TEXT: 1
  
  2
  Byron Hall
  www.fatalgames.com
  
  3
  Fatal GamesTM,  3055 N. Clybourn Suite 3, Chicago, IL  60618
  Cover Art: Andrew Dobell
  Internal Artwork: Adam Briggs, Andrew Dobell, Kimon, Lazar Stojkovic, Steven MnMoorn, and Steve
  Willhite.
  Typeface: Garamond and Tiepolo Book.  Garamond was selected as the main font due to its historical
  accuracy.  Claude Garamond (1480-1561) was the first independent typefounder and first used his typeface
  in 1530.
  Library of Congress Catalog Card Number:
  Copyright © 2004
  Published by Fatal GamesTM
  3055 N. Clybourn, Suite 3
  Chicago, IL  60618
  e-mail: fatalgames@excite.com
  To Order: 1-773-248-1471 or www.fatalgames.com
  F.A.T.A.L., the F.A.T.A.L. logo, Fatal Games logo, and Mean System logo are trademarks owned by Fatal
  Games.  All characters, character names, and the distinctive likenesses thereof are trademarks owned by
  Fatal Games.  This material is protected under the copyright laws of the United States of America.  Any
  reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
  express written permission of Fatal Games.  Any similarity to actual people, organizations, places, or
  events is purely coincidental.  Copyright © 2000-2004 Fatal Games.  All rights reserved.
  Printed in the United States of America
  10 9 8 7 6 5 4 3 2 1
  ISBN
  
  4
  Welcome to a fantasy medieval role-playing
  game that focuses on realism and detail whenever
  possible without sacrificing fun.  Despite the focus
  on realism, several tenets of fantasy are assumed.
  In the world of this game, magic exists as well as
  spellcasters such as mages, witches, and druids.  Sec-
  ond, fantastic creatures roam the world, including
  kobolds and dragons, among others.  Finally, doz-
  ens of gods exist, and moreover these gods are con-
  cerned with their worshippers, the state of the world,
  and their own godly interests.  Aside from these ba-
  sic assumptions of fantasy, realism is sought in ev-
  ery other respect and applied to these fantastic te-
  nets as well as the gaming world and role-playing
  system.
  Fantasy and Historical Accuracy
  Since the fantastic tenets above contradict
  historical accuracy, the relationship will be clarified.
  Since multiple gods exist in the game, Christianity
  has been extracted or minimized from historical ref-
  erences.  Although the technology of the game rep-
  resents 1335 A.D., many elements of pagan cultures
  are included in this fantasy medieval game.
  This game attempts to isolate Europe from
  influences that originate outside it.  Therefore, spices
  from the East are not included, all human charac-
  ters are Caucasian, zombies are not presumed to
  exist, and human corpses are burned -- Egyptians
  invented embalming, and Egypt is outside Europe.
  The fantasy of F.A.T.A.L. is a polytheistic,
  European-based world with medieval technology, in
  which Christianity never existed.  Although it is tech-
  nically impossible to be historically accurate in a fan-
  tasy game, historical accuracy that supports the fan-
  tasy of this game is referenced at the end of this
  book.  Footnotes appear throughout this book to
  reference classical, historical, or scholarly sources.
  The application of historical accuracy to the
  fantasy of this game is a neverending goal.  Schol-
  arly sources are preferred above all others.  For con-
  sideration, please suggest references to
  fatalgames@excite.com.
  What is a Role-Playing Game?
  A role-playing game is a game in which the
  players make decisions as though they were a cer-
  tain character.  The decisions a player may make are
  diverse compared to other games.  Table-top role-
  playing games allow more decisions to a player than
  any other type of game.
  For instance, assume you are an adventur-
  ing knight who has just fought his way to the top of
  a dark tower where you find a comely young maiden
  chained to the wall.  What would you do?  Some
  players may choose to simply free the maiden out
  of respect for humanity.  Others may free her while
  hoping to win her heart.  Instead of seeking affec-
  tion, some may talk to her to see if they can collect
  a reward for her safe return.  Then again, others
  may be more interested in negotiating freedom for
  fellatio.  Some may think she has no room to bar-
  gain and take their fleshly pleasures by force.  Oth-
  ers would rather kill her, dismember her young ca-
  daver, and feast on her warm innards.
  As you can see, the number of decisions one
  could make with one simple situation can quickly
  become overwhelming.  Typically, this is the attrac-
  tion of role-playing games.  No other game allows
  so much individual choice, and consequently, so
  much fun.
  Since the purpose of a table-top role-play-
  ing game should be to allow a player to play the role
  of their character as desired, this game includes a
  wide range of material, from moral to immoral.  This
  game does not support morality or immorality, but
  allows each player to role-play as desired.
  Events in the game do not occur merely by
  the will of the player, however.  Instead, decisions
  and outcomes are mediated by odds and rolls of
  the dice.  Hence, this book is full of rules and guide-
  lines based on odds.  Do not let the sheer volume
  of information be  intimidating; as a player you will
  not need to memorize it, though familiarity helps.
  The best definition is that a role-playing
  game is a game that allows players to utilize their full
  potential for imagination and enjoyment within a
  controlled setting.
  
  5
  Necessary Gaming Materials
  To play this game, some materials are nec-
  essary.  It is convenient to have a separate copy of
  this book for each player; it will be used often.  Next,
  a set of gaming dice is necessary, which may be pur-
  chased at most hobby stores and some bookstores.
  Sets of gaming dice usually include one 4-sided, one
  6-sided, one 8-sided, two 10-sided (or percentile
  dice), one 12-sided, and one 20-sided die.  Another
  book entitled Neveria will be very useful, and nec-
  essary if anyone plays a priest as a character.  Fur-
  ther, numerous pencils, erasers, scratch paper, and
  graph paper are handy.  Miniatures are available from
  several companies for purchase and are useful for
  combat situations, though they are not required for
  play; any coin could be used instead to represent a
  character.  A gaming mat that is drawn in a 1-inch
  grid may be purchased or easily made, and is used
  on which to place the miniatures.  Calculators, while
  not required, are recommended.  Finally, a small
  group of gaming participants, typically 4-8 players,
  is best.  Here is a review:
  •
  Numerous copies of this book
  •
  Gaming dice (d4, d6, d8, d10, d12,
  d20)
  •
  Character Generator Program
  •
  Neveria Fantasy World
  •
  Pencils,     erasers,    scratch  paper,
  and graph paper
  •
  25mm Miniatures or small markers
  such as coins
  •
  Gaming mat (1” grid)
  •
  Calculator
  •
  Players
  Terminology
  Two types of terminology are discussed:
  pronouns and dice.  Given the content of this game,
  both should be understood.
  Since it is impossible to be correct gram-
  matically and avoid a gender bias, Fatal Games sac-
  rifices grammar to avoid a bias.  Throughout this
  book, pronouns such as ‘they’, ‘their’, and ‘them’
  replace ‘he’ or ‘she’, and ‘his’ or ‘hers’, unless more
  appropriate.
  When a die is to be rolled, the type of the
  die (how many sides it has) usually appears after a
  ‘d’, designating the die.  For instance, ‘d10’ indicates
  that one 10-sided die is to be rolled.  If a number
  appears before it, such as ‘3d10’, then three 10-sided
  dice are to be rolled, and the numbers added to-
  gether, which this example produces a range from
  3-30.  Finally, a number may follow as a modifier,
  such as ‘3d10 + 2’, which means that three 10-sided
  dice are rolled and added together as before, but
  now 2 is added to the sum.  This particular example
  produces a range from 5-32.  Additionally, ‘d%’ or
  ‘d100’ indicates that two 10-sided dice are to be
  rolled, but the results are not added together.  In-
  stead, 1 die (which is announced beforehand) is in-
  terpreted as the ‘tens’ position and the other as
  the ‘ones’ position.  So, if two 10-sided dice were
  rolled, resulting in a 6 and a 9, and the die that re-
  sulted with a 6 was announced as the ‘tens’ position,
  then the results would be interpreted as 69.  If the
  results are a 10 and a 10 (probably a 0 and a 0 on the
  dice), then this is interpreted as 100.  Finally, a ‘d1000’
  is possible, which simply requires three 10-sided dice,
  with the 3rd die being interpreted as the ‘hundreds’
  position.
  Math
  Players will not need math that is more com-
  plicated than basic algebra, and even that is rela-
  tively rare.  A rule that applies to all calculations is
  that whenever a decimal remainder exists, such as if
  a character has 53.96 points of Intelligence, the num-
  ber is truncated or the decimal is discarded.  So, this
  particular individual would have 53 points of Intel-
  ligence.  While this game attempts to simplify any
  math that may be involved, percentages are used
  frequently.  Here are a few helpful reminders, which
  will consistently use 88% as the modifier:
  •
  88% of any value (say, a character’s Strength
  score of 150) is equivalent to multiplying the
  value (150) by 0.88.  In this example, 88%
  of 150 is 132.
  •
  If a value (say, an Intelligence score of 115)
  is reduced by 88%, then only 12% remains.
  In this example, 12% of 115 is 13.
  
  6
  •
  If 88% is added to any value (say, 22 points
  of damage due to Strength), then the value
  is multiplied by 1.88.  In this example, an
  additional 88% of 22 results in a total of 41
  points of damage (1.88 x 22 = 41.36).
  Roles
  Two fundamentally different roles must be
  fulfilled for a game to occur, and hence this game
  requires at least 2 people.  1 person must assume the
  role of the Aedile (EE-dial).  Historically, an Aedile
  was a Roman official in charge of the games and
  had control over the public.  In the game, the Aedile
  controls everything except the players and dice.
  Aediles do not create and role-play a character like
  the players of the game.  Instead, the Aedile directs
  the game, often acting as a referee or story-teller.
  Objectivity should be the highest goal of
  every Aedile.  Otherwise, the Aedile may become
  known as a Vile Aedile or Hostile Aedile.
  Essentially, before the game the Aedile de-
  vises a plot or a purpose to the game.  For example,
  one plot may be for the characters to happen upon
  a dungeon in the wilderness, and to encourage them
  to enter and combat its inhabitants.  If this were the
  case, prior to the game the Aedile would draw a map
  of the dungeon on graph paper.  Next, the Aedile
  would stock the dungeon with monsters, traps, and
  treasure for the characters to encounter.  During
  the game, the role of the Aedile is to explain to the
  players what their characters see and hear as they
  enter and traverse the dungeon.  Further, as the char-
  acters encounter monsters, the Aedile role-plays the
  monsters, representing them against the characters.
  The players, on the other hand, create 1 char-
  acter apiece, and role-play that character for the
  game.  For example, a player named Ryan may cre-
  ate a character who is a ruffian by occupation.
  Throughout the game, Ryan role-plays the ruffian,
  making gaming decisions as though he actually were
  the ruffian.  Typically, several players work together,
  creating a small group of unique characters, each
  with their own talents and shortcomings.  Together,
  the small group of characters attempts to tackle a
  dilemma or plot devised by the Aedile.
  The role of the Aedile is more complicated
  than that of a player, since a good and entertaining
  Aedile must be familiar with everything that players
  are familiar with, but also be familiar with their own
  role.  For this reason, this book has been arranged
  so that information for players is presented before
  information for Aediles.  If you are new to the game,
  the best suggestion is to read this book.
  Creating a Character
  A character is required to play the game.
  Each player must progress through this book, chap-
  ter by chapter, to create a character.  Before begin-
  ning, each player will need character sheets, which
  may be photocopied from Appendix 1: Character
  Sheets.  These sheets are a handy means of record-
  ing character information.  As each player progresses
  through the chapters of the book, rolling dice and
  making decisions, the results must be recorded on
  their character sheets.  Record the information with
  a pencil and do not write heavy-handedly; a lot of
  the information is subject to change.  During the
  game, each player will refer continually to their char-
  acter sheets.
  Not every chapter, nor each part of every
  chapter, will be used while creating a character.
  Nonetheless, the safest method is to progress
  through the book page by page to avoid missing
  anything.  The order in which the material is pre-
  sented is the order in which a character should be
  created, otherwise alterations may occur to the char-
  acter.  When in doubt, information relevant to char-
  acter creation is listed in the beginning of each chap-
  ter, though some chapters, such as Chapter 1: Race
  and Gender are vital, while others such as Chapter 15:
  Conducting the Game are irrelevant to creating charac-
  ters.  In general, the more relevant the information
  to creation, the sooner it appears in the book.
  The fastest way to create a character is to
  use a computer program called the Fatal Character
  Generator, which is available free on-line.  Visit
  www.fatalgames.com to obtain the free generator.
  Character creation is often as fun as the game
  itself, due to the seemingly infinite variety of pos-
  sible characters.  For instance, when rolling a
  character’s sub-abilities, there are (19920) combina-
  tions possible!
  
  7
  Mean System
  The Mean System is the set of mechanics
  behind F.A.T.A.L. -- the gaming engine, if you will.
  A realistic game should have realistic game mechan-
  ics.  The Mean System was created for this purpose.
  Although the Mean System is based on
  mathematics and statistics, the players do not need
  to understand the mechanics to use them.  The Mean
  System is realistic, but also simple to use.
  The most common aspects of the Mean
  System are the normal curve, mean, and standard
  deviation, though parabolic curve-fitting and trigo-
  nometric functions have been incorporated as well.
  A mean game needs a mean system.  Enjoy
  the most simple and sophisticated mechanics in the
  industry.  Enjoy F.A.T.A.L.
  Warning
  F.A.T.A.L. is for adults only.  This role-play-
  ing game is not intended for children due to con-
  tent that is obscene, lecherous, and violent.
  This game includes obscene language.  Fatal
  Games considers obscenity to be a sensitive issue,
  and only includes it because of its prominence in
  the past as a significant part of human history.  Most
  of the rules of the game avoid obscenity.  For ex-
  ample, it is possible to determine a character’s man-
  hood, not cock, or vaginal depth, not cunt depth.
  However, the greatest concentration of obscenity
  is in Appendix 3: Random Magical Effects, and is in-
  tended for humorous effect.
  This game includes sex and sexual situations.
  Fatal Games considers sex to be a sensitive issue,
  and only includes it because of its prominence in
  the past as a significant part of human history.  Op-
  tional material exists so that a player may determine
  sexual features of their character, such as genitalia.
  For example, it is possible to determine penis size,
  cup size, or vaginal circumference, among others.
  Violence may exceed that of other role-play-
  ing games.  Graphic Gore presents descriptions of
  damage to body parts and internal organs depend-
  ing on the type of weapon.  Killing is a core ele-
  ment of most role-playing games.  Fatal Games con-
  siders the act of killing to be a sensitive issue, and
  only includes it because of its prominence in the
  past as a significant part of human history.  Warfare
  is the best example of violence, and has occurred
  throughout European history.
  Since the game includes both sex and vio-
  lence, the combination is also included: rape.  Rape
  is not intended to be a core element of F.A.T.A.L.,
  as killing is a core element of most role-playing
  games.  Fatal Games considers rape to be a sensitive
  issue, and only includes it because of its prominence
  in the past.  For example, Europe was named after
  Europa, who was raped by Zeus, according to Greek
  mythology.  In Jacques Rossiaud’s Medieval Prosti-
  tution, he reviews statistics on rape from numerous
  towns and cities in southeast France during eco-
  nomic and social stability, not war.  Jacques attempts
  to represent all medieval prostitution with this book.
  In it, he estimates that half the male youth partici-
  pate in at least one gang rape, and that sexual vio-
  lence is an everyday dimension of community life.
  Role-playing situations that accurately rep-
  resent mythology are likely at some point to include
  rape, molestation, encounters in brothels, or possi-
  bly situations that deviate more from social norms.
  While the objective of the game is not intended to
  be any of these in their own right, sex and violence
  may reasonably occur depending on the circum-
  stances, and have been detailed in gaming terms
  herein.  It is possible to play this game without a
  character entering a single sexual or violent situa-
  tion, though information and tables for sex and vio-
  lence are provided so that they may be used or dis-
  missed as deemed appropriate by each gaming group.
  Fatal Games advises minors not to partici-
  pate in this game, and suggests that the players and
  Aedile discuss the appropriateness and degree of
  sex and violence for their gaming group.  The infor-
  mation in this game does not represent the world-
  views of Fatal Games, nor is extreme violence or
  extreme sex condoned by Fatal Games.  Instead,
  the information is included for comprehensiveness.
  F.A.T.A.L. (From Another Time, Another Land)
  may be adapted to any gaming group.
  AD.INITIUM
  to the beginning
  
  8
  Table of Contents
  Chapter 1: Race and Gender.............................................. 9
  Chapter 2: Body ................................................................. 39
  Chapter 3: Abilities ............................................................ 68
  Chapter 4: Disposition.................................................... 101
  Chapter 5: Mind ............................................................... 124
  Chapter 6: Sociality.......................................................... 146
  Chapter 7: Occupation.................................................... 200
  Chapter 8: Skills ............................................................... 314
  Chapter 9: Equipment..................................................... 401
  Chapter 10: Combat ........................................................ 470
  Chapter 11: Magic............................................................ 498
  Chapter 12: Spells ............................................................ 510
  Chapter 13: Magical Items ............................................. 705
  Chapter 14: Treasure ....................................................... 764
  Chapter 15: Conducting the Game............................... 773
  Chapter 16: Advancement.............................................. 785
  Chapter 17: Natural Substances .................................... 789
  Chapter 18: Warfare ........................................................ 833
  Appendix 1: Character Sheets........................................ 820
  Appendix 2: Spell Lists ................................................... 832
  Appendix 3: Random Magical Effects ......................... 847
  Appendix 4: Phobias ....................................................... 887
  Appendix 5: Ingredients ................................................. 897
  Appendix 6: Aedile Characters ...................................... 938
  Appendix 7: Names......................................................... 947
  Index.................................................................................. 966
  References ......................................................................... 975
  About Fatal Games ......................................................... 977
  Author ............................................................................... 978
  Abettors............................................................................. 978
  Credits................................................................................ 979
  
  9
  Chapter 1: Race and Gender
  Chapter 1: Race and Gender
  To begin creating a character, this chapter
  presents information on 2 of the 1st considerations:
  Race1 and gender2.  Race and gender may affect the
  rest of character creation, opening some doors of
  opportunity and closing others.  The different races
  and genders, while flexible to a certain extent, are
  also more naturally suited for different things.  For
  instance, male anakim are likely to be more success-
  ful as gladiators than female kobolds.
  Race
  Most importantly, consult with the Aedile
  to see if Race is determined randomly or may be
  chosen by the player.  Random determination is
  more realistic, since no one gets to choose their race
  in reality.  However, the random determination of
  race is problematic if a group of players are involved
  because the races may not get along with each other.
  Therefore, the Aedile must choose whether Race is
  determined randomly or chosen by the player.
  If the Aedile declares that Race is deter-
  mined randomly, then roll 1d100 and consult the
  following table:
  n
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  1.  The races for players have been selected strictly from European mythology and folklore.  Other criteria include that they
  must be bipedal, mortal, smaller than giants, and have no special abilities such as invisible gnomes.  For more information, see
  the References section at the end of this book.
  2.  Though sex usually refers to biological differences and gender usually refers to environmental differences, gender is chosen for
  this chapter because sex may be confused with sexual acts.
  
  10
  Chapter 1: Race and Gender
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  9
  Race may seem an inappropriate term be-
  cause humans and trolls are not merely different
  races, but different species.  However, various races
  of trolls exist, and so it is the more specific term.
  Race is a correlative factor with many things, from
  abilities to height and weight.  For example, on av-
  erage it is obvious that humans are physically stron-
  ger, taller, and weigh more than kobolds.  Players
  may select from the races in this chapter.
  Following is a brief description of each race.
  A character may deviate from the following racial
  notes with the Aedile’s permission, though this must
  be done with caution; characters should comply with
  the following descriptions in the majority of cases
  or observable instances.  As a case in point, it is
  noted that bugbears tend to have a melancholic tem-
  perament (see Chap. 5: Mind).  A character may, at
  the Aedile’s discretion, role-play a bugbear who is
  the opposite -- sanguine.  However, the further the
  character deviates from the general nature of the
  race, the more caution must be observed.  If the
  Aedile concurs, then a player may choose a race from
  Neveria; this is not recommended.
  If the Aedile is inexperienced with
  F.A.T.A.L., then the game will be easiest if all play-
  ers role-play human characters.  Indeed, this is also
  the best combination for inexperienced players.
  However, even if the Aedile is experienced, caution
  should be heeded regarding the mixture of races
  among the players’ characters.  Racial diversity is likely
  to cause gaming problems, such as threatening group
  cohesion if role-played properly.  Therefore, the
  Aedile has the right to limit the racial options of
  players as necessary.  Under normal gaming circum-
  stances, at least half of the players in
  the group should be role-play-
  ing characters of  the
  same race.
  A variety of
  races exist, each with
  d i f f e r e n t
  strengths and
  weaknesses.  It
  is 
  recom-
  mended that a
  player review
  each race be-
  fore selecting
  the race for
  their character.
  Races are ex-
  plained hereaf-
  ter.
  
  11
  Chapter 1: Race and Gender
  Format for Races
  The following races are presented in the
  format shown on this page.  First, each race is de-
  scribed in general terms, including useful gaming
  information such as their preferred armor or weap-
  ons.  The information presented here is incomplete
  and supplemented in other chapters where appro-
  priate.  Instead, the information in this chapter is
  meant to give an impression that is representative
  of each race.
  Aside from the information presented here,
  most other information on races may be found in
  Chapter 6: Sociality.
  When possible, the information is accurate
  historically or mythically.  However, much informa-
  tion has been invented so that an equal amount of
  information or statistics could be presented for all
  races.
  Sub-Ability Modifiers: Sub-abilities are
  presented in Chapter 3: Abilities.  Racial modifiers to
  sub-abilities are listed here.  Sub-abilities, for example,
  include Strength, Health, and Common Sense among
  others.
  Base Current Armor: Current Armor (CA)
  is presented in Chapter 10: Combat.  CA varies by
  race.  Base CA represents the amount of natural
  protection of the character in terms of being physi-
  cally attacked.
  Base Life Points:  Information on Life
  Points (LP) is presented in Chapter 2: Body, Chapter 3:
  Abilities, and Chapter 10: Combat.  LP vary by race.
  LP represent the capacity for damage among other
  things.
  Physical Description: Physical information
  is presented here, such as average height.  Most physi-
  cal features of a character are determined in Chapter
  2: Body.  To enhance the understanding of the physi-
  cal appearance of each race, artwork is presented
  with each race, and an overview of the races is pre-
  sented with artwork on the previous page.
  Disposition Modifiers: Disposition repre-
  sents the ethics and morals of the character, and is
  presented in Chapter 4: Disposition.  Disposition var-
  ies by race.
  Temperament Modifiers: Temperament
  represents the personality of the character, and is
  presented in Chapter 5: Mind.  Temperament varies
  by race.
  Sociality: Information on sociality is pre-
  sented in Chapter 6: Sociality.  Because sociality varies
  by race, an overview is presented here.  Informa-
  tion may include tendencies in social class, location
  of kingdoms, and more.
  Language: Different races tend to speak
  different languages.  Languages are presented in
  Chapter 6: Sociality.
  Occupation: Information on occupations
  is presented in Chapter 7: Occupation.  Hundreds of
  occupations are available for characters.  The age
  that a character begins work is listed, which may be
  used to determine their current occupational level.
  Skills: Information on skills is presented in
  Chapter 8: Skills.  Skills vary by race.  Skills are a large
  part of the game and should be considered care-
  fully.  Hundreds of skills are available to be chosen
  by the player.  Although most skills listed for char-
  acters grant bonuses, some bestow penalties.
  Religion: Information on religions and gods
  is presented in Neveria, a supplemental book that
  presents the official gaming world for F.A.T.A.L.
  Since gods are an aspect of the gaming world, not
  the game system itself, they are not presented in
  this book.
  Names: Names have been compiled from
  historical sources and are available in Appendix 7:
  Names.  Names vary by race.  The names of each
  fantasy race have been based on actual names from
  history.
  
  12
  Chapter 1: Race and Gender
  Anakim (sing.), Anakim (pl.)
  Anakim1 are the offspring of demons and
  mortal women.  They are recognizable to others who
  often refer to anakim as giants, since they are much
  taller than the typical human.  Ancient terms for
  anakim are the annunaki, enim, nephilim, zuzim, and
  zamzumin.  Anakim are not a natural race, but a
  crossbreed.  It is not every day that demons mate
  human women, so few anakim exist.
  Most anakim are the result of an incubus or
  succubus mating with a human.  These anakim are
  more commonly called cambion.  Oftentimes,
  cambion children show no signs of life until they
  are 7 years in age.  Once again, few anakim exist.
  Sub-Ability Modifiers: Strength + 100,
  Hand-Eye Coordination - 30, Agility - 25, Reaction
  Speed - 20, Language + 5, Math + 5, Analytic + 5,
  Spatial + 5, Drive - 5, Intuition - 10, Common Sense
  - 20, and Reflection - 10.
  Base Current Armor: 11.
  Base Life Points:  27.
  Physical Description: Anakim average a
  towering 8’ in height for males, 7’ 6” for females,
  and are appropriately heavier than humans as well.
  Often, they are considered giants.  Also, they are
  likely to live much longer, provided they do not meet
  a premature death.  Because of their demonic heri-
  tage, anakim characters have 1d10 traits, which are
  determined by rolling 1d100 on the table that be-
  gins on the next page.
  Disposition Modifiers: - 25 Ethicality and
  - 50 Morality.
  Temperament Modifiers: - 25 to Sanguine
  and - 25 to Melancholic.
  Sociality: The human mother of an anakim
  dies during childbirth.  Anakim do not have their
  own society, so they try to live secretly among hu-
  mans or in isolation.  Due to their size, many hu-
  mans mistake them for giants.  Anakim tend not to
  get along well with others.
  Language: Anakim usually speak Sapien,
  and if they have both good Language ability and
  the luxury of education, most aspire to learn Un-
  derworld.
  Occupation: It is possible for an anakim to
  be nearly any occupation, but the most common
  include: Bandit, Berserker, Gladiator, Mercenary,
  Ruffian, Slave, Slave-Trader, and Sorcerer.  Anakim
  begin work at age 10.
  Skills: Brawling + 3, Intimidation + 5, Man-
  gling + 3, Sexual Adeptness + 5, Trickery + 3, a
  bonus  Weapon (Specific), and Wrestling + 5.
  Religion: Anakim may worship any religion,
  though often they are foreign to notions of wor-
  ship or venerate demons.  All anakim receive a bo-
  nus of 1d20 PP (see Chap. 4: Disposition).
  Names: Anakim often have human names,
  since their mother names them at birth, or if she
  dies immediately, those in her culture will name the
  infant.
  1.  Anakim have been referenced from Gustav Davidson’s A Dictionary of Angels.  For more information, see the References
  section at the end of this book.
  
  13
  Chapter 1: Race and Gender
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  14
  Chapter 1: Race and Gender
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  16
  Chapter 1: Race and Gender
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  17
  Chapter 1: Race and Gender
  Bugbear (sing.), Bugbears (pl.)
  Also known as a bugbeare, a bugbear is a
  malevolent humanoid creature resembling a large,
  hairy beast.  Above all, bugbears enjoy devouring
  naughty human children; adults contain more gristle
  and do not taste as well.  Naughty light elven chil-
  dren are also a delicacy to bugbears.  When unavail-
  able, bugbears prefer salmon and other fish, ber-
  ries, and honey.  Their favorite drink is mead.
  The most renowned characteristic of bug-
  bears is that they annoy all other races, but not each
  other.  Bugbears have annoying behavioral habits,
  speech patterns, societal customs, and talk endlessly
  about dominating the world in the future and their
  superiority to other races.  A bugbear is 20% likely
  to have either (01-10) Obsessive-Compulsive Dis-
  order (see Chapter 5: Mind) or (11-20) Obsessive-
  Compulsive Personality Disorder.
  Since the pale human-like skin of bugbears
  is covered with dark fur, the hide of a bugbear is
  valued by other races.  Of course, a bugbear will not
  wear the hide of another bugbear.  However, if a
  bugbear discovers that any character is wearing such
  a hide, then violence is likely to occur.
  
  18
  Chapter 1: Race and Gender
  Bugbears prefer melee weapons and medium
  armor.  The favorite weapons of bugbears are spiked
  bludgeoning melee weapons, such as military flails
  and morgensterns, though axes and polearms are
  also utilized. Although full-scale warfare is rare, when
  it occurs bugbear military is organized into massed
  formations, in which soldiers with polearms rush
  the foes first.  Bugbear soldiers of lower rank are
  the first to fight.  Their favorite armor includes
  bronze plates.  When raiding, bugbears wear
  spangenhelms.
  The most seagoing of the available races,
  bugbears are skilled shipwrights and sailors.  Bug-
  bear communities are either coastal or near rivers.
  Their favorite vessel is the longship, which they use
  to plunder coastal human communities at night.
  If bugbears raid a human community, then
  the vessel is beached in or near the harbor.  Next,
  small groups of 2-3 bugbears enter nearby cottages,
  immediately seeking and killing the father or adult
  males.  Victorious bugbears will often rape human
  women before devouring the children.  Human
  women who are raped by bugbears may become
  pregnant, though the fetus aborts prior to birth.  In
  fact, 50% of human women who are ravished by a
  bugbear die due to ripped uteral lining.
  After the raiding bugbears have had their
  fun, they collect the women and children who are
  still alive, board their vessel, and go home to brag
  about their exploits.  When bugbears lose the ele-
  ment of surprise, they abandon their raid and re-
  turn to the north.  Raiding expeditions serve many
  purposes, including a ritual passage into adulthood
  for males.
  Throughout the spring, summer, and fall,
  bugbears plunder coastal human communities for
  food, slaves, and supplies.  During the winter, bug-
  bears do not venture away from their communities,
  but remain inactive and indoors.  While it is cold,
  bugbears eat, sleep, and mate.
  Slaves brought back from raided communi-
  ties are placed in what the bugbears call subjecting
  facilities.  There, slaves perform labor until they die
  or are used for experimentation.  Most bugbear chil-
  dren dissect humans as part of their education.
  Many males study the anatomy of their foes, con-
  stantly looking for weaknesses.
  Experiments are usually cruel, and often
  performed on living subjects.  Bugbears calculate
  subject pain tolerance and torture humans for in-
  formation.  Currently, they are attempting to accu-
  mulate enough population to be able to extermi-
  nate light elves and humans, and dominate the sur-
  face world.
  Sub-Ability Modifiers: Strength + 50,
  Bodily Attractiveness - 20, Facial - 15, Rhetorical -
  10, Hand-Eye Coordination - 10, Agility - 10, Enun-
  ciation - 10, Language - 10, Math + 10, Analytic -
  10, Spatial + 5, and Drive + 10.
  Base Current Armor: 12.
  Base Life Points: 25.
  Physical Description: A male bugbear av-
  erages 7’ in height, while a female averages 6’ 6”.
  Bugbears have fur that is dark brown, though it is
  thin.  A male bugbear has a hairless Manhood, ex-
  cept for the glans or head, which has hair that is 1”
  long and grows away from the spout-hole.  A fe-
  male bugbear has a hairy vagina.
  Disposition Modifiers: Ethicality + 25 and
  Morality - 50.
  Temperament Modifiers: Sanguine - 25,
  Choleric + 25, and Melancholic + 25.
  Sociality:  Bugbears live in communities
  ranging from a hamlet to a capital city of their kind.
  Bugbears rarely live alone.
  Language: Kobold. The bugbear dialect is
  known as Buggeric, but is not a distinct language.
  Occupation: Any.  Bugbears begins work
  at age 12.
  Skills: Brawling + 3, Delousing + 5, Divi-
  nation (Anthropomancy) + 3, Divination
  (Dririmancy) + 3, Law + 3, Sailing + 3, Search + 3,
  Shipwright + 3, Surgery + 3, Tracking + 3, 1 Weapon
  (Specific), and Wrestling + 3.
  Religion: Bugbears worship their own im-
  moral gods.
  Names: Common male first names include
  Lljotbjaltr and Radketill.  Common female first
  names include Ismaer and Sigrheidr.  Common last
  names for a bugbear include Arnlidi and Botgeirr.
  
  19
  Chapter 1: Race and Gender
  Dwarf (sing.), Dwarves (pl.)
  A dwarf is a humanoid creature who is short
  and stocky, compared to a human.  The origin of
  this race is the most recent compared to other hu-
  manoids.  Dwarves prefer to live underground in
  palaces and near water.  Their favorite place to dwell
  is deep within a mountain.  If a dwarf is exposed to
  direct sunlight, then they turn to stone and die im-
  mediately.  Dwarves value precious stones, metals,
  and craftsmanship.  Most dwarves are skilled jewel-
  ers, smiths, and craftsmen.  3 races of dwarves ex-
  ist, named according to the color of their garments:
  black, brown, and white.
  Dwarves are neither mortal nor immortal.
  Although dwarves may be killed just as mortals,
  they do not die naturally.  In fact, they do not
  suffer penalties due to aging.
  Since dwarves are above mortal-
  ity, they have closer associations
  with their gods.
  All dwarves have the
  ability to shape-shift.  However,
  dwarves may only shape-shift into
  the following creatures: butterfly,
  chipmunk, and owl.  Each dwarf
  may choose from those
  creatures each time
  they shape-shift.
  Age affects du-
  ration (see
  Lifespan in
  Chapter 2:
  Body).
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  This is the longest that each dwarf may have
  shape-shifted per day or period of 24 hours.  Each
  dwarf is different.  Once the duration is determined
  above, a dwarf retains that duration as long as they
  remain in the age category.  For each unit (seconds,
  minutes, etc.) of duration that is maintained, the
  dwarf temporarily loses 1d10 Strength.  The cumu-
  lative loss of Strength remains in effect for 1d4
  times the duration during which the
  dwarf had shape-shifted.  Strength
  will return slowly and evenly dur-
  ing the period of recovery.  If
  Strength is ever reduced to 0, then
  the dwarf dies.
  All dwarves have
  Low-Light Vision (see
  Vision in Chap. 2: Body).
  
  20
  Chapter 1: Race and Gender
  Dwarf, Black
  Black dwarves thwart humans.  For example,
  it is common for them to lure ships with lights at
  night onto rocks so that the crew may be murdered
  or enslaved and the ship plundered.  Black dwarves
  usually attack humans on sight.  It is rumored that
  their race was born as a result of the sorcerous com-
  bination of humans and maggots; instead, others
  maintain that black dwarves are related to kobolds.
  By thwarting humans for so many genera-
  tions, black dwarves have become renowned as ex-
  perts in road-traps.  Most underground palaces of
  black dwarves tend to be near human roads that are
  well-traveled.  The sun turns dwarves to stone.
  Most black dwarves wear black lambskin
  coats, black moleskin breeches and shoes, and a green
  moss hat.  Black dwarves who are experienced smiths
  may make silver weapons that are both magical and
  dangerous.  One characteristic of such magical weap-
  ons is that if taken by force, then the weapon will
  bring misfortune upon the new owner.  Black
  dwarven sorcerers are famous for making magical
  cloaks of invisibility.
  The preferred weapons of black dwarves are
  axes and hammers.  Dwarves love armor of all kinds,
  as long as it is made from metal.
  When elder black dwarves are on the sur-
  face, they prefer to travel after shape-shifting into a
  screech owl, and fly through the night.  Other names
  for black dwarves are duergar, dvergar, and svart alfar.
  Sub-Ability Points: Physical Fitness - 10,
  Bodily Attractiveness - 15, Health + 10, Facial - 15,
  Hand-Eye Coordination + 5, Agility - 5, Analytic +
  5, Spatial + 10, Drive + 10, and Common Sense +
  10.
  Base Current Armor: 10.
  Base Life Points: 20.
  Physical Description: Black dwarves aver-
  age 4’ tall for males, 3’ 11” for females. By appear-
  ance, they usually have dark skin, green reflective
  eyes, long gray beards, and powerful bodies.  Oddly,
  their feet resemble the feet of crows.
  Disposition Modifiers: Morality - 25.
  Temperament Modifiers: Sanguine - 25
  and Choleric + 25.
  Sociality: Black dwarves live in underground
  palaces of treasure, and use treasure to lure and then
  murder or enslave humans.
  Language: Dwarven.
  Occupation: It is possible for a black dwarf
  to be any occupation, but the most common in-
  clude: Appraiser, Armorer, Assassin, Bandit, Black-
  smith, Bladesmith, Brazier, Brickmaker, Copper-
  smith, Dockwalloper, Gemcutter, Gilder, Goldsmith,
  Hewer, Ironmonger, Jeweler, Locksmith, Marbler,
  Mason, Mercenary, Miner, Minter, Money-Lender,
  Mountaineer, Pewterer, Pick Pocket, Silversmith,
  Slave-Trader, Sorcerer, Spy, and Weaponsmith.
  Dwarves begin work at age 24.
  Skills: Appraise + 3, Architecture + 3,
  Armorsmithing + 3, Blacksmithing + 8, Brass-
  smithing + 3, Climb + 8, Coppersmithing + 3, Di-
  rection Sense + 3, Divination (Axinomancy) + 3,
  Divination (Cleromancy) + 3, Gambling + 3,
  Gemcutting + 3, Goldsmithing + 3, Mining + 3,
  Mountaineering + 3, Pewtersmithing + 3,
  Silversmithing + 3, Stonemasonry + 3, Trickery +
  3, and Weaponsmithing + 3.
  Religion: Black dwarves worship their own
  gods.
  Names: Common male names include
  Gunterus and Heidolfus.  Common female names
  include Alberadis and Constantia.
  
  21
  Chapter 1: Race and Gender
  Dwarf, Brown
  Brown dwarves are solitary creatures; brown
  dwarven communities do not exist.  Instead, each
  brown dwarf leaves their mother when they reach
  young adulthood, seeking a human family of peas-
  ants or serfs.  The brown dwarf will hide and sleep
  during the day, and emerge at night.  During the
  night, brown dwarves perform tasks for their hu-
  man family.  Brown dwarves are well-known for steal-
  ing human babies, as well as playing tricks on their
  human family.  Brown dwarves dance during moon-
  light.  If a brown dwarf likes their human family,
  then the brown dwarf will leave presents and pro-
  tect them.  However, if a brown dwarf dislikes their
  human family, then the brown dwarf will cause
  trouble and bad dreams.  It is rumored that their
  race was born as a result of a sorcerous experiment
  with humans.  For this reason, brown dwarves have
  an obsessive love/hate relationship with human fami-
  lies.  The sun turns dwarves to stone.
  The preferred weapons of brown dwarves
  are axes and hammers.  Dwarves love armor of all
  kinds, as long as it is made from metal.
  Sub-Ability Points: Physical Fitness - 10,
  Bodily Attractiveness - 10, Health + 10, Facial - 5,
  Hand-Eye Coordination + 5, Agility - 5, Analytic +
  5, Spatial + 10, Drive + 10, and Common Sense +
  10.
  Base Current Armor: 10.
  Base Life Points: 20.
  Physical Description: Brown dwarves av-
  erage 4’ tall for males, 3’ 11” for females.  By ap-
  pearance, they usually have tan skin, brown reflec-
  tive eyes, long gray beards, and powerful bodies.
  Disposition Modifiers: None.
  Temperament Modifiers: None.
  Sociality: None.  See human.
  Language: Dwarven and Sapian.
  Occupation: It is possible for a brown
  dwarf to be any occupation, but the most common
  include: Appraiser, Armorer, Blacksmith,
  Bladesmith, Brazier, Brickmaker, Chambermaid,
  Coppersmith, Dockwalloper, Gemcutter, Gilder,
  Goldsmith, Hewer, Ironmonger, Jeweler, Laundress,
  Locksmith, Marbler, Mason, Miner, Minter, Moun-
  taineer, Pewterer, Silversmith, Sorcerer, and
  Weaponsmith.  Dwarves begin work at age 24.
  Skills: Appraise + 3, Architecture + 3,
  Armorsmithing + 3, Blacksmithing + 8, Brass-
  smithing + 3, Cleaning + 8, Climb  + 8,
  Coppersmithing + 3, Dance + 3, Direction Sense +
  3, Divination (Axinomancy) + 3, Gemcutting + 3,
  Goldsmithing + 3, Mining + 3, Mountaineering +
  3, Pewtersmithing + 3, Silversmithing + 3, Stone-
  masonry + 3, and Weaponsmithing + 3.
  Religion: Brown dwarves worship human
  gods.
  Names: Common male names include
  Godscalcus and Deigenhardus.  Common female
  names include Ditwinus and Evfemia.
  
  22
  Chapter 1: Race and Gender
  Dwarf, White
  White dwarves are jolly.  During summer,
  elders come to the surface at night, shape-shifting
  into butterflies and owls, and dancing freely under
  the moon.  The sun turns dwarves to stone.  During
  winter, smiths craft fine artistic works of silver and
  gold in their underground forges.
  The preferred weapons of white dwarves
  are axes and hammers.  Dwarves love armor of all
  kinds, as long as it is made from metal.
  Sub-Ability Points: Physical Fitness - 10,
  Bodily Attractiveness - 10, Health + 10, Facial - 5,
  Hand-Eye Coordination + 5, Agility - 5, Analytic +
  5, Spatial + 10, Drive + 10, and Common Sense +
  10.
  Base Current Armor: 10.
  Base Life Points: 20.
  Physical Description: White dwarves av-
  erage 4’ tall for males, 3’ 11” for females.  By ap-
  pearance, they usually have pale skin, brown eyes,
  long gray beards, and powerful bodies.  White
  dwarves are cleanly and have a pleasant appearance.
  Disposition Modifiers: Ethicality + 25 and
  Morality + 25.
  Temperament Modifiers: Sanguine + 25,
  Choleric - 25, and Melancholic - 25.
  Sociality: White dwarves live in under-
  ground palaces of treasure.  On rare occasions, white
  dwarves may reward a human with treasure.
  Language: Dwarven.
  Occupation: It is possible for a white dwarf
  to be any occupation, but the most common in-
  clude: Appraiser, Armorer, Blacksmith, Bladesmith,
  Brazier, Brickmaker, Coppersmith, Dancer,
  Dockwalloper, Gemcutter, Gilder, Goldsmith,
  Hewer, Ironmonger, Jeweler, Locksmith, Marbler,
  Mason, Miner, Minter, Mountaineer, Pewterer, Sil-
  versmith, and Weaponsmith.  Dwarves begin work
  at age 24.
  Skills: Appraise + 3, Architecture + 3,
  Armorsmithing + 3, Blacksmithing + 8, Brass-
  smithing + 3, Climb + 8, Coppersmithing + 3, Dance
  + 3, Direction Sense + 3, Divination (Axinomancy)
  + 3, Gemcutting + 3, Goldsmithing + 3, Mining +
  3, Mountaineering + 3, Pewtersmithing + 3,
  Silversmithing + 3, Stonemasonry + 3, and
  Weaponsmithing + 3.
  Religion: White dwarves worship their own
  gods.
  Names: Common male names include
  Gerlacus and Godscalcus.  Common female names
  include Berta and Binhildis.
  
  23
  Chapter 1: Race and Gender
  Elf  (sing.), Elves (pl.)
  An elf is a tiny, humanoid creature connected
  with a forest.  Each forest inhabited by elves has an
  elven kingdom, which is hidden from others.  Elves
  do not allow other races to see their kingdom, so it
  is magically hidden.
  All elves are either dark or light, immoral or
  moral respectively.  Dark or light, all elves seek to
  protect and preserve  their forest, including the wild
  animals.  Dark elves protect their forest using im-
  moral means, while light elves protect their forest
  using moral means.  Unlike dwarves, it is possible to
  distinguish between races of elves by observing their
  skin color; dark elves have dark skin, while light elves
  have light skin.
  Since elves protect wildlife, they do not eat
  them.  In fact, elves refuse to eat meat, and prefer
  fruits and vegetables instead.  Because their diet con-
  sists of fruits and vegetables, elves fart 3d10 times
  per day.  Elves have been known to advise humans
  that they will be healthier and live longer if they
  avoid eating meat.
  All elves enjoy music and are skilled with an
  instrument, usually the voice.  Music is such a large
  part of the lives of elves that it is a sufficient pun-
  ishment to restrict an elf from making music after
  committing a crime.  Elves, however, rarely commit
  crimes in their forested communities.
  The Lifespan of an elf is determined by the
  size of their forest (see Lifespan in Chapter 2: Body).
  If their forest is destroyed, then its elves die and
  their bodies wither, decay, and disappear like leaves
  from a tree.  If a forest shrinks in size, such as due
  to a forest fire or humans felling trees, then the lo-
  cal elves are physically unaffected, though they will
  be angry.  The larger the forest in miles squared, the
  longer the lifespan of its elves.
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  Due to their lengthy lifespan, elves are con-
  sidered to be wise.  Elves are often sought by others
  for their advice.  However, it is difficult to find an
  elf unless they want to be found.  A forest does not
  contain both dark and light elves.
  Most elves do not venture far from their
  forest.  For each mile that an elf is removed from
  their forest, their Strength and Health sub-ability
  scores decrease by 1.  If either sub-ability reaches 0,
  then the elf dies.
  All elves have the special ability to shape-
  shift.  Elves may only shape-shift into the following
  creatures: cat, dog, fox, and rabbit.  Each elf may
  choose from those creatures each time they shape-
  shift.  Age affects duration.
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  This is the longest that each elf may have
  shape-shifted per day or period of 24 hours.  Each
  elf is different.  Once the duration is determined
  above, an elf retains that duration as long as they
  remain in the age category.  For each unit (seconds,
  minutes, etc.) of duration that is maintained, the elf
  temporarily loses 1d10 Strength.  The cumulative
  loss of Strength remains in effect for 1d4 times the
  duration during which the elf had shape-shifted.
  Strength will return slowly and evenly during the
  period of recovery.  If Strength is ever reduced to
  0, then the elf dies.
  Other names for an elf are alp, aelf, alfar,
  alfe, alve, elve, and ylf.
  
  24
  Chapter 1: Race and Gender
  Elf, Dark
  Dark elves are immoral and ugly.  Nonethe-
  less, they are incredibly fertile and are always trying
  to mate.  Few children are born.  Due to the sexual
  nature of dark elves, humans have been known to
  form cults to worship or summon them.
  Because dark elves are naturally unattractive
  and lecherous, they desire to magically enhance their
  beauty in order to seduce those who would ordi-
  narily reject them.
  If any character enters a forest that is in-
  habited by dark elves, then their life may be in dan-
  ger.  Dark elves use the hides of trespassers for
  leather, some body-parts for ingredients, and usu-
  ally feed the local forest animals with the meat.
  Dark elves enjoy tricking their victims, even
  more than being vicious.  For example, a female en-
  joys enticing a lone human deeper into the woods,
  seducing him until he is most vulnerable, and then
  depriving him of life.
  The preferred weapons of dark elves are
  shortbows and short swords.  Dark elves avoid ar-
  mor made from metal, and prefer soft leather ar-
  mor that is crafted from the skin of trespassers.
  It is wise for humans never to underestimate
  dark elves, since they are sinister and powerful.  Dark
  elves are famous for crafting magical swords.
  Other names for a dark elf are dockalfar,
  docalfar, dark alfar, swartalfar, svartalfar, and black
  alfs.
  Sub-Ability Points: Physical Fitness + 5,
  Strength - 60, Bodily Attractiveness - 10, Health +
  10, Facial - 10, Vocal + 10, Kinetic + 10, Hand-Eye
  Coordination + 10, Agility + 5, Enunciation + 5,
  Drive + 5, Intuition + 10, Common Sense + 10,
  and Reflection + 5.
  Base Current Armor: 10.
  Base Life Points: 15.
  Physical Description: Dark elves tend to
  be ugly and have black skin.  Dark elves do not have
  pubic hair.  Dark elves average 4’ tall.
  Disposition Modifiers: Morality - 25.
  Temperament Modifiers: Sanguine - 25,
  Choleric + 25, Melancholic + 25, and Phlegmatic -
  25.
  Sociality: Dark elves live in forest kingdoms.
  The kingdoms are usually hidden underneath their
  forest, which they consider their property.
  Language: Elven.
  Occupation: Any. Common occupations
  for dark elves include Acrobat, Bard, Dancer, Druid,
  Gardener, Herbalist, Musician, Ranger, Sage, Sor-
  cerer, and Stabler.  Elves begin work in puberty.
  Skills: Contortion + 3, Dance + 3, Etiquette
  + 3, Herbalism + 3, Musical Instrument (Singing) +
  3, Nature (Plants) + 3, Nature (Trees) + 3, Smell +
  3, Tracking + 3, Trickery + 5, and Tumbling + 3.
  Religion: Dark elves worship their own
  gods.
  Names: Common male names include
  Sighard and Tondberct.  Common female names
  include Aedelberga and Uuffa.
  
  25
  Chapter 1: Race and Gender
  Elf, Light
  Also known as elves of light, light elves are
  moral and attractive.  Even though they are beauti-
  ful, few children are born.
  If any character enters a forest inhabited by
  light elves, and if a light elf detects them, then they
  may be either befriended, ignored, or influenced to
  leave.  If any character harms a forest or its inhabit-
  ants, and if a light elf is aware, then the light elf will
  play mischievous tricks on the character.  For ex-
  ample, their possessions may be stolen.
  Above all, light elves enjoy playing harmless
  pranks on others.  For instance, shoelaces may be
  untied.  If a light elf is not on bad terms with a
  character, then a prank will never ruin their prop-
  erty.  Just the same, some characters become angry
  when they are the object of a prank.
  Because light elven maidens are usually beau-
  tiful, relationships or marriages may rarely develop
  between a female light elf and a male human.  Some-
  times, humans kidnap beautiful light elven maidens
  and attempt to force marriage.  If  the female
  percieves herself to be slighted in any way, then she
  will punish him harshly by playing mischievous tricks.
  It is impossible for such relationships to produce
  children.
  The preferred weapons of light elves are
  shortbows and short swords.  Light elves avoid ar-
  mor made from leather or metal, and prefer
  gambesons if necessary, or none at all.  Most light
  elves dress as lightly as possible and decent.
  Light elves enjoy making music and dancing
  in large rings in the mists or under moonlight.  Other
  names for light elves are ellen, elfvor, and light alfs.
  Sub-Ability Points: Physical Fitness + 5,
  Strength - 60, Bodily Attractiveness + 10, Health +
  10, Facial + 10, Vocal + 10, Kinetic + 10, Hand-Eye
  Coordination + 10, Agility + 5, Enunciation + 5,
  Drive + 5, Intuition + 10, Common Sense + 10,
  and Reflection + 5.
  Base Current Armor: 10.
  Base Life Points: 15.
  Physical Description: Light elves tend to
  be attractive; however, this race has no pubic hair.
  The appearance of light elves is whiter than the sun.
  Their hair ranges from white to golden or blonde.
  Light elves prefer to wear green clothes.  Light elves
  average 4’ tall.
  Disposition Modifiers: Morality + 25.
  Temperament Modifiers: Sanguine + 25
  and Melancholic - 25.
  Sociality: Light elves live in forest kingdoms.
  There, elves often live in the hollows of huge tree
  trunks, and are hidden from others.
  Language: Elven.
  Occupation: Any.  Common occupations
  for light elves include Acrobat, Bard, Dancer, Druid,
  Gardener, Herbalist, Musician, Ranger, Sage, Sor-
  cerer, and Stabler.  Elves begin work in puberty.
  Skills: Climb + 3, Contortion + 3, Dance
  + 3, Etiquette + 3, Herbalism + 3, Musical Instru-
  ment (Singing) + 3, Nature (Plants) + 3, Nature
  (Trees) + 3, Smell + 3, Tracking + 3, and Tumbling
  + 3.
  Religion: Light elves worship their own
  gods.
  Names: Common male names include
  Aedilfrid and Earconberct.  Common female names
  include Cynwise and Quoenburg.
  
  26
  Chapter 1: Race and Gender
  Human (sing.), Humans (pl.)
  In almost every respect, humans are the most
  neutral and the norm of the humanoid races.  Other
  races consider humans to be corrupt, greedy, and
  power-hungry.  As a race, humans are more inse-
  cure, but are also more adaptable than other races.
  Many humans consider the human race to be supe-
  rior to all others, and most human cultures seek to
  expand.
  Although humans have the most diverse diet,
  most human peasants survive merely on bread and
  ale.  Humans from southern climates have more di-
  verse diets than those from the north.
  Sub-Ability Modifiers: None.
  Base Current Armor: 10.
  Base Life Points:  20.
  Physical Description: Humans, including
  males and females, average 5’ 7” and 130 pounds,
  and have a life expectancy of 73 years.  Males aver-
  age 5’ 10” in height, while females average 5’ 4”.
  Disposition Modifiers: No modifiers.
  Temperament Modifiers: No modifiers.
  Sociality: Humans, by and large, are unedu-
  cated peasants working in the service of  a lord,
  though this varies depending on urbanity. Like
  kobolds, humans reproduce frequently, and often
  consider large families desirable, whether the par-
  ents can afford to feed them or not.
  Language: Sapien.
  Occupation: Any.  Humans begin work at
  age 10.
  Skills: Due to their short lives, humans do
  not receive bonus skills.
  Religion: Humans range from devoutly re-
  ligious to irreligious.  Of all the races, humans have
  the widest selection of gods, though they also differ
  sharply from culture to culture.
  Names: Common male first names include
  John and Thomas.  Common female first names
  include Helen and Sarah.  Common last names in-
  clude Hall and Smith.
  
  27
  Chapter 1: Race and Gender
  Kobold (sing.), Kobolds (pl.)
  Also known as a kobolt, cobolt, kobalos, or
  dasik, kobolds have a silvery-white skin color, though
  sometimes tinted slightly blue or green.  Their  skin
  is rough and cracked, and even withstands high tem-
  peratures.  As a result, kobolds suffer only half-dam-
  age from non-magical fire.  All kobolds live under-
  ground.  As such, this race is skilled at metalworking
  and Mining (see Chap. 8: Skills), and each kobold
  has Low-Light Vi-
  sion (see Vision in
  Chap. 2: Body).  Their
  favorite metal is sil-
  ver, since it reminds
  them of their own
  skin.  Kobolds steal
  silver whenever
  possible.  Their love
  of silver is the rea-
  son that kobolds dig
  mines.
  K o b o l d s
  enslave every spe-
  cies or race pos-
  sible.  Children
  slaves are used to
  dig narrow mine shafts.  Adult slaves are used for
  heavy labor, which kobolds avoid at all costs.  Slave-
  trading is the only enjoyment of kobolds that rivals
  their greed for silver.  The preferred slave of a kobold
  is a human.  Kobolds instruct their human slaves
  never to stand on their feet, under penalty of death,
  unless commanded specifically.  For example, hu-
  man slaves in a mineshaft may be allowed to pick
  while on their knees, but slaves who transport ob-
  jects must crawl on their hands and knees, with the
  object on their back.  This practice allows kobolds
  to remain taller than humans, and maintains the
  dominance of the kobold master.
  Perhaps kobolds are most famous for their
  ingenious and cruel traps.  In their underground en-
  vironment, kobolds fashion mechanical traps to
  ensnare or kill characters who invade and trespass.
  Although black dwarves use similar traps, the origin
  of malicious traps is with kobolds.
  As their name implies, kobolds are bold.
  Their behavior is aggressive and open.  Regarding
  combat, kobolds prefer light armor so that their
  movement is not too impaired.  The favorite weap-
  ons of kobolds include a footman’s war hammer
  and javelin or spear.
  It is known that kobolds value beer, milk,
  and porridge (flour and/or oats boiled in milk).  If
  offered as gifts and trickery is not suspected, then a
  kobold’s temper may be appeased.  Kobolds are
  cruel, feeding just enough gruel to slaves for them
  to survive.  Gruel is a thin porridge, boiled in water
  instead of milk.
  Sub-Ability
  Points: Strength - 40,
  Bodily Attractiveness -
  15, Facial - 15, Vocal -
  15, Kinetic + 15, Rhe-
  torical - 10, Hand-Eye
  Coordination + 15, Agil-
  ity + 15, Reaction Speed
  + 15, Enunciation + 15,
  Language - 10, Analytic
  - 10, Spatial + 15, and
  Drive - 15.
  Base Current
  Armor: 10.
  Base 
  Life
  Points: 15.
  Physical Description: Kobolds have skin
  that is silvery white and rough.  Most have brown,
  reflective eyes.  The average height of a male kobold
  is 4’ 6”, while a female averages 4’ 3”.
  Disposition Modifiers: Morality - 50.
  Temperament Modifiers: Sanguine - 25,
  Choleric + 25, and Phlegmatic + 25.
  Sociality: Kobolds live in underground min-
  ing communities that are organized loosely.  Every
  community has its own king.
  Language: Kobold.
  Occupation: Any.  Kobolds begin work at
  age 6.
  Skills: Direction Sense + 3, Mining + 3,
  Trickery + 3, and 1 Weapon (Specific).
  Religion: Kobolds worship their own im-
  moral gods.
  Names: Common male names are Kraeng
  and Muda.  Common female names are Darlicia and
  Rachmatilla.
  
  28
  Chapter 1: Race and Gender
  Ogre (sing.), Ogres (pl.)
  An ogre is a large humanoid of low Intelli-
  gence, strong bulk, and carnivorous appetite.  Easily
  outwitted by a clever human, ogres are gross and
  bloodthirsty.  A female ogre is known as an ogress,
  and an ancient term for an ogre is eotena.  There
  are 4 ogre races: base ogre, cliff ogre, gruagach ogre,
  and kinder-fresser.
  Sense - 30.
  Base Current Armor: 13.
  Base Life Points: 30.
  Physical Description: Base ogres are hairy,
  have tan skin, and brown eyes.  The tallest race that
  a player may select is an ogre.  Male base ogres aver-
  age 9’ in height, while females average 8’.
  Disposition Modifiers: Ethicality - 50 and
  Morality - 50.
  Temperament Modifiers: Sanguine - 25,
  Choleric + 25,
  and Phlegmatic
  + 25.
  Social-
  ity: Ogre off-
  spring are aban-
  doned by their
  parents, so they
  prefer to live
  alone. A cave is
  the ideal home
  for a base ogre.
  Ogres 
  have
  minimal loyalty
  to others.
  L a n -
  guage: None,
  or Cigan if
  gifted.
  Occu-
  pation: Roll
  1d100: (01-16)
  Bandit, (17-32)
  Berserker, (33)
  Chieftain, (34-
  50) Gladiator, (51-66) Mercenary, (67-82) Ruffian,
  and (83-100) Slave.  Ogres begin work at age 18.
  Skills: Brawling + 5, Mangling + 5, and
  Wrestling + 3.
  Religion: Ogres have never considered the
  existence of gods.
  Names: Ogres do not name their offspring.
  However, most who have contact with more intelli-
  gent creatures acquire a nickname, such as Face-
  Pounder.
  Ogre, Base
  This race of ogre, often referred to as a ‘base
  ogre’ to distinguish it from the others, is hairier than
  most humans, but nowhere near as hairy as a
  gruagach ogre.  All base ogres have a hump in their
  backs.
  Sub-Ability Points: Physical Fitness - 18,
  Strength + 240, Bodily Attractiveness - 20, Facial -
  20, Kinetic - 40, Rhetorical - 15, Hand-Eye Coordi-
  nation - 40, Agility - 30, Reaction Speed - 25, Enun-
  ciation - 50, Language - 50, Math - 50, Analytic - 50,
  Spatial - 10, Drive - 15, Intuition - 20, and Common
  
  29
  Chapter 1: Race and Gender
  Ogre, Cliff
  Physically the smallest ogre, a cliff ogre lives
  to force unweary travelers over cliffs to feed their
  children below.  Each victim is either hurled or kicked
  over the edge.  Each parental cliff ogre hopes to
  cause the victim to hit only hard ground, especially
  jagged rocks.  The offspring of the cliff ogre ea-
  gerly await each victim at the base of the cliff.
  The greatest enjoyment among cliff ogres
  is competing with each other regarding the accu-
  racy of hurling victims.  The favorite type of con-
  test requires 4 victims, dead or alive.  The rules to
  this contest are that the first cliff ogre hurls a victim
  where desired.  The competing cliff ogre must then
  hurl a victim where desired. Finally, each cliff ogre
  attempts to Hurl a victim as close to the previous
  victim of the other as possible.  The cliff ogre wins
  who throws the second victim closest to the other’s
  victim.  In the case of a tie, a re-throw must be
  made.  Frustration is never felt between competing
  cliff ogres; it is pure enjoyment.
  Sub-Ability Points: Strength + 200, Bodily
  Attractiveness - 20, Facial - 20, Kinetic - 20, Rhe-
  torical - 15, Hand-Eye Coordination - 10, Agility -
  15, Reaction Speed - 25, Enunciation - 50, Language
  - 50, Math - 10, Analytic - 25,  Drive - 15, Intuition
  - 20, and Common Sense - 30.
  Base Current Armor: 13.
  Base Life Points: 27.
  Physical Description: The tallest race that
  a player may select is an ogre.  Male ogres average 9’
  in height, while females average 8’.
  Disposition Modifiers: Ethicality - 50 and
  Morality - 50.
  Temperament Modifiers: Sanguine - 25,
  Choleric + 25, Melancholic + 25, and Phlegmatic -
  25.
  Sociality: At most, cliff ogres may be orga-
  nized into groups of 3 cooperative families.  Lead-
  ership is unnecessary, and cliff ogres have some loy-
  alty to their family.  However, when the parents are
  deemed too old, they are eaten by their children.
  Language: None, or Cigan if gifted.
  Occupation: Roll 1d100: (01-16) Bandit,
  (17-32) Berserker, (33) Chieftain, (34-50) Gladiator,
  (51-66) Mercenary, (67-82) Ruffian, and (83-100)
  Slave.  Ogres begin work at age 18.
  Skills: Brawling + 5, Climb + 8, Hurl + 5,
  Mangling + 5, and Wrestling + 3.
  Religion: Ogres have never considered the
  existence of gods.
  Names: Cliff ogres do not name their off-
  spring.  However, most who have contact with more
  intelligent creatures acquire a nickname, such as
  Body-Tosser.
  
  30
  Chapter 1: Race and Gender
  Ogre, Gruagach
  As a race, gruagach ogres are called the
  “Hairy-Ones”.  In fact, the origin of  the word
  ‘gruagach’ means ‘hairy’.  The blubbery form of a
  gruagach ogre confuses some foes, who misjudge
  this race of ogre to be fat and weak.  A gruagach
  ogre moves slowly due to its low Physical Fitness,
  though when considering Strength, it is the stron-
  gest ogre.  Laziness and ineptitude define a gruagach
  ogre.
  Sub-Ability Points: Physical Fitness - 22,
  Strength + 275, Bodily Attractiveness - 30, Health -
  5, Facial - 35, Kinetic - 75, Rhetorical - 30, Hand-
  Eye Coordination - 40, Agility - 45, Reaction Speed
  - 35, Enunciation - 50, Language - 60, Math - 60,
  Analytic - 60, Spatial - 15, Drive - 30, Intuition - 20,
  and Common Sense - 60.
  Base Current Armor: 13.
  Base Life Points: 35.
  Physical Description: A gruagach ogre is
  the tallest, strongest, and heaviest race a player may
  select.  Their hairy skin is dark brown, and they have
  long, golden hair.  Although their hair is naturally
  black, they are obsessed with dying it blonde.  The
  face of a gruagach ogre is prognathous, and the fore-
  head is sloping.  The head of a gruagach ogre is
  larger than other races of ogres.  Male gruagach
  ogres average 9’ in height, while females average 8’.
  Disposition Modifiers: Ethicality - 50 and
  Morality - 50.
  Temperament Modifiers: Melancholic - 25
  and Phlegmatic + 25.
  Sociality: Although graugach ogre parents
  produce numerous offspring, most die between birth
  and infancy.  Overall, gruagach ogres live in tribal
  hamlets among their kind.  In gruagach society, the
  strong dominate the weak, and 1 leader and his en-
  tourage dominates the tribe.  Gruagach ogres have
  minimal loyalty to others, and their hamlets are al-
  ways located in a glade of a forest.  They are too
  lazy to expand their clearings.
  Language: None, or Gruagan if gifted.
  Occupation: Roll 1d100: (01-16) Bandit,
  (17-32) Berserker, (33) Chieftain, (34-50) Gladiator,
  (51-66) Mercenary, (67-82) Ruffian, and (83-100)
  Slave.  Ogres begin work at age 18.
  Skills: Brawling + 5, Mangling + 5, Smell -
  5, and Wrestling + 3.
  Religion: Ogres have never considered the
  existence of gods, but gruagach ogres are curiously
  fearful of magic.
  Names: Gruagach ogres do not name their
  offspring.  However, most who have contact with
  more intelligent creatures acquire a nickname, such
  as Lazy-Ass.
  
  31
  Chapter 1: Race and Gender
  Ogre, Kinder-Fresser
  Also known as a kinderschrecker or child-
  guzzler, a kinder-fresser is an ogre who feeds on
  human children.  Although a kinder-fresser will eat
  any human child, their favorite is a moral child.  The
  voice of a kinder-fresser attracts human children who
  are prepubescent and virginal.  If a prepubescent,
  virginal human child hears the voice of a kinder-
  fresser, then the child must pass a Drive sub-ability
  check at TH 25 or believe that the voice heard is
  their parents, and obey any commands given.
  Strangely, the voice of a kinder-fresser does
  not attract others.  Since a kinder-fresser survives
  by eating human children, this creature attempts to
  reside nearby a significant human population.  The
  favorite residence of a kinder-fresser is a cave close
  to a long, well-traveled road.  Since a kinder-fresser
  has higher Facial and Vocal Charisma compared to
  other ogres, victims and foes are sometimes fooled
  into thinking the kinder-fresser is a gentle giant.
  The unfortunate child is fooled, lured,
  strangled, and swallowed -- usually without evidence.
  Human children smaller than 30 pounds are eaten
  whole; shoes are regurgitated 10% of the time, if
  applicable.  In extreme cases, a kinder-fresser has
  eaten all the young humans of a village.
  Sub-Ability Points: Strength + 240, Bodily
  Attractiveness - 10, Fa-
  cial - 12, Kinetic - 20,
  Rhetorical + 15, Hand-
  Eye Coordination - 40,
  Agility - 30, Reaction
  Speed - 25, Enuncation
  - 10, Language - 10,
  Math - 50, Analytic - 50,
  Spatial - 10, Drive - 15,
  and Common Sense -
  30.
  Base Current
  Armor: 13.
  Base 
  Life
  Points: 30.
  Physical De-
  scription: The tallest
  race that a player may
  select is an ogre.  Male
  ogres average 9’ in height, while females average 8’.
  Disposition Modifiers: Ethicality - 50 and
  Morality - 50.
  Temperament Modifiers: Sanguine - 25,
  Choleric + 25, and Phlegmatic + 25.  Kinder-fressers
  often act sanguine to lure children to their doom.
  In fact, kinder-fressers receive a bonus of 50 to their
  Sanguine score only while attempting to feed.
  Sociality: A kinder-fresser does not partici-
  pate in society, except by waiting outside of a hu-
  man town for traveling, bipedal food. Each kinder-
  fresser lives alone.  Kinder-fresser offspring are aban-
  doned by their parents, so they prefer to live alone.
  A kinder-fresser is loyal only to their own survival.
  Language: Sapien.
  Occupation: Roll 1d100: (01-25) Bandit,
  (26-50) Berserker, (51-75) Gladiator, and (76-100)
  Slave.  Ogres begin work at age 18.
  Skills: Hide + 5, Mangling + 3, Persuasion
  + 8, Silence + 5, Trickery + 5.
  Religion: Ogres have never considered the
  existence of gods.
  Names: Kinder-fresser ogres do not name
  their offspring.  However, most who have contact
  with more intelligent creatures acquire a nickname,
  such as Baby-Taker.
  
  32
  Chapter 1: Race and Gender
  Troll (sing.), Trolls (pl.)
  Also known as trold and trolld, a troll is an
  immoral creature who is ugly and hairy.  Trolls were
  the first humanoid creature.  Female trolls are known
  as trollops.  3 races of trolls exist: borbytingarna,
  hill, and subterranean.
  Troll, Borbytingarna
  The borbytingarna race inhabits caverns and
  roams the forests and mountains.  They will attempt
  to kill and eat any creature met, including another
  troll, unless the troll is the opposite gender.  This
  race is not petrified by sunlight, unlike the subterra-
  nean troll.
  A borbytingarna troll does not have huge,
  sharp claws like a hill troll.  The hands of these trolls
  are unusually long and slender.  Borbytingarna con-
  sider armor and weapons to be useless.  If this type
  of troll fears for its life in combat, then it will attack
  by Brawling  and Wrestling.  If a borbytingarna does
  not fear for its life, then it will play with its prey.  In
  this case, a borbytingarna prefers to overbear and
  fish-hook (see Wrestling in Chap. 8: Skills) its foes.
  When the foe is close to unconsciousness, a
  borbytingarna enjoys slamming the foe into hard
  objects until they lose consciousness.
  Once a victim is unconscious or dead, and
  the troll is not threatened by other creatures, this
  type of troll delights in thrashing around the body
  of the fallen foe.  These trolls thrash meat to ten-
  derize it.  A borbytingarna troll may do this for 1d100
  minutes before it decides to feed.
  Due to the extreme hatred of borbytingarna
  for others, they cooperate with no one, even if sub-
  jected to clearly superior force.  A borbytingarna
  troll will always rebel violently.
  Sub-Ability Points: Physical Fitness + 20,
  Strength + 100, Bodily Attractiveness - 50, Facial -
  40, Kinetic - 40, Hand-Eye Coordination - 5, Agility
  - 25, Reaction Speed - 20, Language - 90, Math - 60,
  Analytic - 60, and Spatial - 10.
  Base Current Armor: 14.
  Base Life Points: 27.
  Physical Description: The average height
  of a borbytingarna troll is 8’ tall.  It is nearly impos-
  sible to distinguish between males and females, un-
  less you are a troll.  All look exceptionally thin.  Trolls
  have greenish skin and brown hair.
  Disposition Modifiers: Ethicality - 50 and
  Morality - 50.
  Temperament Modifiers: Sanguine - 25
  and Choleric + 25.
  Sociality: These trolls inhabit caverns and
  roam the forests and mountains.  Borbytingarna do
  not have Social Class, since they would die before
  submitting to another.
  Language: None.
  Occupation: Roll 1d100: (01-25) Bandit,
  (26-50) Berserker, (51-75) Gladiator, and (76-100)
  Slave.  Trolls begin work at age 13.
  Skills: Blindfighting + 5, Brawling + 5, Di-
  rection Sense + 5, Disarm + 3, Mangling + 5, and
  Wrestling + 5.
  Religion: Trolls have never considered the
  existence of gods.
  Names: Borbytingarna trolls do not name
  their offspring.  However, most who have contact
  with more intelligent creatures acquire a nickname,
  such as Life-Eater.
  
  33
  Chapter 1: Race and Gender
  Troll, Hill
  A hill troll has a large, hairless belly that drags
  along the ground, and black claws on both hands
  and feet.  Their claws are sharp as knives, causing
  substantial slashing damage per successful Brawling
  attack (see Brawling in Chap. 8: Skills).  Always black,
  these claws resemble obsidian, even when broken.
  Whenever a claw is broken from a hill troll, the edges
  are always sharp.  For this reason, ancient humans
  sought the claws of hill trolls for arrowheads.  The
  claws of a hill troll significantly aid it in climbing.
  Hill trolls either roam the hills or lurk in a
  hiding spot, waiting to attack their favorite victim --
  humans.  When a hill troll gets ahold of a human, it
  rips the flesh from the human’s body.  This type of
  troll is not petrified by sunlight, unlike the subterra-
  nean troll.  It will attempt to kill and eat any creature
  it meets, including another troll, unless the troll is
  the opposite gender.
  Hill trolls consider armor and weapons use-
  less, unless trained as a gladiator.  Hill trolls prefer
  to brawl, wrestle, and claw their victims until they
  are a bloody pulp.  Most enjoy removing all flesh
  from the victim, then eating the internal organs.
  They are very selective, and will leave all muscle un-
  touched, but eat the internal organs instead.  Al-
  most always, hill trolls save the brain for last, which
  they consider a delicacy; it takes as long as an hour
  to eat.
  Although hill trolls crave the cortex and the
  surrounding cerebrospinal fluid, they savor the taste
  of the limbic system, most specifically the amygdala,
  basal ganglia, and hippocampus.  Oddly, they always
  reject the thalamus, but devour the hypothalamus.
  While tasting the limbic system, hill trolls will be-
  come erect or wet with sexual excitement as well.
  Sub-Ability Points: Physical Fitness - 25,
  Strength + 100, Bodily Attractiveness - 70, Facial -
  40, Kinetic - 40, Hand-Eye Coordination - 20, Agil-
  ity - 25, Reaction Speed - 20, Language - 90, Math -
  60, Analytic - 60, and Spatial - 10.
  Base Current Armor: 14.
  Base Life Points: 27.
  Physical Description: The average height
  of a hill troll is 8’ tall.  It is nearly impossible to
  distinguish between males and females, unless you
  are a troll.  The belly is the distinguishing feature,
  because hill trolls look skinny elsewhere, yet fat in
  the middle.  The belly of a hill troll is shaped like a
  gigantic, drooping breast.  Trolls have greenish skin
  and brown hair.
  Disposition Modifiers: Ethicality - 50 and
  Morality - 50.
  Temperament Modifiers: Sanguine - 25
  and Choleric + 25.
  Sociality: These trolls are solitary and in-
  habit hills.  Hill trolls do not have Social Class, since
  they would rather die before submitting to another.
  Language: None.
  Occupation: Roll 1d100: (01-25) Bandit,
  (26-50) Berserker, (51-75) Gladiator, and (76-100)
  Slave.  Trolls begin work at age 13.
  Skills: Blindfighting + 5, Brawling + 5,
  Climb + 5, Direction Sense + 3, Mangling + 5, Taste
  + 3, Weapon (Specific -- Claws) + 5, and Wrestling
  + 3.
  Religion: Trolls have never considered the
  existence of gods.
  Names: Hill trolls do not name their off-
  spring.  However, most who have contact with more
  intelligent creatures acquire a nickname, such as
  Head-Slasher.
  
  34
  Chapter 1: Race and Gender
  Troll, Subterranean
  In ancient times, all trolls were one race.
  When ogres appeared, trolls and ogres battled to
  exterminate each other.  One group of trolls was
  loyal to the king god of trolls, and for their loyalty
  he bestowed greater Intelligence.  A lesser troll god
  became angry, and cursed them, so that sunlight
  would turn them to stone.  Most died, but enough
  escaped below to survive.  Today, these are known
  as subterranean trolls.
  All subterranean trolls have Low-Light Vi-
  sion (see Vision in Chap. 2: Body).  Although subter-
  ranean trolls are few in number, their race is ancient
  and powerful.  If they wanted to dominate the sur-
  face world, some speculate that they could.  But they
  do not.  Subterranean trolls want to live quietly away
  from other races, and all of them hate noise nearly
  as much as the sun.
  Subterranean trolls worship the moon, and
  most venture to the surface on the night of a full
  moon to offer praise and show their devotion.  When
  not worshipping the moon and out of their home
  and community, subterranean trolls act hatefully
  toward everything, including trees.  Although they
  avoid other sentient species, subterranean trolls have
  been known to steal women, children, and prop-
  erty.  However, if a human is encountered, it is pos-
  sible, no matter how rare, for a subterranean troll to
  like them and grant riches.  Nonetheless, humans
  use a branch of mistletoe to protect them from being
  taken by a subterranean troll against their will.
  Male subterranean trolls tend to be unsightly
  and malicious, while females are beautiful but ex-
  ceedingly vile.  These female trolls hate elven and
  human females who have higher Bodily Attractive-
  ness or Facial Charisma.  Whenever 1 is seen, the
  female troll must pass a Drive sub-ability check at
  TH 24 to refrain from attempting to maim her.
  When tales are told among humans, female subter-
  ranean trolls are often called harlot-hunters.
  Female subterranean trolls are willing to ex-
  periment sexually with large male anakim or humans.
  These trolls know from experience and history that
  interracial offspring never occurs as a result.  Their
  willingness to experiment is due to the ugliness of
  male trolls.  For this reason, female subterranean
  trolls are also called trollops.
  Subterranean trolls are expert metalsmiths,
  herbal healers, and sorcerers.  They craft superb plate
  armor and weapons.  Platemail is crafted so that it is
  as quiet as possible.  Subterranean trolls prefer
  polearms, and usually attack the neck or lungs of
  their foe so that they will die quietly.
  This race survives on spores and water from
  underground springs, but they are cannibalistic and
  consider a baby subterranean troll who is slightly
  flawed to be the finest meal.
  Sub-Ability Points: Physical Fitness + 5,
  Strength + 100, Bodily Attractiveness - 50 for males,
  Facial - 40 for males, Kinetic - 40, Hand-Eye Coor-
  dination - 20, Agility - 25, Reaction Speed - 20, Lan-
  guage + 10, Math + 10, Analytic + 10, and Spatial +
  10.
  Base Current Armor: 14.
  Base Life Points: 27.
  Physical Description: The average height
  of a subterranean troll is 8’ tall.  Males tend to be
  ugly, while females are beautiful; both have greenish
  skin.  Females usually have long, red hair, and most
  males have brown hair.
  Disposition Modifiers: Ethicality - 50 and
  Morality - 50.
  Temperament Modifiers: Sanguine - 25
  and Choleric + 25.
  Sociality: Subterranean trolls live in com-
  munities underneath hills.  Their homes are crafted
  to the amazement of all others, including dwarves,
  though rarely seen.  The home of a subterranean
  troll is a palace full of treasure.
  Language: Troll.
  Occupation: Appraiser, Armorer, Bandit,
  Berserker, Blacksmith, Bladesmith, Brass-smith,
  Cook, Coppersmith, Gemcutter, Gladiator, Gold-
  smith, Herbalist, Hierophant, Ironmonger, Jeweler,
  Mason, Miner, Pewtersmith, Silversmith, Slave-
  trader, Sorcerer, Weaponsmith, and Whore.  Trolls
  begin work at age 13.
  Skills: Blindfighting + 5, Brawling + 5, Di-
  rection Sense + 3, Mangling + 5, Sound + 3, Trick-
  ery + 3, and Wrestling + 5.
  Religion: All worship the moon, their god.
  Names: Common male names include
  Aktorion and Kephisophon.  Common female
  names include Amaxerete and Thrinacia.
  
  35
  Chapter 1: Race and Gender
  Racial Hatred
  Different races usually regard each other
  differently, based on observed, imagined, or feared
  dissimilarities.  Most characters prefer to associate
  with those who are deemed similar.  Further, most
  characters avoid, dislike, belittle, or condemn those
  d
  e
  rt
  a
  H
  laic
  a
  R
  la
  u
  divi
  d
  n
  I
  d
  e
  rt
  a
  H
  laic
  a
  R
  e
  v
  o
  b
  A
  el
  b
  a
  T
  m
  o
  r
  F
  d
  e
  rt
  a
  H
  laic
  a
  R
  la
  u
  divi
  d
  n
  I
  1
  2
  3
  4
  5
  1
  1
  2-
  3
  6
  2-
  2
  2
  8
  2-
  7
  2
  9
  2
  0
  3
  2
  1
  1-
  3
  1
  2-
  2
  1
  5
  2-
  2
  2
  8
  2-
  6
  2
  0
  3-
  9
  2
  3
  4-
  3
  1
  1-
  5
  1
  2-
  2
  1
  8
  2-
  2
  2
  0
  3-
  9
  2
  4
  4-
  3
  7-
  5
  1
  1-
  8
  1
  2-
  2
  1
  0
  3-
  2
  2
  5
  3
  4
  6-
  5
  1
  1-
  7
  0
  3-
  2
  1
  who are deemed dissimilar.  Racial opinions and at-
  titudes vary with each character.  However, trends
  in opinions emerge among masses of characters.
  At the present time, the degree of racial
  hatred among the races allowed as characters for
  players may be observed in the table below:
  laic
  a
  R
  d
  e
  rt
  a
  H
  .a
  n
  A
  .g
  u
  B
  ,.a
  w
  D
  k
  c
  al
  B
  ,.a
  w
  D
  .o
  r
  B
  ,.a
  w
  D
  eti
  h
  W
  ,fl
  E
  k
  r
  a
  D
  ,fl
  E
  t
  h
  gi
  L
  .
  u
  H
  .
  b
  o
  K
  e
  r
  g
  O
  ,e
  r
  g
  O
  ffil
  C
  ,e
  r
  g
  O
  .
  u
  r
  G
  ,e
  r
  g
  O
  .
  ni
  K
  ,llo
  r
  T
  .
  b
  r
  o
  B
  ,llo
  r
  T
  lli
  H
  ,llo
  r
  T
  .
  b
  u
  S
  m
  i
  k
  a
  n
  A
  1
  5
  5
  5
  5
  5
  5
  4
  5
  4
  4
  4
  4
  5
  5
  5
  r
  a
  e
  b
  g
  u
  B
  5
  1
  5
  5
  5
  5
  5
  5
  4
  5
  5
  5
  5
  5
  5
  5
  ,fr
  a
  w
  D
  k
  c
  al
  B
  5
  5
  1
  5
  5
  5
  5
  5
  5
  5
  4
  5
  5
  5
  5
  5
  ,fr
  a
  w
  D
  n
  w
  o
  r
  B
  5
  5
  5
  1
  3
  5
  3
  2
  5
  5
  5
  5
  5
  5
  5
  5
  .fr
  a
  w
  D
  eti
  h
  W
  5
  5
  5
  3
  1
  5
  4
  3
  5
  5
  5
  5
  5
  5
  5
  5
  ,fl
  E
  k
  r
  a
  D
  5
  5
  5
  5
  5
  1
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  ,fl
  E
  t
  h
  gi
  L
  5
  5
  5
  3
  4
  5
  1
  2
  5
  5
  5
  5
  5
  5
  5
  5
  n
  a
  m
  u
  H
  4
  5
  5
  2
  3
  5
  2
  1
  5
  5
  5
  5
  5
  5
  5
  5
  dlo
  b
  o
  K
  5
  4
  5
  5
  5
  5
  5
  5
  1
  4
  5
  4
  5
  5
  5
  5
  e
  r
  g
  O
  4
  5
  5
  5
  5
  5
  5
  5
  4
  1
  4
  4
  4
  5
  5
  5
  ,e
  r
  g
  O
  ffil
  C
  4
  5
  4
  5
  5
  5
  5
  5
  5
  4
  1
  4
  4
  5
  5
  5
  ,e
  r
  g
  O
  .
  u
  r
  G
  4
  5
  5
  5
  5
  5
  5
  5
  4
  4
  4
  1
  4
  5
  5
  5
  ,e
  r
  g
  O
  .
  ni
  K
  4
  5
  5
  5
  5
  5
  5
  5
  5
  4
  4
  4
  1
  5
  5
  5
  ,llo
  r
  T
  .
  b
  r
  o
  B
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  4
  5
  5
  ,llo
  r
  T
  lli
  H
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  4
  5
  ,llo
  r
  T
  .
  b
  u
  S
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  1
  
  36
  Chapter 1: Race and Gender
  1 = Preference:  A preference exists for the
  indicated race.  Note that, as a gen-
  eral rule, characters prefer their own
  kind.
  2 = Acceptance:  While these races may not
  prefer each other’s company above
  their own kind, they are generally on
  good terms with each other and will
  tend to be accepting and tolerant.
  3 = Indifference:  These races have no strong
  attitudes in favor of, or opposition
  to, each other.
  4 = Dislike:   Negative   attitudes   exist  be-
  tween these races.  They are usually
  not hostile openly toward each other
  and opt to avoid members of this
  race, but perceived insults may in-
  cite violence.
  5 = Hatred:   Between  these  races,   insults
  usually occur frequently, and violence
  is common, if not declared openly
  on sight.  Generally, these races hate
  each other.
  Although general attitudes exist between
  races, individual attitudes may differ from general
  attitudes.  To determine a particular character’s de-
  gree of racial hatred for another race, consult the
  accompanying table -- Individual Racial Hatred.  A
  character’s degree of hatred for each race may be
  determined during character creation, or upon each
  introduction to a race never seen.  Consult the Aedile.
  To determine an Individual Racial Hatred, roll 3d10
  and consult the table.
  Racial Slurs
  A racial slur is a derogatory term for a race,
  usually used comically, to belittle, or to incite vio-
  lence.  A stockpile of racial slurs has accumulated
  through the centuries, though most have been for-
  gotten, lost due to the passage of time.  The follow-
  ing are derogatory terms for races, which are trans-
  lated into other languages:
  Anakim
  Human men call females Hourglasses.
  Human men call males Raptors.
  Human women call females Demon-whores.
  Human   women   call   males   Skinloaf   or
  Stovepiper (due to their Manhood)
  Bugbear
  Dwarves, elves, and kobolds call them Rugs.
  Humans call them Buggers.
  Ogres and Trolls call them Bugs.
  Dwarf
  Elves call them Gemmers.
  Humans call them Alkies.
  Kobolds call them Fatties.
  Elf
  Stick, Twig
  Human
  Bugbears call them Poople, not people.
  Dwarves and elves call them Corruptians.
  Kobolds call them Slavs (slaves).
  Ogres  call  them  Ribbers  (human ribs taste
  so good).
  Kobold
  Spear-chucker, Holer, Shiner
  Ogre
  Oaf
  Ogre, Gruagach
  Hairy-One
  Troll
  Knuckle-dragger
  PERPETUI.INIMICI
  perpetual enemies
  
  37
  Chapter 1: Race and Gender
  Gender
  Now that you know the race of your charcter
  and have recorded it on your character sheet, con-
  sider your character’s gender: male or female.  Gen-
  der is a correlative factor with many things, from
  abilities, to height and weight.  For example, on av-
  erage it is obvious that males tend to be physically
  stronger, taller, and weigh more than females.
  Most importantly, consult with the Aedile
  to see if gender is determined randomly or may be
  chosen by the player.  Random determination is
  more realistic, since no one gets to choose their gen-
  der in reality.  However, the random determination
  of gender is problematic if a group of players are
  involved because random genders may be inappro-
  priate.  Therefore, the Aedile must choose whether
  gender is determined randomly or chosen by the
  player.
  If the Aedile declares that gender is deter-
  mined randomly, which is rare, then consult Off-
  spring Gender in Chapter 6: Sociality.  Otherwise, a
  player should choose their gender based on the fol-
  lowing information or personal preference.  Record
  the gender of your character on your character sheet.
  According to a prominent philosopher,1
  males tend to be more spirited, savage, simple, and
  less cunning.  Females, on the other hand, tend to
  be more compassionate than males, more easily
  moved to tears, at the same time are more jealous,
  more querulous, and are more apt to scold and to
  strike.  Females are, furthermore, more prone to
  despondency and less hopeful than males, more void
  of shame and self-respect, more false of speech,
  and more deceptive.  Females are also more wake-
  ful, shrinking, and difficult to rouse to action.  The
  philosopher notes that males are more courageous,
  sympathetic, and stand by to help.  Even in the case
  of mollusks, when the cuttle-fish is struck with a
  trident, the male stands by to help the female; but
  when the male is struck, the female runs away.
  1.  In Book IX of “Historia Animalium,” Aristotle refers to gender differences and compares animals as well as humans.  His
  comments are deemed relevant to the setting of F.A.T.A.L. due to the prevalence of his opinion throughout the Middle Ages.
  2.  All Gender Modifiers are based upon scholarly literature.  Hand-Eye Coordination receives no Gender Modifier.  Males
  have faster Movement Times, but finger size is a better predictor than gender.  For more information, see studies concerning
  dexterity in the References section at the end of this book.
  The philosopher’s observations presented
  above are generalizations and do not hold true for
  all characters, though the generalizations apply across
  the available races.  Certainly, it is possible to find a
  surpassingly shameless male, or a female who is less
  susceptible to depression than males, but these in-
  stances are the exception to the observed rule.
  Consult the following table of Gender Modi-
  fiers to adjust the sub-abilities and Temperament of
  a character:
  sr
  eifi
  d
  o
  M
  r
  e
  d
  n
  e
  G
  2
  d
  eifi
  d
  o
  M
  e
  b
  o
  T
  ela
  M
  ela
  m
  e
  F
  S
  E
  I
  T
  I
  L
  I
  B
  A
  ss
  e
  n
  tiF
  la
  cis
  y
  h
  P
  :e
  u
  qis
  y
  h
  P
  %
  5
  +
  %
  5
  -
  h
  tg
  n
  ertS
  :e
  u
  qis
  y
  h
  P
  %
  0
  3
  +
  %
  0
  3
  -
  ss
  e
  n
  e
  vitc
  artt
  A
  ylid
  o
  B
  :e
  u
  qis
  y
  h
  P
  %
  3
  -
  %
  3
  +
  laic
  a
  F
  :a
  m
  sira
  h
  C
  %
  3
  -
  %
  3
  +
  e
  g
  a
  u
  g
  n
  a
  L
  :e
  c
  n
  e
  gilletn
  I
  %
  2
  -
  %
  2
  +
  h
  ta
  M
  :e
  c
  n
  e
  gilletn
  I
  %
  3
  +
  %
  3
  -
  laita
  p
  S
  :e
  c
  n
  e
  gilletn
  I
  %
  3
  +
  %
  3
  -
  e
  vir
  D
  m
  o
  d
  si
  W
  %
  2
  +
  %
  2
  -
  n
  oitiutn
  I
  :
  m
  o
  d
  si
  W
  %
  5
  -
  %
  5
  +
  n
  oitc
  elfe
  R
  :
  m
  o
  d
  si
  W
  %
  4
  -
  %
  4
  +
  T
  N
  E
  M
  A
  R
  E
  P
  M
  E
  T
  e
  niu
  g
  n
  a
  S
  2
  -
  2
  +
  cirelo
  h
  C
  2
  +
  2
  -
  According to the adjustments above, it may
  seem as though males are superior, though it is im-
  portant to understand that there are other instances,
  such as nurturing, that are unapparent in the adjust-
  ments and may become evident and valuable during
  role-playing.  The function of altering gender ac-
  cording to the table above is to shift the averages of
  the sexes to more closely resemble reality3.
  Do not apply the gender modifiers until af-
  ter the sub-abilities or temperaments have been gen-
  erated.  Following is some information about gen-
  der and culture.
  
