
  Read)'
  Ready llItly weapon or O(hcr item (see sidebar. p. 29), Any .....eapon is
  ··unready" if it is In ilS scabbard or holster. An axe. mace. or ocher he'av)'
  ""'Capon al5Q bocomc:s "unready" as SlXlTl u )'ou swing il: it mUSl be readied
  again before )'OU can usc it! Some weapons must be: "readied'· for more than one
  second after ~ach usc.
  You can pany with ......ellpan. or block with a shield. as lOOn as you have
  readied il -that is. on the SlIffiC: turn! You can also USC an)' Qlhcr Icgall11;li~'e
  defense on the lum when you ready an item. EJtuption: Ifyou are "readying" •
  missile ....CllpOn by reloading ic. your only defense: is 10 Dodge -
  and if you
  1JQdgc. )'ou lose the benefit of that lurn of rclO<Kling.
  -
  21 -
  The' £fU~ W'"
  Eadl pll)'Cr IVlh 1
  1I~. Tho "'.••
  P! "rtt. AM Ihat. pLo,ycn ~ lhtil'
  IllJ1II ill aM:r. l'I'll1'IlIII cb:b'ito: arvIIDli
  fie labk. If 1 p!.Iy" l;Vl'IIrob
  lil'.r~
  dl,olaCll:'l. lhry may .n in liII)' or60r -
  and it dou IlOl11",")" lII"r 10 l.-Ibt_
  onSet.
  Thu I~m hos die ....1lnIafo of sil8'
  ptM:it)'. Ho","CI. Ihue i:I • IIJthl Ilh'_
  uSC In IO'lII r~ c"try IUNI. RaI'!lbttU,.
  \hi) ......... _ld '0 10 dief._ dia"
  _'t, If)'\lll "''llUld pttfrr 10 plIy IhiIwl).
  ute ...
  The RrdliJrfr: 14'",
  Before combIl bePu. <::oqIIre dx
  Mou ICOfIS of til ~~. Tho ~IC
  Move IOU f-. pur 1 "I" ill the "Sl:-
  ljIoXllOC" bell. the toP "'aM ofhil dYne.
  11/:1 1Ner. II 1 ranir:dc•. {Utoe pmdll} The
  acond~Jh9: MO'o'C IeOf'C IOU PC>:!._
  leu 1 "2". And .. 0<1. In "toe of tin. lht
  IIIJbat kM Spud to" rlnl; 10m II
  """'re • ,., iI beftc,r thin 1 S2$. lVr ...
  unce: or ")'Ofll: .. IliU Ikd, roll dICe 10
  __ ~ pt filll,)
  1411k1l 1,8ft,,,t
  Over. "'... tIImJ of oombIl, lhe adVlll'
  IIItIIDd diIIch'IlUSU of SIeqUC"":lIlIlt:nd
  10 ...r,. 0111. Use Ibe IMlbDd. you 111'
  molt comtoru.ble ..lib. If lhttr In IIIOR
  IhIn 1 <loun f....leD ill t:he. ,une. 1houIh•
  !he ea..y "lly III11Mdt '-'r.
  
  "My Weapon's Stuckf"-
  The Probkm with Pfcla
  ,.,.~ 1bK 1ft ...... lOr ...,..,.."
  o-ap - pictJ Illli lbe !j;c -
  11Io.,_
  MolofGtm.p. tlIea.••Nd; illbiJ: IDq
  -r tn ~ ." J'VI'f
  J
  AItf a- ,.. ~ .... ..-:II • -.-
  "')'lIlIf b6Dw pI
  1I•• lbe b·._.
  il .... Jtd:. Oll)QOl' but 1IItll. -..bra yau
  II)' ~ '*>' II. ~ .._
  yaur Sf A AIl:.
  _fill t(Ill
  I':lQIlS
  )'IlUI .....- It
  DOl
  llld: A taUo:d IVU IDeaM II " .n. Y(lII
  _
  UK il 01' rally II
  Yo.< -r t(Ill
  .-illii Ihe.lqllllllDt of*" tul"lll ~ cry ~
  IIlUtick it, bell )'OIl Call 00 llOIh1Dt IIllIiI ,w
  1lIC'ClI'ed, Aerwl mbJ on ifill roll (I 17 or
  I') moMS lhe
  ....eapon Ii pt.m'lllltllli)'
  It\Il:k, aDd)'Oll ll'J#lt ... ~U d".lI; you
  ca IeCO"U II afletcornbM, If you ~.
  '4'UflOM wIIb dlis tnw\li(:t ixllllk
  pkb, wu1lIal=en, uw:l (....hetlI'flMl .,
  ""*') bilbtllh.
  F1411s
  A -.upbl' .....It • 1III&dl of d'Iai:I be-
  rwomlbelli:dea:ldtbe~.I'"n.
  _trnddllilll •• "-u.tIliI.'· 1lw
  ,...e .till .. 1 Mrd _, beau= Ihut:
  ... 4 •• ""'''~ ..tlwtl., ....
  ~ ollbe dMIa, I l4lI c:an .....
  iuolf uo-S 1b't"lll 01' -..poll 'flt\al
  he aia took,....... II. 1lw,dore. U)'
  Ilkx:k ...... I nail -..poll ill' 1 -~. AlIi)'
  JII"Y'" I ftilI iUflOll bl .. -4. And
  febeq: ~ and kIIM., 'flith Ibo!ir
  UaN blades, ~ parTy 1 ftllI •
  111I1
  Rt:loading Time
  u. 1M
  ~Jlad)''' IlIUM ~ Idoad I
  __ ....-. n. w'r1l ~ ____
  -. "'~ldIl",,,,_,p.-l
  ___ to .'talty•• die roa,lIld_
  __ 1Op"' .. ~ ........ lfp
  .,., J'OII <.-fn 011 0. flttd MJClClIlId.
  en
  ·0.. tUc: -a IolIIu
  rll1l)'bU
  _
  RId tor: boW - 1SJ IiU 2 tKOIKIa
  IlDr I bow ofJ'OIIl"Sf,01'_Ibr 1 buvit,
  bow. nn. Yotl _
  ~ Iha arror (1
  !\1m) ond toad 1M llo.... (l tunt),
  Rc~ltla llme f« _llc _ptltII Is
  Iflo..... bdow.
  SUac. ~ MalOdJ 10 tdoicl -
  _
  btl ftrecl
  evrfY 3 IIIaI:lIb
  Bow: 2 MOOIliSa 10 rdOtId -
  ....~ Call he
  fl:.:l cvrry 3 ICIOODIII
  CroNtlow ()1:Iw" Sf 01' Iaa):. _. to aid
  .." rWoId -
  CUI be ftnd ~ , ••
  o
  '.($t'1Ip102~_,--.):
  ••• 10 oed: I:lll tUoitl - ~ be ftnd
  ~9_,
  ~ It.. e.: F..·On. *II lI'.•1)
  -lIfIOId I':'otr"iq b- all itchIr.
  Aim
  Aim I JUdy rang~d....upon al I specific tI'1CI, You must au.mc)'OOr WJtt,
  YllUr Itt.ICk IS a -4 if you use I rlnied ....~ withoul aimillJ. If)"OO 11m b
  OOC' tum, your Itlil:k IS II yoor DOtmil mil Ic\'e!. You l1'IIyalDl for up l,(l ) man:
  rums, ceum. I funhe:r -+-1 bonus for each rum you aim.
  You can UIC aDy dekMc wtuk you In: aimm•.•. bIA 10 do $0 will spoil
  yoor aim and you __ all the KC'WIIulalCd bmdiu.
  A.lt«k
  AttICt art)' foc willi your n:ady .... capon. The GM a1WJys bu lhc oprion or
  rulinj (for Itl)' rc:qon hivin, to do with dle silUJlion) lhit some c:lw1lCten may
  not Iltaek certain enemies. For instance:. ten cwlCtelS could not hit the same
  humln-sm roc at once. (Even lhree or four allld:clS at once would be IInlikely
  unIt" their victim had no allies!) Note a110 that if lhe bank il in close qUlrtt:IS.
  boWl Ind similu missile welPOOl JboIIld only be IUOWtd one shot elCh -
  then
  the fiaht will 10 to hand weapoN.
  You Ny parry (....·ith I JUdy ",·tapon). block (with I reidy Jltic.ld) or dedse
  on the u.me tum you IttiCk.
  A,U-Qu., A.ttock
  Alack In)' foe ..'ith I reid)' M.N/ .....eapolt. You hivc Ihn:e cboicu:
  (I) Make IWO IttICks lllUIJt!he $&me foe. ijyou bl!ve 1""'0 ready ""aporu.,
  or one .....capon that does l'llX bI!\'e 10 be t'eIlhed after lUie:
  (b) Make onefeint (tee below). IfId !hen OOC' ataek:
  (C) Matt' Jingle mid:, It I -+-4 bJrtus 11) your s . !
  Ho....·c\·cr, ifyou cboose this maneuvcr, you 1l\J.)' make 110 lJdl\'f' tkfrrun«
  all unlit )'OUr neAt wm.
  Ftllll
  "Fue" In 'UICIt wilh I blind weapon, You UtIno1 felRt 1\ someone Ultk1l
  you COfIW have hil him with In IltlCk Ot 111-out luack.
  When you feinl, roll I "quick" ConteSt of Skills: )'our weapon UilllJlJll'l
  your foe'S weapon skill. (If he hIS no hand .....eipon, or if his OX is better than
  his hlfld wupon skill, he roll. against his OX iMtCld.) Sec p, 6 fOf Contdl fI
  Skills proccdlln:. A feun does IIOt make In)' .....upon WlJUdy.
  If)"OU faiJ your roll. your few i. unsucccuful. Uke....'SC', If yoo 1IoIeCCeII,
  but your lot succccdJ by trIO,~ lhan you do, your fdnt fails.
  If)"OII mo:zU YOUT roll, ind YOUt focftJiiJ. the ImClW1I by .... bid!}"ou IIIIl!t
  your roll is Alxrucr~d from the lOt's ICtIve deliense if)'CNI:liCIt him oe ro-
  \'ef)' nt.xt NMl. For in~Ina:, if your willS I~ aDd )'ou roD I 12, )"OUf fnnl II.
  Sl.IlXUJ and )"OIIT foe defends Igllna you It -3 neu tum. (Your allies CIMOlWr:
  idvintaae of 'JOW' feint; the defense pt:M1I)' applies only 10 yow ittadt.)
  If you and your foe both aaocw!, but)'OU suec«d by more, lhc: di6trtMt
  bc.....·cen!he IfI'lOUnts is sublnctet1 from Ihe foc'sdeftnSC'. Eumple: Yourstill.
  l~, and you rolla 10. You RICCCCdcd by 5. Your foe's skill is 14, aDdbe rolleds
  12. He JUCCceded by 2. The difference is 3, 50 he will defend It -3 ne.ll1Ut'1t.
  Thil!tWlCuver can be a 1it"t:.\Iver -
  or a total .....ute of lime. u~ it wistI)',
  w",
  Do nothing WIt/us I foe comel within )'our .SIrikinl rinse befOre)'OUf tltl!
  tum, If WI hippens, you ml)' ltuck (a reaulll' alllClt, not a1J~). 8call1t
  lDO\'emcnl is entirel)' IbsU1lCt in the &isic System, )'OU will mdy I'lC1td lIiI
  mIlIwvet. You lnIy use In)' defense on a tum)'OU WEI.
  AU-Qu.t Drt~flM
  Defend yaunelf; do .IIOChini else this tunI. If you faU your defense 101
  ipWt Ill)' IIIKt, you Dy try 1IItDIk, (diffen:nl) defense -
  in ocber -0.
  you aet two defense rollJ, llsina ~ diffcrentlCtive ckfCllJd. You arc 1il:r±o:I.
  rwo blocks ind rwo pinYt; per tum ....bell you choose All-OUt Defense.
  
  Conuntrdfr
  eall a .tp:1I, or do anything else: requirini mtntll concentration. You can usc
  ally dertme ....·hik you art: conct:ntratil\S, bu, Ir tht: spt:1I or action requiru
  Je'oc:l'I tt:eondJ. aDy dtrtnst: in !he mMfst or coDec,n~ion....ill dh·tn your att.en·
  boa. or count:, being mjured would abo divert your attt:ntiocl! (In. relUlu
  combIt Illne. this maneltVer 1lI1U noc be necdtd II is provided only Cor the sake
  or compIctttlCU. and for those ....00 .....ilI use thil &IlfIe 15 a combat module for
  S)'ut:mI invoh"I."
  magil;.)
  Lot!I At'liM
  This is nor. e.ualy a maneU'-cr: iJ: IS a "Icneric" eboicc that allows you 10do
  ooe SCCOCld's ...-orth or all)' muhi-scrond action. 1be GM decides !'low many
  ftmIS each "Jona action.. ";11 rate; KC p. 31 for a table or SOmt common
  1ICtioos. As a n:Ic. no defense v.cqJt dodlina is possible durm,a lon'ICuon.
  bv11be G!ol can vary this as he sees fil. Any son of defellSC may also inttrfere
  ,.,lIt ....1late'·er you au ll)'inJ 10 do.
  Frtt Acrions
  TheJc Ire thin.s )'011 earl do during 120'1)' maneuver. These include talking.
  dropping ....'(.pons or ocher objew. mal,llaifling magkal spells (ifyou are using
  magic), C1 cclera. See p. 32 for more lklail.
  Making an Attack
  [fyou choo$e the Arracl:. AIl-O:U1 Attack. or Walt maneuvers. you may try 10
  hlt • foe, In the Basic Combat
  Sy~em. )'ou don'l need 10 worry abo\n the
  enemy's precl~ location. You may attack an)' foe. lUIltiS the OM rules thai
  luack is impossible for $Orne rcuon.
  You cantlOl .ttack unieu your weapon is Wid)', A sword or knife is ready
  C'o'ery turn. An unbalanced .....eapon. like aD ue. becomes unready ....hen )'01.1
  swing it, 110 II can only be u.5td e"ery adler tum, See p, 29,
  Each arlMk is resoh'ed by three die·rolls. FiB! is your anad roll. U your
  roIJ II SlKUS$I\i1. )'our .nack was I JOOd ODe. ~ow )"OW' /M must maU I
  tkforu roll 10 KC ir be can defend IpiDSl lour blow. Ifhe makes thi, mil, be is
  no! hit, If he miues bzs defense roIJ. )'OW blow stNCk home Ind you rollfor
  -,.
  RolliIlJ '0 AUdell:
  Your "-nICk roU"111 regular SUCttN roll. I..iIr.e: all suc:cess roIh. il is made:
  OIl Ihree dice. Roll .pinsr your IkiU Wlth chc ....~ you .~ wina:. Modify
  )'OUr skill dolO'ft_rd ror any Id"ene conditionl (sec s~eb;Ir).
  In other words: SUbuKl the "hi! pe:naldes" '" 81h'me conditions (if Iny)
  from your skill. Tbcn rolllhr~ dice, If )"ou, mil is lui f1IluI or eqWJ1 to )'OU'
  "dktive" skill. )'ou ha"e rolled well enoup to hit the foe. and be must roll to
  defend. Ckhcrwisc, you missed!
  No mlllcr whit your skill,a roU of3 or4 IIWI)'I hits. and is a "Crilicll hit"
  -.see sidebar. A roll or 17 or 18 a[wlYI mims.
  Defense
  If you make your attack. roll. you have tlDt o'el) actually struck )'OIlr foe.
  You hlse thfmI,'D a blow lhat is good uwugh 10 hit him -
  unlt:n he defends.
  Your roe', derense is equ.a!IO the lOtaI ofhispo.ui~'t: c!cfeMCs (armor. shlc:ld,
  Indior mIIic) and his aetivt defense (dodae. block, or ~). Passi"e dtfenKJ
  aI......)'. protect, but active defeDSU mUit be spccifiuUy chosen from those thaI
  are "teall" II the momt:ll, This depends on the mantU"cr be chose on hi.la"
  turn -
  lee aboo,'e.
  The: dereode:r roll, Ihrte dice, If his mil is I4'n tMtt or t:qIM1/ t" his loW
  defense, he blcx:ked 1M blow (or dodged ii, or ....·hate:'·er). Otherwise. hisdeCellJC
  -23 -
  Ad.'t'NIt Combot Conditions
  It. -.be. of JIOMI* finn t. lIIIIu:
  iI harder II .. JOUr
  ,Ed _
  bu I
  ..... peG&Ily" _fib III ~ trom
  JOUr IIdn bdo" )"llU nlII ~
  :
  ~_ CVIId.-•., !be.. h~ pnwllin.,
  BId l;p.. _,. ~ 1101 t',
  OII_~)
  ll:III dItbta: -10
  BId 1ooIq:: -2 «(It'_. III (j~',...)
  ............. andb& • __ It
  s
  ~ or
  .-oft): ....
  Amd:ft " I'"
  . Ii' -6
  AllK..... iI .. a ~ ~; +2 Of
  an (0)4',.-- - ,,"p 29)
  OMI ~ add Of dlmir mocIdk" • ..,.
  -
  111::
  Critical Hits
  A
  ~~rilnl bi" ill III upclally JOCld
  blow, II ~1lIy Wa "-- -
  your
  tot cIoea _,ClalSef",,," roU. 011. alUd
  I'IliI fA 1. )Vol do net roll fer darIIqc -
  )'OW blo.. ...-bl:a!Iy does h
  1IffJ.
  dlJnqc iI 00\lIlS do, FOI buUlltC. IIILU-
  'JUIJII dInlqt- for a (l'" 2) blow -'d be
  6-2, or' hiu.
  A roll of 4 Ii.ho a crldeal bi. 1M "
  don nonrsaI datrlqe,
  A roU or , or 6 IIW1 be a mUcal hi!.
  ~ (lll )'OlII o.kIn. If)'e-J dT«tivc
  AkilI II ", IhcD a rllIII 01 , or Ins II •
  crkbI biI, If)'lllll' dM1ivc \till II t6 or
  _re. -.s • roll or , or.. ill a a1IicaI
  WI. na __ t!lIIt I bocIoIllI" ea.. b'
  ~.1O!lItrl)IWmab. aIk«_k
  or _. )'0lIl' *'" II 011 _ ara-!) vUI ..
  ('!ft.Il: )'OlIf dlIK:cof'" I mtalllil.
  "'nfl. a -.I) .. -'II .. .., raI
  ... ..-kaIIydou-..
  ~
  Example 01Combat
  Looa 1.c8lalK it ......aa ...
  ~ aa.-tlde. ~ II-.ldeAd I
  ....u..",4. HitSboi",_dWI.I'. aao:I
  _l'l 1ft ~ Illwcne CIOIId_ III ......
  &- WI 101, ~dole. lie ... a "GI'
  leal. bit.. boo H£ roll I Il. 10......
  Hit ''Pl"
  "
  Filllly PIcrtc, bu a
  Move 014 ~ brrD a Dodceo(4). He
  hili. $Mid IkiII 01 t4 wilt Ium a...,160-
  bb;k .renw of 4) IIIlI • SllorG-oId ..
  of Ll CII'iVli 111m a peIT)'inc def..... 016).
  H~ PIny Iii 1111 bcaddmle. 10 lr& will 1111
  iI _t.ene''tr lie un
  PieITI·.....lllhield Iii Ilea tOlIlI for I
  ptWtw .frlllC 012 1_ 9Ikldl, p. 14).
  Piem Irs _rir" tbb IIIDOr...1Ikt1
  Il''tf I P-~ dermIC ofl (_A..-. p.
  I').
  So Pler:r·lde:f_l.Ie6 ... 2 .. l,or
  all:al ofSl If I'iem WI ..01119 or n,lIe
  tQ de.'crd .... \.'II ICItI:fate biDw IbM
  1AWoI ,...ltIrew. Jkn 9 .. ~ IIIkI)' roll
  CIII 3 **- He rolb -
  IDCI JetI. 10. TI»
  bid] lk'l bil.
  
  •
  Example of Combat
  (continued)
  A"'" ..
  ....... 1M)'
  __
  , ...... finI• ..,. .'" J~ ..
  pla)' nc ~ 1'OIlJ.- ~
  .•
  --. •
  II. m:ood lhort. nc .......
  ~ •
  .....k
  (
  'ihowll _
  llu
  rec.'Ofli 1Ilecl• .., IOlb
  Ihr ~
  .... iI'
  lb -..:
  dac ~
  Lou...
  _lalll hm.. H............. 1QOd. MId
  fW:rl'l' failed tq "'fmd. Sa dlio blow I«
  --
  Now I..o\a.. rolli fOr darrI..,e
  Low..'
  pbyu hu aJtudy fi.&uml ~ IlI\Xh cIarn·
  .. 1Ir oSDu ..... Itloru_l'd.... "'f1IIU
  iI 0lI .... ~ iIIIlIl:
  • hQ III1qth ..
  12. JO lie *'" "I'" I" damIrc
  H= rolh.
  OIl( dl= IIlIt P
  ... Mdtq _
  plIOM
  y..iIh ., Sa P1cm .. 1111 br , ~ of
  --..
  Ho-o:-=,. h:m: to -..nqrloctl..-
  <Daont# Rn r9en: 11I1) no. p~u ....
  _
  po.l oIpr__. SoOllly" poilItoor
  ...,..SC'....--
  IluII ••-.:Jl'd •• CVllIIII ~! 1lw
  ....... pit Ihroqh Ihr __ ..
  ittt~lr)' )0'$ .... 6: 50 Pl=r'" uk' 6
  .. 01 ...... n. biow cwId bocl •
  tu., _
  ~. s.d bul In>C
  -=
  pld.-.t blr,rw e.t lCUk • f.p
  PIc.",', !*>'(r 1Ubva:1O 6 poontI fror-
  Pl=ne·. HT t.Io.'kJly. Illll" __• tMft
  ""If of Plem:', 001"..1 HT of 12
  So
  p,.m: I. IlllI JoIlIMed, and cIo=J llCll "".'C 10
  I'Olllo I« If Iw 16 knclo:l;e(l do.."
  11o,,'~'("
  rllw II1ItlJ 011 IIlJ ..... t\a1I. he _
  ...
  1fK16 frofIIlll16 _ill' And Ibr l\atIl fO)II.
  -
  The rencing Patry
  FnaII iI ..... fiPhrlI.......
  A.
  faar -. .1.. -ape:. ..:I a vft') bpi
  Il.w .. _
  ..
  11), lk
  foactr'J
  ..,...,.. ,.,... teqJt..-..-p.-.cl
  -..d .. "'= n.. lie WI ,...., .......e
  dlecb'd)"Gdln" l\pIcn
  1t)'VII lit..: Ihr ~ *iII..... '1'1'
  $Pi.....-Iy equlJlPCd I. bl. ,..,...•
  .... IICl~'
  -.11..11I.... roo
  put=. lhluI ..,
  dlC.....aDC.). )lOW
  ptnyllli lIbiioty •
  ~ yow- Faoeill& lliB
  (round
  ~1I)
  FvnIwmIorc,
  )'OIl
  IDly
  plIny,..1ff pt. NI1l. nlht, ~ jIl. OIl«
  (All all..,. .~ ..'ill 1=1 ).". ""1)'.'
  .......of_.r>
  M...,- m..cn CIIT)' • clrtaa •• 1«-
  ..".".~... 11lIt dIgc. 0;. tho ptrl)
  _11III)' • half Iht bcu', ......'"
  lk oaty d........ 0/ lhr 1nlIm·.
  pin) .. die,,-..,..lIlIP And llr!T
  _.~.-.s»,..,-.....
  ~01).~ __ Itl-",.m-
  .. ·~~..-btk-..""
  ......'
  wu incffccch'c and)bW blow struck borne. If)'ou, blow hIlS your foe. )'00""
  roll for damaiC.
  A dcfcMC roll of 3 Of 4 is alMU)'J successful -
  C\aI if )OU' local defense "'u
  only I Of 2! A roll of 17 Of 18 is al"'a)'s a failed deknlC.
  Your foc does DOC get 10 attcmpt a dc:fcme roll if you ro1kd a cntlcal tut
  apum him.
  Acti\~ Der~nse
  1bc:re I,e th,te' tletil~ d,jrnMJ that can pt"otcel )'0'1 IIIUns! In auack. Each
  of lhese dcfcll5eS is calcul'led in .hance. 'A'ben )OU Ire anacked. )'ou may
  ehoose one roclh'e dc:C~n~ aJ poIrl of your 100al defense: roll. (If you choose '\11-
  Ou, Dcfell5e. you rna)' mak~ '10"0 ~P'lrate dcfensc:
  roll~. using diffe,enl JlCti~e
  defcn'lCs.)
  The acme defense you choosc will depend on your siluation -
  cspcC'm//)'
  the maneuver you chose: la!>llurn Some manc:uvcr\ ItmilthC' ,cth'e defenses)ou
  can milkC'. A Sl.unncd ChanlClC"', 1(4I\'C dercn~ is It -4
  SomeunlC's )"011 will bJ,\t no ac,,,'c dC'fC'n!iC. A ~b tn the back from a
  "friend," I SIlipe,'s shot. Of I COlIII) utlupt'Clcd boob)-lrap ....ould be 11tld.s
  'Vimt ",hkh DO ICtI\·C defcnse Ii J'OS)lblc.
  Dodtj~
  YOUT Dod,e dC'fcnse: Ii the IilInl: as you, 1\I0\"c $COtC. Dodgmg ,$ ortcn the
  bc$I dcfcllSC ...hen)OU are no! stdled "'lth )"01.1' "'capon and you ha\e no slncW
  You may dodgc /VI,._laC". cJ.«pt one thai )'00 dd no! know lboul! 1bc:~ IS
  no Iimllio the: numbe, of limes you may dodge In OM: lurn.
  Bl()Cki~
  You mUlil ha\!!: a r~)' shield. ""'htch you use: IV "block" Ihe anlCk. You,
  Block defense: i, ~ YOUT Shield skill, rounded down. In gcncnr.!. )00 can block
  any blade \loellpon, club. axc. ~pear, poleum, etc., .....hcther $""'ung Qr thro....n.
  You rna)' also blocle arrows. qua,rcb, $lung stones, and similar low'lech
  miuilu. YOIJ f(JllnOl block bullclS 0, beam ""'eapon~
  ., Ihc\( come: 100 WI '0
  be stopped with a shield. (HO""'eve" the shlCld'f POStll'f' defense helps lJilln5t all
  misliilc .....capons -
  ~ below.)
  You may only bklcl; OM: atlack per turn. unlesli )'0'1 chl»c the AII-<>ul
  Defense: manc:u'·er. In :ha' case. )'00 may bktck lWO allacks per ,urn
  Pa"1j~
  H;tnd welpons (bbdtl. clubs. btl, spc:arJ. pok:anm) eatI be used fOf
  dcfCMe ll$ IIIcll lS offC'nSt' Whell you pan) IIIJtb I .....upon.ltalf)·OUf skill ""idl
  i.h.a' ""eapon (round down) COUtlCS ali aetl'C defense:. Thu • If you M\'C' I S...·ord
  skill of 20. )OU """OUk! ha\'t I Parry defense of 10 ... hen )"011 WiC. swon!.
  You t'lIlno! ~H)' unkss )OU, ....capon IS rtlJdy. Patl)lIll ....-llh an u~lanccd
  v.eapon 11I"111 mike 1\ • 'unready.,. Fot inst.arK:e. )'OU an'l patry "" im an uc on lhe
  sarnc turn)OU alUICked .... uh II;)'OU ha\'e Iu fe.ready It firSI Sec p. 29.
  A v.'capon parry \loon'l S(op an)'lhina tXC'Cpl hand ""capon altM:ks. A funhcr
  tXccplion: a wcapon h:u a ~ chance ofbreakjng any lime 11 pllrnc~ Illn),hin& of J
  or mere lima iu own wC'lghl! (If It breau, thai parI) counh. bul the wupon
  catmOl be uJic:d Igain.) 1tI general. onl) rlIplC'rs and knivC'S lire hkel)' 10 break Ihis
  wJoy.
  You can abo parry With a non-weapon of the prope, sile and $hapc. using
  the: c~ lII'upon
  . I. A pole Of rine could JlMTY hu • .>PtM. a bow like a
  light club. 1ioYo~"er (fo, mSWlCC) pa'l)ln!Ju~ once ....llh. bo...' "'llIfUin it aJ a
  bow, Ihough II may 5IIrvh'c f(l' a few ~ Ionae, IS a dub.
  You may onl)' palT)' one &I1aC1t pe' turn. unless )'011 ha\C IWO ""'Capons (in
  ""-bich c:ase)'ou rna)' parry ....icc) 01" )OU chose the AJJ.()u( Defauc maDeU\CT•
  In Ihat cue. you may PlITy IWJCC. (WIth each v.'C':IpOft). Fencers Ibo ha\'e an Im-
  proved panyina: ability -
  Ice lidebv
  -24-
  
  PaSsh'e Defense
  When you are anacked. )'OU may .Iso have a "passive" defense factor
  operating in your fll.\'or. This Isllle de(ense provided by )'our armor, $hield. elc,
  Passive defense aJliI'rlys proteCti you, even if you are uncon5CK>uS or unaWlire of
  lhe Illack. !fyou have any pa55h'edefen~ It all, II defense roll of3 or4 will suc·
  ceed for you!
  Armor: The passive defense from )'our Irmor depends on its type -
  see p,
  IS -
  varying from! to 4.
  Shield: The push'e defense of your shield depends on its size: I for a
  buckler, up 10 4 for a large shield. Ii docs not procect against a "sneak attack" -
  i,e.. one where the OM nJlt'$ )'OU are struck from behind. See Shields, p, 14.
  Etc.: Magic spells and other things (whatever the GM dreams up!) ll1.lI}' also
  add to }'our passive defense,
  Damage and Injury
  Rolling for lJtJmoge
  If an enemy fails his defense roll, you h"'e hit him. and you may make I
  "damage roll." This rolllells hew much damage you did to your target. The
  number ofdice you roll for damage is delennined by your weapon (and, for klw.
  ItCh weapons, by your own strength), 11 is shown in the "Wellpons &. Equip-
  ment" box of your character sheel. in the "Damage Amount" b111nk (or lhe
  weapon you are using,
  Ifthe cnemy is wearing armor. lhe armor's Damage Resiscance is 1ubtracted
  f,om the damage you roll. For more delll;ils. see Annor, p. IS. Magk spells and
  inbom "toughness" (see p. 8) may a:lso provide Darn1le Resistance whkh
  worts JUSI like armor.
  I(you are lucky, )'OU will roll eDOugh damage Ul exceed your foe's protec·
  tion. and injure him!
  Injury
  If the total damage you roll ucudJ the Damage Resistance of !he
  armor/skin/etc. protecting your foe, the ellcess hiu are taken ll5 damage. Exam·
  ple: Your "damage amounl" with your sword is two dice. Two dice lire. rolled
  for dlmllJle, and an 8 is the result, The targel has three points of Damage
  Resi~nce, ~ 5 points ofdamaJle got through. Add the 50~ damale bonll$ (or 11
  culting weapon (2 poinl.$, because you always round down), The total is 7. So
  the largel took 1 hits of damage.
  EffectS of irUurie.s are explained in the .sid$.r -
  and (Overed in grealer
  detail iD the Stclion on Illjuri~!and Faligu~ (p, 53).
  Effects of Injury
  In Ille &.tk Combat Sym.m, aU in·
  jutkJ If'l a»llmC4 10 til: l<l !he lor.:). Sut>-
  UW;I #Ie bib you IW: f:om)'<lllr HT 1l;lO~
  If )'OG taU I "<OUIlCl, )'OIll" _t roD
  will ~ Rduecd (~r 11",.. null'.lm Ollly) by
  6le llIImbcr olltlu)'Olll1Xllr: n...., 0 Ia*b
  will bI\'C litdoe dY"«I. , • b!.1\ if you like a
  nw,jor WlIWXl, )'CIII'd becl;~r JO ~ tho- ~rl:ll<
  oM for 0 -.ml, Wouroob W:m Wf\113
  lho. _
  ""''' ore turn\llW~c,
  If )'t'Ill lIkl; a sinak ....-d ltw doe.
  4arnaitC" or_~ rAm, 1otJ/for,'f\'llU ~tc liT
  _~, you muSl rQlIqaiml )'t'Illr bAsie: IH.
  1t)'DU filii tile roll.)'OII are bIodN doooIo!
  YIllI taMOt al1Kk u:'lUl )'011 s.-l up 1I1lIn.
  (If you ........ 10 lOU)' doworo Ill:! pliy lind,
  1IlI.1'1 k,ll. Good Iud<:)
  Wbtdlt. or fa )'011 rall clooo.ll, )'OlI are
  s-.J, AU yoor dr:(cnJr; IOiII an 1I .....
  WIIil )'OW 1lUI1lInl. AI ihalll/l>e, )'OlI musa
  roU li"inV. )'IlUr buil: HT, A _oulM
  rotl mcanJ )'DU _ef. Uld (U acl nor·
  mally lhal IIlm lind tIle_t'II:•. A Ililtd roll
  mellll you are ailIltIlIlDCd, ud 00lllinue 10
  lta.-.d lhen: (or lie lhc...) ..iIbouI mU:In,
  lillY mMC'If\'tn -
  Uld 1\a OCJIlIingiar -4 011
  cact. dcf••uie roll!
  If )Vol are rWIo;cd 10 J biI ~ (or
  leu),)'O'oIr M""c~..t )'OU.I)o,!p. ....
  bodI
  C\lI irI bait (~
  dowlI),
  YOIt,
  WOUDlb In: .wlq )'t'Ill!
  If )'t'Ill lake -.:Jl.lIh WlllIDCb to red","
  your HT 10 UQCI/y UfO. )'GfI _
  lwlIia.
  00 10 COfU<:!QU.$OCU by lbr>e. willpower. Al
  Ihe I:ot,irtrlm, of ead11111'11 Ih.II )'OIl1 HT ii
  ..,ro, 1Nlole. roll ",alr>w btuk ItT. A Ille,.
  «Wul roll _
  )'Oll can ~ )'OIlr 111m
  normally -me 1asI.-zup dr,," ollbe tr\le
  warrio•. A r~ n)ll _1111 )'011 fill 111-
  00llJci0uI1 RoI;I cacb tw'll, lINil )'t'Ill fill
  _lICloul or Wa: IIlOIbcr wouad.
  NIOOIl .. your HT etros- kltrw zero.
  )'OIl fallllflCODJdoul. If)'OUr HT,tiel fully
  ntprlve (for eumpIe. -10 if )'OW" buiI:
  HT il 10),)'0\1 risk de.IIh.
  Ranged Weapons
  •
  Fcc IIll'« .l:<luI iajuricl -
  Uld bow 10
  ~I ftom thtm! -.- l.,p.,;~•. P. S3,
  Thrown Weapons
  In the Basic Combat System, anyone can (usually) hit an)'ont else with a
  hand weapon. But thert may still be times when you WanllO llIro..... a weapon, If
  you want 10 do il. iI'S leg.l. Do no/ roll against your weapon skill when )'OU
  throw I weapon; roll against il '"throwing" skill iflSftad. A snsp shot (ont made
  withoul aiming) is al a -4. Set Aim, p. 22.
  If I weapon c-an be thrown, throwing it is 3
  s~paro.te skill. All weapol\·
  throwing skills arc "easy" 10 leam, defaUlting 10 OX-4.
  There is also the "generic" skill called ",rowing. This is a "hard" skill.
  BUI if you hue this skill, you un use illo Ihrow OlI)'/hing -
  a knife, II baseball,
  I brick, a spear. (If you don '1 ha\'C this skill. yoo throw rocks, tiC .. at your basic
  OX.)
  Your largel can Dodge, Bl()(k. or Parry a thrown weapon.
  Ifyou hil, you do normal damage. and you can 'I gel your ....eapon baek unlil
  the foe is dr_d. If you miss, your .... capon falls on the 1I00r. In a big fighl, the
  -25 -
  S/Wcifll Rongtd Attacks
  Ad'MC~ SItoo: If the blIlIk
  I~ III lin
  <;!pC";va or 1;o'''IOOrrI.Ihc~
  ~X" wlll ~ a' \cI..:il _
  me ftlI ~lOrt
  tbe .w,;", foe can reach tIIt1lI. ~
  '\'4'~. llmored foe will
  mQ\'••bou.I J
  )"nb PC' K<:Ond
  Ufllrmorcd-un
  ""ill
  fll(l¥c aboul S )'udl per $CIXllld.
  ~I: tbr. MQ\'c _
  i:/. equal 10
  rrIO'o"Unenl nle, in )'ord. pc::r 1CQ)llI;\,)
  Mis~.' in Ibc aw.: 5)-"', 'f)'Oll mIu
  '" il!I •
  11110"''1 or miuilc ....up;.n, )'0"
  _', oa:icItllWIy biI_ die -
  y<III
  ~. mils.ed. Rill.. for lIua 1M Wlllll&
  pcn;on ate Illklcd II) rho ~ S)'~m.
  