  38
  Chapter 1: Race and Gender
  3.  The shift in range represents masses of characters better than extreme instances.  For instance, the highest measured
  intelligence is that of a female, though by large numbers females tend to score slightly lower than males in overall intelligence.
  Shifting the range lower for females prevents the possibility of a female possessing the highest Intelligence, except when
  considering Persistent Exercise (see Chapter 3: Abilities).  As a contrast, males have lower Intuition than females, in which case
  Persistent Exercise cannot help.  A gender difference exists in distributions, such that males have a lower central tendency than
  females, and hence have wider distributions; the most intuitive male should exceed the most intuitive female.  Therefore, if the
  gender modifiers are accurate for this game, then they are more biased against males than females.
  Most cultures are patriarchal and the preva-
  lent belief regarding gender is that females are infe-
  rior to males physically, intellectually, morally, and
  emotionally.  For example, menstruation may be un-
  derstood as punishment by the gods.  Further, the
  natural role of women regarding childbirth, and sub-
  sequently motherhood,  has impacted the societal
  role of women, such that they are deemed better
  suited to stay at home, cook, clean, and care for their
  husband and children.  Prior to marriage, maidens
  are expected to be chaste, though few fulfill this ex-
  pectation.  Once married, a wife is expected to be
  submissive to her husband, who owns her.
  Conversely, in most patriarchal cultures,
  males are considered superior to females physically,
  intellectually, morally, and emotionally.  For example,
  since emotions are often understood as the antith-
  esis of reason, and since females seem more influ-
  enced by their emotions, males value the ability to
  suppress emotions.  The role of a husband is to
  work outside the home and thereby provide for his
  wife and children.  Within a family structure, the
  husband is considered dominant and the final arbi-
  ter, though some males are passive or soft-spoken.
  In most patriarchal societies, a husband owns his
  wife and children and may sell them into slavery if
  necessary to pay a debt.
  It is unwise to violate cultural norms.  The
  more that males or females deviate from the cul-
  tural norms of their gender, the more disapproba-
  tion, and possibly punishment, they receive.
  Despite the presence of gender norms, it is
  unwise to consider either gender, overall, to be su-
  perior to the other.  Males and females are differ-
  ent, and merely better suited for different things.
  Males are clearly better suited for violence.  Since
  violence is the primary cause of shifts in power, and
  because males are larger than females, it is
  unsurprising, in fact to be expected, that males have
  emerged as the dominant gender across the avail-
  able races.  Females are better suited for interper-
  sonal and familial relationships, where their Bodily
  Attractiveness, Language, Intuition, and Reflection
  are most influential, and dominant over that of
  males.  Males and females are far from equal.
  
  39
  Chapter 2: Body
  Chapter 2: Body
  This chapter is concerned with anthropom-
  etry (physical measures of the body), such as height
  and weight, including genitalia, as well as allergies,
  intoxication, and diseases affecting the body.  The
  contents of this chapter are listed under 4 catego-
  ries: Standard Features, Sexual Features, Rare Fea-
  tures, and Allergies, Intoxication, and Disease.
  Perhaps the most frequently used physical
  measure is Life Points (LP) and Body Part Points
  (BPP), which are numeric representations of con-
  sciousness, energy, and life, as well as the ability to
  withstand or sustain damage.  LP were first intro-
  duced regarding races in Chapter 1: Race and Gender.
  LP will also be adjusted by Strength, Health, and
  Drive in Chapter 3: Abilities.  LP and BPP are more
  appropriately covered in detail in Chapter 10: Com-
  bat.
  If generating a new character, then progress
  through this chapter topic by topic to determine
  and record information concerning the body of a
  character.  Information including and beyond Rare
  Features may be relevant to a character’s body in a
  gaming session, but not character creation.
  Standard Features
  Each of the standard features must be de-
  termined randomly for each character.
  Age
  To determine the age of a character, roll ac-
  cording to the formula in the table below.  Notice
  that the absolute value of the result is taken, so it is
  impossible to have a negative age.  It is possible to
  role-play an infant or venerable character, as well as
  young adult.  The Aedile may allow a player to choose
  the age of their character, but random is recom-
  mended.  Consider the race of the character and
  consult the table below:
  e
  c
  a
  R
  e
  g
  A
  g
  nitr
  a
  t
  S
  m
  ik
  a
  n
  A
  |
  )
  0
  5
  -
  )
  5.2
  /
  0
  0
  1
  d
  4((
  |
  ra
  e
  b
  g
  u
  B
  |
  )
  0
  4
  -
  )
  3
  /
  0
  0
  1
  d
  4((
  |
  fra
  w
  D
  0
  0
  0
  1
  d
  1
  *fl
  E
  d
  o
  o
  h
  tlu
  d
  A
  g
  n
  u
  o
  Y
  n
  a
  m
  u
  H
  |
  )
  0
  3
  -
  )
  4
  /
  0
  0
  1
  d
  4((
  |
  dlo
  b
  o
  K
  |
  )
  5
  2
  -
  )
  5
  /
  0
  0
  1
  d
  4((
  |
  erg
  O
  |
  )
  5
  5
  -
  )
  2
  /
  0
  0
  1
  d
  4((
  |
  llo
  r
  T
  |
  )
  0
  4
  -
  )
  3
  /
  0
  0
  1
  d
  4((
  |
  
  40
  Chapter 2: Body
  Lifespan
  e
  c
  a
  R
  t
  n
  af
  n
  I
  dli
  h
  C
  ytr
  e
  b
  u
  P
  tl
  u
  d
  A
  g
  n
  u
  o
  Y
  e
  g
  A
  el
  d
  di
  M
  e
  g
  A
  dl
  O
  el
  b
  a
  r
  e
  n
  e
  V
  m
  ik
  a
  n
  A
  4-
  0
  4
  1-
  5
  1
  2-
  5
  1
  5
  4-
  2
  2
  0
  7-
  6
  4
  0
  0
  1-
  1
  7
  0
  5
  1-
  1
  0
  1
  ra
  e
  b
  g
  u
  B
  4-
  0
  3
  1-
  5
  0
  2-
  4
  1
  5
  3-
  1
  2
  0
  5-
  6
  3
  0
  7-
  1
  5
  5
  2
  1-
  1
  7
  fra
  w
  D
  6-
  0
  5
  2-
  7
  0
  5-
  6
  2
  0
  0
  1-
  1
  5
  0
  5
  1-
  1
  0
  1
  0
  0
  2-
  1
  5
  1
  0
  0
  2
  >
  *fl
  E
  )
  %
  5-
  0(
  )
  %
  5
  1-
  6(
  )
  %
  5
  2-
  6
  1(
  )
  %
  0
  4-
  6
  2(
  )
  %
  5
  5-
  1
  4(
  )
  %
  5
  7-
  6
  5(
  )
  %
  0
  0
  1-
  6
  7(
  n
  a
  m
  u
  H
  3-
  0
  1
  1-
  4
  5
  1-
  2
  1
  0
  3-
  6
  1
  0
  4-
  1
  3
  0
  5-
  1
  4
  0
  1
  1-
  1
  5
  dlo
  b
  o
  K
  2-
  0
  7-
  3
  2
  1-
  8
  0
  2-
  3
  1
  0
  3-
  1
  2
  0
  4-
  1
  3
  0
  8-
  1
  4
  erg
  O
  5-
  0
  0
  2-
  6
  0
  4-
  1
  2
  0
  7-
  1
  4
  0
  0
  1-
  1
  7
  0
  3
  1-
  1
  0
  1
  0
  0
  2-
  1
  3
  1
  llo
  r
  T
  4-
  0
  4
  1-
  5
  5
  2-
  5
  1
  0
  4-
  6
  2
  0
  6-
  1
  4
  0
  8-
  1
  6
  0
  5
  1-
  1
  8
  Note: Females live (1d10)% longer than males, regardless of race.  If female, then roll and apply.
  *The Lifespan of an elf is also determined in Chapter 1: Race and Gender.
  The age category of a character affects their height and weight, which are determined on the
  following pages.  However, the modifier should not be applied until after height and weight are deter-
  mined, yet before BMI is calculated.  After calculating height and weight, consult the table below:
  sr
  eifi
  d
  o
  M
  n
  a
  p
  s
  efi
  L
  st
  c
  eff
  A
  0
  e
  g
  A
  t
  n
  af
  n
  I
  dli
  h
  C
  ytr
  e
  b
  u
  P
  e
  g
  A
  el
  d
  di
  M
  e
  g
  A
  dl
  O
  el
  b
  a
  r
  e
  n
  e
  V
  th
  gie
  H
  %
  0
  2
  %
  0
  4
  %
  0
  8
  %
  0
  9
  %
  9
  9
  %
  8
  9
  %
  7
  9
  th
  gie
  W
  %
  5
  %
  0
  4
  %
  0
  6
  %
  0
  8
  %
  0
  1
  1
  %
  0
  1
  1
  %
  0
  1
  1
  r
  olo
  C
  ria
  H
  -
  -
  -
  -
  y
  ar
  G
  e
  m
  o
  s
  /
  w
  y
  ar
  G
  etih
  W
  h
  tg
  n
  e
  L
  ria
  H
  0
  9
  -
  0
  7
  -
  0
  5
  -
  -
  -
  -
  -
  e
  ziS
  to
  o
  F
  %
  0
  2
  %
  0
  4
  %
  0
  8
  -
  -
  -
  -
  .cri
  C
  d
  a
  e
  H
  %
  5
  5
  %
  0
  7
  %
  5
  8
  -
  -
  -
  -
  Bodily features are calculated initally for the Lifespan category of Young Adult and then modified
  for the category of the character.
  
  41
  Chapter 2: Body
  Height
  The height1 of a character is determined according to the following table:
  t
  h
  gie
  H
  s
  e
  h
  c
  n
  I
  ni
  e
  c
  a
  R
  ela
  M
  ela
  M
  .g
  v
  A
  ela
  m
  e
  F
  ela
  m
  e
  F
  .g
  v
  A
  m
  ik
  a
  n
  A
  6
  7
  +
  )0
  2
  d
  2(
  ’8
  8
  6
  +
  )0
  1
  d
  4(
  ”
  6
  ’7
  ra
  e
  b
  g
  u
  B
  7
  5
  +
  )8
  d
  6(
  ’7
  0
  5
  +
  )6
  d
  8(
  ”
  6
  ’6
  fra
  w
  D
  7
  2
  +
  )6
  d
  6(
  ’4
  7
  2
  +
  )4
  d
  8(
  ”
  1
  1
  ’3
  fl
  E
  3
  3
  +
  )4
  d
  6(
  ’4
  3
  3
  +
  )4
  d
  6(
  ’4
  n
  a
  m
  u
  H
  9
  4
  +
  )6
  d
  6(
  ”
  0
  1
  ’5
  4
  4
  +
  )4
  d
  8(
  ”
  4
  ’5
  dlo
  b
  o
  K
  3
  3
  +
  )6
  d
  6(
  ”
  6
  ’4
  6
  3
  +
  )4
  d
  6(
  ”
  3
  ’4
  erg
  O
  1
  8
  +
  )8
  d
  6(
  ’9
  8
  6
  +
  )6
  d
  8(
  ’8
  llo
  r
  T
  9
  6
  +
  )8
  d
  6(
  ’8
  8
  6
  +
  )6
  d
  8(
  ’8
  Height also affects weight, Strength, and Bodily Attractiveness (see Chapter 3: Abilities) for males,
  or weight and Strength for females.  Therefore, taller males tend to be stronger, better looking, and weigh
  more.
  sr
  eifi
  d
  o
  M
  t
  h
  gie
  H
  e
  c
  a
  R
  ela
  M
  ela
  m
  e
  F
  r
  ella
  T
  h
  c
  n
  I
  h
  c
  a
  E
  r
  o
  F
  r
  etr
  o
  h
  S
  h
  c
  n
  I
  h
  c
  a
  E
  r
  o
  F
  r
  ella
  T
  h
  c
  n
  I
  h
  c
  a
  E
  r
  o
  F
  r
  etr
  o
  h
  S
  h
  c
  n
  I
  h
  c
  a
  E
  r
  o
  F
  m
  ik
  a
  n
  A
  t
  h
  gie
  W
  .s
  bl
  5
  1
  +
  h
  tg
  n
  ert
  S
  5
  1
  +
  .tc
  artt
  A
  ylid
  o
  B
  1
  +
  t
  h
  gie
  W
  .s
  bl
  6
  -
  h
  tg
  n
  ert
  S
  4
  -
  .tc
  artt
  A
  ylid
  o
  B
  1
  -
  t
  h
  gie
  W
  .s
  bl
  0
  1
  +
  h
  tg
  n
  ert
  S
  5
  +
  t
  h
  gie
  W
  .s
  bl
  0
  1
  -
  h
  tg
  n
  ert
  S
  0
  1
  -
  ra
  e
  b
  g
  u
  B
  t
  h
  gie
  W
  .s
  bl
  2
  1
  +
  h
  tg
  n
  ert
  S
  2
  1
  +
  .tc
  artt
  A
  ylid
  o
  B
  2
  +
  t
  h
  gie
  W
  .s
  bl
  5
  -
  h
  tg
  n
  ert
  S
  4
  -
  .tc
  artt
  A
  ylid
  o
  B
  2
  -
  t
  h
  gie
  W
  .s
  bl
  7
  +
  h
  tg
  n
  ert
  S
  4
  +
  t
  h
  gie
  W
  .s
  bl
  5
  -
  h
  tg
  n
  ert
  S
  5
  -
  fra
  w
  D
  t
  h
  gie
  W
  .s
  bl
  0
  1
  +
  h
  tg
  n
  ert
  S
  0
  1
  +
  .tc
  artt
  A
  ylid
  o
  B
  3
  +
  t
  h
  gie
  W
  .s
  bl
  4
  -
  h
  tg
  n
  ert
  S
  3
  -
  .tc
  artt
  A
  ylid
  o
  B
  3
  -
  t
  h
  gie
  W
  .bl
  5
  +
  h
  tg
  n
  ert
  S
  3
  +
  t
  h
  gie
  W
  .bl
  1
  -
  h
  tg
  n
  ert
  S
  1
  -
  fl
  E
  t
  h
  gie
  W
  .s
  bl
  4
  +
  h
  tg
  n
  ert
  S
  4
  +
  .tc
  artt
  A
  ylid
  o
  B
  3
  +
  t
  h
  gie
  W
  .bl
  1
  -
  h
  tg
  n
  ert
  S
  1
  -
  .tc
  artt
  A
  ylid
  o
  B
  3
  -
  t
  h
  gie
  W
  .bl
  2
  +
  h
  tg
  n
  ert
  S
  1
  +
  t
  h
  gie
  W
  .bl
  1
  -
  h
  tg
  n
  ert
  S
  1
  -
  n
  a
  m
  u
  H
  t
  h
  gie
  W
  ..s
  bl
  0
  1
  +
  h
  tg
  n
  ert
  S
  0
  1
  +
  .tc
  artt
  A
  .ylid
  o
  B
  2
  +
  t
  h
  gie
  W
  .s
  bl
  4
  -
  h
  tg
  n
  ert
  S
  3
  -
  .tc
  artt
  A
  ylid
  o
  B
  2
  -
  t
  h
  gie
  W
  .s
  bl
  5
  +
  h
  tg
  n
  ert
  S
  3
  +
  t
  h
  gie
  W
  .bl
  1
  -
  h
  tg
  n
  ert
  S
  1
  -
  dlo
  b
  o
  K
  t
  h
  gie
  W
  .s
  bl
  7
  +
  h
  tg
  n
  ert
  S
  7
  +
  .tc
  artt
  A
  ylid
  o
  B
  3
  +
  t
  h
  gie
  W
  .s
  bl
  2
  -
  h
  tg
  n
  ert
  S
  2
  -
  .tc
  artt
  A
  ylid
  o
  B
  3
  -
  t
  h
  gie
  W
  .s
  bl
  3
  +
  h
  tg
  n
  ert
  S
  2
  +
  t
  h
  gie
  W
  .bl
  1
  -
  h
  tg
  n
  ert
  S
  1
  -
  erg
  O
  t
  h
  gie
  W
  .s
  bl
  0
  2
  +
  h
  tg
  n
  ert
  S
  0
  2
  +
  .tc
  artt
  A
  ylid
  o
  B
  1
  +
  t
  h
  gie
  W
  .s
  bl
  7
  -
  h
  tg
  n
  ert
  S
  6
  -
  .tc
  artt
  A
  ylid
  o
  B
  1
  -
  t
  h
  gie
  W
  .s
  bl
  5
  1
  +
  h
  tg
  n
  ert
  S
  8
  +
  t
  h
  gie
  W
  .s
  bl
  2
  1
  -
  h
  tg
  n
  ert
  S
  2
  1
  -
  llo
  r
  T
  t
  h
  gie
  W
  .s
  bl
  6
  1
  +
  h
  tg
  n
  ert
  S
  6
  1
  +
  .tc
  artt
  A
  ylid
  o
  B
  1
  +
  t
  h
  gie
  W
  .s
  bl
  6
  -
  h
  tg
  n
  ert
  S
  5
  -
  .tc
  artt
  A
  ylid
  o
  B
  1
  -
  t
  h
  gie
  W
  .s
  bl
  5
  1
  +
  h
  tg
  n
  ert
  S
  8
  +
  t
  h
  gie
  W
  .s
  bl
  6
  -
  h
  tg
  n
  ert
  S
  6
  -
  1.  Height in medieval times varies with the source cited.  Multiple sources indicate average females were 5’ 4”, just as today.
  Average Viking males have been claimed to be 5’ 10”, English longbowmen 5’ 2”, and average Saxon males 5’ 7”.  For more
  information, see the References section at the end of this book.
  
  42
  Chapter 2: Body
  Weight
  The weight of a character is determined by race, gender, chance, and height.  First, roll on the
  table below to determine the Base Weight in Pounds of a character by gender and race:
  s
  d
  n
  u
  o
  P
  ni
  t
  h
  gie
  W
  e
  s
  a
  B
  e
  c
  a
  R
  ela
  M
  ela
  M
  .g
  v
  A
  ela
  m
  e
  F
  ela
  m
  e
  F
  .g
  v
  A
  m
  ik
  a
  n
  A
  9
  4
  2
  +
  )0
  0
  1
  d
  3(
  0
  0
  4
  9
  9
  +
  )0
  0
  1
  d
  2(
  0
  0
  2
  rae
  b
  g
  u
  B
  9
  9
  1
  +
  )0
  0
  1
  d
  2(
  0
  0
  3
  0
  0
  2
  +
  )0
  0
  1
  d
  1(
  0
  5
  2
  fra
  w
  D
  8
  7
  +
  )0
  1
  d
  4(
  0
  0
  1
  9
  6
  +
  )6
  d
  6(
  0
  9
  fl
  E
  3
  5
  +
  )6
  d
  2(
  0
  6
  0
  5
  +
  )4
  d
  2(
  5
  5
  n
  a
  m
  u
  H
  7
  8
  +
  )0
  2
  d
  6(
  0
  5
  1
  6
  7
  +
  )2
  1
  d
  6(
  5
  1
  1
  dlo
  b
  o
  K
  0
  7
  +
  )6
  d
  3(
  0
  8
  3
  6
  +
  )6
  d
  2(
  0
  7
  llor
  T
  lli
  H
  d
  n
  a
  erg
  O
  9
  9
  4
  +
  )0
  0
  1
  d
  3(
  0
  5
  6
  9
  9
  3
  +
  )0
  0
  1
  d
  2(
  0
  0
  5
  .b
  u
  S
  d
  n
  a
  .bro
  B
  ,llor
  T
  7
  8
  1
  +
  )0
  2
  d
  6(
  0
  5
  2
  1
  1
  2
  +
  )2
  1
  d
  6(
  0
  5
  2
  1.  Height and Weight of various fantasy races have been computed by consulting biology, physiology, and zoology textbooks
  that refer to the Cube-Square Law, and the proportions to larger and smaller creatures.  For example, as a creature increases
  proportionately in size, its surface area increases by a ratio of the difference in Height squared, but the Weight increases by the
  ratio of the difference cubed.  When a muscle is increased twofold in all 3 dimensions, its volume and weight are cubed, but
  the muscular power is only multiplied by 4, since cross-sectional distance determines muscular strength, not volume and
  Weight.  The fact that the percentage of bone weight to body weight increases with creature size has been considered, as well
  as the fact that more muscle is necessary at larger creature sizes in order to do less when compared to body weight.  The
  interesting implications of the Cube-Square Law on larger and smaller creatures is that smaller creatures will be strong for
  their size (such as an ant being able to put 40 times its body weight over its head), and larger creatures will be weak for their
  size.  For more information, see the References section at the end of this book.
  Weight affects Strength (see Chap. 3: Abili-
  ties).  If a character weighs more than the amount in
  the left column, then the modifier in the right col-
  umn is added to their Strength.  Consult the table
  below:
  h
  t
  g
  n
  ertS
  ot
  r
  eifid
  o
  M
  t
  h
  gie
  W
  e
  c
  a
  R
  fo
  r
  e
  b
  m
  u
  N
  e
  v
  o
  b
  A
  .s
  bl
  t
  h
  gie
  W
  .g
  v
  A
  h
  t
  g
  n
  ertS
  r
  eifid
  o
  M
  fo
  r
  e
  b
  m
  u
  N
  w
  ole
  B
  .s
  bl
  t
  h
  gie
  W
  .g
  v
  A
  h
  t
  g
  n
  ertS
  r
  eifid
  o
  M
  m
  ik
  a
  n
  A
  4
  1
  +
  8
  1
  -
  ra
  e
  b
  g
  u
  B
  3
  1
  +
  7
  1
  -
  fra
  w
  D
  1
  1
  +
  5
  1
  -
  fl
  E
  1
  1
  +
  2
  1
  -
  n
  a
  m
  u
  H
  2
  1
  +
  5
  1
  -
  dlo
  b
  o
  K
  1
  1
  +
  3
  1
  -
  erg
  O
  5
  1
  +
  0
  1
  1
  -
  llor
  T
  4
  1
  +
  0
  2
  1
  -
  
  43
  Chapter 2: Body
  Body Mass Index
  Body Mass Index1 (BMI) is a method of es-
  timating the appropriateness of an adult character’s
  weight compared to their height.  The higher the
  BMI, the more a character weighs compared to their
  height.  A character with a low BMI is underweight,
  while a character with a high BMI is overweight.
  Overweight characters, however, are not necessarily
  unhealthy.  An overweight character may be excep-
  tionally strong and physically fit.  Usually, an over-
  weight character is obese, not fit.
  Characters have never heard of BMI, and
  will never discuss it with each other.  BMI is pro-
  vided in this book to provide the Aedile and player
  a better understanding of the relationships between
  Physique, height, and weight.
  To determine if a character is under- or over-
  weight, simply divide their weight by the square of
  their height, and multiply the result by 705.
  Due to poor nutrition and living conditions,
  many characters will be underweight2.  If a male
  character has a BMI of at least 30, then he will be
  unable to see his Manhood while standing without
  using a mirror.
  s
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  2
  BMI also affects Bodily Attractiveness.  For
  each unit below underweight or above overweight,
  a modifier is usually applied to Bodily Attractive-
  ness.  For example, for each 0.1 BMI below under-
  weight (18) for a human female, Bodily Attractive-
  ness increases by 5.  So, a human female with a BMI
  of 17.7 has a bonus of + 15 to Bodily Attractive-
  ness.  Consult the following table:
  sr
  eifi
  d
  o
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  B
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  M
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  5.0
  1.  According to the National Heart, Lung, and Blood Institute (http://nhlbi.com), an adult human should have a BMI
  between 18.5 and 25.  Regarding BMI, the NHLBI does not distinguish between males and females.  For more information on
  the sources, see the References section at the end of this book.
  2.  In reality, BMI varies by country and social class.  According to an article by David Kelleher entitled “54% of 10-year-old
  girls in Malta are Obese,” from the Malta Independent, Issue No. 414, 24% of Americans are obese.  Since the convenience of
  the American lifestyle is influencing Europeans, obesity is increasing in Europe.  Between 15-20% of European adults are
  obese, and 50% of European adults are projected to be obese by the year 2030.  According to personal observation, the
  modern upper class has a lower BMI than the lower class.  This observation seems reasonable because healthy food is more
  expensive than unhealthy food, and is therefore more easily accessible for the upper classes.  The upper classes are able to
  spend more money to improve their looks, such as with corrective surgery, and to pay for health club memberships.  The
  relationship between social class and BMI was probably the opposite for Medieval people.  The peasant probably had a lower
  BMI than nobility.
  
  44
  Chapter 2: Body
  Body Part Proportion
  Different races have different proportions of body parts, relative to other body parts.  For ex-
  ample, ogres have proportionally thicker arms than trolls.  The information in the table below is unneces-
  sary at the moment if creating a character and progressing through the book page by page.  However,
  after Life Points (LP) are determined, Body Part Points (BPP) will be determined based on this table.
  After calculating BPP from the LP and the proportions below, BPP are entered on a character sheet next
  to an image of a body.  Body Part Proportions are arranged in a 1d100 format, so that during an attack the
  particular body part may be determined, and there is also a percentage of the body part’s area compared
  to the body.  For now, observe the Body Part Proportion of the appropriate race and progress forward for
  character creation.
  s
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  5
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  6
  0.
  Body Part Proportions have been based on an average character for each race.  If a character has
  bodily features that differ significantly from the proportion listed above, then the player may consult the
  Aedile about altering the proportions listed.  For example, a character may have a BMI that indicates
  obesity, in which case their lower torso should have a higher proportion and other parts of their body
  should have a lower proportion.  Conversely, a female may have D-cup breasts and a low BMI, indicating
  that the upper torso should have a higher proportion while the lower torso should have a lower propor-
  tion.  Alterations to Body Part Proportions occur solely at the discretion of the Aedile.  Features that may
  affect Body Part Proportion include: Anakim tail or wings, BMI, Cup Size, Head Circumference, Fist
  Circumference, Foot Size, Manhood Length or Circumference, and Strength.
  
  45
  Chapter 2: Body
  Most Attractive/Repulsive Feature
  Roll  1d100  twice,  first  for  the  most  at-
  tractive feature of your character, then for the most
  repulsive feature.  If the most repulsive feature is
  identical to the most attractive feature, then reroll.
  Otherwise, the player and Aedile must consult each
  other in contradictory cases, such as when a charac-
  ter has a high Facial Charisma, yet their face is their
  most repulsive feature.
  llo
  R
  e
  r
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  t
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  e
  F
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  d
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  M
  5
  1-
  1
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  H
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  6
  1
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  3-
  6
  2
  s
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  1
  -
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  5
  3-
  1
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  V
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  C
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  V
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  5-
  6
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  5
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  5
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  C
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  A
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  M
  5
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  6
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  C
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  F
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  6
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  W
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  n
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  A
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  0
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  6
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  s
  m
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  n
  n
  a
  M
  a
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  h
  C
  cite
  ni
  K
  0
  1
  d
  1
  -
  /
  +
  Skin Color
  The color of a character’s skin may range
  from deathly pale to black.  Certain races have modi-
  fiers.  Consider the following racial modifiers:
  e
  c
  a
  R
  r
  eifi
  d
  o
  M
  m
  ik
  a
  n
  A
  0
  2
  -
  ra
  e
  b
  g
  u
  B
  r
  u
  f
  k
  c
  al
  B
  ,fra
  w
  D
  k
  c
  alb
  etih
  W
  ,fra
  w
  D
  0
  5
  -
  kra
  D
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  E
  k
  c
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  h
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  E
  0
  8
  -
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  K
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  w
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  erg
  O
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  +
  h
  c
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  r
  G
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  O
  n
  w
  o
  r
  b
  kra
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  T
  h
  sin
  e
  erg
  Now, roll 1d100 and determine skin color:
  llo
  R
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  olo
  C
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  k
  S
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  )
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  n
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  T
  Hair Color
  ,s
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  A
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  C
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  O
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  R
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  0
  e
  d
  n
  ol
  B
  o
  nibl
  A
  5
  1-
  6
  0
  e
  d
  n
  ol
  B
  5
  2-
  6
  1
  e
  d
  n
  ol
  B
  ytri
  D
  0
  3-
  6
  2
  d
  e
  R
  0
  4-
  1
  3
  n
  r
  u
  b
  u
  A
  5
  6-
  1
  4
  n
  w
  o
  r
  B
  th
  giL
  5
  8-
  6
  6
  ette
  n
  u
  r
  B
  0
  0
  1-
  6
  8
  k
  c
  al
  B
  * Gruagach ogres color their hair blonde.
  k
  r
  a
  D
  ,s
  e
  v
  r
  a
  w
  D
  ,sr
  a
  e
  b
  g
  u
  B
  r
  of
  r
  olo
  C
  ria
  H
  sllo
  r
  T
  d
  n
  a
  ,s
  e
  vl
  E
  llo
  R
  r
  olo
  C
  ria
  H
  5
  0-
  1
  0
  d
  e
  R
  5
  1-
  6
  0
  n
  r
  u
  b
  u
  A
  0
  4-
  6
  1
  n
  w
  o
  r
  B
  th
  giL
  5
  8-
  1
  4
  ette
  n
  u
  r
  B
  0
  0
  1-
  6
  8
  k
  c
  al
  B
  s
  e
  vl
  E
  t
  h
  gi
  L
  r
  of
  r
  olo
  C
  ria
  H
  llo
  R
  r
  olo
  C
  ria
  H
  5
  0-
  1
  0
  e
  d
  n
  ol
  B
  ytri
  D
  5
  1-
  6
  0
  e
  d
  n
  ol
  B
  0
  4-
  6
  1
  e
  d
  n
  olb
  -
  n
  e
  dlo
  G
  5
  8-
  1
  4
  n
  e
  dlo
  G
  0
  0
  1-
  6
  8
  etih
  W
  Hair Length
  llo
  R
  *
  h
  t
  g
  n
  e
  L
  ria
  H
  0
  1-
  1
  0
  h
  tg
  n
  el
  k
  c
  e
  n
  r
  o
  ”
  4
  <
  9
  2-
  1
  1
  h
  tg
  n
  el
  re
  dlu
  o
  h
  s
  r
  o
  ”
  8-
  4
  0
  5-
  0
  3
  k
  c
  a
  b
  re
  p
  p
  u
  r
  o
  ”
  6
  1-
  9
  0
  8-
  1
  5
  k
  c
  a
  b
  e
  h
  t
  f
  o
  eld
  di
  m
  r
  o
  ”
  2
  2-
  7
  1
  7
  9-
  1
  8
  k
  c
  a
  b
  re
  w
  ol
  r
  o
  ”
  0
  3-
  3
  2
  9
  9-
  8
  9
  h
  tg
  n
  el-
  p
  m
  u
  r
  r
  o
  ”
  8
  3-
  1
  3
  0
  0
  1
  h
  tg
  n
  el
  h
  gih
  t
  r
  o
  ”
  0
  5-
  9
  3
  *Bugbears roll 1d6 to determine the length of their
  fur, considering it in inches.
  
  46
  Chapter 2: Body
  Hair, Thickness and Type
  To determine hair thickness and type, roll 1d100, consider possible gender and racial modifiers,
  and consult the following table:
  llo
  R
  e
  p
  y
  T
  d
  n
  a
  s
  s
  e
  n
  k
  ci
  h
  T
  ria
  H
  r
  eifi
  d
  o
  M
  a
  m
  sir
  a
  h
  C
  laic
  a
  F
  sr
  eifi
  d
  o
  M
  r
  e
  h
  t
  O
  2
  0-
  1
  0
  y
  z
  zirf
  d
  n
  a
  ,g
  nidla
  b
  ,nih
  T
  0
  2
  d
  4
  -
  r
  e
  d
  n
  e
  G
  r
  eifi
  d
  o
  M
  4
  0-
  3
  0
  ylr
  u
  c
  d
  n
  a
  ,g
  nidla
  b
  ,nih
  T
  0
  2
  d
  3
  -
  ela
  M
  -
  6
  0-
  5
  0
  t
  h
  giarts
  d
  n
  a
  ,g
  nidla
  b
  ,nih
  T
  0
  2
  d
  2
  -
  ela
  m
  e
  F
  8
  +
  8
  0-
  7
  0
  y
  v
  a
  w
  d
  n
  a
  ,g
  nidla
  b
  ,nih
  T
  0
  2
  d
  1
  -
  e
  c
  a
  R
  r
  eifi
  d
  o
  M
  1
  1-
  9
  0
  y
  z
  zirf
  d
  n
  a
  nih
  T
  2
  1
  d
  1
  -
  m
  ik
  a
  n
  A
  -
  4
  1-
  2
  1
  ylr
  u
  c
  d
  n
  a
  nih
  T
  0
  1
  d
  1
  -
  ra
  e
  b
  g
  u
  B
  0
  1
  +
  2
  2-
  5
  1
  t
  h
  giarts
  d
  n
  a
  nih
  T
  8
  d
  1
  -
  fra
  w
  D
  0
  1
  +
  6
  2-
  3
  2
  y
  v
  a
  w
  d
  n
  a
  nih
  T
  6
  d
  1
  -
  fl
  E
  -
  2
  3-
  7
  2
  ylio
  d
  n
  a
  ,y
  k
  nik
  ,k
  cih
  T
  0
  1
  d
  2
  -
  n
  a
  m
  u
  H
  -
  5
  3-
  3
  3
  y
  k
  nik
  d
  n
  a
  k
  cih
  T
  0
  1
  d
  1
  -
  dlo
  b
  o
  K
  0
  1
  +
  2
  4-
  6
  3
  ylio
  d
  n
  a
  ,ylr
  u
  c
  ,k
  cih
  T
  8
  d
  1
  -
  erg
  O
  0
  1
  +
  0
  5-
  3
  4
  ylio
  d
  n
  a
  ,y
  v
  a
  w
  ,k
  cih
  T
  6
  d
  1
  -
  llo
  r
  T
  0
  3
  +
  5
  5-
  1
  5
  ylio
  d
  n
  a
  ,t
  h
  giarts
  ,k
  cih
  T
  4
  d
  1
  -
  e
  g
  A
  r
  eifi
  d
  o
  M
  0
  6-
  6
  5
  ylio
  d
  n
  a
  ,ylr
  u
  c
  ,ss
  e
  n
  k
  cih
  t
  m
  uid
  e
  M
  6
  d
  1
  +
  t
  n
  af
  n
  I
  4
  7
  -
  5
  6-
  1
  6
  ylio
  d
  n
  a
  ,y
  v
  a
  w
  ,ss
  e
  n
  k
  cih
  t
  m
  uid
  e
  M
  8
  d
  1
  +
  0
  7-
  6
  6
  ylio
  d
  n
  a
  ,t
  h
  giarts
  ,ss
  e
  n
  k
  cih
  t
  m
  uid
  e
  M
  0
  1
  d
  1
  +
  5
  7-
  1
  7
  ylr
  u
  c
  d
  n
  a
  k
  cih
  T
  8
  d
  1
  +
  0
  8-
  6
  7
  t
  h
  giarts
  d
  n
  a
  k
  cih
  T
  0
  1
  d
  1
  +
  5
  8-
  1
  8
  y
  v
  a
  w
  d
  n
  a
  k
  cih
  T
  2
  1
  d
  1
  +
  0
  9-
  6
  8
  ylr
  u
  c
  d
  n
  a
  ss
  e
  n
  k
  cih
  t
  m
  uid
  e
  M
  0
  1
  d
  1
  +
  5
  9-
  1
  9
  t
  h
  giarts
  d
  n
  a
  ss
  e
  n
  k
  cih
  t
  m
  uid
  e
  M
  2
  1
  d
  1
  +
  0
  0
  1-
  6
  9
  y
  v
  a
  w
  d
  n
  a
  ss
  e
  n
  k
  cih
  t
  m
  uid
  e
  M
  0
  2
  d
  1
  +
  Eye Color
  ll
  o
  R
  m
  i
  k
  a
  n
  A
  r
  a
  e
  b
  g
  u
  B
  fr
  a
  w
  D
  (
  fl
  E
  L
  /
  D
  )
  n
  a
  m
  u
  H
  d
  l
  o
  b
  o
  K
  e
  r
  g
  O
  ll
  o
  r
  T
  5
  0
  -
  1
  0
  k
  c
  al
  B
  n
  w
  o
  r
  B
  y
  ar
  G
  e
  ul
  B
  /
  k
  c
  al
  B
  k
  c
  al
  B
  n
  w
  o
  r
  B
  n
  w
  o
  r
  B
  .k
  D
  k
  c
  al
  B
  0
  7
  -
  6
  0
  n
  w
  o
  r
  B
  n
  w
  o
  r
  B
  y
  ar
  G
  e
  ul
  B
  /.kl
  B
  n
  w
  o
  r
  B
  n
  w
  o
  r
  B
  n
  w
  o
  r
  B
  n
  w
  o
  r
  B
  0
  8
  -
  1
  7
  n
  w
  o
  r
  b
  -
  h
  sid
  d
  e
  R
  n
  w
  o
  r
  B
  .k
  D
  n
  w
  o
  r
  B
  .t
  L
  e
  ul
  B
  /.kl
  B
  y
  arg
  -e
  ul
  B
  y
  ar
  G
  y
  ar
  G
  .k
  D
  n
  w
  o
  r
  b
  -y
  d
  o
  ol
  B
  9
  9
  -
  1
  8
  y
  ar
  G
  n
  w
  o
  r
  B
  .k
  D
  n
  w
  o
  r
  B
  .t
  L
  .n
  G
  -
  ul
  B
  /.kl
  B
  e
  ul
  B
  y
  arg
  -e
  ul
  B
  y
  ar
  G
  d
  o
  olb
  n
  a
  m
  u
  H
  0
  0
  1
  y
  arg
  -e
  ul
  B
  k
  c
  al
  B
  n
  w
  o
  r
  B
  .k
  D
  n
  e
  er
  G
  /.kl
  B
  n
  e
  er
  G
  e
  ul
  B
  k
  c
  al
  B
  d
  er
  t
  h
  gir
  B
  Breadth
  Breadth is a measure of reach.  Though races vary, human armspan usually equals height.  Differ-
  ent from armspan, Breadth is the length of 1 arm and half the width of an upper torso of a character.
  Breadth affects reach with weapon Size (see Chap. 9: Equipment) and Initiative (see Chap. 10: Combat).
  h
  t
  d
  a
  e
  r
  B
  e
  c
  a
  R
  h
  t
  d
  a
  e
  r
  B
  sre
  h
  to
  ll
  A
  s
  e
  h
  c
  ni
  ni
  th
  gie
  h
  f
  o
  %
  0
  5
  fra
  w
  D
  s
  e
  h
  c
  ni
  ni
  th
  gie
  h
  f
  o
  %
  0
  6
  erg
  O
  s
  e
  h
  c
  ni
  ni
  th
  gie
  h
  f
  o
  %
  5
  4
  a
  n
  ra
  g
  nity
  b
  r
  o
  B
  ,llo
  r
  T
  s
  e
  h
  c
  ni
  ni
  th
  gie
  h
  f
  o
  %
  0
  6
  
  47
  Chapter 2: Body
  Vision
  Vision is a character’s sense of seeing.  Of the 5 senses, Vision is the only humanoid sense that
  cannot be improved with practice; although a character may become more skillful with their sight (see
  Chap. 8: Skills), their Vision does not improve.  Of the 5 senses, all humanoids depend on Vision.
  The table below describes the accuracy of a character’s Vision.  Undesirable Vision is either near-
  sightedness or far-sightedness.  Near-sightedness means that a character can see normally when objects
  are near, though distant objects are blurry.  Far-sightedness means that a character can see normally when
  objects are distant, but has headaches when objects are near and focused upon for any duration.  Spec-
  tacles exist, though only ones that correct far-sightedness.  Regarding near-sightedness, a character’s Vi-
  sion is determined by the distance that they can distinguish between similar heraldic coats of arms.  Near-
  sighted characters suffer penalties regarding 5 skills: Aim, Hurl, Mounted Archery, Search, and Sight (see
  Chap. 8: Skills).  Far-sightedness is the distance that a character no longer receives headaches.  Characters
  who are far-sighted or have perfect natural Vision do not include Vision when calculating skill checks.  Roll
  1d100 and consult the following table to determine the state of a character’s Vision:
  n
  oisi
  V
  llo
  R
  ,
  m
  i
  A
  o
  t
  r
  eifi
  d
  o
  M
  lli
  k
  S
  ,y
  r
  e
  h
  c
  r
  A
  d
  et
  n
  u
  o
  M
  ,lr
  u
  H
  t
  h
  giS
  d
  n
  a
  ,
  h
  c
  r
  a
  e
  S
  n
  oiti
  d
  n
  o
  C
  t
  n
  e
  m
  ria
  p
  m
  I
  1
  0
  7
  2
  -
  ss
  e
  n
  d
  eth
  gis-ra
  e
  N
  te
  ef
  5
  ta
  s
  m
  ra
  f
  o
  sta
  o
  c
  cidlare
  h
  rali
  m
  is
  h
  siu
  g
  nitsi
  D
  2
  0
  4
  2
  -
  ss
  e
  n
  d
  eth
  gis-ra
  e
  N
  te
  ef
  0
  5
  ta
  s
  m
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  f
  o
  sta
  o
  c
  cidlare
  h
  rali
  m
  is
  h
  siu
  g
  nitsi
  D
  4
  0-
  3
  0
  1
  2
  -
  ss
  e
  n
  d
  eth
  gis-ra
  e
  N
  te
  ef
  0
  0
  1
  ta
  s
  m
  ra
  f
  o
  sta
  o
  c
  cidlare
  h
  rali
  m
  is
  h
  siu
  g
  nitsi
  D
  6
  0-
  5
  0
  8
  1
  -
  ss
  e
  n
  d
  eth
  gis-ra
  e
  N
  te
  ef
  0
  0
  2
  ta
  s
  m
  ra
  f
  o
  sta
  o
  c
  cidlare
  h
  rali
  m
  is
  h
  siu
  g
  nitsi
  D
  9
  0-
  7
  0
  5
  1
  -
  ss
  e
  n
  d
  eth
  gis-ra
  e
  N
  te
  ef
  0
  0
  3
  ta
  s
  m
  ra
  f
  o
  sta
  o
  c
  cidlare
  h
  rali
  m
  is
  h
  siu
  g
  nitsi
  D
  2
  1-
  0
  1
  2
  1
  -
  ss
  e
  n
  d
  eth
  gis-ra
  e
  N
  te
  ef
  0
  0
  4
  ta
  s
  m
  ra
  f
  o
  sta
  o
  c
  cidlare
  h
  rali
  m
  is
  h
  siu
  g
  nitsi
  D
  6
  1-
  3
  1
  9
  -
  ss
  e
  n
  d
  eth
  gis-ra
  e
  N
  te
  ef
  0
  0
  5
  ta
  s
  m
  ra
  f
  o
  sta
  o
  c
  cidlare
  h
  rali
  m
  is
  h
  siu
  g
  nitsi
  D
  0
  2-
  7
  1
  6
  -
  ss
  e
  n
  d
  eth
  gis-ra
  e
  N
  te
  ef
  0
  0
  6
  ta
  s
  m
  ra
  f
  o
  sta
  o
  c
  cidlare
  h
  rali
  m
  is
  h
  siu
  g
  nitsi
  D
  5
  2-
  1
  2
  3
  -
  ss
  e
  n
  d
  eth
  gis-ra
  e
  N
  te
  ef
  0
  0
  7
  ta
  s
  m
  ra
  f
  o
  sta
  o
  c
  cidlare
  h
  rali
  m
  is
  h
  siu
  g
  nitsi
  D
  5
  7-
  6
  2
  -
  n
  oisi
  V
  lar
  uta
  n
  tc
  efre
  P
  te
  ef
  0
  5
  7
  ta
  s
  m
  ra
  f
  o
  sta
  o
  c
  cidlare
  h
  rali
  m
  is
  h
  siu
  g
  nitsi
  D
  0
  8-
  6
  7
  -
  ss
  e
  n
  d
  eth
  gis-ra
  F
  to
  o
  f
  1
  nih
  ti
  w
  tc
  ejb
  o
  n
  a
  n
  o
  g
  nis
  u
  c
  o
  f
  r
  o
  f
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  h
  c
  a
  d
  a
  e
  H
  4
  8-
  1
  8
  -
  ss
  e
  n
  d
  eth
  gis-ra
  F
  te
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  H
  With perfect natural Vision and daylight, masses of troops can be recognized at 5,100 feet, infan-
  try can be distinguished from cavalry at 3,900 feet, individual humans may be seen at 3,000 feet, heads and
  crossbelts can be distinguished at 2,100 feet, uniforms and reflections from weapons may be seen at 1,500
  feet, and uniforms may be recognized at 750 feet.  This visual range diminishes proportionately with less
  light.  For example, if the Aedile declares that current conditions offer 50% daylight, then a character
  named Brice may recognize uniforms at 375, not 750, feet.  The modifier for light is considered separately
  from the quality of Vision.  For instance, Brice is near-sighted, and can distinguish coats of arms at 400
  feet instead of 750.  For Brice, 50% daylight does not diminish his range of recognizing uniforms, which
  is still at 375 feet, not 200 feet (50% of 400).
  All dwarves, kobolds, and subterranean trolls are color-blind, have reflective eyes, and Low-Light
  Vision (LLV).  Their visual range is 100% in light equal to a full-moon, 75% in starlight without moonlight
  or during twilight, 25% in darkness, and is 0% (fully blinded) during daylight.
  
  48
  Chapter 2: Body
  Facial Features
  Physiognomy is a methodical attempt to correlate facial features with presumed characteristics.
  While the correlations vary with the physiognomist, the following table provides popular observations.
  Roll 1d100 and consult the following table:
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  e
  k
  er
  o
  cs
  ,sre
  m
  alb
  ,elb
  a
  n
  o
  s
  a
  er
  n
  U
  
  49
  Chapter 2: Body
  llo
  R
  e
  r
  u
  t
  a
  e
  F
  laic
  a
  F
  citsir
  et
  c
  a
  r
  a
  h
  C
  d
  e
  m
  u
  s
  e
  r
  P
  1
  7-
  0
  7
  s
  pilllu
  f
  ,h
  t
  u
  o
  M
  /
  cita
  m
  sira
  h
  c
  d
  n
  a
  ,e
  n
  u
  tr
  o
  f
  yli
  m
  af
  d
  o
  o
  g
  ,y
  h
  tla
  e
  H
  a
  m
  sira
  h
  C
  laic
  a
  F
  4
  d
  1
  +
  4
  7-
  2
  7
  pil
  re
  p
  p
  u
  g
  nid
  u
  rt
  o
  r
  p
  ,h
  t
  u
  o
  M
  /
  fles
  r
  o
  f
  n
  re
  c
  n
  o
  c
  reta
  erg
  s
  w
  o
  h
  s
  ,citsit
  o
  g
  E
  a
  m
  sira
  h
  C
  laic
  a
  F
  4
  d
  1
  -
  7
  7-
  5
  7
  pil
  re
  w
  ol
  g
  nid
  u
  rt
  o
  r
  p
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  t
  u
  o
  M
  /
  sre
  h
  t
  o
  r
  o
  f
  n
  re
  c
  n
  o
  c
  reta
  erg
  s
  w
  o
  h
  s
  ,citsiu
  rtl
  A
  a
  m
  sira
  h
  C
  laic
  a
  F
  4
  d
  1
  -
  8
  7
  s
  pil
  ralu
  g
  n
  atc
  er
  ,h
  t
  u
  o
  M
  citarc
  o
  tsira
  ,k
  c
  o
  ts
  ss
  alc
  re
  p
  p
  u
  f
  o
  ,y
  h
  tla
  e
  W
  0
  8-
  9
  7
  pil
  re
  p
  p
  u
  nih
  t
  ,h
  t
  u
  o
  M
  /
  s
  g
  nile
  ef
  ’sre
  h
  t
  o
  f
  o
  etare
  dis
  n
  o
  c
  ni,h
  sifle
  S
  a
  m
  sira
  h
  C
  laic
  a
  F
  4
  d
  1
  -
  2
  8-
  1
  8
  g
  nip
  ols
  d
  ra
  w
  p
  u
  ,h
  t
  u
  o
  M
  yteic
  o
  s
  ni
  esir
  o
  t
  y
  c
  n
  e
  d
  n
  et
  ,d
  elli
  w
  -g
  n
  o
  rt
  S
  5
  8-
  3
  8
  gib
  ,es
  o
  N
  a
  m
  sira
  h
  C
  laic
  a
  F
  4
  d
  1
  -
  /
  s
  u
  oir
  u
  c
  d
  n
  a
  k
  a
  e
  W
  8
  8-
  6
  8
  slirts
  o
  n
  gib
  ,es
  o
  N
  s
  u
  o
  re
  n
  e
  g
  ,y
  e
  n
  o
  m
  f
  o
  rets
  a
  W
  0
  9-
  8
  8
  y
  n
  o
  b
  ,es
  o
  N
  h
  tla
  e
  h
  d
  o
  o
  g
  ,e
  c
  n
  e
  gillet
  ni
  w
  o
  L
  2
  9-
  1
  9
  d
  a
  o
  r
  b
  ,es
  o
  N
  /
  yst
  u
  g
  ,e
  v
  ar
  b
  ,s
  u
  o
  te
  v
  o
  c
  ,elb
  u
  o
  rt
  stc
  artt
  A
  a
  m
  sira
  h
  C
  laic
  a
  F
  4
  d
  1
  -
  3
  9
  d
  n
  e
  s
  u
  o
  blu
  b
  ,es
  o
  N
  a
  m
  sira
  h
  C
  laic
  a
  F
  4
  d
  1
  -
  /
  h
  sini
  w
  s
  ,e
  vitis
  n
  es
  n
  I
  4
  9
  d
  e
  d
  n
  u
  o
  r
  d
  n
  a
  e
  gral,es
  o
  N
  a
  m
  sira
  h
  C
  laic
  a
  F
  4
  d
  1
  -
  /
  s
  u
  o
  m
  in
  a
  n
  g
  a
  M
  5
  9
  d
  e
  k
  o
  o
  h
  d
  n
  a
  re
  d
  n
  els
  ,es
  o
  N
  a
  m
  sira
  h
  C
  laic
  a
  F
  4
  d
  1
  -
  /
  e
  kil-elg
  a
  E
  6
  9
  slirts
  o
  n
  lla
  m
  s
  ,es
  o
  N
  sre
  v
  as
  d
  o
  o
  g
  ,sre
  p
  e
  e
  k
  er
  o
  cs
  y
  g
  nit
  S
  7
  9
  d
  e
  p
  pit-
  p
  ra
  h
  s
  ,es
  o
  N
  a
  m
  sira
  h
  C
  laic
  a
  F
  4
  d
  1
  -
  /
  d
  e
  k
  o
  v
  o
  r
  p
  ylis
  a
  e
  es
  o
  h
  t
  ,elbics
  arI
  0
  0
  1-
  8
  9
  t
  p
  m
  e
  k
  n
  u
  r
  o
  d
  e
  w
  olle
  y
  ,h
  te
  e
  T
  a
  m
  sira
  h
  C
  laic
  a
  F
  4
  d
  1
  -
  /
  le
  u
  r
  C
  Freak of  Nature
  Roll 1d1000000 (6 dice that are 10-sided) to see if something about a character is a freak of nature.
  If the results equal 000001, then the character is a freak of nature who has survived; most freaks of nature
  are killed when their deformity is discovered at birth.  The player of a freak must roll 1d100, and consult
  the table below:
  e
  r
  u
  t
  a
  N
  fo
  k
  a
  e
  r
  F
  llo
  R
  e
  m
  a
  N
  r
  eifi
  d
  o
  M
  0
  2-
  1
  0
  )
  m
  uta
  v
  a
  c
  x
  E
  s
  utc
  e
  P
  (
  ts
  e
  h
  C
  le
  n
  n
  u
  F
  ss
  e
  n
  e
  vitc
  artt
  A
  ylid
  o
  B
  0
  1
  d
  1
  -
  ,h
  tg
  n
  ertS
  %
  )0
  1
  d
  1(
  -
  0
  4-
  1
  2
  etid
  o
  r
  h
  p
  a
  m
  re
  H
  ss
  e
  n
  e
  vitc
  artt
  A
  ylid
  o
  B
  0
  1
  d
  1
  -
  ,sreifid
  o
  M
  re
  d
  n
  e
  G
  o
  N
  0
  6-
  1
  4
  )
  m
  uta
  nira
  C
  s
  utc
  e
  P
  (
  ts
  e
  h
  C
  n
  o
  e
  giP
  h
  tg
  n
  ertS
  %
  )0
  1
  d
  1(
  -
  0
  8-
  1
  6
  ylytc
  a
  d
  ylo
  P
  yln
  o
  re
  g
  nif
  r
  o
  f
  n
  oita
  nid
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  0
  1
  d
  1
  +
  0
  0
  1-
  1
  8
  elp
  pi
  N
  yrare
  m
  u
  n
  re
  p
  u
  S
  ss
  e
  n
  e
  vitc
  artt
  A
  ylid
  o
  B
  0
  1
  d
  1
  -
  Funnel Chest: The character has a large de-
  pression in their chest, which is caused by excessive
  rib growth that forces the sternum back.
  Hermaphrodite: The character has both
  male and female genitalia.
  Pigeon Chest: The character has a chest
  that is bowed due to excessive rib growth that forces
  the sternum forward.
  Polydactyly: Roll 1d100. The character has
  either an extra finger (01-50) or toe (51-100).  Roll
  1d100 to determine whether the left (01-50) or right
  (51-100) appendage.  This extra digit is smaller than
  the normal digits.  Consult the Aedile to determine
  where it grows from exactly.  Hand-Eye Coordina-
  tion is only enhanced if it is an extra finger.
  Supernumerary Nipple: The character has
  an extra nipple that does not function.  This nipple
  is smaller than the normal nipples.
  
  50
  Chapter 2: Body
  Sexual Features
  Below are optional measures of the body.  These are provided so that the sexual dimension of
  role-playing may be included at the Aedile’s discretion.
  Areola Diameter
  The areola, the skin immediately surrounding the nipple, may vary in diameter and according to
  race, gender, and age.  A roll of 86-95 causes - 1d4 Bodily Attractiveness, while 96-100 causes - 1d6.  Roll
  below to determine the diameter of the character’s areolae, - 15 if male, - 30 if Infant or Child:
  llo
  R
  m
  i
  k
  a
  n
  A
  r
  a
  e
  b
  g
  u
  B
  fr
  a
  w
  D
  fl
  E
  n
  a
  m
  u
  H
  dlo
  b
  o
  K
  e
  r
  g
  O
  llo
  r
  T
  6
  2
  <
  ”
  2
  ”
  1
  ”
  ½
  ”
  ½
  ”
  1
  ”
  ½
  ”
  4
  ”
  2
  5
  6-
  6
  2
  ”
  3
  ”
  2
  ”
  1
  ”
  1
  ”
  ½
  1
  ”
  1
  ”
  5
  ”
  3
  5
  8-
  6
  6
  ”
  4
  ”
  3
  ”
  1
  ”
  1
  ”
  2
  ”
  ½
  1
  ”
  6
  ”
  4
  5
  9-
  6
  8
  ”
  6
  ”
  4
  ”
  ½
  1
  ”
  ½
  1
  ”
  3
  ”
  2
  ”
  7
  ”
  5
  0
  0
  1-
  6
  9
  ”
  8
  ”
  5
  ”
  2
  ”
  2
  ”
  4
  ”
  3
  ”
  8
  ”
  6
  Areola Hue
  llo
  R
  e
  u
  H
  )
  yln
  O
  ela
  m
  e
  F
  (
  r
  eifid
  o
  M
  s
  s
  e
  n
  e
  vitc
  a
  rtt
  A
  ylid
  o
  B
  0
  1-1
  0
  yfitn
  e
  di
  ot
  tlu
  ciffi
  D
  6
  d
  1
  -
  0
  5-1
  1
  th
  giL
  -
  5
  8-1
  5
  m
  uid
  e
  M
  4
  d
  1
  +
  0
  0
  1-6
  8
  kra
  D
  4
  d
  1
  -
  Cup Size
  Though cup sizes1 are human expressions, the Cup Size herein is considered relative to each race.
  sr
  eifi
  d
  o
  M
  e
  ziS
  p
  u
  C
  dlih
  C
  r
  o
  t
  n
  af
  n
  I
  ,e
  g
  A
  5
  7
  -
  ytre
  b
  u
  P
  ,e
  g
  A
  5
  -
  ta
  F
  5
  2
  +
  t
  n
  a
  n
  g
  er
  P
  5
  2
  +
  y
  n
  nik
  S
  5
  2
  -
  llo
  R
  e
  ziS
  p
  u
  C
  r
  eifid
  o
  M
  s
  s
  e
  n
  e
  vitc
  a
  rtt
  A
  ylid
  o
  B
  1
  1
  <
  A
  A
  0
  1
  d
  2
  -
  5
  2-1
  1
  A
  0
  1
  d
  1
  -
  0
  7-6
  2
  B
  -
  2
  9-1
  7
  C
  0
  1
  d
  1
  +
  9
  9-3
  9
  D
  0
  1
  d
  2
  +
  0
  0
  1
  D
  >
  -
  1. A scholarly study on female human bust size indicates that both males and females prefer a female with a medium bust
  size (Kleine & Staneski, 1980).  For more information, see the References section at the end of this book.
  
  51
  Chapter 2: Body
  Nipple Length
  A nipple that is flaccid may have no length whatsoever, and may be inverted.  First, roll 1d100 to
  see if a character’s nipples are inverted.  If the result exceeds 01, then both nipples are normal.  If the
  result is 01, then roll 1d100 again, to see if both nipples are inverted: (01-80 - both, 81-90 left only, 91-100
  right only).  The following table yields the maximum erect nipple length.  Roll 1d100, and - 15 if male, - 50
  if Infant or Child.  A Bodily Attractiveness modifier applies only to female characters.
  llo
  R
  m
  i
  k
  a
  n
  A
  r
  a
  e
  b
  g
  u
  B
  fr
  a
  w
  D
  fl
  E
  n
  a
  m
  u
  H
  dlo
  b
  o
  K
  e
  r
  g
  O
  llo
  r
  T
  .
  d
  o
  M
  .
  A
  .
  B
  5
  6-
  1
  0
  ”
  ½
  ”
  ½
  ”
  ¼
  ”
  ¼
  ”
  ¼
  ”
  ¼
  ”
  1
  ”
  ½
  4
  d
  1
  -
  0
  8-
  6
  6
  ”
  1
  ”
  ¾
  ”
  ¼
  ”
  ¼
  ”
  ½
  ”
  ½
  ”
  2
  ”
  1
  -
  7
  9-
  1
  8
  ”
  ½
  1
  ”
  1
  ”
  ½
  ”
  ½
  ”
  ¾
  ”
  ¾
  ”
  3
  ”
  ½
  1
  4
  d
  1
  +
  9
  9-
  8
  9
  ”
  2
  ”
  ½
  1
  ”
  ½
  ”
  ½
  ”
  1
  ”
  1
  ”
  4
  ”
  2
  6
  d
  1
  -
  0
  0
  1
  ”
  3
  ”
  2
  ”
  ¾
  ”
  ¾
  ”
  ¼
  1
  ”
  ¼
  1
  ”
  5
  ”
  3
  6
  d
  1
  -
  Vaginal Circumference Potential
  Should any vagina be stretched beyond the limit as determined by the table below, which differs
  from woman to woman, the orifice will rip to accommodate the incoming object.  First, consider all
  relevant modifiers, then roll 1d100 and proceed to the following tables:
  lait
  n
  et
  o
  P
  e
  c
  n
  e
  r
  ef
  m
  u
  c
  ri
  C
  la
  ni
  g
  a
  V
  r
  of
  sr
  eifi
  d
  o
  M
  tn
  af
  n
  I
  ,e
  g
  A
  5
  9
  -
  dlih
  C
  ,e
  g
  A
  5
  8
  -
  ytre
  b
  u
  P
  ,e
  g
  A
  5
  2
  -
  e
  g
  A
  eld
  di
  M
  ,e
  g
  A
  0
  1
  +
  e
  g
  A
  dl
  O
  ,e
  g
  A
  5
  +
  elb
  are
  n
  e
  V
  ,e
  g
  A
  5
  +
  re
  h
  to
  M
  )5
  +
  0
  2
  d
  1(
  6
  2
  +
  o
  t
  6
  +
  c
  ain
  a
  m
  o
  h
  p
  m
  y
  N
  )0
  1
  +
  0
  2
  d
  1(
  0
  3
  +
  o
  t
  1
  1
  +
  tulS
  )er
  u
  s
  n
  u
  fi
  0
  2
  d
  1(
  0
  2
  +
  o
  t
  1
  +
  llo
  R
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  vi
  u
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  r
  T
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  n
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  n
  a
  )
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  c
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  r
  ef
  m
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  C
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  e
  r
  g
  O
  )
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  c
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  r
  ef
  m
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  C
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  I(
  6
  0
  <
  sre
  g
  nif
  o
  w
  t
  ”
  6-
  5
  ”
  4-
  3
  ”
  7-
  6
  5
  1-
  6
  0
  sre
  g
  nif
  e
  er
  h
  t
  ”
  7-
  6
  ”
  5-
  4
  ”
  9-
  7
  0
  5-
  7
  1
  d
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  o
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  n
  a
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  m
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  o
  n
  ”
  9-
  7
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  6-
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  ”
  2
  1-
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  5
  8-
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  5
  d
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  2
  1-
  9
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  8-
  6
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  5
  1-
  2
  1
  5
  9-
  6
  8
  tsif
  s’n
  a
  m
  o
  w
  ”
  5
  1-
  2
  1
  ”
  0
  1-
  8
  ”
  0
  2-
  5
  1
  5
  9
  >
  tsif
  s’n
  a
  m
  ”
  0
  2-
  5
  1
  ”
  5
  1-
  0
  1
  ”
  0
  3-
  1
  2
  Vaginal Depth Potential
  No  object  may  be  fully  inserted  into a vagina if it is longer than the female’s Vaginal Depth
  Potential.  In such extreme situations, internal damage may occur, though this is best left to the Aedile.  A
  female’s Vaginal Depth Potential equals her height in feet converted to inches (such as a female of 5’ 6”
  becoming equivalent to 5 1/2”), and then (2d20)% is added.
  
  52
  Chapter 2: Body
  Tongue Size
  Instead of measuring the length of the entire tongue, this feature lists only the length of the
  tongue1 that may be extended outside the mouth of a character.  Roll 1d100 and consult the following
  table, but include - 80 for Infant or - 60 for Child:
  llo
  R
  el
  p
  m
  a
  x
  E
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  b
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  8
  Anal Circumference Potential
  Should any anus be stretched beyond the limit as determined by the table below, which differs
  from anus to anus, the orifice will rip to accommodate the incoming object.  First, consider all relevant
  modifiers, then roll 1d100 and proceed to the following tables:
  lait
  n
  et
  o
  P
  e
  c
  n
  e
  r
  ef
  m
  u
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  C
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  0
  9
  -
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  0
  8
  -
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  P
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  A
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  0
  1
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  5
  +
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  are
  n
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  V
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  5
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  2
  Anal Depth Potential
  No  object  may  be  fully  inserted  into an anus if it is longer than the character’s Anal Depth
  Potential.  In such extreme situations, internal damage may occur, though this is best left to the Aedile.  A
  character’s Anal Depth Potential equals their height in feet converted to inches (such as a female of 5’ 6”
  becoming equivalent to 5 1/2”), and then (3d20)% is added.
  1. According to the Guiness Book of World Records, Stephen Taylor has the longest tongue, which measured 3.7 inches
  outside of his mouth on May 29, 2002.  For more information, see the References section at the end of this book.
  
  53
  Chapter 2: Body
  Ripped Orifice
  Should a vagina or anus stretch to accom-
  modate the entry of an object that exceeds the Vagi-
  nal or Anal Circumference Potential, damage may
  result to the individual due to a Ripped Orifice.  A
  vagina or anus that is stretched to twice its limit re-
  sults in the necessity of a Health check at TH 20.  If
  this check fails, then death occurs.  If successful for
  a female character, then the skin between the vagina
  and anus rips and the 2 orifices effectively become
  1.  If successful for a male character, then the skin
  rips into the scrotum.  Damage is a percent of LP
  equal to the extent of ripping.
  Hymen Resistance
  A hymen is a membrane that, when broken,
  is used to indicate that a woman is no longer a vir-
  gin.  Each player of a female character may, at their
  option, determine the Hymen Resistance of the
  character by rolling 5d20.  A 100 means she was
  born without a hymen.  Every time a male inserts
  his Manhood into a female with an intact hymen,
  he must roll 1d100 to see if it breaks, and it may
  only break once.  He must divide Manhood Circum-
  ference by Vaginal Circumference Potential and
  multiply the quotient by 100.  Apply this modifier
  to the roll.  If the result exceeds her Hymen Resis-
  tance, then it was broken.  If it breaks, then blood
  seeps from her vagina.  Common folk consider an
  unbroken hymen indicative of virginity, though she
  may either have a high Hymen Resistance or never
  have accommodated sufficient Manhood.
  Pregnancy Likelihood
  At best, a fertile woman has less than a 1%
  chance of becoming pregnant by a fertile man with
  a high sperm count per completed intercourse1.
  First, the male must make a Sperm Count (or load
  size) check by rolling 1d100.  Average loads contain
  200 million sperm.  If he rolls 20 or less (80 million
  sperm or less), then his Sperm Count was insuffi-
  cient for impregnation.  Every ejaculation within a
  24-hour period incurs cumulative penalties of - 30
  to Sperm Count checks.  Next, if he had a sufficient
  Sperm Count, she must roll 1d100.  Results greater
  than 1% indicate that she was not impregnated.
  Menstruation
  Menstruation is periodic vaginal discharge
  and occurs in all races available to players, as well as
  most mammals.  Menstruation accompanies a
  woman’s childbearing years, usually beginning in
  puberty and most often ceasing during middle age.
  A common belief regarding menstruation is that it
  is punishment from the gods for being female.  If
  pregnancy does not occur, smelly blood may flow
  from the lining of the uterus, seeping out of the
  vagina.  The (1d6 + 2) days that menstruation lasts
  is called the menstrual period, though colloquially it
  is known as the rag, since women secure rags on
  their crotch to catch the blood and prevent it from
  running down their legs.  In most women, the men-
  strual cycle is about 28 days, but it can vary consid-
  erably, even from 1 month to another.  A missed
  period is often the first indicaton of pregnancy.
  Many (50%) women experience premen-
  strual discomfort, namely tender breasts and a ten-
  dency to retain fluid known as bloating (1d8 - 1)
  days prior to menstruation.  Some (40%) women
  experience 1d6 of the following symptoms: 1) head-
  aches, 2) irritability, 3) nervousness, 4) fatigue, 5)
  crying spells, and 6) depression with no apparent
  cause.  A few women (10%) also experience men-
  strual cramps during the first day or 2 of the period.
  If they experience irritability, then the choleric part
  of their temperament may increase by 1d100 dur-
  ing menstruation.  If they experience depression,
  then the melancholic part of their temperament may
  increase by 1d100 during menstruation.
  Infant Mortality Rate
  An infant mortality rate is the probability
  of death in the first year of life.
  e
  c
  a
  R
  t
  n
  af
  n
  I
  r
  e
  p
  h
  t
  a
  e
  D
  f
  o
  s
  d
  d
  O
  m
  ik
  a
  n
  A
  %
  5
  2
  ra
  e
  b
  g
  u
  B
  %
  5
  fra
  w
  D
  %
  2
  fl
  E
  %
  1
  n
  a
  m
  u
  H
  %
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  b
  o
  K
  %
  5
  1
  erg
  O
  %
  1
  llo
  r
  T
  %
  2
  1.  This statistic concerning fertility has been referenced from Microsoft Encarta Encyclopedia 99.
  
  54
  Chapter 2: Body
  Manhood
  The Manhood of a male character is his pe-
  nis.  Most males consider their Manhood to be their
  most treasured possession.  Some races value their
  Manhoods more than others.  Anakim, bugbears,
  dark elves, humans, and kobolds consider their
  Manhoods more important than other races.  Man-
  hood is important for sexual intercourse, because
  usually, size matters.  2 measures may be useful: length
  and circumference.
  Different females prefer different sizes and
  shapes of Manhoods.  A Manhood with a larger
  circumference than its length is known as a chode.
  Most females prefer a Manhood that is thick so she
  feels it, but not thick enough to hurt, and long, but
  not long enough to hit the end of her vagina.  Some
  females prefer veins, others do not want to see them.
  Some females prefer that the head, or glans, is large
  and puffy, while others do not care.  A phallophiliac,
  for example, prefers the largest Manhood available.
  Below a player may determine the length and cir-
  cumference of a Manhood.  Other details are left to
  the Aedile.
  Length: The height (or length) of the char-
  acter (or creature) in feet is converted directly to
  inches (6’ = 6”; 5’ 10” = 5.83”).  This is the Base
  Length of his Manhood.
  Then roll 10d100, divide the sum by 5, and
  subtract 1 from the total [(10d100 / 5) - 1].  Consult
  the table below:
  The resultant percentage is applied to the
  Base Length of the character’s Manhood, determin-
  ing the actual length.  For instance, a Manhood roll
  of 115 indicates a Size Modifier of + 28%.  If the
  character were 6’ tall, then the length of his Man-
  hood would now be 7.68 inches (28% of 6 = 1.68;
  so, 6 + 1.68).
  Note that this is the shortest measurable
  length, taken from the top or belly-button side, not
  the bottom or testicular side, and constitutes all that
  a female may take from a missionary position.  How-
  ever, if the female were to mount the Manhood from
  above while facing her partner and leaning back, she
  would actually take 1.15 times the Base Length, ac-
  counting for the remainder.  For instance, with a
  Base Length of 6 inches, with experimentation, it is
  possible for the female to enjoy 6.9 inches, depend-
  ing on the angle.
  Circumference: The Base Length of the
  Manhood is now multiplied by 0.85.  This is the
  Base Circumference of the Manhood in question.
  Finally, roll [(10d100 / 5) - 1], observe the
  Size Modifier on the table above, and apply this
  modifier to the Base Circumference to determine
  the actual circumference.
  llo
  R
  d
  o
  o
  h
  n
  a
  M
  r
  eifi
  d
  o
  M
  e
  ziS
  1
  6-
  1
  %
  0
  7
  -
  2
  1-
  7
  %
  8
  6
  -
  8
  1-
  3
  1
  %
  6
  6
  -
  4
  2-
  9
  1
  %
  4
  6
  -
  0
  3-
  5
  2
  %
  2
  6
  -
  6
  3-
  1
  3
  %
  9
  5
  -
  2
  4-
  7
  3
  %
  6
  5
  -
  8
  4-
  3
  4
  %
  2
  5
  -
  4
  5-
  9
  4
  %
  8
  4
  -
  0
  6-
  5
  5
  %
  3
  4
  -
  6
  6-
  1
  6
  %
  8
  3
  -
  2
  7-
  7
  6
  %
  3
  3
  -
  8
  7-
  3
  7
  %
  7
  2
  -
  4
  8-
  9
  7
  %
  1
  2
  -
  0
  9-
  5
  8
  %
  4
  1
  -
  6
  9-
  1
  9
  %
  7
  -
  2
  0
  1-
  7
  9
  -
  8
  0
  1-
  3
  0
  1
  %
  7
  +
  4
  1
  1-
  9
  0
  1
  %
  6
  1
  +
  0
  2
  1-
  5
  1
  1
  %
  4
  2
  +
  6
  2
  1-
  1
  2
  1
  %
  3
  3
  +
  2
  3
  1-
  7
  2
  1
  %
  3
  4
  +
  8
  3
  1-
  3
  3
  1
  %
  3
  5
  +
  4
  4
  1-
  9
  3
  1
  %
  3
  6
  +
  0
  5
  1-
  5
  4
  1
  %
  4
  7
  +
  6
  5
  1-
  1
  5
  1
  %
  5
  8
  +
  2
  6
  1-
  7
  5
  1
  %
  7
  9
  +
  8
  6
  1-
  3
  6
  1
  %
  9
  0
  1
  +
  4
  7
  1-
  9
  6
  1
  %
  1
  2
  1
  +
  0
  8
  1-
  5
  7
  1
  %
  4
  3
  1
  +
  6
  8
  1-
  1
  8
  1
  %
  7
  4
  1
  +
  2
  9
  1-
  7
  8
  1
  %
  0
  6
  1
  +
  9
  9
  1-
  3
  9
  1
  %
  5
  7
  1
  +
  1.  The Manhood Size Modifier was solved with a polynomial using quadratic regression based on what Fatal Games believes
  is the smallest to largest possible Manhood relative to height.  In the following equation, ‘x’ represents the category of roll (1-
  6 = 1, 7-12 = 2, etc.), and ‘y’ = Size Modifier.  Here is the equation: y = 0.205078125x2 + 0.68359375x - 70.888671875.
  
  55
  Chapter 2: Body
  Rare Features
  These features are not usually determined during character creation, unless the player so desires.
  These features rarely become necessary components of the game, but are detailed here for the sake of
  comprehensiveness.
  1.  The odds of being right- or left-handed have been referenced from “Handedness and Eye Dominance: A Meta-Analysis of
  Their Relationship,” by Bourassa, McManus, and Bryden.  For more information, see the References section at the end of this
  book.
  Foot Size
  To determine the length in inches of a character’s foot, first consider the height of the character.
  Consult the height table in the beginning of this chapter.  For each inch a character is taller than the
  average height for a character of the appropriate gender and race, add 10 to the roll for Foot Size.  For
  each inch shorter, subtract 10.  Roll 1d100 and consult the table below:
  llo
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  /
  ”
  6
  1-
  5
  1
  8
  9-
  1
  9
  ”
  4
  1-
  3
  1
  /
  ”
  5
  1-
  4
  1
  ”
  8-
  7
  /
  ”
  9-
  8
  ”
  1
  1-
  0
  1
  /
  ”
  3
  1-
  2
  1
  ”
  6
  1-
  5
  1
  /
  ”
  7
  1-
  6
  1
  8
  9
  >
  ”
  5
  1-
  4
  1
  /
  ”
  6
  1-
  5
  1
  ”
  9-
  8
  /
  ”
  0
  1-
  9
  ”
  2
  1-
  1
  1
  /
  ”
  4
  1-
  3
  1
  ”
  7
  1-
  6
  1
  /
  ”
  8
  1-
  7
  1
  Fist Circumference
  The circumference of a character’s clenched fist is a number of inches equal to the length of the
  character’s foot in inches.  Foot Size is determined above.
  Handedness
  To determine whether a character is right- or left-handed, roll 1d100.  Ambidexterity is not deter-
  mined here, but may be acquired as a skill (see Chap. 8: Skills).  Handedness1 refers to which hand the
  character uses predominantly.  Results are as follows: 01-10 = Left-handed, 11-100 = Right-handed.
  
  56
  Chapter 2: Body
  Head Circumference
  The circumference of the head of a character may be relevant when a character finds a helmet or
  hat and desires to wear it.  Head Circumference is listed in inches.  It is impossible for a character to wear
  a hat or helmet that is smaller than the character’s Head Circumference.  The hat or helmet is comfortable
  if it is not larger than 101% of the character’s Head Circumference.  It is possible to wear a hat or helmet
  if it is between 102% and 103% of the character’s Head Circumference, though the loose fit will be
  annoying.  If the hat or helmet is larger than this, then it is impractical to wear it.
  To determine the Base Head Circumference of an adult, roll 1d100 and consult the following
  table:
  e
  c
  n
  e
  r
  ef
  m
  u
  c
  ri
  C
  d
  a
  e
  H
  e
  s
  a
  B
  llo
  R
  m
  i
  k
  a
  n
  A
  r
  a
  e
  b
  g
  u
  B
  fr
  a
  w
  D
  fl
  E
  n
  a
  m
  u
  H
  dlo
  b
  o
  K
  e
  r
  g
  O
  llo
  r
  T
  2
  0-
  1
  0
  0
  0.4
  2
  0
  0.2
  2
  0
  2.9
  1
  2
  1.9
  1
  0
  2.9
  1
  2
  1.9
  1
  0
  0.6
  2
  0
  0.5
  2
  5
  0-
  3
  0
  0
  0.6
  2
  0
  0.3
  2
  0
  4.0
  2
  2
  1.0
  2
  0
  4.0
  2
  2
  1.0
  2
  0
  5.8
  2
  0
  0.7
  2
  1
  3-
  6
  0
  0
  0.8
  2
  0
  5.4
  2
  0
  6.1
  2
  2
  1.1
  2
  0
  6.1
  2
  2
  1.1
  2
  0
  0.1
  3
  0
  0.9
  2
  8
  6-
  2
  3
  0
  0.0
  3
  0
  0.6
  2
  0
  8.2
  2
  2
  1.2
  2
  0
  8.2
  2
  2
  1.2
  2
  0
  5.3
  3
  0
  0.1
  3
  4
  9-
  9
  6
  0
  0.2
  3
  0
  5.7
  2
  0
  9.3
  2
  2
  1.3
  2
  0
  9.3
  2
  2
  1.3
  2
  0
  0.6
  3
  0
  0.3
  3
  8
  9-
  5
  9
  0
  0.4
  3
  0
  5.8
  2
  0
  0.5
  2
  2
  1.4
  2
  0
  0.5
  2
  2
  1.4
  2
  0
  5.8
  3
  0
  0.5
  3
  0
  0
  1-
  9
  9
  0
  0.6
  3
  0
  0.0
  3
  0
  1.6
  2
  2
  1.5
  2
  0
  1.6
  2
  2
  1.5
  2
  0
  0.1
  4
  0
  0.7
  3
  The table above produces male Base Head Circumference.  If female, multiply the result by 0.97.
  Finally, the base must be modified randomly.  Roll 1d100.  If 01-50, then the Base Head Circumference
  will be decreased.  If 51-100, then the Base Head Circumference will be increased.  Roll 1d100, and add or
  subtract the result as hundredths of an inch.
  1.  Head circumference and intelligence are uncorrelated, although intelligence is correlated with brain size.  The relationship
  between intelligence and brain size occurs in at least 3 studies appearing in scholarly journals.  See the References section at the
  end of this book for: a) Lynn, R., b) Rushton, J., c) Willerman, L, Schultz, R., Rutledge, J., & Bigler, E.
  
  57
  Chapter 2: Body
  Pregnancy
  Pregnancy1 occurs when a sperm of a male
  fertilizes an egg of a female.  Should a pregnancy be
  determined (see earlier in this chapter), then the body
  of the female character will experience change.  The
  pregnant woman will gain 2d4 of  the following
  symptoms: breast tenderness and swelling, fatigue,
  nausea, sensitivity to smell, increased frequency of
  urination, mood swings, weight gain [(2d20)% of
  weight], and cravings for unusual substances.  These
  symptoms last for 1d20 weeks.
  There is a 15% chance for each pregnancy
  to result in miscarriage.  If this is determined, then
  miscarriage occurs in the (3 + 1d8)th week of preg-
  nancy.
  After 12 weeks of pregnancy, other symp-
  toms emerge.  Now, the pregnant woman experi-
  ences another 2 of 3 symptoms: breasts increase
  1d4 cup sizes, nipples darken, weight gain [(2d20)%
  weight].
  If the pregnant woman is middle-aged, then
  there is a 30% chance of producing an offspring
  who is less than ideal.  If a complication occurs,
  then roll 1d100 and consult below:
  llo
  R
  tl
  u
  s
  e
  R
  n
  oit
  a
  cil
  p
  m
  o
  C
  5
  1-
  1
  0
  ,e
  b
  ut
  n
  aip
  ollaf
  e
  h
  t
  ni
  d
  e
  zilitref
  si
  g
  g
  E
  h
  trib
  dlih
  c
  n
  o
  p
  u
  s
  eid
  re
  h
  to
  m
  0
  3-
  6
  1
  h
  tla
  e
  H
  0
  0
  1
  d
  1
  s
  es
  ol
  g
  nir
  p
  sff
  O
  5
  4-
  1
  3
  e
  c
  n
  e
  gilletn
  I
  0
  0
  1
  d
  1
  s
  es
  ol
  g
  nir
  p
  sff
  O
  0
  6-
  6
  4
  m
  o
  d
  si
  W
  0
  0
  1
  d
  1
  s
  es
  ol
  g
  nir
  p
  sff
  O
  5
  7-
  1
  6
  ytiretx
  e
  D
  0
  0
  1
  d
  1
  s
  es
  ol
  g
  nir
  p
  sff
  O
  0
  9-
  6
  7
  s
  ess
  e
  nllI
  latn
  e
  M
  m
  o
  d
  n
  a
  R
  2
  0
  0
  1-
  1
  9
  ss
  e
  nllI
  latn
  e
  M
  m
  o
  d
  n
  a
  R
  1
  The duration of the pregnancy depends on
  the race.  Roll 1d100 and consult below:
  e
  c
  a
  R
  n
  oit
  a
  r
  u
  D
  n
  oit
  a
  ts
  e
  G
  m
  ik
  a
  n
  A
  s
  k
  e
  e
  w
  0
  6
  ra
  e
  b
  g
  u
  B
  s
  k
  e
  e
  w
  0
  5
  fra
  w
  D
  s
  k
  e
  e
  w
  0
  8
  fl
  E
  s
  k
  e
  e
  w
  0
  9
  n
  a
  m
  u
  H
  s
  k
  e
  e
  w
  0
  4
  dlo
  b
  o
  K
  s
  k
  e
  e
  w
  0
  3
  erg
  O
  s
  k
  e
  e
  w
  0
  7
  llo
  r
  T
  s
  k
  e
  e
  w
  0
  6
  llo
  R
  tl
  u
  s
  e
  R
  2
  0
  <
  g
  nir
  p
  sff
  o
  d
  a
  e
  d
  ,s
  k
  e
  e
  w
  0
  1
  d
  2
  y
  b
  h
  trib
  er
  uta
  m
  er
  P
  8
  0-
  3
  0
  s
  k
  e
  e
  w
  6
  d
  1
  y
  b
  h
  trib
  er
  uta
  m
  er
  P
  8
  0
  >
  n
  oitar
  u
  d
  h
  trib
  la
  m
  r
  o
  N
  Labor may take up to 14 hours.  Features of
  the offspring may be determined in Chapter 6: Social-
  ity.
  Pregnant females experience a decrease in
  Bodily Attractiveness equal to 1d20.  This decrease
  is in full effect immediately before childbirth, and
  the effect increases from 0 to the full effect propor-
  tionate to the length of the pregnancy.  Although in
  some sense a pregnant female is ‘beautiful’, her
  Bodily Attractiveness is affected negatively.
  
  58
  Chapter 2: Body
  Allergies, Intoxication, and
  Disease
  Allergies
  If a character’s Health sub-ability is not high
  enough, then the character has at least 1 allergy (see
  Chap. 3: Abilities).  Allergies are exaggerated and
  sometimes harmful reactions to external substances.
  Allergic symptoms may include itching, sneezing, a
  stuffy nose, watery eyes, inflammation of the air-
  ways in the lungs and wheezing, and even allergic
  shock and death in rare situations.  At any given
  time, roughly 20% of the population is susceptible
  to at least 1 allergy.  To randomly determine an al-
  lergy, roll 1d8:
  1. Asthma: For no apparent reason, char-
  acters with this allergy will periodically experience
  difficulty breathing.  During an asthma attack, a char-
  acter suffers - 50% to their Strength sub-ability.
  2. Bee stings: Some characters break-out
  in hives or welts on the skin, itching all over the
  body when a bee stings them.
  3. Mammals: Characters allergic to mam-
  mals sneeze vehemently within 1d20 feet of them
  due to dander.  However, 90% of characters who
  are allergic to mammals are allergic only to 1 species
  of animal.  The player and Aedile must determine
  this together; a list of creatures is available in Neveria.
  4. Dust: Characters allergic to house dust
  sneeze vehemently in the presence of it, usually pre-
  ferring to be outdoors.
  5. Eggs: When eaten, eggs make a charac-
  ter with this allergy extremely sick to their stomach.
  6. Hay fever: This is a reaction to pollen,
  characterized by violent sneezing, a release of wa-
  tery fluids, and itching.  When pollen affects the eyes,
  they become red, itchy, and watery.
  7. Milk: When consumed, milk makes a
  character with this allergy extremely sick to their
  stomach.
  8. Wasp stings: Some characters break-out
  in hives or welts on the skin, itching all over the
  body when stung by a wasp.
  
  59
  Chapter 2: Body
  Intoxication
  Below are 3 main forms of intoxication and their effects on the body.  Finally, diseases are pre-
  sented.
  Intoxication by Alcohol
  When a character is drinking, consider the character’s weight and consult the table below:
  t
  h
  gie
  W
  r
  e
  e
  B
  el
  A
  e
  ni
  W
  d
  a
  e
  M
  B
  I
  V
  B
  I
  V
  B
  I
  V
  B
  I
  V
  0
  5-
  1
  4
  -
  1
  2
  -
  -
  1
  -
  -
  1
  -
  -
  1
  0
  6-
  1
  5
  -
  1
  2
  -
  1
  2
  -
  -
  1
  -
  -
  1
  0
  7-
  1
  6
  -
  1
  2
  -
  1
  2
  -
  -
  1
  -
  -
  1
  0
  8-
  1
  7
  1
  2
  3
  -
  1
  2
  -
  1
  2
  -
  -
  1
  0
  9-
  1
  8
  1
  2
  3
  -
  1
  2
  -
  1
  2
  -
  -
  1
  0
  0
  1-
  1
  9
  1
  3
  4
  1
  2
  3
  -
  1
  2
  -
  1
  2
  0
  1
  1-
  1
  0
  1
  2
  3
  4
  1
  2
  3
  -
  1
  2
  -
  1
  2
  0
  2
  1-
  1
  1
  1
  2
  4
  5
  1
  2
  3
  1
  2
  3
  -
  1
  2
  0
  3
  1-
  1
  2
  1
  2
  4
  5
  2
  3
  4
  1
  2
  3
  -
  1
  2
  0
  4
  1-
  1
  3
  1
  2
  4
  6
  2
  3
  4
  1
  2
  3
  1
  2
  3
  0
  5
  1-
  1
  4
  1
  2
  5
  6
  2
  4
  5
  2
  3
  4
  1
  2
  3
  0
  6
  1-
  1
  5
  1
  3
  5
  7
  2
  4
  6
  2
  3
  4
  1
  2
  3
  0
  7
  1-
  1
  6
  1
  3
  5
  7
  3
  5
  6
  2
  4
  5
  2
  3
  4
  0
  8
  1-
  1
  7
  1
  3
  5
  7
  3
  5
  6
  2
  4
  6
  2
  3
  4
  0
  9
  1-
  1
  8
  1
  4
  6
  8
  3
  5
  7
  3
  5
  6
  2
  4
  5
  0
  0
  2-
  1
  9
  1
  4
  6
  8
  3
  5
  7
  3
  5
  6
  2
  4
  6
  0
  1
  2-
  1
  0
  2
  4
  6
  8
  4
  5
  8
  3
  5
  7
  3
  5
  6
  0
  2
  2-
  1
  1
  2
  4
  7
  0
  1
  4
  6
  8
  3
  5
  7
  3
  5
  6
  0
  3
  2-
  1
  2
  2
  5
  7
  0
  1
  4
  6
  9
  4
  5
  8
  3
  5
  7
  0
  4
  2-
  1
  3
  2
  5
  7
  0
  1
  4
  7
  9
  4
  6
  8
  3
  5
  7
  0
  5
  2-
  1
  4
  2
  5
  8
  2
  1
  5
  7
  9
  4
  6
  9
  4
  5
  8
  0
  6
  2-
  1
  5
  2
  5
  8
  2
  1
  5
  7
  0
  1
  4
  7
  9
  4
  6
  8
  0
  7
  2-
  1
  6
  2
  6
  8
  2
  1
  5
  7
  0
  1
  5
  7
  9
  4
  6
  9
  0
  8
  2-
  1
  7
  2
  6
  8
  2
  1
  5
  8
  0
  1
  5
  7
  0
  1
  4
  7
  9
  0
  9
  2-
  1
  8
  2
  6
  9
  4
  1
  6
  8
  0
  1
  5
  7
  0
  1
  5
  7
  9
  0
  0
  3-
  1
  9
  2
  6
  9
  4
  1
  6
  8
  1
  1
  5
  8
  0
  1
  5
  7
  0
  1
  0
  5
  3-
  1
  0
  3
  7
  0
  1
  6
  1
  6
  9
  2
  1
  6
  8
  0
  1
  5
  7
  0
  1
  0
  0
  4-
  1
  5
  3
  8
  2
  1
  6
  1
  6
  9
  2
  1
  6
  8
  1
  1
  5
  8
  0
  1
  0
  5
  4-
  1
  0
  4
  9
  4
  1
  8
  1
  7
  1
  1
  4
  1
  6
  9
  2
  1
  6
  8
  0
  1
  0
  0
  6-
  0
  0
  5
  0
  1
  6
  1
  0
  2
  8
  2
  1
  6
  1
  6
  9
  2
  1
  6
  8
  1
  1
  0
  0
  7-
  1
  0
  6
  2
  1
  8
  1
  4
  2
  0
  1
  5
  1
  0
  2
  7
  1
  1
  4
  1
  6
  9
  2
  1
  0
  0
  8-
  1
  0
  7
  4
  2
  6
  3
  8
  4
  2
  1
  8
  1
  4
  2
  8
  2
  1
  6
  1
  6
  9
  2
  1
  0
  0
  9-
  1
  0
  8
  6
  3
  8
  4
  2
  7
  4
  2
  6
  3
  8
  4
  0
  1
  5
  1
  0
  2
  7
  1
  1
  4
  1
  0
  0
  9
  >
  8
  4
  2
  7
  6
  9
  6
  3
  8
  4
  2
  7
  2
  1
  8
  1
  4
  2
  8
  2
  1
  6
  1
  NUNC.EST.BIBENDUM
  Now we must drink.
  
  60
  Chapter 2: Body
  Beer: Beer is made from distilled wheat and
  is lowest in alcohol content.  Soon after the initial
  discovery of mead as alcohol, beer was discovered.
  Since beer could be made faster (mead takes a year
  to distill), it quickly became very popular.
  Ale: Ale is made from distilled barley and is
  the daily staple of most peasants.
  Wine: The most expensive alcohol, wine is
  produced from distilled grapes and is preferred by
  the upper classes of humans.
  Mead: The first form of alcohol discovered
  and drank, mead is made from distilled honey and
  water.  Mead is potent alcohol and tastes sweet.
  Unfortunately, it is slow to produce, since it must
  distill for a year.  Therefore, it is expensive.
  Buzzing: If a character is buzzing from
  drinking alcohol, then they feel less inhibited,
  warmer, and are more sociable.  Buzzing characters
  suffer a reduction to 95% of Agility, 90% Reaction
  Speed, 95% Enunciation, 90% Intuition, and 90%
  Common Sense.
  Intoxication: If a character is intoxicated
  from drinking alcohol, then they feel uninhibited,
  dizzy, and are prone to depression.  Others within
  1d10 feet smell alcohol from the intoxicated char-
  acter.  Intoxicated characters suffer a reduction to
  80% Hand-Eye Coordination, 80% Agility, 75% Re-
  action Speed, 75% Enunciation, 75% Intuition, and
  80% Common Sense.
  Vomiting: If a character is vomiting from
  drinking alcohol, then they are noticeably impaired
  and smelly.  Vomiting characters suffer a reduction
  to 70% of Hand-Eye Coordination, 70% Agility,
  60% Reaction Speed, 60% Enunciation, 50% Intu-
  ition, and 75% Common Sense.
  Quantities are considered relevant to each
  type of alcohol, such as a tankard of either beer or
  ale and a glass of either wine or mead.  The num-
  bers in this table reflect the popularity and resultant
  tolerance of alcohol; cloudy ale and rye bread is the
  staple of most peasants, so someone who does not
  drink and have tolerance to alcohol must half these
  numbers.  This table also reflects a ratio of drinks
  per hour.  For instance, a character may drink 1 beer
  per hour for twelve hours, totaling twelve beers.  Due
  to the slow pace, however, the character effectively
  has only 1 beer in their system at all times, and is
  unlikely even to get a buzz.
  Regardless, a character must get buzzed be-
  fore intoxicated, and intoxicated before vomiting.
  A check must be made on the table below with 3d10
  every time a character drinks as much per hour as
  indicated by the table on the previous page, though
  the modifier from the sub-ability Health for Intoxi-
  cation is applied to the TH obtained below.  Note
  that the highest the TH may be adjusted is 24 and
  the lowest is 11.  If the check is passed, then the
  character avoids the effects of alcohol, but with ev-
  ery drink increased per hour, they must make an-
  other check on the table below.  Eventually, the drink-
  ing character will become buzzed, intoxicated, and
  vomit if they drink enough.  Just the same, if the
  character exceeds 4 times the number of drinks that
  may make them vomit for their weight as indicated
  above, they must roll on the table below, modified
  for shock from the sub-ability Health, or die from
  alcohol poisoning.  If they pass, then they only pass
  out for 2d12 hours and remain alive.
  So, if a character named Ornereus weighs
  155 lbs. and drinks 3 beers in an hour, Ornereus
  must consult the table for a TH (threshold).  If
  Ornereus rolls higher than the TH, then he did not
  get a buzz.  However, upon drinking the 4th beer in
  an hour, Ornereus must check again.  If he passes
  his check and avoids the effects of alcohol again,
  then upon drinking the 5th beer within an hour, he
  must pass another check, or he will suddenly feel
  buzzed.  If he drinks another drink within an hour,
  he must pass a check or be intoxicated.
  e
  c
  a
  R
  ela
  M
  ela
  m
  e
  F
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  ik
  a
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  A
  7
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  ra
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  6
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  w
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  8
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  6
  1
  
  61
  Chapter 2: Body
  Intoxication by Marijuana
  Marijuana is a plant that grows up to 6 feet
  in height and may be smoked or eaten for its hallu-
  cinogenic and pleasuring effects.  The psychoactive
  ingredient is concentrated in the flowering tops.
  While the plant grows throughout temperate regions,
  the more potent varieties grow in dry, hot uplands.
  Marijuana has no physical dependence or withdrawal
  symptoms, though psychological dependence may
  develop with prolonged use.
  After 1-2 minutes, initial stimulation and
  euphoria occur, which depending on the amount
  used, may last as long as 2 hours.  Afterward, tran-
  quility and sedation occur.  For many users, the eu-
  phoria increases the desire to eat.  By large num-
  bers, females tend to become more sexually aroused,
  while males may desire sex less.  During euphoria,
  bodily fluids dry up, especially in the mouth and other
  orifices, which may make sex more difficult for a
  female.  The stage of euphoria may be character-
  ized by mood changes and altered perceptions of
  time, space, and one’s bodily dimensions.  Cognitive
  processes become disrupted by fragmentary ideas
  and memories.  In addition, sensory awareness and
  pleasure are often increased during euphoria.
  Negative effects, however, may include con-
  fusion, acute panic reactions, anxiety attacks, fear, a
  sense of  helplessness, and loss of  self-control.
  Chronic users may develop an amotivational syn-
  drome, characterized by passivity and decreased
  motivation.
  Like alcohol intoxication, marijuana intoxi-
  cation impairs judgment, comprehension, memory,
  speech, problem-solving ability, and reaction time
  (see below).  Unlike alcohol, however, there is no
  correlation between intoxication and weight.
  Regarding the table for euphoria below, each
  inhalation increases the degree of euphoria.  Even
  if inhalation does not occur, euphoria may occur
  due to breathing in second-hand smoke.  Assuming
  this occurs in an enclosure of some sort such as a
  room, 10 inhalations by others translates to the
  equivalent of 1 inhalation by the character absorb-
  ing it second-hand.  Refer to the table below to de-
  termine the Euphoria Factor (EF).
  Regarding the table below, the EF needs to
  be modified according to the quality of the mari-
  juana.  The quality ranges from putrid crap that will
  only give you a headache (Q = 0.1) to normal (Q =
  1.0) , to incredible quality (Q = 2.0).  Incredible qual-
  ity is also incredibly rare.  Below are the effects of
  marijuana intoxication:
  air
  o
  h
  p
  u
  E
  ts
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  e
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  y
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  1
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  7
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  ½
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  0
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  6
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  1
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  5
  1
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  1
  1
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  4
  2
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  1
  2
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  8
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  2
  4
  2
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  2
  3
  6
  1
  2
  4
  8
  0
  1
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  2
  6
  2
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  3
  4
  3
  2
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  4
  6
  0
  1
  2
  1
  5
  2
  9
  2
  2
  3
  6
  3
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  6
  6
  8
  2
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  2
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  3
  0
  4
  
  62
  Chapter 2: Body
  •
  Physical    Fitness    (due   to   smoking)   is
  temporarily reduced by ¼ the EF
  •
  Strength  is  temporarily  reduced by ¼ the
  EF
  •
  Health is reduced by ¼ of an Ability point
  for 2 weeks
  •
  Rhetorical Charisma is temporarily reduced
  by ½ the EF
  •
  Reaction  Speed  is temporarily reduced by
  the EF
  •
  Enunciation  is  temporarily reduced by the
  EF
  •
  Language  is  temporarily reduced by the ½
  the EF
  •
  Math   is  temporarily  reduced  by  the  EF
  •
  Analytic Intelligence is temporarily reduced
  by the EF
  •
  Drive  is  temporarily  reduced by twice the
  EF
  •
  Intuition is temporarily increased by the EF
  •
  Common Sense  is  temporarily reduced by
  ½ the EF
  •
  Reflection  is  temporarily reduced by twice
  the EF
  Psychedelic Mushrooms
  This mushroom, when eaten, produces psy-
  chedelic effects.  2 parts may be eaten, the caps and
  the stems.  Caps, by far, are the more potent por-
  tion.  Ingesting caps and stems of this mushroom
  evokes dreamlike changes in mood and thought and
  alters the perception of time and space.  It can also
  create a feeling of lack of self-control and extreme
  terror.  Physical effects include drowsiness, dizzi-
  ness, dilated pupils, numbness and tingling, weak-
  ness, tremors, and nausea.  Further, it may induce
  transient abnormal thinking, such as a sense of
  omnipotence or a state of acute paranoia, and can
  result in dangerous behavior.  Long-term adverse
  reactions may develop such as persistent Psychosis
  (see Chap. 5: Mind), prolonged Depression, or faulty
  judgment.  While it is not addictive physically, the
  potent effects may be addictive psychologically.
  Rather than recreational drug use, this mush-
  room is ingested typically for 2 reasons: many reli-
  gious cults use this drug in attempts to become closer
  to their god, and berserkers often eat this mush-
  room before combat to produce berserker rage,
  which they call berserkerganga and comes from
  Buggeric (see Languages in Chap. 6: Sociality).  Al-
  though the effects are unpredictable, berserkers ex-
  pect superior performance in combat due to in-
  creased Physical Fitness, Strength, Drive, and LP.
  Colloquially, a ‘bad trip’ means a bad experi-
  ence while under the effects of this drug.  Worse,
  some characters attempt too many caps and stems
  and never return from their ‘trip’.  To determine
  whether or not bad effects occur, each time mush-
  rooms are used, the number of caps and stems that
  were ingested must be considered.  Consider 1 Trip
  Point (TP) to equal 1 stem, while 1 cap equals 3 TP.
  Now, sum the TP’s and make a Health sub-ability
  check.  If the result rolled is equal to or less than the
  number of TP’s, then a bad trip occurs.  However,
  if the number rolled is less than the TP’s by at least
  25, then the character never returns to sobriety, feel-
  ing the effects of psychedelic mushrooms for the
  remainder of their lifespan.
  If a bad trip occurs, then roll on the table
  below to determine the bad effects.  Continue to
  roll until directed to stop or a duplicate event oc-
  curs:
  
  63
  Chapter 2: Body
  llo
  R
  st
  c
  eff
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  pir
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  1
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  effe
  d
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  1
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  a
  el
  ta
  fI
  Whether the trip is good or bad, trips last
  for an hour per TP and the following effects occur:
  •
  Physical Fitness is temporarily increased by
  half the number of TP
  •
  Strength is temporarily increased by half the
  number of TP
  •
  Bodily    Attractiveness     is     permanently
  reduced by ¼ of an Ability point
  •
  Health  is  permanently  reduced by half of
  an Ability point
  •
  Rhetorical Charisma is temporarily reduced
  by half the number of TP
  •
  Language  is  temporarily reduced by ¼ the
  number of TP
  •
  Math    is    temporarily   reduced   by   the
  number of TP
  •
  Analytical    Intelligence     is    temporarily
  reduced by half of the TP
  •
  Spatial  Intelligence  is  temporarily reduced
  by half of the TP
  •
  Drive  is  temporarily  increased by half the
  number of TP
  •
  Intuition  is  temporarily  increased  by  the
  number of TP
  •
  Common Sense is temporarily decreased by
  half the number of TP
  •
  Life Points  are  temporarily  increased by a
  percent equal to TP
  Temporary adjustments do not take effect
  until 30 minutes after ingestion, and endure until
  the last hour of tripping before sobering.  Adjust-
  ments remain in effect even while the character is
  unconscious.
  Disease
  Diseases1 are the introduction of any harm-
  ful change that interferes with the appearance, struc-
  ture, or function of the body or any of its parts.
  Anthrax
  This is a contagious disease of  warm-
  blooded animals and characters.  One of the oldest
  known diseases, it has reached epidemic proportions
  in the past.  Animals acquire the disease from drink-
  ing water that is draining from contaminated soil, in
  which the infectious bacteria may live for years; from
  eating infected carcasses and feedstuffs; and from
  the bites of bloodsucking insects.  The disease, some-
  times manifested by staggering, bloody discharge,
  convulsions, and suffocation, may be fatal almost
  immediately in acute cases and within 3-5 days in
  subacute cases.  In characters, the disease appears in
  both external and internal forms, with a death rate
  of about 20%.  The external or cutaneous form is
  contracted through cuts or abrasions in the skin by
  those who handle infected hides and carcasses and
  may be self-limiting, but often disseminates into the
  bloodstream, with fever and prostration.  The ex-
  ternal form is characterized by malignant pustules
  on exposed skin areas.  The internal type is acquired
  by inhaling anthrax spores, as from animal hair and
  wool, which invade the lungs and sometimes the
  intestinal tract to cause hemorrhage.
  Bubonic Plague
  This is an acute, infectious, contagious dis-
  ease of rodents and humans.  It is characterized by
  the appearance of enlarged and inflamed lymph
  nodes in the groin (01-33%), on the armpit (34-66%),
  or the neck (67-100%).  It is transmitted by the bite
  of any of numerous insects, most notably the rat
  flea.  The odds vary of the fatality of the bubonic
  plague.  The likelihood of fatality is [20 + (1d6 x
  10)]%.
  1.  Although Fatal Games made the effort, no evidence of venereal diseases have been found in the Middle Ages.
  
  64
  Chapter 2: Body
  Cancer
  This is a malignant new growth anywhere in
  the body of a character or animal.  Cancers tend to
  spread locally and to distant parts of the body.  In
  advanced stages, tumors develop.  To determine the
  random location of cancer, roll 1d10 (1 =left leg, 2
  = right leg, 3 = left arm, 4 = right arm, 5-6 = torso,
  7-10 = head).  The exact location may be determined
  by rolling 1d100 and consulting the table for Body
  Part Proportion earlier in this chapter.  The Aedile
  determines the effect of cancer on this specific part
  of the body.
  Chicken Pox
  This is a contagious viral disease that affects
  mainly children.  95% of humans will acquire chicken
  pox prior to adulthood.  Typically, chicken pox be-
  gins with a low fever, headache, rash, and a general
  feeling of sickness, or malaise.  The rash, which usu-
  ally covers the face, scalp, and trunk of the body,
  starts as red bumps but quickly develops into small
  blisters.  The rash and blisters are extremely itchy.
  As the disease progresses, the blisters break open
  and form scabs, which fall off after about 1-2 weeks.
  The incubation period -- the time between initial
  infection and the first appearance of symptoms --
  is approximately 2 weeks.  The virus spreads through
  the air via infected droplets emitted from the nose
  or mouth while coughing or sneezing.  Touching
  the fluid from a chicken pox blister can also spread
  the disease.  Chicken pox is contagious for approxi-
  mately 7 days during a human’s period of infection.
  Contagiousness begins about 2 days before symp-
  toms appear and continues until all blisters have
  formed scabs.  This disease is much more debilitat-
  ing, and 50% of the time fatal, to adults.  Contract-
  ing chicken pox provides immunity, or lifelong re-
  sistance, against the disease.  However, after the
  symptoms disappear, the virus remains in the body
  and occasionally reactivates later in life, causing a
  disease known as shingles.  Shingles usually occurs
  in humans over 50, due to an age-related weakening
  of the immune system, and causes pain, burning,
  itching, inflammation, and blisters.
  Common Cold
  This is an acute infectious disease of the
  upper respiratory tract.  This infection affects the
  nose and throat, causing symptoms such as nasal
  congestion and discharge, sore throat, and cough-
  ing.  Normally, it runs a mild course, without fever,
  and subsides spontaneously in about 7 days.  The
  common cold is thought by common folk to result
  from exposure to cold weather.  On average, char-
  acters contract about two-and-a-half colds per year.
  Diabetes Insipidus
  This is a disease that causes excessive urina-
  tion and intense thirst.
  Encephalitis
  This is an infectious disease characterized
  by inflammation of the brain.  The typical symp-
  toms are headache, fever, and extreme lethargy,
  which lead eventually to coma; double-vision, de-
  lirium, deafness, and facial palsy often occur in the
  acute stage of the disease.  Aftereffects of encepha-
  litis may include deafness, epilepsy, and dementia.
  The disease is transmitted to characters from ani-
  mals via mosquitoes and ticks.
  Epilepsy
  This is a recurrent disorder of the nervous
  system characterized by seizures of excessive brain
  activity, which cause mental and physical dysfunc-
  tion such as convulsions, loss of control of bodily
  functions, and unconsciousness.  During an epilep-
  tic seizure, the victim is aware of what is happening
  around them, but unable to control their actions or
  stop the seizure.  A seizure lasts for 1d100 minutes.
  Gangrene
  Gangrene is an infection that develops in
  wounds, caused by a lack of blood supply.  Affected
  areas require immediate surgery, and limbs are am-
  putated to prevent it from spreading through the
  bloodstream to vital organs.  If it enters the blood-
  stream, then there is a 25% chance that the charac-
  ter dies.  If recognized and treated early, however,
  approximately 80% of those with gangrene survive,
  and only 15-20% require any form of amputation.
  
  65
  Chapter 2: Body
  Influenza
  This is an acute, infectious, and contagious
  disease of the respiratory tract, especially the tra-
  chea.  Colloquially, it is called the flu.  The symp-
  toms of a simple attack include dry cough, sore
  throat, nasal obstruction and discharge, and burn-
  ing of the eyes; more complex cases are character-
  ized by chill, sudden onset of fever, headache, ach-
  ing of muscles and joints, and occasional gastrointes-
  tinal symptoms.  In uncomplicated cases (90% of
  them), symptoms fade and temperature drops to
  normal in 1d4 days.
  Leprosy
  This is a chronic, infectious disease that pri-
  marily affects the skin, mucous membranes, and
  nerves.  Many consider leprosy to be a punishment
  from the gods for sin; hence, the leper is in a state
  of defilement.  About 5% of the population is sus-
  ceptible to leprosy.  The earliest symptom is often a
  loss of sensation in a patch of skin.  Large areas of
  skin may become infiltrated.  The mucous mem-
  branes of the nose, mouth, and throat may be in-
  vaded by large numbers of the organism.  Because
  of damage to the nerves, muscles may become para-
  lyzed.  The loss of sensation that accompanies the
  destruction of nerves may result in unnoticed inju-
  ries.  These may result in secondary infections, the
  replacement of healthy tissue with scar tissue, and
  the destruction or absorption of bone.  The classic
  disfigurements of leprosy, such as loss of extremi-
  ties from bone damage or the so-called leonine faces,
  a lionlike appearance with thick nodulous skin, are
  signs of advanced disease.  Leprosy is perhaps the
  least infectious of all the contagious diseases.  Of-
  ten, lepers are isolated in leper houses, forbidden to
  marry, and forced to wear a distinctive cloak or shake
  a rattle to announce their presence.  There are sev-
  eral leper colonies per town.  The disease is believed
  to be transmitted not only by touch but by breath.
  With all the care taken to isolate lepers, from time
  to time rumors lead to panic and lynching.
  Measles
  This disease is acute, highly contagious, and
  produces a fever.  It is characterized by small red
  dots appearing on the surface of the skin, irritation
  of the eyes (especially on exposure to light), cough-
  ing, and a runny nose.  About 12 days after first
  exposure, the fever, sneezing, and runny nose ap-
  pear.  Coughing and swelling of the neck glands often
  follow.  4 days later, red spots appear on the face or
  neck and then on the trunk and limbs.  In 2 or 3
  days, the rash subsides and the fever falls.  Some
  peeling of the involved skin areas may take place.
  Infection of the middle ear may also occur.  This is
  one of the most common childhood diseases.  It is
  rarely fatal (5%), but should the virus spread to the
  brain, it can cause (1-50%) death or (51-100%) brain
  damage (suffer - 1d100 Intelligence and Wisdom).
  The disease usually confers immunity after 1 attack.
  If a pregnant woman becomes infected, then her
  fetus will become infected as well.
  Mumps (Epidemic Partotitis)
  An acute infectious viral disease, the mumps
  is characterized by the swelling of the salivary glands.
  Though it may attack characters of any age, it most
  frequently affects children between the human ages
  of 5 and 9.  This disease rarely involves the sex glands.
  It is highly contagious and is spread by droplets
  sprayed from the respiratory tract of infected char-
  acters.  The incubation period varies from 15-21 days.
  Few fatalities result from mumps (5%), and 1 attack
  usually confers complete immunity, because only 1
  antigenic type of virus causes this disease.  In chil-
  dren, the first symptoms are usually a mild fever, a
  feeling of illness and chilliness, loss of appetite, and
  dryness of the throat.  This is followed by soreness
  and swelling around the ears, and a higher fever.
  These symptoms are usually gone by 12 days.  In
  adult males, inflammation of the testes occurs in up
  to 20% of the cases, but resultant sterility is rare
  (5% of those inflamed).  In children, infection of
  the auditory nerve can cause deafness, but this is
  also a rare result (5%).
  
  66
  Chapter 2: Body
  Muscular Dystrophy
  This is a crippling disease characterized by
  gradual wasting of skeletal muscle.  Muscle mass di-
  minishes and weakness increases until they are un-
  able to walk, even with the aid of a walking cane.
  No one recovers naturally from this hereditary dis-
  ease.
  Rabies
  This is an acute, contagious infection that
  enters the body through the bite of an animal.  All
  warm-blooded animals are susceptible.  The incu-
  bation takes (20 + 1d100) days, though (1d4 + 2)
  weeks is most common.  Rabies is virtually always
  fatal (99%).  At the end of the incubation period
  the site of the now healed wound becomes irritated
  and painful, and the local tissues may become numb.
  Depression (see Chap. 5: Mind) and anxiety are com-
  mon.  This initial stage lasts for about 2 days.  In the
  next stage, the period of excitation, the infected crea-
  ture becomes irritable and hypersensitive; the gen-
  eral attitude is one of terror, intensified by the on-
  set of difficult breathing and swallowing and a feel-
  ing of strangulation, caused by spasmodic contrac-
  tions of the diaphragm and larynx.  The infected
  creature is extremely thirsty but experiences spasms
  of the larynx when water is presented or even men-
  tioned.  Vomiting and fever are common during this
  stage.  A thick secretion of mucus collects in the
  mouth and throat, and the individual expectorates
  frequently or attempts to cough.  This stage lasts 3-
  5 days and usually terminates in death from a con-
  vulsive seizure or from cardiac or respiratory fail-
  ure.  When infected animals are in the excitation
  stage, they usually run amok, biting and snapping at
  any living thing in their path.
  Smallpox
  This is an acute, highly contagious viral dis-
  ease that is often fatal (90%).  This virus is transmit-
  ted through droplets discharged from the mouth
  and nose from an infected character that are inhaled
  by another character.  Onset of the first phase of
  smallpox infection occurs after a 12-day incubation
  period following infection.  This phase is marked by
  high fever, prostration, back and muscle pain, and
  sometimes vomiting.  A characteristic rash develops
  2-5 days later on the face, palms, and soles of the
  feet.  During the next 6-10 days, the rash develops
  into pus-filled pimples.  In extreme cases, the pimples
  run together, usually indicating a lethal infection of
  the virus.  The return of fever and other symptoms
  initiates the second stage of the disease, during which
  the pimples may or may not become infected.  As
  recovery begins, the pimples become crusted, often
  leaving scars, and the fever and symptoms subside.
  Death is caused by infection of the lungs, heart, or
  brain.  Blindness (01-05%) and male infertility (06-
  10%) are possible side-effects of survivors of small-
  pox.  A character with smallpox is infectious from
  the 3rd day through the erupting phase.  Survivors
  usually enjoy lifetime immunity to smallpox.
  Tourette’s Syndrome
  This is a disorder characterized by involun-
  tary muscular movements and obscene vocal expres-
  sions.  At the Aedile’s whim, an individual may be
  compelled to voice obscenities.  The affected char-
  acter is aware of their outburst, but is unable to pre-
  vent it.  The outburst is always honest.  The more
  that the outburst is deemed forbidden socially, the
  higher the likelihood of the outburst occurring.
  
  67
  Chapter 2: Body
  Tuberculosis
  This is a bacterial infection that primarily
  attacks the lungs, but may also affect 1d4 other ar-
  eas, including the kidneys (1), bones (2), lymph nodes
  (3), and brain (4).  Symptoms include coughing, chest
  pain, shortness of breath, loss of appetite, weight
  loss, fever, chills, and fatigue.  However, symptoms
  do not appear until usually at least 2 years after ex-
  posure.  Children are the most susceptible.  This
  disease is fatal for 50% of those who contract it.  It
  is transmitted from character to character (and char-
  acter to animal) by inhaling air droplets, though only
  10% of those who inhale it become infected.  If
  infected, then the disease is only contagious when
  symptoms are present, which may take a while to
  develop.  Coughing of blood or phlegm may occur.
  Typhoid Fever
  This is an acute infectious disease that is
  transmitted by milk, water, or solid food that is con-
  taminated with the feces of typhoid victims or car-
  riers.  The incubation period lasts 1-3 weeks.  The
  bacteria gather in the small intestine, where they
  enter the bloodstream.  This induces the first symp-
  toms, which are chills followed by high fever and
  prostration. Victims may also experience headache,
  cough, vomiting, and diarrhea.  The disease sponta-
  neously subsides after 3-4 weeks in most instances,
  but in about 20% of untreated cases the disease
  progresses to pneumonia (01-33%), intestinal hem-
  orrhage (34-66%), and even death (67-100%).  Ty-
  phoid fever has a 40% chance of fatality in bug-
  bears.
  Undulant Fever
  This disease is transmitted to characters by
  lower animals such as cattle, swine, and goats.  Char-
  acters acquire the disease through contact with in-
  fected animals or drinking their raw milk.  The dis-
  ease causes abortions in pregnant females, and in
  males it causes the genitalia to swell (2d10)% in size.
  The disease is named undulant because the fever is
  continually rising and falling.  The incubation pe-
  riod is 1-3 weeks after exposure.  Symptoms include
  fatigue and depression, and last 6d10 weeks.  Undu-
  lant fever has a 30% chance of fatality in ogres.
  Random Disease
  If it is necessary to determine a disease ran-
  domly, roll 1d100 and consult the following table:
   
  llo
  R
  e
  s
  a
  e
  si
  D
  m
  o
  d
  n
  a
  R
  7
  0-
  1
  0
  x
  ar
  h
  t
  n
  A
  7
  1-
  8
  0
  e
  u
  g
  alP
  cin
  o
  b
  u
  B
  2
  2-
  8
  1
  re
  c
  n
  a
  C
  4
  2-
  3
  2
  x
  o
  P
  n
  e
  k
  cih
  C
  2
  5-
  5
  2
  dlo
  C
  n
  o
  m
  m
  o
  C
  5
  5-
  3
  5
  s
  u
  dipis
  n
  I
  s
  ete
  b
  ai
  D
  6
  5
  sitila
  h
  p
  e
  c
  n
  E
  8
  5-
  7
  5
  ys
  p
  elip
  E
  0
  6-
  9
  5
  e
  n
  erg
  n
  a
  G
  0
  8-
  1
  6
  a
  z
  n
  e
  ulf
  n
  I
  1
  8
  ys
  o
  r
  p
  e
  L
  3
  8-
  2
  8
  s
  els
  a
  e
  M
  5
  8-
  4
  8
  s
  p
  m
  u
  M
  6
  8
  y
  h
  p
  o
  rts
  y
  D
  ralu
  cs
  u
  M
  1
  9-
  7
  8
  s
  eib
  a
  R
  3
  9-
  2
  9
  x
  o
  plla
  m
  S
  4
  9
  e
  m
  o
  r
  d
  n
  y
  S
  s’etter
  u
  o
  T
  7
  9-
  5
  9
  sis
  olu
  cre
  b
  u
  T
  9
  9-
  8
  9
  re
  v
  e
  F
  dio
  h
  p
  y
  T
  0
  0
  1
  re
  v
  e
  F
  t
  n
  alu
  d
  n
  U
  
  68
  Chapter 3: Abilities
  Chapter 3: Abilities
  Abilities are a character’s capacities.  With
  few exceptions, abilities are unchanging.  There are
  5 core abilities (Physique, Charisma, Dexterity, In-
  telligence, and Wisdom), each with 4 sub-abilities.
  To determine a character’s abilities, begin by calcu-
  lating each of the 20 sub-abilities.  Sub-abilities must
  be rolled in order and the order cannot be altered.
  For each sub-ability, roll 10d100, divide the sum by
  5, subtract 1 from the result, and truncate the re-
  mainder.  This creates a range of 1-199 for all sub-
  abilities and the average of each sub-ability is 100.
  It may be easier to look at the formula1:
  (10d100 / 5) - 1
  Then, simply average each group of 4 sub-
  abilities to determine the core ability.  For example,
  average the sub-ability scores for Physical Fitness,
  Strength, Bodily Attractiveness, and Health to de-
  termine the ability score for Physique.
  Modifiers from other chapters may affect
  your sub-ability scores, such as modifiers from race,
  gender, and Chapter 2: Body.  On the following tables,
  a score of 100 is the average for all humans. For
  instance, if a male rolls a Strength sub-ability score
  of 100 and is horrified that the average Bench Press
  is 113 pounds, as noted above this is also an average
  for gender.  To resolve this example, males receive a
  bonus for Strength.  For now, simply determine your
  sub-ability scores and record them on your charac-
  ter sheet, which is available in the back of this book
  in Appendix 1: Character Sheets.  Finally, sub-abilities
  may need to be modified depending on age, if a
  character is not a Young Adult.  After the sub-abili-
  ties are described and the tables presented, aging
  effects are presented, which must be considered
  throughout the character’s life.  The last part of this
  chapter details how Physical Fitness, Strength, and
  Intelligence may be increased by Persistent Exer-
  cise.  Finally, an alternate rolling method for sub-
  abilities is presented.
  Lastly, these abilities are arranged not in an
  order of importance (they are all important), but in
  an order that progresses from concrete (Physique)
  to abstract (Wisdom).  Physique is immediately ob-
  vious, while Wisdom is not.
  1. The distribution for abilities and sub-abilities attempts to model the bell curve of intelligence.  In their book The Bell
  Curve, Hernstein and Murray note the distribution for intelligence in the standard “IQ metric” has a mean (M) of 100 and
  standard deviation (SD) of 15.  For more information, see the References section at the end of this book.  The tables for
  abilities and sub-abilities presented later in this chapter have highlighted columns to indicate M and SD.
  As a test, sub-abilities were determined in the Fatal Character Generator and entered into SPSS.  Descriptive statistics
  were computed on 1,000 sub-abilities (M = 98.79, SD = 18.74).  The range was 42-155.  The formula [(10d100 / 5) - 1] has less
  central tendency than the bell curve of intelligence, though it is a close approximation.  Since this is a realistic, but time-
  consuming, method to determine abilities, it is recommended that characters are created in the Fatal Character Generator,
  available free at fatalgames.com.
  
  69
  Chapter 3: Abilities
  Physique
  The most obvious of all abilities, Physique
  is comprised of Physical Fitness, Strength, Bodily
  Attractiveness, and Health.  High Physique ability
  scores indicate a body that is trim, strong, well-pro-
  portioned, and resilient.
  Physical Fitness: Often considered endur-
  ance or stamina, a character’s Physical Fitness is not
  concerned with the size or strength of the muscle,
  but its ability for durative exertion.  Characters with
  high Physical Fitness have low body fat and are able
  to perform exerting activities for long durations, such
  as sprinting.  Physical Fitness may affect another sub-
  ability of Physique: Bodily Attractiveness.  Physical
  Fitness determines a character’s Sprint speed per
  round according to their height (see Chap. 2: Body).
  The Sprint skill in Chapter 8: Skills has more infor-
  mation on sprinting, running, jogging, walking, and
  forced marches.  To determine the distance in terms
  of miles walked per hour, divide the Sprint speed
  by 20.  This sub-ability may be increased with Per-
  sistent Exercise, as detailed at the end of this chap-
  ter.  Physical Fitness affects skills such as Climb, Con-
  tortion, Jump, Mountaineering, Sprint, and Swim.
  Strength: This refers to the size of  the
  character’s muscles and the amount of force that
  may be generated.  Strength may be affected by
  height and weight.  Characters with high Strength
  are able to exert considerable force and move im-
  pressive amounts of weight.  Specifically, Strength
  entails measurements of the Clean and Jerk (amount
  in pounds that may be lifted and pressed above the
  head), Bench Press (pressed away from the chest),
  and Dead Lift (lifted from the ground, but unable
  to carry it).  If the Clean and Jerk is attempted with
  only 1 hand, then 40% of the weight on the table
  may be pressed.  In Chapter 9: Equipment, the amount
  listed for Dead Lift will determine a character’s En-
  cumbrance; 2 other measures are included: Pull and
  Push.  Strength has a Skill Modifier for use with the
  skills in Chapter 8: Skills, such as Blacksmithing, Brass-
  smithing, Coppersmithing, Hewing, Mountaineer-
  ing, Silversmithing, Stonemasonry, Swim, and Wres-
  tling.  Strength also affects the amount of damage a
  character inflicts with melee weapons.  For instance,
  a Strength score of 115 causes an additional 9% of
  normal damage, depending on the weapon.  Strength
  also affects Life Points (see Chap. 10: Combat).  Fi-
  nally, Strength is affected by exercise.  For informa-
  tion, see Persistent Exercise, which is detailed at the
  end of this chapter.
  Bodily Attractiveness:  Usually, this por-
  tion of a character’s Physique represents the attrac-
  tiveness of  their frame and how appropriately
  muscles and fat are distributed over their skeletal
  frame.  For example, characters with low Bodily
  Attractiveness1 may have disproportionately long or
  short arms, legs, or upper body.  Physical Fitness
  may affect Bodily Attractiveness.  Males with high
  Bodily Attractiveness tend to have high Strength and
  height (see Chap. 2: Body), while females with high
  Bodily Attractiveness tend to have large Cup Size
  (see Chap. 2: Body) and low weight (see Chap. 2: Body).
  Female reproductive capacity correlates with a sharp
  contrast between waist and hips.  Bodily Attractive-
  ness affects skills (see Chap. 8: Skills) such as Seduc-
  tion and Sexual Adeptness.
  Health:  Healthy characters are not sickly
  or prone to illness, have fewer allergies, are unaf-
  fected by poison ivy, vomit only rarely, have better
  hearing (see Sound in Chap. 8: Skills), have more
  Life Points (see Chap. 10: Combat), and maybe most
  importantly, respond well to shock and injury.  The
  modifiers for Allergies and Intoxication are explained
  in Chapter 2: Body.  Regarding skills, Health is useful
  with Urinating.
  1. The standards for female Bodily Attractiveness have been referenced from Life in a Medieval Castle, by Joseph and Frances
  Gies. For more information, see the References section at the end of this book.  Gies claims that “Nicolette...physically
  exemplified the medieval feminine ideal...”, and quotes the source who describes the following female: “Her breasts so firm
  that they showed beneath her vesture like two rounded nuts; so frail was she about the girdle that your hands could have
  spanned her...”  A thin waist and large, round breasts are physical standards of female attractiveness, and are historically
  accurate.
  
  70
  Chapter 3: Abilities
  Charisma
  The ability of Charisma is the appeal of a
  character to others based on 4 sub-abilities: Facial,
  Vocal, Kinetic, and Rhetorical Charisma.  High Cha-
  risma is indicative of a beautiful countenance, voice,
  movement, and style of speech.
  Facial: Distinct from all other forms of at-
  tractiveness, this considers only facial attractiveness1.
  All humanoid races and cultures consider certain
  features to be attractive.  The most attractive male
  features are large eyes, large eyebrow ridges, low-set
  eyebrows, high cheekbones, and bigger jaws.  The
  most attractive female features are eyes that are large
  and wide-set, small noses, narrow facial breadths,
  small chins and jaws, high eyebrows, high cheek-
  bones, full lips, large smiles, dilated pupils, hair that
  is well-groomed and full, and skin that is soft,
  smooth, and unblemished.  The symmetry between
  the left and right face of a character correlates with
  higher Facial Charisma.  Symmetry suggests good
  reproduction, healthiness, and youth.  On average,
  female characters have higher Facial Charisma than
  male characters.  Characters with low Facial Cha-
  risma may seem to have 1 eyebrow instead of 2,
  severe acne, an ugly birthmark, a large nose or ears,
  dark rings under the eyes, rotten or missing  front
  teeth, or disfiguring scars to list a few examples.
  Although Facial Charisma is an ability because it is a
  capacity for attractiveness determined before birth,
  it may be enhanced cosmetically or with a hairstyle
  that complements features (see Barber in Chap. 7:
  Occupation and Hairstyling in Chap. 8: Skills).  Facial
  Charisma  affects the skill of Sexual Adeptness (see
  Chap. 8: Skills).
  Vocal: While a character may be speaking
  or singing in a foreign language not understood by
  the listener, factors such as tone, pitch, accent, and
  inflection may influence the listener to perceive them
  as attractive, or conversely, repulsive.  On the table
  presented later in this chapter, a description of Vo-
  cal Charisma at each category of ability offers a ref-
  erence point for comparisons.  Other characters tend
  to enjoy listening to the voice of a character with
  high Vocal Charisma.  Vocal Charisma affects the
  skill (see Chap. 8: Skills) of Musical Instrument (Sing-
  ing).
  Kinetic: Different from the Bodily Attrac-
  tiveness sub-ability, Kinetic Charisma deals not with
  the physical shape and appearance of the character
  in question, but the beauty of their bodily move-
  ments, gestures, stride, etc.  For example, characters
  with high Kinetic Charisma tend to stand up straight,
  instead of slouching.  On the table presented later
  in this chapter, a description of Kinetic Charisma at
  each category of ability offers a reference point for
  comparisons.  This sub-ability is important particu-
  larly in Dance, Massage, and Sexual Adeptness (see
  Chap. 8: Skills).
  Rhetorical: As rhetoric is the art of per-
  suasion, this sub-ability of Charisma is concerned
  with the potential to seem credible, to make one’s
  ideas or suggestions seem appealing by soliciting
  emotions.  Rhetoric has been accused as an art of
  verbal trickery, a tool of political propaganda, and
  the foe of reasoned and logical arguments.  Just the
  same, it is very influential and often more influential
  than reasoned argument.  Further, rhetoric is im-
  portant for leadership.  Talented rhetoricians know
  that the most persuasive speech rate is slightly faster
  than the societal norm, and accordingly speak at such
  a rate.  Average Speech Rate is indicated on the table
  for Rhetorical Charisma later in this chapter. It is
  represented in words-per-minute (w.p.m.), and is not
  to be confused with a character’s Maximum Speech
  Rate, as indicated on the table for the sub-ability of
  Enunciation.  Obviously, a character’s Average
  Speech Rate, as listed for Rhetorical Charisma, may
  never exceed their Maximum Speech Rate, as listed
  for Enunciation.  This sub-ability is useful in skills
  (see Chap. 8: Skills) such as Haggling.
  1.  In a scholarly journal article by Chen, German, and Zaidel (1997), a gender effect occurred regarding facial attractiveness.
  On a Likert scale, the mean rating for the attractiveness of a female face (M=2.71) was higher than the mean rating for the
  attractiveness of a male face (M=2.34).  Interestingly, males rated females (M=2.64) lower than females rated females (M=2.89),
  and males rated males (M=2.45) higher than females rated males (M=2.29).  Finally, “cross-cultural agreement on facial
  attractiveness” (p. 472) exists, because just as with animals, facial attractiveness provides “external features (e.g. feathers,
  antlers, fur)  to reveal clues related to health, quality of genes, state of immune system,” and is relevant to reproduction.  For
  more information, see the References section at the end of this book.
  
  71
  Chapter 3: Abilities
  Dexterity
  This ability is physical precision, which is
  more abstract or less concrete than Physique.  Dex-
  terity is comprised of 4 sub-abilities: Hand-Eye
  Coordination, Agility, Reaction Speed, and Enun-
  ciation.  A high ability score in Dexterity indicates
  that a character is probably nimble, moves easily
  and as desired, has lightning reactions, and can
  speak quickly and clearly if necessary.
  Hand-Eye Coordination: This type of
  Dexterity affects skills (see Chap. 8: Skills) such
  as Aim, Ambidexterity, Basketweaving,
  Blindfighting, Delousing, Disarm, Dying,
  Enameling, Engraving, Forgery, Hunt-
  ing, Hurl, Juggling, Lock-picking, Mas-
  sage, Milking, Mounted Archery, Mu-
  sical Instrument, Painting, Parry, Pick
  Pocket, Complex Ritual, Rope Use,
  Sculpture, Surgery, Tailoring, Urinat-
  ing, Weapon (General), Weapon (Spe-
  cific), Weapon Trick, and any other
  activity demanding accurate finger
  or hand movements.  Hand-Eye
  Coordination determines a
  character’s Finger Precision, the
  finest intended precision with which
  fingers may be manipulated.
  Agility: Differing from Reac-
  tion Speed below, Agility is not the
  ability to physically react to a stimu-
  lus, so much as the ability to physi-
  cally enact an action as desired,
  once chosen.  Agility affects Cur-
  rent Armor, thereby protecting
  those who are agile, while those
  with low Agility are more vulner-
  able to attacks.  Agility affects
  skills (see Chap. 8: Skills) such as Balance, Brawling,
  Climb, Physical Comedy, Contortion, Dance, Dis-
  arm, Hide,  Juggling, Mountaineering, Mounted Ar-
  chery, Parry, Riding, Silence, Tumble, Weapon (Gen-
  eral), Weapon (Specific), and Wrestling.  Regarding
  the Brawling skill, Agility affects the number of
  Brawling attacks per round.  Agility also affects the
  number of seconds necessary to stand.
  Reaction Speed: Often considered to be
  mental Dexterity, Reaction Speed entails neural re-
  sponsiveness such as combat responsiveness or the
  speed of awakening in an emergency.  Those with
  high reaction speeds can awaken from a deep sleep
  and be coherently on their feet in a few
  seconds, or react very quickly to the
  many minute factors of  combat.
  This is represented on the table as
  Deep Sleep Recovery, listing the num-
  ber of rounds required to be alert and
  able to react without penalty in an
  emergency.  Reaction Speed directly af-
  fects Initiative (see Chap. 10: Combat), as
  well as the Blindfighting skill (see Chap. 8:
  Skills).  For example, a character with
  a high Reaction Speed may en-
  counter a snake and be able to
  grab the snake behind its head
  without getting bitten.
  Enunciation: Verbal coor-
  dination is the basis of Enunciation,
  such as speaking quickly and not
  getting tongue-tied, avoiding the
  slurring of words, and speaking
  clearly.  Characters with low scores
  in Enunciation may, upon being frus-
  trated or fearful, become unable to
  articulate their speech, and therefore
  babble incomprehensibly.  Direct
  measures of Enunciation include
  how quickly a character may cast
  a spell, and  a character’s Maxi-
  mum Speech Rate, which is rep-
  resented in words-per-minute
  (w.p.m.).  Few characters ever
  speak at this rate, but this is the
  fastest that this sub-ability of Dexterity allows a
  character to speak.  Obviously, a character’s Aver-
  age Speech Rate, as listed for Rhetorical Charisma,
  may never exceed their Maximum Speech Rate, as
  listed for Enunciation.  Enunciation affects the skills
  of Spitting and Ventriloquism (see Chap. 8: Skills).
  
  72
  Chapter 3: Abilities
  Intelligence
  Fairly abstract, Intelligence is a character’s
  mental precision, as well as capability and capacity
  to learn new things.  Intelligence is comprised of 4
  sub-abilities: Language, Math, Analytic, and Spatial
  Intelligence.  A high Intelligence ability score indi-
  cates that a character is likely to easily learn languages
  and properly use them, perform abstract mathemati-
  cal operations such as geometry, solve logical prob-
  lems and arrange critically reasoned arguments, and
  perceive and manipulate parts and the whole of ob-
  jects with accuracy.  After controlling for body size,
  brain size weakly correlates to Intelligence, so those
  with bigger brains also tend to be more intelligent1.
  Also, Intelligence is affected by mental exercise, just
  as Strength is affected by physical exercise2.
  Language: Those with excellent Language
  sub-ability are able: to speak multiple languages flu-
  ently; acquire, retain, and utilize a large Vocabulary;
  and demonstrate impressive reading comprehension.
  However, this is only the potential to do these things.
  In a fantasy medieval environment where illiteracy
  is the norm, most of the potential of this sub-abil-
  ity may go unrealized.  Note that the examples for
  Vocabulary are not necessarily words that are un-
  derstood by the character, so much as the level of
  the character’s Vocabulary that is used daily and
  nonchalantly.  Language affects skills (see Chap. 8:
  Skills) such as Forgery, Read/Write Language, Speak
  Language, and Transcribing.
  Math: The ability to accurately and consis-
  tently perform mathematical calculations entails al-
  gebra, geometry, and believe it or not, musical skills,
  as well as basic arithmetic.  The table lists the High-
  est Possible Math3 that may be performed, provided
  the character has been trained in the Math listed.
  Math affects skills (see Chap. 8: Skills) such as Archi-
  tecture, Chemistry, Numerology Divination, Gam-
  bling, Math (Algebra), Math (Fundamental), Math
  (Geometry), Math (Trigonometry), Music (Coun-
  terpoint), and Music Theory.
  Analytic:  Characters with high analytic or
  reasoning ability are able to think critically and logi-
  cally.  Analytic characters make better decisions based
  upon available facts and probabilities.  Some argue
  that morality is derived from Analytic reasoning.
  Analytic Intelligence affects skills (see Chap. 8: Skills)
  such as Appraise, Chemistry, Logic, and Music
  (Counterpoint).
  Spatial: This sub-ability is concerned with
  manipulating visual-spatial images.  Spatial Intelli-
  gence may be observed during the following: the
  ability to imagine correctly how objects will appear
  when rotated in two- or three-dimensional space,
  finding hidden figures within the contours of a larger
  figure, accurately predicting where a moving object
  will be at any given moment, the ability to arrange
  items to make or resemble a specific design, and
  object assembly.  On the table later in the chapter
  for this sub-ability, Unfamiliar Object Assembly dem-
  onstrates the differences in ability.  This does not
  mean that a character is qualified to assemble all un-
  familiar objects, but that there is a limit to the num-
  ber of pieces they can comprehend before being
  overwhelmed.  Generally, Spatial Intelligence may
  be considered mechanical aptitude, and is most use-
  ful with crafts or trades, and also with skills (see Chap.
  8: Skills) such as Architecture, Armorsmithing,
  Blacksmithing, Bowyer, Brass-smithing, Carpentry,
  Cartography, Clockmaking, Constellations,
  Coppersmithing, Cosmetics, Fletching, Gemcutting,
  Glassblowing, Glovemaking, Goldsmithing,
  Locksmithing, Musical Instrument, Painting, Paper-
  making, Sailmaking, Shipwright, Silversmithing,
  Stonemasonry, 
  Weaponsmithing, 
  and
  Wheelwrighting.
  1.  Brain size and intelligence have been correlated in at least 3 studies appearing in scholarly journals.  See the References
  section at the end of this book for: a) Lynn, R., b) Rushton, J., c) Willerman, L, Schultz, R., Rutledge, J., & Bigler, E.
  2.  In The Executive Brain, Elkhonon Goldberg cites studies demonstrating that parts of the brain, as well as intelligence,
  change over time according to the amount of use.  For more information, see the References section at the end of this book.
  3.  Although higher forms of math are possible, they had not been invented or discovered until after 1335 A.D., which
  disqualifies higher forms of math from this game.  For example, Isaac Newton published calculus in 1687.
  DISCE.QUASI.SEMPER.VICTURUS.
  VIVE.QUASI.CRAS.MORITURUS
  Learn as if you were going to live forever;
  live as if you were going to die tomorrow.
  
  73
  Chapter 3: Abilities
  Wisdom
  The most abstract ability, Wisdom is a
  character’s potential to actualize what they have and
  know; it is an ability to adapt to situations.  Wise
  characters tend to make decisions that they do not
  regret.  Wisdom is comprised of 4 sub-abilities:
  Drive, Intuition, Common Sense, and Reflection.
  A high Wisdom ability score indicates that a charac-
  ter is likely to be determined and disciplined, recep-
  tive to subtle cues, adapt well to situations, and re-
  flect frequently on their life.
  Drive: A Drive may be considered a
  character’s determination, willpower, persistence, dis-
  cipline, and perseverance.  A character with high
  Drive sub-ability does not necessarily always ap-
  proach everything with a high Drive, but has the
  ability, should it be necessary, preferred, or desired.
  Drive also is used to determine whether creatures
  remain in combat or flee (see Chap. 10: Combat), and
  it also initially affects Life Points (see Chap. 10: Com-
  bat).  The column entitled Hours Relaxing indicates
  the number of hours per day that, if it were up to
  the character in question, they would generally relax
  and refrain from all exertion.  Drive affects the skills
  Animal Conditioning and Combat Spellcasting (see
  Chap. 8: Skills).
  Intuition: This sub-ability is a character’s
  familiarity with, or awareness of, subconscious and
  subtle cues or clues; Intuition is an acuteness of per-
  ception and attention to nearby, local, or observ-
  able detail.  Characters with high Intuition are still
  limited by the physical world, unable to glean facts
  or feelings that do not present themselves or are
  fully hidden.  Often, what is attributed to Intuition
  is subtle information that we are unable to attribute
  to its source, so we consider it metaphysical when it
  is not.  For instance, a female may have an uneasy
  feeling when a stranger looks at her.  Though she
  does not realize it in this example, the pupils of the
  male’s eyes are not dilated but very narrow.  This is
  a biological cue that the male is either in bright sun-
  light or displeased.  Likely, the animal in her human
  nature recognizes his displeasure as he looks at her,
  though she is not consciously aware of the cue.
  Intuition is a form of knowledge that is indepen-
  dent of experience or reason.  Some claim that it is
  only through Intuition that characters come to know
  their god.  Therefore, some consider morality to
  depend on Intuition.  Some contrast Intuition with
  Intelligence, declaring Intuition to be the purest form
  of instinct.  Intuition affects skills (see Chap. 8: Skills)
  such as Animal Conditioning, Animal Handling,
  Blindfighting, Chemistry, Cosmetics, Direction
  Sense, many forms of Divination (Alectromancy,
  Anthropomancy, Aspidomancy, Austromancy,
  Axinomancy, 
  Belomancy, 
  Ceraunoscopy,
  Chiromancy, Cleromancy, Crystalomancy,
  Dririmancy, 
  Gastromancy, 
  Gyromancy,
  Hydromancy, 
  Libanomancy, 
  Lithomancy,
  Lunomancy, 
  Necromancy, 
  Numerology,
  Omphalomancy, Oneiromancy, Onomancy,
  Oomancy, Ornithomancy, Pyromancy, Scatomancy,
  Sortilege, Stichomancy, Urimancy, and Xenomancy),
  Etiquette, Haggling, Read Lips, Sculpture, Search,
  and Teaching.
  Common Sense: It is easier to describe what
  this sub-ability is not, than what it is.  Examples of
  individuals lacking in Common Sense are often those
  who are gullible and have a tendency toward ideal-
  ism more than pragmatism.  Common Sense, as a
  sub-ability, is an abstract measure of how much a
  character is in touch with reality.  Nerds are good
  examples of people who may have some high forms
  of Intelligence, but may lack Common Sense.  On
  the table presented later in this chapter, examples
  of each category of ability demonstrate what a char-
  acter may be “Likely to” do.  Common Sense af-
  fects skills (see Chap. 8: Skills) such as Agriculture,
  Basketweaving, Bookbinding, Brewing, Brickmaking,
  Candlemaking, Cleaning, Cobbling, Cooking, Dis-
  guise, Divination (Alectromancy), Fishing, Foresting,
  Gambling, Genealogy, Girdlemaking, Grooming,
  Hatmaking, Heraldry, Hide, Inkmaking, Milking,
  Milling, Mining, Minting, Perfumemaking,
  Pewtersmithing, Pottery, Pursemaking, Ropemaking,
  Saddlemaking, Search, Sheathemaking, Silence, Skin-
  ning, Soapmaking, Tailoring, Tanning, Teaching,
  Thatching, Tilemaking, Tinkering, Trapping,
  Wainwrighting, Weather Prediction, and Weaving.
  Reflection: While Intelligence, or learning,
  is more concerned with short-term mnemonic ac-
  curacy, the accuracy of long-term memory corre-
  lates with a gain in Wisdom over time as the deci-
  sions made by the individual reflect the inclusion of
  
  74
  Chapter 3: Abilities
  more experiences that are remembered accurately.
  Those who do not remember and reflect upon the
  majority of their lives are more likely to make un-
  wise decisions.  The Earliest Memory is determined
  by this sub-ability, though it is unaffected by aging.
  For example, an old character does not remember
  more of their childhood than when they were a
  young adult.  Reflection affects skills (see Chap. 8:
  Skills) such as Constellations, Etiquette, Remember
  Detail, and Weather Prediction.
  Skill Modifiers
  Each ability and sub-ability has a Skill Modi-
  fier.  Whenever a skill is used or must be checked,
  abilities may modify the roll of a skill.  Individual
  skills may use Skill Modifiers from multiple abilities
  or sub-abilities.  Information on skills and how Skill
  Modifiers function may be found in Chapter 8: Skills.
  For example, if a character attempts to at-
  tack another, intending to hack a cleaver into their
  head, the character must consult a skill for that par-
  ticular weapon.  If this character is skillful, then they
  will probably kill their foe.
  Ability Checks
  Instances in the game may occur when abili-
  ties need to be checked.  For instance, a slovenly
  chambermaid offers herself to a strapping young
  character if and only if he can expediently repeat a
  tongue-twister of her choice.  Driven by hormones,
  the young male agrees, and asks “What is the tongue-
  twister?”  The chambermaid challenges “Huge hung
  hero hunks hastily hump horny heaving hot whores.
  How‘bout it, huh?”  To make an ability check, roll
  3d10 and apply the Skill Modifier to the result.  A 6
  or less always represents failure or a fumble.  This
  number may be compared with a difficulty thresh-
  old (TH) determined by the Aedile or the roll of
  another player.  In the example provided above re-
  garding tongue-twisting, the Aedile may have secretly
  decided the TH to be 20.  The player of the strap-
  ping young character tests his character’s Enuncia-
  tion sub-ability at the moment by rolling 3d10 and
  applying the Skill Modifier from Enunciation to the
  roll.  He rolls 11 and the Aedile tells him that he
  tried to say it faster than he was capable at the mo-
  ment.  To the dismay of the character, the chuck-
  ling chambermaid abandons him for a lad with a
  more nimble tongue.
  
  75
  Chapter 3: Abilities
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  76
  Chapter 3: Abilities
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  1
  
  77
  Chapter 3: Abilities
  h
  t
  g
  n
  e
  rt
  S
  :e
  u
  qis
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  h
  P
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  d
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  M
  st
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  &
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  a
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  C
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  7
  1
  +
  1
  7
  1
  3
  4
  3
  4
  1
  5
  
  78
  Chapter 3: Abilities
  )
  d
  e
  u
  nit
  n
  o
  C
  (
  h
  t
  g
  n
  e
  rt
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  M
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  D
  .
  d
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  M
  st
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  P
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  C
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  9
  3
  0
  1
  
  79
  Chapter 3: Abilities
  )
  d
  e
  u
  nit
  n
  o
  C
  (
  h
  t
  g
  n
  e
  rt
  S
  :e
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  h
  P
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  M
  lli
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  a
  D
  .
  d
  o
  M
  st
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  P
  efi
  L
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  &
  n
  a
  el
  C
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  s
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  B
  tfi
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  80
  Chapter 3: Abilities
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  81
  Chapter 3: Abilities
  s
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  82
  Chapter 3: Abilities
  h
  tla
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  9
  9
  
  83
  Chapter 3: Abilities
  1.  Although most who are unfamiliar with this term think it is
  ‘butterface’ when heard the first time, ‘but-her-face’ describes
  when every physical aspect of a female character looks good,
  but her face.  This term should not be taken literally, since the
  character described by this term may not be female, or may
  have low Bodily Attractiveness as well.
  TEMPUS.ERIT.QUO.VOS.SPECULUM.
  VIDISSE.PIGEBIT
  The time will come when you will be
  sorry to have looked into your mirror.
  laic
  a
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  P
  
  84
  Chapter 3: Abilities
  la
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  V
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  85
  Chapter 3: Abilities
  la
  cir
  ote
  h
  R
  :a
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  a
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  C
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  86
  Chapter 3: Abilities
  ytili
  g
  A
  :ytir
  etx
  e
  D
  er
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  c
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  b
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  87
  Chapter 3: Abilities
  d
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  88
  Chapter 3: Abilities
  n
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  89
  Chapter 3: Abilities
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  A
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  +
  1
  1
  -
  
  90
  Chapter 3: Abilities
  h
  ta
  M
  :e
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  gillet
  n
  I
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  cityla
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  A
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  I
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  +
  
  91
  Chapter 3: Abilities
  lait
  a
  p
  S
  :e
  c
  n
  e
  gillet
  n
  I
  e
  r
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  92
  Chapter 3: Abilities
  e
  vir
  D
  :
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  W
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  93
  Chapter 3: Abilities
  OMNIA.MEA.MECUM.PORTO
  All that is mine,
  I carry with me.
  (My Wisdom is my
  greatest wealth.)
  n
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  94
  Chapter 3: Abilities
  e
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  95
  Chapter 3: Abilities
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  96
  Chapter 3: Abilities
  1.  Although the relationships between many variables in the
  tables for sub-abilities are linear, such as Strength and Damage,
  many are also curvilinear, such as sub-ability scores and Skill
  Modifiers.  Most curvilinear relationships are calculated as
  parabolas.  The parabolic formula that opens to the right is: (y
  - yc)2 = 4a(x - xd).  The variable ‘c’ is the vertical distance from
  the vertex to y=0, and ‘d’ is the horizontal distance from the
  vertex to x=0.  Finally, ‘a’ is the distance from the vertex to
  the focus of the parabola.  For example, Skill Modifiers are
  considered to range from -99 to +250 over 200 categories
  (such as 1-6, 7-12, etc.) of sub-ability scores.  Only Strength
  has 200 categories; other sub-abilities have 50.  Therefore, the
  vertex is (1, -99), so consider the vertex in the equation: (y +
  99)2 = 4a(x - 1).  Now, solve for ‘a’ by inputting any other
  known point, such as the apex (17, 0), and: (0 + 99)2 = 4a(17
  - 1).  Hence: 992 = 4a(16).  Therefore: 9801 = 64a.  Finally,
  a=153.14.  Consequently, 4a=612.56.  Now, any point may be
  plotted along the curve: (y + 99)2 = 612.56(x - 1).  For example,
  the highest Strength category (1,195-1,200, the 200th category)
  is: (y + 99)2 = 612.56(200 - 1).  Next: (y + 99)2 = 612.56(199).
  Next: (y + 99)2 = 121899.44, and is equivalent to: y + 99 =
  121899.440.5.  And: y + 99 = 349.  Finally: y=250.  All
  curvilinear relationships were calculated in Microsoft Excel.
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  4
  7
  1-9
  6
  1
  2
  3
  +
  0
  8
  1-5
  7
  1
  4
  3
  +
  6
  8
  1-1
  8
  1
  7
  3
  +
  2
  9
  1-7
  8
  1
  9
  3
  +
  8
  9
  1-3
  9
  1
  1
  4
  +
  4
  0
  2-9
  9
  1
  3
  4
  +
  0
  1
  2-5
  0
  2
  5
  4
  +
  6
  1
  2-1
  1
  2
  7
  4
  +
  2
  2
  2-7
  1
  2
  9
  4
  +
  8
  2
  2-3
  2
  2
  2
  5
  +
  4
  3
  2-9
  2
  2
  4
  5
  +
  0
  4
  2-5
  3
  2
  6
  5
  +
  6
  4
  2-1
  4
  2
  8
  5
  +
  2
  5
  2-7
  4
  2
  9
  5
  +
  8
  5
  2-3
  5
  2
  1
  6
  +
  4
  6
  2-9
  5
  2
  3
  6
  +
  0
  7
  2-5
  6
  2
  5
  6
  +
  6
  7
  2-1
  7
  2
  7
  6
  +
  2
  8
  2-7
  7
  2
  9
  6
  +
  8
  8
  2-3
  8
  2
  1
  7
  +
  4
  9
  2-9
  8
  2
  2
  7
  +
  0
  0
  3-5
  9
  2
  4
  7
  +
  
  97
  Chapter 3: Abilities
  Intelligence
  Depending on race and Intelligence, a char-
  acter may be considered retarded, slow, average,
  gifted, or a genius.  Infants who are obviously re-
  tarded are usually killed or abandoned by their par-
  ents.  Retards are likely to have extra folds of skin
  under their eyes, a flattened nasal bridge, and a large
  tongue.  Consult the table below:
  e
  g
  n
  a
  R
  e
  c
  n
  e
  gillet
  n
  I
  e
  c
  a
  R
  d
  r
  at
  e
  R
  w
  olS
  .g
  v
  A
  d
  etfi
  G
  s
  ui
  n
  e
  G
  m
  ik
  a
  n
  A
  5
  7-
  1
  0
  0
  9-
  6
  7
  0
  2
  1-
  1
  9
  5
  3
  1-
  1
  2
  1
  9
  9
  1-
  6
  3
  1
  ra
  e
  b
  g
  u
  B
  8
  6-
  1
  0
  3
  8-
  9
  6
  3
  1
  1-
  4
  8
  8
  2
  1-
  4
  1
  1
  9
  9
  1-
  9
  2
  1
  fra
  w
  D
  3
  7-
  1
  0
  8
  8-
  4
  7
  8
  1
  1-
  9
  8
  3
  3
  1-
  9
  1
  1
  9
  9
  1-
  4
  3
  1
  fl
  E
  0
  7-
  1
  0
  5
  8-
  1
  7
  5
  1
  1-
  6
  8
  0
  3
  1-
  6
  1
  1
  9
  9
  1-
  1
  3
  1
  n
  a
  m
  u
  H
  0
  7-
  1
  0
  5
  8-
  1
  7
  5
  1
  1-
  6
  8
  0
  3
  1-
  6
  1
  1
  9
  9
  1-
  1
  3
  1
  dlo
  b
  o
  K
  8
  6-
  1
  0
  3
  8-
  9
  6
  3
  1
  1-
  4
  8
  8
  2
  1-
  4
  1
  1
  9
  9
  1-
  9
  2
  1
  es
  a
  B
  ,erg
  O
  0
  3-
  1
  0
  5
  4-
  1
  3
  5
  7-
  6
  4
  0
  9-
  6
  7
  9
  9
  1-
  1
  9
  ffil
  C
  ,erg
  O
  8
  4-
  1
  0
  3
  6-
  9
  4
  3
  9-
  4
  6
  8
  0
  1-
  4
  9
  9
  9
  1-
  9
  0
  1
  .a
  u
  r
  G
  ,erg
  O
  1
  2-
  1
  0
  6
  3-
  2
  2
  6
  6-
  7
  3
  1
  8-
  7
  6
  9
  9
  1-
  2
  8
  re
  d
  ni
  K
  ,erg
  O
  0
  4-
  1
  0
  5
  5-
  1
  4
  5
  8-
  6
  5
  0
  0
  1-
  6
  8
  9
  9
  1-
  1
  0
  1
  .b
  r
  o
  B
  ,llo
  r
  T
  5
  1-
  1
  0
  0
  3-
  6
  1
  0
  6-
  1
  3
  5
  7-
  1
  6
  9
  9
  1-
  6
  7
  lli
  H
  ,llo
  r
  T
  5
  1-
  1
  0
  0
  3-
  6
  1
  0
  6-
  1
  3
  5
  7-
  1
  6
  9
  9
  1-
  6
  7
  .b
  u
  S
  ,llo
  r
  T
  0
  8-
  1
  0
  5
  9-
  1
  8
  5
  2
  1-
  6
  9
  0
  4
  1-
  6
  2
  1
  9
  9
  1-
  1
  4
  1
  Retard Strength
  Consult the former table entitled ‘Intelli-
  gence Range’ to determine if a character is retarded.
  For example, humans with Intelligence less than or
  equal to 70 are retarded.  Many Aediles will simply
  tell the player to reroll the score, all abilities, or some
  may demand that the character is played despite the
  low score.  If your character is retarded, consult your
  Aedile.
  Any character who is retarded must roll
  1d100 to see if they have Retard Strength.  Next,
  consider 3 times the difference between the
  character’s retarded Intelligence and the lowest In-
  telligence they could have to be ‘Slow’, and consider
  this to be the percentile chance of Retard Strength.
  (lowest Slow score - retard Intelligence) x 3 =
  (% chance of Retard Strength)
  If the character has Retard Strength, then
  increase the character’s Strength sub-ability by
  (2d10)%.
  
  98
  Chapter 3: Abilities
  Aging Effects
  Abilities are not constants throughout a character’s lifespan.  Instead, abilities vary as the character
  ages, though some vary more or less, and in different proportions.  Different races vary regarding lifespan
  and years per age category listed below.  Racial information may be found in Chapter 1: Race and Gender.
  Percentile effects are reflect a distance from Young Adult.  For instance, the average ability of Reflection
  for an infant is 10 (100 - 90% = 10), while for Old Age it is 125 (100 + 25% = 125).
  1.  Manual Dexterity and age were correlated in the following study: Adult Norms for the Box and Block Test of Manual
  Dexterity.  For more information, see the References section at the end of this book.
  2.  According to The Owner’s Manual for the Brain, Reaction Speed doubles from age 20 to 60.  For more information, see the
  References section at the end of this book.
  3.  These estimates relate to the average character.  According to The Owner’s Manual for the Brain, mental abilities do not
  decline with age if the brain is exercised, but only from disuse.  For more information, see the References section at the end
  of this book.  Consult with the Aedile to determine whether or not a particular character has exercised mentally.
  Persistent Exercise
  Only the following sub-abilities may be in-
  creased with Persistent Exercise: Physical Fitness,
  Strength, Language, Math, Analytic, and Spatial.  The
  other 14 sub-abilities are unable to be increased by
  the character’s determination and efforts, though
  particular skills that depend upon those sub-abili-
  ties may be increased substantially (see Chap. 8: Skills).
  For example, a character’s Facial Charisma is simply
  that with which they are born.  Although a charac-
  ter can experiment with grooming and hairstyles,
  this does not directly change their Facial Charisma,
  but is more applicable under a skill, such as Dis-
  guise, since this is not their natural state.  With the
  exception of the sub-abilities noted above, the oth-
  ers are relatively fixed, and may only be altered by
  aging, magic, or something happening to the char-
  acter that is debilitating.
  Gains may occur with Physical Fitness and
  Strength, provided the character devotes at least an
  hour every other day to appropriate exercise.  Ap-
  propriate exercise is somewhat of a qualifier, since
  ytili
  b
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  %
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  9
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  %
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  5
  2
  -
  
  99
  Chapter 3: Abilities
  proper diets, techniques, and weights are unknown
  to the races populating this gaming world.  For in-
  stance, it was common to think that more exercise
  always yielded more benefit, which of course would
  fail to give the muscles time to repair.  Therefore,
  any character desiring to increase their Physical Fit-
  ness or Strength through Persistent Exercise must
  pass a Common Sense sub-ability check at TH 18 to
  exercise successfully.  Otherwise, the adopted
  method utterly fails to cause noticeable results.
  If successful, and assuming that exercise is
  not neglected periodically, then the character must
  make checks at certain time intervals to determine
  improvement.  These checks are made without modi-
  fiers by rolling 3d10.  If the roll exceeds the TH,
  then the following roll represents the number of
  sub-ability points gained:
  la
  v
  r
  et
  n
  I
  e
  m
  i
  T
  dlo
  h
  s
  e
  r
  h
  T
  s
  nia
  G
  s
  h
  tn
  o
  m
  3
  7
  %
  )0
  2
  d
  1(
  s
  h
  tn
  o
  m
  6
  1
  1
  %
  )0
  2
  d
  1(
  ra
  e
  y
  1
  3
  1
  %
  )2
  1
  d
  1(
  sra
  e
  y
  2
  8
  1
  %
  )0
  1
  d
  1(
  sra
  e
  y
  4
  1
  2
  %
  )8
  d
  1(
  sra
  e
  y
  8
  4
  2
  %
  )6
  d
  1(
  sra
  e
  y
  6
  1
  5
  2
  %
  )4
  d
  1(
  If a character begins exercising, but does not
  continue to exercise regularly, then gains will be sub-
  stantially less, if any at all.  The Aedile may assign
  penalties to sub-ability points gained due to incon-
  sistency or neglect.  Further, if a character exercises
  for some time and then stops exercising altogether,
  then they may lose sub-ability points.  If they have
  exercised consistently for 1 year or less and then
  stop exercising altogether, then they lose (1d100)%
  of their gains from the last year of exercise.  The
  losses will be distributed proportionally over (20 +
  1d100) days.  If they have exercised for 2 or more
  years, then they will lose (|1d100 - 3d20|%) of their
  gains.  Note that the previous roll utilizes absolute
  values, which means that even if the resultant num-
  ber is a negative number, the sign is changed to posi-
  tive.  Finally, the losses will be distributed propor-
  tionally over (20 + 2d100) days.  In either case, if
  exercise is abandoned, in addition to losing previ-
  ous gains, then the character is 90% likely to gain
  (3d6)% of their weight in body fat.  Roll 1d100 to
  determine where the fat accumulates:
  llo
  R
  tl
  u
  s
  e
  R
  0
  2-
  1
  0
  tsia
  W
  0
  4-
  1
  2
  s
  k
  c
  o
  ttu
  B
  0
  6-
  1
  4
  s
  h
  gih
  t
  d
  n
  a
  s
  k
  c
  o
  ttu
  B
  0
  8-
  1
  6
  tsia
  w
  d
  n
  a
  s
  k
  c
  o
  ttu
  B
  0
  0
  1-
  1
  8
  d
  etu
  birtsid
  yln
  e
  v
  E
  Once this occurs, future fat gains will occur
  in the same location.  Each character is different.
  Regarding the sub-abilities of Intelligence,
  they may increase or decrease according to how of-
  ten a character mentally subjects themselves to Per-
  sistent Exercise.
  For every decade that a character challenges
  themselves in 1 of the sub-abilities of Intelligence,
  there is a 50% chance that they may gain 1d4 points
  in the appropriate sub-ability.  For a character to
  challenge themselves in Language, they must con-
  tinually learn a new language, or at least study the
  etymology, grammar, or vocabulary of their current
  language.  The other sub-abilities require similar new
  challenges.
  Likewise, for every decade that a character
  fails to challenge themselves in 1 of the sub-abilities
  of Intelligence, there is a 50% chance that they lose
  1d4 points in the appropriate sub-ability.
  Alternative Method: Rolling Abilities
  The method described in the beginning of
  the chapter for determining abilities should be the
  standard method for several reasons.  First, the av-
  erage sub-ability score rolled should be 100, which
  is the norm of all human populations.  Additional
  modifiers, such as for gender and race, are applied
  in the following chapter.  This method [(10d100 /
  5) - 1] more accurately reflects nature, and there-
  fore, adds a sense of realism to the game.  Excep-
  tionally high and low ability scores still occur with
  this method, though there is an appropriate mea-
  sure of central tendency, such that the mean, me-
  dian, and mode are 100.
  Due to this method, however, the resultant
  sub-ability scores are less likely to allow the charac-
  ter to meet the prerequisites of magic-using occu-
  pations, for instance, than warriors.  Indeed, some
  players become greatly disheartened when they ob-
  serve that some occupations are more rare than oth-
  
  100
  Chapter 3: Abilities
  ers, not necessarily due to differences in appeal, but
  ability.  While objectivity should always be sought,
  this is only a game.  If a player expresses significant
  discontent, and should the Aedile agree, the Aedile
  may consider another method.  Above all, caution
  is advised, since this may become a slippery slope to
  other concessions.
  Solely at the Aedile’s discretion, a player may
  be permitted to roll 5d100, drop the lowest result,
  divide the sum by 2, and subtract 1 from the total to
  determine a sub-ability.  This alternate method
  should produce an average sub-ability of 115.  No
  more than 4 attempts, meaning 4 sub-abilities or
  retries, may be made with this method.  For each
  roll with this advantaged method, another roll must
  be made, one that will balance the character; roll
  1d100 and consult the Random Mental Illness table in
  the end of Chapter 5: Mind.  If the roll indicates a
  mental illness already possessed by the character,
  then reroll.  Hence, no more than 4 mental illnesses
  may be acquired in this way.  This option exists only
  at the moment of  character creation and at the
  Aedile’s discretion.
  
  101
  Chapter 4: Disposition
  Chapter 4: Disposition
  Dispositions refer to metaphysical beliefs of
  a character.  Metaphysical beliefs are concerned with
  speculation beyond the physical world, such as gods
  and conceptions of good and evil.  Essentially, meta-
  physical beliefs produce a blend of 2 related but
  distinct dimensions: ethics1 and morals2.  The dif-
  ference between ethics and morals is as follows:
  Ethics: Regardless of how a character feels
  about their actions, ethics are concerned with ac-
  tions.  For instance, lawful behavior is ethical, while
  criminal behavior is unethical.
  Morals: Regardless of a character’s actions,
  morality is concerned with how the character feels
  about the issue in question or their actions.  So, feel-
  ing good about doing an evil act is immoral, and
  feeling bad about doing a good act is immoral, but
  feeling good about doing a good act is moral.
  The following example is oversimplified, but
  this hypothetical situation produces 4 polar out-
  comes.
  Example: Assume that a married man is
  walking down the street.  An attractive woman stops
  him, talks for a few minutes, and blatantly asks him
  to go home with her.
  1.
  If he were to admit that he is mar-
  ried, bids her good day, and is later genu-
  inely pleased that he dismissed her, then his
  actions were ethical and his feelings are
  moral.  His disposition for this situation is
  EM (Ethical Moral).
  2.
  If he were to admit that he is mar-
  ried, bids her good day, and is later pained
  that he did not go home with her, then his
  actions were ethical and his feelings are im-
  moral.  His disposition for this situation is
  EI (Ethical Immoral).
  3.
  If he were to go home with her, pre-
  tend he is not married, and later wishes he
  had been faithful to his wife and not gone
  home with this strange and attractive
  woman, then his actions were unethical and
  his feelings are moral.  His disposition for
  this situation is UM (Unethical Moral).
  4.
  If he were to go home with her, pre-
  tend he is not married, and later he is very
  pleased that he went home with her, then
  his actions were unethical and his feelings
  are immoral.  His disposition for this situa-
  tion is UI (Unethical Immoral).
  1.  The ethical system in this chapter consists of material adapted from Democritus of Abdera, Plato, and Aristotle.
  2.  The moral system in this chapter consists of material adapted from Aristotle’s Nicomachean Ethics.
  
  102
  Chapter 4: Disposition
  Obviously, many more ethical-moral positions are possible.  The previous example considers only
  1 situation and is not a generalization for a character over their lifetime.  Dispositions in the F.A.T.A.L.
  role-playing game are generalizations for a character’s actions and thoughts as affected by their metaphysi-
  cal beliefs over their lifetime.  It is very rare, if not impossible, for anyone’s disposition to never stray from
  their dominant disposition.  To a certain extent, disposition is situationally dependent.  Nonetheless, every
  character has a disposition.  Overall, a character’s ethical and moral views create bounds for their actions
  and affect how a character feels about their actions.
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  T
  Piety Points
  Before disposition can be determined, each player must determine the Piety Points (PP) of their
  character.  Characters vary in devotion to their god, religion, or philosophy.  PP are an abstract represen-
  tation of the devotion of a character.  PP are important to priests (see Chap. 7: Occupation).  Priests need to
  keep track of their PP more than any other occupation, since priestly privileges may appear and disappear
  as a result of the PP of a priest.
  For each character, roll 1d100 to determine their PP.  PP can never increase above 100 or fall below
  1.  Before recording the PP on a character sheet, consider the following modifiers:
  sr
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  103
  Chapter 4: Disposition
  *
  A near-death experience occurs when a char-
  acter is reduced to 10% or less of their po-
  tential Life Points against their will.  If an
  adjustment is to be made, then there is a
  40% chance that it decreases PP, otherwise
  it raises PP.  However, 75% of those who
  have a near-death experience do not see a
  white light while unconscious.  Those who
  see white light have a higher chance of gain-
  ing PP.  White light in a near-death experi-
  ence never decreases PP.
  **
  A negative event is best determined by the
  Aedile.  Examples of negative events in the
  life of an average character may be person-
  ally experiencing the death of a loved one,
  being forced into slavery for years, when a
  spouse commits adultery against the char-
  acter, etc.
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  Note that a character’s PP may change for
  many reasons.  A player need not be obsessed, but
  it is a good idea to observe their character’s PP.  Al-
  though some of the best characters have no PP, the
  opposite is usually true.  Philosophers tend either to
  have no PP or be very religious.
  Determining Disposition
  Each character must have a disposition.
  Upon character creation, 1d100 must be rolled twice:
  once for ethicality and once for morality.  Apply
  racial modifiers from Chapter 1: Race and Gender.  The
  results are recorded on a character sheet.  These
  results can never be less than 1 or greater than 100.
  Consult the table below to interpret the results and
  determine a character’s disposition:
  llo
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  For example, a roll of 20 for ethicality and
  11 for morality produces a disposition referred to
  as NI w/UI tendencies (Neutral Immoral with strong
  Unethical Immoral tendencies).  The majority of
  the time, a character’s actions and thoughts must
  reflect the disposition determined above.  Disposi-
  tion is an important element of a character, since it
  may prevent a character from certain occupations
  (see Chap. 7: Occupation), as well as affect important
  character decisions.  Each disposition can be diffi-
  cult to role-play properly.  The following pages will
  define each disposition.
  Alternative Method: Rolling Disposition
  If a player expresses significant discontent,
  and should the Aedile agree, the Aedile may allow
  the player to reroll either the ethical or moral di-
  mension of the disposition of their character.  Each
  reroll results in the acquisition of 1 randomly deter-
  mined allergy (see Chap. 2: Body), whether the player
  is satisfied with the result or not.  A player may reroll
  either ethicality or morality 4 times.
  Otherwise, a Disposition Test exists and may
  be downloaded freely at www.fatalgames.com.  If
  the Aedile concurs, then the player may use the re-
  sults of the Disposition Test for their character.
  REGNA.FIRMAT.PIETAS
  Piety strenghtens the realm.
  
  104
  Chapter 4: Disposition
  Disposition, General
  Below are the 9 general dispositions.  If a
  player deems that their character will have difficulty
  and that these are too vague, specific dispositions
  follow.  First, understand the general dispositions
  below:
  EM (Ethical Moral): Those with strong
  ethical and moral views may be typified as a chivalric
  knight intent on imposing their version of morality
  on others and attempting to maintain actions con-
  sistent with their beliefs.  This disposition is very
  difficult to maintain.  Ethics and morals often con-
  flict with each other depending on the situation.  By
  habit of resolving such conflicts, one or the other
  tends to become favored, which imbalances this dis-
  position for most characters.  Many more desire to
  be, or prefer to consider themselves, EM, when in
  reality attaining it can be an elusive, tedious, and a
  lifelong goal.
  EN (Ethical Neutral): Characters con-
  cerned with consistent actions, regardless of how
  they feel, are EN by nature.  EN characters tend to
  put aside their feelings, often shunning emotions as
  problematic.  The best example of EN is a judge,
  since they are concerned with the law, its technicali-
  ties, and how it may be best adhered to, not the
  moral feelings of the people.  Some claim this to be
  a position of objectivity.
  EI (Ethical Immoral): Barristers are clearly
  the best examples of EI; they are concerned less
  with objectivity and the law, and more with how the
  law may be either twisted to their advantage or
  pushed to the breaking point.  The client, and fi-
  nally their reputation and winning record, is more
  important than they or it should be.  Demons who
  get characters to sign away their souls are EI by na-
  ture.  Very few characters are predominantly EI.
  NM (Neutral Moral): Those who are un-
  concerned with actions or the law, but seek feeling
  pleased about moral issues tend to adopt a position
  focusing on the greatest good or utilitarianism.
  Those who pursue the greatest good for the great-
  est number, and therefore favor the majority of
  people regarding goodness as they interpret it, are
  NM.
  NN (Neutral Neutral): Without contest,
  this is the most common disposition.  Characters
  with this disposition tend to have 1 of 3 separate
  reasons.  First, some simply have inconsistent ethi-
  cal behavior and moral feelings, such that sometimes
  they are one extreme while in other situations they
  are the opposite.  Therefore, NN is the best classifi-
  cation for this type of character.  Second, some are
  well aware of the metaphysical extremes and tenets,
  disagree with all of them, and they consciously seek
  a balance, considering balance the healthiest and the
  best.  Those with this philosophical position call
  themselves ethical and moral subjectivists.  Finally,
  some argue that ethics and morality are man-made
  constructs, that neither exists in nature, and that we
  simply use the terms as is convenient, though they
  lack any logical support.  Therefore, these charac-
  ters are best classified as NN and consider them-
  selves to be ethical and moral nihilists.
  NI (Neutral Immoral): Characters with a
  dominant NI disposition care little about their ac-
  tions and simply want to gratify themselves and feel
  pleased, though this pleasure is often derived at the
  expense of others.  Since they do not care about
  the implications of their actions, they often harm
  others and may take pleasure in it.  Do not be con-
  fused, NI characters do not prefer unethical behav-
  ior, they simply do not care if it is necessary in or-
  der to achieve their pleasing feelings.  These charac-
  ters do not support or oppose ethical codes or is-
  sues, they simply do not care as long as they feel
  satisfied.
  UM (Unethical Moral): These characters
  dislike ethical and orderly behavior, viewing it as a
  largely inhibiting factor to morality as they under-
  stand it.  Those with UM dispositions are frequently
  at odds with law in most societies, but claim that
  their heart is in the right place.  Someone robbing
  the rich to feed the poor is a good example of UM.
  UN (Unethical Neutral): Perhaps the most
  unpredictable of all dispositions, these characters
  actively dislike ethical and orderly behavior, and pat-
  terns of all sorts.  As a matter of fact, since they are
  indifferent to the drive to be pleased with moral or
  immoral feelings, their thoughts and actions seem
  chaotic and random to those around them.
  
  105
  Chapter 4: Disposition
  UI (Unethical Immoral): Characters who are unethical and immoral actively dislike organization
  and orderly behavior, and feel pleasure upon committing behavior opposed by society or the majority.
  These characters are often considered by others to be dangerous, even to their own kind, and hunger only
  for power.
  la
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  I
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  I
  U
  Disposition, Specific
  A player is not required to choose a specific
  disposition, especially if a general disposition better
  suits their character.  However, sometimes detail
  provides a richer role-playing experience.  Poten-
  tially, the more information available, the better the
  quality of decisions.  The way to read the following
  notation is that a dominant general disposition is
  claimed, but most metaphysical divergences from
  this gravitate toward one different general disposi-
  tion.  For example, EM w/EN should be under-
  stood as Ethical Moral with strong tendencies to-
  ward Ethical Neutral.  When cross-tabulated, 40 spe-
  cific dispositions emerge.  They are listed below:
  EM w/EN: Predominantly, these charac-
  ters have impeccable ethical behavior and strong
  moral views.  However, when forced to choose be-
  tween ethics and morality, they usually choose eth-
  ics.  The consistency of their behavior is often very
  important.  While they prefer both ethics and mor-
  als, these characters may realize that morality may
  interfere with objectivity more than ethics.  A
  chivalric knight who occasionally disagrees internally
  with their ethical code, yet continues to abide by it,
  is an example of EM w/EN.
  EM w/NM: These characters value both
  ethics and morals, though occasionally a preference
  for the greater good supercedes ethical codes.  A
  knight who occasionally breaks their ethical code to
  do what they feel they know internally to be right
  and moral is an example of EM w/NM.
  EM w/NN: These characters believe that
  ethics and morals are the ideal, but from time to
  time both must be ignored to do things properly or
  to continue functioning in such a way.  These char-
  acters are often called hypocrites.  For example, a
  knight may occasionally visit a bordello.
  EN w/EM: Holding objectivity and con-
  sistency above all other things, these characters of-
  ten have preferences for morality, when it does not
  conflict.  A stern judge with a good heart may be an
  example of EN w/EM.
  EN w/NM: While these characters believe
  that objectivity and consistency reign supreme on a
  daily basis, occasions do arise when the greater good
  is more important.  A judge that vehemently op-
  poses legislation for concentration camps or war-
  fare, nearly to the point of losing their professional
  position, is an example of EN w/NM.
  
  106
  Chapter 4: Disposition
  EN w/NN: Thoroughly indifferent to mo-
  rality and usually emotions, these characters chase
  objectivity and consistency, except on occasion when
  the system or the ethical code functions better overall
  if an occasional inconsistency occurs.  A judge who
  habitually flips a coin on tough decisions may be an
  example of EN w/NN.
  EN w/NI: Overall, objectivity and consis-
  tency are important to these characters, though oc-
  casionally the appearance of this importance is
  handy, because the self may be served while seem-
  ing to be thoroughly ethical.  A militiaman who is
  generally respected, but habitually pockets the money
  or a portion recovered from thieves, is an example
  of EN w/NI.
  EN w/EI: Holding objectivity and consis-
  tency above all other things, these characters often
  have preferences for immorality, when it does not
  conflict.  A respected judge who will “throw the
  book” at those disliked is an example of EN w/EI.
  EI w/EN: These characters typically twist
  ethics and laws to their advantage, but occasionally
  they are compelled to be thoroughly objective.  A
  barrister who has been known to turn away clients,
  refusing to defend them because they think the law
  should give them what they deserve, is an example
  of EI w/EN.
  EI w/NN: These characters twist ethics to
  their advantage on a daily basis, but in rare circum-
  stances are willing even to betray ethics for some-
  thing they inwardly feel is more important.  Barris-
  ters who lose their jobs because on rare occasion
  they are willing to break the law for something they
  internally deem needs to be done are examples of
  EI w/NN.
  EI w/NI: These characters often take ad-
  vantage of ethics and morals, of laws and others in
  order to satisfy themselves.  A barrister who defends
  a client equally, regardless of whether the client is
  innocent or guilty, and then afterwards, violates the
  trust of their client by financially taking advantage
  of them as well is an example of EI w/NI.
  NM w/EM: Different from simply sup-
  porting the greatest good for the greatest number,
  characters with this disposition often support eth-
  ics, provided the ethics don’t conflict with morals.
  These characters want to be true to themselves and
  have consistent behavior, but if a contradiction
  emerges from this, their own sense of right and
  wrong is more important than any ethical code.
  NM w/EN: Seeming self-contradictory and
  often called hypocrites, these characters hold strong
  views, usually in favor of morality, regardless of eth-
  ics, though depending on the topic or circumstance,
  sometimes in favor of ethics regardless of morality.
  Most characters don’t understand these seemingly
  sudden shifts and wish these characters would just
  choose one or the other and stick to it.
  NM w/NN: Though these characters usu-
  ally favor the concept of a universal good and seek
  to be internally moral, occasionally and for what-
  ever reason, they stray from morality.
  NM w/UN: Though these characters usu-
  ally favor the concept of a universal good and seek
  to be internally moral, occasionally and for what-
  ever reason, they find solace in random and unethi-
  cal actions while disregarding morality.
  NM w/UM: Always in pursuit of morality
  and the greatest good, these characters will stray
  toward unethical behavior to achieve it on occasion
  if necessary.
  NN w/EM: Predominantly, these charac-
  ters live in an ethical and moral balance.  On occa-
  sion and for whatever reason, these characters seek
  morality and attempt to follow and support strict
  ethical codes.
  NN w/EN: Predominantly, these charac-
  ters live in an ethical and moral balance.  On occa-
  sion and for whatever reason, these characters rec-
  ognize the value of objectivity and consistency in
  their actions.
  NN w/EI: Predominantly, these characters
  live in an ethical and moral balance.  On occasion
  and for whatever reason, these characters oppose
  morality, but enjoy doing so by using ethics to their
  advantage and being consistent and objective about
  their immorality.
  
  107
  Chapter 4: Disposition
  NN w/NM: Predominantly, these charac-
  ters live in an ethical and moral balance.  On occa-
  sion and for whatever reason, these characters seek
  morality and the greater good.
  NN w/NI: Predominantly, these characters
  live in an ethical and moral balance.  On occasion
  and for whatever reason, these characters oppose
  morality and indulge themselves, seeking to satisfy
  their desires and needs.
  NN w/UM: Predominantly, these charac-
  ters live in an ethical and moral balance.  On occa-
  sion and for whatever reason, these characters seek
  morality and enjoy breaking ethical rules and norms.
  NN w/UN: Predominantly, these charac-
  ters live in an ethical and moral balance.  On occa-
  sion and for whatever reason, these characters seek
  randomness without regard for morals.
  NN w/UI: Predominantly, these characters
  live in an ethical and moral balance.  On occasion
  and for whatever reason, these characters oppose
  both ethics and morals, committing random and evil
  deeds.
  NI w/EI: These characters find that pleas-
  ing oneself is accomplished in opposition to moral-
  ity.  Either for evil kicks or in order to hide their evil
  from others, these characters act more ethically than
  most.
  NI w/EN: These characters find that pleas-
  ing oneself is accomplished in opposition to moral-
  ity.  On occasion, instead of pleasing themselves,
  these characters value objectivity and consistency of
  action.
  NI w/NN: These characters find that pleas-
  ing oneself is accomplished in opposition to moral-
  ity.  On occasion, they seek balance in things and
  are more moral than usual.
  NI w/UN: These characters find that pleas-
  ing oneself is accomplished in opposition to moral-
  ity.  Sometimes, random actions produce the most
  pleasure.
  NI w/UI: These characters find that pleas-
  ing oneself is accomplished in opposition to moral-
  ity.  Sometimes, random immoral actions produce
  the most pleasure.
  UM w/NM: Opposing ethics and pursu-
  ing morality are often incompatible.  When a choice
  must be made, these characters choose to be moral.
  UM w/NN: While these characters gener-
  ally oppose ethics and pursue morals, occasionally
  they seek balance in all things; put another way, oc-
  casionally these characters behave moderately ethi-
  cally and are less moral.
  UM w/UN: While these characters gener-
  ally oppose ethics and pursue morals, their enjoy-
  ment of shunning ethics can be overwhelming, of-
  ten causing them to perform random actions.
  UN w/UM: While these characters gener-
  ally perform random and unethical actions without
  regard for morality, occasionally they are motivated
  to be moral.
  UN w/NM: While these characters gener-
  ally perform random and unethical actions without
  regard for morality, occasionally they are motivated
  to be moral and moderately ethical.
  UN w/NN: While these characters gener-
  ally perform random and unethical actions without
  regard for morality, occasionally they are motivated
  to be moderately ethical and moral.
  UN w/NI: While these characters gener-
  ally perform random and unethical actions without
  regard for morality, occasionally they are motivated
  to be immoral, satisfying themselves in evil ways
  though somewhat ethically.
  UN w/UI: While these characters gener-
  ally perform random and unethical actions without
  regard for morality, occasionally they are motivated
  to also oppose morality, committing random and
  evil acts.
  UI w/NI: Opposing ethics and morals is
  what these characters do proudly, though occasion-
  ally they will act moderately ethical in order to sat-
  isfy themselves.
  UI w/NN: Opposing ethics and morals is
  what these characters do proudly, though occasion-
  ally they will act moderately ethical and moral, seek-
  ing balance.
  UI w/UN: Opposing ethics and morals is
  what these characters do proudly, though occasion-
  ally they will act moderately moral.  No matter what,
  they always oppose ethics.
  
  108
  Chapter 4: Disposition
  Changing Disposition
  Generally, dispositions are established in
  youth and do not change over a character’s lifespan.
  However, exceptions such as traumatic events, philo-
  sophical studies, or magic may alter a character’s dis-
  position.
  In the case of an altered or abandoned dis-
  position, the character’s occupation is disrupted as
  they must adjust to their new perspective of the
  world.  Adjustments of this sort require (3 + 1d4)
  months.  During this period, the character acquires
  only 50% of the number of Advancement Points
  (AP) that they would normally.  If a character re-
  verts to an old disposition, then a period of adjust-
  ment is not required since they are already familiar
  with the outlook.
  During the period (determined above) of
  adopting a new disposition, a character ponders the
  consequences of such a disposition, and may be in-
  clined to discuss it with others, including priests as-
  sociated with the disposition.
  Dispositions by Proportion
  Distributions of dispositions differ by race.
  For example, if an equal number of anakim and black
  dwarves are selected randomly and considered, then
  there are higher odds of finding a UI anakim than a
  UI black dwarf.  Each race is represented with a pie-
  chart to show the proportions of dispositions.
  Although a particular disposition may not
  appear on a pie chart for a particular race, it does
  not mean that it is impossible for a member of that
  race to have that disposition, but only that the pro-
  portion of members of that race who have that dis-
  position are too small to consider.  For example,
  EM is not shown for bugbears.  However, it is pos-
  sible that a bugbear studied white dwarven philoso-
  phy and became EM.
  If all races are considered simultaneously,
  then NN is the most common disposition and EM
  is most rare.
  