  Unormtd Combot Skills
  ".."..,. £,uylkll. ~ M uecI by
  dr&uL "'" II ..... 01 a:>l(;' !Ilk
  d_ ... -
  fIlUWiI .. ,.._..1
  "lIM )011 -.:::t. lIlld K. of)'lllll' Ira...
  *lI1c«l o-l *'"J 10 lb&~ ro-
  del ~ IlL.. '-dI or twt. "'bu)'Q9 de-
  W, ,.,. IIloI1 purr rwkc pu !lin (c.:c
  .. ... lIuif), -. ~ JOUI' Brt.tq
  *II II )'OW P'atry clr!tut
  YllII may aB!)'
  pen)' bcb lad ~ I!llI • ..,..
  J-. IUtd d, c'-' '- .-' by
  0d.t!Il. TIllt It lbf ~ of ~.&I
  ~ oot:lta. YOI Q:C)' lII;IC 11M judo It
  J'IIlI baV'l! U)~ ID or OG,our~, Of
  1f)Wl' ~IIIICCIt Im:cr lh.In 1JVA,
  lIq Judo, )'OU IlloIY puT)' wI.!:ll cl:ber
  ~ u dloqIlll WlItt.~,u,q ~
  1aIll111do Ilve1,,)'Ollt pur)' o.!COM.
  It)'Ol _..Mly put')', )'OU DIY try
  10 Wow lbf !ot oa)'O\ll' llWlWll, lltIl. an
  •ttKll. Mu.}'QIIl1\lclo Iklll roU: )'OUt to.
  lllIIIY 11M 18)' «It", "~tllM - tit ('All pm)'
  )'OI'l' IIlIld wIdI Ill. IWI):dl -
  'Nt P-I
  YC
  .f_ cIoll'l 0ClWll. If M 1&11.1 10 "r.nd,
  IlIo II totowa. A 110t II CII )'OIll' .:t&dr. roU
  JMIIlI)'C* till.
  'Io'htcl )UI "'row. I\»,!'A fil:l -t..11l
  )'01 .....: III 114 OWG b..... 'IfIW 0"Y1I
  Ilu, or tn MY bu Id.'-l 10 bol!l ~..
  buet. He _
  toll loP. HT: • ru:.d
  lOA _
  bf; "1IlllBtIId1 It)'llll1hrow kIIII
  '* _
  .:.,., ll:lIIII toI1 _tiber
  ST·) or DX.) (~..r "bot) 10
  I\'OW. bC& t:Ioebll *,"1
  YOlr ..y tho _
  )'OIoll' t.aclo 1olllD, ..
  .-l of)'Oll' DX, 10 Cl)' ro:Ill:Il5c • ebc
  __ (p. 31) IPCIp Jill dttw Of drop _
  _w....
  r.,... KI.td
  • ~ b.v.. by
  dlfIv.L nil II .. .w of ~
  ~~tIc.T1lIm.AO~lY~
  .-r b
  It:!t 1Itad. YCIIIr~
  '-00 _llII ....,.. Illd ,our __
  lIr-=-.. M LItM Of leM.
  Yat IIloI1 puI)' wiIb t.r I\.o:ld at
  ....... II wetlI _ ....' -,
  ~ JOIII'
  1tanII ICOn II ~ pIny~.
  U.ted ~, KarIII __ ,.
  ...:MIt of cI.Ial.It:- )011 do ..eetl )'011 wiD
  wiUloul ~. JtoII.- JOIII' XAnlI:
  IkUl 10 hll. (If )011 tid, roll .....
  KarIIle~J, IIld Ihn toll.. Kana 10
  IVOI6 f..wlll') H or )'OUt KaRu:
  lokW
  (l'OlolIde4 60wnJ III1lklcd 10 1bI \la$k \iIm.
  lie you do whtl MIld. OT fwI. If)'llU 1111
  lIIbrIlbc Ach"&llC*l rv:u. -.tlldlIl1ow)'Oll
  10 Ulll blcl.',,)'OIl CIlldo."'" dImq;c
  wl!lI all)' Wow aimed .. ,. foe.', br.IcI Of
  yira10fJ-. Nolle ~ ye- «III b~
  brkb
  Jill Ihow oIf. ye- ~ plllCtl
  IIwllP ~ _lClIlbId Aa'f rime. )'OIl !Ill.
  1 IatId wtdl 1 DR of )
  Of bI:I&cr. roll
  _u.-)OUt NT. A f&l*lIaIIIIM:lI)'OIl
  lab n-J) ~ Jill .. bUIld or foal.
  YOlII'..·tT....,...·..__ .... OR
  AIr IhiIl Yout __ T........,u (Of bll«I.
  •.)
  ~,..,dlaqh
  OM probably Ihouldn't leI you recover the weapon.1 au; in ••mall blnle, be
  may roll one die 10 see bo..... many tumJ It taka you 10 let )'OUr weapon backl
  Missile WcaponJ
  Mimle weapons ~ ltUted like other Wc&pOlll: mau. )'OW' anac:k roll, let
  )'OW foe make his dcfenK roll. and chen roll for cl.a.maie. In the Buk Combll
  Sy*m. amune aD macks art II. fairly cJose ratlIe wtIes.1be OM l'\IIeJ OI:ber·
  ....i5e (see p. 42 fot miuiJe·weapoa rtnIe l'\IIeJ). To hiI with • milaile 'Ilo'eapoa.
  roll apinIt )'OUr'llo'eapoo skill. Attack 1t-4 for. map ahoc (Do aim); ICCAim. p.
  22. The wit' of. miuile "ie&poa may DocIle, bill may net Parry. Arrow. and
  quamlt may be ~ked wi1h .lhield; hipet-teeb miI81cI canDOI be Blocked.
  BowIIDd Itinp do DO( fltC evtT)' tum. A bow, fot Itutance. nonn.al.Iy tUt.I
  2 secOI'ldIlD re·rudy. JO " an only 1'tre evety 3rd lC<lOod.
  Unarmed Combat
  Sometimes you will have ID ftlht wilhow .....uponl. or with Improviled
  'Ilo"C.ponl, Thll II IUI4nMd COfflbAI. Anyone can ensqe In UI1Inned combal. but
  there atC «ruin akilll -
  1\140, Katlte. and Btlwllnl -
  th.1 will make you •
  more e"eellvc unarmed ftlhtet•
  JrnprovtJ,d W~rtI
  Ifyou hlye no .....elponl, )'OU CAn somedmellmprovhe them. 1f)'OU can pick
  up I rock. roll of cobu, elc., you can usellln your fill. A lmall, heavy objet!
  willlc1d + I to the damqe you do .....hen you throw. punch. A lUlU objK1
  (such a. a beer mUI) will add +2. Anyd\lnala,.ct mu. be truced II I wupoa
  -
  ulually I dub.
  I"lutcldfll
  A puncll II an Ittack. Your "Hill" for • punch is your buic OX. 0amIp"
  determined by your ST, Oft lbc "bare twldl" coIWN1 of the &uk: Weapoa
  D&maae Table. It is the tame .. your iIrlpGll"l damaie, bill c1amqe II flOC
  doubled whell you ~ !be foe. aitlcc your fbt is not • Jhup objcc::t.
  BrtW kNdkJ wiJlldd +2 10 your pu.nchin. damale: improviJed WUpolll
  (see above) will add +I or +2. P1ale~maiI ilunt1ell add +2,
  Kkk/nr
  A ltick is treated UKtly like. punch. except your Ikill is OX-2, and you do
  +2 damaac - ce.,. J if you are ",·wiltl huvy boocI, Of somethina limilar. II
  you kick It I foe and miss. you mUSl m.su your OX mille .void fallioa dowItl
  PGnyInf Ban--HGIUkd
  If you Itt Iiahtinl bare-handed. you m.sy pm)'. tick Of pwtelt with your
  handl. uJlna half)'OUt basic OX IS your ''parry'' defenloe. You mlY also I*TY'
  weapon bare-handed. But your defense i. It -3, and if you fail the parry. !be
  .....e.pon hiu )"our Inn. If the damlle it doe. excce:cb h.alf your HT. th.t arm is
  IUIOITIItIc.lly crlppt~d (see p. 504).
  The Judo and Karate .kills let you parry bare-banded ....1tu( Iny or !he
  lbove penaltlel.
  Unarmed Com/xU SkUu
  TheIe three skill. (see .Mkbat) let you ftthl more effectivcl)' with )"our bart
  handl. BtlwUni II easy 10 Icam; Judo and Karate arc han:I.
  •••
  When you are axnbnabk with dicK tukJ, you all proceed 10 lbe lIut
  dtlper if you W.l!lI meR raJism and cIeta1J•
  -26-
  •
  r
  I
  
  •
  "Reach" 0/ Q Wtapon
  tf ~ 1\I>"t. /ttPwJ ",~, dle hUe!
  ~ UlIIlk ...10 h lre dt~try IU rfO(/I,
  u !o~..:
  ''Oou'' ruch: )'OU ctn '1:"14 Ollly Il:l
  ~r (110'1I MX. Sec croff ~;, p. l••
  I-yard reKIl~ yau C.lll IU'IU !lira lIl)' of
  )'OIIr fIoonl 11IM.. u tho'llm In iNI dllart.~
  blll:l....
  2-)..'" tucll:)'OI.l U.~ luikllMo lIlY of
  )'OUr "2" bull.
  ]-YI'" tHl:h: )'0\1 (1/1 ItriD UlCD Illy of
  your ,.,.. bull.
  Moll 'Io'e"..on' !IIV•• l·~·.", rucb,w
  ....~ IlJt llIlly yow ltdM tr'Ol:Il hr-Qt,
  50mII ...."C'ord hive lWO ~I. for
  1zI11&nn, • bWy clull CIll Ilrlb II "doli"
  I1Id "I ym" l1oIIp. Wilb I ~r. )'011 Cl./l
  bin I rMCll of .Idle: I ylrd Of Zyll'dl,
  Uplndin. en 110", )'011 moo. CD bnll:l lbe
  ""'MpCIC! An lmp&li:li-typc poll .......poll
  tan I:I~•• ~ofl, 2, or 3rll'd•.
  MOM "1caI" ~ (lboM ..llIIlWO
  or R'IOI'I It-1dIt1) lDIllt be I'$llllJId lOr I tlll1l
  10 "eb&."II1 sriP''' ml a:o from 0fII rwd!
  lO...It. F« U&qI:C, 1t)'OU lI't bnldlq
  I II&n..rl ...'lI,.'l ... "
  WI 11\010"
  )'OU 10
  ,trike J hc.l;« ."-.y,)'O\I will II.tvl I) ",.
  rudy it be I'att YOll can ~ II 10 lulb
  ecn"OllC 2 huu.",..y. The: .....elpOll Tlblc
  oI\oD>o;l
  "'hlCJl
  ,,'t&pOlll ~
  I IriP
  ctol1".Je, IlId ~id1 (e.", ,ruu\loOtllllld
  q<Wtentaf!) 00 1lCII.
  The ruch for Ad! "''e~ II ,iVai ill
  Ibe \l.'lllIpOll TaII:e. The rucb of • bIJ'e-
  handed ".,,~: is (\011: I:ld I )'Ild.
  Facing
  Each figure on the combat map must occupy ~ hex, .nd "face" to.....ard
  one of the six adjacent helles.
  YOllr facing defines )'OIIr front, righI, (eft. and bodc heXt5 (see illustration).
  Your fron! hexes are the helles you can sn into, lnd easily mtJ~~ inlO. You c.n
  mo~'e into Iny .djacent hel;, but sidewa)'1 and back......rds movement Ire .Io.....er
  (see Mal1tUl'tN. p. 28),
  Normally, you can only altack forward, Tbt diS/anu )'ou can aU&ck depends
  on your weapon's reaeJl (see sidebar).
  For I riaht-bandcd fighter, the rightsidc is the weapon side,'OO the lel\ side
  is the shield side. For a left-handed fighler, these Ire rc~erKd.
  The Combat Map
  When combat Illnl, pick In appropriate combal map from thole provided
  and choole • miniature filiure to rtpruc:nt tach chlracter. each hex represents
  one: Ylrd, Since the htu.! are an Inch &cron, thh i. ~ Ie_le, flor UIC of
  htmlllna, though. the !\IUTtI included an: 2'mm.
  Each figure muSl otcupy ont hn. A frictional hex II conlldered. ~J1 hu,
  and can be occupied whhoul penahy. Ordinuily, only one {jaurc can occupy
  tach hex. Exceptions include close combat (ICe p. 38) Ind Iny IINllion In which
  people Ire cro....ded close logether but &re not trying to do anything. You cOllld
  cro......d up 10 !'our ordinary-sized people Inlo a lingle hex, if they ....·ere friendly.
  You may aho move through a friendly character', hex., thouJh the movement
  COlt lJ hllher,
  The buic unit of movemenl I, one hell, or one yan!. The number of hun
  you cln move depends on your MO"e 1C0re and the mantUVtr you chooJe each
  lum -
  ~ p. ]2, below,
  The Advanced Combat Syslem i. intended for limen who Wlnl more
  ·'rc.Usm"ln lhcir rolcpllymS. 11 cln lbo be played IS. SUJlld·a/ollt boardlam~
  of rn.IIHo-man combll.
  Each of the next (our chaplen will present pan of the Advanced System,
  You may choose 10 usc any or III oflhcse chapters. This cnapter - MOI'cmtnt-
  il the olle Wt lUnu Man to Man from an .bstract combat system to. reali,lie
  bolrdj.me.
  MOVEMENT
  Advanced Combat System:
  Facing ChangllS During Movtment
  Mosl maneU~'CT$ let you move only 1 hex. If you mo~e one hell (or stand
  still) you may tum 10 flce any dlreclion It the end of your mo\'emcnt.
  On an All-OUt Allack. )'OU may uand JliU and ch.nie facing_ If )·ou move,
  )'Q\I mUir gojorward. You may either keep the same fac:lng as you move for·
  ward. or tum to face each hell I' )'OU enter h. See diagram. YOLl cDJIJIDI change
  fadna at all at the end of your mo~'e, Thus, you cannot stln in front of tomeone
  and strike them from behind or the side, ellCept with a wild s.....ing.
  --27-
  
  Forward Mo.'emMt and Facing
  T'Iili. I'Ilk p)¥CnllI 'clq _tlm
  )'OIl
  Il'ID>'C ror-.vd
  II II 0IIIy ~ QQ •
  Ji_. W.... or AU.()w..u:.t __r
  Othu_n ~ *" lQCricl )OUr r_
  ~""JIIU_cJ
  A Ibr<owd_"._c
  _
  your "'-_ "- !lotI. ro. IlIUII /KI'1I ....
  /MY
  IN
  Aou
  as
  )'011
  t:*f
  •
  bee
  ~)
  1f)'O'lP)''''''''''IIf'ad.~
  ....... dleoIp. "._IM ,,_ill
  ~br_""'''''(_'''''-'-)_
  )-( )-( )-(
  -'_/~'§/~'j­
  1
  ,'W~WI
  ,
  -,
  I-\~/-'
  1
  1
  ,
  1-'
  1-'
  n.. _
  IbII )'OIl -. doacp datot-
  _
  .~dc: _...,
  "ror..~rd .. In d:l.ttt
  .'tor--ard"
  IIIlWO, )'OIl (UI ,.,.. •• U!f.
  tlR:lt Illd M:llllll'Ic.., l!Ic 1'fllO$1II:~-
  Iioa\~i)\
  I
  \
  I
  _I-'_~'_I
  ,_
  )-(8/-n»-(
  -'_1-'_1';"_1-
  1
  \
  1
  \~I
  \
  -,
  1
  ,
  1-'
  1
  tf)'lNb' _110_ Igno."Id.yoa
  e:u *' lIKk.vd <A) Of Ndc• ..,.. (8).
  ~.. _
  fK1llt <_ bdDoA-). 8Id:-
  ....-d w ......... _1Q' I- ........ cd
  •• an- &Ud; A5.,.n or • !Jow
  _
  ....,.hu_~- .... d.
  1 _
  m= po/IIIa
  y~ ee. .tho ••'*-P.. dO • frfJN
  Ilu (e) .... ~ )IOllf _
  t.nac
  T'MIIr~...._
  CIdt. ti.d
  ... ~~_-u 1l~CVUI>U
  -1\1\1'
  '- :~-
  .~_I
  _I
  ~_ •
  _I ,_
  \
  ~A;t\
  1
  _r,_ .,g-,_
  ,
  1
  ~_7
  ,
  1
  1
  ,
  1
  ,
  1
  ,
  Changing Posf,ion In Armor:
  An Optional Rule
  lr JIIU ..... 10 be lllOI'C _1Utit, )'ClU
  C*I Itt )'OIl! £"",mllnll« ~I .m.a ItM:
  lime
  II
  \UQ
  foe' • a-p I'oUiooI
  mI/lIIUYU A'.o..w..b_,"clofOor
  I, i: 1liI11Ws I --' b
  ad! a..
  f'olo~ AI. -.1:/.- Ievd of 1
  (.........).• Iakf,,. ~ 1Odluct-
  poi_ -
  ..., •
  OJI "''ll.ik,.. an: ,.n.
  "'-.y ~ • poICion m..,.. )GIl --
  ~ra;l III bo: .. _
  fM flO'- n.
  IIIkdtr.-q
  pi.Iy. but II __ ...
  ,.",.
  lIik ...,.., '-""1 .-
  _....
  On I MOWI mane\l\"u. )'OU must chanac flCIDg appropria(~I)' for nJm kf
  ymI'"lU. as follows: \\'htn going fon....rd. either !urn to face the he~ you entel
  (mt>\'ement C'OSl I) or s~ep Lnto It (eost 2), Whm )'00 move to the side or
  Nckwanb (~ 2). )'01.1 lr.~p the same faciJll, See p, 32 for. full hst of mO\e'
  ~.. "'"'
  Al the: (lid of )'OW lllO\e. if)'OU ha'e: used hal( (or Ids) of your possible:
  mo\emcnc. you lNy tum to f~ tn Iny dll'tCtI()ft, If)'oo bI,'e moved more tluin
  luilf of )'OUr MO\'c score. )'OU IN) ehlnj:e )'OI.Ir facing by ON huJldr (see
  diagram),
  You lNy abo cbaDge facing IN/Me )"ou sun a MO\e m:lDr:U'er. or dunIt,
  Ihe Int)\'e -
  bul thl5 CO$lS movement points A (aein. chanrc: cosu I (or cKh
  he~-side of ~ -
  lhus. turnIng I
  • ~ ]
  Maneuvers
  The: ten mancu'ers llnroduced Ln the 8;aqr: Cot"llMl S}S(em Ut sull u5Cd,
  I{ov.c\er. each mat\l"II\'er 00.... has a I'I'fOI't'IMnt eom~nt added. Some of the
  names hJ\'c betn ch3nged to relkct IhlS,
  \\'hc:n your lurn comes to 6(1. }'OU may perform .ny 0IIt' mllnt'U\'er from the
  1m below, Ifa nu.neu\'cr has t.....o or man: pariS (i,e • IllO\tmcm and aluck).}ou
  may do them tn My order unless lhe m:lneu\'et specifICS otl'tctwise
  Where mo\'ement is pan of a manc:u\'cr. you filii)' alwllys choose to l11O\e
  Itls ,hln the dhtan<:e cllkd for. but nt:\'er mort'. "ou may abo stand sUJ1l1ndfor
  change facing
  When I maneu\'er requires "forward" RIO\'C'lTlC'nt, each monl
  may tlke )'00 only Into one of your throe fronl !w=.\es,
  Explanation or Maneunrs
  Aim
  This IS the maneu\er used to :liIm a (hro""n or miSSile weapon, Your "'capon
  mUSl be ready to fue. You muU choose I
  specif~ targ~ 10 aim at. 'Iou mal
  change fanng before )'OU aim. but: you 1lU)' not IllO\'C
  Your ataelt IS II -4 if)'OU usc I rangN "'capon "'Ithou! aIming If)'OU 11m
  fCl'" ooe tum. )'our attack IS • )'our normal dllt lC'cl. You mI} aun fOf up to ]
  tnOfe IUrns. getting a further + I bonus lOr eJ('h turn you aim. for ill INIxlmum
  +J bonus Sec p, 42 for rnot'e about liming
  'iQU !;lIn lI$C' any defense ...hilt }Otl are 1Ilmln.
  but 10 do to ... IU1ipOd
  ),our ILm and you lost :illlhe ar:r:\Imvlated bcnefilj,
  If)ou are proae. sittitll do'" n. beside or behind a ......111. or in somt odIer
  JIO"iIlIOll approprwe for "bracing" a miuiIe "'eapon.)(III ret an txtr:l + I bonUJ
  to hI! iflOU aim.
  do JIOIgC'l !Jus bonu.s b
  a SlI)p sbGt
  Chan,r Ptnition
  This matltU\'(f is used 10 gd from any posLllOn to any «her position. "PosI'
  nons" InctuJc: Mandlng, silting. kneeling. I)Inl faee down (prone). I)ing fllCe
  "
  "ou may not m(I\e on the turn lOll use thLs mllllCU\'c:r.
  If you are lying down. )'00 occupy two hue _You cannot 'iland directly up
  frolllll IYIn~ posItion: )'00 must kneel rlrst (In C'nhcr hu) and then SUInd up, This
  takes twO fUfn!
  You can mQ\'e ....hile in almo~ any posllIon. but only in the ~t3ndlng pomlOfl
  can you run lit full speed, Mo\'emenl restnClJons for other posiliorls lire h~ted
  below,
  Crou~hmg does fl()I require II "challge posItIOn" maneu\'er
  If you are In •
  ~andlng posllion, you can elect to crouch al the beginning of any turn
  ~o
  ICplrale maneu\'er is required. HO'I'e\er. )'011 may not ~ up throughoot )'our
  rnoveme.1IC and thm crouch at !he t'1'ld of moH'mcnt 10 a\'old allad: -
  I'lOI In one
  second! If you are already cmochUtg. you nI/lJ stand up II an) time. "'Ithout
  llSinl • maneu\'cr,
  You may use any defense on the turn)'ou change position. though some posi-
  !lOllS IlVe)'OU a penalty lOr dcfc:IUC, Eadl POSitIOn hu ad''lnugt5 Of dlSadvan·
  taBes for utKk. defense. lIDd ntO\'tmelW, as sumrnanud below,
  •
  ••
  -28-
  
  When Is 0 Wmpon Ready?
  A "'"CkjXlIl ll. "Tl'adjr"' if tc II III )'OW"
  luuld. ,.,." l'I'JId)' ... llUCk. Clr>< ILIm .. "".
  quifeillO rudy I "'1:1p)ll from .. telbblni
  ibul: lee Faw:·nt..... ikill. p. )0).
  Swonb &nd tnlY.. do 110I boocccne "!>n'
  f'eldy" llIef 1/." ~ lhe'y an: ~
  aDd taJY 10 mIMIl'I'tl
  UIlbaIantr!d bind ....tIpXll OW: lU})
  do be<vI:lle •·...rtldy·· Iftc;, tam l!tICk Of
  pwry. Thdr 1D0IDUJllIIlI ~lrricI thr:m I.'"''')',
  MlJ a 1LIn> a ftlCIIlltld IO~)' rIlem Iplll.
  Very bu'i)' hal>d _p,:lIIlI (I-J.• pole.
  arms like the MJbeni) It!QVi~ ,...., !Urns 10
  1Ud)'. 0' lint lIIJ1I 10 ~·rtady I.1In drnuf.
  ....,. A pulonn.winj urrin il:<b'oo'll.....ni.
  10 it urn Ionler 10 rwdy, Ill;n a poic.Irm
  dou ftOl bt<'ornt WlTl'lIdy al'lr:l a Jl&Trr.
  ~)t )"011 pury wJlh Ihr !haft.
  """"'bII Grip. Il w.. lint" ....1tI1W'll
  of rqctylfl' .... SO from I
  I· read! 10 I
  2..,..rd ",am. 01' 12- ltll]')ITd Tuell. 01
  "ice '~Oll, ..irh "')' "''t>Op:lft
  All ....1"CIlI)'
  ..'taporlll'll.y ~ ",-«adied 10 e., ",am.
  rtpn!ltu or how )'QlI IlWd II btfOlt.
  F",Iw.,: If )'01/ fall do"'1I. Ioooc: )'OUI
  t.lanee. at' art 1IIlIWd. MlJ ycur ",.tlIpOIl
  a one l3Iat ......tte. ",<Id}'ina ..1\", eKltIf.,.
  I btcllllle5 II1II"eI.IItyl
  ~I\f""
  h
  \lUI
  0o\ll tumt
  10
  1ClII'n .. "'~lpOIlltll acabllard 01 bt~-bJp.
  Quid: RNtlyitf, ...Ith Hllh ST
  Ir .. ""eIpOn btcomc. ~ I1k,_,
  die
  .-.xl
  ill
  III
  \IllllIIlafI<'oe"i
  ",",III.
  Thcrtfort. h;,h ST Ita )'OU ready II fwer.
  IfYOU' ST II~ 11'I« 1lIc ............. ST ~
  "'Ired IV< .. hand ""a.pI.JII. it uto:, )"011 one
  1eJJ 11Im 10 f'eldy
  ~ ..~ e.ct> ..nack. ThuJ,
  you tould aa.aek t"tT)' tum WII!l aD ...... Of
  ,,'try ocht, l:UtII ...,lJl , polumt.
  If your ST b 10 O"n the miIllfn""l ~
  qulred Iof I bind ...tapon. )'011 ean IlQCk
  with it t\'tt)'lLIrn.
  I'ar""'" fIN! RlOdfna,
  YCII
  may
  only
  pliTT)'
  ....llIl ,
  mMIy
  ...upoa.
  P&ll')in& dot/;
  1lO1 malt. .-
  ...tapons lmI't-.ty. Yoo lilly IUCk ... ldr. I
  .won!. 1"'11'} )'OW foe'l _It rlllIl:k. and
  wn
  alUI:t apin
  01\ )'OUr 11('.\.
  turll.
  HOWT:~tr. par1)1nc dot/; mite an ue ..•
  ro:~ Any ..~ ....... ",Ilh lhol Aul
  MKeot r...,·Handed Aw/MIQC ..in ...iD
  bttomt- unHady ,f you peny ...id1 it
  E.umplt
  JOOn
  1',1oooo
  .. r<&hdnc
  FiendiJh Fricdnc:k. .Iolln
  i:I
  falter; lit
  1"'lIll1
  id\ a ,""OI'd.
  Ff~""t'J DC' b
  ",ally
  hr paniu. f"rWlr.-k _
  1M-
  noI thl'\l'" I l:>lo.... _ his ...t Is _11"""...y.
  On Iu.twn. he: ~ dw ut.
  0. John', JllCOlId lUra. he l ...inJli ~iJ
  .-..ord .in. f"ricdnl:k c:ouId pltfy. -
  buf
  he _Id AIlhcr be abk 10 IRll:k! So he Ill.
  10 dodlt or block in~id On Friodflf:k·.
  5CCOIld fUm. lit ....II'IJ' ...iIh ~11 DC. II it
  1»'00I WIIad)'. .I(Ihn puriu 1Ilf: be....
  On Jobn'llhird !Urn. be: ~ini' IIIUl.
  Frltdrick'l ue II lIlVudy. 10 he: _
  paTT)' -
  hr mwllb:f&c" Of bbtk
  OD
  lin awn mini 1Um. lit ua rud)' hi
  -
  ...tlldl ...·,11 litt ~Im eclllltr parry or Jda(k on
  hi. fqw1h ILIm. And til OIl •••
  +2 cose per hu
  J)~/ense OOrlU$ 0' pt/lfl/ry
  MOI'ernerl!
  Normal
  ....,"n'ormal; may $print
  led \/IQPOlli'
  10
  iI.
  +
  notIJIaI ..... Otbcn
  Normal
  Aflna
  -2
  Ranged weapons -2 10 hi1;
  ;;;;11;;0....-;;;;;;"';(;;;;0--2 to an~:: defense. "-rr...ro;;"h£,
  -
  1O~-.:uy
  sc;,,,,;,,"gc..;;;;...-:2"':ro.._..,A,,$~fOr knet'!ing
  1'lng down
  ellc:ep'l
  As ror craw'.
  Sup and Read)'
  This is tM: maneu,'er used to picli: upor draw on)' item and prep:lIe it for use.
  To pull a ~word from its sheath or a gun from ils holster. choose: Ihis maneu\·u.
  You can abo "ready" an item if }'ou storJ still alld b~e it from a table or
  wall rack. etc. It must be in your own hex.
  You nn also sland stiff and lICCepiln item someone d~ holds out to you.
  The person giving it to )'011 must be in )'our own hex or an)' adjaCCnl hex. You
  lnay usc the same maneu"er to hold OuI an ilem for somcone else 10 ta);e. Two
  oo]CCU may not be e.lchangw simultaneou:!oly (remember that these turns lire one
  S«'ond long).
  You may dodge normally after cboosing this maneu\·u. You may bloc); nor-
  mall)' ,f)'our Mudd ,.\ already read)' .....hen you are atlaCked. You may pian)'
  normally Ilyour weapon
  I~ fully read} "'hen )'01,1 are atlada:d. If your weapon
  requIres more Ihan one tum to ready. )'ou canfIQt P.lrry with II un\ll II IS fully
  ready. See below.
  R('(ldyinga Weapon: You canflOl use a weapon thai IS not "ready" -thal is.
  in )'our hand and ready 10 use. Some weapons must be "readied" again aftcr
  elllCh atlaCk. An IIlle. for inStance, mUSI be readied afler each SWing. because its
  mQm~ntum carries il away. '" polurrn must be readied for (k'Q seconds afler
  each swmg. or ",hen )"01,1 pick II lip from the floor (because il is both long and
  heavy). The Weapon Tables show which weapons rcquire readying after they are
  ,"".
  R,loadin$ Q
  M'~lJpon requires repealed "ready" maneu'·ers. For instance. 10
  fire
  D. looglxt"
  (lls~uming thee bow i!!jClf is read)' in y(IUr hand). )'ou musl (I)
  ready !he aHO..... by tII);ing it from )'oor quivcr; (2) r.dy the lxtw by placing the
  arrow to the Siring. That look 1"'0 turns. On the third turn. )'ou can aim or fire.
  A crosslxtw ""ould require thc $lime IWo R,ady m:meu\·ers. plus III least IWO
  more 10 cod II! see sldeba(. p. 22.
  When II weapon requires more than one Read)' mafICU\'er to prepare. )·ou
  should keep lrack by saling (for msumce); "Cocking Ihe bow. one s«ond ...
  cocking lhe bow. twO scwnds _ .. readying the arrow ... readying the bow."
  Thai took four turns. so you could fire on Ihe fifth.
  Reloadmg times for dlfferenl weapon:!o are :!ohow" on the Wupon Tables,
  You ma), usc: any legal defense "hile readying a hand weapon; you may
  dodge. block. or parry with another "'capon,
  You may 001 bl()("k OT parT)' while you are r<:loading a rnis:!oile "·capon. You
  ma)' dodge, bul you do not get lhe lx'ndiL of thai lurn of reloadmg. If you ire
  cocking a CrossOOwor doing somethmg else complelt, )·ou Will havee to ~an m'cr
  if )'ou dodge!
  Rr:adJlfIg a Shidd: If II shield is on the ground. or slung on your back. the
  number of turns II takes to ready il is equal to its passi\'e defense. It l<ikes the
  same lime 10 .'illng a shield on your tKlck again. It tllkes one turn jusl to get a
  ~ield oJ!your arm.
  Pid/flg Somt:lhing Up from ,ht Grouml. This requires two turns. On the
  first tum, )'011 Ch/lnge Posilions \0 Jcnul. On lhe second lurn. )'00 pick up the
  • A prone figure occupies ",'0 M:Xe.\1.
  -29-
  
  Tht Ftut-Draw Skill
  nil II IIlI '''I1
  M tkl2L fl ~ be
  ~ by l!,dl:llt: )'0\1 :c-. ~ Ill,..
  k.L---'. Or; IIld:I D I~ I fla-draw.
  Fut-[)n;_ II l1lt Ibl1lIy III ru.."Y I
  "'~ frw::I ltI IlolUr,
  K:1!Iba:d, or
  NdbJplIa; Ir.(crrml>·dy) u:ot!ml. RDIl
  .,
  II YOO;' F~·Dn", KIll. A _saM
  nil lU&IlI e.c wuporl II .......,ty rudy
  IIld CIlI ~ IlHO D IlUlclr 1Irl1lll1 _
  lUlU.
  A flli!td roll IT.utII )'OIol pc~ M Oflti·
  Il&ty R«Jidy l4-~
  IlWlCll~lr. A crldctJ
  miN (11 at l8)l'llWIIlOU dn;Ipthe"'NpOII.
  Fad·Draw ca,n be IMmcd for k:livu.
  rlplar ._dol. IQIS two-IIa.ndrod 1'III'Ofd.I;,
  EidI of dl&1I: II I 4i/ftrttl,.W.II cllIlho
  be Iumcd for4/"_ (ICe p. 'I).
  ArtlJCkitw Through an
  Occupild Htx
  II it
  ponitIk D ~ ''dwr.l&'"
  ..-cr dIoIJKW" If )'OIl ....&
  •
  UK!
  'IIUfIOI...m I 2· or l-1IIrIS--*'-
  You rnq' .-:to:
  fricalIy diu·
  -. M 100 ~ (lItiI1I a btix pan of
  )'OOIl' lrPUllI .-It! ., Ioq; ~). 1f
  ,.. .cad ....tOIIs:!' III enemy'l ",", lflc
  -"~
  If )'<lW mtdr: ,.... ... I lme he·
  l\fIttlI IWO hc.\Q, lbo:nl ito no pendry lit III
  IIlJeit both Iluell are occupied by foci If
  die)' m, IIUI .111 Jlnllc occupi«l W.
  Wild Swings
  A ............... II • blow 1h~1I I. I
  b: ID )'OIl/' IlIk or ~ 11'1 IlOl: I,l..dy 10
  II&. bon ~ ,.'lllaIor IbID .odI1ll&.
  The '-- J'\lI:I CKk _
  be -1dlirI)'OII'
  " ..'. 1Ndl.
  YClII 11II1
  IlOl: ....u •
  .....lId.. .....1.. alIl1d: _
  NOte IbU. ..
  l.flud.~
  A wIJd."'T.i"M" -j'* ptMIly•.,a
  _·='"..,t rvlI 0(' _ lOftidMwcr iI
  _H
  YClII _
  act I ~I fJClIIl frllll:-
  !III
  Ya. aalOI lim .. '" ild. ...-q II allY
  panlallar pert of the foe'l body. If )VII Ir&
  u..,llil·\oQtJoo Nka. roll rllIIOom.'y.
  YClII ..,. ''''il:& ..iId.ly OIl an &Il4.ll
  Il*t -
  bo.ll il', flOIl \l.wly a 1OOCI16d.
  An
  a11~ I('..oct I;arl ... lei ...... a1Ql1
  boflu. if )'0\1 Ii'll ."'inlinl ",ildly,
  Your foe dcfmcll normIlly IlliJlal I
  lOUd IIIMI il dou normtJ d.tmlic if ir.
  "".NOk llIallf)lOU Il.t>'c Pcrip/llra.1 Vilkln.
  )Oor til-'rt l,"ICllf,ll tloc.ua COtoInl III "maw"
  Thmfo",. III Il'.ttk lMo)'Ollr ritf\I tIu It
  lOt I ...ild ,..-q. A.., _t ~ )'l:IIOt ~!t
  Ilu IJ • dd IWVIJ (1I:Ik. )'llIIl lu>', • f'OoOo
  ~ "'UpIIIIl) -
  yw __• tu lbI:
  atl. of It:aek .. c
  It'
  ....upon .nc! Cha."ie Posit'onl lilln to Hand. A sVo'Ord. knife, etc.•
  11
  .ulOmltkaUy ready ",he:l you do 10. An W1balanced weapon mWI be readled IJ
  lhou.b )'OU had just JaaClted with it. It taku CWO t\lml to rudy I pole-urn Il\cr
  )'0\1 pick h up!
  St,p and Att«k
  This maneuver II used to .tt&c:lc ....llb /VI)' rudy "'·upon. Step o:le bex 1ft any
  direction ... and use your ""'upon! The mancU\'er is conside:ecl the ume,
  whether )'ou strike with I ha:!.d
  ""e&PO~. fire a missile weapo.." or throw •
  lJlupon. You may anacle tim and rhllt move, if )·ou choose. If )'ou had been
  aI.mina a rallied weapon. )'ou er.a)' move IJfttr )'00 a:-..ad:, but not before, or you
  wlllipOll )'OIlr aim.
  The rulcs for Ittacking a foe arc explained in !he Sulc Comb.t Sys!tm (ICC
  pp, 21-26). The foe )'OU attack must be within your .....eapon· reach (ICC p. 27),
  Hc must be ill frollt of you unless )'OU are 5wingin8 wildl)' (Ke sidebar).
  You 1M)' defend TIOrmall)' on the t\Irn you Ittack, You may dodge. block, or
  (if )'our wupon is still rudy) parry. If you are using In lAe or sunil.r .....eapon, it
  becomes unready 1$ KIOn IS )'OU swing it. So )'ou can't Uit' it to parry untillftcr
  you. take alum -
  or more. if necessary -
  10 ready il.
  AIM}"t .Att/JICk
  ThIS is the bencrlter's manC'uver -the comp:ete IrLlck. wilh TIO thouJbI to
  defense. You don'l htlvt 10 be eru.y. but 1\ helps
  You may Ilk any hand .....eapoa (nol I mw;ik or throll,n \loeapon). You mllSt
  move litll and then attack -
  DC( VKe \'ersa. You may tum 1ft p1.ce, or mO'ie up
  to two bun (or half your mo'·ernenl.....·hktlever 15 more)}Or'twJrd. You may iJ'
  norc bodlelon the ground and bad footing! You may no! change flCinJ" the end
  of )wr tnO\'e. You have lhree cboicu lOr your Ittad;;
  (a) Malee t....'O anacks lilinlt the same foc:. if'j04J hive two ready .....eapom.
  or one ....'capon !hal doe! 1101 have 10 be readied after use;
  (b) Make oneftln' (see below). and then one allack:
  (c) Malee a single lltlck. It I +4 bonus to your slall!
  Ho.....cver. if you ChooloC this maneuver, )·ou may make tlb ac,in~ drfrnus at
  all until your nextlUtll, You must depend on your pa.ssh'e defenloC to prOleCl you
  -
  .... hich IS probably Il forlorn hope.
  1'his is a good maneuver if (I) your el'otmie aft' III otherwIse: occupied: (b)
  you have I long ....capon and nobody can reach )'ou, or (c) you're desper'le.
  Sttp and Feint
  Move one hex In any direction and "flke"' In anack with. hind ....·eapon.
  You einno'.ellll unks, )·ou c(}fOld hI~ anackcd that foe lJl'nh a replar or aU-out
  IllaCt,
  When )'00 !emt. roU • ConlcSI ofSkills: your ....·eapon slOD against)"OW" foe'S
  WClpon skill. (If he hu DO hind ....·capon. or If his OX is better than lus band
  ....-eapon Kill. he rolls aglinsc his OX iM:ead.) See p. 6 for Con:.est ofSkllb pro-
  cedure. A feiDI does not make any .....eapon Wtready.
  If you nil )·oor ron, your feint is unsucce.uful. L.ike....i". if you succeed,
  bul )'OUt foe succeeds by more than you do. your feinl (Iils.
  If you rr.aJ:~ )'our roll, Ind your foefalb. the lmount by whICh)'OO rnadt
  your roll il subtracted from lhe foe's lcd"e defense If you anack him on your
  next turn. For instlt!ce, if your skill Is 15 /lnd you roll I 12, your f(intls. SIlC'
  cess Ind your foe defends Illinlt )'oult.3 on your nexlillack, (Your alliu can,
  not we advantage of your feint: the defense penalty Ipplies only to )"0111 next It-
  tICk).
  If you and your foe both S\ICceed. bul you sU«eed by mote. me dlffertnct
  between the amouaa iSlubulCled from !he foe's defense. E.urnp!e: Your skill is
  15, and you roll a 10. You 11.lCCw1ed by S. Your foe's skill IS 14, L"ld he rolled.
  12, He ll.ICCeeded by 2. The difference is 3. 10 Ite ...mdefend I! -3 next turn.
  A feim: is no good if 'j04Jr foe Cannot see )'00. You CI.lUIOI fe~( iD the dark.
  from behind. er.c. If your foe t\lms his bKk IX! you. or Iose.s sight of )'01,1 msomt
  w'y, ycu will not Io.se )'our bonus if )'OU attack on )'OUr next IUrn, Haf,·e\er, If
  )'OIl me SiJltl oflhc foc. the bonllS is 10M.
  -30-
  