  109
  Chapter 4: Disposition
  1. The proportion of dispositions for humans is accurate to an unpublished study, in which a sample size of 264 participants
  answered the Disposition Test (a computer program that may be downloaded from www.fatalgames.com).  In 1999 and 2000,
  prior to the development of Fatal GamesTM or F.A.T.A.L.TM, this program was placed on numerous Websites for role-playing
  games.  Participants were unsolicited, and were asked upon running the program to e-mail their responses to Byron Hall, the
  author of the questionnaire.  The moral portion of the questionnaire is an attempt at matching Aristotle’s Nicomachean
  Ethics.  The ethical portion of the questionnaire is of secondary importance, and merely became a tool for role-playing games;
  it is comprised of questions that measure philosophical views of Plato and Democritus.  According to this test’s model of
  Aristotle’s system, few participants scored as moral, some as immoral, and most as neutral.  The lowest score was for truthfulness.
  Although this study generalizes only to role-players who use the Internet, it indicates that few are moral according to Aristotle’s
  Nicomachean Ethics.  It is possible that these results represent all people, though further research would be necessary before
  this claim could be made.  Either on-line role-players or the human race leave(s) much to be desired.
  1
  
  110
  Chapter 4: Disposition
  A System of Ethics/Morals
  Ethics and morals will be debated forever,
  especially between different cultures and races.
  Nonetheless, one philosopher has articulated a sys-
  tem of ethics and morals that is so common among
  humanoid races, it is usually recognized as the de-
  fault system.  The system, outlined below, is derived
  from logic and may be used for gaming purposes to
  resolve ethical and moral disputes.
  Ethical Rationale
  1.
  Ethics   refer  to  behavior,  the  degree  of
  behavioral consistency, and beliefs about be-
  havior, as well as its relation to the self and
  a character’s social and physical environment.
  2.
  Ethics  and  ethical  codes  provide charac-
  ters with reasons to approve or disapprove
  of each other.
  3.
  Ethics belong  to  1  of  5  categories:  Intra-
  personal, Family, Community, State, and
  Universe.  These categories often differ
  sharply between individuals.  For instance,
  someone may be sharply ethical regarding
  their family, but unethical regarding their
  community.
  4.
  Ethics   are  orthogonal  to  morals.   Many
  mistakenly assume that those who are ethi-
  cal are also likely to be moral, or vice versa,
  but it is equally likely that someone is ethical
  and immoral, or unethical and moral.
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  Intra-personal refers directly to the self and
  no others.  Characters make self-evaluations by com-
  paring themselves with objective standards.  When
  no such standard exists, characters seek compari-
  sons with similar others; so, this intra-personal con-
  struct cannot be absolutely exclusive from other
  selves.
  Conformity: The  character   high  in  conformity
  tends to consider groups more important
  than individuals, or at least succumb to their
  norms.  As such, the character is likely to
  avoid dressing or talking differently, deviat-
  ing from customs, etc.
  Individuality:  Individuality  means  here  that the
  character values individuals over groups, or
  at least what distinguishes themselves from
  others.  Characters who are high in individu-
  ality tend to dress differently, enjoy custom-
  izing expressions, and see themselves as dif-
  ferent than others.
  Patterned:  Categorically,  patterned  suggests that
  a character prefers to seek patterns in things
  as a means to understanding.  Patterned char-
  acters also tend to carefully weigh decisions
  instead of utilizing randomness.
  Randomness:  Randomness  suggests  a  lack of a
  definite aim, direction, rule, or method with
  no specific goal or purpose.  Characters high
  in randomness prefer to make decisions by
  the flip of a coin or pure chance.
  VOS.VESTROS.SERVATE.
  MEOS.MIHI.LINQUITE.MORES
  You keep to your own ways,
  and leave me to mine.
  
  111
  Chapter 4: Disposition
  Family refers here to the self of the char-
  acter and how it relates to family situations by atti-
  tudes and beliefs.
  Loyalty:  If high in family loyalty, a character is de-
  voted to their family.
  Betrayal:  Characters who exhibit betrayal are  likely
  to cheat on their spouse and bad-mouth their
  family when not in their presence.  Gener-
  ally, these characters are either disgruntled
  with their families or taking them for
  granted, not valuing them.
  Distinction:  Characters high in distinction prefer
  to recognize a distinction between family and
  non-family, usually feeling repulsed at the im-
  plications of familial ambiguity (see below).
  Ambiguity:  To be societally unaware of a charac-
  ter’s own family and to draw no distinctions
  thereof, is to possess ambiguity in the sense
  it is used here.  Of course, breeding with
  the immediate family is still disapproved
  within this framework, but interplay between
  cousins is approved.  Moreover, it is held
  that that familial ambiguity and uncertainty
  will minimize bias, placing more emphasis
  on the society and its problems.
  Community refers to the self of the char-
  acter and how it relates to the greater community
  by attitudes and beliefs.
  Interdependence:    Interdependence    is    when
  characters enjoy the mutual dependence be-
  tween themselves and their community, usu-
  ally valuing social contact and participating
  in public events.
  Independence:  Here, exhibiting independence in
  a character’s community means that the char-
  acter prefers to avoid the community, mini-
  mizing interaction when possible, and thus
  being independent of it.  Characters who
  are high in independence are likely to avoid
  socializing, value the privacy of their home
  and/or distance themselves from others by
  living rurally, etc.
  Lawfulness:  Regarding a  character’s  community,
  a lawful character is one who obeys laws,
  though this obedience may be the result of
  respect or fear of punishment.
  Criminality:  Characters who have  criminality  do
  not respect the local laws, feeling as though
  they are an imposition or a hindrance.  These
  characters are likely to disregard established
  laws.
  
  112
  Chapter 4: Disposition
  State refers to the self of the character and
  how it relates to the greater community by attitudes
  and beliefs.  Examples of opposites of states along
  this continuum would be bureaucracy (highly struc-
  tured society) representing ethicality and anarchy
  representing unethicality.
  Bureaucracy:  Along  a  continuum  of the amount
  of government, bureaucracy is the most
  imposing, thorough, and cumbersome.
  Characters favoring bureaucracy prefer to be
  governed by a structure of  abundance,
  which, while it may adapt and move slowly,
  results in a highly structured society with
  classes, rank, hierarchy, and organization.
  Anarchy:  The  opposite  of  bureaucracy, anarchy
  is a preference for a lack of government, an
  abolishment of social distinctions.  Anar-
  chists prefer natural law, which is the free-
  dom to act as desired outside of organized
  structure.
  Patriotism:   Characters  who  are  high  in  patrio-
  tism prefer their state to others.  Patriotic
  characters like the government that presides
  over them.  Often, patriotic characters act
  to defend their government.
  Treacherousness:   The character high in treacher-
  ousness prefers other states to their own,
  disliking the government that presides over
  them.  However, more than just disliking,
  treacherous characters are willing (and some-
  times able) to act in accordance with their
  preferences.  Sometimes these acts are se-
  vere enough to be considered treasonous.
  Universe refers to the self of the character
  and how it relates to everything in the understood
  universe by attitudes and beliefs.
  Necessity:   The  opposite  of  chance,   necessity
  means here that all events are the results of
  causes, and chance plays no part in bringing
  about events.  A character who is high in
  necessity believes that when events seem the
  result of chance, they are merely the result
  of unknown causes; chance does not exist.
  This does not presuppose that all events are
  planned, pre-destined, or forced to occur to
  fulfill a decreed purpose.  Instead, necessity
  asserts simply that all events, including men-
  tal events, are predetermined, the result of
  infinitely long causal chains.  The concept
  of fate is similiar to, yet different than, ne-
  cessity.  Fate is the belief that the end result
  is predetermined, while necessity is the be-
  lief that all events are predetermined.
  Chance:   The  opposite  of  necessity,  a  universal
  view of chance indicates that events are not
  merely the result of causal chains, predeter-
  mined beyond our power.  Instead, chance
  emphasizes the power of choice, the free-
  dom to take the universe in a new direction
  with every chosen action.  Sometimes, things
  just happen.
  Meaningfulness:  A character who views the uni-
  verse with meaningfulness asserts that there
  is an objective reality.  Resultant from this
  objective reality, these characters tend to dis-
  cover purpose in their lives or purpose to
  the universe.  Characters who find purpose
  in the universe tend to be more active in
  making choices than those who do not find
  purpose.
  Meaninglessness:   A  meaningless   view  of  the
  universe results from the perceived subjec-
  tivity of reality, the refusal to accept a singu-
  lar objective reality.  Characters with this view
  tend to question reality and dismiss notions
  of  the universe progressing purposively.
  These characters believe that life is short and
  choices made do not affect anything with
  significance.
  
  113
  Chapter 4: Disposition
  Moral Rationale
  1.
  All activities of characters aim at some good
  (the end of military science is victory, of
  medicine is health, of science is knowledge,
  etc.).
  2.
  While studying ethics and morality, we must
  be content with broad, general outlines.
  Outlines hold true, while specificity poses
  problems.  For example, truthfulness is
  clearly moral.  However, in a specific in-
  stance, should truthfulness be practiced if it
  is known that such practicing will incite a
  war responsible for many undue deaths?  No,
  but aside from this specific instance, yes, it
  should generally be practiced.
  3.
  Everyone agrees the good  for  characters is
  happiness, though no one agrees on its
  meaning.  To some it is the pursuit of plea-
  sure and the avoidance of pain, and to oth-
  ers it is wealth.  These common thoughts,
  however, are inconsistent; they vary with the
  topic and its conditions.  Further, all sug-
  gestions prove to be means not ends in
  themselves, for a true end in itself offers
  more finality.  For example, wealth is not an
  end in itself, but a means to other things.
  Happiness, then, is an end not a means, and
  truly experienced only at the natural end of
  a character’s uninterrupted life.  Therefore,
  characters must live not for today, not for
  tomorrow, but for tomorrow so that they
  are content with or do not regret today.  This
  is conclusively the final and self-sufficient
  good to which all character’s actions aim,
  whether each character is aware or not.
  4.
  To achieve happiness,  we  must  understand
  that happiness in this sense is unique to sen-
  tient beings, derived from abstract contem-
  plative reasoning and Wisdom.  Further, as
  happiness is an end state, no character is
  born with it, and arguably children are not
  “happy,” though they possess this in poten-
  tiality, because to be “happy,” we must be
  satisfied with choices we have made based
  on experiences, though children lack suffi-
  cient experiences.  Therefore, no character
  is born moral, and we all may become moral
  or immoral depending on our choices.  It is
  the consistency of choices that forms hab-
  its, habits then forming a disposition.
  5.
  Therefore, characters  must  learn  of  mo-
  rality and immorality, and strive in choices
  to exercise morals.  Typically, if a moral is
  practiced and pleasure is experienced in its
  practice, then a character is being moral,
  while experiencing pain indicates an inter-
  nal preference for immorality.
  6.
  Morals  are  all  mathematically  mean  states
  on their continua, while the extremes are all
  immoral.  One immorality is the deficiency
  of the morality, the other exceeding it.  For
  example, absolute fear (cowardice) is an im-
  morality deficient from courage, while con-
  fidence (the polar opposite of fear) is cour-
  age in excess.  The extremes are opposed to
  both each other and the mean.  Further, one
  absolute extreme will be farther from the
  mean than the other, this is the greater im-
  morality.  In the above example, absolute fear
  is the greater immorality, while absolute con-
  fidence is the lesser immorality.
  
  114
  Chapter 4: Disposition
  7.      Finally, 3 guidelines  are  offered  if  morality  is
  sought:
  1.
  Always be wary of pleasure.
  2.
  All things being equal and when you
  are unsure, avoid the greater immo-
  rality.
  3.
  Assess  where  you  are  on  the  con-
  tinuum (let’s say I believe I am closer
  to absolute fear) and instead of sim-
  ply aiming at the proper mark (which
  is difficult enough), as a carpenter
  straightens a warped board by bend-
  ing it beyond where he wants it for
  a short duration, you should aim be-
  yond the mark for a while (so, then
  if I am closer to fear then I should
  try to make decisions slightly exceed-
  ing in confidence to temper myself).
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  115
  Chapter 4: Disposition
  Dimensions of Morality (mean):
  Courage: Courage is a mean between fear
  and confidence.  A character is courageous who
  stands their ground before awe-inspiring and ter-
  rible things.  Though courageous characters fear, they
  face things as is appropriate.  A character is coura-
  geous who faces and fears the right things, from the
  right motive, in the right way, at the right time, and
  who feels confidence under the corresponding con-
  ditions.  A courageous character is keen in the mo-
  ment of action and quiet beforehand, while rash
  characters wish for dangers beforehand and with-
  draw during danger.  A character is more likely to
  display courage when undisturbed in sudden alarms
  and dangers that are unforeseen.  If a danger is un-
  foreseen, then the reaction of a character is more
  likely to be caused by their disposition and less from
  preparation.  Foreseen dangers allow a character to
  calculate their reaction.  Characters are considered
  courageous when they face something painful.  Fur-
  ther, if they take pleasure in facing what is painful,
  then they are expressing and practicing the moral
  of courage.  Following are 5 types of characters who
  are commonly mistaken to be courageous, though
  they are not:
  1.
  The  courage  of  the  citizen-soldier  is  most
  like true courage for it is due to morality,
  but not if they are compelled by their rulers
  or are encouraged by officers behind them
  or fight in trenches (because trenches physi-
  cally discourage retreat).
  2.
  Experience  with  regard  to  particular  facts
  is also mistaken to be courage.  For example,
  those who have had the most experience in
  war seem courageous, because the others do
  not know the nature of the facts.
  3.
  Passion is sometimes mistaken for courage.
  Those who act from passion, like wild beasts
  rushing at those who have wounded them,
  are thought to be brave.  Courageous char-
  acters are also passionate.  While courageous
  characters act for the sake of honor and are
  aided by passion, wild beasts act under the
  influence of pain and attack because they
  have been wounded or are afraid.  A charac-
  ter who attacks due to pain or fear, attacks
  due to the strength of their feeling and not
  for the sake of honor.  A passionate attack,
  however, is something akin to courage.
  4.
  Sanguine characters are not necessarily cou-
  rageous.  A sanguine character who is expe-
  rienced in combat is confident in danger be-
  cause they have conquered often and against
  many foes.   Therefore, a sanguine character
  who is experienced in combat thinks they
  are the strongest and can suffer nothing.
  Drunken characters also behave this way;
  they become sanguine.  When their adven-
  tures do not succeed, however, sanguine
  characters run away.
  5.
  Characters who are ignorant of danger also
  appear courageous, though they are similar
  to sanguine characters who are experienced
  in combat.  Characters who are inexperi-
  enced in combat are inferior to those with
  experience in terms of courage, since they
  lack self-reliance.  A sanguine character who
  is experienced in combat will hold their
  ground for a time, but those who feel de-
  ceived about combat flee if they know or
  suspect that these are different from what
  they supposed.
  
  116
  Chapter 4: Disposition
  Temperance: Temperance is a mean be-
  tween insensibility and self-indulgence.  Therefore,
  it is a mean regarding the pleasures of taste, touch,
  food, drink, and sexual intercourse.  These are the
  same pleasures in which animals share.  The tem-
  perate character is not pained at the absence of what
  is pleasant and at their abstinence from it.  They
  dislike the pleasures that the self-indulgent charac-
  ter enjoys most.  Temperate characters avoid exces-
  sive pleasure.  Also, temperate characters only rarely
  feel pain or craving when these pleasures are ab-
  sent.  If felt, then the pain or craving is moderate at
  most.  The exercise of appetite increases its innate
  force.  If appetites are strong and violent, then they
  even expel the power of calculation.  Hence appe-
  tites should be moderate and few.
  Liberality: Liberality is a mean between
  meanness and prodigality.  Moreover, liberality is a
  mean regarding wealth, especially the giving and tak-
  ing of wealth.  As a virtue, liberality is mostly con-
  cerned with the giving of wealth.  Riches, therefore,
  will be used best by the character who has liberality.
  A liberal character is more likely to give to the right
  characters and take from the right sources than to
  take wrongly.  Liberal characters are almost the most
  loved of all moral characters, since they are useful,
  which depends on their giving.  The liberal charac-
  ter gives wealth to the right characters, in the right
  amounts, and at the right time, with all the other
  qualifications that accompany giving rightly.  Also, a
  liberal character feels pleasure while giving, or at least
  does not feel pain.  A liberal character will not take
  from the wrong sources.  Taking from the wrong
  sources is characteristic of valuing wealth more than
  is right.  It is unbecoming to confer benefits and ask
  continually for things or favors.  A liberal character
  cares for their own property, since they wish to help
  others by means of their property.  Liberal charac-
  ters refrain from giving to anybody and everybody,
  so that they may have something to give to the right
  characters at the right time.  It is common for a
  liberal character to give excessively and leave too little
  for themselves.  By nature, liberal characters focus
  on others, not themselves.  However, a character
  who gives less may be the more liberal character if
  they have less to give.  Characters are considered to
  be more liberal if they inherited their wealth instead
  of making it.  The liberal character does not value
  wealth for its own sake, but as a means to giving.
  When Haggling, (see Chap. 8: Skills), it is easier to
  deal with a liberal character, since they do not value
  money as much as others.    Liberal characters are
  more annoyed if they have not spent something that
  they ought, than pained if they have spent some-
  thing that they ought not.
  
  117
  Chapter 4: Disposition
  Magnificence: Magnificence is a mean be-
  tween niggardliness and tastelessness/vulgarity.  Like
  liberality, this is also a moral concerned with wealth.
  But unlike liberality, magnificence relates only to the
  expenditure of wealth on a large scale.  The mag-
  nificent character is liberal, but the liberal character
  is not necessarily magnificent.  The magnificent char-
  acter is like an artist; they know what is appropriate
  and tastefully spend large sums of wealth.  If a mag-
  nificent character commisions the construction of
  a new building, then they will consider how it can
  be made most beautiful rather than how it can be
  produced most cheaply.  Magnificence only applies
  to honorable expenditures, such as votive offerings,
  buildings, and sacrifices, and all those that are proper
  objects of public-spirited ambition, as when char-
  acters think they ought to entertain the city in a bril-
  liant way.  Hence, a poor character cannot be mag-
  nificent, since they lack the means with which to
  fittingly spend large sums of wealth.  Poor charac-
  ters who try to spend magnificently are fools, since
  they spend beyond what can be expected of them
  and what is proper.  Instead, it is the right expendi-
  ture that is moral.  Regarding private occasions, the
  most suitable for magnificent expenditure are those
  that take place once and for all, such as a wedding
  or anything that interests the whole city or the char-
  acters of position in it, including: receiving foreign
  guests and sending them on their way, and gifts and
  counter-gifts.  The magnificent character spends on
  public objects, not on themselves.  Finally, a mag-
  nificent character furnishes their house suitably to
  their wealth, since even a house is a sort of public
  ornament.
  Proper Pride: Proper pride is a mean be-
  tween undue humility and empty vanity.  A charac-
  ter has proper pride who thinks themselves worthy
  of great things and is actually worthy.  Therefore, a
  character with proper pride makes great claims, but
  is correct in their claims.  Characters with proper
  pride claim only that which is in accordance with
  their merits.  Since a character with proper pride
  deserves the most, they must be moral in the high-
  est degree; the better character always deserves more,
  and the best character deserves most.  Therefore, a
  character must be moral to have proper pride.
  Proper pride, then, is the supreme moral because
  possessing it makes other morals greater, and it does
  not exist independent of other morals.  A character
  with proper pride is moderately pleased at honors
  that are great and conferred by moral characters,
  considering the honor to be merely appropriate.
  Characters with proper pride despise honor from
  casual characters given for trifling reasons, since char-
  acters with proper pride deserve honor from great
  characters given for great reasons.  Therefore, char-
  acters with proper pride also despise dishonor given
  from others, since it cannot be just because charac-
  ters with proper pride deserve the best.  Overall,
  characters with proper pride do not value honor (the
  greatest of the external goods); therefore they do
  not value other characters, either.  Hence, charac-
  ters with proper pride are considered disdainful be-
  cause they do not value others.  Fortune is consid-
  ered a contributing factor to proper pride, because
  characters who are wellborn, powerful, or wealthy
  are considered worthy of honor.  However, charac-
  ters who are wellborn, powerful, or wealthy usually
  become disdainful and insolent because they con-
  sider themselves superior to others,  despise others,
  and do as they please.  A character with proper pride
  despises justly since they think truly, but the many,
  the masses, do not.  Characters with proper pride
  dislike danger because they honor few things.  How-
  ever, they will face great dangers, and do not spare
  their lives in great danger because they know the
  conditions on which life is not worth living.  A char-
  acter with proper pride confers benefits on others,
  but is ashamed to receive benefits from others.  To
  give benefits to others is the mark of a superior,
  while to receive benefits from others is the mark of
  NEMO.GRATUITO.BONUS.EST
  No one is good for no reason.
  
  118
  Chapter 4: Disposition
  an inferior.  A character with proper pride is apt to
  confer greater benefits in return, and the recipient
  will incur a debt to the character with proper pride.
  Characters with proper pride seem to remember any
  service they have done, but not those they have re-
  ceived, because receiving a service is the mark of an
  inferior, but characters with proper pride value su-
  periority.  Characters with proper pride either ask
  for nothing or scarcely anything, and readily give
  help and are dignified toward characters who enjoy
  high position and good fortune, but are unassum-
  ing toward serfs; it is difficult and lofty to be supe-
  rior to the former, but easy to be superior to the
  latter.  Characters with proper pride refrain from
  action except where great honor or great work is at
  stake; therefore, they are characters of few, but great
  and notable, deeds.  Characters with proper pride
  are open in their love and hate, because concealing
  feelings is caring less for truth than what others think,
  and is the role of a coward.  Likewise, characters
  with proper pride speak and act openly; they are
  free of speech because they are contemptuous, and
  they tell the truth, except when speaking in irony to
  the vulgar.  Characters with proper pride are unable
  to revolve their life around another, unless a friend.
  For this reason, all flatterers are servile and lacking
  in self-respect.  Since nothing is considered great by
  a character with proper pride, they are not given to
  admiration.  Characters with proper pride do not
  gossip, speak about themselves or about another,
  care to be praised, or care to blame others.  Like-
  wise, characters with proper pride do not praise oth-
  ers or speak evil even about their enemies, except
  from haughtiness.  With regard to necessary or small
  matters, characters with proper pride are least likely
  to lament or ask favors.  Characters with proper pride
  possess things that are beautiful and profitless, rather
  than profitable and useful, because they suffice to
  themselves.  Characters with proper pride step slowly,
  have a deep voice, and a level utterance, since a char-
  acter who takes few things seriously is unlikely to be
  hurried or excited; a shrill voice and rapid gait are
  caused by hurry and excitement.
  Good Temper: Good temper is a mean
  between inirascibility and irascibility, or with respect
  to anger.  A character has good temper who is an-
  gry at the right things, the right characters, as they
  ought, when they ought, and as long as they ought.
  Good tempered characters are praised.  A good-
  tempered character tends to be unperturbed and not
  led by passion, but is angry in the manner, at the
  things, and for the length of time that is appropri-
  ate.  Characters with good temper are considered to
  err in the direction of deficiency, since good-tem-
  pered characers are not revengeful, but tend to make
  allowances.  Regarding good temper, it is difficult to
  judge what is appropriate.
  Truthfulness: Truthfulness is a mean be-
  tween mock modesty and boastfulness.  A character
  is truthful who values truth, calls a thing by its own
  name, admits what they have for what it is, and is
  truthful both in word and deed.  Each character
  speaks, acts, and lives in accordance with their dis-
  position, if they are not acting for some ulterior
  object.  Falsehood is mean and culpable.  A charac-
  ter who values truth, and is truthful where nothing
  is at stake, will still be more truthful where some-
  thing is at stake; they will avoid falsehood as some-
  thing base, seeing that they avoided it even for its
  own sake.  Therefore, a truthful character is worthy
  of praise.  A truthful character is more likely to un-
  derstate the truth than to exaggerate it, because ex-
  aggerations are wearisome.  However, a truthful
  character aims not to understate or exaggerate, but
  for truth.
  
  119
  Chapter 4: Disposition
  Ready-wittedness: Ready-wittedness is a
  mean between boorishness and buffoonery.  A char-
  acter is ready-witted who jokes tastefully.  Ready-
  witted characters are socially flexible with discourse.
  Ready-witted characters are tactful, so they speak
  of, and listen to, such things as appropriate for a
  moral and well-bred character.  The jest of a ready-
  witted character differs from a vulgar character, just
  as the jest of an educated character differs from that
  of an uneducated character.  A ready-witted charac-
  ter can make, listen to, and tolerate the same kinds
  of jokes.  Therefore, there are jokes that a ready-
  witted character will not make, listen to, or tolerate.
  In some cases, jokes can be abusive.
  Friendliness: Friendliness is a mean be-
  tween quarrelsomeness and surliness, and obsequi-
  ousness or flattery.  A character with friendliness
  will tolerate and resent the right things in the right
  way.  If passion or affection is included, then this
  character is a good friend.  However, this moral does
  not include passion or affection, so it is termed
  friendliness, not friendship.  A character with friend-
  liness behaves the same toward acquaintances and
  strangers, toward intimates and non-intimates, ex-
  cept that in each case a character with friendliness
  behaves appropriately.  Wherever it is dishonorable
  or harmful to contribute pleasure, a character with
  friendliness refuses.  Wherever it is appropriate to
  give pain, a character with friendliness refuses to give
  pleasure.  For the sake of a great future pleasure,
  too, a character with friendliness inflicts small pains.
  Modesty: Modesty is a mean between
  shamefulness and bashfulness.  A character is mod-
  est who lacks fear of dishonor and does not blush.
  Older characters are more likely to have modesty,
  because younger characters are more prone to feel-
  ing shame and are more affected by emotions.  Char-
  acters who are more affected by emotions commit
  more errors of reasoning and are more restrained
  by shame.  Older characters are not praiseworthy
  who are prone to a sense of disgrace, since they are
  considered to have enough experience not to do
  anything to cause disgrace by their age.  Both shame
  and bashfulness are related to bodily conditions,
  which are more related to emotion than reason.
  Righteous Indignation: Righteous indig-
  nation is a mean between spite and envy.  A charac-
  ter is righteously indignant who is distressed at the
  evidence of unworthy success of another.  Gener-
  ally, characters who are prone to righteous indigna-
  tion consider themselves deserving of things they
  do not believe others deserve.  Therefore, charac-
  ters are not righteously indignant who are servile,
  worthless, or unambitious, because they do not con-
  sider themselves worthy of anything.  Righteous in-
  dignation is an emotion characteristic of a moral
  character.
  Unnamed Balance of Ambitiousness:
  The unnamed balance is a mean between
  unambitiousness and ambitiousness.  A character has
  the unnamed balance of ambitiousness if honor is
  sought, but not on a grand scale.
  IDEM.VELLE.ATQUE.IDEM.NOLLE.
  EA.DEMUM.FIRMA.AMICITIA.EST
  Liking the same things and disliking the same things,
  that is true friendship.
  
  120
  Chapter 4: Disposition
  1. GE = Greater Evil.  The greater evil is farthest from the virtuous mean.
  Dimensions of Immorality (deficiency):
  Fear (GE1): Fear is deficient courage.  A
  character who is fearful is a coward.  Fearful charac-
  ters lack confidence.  The coward is a character who
  fears everything.  A fearful character may commit
  suicide to escape from poverty, love, or anything
  painful.  Cowardice is a vice scorned by most char-
  acters, races, and cultures.
  Insensibility: Insensibility is deficient tem-
  perance.  Characters are insensible who do not en-
  joy the pleasures enjoyed by most others.  Insen-
  sible characters are rare.  Insensibility regarding tem-
  perance is rarely human.  Humans value their plea-
  sure, and are usually self-indulgent.  If a character
  finds nothing pleasant and nothing more attractive
  than anything else, then they are likely to be a
  borbytingarna or hill troll.
  Meanness (GE): Meanness is the deficiency
  of liberality.  A character is mean who values wealth
  more than is right.  If a character is pained from
  giving, then they prefer wealth to a noble act.  Mean-
  ness may be considered as deficient giving and ex-
  cessive taking, except in small things.  Meanness is
  considered incurable because old age and every dis-
  ability is thought to make mean characters.  Mean-
  ness is also considered more common than prodi-
  gality, because most characters are fonder of get-
  ting wealth than giving it.  There are many kinds of
  meanness.  Some characters are only excessive in
  taking, while other characters are merely deficient
  in giving.  Those characters who are called by such
  names as ‘miserly’, ‘close’, or ‘stingy’, are deficient
  in giving, but do not necessarily covet the posses-
  sions of others or wish to take them.  Other char-
  acters who are excessive in taking will take anything
  from any source.  For example, occuaptions that
  have many mean characters include: bandit, money-
  lender, pimp, and whore.  Gamblers are also mean
  characters.  These characters take more than they
  ought and from wrong sources.  What is common
  to them is a sordid love of gain.
  Niggardliness (GE): Niggardliness is de-
  ficient magnificence.  Regarding great expenditures,
  a niggardly character is less concerned with beauty
  and more concerned with how it can be produced
  most cheaply.  After spending a great amount of
  wealth, niggardly characters will spoil the beauty of
  the result for a trifle.  Whatever they are doing, nig-
  gardly characters hesitate and consider how they may
  spend less.  Moreover, niggardly characters think they
  are doing everything on a bigger scale than they
  ought.
  Undue Humility (GE): Undue humility is
  proper pride that is deficient.  A character is unduly
  humble who thinks themselves unworthy when they
  are actually worthy.  The unduly humble character
  falls short both in comparison with their own mer-
  its and in comparison with the claims of a character
  with proper pride.  Unduly humble characters, be-
  ing worthy of good things, rob themselves of what
  they deserve.  An unduly humble character seems
  not to know themselves, since they misjudge their
  worth.  Yet such characters are not considered to
  be fools, but rather unduly retiring.  Such a reputa-
  tion, however, seems actually to make them worse.
  Each kind of character aims at what corresponds
  to their worth, and characters with undue humility
  refrain even from noble actions and undertakings.
  Regarding proper pride, the greater evil is undue
  humility, not empty vanity.  Undue humility is also
  commoner.
  Inirascibility: Inirascibility is deficient an-
  ger, or less than a good temper.  A character is
  inirascible who is not angry at the things at which
  they should be angry.  Inirascible characters are con-
  sidered to be fools.  They are considered not to feel
  things or be pained by them.  Since inirascible char-
  acters do not get angry, they are considered to be
  unlikely to defend themselves, and to endure being
  insulted.  To tolerate insult to one’s friends is slav-
  ish.
  
  121
  Chapter 4: Disposition
  Mock Modesty: Mock modesty is deficient
  truthfulness.  A character is mock modest who dis-
  claims or belittles what they have.  Characters who
  understate things seem more attractive compared
  to boasters.  Mock modest characters are consid-
  ered to speak not for gain but to avoid parade.  Mock
  modest characters disclaim qualities that bring repu-
  tation.  Characters who disclaim trifling and obvi-
  ous qualities are called ‘humbugs.’  Sometimes dis-
  claiming obvious qualities is considered to be boast-
  fulness, though it is actually mock modesty.
  Boorishness: Boorishness is deficient ready-
  wittedness.  A character is boorish who can neither
  make a joke themselves nor tolerate those who do
  are thought to be boorish and unpolished.  The boor
  is useless for such social intercourse.  A boor con-
  tributes nothing and finds fault with everything.  Re-
  laxation and amusement are thought to be a neces-
  sary element in life, and boorish characters lack these
  qualities.
  Quarrelsomeness and Surliness: Quarrel-
  someness and surliness are deficient friendliness.  A
  character is quarrelsome or surly who opposes ev-
  erything and does not care about giving pain.  Quar-
  relsome and surly characters are also called churlish
  and contentious.
  Shamelessness (GE): Shamelessness is
  deficient modesty.  A character is shameless who
  does not admire or despise others, and lacks feeling
  a sort of pain and agitation concerning immorali-
  ties, whether past, present, or future.  For example,
  a shameless female character may provide services
  of the body or engaging in shameful actions.  A
  shameless male character may physically violate oth-
  ers.
  Spite: Spite is deficient righteous indigna-
  tion.  A character is spiteful who is an impediment
  to the wishes of another character.  A spiteful char-
  acter does not impede another to get anything for
  themselves, but to prevent the other from getting
  anything.  Since, then, there is no gain for them-
  selves, a spiteful character belittles the other.
  Unambitiousness: Unambitiousness is a
  deficiency of the unnamed balance.  A character is
  unambitious who is unwilling to be honored, even
  for noble reasons.
  Dimensions of  Immorality (excess):
  Confidence: Confidence or rashness is ex-
  cessive courage.  Rash characters are usually boast-
  ful, only pretending to have courage.  Rash charac-
  ters hope to appear courageous to others regarding
  terrible things.  Therefore, rash characters usually
  imitate courageous characters.  Rash characters wish
  for dangers beforehand, but withdraw during dan-
  ger, while courageous characters are keen in the mo-
  ment of action, but quiet beforehand.  Sanguine
  characters, for example, are confident in danger only
  because they have conquered often and against many
  foes, thinking they are strongest and can suffer noth-
  ing.  Yet they closely resemble courageous charac-
  ters, because both are confident.  Drunken charac-
  ters also behave in this way; they become sanguine.
  Self-Indulgence (GE): Self-indulgence is
  excessive temperance.  Self-indulgent characters
  enjoy the pleasures of taste and touch more than
  they should.  Usually, a self-indulgent character pre-
  fers these pleasures to all others.  It is presumed
  that few characters have immoral appetites, but if
  they do, then most are excessive.  It is considered
  immoral to eat or drink more than is required to
  replenish the body of a character.  The self-indul-
  gent character is more pained than others at not
  getting pleasure.  Their pain is caused by a lack of
  pleasure.  The self-indulgent character craves plea-
  sure, and their appetite will cause them to choose
  pleasure over all other things.  Self-indulgent faults
  are considered childish, since children live at the beck
  and call of appetite, and it is in them that the desire
  is strongest for pleasure of the senses.  Otherwise,
  self-indulgent characters are often compared to ani-
  mals and called brutish, because the pleasures of
  taste and touch are the highest form of pleasure for
  animals.
  TE.ODEO
  I hate you.
  
  122
  Chapter 4: Disposition
  Prodigality: Prodigality is excessive liberal-
  ity.  Characters who are incontinent and excessively
  spend money on their pleasure are prodigals.  A
  prodigal is a character who wastes their substance,
  which is usually their wealth.  Therefore, a prodigal
  becomes ruined by their own fault.  Unfortunately,
  the lives of most characters depend on their pos-
  session of substance or wealth.  Prodigality exceeds
  in giving, not taking.  Prodigals usually fall short in
  taking.  Prodigals are usually considered foolish rather
  than immoral.  After all, a wicked or evil character is
  unlikely to give excessively, yet fail to take from oth-
  ers.  However, the worst prodigals value giving or
  spending so much that they willingly take from the
  wrong sources.  These kinds of prodigals do not
  take from others due to wickedness, but mainly due
  to poverty, which is their own fault.
  Tastelessness and Vulgarity: Tastelessness
  and vulgarity are excessive magnificence.  Tasteless-
  ness is excessive spending on showy objects that are
  exquisite, and yet in wrong circumstances.  Taste-
  lessness does not relate to excessive spending on
  meager objects.  For example, a tasteless character
  would build a mansion in a povertous neighborhood.
  Vulgarity occurs when a character spends beyond
  what is right.  For example, a vulgar character would
  give a club dinner on the scale of a wedding ban-
  quet.  Tasteless and vulgar characters do not seek
  honor, but to show off their wealth.  Characters
  with this vice think they are admired solely for wealth.
  Where they ought to spend much, they spend little;
  where they ought to spend little, they spend much.
  Empty Vanity: Empty vanity is proper pride
  that is excessive.  A character is vain who thinks they
  are worthy of great things, when they are actually
  unworthy.  A vain character incorrectly compares
  themselves with others, and considers themselves
  superior to others.  Vain characters are fools and
  ignorant of  themselves.  When unworthy, a vain
  character attempts an honorable undertaking, but is
  later discovered to be unworthy.  Vain characters
  adorn themselves with clothing, outward show, and
  such things.  Characters who are vain wish their good
  fortune to be known publicly, and speak about their
  fortune as if they should be honored for it.
  Irascibility (GE): Irascibility is excessive
  anger, and quite different from good-temper.  This
  excess can be manifested in numerous ways, though
  all are not found in the same character.  For ex-
  ample, a character can be angry with the wrong char-
  acters, at the wrong things, more than is right, too
  quickly, or too long.  Irascibility is more opposed to
  good-temper than inirascibility; not only is it com-
  moner (revenge is very human), but irascible char-
  acters are worse to live with.  3 types of irascible
  characters are described below:
  Hot-tempered characters quickly get angry
  with the wrong characters at the wrong things and
  more than is right, but their anger ceases quickly,
  which is best about them.  Hot-tempered charac-
  ters do not restrain their anger, but retaliate openly
  and quickly.  After a short outburst, their anger
  ceases.  Hot-tempered characters tend to have cho-
  leric temperaments.  Excessively choleric characters
  are quick-tempered and ready to be angry with ev-
  erything and on every occasion; whence their name.
  Sulky characters are hard to appease, and
  retain their anger long; they repress their passion.
  The anger of sulky characters ceases upon retalia-
  tion; they are pleasured at the relief from their pain.
  If a sulky character does not retaliate, then the an-
  ger is retained.  Such characters are troublesome to
  themselves and to their dearest friends.
  Bad-tempered characters are those who are
  angry at the wrong things, more than is right, longer,
  and cannot be appeased until they inflict vengeance
  or punishment.
  
  123
  Chapter 4: Disposition
  Boastfulness (GE): Boastfulness is when
  claims exceed truthfulness.  A boastful character is
  likely either to claim to have things that bring glory
  when they do not have them, or claim to have more
  of them than they do.  A character who claims to
  have more than is truthful with no ulterior motive
  delights in falsity for its own sake; this is the worst
  kind of boastfulness.  A character who boasts to
  acquire money is more blameworthy than a charac-
  ter who boasts to acquire reputation or honor.  A
  boaster’s capacity is less important than their pur-
  pose.  One character may be boastful because they
  enjoy lying, while another character desires gains.
  Most characters who boast to increase reputation
  will claim to have a quality worthy of praise, though
  the claim will be difficult to disprove, such as having
  the powers of a seer, sage, or doctor.  Boastfulness
  is more opposed to truthfulness than mock mod-
  esty.
  Buffoonery (GE): Buffoonery is excessive
  ready-wittedness.  Those who carry humor to ex-
  cess are thought to be vulgar buffoons, striving af-
  ter humor at all costs.  A buffoon seeks laughter
  instead of saying what is becoming or avoiding pain
  to the object of their fun.  The ridiculous side of
  things is not far to seek, however, and most charac-
  ters delight more than they should in amusement
  and jesting.  Many characters consider buffoons to
  be ready-witted because their humor is attractive.
  Nonetheless, buffoons differ from ready-witted char-
  acters.  The buffoon is a slave to their sense of hu-
  mor and spares neither themselves nor others for
  humor.  A refined character will never repeat the
  words of a buffoon, and probably will not listen to
  them in the first place.
  Obsequiousness and Flattery: Obsequi-
  ousness and flattery are excessive friendliness.  Ob-
  sequious characters attempt to give pleasure by prais-
  ing everything without opposition.  An obsequious
  character attempts to give no pain to others.  Of
  those who contribute pleasure, the character who is
  pleasant with no ulterior motive is obsequious, but
  the character who is pleasant with an ulterior mo-
  tive is a flatterer.
  Bashfulness: Bashfulness is excessive mod-
  esty.  Bashfulness is caused by shame.  Shame re-
  sults from imagining a loss of reputation from some-
  one admired or not despised.  Characters feel more
  shame at things done before the eyes of admired
  characters and in the open.  The proverb “Shame is
  in the eyes,” indicates that shame may be observed
  in the eyes of the guilty as well as the eyes of those
  who have been disappointed.  Characters who have
  been physically violated or raped are regarded as
  shamed and exhibit bashfulness.  If a character ex-
  periences misfortune and does not want to be seen
  by rivals, then the character is bashful.
  Envy: Envy is the excess of righteous in-
  dignation.  All things seem great to an envious char-
  acter.  Envy is distress caused by apparent success
  of a peer who has attained something desired by
  the envious character.  Characters envy whoever has
  acquired whatever belongs naturally to themselves
  or what they once had.  For this reason, older char-
  acters envy younger characters.  Characters who
  spent much money on an object envy those who
  spent less for the same object.  Finally, characters
  who had difficulty acquiring something or did not
  get it at all envy those who got it quickly or easily.
  Ambitiousness: Ambitiousness is an excess
  to the unnamed balance.  An ambitious character
  seeks honor more than they should.  Usually, an
  ambitious character will use immoral means to pur-
  sue honor.  Moreover, an ambitious character loves
  honor more than most characters.
  QUOD.VULT.QUI.DICIT.
  QUOD.NON.VULT.SAEPIUS.AUDIT
  He who says what he wants,
  often hears what he doesn’t want.
  BLANDAE.MENDACIA.LINGUAE
  the lies of a flattering tongue
  
  124
  Chapter 5: Mind
  Chapter 5: Mind
  Concerning the physical mind, this chapter
  is comprised of temperament and mental illness.
  Since ancient times, sentient creatures have classi-
  fied themselves and others according to perceptions
  of mental health.
  Temperament
  Temperament is a combination of internal
  processes that are determined at birth and affect
  the moods and lives of characters.  4 bodily secre-
  tions cause temperament:
  •  Blood causes the sanguine temperament,
  which is characterized as warm and pleasant.
  •  Yellow Bile causes the choleric tempera-
  ment, which is characterized as hot-tempered.
  •  Black Bile causes the melancholic tem-
  perament, which is characterized as sad and de-
  pressed.
  •  Phlegm causes the phlegmatic tempera-
  ment, which is characterized as apathetic.
  A well-balanced ratio of the 4 secretions in
  the humanoid body is believed to be related to san-
  ity and health.  The secretions and their predomi-
  nant temperaments are related to the elements, sea-
  sons, the 4 winds, and much more.  Below is a table
  that corresponds the 4 bodily secretions with the
  appropriate temperament and other associations:
  :t
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  125
  Chapter 5: Mind
  A character may not be defined with only 1
  temperament.  Characters are defined with a  domi-
  nant and secondary temperament, while the other 2
  remain recessive.  Every character has a unique com-
  bination of the 4 temperaments.  Theorists believe
  that perfection is a state in which no temperament
  predominates, but instead when all are proportion-
  ate within a character.
  Determining Temperament
  To determine the temperament of a char-
  acter, roll 1d100 for each of the 4 temperaments
  and note the results on your character sheet.  The
  higher the roll, the more of that particular tempera-
  ment is innate in the character.  Ideally, a healthy
  and mentally balanced character has rolls of 50 or
  51 in each of the temperaments.  Observe the domi-
  nant and secondary temperaments, ignore the other
  2, and read the generalizations below about the tem-
  perament of the character.
  Alternate Method
  A test exists to determine temperament, and
  may be downloaded freely at www.fatalgames.com.
  If the Aedile concurs, then a player may use the
  results from the Temperament Test for their char-
  acter.
  Sanguine
  This temperament is associated with extro-
  verts, talkative characters, and optimists.  These char-
  acters have appealing personalities and are the life
  of any party.  They have good senses of humor and
  are usually gifted at Storytelling (see Chap. 8: Skills).
  Sanguine characters are enthusiastic, expressive, and
  emotional.  Wide-eyed, innocent, and curious, these
  characters live in the present and are always sincere
  at heart.  Sanguine characters manage to find the
  humor in disasters, are always cheery, and are liked
  by others.  Creative and colorful, these characters
  look great on the surface and have energy and en-
  thusiasm in all that they do.  Thriving on compli-
  ments, sanguine characters make friends easily and
  love others.  These characters seek to prevent dull
  moments by providing excitement, and they never
  hold grudges.  Sanguine characters are compulsive
  talkers with loud voices.  Remembering names is dif-
  ficult for these characters, and they are prone to
  complaining.  It is possible these characters appear
  too happy to others and, seeming fake, scare them
  away.  Driven by their inner child, sanguine charac-
  ters are naïve and easily get angry.  Sanguine charac-
  ters are disorganized and would rather talk than act.
  Further, they often forget obligations, have fading
  confidence, and are undisciplined.  Many decisions
  are based upon feelings.  Hating to be alone and
  needing attention, these characters seek center stage
  by dominating conversations and energetically in-
  terrupting others.  These characters often make ex-
  cuses and have a tendency to repeat stories.  It is
  assumed that the sanguine temperament is caused
  by blood.
  
  126
  Chapter 5: Mind
  Choleric
  This temperament is associated with extro-
  verts, doers, and optimists.  Born leaders, choleric
  characters are active and have a compulsive need
  for change.  Driven to correct wrongs, they are not
  discouraged easily and may be unemotional.  These
  characters exude confidence, are strong-willed, and
  decisive.  This temperament causes characters to be
  organized and task-oriented.  Insisting on the pro-
  ductivity of others, these characters seek practical
  solutions to problems and move quickly to action.
  Thriving on opposition, these characters have little
  need for friends or groups and excel during emer-
  gencies.  Unfortunately, choleric characters may be
  bossy, impatient, quick-tempered, unable to relax,
  and refuse to give up even when clearly losing.  These
  characters are too intense, come on too strong, and
  are inflexible and uncomplimentary.  Choleric char-
  acters dislike tears and emotions, and are generally
  unsympathetic.  These characters give answers too
  quickly, dominate more than is good, and are often
  too busy for their families.  Also, choleric characters
  are impatient with poor performance and have little
  tolerance for mistakes.  Choleric characters are of-
  ten rude, tactless, and manipulate others.  Though
  these characters may often be right, which they al-
  ways insist upon, this also makes them unpopular
  with others.  It is assumed that the choleric tem-
  perament is caused by yellow bile.
  Melancholic
  This temperament is associated with the in-
  trovert, thinker, and pessimist.  Melancholic charac-
  ters tend to be deep, thoughtful, and analytical.  They
  are serious, purposeful, and prone to genius.  Of-
  ten, they are talented and creative, with an artistic or
  musical inclination.  Melancholic characters may be
  philosophical, poetic, and appreciate beauty.  Sensi-
  tive to others, they may be self-sacrificing, consci-
  entious, or idealistic.  This temperament causes char-
  acters to set high standards and want everything done
  right.  Their homes are orderly, and otherwise they
  are persistent, thorough, orderly, organized, and al-
  ways neat and tidy.  This powerful drive is often char-
  acterized negatively by others, but melancholic char-
  acters often solve problems and surprise others with
  creativity.  Melancholic characters need to finish what
  they start.  Socially, this temperament causes char-
  acters to make friends cautiously and stay in the back-
  ground to avoid attention.  These characters are
  faithful, devoted, and listen well to complaints.  Un-
  fortunately, they can be moody and depressed, of-
  ten remembering or emphasizing the negative.  Fur-
  ther, they are self-centered, often in another world,
  and may have a low opinion of themselves.  Melan-
  cholic characters are not people-oriented, and pre-
  fer to deal with things rather than people.  Also,
  these characters prefer analysis to work.  Having a
  deep need for approval, these characters are hard to
  please and often set standards too high.  Often with-
  drawn and remote, melancholic characters are criti-
  cal of others and withhold affection.  In characters,
  this temperament can cause them to be antagonis-
  tic and vengeful because they are suspicious of oth-
  ers and dislike those in opposition.  This tempera-
  ment causes characters to be unforgiving and skep-
  tical of compliments.  It is assumed that the melan-
  cholic temperament is caused by black bile.
  
  127
  Chapter 5: Mind
  Phlegmatic
  This temperament is associated with intro-
  verts, watchers, and pessimists.  Having low-key per-
  sonalities, phlegmatic characters are relaxed, calm,
  cool, and easy-going.  Their lives are balanced and
  consistent.  They are quiet but witty, sympathetic,
  and kind.  Good parents, phlegmatic characters are
  able to take the bad with the good, keep their emo-
  tions hidden, and are never in a hurry.  Phlegmatic
  characters are competent, steady, agreeable, and
  good under pressure, though they often seek the
  easiest way to get things done.  These characters are
  easy to get along with, pleasant, and inoffensive.
  However, since they are unenthusiastic, they may be
  feared or others may worry about them, especially
  since they are indecisive and avoid responsibility.
  This temperament causes characters to be too shy,
  compromising, and self-righteous.  Phlegmatic char-
  acters are lax on discipline, lack motivation, and are
  not goal-oriented.  They can be lazy, careless, and
  discouraging to others.  These characters would
  rather watch than become involved.  While they
  watch, however, they are judgmental, sarcastic, and
  resistant to change.  It is assumed that the phleg-
  matic temperament is caused by phlegm.
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  128
  Chapter 5: Mind
  s
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  129
  Chapter 5: Mind
  How to Interpret
  Multiple Temperaments
  Interpretation of the various degrees of the
  4 temperaments in each character is often a form
  of art.  Scholars are working frantically to unify com-
  peting theories.  Currently, most temperament theo-
  rists disregard the 2 recessive temperaments of a
  character, no matter how close they may be to the
  dominant and secondary temperaments.
  For instance, a character named Baldric may
  have rolls of 52 for Sanguine, 73 for Choleric, 83
  for Melancholic, and 44 for Phlegmatic.  Clearly, the
  dominant temperament of Baldric is Melancholic
  and his secondary temperament is Choleric.  De-
  spite the numeric proximity of his Sanguine tem-
  perament, both his Sanguine and Phlegmatic tem-
  peraments are considered recessive or as hardly con-
  tributing to his overall temperament.
  Much debate remains, however, concerning
  the strength of each temperament and its relation
  to the other temperaments.  Many scholars note that
  the difference between the dominant and second-
  ary temperaments of a character is an important
  consideration.  Most claim that the degree that each
  temperament deviates from the norm is the most
  significant factor.  For this reason, the player must
  consult with the Aedile about their character’s tem-
  perament so that a sensical understanding can be
  reached.
  There are 12 combinations of temperaments
  result when considering the dominant and second-
  ary temperaments of a character.  Below are the 12
  combinations of temperament, listed with the domi-
  nant temperament first, followed by the secondary
  temperament:
  Sanguine-Choleric
  Clearly, this type of character is an extro-
  vert who is predominantly positive and in a good or
  happy mood, though they are also known at times
  to be exacting and unemotional, driven, intense, and
  manipulative.  The easiest thing to notice about san-
  guine-choleric characters is that usually they are
  driven by emotion, yet sometimes are completely
  unemotional.  It is this conflict between emotion
  and lack of emotion that is striking.
  Sanguine-Melancholic
  Since sanguine and melancholic tempera-
  ments are opposites, this character feels an inordi-
  nate amount of tension in life, usually happy and
  excited, but occasionally has bouts with depression
  and pessimism, withdrawing into themselves.  These
  characters are moody, but since they are predomi-
  nantly sanguine, their moodiness is more public than
  private, and is observed by others more than any
  other combination of temperaments.
  Sanguine-Phlegmatic
  On the outside, this character is happy, emo-
  tional, expressive, and a joy to others.  However,
  these characters are very selective of which emo-
  tions they show, and behind closed doors they are
  characterized as unenthusiastic.  It is this contrast
  that causes others to consider their happiness to be
  fake.
  Choleric-Sanguine
  Oftentimes, this combination of tempera-
  ments results in a leader or figure of authority who
  is liked and respected.  While they are predominantly
  driven to get the job done well and without mis-
  takes, they seem to be very objective and unemo-
  tional.  Occasionally, emotions shine through and
  their momentary happiness assures those around
  them of their competency as a leader who will be
  effective, but personable.
  
  130
  Chapter 5: Mind
  Choleric-Melancholic
  These characters are likely to become lead-
  ers who relentlessly drive others.  They view charac-
  ters as tools to get the job done, and more than any
  other temperament, demand that the tasks of their
  followers be performed flawlessly.  Some characters
  respect this type of individual or leader because they
  and their followers are productive, though they may
  personally dislike them as this character’s low opin-
  ion of others becomes evident.  With most charac-
  ters, reactions are more extreme, usually a combina-
  tion of admiration and hate.  Choleric-melancholic
  characters are extremely competitive, forceful, and
  often successful.
  Choleric-Phlegmatic
  This combination of  temperaments pro-
  duces characters who are likely to succeed and be-
  come leaders or authority figures who care about
  the finished product, but prefer instead to delegate
  the responsibility of the task to others of impor-
  tance around them.  Since this leader rarely makes
  themselves visible or known, some characters con-
  sider them to be a disinterested leader.  They are
  driving, but unenthusiastic, and often harbor resent-
  ment and bitterness.
  Melancholic-Sanguine
  This type of character withdraws from ev-
  eryone and is exacting, but often is very happy, ex-
  pressive, or emotional when alone or about their
  work.  While alone, the creative side of these char-
  acters often emerges, such as with art or music.
  These characters are capable, but rarely venturesome,
  so they usually work well for others.
  Melancholic-Choleric
  In most situations, this character is an intro-
  vert, though some situations elicit strong responses,
  which are usually either negative, critical, driving, or
  manipulative.  Ironically, it is during these responses
  or outbursts when the melancholic-choleric charac-
  ter is happiest.  These characters usually prepare
  twice as well as their foes, so they rarely lose in con-
  tests.  This combination of temperaments produces
  characters who are extremely difficult to please, rarely
  satisfying even themselves, which can make them
  intolerable to live with.  Some of these characters
  become manic-depressive or sadistic.  Melancholic-
  choleric characters become angry often.  Regarding
  their families, they emote disapproval and are driven
  to castigate them for failures and correct their mis-
  takes, though this condemnation and criticism usu-
  ally accomplishes the opposite effect.
  Melancholic-Phlegmatic
  These characters are perhaps the most with-
  drawn of all, often preferring or wishing for a soli-
  tary existence.  However, when alone as desired, they
  are unenthusiastic about almost everything.
  Phlegmatic-Sanguine
  This blend of temperaments results in a non-
  abrasive character who is the easiest to get along
  with.  They are unenthusiastic, calm, relaxed, yet
  when inspired they become emotional, expressive,
  and happy.  However, they are highly disorganized.
  Phlegmatic-Choleric
  These characters are unenthusiastic and
  avoid responsibility, yet are prone to be irritable,
  commanding, and leader-like.  This type of charac-
  ter does not explode with anger, but just refuses to
  cooperate.  When characters with this temperament
  become angry, they often restrain their anger, be-
  coming utterly silent, yet clearly upset.
  Phlegmatic-Melancholic
  This combination of temperaments causes
  characters to speak rarely and often makes them
  gentle.  It is common for others to take advantage
  of phlegmatic-melancholic characters.  These char-
  acters are rarely angry or hostile, and are often gra-
  cious.
  
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  Chapter 5: Mind
  Mental Illness
  Mental illnesses are disorders characterized
  by disturbances of a character’s thoughts, emotions,
  or behavior.  Various mental illnesses not only exist,
  but are widespread.  Most are unrecognized in the
  terminology that follows and are simply considered
  madness, the result of sorcery or witchcraft, evil
  spirits, or demons.  The mentally ill usually become
  objects of religious inquisition and barbaric treat-
  ment.  It is for this reason that witch-hunts are popu-
  lar.  Some believe instead that mental illness is the
  physical result of imbalances in blood, just like tem-
  perament.  A player who rerolls sub-abilities acquires
  a mental illness for their character per reroll (see
  Chap. 3: Abilities).  This information is amassed so
  that Aediles may apply it as necessary.  Since charac-
  ters may acquire or encounter these illnesses, they
  are compiled and listed below, followed by a table to
  facilitate the random selection of a mental illness:
  Abasiophilia
  Over a period of (5 + 1d100) months, the
  character experiences recurrent and intense sexu-
  ally arousing fantasies, sexual urges, or behaviors in-
  volving sexual attraction to lame or crippled part-
  ners.  This causes significant distress or impairment
  in social, occupational, or other important areas of
  functioning.
  Whenever a character afflicted with
  abasiophilia sees a lame or cripple, they must pass a
  Drive sub-ability check at TH 20 or engage in so-
  cially unacceptable sexual behavior.
  Acrotomophilia
  Over a period of (5 + 1d100) months, the
  character experiences recurrent and intense sexu-
  ally arousing fantasies, sexual urges, or behaviors in-
  volving sexual attraction to the amputated stump
  of a partner; the stump itself is arousing.  This causes
  significant distress or impairment in social, occupa-
  tional, or other important areas of functioning.
  Whenever a character afflicted with
  acrotomophilia sees an amputated stump on another,
  they must pass a Drive sub-ability check at TH 20
  or engage in socially unacceptable sexual behavior.
  Anorexia Nervosa
  This mental illness affects 1% of young
  women.  Nearly 1-in-5 die of starvation.  This con-
  dition is the intense fear of gaining weight or be-
  coming obese.
  If afflicted with anorexia nervosa, roll 1d100.
  Results from 01-20 indicate the character is doomed
  to die of starvation in 1d100 weeks.  Afflicted char-
  acters experience an increase of 2d20 to Melancholic
  Temperament and have the following modifiers: -
  25% Weight, - 10% Physical Fitness, - 25% Strength,
  - 10% Bodily Attractiveness, - 25% Health, and +
  10% Drive.
  Antisocial Personality Disorder
  Characters with this disorder act in a way
  that disregard the feelings and rights of other char-
  acters.  Antisocial personalities often break the law,
  and they may use or exploit other characters for
  their own gain.  They may lie repeatedly, act impul-
  sively, and get into physical fights.  They may mis-
  treat their spouses, neglect or abuse their children,
  and exploit their slaves.  They may even kill other
  characters.  Characters with this disorder are also
  sometimes called sociopaths or psychopaths.  Anti-
  social personalities usually fail to understand that
  their behavior is dysfunctional because their ability
  to feel guilty, remorseful, and anxious is impaired.
  Guilt, remorse, shame, and anxiety are unpleasant
  feelings, but they are also necessary for social func-
  tioning and even physical survival.  Antisocial per-
  sonality disorder affects 3% of males and 1% of
  females.
  Afflicted characters experience an increase
  of 3d20 to Choleric and 2d20 to Melancholic Tem-
  perament.
  INSANUS.OMNIS.FUERE.
  CREDIT.CETEROS
  Every madman believes the
  others are insane.
  
  132
  Chapter 5: Mind
  Autoabasiophilia
  Over a period of (5 + 1d100) months, the
  character experiences recurrent and intense sexu-
  ally arousing fantasies, sexual urges, or behaviors in-
  volving sexual attraction to oneself being lame or
  crippled.  This causes significant distress or impair-
  ment in social, occupational, or other important ar-
  eas of functioning.  Gruagach ogres have a higher
  frequency of this mental illness than other races.
  Whenever a character is afflicted with
  autoabasiophilia, they must pass a Drive sub-ability
  check at TH 15 or attempt to amputate a limb and
  experience sexual excitement.
  Avoidant Personality Disorder
  Avoidant personality disorder is character-
  ized by social withdrawal due to a shyness that is
  both intense and anxious.  Characters with avoidant
  personalities are reluctant to interact with others
  unless they feel certain of being liked.  They fear
  being criticized and rejected.  Often they view them-
  selves as socially inept and inferior to others.
  Afflicted characters lose 2d20 points in San-
  guine Temperament.  Although anakim may tend to
  avoid characters, they do not tend to consider them-
  selves inferior to others, so they do not have this
  mental illness.
  Bipolar Disorder (Manic-Depressive)
  Characters who suffer from bipolar disor-
  der switch back and forth between depression and
  mania.  Bipolar disorder may be characterized by
  the experience of extreme highs or lows, but little
  to nothing in between.  This mental illness affects
  about 1% of the population.  Each morning, a die
  is rolled to determine whether depression or mania
  will be the dominant mood for the day.  During
  stressful circumstances, this must be determined
  hourly.
  Afflicted characters experience an increase
  of 2d20 to Choleric and Melancholic Temperaments.
  When a bipolar character is manic, consult the mental
  illness of mania.  When a bipolar character is de-
  pressed, consult the mental illness of depression.
  Because the moods of elves are more chaotic than
  other races, elves have a higher frequency of bipo-
  lar disorder.
  Borderline Personality Disorder
  Characters with borderline personality dis-
  order experience intense emotional instability, par-
  ticularly in relationships with others.  They may make
  frantic efforts to avoid real or imagined abandon-
  ment by others.  They may experience minor prob-
  lems as major crises.  They may also express their
  anger, frustration, and dismay through suicidal ges-
  tures, self-mutilation, and other self-destructive acts.
  They tend to have an unstable self-image or sense
  of self.  As children, most characters with this dis-
  order were emotionally unstable, impulsive, and of-
  ten bitter or angry, although their chaotic impul-
  siveness and intense emotions may have made them
  popular at school.  At first they may impress char-
  acters as stimulating and exciting, but their relation-
  ships tend to be unstable and explosive.  About 2%
  of all characters have borderline personality disor-
  der.  About 75% of characters with this disorder
  are female.
  Characters afflicted with borderline person-
  ality disorder experience an increase of 2d20 in Mel-
  ancholic Temperament.  Further, afflicted charac-
  ters must roll under their Sanguine score on a daily
  basis or engage in (1-30%) an act of self-mutilation
  or (31-100%) a self-destructive act.  The socially un-
  acceptable episode will occur while experiencing
  frustration.  The character will not know it is going
  to happen until they are unable to stop themselves.
  Callomania
  Over a period of (5 + 1d100) months, the
  character experiences an irrationally inflated self-
  impression regarding the sub-ability of Bodily At-
  tractiveness and the ability of Charisma.  This causes
  significant distress or impairment in social, occupa-
  tional, or other important areas of functioning.
  Callomania is different than Narcissistic Personality
  Disorder because a callomaniac does not  suffer from
  a delusion of self-importance, but surpassing beauty.
  Whenever a character is afflicted with
  callomania, they must behave accordingly.  A
  callomaniac may be afraid to do anything that has
  even the remote potential to damage their beauty.
  Because anakim have higher Bodily Attractiveness
  than other races, the frequency of  callomania is
  higher among anakim.
  
  133
  Chapter 5: Mind
  Choreomania
  Over a period of (5 + 1d100) months, the
  character experiences a recurrent and intense ob-
  session to dance (see Chap. 8: Skills).  This causes
  significant distress or impairment in social, occupa-
  tional, or other important areas of functioning.
  Whenever a character is afflicted with
  choreomania and it is possible to dance at the mo-
  ment, a Drive check at TH 17 must be passed or the
  character begins to dance and will dance until ex-
  hausted or sufficiently interrupted.  While dancing,
  the character will ignore their surroundings.
  Coprophilia
  Over a period of (5 + 1d100) months, the
  character experiences recurrent and intense sexu-
  ally arousing fantasies, sexual urges, or behaviors in-
  volving sexual attraction with defecation, either giv-
  ing or receiving.  This causes significant distress or
  impairment in social, occupational, or other impor-
  tant areas of functioning.
  Due to this mental illness, the Debauchery
  (see Chap. 6: Sociality) of this character increases by
  97.  Whenever a character is afflicted with copro-
  philia and involved in a sexual activity or near def-
  ecation, they must pass a Drive sub-ability check at
  TH 10 or engage in socially unacceptable sexual be-
  havior regarding defecation.
  Dementia
  This mental illness is characterized by im-
  paired memory and difficulties in functions such as
  speaking, abstract thinking, and the ability to iden-
  tify familiar objects.
  Characters afflicted with dementia lose (30
  + 2d10)% of their sub-abilities of Rhetorical Cha-
  risma, Analytic Intelligence, and Reflection.  When-
  ever they must identify familiar objects, they must
  pass a Reflection sub-ability check at TH 20 or swear
  they have never seen it before.  Roll 1d8 to deter-
  mine the number of symptoms.  Next, determine
  the actual symptoms from the following list: (1) re-
  cent memory loss, (2) difficulty performing familiar
  tasks, (3) problems with language, (4) time and place
  disorientation, (5) poor judgment, (6) misplacing
  things, (7) mood swings, and (8) a (30 + 2d10)%
  loss of Drive.
  Dependent Personality Disorder
  This disorder involves severe and disabling
  emotional dependency on others.  Characters with
  this disorder have difficulty making decisions with-
  out a great deal of advice and reassurance from oth-
  ers.  They urgently seek another relationship when
  a close relationship ends.  Alone, they feel uncom-
  fortable.
  Characters afflicted with this disorder must
  pass a Drive sub-ability check at TH 20 for them to
  be alone.  If failed, they will seek companionship,
  no matter how annoying their behavior.
  Depersonalization Disorder
  These characters experience an unwelcome
  sense of detachment from their own bodies.  They
  may feel as though they are floating above the
  ground, outside observers of their own mental or
  physical processes.  Other symptoms may include a
  feeling that they or other characters are mechanical
  or unreal, a feeling of being in a dream, a feeling
  that their hands or feet are larger or smaller than
  usual, and a deadening of  emotional responses.
  These symptoms are chronic and severe enough to
  impede normal functioning in a social, school, or
  work environment.  Depersonalization disorder is a
  relatively rare syndrome thought to result from se-
  vere stress.
  Characters afflicted with this disorder must
  pass a Common Sense sub-ability check at TH 16
  daily, or at a random time during the day {at the
  1d12 hour of either A.M. [1-3] or P.M. [4-6], at the
  minute of [(1d6 - 1) and 1d10 (which creates a range
  of 01-59)]}, an episode will occur that involves (01-
  20%) the feeling of floating, being an observer out-
  side one’s body (21-40%), being sure that other char-
  acters are mechanical (41-60%), being sure that other
  characters are not real (61-80%), feeling like they
  are in a dream (81-85%), sure that their hands are
  larger than usual (86%), sure that their feet are larger
  than usual (87%), sure that their hands are smaller
  than usual (88%), sure that their feet are smaller than
  usual (89%), or (90-100%) they feel a deadening of
  emotional responses.  The episode will last for 1d100
  minutes.  Finally, those afflicted experience a loss of
  2d20 points from their Sanguine, Choleric, and Mel-
  ancholic Temperaments.
  
  134
  Chapter 5: Mind
  Depression
  Different than the feelings of sadness and
  loneliness that everyone feels from time to time,
  depression is a deep, unshakable sadness and disin-
  terest in nearly all activities.  Common feelings are
  despair, hopelessness, worthlessness, as well as
  thoughts of committing suicide.  Some characters
  are only affected by depression during autumn and
  winter.  A common mental illness, roughly 10% of
  the population suffers from depression, though fe-
  males are between 2-3 times as susceptible.  Depres-
  sion usually develops during young adulthood over
  a period of months or years, though it may erupt
  suddenly in a few weeks or days.  Sudden develop-
  ments are often called nervous breakdowns.  De-
  pressed characters feel sad every day and may cry
  often.  Characters, work, and activities that used to
  bring them pleasure no longer do.  A bout of de-
  pression typically lasts 8 months.  Any character who
  has experienced 1 bout of depression is highly likely
  to experience a future bout.  Appetite and sleep may
  be affected, sometimes increased, but usually de-
  creased.  Stressful events can trigger depression in
  those who are predisposed to it.
  Those afflicted experience an increase of
  2d20 points in Melancholic Temperament and a
  decrease of 2d20 points in Sanguine Temperament.
  Dissociative Fugue
  These characters forget their personal iden-
  tity and unexpectedly wander away from home.  In
  many cases, characters with this disorder travel to a
  distant location and adopt a new identity, complete
  with a new name, personal history, and place of resi-
  dence.  They may wander hundreds of miles, leav-
  ing their families mystified about their disappear-
  ance.  Sometimes they appear in foreign churches
  unable to explain who they are.  Characters with
  this disorder usually appear normal and do not at-
  tract public attention.  Dissociative fugue typically
  occurs after serious stress of some kind, such as the
  death of a family member, the loss of a job, or a
  failed relationship.  This disorder is quite rare, and
  in many cases, fugue victims will suddenly “wake up,”
  failing to remember any of the events that occurred
  while in the fugue state.
  Dissociative Identity Disorder
  (Multiple Personality Disorder)
  A character with this disorder has (1d4 + 1)
  distinct (1-50%) identities or (51-100%) personality
  states (temperament and disposition) that recurrently
  take control of the character’s consciousness and
  behavior.
  If the character has distinct identities, then
  the character often gives the alternate identities their
  own personal names; these identities may have char-
  acteristics that differ sharply from the primary iden-
  tity of the character.  If the character has multiple
  personality states, then each personality state con-
  sists of a randomly determined temperament and
  disposition.
  A character with this disorder experiences
  some degree of amnesia, in that one identity or per-
  sonality usually will not recall what occurred when
  another identity or personality controlled the char-
  acter.  With this disorder, a character experiences
  sudden shifts in consciousness, identity, and memory.
  For instance, the character may find themselves in a
  strange environment, not knowing how they got
  there.
  Those afflicted with this disorder must roll
  1d100 and the result must be under the score of
  their primary temperament in order to remain in it.
  Otherwise, an identity (determined by the Aedile)
  or another personality state (determined randomly)
  emerges for 1d100 minutes.
  Egomania
  Over a period of (5 + 1d100) months, the
  character experiences an inflated opinion concern-
  ing their abilities, as well as exhibiting extreme self-
  interest.  This causes significant distress or impair-
  ment in social, occupational, or other important ar-
  eas of functioning.
  Whenever a character is afflicted with ego-
  mania, they must behave as though they believe that
  each of their sub-ability scores is (2d20)% higher
  than what it is.  An egomaniac is disinterested in
  others.  Egomania is different than Narcissistic Per-
  sonality Disorder because an egomaniac has extreme
  self-interest, whereas a nacissistic character suffers
  from extreme self-importance.
  
  135
  Chapter 5: Mind
  Eleutheromania
  Over a period of (5 + 1d100) months, the
  character experiences recurrent and intense impulses
  to seek freedom.  This causes significant distress or
  impairment in social, occupational, or other impor-
  tant areas of functioning.
  Whenever a character is afflicted with
  eleutheromania and involved in a situation in which
  they perceive their freedom to be restrained, they
  must pass a Drive sub-ability check at TH 15 or they
  will be overcome by an urge to seek freedom.  The
  method adopted to seek freedom varies with the
  situation.  Usually, speech is enacted, though vio-
  lence may be deemed appropriate as well.
  Erotomania
  Over a period of (5 + 1d100) months, the
  character is compelled to tell exaggerated lies about
  their sexual behavior.  This causes significant dis-
  tress or impairment in social, occupational, or other
  important areas of functioning.
  Due to this mental illness, the Debauchery
  (see Chap. 6: Sociality) of this character increases by
  5.  Whenever a character is afflicted with erotoma-
  nia, they must pass a Drive sub-ability check at TH
  15 to avoid telling exaggerated lies about their sexual
  behavior whenever someone begins talking to them.
  Erotophonophilia
  Over a period of (5 + 1d100) months, the
  character experiences recurrent and intense sexu-
  ally arousing fantasies, sexual urges, or behaviors in-
  volving lustful murder.  This causes significant dis-
  tress or impairment in social, occupational, or other
  important areas of functioning.
  Due to this mental illness, the Debauchery
  (see Chap. 6: Sociality) of this character increases by
  25.  Whenever afflicted with erotophonophilia, a
  character must pass a Drive sub-ability check at TH
  15 or attempt to lustfully murder the first character
  seen, fixating upon their death.  If the check is failed,
  then an attempt will be made on their life.  If others
  are around, then the erotophonophiliac must make
  another check each minute in order not to murder
  them immediately and wait until they may kill with
  privacy.  Those afflicted experience an increase of
  2d20 points in Choleric Temperament.
  Esthesiomania
  Over a period of (5 + 1d100) months, the
  character experiences recurrent and intense sensory
  hallucinations and perceived moral superiority.  This
  causes significant distress or impairment in social,
  occupational, or other important areas of function-
  ing.
  Whenever a character is afflicted with
  esthesiomania and involved in a discussion or de-
  bate about morality, this character must pass a Drive
  sub-ability check at TH 15 or be overcome by an
  urge to debate morality with others and demonstrate
  their own superior morality.  Even if others dem-
  onstrate that the position of the esthesiomaniac is
  contradictory or that their own morality is higher
  than that of the esthesiomaniac, the esthesiomaniac
  will be unaffected.  Esthesiomaniacs often suffer de-
  lusions that their god has contacted them or sent
  them a message in their dreams.  The only player
  races to suffer esthesiomania are white dwarves, light
  elves, and humans.  However, humans have a higher
  frequency of esthesiomania than white dwarves or
  light elves.
  Exhibitionism
  Over a period of (5 + 1d100) months, the
  character experiences recurrent and intense sexu-
  ally arousing fantasies, sexual urges, or behaviors in-
  volving the exposure of their genitals to an unsus-
  pecting stranger.  This causes significant distress or
  impairment in social, occupational, or other impor-
  tant areas of functioning.  Exhibitionists desire pri-
  marily to frighten their subject, though other mo-
  tives may be to startle them, see admiration, and
  demonstrate superiority.
  Due to this mental illness, the Debauchery
  (see Chap. 6: Sociality) of this character increases by
  5.  Whenever a character is afflicted with exhibi-
  tionism, they must pass a Drive sub-ability check at
  TH 15 daily or expose their genitals in public to
  strangers.  Anakim have been known to shun cloth-
  ing in warm weather and prefer to appear naked in
  human communities.  Many anakim are proud of
  their bodies, and consider the custom of wearing
  clothes in warm weather to be the result of low self-
  esteem.
  
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  Chapter 5: Mind
  Formicophilia
  Over a period of (5 + 1d100) months, the
  character experiences recurrent and intense sexu-
  ally arousing fantasies, sexual urges, or behaviors in-
  volving sexual attraction when smaller animals or
  insects crawl upon parts of the body.  This causes
  significant distress or impairment in social, occupa-
  tional, or other important areas of functioning.
  Due to this mental illness, the Debauchery
  (see Chap. 6: Sociality) of this character increases to
  100.  Whenever a character is afflicted with
  formicophilia and involved in a sexual situation, they
  must pass a Drive sub-ability check at TH 15 or be
  overcome by an urge to place animals or insects on
  their bodies and experience sexual excitement.
  Frotteurism
  Over a period of (5 + 1d100) months, the
  character experiences recurrent and intense sexu-
  ally arousing fantasies, sexual urges, or behaviors in-
  volving touching and rubbing against a non-con-
  senting character.  This causes significant distress or
  impairment in social, occupational, or other impor-
  tant areas of functioning.
  Due to this mental illness, the Debauchery
  (see Chap. 6: Sociality) of this character increases by
  5.  Whenever a character is afflicted with frotteurism
  and they encounter a member of the opposite sex
  with a Bodily Attractiveness of 120 or higher, they
  must pass a Drive sub-ability check at TH 15 or rub
  them against their will.
  Generalized Anxiety Disorder
  This disorder causes characters to feel anx-
  ious most of the time and worry about routine events
  and circumstances in their lives.  Although they rec-
  ognize their anxiety to be disproportionate with ac-
  tual events, they are unable to control their worry-
  ing.  Their worries often interfere with their ability
  to concentrate on, or perform, tasks.  Physical symp-
  toms include disturbed sleep, irritability, muscle
  aches, and tension.
  Whenever a character is afflicted with this
  disorder during any event that may be construed as
  a cause of anxiety, they must pass a Drive sub-abil-
  ity check at TH 15 or all skill checks requiring per-
  formance of any kind will suffer - 10.
  Histrionic Personality Disorder
  Characters with this disorder constantly
  strive to be the center of attention. They may act
  overly flirtatious or dress in ways that draw atten-
  tion. Characters with this mental illness may also
  talk in a dramatic or theatrical style and display ex-
  aggerated emotional reactions.  At the discretion of
  the Aedile, a character with Histrionic Personality
  Disorder may gain 1d10 Skill Points (SP) invested
  into the Acting (Drama) skill (see Chapter 8: Skills).
  Hypersomnia
  This disorder is characterized by excessive
  sleepiness that lasts for at least (3 + 1d12) weeks as
  evidenced by either prolonged sleep episodes or day-
  time sleep episodes that occur almost daily.  This
  causes significant distress or impairment in social,
  occupational, or other important areas of function-
  ing.  This disorder cannot be accounted for by an
  inadequate amount of sleep.
  Whenever a character is afflicted with hy-
  persomnia, they must pass a daily Drive sub-ability
  check at TH 20 or need to sleep (1d12 + 7) hours.
  A hypersomniac will feel rested only after uninter-
  rupted sleep beyond the number of hours deter-
  mined above if the check is failed.
  Hypoxyphilia
  Over a period of (5 + 1d100) months, the
  character experiences recurrent and intense sexu-
  ally arousing fantasies, sexual urges, or behaviors in-
  volving sexual asphyxia.  This causes significant dis-
  tress or impairment in social, occupational, or other
  important areas of functioning.
  Due to this mental illness, the Debauchery
  (see Chap. 6: Sociality) of this character increases by
  25.  Whenever a character is afflicted with
  hypoxyphilia, they must pass a Drive sub-ability
  check at TH 20 during all sexual activity or attempt
  to choke their partner (01-30%) into unconscious-
  ness and experience sexual pleasure while choking
  them.  A male hypoxyphiliac may fantasize about
  choking others and become erect at inopportune
  times.  A female hypoxyphiliac may choke herself
  with one hand and masturbate with the other.
  
  137
  Chapter 5: Mind
  Intermittent Explosive Disorder
  This disorder is characterized by several dis-
  crete episodes of failure to resist aggressive impulses
  that result in serious acts of assault or destruction
  of property.  The degree of aggressiveness expressed
  during the episodes is grossly misproportionate to
  any precipitating stressors.
  Whenever a character is afflicted with this
  disorder and experiences anything that may be per-
  ceived as a stressor, they must roll higher than their
  Choleric Temperament score or respond to it vio-
  lently for 2d4 rounds.  Further, those afflicted expe-
  rience an increase of 2d20 points in Choleric Tem-
  perament.
  Kleptomania
  This is a recurrent failure to resist the im-
  pulse to steal objects not needed for personal use or
  monetary value.  There is an increasing sense of
  tension preceding the unplanned theft, followed by
  a relief at the time of the theft.  The theft is per-
  formed alone and not done out of anger or ven-
  geance.  Because kleptomaniacs obtain gratification
  from the act of stealing rather than from posses-
  sion of the stolen articles, they often steal objects
  of little value that they could purchase easily.
  Whenever a character is afflicted with klep-
  tomania and around objects of little value in some-
  one else’s possession, they must pass a Drive sub-
  ability check at TH 20 or attempt to steal a worth-
  less object.  Brown dwarves have a higher frequency
  (8%) of kleptomania than other races.  However,
  4% of all humans are kleptomaniacs.  Other races
  rarely have kleptomaniacs.
  Mania
  Mania may be characterized by an elevated
  or irritable mood, exaggerated self-importance, rac-
  ing thoughts, and hyperactivity.  Characters with ma-
  nia typically feel intoxicated with themselves and life.
  They may display an indiscriminate enthusiasm for
  manipulating characters, spending money, and pur-
  suing sexual adventure.  Manic characters may also
  display impatience or hostility toward other charac-
  ters.  If frustrated, then they may physically abuse
  their friends, children, or spouse.  Characters with
  mania often have inflated self-esteem and self-con-
  fidence, and assume they have more wit, courage,
  imagination, and artistry than everyone else.  Severe
  mania may include delusions of grandeur, such as
  the belief that one is chosen by their god for a spe-
  cial mission.  Mania typically involves a decreased
  need for sleep, so manic characters often wake up
  early in a highly energized state.  Mania makes char-
  acters extremely talkative.  Their loud, rapid-fire
  speech sometimes continues unabated without re-
  gard for others.  Mania also involves a flight of ideas,
  racing thoughts that cause speech to go off in many
  different directions.  Characters in a manic state be-
  come easily distracted by irrelevant sights, sounds
  or ideas, which further disrupts thinking and speech.
  Characters with mania may also devise gran-
  diose plans or engage in reckless self-indulgence.  For
  example, they may invest indiscriminately in risky
  projects, get involved in many different social ac-
  tivities, flirt to the point of indecency, and intrude
  in other character’s private lives to the point of be-
  ing obnoxious.  Manic characters display many signs
  of impaired judgment and self-destructive behav-
  ior.
  
  138
  Chapter 5: Mind
  Megalomania
  Over a period of (5 + d100) months, the
  character experiences a recurrent and intensely in-
  flated self-impression in 1 respect.  Commonly called
  a character who suffers a delusion of grandeur, a
  megalomaniac believes they are superior to every
  character met.  This causes significant distress or
  impairment in social, occupational, or other impor-
  tant areas of functioning.
  Whenever a character is afflicted with mega-
  lomania, they will believe they are superior to oth-
  ers in whatever is most important or enjoyable to
  them.  For some, this may be a sub-ability, for oth-
  ers it will be how well they perform a given skill, and
  for others it will be their aptitude in an occupation.
  The Aedile must determine the specific respect.
  Megalomania differs from Narcissistic Personality
  Disorder because megalomaniacs believe they are
  superior in what is important or enjoyable, while
  narcissistic characters believe they are more impor-
  tant.
  Narcissistic Personality Disorder
  Characters with this disorder have a grandi-
  ose sense of self-importance.  They seek excessive
  admiration from others and fantasize about unlim-
  ited success or power.   They believe they are spe-
  cial, unique, or generally superior to others.  How-
  ever, they often have very fragile self-esteem.
  Narratophilia
  Over a period of (5 + 1d100) months, the
  character experiences recurrent and intense sexu-
  ally arousing fantasies, sexual urges, or behaviors in-
  volving the use of dirty or obscene words to a part-
  ner.  This causes significant distress or impairment
  in social, occupational, or other important areas of
  functioning.
  Due to this mental illness, the Debauchery
  (see Chap. 6: Sociality) of this character increases by
  10.  Whenever a character is afflicted with
  narratophilia and alone with their partner, they must
  pass a Drive sub-ability check at TH 15 or begin
  talking filth to their partner and become excited sexu-
  ally, or request their partner to speak obscenities.
  Necrophilia
  This is an abnormal fascination with death
  and the dead, especially an erotic attraction to
  corpses.
  Due to this mental illness, the Debauchery
  (see Chap. 6: Sociality) of this character increases to
  100.  Whenever a character is afflicted with necro-
  philia and close to a corpse, they must pass a Drive
  sub-ability check at TH 20 or be unable to resist
  their urge to copulate with the corpse.
  Noctomania
  Over a period of (5 + d100) months, the
  character experiences a recurrent and intense im-
  pulse to avoid the day and experience the night.  This
  causes significant distress or impairment in social,
  occupational, or other important areas of function-
  ing.
  Whenever a character is afflicted with
  noctomania, behaviors will occur such as attempt-
  ing to avoid the day and all daylight, sleeping during
  the day, and engaging in activity at night.
  
  139
  Chapter 5: Mind
  Nymphomania
  Over a period of (5 + d100) months, the
  female experiences an uncontrollable desire for
  sexual intercourse.  This causes significant distress
  or impairment in social, occupational, or other im-
  portant areas of functioning.  This disorder affects
  only females, and is also known as lagnoperissia.  It
  is common (40%) for nymphomaniacs to also be
  afflicted with phallophilia, which ranges from a pref-
  erence (01-60%) to an obsession (61-100%) for an
  exceptionally large Manhood (see Chap. 6: Sociality).
  Due to this affliction, the Debauchery (see
  Chap. 6: Sociality) of this character increases by 25.
  Whenever a female is afflicted with nymphomania
  and around a male whose Charisma exceeds 130,
  she must pass a Drive sub-ability check at TH 20 or
  attempt to solicit sex, usually inquiring about the
  size of his Manhood.
  Obsessive-Compulsive Disorder
  Different than the disorder following this
  one, obsessive-compulsive characters persistently ex-
  perience intrusive thoughts or images, or feel com-
  pelled to perform certain behaviors.  Obsessions may
  include unwanted thoughts about inadvertently poi-
  soning or injuring others.  Common compulsions
  include repetitive hand-washing or mental actions
  like repeated counting.  These obsessions or com-
  pulsions consume a large amount of their time and
  interfere with their daily routine.  Most characters
  with this disorder recognize the irrationality of it,
  but are unable to change.  The disorder develops
  usually in adolescence or early adulthood, and af-
  fects roughly 1% of the human population and 10%
  of bugbears.  Although afflicted bugbears may have
  unwanted thoughts about poisoning others, the
  thoughts are usually about injuring others.
  Obsessive-Comp. Personality Disorder
  Different than the Obsessive-Compulsive
  Disorder listed previously, this disorder is charac-
  terized by a preoccupation with details, orderliness,
  perfection, and control.  Characters with this disor-
  der often devote excessive amounts of time to work
  and productivity and fail to take time for leisure ac-
  tivities and friendships.  They tend to be rigid, for-
  mal, stubborn, and serious.  Those afflicted experi-
  ence an increase of 1d20 points in Choleric and Mel-
  ancholic Temperaments.  10% of bugbears are af-
  flicted.
  Oniomania
  Over a period of (5 + 1d100) months, the
  character experiences a recurrent and intense desire
  to purchase goods or equipment.  Oniomania re-
  sults in compulsive shopping behavior and is char-
  acterized by a lack of control.  This causes signifi-
  cant distress or impairment in social, occupational,
  or other important areas of functioning.  Between
  2-10% of the population are oniomaniacs.  The
  impulse to purchase things is irresistible, and failure
  to spend leads to anguish.  Soon after the purchase,
  guilt and regret follow.  Anything can trigger the
  impulse, such as a fight with a loved one.  Often,
  oniomaniacs do not consider whether or not they
  can afford the object, or whether or not they need
  it.  Oniomania occurs more frequently in females
  than males.  The Aedile must roll 1d4 to determine
  how many conditions can trigger the impulse.  The
  Aedile must determine what conditions will activate
  the impulse.  When the oniomaniacal character ful-
  fills 1 of these conditions, they must pass a Drive
  sub-ability check at TH 20 or be compelled to pur-
  chase the next thing seen.  The oniomaniacal char-
  acter receives a - 5 to the Haggling skill while feeling
  the impulse.
  
  140
  Chapter 5: Mind
  Onomatomania
  Over a period of (5 + 1d100) months, the
  character experiences a recurrent and intense desire
  to repeat certain words or sounds.  This causes sig-
  nificant distress or impairment in social, occupa-
  tional, or other important areas of functioning.  The
  impulse to repeat certain words or sounds is irre-
  sistible, and failure to repeat them leads to anguish.
  The Aedile must roll 1d100 to determine whether
  the onomatomaniac has an obsession with a (01-50)
  word or (51-100) sound.  If it is a word, then the
  Aedile must devise a random means of selecting a
  word from an available dictionary.  If it is a sound,
  then the Aedile must devise a random means of
  selecting a sound.  The Aedile must invent a trigger
  upon which the onomatomaniac must pass a Drive
  sub-ability check at TH 20 or repeat the word or
  sound until the Drive check is passed.  Drive may
  be checked once per round.
  Panic Disorder
  These characters experience repeated, un-
  expected panic attacks and persistent anxiety con-
  cerning the reoccurrence of panic attacks.  Panic
  attacks are periods of intense fear, apprehension,
  or discomfort, and occur usually without warning.
  Symptoms include a racing heart, trembling, short-
  ness of breath, and choking.
  Panic attacks may last from a few seconds
  to a few hours, but most peak in 10 minutes and
  end within a half-hour.  Roll 1d10 to determine
  whether the unit of time for panic attacks is in (1)
  seconds, (2-8) minutes, or (9-10) hours.  If the unit
  of time is seconds, roll 3d20 to determine the dura-
  tion.  If the unit of time is minutes, roll 3d20 to
  determine the duration.  If the unit of time is hours,
  roll 1d6 to determine the duration.  The condition
  affects twice as many females as males, and affects
  only about 2% of the population.  Often, these char-
  acters experience panic attacks daily or weekly.  A
  phobia usually triggers the attack.  Many become
  reluctant to leave home.  Those afflicted experience
  a decrease of 2d20 points in Phlegmatic Tempera-
  ment.  A character with Panic Disorder is afraid of
  fear itself.  The Aedile may randomly determine the
  time of occurence either in game-time or real time.
  Paranoia
  This is a type of psychosis in which a char-
  acter suffers from logically consistent delusions of
  (1-50%) persecution or (51-100%) grandeur.  Usu-
  ally, it is characterized by an extreme distrust of oth-
  ers.  For instance, the paranoid character may be-
  lieve that every character, even close friends or fam-
  ily, are intending to murder them.  Those afflicted
  experience a loss of 2d20 points of Sanguine Tem-
  perament.
  Paranoid Personality Disorder
  These characters feel constant distrust and
  suspicion toward other characters.  They believe that
  others are against them and constantly look for evi-
  dence to support their suspicions.  They are hostile
  toward others and react angrily to perceived insults.
  Those afflicted experience a loss of 2d20 points of
  Sanguine Temperament, and an increase of 2d20
  points of Choleric Temperament.
  Pathological Gambling
  This is a behavioral disorder in which a char-
  acter becomes progressively unable to resist the
  impulse to gamble.  This disorder affects 3% of the
  adult population, and 80% of those afflicted are
  male.  They are usually competitive, hardworking,
  and bright characters, and show little interest in pas-
  sive games of chance.  Dwarves have a higher fre-
  quency of pathological gambling than other races.
  Pedophilia
  Over a period of (5 + 1d100) months, the
  character experiences recurrent and intense sexu-
  ally arousing fantasies, sexual urges, or behaviors in-
  volving sexual activity with a prepubescent child or
  children, generally age 13 or under for humans.  As
  a comparison, for humans the earliest permitted age
  for marriage is 12 for a bride and 14 for a groom.
  This causes significant distress or impairment in
  social, occupational, or other important areas of
  functioning.  To qualify as a pedophile, a character
  must be at least 16 years old and at least 5 years
  older than the child or children.  Due to this mental
  illness, the Debauchery (see Chap. 6: Sociality) of this
  character increases by 25.
  
  141
  Chapter 5: Mind
  Phobia
  Phobias are excessive and enduring fears of
  clearly defined objects or situations that interfere
  with a character’s normal functioning.  Although a
  phobic character knows their fear is irrational, they
  still try to avoid the source of their fear.  A compre-
  hensive list of phobias is available as Appendix 4:
  Phobias in the end of this book.  A phobia may be
  determined randomly from this list.
  Regardless of the specific phobia, physi-
  ological symptoms include a rapid and pounding
  heartbeat, stomach disorders, nausea, diarrhea, fre-
  quent urination, choking feelings, flushing of the
  face, perspiration, tremulousness, and faintness.
  Roughly 10% of characters have a phobia.
  Post-Traumatic Stress Disorder
  This disorder typically occurs after charac-
  ters experience or witness traumatic or catastrophic
  events such as physical or sexual assaults, rape, tor-
  ture, natural disasters, accidents, and wars.  Charac-
  ters with this disorder relive the traumatic event
  through recurrent dreams or intrusive memories
  called flashbacks.  They avoid places or things asso-
  ciated with the trauma and may feel emotionally
  detached or estranged from others.  Other symp-
  toms include difficulty sleeping, irritability, and
  trouble concentrating.  The disorder can last for years
  and severely disrupt the life of a character.  Those
  affected experience a loss of 1d20 points in San-
  guine Temperament.
  Psychosis
  Psychotic characters lose contact with real-
  ity and have difficulty in everyday life.  Unlike char-
  acters with less severe mental illnesses, psychotic
  characters do not recognize that their mental func-
  tioning is disturbed.  3 kinds of psychotic symp-
  toms occur: hallucinations, delusions, and bizarre be-
  havior.  Hallucinations refer to hearing, seeing, smell-
  ing, feeling, or tasting something when nothing in
  the environment actually caused the sensation.  De-
  lusions are false beliefs that are obviously untrue to
  others in the culture of that character.  Finally, bi-
  zarre behavior is behavior that is incomprehensible
  to others who know the character.  Psychedelic
  mushrooms can cause psychosis, and brain tumors
  may lead to psychotic symptoms.  Some psychotic
  characters (10%) are unable to develop new memo-
  ries.
  Pyromania
  This is a mental illness in which fires are re-
  peatedly and deliberately set, without anger and not
  for monetary gain or other benefit, because the char-
  acter cannot resist the impulse to set fires.  The char-
  acter experiences tension before setting the fire and
  pleasure, relief, or erotic gratification after setting
  the fire.   Legally, pyromaniacs are considered ar-
  sonists.
  Raptophilia
  Over a period of (5 + 1d100) months, the
  character experiences recurrent and intense sexu-
  ally arousing fantasies, sexual urges, or behaviors in-
  volving the act of raping.  This causes significant
  distress or impairment in social, occupational, or
  other important areas of functioning.  This is also
  called biastophilia.
  Due to this mental illness, the Debauchery
  (see Chap. 6: Sociality) of this character increases by
  50.  Whenever a character with raptophilia is near a
  character who is attractive to them (usually, with a
  Charisma of at least 130), they must pass a Drive
  sub-ability check at TH 17 or attempt to isolate and
  rape the attractive character.  For rules on rape, see
  the section on overbearing in the Wrestling skill (see
  Chap. 8: Skills) and the Intimidation skill.
  
  142
  Chapter 5: Mind
  Satyromania
  Over a period of (5 + d100) months, the
  male experiences an uncontrollable desire for sexual
  intercourse.  This causes significant distress or im-
  pairment in social, occupational, or other impor-
  tant areas of functioning.  This disorder affects only
  males.  Satyromaniacs are also known as sex mani-
  acs.
  Due to this mental illness, the Debauchery
  (see Chap. 6: Sociality) of this character increases by
  25.  Whenever a male is afflicted with satyromania
  and around females with a Charisma exceeding 130,
  he must pass a Drive sub-ability check at TH 20 or
  attempt to solicit sex, usually making lecherous com-
  ments about her body.
  Schizoid Personality Disorder
  This disorder involves social isolation and a
  lack of desire for close personal relationships.  Char-
  acters with this disorder prefer to be alone and seem
  withdrawn and emotionally detached.  They seem
  indifferent to praise or criticism from other charac-
  ters.  Those afflicted experience an increase of 2d20
  points in Phlegmatic Temperament and a decrease
  of 2d20 points each in Sanguine, Choleric, and Mel-
  ancholic Temperament.
  Schizophrenia
  Meaning ‘split mind’, but not to be confused
  with split personality or multiple personality, schizo-
  phrenia is characterized by a variety of symptoms,
  including:
  1.
  loss of contact with reality
  2.
  bizarre behavior
  3.
  disorganized thinking and speech
  4.
  decreased emotional expressiveness
  5.
  social withdrawal
  Usually only some of these symptoms (1d6)
  occur in any 1 schizophrenic character.  To observ-
  ers, schizophrenia seems like madness or insanity.
  Schizophrenics have a hard time distinguishing be-
  tween the real and unreal, logical and illogical, ap-
  propriate and inappropriate, and accordingly suf-
  fer penalties of - 40 in the sub-abilities of Analytic
  Intelligence as well as Common Sense.  Further,
  some (10%) pose a danger to themselves and may
  be suicidal.  Once inflicted, schizophrenia usually
  remains for life, though it usually grows less severe
  with age.  Psychotic symptoms are popular in schizo-
  phrenic characters.
  Scoptophilia
  Over a period of (5 + 1d100) months, the
  character experiences recurrent and intense sexu-
  ally arousing fantasies, sexual urges, or behaviors in-
  volving sexual pleasure from watching others have
  sex.  This causes significant distress or impairment
  in social, occupational, or other important areas of
  functioning.
  Due to this mental illness, the Debauchery
  (see Chap. 6: Sociality) of this character increases by
  5.  Whenever a scoptophiliac observes, or has the
  chance to observe, others having sex, they must pass
  a Drive sub-ability check at TH 20 to sexually con-
  trol themselves, such as refrain from touching their
  genitals or masturbation.  A scoptophiliac may prowl
  a community at night, hoping to find the home of a
  couple who are having sex and be able to observe
  them.  Dark elves have a higher frequency of scop-
  tophilia than other races.
  
  143
  Chapter 5: Mind
  Sexual Masochism
  Over a period of (5 + 1d100) months, the
  character experiences recurrent and intense sexu-
  ally arousing fantasies, sexual urges, or behaviors in-
  volving the act of being humiliated, beaten, bound,
  or otherwise made to suffer.  This causes significant
  distress or impairment in social, occupational, or
  other important areas of functioning.
  Due to this mental illness, the Debauchery
  (see Chap. 6: Sociality) of this character increases by
  90.  Whenever a sexual masochist participates, or is
  likely to participate, in a sexual situation, they must
  pass a Drive sub-ability check at TH 20 for the self-
  control to resist asking to be beaten, bound, humili-
  ated, or otherwise made to suffer.
  Sexual Sadism
  Over a period of (5 + 1d100) months, the
  character experiences recurrent and intense sexu-
  ally arousing fantasies, sexual urges, or behaviors in-
  volving acts in which the psychological or physical
  suffering (including humiliation) of the victim is
  sexually exciting to the character.  This causes sig-
  nificant distress or impairment in social, occupa-
  tional, or other important areas of functioning.
  Sadists are usually males who receive sexual gratifi-
  cation from inflicting injuries on others.  In sadists,
  retarded ejaculation and impotence are common.
  Older, archaic sexual feelings arise in sadists that
  would normally be subdued.  In the brain, erections
  and aggressions are related closely.
  Due to this mental illness, the Debauchery
  (see Chap. 6: Sociality) of this character increases by
  70.  Whenever a sexual sadist participates, or is likely
  to participate, in a sexual or violent situation, they
  must pass a Drive sub-ability check at TH 20 to con-
  trol themselves and not cause pain to evoke their
  sexual satisfaction.  Those afflicted experience an
  increase of 2d20 points in Choleric Temperament,
  and a decrease of 2d20 points in Sanguine Tem-
  perament.
  Sleepwalking Disorder
  This disorder is characterized by repeated
  episodes of rising from the bed during sleep and
  walking about, usually occurring during the first third
  of the major sleep episode.  While sleepwalking, the
  character has a blank, staring face, is relatively unre-
  sponsive to the efforts of others to communicate,
  and can be awakened only with great difficulty.  Upon
  awakening, the character has amnesia regarding the
  episode.  Each night, those with this disorder have a
  10% chance of sleepwalking for 1d100 minutes.
  Their actions during sleepwalking episodes are de-
  termined by the Aedile, who may make directional
  decisions randomly with the aid of dice.
  Somnophilia
  Over a period of (5 + 1d100) months, the
  character experiences recurrent and intense sexu-
  ally arousing fantasies, sexual urges, or behaviors in-
  volving having sex with a partner who is asleep.  This
  causes significant distress or impairment in social,
  occupational, or other important areas of function-
  ing.
  Due to this mental illness, the Debauchery
  (see Chap. 6: Sociality) of this character increases by
  25.  Whenever a somnophiliac is near a sleeping char-
  acter whom they find attractive (usually, with a Cha-
  risma of at least 130), they must pass a Drive sub-
  ability check at TH 20 to maintain self-control.  Oth-
  erwise, they will sneakily and quietly attempt sex with
  the sleeping character.
  Trichotillomania
  These characters suffer from an impulse
  control disorder that causes them to pull out their
  own hair, resulting in notable hair loss.  They expe-
  rience pleasure, gratification, and relief upon pull-
  ing out their hair.
  ALIQUANDO.ET.INSANIRE.IUCUNDUM.EST
  It is sometimes pleasant even to act like a madman.
  
  144
  Chapter 5: Mind
  Urophilia
  Over a period of (5 + 1d100) months, the
  character experiences recurrent and intense sexu-
  ally arousing fantasies, sexual urges, or behaviors in-
  volving the sexual attraction to urine and acts of
  urinating.  This causes significant distress or impair-
  ment in social, occupational, or other important ar-
  eas of functioning.
  Due to this mental illness, the Debauchery
  (see Chap. 6: Sociality) of this character increases by
  97.  Whenever a urophiliac has a full bladder and
  has the potential to be in a sexual situation, they
  must pass a Drive sub-ability check at TH 20 to con-
  trol themselves.  Otherwise, they do everything in
  their power to be able to urinate on a character, and
  are extremely satisfied if they can urinate in a
  character’s mouth.  A urophiliac enjoys the skill of
  Urinating (see Chap. 8: Skills), and receives 1d10 Skill
  Points (SP) invested in this skill.
  Vaginismus
  A recurrent or persistent involuntary spasm
  of the musculature of the outer third of the vagina
  interferes with sexual intercourse.  This disturbance
  causes marked distress and interpersonal difficulty.
  The muscles spasm with more strength than most
  would imagine.  If this occurs during sex, then both
  the male and female are interrupted.  Those afflicted
  experience a loss of 1d20 points of Sanguine Tem-
  perament.  Obviously, vaginismus affects only fe-
  males.
  Vomerophilia
  Over a period of (5 + 1d100) months, the
  character experiences recurrent and intense sexu-
  ally arousing fantasies, sexual urges, or behaviors in-
  volving the sexual attraction to the act of vomiting.
  This causes significant distress or impairment in
  social, occupational, or other important areas of
  functioning.
  Due to this mental illness, the Debauchery
  (see Chap. 6: Sociality) of this character increases to
  100.  Whenever a vomerophiliac senses vomit, they
  must pass a Drive sub-ability check at TH 20 to con-
  trol themselves.  Otherwise, they begin to sexually
  touch themselves while fantasizing about the vomit.
  Voyeurism
  Over a period of (5 + 1d100) months, the
  character experiences recurrent and intense sexu-
  ally arousing fantasies, sexual urges, or behaviors in-
  volving the act of observing an unsuspecting char-
  acter who is naked, in the process of disrobing, or
  engaging in sexual activity.  This causes significant
  distress or impairment in social, occupational, or
  other important areas of functioning.
  Due to this mental illness, the Debauchery
  (see Chap. 6: Sociality) of this character increases by
  5.  Whenever a voyeur observes, or has the chance
  to observe, someone naked, disrobing, or engaging
  in sexual activity, they must pass a Drive sub-ability
  check at TH 20 to sexually control themselves, such
  as refrain from touching themselves.
  Zoophilia
  Over a period of (5 + 1d100) months, the
  character experiences recurrent and intense sexu-
  ally arousing fantasies, sexual urges, or behaviors in-
  volving sexual acts with animals.  This disorder is
  also referred to as bestiality.  Zoophilia causes sig-
  nificant distress or impairment in social, occupa-
  tional, or other important areas of functioning.
  Sometimes (01-30%) a character is affected by zoo-
  philia regarding only a particular animal, though it
  could encompass several fetishes (31-60% regard-
  ing 1d6 animals).  Popular animals for zoophiliacs
  are (1) horses, (2) ponies, (3) donkeys, (4) mules, (5)
  goats, (6) dogs, and (7) pigs.  If appropriate, roll 1d8
  to determine the animal listed above.  Due to this
  mental illness, the Debauchery (see Chap. 6: Social-
  ity) of this character increases by 25.
  
  145
  Chapter 5: Mind
  Random Mental Illness
  Below is a table that allows the Aedile to randomly determine a mental illness.  To randomly select
  a mental illness, roll 1d1000 and consult the table below:
  s
  e
  s
  s
  e
  nllI
  lat
  n
  e
  M
  m
  o
  d
  n
  a
  R
  llo
  R
  tl
  u
  s
  e
  R
  llo
  R
  tl
  u
  s
  e
  R
  1
  0
  0
  ailih
  p
  ois
  a
  b
  A
  5
  0
  4-
  1
  0
  4
  ailih
  p
  o
  tarra
  N
  2
  0
  0
  ailih
  p
  o
  m
  o
  to
  rc
  A
  0
  1
  4-
  6
  0
  4
  ailih
  p
  o
  rc
  e
  N
  1
  1
  0-
  3
  0
  0
  as
  o
  v
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  146
  Chapter 6: Sociality
  Chapter 6: Sociality
  Sociality, here, means the social factors of
  the character, such as social class, how many broth-
  ers and sisters exist, whether the parents were mar-
  ried legally at the character’s birth, a character’s
  wealth, education, and many other social factors.  Be-
  yond information relevant to character creation, in-
  formation pertaining to society in general explains
  customs, chivalry, courtly love, communities, gov-
  ernments, systems of justice, and more.
  Name
  To determine the name of a character, con-
  sult Appendix 7: Names at the end of this book.
  Society
  Unless the Aedile declares otherwise, all char-
  acters have been raised in a society of their race,
  except for anakim, who are raised in a human soci-
  ety.  The following character races have no society:
  base and kinder-fresser ogre, and borbytingarna and
  hill troll.  Each society is covered in this chapter.
  Birthday
  To determine a character’s birthday in a for-
  mat of (month/day/year) for Neveria (a fantasy
  world), simply apply the following formula:
  {1d20* / [(1d12 + 1d20) - 1] / [5100 - age]**}
  * Note: Reroll results of 14 or higher.  In
  Neveria, the year consists of 13 months because
  months are based on lunar cycles.
  ** Note: In Neveria, different cultures count
  their years differently.  The formula used above rep-
  resents kobold years (KY).
  If another fantasy world is used, consult the
  Aedile to determine a character’s birthday.
  Birth Status
  To many, whether or not a character’s par-
  ents were married legally is an important factor wor-
  thy of note.  If a character is born the result of
  rape, such as with the vast majority of anakim, the
  character is obviously a bastard.  Ogres and trolls
  do not have a marriage ceremony.  Roll 1d100 and
  consult the table below:
  llo
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  147
  Chapter 6: Sociality
  Social Class
  Social Class is a character’s standing com-
  pared to their societal peers.  Social Class may be
  changed by role-playing.  Roll 1d100 and consult the
  following table that is appropriate to the race of the
  character.
  A character’s starting funds is the amount
  of money with which a character begins.  If a player
  wants to know how their character accumulated their
  starting funds, then they should consult the Aedile.
  Education indicates whether a character is literate
  or illiterate.  Literate characters can read and write,
  while illiterate characters cannot.  The social classes
  are defined below:
  Slave: A slave is not free and usually has no
  legal rights.  For more information on slaves, see
  Chapter 7: Occupation.  To purchase slaves, see Chapter
  9: Equipment.
  Peasant: A peasant is not free.  Different
  than a slave, a peasant has some rights.  Peasants do
  not live in towns or cities, only hamlets and villages.
  Peasants may be considered lower class.
  Serf: A serf is a free character.  In human
  societies, very few serfs live in hamlets or villages,
  most live in towns or cities.  Serfs may be consid-
  ered middle class.
  Nobility: A noble is a free character from a
  wealthy family.  Nobility may be considered upper
  class, and most do not work for a living.
  Royalty: A royal character is a free charac-
  ter from a wealthy family.  Moreover, a royal charac-
  ter has authority over members of society.  This
  authority is either inherited or granted.  Royalty is
  upper class.
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  e
  h
  tol
  C
  etaretillI
  0
  5-
  1
  4
  tn
  as
  a
  e
  P
  .p.s
  0
  1
  d
  1
  etaretillI
  0
  6-
  1
  5
  tn
  as
  a
  e
  P
  .p.s
  2
  1
  d
  1
  etaretillI
  0
  7-
  1
  6
  tn
  as
  a
  e
  P
  .p.s
  0
  2
  d
  1
  etaretillI
  0
  8-
  1
  7
  tn
  as
  a
  e
  P
  .p.s
  0
  2
  d
  2
  etaretiL
  4
  9-
  1
  8
  fre
  S
  .p.s
  0
  0
  1
  d
  1
  etaretillI
  7
  9-
  5
  9
  fre
  S
  .p.s
  0
  0
  1
  d
  2
  etaretiL
  9
  9-
  8
  9
  ytilib
  o
  N
  .p.s
  0
  0
  1
  d
  3
  etaretiL
  0
  0
  1
  ytla
  y
  o
  R
  .p.s
  0
  0
  1
  d
  5
  etaretiL
  *Anakim receive a modifier of - 20 to Social Class.
  
  148
  Chapter 6: Sociality
  dlo
  b
  o
  K
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  laic
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  .p.s
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  r
  e
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  K
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  g
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  1
  1
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  C
  etaretillI
  0
  2-
  1
  1
  tn
  as
  a
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  4
  d
  1
  etaretillI
  0
  3-
  1
  2
  tn
  as
  a
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  .p.s
  6
  d
  1
  etaretillI
  0
  4-
  1
  3
  tn
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  a
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  .p.s
  8
  d
  1
  etaretillI
  0
  5-
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  tn
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  7
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  9
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  8
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  0
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  *
  ytla
  y
  o
  R
  .p.s
  0
  0
  1
  d
  5
  etaretillI
  * A royal ogre is a chieftain, except for a kinder-
  fresser, who must reroll.
  n
  a
  e
  n
  a
  rr
  et
  b
  u
  S
  ,llo
  r
  T
  llo
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  1
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  0
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  1
  e
  v
  alS
  .p.s
  6
  d
  1
  etaretiL
  0
  3-
  1
  2
  e
  v
  alS
  .p.s
  8
  d
  1
  etaretiL
  0
  4-
  1
  3
  e
  v
  alS
  .p.s
  0
  1
  d
  1
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  0
  5-
  1
  4
  tn
  as
  a
  e
  P
  .p.s
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  1
  d
  1
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  0
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  1
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  tn
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  a
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  4
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  7
  9-
  5
  9
  fre
  S
  .p.s
  0
  0
  0
  1
  d
  3
  etaretiL
  9
  9-
  8
  9
  fre
  S
  .p.s
  0
  0
  0
  1
  d
  4
  etaretiL
  0
  0
  1
  ytla
  y
  o
  R
  .p.s
  0
  0
  0
  1
  d
  5
  etaretiL
  Birthplace
  Depending on race and social class, a
  character’s birthplace may be a hamlet, village, town,
  city, or capital city.
  Roll 1d100 and consult the following table
  that is appropriate to the race and social class of the
  character.  All characters are assumed to be born
  and raised in their racial culture, unless noted other-
  wise by the Aedile.  Anakim and brown dwarves are
  born and raised in human cultures.
  e
  r
  g
  O
  t
  p
  e
  c
  x
  E
  :e
  v
  alS
  llo
  R
  e
  c
  al
  p
  h
  tri
  B
  0
  2-
  1
  0
  tel
  m
  a
  H
  0
  4-
  1
  2
  e
  g
  alli
  V
  0
  6-
  1
  4
  n
  w
  o
  T
  0
  9-
  1
  6
  yti
  C
  0
  0
  1-
  1
  9
  yti
  C
  latip
  a
  C
  e
  r
  g
  O
  t
  p
  e
  c
  x
  E
  :t
  n
  a
  s
  a
  e
  P
  llo
  R
  e
  c
  al
  p
  h
  tri
  B
  3
  3-1
  0
  tel
  m
  a
  H
  6
  6-4
  3
  e
  g
  alli
  V
  0
  0
  1-7
  6
  n
  w
  o
  T
  fr
  e
  S
  llo
  R
  e
  c
  al
  p
  h
  tri
  B
  1
  0
  tel
  m
  a
  H
  2
  0
  e
  g
  alli
  V
  3
  0
  n
  w
  o
  T
  0
  8-
  4
  0
  yti
  C
  0
  0
  1-
  1
  8
  yti
  C
  latip
  a
  C
  y
  tili
  b
  o
  N
  ll
  o
  R
  e
  c
  al
  p
  h
  tri
  B
  0
  7
  -
  1
  0
  yti
  C
  0
  0
  1
  -
  1
  7
  yti
  C
  latip
  a
  C
  ytla
  y
  o
  R
  llo
  R
  e
  c
  al
  p
  h
  tri
  B
  0
  2-1
  0
  tel
  m
  a
  H
  0
  4-1
  2
  e
  g
  alli
  V
  0
  6-1
  4
  n
  w
  o
  T
  0
  8-1
  6
  yti
  C
  0
  0
  1-1
  8
  yti
  C
  latip
  a
  C
  
  149
  Chapter 6: Sociality
  t
  n
  a
  s
  a
  e
  P
  d
  n
  a
  e
  v
  al
  S
  e
  r
  g
  O
  ll
  o
  R
  e
  c
  al
  p
  h
  tri
  B
  0
  9
  -
  1
  0
  tel
  m
  a
  H
  0
  0
  1
  -
  1
  9
  e
  g
  alli
  V
  Siblings
  Siblings are brothers and sisters of a char-
  acter.  To determine a character’s siblings, observe
  the character’s race, roll 1d100, and consult the fol-
  lowing tables:
  sr
  eifi
  d
  o
  M
  g
  nil
  biS
  m
  ik
  a
  n
  A
  s
  g
  nilbis
  e
  v
  a
  h
  to
  n
  o
  D
  ra
  e
  b
  g
  u
  B
  0
  1
  -
  fra
  w
  D
  5
  2
  -
  fl
  E
  5
  2
  -
  n
  a
  m
  u
  H
  -
  dlo
  b
  o
  K
  5
  +
  erg
  O
  0
  2
  -
  llo
  r
  T
  5
  1
  -
  llo
  R
  s
  g
  nil
  biS
  0
  1-
  1
  0
  dlih
  c
  yln
  O
  0
  3-
  1
  1
  sre
  h
  to
  r
  b
  6
  d
  1
  5
  6-
  1
  3
  sretsis
  6
  d
  1
  6
  8-
  6
  6
  sretsis
  4
  d
  1
  d
  n
  a
  sre
  h
  to
  r
  b
  4
  d
  1
  5
  9-
  7
  8
  sretsis
  6
  d
  1
  d
  n
  a
  sre
  h
  to
  r
  b
  6
  d
  1
  0
  0
  1-
  6
  9
  sretsis
  8
  d
  1
  d
  n
  a
  sre
  h
  to
  r
  b
  8
  d
  1
  Birth Rank
  Consult the result for Siblings, determined
  above.  If a character is an only-child, then their
  Birth Rank is 1 of 1.  Otherwise add 1 to the num-
  ber of Siblings.  Obtain a die with a number of sides
  equal to or more than the modified number of Sib-
  lings.  Discard any result that is too large.
  For example, if a character has 4 brothers,
  then roll 1d6, rerolling a 6.  If the result is 1, then
  the character is born 1st of 5.  If the result is 4, then
  the character is born 4th of 5.
  Characters who are born first are likely to
  be more driven and successful than those born later.
  Marital Status
  Marriage1 is the union of an adult male and
  female for life.  Not all races value marriage; kobolds,
  ogres, and trolls do not recognize matrimony.  For
  those who do, most characters marry during pu-
  berty.  The following odds apply to both newly cre-
  ated characters as well as other characters in gen-
  eral.  Roll 1d100 and consult the following table to
  determine a character’s marital status:
  llo
  R
  s
  u
  t
  at
  S
  latir
  a
  M
  1
  0
  d
  e
  cr
  o
  vi
  D
  3
  0-
  2
  0
  d
  etara
  p
  e
  S
  3
  4-
  4
  0
  d
  eirra
  M
  ylip
  p
  a
  h
  n
  U
  3
  8-
  4
  4
  elg
  niS
  0
  0
  1-
  4
  8
  )la
  u
  x
  es
  o
  m
  o
  h
  fillo
  rer(
  d
  eirra
  M
  ylip
  p
  a
  H
  Most characters marry young.  By law, a hu-
  man bride must be 12 and a human groom must be
  14.  Bugbears have no law concerning age, but fe-
  males are usually at least 14 and males at least 20.
  For dwarves and elves, marriage is legal once the
  female is in puberty and the male in young adult-
  hood (see Chap. 2: Body).  In less than 15% of hu-
  man cases, the husband is younger than the wife.
  Marriage is recognized between slaves and
  all social classes.  However, no culture condones an
  inter-racial marriage.  Nonetheless, some inter-ra-
  cial couples have fallen in love and pledged their
  lives to each other, and some have found or coerced
  a priest into legally marrying them.
  The marriage of noble females is very dif-
  ferent from peasants.  With peasant females, per-
  sonal choice and attraction are factors, and marriage
  commonly follows pregnancy.  The marriages of
  noble females are too important to be left to predi-
  lection.  Females should not be disparaged, mean-
  ing married to a character of lower social class.
  Across cultures, the norm is that a marriage
  is arranged by the parents, though consent is em-
  phasized.  Bugbear culture, however, does not care
  about the consent of the bride.  A bugbear wife
  often serves only to relieve sexual tension for her
  husband and produce offspring that is recognized
  legally.
  1.  Information on marriage has been referenced from Life in a Medieval Castle, Life in a Medieval City, Life in a Medieval
  Village, Medieval Prostitution, and Reign of the Phallus.  For more information, see the References section at the end of this
  book.
  
  150
  Chapter 6: Sociality
  Marriage ceremonies differ depending on
  the god and their religion, as well as the race or spe-
  cies.  There is no special bridal costume.  She simply
  wears her best clothes.  The groom is also dressed
  in his best.   Most weddings are public events and
  the ceremonies are detailed.  By making a wedding a
  public event, social pressure may help to ensure the
  duration of the marriage.  Many peasant marriages
  lack public ceremony, and consist only of a kiss and
  a promise.  When not public, the nature of the al-
  leged promise is debatable.  Most marriages are ar-
  ranged between families.
  The ring must be placed by the husband on
  the 4th finger of the wife to show that true love and
  cordial affection is between them.  This convention
  occurs because doctors say that there is a vein com-
  ing from the heart of a woman to her 4th finger, and
  therefore the ring is put on the same finger, so that
  she should keep unity and love with him, and he
  with her.
  Males are valued far more than females.  For
  this reason, a dowry exists.  A dowry is a fund that
  the family of the bride pays the groom to take the
  daughter.  The dowry of a peasant daughter might
  consist of 1-2 acres of land, but usually consists of
  money.  A poor peasant daughter might marry,
  though she has no dowry at all.
  A custom of some human villages is to an-
  nually auction all marriageable females.  The money
  attained from the sale of the beautiful females goes
  into a local fund, which later serves as a dowry to
  ensure that the more homely females marry as well.
  A wife is the property of  her husband.
  However, a wife is allowed the right to sue her hus-
  band, represent herself in court, and own property.
  A wife cannot plead in court without her husband
  or make a will without his consent.
  Nonetheless, the dominant understanding
  of marriage is that 2 characters dedicate their lives
  to each other, remain faithful, and raise a family as a
  result of their love.  Even though the wife is prop-
  erty, it is still ideal to have a relationship defined by
  respect, passion, and intimacy.  Married characters
  are expected to treat each other with respect, and
  many human husbands and wives refer only to each
  other as Sir and Madam.
  Bugbear society considers marriage differ-
  ently from human society.  Bugbears truly consider
  a wife to be the property of her husband.  She is
  not allowed to leave the house and has no legal rights.
  Although a female is given a name at birth, no other
  bugbears ever address a wife by her name.  Instead,
  others refer to her as his property.
  Except for white dwarves and light elves,
  wife-beating is common and corporeal punishment
  is the norm.  Arguably, wives do not necessarily get
  the worst of it.  Husbands rarely have mastery over
  their wives; nearly everywhere wives dominate their
  husbands.
  Due to the unified influence of both reli-
  gion and government, human characters rarely get
  divorced.  Even though the marital relationship of
  bugbears is much more superficial, they rarely get
  divorced.  Bugbear husbands keep their wives for
  sex and to make children.  Otherwise, their greatest
  pleasure is derived from raiding human communi-
  ties and raping the human women.  Across cultures,
  divorce is permitted only on the grounds that the
  union has broken 1 of 3 laws of marriage: age, con-
  sent, or incest.
  Adultery is a crime against marriage.  Adul-
  tery is defined and detailed later in this chapter un-
  der Justice.
  If a husband dies, then the widow inherits
  one-third of his worldly possessions.  The remain-
  der goes to the local ruler.
  AD.FINEM.FIDELIS
  faithful to the end
  
  151
  Chapter 6: Sociality
  Language
  A language is a means of communicating by
  manipulating symbols.  In order for meaningful
  communicaton to occur, the meaning of the sym-
  bols must be understood by both the sender and
  the reciever of the communication.  Each language
  consists of a series of symbols known as an alpha-
  bet.  The alphabet for each language is appropriate
  to the speech capabilities of its race or species.  If a
  language is learned that belongs to a different spe-
  cies, then no matter how fluent a character becomes
  in it, it will always be obvious to those of the origi-
  nal species.
  As a language develops, rules emerge to guide
  those who communicate with it.  Various types of
  rules emerge, such as grammatical, syntactical, and
  stylistic conventions.
  Following is a list of languages that charac-
  ters may both learn to speak and encounter as they
  adventure.
  Angelic
  This is a language that has progressed
  through 3 alphabets.  The current alphabet has 22
  letters.  The alphabet is: Cheth, Zain, Vau, He,
  Daleth, Gimel, Beth, Aleph, Samech, Nun, Mem,
  Lamed, Caph, Iod, Theth, Tau, Schin, Res, Kuph,
  Zade, Pe, and Ain.  The characters consist of lines
  and small circles.  Naturally spoken Angelic occurs
  at frequencies higher than human ears are capable
  of hearing.  Angelic is characterized by infinite ir-
  regularities, perhaps making it the most difficult lan-
  guage, along with Demonic.  For this reason, char-
  acters are unable to learn Angelic.
  Legends say that the word joy was given to
  ogres in angelic, soon after a demon gave ogres the
  first word fatal.  Joy was misunderstood and aban-
  doned from the vocabulary of ogres, and Cigan
  developed into a simple, brutal language.  Angelic,
  however, has existed for eternity.  Some scholars
  claim that joy is actually the oldest word, but most
  find it hard to believe, once familiar with human-
  oids of any race.
  Buggeric
  Buggeric is pronounced boo-GARE-ic.  The
  tongue of bugbears, this is not a distinct language.
  In fact, it is merely a dialect of Kobold.  Even though
  Buggeric has dropped the clicking sounds of
  Kobold, a bugbear and kobold can understand each
  other.  Just the same, Buggeric grows more dispar-
  ate from Kobold every day.
  Examples abound of new Buggeric words
  that have entered common usage.  The kobold word
  for sodomy has been abandoned in favor of buggery,
  from which the name of the dialect is derived.  Seem-
  ing to other races as though male bugbears are ob-
  sessed with sex, they refer to their flaccid Manhood
  as their little human, roughly translated.  Male bug-
  bears refer to their erect Manhood as their poop-poof,
  which is often shortened to pupoof, and said quickly.
  The variant poop-oops, now quickly pupoops, developed
  in response to finding feces on a Manhood upon
  removal from a rectum.  The Sapian word berserker
  originated in Buggeric, and the word for beserker
  rage is beserkerganga.
  The distinguishing feature of Buggeric, is
  that it contains the most slang.  For this reason, many
  humans refer to Buggeric as Vulgus, meaning not
  only crude and indecent, but of common charac-
  ters.
  
  152
  Chapter 6: Sociality
  Cigan
  Cigan is pronounced tsee-GAHN.  This is a
  simple, guttural language.  This is the oldest human-
  oid language.  Cigan is a language of few words, and
  those who speak it often have difficulty expressing
  themselves.  Few rules exist in Cigan.  Cigan mostly
  has small words of no more than 5 letters.  Larger
  words are typically the combination of 2 smaller
  words.
  This language has only nouns and verbs; for
  example, no adjectives or adverbs exist.  Verbs have
  only 4 tenses: imperative, present, future, and past;
  conditional, subjunctive, and progressive tenses do
  not exist in Cigan.  Ogres frequently use imperative
  tense.
  Cigan language has made many contributions
  to other languages.  For example, the words beat and
  eat, roughly translated, originated in Cigan.  Some
  linguists argue that hate first appeared in Cigan as
  well.
  Those fluent in Cigan are able to bellow,
  growl and moan.  Words bellowed are in the con-
  text of aggression, words growled are in the con-
  text of hunger, and words moaned are in the con-
  text of horniness.
  Cigan is very different from Underworld,
  since Cigan has some soft sounds and it is predomi-
  nantly guttural.  Cigan is also different from Kobold,
  namely because Cigan has no clicking sounds.  Be-
  cause this language is so simple, it has been around
  since ancient times, when ogres and trolls were the
  only humanoid races and engaged in a perpetual war.
  A demon gave ogres the first word, fatal, though it
  was too complex for ogres because it is an adjective.
  Shortly thereafter, angels gave ogres the word joy,
  which was soon forgotten.
  In Cigan, every single syllable is accented,
  and there is a long pause between each sentence.
  An ogre can typically complete an action in less time
  than it takes for the ogre to say it.
  Base and cliff  ogres speak Cigan, while
  gruagach speak a different dialect, known as
  Gruagan.  Technically, this Cigan and Gruagan are
  the same language, but are so different that base
  and cliff ogres cannot understand gruagach ogres,
  but gruagach ogres can understand base and cliff
  ogres.
  Demonic
  This language belongs to immortal and im-
  moral beings.  The most common letter is an in-
  verted pentagram, which symbolizes the power to
  dominate nature.  Naturally spoken Demonic oc-
  curs at frequencies lower than human ears are ca-
  pable of hearing.  Demonic is characterized by infi-
  nite irregularities, perhaps making it the most diffi-
  cult language, along with Angelic.  For this reason,
  characters are unable to learn Demonic.
  Scholars argue that the oldest known word
  is fatal.  Legends say that a demon taught this word
  to the first humanoid, who was an ogre.  Demons
  became curious regarding the first humanoid.  It
  has been written that the demon could read his mind,
  and that he considered the demon to be a god.
  Though the first intelligible humanoid did not have
  language, his mind wondered what will happen to
  him.  The demon explained 2 things with 1 word.
  By teaching the first intelligible humanoid the word
  fatal, the demon educated the mortal that he will
  eventually die, and that it has all been predetermined,
  or governed by fate.  Therefore, the word fatal means
  both deadly and pertaining to fate.  However, it is
  impossible for a mortal to accurately represent a
  word in the demonic language.  As languages mixed,
  the word developed into fatum, fatalis, and fatal.
  
  153
  Chapter 6: Sociality
  Dragon
  Since dragons were the first mortal creatures
  of the world, their language is also the oldest lan-
  guage of the world.  When spoken, the language of
  dragons sounds merely like a loud roar to those who
  are unfamiliar.  To those familiar with Dragon, the
  roar contains numerous nuances of a very fine de-
  gree.  Dragon is guttural, but it also contains a
  plethora of rules.  Only characters with a Language
  Intelligence and Enunciation of at least 130 have
  the ability to learn introductory Dragon.  While a
  dragon may laugh or be offended when a humanoid
  attempts to speak its language, if the humanoid has
  the ability and the fluency, then the dragon will un-
  derstand them even though their voice cannot pos-
  sibly go low enough.  Many humans refer to Dragon
  as Slidrian, an ancient word that now means slither.
  Dwarven
  This language is moderately difficult to learn
  due to the numerous rules.  Each noun and verb
  must be adjusted to the context of the sentence in
  which it is inserted.  Dwarven developed from
  Kobold by eliminating the guttural and clicking
  sounds, and adding parts of speech such as adjec-
  tives and adverbs.  This is the most recently devel-
  oped humanoid language.  Though it is harsh,
  Dwarven allows for better expression than Kobold.
  For example, in Dwarven there are 10 ways to plu-
  ralize nouns.
  Dwarven language has made many contri-
  butions to other languages.  For example, the word
  gem originated in Dwarven as gemma, roughly trans-
  lated.  As languages mixed, the word developed into
  gemme, which is the Kobold and Buggeric version,
  while gem is the human version.  The word ale origi-
  nated in Dwarven as ealu.  As languages mixed, the
  word developed into alu, and ale is the human ver-
  sion.
  If translated, common verb prefixes include:
  be-, emp-, ent-, er-, ge-, miss-, ver-, voll-, and zer-.
  If translated, common noun suffixes include: -e, -
  en, -ich, -ig, -in, -keit, -li, -um, and -ung.
  Elven
  An ancient tongue, Elven has its share of
  rules, but more than anything it may be character-
  ized as a capricious language that is beautiful and
  seems to flow melodiously.  Elven developed from,
  and in opposition to, Kobold.  Guttural and click-
  ing sounds were eliminated.  Hard sounds were re-
  placed with soft sounds.  Parts of speech were added,
  such as adjectives and adverbs.  Elven words are pro-
  nounced so softly, they almost seem whispered, even
  when voiced loudly.
  Elven language has made many contribu-
  tions to other languages.  For example, the word
  connoisseur originated in Elven as connoisseor, roughly
  translated.  As languages mixed, the word developed
  and was borrowed in Sapian.
  If translated, elven suffixes include: -age, -
  ais, -et, -eur, -ie, -ier, -tion, and -ture.  Elven is not
  phonetic; sounds are not pronounced according to
  which letter is voiced, but according to stylistic con-
  ventions.
  Ephesia Grammata
  Ephesia Grammata is pronounced eh-FEHS-
  yah  grahm-MAHT-ah.  This is the language and scrip-
  ture of ceremonial magic.  Oftentimes when spells
  are cast, these phrases must be uttered with preci-
  sion.  Familiarity with this language does not assist a
  mage in casting spells more fluently, but it does as-
  sist them in magical research.  When the symbols
  are viewed, Ephesia Grammata is often confused
  with Angelic.  However, the languages are very dif-
  ferent.  The rules of Ephesia Grammata are fairly
  extensive, but the irregularities are few so it may be
  mastered as long as the student has ability and pa-
  tience.
  Ephesia Grammata has made many contri-
  butions to other languages.  For example, the word
  magic originated in Ephesia Grammata as magike,
  roughly translated.  As languages mixed, the word
  developed into magice, then magica, and magik.  Magic
  is the Sapian version of the word.  Ancient words
  for a character who uses magic include magos and
  magus; the modern word is mage.
  
  154
  Chapter 6: Sociality
  Gruagan
  Technically, this is the same language as
  Cigan, but only a dialect.  Gruagan is the dialect of
  gruagach ogres.   Some linguists argue that this does
  not meet the minimum requirements to be called a
  language.  Gruagan is a language of few words, and
  those who speak it often have difficulty expressing
  themselves.  Rules do not exist in Gruagan.  Gruagan
  mostly has small words of no more than 5 letters.
  Larger words are typically the combination of 2
  smaller words.
  This language has only nouns and verbs; for
  example, no adjectives or adverbs exist.  Verbs have
  only 2 tenses: present and preterit; conditional, im-
  perative, subjunctive, and progressive tenses do not
  exist in Gruagan.  Action verbs are always preceded
  by being verbs.  For example, instead of “I hate”, a
  gruagach would say “I be hatin’” or “I is hatin’”.  As
  demonstrated in the previous example, gruagach
  shorten words, often to the point of incomprehen-
  sibility.
  Hand gestures are always used to assist ex-
  pressing emotion.  Since most gruagach communi-
  cation is emotional, hand gestures are frequent.
  Those fluent in Gruagan are able to bellow,
  growl and moan.  Words bellowed are in the con-
  text of aggression, words growled are in the con-
  text of hunger, and words moaned are in the con-
  text of horniness.
  Gruagan is very different from Underworld,
  since Gruagan has some soft sounds and it is pre-
  dominantly guttural.  Gruagan is also different from
  Kobold, namely because Gruagan has no clicking
  sounds.  Gruagan developed from Cigan, because
  Cigan was too complicated for gruagach ogres.
  Base and cliff  ogres speak Cigan, while
  gruagach speak a different dialect, known as
  Gruagan.  Technically, this Cigan and Gruagan are
  the same language, but are so different that base
  and cliff ogres cannot understand gruagach ogres,
  but gruagach ogres can understand base and cliff
  ogres.  Other ogres get frustrated when hearing
  Gruagan, and consider it an inferior dialect.
  Kobold
  This language developed from its predeces-
  sor, Cigan.  Kobold has no soft sounds and is gut-
  tural.  Many words are longer than 5 letters.  A char-
  acteristic feature of Kobold is a clicking sound pro-
  duced by the tongue.  Even though words are usu-
  ally larger in Kobold than Cigan, the Kobold lan-
  guage typically has sentences of only 3 words: sub-
  ject, verb, and object.  Bugbears speak Buggeric,
  which is a dialect of Kobold.
  Kobold language has made many contribu-
  tions to other languages.  For example, the word
  slave originated in Kobold as sklabos, roughly trans-
  lated.  As languages mixed, the word developed into
  sklavus, then sclave, and slav.  Slave is the Sapian ver-
  sion of the word.  Although kobolds still use the
  word sklabos, they call humans slavs, and describe
  them as slavic.
  The word silver originated in kobold as sarpu,
  roughly translated.  As languages mixed, the word
  developed into seolfor, then siolfor.  The precious metal
  is now known as silver to humans.
  Technically, Kobold does not use an alpha-
  bet or runes, but pictograms.  Kobold pictograms
  were the first humanoid symbols.  Kobold is writ-
  ten from left to right.  Written words are not sepa-
  rated, and Kobold does not have punctuation.
  Sapian
  Sapian is pronounced SAEP-ee-an.  This is
  the language of humans.  While local variations ex-
  ist, with a little effort, most who speak Sapian can
  understand each other.  Sapian is the most com-
  mon language in use.  Sapian has an alphabet with
  26 letters.  The rules of Sapian are fairly simple so it
  is easy to learn, though a number of irregularities
  make the language somewhat difficult to master.
  Sapian is also called Common, since it is the lan-
  guage used most by sentient beings of the world.
  Sapian language has made many contribu-
  tions to other languages.  For example, the word
  corrupt originated in Sapian, and is one of its oldest
  known words.  As languages mixed, the word devel-
  oped into what is roughly translated as corruptus in
  Dwarven and corrumpere in Elven.  Dwarves and elves
  rarely use the word to describe each other, but fre-
  quently use it to describe humans.
  
  155
  Chapter 6: Sociality
  Troll
  This rare language is hardly known to any
  character who is not a subterranean troll.  In an-
  cient times long before humanity, the king troll god
  bestowed this language upon his loyal trolls, who
  became a separate race, the subterranean trolls.  Soon
  thereafter, they were cursed by a jealous god to turn
  to stone in sunlight.  The few who survived fled
  underground and the race has flourished below.
  Consequently, the language is virtually unknown.
  As a language, it shares nothing in common
  with other languages, such as Cigan or Kobold, which
  all developed independently from Troll.  Troll is
  harsh, but quiet.  Since  subterranean trolls hate noise,
  they have developed a language with nuances that
  can only be whispered.  Little else is known of this
  language, except that it has been described as haunt-
  ing and a torment to the ears, even if it is quiet.
  Underworld
  This is a language that is spoken in some
  regions of the lower planes of existence.  More-
  over, it is the most common language below.  Un-
  derworld is easy to learn.  The words are small, typi-
  cally no longer than 5 letters, though Underworld is
  thoroughly unrelated to Cigan or Kobold.  Larger
  words are uncommon, but when they do occur they
  are merely the union of 2 smaller words.  The rules
  of Underworld are few, and hardly any irregularities
  exist.  Underworld is not guttural like Cigan, but sim-
  ply harsh.  No soft sounds exist in Underworld.
  Those below who do not have the ability to learn a
  complicated language like Demonic, simply learn
  Underworld.  In fact, Underworld developed by
  those unable to speak Demonic.
  Even though Underworld is otherworldly, it
  has made many contributions to other languages.
  For example, the word evil originated in Underworld
  as yfel, roughly translated.  As languages mixed, the
  word developed into yfles, then yfeles, and evil.  Evil is
  the Sapian version of the word.  Other distant vari-
  ants are monigum and mongum.
  Sexuality
  The preference for a type of sexual partner
  is sexuality.  Heterosexuals prefer the opposite sex
  and are the social norm.  Homosexuals prefer the
  same sex.  Bisexuals enjoy both sexes equally.  Fi-
  nally, asexuals prefer to avoid sexual encounters al-
  together.  To randomly determine a character’s sexu-
  ality, roll 1d100 and consult the tables below:
  sr
  eifi
  d
  o
  M
  ytila
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  e
  S
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  c
  a
  R
  r
  eifi
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  M
  m
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  n
  A
  1
  +
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  B
  5
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  w
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  5
  +
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  5
  -
  n
  a
  m
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  H
  -
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  b
  o
  K
  5
  +
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  O
  5
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  r
  T
  5
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  ziS
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  M
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  A
  A
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  A
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  4
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  D
  D
  r
  o
  D
  /
  w
  ela
  m
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  F
  4
  +
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  u
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  e
  S
  llo
  R
  ytila
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  e
  S
  2
  0
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  4
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  5
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  rete
  H
  1.  Sexual hormones are a small factor in sexuality, though more variation exists within each gender.  Cup Size correlates with
  estrogen.  Male modifiers have not been included due to difficulty.  For more information on hormones and sexuality, see
  Howard (2000) in the References section at the end of this book.
  2.  Percentages of homosexuality were estimates reported in Microsoft Encarta Encyclopedia, listed under Homosexuality.
  
  156
  Chapter 6: Sociality
  Debauchery
  Debauchery is the willingness of a charac-
  ter to indulge sexual desire.  Some characters refuse
  all sex, while others are willing to do anything.  A
  Debauchery Score cannot fall below 1 or rise above
  100.  When role-playing sexual encounters, such as
  when a character enters a brothel, it is useful to know
  the degree of Debauchery of the character and the
  whore.  Roll 1d100, consider the gender of the char-
  acter, and consult the following table to determine
  Debauchery.  Each character is generally willing to
  do whatever the result and all acts below it, but re-
  fuses to do what is above the result.
  s
  r
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  d
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  M
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  D
  Offspring Number
  To determine the number of births per preg-
  nancy1, collect 7 ten-sided dice, roll 1d10,000,000
  and consult the following table:
  r
  e
  b
  m
  u
  N
  g
  nir
  p
  sff
  O
  llo
  R
  tl
  u
  s
  e
  R
  1
  0
  0
  0
  0
  0
  0
  stelp
  utniu
  Q
  8
  8
  0
  0
  0
  0
  0-
  2
  0
  0
  0
  0
  0
  0
  stelp
  u
  r
  d
  a
  u
  Q
  8
  5
  6
  7
  0
  0
  0-
  9
  8
  0
  0
  0
  0
  0
  stelpir
  T
  1
  6
  1
  6
  6
  6
  0-
  9
  5
  6
  7
  0
  0
  0
  s
  ni
  w
  T
  0
  0
  0
  0
  0
  0
  0
  1-
  2
  6
  1
  6
  6
  6
  0
  elg
  niS
  Offspring Gender
  To determine whether a newborn child is
  male or female, roll 1d100 and consult the following
  table:
  e
  c
  a
  R
  r
  eifi
  d
  o
  M
  m
  ik
  a
  n
  A
  0
  1
  +
  erg
  O
  0
  1
  +
  llo
  r
  T
  0
  1
  +
  llo
  R
  r
  e
  d
  n
  e
  G
  g
  nir
  p
  sff
  O
  3
  5
  <
  ela
  m
  e
  F
  2
  5
  >
  ela
  M
  1.  Proportions of multiple births are referenced from Microsoft Encarta Encyclopedia, listed under Multiple Birth.
  
  157
  Chapter 6: Sociality
  Offspring Becoming Characters
  Should it be necessary to determine abilities
  and bodily features of offspring, their abilities and
  bodily features are determined as adults, just as with
  characters.  Thereafter, the offspring character may
  be modified according to age category as necessary.
  However, parents do affect their offspring.
  For each ability, determine the average of the rel-
  evant ability betweeen the mother and father.  This
  is the basis of the ability of the offspring.  From
  here, the basis may be modified.  Roll 1d100 and
  consult below:
  llo
  R
  tl
  u
  s
  e
  R
  1
  0
  %
  )0
  2
  d
  1
  +
  0
  8(
  y
  b
  es
  a
  erc
  e
  D
  4
  0-
  2
  0
  %
  )0
  2
  d
  1
  +
  0
  6(
  y
  b
  es
  a
  erc
  e
  D
  0
  1-
  5
  0
  %
  )0
  2
  d
  1
  +
  0
  4(
  y
  b
  es
  a
  erc
  e
  D
  2
  2-
  1
  1
  %
  )0
  2
  d
  1
  +
  0
  2(
  y
  b
  es
  a
  erc
  e
  D
  8
  4-
  3
  2
  %
  )0
  2
  d
  1(
  y
  b
  es
  a
  erc
  e
  D
  2
  5-
  9
  4
  e
  g
  n
  a
  h
  C
  o
  N
  7
  7-
  3
  5
  %
  )0
  2
  d
  1(
  y
  b
  es
  a
  erc
  n
  I
  0
  9-
  8
  7
  %
  )0
  2
  d
  1
  +
  0
  2(
  y
  b
  es
  a
  erc
  n
  I
  6
  9-
  1
  9
  %
  )0
  2
  d
  1
  +
  0
  4(
  y
  b
  es
  a
  erc
  n
  I
  9
  9-
  7
  9
  %
  )0
  2
  d
  1
  +
  0
  6(
  y
  b
  es
  a
  erc
  n
  I
  0
  0
  1
  %
  )0
  2
  d
  1
  +
  0
  8(
  y
  b
  es
  a
  erc
  n
  I
  Perform the same routine as above for
  Height, Weight, Most Attractive/Repulsive Features,
  Skin Color, Hair Color, Hair Thickness & Type, Eye
  Color, Vision, and appropriate sexual features.  Rare
  features may correlate as well.  Consult the Aedile.
  Chivalry
  Chivalry is a human system of knighthood.
  Not every culture or religion honors chivalry.  While
  only moral knights are required to live by the code
  of chivalry (outlined below), the uneducated masses
  often romanticize its tenets.
  For more information on the occupation of
  being a knight, see Chapter 7: Occupation.  From the
  moment of being knighted, a knight must observe
  the following code of chivalry or the local ruler may
  rescind their status as a knight, among other pun-
  ishments.
  The Ten Commandments
  of  the Code of  Chivalry
  Below are 10 core tenets of the code from
  which no knight may falter without incurring a se-
  vere penalty.  Inconsistencies may arise depending
  on the religion to which the knight adheres.  When
  an inconsistency arises, consult the Aedile.
  1.
  A knight must believe everything taught by
  their religion.
  2.
  A knight must defend their religion.
  3.
  A knight must respect and defend all weak-
  nesses.
  4.
  A knight must love the country in which they
  were born.
  5.
  A knight must not recoil before their foe.
  6.
  A knight must make  war  against  the  infi-
  del without cessation or mercy.
  7.
  A knight must scrupulously perform all feu-
  dal duties that do not contradict the laws of
  their god.
  8.
  A knight must never lie and remain faithful
  to their pledged word.
  9.
  A knight must be generous and  give  to  ev-
  ery character when possible.
  10.
  A knight must always fight as the champion
  of ethicality and morality against unethicality
  and immorality.
  
  158
  Chapter 6: Sociality
  The Code of  Chivalry
  The following list constitutes every chivalric
  ideal.  If a knight breaks any of the following, con-
  sequences may range from insignificant to severe,
  and may vary according to the religion to which the
  knight adheres, or circumstances regarding the local
  ruler or country.  When in doubt, consult the Aedile.
  •
  Live to serve king and country.
  •
  Live to defend crown and country and all it
  holds dear.
  •
  Live one’s life so that it is worthy of respect
  and honor.
  •
  Live for freedom, justice, and all that is good.
  •
  Never attack an unarmed foe.
  •
  Never  use  a  weapon  on  a  foe  who  is un-
  equal to the attack.
  •
  Never attack from behind.
  •
  Avoid lying to your fellow character.
  •
  Avoid cheating.
  •
  Avoid torture.
  •
  Obey the law of king, country, and chivalry.
  •
  Administer justice.
  •
  Protect the innocent.
  •
  Exhibit self-control.
  •
  Show respect to authority.
  •
  Respect women.
  •
  Exhibit courage in word and deed.
  •
  Defend the weak and innocent.
  •
  Destroy evil in all of its monstrous forms.
  •
  Crush the monsters that steal  our  land  and
  rob our people.
  •
  Fight with honor.
  •
  Avenge the wronged.
  •
  Never abandon a friend, ally, or noble cause.
  •
  Fight  for  the  ideals  of  king,  country,  and
  chivalry.
  •
  Die with valor.
  •
  Always keep one’s word of honor.
  •
  Always maintain one’s principles.
  •
  Never betray a confidence or comrade.
  •
  Avoid deception.
  •
  Respect life and freedom.
  •
  Die with honor.
  •
  Exhibit manners.
  •
  Be polite and attentive.
  •
  Be respectful of host,  women,  and  honor.
  •
  Loyalty to country,  king,  honor,  freedom,
  and the code of chivalry.
  •
  Loyalty to one’s friends and those who  trust
  the knight.
  
  159
  Chapter 6: Sociality
  Courtly Love
  Courtly love is an idealized and often illicit
  form of love in which a knight or courtier devotes
  himself to a noblewoman who is usually married
  and feigns indifference to preserve her reputation.
  Just as with chivalry, the uneducated masses often
  romanticize courtly love.  Not every culture prac-
  tices courtly love, but of those that do, the 12 chief
  rules in love are known by all.
  The 12 Chief  Rules in Love
  If the following rules in love are not ob-
  served by a knight or squire, then they may not be
  considered to be experiencing genuine courtly love,
  either by themselves or others.
  1.  A character in love must avoid  avarice  like  deadly
  pestilence, and must embrace its opposite.
  2. A  character  in  love  must  remain  chaste  for the
  sake of their lover.
  3. A  character  in  love  must  not  knowingly  partici-
  pate in breaking up a correct love affair in
  which someone else is engaged.
  4. A character in love must  not  choose  a  lover  for
  whom a natural sense of shame would for-
  bid marriage.
  5. A character in love must avoid falsehood.
  6. A character in love must not have many who know
  of their love affair.
  7. A character in love must be obedient in all things
  to the commands of ladies, and should al-
  ways strive to serve their lover.
  8. A character in love must be  modest  while  giving
  and  receiving  the solaces of love.
  9. A character in love must speak no evil.
  10. A character in love must not  reveal  love  affairs.
  11. A character  in  love  must  always  be  polite  and
  courteous.
  12. A character in love must not exceed the desires
  of their lover.
  The Art of  Courtly Love
  In cultures that practice the art of courtly
  love, it is admissible for both common folk, as well
  as knights and courtiers, to adhere to the following
  guidelines, hoping to demonstrate their genuine love
  for another:
  •
  Marriage is not an excuse for not loving.
  •
  He who is jealous cannot love.
  •
  No one can be bound by a double love.
  •
  It is  well  known  that  love  is  always  increas-
  ing or decreasing.
  •
  That which a lover takes against  the  will  of
  his beloved has no relish.
  •
  Boys do not love until they reach the age of
  maturity.
  •
  When a lover dies, a widowhood of 2 years
  is required of the survivor.
  •
  No one should be deprived of love without
  the very best of reasons.
  •
  No one can love  unless  he  is  propelled  by
  the persuasion of love.
  •
  Love  is  always  a  stranger  in  the  home  of
  avarice.
  •
  It is improper  to  love  any  woman  whom
  one would be ashamed to seek to
  marry.
  •
  A true lover does not desire  to  embrace  in
  love with anyone except his beloved.
  •
  When made public, love rarely endures.
  •
  The  easy  attainment  of  love  makes  it  of
  little value: difficulty of attainment
  makes it prized.
  •
  Every lover regularly turns pale in the pres-
  ence of his beloved.
  •
  When a lover suddenly catches sight  of  his
  beloved, his heart palpitates.
  •
  A new love puts an old one to flight.
  •
  Any  character  is  worthy  of  love  who  has
  temperance.
  •
  If love diminishes, it quickly fails and rarely
  revives.
  •
  A man in love is always apprehensive.
  •
  Real jealousy always increases the feeling of
  love.
  •
  Jealousy  increases  when  one  suspects  his
  beloved.
  
  160
  Chapter 6: Sociality
  •
  He whom  the  thought  of  love  vexes  eats
  and sleeps very little.
  •
  Every act of a lover ends in the thought of
  his beloved.
  •
  A true lover considers nothing good except
  what he thinks will please his be-
  loved.
  •
  Love can deny nothing to love.
  •
  A lover can never  have  enough  of  the  so-
  laces of his beloved.
  •
  A slight presumption causes a  lover  to  sus-
  pect his beloved.
  •
  A man who is  vexed  by  too  much  passion
  usually does not love.
  •
  A true lover is constantly and without inter-
  mission possessed by the thought of
  his beloved.
  •
  Nothing forbids 1 woman from being loved
  by 2 men, or 1 man by 2 women.
  Demographics and Occupational Level
  While occupations are described in the next
  chapter (Chap. 7: Occupation), the occupational level
  of characters usually correlates well to the popula-
  tion.  Observe the table below to determine by oc-
  cupational level and race where an individual ranks
  in a random population of their culture.
  For instance, if a human village has a popu-
  lation of 400, then there are roughly 20 characters
  at the 7th occupational level or higher, ranking in the
  top 5%.  Similarly, 20% of the working human char-
  acters met randomly are level 1 or have never worked.
  This table may be used to consider each oc-
  cupation, or the entire population.  For example, if
  we are considering a city of bugbears that has a popu-
  lation of 15,000, then there should statistically be
  1,500 characters who are level 9 or higher.  To figure
  this: [15,000 - (15,000 x .9)].  However, if this given
  city has 69 slave-traders, then there are probably 6
  slave-traders who are level 9 [to figure this: [69 - (69
  x .9)]], 3 who are level 10 [69 - (69 x .95)], and none
  who are level 11 or higher [69 - (69 x .99)].
  e
  c
  a
  R
  d
  n
  a
  n
  oit
  a
  p
  u
  c
  c
  O
  y
  b
  s
  ci
  h
  p
  a
  r
  g
  o
  m
  e
  D
  la
  n
  oit
  a
  p
  u
  c
  c
  O
  le
  v
  e
  L
  n
  oit
  al
  u
  p
  o
  P
  m
  o
  d
  n
  a
  R
  a
  ni
  elit
  n
  e
  c
  r
  e
  P
  r
  a
  e
  b
  g
  u
  B
  d
  n
  a
  llo
  r
  T
  fr
  a
  w
  D
  fl
  E
  n
  a
  m
  u
  H
  d
  n
  a
  dlo
  b
  o
  K
  e
  r
  g
  O
  1
  %
  0
  1
  %
  0
  1
  %
  4
  1
  %
  0
  2
  %
  0
  2
  2
  %
  0
  2
  %
  5
  1
  %
  6
  1
  %
  0
  3
  %
  5
  2
  3
  %
  0
  3
  %
  0
  2
  %
  8
  1
  %
  0
  4
  %
  0
  3
  4
  %
  0
  4
  %
  5
  2
  %
  0
  2
  %
  0
  5
  %
  5
  3
  5
  %
  0
  5
  %
  0
  3
  %
  2
  2
  %
  5
  6
  %
  0
  4
  6
  %
  0
  6
  %
  5
  3
  %
  4
  2
  %
  0
  8
  %
  5
  4
  7
  %
  0
  7
  %
  0
  4
  %
  6
  2
  %
  5
  9
  %
  0
  5
  8
  %
  0
  8
  %
  5
  4
  %
  8
  2
  %
  9
  9
  %
  5
  5
  9
  %
  0
  9
  %
  0
  5
  %
  0
  3
  %
  5.9
  9
  %
  0
  6
  0
  1
  %
  5
  9
  %
  5
  5
  %
  2
  3
  %
  9.9
  9
  %
  5
  6
  1
  1
  %
  9
  9
  %
  0
  6
  %
  4
  3
  %
  5
  9.9
  9
  %
  0
  7
  2
  1
  %
  5.9
  9
  %
  5
  6
  %
  6
  3
  %
  9
  9.9
  9
  %
  5
  7
  3
  1
  %
  9.9
  9
  %
  0
  7
  %
  8
  3
  %
  5
  9
  9
  9.9
  9
  %
  0
  8
  4
  1
  %
  5
  9.9
  9
  %
  5
  7
  %
  0
  4
  %
  9
  9
  9
  9.9
  9
  %
  5
  8
  5
  1
  %
  9
  9.9
  9
  %
  0
  8
  %
  2
  4
  %
  5
  9
  9
  9
  9
  9.9
  9
  %
  0
  9
  6
  1
  %
  5
  9
  9.9
  9
  %
  5
  8
  %
  4
  4
  %
  9
  9
  9
  9
  9
  9.9
  9
  %
  5
  9
  7
  1
  %
  9
  9
  9.9
  9
  %
  0
  9
  %
  6
  4
  %
  5
  9
  9
  9
  9
  9
  9.9
  9
  %
  9
  9
  8
  1
  %
  5
  9
  9
  9.9
  9
  %
  5
  9
  %
  8
  4
  %
  9
  9
  9
  9
  9
  9
  9.9
  9
  %
  5.9
  9
  9
  1
  %
  9
  9
  9
  9.9
  9
  %
  9
  9
  %
  0
  5
  %
  5
  9
  9
  9
  9
  9
  9
  9.9
  9
  %
  9.9
  9
  0
  2
  %
  5
  9
  9
  9
  9.9
  9
  %
  5.9
  9
  %
  2
  5
  %
  9
  9
  9
  9
  9
  9
  9
  9.9
  9
  %
  5
  9.9
  9
  
  161
  Chapter 6: Sociality
  Customs
  While societies differ in many ways, some
  customs are common across cultures.
  With the exception of ogres and trolls, all
  cultures burn their dead; the dead are not embalmed1
  or buried.  The dead are burned because after time,
  they smell and may cause disease.  Some cultures
  gather the dead into a pile and burn the corpses,
  while others such as bugbears send the corpses out
  on burning ships.  Ogres and trolls, on the other
  hand, eat their dead.  In fact, ogres eat their parents
  when they get too old.
  Regardless of race, if local authorities sus-
  pect scandal or adultery, they have a legal right to
  surprise suspects, oblige them to open their bed-
  room doors and, if convicted, are sentenced imme-
  diately and appropriately.
  1. The reason that corpses are not embalmed, is because F.A.T.A.L. attempts to isolate Europe from outside influence.
  Embalming originated in Egypt, not Europe.  Part of the fantasy of F.A.T.A.L. is in how Europe may have developed without
  influence from foreign cultures.  It is impossible to remove all influence, but outside influence has been minimzed wherever
  possible.
  
  162
  Chapter 6: Sociality
  Communities
  Ranging in size from hamlets to capital cit-
  ies, many characteristics of communities vary widely.
  Communities are outlined according to size below:
  Hamlet
  Hamlets are comprised of no more than 100
  characters, usually a collection of a few families.
  Hamlets are too small to have a guild or temple,
  though 1-2 shrines may be present.  Hamlets never
  have walls, and are rebuilt continually.
  Village
  Villages have from 100-1,000 characters.
  Most villages are too small to have guilds, have a
  local lord and 1-2 temples, and probably have sev-
  eral shrines.  Village guilds are likely to be negligible
  in quality and service.  Rarely, villages may have walls,
  and are rebuilt continually.
  Town
  Towns have a population between 1,000 and
  10,000.  Towns typically have a handful of guilds,
  temples, and a local lord of some sort such as a
  baron, depending of course on the state.  Towns
  usually are not walled.
  City
  Cities have populations of at least 10,000.
  Cities have numerous guilds, temples, and at least 1
  local lord such as a duke.  Cities are usually walled
  and have a castle, citadel, or fortress of some type.
  Capital
  Capital cities are the seats of governmental
  power to a state, usually being the size of a large
  city.  Capital cities are almost always walled, some-
  times having multiple walls, and are well defended.
  It seems that anything can be found for the right
  price if searched diligently for in a capital city.
  Governments
  A government is an authoritative unit that is
  organized to control masses of characters, and is
  usually classified according to the distribution of
  power within it.  Following are the definitions of
  several forms of government that may be used by
  the Aedile to add realism to a gaming world:
  Anarchy
  The antithesis to all governments, propo-
  nents of  anarchy prefer a lack of  government,
  prefering chaos to order and nature to civilization.
  Anarchists believe that no creature has a right to
  impose on another; anarchists refuse to be governed.
  Autocracy
  A government wherein 1 character possesses
  unlimited power is an autocracy.  Oftentimes, au-
  tocracies are called dictatorships1.  If the charac-
  ter with unlimited power centralizes their control,
  then this form of government may be called totali-
  tarianism.  An autocracy is rarely established as such.
  Usually, a previous form of government is estab-
  lished, and the leader changes it into an autocracy.
  According to some2, the most common government
  to precede autocracy is democracy.
  Aristocracy
  This is a government wherein the power is
  vested in a minority consisting of those thought to
  be best qualified to rule.  This is different from an
  oligarchy, because the populace believes that a char-
  acteristic of the aristocratic class distinguishes them
  and makes them fit to rule.  Historically, member-
  ship in an aristocracy was based on wealth.  An aris-
  tocracy based on wealth is a plutocracy.
  1. According to E. Lyon’s Assignment in Utopia, “People under dictatorships, it has been well said, are condemned to a lifetime
  of enthusiasm.  It is a wearing sentence.  Gladly they would burrow into the heart of their misery and lick their wounds in
  private.  But they dare not; sulking is next door to treason.  Like soldiers weary unto death after a long march, they must line
  up smartly for parade.”  For more information, see the References section at the end of this book.
  2.  The following agree that historically, democracy precedes autocracy: Plato’s Republic, Aristotle’s Politica, and Bertrand
  Russell’s Power.  For more information, see the References section at the end of this book.
  
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  Bureaucracy
  A bureaucracy is a government wherein the
  power lies with numerous departments and their
  heads.  It is a systematic administration character-
  ized by the specialization of functions.  Bureaucra-
  cies are often criticized as an overabundance of gov-
  ernment consisting of too many clearly demarcated
  laws and statutes.  A bureaucracy is often combined
  with other forms of government.  For example, a
  republic may organize itself into a bureaucracy.
  Confederacy
  Usually a political balancing act, a confed-
  eracy is a government consisting of many smaller
  units that cooperate, yet prefer to remain indepen-
  dent or distinct.  Sometimes these units are called
  states.  Unfortunately, the units often do not coop-
  erate and are subject to divisiveness.  A confederacy
  refers only to the relationship between states.  How
  each state rules its population is another form of
  government.
  Communism
  A government wherein the state owns all
  property and equally distributes wealth is a commu-
  nist government.  The goal of each citizen is to sup-
  port each other as a community or as a state, not as
  individuals.  It has been advocated that children
  should be removed from their parents upon child-
  birth, so that no parent knows their child; conse-
  quently, no favoritism will exist1.  Because the state
  owns everything, and therefore has considerable
  power, communism easily devolves into an autoc-
  racy or oligarchy.  However, because power corrupts,
  communism has never been successful.
  Democracy
  A government wherein the general popu-
  lace rules is a democracy.  Each member of the popu-
  lace is able to vote directly for policies.  Note that
  this is different from a republic.  Oftentimes, a gov-
  ernment in the form of a republic will declare itself
  to be a democracy because it appeals to the people,
  though safeguards ensure that each character does
  not truly get an equal vote.  Many have considered
  democracy to be an undesirable form of govern-
  ment2,3.  In fact, historically, democracy tends to
  change into autocracy or oligarchy.
  Feudality
  A government wherein great landowners or
  hereditary overlords exact revenue from the land
  and also exercise the functions of government in
  their domains is a feudality.  Typically, the great land-
  owner is called the lord, and everyone else is a vas-
  sal.  Feudality is associated commonly with monar-
  chy or a confederacy.
  Gerontocracy
  This is a government wherein elders or old
  men rule.  Many times, the government of a tribe is
  a gerontocracy.  This form of government is primi-
  tive, and is based on the Wisdom that is assumed to
  be gathered from age and experience.
  Gynarchy
  A government wherein women rule is a
  gynarchy.  Note that a matriarchy is not necessarily
  a governmental form, but a social organization such
  that descent is traced solely or primarily through
  the female line.  In a true gynarchy, the most wom-
  anly will rule.  A gynarchy may be combined with
  other governmental forms.
  1. This view comes from Plato’s Republic.  It has been argued that this work of Plato’s was the groundwork for communism.
  For more information, see the References section at the end of this book.
  2. The following have asserted that historically, democracy has been an undesirable form of government: Plato’s Republic,
  Aristotle’s Politica, and Bertrand Russell’s Power.  For more information, see the References section at the end of this book.
  3. In Bertrand Russell’s Power, he asserts that in Classical Greek states, “in every city, the rich favoured oligarchy and the poor
  favoured democracy; when the partisans of democracy were victorious, their leader usually succeeded in making himself a
  tyrant.”  He also claimed that “One of the advantages of democracy, from a governmental point of view, is that it makes the
  average citizen easier to deceive” (Russell, 1996, p. 96).  Russell also stated that “When all opposing propaganda is forbidden,
  rulers are likely to think that they can cause anything to be believed, and so to become over-weening and careless.  Lies need
  competition if they are to retain their vigour” (Russell, 1996, p. 97).  Therefore, democracy is the most successful form of
  government with propaganda.  For more information, see the References section at the end of this book.
  
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  1. This statement is from the Owner’s Manual for the Brain.  For more information, see the References section at the end of
  this book.
  2. According to this defnition, Plato’s Republic is not a republic.  For more information, see the References section at the end
  of this book.
  3. In Bertrand Russell’s Power, he considers theocracy to be a form of oligarchy.  For more information, see the References
  section at the end of this book.
  Hierarchy
  This is a government administered by an au-
  thoritarian group of characters classified by ability,
  economic, or social standing.  Sometimes, this is re-
  ferred to as a militocracy.  Males tend to establish
  hierarchies, while females prefer floating power
  sources1.
  Magocracy
  A government wherein a mage or mages (or
  sorcerer or sorcerers) rule is a magocracy.  In primi-
  tive societies, a leader may be elected because they
  are believed to be gifted with magic.
  Meritocracy
  A meritocracy is a government wherein re-
  sponsibility is awarded to those who exhibit the most
  effort.  A meritocracy is often associated with a hi-
  erarchy or pedocracy.
  Monarchy
  A government wherein rulership is inher-
  ited, such as with a king and queen, is a monarchy.
  Monarchy is often associated with feudality.  Rebel-
  lion against the government is an offense against
  the king, usually punishable by death.
  Oligarchy
  A government wherein the few or a small
  faction rule is an oligarchy.  This form of govern-
  ment is similar to, yet distinct from, an autocracy.
  Ochlocracy
  A goverment wherein the mob rules is an
  ochlocracy.  Mobs usually become factioned into
  families.  Families compete for power in an ochloc-
  racy.
  Pedocracy
  A government wherein the educated and
  scholarly rule is a pedocracy.  Educational standards
  are strict.  Education is free to all citizens, though
  strict rules regulate its pursuit.  A pedocracy tends
  to be associated with a bureaucracy.
  Plutocracy
  This is a government wherein the wealthy
  rule.  A plutocracy is a form of aristocracy.  The
  wealthy usually take measures to assure that the they
  remain in power, and the poor remain powerless.
  Republic
  A government wherein representatives are
  elected to represent their electorate as they make
  policy decisions is a republic2.  The duty of each
  representative is to represent their constituents.
  Theocracy
  A theocracy is a government wherein rule is
  administered by a god or religious officials.  Theoc-
  racy has been considered a form of oligarchy3.  Usu-
  ally, a religion dominates a theocracy, and characters
  who disagree with the religion must be either ban-
  ished, converted, or killed.  Few religions are toler-
  ant of dissidents.
  
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  Society
  Different races have different societies.
  Hereafter, the society of each race is described.
  Bugbear
  The worldly population of bugbears is small.
  Bugbears value organization and congregate into
  communities that are structured like humans.  Bug-
  bear communities range from hamlet to capital city,
  and have a king, dukes, barons, and lords.  Since
  bugbear society is extremely patriarchal, no queens
  or duchesses exist who have any power or influ-
  ence.  Bugbears are highly organized and, even
  though few in number, they intend to dominate the
  world.
  Most bugbear communities are coastal, since
  bugbears are adept at seamanship.  In fact, bugbears
  use the sea as a quiet means to approach human
  communities at night.  When convinced that the
  time is right, the captain will beach the raiding ship
  and the warriors will plunder the community and
  pillage the women.  The crews of these raiding ves-
  sels often have male bugbears who are celebrating
  their 12th birthday and will become adults with full
  rights and citizenship if successful.  If unsuccessful,
  then they are castrated so that their seed cannot
  perpetuate failure.  Young bugbears train for raiding
  by attacking local slaves in subjecting facilities.  Most
  adult males savor the experience of taking human
  communities by force.  Human males are usually
  killed during the raid.  Bugbears find it easier and
  less risky to transport females and children by sea.
  Bugbears organize their slaves within sub-
  jecting facilities, which usually consist of either hu-
  mans or light elves.  The humans are either forced
  or encouraged to breed so that bugbears may enjoy
  their delicacy: devouring naughty human children.
  Therefore, all human children are encouraged to be
  naughty.  Any human child who refuses to be naughty
  must be killed and eaten by their parents; hence,
  even the parents of children in subjecting facilities
  encourage their children to be naughty.  All slaves in
  subjecting facilities are subject to medical experimen-
  tation.  Otherwise, these slaves are merely worked
  to death and given just enough food to survive, but
  not enough to revolt.  The amount of food in ounces
  needed to keep a slave alive is known by bugbears,
  based on their famous calculations that involve height
  and weight.
  Though bugbear engineers design their com-
  munities, the unskilled labor is performed by hu-
  man slaves.  Subjecting facilities are on the outskirts
  of bugbear communities and often used to show a
  contrast between the lives of bugbears and humans.
  Bugbears consider human communities to be sub-
  jecting facilities without walls.  Humans are fed at a
  high-density feedlot.  While humans feed, their hands
  are tied behind their backs and they drink from a
  trough.  The slaves are all forced to urinate and def-
  ecate in a central cesspool that is above ground.  All
  characters within 100 feet of the cesspool must pass
  a daily Health sub-ability check at TH 5 or become
  nauseated in 1d10 seconds and vomit violently.
  The internal environment of subjecting fa-
  cilities is void of vegetation, but laden with urine-
  soaked clay soil.  Living conditions are wretched.
  Elven slaves are far fewer in number, but more aghast
  because there is no vegetation and they are not al-
  lowed to play music.  In fact, if an elf is caught hum-
  ming or singing, then they are isolated, restrained
  upside-down, and are not allowed water for 1d4 days.
  The food of slaves consists of poor quality grain
  that has little or no protein or nutrients, which low-
  ers their Drive, keeps them weak, and prevents re-
  prisal.  Death is their only acquittance.
  Female bugbears have almost no worth in
  bugbear society.  The only purpose for a female
  bugbear is to relieve sexual tension and make babies
  for male bugbears.  Although a female bugbear is
  named at birth, it is rare for others to refer to her by
  name, but instead as an object or property.
  Nonetheless, for a female bugbear to be-
  come an adult, she is tied to an altar in the middle
  of an arena on her 12th birthday.  Any adult male
  may enter the arena without weapons and brawl or
  wrestle against other suitors.  The winner deflowers
  her before spectators and may propose marriage.
  If no suitors enter the arena, then she is spayed.
  Bugbears combine the following types of
  government: bureaucracy, feudalism, hierarchy,
  meritocracy, and monarchy.
  
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  Dwarf
  Since the worldly population of dwarves is
  small, dwarves congregate into communities that are
  no smaller than cities, though few exist.  Dwarves
  value organization and strictly regulated freedom.
  Dwarves are ruled by a king.  Since no dwarven com-
  munity is smaller than a city, there are no dwarven
  barons, knights, or lords.  Because dwarven society
  is patriarchal, no queens exist who have any power
  or influence.  Since dwarves are immortal unless
  killed, they value their own life above all else.  For
  this reason, dwarves withdraw from others, deep into
  the heart of mountains, where they form subterra-
  nean cities.  Brown dwarves are part of human, not
  dwarven, society.
  Grains such as oats, barley, and wheat are
  often grown on or near the mountain, and harvested
  at night, secretly, by the dwarves for their ale.  Al-
  falfa is alternated with grains in crop rotation and
  grown in the winter for better soil.  However, like
  kobolds, the main staple of dwarves is mushrooms.
  Dwarves tend to do things with vigor or not
  at all.  Their greatest passion is work, though some
  argue it must be drinking ale.  To a dwarf, the only
  time they feel like they accomplish something is
  when they work.  For this reason, dwarves are usu-
  ally the best craftsmen, gemcutters, jewelers, and
  smiths.
  The entrances to their communities are clan-
  destine, and guarded jealously.  It is said that if a
  stranger breaks into a dwarven community, then they
  will never break out.  Although black dwarves will
  kill intruders, white dwarves will merely imprison
  them for life, fearing that others outside the moun-
  tain may learn of their location.
  The ritual to adulthood for a black dwarf or
  white dwarf consists of drinking 10 ales and win-
  ning a wrestling match against a sober foe of the
  same age and gender.  The ritual is conducted on
  the 24th birthday of each dwarf.  If failed, then the
  dwarf must attempt again on their next birthday.
  Dwarves combine the following types of
  government: hierarchy, meritocracy, and monarchy.
  Although dwarves value heritage, the social class and
  occupation of a dwarf are often determined based
  on a review of their efforts.  Lazy dwarves are rare.
  Elf
  The worldly population of elves is small, and
  concentrated in forests.  Elves congregate into com-
  munities that are no smaller than cities, though few
  exist.  Elves value their forest, freedom, Wisdom,
  and tricks.  Although ruled by a king, elven commu-
  nities do not have elven dukes, barons, lords, or
  knights.  Since elven society is patriarchal, no queens
  exist who have any power or influence.
  The main purpose of elven society is to pro-
  tect their forest, usually from what other races con-
  sider civilization.  Elves are disappointed in the other
  humanoid races, considering them to lack respect
  for nature.
  Elven communities are often protected by
  elven sentries who are hiding amid the treetops and
  armed with bows.  Dark elven sentries have poison-
  tipped arrows, while light elves have blunted arrows.
  Each family of dark elves selects a tree and
  burrows underneath the root system.  Their homes
  rarely flood, because the roots absorb most water.
  The entrance to such a home is somehow hidden.
  Trespassers rarely know they are trespassing into a
  community of dark elves until it is too late.  Hu-
  manoid trespassers are beheaded and their skulls
  decorate the interior of dark elven homes.  The skulls
  of trespassers are placed above doors, crafted into
  bedpans, and used as doorstops.
  In a dark elven community, 10-20% of the
  dark elves partake in a nightly orgy, known as a werg,
  in elven.  The community draws lots to determine
  the participants.  The purpose of a werg is not pro-
  creation, but celebration.  During a werg, participants
  wear ceremonial half-masks.  Vaginal intercourse is
  forbidden and mutual masturbation is encouraged.
  However, every month during a full moon all dark
  elves participate in a community orgy for the pur-
  pose of procreation.  The sexual position from this
  ceremony has become known as dark-elven-style.
  Dark-elven-style consists of the male entering the
  female from behind, who is on her knees with va-
  gina exposed and head on the ground.
  For a dark elven female to become a citizen,
  she must masturbate a male and make him ejaculate
  a horizontal distance at least half his height.  For a
  male to become a citizen, he must masturbate on a
  female and ejaculate at least 8 streams.
  
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  Each family of light elves selects a large,
  hollow tree, and makes their home inside it.  It is
  easier for a trespasser to discover the home of a
  light elf than dark elf.  Light elves make fun of dark
  elves, saying that because they live underground, they
  are lower than light elves, and that their skin is darker
  because they are dirty.
  Light elves are not lecherous, like dark elves.
  Yet, their mating ritual is odd because it includes
  music.  When a female intends to get pregnant, she
  plays an improvised melody on a flute during mat-
  ing.  More attention seems to be devoted to the
  melody than the act of mating.  Later, the melody is
  recalled, interpreted, and used to foretell the fate of
  the child.
  Elves combine the following types of gov-
  ernment: aristocracy, monarchy, and pedocracy.
  Although heritage is valued, the elven version of
  pedocracy places more importance on Wisdom.  The
  demonstrated Wisdom of an elf is used often to
  determine their social class and occupation.
  Human
  Humans congregate into communities that
  range in size from hamlets to the largest cities.  Most
  humans are corrupt and value money and power
  over all else.  For these reasons, human societies have
  slaves and peasants, in addition to free characters
  such as serfs, nobility, and royalty.  Slaves are ex-
  ploited.  The most common slaves are other hu-
  mans, though bugbears and kobolds may also be
  found.  Peasants do not live in towns and cities, but
  only rural communities such as hamlets and villages.
  Humans are ruled by a king and queen.  The
  king is assisted by a hierarchy of lesser royalty in-
  cluding dukes, barons, and lords; female equivalents
  also exist.  Human society is patriarchal, since their
  king is male and their sovereign ruler.  Males have
  emerged naturally as the dominating gender of all
  successful human societies.
  Humans are likely to try any type of gov-
  ernment.  Modern governments tend to involve the
  following: bureaucracy, communism, feudality, mon-
  archy, and republic.
  Kobold
  The only race more populous than kobolds
  is humans.  Kobolds value dominance and live in
  hierarchical societies.  The strong dominate the weak.
  Many kobolds are slaves at the bottom of the hier-
  archy.  Kobolds are ruled by a king and queen, and
  their dukes and duchesses.  Each kobold squabbles
  for more power, then abuses those beneath them
  with less.  Kobold society is patriarchal, since their
  king is male and their sovereign ruler.  Males have
  emerged naturally as the dominating gender of all
  successful kobold societies.
  Each kobold king rules at least 1 mountain.
  If a mountain is inhabited by kobolds, then it is fully
  mined and the king resides at the internal summit.
  The interior of kobold mountains are organized into
  levels based on social class, occupation, military in-
  fluence, wealth, and the number of slaves owned.
  Generally, slaves reside at the bottom and are con-
  tinually digging mines near or away from their moun-
  tain, while kobold serfs live high in the mountain.
  Slaves must bring goods to those above them in the
  mountain.
  Entrances to kobold mines never occur
  higher than the foothills at the base of the moun-
  tain.  In remote areas, such entrances may not be
  hidden.  However, entrances to kobold mines are
  usually hidden and protected with numerous traps.
  The most numerous entrances to kobold mines oc-
  cur in wells that are in or near human communities.
  Kobolds send scouts on the surface at night to find
  wells, then bring detailed maps back to their superi-
  ors.  Next, kobolds mine into a well, about half-way
  up its shaft.  Numerous traps are set in the mine
  shaft near the well.  Then, at night kobolds emerge
  and capture humans, forcing them down into the
  mines to become slaves.  If successful, the kobolds
  will be able to steal humans without other humans
  in the community knowing what happened.  Just
  the same, many human communities watch their
  wells with suspicion.
  Kobolds have a complicated system of sla-
  very that includes rituals and customs.  All female
  slaves must wear a collar that locks upon closing
  and may only be opened by cutting it off.  Each
  male kobold who is a soldier usually has several
  kobold slaves who are female, petite, and perform
  
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  many duties including sexual gratification.  When a
  male kobold soldier is in a position to take a female
  kobold as a slave, she may get into the position of
  submission, which is to kneel before her new mas-
  ter with her back straight and head hanging low in
  front of her.  During sex, males despise any sexual
  position in which the female is above the male.  In
  fact, the sexual position known as kobold-style con-
  sists of the male entering the female from behind.
  In kobold-style, the female is on her knees with va-
  gina exposed and back arched, while the male both
  penetrates and chokes her from behind.  The goal
  is to bring the female close to unconsciousness and
  cause her to orgasm from his dominance and her
  lack of breath.
  Because the greatest passions in kobold so-
  ciety are mining for silver and collecting slaves,
  kobolds often organize raids on human caravans at
  night that they suspect are transporting slaves.  This
  is easier, but risker, than mining into wells.  Humans
  do not last long as slaves in kobold mines.  Most
  human slaves die within 1 month in kobold slaves
  due to the dangerous fumes in silver mines.  All
  kobolds are unaffected by the dangerous fumes in
  silver mines, as well as gaseous arsenic when released.
  Since humans know that kobolds are experts
  at underground traps, humans are usually reluctant
  to enter kobold mines, even to retrieve a family
  member or administer vengeance.  Those humans
  who are brave enough to enter kobold mines hardly
  ever return.  If an army of humans enters the mines,
  kobolds let them get close to their community, and
  then ignite underground fires, which are calculated
  to kill the humans with smoke inhalation before they
  are able to escape back to the surface.  Such escapes
  usually fail, because the kobolds also favor collaps-
  ing the entrance to their mines.  Kobolds are im-
  mune to smoke-inhalation, as long as some air re-
  mains.
  Communities occur near mines that have
  concentrations of silver and crustaceans, as well as
  an underground stream.  The spores of various
  mushrooms grow plentifully around kobold com-
  munities.  Since underground kobold mines are ex-
  tensive, some mines have been depleted and aban-
  doned.
  Since kobolds are color-blind, they see only
  shades of gray.  Kobolds may use colors, such as for
  clothes or art, but are unaware of the aesthetic value
  to those who see colors.  Most other races think
  that kobolds have horrible artistic tastes, since their
  colors clash often.  Artistic kobolds enjoy sculpting
  silver and other precious metals or stones.  Kobold
  mines are supported sometimes with timber, some-
  times with columns of stone.  The upper half of
  each mountain is usually decorated extensively with
  silver.
  Kobolds hate dirt, and consider other hu-
  manoids to be no different than dirt.  Some hu-
  mans claim that many foothills near mountains are
  the result of kobolds dumping dirt on the surface
  as a result of their mining.
  Kobolds combine the following types of
  government: confederacy, hierarchy, and monarchy.
  
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  Ogre
  Base and kinder-fresser ogres do not have
  societies.  Only cliff and gruagach ogres form any
  semblance of a society.
  Cliff ogres gather in family units, never com-
  prising as much as a hamlet.  Each mother and fa-
  ther remain together for joint benefit, and are loyal
  to feeding their children.  To feed their children, 1
  of the parents tosses characters over a cliff, and their
  children wait below, ready to feed on the victims.
  When a male cliff ogre child becomes an adult, he
  claims his independence by throwing his parents off
  a cliff.  Then, he searches for a mate from a nearby
  cliff ogre family.  If he finds one to his liking, he
  takes her from her family by force, if necessary.  To-
  gether, they find a cliff with jagged rocks below and
  begin a family.  Cliff ogres are anarchists.
  Gruagach ogres dwell only in forests.  They
  never form a community larger than a hamlet.
  Known as the wild ones or hairy ones, gruagach
  dominate each other based on size, Strength, In-
  timidation, and aggression.  Ultimately, their tribal
  societies are best characterized as autocratic; the
  strongest ogre forces the others into submission.
  Some scholars mistakenly think that bugbears are
  related to gruagach because of their hairiness; bug-
  bears and gruagach are 2 distinct species.
  Female gruagach are battered more often
  than females of other races.  Oddly, female gruagach
  rarely retaliate against males, but become aggressive
  with other females.
  When a confrontation occurs between 2
  gruagach, usually males, the foes bump chests and
  attempt to intimidate each other.  If the confronta-
  tion escalates, the gruagach rarely fight bare-handed,
  but grab clubs.  If a foe loses but is not killed, then
  he retaliates as soon as possible by attempting to
  rally other gruagach.
  Troll
  Borbytingarna and hill trolls do not form
  societies, but roam the land as malicious monsters.
  Only subterranean trolls form a society.
  The worldly population of  subterranean
  trolls is small compared to humans.  Since these trolls
  hate noise and are turned to stone in sunlight, they
  retreated long ago into caverns where they have cre-
  ated underground palaces.  Few palaces exist, though
  the few that exist are marvels to behold.  Trolls value
  freedom and money, and are ruled by a king.  Sub-
  terranean troll society is patriarchal, since their king
  is male and their sovereign ruler.  Males have emerged
  naturally as the dominating gender of all successful
  troll societies.
  Ever since ancient times, subterranean trolls
  have an intense hatred of ogres, borbytingarna, and
  hill trolls.  For a male subterranean troll to become
  an adult, he must leave the underground palace on
  his 13th birthday and return with the carcass of 1 or
  more ogres or other races of trolls.  The young troll
  will not be permitted to return without such a car-
  cass.  If he returns, then the carcass is offered to an
  adult female to encourage her to mate with him.  In
  this respect, the most influential carcass is a male
  ogre who is a young adult.
  If the female rejects this carcass, and if she
  is at least 13 years in age, then she is obligated to
  venture to the surface to capture alive an attractive
  female human.  When a female troll sees an attrac-
  tive female elf or human, she must pass a Drive sub-
  ability check at TH 24 or maim her.  If she is able to
  restrain herself, then she must bring the slave back
  for the suitor.  In this case, the male usually disar-
  ticulates the human and never bothers this female
  again.  Most females use this ritual as an excuse to
  go to the surface and hope to have their way with
  an attractive male anakim or human.
  Subterranean trolls are governed by their
  troll-king, who establishes himself by, and with, ab-
  solute power.  Trolls succumb to autocracy and
  magocracy.  Therefore, the king is usually the most
  powerful sorcerer in the community.  In subterra-
  nean troll society, sorcerers are the most valued and
  powerful citizens.  Although subterranean trolls have
  a king, there are no dukes, barons, lords, or knights.
  