  A fdm il only lood for on~ lum! But if you feinl and !hen make an all~1 II-
  tid:. s"loltllln. Iwice.lhe klnllppl.lu to bcKh lnacO.
  You may UK any lela! defente on any Nm )'O\l felm, Ho,,"e..'er, If you
  feint and then parry wilh an unbllanc:ed \Ioupon, ~nderinlll W1rtldy, )'0\,1 can·
  lllli altlei on the next turn Ind your feint becomes poIntJe...
  Srtp and Ca/tCrntrfuI
  This maneu"'u allows you to step one hex in any direction (usually) and then
  ~rntrrllr oa one menl&1 tonk. 1'hIJ mly be the cuuna ofI mllkal &pel!. lOme
  fell ofE.S,P ,or Iny Umllar action, Note IhII certain IpellJ may require thIt the
  cuter be e:nunly motio:\!e:lI. 1'hIJ depends on !he malic 1)'lte:m )·ou UK,
  You may dc:fc:1ld oonnally, bin die lItention rtquirtd to defend \Ioill break
  your concenlrllioft, Therdore, I muJli~rn "concenlrate" II broken by any It·
  lempt 10 defend. (The OM mlY allow you to l\tempe In IQ roll; I succeuful roll
  me:an.s you nalntlhw:d yOllr concenlrltion after IU.)
  Waf,
  Ths manc:u"'er leu )'ou move one bcJt in Iny dirc:ccion, change facma, or
  It&Dd still. and ...1Qir fOl' I foe to approKh. Aley tunc: before your neJtllum. if I
  roc II dose eDOUlh.)'OU Nyaltaei. Ifyou stood Wli 00 )'OUr turn. you may step
  one: MxjoN,VmJ and IMIt ItI.e1e If the foe is movinllO .nack )'01/.. Ind if he gets
  .... Iltlln stnbna reach It the same lime he comes wi!.hin :yoMr re.ch. !.he hillleS!
  Speed goes: rim (roll dice to resolve lies),
  You do not ha~~ 10 .tack the: firS! foe mil comes within reach: you may
  Ignore one eoemy llIld ......11 for .tlOIhe:r. You do not ha"e to litack 11 all.
  If IT'IOfe than one: fiJ,h:er is Wlltm,. and one announca an altlCi. then thai
  anack (and the WIel:'1 rCKtlOll, If II \ioU the w,ct's rrtO\'c) ilI"C both pII)'¢d OUI
  bclQre: anochc:r WaiUn, ti,tller ean attack.
  If no enemy comes ""lthm stcp-lnd-lIlaci rtllie. or if )'00 choose I'IOl. 10
  .uack. )1,)ur tum is simply 1011; )'01.1 ~ood there: "'';Iiling.•nd did nothing.
  You may choose: any legal defense on the: turn you Wan.
  All·Ollt lRfen~
  Thu is !he maneu"cr 10 choose- \00 hen you'rt beset by foes -
  especially foes
  \Oobo hke .1I-()l,1ll11aCu. You may move ODe hex iff Dn, dirrNWn.. You m:ly do
  nothma c!se -
  excqll defcod!
  1f)'OU fall )'our defenK roll ~inst any IltACk. )'OU may uy tJltQwr (dif·
  fcmll) defense: -
  in other words, you let [\\'0 defense rolls. using two diffcrcnt
  aeti\'e: dcfcMc:s. for each ItUlCi made durin, the turn. You arc limilc:d lO two
  blocks and I'WO parncs per lum when you choose AIl-OU~fense (if you ha\'e
  two \Oo'elpon~. ClK'h c.n parry twice). If you l"Iln 01.11 of blocu.nd p.arrics, you
  may onl}' dodge each attlck oncc -
  you an'l dodge the: same attack I'frice!
  Lolli Action
  Many IC'OOnI will like more than. KCOnd 10 complete. When )·ou mundo
  somethin, hie: this ltl • combit situation, use the: ~rn: "Long Action"
  maneu"e:r each second until you are: fini hcd. The G~i will tell )'01.1 how)ong it
  willll.kc. In J;OIfIe CI.sc:.s, dIce will be: rolJc:d to determine: how many seconds the
  lCtion will like to finish,
  Some thinil (like piling up rocks to sand on) can be Interrupted in the: mId-
  dle if ncceuat)'. 10 like Iny neccssary maneuvcr or other Ktion Qo.he:r things
  (IUtc dillin, I Ic!Cphone number) CIMO( be: intenupted: if )'01.1 Itop In the micl·
  die, )00 ""'l1l ha,'c 10 stitt O"er entirc!y. Some: cumple.s:
  Pick up' hel\'Yobjc:c1 (weigtll gre.ter than )'OUf Sf) . . . .. .. ..
  . 2 sec,
  Open an unlocked boJt, book, chcs1. brie:fcase, etC •.••........• 11«.
  Find. kJose item in. boJt, bricfcase, etc. (If it's not hidden)
  ,. Roll 2 dke:
  Find some ite:m in your own pocket. , .. , •• , ••.. _. , .. ..,.,. Roll I die
  Write I brief note: ., ••• ,." .. ,."." .. , .. "., ... S sec. PCficfl(cnce
  Read. bricf DOtc
  , , ,.,
  , .......•• , ."
  . 2 sec. per senlence
  Swallow. pill or podon ..
  .
  , ., •• , .. ,.......
  2 5CC,
  Uahl I milch. ciglfC1te, fuie, c.ndle.lorch, elc
  ,
  2 sec.
  - 31-
  Knockbock
  When )"0111111 IOmeClIlIIJ VII)' h.l.111 ...-IdJ a
  -apotI. yOll 1IllI)' kDDck biIIl llackwll'll
  For ~ry /UU l hill of t,....I•...,« <'t1M1
  *-ff 1GII roll.
  lI'Ill\'~ \be foe _
  bu
  d~ ''''fIy 5oca)'Ol Calnla/lr. bIott.
  bid-. W/tJff IlIt claru,c __
  of .. foe'l _
  •
  lIlba..aed tl..,.
  prOIKI:'" 50ca ...,.,
  II _'I teqI
  IIIlD fr'OIII ~ IlIt bkI 1
  ~ bxKbd bKb'Vll mIlIl mab
  a OX 101110 rJOld fal1lll& 110_. It. IUOOCII'
  l\II rolll11Wlf thty 1aro:l on t1wlr rect, If)'OII
  bIod: )'0111 be illig __inlla~, lie
  ...ill JIllp ........ bII IlicI II. 1111: ~
  (lrltlucbla polliblc d.Imap eo ~r •
  lII}riI be.. if)'OU blddlrooooll .... _
  ••
  Set n",-. 1W!lrr. p X),
  «__tb«,ttr- s.. Atfatb
  A AIZ'I»I ".sam- allatt ua -.bo bod
  1lCli'__n'anI, Set p, '"'.
  "Waif" ManeUVer Srrtuqy
  1br IV•• _er-"'"'"l'..l\l1
  III a tKti:al 1"''';'''' W!Irn ,.. ..... 10
  bIDdr; I lIuq _
  - or 10 plI*ICC -
  _
  bdUd )'01.
  Wbea )lOll dloo.aI: eo Wall. ,.. c. II'
  lIIClt • ..,. Iialc -
  evee ill IlIt IIlIddk 01
  •
  -Ollie Illle·. _CfIVl>IIIf)'Oll c!.ld IICllI
  I!IO'I'I at aU OQ)'CUr 1W'fI,)'CU mil)' Ilep 0IlC
  hu j),--rd _
  Ibca Itrike
  U)'OIII roe II
  Ilill ""ad!.. &ftc: you: Wow faUI. 1M! ilia)'
  _tinue killllO'_'
  nil • lbI ~il ....,. (aid ~ IIIc
  aaly ...,-) 10 keep a~ foe r.a.a r-mc
  ,...". CCI a dcIr rdd. If)'CU ~ IICJlI-
  tar _..anw (D ~l ..... w:
  I'll" cdc,
  *- iINwIo;c).)"OII .....,~ - D, CCI
  I _
  ....C'OC>d IiIDc 1C&Ic, he "'W be abilo
  10 I'IlIl put you! BIll If)'O\l are W&itlq: l'or
  him. )'QU'U IIlvI • dIance 10 bI!f""PIIIIl!:l.
  OC' IliI h!m, .. he mil eo 10 by.
  
  Attacks
  Defense
  ....
  . 2 §ee.
  20«.
  " .. Imln.
  . .. ,I mIn
  ..
  ..5 min.
  ReplllCc a ....·capun In il~ scabbard....
  .,.,
  "
  ..••....
  Drop umall item infO your pocket ..
  , ..
  •
  .
  Stuch an lInresi§ling perSOn fauly thorouih1y . . • • •.••
  •
  C1'unsc c~ .. " . . . . . . .. ..
  .
  .
  PIn on a 5Uit ofarmor.. ,. .
  .
  . .......•
  The rulet fOf dcfcnse arc cssentially the same as in !he Basic Comb;il S)~lem
  -
  bul nlOre dculled. to allo.... for )'001
  P!J~i(Jon rellul\'c 10 the cnem) .
  In general, a1cacu are earned OUt JUSt as In the: R.1SIC Combal S)MCm Tv.o
  special kinds of lItaC'k arc CQ\'crtd In rrlOfC dtlail in lalcr chapters: c/(,J, t'Omba,
  auacts In the same hex ""itll )'OU' foe (see p. 3S). and
  rQIIg~d mUJeb "'lIh
  thro....n and mlssde ....eaporu (see p. 41).
  When you are CUT)'InJ out a lon, acIKKl. you should ('OWl1 Iht ICCOnd.s nch
  time you announce the maneuH:r. For lMWlCe. 10 replace a wcapon, you ....·ouk!
  say "Replacing my sword -
  one second" Oftlht fi~ tum. and "Repbclns m)
  ....upon -
  111I"0 J«'Of'ds and finished" Oftlht ttrond lum. That "'11)" the OM and
  !he otbtT players can keep up .... ilh ",hal you are doInJ.
  The OM dtttmllnt'$ ....haI YOUf !qal defenses are ",'hik)'OU are alttmpuna a
  »0& ac1JClft. As a ruk. DodgIng is !he only aeSai defense. and .. Dodp: .....ill
  usually force you 10 son your IC'UOII O"t'.I. 8uI the: G!loi may anow an (\cepoon
  10 this ",henen"r II ~nu realislk.
  Frre Actions
  Somc: lK1KmS IN)' be liken during any nlollntuVcr. Some: cump1t5:
  Tali. You can al"'O)'$ talk. (If the GM want! 10 be: rcahsuc, he sl'lould only
  .lIow one KntC~'s wonh of communic.tlon per!iCC'Ofld. his usuall) mote fun
  '" hen you ignorc thiS hmllallOl'l.)
  Muin.lai" ~/b (...·hen a magIC s).stcm is bein! used). As long IS a
  ~pell.
  CI5Icr is 00l Injured Of It:nocked Unrotl.'lCJOUS. he can mI.int:lln a §pell no nunu
  ...hll dse he does.
  DutHlkwalr ilIuswn.. Bul only if)oo do noc §lmultaneousl) fighl II. or
  otherwISe do something thaI 1teJ.l5 II "
  real!
  Droppur, air i"",- Any .•~) .• item Cart be dropped a1uy lime dunng lUI)
  I'IUne1l\cr. II: may be dropped III any be... you mo\C lhl'ClUgh. Of any adpccnt he..
  Croudri/tl. You may crouch (10 a\old mIssile: ...apons) aa the bcJlllnmg of
  any lurn -
  but U1)' hex lOU cllter ....1nlc crouo:hln. will COUlII .so" t\tr1I. You
  C'UIlnoI aouch a~nnl. You may stand up IIlin • an)' time.
  Mc»Y
  TIlls IS the mantII\er to choose when all )'00 need 10 do is mo\c. You can
  MI'I'C In alfnOSl any posllion. but Oftt) If)ou are standing can you Ira\t1 al full
  !opted. ~htr posl1ions ....iIl slow )0", lIS lohuwn In !he sidebar.
  For cumple. if lOU ....·anl 10 mol'e badlOvrd for some reason (such III to
  kctp your C)·t! on a fuel. each he" COIIAtS doublc. Thus. someone wilh a Mo\'c
  of 6 could go only Ihree hexes b3ck",ard in a Cum. '" ilOOuI lurlllAg around.
  Iryou pick the Mo,'~ mancuver. you may UM' lin)' legal aCU\'e defense on that
  lurn,
  AC::lh'e Defenses
  1btre Irt three aNn'l: dt/nlHJ thaI can be uKd to prOltCt )00 asaIMI an
  IUaCk. Each oflhde defcnses is cakulaled In advancc. When)ou arc lIIU(ked.
  you lJUIy choose one lCtJ..c dcfcn§c as p:tn of )'oor 10la1 defense roll (If)'ou took
  All·Out INj'-'U,. )'QU rna) make '\1'0 defense rolls ~tn51 each attack.)
  The actIve defense )'00 choose Will depend on )'OUr $I1W1tion -
  tlp<C/Dff)
  Cosufor MOI'tment
  U"" Illc followJlll_ oaly ~)'OIl
  dlooIc dlc Nf1W ~. f'«
  QdII:r
  _eD•••_
  •• don IlOl _f.
  II P
  Ill", (for..-c). Merle of6.
  ". bIo"e 6'"__
  '" pn UII. A
  !Iu of ror-rd _ -.. _
  I; ••
  -.yl_ bId...Ab_.c_ 0llKi 1
  ............ 1br~_._.. ..wD
  ... II,..., ~I)I too-
  ~) __
  ,
  flu f_ + II, dlc IlIUII -. D
  _
  Ilu .)
  Ho--.'ef. JOII "-
  ......)'. _
  I bu pl'f .... I'll....... ri-
  ... d\Iq _
  Iftca die _
  D
  _01
  ......,
  bId....-.rdl!
  ~
  _/7hnri
  r
  "•• I
  Silk*P Of BKb"lJd. 1
  .......
  CIWCll": .. ~
  "-""'I. "1
  C....1OIl& ... ~
  L)'mf (\(Iooo'n
  mowe only ont htl pt"f
  Il,il'fl (bw~n...l or ~Ilma:J
  SJn"". QMQlIllO\'e!
  F«Irtt~J
  It)W ........ 1O'~ f"inI bQtl'~ or
  tbuVot. • mol". cIdI bu..• ot ~
  COlO I At dlc mtJ of)'llUf ~. )'OIl may
  ~ tK"'I lruly if)'Oll Illl<d hilt tor
  kII) 01 ,.,.. lIIO\'ancIM poif'If If )'OIl UJCId
  moR ltIM IlIIf 01 your Mo'<e 1I:OfC:. 7011I
  -.y ~ ran,. by _
  M.PIidt- • !he
  no! of)'Oll' lI1O\'e
  """'""""
  MD(W ~ (iA •• bocIy. or
  .-..dIoInaI:f. _dlc hu): +1 pnbody
  or
  ptZlOOI
  You ~ F
  ll'uoqIl ..
  --:J", hn ~)'DlI ....... (p• .a)
  kwft ~
  1~1lll ~)
  ... _
  br. t,''*'"'''' or -...oy ~.
  --
  0. n-:M_ ~. die
  (lQQ
  D
  _r ClIdl
  uralad b)' I. 2, 01'
  __.-
  (;)11'. ''ruiIclf;''
  w..... of fie ,....- e.-I, !Dolt ._el.
  .....WIIl noon. 01' ...
  ' .ef')
  A8J'Olle •• <*Uuctcd or bId·fo:Jol=a:
  bu ... oaI'Im • -.1 GIl lilly -..d: I!ley
  mW DeJa"". -ntaod. EucpclorI: If
  )'011 II'C fnIa • miMIk ~. labIII
  bInC Ill .......-.II11lo e~ lb. patllI;yl
  SprlIItI".
  It )'OU Nn jDfWII,'fI fOr lWO Of IOOfe
  lUrtll .n 4 row, )'lNr IOC'OIld (1IIld lMec)
  mow" ,eI. '"lpnnt tN!n1l1'" of I UUlI ylrd
  pI" l1In Yw mil)' IllIlIIke die.. borM
  ..... """ lroomd IIIOfld Illd )'OU IR ...,.
  ana (mon (II' kII) ItfIIIhI -.rd 100II:
  pl
  Any
  lSroilta
  fllIID
  "fotwIrd"
  _~ W'llI reqwrc )'011 III NIl •
  not·
  lMl !IpCaI lor' OK Ill... br.te- )'OU CIII iCl
  tho: "P''''' ..... .,.:.
  E'
  , I
  Vou.r MoI'C" 4 You CIft ....
  4 ~ for-.-w. But GIl ,.,... II<ID:lDd _
  1IIe....... 01 ..-.,. )'OU JC'I ibc tpnnI
  """-• .., )'011O ~ ..~ yMdl ",,"",Mil,
  -32 -
  
  the mUK~\l\CT)'OO chose: Oft your IaJI tum. Some II\lInaI\'crs restrict !be K'tive
  defcnses )'OU Call m:a),;e. For ID§aIltt. if)'ou male an AlI-Qul AtlKk. )'00 ha,'c
  lID acU\'C deftMC:!
  Someumt'-S you 9i11l M''e lID K'U\e defense. A stab In the Melt &om a
  '·fntnd:· a sruper'
  dtoI, or • IOUIII)' unexpa;t£d booby'1.rap would be anar:1t
  .puu.t ..hich no at't1"C dtli:nsc: is possible. I..J.kcwl)C. I 5l:u...,ncd or uoconscious
  penoo has no 1K1i\·c defense
  Bu! )'ou at....)· have )'our prusj\'e diftnse -
  ste
  sM:kbar•
  Dodging
  Your DodBc defense is equ.1 10 your Mo,'c score. Dodging is the best
  defense .... hen)'ou are not lokillcd wIth )'our ...eapon.
  You IN) not dodge an attack from your txulc hex -
  that is. dlreclly behind
  )'QU. Subtrat12 from )OI1r Dodge ....ben)ou dodge an altack from a sidt he... Ex-
  ample:: If )'OOr Dodgc u S. )wr Dodge: ag.ll.lost a side luack ....wld be only 3.
  You may not dodgt' • J'1IIged...·upon attack from • sJde hc.x.
  Then:: IS no limit lO the nu~r of limes )W may dodge in one turn.
  Rttr('{lling; If you dodge. you may abo mrtQt. b) movmg one he" .. any
  direction :t..~y from your attacker. Reul'Ilunl adds 3 10 your DodIC dcJen.se.
  You moly not mrtat inco an Ot'C\Ipied hex, You may clwlge flt'lng by 0fIe hex·
  side, If )'00 ....·Ish. (Ao n::treal cannot be uied 10 defend 'glunst. fflilged :tttad:.)
  Your "retrcat" move lakes pIa« immedlalely. Ho.....t'·cr. if )OIlr foe: was
  making an .ll-<ll!t ItllCk. relrunng does nor pul you be)ond the n::ach of his sec-
  ond attack. You can n::treal only once per lurn. In other words, once )'ou n::trC'at.
  )'OW may nol rctTelU agaIn unlll aftC'r your o"n n('lH lum.
  You elnOOl retreat in I Slumg or kntehng position. or ...hllc AUMC'd. You
  ron rctreat (b) rolhng) If)"OII ar~ I) ing do.... n.
  Blocki",
  Your -bK»ck" dc-feMC 1$ h )'OUr SI'IIe:Jd sl.ill, rounded dovo-n. You must M\e
  a rnJdy stucld..... hM;h )'ou usc 10 '"bloc"" the attaClt. This 1$ only c-ffc:etI"C'
  agJll15l: a "'Upon thai a shield can stop. In general. )"ou can block IIJ'I)' blade
  .....e:apon. club. axe:. spear. poIearm, e:(c., .... hc:ther s..ung 01" thro"'n, (The
  slucld's pasJj~t defeDSC' dotJ help aaainsl O1IUlle~ -
  ~C' below.)
  You may block only tltleks made from your front 1IC:..c:s or )'our shleldo,Stde
  hex (le:ft. unlC'ss)ou are left·handed). A block l,ainSlI shield-side Iliad: is all
  -2, You nllly tlOl block I Ilnged·....·eapon 1'llIck from a side MX.
  YOII may 01'11)' blot'k Oil(' Illack ptr lurn, unlas you chost the AU-OUI
  Dtf~~ manC\l\e:r. In that cast. you rna)' blod:""''O alladts per lurn .
  •
  Purt)"i",
  Your PITt) defense 1$ halfof your hand-..·eapon sk:il.I (rouod OO.... n). Mw.ile
  weapons till) tKK plrl)' excepll~clubs. ste bdo..... You CIIlDOt parT)' vnk.si your
  ..C'apoa IS rtwi). Parrying .. nh a ""capon makes il unready ifanar:tm£ .....i1h thai
  ..'Capon .....ould make tC unrad)', EAccplion: A poIcarm dQes1f()rbccomc unread)'
  '"~ it parnes
  A purr IS only e!fecll\c lIgalnst a blow from another hand ..eotpon
  Lighl ....·upon parry leu eff~I'·c:Iy. A ....·C'apen has a ~ Chllncc: of breaking
  any time it is used to parry un)lhmg 3 or more times its o.... n weight! (If II
  breaks. that parry coumcd. but the we:tpon is damaged I}I'" u~lc:ss -
  ~ p. 37,)
  In gC'fIC'nd, only T1Ipiers and dagge:rs arc likely 10 bT'Nk this ..a)'.
  You can also parry ,"Ith I non·weapon of the proptr size Ind dupe.
  u~lng
  the ckKcsl Weapon skill. A pole or rine could pany hke I ipear. a bow like a
  hgh! club. 1l0000'e"u (for In§aIlCe:) part)lDgjuSl once "'lIh. bow .....i11 ruin it as a
  bow. thou'" It mi.) survivc b
  a few sc:cond~ Ionlcr as a club.
  Yw mI) only parT) attach made: {rom ,our front hues Of lour "'l"OpOI'I-
  lOKk he" (the nahl. unku you arc left-handed). A t....o.funded ....-capon can parry
  IltKh from eltllC:r nde heJ;
  You Parry:ll -2 against an anack from the sxIe.
  You mJ) MnnaJl)' parry onl)' one illtaClt. per lllrn, unless )"00 arc a fencer
  ('IC'C: p. 24). If you dlOK the AIl-OJ.1 DtftllH mantu\·er. rou may parry Nl.lll.·
  taCks per turn.
  PassA'e Defenses in 'he
  Ad~·Qnt:...d Combat System
  y__ ~ <k~ -
  you:r .-
  -S IIUriIt -
  8dd 1O)'OIIl' <k~ fOIl-toa.
  ik foe... "'Jt'ked"..jll_.....au..:
  ~ $)__ ~ IIId u.p...
  _'...-" _
  ('I!DIp..- ca:."~
  ~~*rcuu.d~.,.nt
  01)011' body -
  _
  die: ~ TlIIM)
  Hooo~cr. you• .m.U·, pAlU""t dtbw
  0IlIy ~ ". apiaIt Mttoc:Q ~ ..
  /tfJttJ of you II'ICI yow' lIUtW Iidc:, II as
  Jl"OIllCI .,.iM .a _b .... -.tIi1ll ycu
  art I)'... ,*",n. unit
  you JPCCIflcl.1ty
  _. klI' ... i:ltsanc 1UIoOIl. that you 1.11:
  Jr-. Dol .. c{!he '\hodel.
  If )'llU haY\! )'D'oIr _lei $luIl& t-. )'OUf
  bKt. II. "'i11 oI'ftr a IilIk pawi-li *Jerut
  ~ 1 fr(tat Ite IqIIlar JlMIM IIIdtNc
  orlhe aidcI. Jrld Wr tl.1ll1.UC'b tro.
  ltIc: IIK1: (a.I).IlUI_.Gda _b It
  • pllpDly p>Nibk •
  tan)
  •
  tun
  ItlidcI ".",..,el •
  )'D'oIr bact: - ... III _
  CI.lU, II adok IllO .l!I.OdI ~. A.- It
  ....,
  
  -34-
  .
  ,.
  .fm. Excess damage is
  1011.
  RIJult 0/
  Major Dtmtall
  Tatget is Jtrmrlld on tow
  hilJ OVlr HT/3. "nIrset iI
  Iwxltld owt on totll hiu
  O\'er HTJ2, Any hillO the
  head does daub/I damaSI.
  Hit P'M(I)'
  (Swbtl'Qct from
  AIfaC'A: Skl/l)
  -l
  Body
  P,n
  .
  "
  '
  .
  . '.
  .
  '
  .'
  2 or leu Head-
  Random
  Uxa/iofl
  HIT LOCATION
  \\'hen you mike at an enemy. you may choose ....·ha, pan o/hiJ bMy )'ou will
  aUKk. EJl.ception: a missile weapon firod from Ilona dblance mlY be auumed
  (0 be f1lm'd It the body, but if It hits. you wUl roll randomly to see ....·here.
  Advanced Gombat System:
  Parts of the Body
  Elch put of the body il different -
  calier or harder to hit in a fiaht. and
  havinS different reacdolU to major damage. The table below shows this.
  Rtmdom locotioff ilused when a part of the body mUll be randomly chosen
  ... a target (for InStance. by falling rocks or an arrow fired from fIT oft). Roll
  t....·o dice to see whit WII hit. Some pam will ne....er be hit randomly.
  MqjOf darnDII show. the effect I seriO\U wound has on that body pan.
  HI, plffalry Ihowl the lubtrlctlon an Itlleker mUit l11I.ke ....·hen atllcking that
  part of the bod)' on an WltJrmtlnd foe. Note thll armor may allO give thaI bod)'
  pan extra pdsJt~~ dl/rllSl! See Amror, p. 37, for more information.
  'Ifthe head is hit. the IkulJ provide~ _ natural DR of I. This i~ in additIOn II)
  an)' ttmOr, tooghnc:u. etc., the victim POSIC5se5,
  Not,,/O, T4Wt
  UtIw IlUf'INu "sJd'ld, rAt kft ""'" IJ
  -4 to /IJr <Ptd rJw kfr N1IIIJ u ..., to AIt U
  /Iw., 1I ....1N,1d. rM kjt IInft tlNllImttJan
  ftC ltardu IQ IlU dl<III dol
  ri,~1 """ <Ptd
  IwwL A ~ rvlhd ""'"'* '4'i1f "" ...,
  Au " !ltlM ltok/iIJI. IIIJdd.
  A}<Jl /IGd.po:>ellJ ...."""'....'IIft OR 0/
  1 -
  b", <1"l, M "" ~~fto'rt brAINl. II
  1t4t .... pautw dqrllU.
  1f~"""J I.r rA,_'I" 0/OFt fItIod, lIN!
  r},r alJaC'U' fiJlls Ail <2IIlId: "'" by M/)' J,
  N MtJr 1,0 /til bur.
  Dtcldll'lg Whtrt To ArttU"k
  The pa
  )'0\1 IhouJd hh )'llIlt toe
  clepcndl 011 lOWlY r.h!:la:l -
  }'CIU; lkiU. )'WI'
  1be'11JIllOl, llllI ..bcUlcr)'O\l ....t to 1dII
  ..,
  HfQI/ _
  l".olJ )'OU IlIom "'!dI mintm.l
  damti~..."Id kill c.ull)' wfIh • Iood 100I:.
  &.11 ~ M«la I IlIrd lI'1tt. t~1I!IyIf I
  hrll1lC1l1 "''OtII
  Iody -
  Eo..)' to 1111, Md DO l1L':r.qc. II
  •...·...led.. -
  II alI,ou IIllO klIlllll L'lc foe.
  The. but tl'1rt for IlI'OllI' dvntl)'!)'pC' or
  1cr\I'!L"ljc. It'.&CkI. £be bcJt Wlrt m VI
  1mpI11eJ "'litpol'l.
  UIIIlu -
  Leu )'011 el!r.l!nt~ I 101 trom
  con:lMil wjL, 1111 lOW d.alr",I, 1u~i:llII!lll
  IIIJvll'ot quudon!q 01' pr~: uehl:l.ll,
  II)'O\I l:e tlvtru 10 kUllr", tIlll II I!ll bf.1t
  IIr.~. AlUl:tI:la the Ilrn':N a o~. llood
  _
  if )'(lII
  ~..IVI blah IltUi
  b'Jl low
  IUlftI\ll.
  HtlIId, Of/fll -
  Hlnlll'1ll1, bl:t .1...
  )'VIII dluc. to mwll fIa fu& 'Ao'\th UIll.
  1ui1Wr..,•. Doll't lr)' thlJ if )'0\11 I'l!IIl
  objecdVI a to IdU,
  w~ _ 1M pIKI to II1ttI If )'011
  nccclto lib 1M fl» W'mm.!. !fyou ~..I~'
  tel dbatnl I t'ricnd. or It )'OIl ,/\lIt "'l.IIt to
  ~ ott. Sol SnitioII oJ W-.plIfU, p. 36.
  RaMo", Hlr Locot/on
  You cio llOI!ltlw 03 dtooM 111I1";)'0\1
  ~1lI .1....)'. IwIrI.I MIIIdomly. Roll No'll db
  Illld e.'l«k aw- lIb!I 10,. ...ht~ )'OItt blow
  talll -
  !hill \Ill d'.ar pan'l hi paII~.
  lllIU)'WI"uack toll, Md proelld MlmI&l.
  I)'. Itatlciom hlt Ioea:ion II IIlliO vied ..!len I
  boob)'oUIp
  IOU otl',
  wtlcn
  I
  malUe.
  'n1pOll II tiI'l!d from klc.I liltIfC:, C-IC. III
  IIlIt ease. Itoouah, )'011 ~d /1m dc",l't.
  InIM ..llethl t :he mlatllr. hb (..·itlI no
  pcMlty for pm-of--bod)') Md /IWI elder-
  millt ..bet'll ~ hili,
  If I rIDClorl1 IllKk (ll)JIlCI fl'om aboY.
  (11,. I hiIlbottd Wl)tr:, or Wlir., rockl).
  llJbIno<t J from lbI. roD befort ra!emn, to
  tbI: IIbll:. 11'111 mUt., the 1IeId IlICi Imll Ill.
  tDOIIlJuly WJeu,
  
  Hit Penalties for Differene Body Parts
  If ablow is limed atlnY part of the body elite51' the tOrSO. the difflC\llty of
  the wget will.:ld ahit penalty. u sho....'!1 on the ",bte abo...e. Subtnct thiJ penal.
  tY &om the lttKur's sltill. The IOlIO is easy to hit (no penaltY). Arms Itld legs
  are harder (-2); hands Itld feet harder )·et (-4); and the held still harder to hit
  (-5 -
  i1 is both small aDd h4rt/J. See the uble Ibo\·e.
  If the Wiel ofthe blow is armored with lOme substance dw •'Nms" blows
  -
  metal or hard plIRk -
  it will ha\'C a ptUsiw dtftue thai will add 10 !he
  wiet'. defe:ue ron. For instltlte. lJI)thing armored in heavy leather has a
  plSsive defense of2. Selle armor hu apusive defense of 3; plate has I palsi...e
  defense of 4. Armor pro!ceUon Ihould be marked by the tharKter·. pictUre on
  his Re<:ord Sheet.
  Critical Hits
  A '·tridu.l hlt"ls In upedally damagIng blow, Any time you roll I natural
  3or 4 .....hen lttItkinj. 'Iou hi! .ulOmatiully - the defender gets no defen.e roll
  -
  oruJ you mly roll on the CrltkaJ HII table.
  Ifyou ue very sldllfu1. you let crltkal hits more otteo. Ifyou !'t.a\·e an ,S,c-
  m, skill of 15. a roll of 5 Is a crltkal hit. If you have III effecd...e skill of 16 or
  bttr". a roll of6 is aeritkll hie. Hif bonu.ses (Le., for L'\ all-out atac':k) do mike
  critical hils more likely. and hit penalties (I.e.• for a bard wlet) mUe crilleal
  hilS Jell likely.
  Example: LouIS LeBIL"lC needs 10 roll a U or leu 10 hi! Filthy PIerre. He
  roUs a 5. That·s • critic.l hit for him! (A 3 or 4 ....·Ol,dd be • rntkal hit for
  GltyoM/) Bet'UK this Is • critical hit, Filthy aets flO thI,M, rDii. The blow
  .utomltiCllI)' biul
  A crltkaJ. hlr Is the Mly w.y thar 'n unskilled character cln ever InJure I
  ll.Iperior oppo:lent In a f&lr nihl. It's llso fhe only ......'1 you can let thmuih
  heavy armor with alight .....upon. Once in. while. everybody aelS • lucky ,hot.
  Bur note fh.t the likellesl result on lJ'le able is "no f;lItr. dam'ie," Even If you
  leI lucky and hit. ,uperlor foe, )'our blo..... may ncx be especl.Uy bard .•.
  Critical Hit Tabl~ -
  roll J diu
  All doubhnas or triplinls of norm.l damage refer co the bask die roll,
  1 -
  If the blow ....·u aimed It the body, if. does normal damaie and the foe is
  knocked unconscious. OWrwisc. it does triple da.rnaa,.
  4 -
  The blow I1)ptJJSu oJJ 4ImCIr and does normal ~e.
  5 - The blow does triple normal da.miie.
  6 -
  The blow does double nonnaJ damage.
  7 -
  Normal damage only -
  GrId foe is struuted until he makes hit HT mU.
  1- Ifblow was aimed It an ann. lei, haDd, at focc. it does normal darnale. and
  filII body pan is crippled rel.rdlen ofthe amoutll ofdamage done. However.
  this is only. "fuM)'-OOne"lnjuf)'. and will .....ear off in 5ix IUrns. (Ofcourse.
  ifenough dal1'\l..le WI) done 10 cripple the limb .ny...·.)'. It does no! ....ur off!)
  Olherwise. lhe blow does normal dam.ge.
  9, 10. 11 -
  Normal damage only.
  12 -
  As is.•bove.
  13 -
  'The: blow b)paJSeJ all afMbf Ind does norm.1 damage,
  14 -
  If the blo..... wu aimed II In .rm. lei. hand. or foot. it doe. normal
  darnaie. Itld thaI body parr is crippl,d regardleu of the .mounr of damale
  done. OlherwiJe. double normal damJie.
  15 - Enemy', ....·upon is knocked from IUs hand. t»td he takes normal damase.
  16 -
  The blow does double nonnaJ damlle.
  17 -
  The b'ow does triple nomIIl dam-JC.
  11- If the blow ....'11 auned It the body. il does nonnal damlJe and the foe is
  knocked unco:udous. Roll ..... HT e\"ery 30 minute. 10 recover. Orhe....ise.
  triple normaJ damqe.
  -35 -
  Advancrd Injury Rutrs
  Di.'k
  \)'JICI of -u;w:c atfea 41f·
  fwc& pull of Ce body Irt Lffu~ WI,...
  N! Ul'O'" 6roup lbt_14. far~.
  1Md Dn-. -
  tu ~ 1L'lM: L"!'O'W ~
  IIxblCllliak __ I~
  11)'Gl Ilk IllI ""1 .wl1K1G'U _iItI La
  ~ '"'"POll. ItA damiIc !bit ,tit
  boup!hl ~!I ~ Villi 01"11I\I
  C&UlCI! be ..,e* Ul:IpI-1I!I La !lrplba
  ~t.
  l1)'1lU b!I dlol: b', I......,. ~".1wIIttU. 01
  /I" wII!l La =r'b, "upoo. lbc:. II *'
  ~ boag: to. tar:lqc II :101 ~fiId
  II all. IvJ. UTVW -aOI! ICI I ~ " &Jrly
  trMIl; La InI)9' Illll:t ~ ~ till.
  ~ l/IJVtff,
  It!he IIrJrt II Mtc. I 11mb. a
  elICIUP
  W=Iqr Is clone, l!'.t limb II cripp!1d .••
  CIIl"'''''• .aI!'Ad, or bldly burned. tI e.
  cue may t..
  A ftahlCf lIM\ed/.ue'y IoKIl!"A ...or.
  clip;llel1 Umb. ThIs WI CIUK hI.m flO fill,
  4~ I ""CIpOII. C',c. $ell!II u.I9CI: 011 lit·
  jfv(u Md 'ar!lN, p. 'J. for more &etIiI.
  A cl'lpplllll iIUlIry Ilr.OmItk.:Jy """"
  t!'.e: 'f'IctIm (iI(I& DUI I'IVl
  Strikl"l at Wmpons
  )b; mq wb •
  I
  "'t'1p:IIl ~.
  ,.. .....
  ICI lUI ill: IlMl' ~
  •• «
  ~ (irI lbI ca. 01 I poka.."JII) lk
  ..-u.poa II Itc cd)' lhirII you WI rucb
  I
  I
  I
  I
  I
  ........................................................................
  I
  ~ 11
  1
  I
  .............. ""'-::
  .......
  ~
  1'·',,1
  ........
  .......
  I~ 1' ·1
  .....................................................................
  I
  I
  I
  I
  I
  1f)'llU an Mrikt IDeo die. tw·, bu. or
  «Ie ot IIx. bon dir«Yl1 18 fn:a of ...
  Cite _run).
  )0.
  CM ttriU • au
  ""ftJlOD. NlIl.. It )'GIl ......t .an. )'IlU _
  Ih.-ayt; Ilrilte •
  I ~ OD _
  ~ ..
  medi...\J dirt it _k« feinIcd • l'O'.
  #I
  +nH__ ,.,,1
  
  n.~1eI
  a1.~",-5
  b
  I 1uUr...-Md. pnlllI. « OIlwr "',.,
  -"-.p:.. -J ba~._-Iofor
  ., ClIlla.... A lui 08 • "up» 1M)
  ...........,.*'"-... lobIllol_"" or
  p:e.....:l boct....l11 rtI btrat • .wuI
  ......
  Ortdlr 7111"""". \I.....
  To dqI ... I ""llllda ...."
  (dlr·
  ..,... dlr -..1 )'011 _llnl • W1Ih I
  goIIq ~ Oldy twor du'IIIe-.
  - dlrlll IS 110 50~ ~ ... )'011 ,,'11 ..
  _
  mn- oto)ecl.. TJfItClIIIy,. i9Ul' Of u ..
  -W Ill..... "'llOdorlI tIlI.Il2·· '"d_r.
  ..I\a"h ....s.t hi'.... DR of J ..... "'"
  pHIl1 A .....u·lltalkpo(Hntl would IIIve I
  2" tllllI prottctfd b)' meIIJ fae"'l': it
  _III hl'''' DR of"" 12 h.. pOl1l1l
  kocp u.ocl allhl: duna&e ywr .....pon
  1*ht' For mo~ -'ormilirNl 08 tIN:_1
  of dMAF thIt welpotol (and odtcr _J
  .. lO.U _
  lIP 51·51
  •. t.,.~
  To __ • 'D'''II~, ,..-r, b10f0.
  •
  ClIlla ...... "~. J'OU _
  !lnU II
  ...... I e-e « nv*-c bkrOI" • tiles "
  1ItI.t.........~ .... lei bra'. ,
  .... w.« ..,.or, 6 lei bfut: a -.on
  ~or""'.' to brul. ht-ood>lIOOfd,
  10", \lftIIl • bIo~ fWOnI If~ ~
  o-".IwtJ""""'thc ........ oIll11l'
  ........,.
  )"l1lI ...., _k..", '" if )'OIIr
  ........ 01 botlcr q.ahry (_ II I)). lhcfI
  • lAlu 01113' Nlf I' tnadI ~ to b...ol
  IhoCnmly'I"~ Iflho ....tIIy'
  ..,
  011 • ofllollO:r qbWly Illlll )'0'1" (
  P l))
  II wn ",'t(t .. mlldt dlmlae J(l btnl it
  A.o)
  Ipllll Aft he broletl by pliny""
  I baYler
  If)TIU parry a "TJlpotl d
  • rail ) tinou "'" -.bt of your 0".
  ......,.., flcrc .. a .... dIul:,. ... )1l'Il'
  ~ .... ltreIl'l lb.. ~I •
  ~ IfJ'OUllIvc 'J-~, or .....
  "'-cc b. ~ _~.
  ~.II·..... A...,
  To bod • -..z ,... _
  u.",r·,
  ...",.. _
  .....1dI.cna!'ua or...•
  ......... Ifdlr /'tIufrd-. r- eM;
  How ......... 1aIf ~ lOc', sr, he ..-
  iIlIIIlb ..0- ST lUI or drop flo ..~
  F"1JftIon
  1Jlo Fc!lI;... JLU .......
  w:~ ID
  Ir. hw;u ~. up-
  ,...:'
  or ••b*d) sword. he
  _y IpO<Ify Ih.M he Ia I~k'" ID dDirm
  Rdl "'" _k _mIlly. If !be IlIKb:,
  hilt. rolll..Jrt CoftlCjl Dr WCIpllll Skfll.l
  If !be IlTackor "·'M, "', rae t\ dliollJmcd
  Dtftrt- ~I II~ "".oU
  Villi may ~
  III IIIK" Oll )wr
  "UfIO'l y"", lOllY parry. ,r)'OUt """'l"JllIJ
  ~Jdt - • ftf«!. )'I:IU a~ _lit" )UW'
  "UfIIlIl1O" fot,'.hktoao _
  or Ii..
  off ~
  YOll """Y _
  ltloet ••.
  lit;' _ ,.. wup:lll
  Critical Htod Bfo",' Tabft: -
  roll J dice
  Use rbil table only ....hen I ClIUCa.l hil is rolled on I head blow.
  ) -
  Foe I killed tnsand~!
  d, .s - Foe " knockd UlICOfUiCiov:s Roll '·oS HT e'"ery 30 mlnuw. 10 !"CCO'·er.
  6 - Foe. hllllCtOll both e~t:5 and bhndtd. UK. "cripplina" rukllo dctcnnlnC'
  ..hdher e~'U taft heal (roll seplBldy for ..ach). Foe IS stunned and ft&flt;oS II
  -10 OX for the rest of tht bailie
  7 -
  Foe 1$ bhnded In one e)·c. Ute: '·cnppltns" ruin 10 dtlermme ..-hewr II
  OIn heal. Foe IS stWUKd, and "III fishl II -2 OX for the rei( of !be battle
  S -
  Foe is kn(ded Qff t-lalK'C, he 011) dtfend normally nexi turn but lI\IY
  do nothln, dse 1be blow also does DQrmal head-blow damage.
  9. 10, 11 -
  Nonnal hcad-blow damage only_
  12 -
  If the IIl1ack was a crushing blo..... It does normal head·blow damage and
  the foe will be deaf for 24 hoIIN. If II ..a) a cUlling Ot impalins blow, it docs
  Qnly I hI! diltrlilll;t. bullhe foe's face" scarred,
  13 -
  Hike lI11ad.: ....as. crushing blow. it does normal he:ad-blow damage and he
  1I\1} lit permaneml)' dc_dcned (u~ "crlpplillg" rules to sec .f he: rec(l\'en), If
  II ....1$. cUlIlIIg or Impaling blo.... 1\ does only 2 hll5 damagc, bullhe foe's face
  IS badl)' SClrrnt.
  14 -
  Normal head-blow dlmage. "or nmche-5 and drops I\ls ....'eapon (If he
  has 1..'0 "'Capons, roll randoml) 10 '\U .. hICh IS dropptdl_
  15-18 -
  Normal head-blo.. damate. lind foe IS IlllltNd.
  Stunning
  A cl1araacr Cln be stunned four ""I)s: by damate of more lhan ~ his HT
  any...hert, by tblNIge Qf lOOl'e than ~ hIS 1fT 10 lhe It~od, by • cnpphnl Injury,
  or by a cmIC.1 hit.
  A "lIunned" ,hal1tCtel can lkt IJOIlti1l8 unlil hl5 oezt tum. Al the beginning
  of his ne\tlUrn. he mll$l roll again5t his NSic HT 10 see ..helher he reeO'·eD. If
  he 5uc('eeds, ~ can IC'l normally on Ihaltum and lhereafter. A failed roll means
  he can make no mllntU\CrS, and 11111 hIS defense'S 3rc 1I1 -4 ..
  The "stunned"
  !;Iale conlln~s until he tin make hiS liT loll and snap OUI of II.
  TIlls rule IS realisuc. bul dtodJ)'. If )'00 "";lilt 10 play vdthoul ., go nghl
  ..".
  Critical M~ses
  The OJIPO'IIC of:l ··cllIJC1lI hit" I) • ·'cril:icaJ miSS .. You turkr :I cnl:l("a1
  mill .. hen you roll l"try badly on )'our .n-ICk roU. A roll of 17 or 18" .1.....)-5 •
  tnllcal mlS). A roliliull c\Cffds )our nttded roll b) 10 or more U abo. cr.1CI1
  miss Eumplt You need a 60r Ie$) 10 hil, A roll of 160r ~ 15. crillCal miss!
  You ~y brclk )our ..eapon. Ihro.. IlllI."lY. or c'cn hll )"ourself.
  When )·00 roll a cnUl:a] miSS, )OU should Immedlliely reftr 10 lhe table
  bC'1o.. lAd roll 3 dICe. Apply the reSIJlb .mmedi:lIcly NOIe!ha1 some fC5Ulls call
  for)oo 10 roll agam 10 '·confirm" iln c~ial1)' unlikely fumble,
  ObvIOusly. if )'our erfee!l\c skill IS 7 Qr more, )'00 ...111IlOl get a emlCill
  miss unles~ )'00 roll Ii 17 or 18 Therefore, sldlle(1 fighlen ...on'l fumble very
  oftcn
  . unless lhc)' lr)' a diffICult blo.... or :utaek under ad\'cBt condilions.
  Critical MiNS on [)efenH- Rolls
  A defense roll of 17 or I
  11""1)') fall) dmur~ly. If you tried to dcd8~,
  )-00 lose )our fOOling and fill
  If)'OU !ned 10 block. )'00 ~ lour IrlP 0Cl )·our
  shield lind mUSlIIl.:e alum 10 n:-n:ad) It before)ou can block .galn (lIS J'lU$I\e
  defense sull count\) And If )·ou Ined 10 POrT)', then ~oo 10 10 lhe CnllCal MISS
  ubk.
  HOtot\C1". If)ou Iry any defense and roll I J or 4, then )'oorjfH 100 unmt·
  d.illiely 10 lhe CnlICai ~hS5 tilblc You "faled hun 001." or Icnocked the ..-capon
  -36-
  
  from his hand, or otherwise defended ,·t? well. Exception: aglliltit a raRgt'd at-
  lack. II 3 or 4 has no ~pecial eITecl.
  Critical Miss Tuble -
  roll j diu
  3, 4 -
  Your weapon breaks and is usc:lI.'$S. EllCcptlon: Ccrtain weapons ate
  rc~iil!Ull to brtakallc, Tlleso.' iDCludc maces. flails. mauls, m",al bors, and
  OItlc:r solid "crushing" .....eapons: mask WtuptHlS, which Ire "I.'I)' resislant to
  breakillc: Slid certain finely-made: wcapon~ )'ou mJly e:ncountcr from time to
  time. Ir you ha,'C a wl.'apon likc that. roll again. Only if yOU ge:l a "brokcn
  ~'capon" result a sc:rond lime (\Q(..s the we:apon really break. If )'ou gctllJ1)'
  Other result. }'oo drop the wcapon inslcad.
  S -
  You manag¢d to hit JouNd/ in the arm or leg (SO'A> chalK'C cach .....ay.)
  EJlccplion: If IhlS .....as an impaling or rangl.'d Itl:Jck. roll again. II'S lulrd 10
  stab yourself, but il can be done. If )·ou iC1 a "hll }'ourself" ~olt II !l«ond
  lime. counl/lrm rcsult
  hair or full damage, as Ihe caS( rna)' t>c. If )'ou gcl
  soRlCthing other lhan "hl1 )'ourself," counllhat
  rc~ull.
  6 -
  As ab<wc. bul half damagc only.
  7 -
  You 10"1.' )'our b.ahl.lK'c. You (an do nodllng clse unlil your next writ All
  YOUt ac1lVC defcnses lIrc al -2 until your nc~1 lum.
  8 -
  The \Io'eapon lums in )'our hand. Speoo one ulra 11,lr1t 10 read)' It before )'QU
  usc it agllin.
  9. 10. II -
  You drop lhe weapon. Ellce:puon
  A dltllP
  ~'CaPJn brtakJ,
  12 -
  As ,g. abo,e.
  13 -
  As t7. abc\\'c
  14 _
  Your ~e..pon nlco: fll)ln )our hand -
  50~ chance straighl forward or
  stralght back
  Roll one dlc 10 ~ how nwn)' yards It l1k-s. Anyone on !.he
  largel spot: must malic Ihclf I)X roll or t3te lIalf damage from till' flllling
  weOlpon!
  E~c('pt.lOn
  If
  llli~
  wn~ an Impaling attack. you Simply drop lhc
  weapon. "pcr 119 above. A 1l'1Is~lle wCllpon will not l1y from )'our hnild -
  il
  JUSt drops.
  15 -
  Yoo !lUllincd }'our Mlouldcr' Your ~capon3rm is "crippled" for the resl of
  Ihe encoonler. You do nol tunc 10 drop your ~e:apon, bul)'oo Cill1l101 uS( il.
  tithcr 10 litlack or defend.
  16 -
  You lose your bal:mtc Inti fllll down! (Rangcd ~eapon users -
  see 17.)
  17. 18 -
  Your ~'Capon brcaks. See 13 above:.
  Unlll'rrttdfigluus: Any "wcapon breaks."
  "weapon drops." or "weapon
  IUrns in hllnd" result ~holild be ignoroo. Instcad, lake: 1-3 damage 10 the hand Or
  foot you "ere "'riking with
  •
  M/Sji!t ...·ttJ.fJQIl u.un: A mIssile weapon will not ny from )·our hand -
  il
  jU~1 drops
  Choosing Your Armor -
  Advanced Rules
  Whl.'n you use the AI,hMecd Combal 5)·')lcm. )00 rna}' purchase armor for
  Sl~ dlfferenl paris of the bod): hClld. body, hands,
  f~l, arms, and legs. CoSlS
  and weighlS for
  hand.~. feel. IIrms. and legs lllwll)'S lls.sume thalli pllir is being
  purchased, silK'e II
  i~ rare for an)onc 10 ~'anl one SOrl of Kcar on onc 11mb and
  one on Ihe 01her. Uowc\,er, il is perfcctly legal to do lhis If you wam 10!
  The Armor Tablt (in the pull·out section)
  Bi,e~
  CO~b.....·C'lght. poIS1iI"e
  defense. and DR for many differenl pl«CS of armor. from e:loth to he:a...y plate:.
  If Ihis
  i~ 100 romplcll to be cnjoyable, )'(lU ma)' simpl)' go back 10 Ihc &sic
  S)'S1tlO .lind assume thaI the pas.sive dcfense and damagc
  l'e~i!illlnce or lIi suil Qf
  ll.fRlOf appl)' ('(jual1)' 10 all
  II~ poIrl$.
  COSIS and .....clghl IR lhc t"o Sy~lCIO~ are equhalcm. Howc\·cr. the: Basic
  annot rulcs are nlore advanlageous 10 characters using hu localion rules,
  bcClLUSC (for in~Ulncc) a figure in plate gauntlets has DR 4 on hIS hands, while a
  figure In "genenc" hea...), plllle. hil on Ihe hand. has lhe "generic" damage
  rcslstanCe of 7!
  -37 -
  Dropped Weapons
  It "Il>e1Y of ...upon rouIllCB I~ pro'
  _KIN ",:dh tho curw. WhcIo 1
  "'~';lOD ..
  dl"llpp<d Ii:>l" Illy -.... pia« 1 OOUI\tlI:r in
  that bu 10 Uldic_ l!le dmppN "'"ApOCI
  An~ c!lluW,'Itr in tha IleA. 01 MAIID it. C'AII
  pock up Iho: dropped "'UjlCI6. II Wc.I anc
  AIm" kJle,ol in !he ~ bu or on .od,..
  0:11I bc.., and • HC'OlId tunI 10 lrib die
  "'clIpOlI n
  .uM up.
  Oncc you lII..c Itw. weapon .. han:!. "
  mUll"" rn><tlnl. if it "' • ~ Ibo! ~.
  ",lr~ m4)'iIl, before -. ThuJ, it ilion
  fW<l
  lU",~ of
  ~.ody",. lbt I polunrl. If
  UU I "",,>be. of lum, ~ 10 1 "'.dd',
  pnoin drf~ (I fo. I bu~klr., up"" for
  Illf~ >hlt.!d) 10 ludy it on )0111 arm IIkr
  )001 pd ill up.
  Broklm Wtopons
  lCIlive,. 00"".
  ~rowbo""l, ot~~, and
  sImilar "''C'.lpOM Ire at....)·J IliClcu linn-
  bred"". for othe, ...tapoM. roD _
  dit.
  n,.,..., b • XI" d~nr:eII nil all. 2. or ))
  tl'wll the: "CIfIOO "'aIlcn and i! worllliul
  Tbt,~ Ii • SO" ~bllll'e tI'\IIlll .. Jlill p"rfIiI/'
  Iy lIabk - ...,rn 10 dIc appIVp..11t po....
  ll"afIt below
  S_trh. A brol.cn •....,n:! dot'J hllf irs
  .......1 tv!lI"I dunI(t, bul Ii aIJllow _.
  IUUUII implIl~ """PO": "thntiC dim·
  lie. tNWlla OlIly (b«1Iu1C
  Ibo lip it
  ~.I A brokal 2·hcA 1""OflI1Iu only 1
  I·hn "'..,t.
  Foil, f>II4 /ttJpl',,,
  It. bn.>km lOil to
  IU~ Il • ~r. lU'ld a broUfI ~ n
  1<elIICd II • foil. ""'" boIlkC'1I lip ,Son l>lJl
  mU:.c W. ".~ leu cle.odIy - jwl ahor1of!
  Sp,.m Thc:re is I jO" cIIIrK:e!he 1It.od
  will ",
  k off .."",£ II J'Kn~!hE Jlu.fl -Ill
  whir:h
  "". you I\OW ""~e • IfUtkntltr.
  OthC'rwno:,)'O\I bI~e a ~I\lb. ..Nt wc k I
  1'Y"N
  doiIII RPrm&I d....,c. lyq:
  uri !hE V
  nd .n ('urII or you,
  &1II11u.r.n Thr:rr:" \1:10" ~)'(Ill
  ...,.... hiVE
  \I thal:l, _
  1 X1J5 chllncc dw
  >hart brulJ. ntar yOIU' hIrld -
  ill w1lidl
  _, ~rE "
  \I clwn>,. (.... Ill ....) I'yanl
  "" .,..., III fl'Olll of )'<)U.
  Pc/HttN
  II atl dqlcMJ 01\ .. Iw~
  ~
  b",ak•. "Thrre "I.HS dwloe YOIII~ left
  ...'ith llIl
  1-1oסi poIrl (I*'~ DOfmally. 11-
  lItkJ IS \I b!ulll pike); • JlJ5 cflInOIl yuu
  II'C left ..idt • q.III1CIIUtf. and the,,, a I
  "£~ tlum.y (..... 1ID ....1ut 01\ !hE .1OIItld:
  ifill. nJ5 clIIlft- YOlllre ..,fl ..·1!tI1 ohol1
  club lnod Ihe~ 3 \I thom.,. (-'2 lID ~iIl) 2.fw:~
  N,,"'\lU 01\ 1M I'ouad. FilUlt Wli In:l
  ~ ItNnlrnK 1O!he ..." "'tap."l>l typt!
  A,.orJ gnJ .'of.". 1lIO' Ilc.Iod b bl'olnI
  uff.
  lcl~irlS )(lIIl>old..... \I lohon dub
  OrJ,rr W...."....· U.. !hE tloKJllYpE of
  "t"!lOll t1>iN ,,·c, or Itllhr GM fIlIh •
  lola dcc,uonlbooll!hE poNoibihbU (1f\It
  roll, If llwre .. I'llClr~ dtIn oat ....y Lb, tbI=
  __poll lID brtU).
  
  Wtapons for Clost Combar
  Mo.c IIOUpOlIJ c_ blI lIlfd III cloM:
  CIlInIlM. The ,~ arc bt"Q &Ild
  d,,",~;
  ceruln
  m.,cc
  nml: b.-n
  ktNi:\Jet IlllI ...., llfvica: MId aft}'lhuls
  ,he __ -.I OQiIr-J<ld
  Vt'llI(IllIlltlad•• (u.c-p for r....) arc_
  -1 .. , ... oombIl
  ..." WodtotJ will Ul .1. bt' dam-
  •
  yo. lilt .... row r.c. A lid 01 lin..
  kaucb toM lor CIIdl ilardi _
  $JO ..
  ..qtu _
  pouMl 8ftM b1KUn_
  be JRbb&d by lhr dflll)' or dnlpped Kci-
  --
  It. "'-'Yd. or ''''''fI.'' call 0-17 be
  •_
  l1li ctole__ or -tlcn yo. arc .-lJ'l'
  tea •• '..I_IF ~ foe. TI'PI. blKk·
  JK._ku.~,doirc·2~.
  Shields in Clog Combat
  1II do. 00llIbtI•• &il:1cI b«olncl. po-
  ~ ~1 _, !I.uJ.I prvvdct
  11:1 ~ .faue Koooe"fr. II ~n
  )11M .mile )'O\Il' "W' II My InKk 70'"
  ..., .. dotl: ~I (u«pl for llle Irtititll
  IltIlIl or lU'p-MIS_k, ..tim 70'" rrlO'"'
  !nIlIllle foe',!lU1 hall pcMlcy fql.IIIllO Ihc
  ~e ddeatC Or)'Ollt Ihkldl
  AlJy DX ron you .Ilempt in clo>o: QOIll.
  btl. ff/I.,)'OUI fInl Nm of dOle c:omb&I,
  Iw .,.. _
  pcIIalc:y
  II Wa _
  NI1l, willi. WCCftIf.ll DX
  IOU, co ,eI rid of)'Ollt lIIkki cNrilIa;a cloK
  _...
  Advanced Combat System:
  CLOSE COMBAT
  UsiJla the ).10\'1'. Sttp and Allad, or Atl·Out AI/ad rr.aneu,·crs,)'OU ma)'
  lQO\'C into an encmy-occupicd hex If you CUI reach It. "''hen )'OU move into an
  enemY'1 hex, you may attack hun 1D any of fe'·era! WIYS. Anac-kmg I foe in !he
  Mme bu is doJf' cambaz.
  You may abo tl')' to nwr and fhp piS! the eMmy v.-ithout C'Oncaet. 1f)'OU U5C
  the Mo\~ maneuver lO en:er an eMm) «C\lpied hu. )'OU must either tty to
  e'-.de, or 10 Jta," the oppoMr.t!
  When you tntet an enemy-occuplcd he". you Ott\lp)' JuJ/f the hell (tee
  diaaram). You 11I\'e tht bllfofthe hell hom 'olohich)'OU encered; he has the other
  half. To enter any of the hCllCf on the enemy's side, you 'oloilJ have 10 t\wt him
  and "lJIO\'e Ihrough" him -
  sec below.
  Maneuvers in Close Combat
  St~p and Attack Mantu,·er
  You can ftep inco the foe's hex and atcack lIim. If)'ou are already in his hcx,
  you can iltp oucl.l'ld altack with I )·hell 'oloeapon -
  or stly in the hell, make a
  dOle Ill~k, Ind Slep ow -
  UIIltJJ be hal arappled )"Ou. Jrhe is hoklina )·ou, you
  may Ifill choose a mantu\·tt e'·try tum. but ),OU clnllOlleave the he.\ until )'OU
  buak free -
  you're trapped. PoNtblt IClaCks are:
  Grupplf'. You grlb the (oe, To do so. you must ""in I quick Come.fl o( Dell-
  terity (fee p. 6); you al'!; It ...3! You must ha,'e II leur one empl)' band co ,rab
  wtth. Gnpp1ina does DO damaae. but pre\·ents !he foe (rom leavinJ until he
  bteaks (r«, or you let go. You may,rwe 'oloith both hands, or onl) ...·Im one. I(
  you are txMdlllJ your foe with both hands. the only further anack you CUI make
  is to try lOr a takedown Of pin.
  Ifyour foe is Icneehnl, 1)'InK oo...n, etc.,)OU are at +60n your OX roll. 8m
  )'OU muse knec::1 or lie do'olo'n )·oursel( in order to a~ him! YOIJ lNy do thlJ II
  pan of your "arappk" anack (I fl)'1nJ tackJe, perhaps"').
  Gtob tilt/« 's "'?aporL You mu.st half' an empc:y band aDd 'oloin a quw:k Con-
  ~ of DeJ(ttmy~laler turns, )·ou may tbe1I try 10 ....·rest it (rom the foe; each
  anempl raXcs a full second and requires you 10 "'ur I Con~st of Scrcng1h. If)·ou
  knt the contest, you lose )'our gnp on hll "'upon
  Grob Mr /«'s ...tap<m arm. As loo..·e, N
  for a \locapan )·011 COIW}f lfIb
  Oike a dlucr). 1f)·Ol.I,..in the Cantul of De--.:u:nl)', you grab the wtapon arm or
  hand. You eanllOlllke the weapon I~Y, bul you ean force Ihe foe to drop It by
  winning a Contcst of Strength; )'00 could then lI')' to pIck up the .....eapon
  )'ourself.
  A/tack ""th a {tgal ...·eopott. If you h,,·c • Jelll dosc-rombal weapon in
  hand (fee sidebar) you ClIl Ittack with 11. Wcapon 'lUlCks in close combat arc II a
  -210 hil.
  A/tack btJre-handed. This may be In ordinary punch (damage depends on
  arenJlh); an anempt to bite (1-4 damale (or ordinary human IUlh, more for
  lOme creatures); or I punch IIsina the Karltt or Bra\li1inll abili!)' (Ke below).
  Allf'mpr a t~down. You may only do this if your fOt is fta.,dina aDd you
  ha\'e alreldy Inpplcd him, RoU. Conte t of kills: your ST or OX (wluchever
  iJ bettcr) qainlt )·our foe's ST. (If)'O'llre already on the ground.)'ou have a -.5
  penal!)'.) IL)'ou 'olo'in, )'our foe falll 00"'11 in Ihe same hex and L'I)' Idjleent bu
  (your choke -
  remember, I prone m&n occupies cwo bUeI), It be 'olo·U holdi,'Ia
  )'OU, he loses hiJ arip. 1f)""OU 10fe,)'ON JU(ftr the lime effects! If nobody _ins,
  -ins """","-
  -38-
  f
  
  AI/tmpt (J pln.. You may only do lhis if your foe is already on the ground.
  Roll a ConteSt of Strength. The htQ\'itr fighler geu +Ito his roll for every 10
  pounds he has over his foe. Ifyou win, your foe ispinJIed and helplns~ )'00 must
  stay lhere to hold him down, but you cln free one of your hands- for other
  actions, If )'oU lose or tie, nothing happcn5,
  Brtak/ru, For maneuver purposes,lhis- is an ....tuaek... even though iI docs
  110 damage. If you are being grappled, you callnot move away until you break
  free by "1nning a Contest of Strenj1b, Your~ is at + 10 if he hIlS you pinned,
  +5 if he has you pinned but is only using one hand, or +5 if you are not pinned
  but he is holding onlo you with both hands,
  rf you sll<'«ssfully brC41k free. you may immediately move one hex in any
  direction, Note: If your foe raus lltIconscious. you au automatlcally freel
  Slam. This anack is described below under the Mow maneuver,
  Srtp and R~Qdy Mlineuver
  Draw 0 wUlpon. This should be a weapon you can use in close combat (see
  sldebar. p, 38). Use the Step tvld Ready maneuver (e~'en if you can'l step) to
  draw a .....eapon from its holsler, or to pick it up offthe ground in your helt or an
  adjoiningont. Make!. OX roll to get it suctlC'ufully, Acritical failure (17 or 18)
  me3J15 you dropped the .....eapon while trying to drnw itl
  If you have the Fast Draw skill, you rnay u.se it in close CQmbat -
  but )'00
  must make t'I<'tl rolls, one (vs. OX) to get the weapon, and one (vs. your skill) to
  gel it fast.
  Chang~ Position Maneu~'er
  You rna)' change positions freel)' during close combat. Exception: If )"ou Ire
  on me gtOUnd and pinned, )'ou cannot change positions unle55 )'00 can break
  flU. u desc:ribed above.
  Mo.'e Maneuver
  Slam, You ma)' It)' to slam your foe when )'oujirs/ enter his hex, You arc
  It)'mg 10 run inlO him and knock him down, You CAnnot make I slam Itlack if
  you Sllfl in the.same hex wilh your foe!
  To hi! your foe. rolla quid: Contest of OX. He is at a -2 if )'OU entered from
  the side; you win automatically if you entered from behind. If you win (or tie),
  you slam illlo him: if)'ou lose, he avoided you, and )'ou must move allust t.....o
  morc hexcs, if )'OU have that much movemc.nt left.
  If)'ou slant into )'our foc, racn o/you muat make I ST roll, with the follow·
  ing modifiers, 10 .see if )'W fall down:
  •
  +2 if you mo\'ed more than one hex toward the foe, or if you were·running
  laSllllrn and moved one hex thia lum.
  -
  -2 if the/tH moved more than one hex IO\Vllrd )'Qu, Of was running last lurn
  and moved one hex Ihis rum.
  -2 if the /fU has a m«Iium or large shield,
  -2 jf the foe slammed )'OU from behind,
  An}'one who misses hi5 roll is knocked down. and may also be krlOCked
  backwilrdl- see sidebar, N"Ole !ltat Dshield helps knoek your foe down, and that
  your foe is more like])' 10 lceep his f~1 if he was also runnins toward you!
  A slam attack does no damase to dther fighler unless he rolls a 11 or 18 on
  his ST roll, In !ltal case, he likes (1-2) damage. Armor will protect again51 011
  but ont. hit of this damage,
  EsctJPr. If )'0\1 SlMt in the foe'. hex and he is nOt gnppling you, )'OU tan
  move out ofthe hex through any ofthe lhrcc hexes on "your sKit >, of the eombl'
  hex. You cannolluvc lhrouglt the hexes on the foe's side unless)'ou C&Il tvadt
  him -
  see below.
  Evading
  "E\'lding" is moving "through" the foe, to leave Ihe hex on his side. You
  cln Ittempt Ibis IS pan of U1y maneuver thaI allows movement.
  - 39-
  Stop Thrusts
  A "!tOP Ih!"lll" b a ""e'1IpOlI drfen..
  IpiM: a dWflnG foo:. If YQll ~ 011 your
  reel, 0' knHlinJ, and h.t.ve I lbM1i.D, h.uld
  weapeco rad)', ~ C"I.lI If)' • ~
  .,.i.la a tot t...)'i.~& 10 mcwe UIIO )'QU.!>eJ.
  from QCllI of)'OW"frortt bua.
  As IDOn Ai the foe
  ~tl:rt )'OIl' lin,
  moke your OWlIallAtk roll ...nIl )'Oll.!hrust-
  in& "'upcllL if)'OU bit, )'OUr roe rilly II-
  Itmpl LIly "'pl tkftllit.
  1f)'QU mi. your ,:tid: ml!, 0. if)'OU
  tMke )'lll,Il" attack roIlllflll yOllt r~ c1efemdl,
  he. llllOm&tie&Ily ~. l:uo)'Oll 0' ~a6t.
  )'QU -
  lib dl(liceI
  Bul if you 1111 )'OOt foe lind lie fa.tls I:r
  o:krend, )'00' ....eopon l,*"",,ticaUy dou
  mnimum clatftIae! YOIl do lllII aeed '" roU.
  Y(lIlf '"'Upoll doel the tDClll damqe th.IllI:
  eln pouibly llo!
  If thit kill, )'OU' !oI: or bIockJ hlm
  do'o-ll, he flU. in tbc belt IlCXI '" )'Il'UB{or 2
  MMa ""'Iy, Ifyou hid llaaJ ..eapoa).lfill
  doet IIOl kiU 111:11 or block him d(lWll. be
  &WJm.IDCI1Iy .wm iDeo )'OIl or c:vadcII -
  Ilk dIoktl,
  Attn I tuCC4lfuI ""p L'wM, your
  "'~ IIk.eI one CXIla CIolrll '" rudy (C"~
  if it I.t I
  twoo:! or knife), lor ob\'ioIa
  fCI.IOllt • , ,
  Snap Shots
  It you have I miuilc "upon rudy ID
  Ii", .. 1lx monl<'ll I foe ecen YOII' hu,
  )'QII mlly
  Ii~ • N hlm. Thill it I .....p
  &boI•• (eo.·en If)'Oll "'"ffe Ilmi:I& aI him. tile
  aImirtI boftu. II lost) bul ills .Ito II poirll
  b!w rqc, Thc-K flll;\OO QlICCI out. 10
  YOII firt: .1 YOU' oomllli Ik.il.I wil/t rllc
  welpoe'l.
  Pl'X'Ctd ... IV•• olQp tln'll,l, ll;Icn'e: roU
  ro IMC.k. and then '" )'\lUI" foe roO In
  dcfrnd. If youllil yl)\U' foe, roll DOtJI>I,l!y
  (0. ""mqe - •
  miUil~ "'upoa doe, "'"
  aIllQCnlticllly llo ma:UrIxap ~ at close
  ~11.
  