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  Roads
  Although roads1 may differ by culture, the
  information provided here is meant to be the norm.
  Roads are formal trails that are made by characters.
  Main roads are paved with hewn stones and
  bolstered underneath by masses of tightly packed
  sand.  Main roads are paved with polygonal paving
  stones of durable igneous rock such as basalt, gran-
  ite, or porphyry.  Typically, the stones measure 12”
  across by 8” deep.  The stones are fitted together in
  a cunning pattern to form an absolutely smooth sur-
  face.  The work on roads is done by the army.  The
  following tools are used: pick, hammer, and spade.
  Great thoroughfares have a raised border
  along each side.  Outside the border is an unpaved
  track.  The unpaved track is roughly 2’ wide and is
  used by pedestrians and pack-animals.  At intervals,
  high stones are set along the sides to help a traveler
  mount a horse or climb into a high-wheeled car-
  riage.  All roads have channels along one side or
  both to divert rainwater.
  The width of roads varies.  2-lane roads are
  at least 8’ wide, but usually 10’.  3-lane roads have a
  width of 14-18’.  Most roads widen to 30’ or more
  near a major central city.  In mountainous areas,
  width is minimized.  A single-lane road is about 6’
  wide.  Secondary roads are simple, dirt roads.
  Main routes are carefully maintained.  They
  are marked with road signs every mile, called mile-
  stones.  Every 6 miles exists a guard post that offers
  protection and the opportunity to communicate with
  the next down the line by means of fire signals.  Mile-
  age is always counted outward from the capital.
  Settlements are sometimes named by the stone it is
  nearest.  Each road has its own curator or commis-
  sioner charged with keeping it repaired and ad-
  equately policed.
  Also lining the roadsides are religious monu-
  ments.  These range from sanctuaries to only
  mounds of stones.  When only a mound of stone,
  passersby will toss an additional stone on the mound.
  Traders travel throughout the year and com-
  prise the largest percentage of travelers.  Females
  on the road wear the same clothes as males, except
  that their clothes are longer, reaching to the ankles.
  If females bring jewelry while traveling, they keep it
  hidden.  Only exiles, refugees, and the like travel
  alone; ordinary voyagers bring at least 1 slave.  When
  traveling, characters take care to plan their arrival at
  their destination to occur during daylight.
  Inns
  An inn1 is an establishment that allows trav-
  elers a place to rest, and usually eat and other neces-
  sities.  If there are no inns, then a traveler must at-
  tempt to appeal to the private hospitality of a local
  character.  Owners of private houses also rent rooms.
  If allowed to stay, then it is expected that guest and
  host exchange gifts upon the departure of the guest.
  Since inns are so pervasive, it is rare that a traveler
  must appeal to private hospitality.
  A traveler comes upon inns before reaching
  the town proper.  Inns line the roads outside the
  city limits.  Just inside the gates are more inns, and
  still more can be found around the center of the
  town.  Inns in town are not hard to identify.  Even a
  traveler who arrives late at night can identify an inn,
  since inns have lit lanterns over their doors.  Often,
  the inkeeper advertises by hanging a sign with an
  appropriate picture.  Often the picture is of wine
  jars or erotic scenes.  In many establishments, the
  innkeeper stands in the doorway and attempts to
  attract customers.  Since a female innkeeper is most
  common, it is likely that she will rave about the charm
  and cool of her place, and assure passersby that they
  will not only find bread and wine, but love.  Even
  respectable inns include whores among services of-
  fered.  The staff of inns are usually slaves, including
  the doorman (doorwoman), bellboys and porters,
  waiters, wenches, and chambermaids (who double
  as whores, at the request of a guest).
  1.  Information on roads and inns has been referenced from Travel in the Ancient World, by Lionel Casson.  For more
  information, see the References section at the end of this book.
  
  171
  Chapter 6: Sociality
  In an inn, a traveler strikes a bargain with
  the innkeeper for each item separately -- bed, drink,
  meals, and whores.  Rates including everything are
  the exception.  Inns vary widely in selection and
  quality of provisions.  Some inns offer room ser-
  vice, so that a guest can request a meal brought to
  them.  An inn able to accommodate royalty is called
  a praetoria, while an inn for peasants is called a hos-
  tel.  A fully-equipped inn offers meals and sleeping
  quarters, a change of animals, carriages, porters,
  veterinarians, and cartwrights.  Since inns do not
  include baths, a traveler must go to a public bath.
  When ushered to a room, a traveler shares it
  with as many fellow guests as the innkeeper can cram
  into it.  The furniture is minimal: a bed, chamber-
  pot, and candleholder.  Experienced travelers care-
  fully search the bed for bedbugs.  The decor of an
  inn is minimal as well.  Frequently, previous guests
  vent their feelings by scribbling on the bedroom
  walls.  From history, “Innkeeper, I pissed in the bed.
  I did wrong, I admit it.  Want to know why?  There
  was no chamber-pot!”
  A standard inn is 2 stories, roughly 40’ x 70’,
  with a short side facing the road.  Paralleling one of
  the long sides is a court for wagons and carriages.
  The ground floor includes a stable that can handle a
  dozen or so animals, a repair shop complete with a
  blacksmith’s forge, an office, a kitchen measuring
  6.5’ by 19.5’, and a dining room about the same size.
  Hot-air ducts under the floor provide heat for a
  chamber.  The upper floor contains the bedrooms.
  A large inn is a complex of stables, a court,
  and buildings that covers an area of 60’ x 216’.  There
  is a court of 36’ x 75’ surrounded on 3 sides by 2
  floors of chambers.  Most rooms measure 16.5’ x
  16.5’, and a few are much larger.  No heating ducts
  exist, so the rooms have fireplaces or braziers.  Large
  inns have 30 or more rooms.
  A small inn rarely offers more than a dozen
  rooms to rent.  The smallest of inns is a rectangular
  building about 47.5 feet long and 21 feet wide.  It is
  divided into 3 rooms, a central chamber flanked by
  a kitchen on one side and a bedroom on the other.
  The kitchen measures 5’ x 12.5’ and the bedroom
  measures 3’ x 7.5’, leaving most of the space for the
  central hall.  All 3 rooms are heated, the kitchen by
  its hearth, the bedroom by a fireplace, and the long
  chamber by a floor fitted with hot-air ducts.  The
  stables, forge, and other facilities are in sheds be-
  hind or alongside the inn.
  A type of inn of low repute is a caupona.  It
  caters to sailors, carters, and slaves.  Its dining room
  has the atmosphere of a tavern more than a restau-
  rant.  The copa (female) or copo (male) is one who
  runs a caupona.  A traveler is completely at their
  mercy.  When a character is robbed here, law de-
  clares the character can only find satisfaction from
  the thief, not the innkeeper.
  Cursus Publicus
  This is a government post that is part of a
  network of inns.  Every user has to have a diploma
  signed by the king.  A diploma entitles a character to
  travel with the use of government-maintained fa-
  cilities.  A diploma is a prized possession.  Routes
  have stations at strategic intervals.  At a station, a
  traveler with a diploma may eat, sleep, and change
  beasts or vehicles.  Stations are 25-35 miles apart,
  the distance of an average day’s travel.  The king
  simply selects inns of the required quality and in-
  corporates them into his system, making them sta-
  tions and requiring them to accommodate any holder
  of a diploma for free.  Selling a diploma to an unau-
  thorized user occurs rarely and is punishable by
  death.
  AUDIERIS.IN.QUO.
  FLACCE.BALNEO.PLAUSUM.
  MARONIS.ILLIC.ESSE.
  MENTULAM.SCITO
  If from the baths you hear
  a round of applause,
  Maron’s great prick
  is bound to be the cause.
  
  172
  Chapter 6: Sociality
  Public Baths
  Not every culture has public baths1, though
  cultures with public baths consider their culture to
  be more civilized because of them.  Public baths
  may contain gymnasiums, beauty treatments, con-
  certs, art exhibitions, lectures, promenades, and the
  chance to meet and talk with practically every char-
  acter in the community.
  A traveler undresses in a dressing room, but
  is advised to make sure that their clothing and pos-
  sessions are in the care of a character while bathing,
  since robbing garments from dressing rooms is prac-
  tically an occupation.  The managers of public baths
  assume no responsibility for stolen possessions.
  Public baths may also function as brothels.
  However, public baths employ chambermaids, not
  outright whores.  At a public bath, chambermaids
  must be attractive and skilled at Cleaning, Contor-
  tion, Massage, Seduction, and Sexual Adeptness.
  In addition to steam rooms, public baths also
  have bedchambers.  Some public baths have hours
  reserved for only 1 gender or the other.  Otherwise,
  bath houses receive both genders.  The public baths
  are closed during epidemics, just as commercial gath-
  erings and dancing throughout the communities are
  prohibited.  Normally, however, public baths are
  open all day, every day.
  Taverns
  A tavern1 is a drinking shop, though much
  more occurs in a tavern besides drinking.  Other
  names for a tavern include the kapeleia and potisteria.
  In addition to being a place for drinking, other ac-
  tivities also occur in taverns, such as gambling, watch-
  ing dancing girls, and whoring.  Tavernkeepers are
  mostly female.  Their chief business is supplying
  drinks and women.  Decent characters do not pa-
  tronize taverns.  Females rarely go to taverns.  If
  they do, then it is understood that they must be there
  to fornicate.  In fact, husbands may spend so much
  time lounging and drinking at taverns that they hardly
  have any use for their homes or wives, and may rent
  both of them out to others.
  The tankards of most taverns are inscribed
  with names of gods or other things, such as Love,
  Health, and Joy.  An interesting inscription is
  Pausikraipalos, which means ‘Stop the hangover’ when
  translated from Kobold.
  Restaurants
  Downtown, many restaurants1 may be
  found.  A taberna is essentially a snack bar.  It has a
  marble counter that opens onto the road and is about
  6-8 feet in length.  The customer stands in the street
  and orders are slapped onto the counter before
  them.  Popular orders are bread and wine, and some-
  times meat.
  If a hungry character wants to sit down to
  eat, then they enter a restaurant, called a popina.
  Characters prefer to eat while reclining rather than
  seated.  Tables are surrounded on 3 sides by couches,
  rather than chairs.  To dine while seated is consid-
  ered to be for the poor or hurried.  Wine is popu-
  larly ordered.  A popina also provides entertainment,
  such as whores and gambling.  Most who enter spend
  the whole evening, if not the whole day.  A popina
  opens about 11 A.M. or eariler.  Most of these es-
  tablishments offer music and dancing.  Most supply
  whores, have erotic scenes on the walls, and are deco-
  rated with an erect phallus.  A popina caters to cart-
  ers/teamsters, sailors, and their ilk.  Many moral
  priests are forbidden by their religion to eat at res-
  taurants, except when there is no alternative, such
  as when one is on the road.
  IN.VINO.VERITAS
  The truth is in wine.
  (Drunk characters tell the truth.)
  1.  Information on public baths, taverns, and restaurants has been referenced from Travel in the Ancient World, by Lionel
  Casson.  For more information, see the References section at the end of this book.
  
  173
  Chapter 6: Sociality
  Mail
  A government mail1 service exists.  How-
  ever, it is only for governmental use.  The rich, how-
  ever, often have their own postmen.  Among their
  slaves they have a certain number to serve as mes-
  sengers.  They are called tabellarii or ‘tablet-men.’
  The vast majority of letter-writers, of course, do
  not have messengers.  Their only recourse is to find
  some traveler who happens to be heading in the
  right direction.  Travelers have no objections to fill-
  ing the role of messenger -- it is, after all, the only
  way they can get word to anyone themselves.
  The only writing instrument is a reed pen.
  The ink is a mixture of lampblack gum and water.
  Letters are written most often on papyrus or parch-
  ment.  Writing and sending letters is expensive, due
  to paper, ink, and messengers. Since it is expensive,
  lengthy missives are rare.  When finished writing,
  the writer either rolls the sheet or folds it, keeping
  the message on the inside, and ties it.  Finally, a fixed
  blob of clay or wax is placed on the tie and a seal is
  impressed on it.  When the wax or clay dries, the
  address is written on it.  The address is very simple,
  such as ‘To John from his brother Mauger.’  There
  is no need for anything more.  Some characters de-
  sire to prevent others from being able to read their
  mail, and so they write a message in ink, though
  vital information is omitted.  Vital information is
  written with milk, not ink.  When the milk dries, it
  will be unnoticed by others.  Messages written in
  milk may be read by spreading ashes over the letter.
  Milk is commonly called invisible ink.
  Mail moves quite fast over short distances.
  But long distances, especially when crossing water,
  are another matter.  The messenger checks the wa-
  terfront to determine if any vessels are rowing or
  sailing in the desired direction.  If not, all the mes-
  senger can do is sit, wait, and hope.
  Around Town
  Communities have different mores depend-
  ing on the culture.  Information detailed here is
  meant to be the norm around town1.
  Wheeled traffic is banned in towns during
  daylight hours.  Heavy transport must take place
  between dusk and dawn.  Along the main streets of
  a town, light is no problem; oil lamps in the open-
  fronted shops provide plenty of illumination.  A
  typical main street may have 45 shops on either side
  over the distance of 1,500 feet.  Since each shop has
  1 lamp burning, this equates to a light every 30 feet
  or so.  Street lights, distinct from the casual lighting
  of shops, are limited to main intersections.  Side
  streets are in total darkness at night, and any charac-
  ter who plans to wander there should hire a linkboy
  to light the path either with a torch or lantern.
  In town, daytime has perils for characters
  who stroll leisurely about the streets.  Though there
  may be no wheeled traffic about which to worry; a
  character who is carelessly walking may easily be
  stampeded by a team of horses speeding along at a
  brisk trot.  Further, there are shysters who run about
  the city and swindle the well-to-do strangers who
  come to town.  Some writers warn that a character
  must guard with all their might against the whores,
  since they are a pleasant means to ruin without real-
  izing it.
  Since street signs and house numbers do not
  exist, in some towns and most cities a guidebook
  exists for strangers.  Guidebooks highlight individual
  places and monuments.  These works are commonly
  entitled “Guidebook of...”.  They are intended as
  preperatory reading, not for use on the spot.  Since
  these books are handwritten on relatively thick pa-
  pyrus or leather sheets, these books are too bulky
  for casual use; they are also too valuable due to ex-
  pense.  Some tourists are interested in having a pic-
  torial memento of what they see.  If they have an
  aptitude for sketching, they can bring papyrus, reed
  pen, and ink, or perhaps wax tablets and stylus.  Local
  guides lie in wait for tourists; they are called
  periegetai, meaning ‘leaders around’ or exegetai,
  meaning ‘explainers.’  They are everywhere, and tour-
  ists are unable to avoid them.
  1.  Information on mail and around town has been referenced from Travel in the Ancient World, by Lionel Casson.  For more
  information, see the References section at the end of this book.
  
  174
  Chapter 6: Sociality
  Education
  Formal education1 consists of attending a
  religious school until the human age of 14.  If edu-
  cation is pursued beyond religious school, it is con-
  tinued at a university.
  Religious School
  There are no public schools.  The elite of
  the city’s youth attend school, mostly the sons of
  nobility and royalty.  Education places them perma-
  nently above peasants and ignorant serfs.  In a reli-
  gious school, pupils sit on the floor, all ages together.
  Instruction is predominantly oral.  The schoolmas-
  ter lectures, and students take notes on oblong
  wooden tablets coated with black or green wax, us-
  ing a stylus of bone, ivory, or metal.  The whitish
  scratches it makes can be erased by rubbing with its
  rounded end.
  In drill, pupils repeat in chorus after the
  teacher and continue repeating an exercise until they
  have memorized it.  Since books have to be copied
  by hand and writing materials are expensive, memory
  and oral exercises are indispensable.  The school-
  master reads aloud.  The attention of the students
  does not wander, for each of them must recite to-
  morrow part of what he has heard today.  The lec-
  ture, the main teaching session of the day, takes place
  in the early afternoon.  Following it, there is a pe-
  riod of free discussion, then drill.  The next morn-
  ing is devoted to the repetition.
  Theoretically, the curriculum consists of the
  7 liberal arts.  But schools rarely teach all 7 of the
  arts, and the emphasis is unequal.  These arts are
  liberal because their purpose is not money-making
  and because they are worthy of a free man.  There
  are 7 mainly because characters are fond of the num-
  ber 7, which is a numerological key to an ordered
  universe.  Liberal arts are divided into the trivium (3
  roads) and quadrivium (4 roads).  The trivium is com-
  prised of  grammar, rhetoric, and logic.  The
  quadrivium is comprised of the scientific: arithmetic,
  geometry, astronomy, and music.  Recent additions
  have been the subjects of theology and philosophy.
  The function of higher education has been absorbed
  by the universities.
  The grammar of religious school embraces
  not only linguistics but writing, spelling, composi-
  tion, speech, and general literature, including poetry
  and history.  In grammar, the student is exposed to
  a series of authors.  Anything written in a book has
  a certain sacredness; all the established authors are
  considered authorities.  Some are surprisingly pro-
  fane and even erotic, but they are nevertheless stud-
  ied for their rhetorical artifices.
  In geometry, the class studies a map of the
  circular world, composed of 3 continents equal in
  size, separated by narrow bands of water.
  University
  Universities are closed to women, but they
  are equally closed to men except those who are be-
  ing trained to be a barrister, doctor, or priest.  At a
  university, scholars break for lunch, meeting again
  in the afternoon for another lecture or disputation.
  When the day is over, scholars may turn to studying
  or copying by candlelight, or since all forms of ath-
  letics are prohibited, scholars may turn to gaming,
  drinking, and whoring.  Although human scholars
  usually enter the university at 14 or 15, their private
  lives are almost entirely unsupervised.  There are no
  university buildings.  Classes are held in the masters’
  houses.  Student lodgings, schools, and brothels are
  cheek by jowl, and sometimes masters and students
  conduct disputations on the second floor, whores
  and pimps on the first.
  The favorite sport of university students is
  fighting -- with each other, with the townspeople,
  or with the provost’s guard.
  After 6 years of studying, a student may face
  the examiners.  If the student passes the exams, then
  he receives a license to teach.  Otherwise, he may
  become a scribe, or go on to study medicine or law.
  Wandering scholars drift from one school
  or one patron to another, passing their days in tav-
  erns and living by their wits.  Some contribute to
  worthy literature.
  1.  Information on medieval education was referenced from Gies’ Life in a Medieval City.  For more information, see the
  References section at the end of this book.
  
  175
  Chapter 6: Sociality
  Justice
  Different races have established different
  laws.  The justice of each race is described.  There-
  after, a table lists each crime and its severity to each
  race.  Finally, each crime and punishment is consid-
  ered.
  Anakim
  Anakim usually live in a human society and
  are subject to human justice.
  Bugbear
  Bugbear law is more concerned with the
  wealth of the criminal than the crime committed.
  For bugbear justice, wealth means the total estimated
  assets of the criminal.  A criminal worth less than
  100 s.p. has a severity of 1-3, a criminal worth be-
  tween 100-1,000 s.p. has a severity of 4-6, while
  greater than 1,000 s.p has a severity of 7-10.  Any
  character accused of a crime must attend court.
  Each court has a jury comprised of 11 bug-
  bears who have sworn an oath.  Magic is forbidden
  in court.  Although each crime is handled differ-
  ently, the punishment relates to the crime.  Usually,
  a prisoner is confined in chains to await ransom or
  sentencing.  Once convicted and punished, a char-
  acter may seek pardon; most punished characters
  are pardoned.  Any character who is not a bugbear,
  and who is deemed subject to their law, is sentenced
  to death if found guilty of a crime.  All criminals are
  shaved, numbered, and cataloged.  The numbers are
  burned into the back of the criminal, where a de-
  tailed criminal history may be listed.
  If a slave in a subjecting facility commits a
  crime, which includes disobeying orders, then the
  sentence of the slave is subject to the whim of the
  facility commander.  Sometimes such slaves are killed
  on the spot, other times they are removed and
  dropped in a pit beneath a tower where their screams
  will not be heard as they starve to death.
  Bugbear culture encourages crimes to be
  committed in other cultures.  Therefore, if a bug-
  bear goes abroad, commits a crime, and their home
  community discovers it, then the bugbear will not
  be punished.  In fact, a bugbear who commits crimes
  abroad may become legendary.
  Dwarf, Black
  Black dwarven law distinguishes between
  major and minor crimes.  Minor crimes have a se-
  verity of 1-5, while major crime severity is 6-10.  Any
  character accused of a major crime must attend
  court.  Each court has a jury comprised of 5 dwarves
  who have sworn an oath.  Magic is forbidden in
  court.
  Although each crime is handled differently,
  the punishment is being struck with a hammer of
  justice for most minor crimes and being axed to
  death for most major crimes.  Imprisonment is a
  rare form of punishment.  Usually, a prisoner is
  confined in a chamber deep within a mountain to
  await ransom or sentencing.  Once convicted, a char-
  acter is never pardoned.
  A criminal is not punished for crimes com-
  mitted outside a black dwarven community.  The
  black dwarves believe that leaving society means re-
  turning to natural law from societal law.
  Dwarf, Brown
  Brown dwarves usually live in a human soci-
  ety and are subject to human justice.
  Dwarf, White
  White dwarven law distinguishes between
  major and minor crimes.  Minor crimes have a se-
  verity of 1-5, while major crime severity is 6-10.  Any
  character accused of a major crime must attend
  court.  Each court has a jury comprised of 5 dwarves
  who have sworn an oath.  Magic is forbidden in
  court.
  Although each crime is handled differently,
  the punishment is either a fine or being forced to
  work for free for the community for most minor
  crimes and banishment for most major crimes.
  Imprisonment is a rare form of punishment.  Usu-
  ally, a prisoner is confined in a chamber deep within
  a mountain to await ransom or sentencing.  A con-
  victed character may seek a royal pardon.
  A criminal is punished for crimes commit-
  ted outside a white dwarven community.  The white
  dwarves believe that their law extends everywhere.
  
  176
  Chapter 6: Sociality
  Elf, Dark
  Dark elven law is more concerned with the
  age of the criminal than the crime committed.  A
  crime committed by a character younger than middle
  age has a severity of 1-5, while middle age and older
  is 6-10.  Next, a character who commits a major
  crime receives more severe punishment, while a
  minor crime causes punishment that is less severe.
  Any character accused of a crime must attend court.
  Each court has a jury comprised of 13 elves
  who have sworn an oath.  The judge often uses magic
  to aid the search for truth.  The best dark elven
  courts have numerous sorcerers, who cast the fol-
  lowing spells during the hearing: Detect Lie, Detect
  Magic, Detect Surface Thoughts, and Detect
  Thoughts.
  Although each crime is handled differently,
  the punishment is a prohibition against sex for most
  minor crimes and being beaten to death with sticks
  by their immediate family for most major crimes.
  Imprisonment is a rare form of punishment.  Usu-
  ally, a prisoner is confined in a yew tree to await
  ransom or sentencing.  Once convicted, a character
  is never pardoned.  Any character who is not a dark
  elf, and who is deemed subject to their law, is sen-
  tenced to death if found guilty of a crime.
  A criminal is not punished for crimes com-
  mitted outside a dark elven community or forest.
  The dark elves do not consider themselves subject
  to the law of other races, including light elves.
  Elf, Light
  Light elven law is more concerned with the
  age of the criminal than the crime committed.  A
  crime committed by a character younger than middle
  age has a severity of 1-5, while middle age and older
  is 6-10.  Next, a character who commits a major
  crime receives more severe punishment, while a
  minor crime causes punishment that is less severe.
  Any character accused of a crime must attend court.
  Each court has a jury comprised of 7 elves
  who have sworn an oath.  The judge often uses magic
  to aid the search for truth.  The best light elven
  courts have numerous sorcerers, who cast the fol-
  lowing spells during the hearing: Detect Lie, Detect
  Magic, Detect Surface Thoughts, and Detect
  Thoughts.
  Although each crime is handled differently,
  the punishment is a prohibition against playing
  pranks and making music for most minor crimes
  and being starved to death for most major crimes.
  Imprisonment is a rare form of punishment.  When
  a light elf has committed a minor crime, the other
  elves in the community will refuse to speak to or
  look at them, but will hold their nose high in the air.
  Usually, a prisoner is confined in a yew tree to await
  ransom or sentencing.  Once convicted, a character
  is never pardoned.  Any character who is not a light
  elf, and who is deemed subject to their law, is ban-
  ished if found guilty of a crime.
  A criminal is punished for crimes commit-
  ted outside a light elven community or forest.  The
  criminal is considered subject to light elven law.  Light
  elves will go to great expense to find a criminal and
  bring them to justice.
  
  177
  Chapter 6: Sociality
  Human
  Human1 law distinguishes between major
  and minor crimes.  Minor crimes have a severity of
  1-5, while major crime severity is 6-10.  Any charac-
  ter accused of a major crime must attend a royal
  court in a city or the capital city.  Otherwise, a char-
  acter accused of a minor crime must attend their
  local court, which is held in a manor.
  Each court has a jury comprised of 9 men
  who have sworn an oath.  A character accused of a
  minor crime is permitted no more than 9 postpone-
  ments, including 3 summons.  Some excuses are ac-
  cepted for failure to appear.  Human manorial courts
  appear merciful, because criminals who are unable
  to pay a fine are often pardoned.  Magic is forbid-
  den in court.
  Although each crime is handled differently,
  the punishment is a fine for most minor crimes and
  death for most major crimes.  Imprisonment is a
  rare form of punishment.  Usually, a prisoner is
  confined in a castle tower or basement to await ran-
  som or sentencing.  A character convicted in a royal
  court may seek a royal pardon.
  A criminal is not punished for major crimes
  committed outside a human community, although
  minor crimes are punished no matter where they
  are committed.  If a criminal is wanted by another
  community, then the local community may hold the
  criminal for extradition.
  Kobold
  Kobold law is more concerned with the so-
  cial class of the criminal than the crime committed.
  A crime committed by a royal character has a sever-
  ity of 1-2, noble 3-4, serf 5-6, peasant 7-8, and slave
  9-10.  Next, a character who commits a major crime
  receives extreme punishment, while a minor crime
  causes light punishment.  Any character accused of
  a crime must attend court.
  Each court has a jury comprised of  3
  kobolds who have sworn an oath.  Magic is forbid-
  den in court.
  Although each crime is handled differently,
  the punishment is a fine for most minor crimes and
  slavery for most major crimes.  Imprisonment is a
  rare form of punishment.  Usually, a prisoner is
  confined in an abandoned mine shaft to await ran-
  som or sentencing.  Once convicted, no character is
  ever pardoned.  Any character who is not a kobold,
  and who is deemed subject to their law, is sentenced
  to death if found guilty of a crime.
  A criminal who commits a crime outside a
  kobold community becomes a slave until extradi-
  tion arrangements are made.
  Troll, Subterranean
  The law of subterranean trolls does not dis-
  tinguish between major and minor crimes.  Instead,
  each crime is considered based on its severity.  Any
  character accused of a crime must attend court.
  A subterranean troll court does not have a
  jury.  The judge often uses magic to aid the search
  for truth.  The best subterranean troll courts have
  numerous sorcerers, who cast the following spells
  during the hearing: Detect Lie, Detect Magic, De-
  tect Surface Thoughts, and Detect Thoughts.
  Although each crime is handled differently,
  the punishment is usually mutilation or death.  Once
  convicted, no character is ever pardoned.  Any char-
  acter who is not a subterranean troll, and who is
  deemed subject to their law, is sentenced to death if
  found guilty of a crime.
  A criminal is not punished for crimes com-
  mitted outside a community of subterranean trolls.
  They do not care about the outside world.
  1.  Human justice is based on justice mentioned in Life in a Medieval Village and Life in a Medieval Castle.  For more
  information, see References at the end of this book.
  ET.QUI.NOLUNT.OCCIDERE.
  QUEQUAM.POSSE.VOLUNT
  Those who do not wish to kill anyone,
  wish they were able.
  
  178
  Chapter 6: Sociality
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  179
  Chapter 6: Sociality
  Crime and Punishment
  Crimes are listed below and defined.  The
  corresponding punishments are organized by race
  per crime.
  Adultery
  Adultery is voluntary sexual intercourse be-
  tween a married character and another character
  different than their spouse, and without the con-
  sent of the spouse.
  Bugbear: Adulterers are forced to publicly
  beg their wives for forgiveness.  This is an unusually
  cruel punishment for a male bugbear.  The wronged
  wife may ask to divorce the adulterer upon a second
  occurence; officials frequently approve the request.
  Adultresses are subject to any punishment decided
  by their husband, including death.  The usual and
  popular punishment is to burn their vaginal lips and
  sew them together, thereby sealing the orifice so
  the crime can never be committed again.  If her lips
  are sewn together, then she is usually pardoned for
  her crime.  If it happens again, then the lips of her
  mouth may be sewn together as well.
  Dwarf, Black: The criminal is struck in the
  crotch with a footman’s war hammer.
  Dwarf, White: The criminal is fined 1d100
  g.p.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are spanked
  and forbidden from playing pranks and making mu-
  sic for 1d10 years, while older criminals are starved
  to death.
  Human: Slaves are castrated.  Peasants are
  publicly whipped 2d10 times. Serfs, nobility, or roy-
  alty are fined 2d100 s.p.  The female may be sen-
  tenced to work at the local brothel for 1d100 days.
  Kobold: Slaves are fined 1d12 s.p., peasants
  1d10, serfs 1d8, nobility 1d6, and royalty 1d4.
  Troll, Subterranean: Males are castrated.
  Females have Seal Orifice cast on their vagina and/
  or anus.
  Arson
  Arson is the willful and malicious burning
  of any building, structure, or property of another
  character.  If a character attempts to burn a struc-
  ture, then they are considered guilty whether it burns
  or not.
  Bugbear: Criminals worth less than 100 s.p.
  are burned at the stake.  Criminals worth between
  100-1,000 s.p. must repay thrice the damages.  Crimi-
  nals worth more than 1,000 s.p. must pay repara-
  tions or repair the building.
  Dwarf, Black: 1 arm is cut-off at the elbow
  with a footman’s battle axe.
  Dwarf, White: The criminal is banished.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are spanked
  and forbidden from playing pranks and making mu-
  sic for 1d10 years, while older criminals are starved
  to death.
  Human: Slaves, peasants, and serfs are
  hanged.  Noble and royal characters are beheaded.
  Kobold: The criminal is killed, if a slave.
  Otherwise, the criminal becomes a slave for life if a
  peasant, for 1d10 years if a serf, 1d6 years if nobil-
  ity, and 1d4 years if royalty.
  Troll, Subterranean: The criminal is
  burned, ranging from slightly to fatally, according
  to the severity of the crime.
  
  180
  Chapter 6: Sociality
  Assault
  Assault is a violent attack with or without
  weapons.
  Bugbear: Criminals must pay 1 s.p. per LP
  damaged.  If the criminal cannot afford to pay, then
  they are beaten for twice the number of LP taken.
  Dwarf, Black: The criminal is struck on the
  most offending hand with a footman’s war hammer.
  Dwarf, White: The criminal is fined 1d100
  g.p.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The criminal is fined 1d100 s.p.
  The criminal of vicious assault is blinded.
  Kobold: Slaves are fined 1d12 s.p., peasants
  1d10, serfs 1d8, nobility 1d6, and royalty 1d4.
  Troll, Subterranean: The criminal becomes
  a gladiator for 1d10 years.
  Assault in Palace, Court, or Church
  Assault is a violent attack with or without
  weapons.  If committed in a palace, court, or church,
  then the assault is considered more serious.
  Bugbear: Criminals worth less than 100 s.p.
  are fined 3 s.p. per LP done in damage.  Criminals
  worth between 100-1,000 s.p. are fined 5 s.p. per LP
  done in damage.  Criminals worth more than 1,000
  s.p. are fined 10 s.p. per LP done in damage.
  Dwarf, Black: The criminal is struck on
  both hands and shoulders with a footman’s war ham-
  mer.
  Dwarf, White: The criminal is banished.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The criminal is fined 1d100 s.p. and
  blinded.
  Kobold: The criminal is killed, if a slave.
  Otherwise, the criminal becomes a slave for life if a
  peasant, for 1d10 years if a serf, 1d6 years if nobil-
  ity, and 1d4 years if royalty.
  Troll, Subterranean: The criminal becomes
  a gladiator for 1d100 years.
  
  181
  Chapter 6: Sociality
  Assault in Victim’s Home
  Assault is a violent attack with or without
  weapons.  If committed in the home of the victim,
  then the assault is considered more serious than if
  committed on neutral ground.
  Bugbear: Criminals worth less than 100 s.p.
  are fined 3 s.p. per LP done in damage.  Criminals
  worth between 100-1,000 s.p. are fined 5 s.p. per LP
  done in damage.  Criminals worth more than 1,000
  s.p. are fined 10 s.p. per LP done in damage.
  Dwarf, Black: The criminal is struck on
  both hands with a footman’s war hammer.
  Dwarf, White: The criminal is banished.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The criminal is fined 1d100 s.p. and
  blinded.
  Kobold: Slaves are fined 1d12 s.p., peasants
  1d10, serfs 1d8, nobility 1d6, and royalty 1d4.
  Troll, Subterranean: The criminal becomes
  a gladiator for 1d100 years.
  Blasphemy
  Blasphemy is irreverence that is vocalized
  or otherwise expressed toward the local god or gods
  worshipped by local characters.
  Bugbear: Criminals are beaten for public
  entertainment, and must publicly denounce their
  beliefs or perish.
  Dwarf, Black: The criminal is struck on the
  front teeth with a footman’s war hammer.
  Dwarf, White: The criminal is fined 1d100
  g.p.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The criminal is either fined 1d100
  s.p. or their tongue is removed, depending on the
  severity of the blasphemous remark.
  Kobold: Slaves are fined 1d12 s.p., peasants
  1d10, serfs 1d8, nobility 1d6, and royalty 1d4.
  Troll, Subterranean: The tongue is cut out
  of the criminal.
  
  182
  Chapter 6: Sociality
  Breaking and Entering
  Breaking and entering occurs when a char-
  acter forces unwelcome entry into a building or lo-
  cation that has a closed or locked door, window, or
  other portal.  This crime is a more serious version
  of trespassing.
  Bugbear: Criminals worth less than 100 s.p.
  have their tailbones broken and rectums entered with
  a sledge.  Criminals worth between 100-1,000 s.p.
  have their tailbones broken.  Criminals worth more
  than 1,000 s.p. are chastised severely.
  Dwarf, Black: The criminal is struck on
  both ankles with a footman’s war hammer.
  Dwarf, White: The criminal is fined 1d100
  g.p.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The criminal is fined 1d100 s.p.
  Kobold: Slaves are fined 1d12 s.p., peasants
  1d10, serfs 1d8, nobility 1d6, and royalty 1d4.
  Troll, Subterranean: The home of  the
  criminal is destroyed and all possessions ruined or
  stolen.  Finally, the criminal is beaten.
  Burglary
  Burglary is the act of illegally breaking into
  a building, especially with the intent to steal.  This
  crime is a more serious version of breaking and en-
  tering, which in turn is more serious than trespass-
  ing.
  Bugbear: Criminals worth less than 100 s.p.
  become slaves for the plaintiff, repaying 4 s.p. per
  day until 5 times the debt is repaid.  Burglars who
  refuse slavery or are unable to work are killed upon
  sentencing.  Criminals worth between 100-1,000 s.p.
  become slaves for the plaintiff, repaying 10 s.p. per
  day until twice the debt is repaid.  Criminals worth
  more than 1,000 s.p. are chastised severely and must
  repay their debt.
  Dwarf, Black: The hands and feet are cut
  off with a footman’s battle axe.
  Dwarf, White: The criminal is banished.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: Slaves, peasants, and serfs are
  hanged.  Noble and royal characters are beheaded.
  Kobold: The criminal is killed, if a slave.
  Otherwise, the criminal becomes a slave for life if a
  peasant, for 1d10 years if a serf, 1d6 years if nobil-
  ity, and 1d4 years if royalty.
  Troll, Subterranean: The home of  the
  criminal is destroyed and all possessions ruined or
  stolen.  Finally, 1 limb of the criminal is maimed.
  
  183
  Chapter 6: Sociality
  Counterfeiting
  To counterfeit is to endeavor or succeed in
  having the appearance or characteristics of some-
  thing.  Most often, counterfeiting relates to false cur-
  rency.
  Bugbear: Criminals worth less than 100 s.p.
  are killed upon sentencing.  Criminals worth between
  100-1,000 s.p. are forced into a forge and killed.
  Criminals worth more than 1,000 s.p. have their as-
  sets liquidated and must watch it all be auctioned.
  Dwarf, Black: The fingers are cut off with
  a footman’s battle axe.
  Dwarf, White: The criminal is banished.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.  All
  worldly possessions are confiscated by the govern-
  ment.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.  All
  worldly possessions are confiscated by the govern-
  ment.
  Human: Slaves, peasants, and serfs are
  hanged.  Noble and royal characters are beheaded.
  Kobold: The criminal is killed, if a slave.
  Otherwise, the criminal becomes a slave for life if a
  peasant, for 1d10 years if a serf, 1d6 years if nobil-
  ity, and 1d4 years if royalty.
  Troll, Subterranean: The face of the crimi-
  nal is disfigured.
  Covetous Eyes
  When a character desires to have the prop-
  erty of another, usually a wife, looks at the object
  of desire, and the look is noticed by the owner of
  the property, then the character has covetous eyes.
  To qualify, the look must have a longer duration than
  appropriate or normal, or the object of gaze must
  be suggestive of desire, such as breasts or rumps.
  Dwarf, Black: The criminal is struck on 1
  eye with a footman’s war hammer.
  Dwarf, White: The criminal is fined 1d10
  g.p.
  Human: The criminal is fined 1d100 s.p.
  Kobold: Slaves are fined 1d12 s.p., peasants
  1d10, serfs 1d8, nobility 1d6, and royalty 1d4.
  Troll, Subterranean: An eyeball is plucked
  from the criminal and eaten by the plaintiff.
  
  184
  Chapter 6: Sociality
  Debt
  If a character owes money to another char-
  acter or their government and is unable to pay their
  debt, then a character must be punished for the crime
  of not being able to properly pay their debt.
  Bugbear: Criminals worth less than 100 s.p.
  are forced to work off their debt as slaves; this is
  considered to repay 1 s.p. per month.  Criminals
  worth between 100-1,000 s.p. are forced to work
  off their debt as slaves; this is considered to repay 1
  s.p. per week.  Criminals worth more than 1,000 s.p.
  are forced to work off their debt as slaves; this is
  considered to repay 1 s.p. per day.  In all cases, the
  criminal may negotiate with the plaintiff to pay by
  other means.
  Dwarf, Black: The criminal is struck on a
  hip with a footman’s war hammer.
  Dwarf, White: The criminal is fined an ad-
  ditional 1d10 g.p for each g.p. owed.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The criminal is fined 1d10 s.p. for
  each s.p. owed.
  Kobold: Slaves are fined 1d12 s.p., peasants
  1d10, serfs 1d8, nobility 1d6, and royalty 1d4.
  Troll, Subterranean: The criminal is for-
  ever forbidden from owning currency.
  Dishonest Merchant
  Any merchant who is dishonest or not forth-
  right about their goods is a considered a criminal
  for being a dishonest merchant.
  Bugbear: Criminals worth less than 100 s.p.
  are forced for 1d10 years to grant free goods to the
  plaintiff and their families for personal use only.
  Criminals worth between 100-1,000 s.p. are forced
  for 1d10 years to grant free goods to the plaintiff
  for personal use only.  Criminals worth more than
  1,000 s.p. are forced for 1d4 years to grant free goods
  to the plaintiff for personal use only.
  Dwarf, Black: The criminal is struck on each
  palm with a footman’s war hammer.
  Dwarf, White: The criminal is fined 2d100
  g.p.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The criminal is fined 1d100 s.p.
  Kobold: Slaves are fined 1d12 s.p., peasants
  1d10, serfs 1d8, nobility 1d6, and royalty 1d4.
  Troll, Subterranean: The criminal may be
  beaten for 1d10 hours by the plaintiff.
  
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  Chapter 6: Sociality
  Drawing Blood
  If blood is drawn against the will of a char-
  acter, usually by violence, then the crime of draw-
  ing blood has been committed.
  Bugbear: Criminals must pay 1 s.p. per LP
  damaged.  If the criminal cannot afford to pay, then
  they are beaten for twice the number of LP taken.
  Dwarf, Black: The criminal is struck on
  both hands and knees with a footman’s war ham-
  mer.
  Dwarf, White: The criminal is fined 1d100
  g.p.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The criminal is fined 2d100 s.p.  If
  the blood was drawn intentionally, then the crimi-
  nal is also blinded.
  Kobold: The criminal is killed, if a slave.
  Otherwise, the criminal becomes a slave for life if a
  peasant, for 1d10 years if a serf, 1d6 years if nobil-
  ity, and 1d4 years if royalty.
  Troll, Subterranean: The criminal is forced
  to enter a gladiatorial arena.
  Extortion
  Extortion is the act of obtaining from an
  unwilling or reluctant character by physical force,
  Intimidation, or the abuse of legal or official au-
  thority.  If extortion is attempted but nothing is
  obtained, then the crime is usually considered issu-
  ing a threat.
  Bugbear: Criminals worth less than 100 s.p.
  must repay what was extorted by 5 times.  Criminals
  worth between 100-1,000 s.p. must repay what was
  extorted twice.  Criminals worth more than 1,000
  s.p. must repay what was extorted and are publicly
  chastised.
  Dwarf, Black: The criminal is struck in the
  middle of the back with a footman’s war hammer.
  Dwarf, White: The criminal is fined 1d100
  g.p. and must repay the victim twofold.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The criminal is fined 1d100 s.p. and
  must repay the victim twofold.
  Kobold: The criminal is killed, if a slave.
  Otherwise, the criminal becomes a slave for life if a
  peasant, for 1d10 years if a serf, 1d6 years if nobil-
  ity, and 1d4 years if royalty.
  Troll, Subterranean: The criminal becomes
  the slave of the plaintiff.
  
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  Chapter 6: Sociality
  Failure to Pay Rent
  Failure to pay rent is a special form of debt,
  considered separately due to its frequency.  Any char-
  acter who fails to pay their rent, is subject to pun-
  ishment.
  Bugbear: Bugbears always pay rent in ad-
  vance, so this is never a crime.  However, if rent is
  not paid in advance, then the bugbear is evicted
  immediately.
  Dwarf, Black: The criminal is struck on a
  big toe with a footman’s war hammer.
  Dwarf, White: The criminal is fined 1 g.p.
  for each s.p. owed.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The criminal is fined 1 s.p. for each
  s.p. owed, and the landlord is permitted to publicly
  flog the criminal 2d10 lashes.
  Kobold: Slaves are fined 1d12 s.p., peasants
  1d10, serfs 1d8, nobility 1d6, and royalty 1d4.
  Troll, Subterranean: The criminal is beaten
  for 1d10 hours by the plaintiff.
  False Weights and Measures
  Any time a weight or measure is altered or
  reported falsely, a character is guilty of this crime.
  This crime is often committed when coins or bul-
  lion (bars of precious metal) is underweight, which
  may indicate inferior metal due to an improper al-
  loy.
  Bugbear: Criminals worth less than 100 s.p.
  are starved to death, their weight becomes so false,
  they die.  Criminals worth between 100-1,000 s.p.
  are starved nearly to death and forced to remain
  severely undernourished for 1d10 years.  Criminals
  worth more than 1,000 s.p. are publicly chastised
  while they are weighed daily; these criminals must
  lose 2 lbs. per week for 1d10 weeks.  If a criminal
  fails to lose weight, then they will be imprisoned
  and starved until they lose it.
  Dwarf, Black: The fingers and toes are cut
  off with a footman’s battle axe.
  Dwarf, White: The criminal is banished.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: Slaves, peasants, and serfs are
  hanged.  Noble and royal characters are beheaded.
  Kobold: Slaves are fined 1d12 s.p., peasants
  1d10, serfs 1d8, nobility 1d6, and royalty 1d4.
  Troll, Subterranean: The criminal is beaten
  with measuring instruments for 1d10 hours.
  
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  Chapter 6: Sociality
  Gambling
  Gambling is the illegal act of playing a game
  and consciously risking money or other stakes on
  its outcome.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The criminal is fined 1d100 s.p.
  Kobold: Slaves are fined 1d12 s.p., peasants
  1d10, serfs 1d8, nobility 1d6, and royalty 1d4.
  Troll, Subterranean: The criminal is forced
  to enter a gladiatorial arena.
  Heresy
  Heresy is adherence to a religious opinion
  that is contrary to an established dogma of a local
  church.  The opinion does not need to be vocalized
  or expressed such as with blasphemy.
  Bugbear: Criminals worth less than 100 s.p.
  are tortured publicly until they renounce their be-
  liefs and convert; if they resist, then they are thrown
  into a pit of vermin, mostly large rats, until killed.
  Criminals worth between 100-1,000 s.p. are tortured
  publicly until they renounce their beliefs and con-
  vert; if they resist, then they are thrown into a pit
  of fire ants.  Criminals worth more than 1,000 s.p.
  are whipped publicly until they renounce their be-
  liefs and convert, starve, or die.
  Dwarf, Black: The criminal is struck on the
  forehead with a footman’s war hammer.
  Dwarf, White: The criminal is fined 1d100
  g.p.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The criminal is fined 1d100 s.p.
  Kobold: Slaves are fined 1d12 s.p., peasants
  1d10, serfs 1d8, nobility 1d6, and royalty 1d4.
  Troll, Subterranean: The criminal is forced
  to enter a gladiatorial arena.
  Homosexuality
  Homosexuality is an atypical sexuality char-
  acterized by a manifest sexual desire toward a mem-
  ber of the character’s own sex.
  Human: The criminal is fined 1d100 s.p.
  Kobold: Female homosexuality is legal and
  often encouraged.  Male homosexuality is a crime.
  Slaves are dismembered and burned.  Peasants, serfs,
  and nobles are castrated and become slaves for 1d100
  years.  Royalty disappears without a trace and no
  character speaks about them again.
  
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  Chapter 6: Sociality
  Ignoring a Crime
  Ignoring a crime occurs when a character
  sees or hears a crime being committed, such as when
  signaled by a victim’s cry.  Any character who sees
  or hears a crime being committed or having just been
  committed is obligated by law to act to restrain or
  subdue the criminal, or at least alert other charac-
  ters to the crime.
  Bugbear: Criminals worth less than 100 s.p.
  are imprisoned and ignored for 1d100 years.  Crimi-
  nals worth between 100-1,000 s.p. are imprisoned
  and ignored for 1d10 years.  Criminals worth more
  than 1,000 s.p. are imprisoned and ignored for 1d10
  months.
  Dwarf, Black: The criminal is struck on 1
  ear with a footman’s war hammer.
  Dwarf, White: The criminal is fined 1d10
  g.p.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The criminal is fined 1d100 s.p.
  Kobold: Slaves are fined 1d12 s.p., peasants
  1d10, serfs 1d8, nobility 1d6, and royalty 1d4.
  Troll, Subterranean: The criminal is forced
  to enter a gladiatorial arena.
  Incest
  Incest is a crime of sexual intercourse or
  interbreeding between closely related characters.
  Examples include father and daughter, mother and
  son, brother and sister, and between 1st cousins.
  Bugbear: Criminals who have penetrating
  sexual intercourse are hanged together in the same
  noose.  Criminals who have sex without penetra-
  tion, such as frottage, must be publicly tortured un-
  til they apologize to their family and community.
  Dwarf, Black: The criminal is struck on
  both testes or breasts with a footman’s war ham-
  mer.
  Dwarf, White: The criminal is fined 1d100
  g.p.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The criminal is fined 1d100 s.p.
  Kobold: Slaves are fined 1d12 s.p., peasants
  1d10, serfs 1d8, nobility 1d6, and royalty 1d4.
  Troll, Subterranean: Together, the crimi-
  nals are forced to enter a gladiatorial arena and fight
  to the death against each other.
  
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  Chapter 6: Sociality
  Issuing a Threat
  Issuing a threat occurs anytime a character
  verbally promises or announces an intended pun-
  ishment, reprisal, or other distress to another char-
  acter.
  Bugbear: Criminals worth less than 100 s.p.
  are beaten for 1d10 hours.  Criminals worth between
  100-1,000 s.p. are beaten for 1d10 minutes.  Crimi-
  nals worth more than 1,000 s.p. are fined 1d100 s.p.
  Dwarf, Black: The criminal is struck on
  their braced tongue with a footman’s war hammer.
  Dwarf, White: The criminal is fined 1d10
  g.p.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The criminal is fined 1d100 s.p.
  Kobold: Slaves are fined 1d12 s.p., peasants
  1d10, serfs 1d8, nobility 1d6, and royalty 1d4.
  Troll, Subterranean: The criminal is forced
  to enter a gladiatorial arena.
  Kidnapping
  Kidnapping is the act of stealing, abduct-
  ing, or carrying away a character by force or fraud
  often with a demand for ransom.
  Bugbear: Kidnappers are blindfolded,
  bound, beaten, and abandoned in the wilderness.
  Dwarf, Black: The criminal is struck in the
  middle of each forearm with a footman’s war ham-
  mer.
  Dwarf, White: The criminal is fined 1d100
  g.p.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: Slaves, peasants, and serfs are
  hanged.  Noble and royal characters are beheaded.
  Kobold: The criminal is killed, if a slave.
  Otherwise, the criminal becomes a slave for life if a
  peasant, for 1d10 years if a serf, 1d6 years if nobil-
  ity, and 1d4 years if royalty.
  Troll, Subterranean: The criminal is forced
  to enter a gladiatorial arena.
  
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  Chapter 6: Sociality
  Libel
  Libel is a written attack or defamation that
  conveys an unjustly, unfavorable impression against
  a character.  The victimized character is usually ex-
  posed to public hatred, contempt, or ridicule.
  Bugbear: Criminals must publicly apologize
  and correct their libelous work.  If a character is
  guilty of libel again, then their hands are cut off so
  that they can no longer commit libel.
  Dwarf, Black: The criminal is struck on all
  fingers of their writing hand with a footman’s war
  hammer.
  Dwarf, White: The criminal is fined 1d100
  g.p.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The criminal is fined 1d100 s.p.
  Kobold: Slaves are fined 1d12 s.p., peasants
  1d10, serfs 1d8, nobility 1d6, and royalty 1d4.
  Troll, Subterranean: The writing hand of
  the criminal is crushed with a maul.
  Lycanthropy
  Lycanthropy is a state in which a character
  magically assumes the characteristics of a wolf or
  other predatory animal.
  Bugbear: Lycanthropes are fed to the
  wolves (or appropriate animal) for public entertain-
  ment.
  Dwarf, Black: The head is cut off with a
  footman’s battle axe.
  Dwarf, White: The criminal is beheaded
  with a footman’s battle axe.
  Elf, Dark: All lycanthropes are beaten to
  death.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The criminal is burned alive at the
  stake.
  Kobold: The criminal is killed.
  Troll, Subterranean: The criminal is killed.
  
  191
  Chapter 6: Sociality
  Murder
  Murder is the willful, unlawful, and premedi-
  tated killing of a character.
  Bugbear:  Criminals worth less than or equal
  to 1,000 s.p. are tortured and killed.  Criminals worth
  more than 1,000 s.p. are forced to pay reparations
  to the family of the victim equal to the annual in-
  come of the victim.  If payment cannot be afforded,
  then the family of the victim may kill the criminal
  by any method deemed appropriate.
  Dwarf, Black: The head is cut off with a
  footman’s battle axe.
  Dwarf, White: The criminal is banished.
  Elf, Dark: Younger criminals are beaten to
  death by the family of the victim, while older crimi-
  nals are beaten to death by their immediate family.
  Elf, Light: Younger criminals are banished,
  while older criminals are starved to death.
  Human: Slaves, peasants, and serfs are
  hanged.  Noble and royal characters are beheaded.
  Kobold: The criminal is killed, if a slave.
  Otherwise, the criminal becomes a slave for life if a
  peasant, for 1d10 years if a serf, 1d6 years if nobil-
  ity, and 1d4 years if royalty.
  Troll, Subterranean: The criminal is forced
  to enter a gladiatorial arena.
  Mass Murder
  Mass murder is the willful and unlawful kill-
  ing of multiple characters.
  Bugbear: Criminals worth less than or equal
  to 1,000 s.p. are tortured and killed.  Criminals worth
  more than 1,000 s.p. are forced to pay reparations
  to the family of the victim equal to the annual in-
  come of the victim.  If payment cannot be afforded,
  then the family of the victim may kill the criminal
  by any method deemed appropriate.
  Dwarf, Black: The body is dismembered
  with a footman’s battle axe.
  Dwarf, White: The criminal is banished.
  Elf, Dark: Younger criminals are beaten to
  death by the families of the victims, while older
  criminals are beaten to death by their immediate
  family.
  Elf, Light: Criminals are starved to death.
  Human: The criminal is hanged, regardless
  of social class.
  Kobold: The criminal is killed.
  Troll, Subterranean: The criminal is forced
  to enter a gladiatorial arena.
  
  192
  Chapter 6: Sociality
  Perjury
  Perjury is the voluntary violation of an oath
  or vow either by swearing an untruth or by omis-
  sion to do what has been promised under oath.
  Bugbear: Criminals worth 1,000 s.p. or less
  have their tongues cut out so they can no longer
  commit perjury.  Criminals worth more than 1,000
  s.p. must pay 100 s.p. per point of severity of the
  crime for which the perjurer is in court.
  Dwarf, Black: The criminal is struck on
  their braced tongue with a footman’s war hammer.
  Dwarf, White: The criminal is banished.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The criminal is fined 1d100 s.p.
  Kobold: The criminal is killed, if a slave.
  Otherwise, the criminal becomes a slave for life if a
  peasant, for 1d10 years if a serf, 1d6 years if nobil-
  ity, and 1d4 years if royalty.
  Troll, Subterranean: The criminal is beaten
  to death by their best friend.
  Pimping
  Pimping is the act of pandering or offering
  a whore to others.  The pimp cohabits with the
  whore and lives off her earnings, and often solicits
  for her.
  Bugbear: Although bugbears have no legal
  issues with whores, it is illegal for a husband to pimp
  his wife.  If a husband pimps his wife, then he is
  publicly chastised.
  Dwarf, White: The criminal is banished.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The criminal is fined 1d100 s.p.
  Kobold: Slaves are fined 1d12 s.p., peasants
  1d10, serfs 1d8, nobility 1d6, and royalty 1d4.
  Poaching
  Poaching is the act of taking game or fish
  by illegal methods.
  Bugbear: See theft or petty theft.
  Elf, Dark: Younger criminals are tortured
  for 1d10 years, while older criminals are beaten to
  death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The criminal is fined 1d100 s.p.
  
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  Chapter 6: Sociality
  Rape
  Rape is illicit sexual intercourse without the
  consent of the victim and conducted with force,
  duress, Intimidation, or deception as to the nature
  of the act.
  Bugbear: Criminals worth less than 100 s.p.
  must wear a chastity belt for 1d10 weeks.  Criminals
  worth between 100-1,000 s.p. must wear a chastity
  belt for 1d10 days.  Criminals worth more than 1,000
  s.p. are chastised publicly and must apologize to the
  victim.
  Dwarf, Black: The criminal is struck on the
  erect Manhood with a footman’s war hammer.
  Dwarf, White: The criminal is banished.
  Elf, Dark: Younger criminals are castrated,
  while older criminals are beaten to death by their
  immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: In an average community, an aver-
  age of 20 rapes occur annually.  In 80% of cases,
  rapes are committed by between 2-15 characters.
  They force the female’s door at night, do not dis-
  guise themselves, and either rape1 the victim in her
  home and in the presence of terrorized witnesses,
  or drag her through the streets into 1 of their houses,
  where they have their pleasure all night long.  In
  80% of cases, the neighbors do not intervene.  Al-
  most all rapes involve extreme brutality, though they
  never attempt to wound or kill her.  The rapists come
  from all levels of society, but the majority are arti-
  sans and laborers.  Less than 10% of rapes occur by
  ruffians.  In 50% of cases, human rapists are be-
  tween 18-24 years old.  The group is composed, on
  average, of 6 characters.  Only 20% of rapes are
  committed by a group of more than 9 characters.
  Half the male youth participate at least once in gang
  rape.  Sexual violence is an everyday dimension of
  community life.  There tends to be less in smaller
  communities such as hamlets and more in larger
  communities such as cities.
  If identified, rapists are imprisoned for
  weeks, though no more than a month.  If the vic-
  tim withdraws the complaint, the rapist is freed im-
  mediately.  Imprisonment for rape consists of flog-
  ging, unless the rapist is an outsider, in which case
  the rapist is banished.  When freed from imprison-
  ment, a rapist is not considered criminal or bad.
  The social reaction to rape is rarely favor-
  able to the victim.  The human victims of gang rape
  are age 15-33.  Child rape is rare.  The rape of a
  child under the age of 14 or 15 is considered a seri-
  ous crime, even though the female could marry at
  age 12.  The victim loses her good name in almost
  all cases, and encounters difficulty in regaining her
  place in society and family.  If the victim of rape is
  single, then fewer males desire her as a wife.  If she
  is married, then her husband may abandon her.
  Priests comprise 20% of the clientele at pri-
  vate brothels and public baths.  Some priests are
  even members of nightly gang rapes.  The victim
  of gang rape almost never accuses them of com-
  mitting sodomy.
  Kobold: Slaves are fined 1d12 s.p., peasants
  1d10, serfs 1d8, nobility 1d6, and royalty 1d4.
  Troll, Subterranean: The criminal is kneed
  in the groin by the plaintiff until satisfied with jus-
  tice.
  1.  Information on medieval rape was referenced from Rossiaud’s Medieval Prostitution.  For more information, see the
  References section at the end of this book.
  
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  Chapter 6: Sociality
  Slander
  Slander is a malicious utterance of false
  charges or misrepresentations that defame and dam-
  age reputation regarding a character.
  Bugbear: Criminals must apologize publicly
  and renounce their slander.  If a character is con-
  victed of slander again, then their tongue is removed.
  Dwarf, Black: The criminal is struck on
  their braced tongue with a footman’s war hammer.
  Dwarf, White: The criminal is fined 1d10
  g.p., and must make a public apology.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The criminal is fined 1d100 s.p.
  Kobold: Slaves are fined 1d12 s.p., peasants
  1d10, serfs 1d8, nobility 1d6, and royalty 1d4.
  Troll, Subterranean: The criminal is beaten
  publicly by the plaintiff until satisfied with justice.
  Sodomy (Buggery)
  Sodomy is the penetration of the Manhood
  into the mouth or anus of another character.
  Bugbear: In bugbear society, unnatural
  sexual acts are considered buggery, but are legal.
  Dwarf, White: The criminal is fined 1d10
  g.p for oral sex, 2d10 for anal.
  Human: The criminal is fined 1d100 s.p.
  Theft
  Theft is the act of taking personal property
  with the intent to deprive the rightful owner of it.
  To qualify as theft, more than 12 s.p. or equivalent
  value must be stolen.
  Bugbear: Criminals worth less than or equal
  to 1,000 s.p. are stripped of all possessions, beaten,
  and banished.  Criminals worth more than 1,000 s.p.
  are stripped of all possessions, beaten, and chas-
  tised publicly.
  Dwarf, Black: The hands of the criminal
  are struck with a footman’s war hammer, and the
  victim must be repaid twofold.
  Dwarf, White: The criminal is banished.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: Slaves, peasants, and serfs are
  hanged.  Noble and royal characters are beheaded.
  Kobold: The criminal is killed, if a slave.
  Otherwise, the criminal becomes a slave for life if a
  peasant, for 1d10 years if a serf, 1d6 years if nobil-
  ity, and 1d4 years if royalty.
  Troll, Subterranean: The criminal is forced
  to enter a gladiatorial arena and will be attacked un-
  til dead.
  VIM.LICET.APPELLES.
  GRATA.EST.VIS.ISTA.PUELLIS.
  QUOD.IUVAT.INVITAE.
  SAEPE.DEDISSE.VOLUNT
  Some force is permissible:
  women are often pleased
  By force, and like what they’re
  giving to be seized.
  
  195
  Chapter 6: Sociality
  Theft, Petty
  Petty theft is the act of taking personal prop-
  erty with the intent to deprive the rightful owner of
  it.  To qualify as petty theft, no more than 12 s.p. or
  equivalent value must be stolen.
  Bugbear: Criminals worth less than 100 s.p.
  become slaves and repay 1 s.p. per week.  Criminals
  worth between 100-1,000 s.p. become slaves and
  repay 1 s.p. per day.  Criminals worth more than
  1,000 s.p. are chastised publicly.
  Dwarf, Black: 1 hand of the criminal is
  struck with a footman’s war hammer, and the victim
  must be repaid threefold.
  Dwarf, White: The criminal is fined 1d10
  g.p. for each s.p. stolen.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The criminal has their thumb cut
  off, is fined 1d100 s.p., and the victim must be re-
  paid twofold.
  Kobold: Slaves are fined 1d12 s.p., peasants
  1d10, serfs 1d8, nobility 1d6, and royalty 1d4.
  Troll, Subterranean: The criminal is forced
  to enter a gladiatorial arena, and will continue 1 fight
  per day until the plaintiff has won the money back
  by betting or the criminal dies.
  Treason
  Treason is any attempt by overt acts to over-
  throw the government of the state to which the
  traitor owes allegiance, or to act against a member
  of the government with the intention of injury or
  death.
  Bugbear: Criminals worth less than or equal
  to 1,000 s.p. are boiled in oil and fed to animals.
  Criminals worth more than 1,000 s.p. have their as-
  sets seized by the government.  Wealthy traitors have
  their hands cut off, tongue cut out, knees broken,
  so that they cannot write, speak, or run.  Finally,
  wealthy traitors are chastised publicly.
  Dwarf, Black: The body is publicly dismem-
  bered with footman’s battle axes.
  Dwarf, White: The criminal is beheaded
  with a footman’s battle axe.
  Elf, Dark: Younger criminals are beaten to
  death by officials, while older criminals are beaten
  to death by their immediate family.
  Elf, Light: Younger criminals are banished,
  while older criminals are starved to death.
  Human: The criminal is drawn and quar-
  tered.  Each limb is tied to a separate horse.  The 4
  horses are startled, run away from the criminal, and
  each remove a limb.  Eventually, the limbless crimi-
  nal dies.  If the act of treason was minimal, then the
  criminal may be only blinded.
  Kobold: The criminal is killed, if a slave.
  Otherwise, the criminal becomes a slave for life if a
  peasant, for 1d10 years if a serf, 1d6 years if nobil-
  ity, and 1d4 years if royalty.
  Troll, Subterranean: The criminal is hung
  upside-down in public until dead.
  
  196
  Chapter 6: Sociality
  Treason, Petty
  Petty treason is any act of a slave or appren-
  tice against their master, mistress, or family thereof.
  Bugbear: Criminals worth less than 100 s.p.
  are beaten by the master or mistress until satisfied
  of justice.  Criminals worth between 100-1,000 s.p.
  become a slave to the master or mistress for 1d10
  years.  Criminals worth more than 1,000 s.p. are chas-
  tised publicly.  Slaves in subjecting facilities are not
  protected under bugbear law, especially if they com-
  mit a crime.  The facility commander may do any-
  thing he pleases with them.
  Dwarf, Black: The slave or apprentice is
  beheaded with a footman’s battle axe, and the blow
  is dealt by the offended master.
  Dwarf, White: The criminal is fined 1d10
  g.p.
  Elf, Dark: Younger criminals are beaten to
  death by their master or mistress, while older crimi-
  nals are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The slave or apprentice is publicly
  flogged for 2d10 lashes.
  Kobold: Slaves are fined 1d12 s.p., peasants
  1d10, serfs 1d8, nobility 1d6, and royalty 1d4.
  Troll, Subterranean: The criminal is beaten
  by the master or mistress until satisfied with justice.
  Trespassing
  Less of a crime than breaking and entering,
  trespassing is to enter illegally upon the land of an-
  other character.
  Bugbear: If the court believes the charac-
  ter trespassed unknowingly, then the criminal is chas-
  tised publicly.  Otherwise, the criminal has an ankle
  broken.  If a non-bugbear trespasses into a com-
  munity bugbears, then the trespasser becomes a slave
  in the local subjecting facility.
  Dwarf, Black: The kneecaps of the crimi-
  nal are struck with a footman’s war hammer.  If a
  character trespasses into a community of black
  dwarves, then the trespasser is killed so that others
  cannot learn of the location of the community.
  Dwarf, White: The criminal is fined 1d10
  g.p.  If a character trespasses into a community of
  white dwarves, then the trespasser is imprisoned for
  life so that others cannot learn of the location of
  the community.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.  Hu-
  manoids who trespass into a dark elven community
  are beheaded.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.  If
  an unwelcome non-elf trespasses into a light elven
  community, then the trespasser is encouraged to
  leave and possessions will probably be stolen.
  Human: The criminal is fined 1d100 s.p.
  Kobold: Slaves are fined 1d12 s.p., peasants
  1d10, serfs 1d8, nobility 1d6, and royalty 1d4.  If a
  non-kobold character trespasses into a community
  of kobolds or their mines, then the trespasser will
  become a slave of the kobolds, though they may be
  killed as well.
  Troll, Subterranean: The criminal is forced
  to enter a gladiatorial arena.
  
  197
  Chapter 6: Sociality
  Vagrancy
  Vagrancy is when a character has no estab-
  lished residence and wanders idly from place to place
  without legal support.
  Bugbear: Criminals become a slave to the
  government for 1d10 years.
  Dwarf, Black: The rump of the criminal is
  struck with a footman’s war hammer.
  Dwarf, White: The criminal is banished.
  Elf, Dark: Younger criminals are forbidden
  sexual relations for 1d10 years, while older criminals
  are beaten to death by their immediate family.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Human: The criminal is fined 1d100 s.p.
  Those who cannot pay, or are repeat offenders, are
  banished.
  Kobold: Slaves are fined 1d12 s.p., peasants
  1d10, serfs 1d8, nobility 1d6, and royalty 1d4.
  Troll, Subterranean: The criminal is forced
  to enter a gladiatorial arena.
  Whoring
  Whoring is when a whore solicits or has
  sexual intercourse with a character who will pay, or
  has paid, for her services.
  Dwarf, White: The criminal is fined for 10
  times the price paid to the whore.
  Elf, Light: Younger criminals are forbid-
  den from playing pranks and making music for 1d10
  years, while older criminals are starved to death.
  Witchcraft
  Witchcraft is the illegal use of sorcery.
  Bugbear: In bugbear society, all sorcerers
  must register with the government.  It is legal to
  cast any spell that does not harm or impede an-
  other member of the community.  Unregistered
  criminals are sentenced and immediately beaten to
  death.  Criminals who are registered, but misuse their
  spells, are subject to the punishment of the crime
  committed.  If no other crime is committed, then
  the criminal is beheaded.
  Dwarf, Black: Sorcery is never legal.  The
  criminal is beheaded with a footman’s battle axe.
  Dwarf, White: Sorcery is never legal.  The
  criminal is banished.
  Human: Sorcery is never legal.  The crimi-
  nal is often raped, then burned alive.
  Kobold: It is legal for a priest to cast spells
  that do not harm or impede another member of
  the community.  All other practicing sorcerers are
  considered criminals.  The criminal is killed, if a slave.
  Otherwise, the criminal becomes a slave for life if a
  peasant, for 1d10 years if a serf, 1d6 years if nobil-
  ity, and 1d4 years if royalty.
  TU.SCRONIUM.ES
  You are a whore!
  
  198
  Chapter 6: Sociality
  Recipes
  A recipe is a formula for cooking or prepar-
  ing something to be eaten or drunk.  Herein, a recipe
  is a list of ingredients and possibly some notes about
  how to cook or prepare food or drink.  Recipes do
  not include information about quantities of ingre-
  dients, optimal cooking temperature, or time.  These
  variables are left to be determined by each cook to
  their preference.  Ingredients below are listed al-
  phabetically.
  Aliter Dulcia
  Ingredients: Coarsely ground nuts, coarsely ground
  stone-pine kernels, eggs, ground pepper,
  honey, milk, minced rue, and sweet wine
  sauce
  Instructions: Mesh the pepper, pine kernels, honey,
  rue, and sweet wine sauce with milk and eggs,
  and then boil the dough.  Serve topped with
  honey and sprinkled with pepper.
  Dulcia Domestica
  Ingredients: Coarsely  ground  nuts  or  stone-pine
  kernels, fresh or dried dates, and salted honey
  or red wine with honey
  Instructions: First,  remove  the  stones  from  the
  dates and fill them with nuts or stone-pine
  kernels.  Sprinkle some salt on the filled dates
  and stew them in honey or honey-sweetened
  red wine.  The dates must be cooked on low
  heat until their paring begins to come off.
  Fabaciae Virides Et Baianae
  Ingredients: cumin seeds,  minced  branch  of  leek,
  minced coriander leaves, oil, salted wine, soy-
  beans with pod or green beans
  Instructions: Cook the beans with the salted wine,
  oil, leek, and spices.  Serve.
  Gingerbrede
  Ingredients: breadcrumbs,  cloves,  ginger,  honey,
  pepper, and sugar
  Instructions: Boil honey, then stir in breadcrumbs
  until evenly mixed.  Remove from the heat
  and stir in ginger and pepper.  Let it cool.
  Then, knead it to evenly distribute the spices.
  Put it in a box and sprinkle sugar and cloves
  around the edge.  Allow the clove flavor to
  permeate the bread, but do not eat the cloves
  with it.
  In Mitulis
  Ingredients: Cumin,   fresh   sea   mussels,   finely
  minced leek, salt, water, and white wine
  Instructions: Water  the  fresh  sea  mussels,  then
  clean them.  Mix salt, wine, water, and spices.
  Boil the broth, then add the fresh sea mus-
  sels.  Boil until ready.
  Makke
  Ingredients: beans, onions, salt, and wine
  Instructions: Soak the  beans  overnight  then  sim-
  mer until tender.  Drain the beans.  Heat
  wine and add to the beans.  Finely chop
  onions.  Upon each dish, apply cooked on-
  ions over it.
  Mustacei
  Ingredients: anise  seeds,  bay  leaves,  cumin  seeds,
  grape juice or young wine, lard, grated sheep
  cheese, and wheat flour
  Instructions:  Pour  some  young  wine  over  the
  wheat, flour, lard, and cheese.  Add anise
  and cumin seeds.  Work them together until
  dough results, producing several rolls.  Then
  bake each roll.
  Ova Sfongia Ex Lacte
  Ingredients: Eggs, honey, milk, oil, and pepper
  Instructions: Mix   eggs,   milk,   and   oil   until   a
  pancake-like dough results.  Fry the dough
  in a pan and serve topped with honey and
  pepper.
  
  199
  Chapter 6: Sociality
  Rapes in Potage
  Ingredients: chicken  broth,  ginger,  onions,  rapes
  (turnips), saffron, salt, and sugar
  Instructions: Wash,  peel,  and  quarter  the  rapes
  (turnips).  Cover the rapes with boiling wa-
  ter.  Mince the onions.  Drain the rapes and
  put them with chicken broth and onions in
  a pot.  Bring this to a boil.  Add saffron and
  seasonings to the potage.  Cook until the
  rapes are soft to the touch with a serving
  fork.
  Tiropatinam
  Ingredients: Eggs, ground pepper, honey, and milk
  Instructions: Sweeten  the  milk  by  adding  honey.
  Then, add eggs and mix together until
  smooth.  Cook with low heat until stiff.  Fi-
  nally, sprinkle pepper on it and serve.
  White Pudding
  Ingredients:  Breadcrumbs,   butter,   eggs,   milk,
  and saffron
  Instructions:  Beat   eggs,   add   milk,   and   beat
  again.  Grind saffron and add to milk and
  eggs.  Add breadcrumbs.  Apply heat, put in
  a dish, and add butter.
  
  200
  Chapter 7: Occupation
  Chapter 7: Occupation
  At the age of 10, most humans begin to learn
  an occupation.  Bugbears begin at 12, dwarves at 24,
  elves at puberty, kobolds at 6, ogres at 18, and trolls
  at 13.  This chapter explicates the various occupa-
  tions available.  If a character is older than the age
  listed above, then their occupation must be deter-
  mined randomly according to their Social Class (see
  Chap. 6: Sociality).  If a character is equal to or younger
  than the age listed above, then the player may choose
  an occupation for their character.  The most popu-
  lar choice for a player is an adventuring occupation,
  such as an assassin or mercenary.  Historically, most
  simply chose the same occupation as their parents.
  Royal occupations are always determined randomly.
  If a character begins with previous experience in an
  occupation, then the player may opt to change the
  occupation at any time.  However, up until that point,
  Advancement Points must be determined by the
  Aedile.  As a general rule of estimation, the occupa-
  tional level of a character equals the square root of
  the number of years of experience in the occupa-
  tion.  Slaves and peasants are not free, so their mas-
  ter or lord will not allow them to change their occu-
  pation.  Serfs and nobility, however, are free to aban-
  don their current occupation at any time and begin
  another.
  If a character is a slave, then avoid the fol-
  lowing tables and proceed directly to the occupa-
  tion.  If a character is free and  considers changing
  occupations, then the player must consult with the
  Aedile.  Some occupations are available only in cer-
  tain sizes of communities.  For example, it is impos-
  sible to be a baron in a hamlet.  Consider Social
  Class, and consult the following tables.  All occupa-
  tions are listed alphabetically after guilds and the
  tables based on Social Class.
  
  201
  Chapter 7: Occupation
  Guilds
  Hundreds of occupations exist.  Human
  society gradually developed a means of organizing
  most occupations.  A guild1 is a governing body for
  an occupation or group of occupations.  Histori-
  cally, alternative names for a guild have been a col-
  lege, fraternity, and brotherhood.  All guilds are
  owned by the king, though much regulation is inter-
  nal as well as mandated royally.  All members of a
  guild are either an apprentice, journeyman or
  journeywoman, master or mistress, or guild official.
  Apprentice
  An apprentice is a character who is learning
  an occupation from a master.  To become an ap-
  prentice, a notarized agreement must be signed be-
  tween apprentice and master.  Once the contract is
  signed, the apprentice becomes the lowest member
  of the appropriate guild.  An apprentice works for a
  period of time, in which the apprentice is obliged
  to learn from the master.  Since all masters have a
  limited right to physically punish and correct their
  apprentice, most apprentices receive occasional beat-
  ings.  The daily routine of most apprentices con-
  sists of chores, instruction, corporal punishment,
  and an increase of knowledge and skill.  Some ap-
  prentices also perform domestic duties unrelated to
  their occupation.  Fewer than 10% of all appren-
  tices are female.  When females are employed for
  physical labor, their wages are usually half of the
  wages of males.  Apprentices work each day as long
  as their master.  Oftentimes, apprentices resent their
  masters and serve their term ‘with a clenched fist,’
  as they put it.  Once the contract is completed, the
  apprentice is either accepted or rejected as a jour-
  neyman in the guild.  Usually, a masterpiece must be
  crafted to demonstrate proficiency in the occupa-
  tion.  If accepted, then the apprentice must pay 200
  s.p. to the guild, unless they are the son or daughter
  of a member, in which case the fee is waived.  If a
  player creates a character who has enough years of
  experience in their occupation to be a journeyman,
  then consult the Aedile to determine if they are a
  journeyman or a failed apprentice.
  Journeyman or Journeywoman
  A journeyman or jouneywoman is a charac-
  ter who has completed an apprenticeship or is oth-
  erwise recognized as competent at an occupation.
  Where a guild exists for a given occupation in a com-
  munity, a journeyman must be a member of the guild
  to work legally at their occupation.  However, jour-
  neymen are not fully members, since they cannot
  employ their own apprentices.  Most journeymen
  negotiate their daily wage in their employment con-
  tracts, though they are hired usually for months and
  collect their pay weekly.  However, in some occupa-
  tions it is the norm to be paid by piece-rate.  The
  journeyman promises their labor to their master and
  no one else in the agreed period.  Some journey-
  men are former masters who have reverted due to
  poverty.  A journeyman may not serve as a guild
  official.  There is no limit on how many journey-
  men a master may employ.
  Master or Mistress
  A master is a character who is experienced
  at their occupation, is a full member of their guild,
  owns a shop, and is self-employed.  When employ-
  ing an apprentice or journeyman, a master has a clerk
  of the guild write a contract, which will be signed
  by the master and the employee.  Some guilds limit
  the number of apprentices that each master may
  have at 1 time, though immediate family members
  of the master always have the right to apprentice-
  ship.  In the contract between master and appren-
  tice, the master promises to treat the apprentice like
  their own child.  Also, in the contract the master
  promises to provide work on every day that is not a
  holy day.  Each guild has a list of days considered
  holy by their guild, and on which members do not
  work.  All masters consider corporal punishment to
  be part of educating an apprentice, and all masters
  have a limited right to physically punish and correct
  their apprentice.  When applicable, the master gives
  a set of tools to each apprentice at the end of their
  service.
  1. Information on guilds has been mostly obtained from Epstein’s Wage Labor and Guilds in Medieval Europe.  For more
  information, see the References section at the end of this book.
  
  202
  Chapter 7: Occupation
  Guild Official
  A guild official is a master in a guild who
  serves a term of 1 year.  During this term, it is the
  duty of a guild official to inspect members of the
  guild and ensure that statutes are obeyed.  In most
  guilds, inspection is no sham formality.  Visits are
  made unexpectedly and scales are checked.  Sub-
  standard products are confiscated immediately by
  guild officials, either to be destroyed or given to the
  poor, while the culprit pays a fine commensurate
  with the value of the merchandise.
  Nonetheless, guild officials make decisions
  regarding the guild.  For example, when an appren-
  tice completes the term of their contract, guild of-
  ficials vote whether or not to accept the apprentice
  as a journeyman or journeywoman.
  Trademark
  A trademark is a method of identifying the
  shop of origin regarding products.  Each master
  must register their own trademark with their guild.
  Each master’s trademark must be permanently in-
  cluded with the product, according to guild statutes.
  Characters associate the quality of a product, or lack
  thereof, with familiar trademarks.  A guild uses trade-
  marks to identify masters whose products are be-
  low the standard of the guild, and to praise the
  masters whose products surpass the standard.  Note-
  worthy trademarks may be renowned even in dis-
  tant lands.
  List of Guilds
  Not all guilds in the following list exist in all
  communities.  Each community in the gaming world
  should have a list of its guilds, as well as their size in
  relation to each other.
  Bakers’ Guild
  Bankers’ Guild (money-lenders)
  Barbers’ Guild
  Bookbinders’ Guild
  Bowyers’ Guild
  Brewers’ Guild
  Brickmakers’ Guild
  Butchers’ Guild
  Cabinetmakers’ Guild
  Carpenters’ Guild
  Cartwrights’ Guild
  Carvers’ Guild
  Chandlers’ Guild
  Cheesemakers’ Guild
  Colliers’ Guild
  Coopers’ Guild
  Dancers’ Guild
  Dicemakers’ Guild
  Drapers’ Guild
  Dyers’ Guild
  Enamelers’ Guild
  Engravers’ Guild
  Fishmongers’ Guild
  Fletchers’ Guild
  Fullers’ Guild
  Furriers’ Guild
  Gilders’ Guild
  Girdlers’ Guild
  Glassblowers’ Guild
  Glovers’ Guild
  Grocers’ Guild
  Hatters’ Guild
  Herbalists’ Guild
  Inkmakers’ Guild
  Innkeepers’ Guild
  Ironmongers’ Guild
  Jewelers’ Guild
  Knackers’ Guild
  Lacemakers’ Guild
  Marblers’ Guild
  Masons’ Guild
  
  203
  Chapter 7: Occupation
  Millers’ Guild
  Miners’ Guild
  Minters’ Guild
  Musicians’ Guild
  Papermakers’ Guild
  Pawnshopmans’ Guild
  Perfumers’ Guild
  Potters’ Guild
  Poulterers’ Guild
  Pursemakers’ Guild
  Ropemakers’ Guild
  Saddlers’ Guild
  Sailmakers’ Guild
  Sheathers’ Guild
  Shipwrights’ Guild
  Skinners’ Guild
  Smiths’ Guild
  Soapmakers’ Guild
  Tailors’ Guild
  Tanners’ Guild
  Tavernkeepers’ Guild
  Thatchers’ Guild
  Tilemakers’ Guild
  Tinkers’ Guild
  Vintners’ Guild
  Wainwrights’ Guild
  Weavers’ Guild
  Wheelwrights’ Guild
  Family Occupation
  Roll 1d1000 and consult the table for the
  appropriate occupation by Social Class.  When chil-
  dren become old enough to work, they tend to do
  the same occupation as their parents.
  Peasant Occupations
  Peasant occupations are listed in the follow-
  ing table.  Although there are far fewer peasant than
  serf occupations, far more peasants exist than serfs.
  Peasants travel to cities for a fair, where they pur-
  chase goods.  If it is necessary to randomly deter-
  mine a peasant’s occupation, then roll 1d1000 and
  consult the following table:
  s
  n
  oit
  a
  p
  u
  c
  c
  O
  t
  n
  a
  s
  a
  e
  P
  llo
  R
  tl
  u
  s
  e
  R
  0
  2
  0-
  1
  0
  0
  re
  n
  oitid
  n
  o
  C
  la
  m
  in
  A
  0
  4
  0-
  1
  2
  0
  re
  k
  a
  B
  1
  4
  0
  ffilia
  B
  0
  0
  1-
  2
  4
  0
  tid
  n
  a
  B
  5
  0
  1-
  1
  0
  1
  re
  b
  ra
  B
  6
  0
  1
  eld
  a
  e
  B
  0
  5
  1-
  7
  0
  1
  ra
  g
  g
  e
  B
  0
  0
  2-
  1
  5
  1
  re
  kresre
  B
  0
  2
  2-
  1
  0
  2
  h
  ti
  m
  s
  k
  c
  al
  B
  0
  3
  2-
  1
  2
  2
  h
  ti
  m
  s
  e
  d
  al
  B
  0
  5
  2-
  1
  3
  2
  re
  w
  er
  B
  0
  7
  2-
  1
  5
  2
  re
  h
  ctu
  B
  0
  9
  2-
  1
  7
  2
  retn
  e
  p
  ra
  C
  5
  9
  2-
  1
  9
  2
  re
  v
  ra
  C
  5
  2
  3-
  6
  9
  2
  dia
  m
  re
  b
  m
  a
  h
  C
  0
  6
  3-
  6
  2
  3
  k
  o
  o
  C
  5
  6
  3-
  1
  6
  3
  d
  re
  h
  w
  o
  C
  5
  7
  3-
  6
  6
  3
  dia
  m
  yria
  D
  0
  8
  3-
  6
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  0
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  9
  er
  o
  h
  W
  
  204
  Chapter 7: Occupation
  Serf Occupations
  Serf occupations are listed in the following table.  Although there are far more serf than peasant
  occupations, far more peasants exist than serfs.  If it is necessary to randomly determine a serf’s occupa-
  tion, then roll 1d1000 and consult the following table:
  s
  n
  oit
  a
  p
  u
  c
  c
  O
  fr
  e
  S
  llo
  R
  tl
  u
  s
  e
  R
  llo
  R
  tl
  u
  s
  e
  R
  llo
  R
  tl
  u
  s
  e
  R
  2
  0
  0-
  1
  0
  0
  ta
  b
  o
  rc
  A
  4
  2
  2-
  1
  2
  2
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  y
  D
  0
  8
  4-
  6
  7
  4
  re
  e
  niat
  n
  u
  o
  M
  7
  0
  0-
  3
  0
  0
  re
  n
  oitid
  n
  o
  C
  la
  m
  in
  A
  8
  2
  2-
  5
  2
  2
  rele
  m
  a
  n
  E
  5
  8
  4-
  1
  8
  4
  lerts
  ni
  M
  /
  n
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  u
  M
  1
  1
  0-
  8
  0
  0
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  p
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  A
  2
  3
  2-
  9
  2
  2
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  n
  E
  0
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  6
  8
  4
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  A
  8
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  A
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  9
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  a
  P
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  2
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  5
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  ass
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  P
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  C
  -e
  ni
  W
  
  205
  Chapter 7: Occupation
  Noble Occupations
  Noble occupations are listed in the follow-
  ing table.  If it is necessary to randomly determine a
  noble’s occupation, then roll 1d1000 and consult the
  following table:
  s
  n
  oit
  a
  p
  u
  c
  c
  O
  el
  b
  o
  N
  llo
  R
  tl
  u
  s
  e
  R
  0
  5
  0-
  1
  0
  0
  tsitr
  A
  5
  7
  0-
  1
  5
  0
  niss
  ass
  A
  0
  0
  1-
  6
  7
  0
  d
  ra
  B
  0
  4
  1-
  1
  0
  1
  retsirra
  B
  0
  5
  1-
  1
  4
  1
  rele
  h
  to
  r
  B
  1
  5
  1
  r
  olle
  c
  n
  a
  h
  C
  0
  5
  2-
  2
  5
  1
  krel
  C
  0
  5
  3-
  1
  5
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  n
  as
  etr
  u
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  C
  0
  0
  4-
  1
  5
  3
  r
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  o
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  0
  1
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  1
  0
  4
  diu
  r
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  5
  2
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  e
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  n
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  0
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  6
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  4
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  5
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  d
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  0
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  lerts
  ni
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  n
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  u
  M
  5
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  6
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  rets
  a
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  lo
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  S
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  h
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  7
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  q
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  1-
  6
  7
  9
  er
  o
  h
  W
  Royal Occupations
  The occupation of a royal character is de-
  termined with the following table, and is not cho-
  sen.  To randomly determine a royal occupation,
  roll 1d1000 and consult the following table:
  s
  n
  oit
  a
  p
  u
  c
  c
  O
  la
  y
  o
  R
  llo
  R
  tl
  u
  s
  e
  R
  0
  0
  3-
  1
  0
  0
  niatfeih
  C
  0
  0
  8-
  1
  0
  3
  y
  d
  a
  L
  /
  d
  r
  o
  L
  5
  7
  9-
  1
  0
  8
  ss
  e
  n
  o
  ra
  B
  /
  n
  o
  ra
  B
  7
  9
  9-
  6
  7
  9
  ss
  e
  h
  c
  u
  D
  /
  e
  k
  u
  D
  9
  9
  9-
  8
  9
  9
  ss
  e
  c
  nir
  P
  /
  e
  c
  nir
  P
  0
  0
  0,1
  n
  e
  e
  u
  Q
  /
  g
  ni
  K
  Advancing Levels
  Each occupation for a character has goals
  that are different, yet the same; each character ad-
  vances by accomplishing goals specific to their oc-
  cupation.  For example, warriors generally advance
  by attacking foes in open combat, while wizards
  advance by casting spells and thereby gain more fa-
  miliarity with magic.  It is the player’s responsibility
  to keep track of what their character has done that
  counts toward their advancement.  At the end of
  each gaming session, the Aedile will review the ac-
  complishments of the characters and award points
  accordingly.
  While the goals of each occupation are dif-
  ferent, the number of Advancement Points (AP)
  required to advance in level are the same regardless
  of occupation.  On the table below, regardless of
  occupation a character must accumulate 1,000 AP
  to advance to 2nd level, though training may be re-
  quired (see Training later in this chapter).
  le
  v
  e
  L
  P
  A
  1
  0
  0
  0,1
  2
  0
  0
  0,2
  3
  0
  0
  0,4
  4
  0
  0
  0,8
  5
  0
  0
  0,6
  1
  6
  0
  0
  0,2
  3
  7
  0
  0
  0,4
  6
  8
  0
  0
  0,8
  2
  1
  9
  0
  0
  0,6
  5
  2
  0
  1
  0
  0
  0,2
  1
  5
  1
  1
  0
  0
  0,4
  2
  0,1
  2
  1
  0
  0
  0,8
  4
  0,2
  3
  1
  0
  0
  0,6
  9
  0,4
  4
  1
  0
  0
  0,2
  9
  1,8
  5
  1
  0
  0
  0,4
  8
  3,6
  1
  6
  1
  0
  0
  0,8
  6
  7,2
  3
  7
  1
  0
  0
  0,6
  3
  5,5
  6
  8
  1
  0
  0
  0,2
  7
  0,1
  3
  1
  9
  1
  0
  0
  0,4
  4
  1,2
  6
  2
  0
  2
  0
  0
  0,8
  8
  2,4
  2
  5
  For more information on how a character
  advances in level, see Chapter 16: Advancement.
  
  206
  Chapter 7: Occupation
  Format
  Initially, each occupation is introduced.
  Ability Requirements: In order to legiti-
  mately be a member of the occupation in question,
  minimum ability requirements must be met.  For
  instance, warriors generally require Strength.  It is
  possible for a remarkably weak character to con-
  sider themselves a warrior, but it is doubtful that the
  military would hire a weak soldier.
  Gender: Sometimes occupations tend to be
  characterized by one gender over another.  For in-
  stance, there are no female druids.
  Race: As the races offered to players for
  their characters are diverse, some races are better
  suited at different occupations.  For example, anakim
  are well-suited to be gladiators.
  Disposition: Some occupations tend to be
  occupied by characters with certain ethical and moral
  dispositions.  For instance, it should be virtually
  impossible to find an ethical and moral assassin.
  Temperament: Some occupations tend to
  be occupied by characters with certain tempera-
  ments.  For instance, it should be virtually impos-
  sible to find a sanguine ruffian.
  Sociality: Oftentimes, occupations differ
  according to social class and urbanity.  For example,
  assassins in hamlets are as rare as berserkers in civi-
  lized capital cities.
  Religion: Occupations may be characterized
  by religion.  The likelihood, for instance, of finding
  an atheistic hierophant is very small.
  Skills: Certain occupations are better gifted
  in certain skills, sometimes because they formally
  train in them, and other times because these are the
  type of characters attracted to the occupation.  The
  purpose of listing skills here is to grant bonuses in
  addition to the character’s initial roll for Skill Points
  as determined in the beginning of Chap. 8: Skills.  If
  a character switches occupations after already hav-
  ing gained a level in their current occupation, these
  new skills are not freely gained; instead, Skill Points
  must be invested as usual after level advancement.
  Normally, only 5 Skill Points may be initially put into
  a skill.  The granted points in the bonus skills are in
  addition to this normal limit.
  Equipment: Adventuring occupations may
  limit the type of weapon, armor, or apparel.  For
  example, bards do not play lutes while wearing
  platemail.  Occupations for the general public may
  have equipment that is necessary for their occupa-
  tion listed, such as an anvil for a blacksmith.
  Magic Points: Usually, both priests (druids
  and hierophants) and wizards (mages and sorcer-
  ers) are able to cast spells.  Magic Points (MP) are
  listed here, if applicable.
  Advancement Points: Different occupa-
  tions gain Advancement Points (AP) by different
  means.  For instance, warriors advance by killing foes
  on the battlefield, while pick pockets advance by suc-
  cessfully picking pockets.
  Training: Before characters of some occu-
  pations can receive the benefits of advancing a level,
  they must train properly.  Not all occupations re-
  quire training prior to advancing an occupational
  level.
  Guild: Some occupations are governed by
  guilds.  Information regarding the structure of guilds
  and their statutes is listed here, including how many
  years an apprentice must serve, whether or not a
  masterpiece must be produced to become a jour-
  neyman, and criteria to become a journeyman or
  master.
  