  Knockbockjrom Slam Attacks
  ..__ ftal*r bo(b MOdlu__
  • a __ IIIlIrl,1btft Is aa-c.. mr. faDl:tI
  ¥*t wiI be........,,~..u.. -&
  •
  00-. 1lId ~ cWy wlItlI _
  ,.... kftpIllil fete ..s.. GChrr r.DI.
  AcI a qtoId e- 01 StIu,.u.
  If
  tic falIal lIP. _, or br:I. br: iI ..c
  boxbi bKhwdl
  8I,c if he 1oIcI. lie is
  knacl-owt... _
  bu. for evrry2 poiDG by
  'fItlidI he IoIc - twfllI 00w1l. but a1"'-.yt •
  lei. I bu. Any ....11. rllt*r, or GChrr
  ~ ..ill Mop !lila. 11M Il:tJ a:IOlIl<"r
  rrptr:r, hr ~ ill Ibr he>.
  wid! lhQ
  Ilat*r. who lNIIt nYle I roU (81+) or
  DX+J, ",fl~he\'r'"brllcrlllD avo"" till,
  .., doIoll blmsrll'!
  n. Nk holch Irur CVell it Il'le tip:e.
  ",ftD lniri.r.ed the Ii&In IlCPdlIl the Oftr ...100
  iI tnorkcd do-rIl
  Striking InfO a Close Combat
  It yo. __, yo.ntlf, ••Gt<cd ...
  dIM __, _,-. albn _. JOU ~
  .... lID bdp ...... Y_ e. do all by
  -.dq aut:Iook rk "1111
  'olI« bc.\(a.1
  IlIdJUibl&.a foe -.till IIUI rloao COIllbM.
  Y<Ut cad:b. a -~, pho..".,)' nrooWier
  b
  die foe'. pot.llal (1)'.., ~,1Or 1II-
  Aft). U yo. blr. )'OW' foe', O!IIy Irpl
  _fate Is 10 4oclte.
  If)'Oll mill. III if)'(Klr kif; MlC:CUlflllly
  dod&«, )'lIlI IN)' hiI 1OIIlCOl16 rlx ill lhc
  hr... Ilall faIIdofnIy 10 _
  lIl'llo )'OIl ".,.
  ltIdl·· rv.. It lhr~ Is _
  IIwr one IMhr.1
  Iiper ill 1M be... !!adI _Ie rod )'011
  1IYIk.e. ~ ill Itore- I I'riad III foc:,
  • • I r.. 9. It r- WI. lbr ~kllm may
  dod&r lCilCI'"'"ina ""liJ )OU IW> 0111 ol
  tarptI or "'" ~y .. lIOi.........
  You COfIIW1 evade if a for. il hoIdina you. You mu~ abo !lave enouih move-
  ~nl to let out of the enemy hex! Ifyour move~nt ends in the enemy be".)"OU
  ~WfnOI e\'lIde on !hallUm.
  Flnl. ask your foe if he is trying 10 stop you, If he cOOo5c'~ to Ict you 10. you
  hI\e "ulomalicoU, "e\-.dcd." No roll is needed.
  If your foe waDlS 10 w:lp you. roll a quick COOlest of DX......ith )'OUr OX
  mochf~ u rouo\lo's:
  -5 if tht foe IS sundina up
  -2 if the foe il kDec:lmi.
  +2 if )'ou cnu:red !be bu that rum, from hIS right or left.
  +5 if )·ou tm~ the btll tNl rurn. from bdUNJ bim_
  +5 If tile foe is 1)·1tl& do\lo'fl•
  Ifyou \lo·m. you 1la,'C e\~ him ..1Id you are ff« 10 In()\~ 0Ul. Ifyou 105e<<
  tie. he cot in your ,....y and sc.opped )00,
  Frte actions (combiM wilh any maneu\'U in cJ~ combal)
  R"kau )Y1fIr lrip. u( go of lbe foe. If you :ue Irlppling him.
  17uow ""'II)' y{Hlr ....'fllIJOft. This IS IUlomatK:ally successful and takes no
  lime. You lI'II;y do !hi$lo let a uscltls ""capon (e,I, •• sword) OUt of )'our way. or
  10 depri\t the foe ofany chance 10 grsb .. useful weapon (e.g.• a blacki*:k) from
  your hind,
  Oth~t Maneuvers
  AII·Oul Afluck,
  AIl-Oul D4tnse,
  Ftitlf,
  Aim.
  Cont:"nffCltt.
  and
  Waif
  maneu~eu are noc possible In close combat, Any close combat is -
  by definition
  -
  all11O:lit ....ll-OUl.. any......y. aod the: other maneu\us reqUire a degree of pllln-
  ning and coordiullon Ihal is imp0s5lble when )'ou are nose·lO-OOSC- WIth YOU'
  opponenl.
  Ifyou \lo"J.nl 10 Iry.some ocher action dunna close combat, (he G~1 ....iII be the
  Judge of its feuibility.
  Defense in Close Combat
  1be only fICIl\'e <SeleNe tbat worb in close combat LS DodS", ~phon: if
  you U\'e the Judo or Kataze still. alk)wIIlJ)"OII k) p3lny blre-lwJdtd, you can
  usc tile Parry derenJe.
  You ntlly cboose: 10 "dodte and retrut" in cIOK CClmb3t. iflhe enemy il DOC
  bo1dma )·ou. Add 3 U))'0f4f defeDse and back OUI of the bex -
  tNl is. Iea\'e on
  your side. mo\'irw one hex! If the el'lmly !las bold of )'0\1. )·ou c~1IOC escape
  from tile bell by rctreating.
  Multiple Close Combat
  Any number of people lI'II;y be imolved in a c105C combat. This can be diffi-
  cult to sho..... wilh minlalures -
  C5P«ially if some:: figures are IIandillJ and ocher
  figures arc lying down. A JOOd compromise is 10 allow a fighter ID declare him·
  xlf in "dose comb:u" "",th an OJ:lpOI1Cnt .... hile sull In the nexl hu
  Up 10 tWO filures may combine In 1ft ancmpllo IlIke a dogie foe down: up 10
  three. !my combine in an ancmpc 10 pin. sinlle foe. In eilhtt ~5C. usc the ST (or
  OX)ofthe anacker willi lhc best SCOf'C. and add K(munddov..,,) orlbe ST Of ox
  or ut'h of his btlpers.
  -40-
  
  I
  Advanced Combat System:
  RANGED WEAPONS
  A "ranged weapon" is an)' .....-capon that is U$CU at a distance. This includes
  thrown ...·cap.:,ms. mi$sile .....eapons. beam weapons. and (in a magical world)
  many t)-pcs of ho5tile magic. Mon to Mon does ooc cover gunpowder or hightr.
  loch wapons, but they use the S<irnC system and will be pre5Cnted in a supplement.
  With any ranged weapon, you may make lWO rypes of IlIiCks: a "snap
  shot" or an aimed shot. A snap shot -
  one madc without Laking lime to aim-
  cosu you <II -4 to your atLilck roll. If you aim for one. turn. you lIW1ck I' your
  n::gular skilllc:vcl. You may aim for up to three more turns, Jelling a funber + I
  to )'0\11 altad: for each turn of liming.
  Arc 0/ Vision
  1f)OU b1,,-c I I'IapJ "'"AIpOII, )'011 etII
  .ultk Into lolly of 1ht ~ tw:u:s 10
  )OUr frwt, as 1OO"'ll bekrw. Thil it)OUr
  "o.re 0( YiticlIl," A dJI,~r wQ Pffiflb-
  era! VI:&iocI c.. flU itIJo 1liiy IIu ... Au Ire
  q( viJion, .. .\ho'o;n hy Ib! .'''y bua,
  Types of Ranged Weapons
  'Then:: Irc se\craJ differem types of ranged
  weapon~. each with ilS own
  characltristic5.
  Shooring Blind
  tf )'00 lII'e. ""'iood 1<I>'UpOfI, )'011 IN)"
  MlKk IOCl>eIlIlit ouuide )"OIl' an: 01 _
  by -'Jhootin& blind," YCKI' .[lICk iI II •
  -IOtlil pellllty, Cll' • nw.amum "10 hi(" roll
  or9, ..·tIidlltye, lJ ......"" (Thil. mean, dill,
  u MlJIllhy', lAw Iftdicu, )'OU Ille ...
  u» lite!)' 10 a. your Ialltl dUm ~
  dw: "' lhc vkiniry.) NcedlesIlO My. you
  ~ JCI. bonul by aimMc. See "H-.,
  the W~I Tafld," P ".
  Fast·D,aw /0' Archers
  If)'O\l am PUI·DnIw b' """'''' (0'
  m.Jbow battl -
  WIll: !Jo:iU)•• aua;c:afu]
  ~·Dnlw roll will kl )'0\1 fUlly III W.".,.
  iJI "_rime .. Thb ",-~I !OIIaveone-.d
  oR")'CIlIr croemJ rt«lyin, time willi )'Our
  ....
  Ho...acl,
  lho. ,.....,.,tty fur 'Ililairla •
  Fa>I-Drll.. it ....Jller !()If.l/l 1I'ttw:,. If yov
  mial YOU' roD, you drop IIw arlO", flit .....
  I atka! mi.. -. 17 or I' _ )011 llJ()p
  lJ'OU' "llole f/M.wrl P\CklIIIlIp tao:!llrlO"
  is. atpIfllt "lftdy" ~ f...... wn OCI.
  Ibil )'OU CIlft' fUI-dnlw III lIfTOW INn 1)'_
  ina ... l/>c: 1f"UIld.
  Thrown flcllfd Weapons
  If I band weapon is designed to be thrown. anyone may throw i1 by roJ1illg
  against the J.ppropriate thrown'''~icaponskill. Thrown-weapon skills are different
  from regular weapon skills. For instance, the Knife-Throwing skill is MI the
  SlIme as the Knife skill, even if )'00 arc using the same: Icnife, The general
  Throwing skill gives you. bonu for throwing any w~apon (or an>1hing dse you
  ha\e handy).
  A throl/o'n hand weapon docs the 5aJ1~ damage it I/o'oold do ir used nonnally,
  The Wuzpon Table indicllies which hand WC'3J'01l5 can be !hrl)wn.
  •
  Thrown Obj«f5
  Throwing a brid., rlX"k. flask, or similar object is COI'Uidered an attack, Use
  your 711,01dng skill. or OX, modified for range (5« below),
  A rock or similar item weighing II. pound or lellS can be thrown 3.5 yards
  ti'"~ your bask ST, For chaneters of nonnal ST (7 and abo"e) it does 1 hit lelJ
  thin )'our basic
  Thru~ darn<l,ge_ (For dcll.iled rules on throwing things uf all
  Ilo't-ights, ~ p, 50.)
  Missile Wtapons
  Missile weapons iIlciude bows. crossbows. and slings. A missile "'eapon',
  range and dal1\llge are governed b)' its usc:'s ST,
  Crc.wbo,,'s lire slightly djrr~rcnt: range and damage arc Govcrned by tnc
  bo...·s ST. You may use. weakcr bow than )'our Sf, If you usc a heavier bow. it
  does more damagc -
  but ill.lll::es longcr to cocl::, A crossbow of your ST or Ius
  takes 2 seconds, A crossbo'" with ST I or 2 greater than )'OUr5 takes 6 $CCorlds.
  A crossbow with ST 3 or 4 greater than )'OUr5 requires a "g03.1 '5 fool" device to
  mock C'ltt'h lime -
  thi5 device weighs 2lbs., COStS 550. Ind cocks Ih~ bow in 20
  SC'oonds, (Remember that in addition 10 cocking lime, il trikes one lum to ready
  an arrow -
  unless )'011 have Fast-Draw for arro....s -
  and one turn to plact the
  Ilfrows on the bow.)
  You clnllQl usc a crossbow if itS ST ucceds )'ours by more than 4.
  
  FirIng Up"'ard olld Dowm.'ord
  Finna do...",...vd increases thedilaance )·ou can fire: a ran$ed "'eapon: firmg
  upward decre.ues l"I:lgc-. Thls IS DOt l:uly 10 matter II short dlSlallCcs. bUI can be
  IlIlponantllt long ranae.
  Firin, dolO7I..-urd: For every 1"''0 yards of elc\"lbOn you u\'e o\"er )'OUr
  urxet, subttae:t I )-ard from the eff«ti\'e distance_ Enmple: You are 40 )'lrdS
  ......y from your target. and 10 yards hig.her, Subuxt S yards from crfecti\"e
  rangc, You fi,e IS though )'01.1 ....ere: onl)' 3.5 yards .....Iy
  NOle, \\'hene\·cr this
  &o.mpln of R""e CokulDtioll
  A tlrTow,"t1 axt has I point-blank tL'IiC of 2 yards and a ranle iocn::mc:nt of 2
  yards, Suppose your Axe Throwing skill IS 10, Al 2 )'lIrds or leu, )OU Itt a "'4
  bonus: yoor errocth'e mil is 14, At 3 )'ards (one increment) )'our efrectne
  I
  IS at -I, 10 you need a 9 or leu Al 8 yards (4 lIit:remr:nb»'OUr eff«tlYc skillu:
  at a _4, And 50 on.
  You have: I ST of 12 and I lortgbow. Your $k:ilIlS IS, The urlet is 200 )'lrdS
  3WJY. The Inc-rement for • longbow IS "sr' - whldl is 12 for you. 200divid«l
  by 12 I 16.6 -
  round down to 16. YOu ....ould ,nack d'la1l8:rge-t at a -16. Bettcr
  lIlm for a long lime. Ind cross your lingers!
  N04e:. also that the "Half Dll1\llge" range for 1 longbow is STx IS 200
  yards is grealer lhan )'our ST x 1.5. so )'01.1 will 01'11)' do half damage If }OU hi! iI,
  Calculating Range
  My thrown or missile ",'Capon (with I few high.-kCh ellcc-plIDni) IS most
  aocurate It "point blar.lt" ralt&e. After thlt, its lICC'UlXy drops "'-Ilh diS(Inc-c., AI
  \'ery Io:tg range, IU folU ...ilI be ipC:nt Ind it ",ill do Icu damllC
  Therefore, for eadt ranged ...upon,
  four numbel'! are IIsted_ 1be:5C:
  diswlc-e.s Ire ghen in )"I",s, Each ranse ucepl: point~1I'tkis I function of
  T
  slr~ngth (or the ~Wtg'.h of)'oor crossbow). A SlfOng mlli can fire futher. more
  accuratel)' _
  Poinl-Blonk Rangr: Thli ts the: firM number listed. AI un range or 1c5s, )'01.1
  gel I .... 4 bonus 10 hI!. A miui/r welpen dots + I dJrnagc:u point-blank raniC'
  HO"'·c\'er. if )'00 are usinS )our dr/allft skill ",·ith. thro"'n ...eapon,)ou don'llC:!
  a bonus to hic I
  RDngr fm:umrllt: The: second number 15 the rongt IIlC'T('m,.Ilt, This is the:
  dl~\.llnce in \IIhie,h your effective skill drops by I. Obviously. the range Increment
  for a thrown knife 15 vcry ImaJl The range incrcmcnt for 1 stronS man's bo.... is
  vcry large! If your U1rgctls OUtside polnl-blank range, the hl! penalty is equaJ to
  W Ilwrtbfo,. ojint:ffmtllts to the IUgct. ROIlnd do,,-", If ),our larget IS leu than 4
  increments aWl)'. round do....n to 3; )'our hit penalty IS p]
  Half~, 1lic Ihird numbtr for each we<ipon IS .'half damage range,"
  Thu IS the range II ...bic-h the po"'er of the weapon has fallen off50 much th31 It
  only does Mlf its IIOrm.aI dam.ge (roll normally. &:Id lhtn di\'1de the result In
  half. roundinl do1on), Rah$llCllly, most ...·capons lose- Slnklns po...·cc gradually
  u
  Ilr "sistanee slows them do..."'. but • dcc.iled ca!all.uon ""QI..I!d be
  W1pll)'able.
  MaxlfnlUn Rotlgt: The !<lurth number gl\'cn !or eKh
  ·e~pon is maximum
  t'CIIlIt, No attaCk IS poloSiblc beyond this range. because the
  upon "'"On't reach
  Ihat far.
  Some sample fil1lge numben:
  Half Delmage
  Maximum
  ST-S
  ST
  Irtcrtmtnl
  I )'ard
  PQfrll·Blilnk
  2
  Wropon
  Knife
  Pop-Up Attocks
  A pop1JIlltId: O£ opec'" AUcIr._-
  lZIIVC1' ill .tIdl)'OU -.p trv- oowr.
  __ laaor ku.e-I wupm.1rld
  ,.."'''' 1O ,oc CV;fr - .. W ~ ofelK
  ...... n .. -w ~ ~ ~ _iIfl £
  _~
  llU»~
  _tlI~
  •
  1IuI.u
  IU<fI ....,~, In:. hip"ledl
  A pop-~ Iud: is b1 dc(_ I IMP
  1hol(-lI 101tit), 11'10:", illl'l utI" -2 peMl-
  I)' b«.Iuw: )'OIl a.n', w:e )'OIl1 ~'cel ~ Ihc
  bfJIM..., of)'Ollr IU1'Il -
  rMklIl(Il POJNIP
  It\Kk ~ III .u.
  Pop...p l:taek. tndIldc dlllCtlq troIInd
  • COI'IlU. &ftlIIftl1 tree, <lUI ofIln'llclI.1niI
  "I..
  Wbik JI;II ant <lUI of _" 10 du'ooo'
  )'Olll' ~. )'011 ft11 ~ .'DCk.... by my'
  _
  tI;'JcWII e..
  ~1 ..-.dI OflllOl-,
  fin:.
  YOllr o-Zy Ir:pI dc:f_ OIl I I:/l'ldp, If
  )'OIl ~ Illd mnIl, )'1M' _
  IAI(k \I
  _.
  Thro ....n Wmpons
  ThfUWlbk
  wr.1rf!C'IlO
  >neJr.w;k
  klIj.~.,
  Uel. lniI)flUrI EKII oIll-.etot I•• llIf-
  fcrml "d1fUWII .."Capon" $kiD
  TlvCl"'.
  '"u;.ilII
  I.t:illI
  1ft ~
  til)' ,U "CIClalbal" ok.illio 10. Thry ImflIV'"I
  quld;I, with ~, The.y ur cdy caD-
  D:krrddJrlalll." ~'.llIQf\d.b«.Iu",
  Jr_ fIC'C'lU: pn:t:b:!
  Aiming
  The. ..e- ~r il ~ 1O calJel I
  IlIIlIk foo: .brll )0'1 _.... I
  tI\:l)oa;lI
  OC
  mMik ~..' or ICI II-rJCl I WlClc hu
  .hel JOIlI 1ft plMlli.:aJ ID gke ~y
  (\l1: AItI'l:rl1 wo"'~ ,sg"lI)'Cll1r now of fire,
  IIuI makn )011 1IlOl'f. ag;un«,
  If)'OU fin ..iItlOII,1I!dq I Nm 10 lim,
  it i•• "~"IlIp JhoI:," I.lld your Ull('k lOU ..
  It I -4 If ~'OU We • 11Im 10 lim.)'OII eM
  IIlM;k at)OUr IIQfllIA) UiIl
  YO\l let. "I
  !loIIol, klr eldllddlllOll.llJ IIlm)"OII aim. up
  lID I _llmum ol ...J_ HO'Oo'C,"cr, If )'OIl dD
  .)1tuI& rlle (ixlgd:ir., _1Il1 or aro Ie_
  II,"C dcfClllC))'CUr _
  It 10M'
  TIh!lJ. """' 1O-= 100 ch"u.....
  -2 pcll&lly for rnli fml, "" obIu\ICI£d
  Ko., or'* "lltl t.:I ioocq
  It )'Il'I .... I -"* ,.._ ..
  .~,. YOU' ~ ..."... tIbl&
  ". _tlnllll_p)W" nua·1
  10 ••• "'.. mmclD6_I",.... boRI,
  If )WI' fa,-,cI_'" ,,~ )'011111: 1Im-
  ... """ ... il.wr~ ~fr. If
  )Ql low •
  of lbt flit. III AIl'I boJIln "
  ...'
  -42-
  
  Opportunity Fin
  A diarK:;n wiIIl , dl_ 01' IIliIoIiIc
  ""PO" !MY -.d d, ~ , tptd-
  tiod .",.. UId tire ...... AI , Ia:pI ,....
  _
  iadf. ". • caIIIld i I * ri,.In.
  To tab ~ ftn!,
  JOII __
  dIootc: cDr. w__. YOIll' __
  Is _~ Mil. rx-. d1ednniol,.
  dIo:w:itt ilII:IIIl ..-.lIiq; ... , WId
  .-..
  jIMtJ ........ If 'ltJFI~,)W
  II:c
  lor I!lrow) )'OW -..poa;
  Jk.c
  '"=,...,.,.. Y.. -r dD""" ct...
  alnI. If
  III) WJtl tppeVI. )W ....,.
  --.dlbtt 111m.
  TIle: _
  III be "CO"cRld" _
  til be
  ...6. )'llII' an:: 01 ".. (_ p.• 1), 1110:
  WIC-r llx
  1o"Q )'OlI ....-c 110 ""'lIldi. It.
  IlUICr die I'C"l&II1 ~ )'llII rift, .. rw,
  ....,
  ~ or ~ bu« bcizI& ...Idioed: ...
  Throe Of Iilvr ~ belrIf onIChed; ..."
  Five Of ax lw...:e, beIDa ...Idled: -6
  $c¥q, 10 ten huq bdr., ~: .,
  Mt>~ ~ leD huu beiDa WIlId'led: ·8
  YOll trIIlY t1to IpldtJ' , slack tlRipl
  bllll, cd I&)' 1/itI)'Oll ,..;q tift. tbc lb.
  la'F11ti.u~ 1IW I,.. "the pculIy"r
  .u. D:nd of oppalliitily nrc. ·5, AI_·
  11>II pm·..... for ralWt: tFPIY D ~
  iIy 00.
  If )'llII _
  III brp ~ '- l'iVIII
  ........ .toore )W ... p"
  • C D tift,
  jut!ldIw GM -rab'.
  tt_OO"_~~'"''''''''
  jkli
  .J!Ire. me _
  tlfJIKI ltw1
  fiR. !brir lboa 1ft dt'KlrVd)' ...........
  ~
  ....1Io:a J'\lIII
  .,.. dlta,. ..;1Mb
  oppaiUlliq fiR. ,.._ 1ft '" b
  h
  c:amI)' IIhtt tppan Ia I!w. ......* uul
  The (iM ~ .. SIn _
  jUyns
  ca:cr.lly IP«if)o me _Ibry .." .......
  lor OflfiOiwaily nr.
  Oppc_ity lIllIU _ "*If".lbc ~
  IMp tbol tro.-.af • '-:Wod ;.* pe..a.u
  lis:cw! Ibo'wr. ~'". it you ,,,, .......
  • ~~l.c lou, )'OlI can Aim ¥I1IiIr. you WlIil
  for , Iallct. Thil ,.;u JiYe )W !be 1II)rma!
  almirll bonus when)'llll tlDtlI)' f'lte.
  Each fIlm)'Oll W'Il for, lal'Jd_ItIt
  , wm of ,lmil'.,.
  Koq~u, it )'011 Nt
  wtll:hin& IIIDI'& Ihari one 110: 1 )'011 ~
  SCI til timda bonlIt It til
  Otlur ..~.."".. .4edool,
  The IV", ICIlXV\'e'r can be IIMd tor *'11
  "rdkA EtaI ~
  )'lIIO WIrII 10 pltll .. td·
  '-..xe -
  I.e•• '1t Don __ tlI)' orca.'"
  ...itt JI'IlI dill. lOPe lrm:«lltle.t1 - oft,·
  .... don~.··~
  be
  lIkM It • ··rdlu".... IIca. be
  ill
  , w..'"
  nc (iM', dtciIm •
  ....
  •
  •
  ..
  ••
  ,." ~
  t
  rf .. ~
  4
  A.wr""......,1
  -J •
  ""-
  ...
  COffr and ConcullMnt
  If)'ou tude betnDd iOfndhltlg, you "'ill be • harder Wgd for lhrown and
  missile wupons. The ~r the co\'cr. the harder you \lo;lI be 10 hi1; anyone
  shoouna •
  )'OU must W)'el: arl e.xposcd pan of your body. Some uamples.
  Had only: -510 hi!.
  H~ and shouldtts cJ:posed (Le•• (irill& a ....upon from. trenCh): _4 10 hit.
  Bod)' half c::xposed (I.e.. fmng from behuld • lret. or SWldinl behind •
  gnaJl cmbankmenc): -3 to hll.
  Behind hghl CO\"cr (i.e.•• Krtell of branches): -210 hit.
  Behind IOmeone else: -4 for uch human-sized figure in the wa)'. Su .4,-
  wdciJl' 11trough oC1II Occupied Hu, p. 44.
  You can also make yourself I harder targel, (\'cn withoul col'cr, by
  crouching or lying down:
  Lylns prone without co\'cr; -4 to hIt.
  Lrill' prone behind minimum con~r (i.e.•• body) with head up 10 observe:
  -5 10 hIt.
  L)'ing prone: behmd minimum cover. keeping head do.....n: -710 hit.
  Crouching or kneeling without covet. -2 to hit.
  ~.,., _,
  -2 .. k
  ~_ ............
  ",..~~_·.4.
  _ ....,
  IW.
  formula ....-ould rrdllCc the cffcc1hc I1Inac 10 leu than half !he real Bround
  diSWlCf;. use half me real ground dislinte mltcld.
  Firillg wp....YJrrJ: For e"cry )'Ud of elevation from you 10 )Wf WICl, add I
  yard 10 the dfceth'c 4uUncc. E.umplc: You arc 40 yAtd.s '''''...y (rom your
  tartt1. and 10 yards Io...'t'f. Add 10 yards 10 effective mlle. You lire as Lhouih
  you ""crt 50 yards away.
  L,.., ,...... ..-0;. _.
  ~ _. __ """'.
  e-dr~,.......h'.... ~'
  ~. _J."-'
  ~ "'- ., .. IW,
  -2 • ..,
  81.§td on lht:se CAlmplcs. G~b "In inlerpolate • reuonlble penall)' for In)'
  exotic method of c:onc:c:llment the pll}'ers mly devise.
  Ifyou Ire using the ''hit loeadon" rules, you mly t&rgel5pcCilic ptIJU or the
  body (e.g.• the: head), at specifIC "10 hi." peWlics. Do /WI add these modifieR
  10 the: ones I~ abo\'e unless some: extTl dlrficully is tu.lly being added. E:um·
  pie: If only the target's held is sho..Ula, the penalty 10 hit tl IS the: same -5,
  whether you c:oasider it "aiming &I tht head beeaUK you "'1M 10." or ...iming
  • the: bead because that's all that's nposed ..
  ,
  -43 -
  
  Oil FltJSks
  A ~ 01 r-uy CIlIIIINil II tIC "011
  ll.t.$t•• - '''-'c ~C(lc:lll.'" A.I
  .....~ """ • IiIlccl ... ~
  oil A Ri& II uecllCl
  0Ubdc LcM'"
  ..., Md ~ _
  tlulr.
  IlU.... iD
  tnal opdlq namm, oil.
  Ho.-l""c•• Ib
  upoa b f..lI-'Y u.ut
  dlc
  IlIIIh ~
  ~,
  1Iot-
  bolll\lOll IIClI"d ..., 1Y.lWIk. (Alcohol if,
  1l&mrftIbk, bvl IMm ..11I'I • cool fl&rnl:
  Piktlil Mdy boll_ill.." ftue lip lI\WIIIdy I
  Stdl.... /<w«Jy pmc:, )'\l'U mI)' _
  Ibil
  ~1IpOOl ~ __ dllllIIc lMoml
  _ra 01 "'Orftk tirc'" wli IIOl bI
  " ... _
  --S 1IO iud) • Ilalt
  ...... III 'tf1'M bell, _
  --.lID ItP In
  ••t;a••• If)Gl U'oC I. IllIdiIllf ~Ie...
  or __ ~ (CIpbOftIIJ 1IO ion. NllI ..
  toCIlIIId e- Aucl -..,.rt) 11 ..10'1 ..
  A fttl,I: ... a:"'I}"S bt.ll1 rI • IrIu 1hc
  lIoor nc.., .. I. 5.'6 dlMc:e dill flc fuw
  .'illllll} .. aIld-" dlt oil. flrt 1I.1lI
  produclt. l-kl pooIoftin: ....11I_)'....
  lien. ~. PIa<c • _tel' ID __•
  .... tic bu _. fin:
  Il~ latJft II. ~.Iw _)'...
  01 Ilb:l (\NI _
  pInY). Ii. lblp __
  .. ll.ut 1uU1I.lIa.(bII_ him) A blotl
  IIlUIM lb& Ila* lIIIIIb ~ _
  Iflltkl -
  lICe
  .....
  If. t1au: II... If""t Hili', iI ..ill
  11....)'1 bruk if in: IIIJCt it \II'W"IIII ptu.
  Od'Io""iJc. 1IIc~ it. • .501. m..n.e • wIll
  IioDluli=c no ... Idjau.. Ion Ichoow 11lll-
  *""lyJ"'"" bfeat 0lI1M 000. If IIIc Il.ott
  blub 1M. slllddCII hvqbm!l, Ilw.re III.
  .." dlIIlu 1lllII1llc fu",
  "iIr. Ik 011
  OOIn-, ftIslr;;.il
  _one ......
  .... - IIMpr.. _
  eodIIr. .... IaI:I
  .... 01 1ft lew ;.. I ,,--&lIc.o.) 40a
  (1·11 ~ ptt tIanl T....
  ' 1Itw.
  P"'l*'"t ~ 00*a .....
  ., II I po\oII.
  $«H_ .... n-r. p.~.b~
  If,- ~... flrt.p..,_'
  -..Jty (* rn._._--X) 8llI dlt
  ~ _
  •
  cbIanIed IfIn !he.1e If
  ,.. 11'I: ..... SIudd ~.,.. ftIk, II
  "6), It..-ld II1a _
  ..pu fWlI for_
  m_ or .-II .. lite ill pili (lUI
  ~.. 8«utc I ftlil .. 60
  tncik...'" Is • • r6 cm."lOI (I( l>!tU:1lc
  for ClC:II nllk 011 yvur beh Jf)'(lOl (.:n ....."
  AlIo, I ~ lIII)' MriU It • lI,uk llfl )'0111
  bdl (.$ 10 lull•• -..udrIU)' bruu if
  IIi! '" c....r c_. )'011 "'0 be -ud ill
  0lI flom dK .... .,... If)OII ,Ne•• tire
  bu, )'001"'''' uteIl fire ~lf.
  Auacking Through an ()ulJpJrd lIu
  You can latgf:t an tll(m)' If )"011 COIn dfilW a slrlllght hne bcI"'ccn Wly part of
  lour he\ and Wly ~n of hi
  ....llhoul passing throu,h a solid otmack. A
  5tnlchtcdac Ii I useM 1001 fOt drtcnnlllUl' thIS. Ho....·c'·cr, if your cbosen
  stra!&hl line pust.S throup an o«uptcd be..l, the fil'lrc:(s) In WI hie-x arc UI the
  way. You may hlllht:m If )'w miss )OUT mteDdc:d WJeI -
  see bckrA
  An) cha,..lc:r in the: "''Ily (friend or &x) II\"C$ )·w I _4 ~nalt)'. If )'our 11-
  IKk PUKS through 5C"Crai OCC1lplCd Miles. add the: wcaI
  ~rWlY for Ndt
  (ha~r UI the ......y!
  If lour attack pas~ akKtJ • hne IHr-oo"tm 1"''0 heAts, there:. Ii flO ~nally
  unlC!os btHh hexu .re:. occupied, I( they .re,
  Ire~1 II as a smgfr a«upw:d hell;.
  Someone on Ibt ground 15 ne"'cr ··In lhe "'''y'' unlc~ lou. 100, are on the:
  ground Someone lflC('.hng or $lltLngl~ not In lhe way unlw "/thrr )"ou or lour
  tallcl 1$ llso kneehnB Qr SlUing
  Hitting the Wrong Target
  If)'OU attack VIolth I DOled wupon, and mus, )'OU mal bll.someone else
  You muSi cbc:clr:: for thrs if )'OU fill )"OUr atIl1Ct roll.
  Any rlllAroau (fnclld or kle) may be hit if he ...."Ii in your line of fire:.. To
  dc:tennine this, dleck the: line: lion, "'hlCh )'00 attaded. Any bc:J: this line passed
  throuih IS •'in the ""'Ily." Characlel'1 ""iJo I~ tneehng or on the ground are not
  in the ......)' unlc.ss you. 100. Ire II their Icvel or you rolled. critICal ml
  .
  Because hilling the wronl target IS a maller of pure chancc, )'oor altact roll
  again51 each charlll:tcr IS lhe same: a tl;lt 9 - or the number )'00 ""ould ha"c had
  tQ roll IQ hn Ihem on purpose. ",hkhc."er is wor.H!.
  Roll fiut for the Wgel c105CSllo )'00_ If )'OIlll1iss (01' If the target dodgu)
  roll for !he QC.\I dOXSllaTiel. alid soon Keep roIling until yOIl hn someone. Of
  your Inack l~ blocked or parried, or )'OU run out OfllflelS, If)'our .RaCk wem
  akmg • III'IC bcl"'ccn 1"'0 occupIed nues, roll ~m1)' 10 !ICC "'hlCh one )'OU
  cbcck fifSl
  An)'oDc: lfncnd Of foe) gelS Ihc: SlmC defense aglm~ th
  auad: WI they
  ""'OUld h.ne ~.lf it had beeR dlfCded ag:alO.u lhcm IRlenllOMlly.
  (ft"f!nhoofj~
  If )'ou .nab )"OOf anad: roll, bul lour fot bIoclJ or i»rIlC$ SUC'ttUfully,
  )OUf weapon or m
  lie has b«n ~"cd 10 lbe floor 'There IS no chance-thaI
  )'00 hit anyone:
  If )'00' foe dodg~~, Ihr:: "'upon rm.»tle "'tilt past him and ma) till someolle
  d$(', Proettd as above, bul Slin "" llh lhe: c\osc$l ChllllCICr 00 lhe other sid' of
  )'oor fot. (YOO liready lno",,' )'00 didn'l hu anybody brr-oof(''' )OU and the foe. or
  he: ",,'ould not hl\'e htwI to defend.)
  &OIlU
  When you thrOM' a
  tlll~t or similal obJCCt. )'U\I rna) say Ihll )"00 arc "lob-
  blOC'" II .....llh I hii;h lI'l1jCt10f)" BIber Ih.an lhro""'mg UIf!.l ~loiI,ght hne. You 5UU
  pd; one he.' 10 I./m II. and mate )"oor au~t roll In the usual .....~)
  But)ou do
  IIOl ha\'c 10 ""'Orf)' aboo' an) body .... ho might be In )"OUr "'''). And If)oo miSl,
  )'001 fl.ll
  "",11 hll fiurl) close nll/'Ie1 lh.lln ~,oollng
  ~\I'
  Ifyou ml5!l )OUr .natt roll. roll 1 d~ and 3dd II 10 lbe oumber by ""'hleh )'ou
  mn~ )'OUr roll Thl5 is lhe dlSWlCc (10 lards) b) ""hl~hyou ml-lSCd your WId.
  To dctc:nrunc lhe rJirtrlWft of)wr mIss. roll one d.c:. Tllc lhe dlrecuon 1fJfI
  ;ITt (XUli as ~I, the ne\1 dirttuon clock",,)§( as 12, and woo. Your flask mlSSd
  III thaI dUttiJOn, b) Ihc: number of )~rds 'iJlCClflCd lbo\e
  -44-
  
  1
  SPECIAL COMBAT
  SITUATIONS
  This chllptel dfiCribeS various optional rules Ilnd unusual situations ,hat may
  come up during an w\'enll,ll'e. GMs ~hould read through these rules and use u
  many. or liS few, as !heir o .....n campaigns require.
  Subduing A Foe
  At times, )'OU will want 10 subdue an enemy WIthout killing him. Knotkoul
  gas. magic. and similar tricks are the best way to lake priSQners -
  most weapons
  arc rntirel)' /00 finaJ! But if you need to defeat someone. witheM hanning him.
  and )'00 l\avc only ordinary weapons, you still have several OIXions:
  DiStJmI him. You can do this by ilriking at his ....·capon (see p. 36) to knock it
  out of his hand or break il. or course. he may noc surrender e,cn then.
  Pull your pllndles. You do no! rnn'c 10 strike with )'our full Sl,TC'ngth. You can
  always choose tQ use leu strength -
  as much or as link u )'OU like -
  whcn
  slrikJng with )"our hands or with II ...·capon. Example: If your normal damage
  with your sword is 2+ I. you can say ""m u~ing less ~trength; I only want 10 do
  I diC' ofdal'TUge.·· You elln specify any amount of darrnr.ge you want. but you still
  hIIve to roillhe dice 10 see how much you IIClUally did.
  Tum 'jOUr bkuit. You can strike with Ihe filII ofa sword or ue. The wcapon
  then does the same ~sic damage but gelS no damage bonus. Yoo can 11150 rum a
  spear around and poke wiOl Ole blunt end, Again. it does lhe same basic damage
  but no extra damage for impaling.
  Pin !lim, If you can engage the: roc: in close comllal, )'ou can "pin" him and
  then tie him up. Thil lIk~ abolll a minute. and ~quires ropt.Ji.
  .
  Surprise Attacks And lnitiative
  When the players surprise a group of adversaries. or ,·ice \"C'rSll, the parly
  thaI IS ~urprised may IIOt be able 10 react immedllilely. In this case. the IIltllCkers
  should get one or more "free lums." 11lc: GM is
  re~ponsiblc: for determining
  ",-hen the atlllCken have athie"ed surprise:.
  Note thai a char.te:ter wilh Combat ReftelleAI I1Irely surprised. He will
  never ·'fte<eze.·' His side gets a + I on initialive (+ 2 if he is the leader; but no!:
  cumulative for more !han one eharac1tr), He al~ gel! a +6(!) on his IQ roll to
  r«:over from surprise. Mosl wild animals aUlomalkally h"'e Combal ReOelles.
  Thral Surprise
  When the defenders are louilly Iaken by surprise. they will "freeze." The
  GM rolls one: die. This Is !he number ofSttondll that passes before the defenders
  can reacl at all, unless lhey have Combat Reflellc:.s. Adve01urers, guards, and the
  likt will rarely be taken lOtfI.lIy by surprise: unlC'ss they are actually aslrrp. But
  toLaI surpnse would be appropriate if a group of werewol\"es came thllrging
  through the door of the local library.
  After !be initial "freeze" ends, eaeh defender must roll against his bask IQ
  allbe beginning of each tum. A successful roll means that ehafllC"lcr Clln move
  and IlCl oormally far Iht rUt ofIht' com/xli. A failed roll m~an.s that chllrKltr is
  $Iil1 mentally "stunned." A really slUpid character. taken lOIall)' by surprise.
  could miss I.hc: whole combal!
  Partial Surpri~
  This may occur when lhe defenders were eXpocIing Irouble - or when each
  pany surprised the other! The GM should require each side 10 roll for In/rioti-"/'.
  -45-
  •
  Dirty nicks
  Crutive Men
  ...'ill
  COI1IGIIdy
  be
  -ttI1l:l:I
  KW cmIbII UlCb -
  for Ia-
  JtIIltt. Ihrowina. IL"II in an CDtmy', fao. ID
  bhnd him. "ThiJ IW_ • pr'lbkm (or lhe.
  O~t. 00 1M_bU. m ..dvi!1 tlulIcI be
  ~: II malt« lbc pmt_e u.er·
  e.\lint. Ol! lht; QI/'lo:t Mnd. lOCk.oRJy wort:
  ...1Icll1hey'~ _
  Irld on,inIl. ar t-' iD
  Olf ria ""l>rbd ~"I b.ml:. btortl-llrw,_-
  >'ion '"'tlUJd Ju,"C lhtlr _""CIl"Ib at boo;gc -ud
  carl)' bli&J or led iIoMe..J'
  'fhr. bt:st toI\1tlol1. it. 10 Id .'Ui."b'· ...'Qtk
  ~ -
  I11lI)'be l'*k:e -
  aid ll'\ftt _1M.
  Ihat WQl"O hat rotWlll/'OUlld 11 YOlI•• lbc
  OM, tllitlk Itull!lt ~en'e!ewer IdN II.
  trod """', )'OIl illould Ii"'" ir. • f.... dwQ
  to
  wtnll.
  lk>I rtme'IIlbtr tIIIl UIbo"1C-
  lrid;J CIll fllll e~l)' ... Illd '"OR!
  &cU UOlIDd. Tho IIl'"llI Thljlrl Hono ...u a
  lfUl-..cccw. Ie burt', _ked luw;e Ibm.
  fQ ilfld Dtny 7Hd:~
  0fIn"
  GM w1D t.... it 'W'opiA/£ 10
  noqIIln= an IQ rvII ~ • dcnr lrii;k II
  "Icmpcd. Dcpclldja, on lhe.cimmiwlce.
  tllc OM 11\II)':
  Ca) lllolU lbe lrictmr roll "'. h.iJ IQ to
  pulllbe pid PlUpCrl)';
  (b) make lhe. vIc1iIII .otl "'. h.iJ IQ10-=
  Iht<luall lhe. trick;
  (e) .""",", I Comest or IQ 10 toe ...·1lietI
  OIM: OOUlllllFU lhc IldIor.
  No 1wd·IItld·fw <Uke... be"V'ttl. lid!
  '''lll::nftr: ~y ...tII:> ales IIIIlQ II tia;bt-
  a Jhould be IDowed 10plIy ILimasl tmMl
  Mtw Combat
  II very Iarp: bMdl: -ODe.,voIv" OO1!r
  20 fi&'Kn -
  CUI .... U. lime. If Ihit iI
  nor)'QUr ~ of 1Cli.)'OII mIY ...·.:l11D &U
  )'OIQdfID lhc 8uIC QImbIt Sy_ ill boa
  fllhtl,. jull 10 ..." time.
  III pW:ul.v, ~ (~
  ..b:,t IO"f In ...",., Ol'lkr) eu makt.. mati
  c:oIlll:w; pla)' "ff'J lJoooo1)'. This ia. ,oooJ time
  ID we IIIe "~ .round lbe tob1t;"
  1Uk. ~; lrlhc c:omboiIlIlUU"~dw: lWO
  AdeI •
  fII::.l.110 COIdl oh;t.1b:: t1nI.. »
  _It __ill lin'll It! adv~ ... ., be
  neali::or!c. WIIlldtbe fpn llatTOUI.I_
  ciKMICe from ..m. odler.
  
  Shield Damage Tab/e
  Damage to Shields
  (an optional rule)
  nu. ruk aUowI IIlleldf 10 l&U ~
  damIp. f"UIlII&1t)' bt.::ornq "'<lt1lOO6. Do
  ftI:If '* lhls nile ~ you an "i1Iin& 10
  bitls1C DM hookktqlq
  ill
  onIcr
  Il
  Idloe,~ II:IClre ~ ~~
  Other Hazards
  Attacking With A Shield
  Shield Bashing
  A shield "bash" is an attack. It tan onl)' bt made again5la foe in your frorll
  or left hexes, Roll against your Shield sIOillO hit. The foe may dodge or block.
  but not: parry. A shield-bash does damltge as lhough )'00 ""ere striking with )'oor
  lhl, plus 2 points.
  Some shields are spiked, and do an eXira point ofd8mage: in a bash anack,
  Ho",,'Cver, this is OOIlrtaled as impaling damage:, because!he spik.e.s Are IYpically
  b1unl and shan, As I rule, "chivalric" shields Ire not spiked. bul a barbarian or
  Viking shield might be. A spike adds S pounds to shield weight and $20 to COSI.
  Shield Rushes
  A "shield rush" is an antmpt 10 knock your for down b)' slamming inlo him
  with a neavy shield. Yoo must ha\'e a medium or large shield. A suCl:CSSful
  shield rush will knock !he foc down. SCe p. 39 for details.
  -46 -
  To determine who geu the initiative, the leader of ea<:h side rolls one die,
  Add I to your roll if you a~ smaTtr:r than the other ludcr, The: side ""'hose
  leader h.a$ the highest adjusted roll will "get lhe initiative." (The GM can add
  other bonuses or penalties It he 5CCt lit -
  for instance, ifhe thinks thaI one tide:
  wu more alcrt than !he other,)
  If one tide is totally Ic:a(krleu, the OM rolls for them. The)' gel an
  automatic -2 to initiari,'e, (This does nor appl)' ro animals.)
  The 1m that SetS the initiative can move and act normall)'. Each character
  on the other side it menLally stunned and muu roll vs. IQ each turn. as described
  above, to .snap out of it. Ho.....ever. with partial
  ~urprise. e.ach charllclCf gelS a
  + 1 bonus 10 IQ on the second lurn, +2 on the third turn, lUId so on -
  50 even
  the stupid charlClers will calch on after a few secunds.
  If the initiative roll is II tie. nobod)' was taken by $urpri~,
  A shield is an ucel1ent defense agall'lSlIOw-lech wtJlpoM, but it c.,. also be
  used offensively, To allacl; with a shield. you mtl5t have the Shield skill.
  Armor is designed ro
  prou~'Ct against weapon
  a{(~ks. and ilS DR value
  reflects this.a. many other hazards can befalliln ad\'cnturer. Some elillmplc:s:
  Heal and Flame
  A lorch. wielded as II weapon, docs ordinary "club" dwnage: plus one point
  for the flame. Howe,'er, iflhc enemy has armor or skin of DR :2 or betttr, he will
  not be endangered b)' the flwne: and will rake no eXira damage. Cenain magical
  weapons may also flame, doing more exIra damage: than ordinary fire:.
  Somrlimes you will huvc: (0 wlllk through fire. The: oommol\c~ sources of
  fire are flaming oil (sec p. 44); burning rubble (as a side--cffecl of combat): and
  magic. For game purposes. a I'lex is eithcr "on fire" or 001.
  If you spend part ofa tum in lire. you will take: (1-3) damage. If you spend
  all of a turn in lire (or on fire), you will take (1-1) dam:age.
  Armor protc:cts you camp/eu'ly against ortJinary heat or flame for a number
  of lurns C<juallO iu DR, After fhat. II SlopS SQme damage. with us own DR.
  Example; heavy leather prorc:cu agains! Illi damage for 2 IUrns_ After that it
  SlOps 2 hilS eleh lum: the resl gelS through.
  A shield offers no protection if )'ou are walking th~8h flame. It can block
  Ijn of flame (dragon breath?), as ir would block all)' other attack, If)·ou hll~e to
  go Mar a source of intcn~ ~at. but nOI actually in it. the shield'$ PD will help
  (it reflects lhe heat). Increase the PD by 50\\ (round down) if it is highly
  polished.
  ~
  ''''''''".,
  91"
  '0
  ,~,
  ,,,•
  po: ThO. II \tIIO pauI\'e okt..... of Iho
  ~...
  ~; lbllll.h'tt11ti [""0 rwrnbtn
  Iql&Bled by • .... Tho.
  fi~ numb..,
  aIlowl dx IUIDIIIl of d~. in OllIe blo..,
  N' \loll! p"Drll'W: dle ~Id_ For [asWll:C,
  ~ hill '" • iir,,100 bkIw ,..jJJ pmt.U1I!11l •
  buckler or wnall ahie.1d. If • .tIidd
  i~
  paxtnted
  by
  •
  r~
  Of "'lMl
  'tIIUpJD. you aft noI bIIn. bullhc wdd is
  n:nckr«l.uclc.>l. If it IJ per>oel.rlllftl by lin
  ~
  ","poll.
  the
  "'QpllII
  l;OQIC3
  IilI\lUlll .., hIts
  }'OIl.
  ....idl M to,"
  ....w.ened l7y u -ar pulnII ot ~c ..
  lbt IhicklIOOk Ex\:cpt for IbItd.wqe. the
  ohidcl mnaiM_.
  Tho. lI/CllIIId IIIlInbcf ..... tilt ",1#1
  ~ Yout Wold I;llII We. "toJI modi·
  eva! tbltldl "'Crt -ood, or 'MXld ..ilh •
  dIln Jlyer ofmttal. Atlcf _
  tood hoIl:Ik, •
  abidll ...... ""On.'llc.u.
  Keql m.;,k or dle
  'lUI 1lllJllbe( or lw )"OlIf illidd laU$ for
  )'lIU. Wbtn Ihii IoXIl II eJ.«eded. your
  $h>dd.~1
  CocnpItic& !he """'&In ~ ~
  IlIIriN:n for _U·meullih.elds "'ijl be Ieft_s
  Ql ucmsc for thole .'110 ..__ 10 carT)' Wt
  lIludl "'-rigtltJ
  y,.'lc·~';cr )W Il'~ • ddtlUC roU by
  onI~ IlK numlln' of p.:IttIb at)'Ollf ihil:Id'1
  puIolVc defftltt-. die blow h~ )'QU< ahield.
  IV< ~. if )VII ba~e I larF ..lei (4
  P'JiallI p'_IioiI), nl )'0\'1' IOtal dcr~
  l\'iI it 12. chm WJ:'f 1CIIl of 9 \lltoIIih 12
  misotd )W bioI hit )'OlIf lflleld. Any blo....
  t. 1W)'OlIf abield etIl damage it.
  My woodm ""~kl h.u III WJcnm 4am-
  ..~ of ) - eoFoU:1lI II,) '" bdI
  of 1Io(l(ld, Of 1bia."W:. "'OOd ... ilh • I"" mecal
  ,.,...~ 3trcm Ilr1 biow)'OUr $bleW
  IIktJ bdon:
  )"OU
  aMeliI ~
  III !be
  .....
  .... ".
  \mfI~;1ICd
  ....,
  s..n
  M<dlllm
  "'"
  \
  
  ,
  ,
  Frff;in,
  Cold can be deadly. 1M only magic or iUptr-StI(.I\Ce can produce ookt quick.
  Iy enough 10 affect a combal. Armor offcr$ iu normal pn:KC'CbOll qauw 5UCh
  "instant" cokI. Bur it is 1M) proteCtion 1\ .U,gainsl cold ...~adw,..
  AI'ins!: "normaJ" freezing ",-ather. malr:c • tIT roll every lO minoees. A
  (ailed roll c:osu you one HT poina tutti one poiI'M of Fltiaut:. This asswneI tluil
  you arc wc:.ariJw IKJl'1Mi wimer ckJdlini Subcnc1:i from cffec:ti.\c HT ifyou Ire
  "'unn.g liih' dodlin.: .w S if you are drcucd for really cokI weather.
  Reduce. )"OW' effective HT by I for evcry 10 degrees below uro.
  Falllfll
  When you fall. roll for damage u (oIlows:
  I or 2 }'ards: (I ....) dice of damage per )'ltrd
  3 or 4 )'atdl: (1-3) per yUd
  S or more: yards: (1-2) per yud
  Ifyou hive JOITIethina soft 10 land on, subtract I point per yard fallen. Ifyou
  Jand ill deep waler, lake 1\0 damage unless you fell more than 20 yards -
  then
  IIlc J die of damage.
  Ewnple: !f)'O\l fIJI S yanb. you would take: (S-IO)dam'llc -Wt is, roll S
  dice _
  subu1ct 10 from tilt rtSull. If you roll S )'Vds but land 011 50melhing
  soft, roll S dice and subuxt IS from the raull.
  luJ.y armor has its nonnaI DR in • fall.
  Smou and Polson Gas
  /!lJcrnol tffcm: On aD)' (urn when )'01.1 mU5l: breathe thick smoke, roll
  apmst (HT+J). If you miu )"OUr roll, )'00 chole .nd Iosc: one hit poin!.
  (Remember wla 17 or 18 1S an IUlomatic failure!) Any real''''''Of1d proc.Mion
  a..lnM $fOOte will help you here. Armor \Po'lll
  ft()I hdp unlesi " meludes I
  genuine gu rnuk ... unlikely in , medIeVal selling!
  Some pliton glSCJ Ire much bardel (or impossible) 10 resist. and do much
  more damlge: when inhaled, Toughnes does no! help IBainsl inlemll damlljlc.
  £xtf'rnlll damD.ae: Some poison ilroes Illllek the skin. Clolhing prcxects the
  covered arell5 completely fOl" only IWO lurns -
  then !he gas h.s roll effect,
  Armor proICCU complel.ely for five IUrns: then !he glI5 takes eff~. Toughness
  applIeS its darnaa:e resbc~ 10 the ulelll&l effects of ps.
  uUJrlP/f's ofpoiM:Ht ,as: Tear CD ~s you If you brulhe iI. doin,l point
  damage per tum. Roll VI. HT 10 resUl. Damaac cca5d ""'hen )'OU bocome UrlC'OD'
  1C1Ol.IS. Tear lIS abo bllNb you ifit getS in your c:
  • Roll VI. HT 10 I'\"Sm. AD
  phys.ic:al ~Is Ire It -, If you ue ....~i"& from
  pi.
  Mlatafd JIS chow)'Ol.l if you brutbc iI. doinl2 POIIlU damage per rom.
  Roll VI. tIT 10 IUiSI. Damage conlltlUeS ulllil you <be. It abo blillds you. IS per
  leIr 115. if iI JClS in your eyes. Ftnally. iI does (1-3) datnl&e per tunllO UnptO'""
  lcetcd sI.iIr., even if you M\'e a gas mask: damage continues unlil you die.
  (Re.JIIlH:lI.lIy. mug,reI pi doel not kill you thai cianI)': you can lil'lJe.r for
  hours 0( days. 801 the fatal darmlle. OC"'C"Uf$ very quH:k1y,)
  (ObvMx1$ly. leu liS and mUSiard gls wiIIl'lO( be found in I mcdie\'11 com·
  btl: they are u.scd II examples bc:ausc !hey're famililr.)
  ItlUCQ and LtHIrhsome Crowtf'TS
  Slinging illsecu. slimy vennm. and simillr horrors arc trealcd hke sbn·
  lffcc:tinJ gas (Ibo\·e). Clothing will keep lhem off f()f IWO turns. ImJOf for fin!.
  Aftu thll. they attACk you. doing \\'halevcr damage lhey can do. The result of III
  inset:t It~k can range from hlIrmku misery k1 quick dcam.
  However. once buss Of" l1imc.s sa iJlto your clothd. they slay there. and will
  oollunue 10 do ~ uotiJ you caD IC' rid of them. A q,Jic:k bam in tbe nearest
  body of ""'ller mi&bI be a JOOd idc..I.
  MOR iMeCtl attIC"k by injecting podOll. to lbugbnes.s is no help. Some
  creepy-aa.....lcn Ittkk by f'Q/i", YOU. and TouJbneu 1$ I hil help thc:te!
  -47 -
  Hit Location from a Fall
  If ,.. ""' "WC H'" kn_:' you
  ..,. roO _ diefcO"'" IabIl: 10 _ ...
  t'!P' of~,.. __ rram. &II W
  _...
  l: Ha bad. KMIdIcd _. 1lDI.'1 HT
  C"IC#J lO ~ 10_It,.._
  •
  ): 1kldI __ Q;/
  t
  4: 80ItI k:p crippW.
  ,. JtctlI 101,,,,,_I-
  6: ...... _
  ,,;,I,d
  1: RiP _
  mppkd.
  .....11. Itc crlppIod.
  9. 10 Gene..! lniJa, tNt 110 ~
  1n.Jllry
  II, 12: HII~. SmDDai.
  If )'011 lOOk nlhllll' hits of dMlJp.
  ...)' ..c,......." ruuIl w\II _
  trail)'
  _e, ...iItlia 10 _~. ClIhcrw_. ill's
  • bmll Of tad. .-;a. ml you _
  roll
  ....... HTIO _
  ill"JIIc. ftlOO'WC1 (_ p.
  ~), 1uI..,...,.....ea....,...-II)" ''c:iu:l.''
  SCI )"OIl set
  , '-IIO)'lIUf dfeni¥c HT
  .. ...
  PoUonm Wtopcms
  1'\10"
  1...-..p;lU.1Cc~.
  ~. eJollU'liw. IIal ..-IJy _
  ctfcc1lvof lttM
  u.:n _Ir.:l like. 1M
  !he)' bIo"" wit
  ....,.•..
  Poi!lOll tMt be IIAltiod 10 q
  cuUrror
  ~"'-........ IlWaefteaCMlyIf1bc
  Wl:~ _11I1)' cIocIdurIIfC 10!be victim,
  l}nlw; tPlCl1led lllhcrwi5c.
  I
  po/Joned
  wupllfI will llfII)' IIU eft'",. Ibc lint IIIlIC ill
  tliu _;.IWIhM._cllhe....
  .....11 ...... ~ orr. Three ~~
  __ 'Irilb • poI..-. 1....- (blocked or
  ,.,..,..t) will abo c.ax ... poi.-. D _
  "'.~"''''''Ipoi=d .....
  ..,..
  ']Me')' roO ..-
  tIaaOe
  NT A axuso.f'"j ~
  JlCP'Cllf k-.
  '" ,ffa;c cI_ politOIl.
  s-~,w.-..
  c...ic..., Api"'''' of pawcrfIII
  &IbJi ... Micty piIctl. c:..11 $)0 pc:t'"
  c.u.e.__ pI:a. bul docs fill rn! dIrD-
  ... ("lC6nllotelllO HT. ilUIl!IIi .. ·1 D
  m~. fOf I.
  IlU1 bour. for
  be
  It hill "Iill
  poilllflOCl WIiIaIlOO). A ale·
  cc.,..l'.d HT roll pRYCIlIlIlhu cffl!lCl. C.....
  ~r Idhctei well III • ""'¥'"': l'OlI 1 4.
  CICt1 time ill wikes...-.:I the IaT wears otr
  llfI!y llfl • I Of 2
  li'o/l'iIbo-'
  A",~ poo_. ol'n
  found
  llfl ......1·
  wupoaI. a.-
  'OIOIfJMllf: fIUJbI" J4(l per dote Do« 2
  410<: d.cIap IIal
  r;wx)
  •• IIal
  ..- (redtIce _'s OX IIal ........
  "'Ilr" b
  1"'0 .fl). A--"I HT
  ... W>Il ,...-., dfla.
  c::.»,. _
  Vc:ry CIllId1 (S1Q) per
  «-). MllII be ~'tCft fi'ftll. Doeli )
  db of ~ or 1 die if lbc va.
  --.... HT .....
  
  Special Movement and Actions
  These rules are not just for combat - thc:y can be used in non-(:ombat5itua-
  lions as well. ror instance. if esr;:aping from a pit reql,lires you to make a hip
  jump or throw a grapnel. here's bow ...
  Note. though, that a good GM will nDl spend all his lime working OUt for·
  mula
  10 see if something IUcc~ded. Unlt$S the pla)'ers are Irying something
  "u)" difficult. just let them do'il and keep on with the game!
  Climbing
  Climbing requires the Mo\·t maneU\'er. if you are foreed to climb during
  comba!. Rc:prdlen of encumbrance. a nonnal human chllracter can manage
  about 3 ladder-rungs a second going up. or two per second going down. Any
  ~lim.bing done ~uring combal ~ove.ment ....·ilI only 11lS1 a little while. and will be
  lIISplrt;d by rat' or u:rror - so It Will go (aslcr. For a long climb. uSC the speeds
  in the ~c:ond column.
  Jumping
  In ~t cues, when somoonc: ....·a.nts te jump over soffiCthing. the good GM
  will simply 58y "Okay. yeu jumped over it." and gel on wilh phi)'. Jumping over
  .n "ordinal)'" obstacle COUntS double -
  UUIt is,jumpingover I hex coonlS IS 2
  hexes of movement, But it is aUlOmalically 5uccessful. Only if Ihe
  o~taele
  seems really significant, or if the OM pUI ir Ihere: as a delibcnl.le hazard. should
  you resan to malhcmalics to see iflhecharacter could make thejump! BUI. when
  you need them. the rules /lrc: IS (ollowl::
  Running
  Normally. running
  IS JUst a series of MOI'~ maneu\·ers. Bl,It
  ~metimes
  chanleters will hal'e 10 run /lIang distance ... 10 catch II plane. avoid a bomb
  billS!. escape: the savage pygmies. or whalever! In sueh cases. the OM dol:s not
  play out e\'ery single step oflhe way -
  he just needs 10 ligure OUI how ml<c/l time
  the sprinr willlllke. If Ihe diSlllnce 10 be run is ()Vcr sao ylrds, your avenge
  speed will be Jess. The higher a character's Speed. the fasler he can run (Ihe
  Running skill d~J help here).
  For distances of 10 to SOO yards, each point of basic Speed is good for I
  yard/seeond. and you can add one mort; yard per second for tile "sprint bonus"
  if the ground IS good. So. if )'OU h3\'e a Speed of 7. )'0lJ can run 8 yards per 5«.
  ond. (Thai .....-ould work out 10 lItilJ}C ef 12.5 fer the IOO-yard dash. The world
  record is about 9.0, which weuld indicale someone with an effecli\·e Speed of
  10. sprinting II )'ards per second!) Do not round down your Spted when fiaur.
  ing long-di51ance runmng, A spted of 5.5 would let you run 65 yards in 10
  seconds ...
  For distances of 500 yards to a mile. you will run juS! hair as fast as indi-
  cated abo"e. So, if you ha\'e a Speed of7. yeu can run 4 yards per secend OVc:T'
  long di.stanee, ifthc:: ground is good. That werks out 10 7 minultl 20 s«onds for
  a full mile.
  Thest fi!lures assume the t1lnrlerS have 1Ui tncl<mbrt/rlct.' Divide me speeds
  by 2 for light encumbrtlnce. by 3 for medium encumbrance. by 4 for heavy en·
  cumbrance. by 5 for eXIra-heavy encumbrancc. The mor:1l is Ihis: if you have 10
  run vc:ry far, drop your load firsl!
  Spud for Long Climb
  1 rung pet seeond
  Spud for Shon Climb
  3 ".IIIgs per second
  7}pt of Climb
  Ladder going up
  Exhaustion from Running
  Al'.o:r I:VCry 100 )'Iflii of1Dp-.ed 1IlII-
  ni~, tIdl clIal'lle\el mutt roll Illitlw: Hr.
  A fliled roll me&RI 1M: laW ~ pollll (If
  /utif"~. KcqJ in mlncl ~ ..hell yOlll" ST is
  r«I\Qd 10 3. your Spero i'I h"llvod
  . and
  1'obrn Sf radIeJ; uro )'(Ill fall ~.
  Cart'),jng
  \V~apons
  (and other things)
  YOll e&IIlllll Ili<ll a ...~.tplIl llr ihltW
  lllIkn il is "",ady.·· Al *"y I""", )'OU f1\II)"
  h&>~ (ac Joost) IWO QIlC.ha/'ded welpoM
  Rlity - oralloUp)llllld 1 shield -
  tH a
  cwo-handod ......poJn
  B.II )'OIlI1lllY t»ny mc>rc _1pQft$ "'.an
  tim. Ito "Up:>D CIQ be- cmied ill ~ ....ui~ly
  of ""1)'1.
  Fin!. it ~III be /1l1taNJ (..helMr (II" noI
  II t,; ",ady). Thull Ibe ""ty ...., 10 urry.
  bo.... o» PMl "'~"f'OOlI"'ilh1 rcxil ofmor~
  lhanMe hc..\: bllanrnl on CIl'It h.and or il""a
  /J'ICr I IJlou.Idl:r. n..y Ibn·, make hoblef'J
  /i,lr hIlbcl'lb' The nWllber of Ilcml )o~ Ull
  hi:I,'c itllwld II: 1unrttd by yOlll numbo:r ot
  hltldJ -
  lIiII"Illy lWO •
  Second. it till bt c:arrled In I lCJobblld,
  or I ItIllMI Ioop!lln&illj: Irom YOll~ bell. 1:
  like:! O/IIC Sup illtdhad! to d,.w I "'Clpll1l
  CJolTled like: mls. Ind t"'O W«IIldI 0' Sup
  lJIId R".dyto rrtlU1l 1 "'capon 10 IlQbbard
  or bdr.-bIp.
  GfUUwonis IIld baw:ud
  1'IIOflis arc Ihc 0Dl)" "Iona" ......~ !hal
  can be carnell! 1/11$ ..qr; • IIUI!i"onl xab-
  bard banll lit ~ bKt, L'ld 1M weapoo II
  6"'''11 O\'CT)'OIlr lhou.1lkr. ThcoRl>CIlly.
  )"011 could havc a doun ..upoat han;cllli 01
  )'(>Ijr bcll orlQobbln!OI! Ibou1 Y'l'lr per_,
  'n pl'lCllCC. -nybQcly wbJmrln more thin
  0llC or tWO C~I" "'Capon~ (PM I dlutr)»
  ll~llI!l)' bo:"" I,lnn"lllP:lc.llr jl,l~ Mlly, The
  GM II Ihc. fUlIl.rbl:Cl.
  Thilli.• "'upon C'&Il be carried iIWllc a
  pICk. podeel. CI ClI:lelll It will w:..e lime II)
  Illlli I ,"capon lhaI il pecked .....y like !hac.
  roll I d.. for }'GIl! poc:ke,. (lr 2 di« for •
  I*'k. ..-.I like thai maD)" KCOlldI II) find
  ll'H: ~cm
  YIN lllIIiI w:..e I pI~k off before
  )'0\1 tllllUl"ch b. loU I dlC: '0_ ho\Oi IonJ
  INlr lUc,. Your cnalmbl'll>\:e " the OIIly
  limit 011 tIoc number of WClpons )'OIl C'.an
  ~1!'!"Wlr
  -4S -
  
  The di~ that a character CI.l1JW7Ip is determined by his ST score. FOf an
  "orduwy" JUmp - no dte rol.l mjl,lirtd -
  the rl'IUlffium dista!lCC$ an: as f.ho"'n
  below:
  Hi,ItJIUIlp. 3lirnei your ST $Core. minus 10 IncheS -
  I.e .• ST of II lets )01.1
  JUlI'IP 2J inches .wai&fll: up.
  Brood jlllllp: Your ST 5COfC nunus 3 rut - ie . 51 of II leu )00 Jump 8
  feet from a sanding san. Remember thal each hex cqusb 3 (w. or I )'ard
  1lIuWn, brood jlU7lp: As above. but add I foot fof e"cry )'at'd of ··lIlcofJ"
  NIl. up 10 double )'our bro-d-Jump diJWK'C.
  Combat At Different ul'els
  Suppose: you Wlnl to jump onto a table and SHiite do.....n al the foe? Or sup'
  pose: you have to fisht )'OUf \u)' up a staIrcase? I( you and )'Ol,lr foe are llt dif·
  fetentle\·t1s. the \'eJ1lcal distance .ffecu your chances to hil and defend.
  Tbe5e dionees assume Wt bare hands. or weapons \Ii 1m • one')'ud reach.
  Ire being wed. If. fighler !\as I weapon with a 1\Ii"Q-)'ard feach. he attlCu IU
  though hiS lOe \Ii-ere 3 feet: Clolcf. bul: I foe with lone-yard \Ii'eapon "'ould gel no
  corresponding ach·ltllqe \lihen 51rikina back. Eumple: An anackcf ,.,nh I
  IrelU"'Ofd. swxHlIg6 fttt below his foe, IllaCks as though his be ..ere oaly 3
  feet IuChcr.
  (')Mfoot o/\-erriCQ/ diJfe"ItCt'. or len; Isnore II
  Up 10 I'\oV fut of''enJC'Q1 diJ/mnu:t'; (pore n ,,!Aless )·ou Ire USIng hilloca·
  IJons. In th.Jt casc. the hleber fightcf has, -2 hit penalty 10 attaCk fccIllId legs.
  and I + I hil bonus llaiMlIhe head The 1000er fichler has I .. 2 bonus 10 hi! feet
  and leiS. and a -2 hit penally against the head
  Up to Ihru fUI of \-erriC'QI diJ/trt'f1u: As .btwc. bul the kt...·et fighter also
  IUbtrocrS I from his defense roll. and the upper lighler adds I 10 hiS defense.
  Up lofourlat ol\'u,icol drffu~nu:As aOO\·c. but IUbtntCt 2: from the lowcr
  lighter's defense: Ildd 2 to 1M: upper fighter'l defense. TOO upper fighter ('flMt)f
  snike at the l"wer fighler's legs or feel.
  Up to jh-e lUI oj ,-errlral dif!~mlc~: The lower figtuer rnflrlOl snike al the
  upper fighter's ~ad. and !he upper fighler COMot Stnke al the kwo:er fightef's
  feet Of legS. SUbtracl 3 from the "'.....et fighter's defense; add 3 Kl the upper
  filhler's defense.
  Up to sufrt'l of\'~rricoldjJfu~ISCf':The upper fi&hctr may only smu II the
  lo1tou fi&hlef·s head: no 5J)OC'ial bonuses or pcnaitits. The k)"'er li.hter rna)
  0lIl). Il:rike III the upper fishter's Cect and kp; no 5Pelll bonu.ses ()I" penalties,
  SubtnK:I 3 from the lo"'er lighter's defense; Ildd 310 the upper liabter·s defenk.
  ~'t'r mfut of ~V!nrcol djJft'tmU; Combal is impCllSible unless !he fipers
  adopC some Il:range: pos:uon (u,. the upper fighter hes do"''ll md reaches o\"ef
  the edac). l:t WI ~nJCular case. he ",'OU1d efkctl"e1y bnng hirnsc:lf three feci.
  closer. and his foe could ~nu al hIS head and aIm Tbe GM may offer appro-
  priate bonuSC'$ and penaltieS for any odd IIC1ICS thaI the p1a,.ers empk>y.
  Disunc($ lire lioeI by common sense and mUlualllgrttmcnt (beforehand, If
  posSible), Some eumplC5: Ordinary stairs me 8 Inches pet ItCP (for sintpltcil)·.
  you may ""llnltO cailthem I fOOl). The scat of a Chilli is le!oS Ihan I....·" feet lull.
  An l>nIinu)' dining table is leu th.:ln ] rul till. The COUnter in a .$hop Is about
  four feet lall. The hood of a e..r. or the bed "f II ......gon, IS about three f«llall.
  The roof of I car. or lhe: ie"t of ....·ason. is o,'er four fCCI tall.
  Lifting And MOl'ing Thing
  Under ordinal)' clrcumWlnccs. the GM should let p1a)-ers 11ft ... hatevCf Ihc:)'
  need Kl.....Ithou! wort)"UlJ about It. Bul .... hc:n "ery heaV) ""'elghts are ill''Olvod. a
  chel;:k aplMl ST may be nc«SSIt). 11Ic': maximum .....cight that )'01.1 can hft is
  IOvemcd by)"ow ST~....·hleb shoukl come u no great surpruc b) now, All
  wcighl$ are III pounds.
  -49-
  Jumping During Combat
  "The klP-JI'I'IP ..
  beoII:!.~ d.-
  _a 1I'ft II 1M IIr.d...- 1M dIIlr...•
  Itf IIkeI •
  lea. a ooupk ~ l«JOedl tel
  a-=II aDd ~ t.ftIdf lOt 1M ,...,
  KoMo"d~J1''''''~'''''''''''
  ""pc,.._.
  II ,.. ,.. ","'ff I IIIlIlI ~
  ~.r. (_Ilu ........ IRII!w1I
  gguplc of tea 1IlI) )'OIl ~ I;IIe I JJ~
  1I'Wlr1l''a"; ltw;,.rIp 0DitI I f.UI1I _-
  IIlft>I poIIOt 'T'IlII1I1lll: __ II If) Ilrp
  _
  U ~ btA. II 111:1$1"Jl IlIoa1
  10 IWp IfOUnd I b:ldy II III jIImp O\o~' II.
  BulIOmC ~ fa llWI-tnp, for Ill'
  llIn«. 0' a pool of lIva) IhcNld _
  be
  ~......,
  1()9oI jo.lrnp ""CI • IalJtl ClbtolnlCDcltl (a
  pllt (I( bodies, u .....r. tI<:,). or;..mp_
  tomtthq du,q • lip\! la 1Ibk. foI ••
  _t). it ill ,W(Tl' _tr.)'lIU all do
  DClIIIlq dK .. lIInL. Uabi ~
  ruII) Ulmnt • beq: CJtqad. _
  .. .., ftP'f • apIbIt of .........1
  ,.... Ifld pc 011 ..lib ~ bck (do .,;w.
  tab_ ST -.I d.-a
  C"'cry
  _
  --=bco:t.t .._. JllIIIp _. ~')
  Y.,. _
  IaIke a OX !VI -tIa ~
  JlIIllP If JOll fail dIt roll. you f.tI .......
  _
  ,.. wll MYt If) Woe lilt 1IUI1 111_ If)
  IIIlld "'" Ifyou 1911117 (If 18. JOll r .,
  Ilbt ~ )'OU ~ _. takklc (1-1)
  oMmalt for __h ywd}'l"l' kD.
  Ifyou doa '1 want 10 full rnIkirlI: 1M OX
  roll, \lui )'lIU do ,.,.", III ditllb QlII()
  _
  IIb1t. you ~an lib ,.., I\Illl\ Or oW".... iII-
  liltad of one• .,.cI '''''ramble'' III the lOp.
  No OX 1'011 iI mjIIlrcd.
  If )'OII1lI~If) -U a Ic:tn,rjllmpdluul,
  • r~ (do..,. itIlD a pia. far ....-. or
  OI'tf _
  wit ~. tvbuxt J
  from )ClUl' DX I:Id rtItoI roI 0lbt....1ae.
  play i1: .. d",,,iibed alIcwt
  Exfra Eflon When Jumping
  Yo. .... alwayl lly 10 lDIkt; _
  UfN tI-
  Pt. _ ;-p I bait .. fa:1bu Ibe dIt
  1n
  ('I ..c Fol" a 1IlIl\l,.... wbtrIItt
  ltw; t.Ur1l dlOUlXC C. iIK1ltIJ !!om >-: Sf
  or OX. 'IOtIidlt'\-u .bax.. .., fVI ..a_
  Ihalllliibwe. A _hi roII __ ,..
  lDIdt Itot junIp.
  FU a broo4 J-p.
  ch~. die «11'1
  d,,~ (., iMtwlJ by •• /VOI.lIIl "'P. II'Id
  IIIlltnct fl'lllll Sf or OX A \\Il:("WtlOl roll
  _an, JOll r..-k the jI;IllIp.
  F« I nuwtbtI bn;o:d)rurlp. 1lIY\de Iht
  "\Ill dmua (Ill irldIt.) by 6. and p«lCted
  III abo¥t.
  Any lIIlIt )'0\1 pul • utn dJon (Ill a
  jump - wlltdwr you .-.a;ffd or fail -
  )'Gll
  .,.. t Sf 10 fMlJUt
  ----
  --
  
  Extra Efforr When
  Liftjng Things
  Ifyou are IlOI q.lile M1OO1 cllOQjh 10 lift
  liOIl'JC:lhin«, )'(lU lll&y lll.lke III au" ~Jfotl
  Thi.I 'D<::lU5U \Ill: ...elihc yOIl ClOfI tuoOOle.
  !loll asllllM your ST. IUblnc~1 I lor an
  CIlUll 105 of "'ri&bl. 2 tor an C'P 20'1 of
  """1111. Inll .. 0fI
  A "",",JfuI roU IQO'\Q 1M item. bul
  OOIU)"OII I po1IIl of/iJIiIw
  A f.ikd roD
  ml:lnI JOU dod IlOI IIlO"C the lrem. and)'Oll
  llm/lCd YOUlWlf ny"'l, ""'"
  I ST
  10
  flllfoIe and oor HT to KtuaI dImIcc. Tllil
  "oInIln" cannell be NmI by FInl Aid -
  only by r~ c_ ,~... p. ')).
  Of\t~-Hand~dUft: Ma~imum w('ighl is equal co 6 umes )'oor ST.
  T...'O·I/Mded lift: Ma:timum .....('ighl ~ t<luaJ I(l 2S times )'our ST.
  Carry on Back: Maximum weighl is equal 10 30 limes your ST. Every tum
  thaI your encumbrante is over 20 x Sf (that is. "e.:ttrl heavy" encumbrance)
  costS you 1 Patigul'. See p. 55.
  Drtlg Q/'l Floor. Muimum weight 1$ equal 10 40 limes your ST. If you can
  brace yourself and shme with your feet. you can move twice this weight for a
  shan dis\Elnce.
  Pull ()If W1Ieels: Ma:timum ....·eighl is eqUJIllO 100 limes your ST (200xST
  011 1\ smooch. nat rood). You elln mo\'e up 10 t.....ice this .....eighl for.l filt/e while-
  I FlIligue every (urn.
  A hght lIem is picked up wllh the Rl'ad)' mancu\·er. It lakc.s 2 full.seconds (0
  pick up a heavy item (weight In pounds greater than your SO.
  If yOtl take a running stan -
  thai is. if you t.al.:e your fuU mo\'elMnl for one
  tum and fhl'.f1 run mlO somethmg -
  you can knock o...er twice Il$ much weight .
  The OM can also make allowances for pmariously balanced objects. fO ma\""e
  1hcm easier to lill. Usc common sense. Make il fun.
  When 50lntthing is knocked over. place a eounler (hornerNlde. if ne«5sary)
  10 indicate its new location. (hanKters will then hl\'e to jump over it. move it
  again. or Olherwise lkal with II.
  Throwing Things
  Anything you can lift -
  i.e., anything .....ith I weight of2Slirne.s your S1 or
  leiS -
  can be thrown. lfyou're trying 10 hil a specific tar8~. roll againsl DX-3
  or your Thn:lwing skill (see p. 10). To lob $Omething inlo a general area, roll
  a,gllin.sl OX.
  Thro....·ing a~bjc:cl (whether a.s In 3ltaCk. or nol) uses the Stl'P ond Allack
  tTUl.neuver. A hea\')' item (.....elght in pounds grealer Ihan your $1) will l"Uluire
  two $OCO~ to Iift.
  The dislanee you can throw an object dcpends on its weighl and YOllt
  suength. Round the object's .....eight do....n. refef to the lable below••nd mulliply
  Ihe distal\« given by )'Our ST. The resull is lhe distaflce. in yards. thaI you can
  lhrow 1h31 objea. mo'ls: [)on't bother with lhe malh utlless you rcoll)' ne<:d a
  precise ans.....et! OIher.....ise. if an altempt sc:e:tns reasonable. allow it llOO gel on
  with the game:.
  If you have the ThrOWing skill. divide il by 6 (round down) and add the
  fe§uh 10 your ST to delermine: how far )'OU l.'an Ibmw things. This appl1C5 only 10
  gcnual Throwing skill, IIOt ...eapon skills.
  I
  Wrig;l/
  Dis/(Jnu
  40 Ibs
  3
  SO lbs
  25
  60 Ibs
  2
  801bs
  "., .15
  100 IbtL
  1
  200 Ibs
  05
  Wrigh,
  Distanct
  7.5Ibs
  1.0
  10 lbs.
  ..
  8
  151b..~
  7
  20 Ibs.
  .6
  251bs
  5
  30 Ibs, •......... .4
  Shoving Things And Knocking Them (h'e.r
  In combal, )'ou WIll often wanl 10 knock somethIng do.....n -
  10 bl(X:k lhe:
  ....,.y. 10 inconvenience yoor foe. e1 eele~. For maneuver pu~. this is lin
  allick. To knock a table o\·a. for inSlilnce. you "atlack" the. table.
  The weighl you can koock over this .....a)' -
  whether by kicking, body'
  bloclcing. sho...ing. or whatever -
  is equal 10 10 limu your ST. Players and
  referees should aJlow any reasonable allemjX 10 be ol/tomafic. rather than eaJcu~
  lating every Inne. For heavy objCCU. go ahead and caleulll.te if there is a dis-
  agreemenl. "E:tlra effon," l.s d~ribc:d in the .sKlebar, Call be used.
  W",ight
  DisTD./t{,'l!
  I lb. or less ..•.. 3.5
  IY.! Ibs
  3.0
  2 Ibs....•...... 2.5
  3 Ibs
  1.9
  41bs
  1.5
  SIbs
  1.2
  Danger! Falling Objects!
  1JI a boldc:f",1d MI of f.ll1lll
  obJ«~.
  JOOfICt(ll'
  1I1~' JOU .. ~I Y090tlC yowvIf.
  To Cllkulalt t.hC' d""'..qc dono: by a flY-IJ
  objc«. IlllltId
  I~ \loC,,," ofT" 10 !he MiUftl
  10 pound~. Inll lhc d~ il fcll lO lht
  Il(.IIelol 10 )'Inh. M1.IItl$llY the lII.Imbl" of
  tl).povnd and Il).fw increments. and tic
  dial ltWIy cl>re of
  11&mI~
  £.urnplc.
  1
  2O-po<Ind
  rock.
  fallllli JO flnh. dou
  (1xJ) •
  6llioe of dIlmllie. A 4J.jIOUIld
  IUJl ollftDOl". fallllll 39 )"l.tdJ. does (4 X4)
  Ot 16 dICe of dImace.
  ..T"rm.....l "clocily" • n:1<;!'><d .ftcr IU1
  ob,IOCI filII fv .-- ltMt .ir I'C3UUIK1:
  iUIp~ fUnhcr aoodc..._. f..uc:1 termINI
  vek.dty 1lqle1dJ ... the fllhlll obj«l;. For
  5imp!X:Il:y. lteIIl My fall of mon:!han 2lXI
  ~ IS :!OIl yard$:
  A very /isill OOFI. or one tlIol f.Ul.
  >Ilon dl.\l.lllCe. dou
  l~ cI:lfnI&c
  Any
  '*Clghl 01" d»tU!CC of leu lban' ohouJd be
  n;IIItdcd up $0 10 _
  hul ""to., !he rIM!
  dwage. ~ .4--p:11llW "richt f.ll·
  Inc 29)'1nk clou lrtJIfol (lId) dal'll4t.
  Ilolho.lhaII roll l'h dot:c.)'OU <'Ill roll J
  Ik'e and baI\'" lhc r..-un. I'OI.UlditII down.
  A1J ~I of leu IlIIII 'Iblo. flU"'1 leu
  ltwI j )"lfdl.. does QnI)" II die. ofdlm&p _
  .. wtlw)'Oll ~I 4 Of mon:.1bc clama&c i.
  zero:
  If 11I1'Jt" rte.m Ilojulllippfd ""'cr"'lll
  'fOIl. rIlhc:, lhIJl follllll {,cely. IreIl 1\ Ilo
  lhO'u&h
  ~ had fal\cll j\l5I • fc'" ylllU -
  ..
  otIlcf 1II"Ofdi. UK the IG-)'afll formu4, and
  h.lh~ the d&mIte.
  Aay bulky«;ca-0"" :5OlbI.lUldfOl"
  6 n>lric feel - wiD impede Ibc moo·nntl\t
  rA "'YOM ~ filII api"". 1'llc: vb,," ""'y
  only move""" yafll 0lI Ibc ",,_t turn. Fur·
  Ihcnnorc. It.IlI iQI"C <lo:fcme i••cduo;lCd by
  J (diJlrKOOri,!)
  1'I'l~ i~ a p-.d WllO to Il~
  Ibc .t//.Oto/ ~~fU~
  flla!ltU'~1
  If you drop 1 rod on _, In'11
  ~
  "" & Ihro'llll''''U
  attack and matc >'OUf
  DX (01 Thro"lIII) rollllOflTll.lly. YOUf \'jc..
  lUllt_ 1"OId Ibc ll)O:1r wtleu III: tao"""
  ie', OOlIIIIl.ll. If 11I:'.......n: of I, II:t him
  rtU.c his Dodp: roll, or roll apiml: IUs
  bnlC: OX (VotlOd>t:\'cr is belltl) 10 1"""<1 ••
  IluI _
  WI pINlVc lkfer.$U like vmm
  and "",ueld m.r&lJf cktlca 1 f.nin, rocJr, but
  """ • bouJIkr Of piano'
  -50-
  