  207
  Chapter 7: Occupation
  Acrobat
  Acrobats are entertainers who are talented
  regarding Agility, Balance, Climbing, Juggling, and
  Jumping.  Oftentimes, acrobats travel from town to
  town, entertaining the public with their daring feats.
  Usually, groups of acrobats work together to satisfy
  the crowd.  A common feat is for an acrobat to
  throw knives at a character on a wall, not to hit them
  but to get as close as possible and impress the crowd
  with their superior Aim skill.  Walking a tightrope is
  also a trademark feature.  Acrobats thrive on im-
  pressing crowds with dangerous acts.  Daily wages
  are 5 s.p.
  Ability Requirements: Physical Fitness 110,
  Strength (must be able to bench press own weight),
  Hand-Eye Coordination 110, Agility 110, Intelligence
  80, and Drive 105.
  Gender: Female acrobats are uncommon.
  Race: Any but ogre and troll.
  Disposition: Any.
  Temperament: Acrobats tend not to be
  phlegmatic.
  Sociality: Serf.
  Religion: Any.
  Skills: Aim + 3, Animal Handling + 3, Bal-
  ance + 8, Climb + 3, Juggling + 5, Jump + 5, Rope
  Use + 3, and 1 Weapon (Specific).
  Equipment: Acrobats usually prefer light
  armor or none at all, so that armor does not restrict
  their acrobatic movement.  The most common
  weapons of acrobats are throwing knives and a well-
  balanced quarterstaff.
  Magic Points: Inapplicable.
  Advancement Points: Acrobats gain AP
  with each successful skill check for the skills listed
  above when under life-threatening conditions or risk
  of serious injury.  Hence, an acrobat who success-
  fully balances themselves on a chair receives no AP,
  while one who successfully balances themselves on
  a tightrope over a starving beast gains AP.  The points
  gained equal twice the adjusted number that passed
  the skill check.  Acrobats must train to advance.
  Training: 1 week.  Training consists of
  learning new feats.  An acrobat must train with an
  acrobat higher in occupational level.
  Guild: None.
  Animal Conditioner/Handler
  This occupation specializes in either train-
  ing or subduing animals that are either domesticated
  or wild.  An animal conditioner or handler may work
  with a wide variety of animals, but most commonly
  includes: dogs, falcons, and horses.  Daily wages are
  typically 7 s.p.
  Ability Requirements: Intelligence 75,
  Drive 100, and Intuition 110.
  Gender: Both males and females are com-
  mon animal conditioners/handlers.
  Race: Any but ogre and troll.
  Disposition: Animal conditioners/handlers
  may be of any disposition, but are commonly moral.
  Temperament: Animal conditioners/han-
  dlers tend not to be phlegmatic.
  Sociality: Peasant or serf.
  Religion: Any.
  Skills: Animal Conditioning + 5, Animal
  Handling + 5, and Grooming + 3.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each animal that
  has been successfully trained in all respects for at
  least 3 months, the animal conditioner acquires 1
  AP for every point when the Intelligence of the
  animal is subtracted from 100.  For each subdued
  domestic animal, an animal handler acquires 3 AP.
  For each subdued wild animal, an animal handler
  acquires 10 AP.
  Training: None.
  Guild: None.
  
  208
  Chapter 7: Occupation
  Appraiser
  This occupation specializes in appraising
  gems and precious metals, not magical items.  Hav-
  ing far-sighted Vision is a detriment to any appraiser;
  a penalty is applied to the Appraise skill check.  Daily
  wages are typically 11 s.p., earning 1 s.p. per item to
  be appraised.
  Ability Requirements: Analytic Intelligence
  90 and Intelligence (overall) 75.
  Gender: Female appraisers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Appraise + 5.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each appraisal,
  the appraiser acquires 1 AP.
  Training: None.
  Guild: Jewelers’ Guild.  Each apprentice
  must serve 10 years.  Once an apprentice for 10 years,
  they may apply for employment as a journeyman
  with the guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Armorer
  This occupation demands skill that is more
  technical than that of a blacksmith.  These smiths
  specialize in the manufacture of armors such as
  chainmail and platemail.  On average, armorers
  charge 1 s.p. to clean the rust from each piece of
  armor.  Daily wages are typically 12 s.p.
  Ability Requirements: Strength 90, Spa-
  tial Intelligence 90, and Intelligence (overall) 85.
  Gender: Female armorers are rare.
  Race: Troll platemail is most valued, fol-
  lowed by dwarven armor. Human armor is consid-
  ered the norm, though bugbear and kobold armor
  is acceptable.  Ogres, borbytingarna, and hill trolls
  do not make armor.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any, but most favor gods of war.
  Skills: Armorsmithing + 5, Blacksmithing
  + 8, and Haggling + 3.
  Equipment: Armorsmithing requires access
  to a forge, anvil, hammers, tongs, and many fine
  tools.
  Magic Points: Inapplicable.
  Advancement Points: For each suit of
  chainmail crafted, an armorer acquires 5 AP.  For
  each suit of platemail crafted, an armorer acquires
  20 AP.
  Training: None.
  
  209
  Chapter 7: Occupation
  Guild: Smiths’ Guild.  Each apprentice must
  serve 10 years.  All members are prohibited from
  injuring each other including apprentices, or their
  property.  Members accused of violating this prohi-
  bition are banished from the guild, if not the com-
  munity.  All members are discouraged by a 100 s.p.
  fine from helping smiths outside of their guild, as
  well as making illegal keys or tools for thieves.  Ap-
  prentices must pay 200 s.p. to join the guild as a
  journeyman, though sons of members may join for
  free.  If any member has more charcoal than needed,
  then it may only be sold to other members at a fixed
  price, and no member may purchase more than nec-
  essary for their work.  Violators regarding charcoal
  pay 100 s.p.  A master may not have more than 2
  apprentices or own a slave; otherwise, a fee of 100
  s.p. is charged.
  Once an apprentice for 10 years, they may
  apply for employment as a journeyman with their
  guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Artist
  This occupation is usually freelance, consist-
  ing of those who prefer to paint or sculpt.  The
  artist must choose a specialty.  If multiple forms of
  art are pursued, then separate occupations must be
  noted.  Daily wages are typically 4 s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 110, Spatial Intelligence 100, and Intuition
  90.
  Gender: Female artists are uncommon, un-
  less elven.
  Race: Bugbear art is always sexual or vio-
  lent, and usually both; bugbear painters are rare com-
  pared to sculptors.  Dwarven painters are also rare
  compared to sculptors of stone or casting metal,
  though elven sculptors are rare compared to paint-
  ers.  Dark elven art usually depicts orgies, while light
  elven art is innocent.  Humans produce art of mod-
  erate quality in general.  Kobolds specialize in sculpt-
  ing silver; dominance and submissiveness are not
  only features, but criteria.  Ogre art may exist, but it
  is unappreciated.  Subterranean trolls are expert
  smiths, so sculptors exist, but many artists prefer
  painting because it is quiet; the most common sub-
  ject among subterranean trolls is female beauty.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf or noble.
  Religion: Any.
  Skills: The skill appropriate to the specific
  type of art receives a + 5.  Possible art forms in-
  clude: Painting or Sculpture.
  Equipment: Either pigments and brushes
  for painting or a variety of equipment for sculpting,
  such as material (stone, bronze, clay, etc.), chisels,
  knives for carving, or possibly a forge for casting.
  Magic Points: Inapplicable.
  Advancement Points: For each piece of
  artwork completed, 1 AP is acquired per 2 hours
  invested.
  Training: None.
  Guild: Artists’ Guild.  Each apprentice must
  serve 7 years.  A masterpiece must be produced to
  become a journeyman.
  
  210
  Chapter 7: Occupation
  Assassin
  Thieves are popular both in cities and the
  wilderness.  They are a constant threat to any soci-
  ety.  In general, thieves tend toward unethical dis-
  positions, though some spies or assassins may be
  very loyal.  There are 5 classes of thief, including
  the assassin1, bandit, pick pocket, ruffian, and spy.
  For any character to hire the expensive ser-
  vices of an assassin, the assassin must have an above-
  average reputation in requisite abilities; otherwise,
  any drunk could be hired in a bar.  Assassins are
  thieves, but they are regarded as professionals.
  Assassins often develop a favored method
  of assassination, something of which becomes pe-
  culiar to their personal touch or style.  For some
  assassins, a ritual is performed with the cadaver of
  the victim, such as removing their eyes from their
  sockets and stuffing them up the victim’s nose.  For
  other assassins, they focus on 1 strict manner of
  murder, specializing in it beyond all others.  For ex-
  ample, throat-slitting with a chosen weapon is a spe-
  cialized method of murder.  Usually, personal style
  is explored as they practice killing characters and
  become familiar with the occupation.
  Upon advancing an occupational level, all as-
  sassins must declare their personal style: either a ritual
  or a specialized means of murder.  Rituals tend to
  enhance the popularity of an assassin, which usually
  brings higher wages.  A specialized murderous
  method increases the likelihood of instantly killing
  the intended victim when the method is employed
  successfully.  The player must announce the special-
  ized murderous method to the Aedile; popular
  choices include throat-slitting, eye-gouging, stran-
  gulation, hitting the temple of the head, and stab-
  bing into the armpit so the lungs fill with blood and
  the victim dies within a minute -- drowning from
  their own blood.
  If a character specializes in a specific tech-
  nique of murder, then everything about this method
  consumes them; it becomes the goal of their life to
  master this technique, and it is studied and consid-
  ered, if not practiced, at every waking opportunity.
  Specializing in a murderous method, with practice,
  allows an assassin to instantly kill a foe regardless of
  their LP upon rolling high enough on their attack
  roll after they have declared that they are using their
  specialized murderous technique.  Perfect applica-
  tion of the murderous technique and the instant
  death of the victim is a Memorable Murder.
  Initially, achieving a Memorable Murder oc-
  curs only when an unmodified 30 is rolled for an
  attack skill check, provided that the specialized mur-
  derous technique is attempted.  If a Memorable Mur-
  der results, then the victim dies instantly, regardless
  of LP; the assassin flawlessly used the murderous
  technique.  In later years, assassins are likely to re-
  flect on these murders, forgetting the rest, except
  for Memorable Mistakes (see below).  As occupa-
  tional level increases, the odds of Memorable Mur-
  der increase exponentially; consult the following
  table:
  r
  e
  d
  r
  u
  M
  el
  b
  a
  r
  o
  m
  e
  M
  nis
  s
  a
  s
  s
  A
  fo
  le
  v
  e
  L
  d
  e
  d
  e
  e
  N
  llo
  R
  k
  c
  att
  A
  d
  eifi
  d
  o
  m
  n
  U
  5-
  2
  0
  3
  8-
  6
  8
  2
  9
  6
  2
  9
  >
  4
  2
  There may be instances when this is unrea-
  sonable and the Aedile may rule that Memorable
  Murder does not happen.  For example, if an assas-
  sin is specialized in strangulation and attacks an adult
  dragon.  No matter how perfected the choking tech-
  nique becomes, a dragon’s neck is simply too big for
  it to be choked effectively by a humanoid.
  1.  The word ‘assassin’ did not originate in Europe, so its use here contradicts a premise of F.A.T.A.L.  However, no other
  English word shares the same connotations as ‘assassin’.
  
  211
  Chapter 7: Occupation
  The counterpart of a Memorable Murder,
  however, is a Memorable Mistake.  The likelihood
  of making a Memorable Mistake while an assassin
  employs their specialized murderous technique de-
  creases as the assassin increases in occupational level;
  the higher the level of the assassin, the lower the
  likelihood of a Memorable Mistake.  A Memorable
  Mistake is distinctly different from a Fumble (see
  Chap. 10: Combat).  A Memorable Mistake may not
  have the physical consequences of a Fumble, though
  at higher levels they both only occur together.  A
  Memorable Mistake is literally a mistake made when
  attempting to employ the specialized murderous
  technique.  This mistake may not have combat con-
  sequences, but it certainly affects the assassin, since
  the assassin specializes in the chosen technique and
  therefore invests so much in it.  For every attack roll
  made after the player declares that their assassin will
  attempt their murderous technique, results that con-
  stitute a Memorable Mistake are listed below:
  e
  k
  atsi
  M
  el
  b
  a
  r
  o
  m
  e
  M
  nis
  s
  a
  s
  s
  A
  fo
  le
  v
  e
  L
  d
  e
  d
  e
  e
  N
  llo
  R
  k
  c
  att
  A
  d
  eifi
  d
  o
  m
  n
  U
  5-
  2
  9
  8-
  6
  6
  9
  4
  9
  >
  3
  For every Memorable Mistake that occurs,
  the assassin must pass a Common Sense sub-ability
  check at TH 10 or acquire a Random Mental Illness
  (see Chap. 5: Mind).
  Upon attaining 3rd level as an assassin, and
  assuming all assassinations have happened within the
  same town, the average character bumped into on
  the street will have heard (20% of the time) of the
  style of murder becoming problematic.  This chance
  increases by 5% per level gained beyond 3rd, though
  no higher than 90% may be obtained.
  Ability Requirements: Physical Fitness 105,
  Hand-Eye Coordination 110, Agility 110, Reaction
  Speed 105, Intelligence 85, Drive 105, and Intuition
  105.
  Gender: Female assassins are rare, though
  female courtesans have been known to work as as-
  sassins.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Assassins tend to be ethical
  and are most often immoral.
  Temperament: Assassins tend to be mel-
  ancholic.
  Sociality: Serf or noble.  Noble assassins
  are paid more for their services than serf assassins.
  Religion: Any immoral god, though some
  assassins are irreligious.
  Skills: Aim + 3, Disguise + 3, Haggling + 3,
  Hide + 3, Silence + 3, Toxicology + 5, and 1 Weapon
  (Specific).
  Equipment: Assassins always restrict them-
  selves to light armor, such as leather.  Favored weap-
  ons of assassins tend to be the garrote, dagger, sti-
  letto, and any bow.
  Magic Points: Inapplicable.
  Advancement Points: Assassins gain AP by
  successfully killing a character whom they have been
  hired to kill.  Points gained equal the target’s LP mul-
  tiplied by the equivalent of the agreed-upon wages
  in s.p.  An assassin must train to advance a level.
  Training: 3 weeks.  To train, an assassin must
  learn better killing techniques and better methods
  to get close to a victim unnoticed.  An assassin must
  train with an assassin higher in occupational level.
  Guild: None.
  UTINAM.CONUIRATI.TE.IN.FORO.INTERFICIANT
  May conspirators assassinate you in the hall.
  
  212
  Chapter 7: Occupation
  Bailiff
  The duty of a bailiff is to be a chief law
  officer and manager of a lord’s manor.  He repre-
  sents the lord to both the villagers and strangers.
  Often, the bailiff protects local villagers against char-
  acters from another lord.  The bailiff also tortures
  apprehended criminals, though not in all human
  communities and never in communities of light elves
  or white dwarves.
  The main concern of a bailiff is manage-
  ment.  The bailiff can read and write.  He must make
  sure that crops and stock are tended properly, and
  that the manor is supplied from outside of the vil-
  lage.  A formidable list of purchases include mill-
  stones, iron, building timber and stone, firewood,
  nails, horseshoes, carts, cartwheels, axles, iron tires,
  salt, candles, parchment, cloth, utensils for dairy and
  kitchen, slate, thatch, quicklime, quicksilver, tar, bas-
  kets, livestock, and food.
  There are 2 other uncommon officials who
  are subordinate to the bailiff: the macebearer
  (claviger) and the serjeant.  These subordinate offi-
  cials are soldiers from a nearby town or city.  The
  reeve is the chief official who is subordinate to the
  bailiff.  The bailiff’s residence is the lord’s manor
  house.  The main room, the hall, is the setting for
  the manorial court, but otherwise it remains at the
  disposal of the bailiff.  Daily wages are typically 10
  s.p.
  Ability Requirements: Intelligence 85.
  Gender: Male only.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any, but usually ethical.
  Temperament: Any.
  Sociality: Peasant.
  Religion: Any.
  Skills: Etiquette + 3 and Law + 3.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For every legal case
  won against another village, 10 AP is acquired. For
  every month that the lord’s manor has been sup-
  plied properly, 10 AP is acquired.
  Training: None.
  Guild: None.
  Baker
  This occupation specializes in baking bread
  and preparing various edible products.  Flour, the
  main ingredient, is purchased from millers.  Prices
  of different loaves of bread are legally fixed for a
  baker, as are the weights.  Bakers must mark their
  bread with their own trademark.  A baker who cheats
  on quality is sent to the stocks with 1 of their fraudu-
  lent loaves hung around their neck.  Daily wages are
  typically 7 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female bakers are uncommon.
  Race: Any but ogre and troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Peasant or serf.
  Religion: Any.
  Skills: Cooking + 5, Haggling + 3, and Smell
  + 3.
  Equipment: Baking requires a hearth.
  Magic Points: Inapplicable.
  Advancement Points: For every loaf of
  bread baked, 1/10th of 1 AP is acquired.
  Training: None.
  Guild: Bakers’ Guild.  Each apprentice must
  serve 4 years.  By guild statute, the maximum allow-
  able profit is 4 s.p. per measure of grain.
  Once an apprentice for 4 years, they may
  apply for employment as a journeyman with their
  guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  213
  Chapter 7: Occupation
  Bandit
  Thieves are popular both in cities and the
  wilderness.  They are a constant threat to any soci-
  ety.  In general, thieves tend toward unethical dis-
  positions, though some spies or assassins may be
  very loyal.  There are 5 classes of thief, including
  the assassin, bandit, pick pocket, ruffian, and spy.
  Also called highwaymen, bandits reside in
  rural areas and usually ambush and violently rob
  those who travel through the wrong place at the
  wrong time.
  A pirate is a type of bandit who is sea-going
  instead of land-based.  A pirate is also skilled at sail-
  ing and advances both as a bandit and as a sailor.
  Ability Requirements: None.
  Gender: Female bandits are uncommon.
  Race: Any.
  Disposition: Bandits tend to be unethical
  and  immoral.
  Temperament: Bandits tend to be phleg-
  matic.
  Sociality: Peasant or escaped slave; this  is
  why they need to rob.
  Religion: Any.  Many are irreligious.
  Skills: Aim + 3, Hide + 3, Silence + 3, Track-
  ing + 5, and 2 Weapons (Specific).
  Equipment: Bandits prefer light armor so
  that they may ambush others, react quickly, and move
  unhindered.  Bandits prefer bows and usually have
  cheap weapons, but depending on the circumstances,
  use whatever is most appropriate.
  Magic Points: Inapplicable.
  Advancement Points: Bandits gain AP by
  ambushing and robbing characters.  For every silver
  piece or equivalent in treasure stolen in such a way,
  bandits gain 1 AP.  For every successful attack in an
  ambush, bandits gain AP equal to half of the amount
  of damage dealt.
  Training: None.
  Guild: None.
  Barber
  This occupation specializes in cutting and
  styling hair.  In some cultures, hairstyles are very
  important and a sign of affluence.  Additionally, a
  barber shaves male facial hair and pulls teeth as ser-
  vices.
  Barbers are most famous for styling hair.  To
  determine the quality of a haircut, see Hairstyling in
  Chapter 8: Skills.
  By custom, a barber will not shave a charac-
  ter more than once per week.  Only a rough shave
  can be achieved, so faces of adult males are stubbly.
  Barbers do not shave or cut the hair of slaves or
  barbarians from uncivilized lands.
  Bloodletting is done commonly by barbers,
  some of whom have abandoned the shave and a
  haircut to devote themselves solely to bloodletting.
  Many also specialize in pulling teeth.  Ow-
  ing to poor diet, teeth are a chronic health problem,
  more because of bad gums than cavities.  Wealthy
  patients have been known to pay as much as 5 s.p.
  for an extraction, while barbers get as much as 15
  s.p. for a bleeding.  Slaves and peasants are spared
  these luxuries.  Daily wages are typically 8 s.p.
  EXITUS.ACTA.PROBAT
  The end justifies the means.
  
  214
  Chapter 7: Occupation
  Ability Requirements: Hand-Eye Coordi-
  nation 100, Spatial Intelligence 100, and Intelligence
  (overall) 80.
  Gender: Female barbers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Peasant or serf.  Barbers are rarely
  seen in villages or hamlets.
  Religion: Barbers may worship any god.
  Skills: Haggling + 3 and 2 Weapons (Spe-
  cific).  The specific weapons are scissors and knives.
  Equipment: Knife and scissors.
  Magic Points: Inapplicable.
  Advancement Points: For every success-
  ful styling of hair of a new customer, 10 AP is ac-
  quired.  For each tooth pulled, the barber acquires
  10 AP.  For each character shaven, the barber ac-
  quires 10 AP.
  Training: None.
  Guild: Barbers’ Guild.  Each apprentice
  must serve 5 years.  Once an apprentice for 5 years,
  they may apply for employment as a journeyman
  with their guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Bard
  Wandering minstrels seek out adventure so
  that they may be inspired to craft wondrous ballads
  and other musical or poetic works.  Fame is very
  important to bards.  Daily wages are typically 5 s.p.
  Ability Requirements: Charisma 105,
  Hand-Eye Coordination 105, Enunciation 105, Lan-
  guage 105, Math 90, and Analytic 90.
  Gender: Female bards are uncommon.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Bards of all dispositions are
  possible, though most are not immoral.
  Temperament: Bards tend to be melan-
  cholic.
  Sociality: Serf or noble.
  Religion: Any.
  Skills: Acting Drama + 3, Buffoonery (com-
  edy) + 3, Comedy (Pun) + 3, Dance + 3, History
  Legends + 3, History Local + 3, Music (Counter-
  point) + 3, Music Theory + 3, Music Instrument +
  3, Persuasion + 3, and Storytelling + 3.
  Equipment:  If unable to afford a musical
  instrument, then it is assumed that the bard focuses
  on singing as their musical instrument.  Most bards
  restrict themselves to light armor or none at all.
  Magic Points: Inapplicable.
  
  215
  Chapter 7: Occupation
  Advancement Points: Bards gain AP with
  each successful skill check for the skills listed above.
  For musical skills and performances, the points
  gained equal the adjusted number that passed the
  skill check.  If a skill check is passed for 1 of the
  above skills, but it is not part of a musical perfor-
  mance or skill, then the points gained equal half of
  the adjusted number that passed the skill check.
  Training: None.
  Guild: Musicians’ Guild.  Each apprentice
  must serve 7 years.  A masterpiece must be pro-
  duced to become a journeyman.  The masterpiece
  must be a musical piece in which it is indisputable to
  the guild that it was composed as a result of adven-
  ture.  For example, the apprentice bard may employ
  musical devices that are foreign, or sing of foreign
  things that are verifiable to the guild.  Finally, the
  masterpiece must be acceptable both in terms of
  music theory and counterpoint.
  Once an apprentice for 7 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d100 days.
  Finally, the masterpiece must be performed before
  guild officials.  The performance constitutes a Mu-
  sical Instrument skill check.  The TH is determined
  by the Aedile depending on complexity.  The Aedile
  may overrule any masterpiece skill check, because
  those in the guild who review the apprentice may
  dislike them or choose to keep them as an appren-
  tice for some corrupt reason.
  For a journeyman to become a master, they
  must receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The Aedile decides the TH.
  Baron/Baroness
  This occupation is for royalty.  Only a king
  or queen can make a character become a baron or
  baroness.  If the character accepts, then the baron
  or baroness pledges allegiance to their king or queen.
  Then, the king or queen grants the baron or baron-
  ess a castle and shire, which is their fief.  A baron or
  baroness answers to a duke or duchess as well as the
  king or queen.  Otherwise, the baron or baroness
  may command the characters of their castle and shire
  as desired, who are their vassals.  Each hamlet and
  village on the land of the baron or baroness will be
  in the safekeeping of a lord or lady.  Each lord and
  lady on their land is subordinate to the baron or
  baroness.
  Additionally, a baron or baroness is usually
  a member of a council of the king or queen and
  must often travel to their court.  The daily duties of
  a baron or baroness are overwhelming.  Instead of
  lounging around their castle, a baron or baroness is
  busy constantly.  Daily wages are typically 50 s.p.
  Due to the military nature of this occupa-
  tion, most barons are experienced knights.
  Ability Requirements: Intelligence 85 and
  Common Sense 115.
  
  216
  Chapter 7: Occupation
  Gender: Barons are male, baronesses are
  female.
  Race: Anakim, bugbear, dwarf, human, and
  kobold.
  Disposition: Barons tend to be ethical.
  Temperament: Barons tend to be choleric
  and melancholic.
  Sociality: Royalty.
  Religion: Barons may worship any god en-
  dorsed by their king or queen.
  Skills: Cartography + 3, Etiquette + 3, Ge-
  nealogy + 3, Heraldry + 5, History (Cultural) + 3,
  History (Local) + 3, History (Military) + 3, Law +
  5, and Language (Read/Write).
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: A baron advances
  according to the profit and prosperity of their vas-
  sals and shire.  Every 7 years the wealth of each
  vassal is recorded.  If the wealth of the vassals in-
  creases by 5% since the previous record, then the
  baron increases 1 occupational level.  Every 6 months
  the economy is recorded, which is comprised of
  local and foreign trade.  If, as a whole, the local or
  foreign economy increases by 5%, then the baron
  increases 1 occupational level.
  Training: None.
  Guild: None.
  Barrister
  This occupation consists of council that is
  allowed to plead for a defendant in a trial.  To be a
  barrister, a character must have graduated from a
  university, specializing in law.  The manorial court
  of the lord of a hamlet or village will not allow a
  barrister to represent a defendant.  Not all cultures
  allow barristers, and many characters despise them
  since it is impossible for them to be objective re-
  garding the law.
  Barristers do not write contracts, such as wills
  -- this is the duty of a clerk.  However, it is common
  for barristers to negotiate or contest contracts.
  Each barrister receives piece-rate wages.
  Each fee is negotiated between the barrister and their
  potential client.  Daily wages are typically 50 s.p.,
  though this depends on the crime.
  Ability Requirements: Rhetorical Charisma
  120 and Intelligence 100.
  Gender: While a female may represent her-
  self or someone else in court, all barristers are male.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Barristers tend not to be
  phlegmatic.
  Sociality: Noble.
  Religion: Any.
  Skills: Acting (Drama) + 3, Etiquette + 5,
  Haggling + 5, Law + 5, Logic + 3, Persuasion + 5,
  Remember Detail + 5, Storytelling + 5, and Trick-
  ery + 5.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For every defendant
  who remains free without penalty due to represen-
  tation by the barrister, whether or not the defen-
  dant committed a crime, the barrister acquires 10
  AP for a trivial offense and 50 for a serious offense.
  Training: None.
  Guild: None.
  
  217
  Chapter 7: Occupation
  Beadle
  This occupation specializes in assisting a
  reeve.  A beadle is selected yearly from the popula-
  tion of the hamlet or village.  Daily wages are typi-
  cally 4 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female beadles are rare.
  Race: Human.
  Disposition: Any.
  Temperament: Any.
  Sociality: Peasant.
  Religion: Any.
  Skills: None.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For every month of
  service acceptable to the lord, 100 A.P. are acquired.
  Training: None.
  Guild: None.
  Beggar
  Arguably not an occupation, beggars liter-
  ally beg passersby for food and money.  Characters
  who opt to be beggars probably have no money or
  other options.  However, some beggars have money
  and simply prefer this occupation.  Daily, most beg-
  gars tend to recieve 2 s.p.
  Ability Requirements: None.
  Gender: Either.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Beggars tend to be phleg-
  matic, not sanguine.
  Sociality: Slave, peasant, or unemployed
  serf.
  Religion: Any.
  Skills: Haggling + 3.
  Equipment: A recepticle for coins is rec-
  ommended, such as a bowl or tankard.
  Magic Points: Inapplicable.
  Advancement Points: For every 10 silver
  pieces received, 1 AP is acquired as a beggar.
  Training: None.
  Guild: None.
  Berserker
  Fighters are those who are capable foes, but
  not formally trained.  3 classes of fighters exist as
  characters: berserkers, bounty hunters, and rangers.
  The least formally trained of all occupations,
  berserkers are known as uncivilized and characters
  who easily lose control.  In fact, berserkers are un-
  familiar with notions of ethics or morality.  A ber-
  serker is usually from a barbarian civilization.  What
  makes a berserker distinct from any other class of
  fighter is that a berserker ingests magic mushrooms
  prior to battle.  While under the influence of the
  psychedelic drug, the berserker goes berserk.  See
  Chapter 2: Body for the effects of magic mushrooms.
  Ability Requirements: Strength 110.
  Gender: Female berserkers are rare.
  Race: Anakim, bugbear, human, and kobold.
  Disposition: Berserkers must be unethical
  and are rarely moral.
  Temperament: Berserkers tend to be cho-
  leric.
  Sociality: Berserkers are peasants, as are all
  uncivilized characters.
  Religion: Berserkers are often irreligious.
  Skills: Animal Handling + 3, Brawling + 5,
  Dismemberment + 3, Hunting + 3, Hurl + 3, In-
  timidation + 5, Mangling + 3, Nature (Animals) +
  3, Tanning + 3, Tracking + 3, Trapping + 3, 2 Weap-
  ons (Specific), Wilderness Lore + 3, and Wrestling
  + 3.
  Equipment: Most berserkers prefer to wear
  only hide or leather armor.  Favored weapons in-
  clude the footman’s war hammer, broad sword, long
  sword, battle axe, bipennis, and pole axe.
  Magic Points: Inapplicable.
  Advancement Points: Berserkers gain AP
  with each successful attack in combat.  The points
  gained equal the resulting damage done to a foe.
  Further, if combat occurred as part of a raid and
  led by the character’s barbarian clan or horde, then
  the berserker earns twice the AP.
  Training: None.
  Guild: None.
  
  218
  Chapter 7: Occupation
  Blacksmith
  This occupation specializes in the shaping
  of metal.  For more information, see the Blacksmith
  skill in Chapter 8: Skills.  Blacksmiths do not craft
  weapons or armor because of difficulty.  Daily wages
  are typically 5 s.p.
  Ability Requirements: Strength 100, Spa-
  tial Intelligence 90, and Intelligence (overal) 75.
  Gender: Female blacksmiths are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Peasant or serf.
  Religion: Any.
  Skills: Blacksmithing + 5 and Haggling + 3.
  Equipment: Forge, anvil, hammers, and
  tongs.
  Magic Points: Inapplicable.
  Advancement Points: For every project
  completed successfully, a blacksmith earns 1 AP.
  Training: None.
  Guild: Smiths’ Guild.  Each apprentice must
  serve 7 years.  All members are prohibited from in-
  juring each other including apprentices, or their
  property.  Members accused of violating this prohi-
  bition are banished from the guild, if not the com-
  munity.  All members are discouraged by a 100 s.p.
  fine from helping smiths outside of their guild, as
  well as making illegal keys or tools for thieves.  Ap-
  prentices must pay 200 s.p. to join the guild as a
  journeyman, though sons of members may join for
  free.  If any member has more charcoal than needed,
  then it may only be sold to other members at a fixed
  price, and no member may purchase more than nec-
  essary for their work.  Violators regarding charcoal
  pay 100 s.p.  A master may not have more than 2
  apprentices or own a slave; otherwise, a fee of 100
  s.p. is charged.
  Once an apprentice for 7 years, they may
  apply for employment as a journeyman with their
  guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  219
  Chapter 7: Occupation
  Bladesmith
  This occupation is a specialized caste of
  weaponsmiths that shapes and forges blades.  For
  those who observe chivalry, swords are only to be
  sold to knights; it is illegal for characters other than
  knights to own or carry a sword in many societies.
  A fuller is a shallow, central groove that light-
  ens the blade, but also increases its strength.  A pom-
  mel is the counterweight applied to the end of the
  tang.  The tang is a narrow, unsharpened part of the
  blade that runs through the handle.  The crossguard
  is the name for a crosspiece in front of the handle
  that protects the hands of the wielder.  The shoul-
  der is the name of the part of the blade where the
  tang and blade meet, and is where the crossguard is
  secured.  Leather is wrapped around the handle for
  the grip.  A waisted grip is when the middle of the
  grip is thicker than its ends, and is common on bas-
  tard swords.
  A bladesmith will re-sharpen a blade for 1
  s.p.  The sharpness of a blade affects damage (see
  Damage under Weapons in Chap. 9: Equipment).  Daily
  wages are typically 10 s.p.
  Ability Requirements: Strength 90, Spa-
  tial Intelligence 90, and Intelligence (overall) 85.
  Gender: Female bladesmiths are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Peasant or serf.
  Religion: Any.
  Skills: Haggling + 3 and Weaponsmithing
  + 5.
  Equipment: Forge, anvil, tongs, hammers,
  etc.
  Magic Points: Inapplicable.
  Advancement Points: For each weapon
  forged successfully, 1 AP is earned.
  Training: None.
  Guild: Smiths’ Guild.  Each apprentice must
  serve 10 years.  All members are prohibited from
  injuring each other including apprentices, or their
  property.  Members accused of violating this prohi-
  bition are banished from the guild, if not the com-
  munity.  All members are discouraged by a 100 s.p.
  fine from helping smiths outside of their guild, as
  well as making illegal keys or tools for thieves.  Ap-
  prentices must pay 200 s.p. to join the guild as a
  journeyman, though sons of members may join for
  free.  If any member has more charcoal than needed,
  it may only be sold to other members at a fixed
  price, and no member may purchase more than nec-
  essary for their work.  Violators regarding charcoal
  pay 100 s.p.  A master may not have more than 2
  apprentices or own a slave; otherwise, a fee of 100
  s.p. is charged.
  Once an apprentice for 10 years, they may
  apply for employment as a journeyman with their
  guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  220
  Chapter 7: Occupation
  Bookbinder
  This occupation specializes in binding books.
  For more information, see the Bookbinding skill in
  Chapter 8: Skills.
  A bookbinder will bind a book for 4 s.p.
  Daily wages are typically 8 s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 90 and Intelligence 85.
  Gender: Female bookbinders are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Bookbinding + 5 and Haggling + 3.
  Equipment: Whatever is necessary -- usu-
  ally leather, wood, metal, and glue.
  Magic Points: Inapplicable.
  Advancement Points: For each book
  bound, a bookbinder acquires 1 AP.
  Training: None.
  Guild: Bookbinders’ Guild.  Each appren-
  tice must serve 9 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 9 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 2 days.  The
  Aedile may overrule any masterpiece skill check, be-
  cause those in the guild who review the apprentice
  may dislike them or choose to keep them as an ap-
  prentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Bounty Hunter
  Fighters are those who are capable foes, but
  not formally trained.  3 classes of fighters exist as
  characters: berserkers, bounty hunters, and rangers.
  Usually, bounty hunters are employed to
  pursue fleeing villains and return them to justice.
  Bounty hunters, it must be noted, typically special-
  ize in either urban or wilderness settings, and only
  those who reach high level boast proficiency in both.
  Daily wages are typically 6 s.p.
  Ability Requirements: Strength 100, Drive
  100, Intelligence 85, Intuition 105, and Common
  Sense 100.
  Gender: Female bounty hunters are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Bounty hunters tend not to
  be sanguine.
  Sociality: Serf.
  Religion: Bounty hunters are usually not
  very religious, though they may be fanatical.
  Skills: Aim + 3, Brawling + 3, Direction
  Sense + 3, Intimidation + 3, Rope Use + 3, Search
  + 3, Sight + 3, Sprint + 3, Tracking + 8, 2 Weapons
  (Specific), and Wrestling + 3.
  Equipment: Usually, bounty hunters do not
  encumber themselves with heavy armors, but travel
  lightly so that they may move quickly and quietly
  when necessary.  Every bounty hunter seems to pre-
  fer a different weapon.
  Magic Points: Inapplicable.
  Advancement Points: Bounty hunters gain
  AP by fulfilling the goals of their employer, usually
  by returning villains to justice.  The points gained
  equal the LP of the criminal multiplied by the equiva-
  lent of the reward in gold pieces.  Further, for every
  successful attack on a foe, the bounty hunter gains
  AP equal to half of the damage done to the foe.
  Training: None.
  Guild: None.
  
  221
  Chapter 7: Occupation
  Bowyer
  This occupation specializes in crafting and
  selling archery bows.  Daily wages are typically 7 s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 100, Spatial Intelligence 100, and Intelligence
  (overall) 90.
  Gender: Female bowyers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Bowyer + 5 and Haggling + 3.
  Equipment: Wood and knife.
  Magic Points: Inapplicable.
  Advancement Points: For each archery
  bow crafted successfully, 1 AP is acquired.
  Training: None.
  Guild: Bowyers’ Guild.  Each apprentice
  must serve 9 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 9 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Brazier
  This occupation specializes in shaping and
  selling brass.  Daily wages are typically 5 s.p.
  Ability Requirements: Intelligence 85.
  Gender: Female braziers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Brass-smithing + 5 and Haggling +
  3.
  Equipment: Forge.
  Magic Points: Inapplicable.
  Advancement Points: For each project in-
  volving the shaping of brass in which it is shaped
  successfully, 1 AP is acquired by the brazier.
  Training: None.
  Guild: Smiths’ Guild.  Each apprentice must
  serve 7 years.  All members are prohibited from in-
  juring each other including apprentices, or their
  property.  Members accused of violating this prohi-
  bition are banished from the guild, if not the com-
  munity.  All members are discouraged by a 100 s.p.
  fine from helping smiths outside of their guild, as
  well as making illegal keys or tools for thieves.  Ap-
  prentices must pay 200 s.p. to join the guild as a
  journeyman, though sons of members may join for
  free.  If any member has more charcoal than needed,
  then it may only be sold to other members at a fixed
  price, and no member may purchase more than nec-
  essary for their work.  Violators regarding charcoal
  pay 100 s.p.  A master may not have more than 2
  apprentices or own a slave; otherwise, a fee of 100
  s.p. is charged.  Once an apprentice for 7 years, they
  may apply for employment as a journeyman with
  their guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  222
  Chapter 7: Occupation
  Brewer
  This occupation specializes in brewing al-
  cohol.  Ale and beer is brewed from barley and ce-
  real grains.  Wine is fermented grapes.  Mead is fer-
  mented honey.  The wine made by brewers cannot
  be sealed from the air.  Therefore, wine spoils within
  1 year.  Hence, there are no vintages of wine.  The
  best wine is fresh.
  Every village not only has its brewers, but
  has them all up and down the street.  Many, if not
  most, are women.  Brewing is freely permitted ev-
  erywhere.  Brewers may be fined for weak ale or
  faulty measure.  Not only barley, but oats and wheat
  are used along with malt as principle ingredients.
  The procedure is to make a batch of ale, display a
  sign, and turn a character’s house into a temporary
  tavern.  Daily wages are typically 6 s.p.
  Ability Requirements: Intelligence 80.
  Gender: Male brewers are uncommon.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Peasant or serf.
  Religion: Any.
  Skills: Brewing + 5, Haggling + 3, and Taste
  + 3.
  Equipment: Different equipment is neces-
  sary, depending on whether ale, beer, wine, or mead
  is brewed.  A large cauldron is necessary for ale and
  beer.
  Magic Points: Inapplicable.
  Advancement Points: For every keg of al-
  cohol brewed successfully, 1 AP is acquired by the
  brewer.
  Training: None.
  Guild: Brewers’ Guild.  Each apprentice
  must serve 4 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 4 years, they may
  make a skill check as they ferment their masterpiece.
  If passed at TH 36, then they become a journey-
  man.  If failed, then they may begin fermenting an-
  other masterpiece and make another skill check in
  1d10 days.  The Aedile may overrule any master-
  piece skill check, because those in the guild who re-
  view the apprentice may dislike them or choose to
  keep them as an apprentice for some corrupt rea-
  son.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  223
  Chapter 7: Occupation
  Brickmaker
  This occupation specializes in making bricks,
  which are blocks of clay.  Bricks may be dried in the
  sun, but are often baked in a kiln.  In some cultures,
  city and palace walls are made of bricks.  Daily wages
  are typically 4 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female brickmakers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Brickmaking + 5 and Haggling + 3.
  Equipment: A kiln.
  Magic Points: Inapplicable.
  Advancement Points: For every thousand
  bricks made successfully by a brickmaker, 1 AP is
  acquired.
  Training: None.
  Guild: Brickmakers’ Guild.  Each appren-
  tice must serve 6 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 6 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Brotheler
  This occupation specializes in the business
  of  prostitution, namely gathering and training
  whores.  A brotheler1 gathers females who appear
  attractive to males.  Sometimes, female infants are
  abandoned.  A brotheler may purchase a female in-
  fant as a slave, then raise and train the slave to be a
  whore.  Training a whore entails teaching her how
  to get the most money from a male, and how to
  please males.
  Brothels are popular and profitable far and
  wide.  Most brothelers hire 1 or more ruffians to
  stand near the exit of the brothel.  The ruffians en-
  sure that whoever leaves has paid and has not harmed
  a whore.  If a whore is harmed, then ruffians will
  intimidate the customer into paying for their dam-
  ages.  If the customer refuses or is unable to pay,
  then the ruffians will brawl or maim the customer.
  Future attempts may be made to recover payment
  for services rendered or injured whores.  Daily wages
  for a brotheler are typically 5 s.p. per whore.
  Usually, a brothel is built with public funds,
  such as taxes, and is leased to a manager, known as a
  brotheler.  The brotheler is responsible for recruit-
  ing whores and making sure whores follow rules.
  Brothelers provide board and lodging.  A municipal
  brothel is called a prostibulum publicum.  The mu-
  nicipal brothel is built at a main intersection in a
  community.  It is common for a whole neighbor-
  hood to be reserved for prostitution.  A brothel is
  known as a ‘good house’ or ‘great house’.
  Public baths also function as brothels.  Pub-
  lic baths do not outright employ whores, but cham-
  bermaids.  At a public bath, chambermaids must be
  attractive and skilled at both cleaning, Seduction, and
  Sexual Adeptness.  In addition to steam rooms, pub-
  lic baths also have bedchambers.  Some public baths
  have hours reserved only for 1 gender or the other.
  Otherwise, bath houses receive both genders.
  Aside from the municipal brothel, it is com-
  mon for a community to have numerous small, pri-
  vately-owned brothels.  The private brotheler retains
  2 or 3 chambermaids or whores on average.  These
  females may leave to visit their clients, or clients may
  be received in the private brothel.
  1. Information on brothelers has been obtained from Medieval Prostitution, by Jacques Rossiaud.  For more information, see
  the References section at the end of this book.
  
  224
  Chapter 7: Occupation
  The municipal brothel and the public baths
  are closed during epidemics, just as commercial gath-
  erings and dancing throughout the communities are
  prohibited.  Normally, however, brothels are open
  all day, every day.  Some brothelers have their whores
  undress in front of potential clients while in the
  brothel, so that the client may make a good deci-
  sion.
  The number of whores in the municipal
  brothel of a community tends to be 1% of the total
  population.  However, this does not include private
  brothels, public baths, freelancers and vagabonds,
  courtesans, and of  course, the occasional easy
  woman with loose morals.
  A female brotheler may be a wife who man-
  ages whores to improve her family budget with the
  consent of her husband.  A brothel may have a
  procuress.  A procuress is an experienced whore who
  recruits new whores.  A successful procuress must
  be knowledgeable and persuasive.  A procuress re-
  cruits rape victims, abandoned females, and solicits
  wives who feel constrained by marriage, as well as
  wives who are beaten.  A procuress even recruits
  new whores at hospitals.
  Although brothels do not accept married
  men, those who are foreign to the community are
  not turned away.  Except in bugbear brothels, a
  whore in a brothel rarely mentions clients who de-
  mand anal sex.  Heterosexual sodomy is less fre-
  quent than bestiality.
  The rape of a whore of a public brothel is
  punishable by a fee of 10 s.p.  The rape of easy
  women who have exposed themselves in public
  places or in the private brothel is not punishable.
  Ability Requirements: Intelligence 85.
  Gender: Either.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Brothelers tend not to be
  moral.
  Temperament: Any.
  Sociality: Serf or noble.
  Religion: Any.
  Skills: Cosmetics + 3, Haggling + 3 and In-
  timidation + 3.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For every 500 silver
  pieces collected from the whores, a brotheler ac-
  quires 1 AP.
  Training: None.
  Guild: None.
  
  225
  Chapter 7: Occupation
  Butcher
  This occupation specializes in cutting, pre-
  paring, and selling meat.  Animals such as chickens
  are kept alive so that the customer can decide which
  animal they want butchered.  Each morning at sun-
  rise, females who can afford to buy meat go to the
  butcher to select breakfast for the family.  Most of-
  ten, animals are butchered and preserved in the end
  of fall so that food may be supplied during the win-
  ter.  Butchered meat is preserved with salt or by
  smoking it.  Butchers are known for substituting hu-
  man flesh for swine, since both meats taste so much
  alike.  Daily wages are typically 9 s.p.
  Ability Requirements: Strength 90, Hand-
  Eye Coordination 100, and Intelligence 85.
  Gender: Female butchers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Peasant or serf.
  Religion: Any.
  Skills: Haggling + 3, Weapon (Specific).  The
  specific weapon is a cleaver.
  Equipment: Cleaver.
  Magic Points: Inapplicable.
  Advancement Points: For every 50 crea-
  tures butchered successfully, the butcher acquires 1
  AP.
  Training: None.
  Guild: Butchers’ Guild.  Each apprentice
  must serve 8 years.  This guild mandates that butch-
  ers must not mix the meat of male and female pigs,
  or male and female horses.  Violators must pay 100
  s.p. to the guild.  The dislike of mixing meat from
  different sexes is common to most characters.
  Once an apprentice for 8 years, they may
  apply for employment as a journeyman with their
  guild.  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Cabinetmaker
  This occupation specializes in building, deco-
  rating, and selling cabinets.  Typically, only nobility
  and royalty have cabinets of any kind.  Daily wages
  are typically 10 s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 90, Spatial Intelligence 90, and Intelligence
  (overall) 85.
  Gender: Female cabinetmakers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf
  Religion: Any.
  Skills: Carpentry + 5, Haggling + 3, and
  Weapon (Specific).  The specific weapon is a knife.
  Equipment: Wood and knives.
  Magic Points: Inapplicable.
  Advancement Points: For every cabinet
  built successfully, 1 AP is acquired by the cabinet-
  maker.
  Training: None.
  Guild: Cabinetmakers’ Guild.  Each appren-
  tice must serve 11 years.  A masterpiece must be
  produced to become a journeyman.
  Once an apprentice for 11 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d100 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  226
  Chapter 7: Occupation
  Carpenter
  This occupation specializes in woodwork-
  ing.  Daily wages are typically 7 s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 90, Spatial Intelligence 90, and Intelligence
  (overall) 80.
  Gender: Female carpenters are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Peasant or serf.
  Religion: Any.
  Skills: Carpentry + 5, Haggling + 3, and
  Weapon (Specific).  The specific weapon is a knife.
  Equipment: Wood and knives.
  Magic Points: Inapplicable.
  Advancement Points: For every 100
  pounds of lumber labored successfully, the carpen-
  ter acquires 1 AP.
  Training: None.
  Guild: Carpenters’ Guild.  Each apprentice
  must serve 7 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 7 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Carter/Teamster
  This occupation specializes in driving carts.
  Carters of raw materials are paid piece-rate, which
  is 1 s.p. per cartload.  Daily wages are typically 5 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female carters/teamsters are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Slave or serf.
  Religion: Any.
  Skills: Direction Sense + 3.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For every mile of
  driving a cart, 1 AP is acquired by the carter/team-
  ster.
  Training: None.
  Guild: None.
  
  227
  Chapter 7: Occupation
  Cartwright
  This occupation specializes in building and
  selling carts.  Daily wages are typically 6 s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 100, Spatial Intelligence 90, and Intelligence
  (overall) 85.
  Gender: Female cartwrights are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Carpentry + 5, Haggling + 3, and
  Weapon (Specific).  The specific weapon is a knife.
  Equipment: Wood and knives.
  Magic Points: Inapplicable.
  Advancement Points: For every cart suc-
  cessfully built, the cartwright acquires 10 AP.
  Training: None.
  Guild: Cartwrights’ Guild.  Each appren-
  tice must serve 9 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 9 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Carver
  This occupation specializes in carving fig-
  ures and designs into wood, metal, and stone.
  Kobold carvers are valued for carving unique de-
  signs on the backs of slaves.  Daily wages are typi-
  cally 10 s.p., or 15 s.p. for kobold carvers of flesh.
  Ability Requirements: Hand-Eye Coordi-
  nation 90 and Intelligence 75.
  Gender: Female carvers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Peasant or serf.
  Religion: Any.
  Skills: Weapon (specific).  The specific
  weapon is a knife.
  Equipment: A knife.
  Magic Points: Inapplicable.
  Advancement Points: For the successful
  completion of each project, a carver acquires 1 AP.
  Training: None.
  Guild: Carvers’ Guild.  Each apprentice
  must serve 8 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 8 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  228
  Chapter 7: Occupation
  Chambermaid
  A chambermaid1 is a female who is employed
  to clean.  A variety of masters or mistresses may
  employ chambermaids to perform a variety of du-
  ties.
  The master of a house may employ a cham-
  bermaid to clean his house, assist his wife, and plea-
  sure he and his sons.  The primary duty of the cham-
  bermaid may be any of the above.  Therefore, many
  chambermaids are employed as whores as well.
  Numerous chambermaids are impregnated by their
  master or his sons.
  The occupation of chambermaid is distinct
  from similar occupations, such as laundress.  If a
  chambermaid is required to clean clothing, then she
  will also be required to perform other duties.
  A manager (brotheler) of a public bath does
  not hire whores, but chambermaids who perform
  the duties of whores, though they do not admit pub-
  licly to it.  To work at a public bath, a chambermaid
  must be attractive, and skilled at Cleaning, Seduc-
  tion, and Sexual Adeptness, if not Contortion, Danc-
  ing, and Massage.  The average age is 20 for a hu-
  man chambermaid at a public bath.
  Married men who seek pleasure outside of
  marriage frequent the public bath.  Public baths are
  not subject to visits by the militia, the chambermaid/
  whores are younger, and adultery is safer in a public
  bath, because of numerous hiding places.  Cham-
  bermaids at public baths prefer married male cus-
  tomers, because they pay better and are of better
  social class, including nobles.
  By 30, the age shows of a human chamber-
  maid, and she is considered too old to work as a
  chambermaid at a public bath.  At this age, most
  chambermaids become married.  The unfortunate
  become beggars.
  Daily wages are typically 4 s.p.
  Ability Requirements: Common Sense 90.
  Gender: Female only.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Slave, peasant, or serf.
  Religion: Any.
  Skills: Cleaning + 5.
  Equipment: Depends on duties.
  Magic Points: Inapplicable.
  Advancement Points: For each successful
  day of cleaning that pleases the master or mistress,
  a chambermaid acquires 10 AP.
  Training: None.
  Guild: None.
  1. Information on chambermaids has been obtained from Medieval Prostitution, by Jacques Rossiaud.  For more information,
  see the References section at the end of this book.
  
  229
  Chapter 7: Occupation
  Chancellor
  A chancellor is the religious leader of the
  dominant local religion of a castle, citadel, or city.
  There is only 1 chancellor per castle.  Most chancel-
  lors are high-level hierophants.  To be a chancellor,
  a character must be at least a 1st level hierophant in
  the religion of which they are a leader.  However,
  the chancellor is not necessarily the highest level
  hierophant.  Each chancellor associates with local
  nobility and royalty, and is subservient to the local
  royalty.
  A chancellor may be appointed by local roy-
  alty.  However, replacing a chancellor who was popu-
  lar or powerful can be difficult, even for a popular
  or powerful royal character.  The chancellor often
  serves as a substitute for local royalty, such as when
  they are unavailable or sick.  Daily wages are typi-
  cally 60 s.p.
  Ability Requirements: Intelligence 100.
  Gender: Either.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Etiquette + 5, Religion (Cultural) +
  5, and Religion (Specific) + 5.
  Equipment: None.
  Magic Points: Determined by god and
  priesthood.
  Advancement Points: For every compet-
  ing religion that is driven away, converted, or which
  submits to the religion of the chancellor, the chan-
  cellor acquires 100 AP.  For each year in which the
  chancellor maintains the dominance of their reli-
  gion, the chancellor acquires 100 AP.
  Training: None.
  Guild: None.
  Chandler
  This occupation specializes in making and
  selling candles and soaps.  Daily wages are typically
  6 s.p.
  Ability Requirements: Intelligence 80.
  Gender: Male chandlers are uncommon.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Candlemaking + 5 and Haggling +
  3.
  Equipment: Wax and lye.
  Magic Points: Inapplicable.
  Advancement Points: For every thousand
  candles or soaps made, the chandler acquires 1 AP.
  Training: None.
  Guild: Chandlers’ Guild.  Each apprentice
  must serve 4 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 4 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  230
  Chapter 7: Occupation
  Charioteer
  This occupation specializes in either build-
  ing or driving chariots.  Daily wages are typically 8
  s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 100, Agility 100, and Intelligence 85.
  Gender: Female charioteers are rare.
  Race: Humans are the most popular chari-
  oteers, but others include anakim, bugbears, and
  kobolds.  Ogres and trolls do not use chariots.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Charioteering + 3.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For every chariot
  built successfully, a charioteer acquires 1 AP.  For
  every chariot driven for 10 miles during competi-
  tion, combat, or warfare, the charioteer acquires 1
  AP.
  Training: None.
  Guild: None.
  Cheesemaker
  This occupation specializes in making and
  selling cheese.  Daily wages are typically 6 s.p.  For
  more information on Cheesemaking, see Chapter 8:
  Skills.
  Ability Requirements: Intelligence 80.
  Gender: Female cheesemakers are rare.
  Race: Human.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Cheesemaking + 5 and Haggling +
  3.
  Equipment: Milk.
  Magic Points: Inapplicable.
  Advancement Points: For each batch of
  cheese produced successfully, a cheesemaker acquires
  1 AP.
  Training: None.
  Guild: Cheesemakers’ Guild.  Each appren-
  tice must serve 5 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 5 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  231
  Chapter 7: Occupation
  Chieftain
  This occupation specializes in leading and
  controlling others in a clan or tribe.  Daily wages are
  considered typically in goods or services, not cur-
  rency.
  Ability Requirements: None.
  Gender: Female chieftains are rare.
  Race: Anakim ,human, cliff  ogre, and
  gruagach ogre.
  Disposition: Any.
  Temperament: Any.
  Sociality: Royalty.
  Religion: Any.
  Skills: Intimidation + 3.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For every foe of the
  clan or tribe who is conquered in the presence of
  the chieftain, 5 AP is acquired.
  Training: None.
  Guild: None.
  Claspmaker
  This occupation specializes in shaping metal
  into small pieces that serve as clasps and hook to-
  gether.  Clasps are used on a variety of products,
  including: cabinets, chests, etc.  Besides clasps,
  claspmakers also make buckles, such as for belts.
  Claspmakers sell their clasps to other occupations
  or guilds, as well as individual characters.  Daily wages
  are typically 7 s.p.
  Ability Requirements: Spatial Intelligence
  90, and Intelligence (overall) 75.
  Gender: Female claspmakers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Blacksmithing + 3 and Haggling + 3.
  Equipment: Forge, anvil, hammers, and
  tongs.
  Magic Points: Inapplicable.
  Advancement Points: For each clasp suc-
  cessfully completed, a claspmaker earns 1 AP.
  Training: None.
  
  232
  Chapter 7: Occupation
  Guild: Smiths’ Guild.  Each apprentice must
  serve 7 years.  All members are prohibited from in-
  juring each other including apprentices, or their
  property.  Members accused of violating this prohi-
  bition are banished from the guild, if not the com-
  munity.  All members are discouraged by a 100 s.p.
  fine from helping smiths outside of their guild, as
  well as making illegal keys or tools for thieves.  Ap-
  prentices must pay 200 s.p. to join the guild as a
  journeyman, though sons of members may join for
  free.  If any member has more charcoal than needed,
  then it may only be sold to other members at a fixed
  price, and no member may purchase more than nec-
  essary for their work.  Violators regarding charcoal
  pay 100 s.p.  A master may not have more than 2
  apprentices or own a slave; otherwise, a fee of 100
  s.p. is charged.
  Once an apprentice for 7 years, they may
  apply for employment as a journeyman with their
  guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Clerk
  This occupation consists of educated assis-
  tants, also called notaries,  who perform clerical du-
  ties for churches, guilds, and governments.
  Clerks are in the business of drawing up
  commercial contracts and other personal matters,
  such as marriage agreements and wills.  Notarial
  cartularies are large books in which clerks or nota-
  ries copy the formal and legal copy of a contract.
  The most general form of available contract
  is the ‘promissio et conventio,’ the promise and
  agreement.  These contracts begin with “I promise
  and agree that...”  The parent, guardian, or future
  pupil makes the promise and agreement to the mas-
  ter.  If a future pupil is underage, then the parent or
  guardian promises formally to the master.  A fine,
  usually 100 s.p., is noted in case the contract is bro-
  ken.  The standard conditions are that the appren-
  tice will serve for a specified period of time to learn
  the art or trade of the master.  This agreement binds
  the apprentice not to flee or marry without the per-
  mission of the master.
  Another form of contract is the rental agree-
  ment.  These contracts begin with “I rent and con-
  cede...”  A son or daughter is rented to the master.
  The parent grants the master virtual authority over
  the rented child.  In turn, the master gives the ap-
  prentice food, lodging, and experience in their oc-
  cupation.
  In both the promise and agreement as well
  as the rental agreement contracts, it is common for
  the master to promise to keep their apprentice in
  sickness and in health.  However, some masters in-
  clude a clause stating that days lost due to illness are
  to be added to the end of the term.  Many times, an
  apprentice will agree not to have sex on the prop-
  erty of the master, or with any of the family mem-
  bers of the master.  It is common to include a clause
  that the master’s wife does not have the right to
  beat the apprentice.
  
  233
  Chapter 7: Occupation
  Wills are common documents.  A player may
  have their character visit a clerk and have a will drawn
  up in case of death, and may name any other living
  character as their beneficiary.  If a player has mul-
  tiple characters created and ready in case their cur-
  rent character dies, then a player may not name an-
  other character of theirs to be a beneficiary.
  Multiple copies of contracts are written and
  all are signed together.  All copies of a contract are
  placed one over another and a symbol is cut into all
  of them in front of the signors to indicate authen-
  ticity.
  Most clerks charge 2 s.p. per contract.  Daily
  wages are typically 15 s.p.
  Ability Requirements: Language 100 and
  Intelligence (overall) 90.
  Gender: Female clerks are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Clerks tend to be ethical.
  Temperament: Any.
  Sociality: Serf or noble.
  Religion: Any.
  Skills: Law + 3.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each month of
  service rendered, a clerk acquires 1 AP.  For each
  contract signed between a master and apprentice, a
  clerk acquires 1 AP.
  Training: None.
  Guild: None.
  Clockmaker
  This occupation manufactures and sells
  clocks.  Simple methods of observing or recording
  the passage of time include measuring shadows such
  as with sundials or obelisks, or with hourglasses.
  However, mechanical timepieces exist as well, known
  as horologiums.  These clocks utilize 500 lb. weights
  that drop a distance of 32 feet beneath bells in tow-
  ers.  The clock-face consists of a dial with only a
  single hand, which indicates the nearest quarter-hour.
  Clockmakers are considered the most skillful crafts-
  men.  Daily wages are typically 25 s.p.
  Ability Requirements: Spatial Intelligence
  100) and Intelligence (overall) 90.
  Gender: Female clockmakers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Clockmaking + 5 and Haggling + 3.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each clock made
  successfully, a clockmaker acquires 10 AP.
  Training: None.
  
  234
  Chapter 7: Occupation
  Guild: Smiths’ Guild.  Each apprentice must
  serve 12 years.  All members are prohibited from
  injuring each other including apprentices, or their
  property.  Members accused of violating this prohi-
  bition are banished from the guild, if not the com-
  munity.  All members are discouraged by a 100 s.p.
  fine from helping smiths outside of their guild, as
  well as making illegal keys or tools for thieves.  Ap-
  prentices must pay 200 s.p. to join the guild as a
  journeyman, though sons of members may join for
  free.  If any member has more charcoal than needed,
  then it may only be sold to other members at a fixed
  price, and no member may purchase more than nec-
  essary for their work.  Violators regarding charcoal
  pay 100 s.p.  A master may not have more than 2
  apprentices or own a slave; otherwise, a fee of 100
  s.p. is charged.
  Once an apprentice for 12 years, they may
  apply for employment as a journeyman with their
  guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Cobbler
  This occupation specializes in the manufac-
  ture and selling of shoes and footwear.  Cobblers
  are also called shoemakers.  Daily wages are typi-
  cally 10 s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 100 and Intelligence 85.
  Gender: Female cobblers are uncommon.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3.
  Equipment: Leather and scissors.
  Magic Points: Inapplicable.
  Advancement Points: For each pair of
  shoes or footwear crafted, a cobbler acquires 1/2
  of 1 AP.
  Training: None.
  Guild: Cobblers’ Guild.  Each apprentice
  must serve 5 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 5 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  235
  Chapter 7: Occupation
  Collier
  This occupation specializes in producing and
  selling charcoal.  Charcoal is produced by burning
  wood in a beehive kiln.  Daily wages are typically 4
  s.p.
  Ability Requirements: Intelligence 75.
  Gender: Either.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3.
  Equipment: Wood and a beehive kiln.
  Magic Points: Inapplicable.
  Advancement Points: For every full day of
  successfully making charcoal, the collier acquires 1
  AP.  For each cartload of charcoal sold, a collier
  acquires 1 AP.
  Training: None.
  Guild: Colliers’ Guild.  Each apprentice
  must serve 5 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 5 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Cook
  This occupation specializes in the prepara-
  tion of food.  Cooks begin preparing early in the
  kitchen for breakfast.  A kitchen fire must be pre-
  pared, then an iron kettle is filled and heated, and
  the floor is swept.  Finally, the cook prepares the
  meal.
  Cheating in the kitchen is common.  For ex-
  ample, cooks are known for substituting human flesh
  for swine, since both meats taste so much alike.
  Diners are totally unaware of the difference.  Some
  recipes are available in Chapter 6: Sociality.  Daily wages
  are typically 5 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Either.
  Race: Any.
  Disposition: Any.
  Temperament: Any.
  Sociality: Peasant or serf.
  Religion: Any.
  Skills: Cooking + 5, Smell + 3, and Taste +
  5.
  Equipment: Knives, spoons, pots, etc.
  Magic Points: Inapplicable.
  Advancement Points: For each meal
  cooked succesfully, a cook acquires 1/5th of 1 AP.
  Training: None.
  Guild: None.
  ESSE.TIBI.VIDEOR.SAEVUS.
  NIMIUMQUE.GULOSUS.
  QUI.PROPTER.CENAM.
  RUSTICE.CAEDO.COCUM.
  SI.LEVIS.ISTA.TIBI.FLAGRORUM.
  CAUSA.VIDETUR.
  EX.QUA.VIS.CAUSA.
  VAPULET.ERGO.COCUS
  Because my cook ruined the mutton
  I thrashed him.  You protested:
  “Glutton!  Tyrant!  The punishment
  should fit the crime -- you can’t
  assault a man for a spoilt dinner.”
  Yes, I can.  What worse crime
  can a cook commit?
  
  236
  Chapter 7: Occupation
  Cooper
  This occupation specializes in the manufac-
  ture, repair, and sale of wooden tubs.  Daily wages
  are typically 5 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female coopers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Carpentry + 3, Haggling + 3, and
  Weapon (Specific).  The specific weapon is a knife.
  Equipment: Wood and knives.
  Magic Points: Inapplicable.
  Advancement Points: For each wooden tub
  crafted successfully, a cooper acquires 1 AP.
  Training: None.
  Guild: Coopers’ Guild.  Each apprentice
  must serve 10 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 10 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Coppersmith
  This occupation specializes in working with
  and selling copper.  Daily wages are typically 8 s.p.
  Ability Requirements: Intelligence 90.
  Gender: Female coppersmiths are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Coppersmithing + 5 and Haggling +
  3.
  Equipment: Hammer, anvil, and forge.
  Magic Points: Inapplicable.
  Advancement Points: For each substantial
  project completed successfully, a coppersmith ac-
  quires 1 AP.
  Training: None.
  Guild: Smiths’ Guild.  Each apprentice must
  serve 7 years.  All members are prohibited from in-
  juring each other including apprentices, or their
  property.  Members accused of violating this prohi-
  bition are banished from the guild, if not the com-
  munity.  All members are discouraged by a 100 s.p.
  fine from helping smiths outside of their guild, as
  well as making illegal keys or tools for thieves.  Ap-
  prentices must pay 200 s.p. to join the guild as a
  journeyman, though sons of members may join for
  free.  If any member has more charcoal than needed,
  then it may only be sold to other members at a fixed
  price, and no member may purchase more than nec-
  essary for their work.  Violators regarding charcoal
  pay 100 s.p.  A master may not have more than 2
  apprentices or own a slave; otherwise, a fee of 100
  s.p. is charged.
  Once an apprentice for 7 years, they may
  apply for employment as a journeyman with their
  guild.  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  237
  Chapter 7: Occupation
  Courtesan
  This is a female occupation in which an at-
  tractive and talented female specializes in delighting
  males with her knowledge and skills.  A successful
  courtesan is skilled at many things.  Most likely, a
  courtesan has additional skills that distinguish her
  from other courtesans.  A male will hire a courtesan
  to accompany him in public or during business deal-
  ings.  Since courtesans also supply sex, they are es-
  sentially expensive, intelligent, and skillful whores
  (see Whore).  Courtesans are paid for each day of
  service.  Daily wages are typically 100 s.p., or 5 s.p.
  per hour.
  Ability Requirements: Physical Fitness 100,
  Bodily Attractiveness 130, Facial Charisma 130, Vo-
  cal Charisma 90, Kinetic Charisma 100, and Intelli-
  gence 90.
  Gender: Female only.
  Race: Bugbear, Black Dwarf, Dark Elf,
  Human, and Kobold.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf or noble.
  Religion: Any.
  Skills: Acting (Drama) + 3, Cleaning + 3,
  Contortion + 3, Cooking + 3, Cosmetics + 5, Dance
  + 5, Etiquette + 3, Massage + 5, Music + 3, Seduc-
  tion + 5, Sexual Adeptness + 5, Storytelling + 3,
  and Weaving + 3.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each satisfied
  customer, a courtesan acquires 10 AP.
  Training: None.
  Guild: None.
  Cowherd
  This occupation specializes in herding cattle.
  A cowherd must protect a herd of cattle from preda-
  tors and thieves.  Then, the cowherd sells the cattle
  to skinners and butchers.  Daily wages are typically
  4 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female cowherds are rare.
  Race: Human.
  Disposition: Any.
  Temperament: Any.
  Sociality: Slave or peasant.
  Religion: Any.
  Skills: Animal Conditioning + 5 and Ani-
  mal Handling + 5.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each herd that
  is cowherded successfully, a cowherd acquires 10 AP.
  Training: None.
  Guild: None.
  Cupbearer
  A cupbearer is a character who brings and
  refills beverages at meals, feasts, and parties in a castle.
  Daily wages are typically 5 s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 90, and Intelligence 75.
  Gender: Either.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Slave or serf.
  Religion: Any.
  Skills: Etiquette + 5.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each meal in
  which no drinks were spilled nor any problems re-
  lated to cupbearing, a cupbearer acquires 1 AP.
  Training: None.
  Guild: None.
  
  238
  Chapter 7: Occupation
  Cutler
  This occupation specializes in crafting and
  selling knives.  Daily wages are typically 7 s.p.
  Ability Requirements: Strength 85, Hand-
  Eye Coordination 90, and Intelligence 80.
  Gender: Female cutlers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Bladesmithing + 5, Carpentry + 3,
  Haggling + 3, and Weapon (Specific).  The specific
  weapon is a knife.
  Equipment: Forge, hammers, tongs, anvil,
  and knives.
  Magic Points: Inapplicable.
  Advancement Points: For each knife
  crafted successfully, a cutler acquires 1 AP.
  Training: None.
  Guild: Cutlers’ Guild.  Each apprentice must
  serve 8 years.  A masterpiece must be produced to
  become a journeyman.
  Once an apprentice for 8 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Dairymaid
  This occupation specializes in milking cows
  and selling milk to characters.  Daily wages are typi-
  cally 4 s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 90 and Intelligence 75.
  Gender: Female only.
  Race: Human.
  Disposition: Any.
  Temperament: Any.
  Sociality: Slave or peasant.
  Religion: Any.
  Skills: Milking + 5 and Haggling + 3.
  Equipment: Bucket.
  Magic Points: Inapplicable.
  Advancement Points: For each cow milked,
  a dairymaid acquires 1 AP.  For each gallon of milk
  sold to a character, a dairymaid acquires 1 AP.
  Training: None.
  Guild: None.
  
  239
  Chapter 7: Occupation
  Dancer
  This occupation and pastime is concerned
  with bodily movement, usually to music.  Daily wages
  are typically 5 s.p.
  Ability Requirements: Physical Fitness 90,
  Bodily Attractiveness 100, Kinetic Charisma 115,
  Agility 115, and Intelligence 80.
  Gender: Male dancers are uncommon.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Slave or serf.
  Religion: Any.
  Skills: Dance + 5.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each new dance
  move mastered, a dancer acquires 10 AP.
  Training: None.
  Guild: Dancers’ Guild.  Each apprentice
  must serve 4 years.  A masterpiece must be pro-
  duced to become a journeywoman.
  Once an apprentice for 4 years, she may
  make a skill check as she crafts her masterpiece.  If
  passed at TH 36, then she becomes a journeywoman.
  If failed, then she may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike her or choose to keep her as an ap-
  prentice for some corrupt reason.
  For a journeywoman to become a mistress,
  she must be able financially to open her own shop,
  and receive the approval of the guild.  To receive
  approval, she must pass a Persuasion skill check.  The
  TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeywoman
  has worked locally with the guild.  The Aedile may
  overrule this skill check or apply any modifier
  deemed appropriate.
  Delouser
  This occupation specializes in picking and
  removing lice, fleas, and bedbugs from the hair of
  characters and beards of males.  The removal of
  such pests is a saleable service.  Profitable delousers
  additionally apply the herb lavender, because it re-
  pels these pests.
  Elves rarely need delousers, even though they
  have hair on their heads (but nowhere else).  Under-
  ground races (dwarves, kobolds, and subterranean
  trolls) rarely need delousers.  Although ogres as well
  as surface trolls need delousers, they rarely get ser-
  viced.
  Daily wages are typically 5 s.p. in a human
  culture or 10 s.p. in a bugbear culture, though this is
  an annual average.  Most delousers charge 1 s.p. for
  delousing 1 human, or 2 s.p. for delousing 1 bug-
  bear.  Delousers earn most of their wages in the
  summer, and virtually starve in the winter.
  Ability Requirements: Hand-Eye Coordi-
  nation 90 and Intelligence 75.
  Gender: Female only.
  Race: Bugbear and human are most popu-
  lar.  Any but ogre, borbytingarna, and hill troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Delousing + 5 and Haggling + 3.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each customer
  who is deloused successfully, the delouser acquires 5
  AP.
  Training: None.
  Guild: None.
  
  240
  Chapter 7: Occupation
  Dicemaker
  Also called daserii, dicemakers are charac-
  ters who make dice for a living.  Playing dice is the
  most popular gaming pastime.  Dice are carved from
  bone.  Daily wages are typically 6 s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 100 and Intelligence 75.
  Gender: Either.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Carving + 5.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each new die
  crafted, a dicemaker acquires 1 AP.
  Training: None.
  Guild: Dicemakers’ Guild.  Each appren-
  tice must serve 9 years, and masters are limited to
  having no more than 2 apprentices at once.  A mas-
  terpiece must be produced to become a journey-
  man.
  Once an apprentice for 9 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Members are forbidden from importing dice
  from other dicemakers.  The only way that larger
  cities can support a dicemakers’ guild is to empha-
  size exporting dice.  Any dicemaker who makes
  loaded, marked, or clipped dice must pay a fine of
  100 s.p.  No trademark is allowed on dice.  This
  guild mandates that the following numbers must be
  on opposite sides of the cube: 1 and 6, 2 and 5, and
  3 and 4.  Also, this guild mandates that no master
  may make dice from the bones of a horse, since it is
  considered unlucky.
  
  241
  Chapter 7: Occupation
  Dockwalloper
  A dockwalloper is a character who carries
  freight along the docks as a vessel is loaded or un-
  loaded.  Daily wages are typically 5 s.p.
  Ability Requirements: Physical Fitness 85
  and Intelligence 75.
  Gender: Male only.
  Race: Any but ogre, borbytingarna, and hill
  troll.  The most common are bugbears and humans.
  Disposition: Any.
  Temperament: Any.
  Sociality: Slave, peasant, or serf.
  Religion: Any.
  Skills: None.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each vessel
  loaded or unloaded, a dockwalloper acquires 10 AP.
  Training: None.
  Guild: None.
  Doctor
  This occupation specializes in studying the
  body and attempting to use that knowledge to help
  other characters suffering form sickness or disease.
  Very few doctors exist.
  Most doctors specialize in their species, but
  some doctors specialize in animals, and are called
  veterinarians.
  The trained doctor is an aristocrat of pro-
  fessionals, enjoying high status and excellent fees.
  A doctor’s practice is naturally confined to nobility
  and royalty.
  After a preliminary 3-year course, the pro-
  spective doctor takes a 5-year course, followed by a
  year’s internship with an experienced practitioner.
  He is then allowed to take a formal examination.  If
  completed successfully, then he receives a license to
  practice.
  Medical education includes education about
  the skills of Divination (Astrology) and Divination
  (Numerology), and magic.  Constellations and plan-
  ets are believed to preside over different parts of
  the body.  Numerology provides complicated guides
  for the course of an illness.  The body is believed to
  have 4 humors and 3 spirits, all of which must be
  checked by the examination of the urine and stool,
  and by feeling the pulse.  Adjustments are commonly
  made by bloodletting, from the side of the body
  opposite the site of the disease.
  
  242
  Chapter 7: Occupation
  The most frequent demand for medical aid
  is the treatment of wounds and injuries.  Here the
  surgeon achieves his best success, even showing
  some understanding of the problem of infection.
  The doctor applies such medicaments as the steril-
  ized whites of eggs to wounds caused by Hacking
  or Stabbing.
  The fee charged by a doctor is scaled to the
  wealth and class of the patient.  Therefore, doctors
  receive piece-rate wages.  Daily wages are typically
  200 s.p.
  Ability Requirements: Analytic Intelligence
  115, Intelligence (overall) 105, and Intuition 100.
  Gender: Male only.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Noble.
  Religion: Any.
  Skills: Anatomy + 3, Diagnosing + 3, Divi-
  nation (Astrology), Divination (Numerology), Sur-
  gery + 3, and Weapon (Specific).  The specific
  weapon is for each piece of surgical equipment.
  Equipment: Surgical equipment includes
  scissors, speculum, razor, scalpel, needle, and lan-
  cet.
  Magic Points: Inapplicable.
  Advancement Points: For each patient fully
  healed, a doctor acquires 10 AP.
  Training: None.
  Guild: None.
  Draper
  This occupation specializes in cloth.  Linen
  is thread that is spun from flax and obtained from a
  threadmaker (ropemaker).  Cloth may be made by
  hand or with an ancient machine called a handloom.
  Another occupation, the weaver/embroiderer, also
  makes cloth, though a weaver and a draper are dis-
  tinctly different.  A draper makes linen cloth, crafts
  the cloth into drapes, and sells them.  Oftentimes,
  drapers sell their cloth to tailors.  Daily wages are
  typically 5 s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 85 and Intelligence 80.
  Gender: Female only.
  Race: Human.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Weaving + 5.
  Equipment: Cloth and scissors.
  Magic Points: Inapplicable.
  Advancement Points: For each substantial
  project completed successfully, a draper acquires 1
  AP.
  Training: None.
  Guild: Drapers’ Guild.  Each apprentice
  must serve 4 years.  A masterpiece must be pro-
  duced to become a journeywoman.
  Once an apprentice for 4 years, she may
  make a skill check as she crafts her masterpiece.  If
  passed at TH 36, then she becomes a journeywoman.
  If failed, then she may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike her or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeywoman to become a mistress,
  she must be able financially to open her own shop,
  and receive the approval of the guild.  To receive
  approval, she must pass a Persuasion skill check.  The
  TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeywoman
  has worked locally with the guild.  The Aedile may
  overrule this skill check or apply any modifier
  deemed appropriate.
  
  243
  Chapter 7: Occupation
  Druid
  Priests are those who have devoted their lives
  to a god, philosophy, or religion.  The occupation
  of a priest is the most diverse due to the number of
  different gods and philosophies.  Therefore, priests
  are unable to be standardized or generalized, and
  are only introduced briefly here; most of the infor-
  mation relevant to a priesthood may be found in
  Neveria (Fantasy World).  2 main classes of priests
  will be introduced: hierophants and druids.
  All priests must meet minimum score requi-
  sites in the sub-ability of Language and the ability
  of Wisdom.  Further, these requirements become
  more stringent as spell level increases.  Hence, a priest
  may attain high levels, but be limited in spellcasting
  ability.  Consult the table for ability requirements.
  Priests gain access to spells as granted by
  their gods.  Usually, priests have dreams induced by
  their god regarding the proper ingredients and ritual
  necessary for casting a certain spell, or they are in-
  structed by other priests of the same faith.  If a
  chant is required for a spell, then a priest speaks in
  tongues, influenced by their god or religion.  In any
  case, priests may cast any spells from their god as
  long as they have enough MP at the moment.
  Similarly, as a priest advances in level, pro-
  vided they meet the minimum requisites per spell
  level, their odds of increasing in spell level are noted
  on the table on the next page entitled ‘Likelihood
  of Advancing in Spell Level.’
  Ability Requirements
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  8
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  4
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  9
  5
  4
  1
  0
  5
  1
  0
  1
  0
  5
  1
  5
  5
  1
  Priests cast only chaos magic (see Chap. 11:
  Magic).
  Piety Points
  All spells cast by priests are affected accord-
  ing to their PP.  All aspects of a spell are affected,
  including damage, duration, range, etc.  If a discrep-
  ancy arises, then the Aedile is the final arbiter of a
  specific effect with a specific spell.  Consult the table
  below:
  P
  P
  t
  c
  eff
  E
  5-
  1
  %
  0
  0
  1
  -
  5
  1-
  6
  %
  5
  7
  -
  0
  3-
  6
  1
  %
  0
  5
  -
  0
  7-
  1
  3
  %
  5
  2
  -
  5
  8-
  1
  7
  -
  5
  9-
  6
  8
  %
  0
  1
  +
  0
  0
  1-
  6
  9
  %
  5
  2
  +
  
  244
  Chapter 7: Occupation
  Perhaps the most educated of priests and
  characters, druids must pass 20 years of schooling
  before earning the title of druid.  Therefore, due to
  the intensive training and education, a character must
  begin as a druid at 1st level, and also add 10 years to
  their starting age.  In order to become a druid after
  gaining levels in another occupation, the character
  must solely devote 20 years to druidic study.
  While druids are priests, they also perform
  other functions where their culture is dominant, in-
  cluding religious teachers, judges, and civil adminis-
  trators.  Supreme power is vested in the archdruid
  of a culture.
  There are 3 classes of druids: bards, proph-
  ets, and priests.  Bards function as per the bard oc-
  cupation (not druids), except bardic druids are very
  concerned with nature and balance.  Prophets func-
  tion as per the sorcerer occupation (not druids), ex-
  cept that they are always female, do not enjoy the
  powers and privileges of the druidic priests, and are
  very concerned with nature and balance.  Druidic
  priests, the actual druids, are always male and as-
  sisted by prophets.
  Druids consider the oak tree, mistletoe, and
  yew tree as sacred.  Rituals are customarily conducted
  in oak forests.  Druids extensively use altars, usually
  as unhewn stone slabs or megaliths found in cham-
  bers in small caves.  Atop these caves, when pos-
  sible, are circles of megaliths or large stones.  Circles
  are important to druids, symbolizing the cycles of
  nature.
  Regarding spells, druids must choose 2 of
  the 5 magical disciplines, avoiding the opposite dis-
  ciplines (see Chap. 11: Magic).  Druids acquire 1d4
  spells per occupational level.  The specific spells are
  determined randomly within their disciplines.  Spells
  are granted collectively by the gods worshipped.
  When a druid advances an occupational level,
  the player must roll 1d100 and consult the table be-
  low.  The table lists the percentage chance of ad-
  vancing to a higher spell level.  Future spells are de-
  termined randomly by spell level and discipline.
  le
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  2
  3
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  8
  9
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  1
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  0
  2
  -
  -
  -
  -
  -
  -
  -
  -
  3
  %
  8
  2
  %
  6
  1
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  -
  -
  -
  4
  %
  5
  3
  %
  4
  2
  %
  3
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  -
  -
  -
  -
  -
  5
  %
  3
  4
  %
  2
  3
  %
  9
  1
  %
  0
  1
  -
  -
  -
  -
  -
  6
  %
  0
  5
  %
  7
  3
  %
  5
  2
  %
  5
  1
  %
  7
  -
  -
  -
  -
  7
  %
  0
  6
  %
  4
  4
  %
  2
  3
  %
  1
  2
  %
  3
  1
  %
  5
  -
  -
  -
  8
  %
  0
  7
  %
  0
  5
  %
  8
  3
  %
  7
  2
  %
  8
  1
  %
  0
  1
  %
  4
  -
  -
  9
  %
  0
  8
  %
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  6
  %
  4
  4
  %
  3
  3
  %
  4
  2
  %
  5
  1
  %
  2
  1
  %
  3
  -
  0
  1
  %
  0
  9
  %
  0
  7
  %
  0
  5
  %
  8
  3
  %
  9
  2
  %
  0
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  %
  6
  1
  %
  0
  1
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  2
  1
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  %
  0
  0
  1
  %
  0
  8
  %
  0
  6
  %
  4
  4
  %
  4
  3
  %
  5
  2
  %
  2
  2
  %
  4
  1
  %
  2
  1
  2
  1
  -
  %
  0
  9
  %
  0
  7
  %
  0
  5
  %
  0
  4
  %
  0
  3
  %
  5
  2
  %
  8
  1
  %
  6
  1
  3
  1
  -
  %
  0
  0
  1
  %
  0
  8
  %
  0
  6
  %
  5
  4
  %
  5
  3
  %
  9
  2
  %
  2
  2
  %
  0
  2
  4
  1
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  -
  %
  0
  9
  %
  0
  7
  %
  0
  5
  %
  0
  4
  %
  3
  3
  %
  6
  2
  %
  4
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  %
  0
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  %
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  8
  %
  0
  6
  %
  5
  4
  %
  8
  3
  %
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  2
  6
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  %
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  9
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  0
  7
  %
  0
  5
  %
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  4
  %
  4
  3
  %
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  3
  7
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  0
  0
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  %
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  6
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  6
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  %
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  %
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  8
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  -
  %
  0
  9
  %
  0
  7
  %
  0
  5
  %
  2
  4
  %
  0
  4
  9
  1
  -
  -
  -
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  %
  0
  0
  1
  %
  0
  8
  %
  0
  6
  %
  6
  4
  %
  4
  4
  0
  2
  -
  -
  -
  -
  -
  %
  0
  9
  %
  0
  7
  %
  0
  5
  %
  8
  4
  
  245
  Chapter 7: Occupation
  Druidic Circle of  Effect: Druids know that
  when they gather in a circle and cast the same spell
  together, their power increases substantially.  No
  other type of spellcaster is entitled to the effects
  granted by a circle.  The circle must consist of all
  druids.  A circle consists of at least 2 druids.  Any
  combination of  druidic occupational levels may
  comprise a circle.
  All aspects of the druidic circle of effect
  must be performed in unison.  Because of the diffi-
  culty, the chance of failure is a percentage equal to
  the square root of the number of druids in the circle.
  For instance, in a circle of 9 druids, the chance of
  failure is 3% (since the square root of 9 is 3).  The
  chance of failure is rolled by the most powerful druid
  in the circle.  If failure occurs, then each druid in
  the circle must roll for an effect in Appendix 3: Ran-
  dom Magical Effects.
  Even though a druidic circle of effect is pow-
  erful, druids are sufficiently rare that it is difficult to
  find a number of druids, let alone a number who
  can cast the same spell.
  A druidic circle of effect causes an increase
  in the effectiveness of a spell, including its range,
  area, duration, damage, and any other effect deemed
  appropriate by the Aedile.  The formula to deter-
  mine the effectiveness of a druidic circle of effect is
  as follows:
  Result = (Ex) + Ex(N½ - 1)
  Let E = the sum of
  Let x = effect
  Let N = number of druids
  Note that N½ = the square root of N
  As an example, assume 2 druids form a circle
  and cast Lesser Healing.  The player of the first druid
  determines that he would heal 2 LP without being
  in the druidic circle of effect.  The player of the
  second druid determines that he would heal 9 LP.
  The sum of these effects is 11.  The number of
  druids is 2.  Using a calculator, the square root of 2
  = 1.41.  According to the formula above:
  Result = (11) + (11)(1.41 - 1)
  simplified:
  Result = (11) + (11)(0.41)
  simplified:
  Result = (11) + (4.51)
  simplified:
  Result = 15.51
  truncate:
  Result = 15
  Since this spell requires touch, all druids in
  the circle must touch the intended recipient in uni-
  son in order to heal 15 LP, instead of 11 LP if cast
  individually.
  Ability Requirements: Intelligence 115 and
  Wisdom 115.
  Gender: Male only.
  Race: Human.
  Disposition: All druids are neutral regard-
  ing ethics and morality; druids seek a balance of all
  forces in nature.
  Temperament: Druids tend to have a bal-
  anced temperament.
  Sociality: Few druids are originally peasants.
  Most are serfs or nobles.
  Religion: Druids believe that they are de-
  scendants of a supreme being.  Druids do not solely
  worship 1 god, but a collection of gods who all func-
  tion together as nature.  Many druids, of course,
  have their favorite god in this pantheon, but all are
  given respect.  Druidic religion usually centers around
  a grove of stones arranged to represent things such
  as a calendar, a god worshipped, or a constellation.
  
  246
  Chapter 7: Occupation
  Skills: Agriculture + 3, Anatomy + 3, Ani-
  mal Handling + 5, Appraise + 3, Constellations + 3,
  Cosmos (General Planes) + 5, Direction Sense + 3,
  Herbalism + 5, History Culture + 3, History Leg-
  ends + 3, History Local + 3, History Military + 3,
  may read and write as many languages as Intelligence
  allows, Math (Fundamental) + 5, 1 Musical Instru-
  ment, Nature (Animals) + 5, Nature (Beasts) + 5,
  Nature (Birds) + 5, Nature (Fish) + 5, Nature (Ge-
  ography) + 5, Nature (Humanoids) + 5, Nature
  (Minerals) + 5, Nature (Mycology) + 5, Nature
  (Plants) + 5, Nature (Trees) + 5, Persuasion + 3,
  Philosophy + 3, Religion Cultural + 8, Riding + 3,
  Complex Ritual + 5, Symbology + 3, Toxicology +
  3, Tracking + 3, 1 Weapon (Specific), Weather Pre-
  diction + 5, and Wilderness Lore + 5.
  Equipment:  Druids usually restrict them-
  selves to wearing a robe and typically carry a cer-
  emonial dagger and an ornate quarterstaff.  In gen-
  eral, druids shun possessions that may not be found
  in nature.
  Magic Points: Druids begin with (18 +
  1d12) MP per occupational level and recover a num-
  ber of points per hour equal to their current occu-
  pational level.  For example, a 3rd level druid recov-
  ers 3 MP per hour.  Unlike wizards, hierophants do
  not recover MP more quickly while asleep.  As dru-
  ids advance in occupational level, they gain an addi-
  tional (18 + 1d12) MP.
  Advancement Points: Druids gain AP with
  each successful act that promotes a balance, though
  not just any act, but an act that was difficult, danger-
  ous, or life-threatening.  Points may be gained in 3
  ways: with successful skill checks of the skills listed
  above, successful attacks in life-threatening combat,
  and the successful casting of a spell.  Respectively,
  points gained equal half of the adjusted number that
  passed the skill check, half of the damage done to a
  foe in combat, and half of the MP used when cast-
  ing a spell.
  Training: None.
  Guild: None.
  Duke/Duchess
  This occupation is for royalty.  Only a king
  or queen can make a character become a duke or
  duchess.  If the character accepts, then the duke or
  duchess pledges allegiance to their king or queen.
  Then, the king or queen grants the duke or duchess
  a castle and land, which is their fief and called a
  duchy.  A duke or duchess answers only to the king
  or queen.  Otherwise, the duke or duchess may com-
  mand the characters of their castle and land as de-
  sired, who are their vassals, including barons and
  baronesses.  Each hamlet and village on the land of
  the duke or duchess will be in the safekeeping of a
  lord or lady.  Each lord and lady on their land is
  subordinate to a baron or baroness.  Each baron or
  baroness is subordinate to the duke or duchess.
  Additionally, a duke or duchess is usually a
  member of a council of the king or queen and must
  often travel to their court.  The daily duties of a
  duke or duchess are overwhelming.  Instead of
  lounging around their castle, a duke or duchess is
  busy constantly.  Daily wages are typically 100 s.p.
  Due to the military nature of this occupa-
  tion, most dukes are experienced knights and were
  promoted after loyal service as barons.
  Ability Requirements: Intelligence 85 and
  Common Sense 115.
  Gender: Dukes are male, duchesses are fe-
  male.
  Race: Anakim, bugbear, dwarf, human, and
  kobold.
  Disposition: Dukes tend to be ethical.
  Temperament: Dukes tend to be choleric
  and melancholic.
  Sociality: Royalty.
  Religion: Dukes may worship any god en-
  dorsed by their king or queen.
  Skills: Cartography + 3, Etiquette + 3, Ge-
  nealogy + 3, Heraldry + 5, History (Cultural) + 3,
  History (Local) + 3, History (Military) + 3, Law +
  5, and Language (Read/Write).
  Equipment: None.
  Magic Points: Inapplicable.
  
  247
  Chapter 7: Occupation
  Advancement Points: A duke advances
  according to the profit and prosperity of their vas-
  sals and lands.  Every 7 years the wealth of each
  vassal is recorded.  If the wealth of the vassals in-
  creases by 5% since the previous record, then the
  duke increases 1 occupational level.  Every 6 months
  the economy is recorded, which is comprised of
  local and foreign trade.  If, as a whole, the local or
  foreign economy increases by 5%, then the duke
  increases 1 occupational level.
  Training: None.
  Guild: None.
  Dyer
  This occupation specializes in dyes.  After a
  product is dyed, the dyer sells it or returns it to the
  guild from which it was obtained.  Dyers work closely
  with drapers, tailors, and weavers.  The work is risky,
  because the product may be ruined by a failed at-
  tempt at dying.  A dyer does not receive a daily wage
  or a rate for piece-work, but a salary for a given
  period of time.  On average, though, their wages
  are 6 s.p. per day.
  Ability Requirements: Intelligence 75.
  Gender: Male dyers are uncommon.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Dying + 5 and Haggling + 3.
  Equipment: Dye.
  Magic Points: Inapplicable.
  Advancement Points: For each item dyed
  successfully, 1/10th of 1 AP is acquired by a dyer.
  Training: None.
  Guild: Dyers’ Guild.  Each apprentice must
  serve 6 years.  A masterpiece must be produced to
  become a journeywoman.
  Once an apprentice for 6 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  VIDEO.MELIORA.PROBOQUE.
  DETERIORA.SEQUOR
  I see the better course
  and approve of it,
  but I follow the worse.
  