  Very light ob)ttU, Ind thill,s 10 oddly wped Ita.! they cannot be thrown,
  don'IF 1$ far 15 "nonnaJ" objecu; the GM can alJow for this if he wanu,
  If an obj«t ..'rip more than 25 lunes your ST. forJet the formull. You till
  t-fely carry it.. You taft'l ptCt II up b): YOW'5eIf. or duvw u.
  Damaa'r from TJuown Obj«u
  If)'Ol1 are iUI: by I (blunt) thrown object. the damlae it does depench Ofl iu
  ",Y;,1u and the $1"'18'11 ..ilh "'hieh it was lhro"'-n. Multiply the ob,ittt's wei&ht
  by the strength used 10 lhro",' illJld refer to the table below, llus table does n()l
  take iharp edges 11110 IIXOUnl; don'l u.se il klr "'Capons.
  Exampln of Throwing Things
  Sr.1lIP"M' )'OUt Sf II 12
  YOII Mv( •
  2·p;lUDI!.,-k "TkclituKe lex 1 ftII •
  2..5 ~.. _ -. ya:t Sf of 11 II .)0
  JUIh. YOll~O-W_ ..~lO,......
  ~~~~6~':r(~
  ...... .25 pnb:; 16 __ .U • '*, ., )OIl
  c-. *ow ... Md: '* )VIiI.
  SIappo_ ~ Sf .. 1'*. YOII lin: lloktiIlI
  b _iou, bod)' of. 12'G-1b.~·
  n. 'Il1lidI J'OU Il'AII.I Jd Ktotol • m·blt
  a_le. 120 rou."ldl do.... 10 100, -.t.id,
  IIIudliwa of.1 )·.fd, I. ~.I ill •
  yan1I -
  lw ItIu ." f«t. U J'OU dIrow
  )'OW' frimd \crou,lII: wiD fallllll -
  10 J'OU
  had btMllllIIllf)'! (01"-., )011 willllQl
  t.aIIlr.'. 10 WO<t dl..iII 0UI1ll1lh'1IllC( Try
  10 pal rfcbt:)
  O''tr 100 lbs.
  10.1 10 50 {bs.
  50. / to /00 {bJ.
  ~ to 10 !bs,
  1-5
  ST
  Note Uw, "SP"OllIy II kl.."t:t sttenJlhs, I buvltr mi.uile don not neca-
  Anly do more damI&c, because it can't be lhro"1\ wid! any reaJ force.
  A frllile objeCt (or a throIIl'D cluIrxler) will UJU the W\'lIe amounl of
  dlmqe 1$ II don. Roll damage separately for ~ lhro,.'n object and the: tlrga,
  Attacking Inanimate Objects
  There art- many &itulitions in whkh you WIll wlnt to Ittack sDmtlhln/f rlther
  than som~(}ff~. Go rightlhead. It c:an'l hit bac:k, Any inanimate objetl will h....e. a
  OM (damaae rt-5isanc:e) rt-prescnting ill innale "toughness," Ind • lIT (hit
  point) &core. rcpresentinl the amount of damlge il Cin we before it is CUt,
  broken. or smashed.
  To Ill.tal:k an object:
  (I) F'lIJUe hit pntlJlry for .Il<:t. A very small obJCCllS harder 10 hit; I huge
  one IS utiy 10 hit. Take inlO kCOIJtU the "'''y you Ire anxlcing. If you ehop at I
  tIbk lei &om rbe side. for lI15tance, you've lot neazly.3 l'ec:t of tafld area, utd
  II·... ''baIf man-sized" waa, But ifyou lilnullt II fd the fronl, )'our tarta is
  much harder; it would count u "anal!."
  The table below .h·e:! the "0 Iut" tnOdirlt-r5 for WVfIOl.iIlI objects oflypical
  sizes. UK the modi6er kit lbe next largesl SIzt.
  Tiny (I bunOfl. for in~.nce): -1.
  Small (. drinkin& glus, for instance): +0.
  Mediwn (I basketball. for InWlnce): +I.
  lIr~ (. buchbaU, for instance): +2.
  H"lf man-sized: +3.
  M.n-sized: +4.
  Twke man-siud; +5.
  Over Iwice m.n-tize-d: +6.
  1'here IS no extra bonUJ for \'ery large obJecu, At !hit point. )'01.1 are essentWly
  certain to hit it wilb YOlIr weapon, and you're Just rolling to ~ if you hit it ,1,111,
  (2) Roll tQ hil, as with. normal attICk. If you hll it, yOlI rtalty hit it. An
  inanimate object geu no defense ron, Ranle dtHs subltKt from )'oor attaCk roll.
  (3) RoIJ damagt IfQmrtJlJy for '10"' "'~apon..
  (4) SJlbtJ'O("f liIe obj«t's tItuttaIt ~SisJIIIIU,
  (5) Apply 1M~ rIamDIt to I~ ob}tn. £daed lOcI impiling ..eapons
  do nne let I "dmllj:e bonus" -
  dial only applIeS 10 livins taf£tts. When the
  obJ«l's "hlt poiDu" Ire redu«d 10 uro, the object his been cut, broken, or
  oche""'i.se dewo) ed
  - 51-
  Moving TlJIItts
  T1x ""lIlt pmlbtl" lor QI'1(MI obp:tl
  __ tho: tIIpC ir. -...,...... if
  iI',.-..1
  .n-_ -IIO)'OW'III.Id. lbl
  -W be tOIll(OdlI; lII\'C'lIlI... lhIll •
  ywV pt, -.I. in. pr".,....,Ne ."1)'.
  FGM' ""'....-.,: -1 Dr -3 ID llIKk,
  dqlm:!in¥ 011 OM'. judpnem:. This iI WII
  an objt:cl -Inc !II • pndktalJle ....)'
  .'H__...,.....'~ .... ID)'OW' lIud
  Thl$ "T-ftll:lllS • WJt:1 tIIII _
  abOIIt
  1ht -..y • _
  (If IaJt: atlIIMl ..,.-a III
  .....
  U~ __. -1 ID '1OW
  UId; 1bt: fIi&llI; ortil _leCI.b pltrfcd
  (I." s' of .......1" CotIlk __•
  I...UiJI,k __•
  Tbll
  QlCpI)
  IaditdQ-'-Iikebuh. Scb;oly _
  ...
  Ibeat _ pIIIJIl*l T'lot: COM .ay
  )'011.
  dluu IIIhit..,. bliad
  (a
  of hI' '*,
  Ot' 1IlII)~ o:-I)r _
  • n.
  5tJtMu......:
  A r.t ~ ....u ("'0) _
  mD'o'u~·
  dKQbIy(.1). T<:Ul pmdrJ: *1,
  A man II lIlal-aud (+'*) _
  1IIlM:.
  liR • ma.n (""). ToII1 ptoaky: O. \Io'ludl II
  ..It Ihwld ~ ...
  A fIOItitla
  blJ100ll ir. meclIlIlIl-llud
  (+ I) and IIIDVU Ibwly H).1btaIpmalty:
  • A ciolirll aapdooor II hili' _..a.d
  (+ 3) aod llIIl¥(' falrlr lfIld;Iy (-l). TOIII
  balm' +1
  A--. car III11llft d\Ill,..n _
  awd (.. 61
  qudty bat ,,","I'
  Ib/)' (-3). TIuI bc8lI' ... )
  
  -
  ...
  '. '~_r.
  • 1
  -;-,,';._
  •
  Briek wall (3" thick)
  new
  {
  Ie
  ee ca e
  Damage Resistanee and Hil PoinlS for Some Typical Objec.ts:
  Thing
  DR
  /fit PQints
  WMpOIt to /lSt
  Light rope H." diameter)
  l
  --
  :
  Using rhe Table
  .4Jmott My ItllCk 011 ItI iDlam.lIC ob-
  jon CM
  be amtnlWld III (I) (UIlI1lI
  l!uo<Ip IlVpC Of bat; (b) b~akiAciJlrouih
  I n.c MIrlacc: (c) IlDUIIilla I JOlid ob,ta I\)
  rubbk. UK 1bl: hIliaJ acarut II) 1bl: objca
  )'llII't. -tin,; modify III ljipopillle.
  HT of I bat lK" lVpC it IlIe dIrnI&c re-
  ~w)M it_ HTo(l WIll or ~isthe
  ~ reqoimS 10 10m: llI)IIl~ bole.
  I~ ~ ot !be fulc,d &mOO.Illl ..·UJ
  1'Ilool4. _fl!Iok III I slab.
  AoO"'P'111 fIbi«1wiU bo.~ t~ HT ti~.
  inp. The. fiIIt bngl, it., moU-' it_·
  lilKtiDtIal: 1be ~ r/ltfrvp It. Fof
  1<UIIlf*•• .....e~. Ioeb:r lIIi1/ll we •
  DR of" (dun _Il. -.l HT of 20/50. If
  )'OU Wl: iii: 10 ltIoe:t Ihe<k>oT, it "'ill toke )0
  Iub 10 ,edut;e it 10 TIlbbIc. 8ul it only taku
  ro biIJ 10 Nitl it III llocterl
  "\\'llIplll
  10
  11K"
  IS ~ .u
  I
  JlBckIiDl: iIDT rh: pLly... It'd OM. fa\hI:..
  _
  I htnIlIld fUll !\lie. (n ~,jIul:
  TDlkc lUre WI tbc wtlpClll belq uJed 15
  0lIC tbar. coWd l'&,I(IDI,b1y .IT(IOl ~ ull"'!
  IJ. 00lMl0ll __ wbr:n dtlitrmillirll
  whol!lu I I!votl IIUO:k tQOlllwt Ilivt:ll ott-
  ject. A b.lrd-drivCll lpaor _lei c.uily
  ponotnlC • doclf. but WI woWtIllOl break
  !be door 110-. A dub It ualW:1y III dam-
  •• ba'WW11 WIku Ihc buUlbtll bu
  ~~ to bounl'c. A ''IIlIQ.N ....ay ....CQQ,I.
  ally tUI dcrlo'lIl doclf, but tbc .-...ortt ...w be
  dillied before lhejob" ow.•• And IlJOft.
  -
  
  IN
  S
  AND FATIGUE
  'The life of a ""71rrior IS 1lOI.1I song and limy. You get tired. You gel )our
  dclChes dirty. You may -aually get Jllm. or• .even ""'OIK, dLod.
  Injuries
  Wounds and OIhc:r injur.es ClUj(! bodily damage. or "hits." Your HT
  (heallh) score tells bow many hilS you clIn take. A character who gO(s down 100
  hit points .....iII $000 fall uflCofUdQus. Vou ('ClJlliurvh'C' with. neg.live hi! point
  ""'.
  The .verage: chancter has. HT score of 1010 12. II ~hould be obviow from
  the Bux: Weapon OamIae lable (p. 12) that this much datnll'C can often be done:
  by just one Of tWO blows! This 15 ralittk. Remnnber llw most WC.1porlS Ire
  k\~f'j (10 Vtilly incrcl!ile your slrcftllh), or implling device$ 10 reach your foe's
  vlbJ organs. In reality, I man of 1\'CrIJC: stJ"enp can kill another man of
  "'(n1&e wengdl wllb Me: &ood htad bktw from. club
  . ~ alone: • good shol
  with. sword. spear, Of Sun. Armor helps
  • but fights an: dcMj)y.
  General Damage (Lost Hit Points)
  A dl&lvter Vtho is wounded enough tunts ....111 (vtonally wnlkc:n and col·
  lapse. (\'en If no smile injury is very greal. CharKlcn v.ho Jose most oflheir hit
  polntllre .rrecled IS fol\ows:
  3,2, I hit points left: Your Mo\'c score is cut in half: you Dre reclin, from your
  wouod.$.
  o hit poinls left: You will lOOn fall unconscious. HOlllever. you miShl flO( col·
  lapse immediately. Atlhe beginning ofeach tum Il.'hen you have euctly 0 hits
  leA, rolllgainJl your buk HT. A Jucce»ful roll means )'00"fin' 10 f.lI, .nd
  may rake your tum normally. A failed roll means you fall.
  ~( hit P:llnl5; You fall UDCONctOUS immftlimd,.
  -HT hI! poinl$: You IIl\lIl mAke your HT roll {use bo.sk HT)or ili". Anochc:r roll
  is requited after (lch runber lou of' hit points. Ifyou we:: 6 or lnOfe hlu II
  0IlCt. you cross no-'O IeveJi Jnd o.JSt mate "''0 HT~lIs. (Eumple: If your
  HT u 8. then "-HT" is -8. When )-au ~h -8 hie polDu, you must mate
  )'our HT ron or dK. If you JUrYl"e, you muJl roll again .. -13 -
  and SO on.)
  If yow dw"Klc::r is tilled, )'00 may ....ish 10 keep lraCk of fw'thcr darnIae
  anY"""Y,
  ,in tome p.me-Il.'Orlds, I dead ehJ,~, can be broup back 10 life
  if IOlTIe or all of hb body is fU'O\o·ered.
  SUI there is I limit even 10 IMI. If I chIJkte"s hit polnllOUllsoc.l1IG -10
  limes hIS onginal HT, his body may have:: been tbUJlly deslro)·ed. Whelhcr 10)'
  portioM remain intaCt will depend on the meani of de.l;lruction. 200 points'
  worth of Irrow WOUodl would leave I messy, bUl recogoiUlble, corpse.. 200
  POints' lII'cmh of flaming oil damage would leave nothing but a lump ofchucoal.
  Knockdown
  A character who lakes damage of mo~ than half his HT in one biOll.' mw
  Immediately roll ..ainJl hb bluk HT. If he fails the roll. he is btodN dDto." by
  the blow and stunMil (sec bdow).lfbt makes hi, HT roll, he keepi his footinJ"
  bul: he u still JlUMed.
  Stunning
  A e::harw:ttr lNIy be "'hmned" by tak1na damI.ge. ofmort' than nUhll HT in
  one: blow -
  or by. rnlica! bl Of' head bIoIl.' iJl the Advanced CombM Syuem.
  -53-
  Exampft! of Injury and lkath
  FimdUh Pncdfl:k t..•• b.,if; HT IrofC
  of 1<1. "ell.u!he III fort......'" be It~ III
  • de-'.ad, 0Im1llof II) • bur MIld 01 01'1:.
  He flabu .-.lllllldy -
  bu: lhe ora. ~
  _
  ... Illd FnodR:k laW ....,.., .-
  --
  "'_II.. MT. f"OlIlIAd D l.hII_
  -. .... -.1 fMu. Sa.:. !It __
  ..-brr bolo-. wludl nduca h. KT III
  o;anIy _
  AI lhe be,
  3 01 Wi llW
  Illn., !It __ ... KT roll
  ., -..tIl
  Chdy,!Ita...p C.1Cl«
  '_•.ay.
  .. -.fxr 01"1:
  • -...t,...,_, ....
  _
  • III ~ KTroIh E-dI_.•
  IIIIlr.b lhe fOIl (\olIft a KT of 14••'1 IIoord 10
  "",,) and-1'--.
  n- he If, h..._
  Hil r;&II"mlI HT •
  now
  lW'Olh~.
  InIWlIty, he falll __
  -_.
  The OfCtkqllllrd.qlllum. "'~ hil
  MT rekM, ~14. he 1llU\.I roll140i' mOIl
  3 d~ - or die. Ik lI\d:.cI dlc d. T!lII
  0«" k<qlllackJnt (1hcy're 11IO KIlpid III CUI
  ho..I~)
  AI
  ~19 HT. and.in II _:fA
  HT, fIInhrr rollla", ...i~ ~_,
  he ralh 14 or If.., ad clirlp to life
  •
  HT 14,hi.""" .,...coot:ie! &Illleorn
  Kcp ....... E..-IJy. Pnec~·d will
  ... a roO. lhaI!It .. -1IClII)' dealI
  OIly --. IAIrp:" aa•• ltun _
  ' A::d
  If llIe ota bop ..-u.s.ulb"ill JQ
  III ·lao (.......... !aU a ....) ~
  .;n .. C'Va be • Ilody D ~, _ ,..
  '-..
  lrutant /Hath
  lttpJd.ku 0( NT. aI)'GllIt CIrIl !It l*'d
  by • CUI dtrorM, ........_. t:tr
  If a
  ~ Oi' _~. penon _ arIICkecl
  in an ob>-.ty Icchal ....y - wy're cIrad
  Doot'1 bod'Icl to filUm damIat", Cl;lmflUIlt
  "'I\IaUl11ll hil pctulII. CIC".
  11'1"
  doc.l
  ItI)f IWlY
  III
  a
  mrrel)'
  """......,,, vkIlnI. 1t)'Qll1nCM: up brilIlId a
  -I/)'. )'lIU c.In'l
  ~1lC'aIIy loll him
  1M )'lIU CUI play I
  Oo.ll ,...,......lIy .....
  for. yuj orpa -.llllll:k; ir", -lIY II
  ju._ J&IIId.irts; W"" !It aa be audu!d iii ..
  ....
  ob)en" .... 'I> 1IrIIl". sa a
  ·4 D
  )'OW roll. Vaor Ibd: d
  .-it
  ..... CJrnI-b JIIIXftd Ve-....n. ....
  ea lID dd_
  '1 -..
  -
  "'""Wllf) ..~ ....
  •
  III Ie
  ,
  _
  or
  ... 8uI ~', Ilarl
  ,
  
  Eff~cts of Crippling Jnjuri~s
  n-J. """,., .1!Ic t-d .1l1l,lflPed
  YOlIc_ bold ~ (IIlCI~ ~
  _'j III dill IIMd
  YOII CWI .,.. ~ •
  Wdd .... dlM WID. MIl rvm bbok ......
  Il.'* )'llIl ._ IIIIId; ..1dI III
  It.. M '" a lMaI -
  II« • dlarenct
  ..... alDol••,..,...t-d ~ ot;Jl at!)'
  •
  •... _ croot 01 doc _. _
  -.Illr---a,. JCS • ...... ~. Of ~
  ...... fiaoed
  .....ith. __
  a
  ...
  }'
  l/Illc.1Ilc .. _
  ~ ...
  pat,... oIr (Q.\l', *'"-l.)'WI'.otudd
  ... ~. a -., • f_ of yooo
  You ~ bloet ..-.dI a. tid: • ..u otfcn
  10 *"-r pawwc de.... , _. 2
  FtI(II
  YOIl ral D. Jl'll'Iftd
  YOIl eM-
  _
  .-:l ...-.jk ....... crv:dl. Of
  $'''1''Je.c.. A dMoJ_r"flo halo
  loll. fool: r-o JlJII/IaJI•• rf lilc IJncn lin·
  Idf ..._
  ..... H.. muom..... Moo. "
  _
  l.lf)'llll ~"""'10bncc"'-'
  )'011 III 10 • ~lIli& • IoIlllllI poI_ (1ft.
  P ",U,
  Y<al flIl do.1om If,.... COIlt!ftUC 10
  """, )"OU lllUSI _~. ,ill'" or 1)lIlt
  __ (_ p. 19)
  The .ff«11 of••"",,1"'1 iIlJury .1....),.
  115l ...11 Ihr fl&ht II O\CT. If Illc .riwled
  lN~f fllb hu liT 1V1l. !he df..:u .re
  """'" •
  C"U1 ",...-..... ()lha..isc:. wy
  Iut ...ciI .11 loll HT .. ~tDroJ
  Optional Crippling Rul~
  "onnIlI), adlI_ • Cf1IlPbl o.Iy .r
  lit IIbt. ftIOIIIb
  (_ I,i NT for &
  ~,O'o-u l'o NT b'
  IoCIU WI.
  tIIIIIP blow For -.u 1U1dnl. ,.... ....,.
  I;«p u.dI: 0I"'1'lI: 11111
  tab:lI.-' kl.
  IatI be e'.11
  t
  1II1lXal .....
  Jad!Ic, 1Ilc lIf'IP'OP'
  d
  Howc>-cr.
  1m ~ rcari-~ lDCft .-.pIt-
  caId Yo-....,. ........., uRy _rU lioy
  .. ~', ....-.c.• .-c -.lei •
  .. ··H... "I!rrln- boJ.
  ~ '-u,p •
  ICill laM. for •
  -.t. 1f)'Wl' HT'" II. l!'JaI ~ of
  _
  ¢1M 'l'.o ..... (i.•. 6 Gf rDOR 1Mb)
  ..1II.rwk k u.. 0I0c yo. ~ al<c:a 6
  .... Ibo ..... -.I .r'flPled III. f1lntltt
  ..... 're ipo:lrlII1 Evt21 If ¢lC .npplIIIIa
  ~ ~aIIy dod :zo hIb "'~.
  oM)' k
  fJnl6 _160IMIl' """,,"-.y.)_
  .- be LllN II)' IllIlhu'I 100ft 1hIn
  ...1Cd bIowlllO dw ImI
  Last Wounds:
  An Optlonat Rule
  IllltlC pme. M.1Il hlppm lbIl &_e11
  ""lllIftIlcd l\IhICr .. Icftoc:Ii:cd _"Ioul.
  or l'l'II t.iI\clcl. II)' a l-pollll WOUIIlJ 10 lilt
  fool
  Thtrr.
  II'lI: ~
  ..Ilc>
  r.nd
  1h1J
  IIVc.hMic_
  11)0- ..Itti, lIte lbc ~ OJi'I'06Il
  rvII: OlEa.""", HT aRduccd 10l.
  Ie•• ID ~ 10lbc 1mI. lq. "-d, Of
  '* affecu .... IIlllea (a) iI:
  .
  enPcaIll•• (b) •• --p 10 ~ ....
  ... or leI III doU l
  Of __ prMm '"
  .......-
  A crlpplmg or blinding injlJl)' also causes slunnmS_ A stunned c~llIeter defends
  "
  _4 unlll h'lI Iltl(! tum, At thai lime. he. mUlOt rollagairw his basic HT to i«
  "'bethcr he rccO"eu_ A successful rolllnaJU he CaD act normally on thol flUII.
  A failed roU means he is st.1I stunned and .sands WI"(" mifldko-ssly.
  . 1bc
  "stLUlntd" SUit continues unul he can tTUlke hIS HT roll and snap out of It He
  may act Alalll on lhc tum lit rolls SUC«)5fully and shakes off lhe due.
  A surprised or shocked charw:ll::r may also be "stunned" -
  this.s ...1UlI hap-
  pens ",'hen you ICC lhe initiau\'e on a foc (i« p. 45). The effoeu of thIS Mm of
  stuMlll, are just the DmC, bur. you muSl mate )'OUr IQ roll, mhcr thJn your HT
  roll, 10 snap out of it. You're not hun -
  you're '-'OIIfiu~
  Crippling lnjurits
  In lhe Advanced Combat SY5lem, you do not take ··generic'· ~iC; each
  ...'OUtJd Iuu a .specifIC pitt of lhe bod)'. Enou,tt damale 10 a hand. fooc. oc 11mb
  ",.11 cripple n. A band or foot is crippled if (III ODe blow) it IiIkcs hilS of "tOf't
  than lo\ )1)Uf HT. An arm or kg is crippled if il takes hits of m(}t't rhatt ~ your
  HT in a single blo.... Damage o\vr the crippling amount is lost; it does not affect
  )·01,1. Funhcr damage to the: cnppled limb does flO( rounl: ignore it.
  A cripplltlg injury rnay (or mll)' noI) take the hand. foot, or !1mb nghl off; II
  depends on !he Iype and amounl of damagc
  For simplicity, any part wt tw
  been rendered u5C'leS!! ",-ill be rdcrr«110 u "crIppled." Characlers "'-he suffer a
  crippling injury lose the l1$C: of the cnppled 11mb (sec sidebar).
  Fiul Aid and Healing
  Mueh of thc HT loss from an IOjury is due to the !ihock of the injury nLhcr
  Ihan thc ICIUlI physical damage. Therefore, prompc trealmcnt aftcr a fight un
  restorc lOme of thc 1os1 hil pointJ.
  Sunplt bandaging, elC.. C\'en done by I tOblly unskilled person. will restore
  one ~ hI! point per fight Thl
  lakelO 30 minutes per victim. Note that it docs
  !IOI matter bow badly yoo are ....oundod; the boondagins--up aftc",.·ards ...ill only
  rcs.torc one point of HT.
  •
  First aid by a lralned healer with proper equipment ....ilI reitOre a variable
  number ofbJl points, dependinl on the kChnok)gy ofthc first...id gi,·en. Roll fOf
  the dfCClI\'cncss of the help. A mUumWl"l ofone hit point: is l!tva)", resaorcd. ThIS
  is N)f cumul.he v.'ith sunplc budII'llII - '-c., 5OrneUme:S Lhc "rlNl aid"
  IS no
  more C'ffcai,-c than plain bMdagina.
  Grtldll(lll'C'COl~rywill cure Iny number of hits. At the end of each lUy of
  bed rest and decent food, the victim rna)' allcmpr I succes.s roll on his bas.c HT.
  A succcssful roll rc:.suhs in the reco'-cly of one hil poinl.
  If the victim is under Ihc care of. competent physician. the: rute of rcco,'cry
  may be increased. This. 100,
  ~'iIl dcpend on the campaiSn.
  RCC(JI'crlng from Crippling In]urit.r
  AI the cnd ofany fighlln whkh. char:accer IS crippled. that ch,uactcr make:
  a roll \;s. HClllh for each cripplin, inJUry. A s\KX:eSSful roll means that lne injury
  is Icmporary. If and when the charac:te:r geu back up 10 full health -
  Ie.,
  reglins all his hll pomtJ -
  the: cnwhng injUry is fuUy hcaJcd. Utili) ttw time.
  the character lJ lime. ooc-.rmed. or ont-bandc:d. as the case ma), be.
  If lhc HT roll lJ failed by j poWs or kss, Ihc inJUl')' is lturlng. A bone wu
  broken, oc mlltClcs \liere badl)·torn. Roll I dlC. This IS the number of trIOIllhs it
  -54-
  
  will lake for the injury to heal fully. (SubtrllCt 3 from the roll for a ne-l!r·fulUre
  5ttnario. 2 for a WWIUmodern 'lCelUlrio, and I for II WWI st'C'ltlI.rio -
  but the
  perMxl of healing is rlC\'Cr less than a month.)
  Ifthe HT roll i5 failed by more than 3 pomt5.11le injury isptrmanem. II is up
  10 the player Ind the G~l to delermine whemer!he limb was aClually loS!, or JUSt
  permanently damaged, It "''OUld be logical 10 assume (for instance) that an axe·
  wound ",wid cause. clean aIDpI)18lion, while a mace would just puh'erize; the:
  bone:rnd muscle. In general. effects 011 play will be Ihe same.
  R«o~~nnB Without Aid
  I(you ate wounded and left unconscious on the battlefield, you rna)' still sur-
  vi~·e. If)'ou have not yet had to make. HT roll (0 survi\'e - thll is, if your HT is
  noc fully negative -
  you will bttome (barely) conscious in as many hours as
  your HT is negative, Example: Your HT is -8 .fter the battle, You lIo'ill wake up
  in 8 hours.
  When you aw.-keD, you can call fOt help or even try to dta8 yourself to
  shelter. Details are up to the GM, who .should be merciful. However, you regain
  no hit poinu unless you can get food and shelter - you will remain weak for .-
  long lime.
  Ifyour HT has gone "fully negative" -
  i.e., HTof -10 Of worse for some-
  one witll a basic HT of 10 -
  )'0\1 are in bad shape. If )'OU can make a roll on
  basic HT, you will awaken, as above, and can try 10 help )'oursclf.lf)'ou fail tile
  roll, )'011 stay in a COIN. and die unless you aK hellX'd wimin 24 hours.
  Fatigue
  This kerion i1 impoffflTl1 in continuing campaigns.
  rtJl~pla)'ing gQmtS. and
  multi·fxJtt/r Sctnorios. II is NOT importOllI 41 long eu you arejigl'lli"g one batrle
  at II filM -
  so if)'Ou arc pluyin8 Mart to Man simp!)' OS fJ combat boardgnme.
  skip this section.
  Characters can suffer from "fatigue" dl.lC 10 overexenion, runDlng 101\&
  distances, casting magic spells, c[ cctera. You will also suffer fatigue at me end
  of each battle thatla5t5 more than len seconds (you e.llpend energy fast .....hen )'OU
  fight fOt your life!), The fatigue you suffer altlle end of a fIght is equal 10 your
  ellCllmbnmc:e level. plus I. Thai is, an utlC(l(umbercd fig.hier iluffeN I point of
  faugue. A fighll:r with extra·ncavy el1C\lmbrancc StIffen; S fatigue!
  Faugue is very diffeunl from ....Ounds. When you suffer f.!ldgue. keep
  separate track of if 0fI your Character Sheet, Ftuigue does nOi ..(fCCI HT 31 all.
  but it causes a temporary reduction of )'our ST.
  While your ST is reduced due 10 fatigue, any "le~(skill," 1I1lempt 10 lift
  or throw an objecl. Of other UJe of Mrength will be made at the: reduced ST
  score. Likewise. yoor score in any ST-based skill will be reduced by the amount
  of yout f.ll.liglle.
  Howc¥er. the basic damage you do wilh ....eapons will remain unchanged.
  This is for playability, to avoid constant rccalcllialion of "'eapon effects.
  Likewise. your Move score is nOt affected by fatigue until )'OUr ST rtQchu
  3. At milt poine cut yOUt ~love in hlllf (rounded down), This also halves your
  Dodtle defense,
  When your ST reaches I due 10 fatigue. you collapse on the ground and can
  do nothing eJse unlil you have
  "re~led" (see bcl()w) for lontt enough 10 recover
  al1easl one point of strenglh,
  RecO\'tring from Fatigue
  A character suffering from fatigue mIly regain me lost ST pointJ by resling
  quietly. TlaIking and thinking are all righl; walkins around. or anythilli more
  Strenuous, is nof all right. Each ten minutes of rest will cure one poinl of faligue.
  Fatigue caused by 11m sleep (see sidebar) is automatically n:gained after one
  full mghl of sleep, but is not n:gained WIIi/ )'OU gel thai night of sleep.
  Certain high«eh drugs will remo\'e faligue, 10 a magical ,,",'Orld. there will
  also be spd!s and potions to rem(we fatigue (and cure injuries. for tIlal matter),
  - 55-
  S~dal H~Dling M~thods
  Mel'" UObC melhod> 01 hulmJt ""
  .,..i~~
  III
  _
  prno:-.........l4I. The_
  1«lu"qlleHIlIIIIOlOl'l!y~"'" . 1>_
  lho:)' can
  ~"'<'Il huI loot ...... ~~ hmboi.
  lInlilll'lC full l;URPS o.)'U!I<JIl ~.ts. all
  IPl'II '""hniqLIQ IJII$ be loft ItI rw.:s III
  fPO"irIc ,"n.ariot. Q\' the GM'f dllC"'tIOn
  M~ ltNJIlilt if; PJ"ibie if _
  luk>wf an Il'Pf'OPNIIt- IIpCn ihc", it 00
  limit ItI the beal.... th.fl i. p:>UIbI~ \IIllh •
  pcIwerful cnouah 1IpC11; co;en kqllimb> un
  be l'Cpined.
  Prydlk llNu.., Is poalblc
  II'
  lOme
  pme-"'Vfid.
  A twd c_gh Hulcr CiII
  r.... atrnl:m 111)111"1'
  TtdtMlc,1NI sytNwQfbv UI'U in
  Il)Il'IO Iamt-WDfIdf. SYtfa.:ientl)' .ch·1IIICcd
  -=..~ eatI IttcktMC !he body•• bt.all/ll
  pl'Oce.uulO "'" poutl ..be", I1rnoft IZl)' ill-
  jllryeatl buI quickly. lAm boIIr pan:t eatI
  be
  ~1IoN by ·'bioooc'· p~. 121a.
  are Q rood u ...... (or bette'l. or by ~\oIltd
  1nlUp1an1l.
  Causes of Fatigue
  FilhtUll" &tI~
  Any t-nlc thal Wu more ~ 10_-
  QlIdI will w-. f",i",e pcICIIlS •• follD......:
  • CllItWllbratlee: 1 pIIIllI
  Ugh, meumbrwx:e 2 poinlf
  Mo:bum ~e: 3 ptlinu
  Hell")' etIC\IIllbnnce: • POllitt.
  Ellnl-llNvy ClICIIIIlbrara.: S pouIU
  Thil. ill _
  pcr Nll.lc, ancI_ 1_
  PC' 10 IeC'Ofldt, or t-dlc! The OM (or ott-
  DIriD "'riler) may c:tIc.>oK 1IJ ..-. nino
  tlllip «IIIJ ror • ~ct)' IoclI bIItlc -
  b\II •
  Illbt lhcukI..- It Icut 2 or 3~ (120
  I) 180 llIrmll bef," ut.. r.up. ~
  woukl be reabwc',
  Ir the day if; hoi. odI.I I CAUl paolillO tllc
  Ibovc, oc 2 utro poi:>u ..... 1Ill)"lflt in""Ie
  U'lflOf Of lin (fV~,
  .wCJ~hinl
  E.\ICI1y u
  ~, for _II bow of
  nuon:h. All hour or IrIItdlJlI .....ile 1""'11)'
  cncl/mbmo "'llUld _
  2 f.lIp: pointI ()
  in. hot ~c), and 10 0IlI.
  Ill/n"l",
  "ftc, udl 100 y."'s of """'''I. ",II
  ..,. liT. A fe1lcdrol1_ ~ lQ(C.1 poiIlI
  of f.tiJuc, TIIIt;" TIClI lIff«Wd by Cft('\IIIl-
  bfaMc, II'lough Ilea")' cncwntnnce ,..;u
  IMkc)'Oll MIll _
  ...Iy (tet: p. U),
  OvrruCTfloft
  Carryilll
  IOO~ dIIII cur-~ ....
  aunbruocc. or ~iq e "'<'rt bet")' ....,.
  COIU 1 r.Ii,1Ie PC' .11<", (_ p. XI). £lUI
  efbt """"n h!\ini ~ fJI
  501 or
  ~ (p. 49) Itoe>Cl;I5b l "'tip:.
  t.osl", sr.rrp
  A nilbl ,,·id'loul.w~COt" ~ !tolliW. It.
  hIlf..u,ht of Jlccp ootU 2 f.rip.
  ~ MOIk s,wlb
  Thi. dcpmdI on dx: .......ie.)'JImI bc'll3
  uK<!, IIId die ~llIr IIpCll be"" cut -
  but in rencAl. any but die Knplqt Ipdl
  ohould "coat"
  61~ Ilk' !tocipc poirlll.
  
  Tips on Sctnario Dtsign
  lllHlIil~
  A KCllI,., lo/v;Ild t"~
  mjIllIt tlIaI
  ~n h.lVt III IQ of
  10. fT II
  ld ~ ~ill "'In thaI
  Will lUI tile rllhltn' IQ (_ ullllpks
  Itt ,Nttl ill cite. ~ lntlldtd hue),
  Clht"",o.., J!.., loeb! Itur-j tot rol'T)VI'lO'
  10 do illO tlUlot loa or r\f.o~lot" w.,. IQs
  d 1.
  N~~ I}f Ot4rac,ns. Onc=_"OIlC' tom·
  lIIls In:
  re~,,·t1)' 1fI"i11 A pmc ",·ittlil
  lcl'il dllw
  fI&lI~B on tad! Jlde is _<II
  "",t f'un Orl !be. othtr !land. WIIi1 )'OUr
  plo)l'rI become 5I;jllo;l. ",_ wilh _
  lhIII dIlft thlftctrn per pII)'ff. 0< mort
  ~1Il • cIoten fiVMeri ICI""
  •
  !he IoImC
  llmt. adl 010'>"1: ...."Y
  $<'"""",><> &lllIOu Ir_
  IlldtIt"'" IoJ'
  ill&.,._ f06 ollbe _
  point ",lIIil', U)"
  cbn'lIII dlci, tfCtit:s. Iflll.ol 4:;!e-.sn'! "'0'\.
  IS)' tN.1lI;OJ the. ~ obi"," for thol
  Jilk. It N'dotm'l wMt. theft 1llt JirulUDtl
  Of ~l rultJ Ire probabl)' bllanccd
  .....Jl Ntlldc. nlthey bNld bCl,ivUl
  lOme 1ICh"IIILIlf 10 lI'IIU up for it.
  MD4#}. 0D06 -lfIOCli IIIll Irm<:lr all
  be II imporwll (0< iOIIlCIimes more impor.
  will Nn still! OaeJOOd "'"I)''' boW- I
  xtnario
  ~I 10 lim. Ihe ltani.... lJud&et for
  lint or bodl P:ki -
  or jllat 10 tpOtlfy the
  II1lltIf tile)' vel.llo"''Od 10 weir. Rnntm·
  be~ lNt p\IIt Innor 0 rltl: -
  t\'m KUk
  IIt1llOt "r.x tanmQO\, bccaUle of ill co.!
  84d&tfifUId tlN1 SpNlal RlIkJ, A __
  Nrio il muck more iltrer~ If II lIu I
  IIOry bcttfti II. lIld _1p«iIJ ",16 MId
  obJ«U_ (lite tile horn 'n Gal, D(fttUt or
  I3lI: '"'lit dIIm11ln !be lIIrtt·MiIr &nk
  _iuI). Thll mo:ow1II" roIepbYlJl8. lOa.
  A smerk "Ii. I")'lhlllinJ adl odleT illllll
  op::D (..,14" pme il aOlKI ror 1orBiq. bur
  DOl: II IIMh fuft once)'OU know dlto lime
  SCENARIOS
  A "scenaoo" is a SCI of ruJu for a single battlc. Mon to Mon lets you
  deweJop )'our own s«narios. for a few chlirttClen or for dozens. Below Ire wme
  example, 10 get ),ou Started. A good scenario includes:
  Back,rtnlnd. Who are these people and why are they fi,ghting?1s this part of
  a cominuing campaign, or jusi. "set up and fight" siluation?
  Owru~fUS. A Jist of the fighlers. This may be I completc dCKripdon of
  each ,haT'BClcr -
  or it may be as simple as "two 6O-point ctlaraclers per side.
  caeh with. S500 budgec," Any speciallimiUloons on Ihe characlers should also
  be listed here.
  NPCs. A list of the: non-pla)'er chliracters (if any) thai mliY become invoh'ed
  in the Relion, Noncombawlls or neuttals can be pla)'ed by the GM. Combal.lnl
  NPCs (die cit)' gua.rd that comes in to break up a fighl) rna)' be l:OIUwercd a,lvtr·
  wry chart/CIUS and plli)'cd by an Advcrsary (5« p. 4).
  Setup. What map is used, lOll where does each chanCIer begin? This book
  inchweslhree different gllme maps -
  a.IlcyfUlvem. building/dungeon. aoo OUI-
  doors -
  plus a blank hex-grid for )·ou '0 COP)' and draw your o....·n maps.
  Sp<r:iaJ rults. Anything unusual about the scenario. SpeciaJ rules en<:oUr1Igc
  roleplaying and make the game more intcresting!
  Obiectil't:s. What COn5t1tulCS a "viclOry" for each side?
  R~",vrds. How many "character points" do the surviwors earn? If the:
  scenario is part of In ongOing "campaign" (sec below), what do the winners
  goin, and whal do 'he losers lose?
  YDriations. A1lemale versons of the scenario.
  Campaigns
  A "campaign" is Ii cOnlinuing ga~. pla)'cd O\'er a long period ohime by
  Ihe same group of gamcrs. It is SCI in a ..gllllle·....'OrJd," dnwn frorn history or
  from the imaginalions ofthc players and the OM. A campaign gives you the op-
  por1unit)' \Q improve )'our characten through experience, solve problems, and
  develop the rolcpla)'illJ aspects of the game.
  A good campaign .....ilI ha~'C lou of baule sccnarKJS -
  and lime for hulinl,
  siudy. and rolepla)'ing between battles. Chal1lcte'r" will kave opportunities to
  eam money -
  and 10 spend it.
  ot jusl on .....eapons and armor. bul on healittj,
  food. and room & board!
  Somc good faluy/medieval campaign backgrounds include:
  The Imp<rial Arena. The characlers are professional IladialOn -
  SlavC5 or
  free -
  in I Roman•.>tyJe arclUl. Every week they tight for their Iiwes (and for
  gold) to please the cro.....ds. ('This will probably be a stparale . 'campaign book"
  re:1U$C before: long -
  bUI in the meantime. have fun witlt it!)
  Dungeon D~II·trs. The characters lire thugs IlIld brigands. TItty make their
  living 0)' entering the underground homes of Otn and goblins, 10 kill them fOf
  their money. No mailer \4'ho they murder. they are ne\'er lIrrested. ('This rnay
  sound sill)'. but. lot of people play il!)
  Mtrce1Wn·es. The charilClers are ··s.....ords for hire. " They wander from eil)'
  locit)',lookirtg for Idven'ure (or just for jobi). From gllm(.l0 game. the)' may
  find themseh'cs working as bod)'guard$ to I I'lOble. lIvem bounce", SCC1Iricy
  IToops for a mercham caT'BVan. or (depending on their SCroplC5) even thic\'u or
  assassins.
  -56-
  
  -57-
  QMl'"I} (60 poirla. 59110); Sf Il. OX
  II. IQ 10. In 9. Bwt opeed .s ,...
  ~",,-I~, K/llk-I~.Tbl'O"'lI K4afc·ll. a..·
  IIU\I-I (upI Spftd by I) CIfria Nlbcrd
  (rudy) Illd t"'O IarJe w'U e-c bell).
  Wan Kala: ..-. .",.. CIiI'T1I'd h 64
  lis. t->J- __IdIlb<EClI) ..II. Mo-It is
  ••
  ""1 (010...,
  UIO); Sf 10. OX
  I~, IQ 10. KT •. 8uic tpOCIll .. .s..s
  ,,","I'. airld-I'. 1ta"16. Cwnu Dc.
  .. knJt. MIS.-lMlI.-Jd (1LUtI ......
  aAt
  _
  Mid
  ~).
  Wean .....,.
  Iadlcr W. t:IITWd. 010 ... 0rP ca-
  tWillt>iwlcc). 10 lui ~It III ~
  CloIoId 11 (60polDlJ. S9OO). ST 11. OX
  I}. 10 10. HT 9 8aJoc ~ ,S IucI
  "faI;C-I~.Shield-IS. Kaafe-I~. T~
  I
  poIIlI
  Carries
  1.lC. tarte bille, II'lll
  mcdlum lohlCld (liUrU ...1111 au IIId Ihlcld
  rud)'). w..,... tulc Irmor. WcqhI Clnaed
  It 69 ~, (mcdi\lll'l ~mbrMC:C),
  10 hI.
  "'Io'"c If; }.
  ~'4 ("il poIftU. 1J6O). ST I). DX
  10. IQ 10. HT 10 Buoc tpted, AW
  MIce-I!.
  Sllocld-II.
  K.lk-II. c.nc.
  II'LIeC _bllt ",..Id, ..."" buIe CIa bck
  (obodd ratIata /III ""UPOII IkiDo by II
  Wan dD. ImlDl'
  Well/II earrllIId • 45
  .. OF! c.....iibl_). 10 hIt)1owe: oS J.
  ItrlNt '11«)~. 170); Sf 11. OX
  II. JQ 10. NT 12. 8awc ..-:l .s,7'
  ~'I1,Sf-r n.ro-.....-Il.•-...·11
  ~ SpeecI by
  1.l1S}. CarTa a
  ~ea. ~ 1D1!Il'ow)-' llIpUf" '4'tIN
  1O)_ .. aD!Weoptcarred ..6h (lao
  UlCWIitlrMCI).1O his Maolt .1.
  RrlNl n (.oI(lpolllll. ~IO): Sf 10, DX
  Il. IQ 10. In 10. 8Iwc ~ .. , 7'
  8ow·14. SpeaHl. K:nft·l3. Camu 1oaI'
  b:roi. qui-'n ...·iIh 10 UfQWl. I.IIJC blirt
  (iliru
  iIh bow
  ~.odyl
  W(\4l11 clolh 11-
  ,..,..
  'Cl.1lI (lined ~ 20 Ib$. (1m t.alm-
  bfVICt). 1IO II.. ~Io¥e h..s.
  StJmpl~ ChOTQCurs
  jor "Gatt Dtf~nu"
  H_ ~ _
  o:tw-. 10 IW'l }'O\I
  off _ tralkr __ .. chuaocIrr .......
  6pe dlhr drt-. _
  s-: dYI }'O\I
  IlIftdlOc__ ..... -or..r
  .~
  -"'-
  Ow'" 1/ (flO pocb. $llJOl; Sf II.
  ox I). IQ 10, KT II. BaNe ipClIld 6-
  8n:lII:I~-.d·l~, ~U.
  Kaik-I~. car-
  no ~.Iartf;blre. aad ___
  IllEId (AWU .............s _
  kid ~),
  Wan Ink
  ~11IlOI' w. c.me.f a 69
  III Ota..,. ClIC8IIlhfWXlC)... II.
  ~Io"e
  id.
  ....fap for
  "Gau lHJ~nJ~"
  see lip I patchl
  ,*h "0" Rft!c:h eae
  .lI&fI .II ..." _ .. marked
  "k". 1lw hona (.....,-
  _
  ....) ... "H"
  Sample Scenarios
  Introductory Bott~
  Baclzrowtd: This is V.h.!!.,
  .....here: fhe
  ~'1J'rjors fight all day. and
  r~·tryonc
  IS healed in !he t:\'ening 10 join m the banquet and iRlrt O'"t;r again
  IOlJ'lOm)w!
  C1wJroau~: U5e the b.ir sample chancterJ supplied ""uh the game -
  no-o
  on .. silk (paired up all)' ....y). Make their &rmOf rauly cquh'alerU.
  Mtup: Ute In)' rMp. The lin:1 fe..... times you play. UK lM blanI: map. SO)'OI.I
  h'l ""'r to worry about ""alIs 01" terrain. Start the IWO sides oa opposite skks
  o(lbc mlp.
  Ob~cri\~': DdQl lbc: foe.
  Ikwcrd.f: NoDe are fX'CCsury. When the fight cnd5. 5Wt O\'cr!
  Variatiofu: Since: dus is .. Icamilli J«nario. feel froee to change (Ul}'1hUCS.
  Some pouibdibeS:
  (I) H~vy (,If'1f1Or. Put all four fighltl"$ III h~ plate. NOIe that this changes
  encumbrance Ie"cb and MO"e 5C'OreJ. Now tty .. battle. Ob5t.n'e 'A'hat hapens 10
  the wooS charlclen. and 10 the weak ones,
  (b) T....-o or thru against one -
  but use !he 50-p0inl "crsions of the twO
  elwlK1ers. or thc 4O-poil'll versioft of the three.
  Gotf! lHftrIU
  &d.grOtlfld: A band or reb(o,ls hu forced il5 way into a ....'Ilchiower. to Sleal
  weapoll.ll and supplies. The thrtt guardsmen on dUly must prot«l the door 10 the
  """,,,,.
  ChnrMtt,.,: The f?wts get 6chatal1cn. 40 poin" elICh, and a 1Ol81 of $1800
  to «jUIP lhe:mseh·es. (The rebel INk nay be: pla)'cd by two or three pb)'ers in
  coopc...tion). T'hc ,wants get 3 c:~ers. 60 poinu each. and a IOtaI of S4000
  10 equip thcmsches. Si~ w guards arc on imide dllt)'. they have no milSile
  wapons. Sin« the rc:be:1I muse look innocent on their "''1y 10 !he raid. they ha'"e
  DO pokumJ (spears are 811o",·cd). All charxtcrs ihould be: IQ 10.
  ~tIIp; Use the "dungeon" IMP, T'hc cMtK1ers start u shown in the:
  diaanrn, The ocil.i.lla is h.igh cnoush so thaI poIearms an be u5cd ffeely.
  OOjttri~·~s.· 1bc gu.lrds win If lbl:y sun,'·c. Ihhey can tUe aGe rebel ..the
  and ctJfI.SCiow fOf quesuon'"l. !hey ....rn d«bh'dy, The rdltls ....in if wy
  c1imin1l:c: 811 the au.ards; they win deciSIvely If they ha'"e 1IleUl3 men left with
  HT O''U 3. 10 k)()I( !he building. If the: rebels ~ Sotina. they should retreat. w.-
  inglhelt 'Il;U1ndec!.!
  Sp«iaJ nth.J. Rebels can escape by )cl;vin, lhc: rna. The JU&f'd1 eatllKll.
  foUow !beat (it mighl be a trap!)
  /Wt.vrrJs; ThillS a t8t11a1 IOCUllO, intended 10 be pllyed I"Cpe.IIltdly 10 find
  the "pcrkc1" c:harxters and l8CI.ics b
  eath side. Ir II IS played a5 pan ofa cam-
  pIolIII. score DOI'nW dwaeter point!: I ror each consoCIOUS fighter on lbl: ....in-
  nin.C side. ~ ror everyone: else ....ho surv'VC$. The gu.ards wouJd let a commcn-
  lillian or rc:t,l'ard for taking a prisoner, The rebels. irthc:y win. would get 10 Iooc
  the guards and the IrlMry. taking CVCf)1hmllhey could carry.
  'i' -( )-(-) (-)- )=(Jt-( -)-l
  ,-"-"-')'
  "
  --~=~--~=~-=~=~-=) )=(]( ';-;;,
  )-{ -'
  1
  _
  '-'" J-{)-{J-{ ) ,
  1
  ,
  'a'
  1
  ,
  1
  , 'G'
  1
  ,
  1 '_I
  ,-, I"
  ,
  ,
  , '-'_'-'_'-'-'6'-'-'-' '- ,,-, ,-
  ,-
  I ,.
  ~:~-(=~=~:~_~=~ ~=, E~l=)-cJ
  ,
  I
  . ,-, ,-, '->- ()
  )-(
  -, :{-}:)-)={:)_ }:I .={-}-
  ,,
  
  The Combot Maps
  I'v8r ~ ate we
  1 1 ...llb "'1M Ie
  Mp. ~ dlnlI L'tora 1M ~ oIlhc
  bo.lOl bfbw: play .... Iho rqt of 1M
  pme. Ibty ~ plMdled tor • dIrft-bok
  --ooot *0 7"" CM ~erp IIlrm ... bonder
  ............
  -...
  TlItt ~ l'fl'C'aalI ..,. ~ ......
  atQ -
  •
  'mII, duen. nc
  ~·e,.
  c.-. '" • 101 IaIICKfCRlllil
  110 la-
  ~ TIle tal __ b
  Ill
  " ID Icc
  ,..,4 ""
  ~."
  __ ~ __ Ygu.
  m-rUW
  (
  11I flc OIbcn) &or-
  b'. "')'CIUf -- .....
  --".
  TlItt .qwew:zU • MICtioll. 01. ~
  _nor Of... ._ TllC dC!on «"" -.0......
  oaIy.lIDlQ; • flc ....A You em __
  iIIc.., "1I0000r. Of place • "doof" COUiIiC'
  .... CUI 01 cardI:roef1l let thaw whca !he
  door III elMed Irld... I" .110......1build·
  irlI. dlC dooo .."\II ~"'lfII -
  bur III
  .......
  r-, floc doo:N't ml&bl iJ"'" info Il'Ic
  Il>.
  noor, or ce,[l/\I.
  AUryM,.
  ThaI ~ • .....u Icllldl of oIky....y
  ~), "'Iltl _nl <bln gpm"
  ..... bWdllll. (""Oed lIo<Irl n.. Q.1'X'd
  ~ for • mvlI.. Of ohop_no. y,. trill)'
  _1D1III1c romeCO'
  • ,$ b
  ~utC.
  l1Ia .... wlI .ho-.1 *0 Ihc dull·
  .... ...,;!he "t ....., CIIIIl be !he IMdr.
  _
  oIlflc ....e.., Of fie IIlwm -.i .1Ie»
  cae lie
  01 • ...,.... 0' La'fC
  booid.. Nlow _.,.,.. • Ihc lIlJddlc 01
  lbc""--.tlodI ~ be '"" doan tf iI
  ....... ~..'
  ~M.
  n.....,. -.II elu,... e-.sllll b1
  ~ IlId OOuIf"'"
  IInIII buIhc1. A
  IIIIUrIo __ IIYooo;b elel...
  A buill .... NIl • bcJ. '" • ......
  abllfllC_ -.... 00'e' •
  '" • ~,
  IIb:tI'"..... 1JlI! ~. OX roll
  III ...aod r.n..: <-, .9). TllClC" butbc1
  ~ IlID bIc-P ID Iadc I tUftd"', .......
  A--. ""~. filbrlIOlll)' plf'lof.llu.
  iI. _
  ob!troocualIlI e.w. moou,.,,'
  poiM 10 COlle') ''oua.._ .....a llIfOUJh I
  tw:..- llI1I " IOCdy lMft<O\'ffClll. If •
  he.... II '-u _II)' bultl-al¥cml.
  7"" c.III "pu.lob be!W«Il" lhem (I un
  OIIO.alle.,1 POlllt)
  The ",_ fIIlI)' be I -JO' 01 mihor
  oblut~. ~... 011 Il'Ic tanario. SUa'
  .-s rvleI for
  •
  ",encrif;"
  -"'01..,...
  ....ano. lhc -en II Oll!y) toel dcc9 ialhc
  InIddIc w~ dwouch Ihc1lJUIlI1l.1kJ...
  (+ .l..,..~fIOIIltIlO-. cadlllu) It.
  hIOfj 9'CtIjIOII -.d: (or ... 1boI) illIII. -4
  ;J )1M In •
  Iho IlK.-
  At _
  ad of Iha elcanlt; _
  ~
  ""fIt; 11 lbc ofln 0lIll ......... of I
  Q"C. Eitlw:l 1N alley 0' Ihc t ._ ...
  -.... 10utlcru_,.." Ihccle.l1IIIi....
  lad II> a a=lpk or .. ~.....,Q"mI
  VariorUNrs' (a) Give the rebels 8 mcn inSlead of 6 - but they are a114(}.poJnI
  characters. and lht-y stilllg\'c (jnly 51800 for cqulpmenl. Doe:5 the Utt"l ··can·
  non fcxkkr" hclp~
  (b) PIacc a counter III H (ICC map slclch) 10 rcpresenl II horn. If one of the
  guanb can ~ 10 il and bIo... it (n takes one fum 10 ready. one 10 1»0....) then htlp
  ....ill aJTh.·c $000. ~ rebels mUSI ...-tn within 20 scoonds. 10 givc !hem lime /.0
  Jr1Ib ...hal they can and Ree.
  I(a rebel Clln strike the horn rot more than 2 pomu damage. it ~>I11 bn-ak. If
  is mcdium-sued: + I 10 hit ... hilc hanllnl on the wall. or _4 10 hit (like I
  ....upon) If a Ilqrd lS already hoIdtnl II.
  TCIVt'm Bra.,1
  &xt,rowtd: 'The clw'acters are rcla.Unll:! a tavcrn ... hen a fight bruu eMIl.
  They are I'Ibf ~ for
  ball1e~
  OtaroClt'r.s: Up 10 , doun chanlclus of till)' polttllOta1s. Some t'haactcn
  can be beller chan oUKn. Your
  ~qurpmc:N is cktenninc:d I"tIndomJy -
  )'GU
  ...·cren·11oo1un& for a fight. Roll one die IW~ fOf e.:h chartoclCr. For tlnnof,'
  I. 2. or 3 means ,u-'TImcr clolha.• 4 or S mean, heavier clolbcs. and I 6 means
  laghtlcather. For "'~apoI1S.' I ~ns bare hands, a 2. 3, or 4 means a dAlSe•••
  5 means a small knife. and a 6 mean.~ • up Of brass Ialuckks.
  ",pc,: The bancndcr -
  played by the GM or Ad\·ersuy. He is ST II. DX
  II. IQ 10. HT 12, 1\10\'e (and Speed) S. He hilS no armor. When the fight Slam,
  he will ready alight club from under lhe bar, He will J'IOI use it unleY he is at·
  tacked, or until .someone pun, a knife or IUans breaking the furniture. His
  Broadsword skill is 13. and he doe~ 1+2 damage with 1M club.
  &rl'p: Use the ".Iley" map. The l.1\'crn is the blggCSlIhop in the buildlll$
  -
  )'011 may mark doon to conneclthe ~ and make a bigrer (lvem. Addin,
  furniture Will m.ke the scenario more fun (dice make &ood tablC$). Put. 3-y.rd-
  klnl bat IlJong one ",'II!. .nd Win the banendcr txhind it. Distribute the
  dwx:ten al'Ollnd tl'lc: bar. and insutr each other until someone throws a punch.
  SfHdoJ T141u: Anyone ...·tao gcu off the map has CIl:.ped.
  'U'''''Qrds.; An)'onc ... ho knocks at ka5t one other figlxcr uncocucious. and
  geu off the m;lp.gets 'h cluracfer pollll. The II5l person left (CClnSCiouf,) on the
  ITI3p lCU anotht, 'h chartoctcr poiDt. An)'one m.)· loot Uf'ICQCUC)OU$ flJh&en
  (e\eryones i5 assumed to be Clff)'U1' 2 d~ "''OM of silver pieces wonJt SI
  each) -
  but you m;ly IWt cut thte-u OC' buh heads.
  'l"hru--K'4ly Bank
  BodlrQflNf. ~lIIllof ruffians Instill the ktna', men OIJtSide. templc. The
  tcmpk men
  N1ve 10 "keep the peace" by breaking brads.
  CMroaus: The kiIla's JnCn' 1"'0 fightCf$ with 80 poinu and 53.000 QCh.
  The Nffwu; four thugs "'IUl 60 pointS and S300 each. The monks: throe
  loo.point manIa! aniSlS wnh no.rmor.nd no ...·eJpons eJ.ct'pt suffs, c1uln, .1Id
  their hands.
  MlUP: Use the "de~nng" map. The kJnI'S men ilIn on the bridge: the Nf·
  fwa enler on any p.llh. The monks c:nl(r from the Il'mpie aft~r the fight be,ins.
  Obj«:lj\~: Hold the field.
  S/Kdal rukJ: The king'S men ...on'r leave the bailIe: !heir honor has be!'n
  impugned. If tWO monks arc do....n or crippled, the Ihird (jne may escape by boll-
  ina for the temple -
  i/he maku an IQ roll. Any ruffian may run after he hal
  bc:en ....ounded. but once be lea\·cs. hc can't rl'lLIrn.
  Rc..VlnO: Stand.rd character points. The kmg's mc:n ....i11 get. small re.....rd
  (S 1000r 10) for l'ach unconscK)llj ruffi.n they dl"tlg tojail. 1bc monks ,am merit
  by vinuous combll -
  gi"c each ont
  ....00 rI'mlins c~ba In una 'h
  character point. unlcs.s I'Ic: ran ......y. The ruffians wilillin DOChin, from bcatinl
  up the moo
  • bul they can 100I. the kinl'~ men if they defe.t them.
  Variariolu; (.) Allow 5CCut (Of open) alhancC'j between the iides, This will
  el'lCOUraal', bKkSUlbbing -
  ...·hlCh is: .11 n&hl. 100.
  (b) Thl'fI'- 1ft'- Oll!y t""Q monks. but each has a hoi)' charm ....hich gives hIm.
  pIISSJ\'C defense of 3. This charm .ill DO( "''OI'k b
  anyone ebe.
  
  GLOSSARY
  Most of lhe.se terms will be familiar 10 roleplaying gamers. In some cases. though. MTM introduces a new tC'rm. or
  uses I (almbac one in a ne.... way. Plige rderences are given after each ("try.
  AC: Sec .'ad.'crsary charllcter."
  PQg~ 4.
  aelia defense: An aClion (lite dodging or parrying) lhat defends against an allack. out requircj speciaJ efTon on the pan of
  the ~render. PaSt 24 (Basic'; Pagt 32 (AdITlflud.}
  advantage: An inborn abdily; 50mtthins a charaCler is eu'ate(! with. P08t 7,
  advemurc: The basic "unif' of play in a roleplaying game. A roleplaying game IS nCI'er o,'cr until the players wanl 10 end
  il. but a single adventure wllJ hll\'C a beginning and end. II may last through St"eral sessions of play. or be fini\hed In a
  single day. An ad,'cnturc may be a published booklct. or it may be cte:l1cd by the OM. Pflgt 56.
  Ichcrsary charactcr: An)' charactcr pla),ed b)' lhe Ad,·cr$llry. Page 4.
  Ad\'ersary: An "8uiYanI Game Master"
  .....1\0 pla)'~ the "enemy" char3t'tcrs. The: Adversary kno..-s onl)' as much about
  the game-..-orld ..nd the player characten IlS the OM sees lit to tell him. Therefore. the pLayers 1((\ nOi at an unfair disad·
  vantage when lighting him, as the)' mighT be if lhe GM controlled the e~mies. Pag~ 4.
  attack roll: A die'roll made to iee if you can use your .....upon "ell enough to hit the foe. Pagt 23.
  attributes: 1lle IOOSt buie statistics lhat describe: a charncler. In GURPS. the llllribules are Strengllt, Dexterity,
  Intellillente. and Health. Pagt' 6.
  CIImpaisn: A continuing serics ofadventures. A eampllign will usually have 1 conlinuing easl of player cha,ratters, and the
  same d
  1 (or learn ofOMs). A campaign may mo\'c from 0I1C game·....,orld to another. bUllh<:rt will alllo'l)s be alogic41
  rell5Cm (i.e.. "We found this time mac-hine. see, and the next thing we knew......e .....ere in 1492 ..."). Past' 56.
  charActer: Any being pla)'ed b)' the G~'l, Adversary, or II pl3lyer in a ruleplll)'ing game. Pagt' 1.
  chara<:ter poinlJ: ~ points used 10 bu)' allnbules. skills, etc., .... hen crealing a chilracu:r. Ihlra character points can also
  be given OUt by the OM for good plllY. lbelle points can be used to increase charocters' allribules or Skills. Pagt' 5
  {btgi""i,,! cJul1~('tc~}.. Pagt' 18 (improl'cmtnl tJ1rough t';CfKrit"UJ.
  character shttl: A wrillen d~iption of a clulracter. Only Important characters are .....orth II full character sl'lcet: less
  important C"haraeters can be described by II few ~latistic~. Pagt' 5 & /o/lo....ing: abo, st't the pr-t-gentffltcdcharoettn in
  dt~ pull-om ucri()ll.
  close combat: Combat betWeen characters in the !lame hcJt (Adnnced Combat System). Unarmed comb.ll (lists, judo, or
  karate) is no! necessarily "close,"
  be<:alJ5e the lighlers do not ha\'e to be in the same hex. Pagt 18.
  combat map: A map (I hell •
  I yard) used as a gamcboard In the AdvarK'cd Combat S)"stem. Pagt 27.
  contHI Clf ikill: A competition bel....een IWO characters in ....hich each Iries to make lIis SUC«."S roll. to see ....00 wins a
  fight, argument, et cc::lt'fa. Pa8t' 6.
  cripple: To hll a foe on the hand. foot. um. or leg and do enough damage thalw limbca.noot be used. This may be Icm-
  p<lfaJ')' or permanent. Pagc 15: Page 54.
  critical hit: A. blQ\Oo' that is $0 wcll slruck thlt the foe does ~ gel 10 make II defense roll. Il may also do special "nd unusual
  damage -
  Le., a brolecn arm, a broken weapon, or inStltnl unconsciousness. Pagt' 21 (&uk); Pagt' 15 (Adwlrtct'd).
  crilical OIls!: An altaCk which fails $0 badly thai it CIUseS injury or inconvenience (i.e., a dropped wt'apnn) to lhe attacker.
  Pagt 36.
  OR: See Damage ResiSlance. Pagt 15.
  Damage RC$btance: A number repn:scnling the strength of your skin arid/or armor, which is subtracted from the damage
  )'00 take from any blow. Page /5.
  damagt. amount: TIle effecti"eness of a .....eapon. The betTer a .....eapon
  I~, lhe higher its damage will be. Damage is
  menured in "di« plu! adds." For a "3+2" "'eapon, roll ] dice and add 2 to the lotal. Pagfl 12.
  damage: The /lIfIount and type of injury a .....C'llpon causes. PaRt' /1.
  damage roll: A die roll made 10 see how much Injury )'ou do ....·hen you hil wilh your weapon. Pagt' 12.
  damage type; The kind of injury (crushing, cutTing, or impaling) a .....eapon causes. Pagt 11.
  ddault: If I character lries to use I .....eapon in which he hai no training. a "defallit" roll is made instead ofa regular 5UC-
  CC$S roll. The default for a .....eapon skill ....·11] be to OX, or to another .....eapon skill. For eumple. the Broadsword sleill
  defaults 10 DX-S. If you have r1C\'cr used a sword. your skill is equal 10 your DX score, minus S. P08t: 9.
  defcll$t roU; A die roU made after )'our foe's alta~k roll succeeds. to see if you can avoid being hit. Page 23 (Basic);
  ,
  Pagt' J2 /AdmrtctdJ.
  OX (I)uterity): A measure of. chanCIer's agilily and coordmation. Pagt 6.
  encounter: On.r "scene" ofan adventure. A meeting bel ....·een IDe pla)'er characters and one or more animals, monsters. or
  NPCs_ Page 56.-
  encumbrance: The weighl of all objects camed by a charactcr. The grealer llte encumbrance::. the slo.....cr your movement
  will be. Page 16.
  
  GM: Soc: "GaITIC' MastC'r.·' Pagt 4-
  Game Mask-r: 1be referee. ",110 chooses the KelVino. talks the players throup it, judges the row, and lives OUI dw·
  Kter poiw. Page •.
  pmt timt: The tuDe Wt passes 1J\ ~ game: "'lJrld. Pale 56-
  p.me-_"Orid: A backlround fOf play, the selling for a game ad\·enNrC. Man to Man, by iuelf. II suitable fex a fanwyor
  medievalg&me-",-orkt. The Civil WI!. a GM's own fanlaly ereabOn, or a JCJence-fM:tiocl DOVel could each provide a
  "pmc:-_-orld." The NU GURPS s)stem is ~llncd 10 ,,'Ofk in any lame-world. and 10 allow chancters to move hom
  OM 10000-1ItlJrld 10 anDlbc'r. Page 56.
  hand "upOd: A Il,Upoa ltul is used 10 wike me foe dircaly -
  noc thrown or used 10 fife a miuile. Pagt 14 (ParryinIJ.
  HT (Hfalth): A measure of a charxler's enerlY Ind \·Iuliry. Pagt 6-
  bu.: A ht..uJOfIaI space on I game map. A he... on the combat map it one yard Kross. Pogt 27.
  hilS: A measure of dImIae taken by I ehal¥'ttT or objecl. The more damage' something (or someone) IncUrs, the more
  "hilS" II lakes. Each hIt IUbttlCU I from )'our HT until il is healed Page 6 (H1): Pagl! 53 (I'lill')').
  Iniliative: When combat occurs unexpecledly. !he sMie thaI "ha$ the lnidath'e" may ICI firSt. lnilillive is gained by sur·
  prisms the foe, or by thinking more quickly. PaSl! 45.
  IQ (lntdlip:oce): A measure of I eharacler's brainpo.....er. alertness. Ind adaptability. Pagt 6.
  mlnttn'cr: One of te:n possibk actions a t"harlC1e:r CIJI ehoose in combaL Eat"h ~ver consistS of a movement. an
  auac( or defense, $Orne other lttion. or a combination of lhcsc-. Page 21
  (&ui~J: Page 28 (Adn;ult"'ed}.
  minlatwe: A eatdbNrd. p1l5tk, or mctaI fiaure used 10 rcprnc:nt a character. moMeI. p;eee of fumllure. cotc., in play.
  P.Z7.
  Mo\~: A score, compuled from Speed and Encumbrance. thai Idls bow rast)lJU can move: carrylDg a aivetlload. Pa~e 17.
  NPC: 5eC' "noa.pa)·cor charaC'ttr.·' Page"
  non'playa cbatw:!er. A characcer pla)c:d by the: G~1. All "I!d\'ersary dulraccc:r" is a special type of NPC. Pale"
  oppomutity firc:: A pre-planncd auae:k (or other action) made: "out of tum •• , .as soon as a WIt! rnscnu ibt.lf. PQSt! 4J.
  PC: Sec: "play« dulraaer •. Page 5_
  PO; S« "paui\'e dden~ ,. Pagts 14.Jj fo.nrtor DIId slritlds,: Page 2J (corrIbalJ.
  pany: Tbe aroup of pI.a)'cor characters lalona pan in an ad,omlure:. Pale .56-
  pusI"c defiuae: A defensIve rK'lOr (like armor) thai ward!; offblo\\'J wllh no efrort on the character's pan. This is not the
  aunt as damage rui.stance. Passive defense makes il less likely thai you will be bit; tiama.e resluance protOC1S yoa ir
  you are hit. Paz"s 14-15 (armor and shields); Pale 2J (t"'Ombal).
  playcr cbarKter: Any ~harlCCrcreated Ind played by one of me plll)'ers, as oppoIed 10 aft "f\lPC" -
  a chant;!('r played
  by the GM or Mver"l)'. Page 6.
  play J6Slon: A single day or evening of play. Page lB.
  RPG: See "rokplaying glme." Page J.
  ranked "'capon: A thro\\'n or miuilc "'eapon; I weapon usable II a dinance. Page 41.
  real time: 1lte time Wt puKS in the real work!, as oppo$Cd 10 "lame time." Poge 56-
  rerer~: Sec "Game Master." Page 4.
  rokpll)'lng pme: A pme in "'hic.h p1')'ers IIU on !he penooaIities of ima,mary mdi.·MSua!s. Of ··clwx1m.·· In • rIC-
  uonalOf hlstoric:,allttling. and try to act .as those chatlC1cn would M\'e
  KUWio: See "ad>·C1I!ure.·· Page 56
  •
  ~: A &cDeRI term for an annbule or skill f1umber PDle 5 Dnd foI/oI4ing.
  skill: A numlx:r dcrlll.Ulg I chaf1lCler's abduy at some specific thma. Page
  Spt.rd: A sc:ore computed from HT and DX. iDdicalit\J how fast )lJUr dwaeter an NIl without t.ftCWtlbnnce. Pale 1.
  stadsdcs: The nw:nben Ind Other &c:1Or!Ii that describe a eh.atac1c:r. Page .5 andfollo...iJtg.
  ST (Strength):A measure of a chaf1lctcr's "bn!\\""tI," or physical muscle. Palt 6-
  5I.Unn!na: A fighter can be RUltIlCd by In enemy b&ow or by surpnse. He defends a' -4. and can Initiate DO maneuvtrJ.
  until be f'eCO"tn. Poge 36 (WOWIdrJ; Pal~ 45 (surprise).
  lIUCCW roll: A dIe roll (3 sbt-sidcd dice) made ""hen a character alttmpts to do something. to determine \\'beIher he suc·
  cecd5. Pagl! 6-
  weapon uble: A listina of ....'capons for a paltkular K"C-l\3rio or g.me·...orld. giving t"OSI, weir,ht. damage••nd other
  lIIIi5lics. See pull-out section.
  ""ork!: See "p.me-world." Page 56.
  
  and your armor, and your shield. You're ready 10 fighl it QUI -
  Choose your weapons
  •
  •
  •
  
SOURCE: textdata/thevault/GURPS Classic/SETTING/GURPS - Man to Man.pdf