  248
  Chapter 7: Occupation
  Enameler
  This occupation is specialized with enamel,
  which is often used artistically.  Daily wages are typi-
  cally 6 s.p.
  Ability Requirements: Intelligence 85.
  Gender: Female enamelers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Enameling + 5 and Haggling + 3.
  Equipment: Enamel.
  Magic Points: Inapplicable.
  Advancement Points: For each successful
  completion of a project, an enameler acquires 1 AP.
  Training: None.
  Guild: Enamelers’ Guild.  Each apprentice
  must serve 10 years.  Each master may have only 1
  apprentice.  A masterpiece must be produced to be-
  come a journeyman.
  Once an apprentice for 10 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Engineer
  This occupation is specialized with the de-
  sign and operation of engines, machines, and struc-
  tures.  Each engineer must specialize in 1 (and only
  1) of the following: designing buildings, designing
  bridges, designing fortifications, designing siege en-
  gines, and operating siege engines.  Daily wages are
  typically 16 s.p.
  Ability Requirements: Intelligence 100.
  Gender: Female engineers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Nobility.
  Religion: Any.
  Skills: Architecture + 5, Math (Geometry)
  + 5, and Math (Trigonometry) + 5.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each successful
  completion of a project, an engineer acquires 100
  AP.
  Training: None.
  Guild: None.
  
  249
  Chapter 7: Occupation
  Engraver
  This occupation specializes in engraving
  items and then selling the items.  Daily wages are
  typically 8 s.p.
  Ability Requirements: Intelligence 85.
  Gender: Female engravers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Engraving + 5 and Haggling + 3.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each successful
  completion of a project, an engraver acquires 1 AP.
  Training: None.
  Guild: Engravers’ Guild.  Each apprentice
  must serve 7 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 7 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Farmer
  This occupation specializes in plowing, plant-
  ing, growing, and harvesting edible plants.  Farmers
  perform different duties depending on the season
  and crop.
  Before seeds may be planted, the ground
  must be plowed.  The fields are plowed in early spring
  and early fall.  A plow is dragged across the field by
  oxen, and breaks up the soil to prepare the field for
  planting.
  Horse, oxen, and pig defecation is collected
  throughout the year and distributed across the fields
  prior to planting.  This defecation fertilizes the soil.
  Seeds are planted by hand in the spring and fall.
  Harvesting is the retrieval of crops from the
  fields.  The harvesting of hay is done in the begin-
  ning of summer, and the harvesting of wheat is done
  in the end of summer and beginning of fall.  While
  harvesting, a farmer uses a scythe to retrieve the
  crops.  Farmers work from sunrise to sunset during
  harvest.  Commonly, a festival is held by the lord for
  the farmers when the harvest is completed.
  Wheat is gathered by women into bundles,
  loaded onto a cart, removed from the field, and
  stored in a barn so that it can dry.  The carts are
  drawn by horses or oxen, are piled high, and often
  tip over.
  SEPTIMA.IAM.PHILEROS.
  TIBI.CONDITUR.UXOR.IN.AGRO.
  PLUS.NULLI.PHILEROS.QUAM.
  TIBI.REDDIT.AGER
  Seven wives you’ve had -- all dead
  And buried in one field.
  Of whom can it be said
  His land gives richer yield?
  
  250
  Chapter 7: Occupation
  Winnowing is the process of separating grain
  from the chaff or outer casing.  Wheat is threshed
  or beaten to separate the grain from the staff.  Once
  the grain is separated, it is sold to millers.  Winnow-
  ing is done in the end of summer and beginning of
  fall.
  Miscellaneous duties of a farmer include
  weeding and scaring away birds and some creatures.
  Daily wages are typically 4 s.p.
  Ability Requirements: Strength 80 and
  Intelligence 75.
  Gender: Either.
  Race: Human.
  Disposition: Any.
  Temperament: Any.
  Sociality: Slave or peasant.
  Religion: Any.
  Skills: Agriculture + 5.
  Equipment: Plow, ox, and seeds.
  Magic Points: Inapplicable.
  Advancement Points: For each field of
  crops grown successfully, the farmer acquires 5 AP.
  For each field of crops that the farmer has never
  grown before and which grew successfully, the
  farmer acquires 10 AP.
  Training: None.
  Guild: None.
  Fisherman
  This occupation specializes in removing fish
  from bodies of water.  Once caught, fish are sold to
  a fishmonger.  Daily wages are typically 6 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female fishermen are rare.
  Race: Any but elf, ogre, or troll.  Bugbears
  are fond of catching salmon.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Fishing + 5.
  Equipment: Net.
  Magic Points: Inapplicable.
  Advancement Points: For each captured
  fish, a fisherman acquires 1/10th of 1 AP.
  Training: None.
  Guild: None.
  
  251
  Chapter 7: Occupation
  Fishmonger
  This occupation deals in selling and distrib-
  uting fish and products derived from fish.  Daily
  wages are typically 8 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female fishmongers are rare.
  Race: Any but ogre or troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 5.
  Equipment: Fish.
  Magic Points: Inapplicable.
  Advancement Points: For each fish or
  equivalent in size of fish product sold, a fishmonger
  acquires 1/10th of 1 AP.
  Training: None.
  Guild: Fishmongers’ Guild.  Each appren-
  tice must serve 4 years.  Once an apprentice for 4
  years, they may apply for employment as a journey-
  man with their guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Fletcher
  This occupation specializes in the manufac-
  ture and sale of arrows.  Daily wages are typically 6
  s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 90, Spatial Intelligence 90, and Intelligence
  (overall) 85.
  Gender: Female fletchers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Fletching + 5, Haggling + 3, and
  Weapon (Specific).  The specific weapon is a knife.
  Equipment: Sticks, feathers, and a knife.
  Magic Points: Inapplicable.
  Advancement Points: For each arrow
  crafted successfully, a fletcher acquires 1/10th of 1
  AP.
  Training: None.
  Guild: Fletchers’ Guild.  Each apprentice
  must serve 7 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 7 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  252
  Chapter 7: Occupation
  Forester
  This occupation specializes in the clearing
  of forests and the production of lumber.  Daily
  wages are typically 9 s.p.
  Ability Requirements: Strength 90 and
  Intelligence 75.
  Gender: Female foresters are rare.
  Race: Anakim, bugbear, and human.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Foresting + 5.
  Equipment: A big, 2-handed pit saw is used
  to cut trees.
  Magic Points: Inapplicable.
  Advancement Points: For each tree cut
  down, removed, and made into lumber, a forester
  acquires 1 AP.
  Training: None.
  Guild: None.
  Fuller
  This occupation specializes in working with
  wool.  Most clothes are made of wool and are pur-
  chased from a fuller.  Daily wages are typically 5 s.p.
  Ability Requirements: Intelligence 80.
  Gender: Either.
  Race: Any but ogre and troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Tailoring + 5.
  Equipment: Sheep.
  Magic Points: Inapplicable.
  Advancement Points: For each amount of
  wool equal to that which comes from 1 sheep that
  is used productively, a fuller acquires 1 AP.
  Training: None.
  Guild: Fullers’ Guild.  Each apprentice must
  serve 5 years.  A masterpiece must be produced to
  become a journeyman.
  Once an apprentice for 5 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  253
  Chapter 7: Occupation
  Furrier
  This occupation specializes in furs.  Animals
  are trapped, and their fur is removed and sold.
  Clothes for most nobles and few serfs are trimmed
  with fur.  Humans and dark elves especially value
  bugbear fur.  Daily wages are typically 8 s.p.
  Ability Requirements: Intelligence 85.
  Gender: Females furriers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Tailoring + 3.
  Equipment: Traps for animals.
  Magic Points: Inapplicable.
  Advancement Points: For each animal
  trapped that has an acceptable fur, 1 AP is acquired
  by a furrier.
  Training: None.
  Guild: Furriers’ Guild.    Each apprentice
  must serve 6 years.  A masterpiece must be pro-
  duced to become a journeyman.  Discord exists be-
  tween the Furriers’ Guild and the Tailors’ Guild.
  Once an apprentice for 6 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Gardener
  This occupation specializes in the cultiva-
  tion of gardens.  A gardener plants, waters, harvests,
  and sells the vegetables of their garden.  Daily wages
  are typically 4 s.p.
  Ability Requirements: Intelligence 80.
  Gender: Either.
  Race: Bugbear and human, but the most
  common is elf.
  Disposition: Any.
  Temperament: Any.
  Sociality: Peasant or serf.
  Religion: Any.
  Skills: Agriculture + 5 and Haggling + 3.
  Equipment: Seeds and water.
  Magic Points: Inapplicable.
  Advancement Points: For each acre in
  which over 99% of the plants grow successfully, a
  gardener acquires 10 AP, multiplied by the number
  of different plants grown.
  Training: None.
  Guild: None.
  
  254
  Chapter 7: Occupation
  Gemcutter
  This occupation specializes in cutting, pol-
  ishing, and finishing gems.  Once finished, gems are
  sold to the public or jewelers.  Daily wages are typi-
  cally 50 s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 100 and Intelligence 100.
  Gender: Female gemcutters are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Gemcutting + 5, Haggling + 3.
  Equipment: Gems and tools.
  Magic Points: Inapplicable.
  Advancement Points: For each gem suc-
  cessfully cut, polished, and finished, a gemcutter
  acquires 1 AP.
  Training: None.
  Guild: Jewelers’ Guild.  Each apprentice
  must serve 12 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 12 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Gilder
  This occupation specializes in overlaying
  gold onto objects.  Daily wages are typically 50 s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 90 and Intelligence 90.
  Gender: Female gilders are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Goldsmithing + 3 and Haggling + 3.
  Equipment: Gold and tools.
  Magic Points: Inapplicable.
  Advancement Points: For each successful
  completion of a project, a gilder acquires 1 AP.
  Training: None.
  Guild: Gilders’ Guild.  Each apprentice must
  serve 10 years.  A masterpiece must be produced to
  become a journeyman.
  Once an apprentice for 10 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  255
  Chapter 7: Occupation
  Girdler
  This occupation specializes in making girdles,
  such as belts and sashes.  A girdler makes arrange-
  ments with a tanner to purchase large quantities of
  tanned leather for a lower price.  Then, the girdler
  makes girdles and sells them to the public.  Daily
  wages are typically 13 s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 85 and Intelligence 80.
  Gender: Female girdlers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Girdlemaking + 5 and Haggling + 3.
  Equipment: Tools for working leather.
  Magic Points: Inapplicable.
  Advancement Points: For each girdle made
  successfully, a girdler acquires 5 AP.
  Training: None.
  Guild: Girdlers’ Guild.  Each apprentice
  must serve 7 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 7 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Gladiator
  Warriors are the most common, and per-
  haps necessary, adventurers.  Without the bravado
  of warriors, combat would be exceedingly difficult
  for other occupations.  5 different classes of war-
  riors exist, each with different advantages and dis-
  advantages.  The typical warrior, compared to other
  occupations, is not restricted regarding arms and
  armor, and is the deadliest foe at close quarters.  The
  classes of warriors include gladiator, knight, merce-
  nary, militiaman, and soldier.
  These warriors often receive little or no for-
  mal training, and are most likely to be slaves or pris-
  oners.  Though their training is usually informal, they
  often rigorously train themselves.
  Although most human towns or cities had
  coliseums nearly a thousand years ago, few have them
  today.  However, most towns or cities of bugbears,
  kobolds, and trolls have gladiatorial coliseums, or at
  least some sort of arena.  The largest coliseum en-
  tertains 50,000-80,000 spectators.  Gladiatorial games
  are very diverse, and many coliseums have their own
  rules and favorite games.  Before combat begins, it
  is customary that the combatants address the local
  ruler, saying “We about to die salute you!”  Women
  in the audience are often aroused for gladiators, re-
  gardless of race and Charisma; most women sexu-
  ally desire the combatants, simply for being gladia-
  tors.
  Betting on gladiators is very common and a
  profitable trade.  As a result, many gladiators be-
  come public celebrities.  Enterprising slave-traders
  specialize in acquiring combative slaves, training
  them, and selling them to coliseums to be gladia-
  tors.
  Due to the popularity of gladiators, not all
  gladiatorial events end in death.  Typically, when 1
  combatant is clearly at the mercy of another, the
  victor looks to the ruler, if present, for a judgment.
  The judgment of the ruler is based on the crowd’s
  reaction.  If the loser pleased the crowd by fighting
  with respectable effort and valor, then they are of-
  ten spared.  Otherwise, the victor is signaled to kill
  the loser.
  
  256
  Chapter 7: Occupation
  Of most importance to gladiators and those
  who bet on them is a record that exists for each
  gladiator as a tally of their wins and losses.  Gener-
  ally, the more wins and the less losses on their record,
  the more the public favors them.  All gladiators, even
  volunteers, must forfeit their freedom and rights for
  5 years.  These 5 years are role-played in the coli-
  seum, unless the gladiator escapes or is awarded their
  freedom by the local ruler.  The odds of escape are
  exceptionally small, and a local ruler will only award
  freedom to the most excellent of gladiators when
  the spectators cheer for the freedom of the gladia-
  tor.  If a gladiator survives for 5 years, then they will
  be awarded freedom.  Few gladiators live long enough
  to be awarded with freedom.
  Most gladiators enter combat at least once
  per week.  Each gladiator keeps track of their record
  of wins to losses, as do the managers of the coli-
  seum and some spectators.  Most gladiators partici-
  pate in (6d8 x 10) combats during their 5-year term.
  Gladiators do not earn wages, but specta-
  tors usually throw coins into the arena.  The more
  that spectators like a gladiator or enjoy watching the
  game, the more coins they throw into the arena.  It
  is the right of the winning gladiator or team to col-
  lect the coins.  Teams distribute coins evenly among
  surviving participants.  Most gladiators who receive
  coins from spectators purchase weapons or armor.
  Some purchase the services of whores.
  Roll 1d100 to determine the percent of the
  spectators who enjoyed the game.  Roll 1d100 again
  to determine the percent of those who enjoyed the
  game, who have thrown money into the arena.  Now,
  roll 1d100 to determine the average amount of
  money contributed:
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  Upon gaining freedom, the gladiator par-
  takes in a ceremony in which the local ruler bestows
  a wooden sword upon the victorious gladiator.  These
  wooden and strictly decorative swords are highly
  prized.  Most gladiators who earn freedom from
  the coliseum leave relatively wealthy.
  Ability Requirements: None.
  Gender: Occasionally, female gladiators en-
  ter the arena.  Males, however, are clearly the default
  gender for gladiators.  Among human cultures, hu-
  man male gladiators must be at least age 25 and fe-
  males at least age 21.  Other cultures -- such as bug-
  bear, kobold, and subterranean troll -- do not have
  restrictions of age or gender.
  Race: All races may be imprisoned, and
  hence, are likely to have members who have become
  gladiators, whether or not they volunteered.
  Disposition: While all dispositions are pos-
  sible, very few gladiators are ethical, since it is often
  their unethical or unlawful actions that have caused
  them to be imprisoned in the first place.
  Temperament: Gladiators tend to be cho-
  leric.
  Sociality: The vast majority of gladiators are
  slaves, peasants, or serfs, as are most criminals.  How-
  ever, nobles have been known to volunteer to be-
  come gladiators.
  Religion: Some gladiators worship gods of
  war or combat, though others many pay no atten-
  tion to religion at all.
  Skills: Armor (General, Light), Armor
  (General, Medium), Dismemberment + 3, Impal-
  ing + 3, Mangling + 3, Seduction + 3, and 4 Weap-
  ons (Specific).
  Equipment:  Gladiators receive their armor
  and weapons, if any, as a courtesy of the arena.  No
  gladiator is ever given heavy armor, and only occa-
  sionally do they acquire medium armor.  Nearly any
  melee weapon may be used by gladiators in the arena.
  Magic Points: Inapplicable.
  Advancement Points: Gladiators gain AP
  by damaging foes while in an arena or a situation in
  which they fight for money, freedom, or the amuse-
  ment of the public.  Points gained equal the damage
  dealt.
  Training: None.
  Guild: None.
  
  257
  Chapter 7: Occupation
  Glassblower/Glazier
  This occupation specializes in making, shap-
  ing, and selling glass.  For more information on the
  process of making glass, see Glassblowing in Chap-
  ter 8: Skills.  Daily wages are typically 14 s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 100 and Intelligence 90.
  Gender: Female glassblowers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Glassblowing + 10 and Haggling +
  5.
  Equipment: Silica and a blowpipe.
  Magic Points: Inapplicable.
  Advancement Points: For each successful
  completion of a project, a glassblower acquires 1
  AP.
  Training: None.
  Guild: Glassblowers’ Guild.  Each appren-
  tice must serve 10 years.  Each master may have
  only 1 apprentice.  A masterpiece must be produced
  to become a journeyman.
  Once an apprentice for 10 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Glover
  This occupation specializes in manufactur-
  ing gloves.  A glover makes arrangements with a tan-
  ner to purchase large quantities of tanned leather
  for a lower price.  Then, the glover makes gloves
  and sells them to the public.  Gloves are custom-
  made for each customer.  Daily wages are typically 8
  s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 85 and Intelligence 85.
  Gender: Female glovers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Glovemaking + 5 and Haggling + 3.
  Equipment: Leather and tools.
  Magic Points: Inapplicable.
  Advancement Points: For each pair of
  gloves made successfully, a glover acquires 1 AP.
  Training: None.
  Guild: Glovers’ Guild.  Each apprentice
  must serve 7 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 7 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  258
  Chapter 7: Occupation
  Goldsmith
  This occupation specializes in working with
  and shaping gold, then selling the products.  Daily
  wages are typically 50 s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 100 and Intelligence 100.
  Gender: Female goldsmiths are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Goldsmithing + 5 and Haggling + 3.
  Equipment: Gold.
  Magic Points: Inapplicable.
  Advancement Points: For each successful
  completion of a project, a goldsmith acquires 1 AP.
  Training: None.
  Guild: Smiths’ Guild.  Each apprentice must
  serve 10 years.  All members are prohibited from
  injuring each other including apprentices, or their
  property.  Members accused of violating this prohi-
  bition are banished from the guild, if not the com-
  munity.  All members are discouraged by a 100 s.p.
  fine from helping smiths outside of their guild, as
  well as making illegal keys or tools for thieves.  Ap-
  prentices must pay 200 s.p. to join the guild as a
  journeyman, though sons of members may join for
  free.  If any member has more charcoal than needed,
  then it may only be sold to other members at a fixed
  price, and no member may purchase more than nec-
  essary for their work.  Violators regarding charcoal
  pay 100 s.p.  A master may not have more than 2
  apprentices or own a slave; otherwise, a fee of 100
  s.p. is charged.
  Once an apprentice for 10 years, they may
  apply to work as a journeyman for the guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Grocer
  This occupation specializes in dealing staple
  foods.  Agreements may be made with farmers, gar-
  deners, and other producers of staple foods so that
  a grocer may purchase large quantities of staple foods
  for a lower price.  Daily wages are typically 5 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female grocers are uncommon.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3.
  Equipment: Staple foods.
  Magic Points: Inapplicable.
  Advancement Points: For each unit of
  staple food sold, a grocer acquires 1/20th of 1 AP.
  Training: None.
  Guild: Grocers’ Guild.  Each apprentice
  must serve 4 years.  Once an apprentice for 4 years,
  they may apply to work as a journeyman for the
  guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  259
  Chapter 7: Occupation
  Groom
  This occupation specializes in attending to
  the cleaning of an animal, such as a horse.  Daily
  wages are typically 4 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Either.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Slave or serf.
  Religion: Any.
  Skills: Grooming + 5.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each animal
  groomed immaculately, a groom acquires 1 AP.
  Training: None.
  Guild: None.
  Hatter
  This occupation specializes in making and
  selling hats.  Most hats are made from wool, though
  other materials may be used, such as fur, linen, and
  leather.  Daily wages are typically 6 s.p.
  Ability Requirements: Intelligence 80.
  Gender: Female hatters are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Hatmaking + 5.
  Equipment: Wool and possibly fur, linen,
  or leather.
  Magic Points: Inapplicable.
  Advancement Points: For each hat manu-
  factured successfully, a hatter acquires 1 AP.
  Training: None.
  Guild: Hatters’ Guild.  Each apprentice must
  serve 6 years.  A masterpiece must be produced to
  become a journeyman.  Each master may only have
  1 apprentice.
  Once an apprentice for 6 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  260
  Chapter 7: Occupation
  Healer
  This occupation specializes in methods con-
  ducive to healing, such as how to administer proper
  bedrest and bandages.  A healer may have their own
  practice, or they may be an assistant to a doctor.
  Daily wages are typically 6 s.p.
  Ability Requirements: Analytic Intelligence
  100, Intelligence (overall) 90,  and Intuition 100.
  Gender: Either.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Anatomy + 3.
  Equipment: Cloth for bandages.
  Magic Points: Inapplicable.
  Advancement Points: For each patient fully
  healed, a healer acquires 1 AP.
  Training: None.
  Guild: None.
  Herbalist
  This occupation specializes in the uses and
  properties of herbs.  Female apprentice herbalists
  or female slaves are sent out to forage for herbs.
  The master herbalist sells or administers the herbs
  to customers.  Daily wages are typically 4 s.p.
  Ability Requirements: Intelligence 100 and
  Intuition 100.
  Gender: Male herbalists are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 5, Herbalism + 5, Na-
  ture (Mycology) + 5, Nature (Plants) + 5, and Na-
  ture (Trees) + 5.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each herb used
  successfully or for each herb in which a new prop-
  erty is discovered and mastered, an herbalist acquires
  10 AP.
  Training: None.
  Guild: Herbalists’ Guild.  Each apprentice
  must serve 9 years.  A masterpiece must be pro-
  duced to become a journeyman.  The masterpiece
  must be the discovery and successful implementa-
  tion of a new use for 1 or more herbs.
  Once an apprentice for 9 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d100 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.  For a journey-
  man to become a master, they must be able finan-
  cially to open their own shop, and receive the ap-
  proval of the guild.  To receive approval, they must
  pass a Persuasion skill check.  The TH begins at 30
  and is decreased by 1 for every period of 6 months
  in which the journeyman has worked locally with
  the guild.  The Aedile may overrule this skill check
  or apply any modifier deemed appropriate.
  
  261
  Chapter 7: Occupation
  Hewer
  This occupation specializes in digging.  Daily
  wages are typically 4 s.p.
  Ability Requirements: Strength 100.
  Gender: Female hewers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Slave, peasant, or serf.
  Religion: Any.
  Skills: Hewing + 5 and Weapon (Specific).
  The specific weapon is a shovel.
  Equipment: Shovel.
  Magic Points: Inapplicable.
  Advancement Points: For each successfully
  completed project, a hewer acquires 1 AP.
  Training: None.
  Guild: None.
  Hierophant
  Priests are those who have devoted their lives
  to a god, philosophy, or religion.  The occupation
  of a priest is the most diverse due to the number of
  different gods and philosophies.  Therefore, priests
  are unable to be standardized or generalized, and
  they are only briefly introduced here; most of the
  information relevant to a priesthood may be found
  in Neveria (Fantasy World).  2 main classes of priests
  will be introduced: hierophants and druids.
  All priests must meet minimum score requi-
  sites in the sub-ability of Language and the ability
  of Wisdom.  Further, these requirements become
  more stringent as spell level increases.  Hence, a priest
  may attain high levels, but be limited in spellcasting
  ability.  See the table below.
  Priests gain access to spells as granted by
  their gods.  Usually, priests have dreams induced by
  their god regarding the proper ingredients and ritual
  necessary for casting a certain spell, or they are in-
  structed by other priests of the same faith.  If a
  chant is required for a spell, priests speak in tongues,
  influenced by their god or religion.  In any case,
  priests may cast any spells from their god as long as
  they have enough Magic Points at the moment.
  Similarly, as a priest advances in occupational
  level, provided they meet the minimum requisites
  per spell level, their odds of increasing in spell level
  are noted on a table on the following page.
  Ability Requirements
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  Priests cast only chaos magic (see Chap. 11:
  Magic).
  
  262
  Chapter 7: Occupation
  Piety Points
  All spells cast by priests are affected accord-
  ing to their PP.  All aspects of a spell are affected,
  including damage, duration, range, etc.  If a discrep-
  ancy arises, then the Aedile is the final arbiter of a
  specific effect with a specific spell.  Consult the table
  below:
  P
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  A hierophant is a priest of a specific god,
  and is not a druid.  A variety of gods are available in
  Neveria.  Specific information for hierophants of
  each god are detailed therein.  A moral hierophant
  who casts magic is often called a thamaturge, mean-
  ing miracle-worker.
  Magic Points: Not all hierophants cast
  magic, but for those who do, they begin with (26 +
  1d12) MP per occupational level and recover a num-
  ber of MP per hour equal to their current occupa-
  tional level.  For example, a 3rd level hierophant re-
  covers 3 MP per hour.  Unlike wizards, hierophants
  do not recover MP more quickly while asleep.  As
  hierophants advance in occupational level, they gain
  an additional (26 + 1d12) MP.  Magic Points are ex-
  plained in Chapter 11: Magic.
  Training: None.
  Guild: None.
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  -
  3
  %
  8
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  %
  6
  1
  -
  -
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  5
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  4
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  %
  3
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  %
  3
  4
  %
  2
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  %
  9
  1
  %
  0
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  -
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  %
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  %
  7
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  %
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  %
  5
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  %
  7
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  7
  %
  0
  6
  %
  4
  4
  %
  2
  3
  %
  1
  2
  %
  3
  1
  %
  5
  -
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  8
  %
  0
  7
  %
  0
  5
  %
  8
  3
  %
  7
  2
  %
  8
  1
  %
  0
  1
  %
  4
  -
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  9
  %
  0
  8
  %
  0
  6
  %
  4
  4
  %
  3
  3
  %
  4
  2
  %
  5
  1
  %
  2
  1
  %
  3
  -
  0
  1
  %
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  9
  %
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  7
  %
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  5
  %
  8
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  9
  2
  %
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  1
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  1
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  0
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  0
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  %
  0
  6
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  4
  4
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  4
  3
  %
  5
  2
  %
  2
  2
  %
  4
  1
  %
  2
  1
  2
  1
  -
  %
  0
  9
  %
  0
  7
  %
  0
  5
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  4
  %
  0
  3
  %
  5
  2
  %
  8
  1
  %
  6
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  3
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  -
  %
  0
  0
  1
  %
  0
  8
  %
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  6
  %
  5
  4
  %
  5
  3
  %
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  2
  %
  2
  2
  %
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  2
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  0
  9
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  7
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  4
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  3
  3
  %
  6
  2
  %
  4
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  -
  %
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  6
  %
  5
  4
  %
  8
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  %
  0
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  %
  8
  2
  6
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  9
  %
  0
  7
  %
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  %
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  4
  %
  4
  3
  %
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  3
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  %
  8
  4
  
  263
  Chapter 7: Occupation
  Hunter
  This occupation specializes in hunting ani-
  mals.  Daily wages are typically 6 s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 100 and Intelligence 80.
  Gender: Female hunters are rare.
  Race: Any.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Hunting + 5 and Weapon (Specific).
  The specific weapon may be a bow, spear, etc.
  Equipment: Bow or spear.
  Magic Points: Inapplicable.
  Advancement Points: For each animal cap-
  tured or killed, a hunter acquires 1 AP.
  Training: None.
  Guild: None.
  Inkmaker
  This occupation specializes in making and
  selling ink.  Ink is a mixture of lampblack gum and
  water.  Daily wages are typically 16 s.p.
  Ability Requirements: Intelligence 90.
  Gender: Female inkmakers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Inkmaking + 5.
  Equipment: Lampblack gum and water.
  Magic Points: Inapplicable.
  Advancement Points: For each gallon of
  ink made successfully, an inkmaker acquires 1 AP.
  Training: None.
  Guild: Inkmakers’ Guild.  Each apprentice
  must serve 7 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 7 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  264
  Chapter 7: Occupation
  Innkeeper/Hosteler
  This occupation specializes in housing and
  entertaining guests.  Most innkeepers are female and
  often stand in the main doorway soliciting strangers
  to stay at their inn.  Inkeepers usually suggest to
  strangers that they will find bread, wine, and love in
  their inn.  Daily wages are typically 20 s.p.
  Ability Requirements: Intelligence 80.
  Gender: Male innkeepers are uncommon.
  Race: Any but ogre or troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each guest who
  does not complain, a hosteler or innkeeper acquires
  1/20th of 1 AP.
  Training: None.
  Guild: Innkeepers’ Guild.  Each apprentice
  must serve 4 years.
  Once an apprentice for 4 years, they may
  apply to work as a journeyman for the guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Interpreter
  This occupation specializes in translating one
  language into another for others.  Daily wages are
  typically 6 s.p.
  Ability Requirements: Language 100, and
  Intelligence (overall) 85.
  Gender: Female interpreters are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf or noble.
  Religion: Any.
  Skills: Language (Speak).
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each new cus-
  tomer for whom interpretation is a success for no
  more than 1 conversation, an interpreter acquires 5
  AP.  Each additional conversation earns the inter-
  preter 5 AP.
  Training: None.
  Guild: None.
  NEC.VERBUM.VERBO.
  CURABIS.REDDERE.FIDUS.
  INTERPRES
  As a true interpreter you will
  take care not to interpret
  word for word.
  
  265
  Chapter 7: Occupation
  Ironmonger
  This occupation specializes in selling and
  distributing iron products.  Ironmongers sell the
  most iron to blacksmiths.  Daily wages are typically
  12 s.p.
  Ability Requirements: Strength 90 and
  Intelligence 75.
  Gender: Female ironmongers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3.
  Equipment: Iron.
  Magic Points: Inapplicable.
  Advancement Points: For each iron unit
  or product sold, an ironmonger acquires 1/20th of 1
  AP.
  Training: None.
  Guild: Ironmongers’ Guild.  Each appren-
  tice must serve 4 years.  Once an apprentice for 4
  years, they may apply to work as a journeyman for
  the guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Jeweler
  This occupation specializes in selling jew-
  elry.  Jewelers do not appraise gemstones (see Ap-
  praiser), but may appraise the remainder of the jew-
  elry.  Daily wages are typically 25 s.p.
  Ability Requirements: Analytic Intelligence
  100 and Intelligence 95.
  Gender: Female jewelers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Appraise + 5 and Haggling + 3.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each piece of
  jewelry sold or appraised successfully, a jeweler ac-
  quires 1 AP.
  Training: None.
  Guild: Jewelers’ Guild.  Each apprentice
  must serve 10 years.  Once an apprentice for 10 years,
  they may apply to work as a journeyman for the
  guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  266
  Chapter 7: Occupation
  Juggler
  This occupation specializes in juggling ob-
  jects for the entertainment of others.  Daily wages
  are typically 4 s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 100 and Intelligence 75.
  Gender: Male jugglers are rare.
  Race: Human.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Juggling + 5.
  Equipment: Objects to juggle.
  Magic Points: Inapplicable.
  Advancement Points: For each successful
  juggling performance that exceeds 5 minutes, 3 ob-
  jects, and an audience of at least a dozen, a juggler
  acquires 1 AP.
  Training: None.
  Guild: None.
  King/Queen
  This occupation is for royalty.  This posi-
  tion is achieved by heredity.  Upon becoming king
  or queen, all characters of all classes of the king-
  dom are required to swear loyalty to the king or
  queen.  The king and queen reside in a citadel in the
  capital city.  The citadel of a king is often called a
  palace.  The king and queen have the sovereign power
  to command their subjects, who are their vassals.
  Periodically, the king meets with their coun-
  cil, which is comprised of his dukes and barons.
  These dukes and barons are required to travel to
  their court.  The daily duties of a king or queen are
  overwhelming.  Instead of lounging around their
  palace, a king or queen is busy constantly.  Daily
  wages are typically 300 s.p.
  The king has the power to knight a worthy
  character.  During warfare, the king usually knights
  suitable characters and immediately sends them to
  war.  If the knight returns from warfare, then the
  knight may be promoted to a lord, a lord to a baron,
  or baron to duke.  During peace, fewer characters
  are knighted, and once knighted, they are given a
  hamlet or village and manor as a fief, thereafter be-
  ing called a lord.
  
  267
  Chapter 7: Occupation
  Ability Requirements: Intelligence 75.
  Gender: Kings are male, queens are female.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Royalty.
  Religion: Any.
  Skills: Cartography + 3, Etiquette + 3, Ge-
  nealogy + 3, Heraldry + 5, History (Cultural) + 3,
  History (Local) + 3, History (Military) + 3, Law +
  5, and Language (Read/Write).
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: A king advances ac-
  cording to the profit and prosperity of their vassals
  and kingdom.  Every 7 years the wealth of each
  vassal is recorded.  If the wealth of the vassals in-
  creases by 5% since the previous record, then the
  king increases 1 occupational level.  Every 6 months
  the economy is recorded, which is comprised of
  local and foreign trade.  If, as a whole, the local or
  foreign economy increases by 5%, then the king in-
  creases 1 occupational level.
  Training: None.
  Guild: None.
  Knacker
  This occupation specializes in making and
  selling harnesses.  An agreement is reached between
  a knacker and a tanner so that the knacker may pur-
  chase large quantities of tanned leather for a low-
  ered price.  Crafting a harness takes a knacker 2 days.
  Daily wages are typically 18 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female knackers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Saddlemaking + 5.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each successfully
  made harness, a knacker acquires 10 AP.
  Training: None.
  Guild: Knackers’ Guild.  Each apprentice
  must serve 9 years.  A masterpiece must be pro-
  duced to become a journeyman.  Once an appren-
  tice for 9 years, the knacker may make a skill check
  as they craft their masterpiece.  If passed at TH 36,
  then they become a journeyman.  If failed, then
  they may begin crafting another masterpiece and
  make another skill check in 2 days.  The Aedile may
  overrule any masterpiece skill check, because those
  in the guild who review the apprentice may dislike
  them or choose to keep them as an apprentice for
  some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  268
  Chapter 7: Occupation
  Knight
  Warriors are the most common, and per-
  haps necessary, adventurers.  Without the bravado
  of warriors, combat would be exceedingly difficult
  for other occupations.  5 different classes of war-
  riors exist, each with different advantages and dis-
  advantages.  The typical warrior, compared to other
  occupations, is not restricted regarding arms and
  armor, and is the deadliest foe at close quarters.  The
  classes of warriors include gladiator, knight, merce-
  nary, militiaman, and soldier.
  Only a king may declare a character to be a
  knight.  Knighthood may be achieved in 1 of 2 ways.
  Usually, the son of a knight will become a squire.  If
  the squire wins the approval of royalty, then the king
  usually knights the squire.  Otherwise, a king may
  knight any character who has done a deed worthy
  of knighthood, or simply any character they desire.
  A wealthy townsman may be knighted for his finan-
  cial services to a great lord.
  Once knighted, a character will be a knight
  for the rest of their life, even if they fall from the
  grace of their overlord.  In such a case, the knight
  must venture forth and find a new lord who will
  accept the knight’s servitude in return for a fief.
  A new knight pays his lord 1 g.p. for his
  knight’s fee (fief).  Also, once knighted the knight
  will be awarded with a suit of armor, sword, and
  horse.  Roll 1d100 to determine the suit of armor:
  (01-75%) 4-in-1 chainmail, or (76-100%) 6-in-1
  chainmail.  Only the greatest knights wear a suit of
  platemail armor.  The new knight may select their
  type of sword, either bastard, broad, cut and thrust,
  flamberge, long, or zweihander.
  Once knighted, the knight must find a squire.
  Multiple squires may compete for the favor of the
  knight, a squire may be appointed by whoever
  knighted him, or the knight may have difficulty find-
  ing a squire.   If a knight no longer approves of a
  squire, then the knight may dismiss the squire.
  Each knight is obligated to come to the
  council of their lord, when summoned.  Daily wages
  are typically 50 s.p.
  Ability Requirements: Intelligence 75.
  Knights usually have high ability scores of Physique
  and Dexterity.
  Gender: Female knights are rare.
  Race: Human.
  Disposition: Any.
  Temperament: Knights tend not to be
  phlegmatic.
  Sociality: Serf or noble.
  Religion: Any endorsed by their king.
  Skills: Armor (General), Armor (Specific)
  + 3, Cartography + 3, Heraldry + 5, History (Mili-
  tary) + 3, Mounted Archery + 3, Religion (Specific)
  + 3, Riding + 3, Weapon (General) + 3, and 2 Weap-
  ons (Specific) of their choice, though 1 weapon must
  be a sword.
  Equipment: All knights prefer a sword, the
  weapon of knighthood.  However, as a warrior, a
  knight may also use a horseman’s battle axe, flail,
  mace, or war hammer.  Knights wear at least me-
  dium armor, usually chainmail.  Affluent knights
  prefer platemail.
  Magic Points: Inapplicable.
  Advancement Points: Knights gain AP by
  damaging foes while in service to their overlord,
  usually a baron, duke, or king.  Points gained equal
  the damage dealt.
  Training: None.
  Guild: None.
  
  269
  Chapter 7: Occupation
  Laborer
  This occupation specializes in providing
  miscellaneous physical labor, which cannot be con-
  sidered another occupation.  An example of the duty
  of a laborer may be fetching mortar to help build-
  ers.  Oftentimes, the only difference between a la-
  borer and a slave is a degree of freedom.  Daily
  wages are typically 4 s.p.  Female labor assistants typi-
  cally earn 1 s.p. per day.
  Ability Requirements: Strength 90.
  Gender: Female laborers are uncommon.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Slave, peasant, or serf.
  Religion: Any.
  Skills: None.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each successful
  completion of a project, a laborer acquires 5 AP.
  Training: None.
  Guild: None.
  Lacemaker
  This female occupation specializes in mak-
  ing lace.  Daily wages are typically 4 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female only.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Cleaning + 5.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each project
  completed with lace, a lacemaker acquires 1 AP.
  Training: None.
  Guild: None.
  Laundress
  This female occupation specializes in clean-
  ing clothes.  A laundress is distinct from a chamber-
  maid, because a laundress does not perform other
  duties in addition to cleaning laundry.
  A laundress purchases soap and cleans cloth-
  ing and other fabric with soap and water.  Most
  employers provide the soap for the laundress.  Once
  clean, the clothes are hung to dry.
  Most laundresses are employed by several
  families and clean clothes once per week.  However,
  nobility and royalty often have 1 or more laundresses
  per family and have their clothes cleaned daily.  Daily
  wages are typically 4 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female only.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Slave, peasant, or serf.
  Religion: Any.
  Skills: Cleaning + 5 and Smell + 3.
  Equipment: Water and soap.
  Magic Points: Inapplicable.
  Advancement Points: For each piece of
  clothing cleaned to the satisfaction of the customer,
  a laundress acquires 1 AP.
  Training: None.
  Guild: None.
  
  270
  Chapter 7: Occupation
  Linkboy
  This profession is for young boys.  A boy is
  hired by a character to carry a torch or lantern and
  escort them through dark sidestreets at night.  Some-
  times, linkboys are called periegetai, meaning ‘lead-
  ers around.’  Nightly wages are typically 1 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Male only.
  Race: Human.
  Disposition: Any.
  Temperament: Any.
  Sociality: Slave or serf.
  Religion: Any.
  Skills: Direction Sense + 5.
  Equipment: Lantern or torch.
  Magic Points: Inapplicable.
  Advancement Points: For each character
  or group of characters who are led correctly through
  streets, a linkboy acquires 1 AP.
  Training: None.
  Guild: None.
  Locksmith
  This occupation specializes in making and
  selling locks.  Daily wages are typically 16 s.p.
  Ability Requirements: Intelligence 90.
  Gender: Female locksmiths are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Locksmithing + 5, Lock-picking +
  5, and Haggling + 3.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each lock made
  successfully, a locksmith acquires 1 AP.
  Training: None.
  Guild: Smiths’ Guild.  Each apprentice must
  serve 8 years.  All members are prohibited from in-
  juring each other including apprentices, or their
  property.  Members accused of violating this prohi-
  bition are banished from the guild, if not the com-
  munity.  All members are discouraged by a 100 s.p.
  fine from helping smiths outside of their guild, as
  well as making illegal keys or tools for thieves.  Ap-
  prentices must pay 200 s.p. to join the guild as a
  journeyman, though sons of members may join for
  free.  If any member has more charcoal than needed,
  then it may only be sold to other members at a fixed
  price, and no member may purchase more than nec-
  essary for their work.  Violators regarding charcoal
  pay 100 s.p.  A master may not have more than 2
  apprentices or own a slave; otherwise, a fee of 100
  s.p. is charged.
  Once an apprentice for 7 years, they may
  apply to work as a journeyman for the guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  271
  Chapter 7: Occupation
  Lord/Lady
  This occupation is for royalty.  Only a king
  or queen can make a character become a lord or
  lady.  If the character accepts, then the lord or lady
  pledges allegiance to their king, duke, and baron.
  Then, the king or queen grants the lord or lady a
  manor and hamlet or village, which is their fief.  A
  lord or lady answers to their baron, duke, and king.
  Otherwise, the lord or lady may command the char-
  acters of their manor and hamlet or village as de-
  sired, who are their vassals.
  The lord does not attend the council of the
  king, as do barons and dukes.  In fact, the lord rarely
  leaves their hamlet or village, except for warfare.
  Local, legal hearings are directed by the lord
  and decided by a jury who are peers to the accused.
  Low crimes are tried in the court of the lord’s manor.
  Those accused of high crimes (such as treason, mur-
  der, etc.) are sent to the royal court of the king in
  the capital city.
  The daily duties of a lord or lady are over-
  whelming.  Instead of lounging around their manor,
  a lord or lady is busy constantly.  Daily wages are
  typically 20 s.p.
  Due to the military nature of this occupa-
  tion, most lords are experienced knights and were
  promoted after loyal service in war.
  Ability Requirements: Intelligence 75.
  Gender: Lords are male, ladies are female.
  Race: Anakim, bugbear, dwarf, human, and
  kobold.
  Disposition: Any.
  Temperament: Any.
  Sociality: Royalty.
  Religion: Lords may worship any god en-
  dorsed by their king or queen.
  Skills: Cartography + 3, Etiquette + 3, Ge-
  nealogy + 3, Heraldry + 5, History (Cultural) + 3,
  History (Local) + 3, History (Military) + 3, Law +
  5, and Language (Read/Write).
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: A lord advances ac-
  cording to the profit and prosperity of their vassals
  and hamlet or village.  Every 7 years the wealth of
  each vassal is recorded.  If the wealth of the vassals
  increases by 5% since the previous record, then the
  lord increases 1 occupational level.  Every 6 months
  the economy is recorded, which is comprised of
  local and foreign trade.  If, as a whole, the local or
  foreign economy increases by 5%, then the lord in-
  creases 1 occupational level.
  Training: None.
  Guild: None.
  
  272
  Chapter 7: Occupation
  Mage
  Generically speaking, a wizard is one who casts spells and is most often imagined to be wearing a
  robe.  2 different classes of wizard are available: sorcerers and mages.  Sorcerers and mages are often
  considered and labeled by others as immoral and casting black magic, or moral and casting white magic.
  White magicians are sometimes called Sons of Light.  References to black magicians include Brothers of
  the Shadow, the Dark Brothers, Grey Brothers, and followers of the Left-Hand Path or the Path of
  Shadows.
  As wizards advance in occupational level,
  they must roll 1d100 and consult the table above to
  determine if they have learned enough about magic
  to attempt more complicated spells -- spells of a
  higher spell level.  If the advancing wizard fails the
  roll by rolling higher than the listed percentage, then
  the wizard must wait until they advance another oc-
  cupational level before attempting to increase their
  spell level.  Note that it is possible for a 1st level
  wizard to know spells higher than those from the 1st
  spell level.
  A mage is a character who studies magic
  through reading arcane texts, grimoires, and apply-
  ing formulae and intricate ritualistic elements.
  Though sorcerers throughout history experimented
  haphazardly with their innate powers, mages have
  recently had success with attempts to standardize
  magic so that anyone capable of reading ancient
  tomes and practicing precise rituals may also use
  magic.  More specifically, mages use ceremonial magic
  (see Chap. 11: Magic).  Due to the inherent rigor and
  necessary intelligence, mages are exceedingly rare.
  Unlike sorcerers, mages are often respected.
  Unlike sorcerers or priests, mages1 are able
  to learn and cast spells from each of the 5 disci-
  plines of magic.  Other spellcasters are limited re-
  garding the disciplines.  Mages may use only cer-
  emonial magic.
  Mages may opt to specialize in 1 of the 5
  disciplines of magic (see Chap. 11: Magic).  Specialist
  mages call themselves magisters.  A magister gains
  an additional 10% likelihood of advancing in spell
  level.  However, they forfeit the ability to learn and
  cast any spells from the 2 disciplines opposite to
  their chosen specialty.  For example, a magister of
  earth forfeits the ability to learn and cast any ether
  or water spells or magic.  The most ancient name
  for a mage is a magus, or magi in its plural form.
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  273
  Chapter 7: Occupation
  The number of spells known by a mage upon completing their initial training is equal to their
  Intelligence ability divided by 10 and truncated.  For example, if a given mage has an Intelligence of 128,
  then they begin with 12 spells.  Future spells are acquired by learning.  A spell cannot be learned if it is
  never encountered.  Once encountered, it may be studied, and hopefully learned.  To see if a given spell is
  learned, consult the following table:
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  7
  1.  The word ‘mage’ did not originate in Europe, so its use here contradicts a premise of F.A.T.A.L.  However, it is derived
  from the oldest word for a magician, which is magus.
  Note that the Skill Modifier for the Intelli-
  gence ability affects the roll on the table above for
  the chance to learn a new spell.  Therefore, the more
  intelligent the mage, the easier it is to learn spells.
  To determine the number of spells known
  by a mage who is higher than the 1st occupational
  level, roll 1d10 per occupational level.  Determine
  randomly which spells are known by a mage of
  higher than 1st occupational level.
  By tradition among mages, their working
  magical library, which usually consists of  their
  spellbook, remains with their bodies even after death.
  In this way, it is hoped that magical knowledge will
  be provided for use in the afterlife.
  When employed, mages typically earn 10 s.p.
  per occupational level per day.
  
  274
  Chapter 7: Occupation
  Ability Requirements: Learning and cast-
  ing spells as a mage has requirements that vary de-
  pending on the level of the spell (not the caster).  If
  any requirement is unmet, then the mage is unable
  to cast spells of that spell level.
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  1
  Gender: Female mages are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.  Few anakim study magic.
  Disposition: Due to the rigor required to
  master magic, most mages are ethical, though neu-
  tral regarding morality.
  Temperament: Mages tend to be melan-
  cholic.
  Sociality:  Nobility.  Mages are usually re-
  spected, though also reclusive.  However, mages are
  shunned, not respected, in kobold society.
  Religion: Mages are equally likely to wor-
  ship a god or ignore the gods for their studies.
  Skills: Bookbinding + 3, Research (Library)
  + 3, Spellcasting (Familiarity) + 3, and Symbology
  + 3.
  Equipment: Mages tend to shun armor and
  most weapons.  Oftentimes, mages carry a dagger
  or a quarterstaff.  The most important piece of
  equipment to a mage is their spellbook.
  Magic Points: Mages begin with (38 +
  1d20) MP per occupational level and recover a num-
  ber of points per hour equal to twice their current
  level, thrice if asleep.  For example, a 3rd level mage
  recovers 6 MP per hour while awake.  As mages ad-
  vance in occupational level, they gain an additional
  (38 + 1d20) MP.  MP’s are explained in Chapter 11:
  Magic.
  Advancement Points: Mages gain AP by
  casting spells, though not for trivial reasons.  To gain
  points, the casting of a spell must be done while in
  dangerous, life-threatening conditions or as a means
  to an important purpose.  Points gained equal the
  number of MP expended multiplied times 3.  A mage
  must train to advance each occupational level.
  Training: 4 weeks.  To train, a mage must
  study new magical techniques and learn new spells.
  A mage must train with a mage higher in occupa-
  tional level and the trainer must know the spells that
  the trainee learns.
  Guild: None.
  
  275
  Chapter 7: Occupation
  Marbler
  This occupation specializes in working with
  and selling marble.  Daily wages are typically 18 s.p.
  Ability Requirements: Strength 100 and
  Intelligence 80.
  Gender: Female marblers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3,Stonemasonry + 5,  and
  Weapon (Specific).  The specific weapon is a pick.
  Equipment: Pick.
  Magic Points: Inapplicable.
  Advancement Points: For each 1,000
  pounds of marble processed, a marbler acquires 1
  AP.
  Training: None.
  Guild: Marblers’ Guild.  Each apprentice
  must serve 6 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 6 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Mason
  This occupation specializes in shaping and
  selling stone.  Daily wages are typically 13 s.p.
  Ability Requirements: Strength 100 and
  Intelligence 75.
  Gender: Female masons are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Slave or serf.
  Religion: Any.
  Skills: Haggling + 3, Stonemasonry + 5, and
  Weapon (Specific).  The specific weapon is a pick.
  Equipment: Pick.
  Magic Points: Inapplicable.
  Advancement Points: For each 1,000
  pounds of stone shaped, a mason acquires 1 AP.
  Training: None.
  Guild: Masons’ Guild.  Each apprentice
  must serve 6 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 6 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  276
  Chapter 7: Occupation
  Mercenary
  Warriors are the most common, and per-
  haps necessary, adventurers.  Without the bravado
  of warriors, combat would be exceedingly difficult
  for other occupations.  5 different classes of war-
  riors exist, each with different advantages and dis-
  advantages.  The typical warrior, compared to other
  occupations, is unrestricted regarding arms and ar-
  mor, and is the deadliest foe at close quarters.  The
  classes of warriors include gladiator, knight, merce-
  nary, militiaman, and soldier.
  Although knights play a decisive role in war-
  fare, they are usually few and only human.  Instead,
  many military leaders rely on mercenaries and peas-
  ants.  Mercenaries are warriors with average training
  similar to that of a soldier, except they lack loyalty
  to anything but money, and are predominantly un-
  ethical.  A mercenary provides the services of a
  warrior to the highest bidder.  Daily wages are 10
  s.p.
  Ability Requirements: Intelligence 75.
  Mercenary companies may have requirements for
  membership.
  Gender: Females mercenaries are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Due to their easily changed
  loyalty, or lack thereof, most mercenaries tend to be
  unethical.
  Temperament: Mercenaries tend to be cho-
  leric and phlegmatic.
  Sociality: Serf.
  Religion: Any.
  Skills: Armor (General), Armor (Specific)
  + 3, Blindfighting + 3, Haggling + 3, Weapon (Gen-
  eral) + 3, and 3 Weapons (Specific).
  Equipment: Mercenaries prefer medium ar-
  mor such as chainmail, though they may use any
  weapon.
  Magic Points: Inapplicable.
  Advancement Points: Mercenaries gain AP
  by damaging foes while in service to their employ-
  ers -- usually the military, as part of a battle or skir-
  mish.  Points gained equal the damage dealt.
  Training: None.
  Guild: None.
  Messenger
  This occupation specializes in the delivery
  of messages.  Other terms for a messenger include:
  courier or tabellarii, meaning ‘tablet-men.’  Messen-
  gers are accustomed and expected to travel longer
  than the standard 10-hour day.  Daily wages are typi-
  cally 5 s.p.
  Ability Requirements: Physical Fitness 110,
  Intelligence 75, and Drive 110.
  Gender: Female messengers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Slave, peasant, or serf.
  Religion: Any.
  Skills: Sprint + 5.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each mile across
  which a messenger has traveled, a messenger acquires
  1 AP.
  Training: None.
  Guild: None.
  
  277
  Chapter 7: Occupation
  Militiaman
  Warriors are the most common, and per-
  haps necessary, adventurers.  Without the bravado
  of warriors, combat would be exceedingly difficult
  for other occupations.  5 different classes of war-
  riors exist, each with different advantages and dis-
  advantages.  The typical warrior, compared to other
  occupations, is unrestricted regarding arms and ar-
  mor, and is the deadliest foe at close quarters.  The
  classes of warriors include gladiator, knight, merce-
  nary, militiaman, and soldier.
  A member of the local militia receives mini-
  mal training, and duties entail enforcing law and or-
  der for the local community.  Daily wages are 10 s.p.
  Ability Requirements: Physical Fitness 90,
  Strength (average for each race and gender), Agility
  100, and Intelligence 85.
  Gender: Female militiamen are rare.
  Race: Any but ogre or troll.
  Disposition: Since the duty of a militiaman
  is to uphold law and order, it is unlikely, though
  possible, to find an unethical militiaman.
  Temperament: Militiamen tend to be phleg-
  matic.
  Sociality: Serf.
  Religion: The best militiamen worship gods
  of justice, law, or order.
  Skills: Armor (Specific), Blindfighting + 3,
  Disarm + 3, Law + 3, Weapon (General) + 3, and 1
  Weapon (Specific).
  Equipment: Most militia wear only light ar-
  mor such as leather and carry clubs, though some
  use maces.
  Magic Points: Inapplicable.
  Advancement Points: Militiamen gain AP
  by maintaining peace in their community.  Points
  gained equal the number of LP of criminals who
  they have personally subdued or imprisoned, while
  in dangerous or life-threatening situations.  Hence,
  AP are not awarded for scolding a thieving child.  A
  militiaman must train to advance.
  Training: 2 weeks.  To train, a militiaman
  must learn more about surrounding areas, fences,
  contacts, local characters, restraining techniques, and
  the law.  As militiamen advance, they may increase
  rank and are often transferred to better beats.  In
  urban centers, most 1st level militiamen get assigned
  to the slums.  A Militiaman must train with other
  militia, usually local.
  Guild: None.
  
  278
  Chapter 7: Occupation
  Miller
  This occupation specializes in converting
  grain into flour and selling it.  Originally, flour was
  ground by hand.  Then, animals turned cogs, which
  powered the grindstones.  Now, power is derived
  from either water or air.  Water-driven mills are usu-
  ally located across rivers, though windmills may be
  nearly anywhere.  Windmills are less reliable than
  watermills, because windmills depend on the weather.
  Grain is purchased from farmers after it has been
  winnowed.  Once milled, grain is sold to bakers.  The
  cost of building an average mill is 12,000 s.p.  The
  cost of a millstone is 1,100 s.p.  Daily wages are
  typically 5 s.p.
  Ability Requirements: Intelligence 80.
  Gender: Female millers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Peasant or serf.
  Religion: Any.
  Skills: Milling + 5 and Haggling + 3.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each 1,000
  pounds of grain milled, a miller acquires 1 AP.
  Training: None.
  Guild: Millers’ Guild.  Each apprentice must
  serve 4 years.  By guild statute, profits are limited to
  1/16th of what is milled.  Once an apprentice for 4
  years, they may apply to work as a journeyman for
  the guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Miner
  This occupation specializes in mining ores
  from the earth.  A miner digs a mine shaft either to
  find precious metals or stones, or to tunnel under-
  neath the wall of a besieged fortification.  There-
  fore, miners may be civilian or military.
  Under the supervision of an engineer, mili-
  tary miners may attempt to dig beneath a moat and
  then wall, set a fire, evacuate the tunnel, and hope
  to collapse the wall.  Once underneath the moat or
  wall, the miners will support the mine shaft with
  timbers.  Otherwise, miners may dig underneath the
  wall and up to the surface, so that soldiers can enter
  the besieged fortification.  In either case, a counter-
  mine may be dug by defenders if they detect mining
  by besiegers.  A bowl of water may be placed atop
  the defending wall and watched for ripples, which
  may alert defenders to the presence of mining.  Suc-
  cessful counter-miners will collapse the tunnel.  Fi-
  nally, another method of mining is when miners, in
  this case called sappers, approach the wall of the
  besieged fortification while hiding in the cat of a
  battering ram.  Once at the wall, the sappers pick at
  the wall to weaken its structure.  Daily wages are
  typically 7 s.p., whether civilian or military.
  Ability Requirements: Common Sense 75.
  Gender: Female miners are rare.
  
  279
  Chapter 7: Occupation
  Race: Any but ogre, borbytingarna, and hill
  troll.  Dwarves, kobolds, and subterranean trolls are
  exceptional miners.
  Disposition: Any.
  Temperament: Any.
  Sociality: Slave or serf.
  Religion: Any.
  Skills: Appraise + 3, Mining + 5, and
  Weapon (Specific).  The specific weapon is a pick.
  Equipment: Pick.
  Magic Points: Inapplicable.
  Advancement Points: For each pound of
  ore mined, a miner acquires 1 AP.  All participating
  miners who collapsed a wall or counter-mined a foe
  acquire 500 AP.
  Training: None.
  Guild: Miners’ Guild.  Each apprentice must
  serve 4 years.  Once an apprentice for 4 years, they
  may apply to work as a journeyman for the guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Minter
  This occupation specializes in minting cur-
  rency, usually in the form of coins or bars of pre-
  cious metals.  So far, no more than 100 million s.p.
  have been minted per year per kingdom, and no
  more than 1 million g.p.
  A minter must guard the anvil, die, and pre-
  cious metal of their king with their life.  If any of
  these are stolen, then the minter is put to death,
  whether guilty or innocent.  Each minter, including
  apprentices, must sign a clause in a contract that
  allows the king to take their life if associated with
  misfortune regarding minting, such as debasing the
  metal.
  The first coins ever minted were electrum, a
  naturally-occurring alloy of silver and gold.  In the
  beginning, these coins were 55% gold.  Slowly, this
  changed to 43% gold.  Eventually, electrum coins
  were abandoned in favor of purer metals.
  Daily wages are typically 7 s.p.
  Ability Requirements: Intelligence 80.
  Gender: Female minters are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  
  280
  Chapter 7: Occupation
  Religion: Any.
  Skills: Blacksmithing + 5 and Minting + 5.
  Equipment: Forge, anvil, die, hammer, and
  precious metal.
  Magic Points: Inapplicable.
  Advancement Points: For each bar of pre-
  cious metal minted, a minter acquires 1 AP.
  Training: None.
  Guild: Minters’ Guild.  Each apprentice
  must serve 7 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 7 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Money-Lender
  This occupation specializes in lending money
  with the understanding that it will be repaid with 5-
  6% interest, or that favors must be performed.
  Money-lenders are resented, but also respected.
  Because money-lenders run risks, interest is high.
  A borrower who fails to repay may expect their
  goods to be seized and given to the money-lender.
  If this compensation is insufficient to repay the debt,
  then the borrower will be imprisoned or banished.
  Imprisonment is more effective for the money-
  lender, since it gives the borrower a chance to ac-
  quire money and repay it.  Daily wages vary depend-
  ing on the market and the gullibility of the customer.
  Ability Requirements: Intelligence 90 and
  Common Sense 90.
  Gender: Female money-lenders are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf or noble.
  Religion: Any.
  Skills: Haggling + 5 and Intimidation + 5.
  Equipment: Money.
  Magic Points: Inapplicable.
  Advancement Points: For each silver piece
  earned due to interest, a money-lender acquires 1
  AP.
  Training: None.
  Guild: Bankers’ Guild.  Each apprentice
  must serve 7 years.  Once an apprentice for 7 years,
  they may apply to work as a journeyman for the
  guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  281
  Chapter 7: Occupation
  Mountaineer
  This occupation specializes in climbing and
  traversing mountains.  Daily wages are typically 13
  s.p.
  Ability Requirements: Physical Fitness 110,
  Strength (able to bench press body weight), Agility
  100, and Intelligence 75.
  Gender: Female mountaineers are rare.
  Race: Any but elf, ogre, or troll.  Dwarves
  tend to be the best mountaineers.
  Disposition: Any but ogre.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Mountaineering + 5.
  Equipment: Pick.
  Magic Points: Inapplicable.
  Advancement Points: For each mountain
  fully climbed, a mountaineer acquires 100 AP.
  Training: None.
  Guild: None.
  Musician/Minstrel
  This occupation specializes in performing
  music.  Musicians or minstrels play music, but un-
  like bards they do not adventure in search of inspi-
  ration.  Daily wages are typically 4 s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 100, Math Intelligence 85, Analytic Intelli-
  gence 95, Spatial Intelligence 100. (Vocal Charisma
  110, if singer).
  Gender: Either.
  Race: Any but ogre, borbytingarna, and hill
  troll.  Human music varies widely.  Bugbear music is
  always fast.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf or noble.
  Religion: Any.
  Skills: Music (Counterpoint) + 5, Music
  (Theory) + 5, and Musical Instrument + 5.
  Equipment: Voice or instrument.
  Magic Points: Inapplicable.
  Advancement Points: For each successful
  performance to an audience of at least a dozen,
  occurring less frequently than once per week and
  involving new music, a musician or minstrel acquires
  1 AP.
  Training: None.
  MONTANI.SEMPER.LIBERI
  Mountaineers are always free.
  
  282
  Chapter 7: Occupation
  Guild: Musicians’ Guild.  Each apprentice
  must serve 7 years.  A masterpiece must be pro-
  duced to become a journeyman.  The masterpiece
  must be a musical work that is composed by the
  musician.  The musical work must display compli-
  cated music theory and counterpoint.  Finally, the
  musician must perform this musical work flawlessly
  before their master and 3 guild officials.  2 out of 3
  guild officials must approve of the musician as a
  journeyman.
  Once an apprentice for 7 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d100 days.
  Finally, the masterpiece must be performed before
  guild officials.  The performance constitutes a Mu-
  sical Instrument skill check.  The TH is determined
  by the Aedile depending on complexity.  The Aedile
  may overrule any masterpiece skill check, because
  those in the guild who review the apprentice may
  dislike them or choose to keep them as an appren-
  tice for some corrupt reason.
  For a journeyman to become a master, they
  must receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The Aedile decides the TH.
  Navigator
  This occupation specializes in naval naviga-
  tion via the stars.  A navigator may be civilian or
  military.  Navigators often become the captain or
  first-mate of a vessel.  Most navigators are experi-
  enced sailors as well.  Daily wages are typically 13
  s.p.
  Ability Requirements: Intelligence 90.
  Gender: Female navigators are rare.
  Race: Bugbear and human.  Other races
  avoid navigating seas or oceans.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Constellations + 5 and Sailing + 5.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each naval ven-
  ture in which no faulty navigation occurs, a naviga-
  tor acquires 5 AP.
  Training: None.
  Guild: None.
  
  283
  Chapter 7: Occupation
  Papermaker
  This occupation specializes in making and
  selling paper.  For more information on making pa-
  per, see the Papermaking skill (Chap. 8: Skills).  Elves
  only make paper from dead trees, and never fell liv-
  ing trees for paper or any other reason.  Papermak-
  ers sell paper to bookbinders.  Daily wages are typi-
  cally 12 s.p.
  Ability Requirements: Spatial Intelligence
  90 and Intelligence (overall) 80.
  Gender: Female papermakers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Papermaking + 5.
  Equipment: Paper.
  Magic Points: Inapplicable.
  Advancement Points: For each piece of
  paper made, a papermaker acquires 1/20th of 1 AP.
  Training: None.
  Guild: Papermakers’ Guild.  Each appren-
  tice must serve 7 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 7 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Pawnshopman
  This occupation specializes in the business
  of pawning valuables, trinkets, and possessions.
  Daily wages are typically 6 s.p.
  Ability Requirements: Intelligence 80 and
  Common Sense 85.
  Gender: Female pawnshopmen are rare.
  Race: Any but ogre and troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 5.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each 10 items
  traded, a pawnshopman acquires 1 AP.
  Training: None.
  Guild: Pawnshopmans’ Guild.  Each ap-
  prentice must serve 4 years.  Once an apprentice for
  4 years, they may apply to work as a journeyman for
  the guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  284
  Chapter 7: Occupation
  Perfumer
  This occupation specializes in making and
  selling perfumes.  Females who wear perfume are
  50% likely to smell more attractive to any given male.
  If they do smell more attractive, then the Charisma
  of the perfumed female will increase by (1d10)%
  for 1d10 hours, depending on the quality of the per-
  fume purchased.  Daily wages are typically 14 s.p.
  Ability Requirements: Intelligence 90.
  Gender: Either.
  Race: Human.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3, Perfumemaking + 5,
  and Smell + 5.
  Equipment: Scented liquids.
  Magic Points: Inapplicable.
  Advancement Points: For each new and
  delectable perfume made, a perfumer acquires 10
  AP.  For each bottle of perfume sold, a perfumer
  acquires 1 AP.
  Training: None.
  Guild: Perfumers’ Guild.  Each apprentice
  must serve 7 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 7 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Pewterer
  This occupation specializes in shaping and
  selling pewter.  Daily wages are typically 16 s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 90 and Intelligence 80.
  Gender: Female pewterers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Pewtersmithing +
  5.
  Equipment: Pewter.
  Magic Points: Inapplicable.
  Advancement Points: For each pound of
  pewter shaped and sold, a pewterer acquires 1 AP.
  Training: None.
  Guild: Smiths’ Guild.  Each apprentice must
  serve 7 years.  All members are prohibited from in-
  juring each other including apprentices, or their
  property.  Members accused of violating this prohi-
  bition are banished from the guild, if not the com-
  munity.  All members are discouraged by a 100 s.p.
  fine from helping smiths outside of their guild, as
  well as making illegal keys or tools for thieves.  Ap-
  prentices must pay 200 s.p. to join the guild as a
  journeyman, though sons of members may join for
  free.  If any member has more charcoal than needed,
  then it may only be sold to other members at a fixed
  price, and no member may purchase more than nec-
  essary for their work.  Violators regarding charcoal
  pay 100 s.p.  A master may not have more than 2
  apprentices or own a slave; otherwise, a fee of 100
  s.p. is charged.
  Once an apprentice for 7 years, they may
  apply to work as a journeyman for the guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  285
  Chapter 7: Occupation
  Pick Pocket/Cutpurse
  Thieves are popular both in cities and the
  wilderness.  They are a constant threat to any soci-
  ety.  In general, thieves tend toward unethical dis-
  positions, though some spies or assassins may be
  very loyal.  There are 5 classes of thief, including
  the assassin, bandit, pick pocket, ruffian, and spy.
  Considered to be urban bandits, pick pock-
  ets most often make a habit of bumping into char-
  acters amidst a crowd, stealing their goods, and run-
  ning to safety.  Usually, pick pockets are nonviolent,
  though aggressive ones exist.
  If they carry a blade and steal purses, then
  they are considered a cutpurse, not a pick pocket.
  Ability Requirements: Hand-Eye Coordi-
  nation 90, Agility 90, and Intelligence 75.
  Gender: Either.
  Race: Any but ogre or troll.  Humans and
  kobolds are most common.
  Disposition: Pick pockets and cutpurses
  tend to be unethical and most are not moral.
  Temperament: Pick pockets and cutpurses
  tend to be phlegmatic.
  Sociality: Serf.
  Religion: Any.
  Skills: Appraise + 3, Hide + 5, Pick Pocket
  + 8, Silence + 3, Sprint + 5, and Touch + 5.
  Equipment: Most pick pockets do not wear
  armor at all, preferring to blend into a crowd.  Few
  have weapons, but if armed, a dagger is most likely
  to be carried.
  Magic Points: Inapplicable.
  Advancement Points: Pick pockets gain AP
  by successfully picking a character’s pocket, while
  cutpurses gain AP for stealing purses.  Points gained
  by pick pockets equal the adjusted number that
  passed a skill check for the Pick Pocket skill.  Fur-
  ther, 1 AP is gained for the equivalent of each silver
  piece pilfered by the pick pocket or cutpurse.
  Training: None.
  Guild: None.
  Potter
  This occupation specializes in making pot-
  tery.  Daily wages are typically 6 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female potters are uncommon.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Pottery + 5.
  Equipment: Any.
  Magic Points: Inapplicable.
  Advancement Points: For each successfully
  made and functional pot, a potter acquires 1 AP.
  Training: None.
  Guild: Potters’ Guild.  Each apprentice must
  serve 7 years.  A masterpiece must be produced to
  become a journeyman.
  Once an apprentice for 7 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  OCCASIO.FACIT.FUREM
  Opportunity makes a thief.
  
  286
  Chapter 7: Occupation
  Poulterer
  This occupation specializes in processing and
  selling poultry.  Chickens are the most popular poul-
  try, but poulterers also sell rabbits, hares, kids, and
  lambs.  Daily wages are typically 6 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female poutlerers are rare.
  Race: Any but ogre or troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Peasant or serf.
  Religion: Any.
  Skills: Haggling + 3.
  Equipment: Poultry.
  Magic Points: Inapplicable.
  Advancement Points: For each animal
  used, a poulterer acquires 1/10th of 1 AP.
  Training: None.
  Guild: Poulterers’ Guild.  Each apprentice
  must serve 5 years.  Once an apprentice for 7 years,
  they may apply to work as a journeyman for the
  guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Prince/Princess
  This occupation is not chosen, but inher-
  ited.  A prince is the son of a king and queen.  If
  multiple princes exist, then the oldest living prince
  will become king when the king dies.  A princess is
  the daughter of the king and queen.  If the king
  dies and he has no princes, then the princess will
  become queen; shortly thereafter she will select and
  marry any male of royal birth, who will become king.
  Daily wages are an allowance, if given, from the king.
  The days of princes and princesses are filled
  with education; they are learning how to rule and
  make better decisions.
  Ability Requirements: Intelligence 75.
  Gender: Princes are male, princesses are
  female.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Royalty.
  Religion: Any religion endorsed by the king.
  Skills: Cartography + 3, Etiquette + 3, Ge-
  nealogy + 3, Heraldry + 5, History (Cultural) + 3,
  History (Local) + 3, History (Military) + 3, Law +
  5, and Language (Read/Write).
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: A prince or princess
  advances in level by winning the approval and favor
  of the king and queen over rival princes or prin-
  cesses.  Each time that the king or queen acts in
  favor of this prince or princess, 5 AP is earned.  If
  the prince or princess does not have brothers or
  sisters, then each time the public acts in favor of
  the prince, instead of the king or queen, 5 AP is
  earned.
  Training: None.
  Guild: None.
  
  287
  Chapter 7: Occupation
  Public Executioner
  Also called a carnifex, this occupation spe-
  cializes in killing characters who are convicted of
  crimes.  Prior to executing a criminal, the public
  executioner dons a black hood.  Popular methods
  include beheading, crucifying, and hanging.  The
  public executioner often assists the bailiff in tortur-
  ing apprehended criminals.  Daily wages are 8 s.p.
  Ability Requirements: Strength 100 and
  Intelligence 75.
  Gender: Female public executioners are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Public executioners tend to be
  immoral.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Dismemberment + 5 and Weapon
  (Specific).  The specific weapon is a berdeesh.
  Equipment: Berdeesh.
  Magic Points: Inapplicable.
  Advancement Points: For each convicted
  and killed criminal, a public executioner acquires 5
  AP.  For points to be earned, only 1 attack must be
  made to kill the criminal.  If more than 1 attack is
  necessary, then points are not earned.  For this rea-
  son, a public executioner always sharpens their
  berdeesh.
  Training: None.
  Guild: None.
  Pursemaker
  This occupation specializes in making purses.
  Pursemakers arrange deals with tanners to purchase
  large quantities of tanned leather at lower prices.
  The tanned leather is made into pouches, which are
  sometimes called backpacks or purses.  Daily wages
  are typically 16 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female pursemakers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Pursemaking + 5.
  Equipment: Leather.
  Magic Points: Inapplicable.
  Advancement Points: For each successfully
  made purse, a pursemaker acquires 1 AP.
  Training: None.
  Guild: Pursemaker.  Each apprentice must
  serve 8 years.  A masterpiece must be produced to
  become a journeyman.
  Once an apprentice for 7 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  VIVERE.COMMUNE.EST.
  SED.NON.COMMUNE.MERERI
  Everybody lives;
  not everybody deserves to.
  
  288
  Chapter 7: Occupation
  Ranger
  Fighters are those who are capable foes, but
  informally trained.  3 classes of fighters exist as ad-
  venturers: berserkers, bounty hunters, and rang-
  ers.
  Those who roam the countryside, familiar
  with every nook and cranny, every trick of survival,
  are rangers.  Most often, rangers sell their services
  to adventurers, merchants, or travelers as guides.
  Daily wages are 10 s.p.
  Ability Requirements: Physical Fitness 90,
  Health 90.
  Gender: Female rangers are uncommon.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Rangers are rarely immoral or
  ethical.
  Temperament: Rangers may be any tem-
  perament.
  Sociality: Peasant or serf.
  Religion: Any.
  Skills: Aim + 3, Animal Handling + 3, Climb
  + 3, Constellations + 3, Direction Sense + 5, Fish-
  ing + 3, Hunting + 3, Nature (Animals) + 3, Nature
  (Beasts) + 3, Nature (Birds) + 3, Nature (Fish) + 3,
  Nature (Geography) + 3, Nature (Humanoids) + 3,
  Nature (Mycology) + 3, Nature (Plants) + 3, Na-
  ture (Trees) + 3, Search + 3, Sight + 3, Sound + 3,
  Sprint + 3, and 2 Weapons (Specific).
  Equipment: Rangers prefer light armor
  such as leather or studded leather, and often carry a
  bow.
  Magic Points: Inapplicable.
  Advancement Points: Rangers gain AP in
  many ways.  For each blow dealt successfully to a
  foe, rangers gain AP equal to half of the damage
  delivered.  Further, each successful skill check for
  Animal Handling, Climb, Direction Sense, Fishing,
  Hunting, Nature (Animals), Nature (Beasts), Nature
  (Birds), Nature (Fish), Nature (Geography), Nature
  (Humanoids), Nature (Mycology), Nature (Plants),
  Nature (Trees), Search, Sight, and Sound merits a
  gain in AP equal to half of the adjusted number
  that passed the skill check.  However, skill checks
  may not be included when performed for trivial rea-
  sons or daily routine, but only under life-threaten-
  ing conditions, risk of injury, or when difficult.  For
  example, the mere successful identification of a tree
  [successful Nature (Tree) skill check] earns nothing
  for the ranger, but identifying a particular tree amidst
  the wilderness for a client who has hired the ranger
  as a guide to find it, deserves AP.
  Training: None.
  Guild: None.
  
  289
  Chapter 7: Occupation
  Reeve
  The reeve is a peasant official who is subor-
  dinate to the bailiff.  The reeve is selected annually
  from the populace.  His main duty is to see that the
  villagers who owe labor service rise promptly and
  report for work.  A reeve makes sure no herdsman
  slips away to a fair, market, wrestling match, or tav-
  ern without obtaining leave and finding a substitute.
  On some manors, the reeve collects the rent.  With-
  out formal schooling, the reeve keeps track of all
  these facts and figures by means of marks on a tally
  stick.  For his labors, physical and mental, the reeve
  receives no money stipend, but nevertheless quite
  substantial compensation.  He is always exempted
  from his normal village obligations.  The reeve has
  an assistant, known variously as the beadle, hayward,
  or messor, who serves partly as the reeve’s deputy,
  partly in an independent role.  Daily wages are 0 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Male only.
  Race: Human.
  Disposition: Any.
  Temperament: Any.
  Sociality: Peasant.
  Religion: Any.
  Skills: Haggling + 3.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each day that no
  villager is absent from work, a reeve acquires 5 AP.
  Training: None.
  Guild: None.
  Ropemaker
  This occupation specializes in making and
  selling rope.  Some ropemakers are called
  cordwainers, since they specialize in cords, such as
  laces for shoes.  Others are called threadmakers.
  Threadmakers spin flax to make linen, then may have
  a dyer dye it, then sell it to either drapers or weav-
  ers.  Daily wages are typically 9 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female ropemakers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Ropemaking + 5.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each 100 feet of
  rope made, a ropemaker acquires 1 AP.
  Training: None.
  Guild: Ropemakers’ Guild.  Each appren-
  tice must serve 4 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 4 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  290
  Chapter 7: Occupation
  Ruffian
  Thieves are popular both in cities and the
  wilderness.  They are a constant threat to any soci-
  ety.  In general, thieves tend toward unethical dis-
  positions, though some spies or assassins may be
  very loyal.  There are 5 classes of thief, including
  the assassin, bandit, pick pocket, ruffian, and spy.
  Urban terrors, ruffians seem willing to bash
  any character over the head to get what they want,
  or often just for jest.  Having no respect for any
  character, ruffians willingly assault those who op-
  pose.  Often, the better ruffians are hired by wealthy
  locals to rough up or intimidate characters for a pur-
  pose.  This class of thief enjoys harming others for
  no reason but the thrill.  Ruffians are all too happy
  to oblige for little pay.  Commonly employed as a
  bodyguard for a merchant, money-lender, brotheler,
  or for a vagabond or street-walking whore, the daily
  wages of a ruffian are typically 10 s.p.
  Ability Requirements: Strength 115, Agil-
  ity 90, and Intelligence 75.
  Gender: Female ruffians are rare.
  Race: Any but light elf, ogre, borbytingarna,
  or hill troll.
  Disposition: Ruffians tend to be unethical
  and immoral.
  Temperament: Ruffians tend not to be san-
  guine.
  Sociality: Serf.
  Religion: Any.  Religious ruffians are rare.
  Skills: Brawling + 5, Hide + 3, Intimidation
  + 5, and 1 Weapon (Specific).
  Equipment: Ruffians rarely wear armor
  heavier than leather, and prefer small weaponry, es-
  pecially weapons that are easily concealable and avail-
  able, such as bottles, crowbars, daggers, rocks, and
  tools.
  Magic Points: Inapplicable.
  Advancement Points: Ruffians gain AP for
  damaging others, though not from subdual damage.
  Points gained equal the damage dealt when hired by
  an employer, though if the victim attacked is inno-
  cent, does not deserve it, or did not ask for it, the
  ruffian gains AP equal to half of the damage dealt.
  Further, for each successful skill check of Intimida-
  tion, ruffians gain AP equal to half of the adjusted
  number that passed the skill check.  AP are gained
  only from these skill checks once per intimidated
  character.
  Training: None.
  Guild: None.
  
  291
  Chapter 7: Occupation
  Saddler
  This occupation specializes in making
  saddles.  Daily wages are typically 10 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female saddlers are rare.
  Race: Human.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Saddlemaking + 5.
  Equipment: Leather.
  Magic Points: Inapplicable.
  Advancement Points: For each saddle
  made successfully, a saddler acquires 1 AP.
  Training: None.
  Guild: Saddlers’ Guild.  Each apprentice
  must serve 10 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 7 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Sage
  Trained as scholars, sages actively seek
  knowledge or conduct their research in the field.
  Oftentimes, an aged or experienced sage maintains
  a shop in town, supplying arcane items, ingredients
  for spells, and knowledge.  Most sages maintain a
  shop to earn money for further research.  However,
  they usually dislike dealing with ordinary characters.
  Sages dedicate their lives to self-education.
  To be a sage, a character must have studied for at
  least 10 years.  For example, it is rare to find a young
  human sage.  A sage is usually a respected member
  of their community, often considered to be a wise
  man.
  When employed, sages usually earn at least
  10 s.p. per question answered.  If research must be
  conducted, then fees of 100 s.p. or more per day
  are common.
  Ability Requirements: Intelligence 120 and
  Drive 115.
  Gender: Female sages are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Sages tend to be ethical and
  are neutral regarding morality.
  Temperament: Sages tend to be melan-
  cholic.
  Sociality: Serf or noble.
  SCIENTA.EST.POTENTIA
  Knowledge is power.
  
  292
  Chapter 7: Occupation
  Religion: Any.
  Skills: Anatomy + 3, Appraise + 5, Archi-
  tecture + 3, Bookbinding + 3, Cartography + 3,
  Chemistry + 3, Constellations + 3, Cosmos (Gen-
  eral Planes) + 3, Etiquette + 3, Glassblowing + 3,
  Heraldry + 3, Herbalism + 3, History Culture + 3,
  History Legends + 3, History Local + 5, History
  Military + 3, Law + 3, may read and write as many
  languages as Intelligence allows, Logic + 5, Math
  (Fundamental) + 8, Math (Algebra) + 5, Math (Ge-
  ometry) + 3, Math (Trigonometry) + 3, Music
  Theory + 5, Music Counterpoint + 3, 1 Musical
  Instrument + 3, Nature (Animals) + 3, Nature
  (Beasts) + 3, Nature (Birds) + 3, Nature (Fish) + 3,
  Nature (Geography) + 3, Nature (Humanoids) + 3,
  Nature (Minerals) + 3, Nature (Mycology) + 3, Na-
  ture (Plants) + 3, Nature (Trees) + 3, Paper-making
  + 3, Philosophy + 5, Religion (Cultural) + 3, Re-
  member Detail + 3, Research (Library) + 5, Ritual
  (Complex) + 5, Symbology + 3, Teaching + 5, and
  Toxicology + 5.
  Equipment:  Most sages live sedentary
  lifestyles and avoid danger.  Although a sage may
  adventure to gain knowledge or ingredients, they do
  not usually wear armor and wield weapons.  Instead,
  adventuring sages usually hire knights, mages, mer-
  cenaries, priests, or rangers to assist or protect them.
  Magic Points: Inapplicable.
  Advancement Points: Sages gain AP by
  conducting research.  Points gained equal the ad-
  justed number that passes a skill check for any skill
  listed above, provided that skill is used successfully
  and crucial to conducting research.  The research
  may not be for whim, but must be for a genuine
  attempt to acquire knowledge that is useful academi-
  cally.  A sage must train to advance a level.
  Training: 5 weeks.  To train, a sage must
  study a new academic area or, more likely, learn more
  in their main area of interest.  Sages often seek other
  sages or scholars in their field, though depending
  on the area of interest, they may study alone.
  Guild: None.
  Sailmaker
  This occupation specializes in making and
  selling sails for waterborne vessels.  Daily wages are
  typically 11 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female sailmakers are rare.
  Race: Bugbear and human.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Sailmaking + 5.
  Equipment: Wool.
  Magic Points: Inapplicable.
  Advancement Points: For each sail made
  successfully, a sailmaker acquires 1 AP.
  Training: None.
  Guild: Sailmakers’ Guild.  Each apprentice
  must serve 7 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 7 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  293
  Chapter 7: Occupation
  Sailor
  This occupation specializes in sailing water-
  borne vessels.  A sailor may be in the military.
  A pirate is a class of sailor who behaves as a
  bandit.  Pirates often gather together, forming the
  crew of 1 or more vessels.  A pirate is also skilled as
  a bandit and advances both as a sailor and as a ban-
  dit.
  Daily wages are typically 10 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female sailors are rare.
  Race: Bugbear and human.
  Disposition: Any.
  Temperament: Any.
  Sociality: Slave or serf.
  Religion: Any.
  Skills: Sailing + 5.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each naval jour-
  ney, a sailor acquires 10 AP.
  Training: None.
  Guild: None.
  Scholar
  This occupation specializes in learning from
  a teacher at either a religious school or university.
  Both the children of religious schools and young
  men of universities are referred to as scholars.
  A scholar attending a university studies ei-
  ther to be a barrister, doctor, or priest.  Scholars, or
  their parents, pay for education; daily wages do not
  exist for scholars.
  Ability Requirements: Language 100 and
  Intelligence (overall) 100.
  Gender: Male only.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Noble.  Royal education is brought
  privately to the scholar.
  Religion: Any.
  Skills: None until graduation.  Upon gradu-
  ating, the scholar acquires 1 or more skills accord-
  ing to the judgment of the Aedile.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each year
  through which a scholar continues and learns, the
  scholar increases by 1 occupational level as a scholar.
  Training: Continuous.
  Guild: None.
  
  294
  Chapter 7: Occupation
  Schoolmaster
  This occupation specializes in teaching stu-
  dents.  A schoolmaster teaches either children at a
  religious school or young men at a university.  Both
  the children and young men are referred to as schol-
  ars.
  If  a schoolmaster teaches at a religious
  school, then the schoolmaster must be a proponent
  of the god to whom the school is devoted, as well
  as knowledgeable about the religion.
  If a schoolmaster teaches at a university, then
  the schoolmaster is either specialized as a barrister,
  doctor, or priest.
  Daily wages are typically 5 s.p.
  Ability Requirements: Language 100 and
  Intelligence (overall) 100.
  Gender: Male only.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Noble.
  Religion: Any.
  Skills: Teaching + 5, and any skill relative to
  the subject matter taught.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each scholar
  who graduates with the permission of the school-
  master, a schoolmaster acquires 5 AP.
  Training: None.
  Guild: None.
  Scribe
  This occupation specializes in copying writ-
  ten works and selling the copies to customers.  Books
  are valuable and rare, so many scribes are backed up
  with orders.  To be a scribe, a character must have
  completed their religious schooling.  However, some
  scribes attend a university, fail their final examina-
  tion, and choose to be a scribe though they once
  desired to be a barrister, doctor, or priest.
  The number of books is multiplying spec-
  tacularly, even though every book must be copied
  by hand.  Scholars and universities supply a market
  for textbooks, and scribes are therefore often lo-
  cated in the neighborhood of the school or univer-
  sity.  Scribes do more than copy texts.  They also
  serve as secretaries, both for the illiterate and those
  who want particularly fine handwriting in their cor-
  respondence.
  A scribe sits in a chair with extended arms
  across which his writing board is placed with the
  sheets of parchment held in place by a deerskin
  thong.  His implements include a razor or sharp knife
  for scraping, a pumice, an awl, a long and narrow
  parchment ruler, and a boar’s tooth for polishing.
  A scribe works near a fire or keeps a basin of coals
  handy to dry the ink, which is held in an oxhorn,
  into which he dips a well-seasoned quill.  The oxhorn
  fits into a round hole in the writing board, with a
  cover.  Scribes are not always accurate.
  The greatest number of books consist of
  plain, legibly written sheets that are bound in plain
  wooden boards.  Sometimes the boards are covered
  in leather.  Scholars often bind several books to-
  gether under the same covers.  Books are valuable
  pieces of property, often pawned and rented as well
  as sold.  Scholars are the chief renters.  Across the
  bottom of the last page of many books is written
  “For his pen’s labor, may the scribe be given a beau-
  tiful girl.”  Books are kept not on open shelves, but
  in locked chests.  More elaborate books are bound
  in ivory and metal covers mounted on wood.  Some-
  times they are decorated with enamel.  Works are
  seldom composed on parchment.  Authors usually
  write on wax tablets and have their productions cop-
  ied by scribes.  A scribe writes first on wax and cop-
  ies over it, onto parchment.
  ET.STANTI.LEGIS.ET.
  LEGIS.SEDENTI.
  CURRENTI.LEGIS.ET.
  LEGIS.CACANTI
  You read to me when I’m standing
  And when I’m sitting,
  When I’m running and
  When I’m shitting.
  
  295
  Chapter 7: Occupation
  Most books have 2 columns of text per page.
  The style of lettering varies, but currently it is pre-
  ferred to have stiff, narrow, angular letters executed
  with heavy lines.
  Daily wages are typically 21 s.p.
  Ability Requirements: Language 100 and
  Intelligence (overall) 85.
  Gender: Male only.
  Race: Any but ogre, borbytingarna, and hill
  troll. Humans and subterranean trolls are most likely
  to be scribes.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf or noble.
  Religion: Any.
  Skills: Forgery + 5 and Transcribing + 5.
  Equipment: Ink, pen, and paper.
  Magic Points: Inapplicable.
  Advancement Points: For each successfully
  copied written work, a scribe acquires 5 AP.
  Training: None.
  Guild: None.
  Sheather
  This occupation specializes in making and
  selling sheathes.  Sheathers arrange deals with tan-
  ners, so that they may purchase large quantities of
  leather for lower prices.  Sheathers make sheathes
  for swords from leather and sell them to knights,
  the only characters legally allowed to carry swords.
  Daily wages are typically 12 s.p.
  Ability Requirements: Intelligence 80.
  Gender: Female sheathers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Sheathmaking + 5.
  Equipment: Leather.
  Magic Points: Inapplicable.
  Advancement Points: For each successfully
  crafted sheathe, a sheather acquires 1 AP.
  Training: None.
  Guild: Sheathers’ Guild.  Each apprentice
  must serve 9 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 9 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  296
  Chapter 7: Occupation
  Shepherd
  This occupation specializes in shepherding
  flocks.  A shepherd must protect a flock of sheep
  from predators and thieves.  Then, the shepherd
  shears the sheep and sells the wool to fullers.  Daily
  wages are typically 4 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female shepherds are rare.
  Race: Human.
  Disposition: Any.
  Temperament: Any.
  Sociality: Slave or peasant.
  Religion: Any.
  Skills: Animal Conditioning + 5 and Ani-
  mal Handling + 5.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each flock suc-
  cessfully shepherded, a shepherd acquires 10 AP.
  Training: None.
  Guild: None.
  Sheriff
  This occupation specializes in collecting
  taxes.  There is only 1 sheriff per king.  A sheriff is
  continually traveling the kingdom, visiting all house-
  holds, collecting taxes, and recording the number
  of residents.  By command of the king, all militia-
  men are subordinate to the sheriff, and will help the
  sheriff collect taxes when necessary.  Daily wages
  are typically 75 s.p.
  Ability Requirements: Intelligence 80.
  Gender: Female sheriffs are rare.
  Race: Any but ogre, borbytingarna, or hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Noble.
  Religion: Any.
  Skills: Haggling + 3 and Intimidation + 3.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each 100 s.p.
  collected, or equivalent, a sheriff acquires 1 AP.
  Training: None.
  Guild: None.
  Shipwright
  This occupation specializes in building water-
  borne vessels.  Daily wages are typically 32 s.p.
  Ability Requirements: Strength 90 and
  Intelligence 100.
  Gender: Female shipwrights are rare.
  Race: Bugbear and human.  The other races
  are not fond of seas or oceans.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Shipwright + 5.
  Equipment: Wood.  Shipwrights prefer fir,
  pine, and cedar for planking, fir and pine for masts
  and yards, and oak for frames.  Sails are sewn of
  linen.
  Magic Points: Inapplicable.
  Advancement Points: For each successfully
  built large waterborne vessel such as a warship, a
  shipwright acquires 50 AP.  Small vessels such as a
  rowboat acquire 5 AP.  Usually, the local shipwright
  of  the highest level also holds the title of
  harbormaster.
  Training: None.
  Guild: Shipwrights’ Guild.  Each appren-
  tice must serve 10 years.  A masterpiece must be
  produced to become a journeyman.
  Once an apprentice for 10 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d100 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  297
  Chapter 7: Occupation
  Silversmith
  This occupation specializes in working with
  silver and selling the finished products.  Daily wages
  are typically 10 s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 90 and Intelligence 85.
  Gender: Female silversmiths are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Silversmithing + 5.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each pound of
  silver worked, a silversmith acquires 1 AP.
  Training: None.
  Guild: Smiths’ Guild.  Each apprentice must
  serve 10 years.  All members are prohibited from
  injuring each other including apprentices, or their
  property.  Members accused of violating this prohi-
  bition are banished from the guild, if not the com-
  munity.  All members are discouraged by a 100 s.p.
  fine from helping smiths outside of their guild, as
  well as making illegal keys or tools for thieves.  Ap-
  prentices must pay 200 s.p. to join the guild as a
  journeyman, though sons of members may join for
  free.  If any member has more charcoal than needed,
  then it may only be sold to other members at a fixed
  price, and no member may purchase more than nec-
  essary for their work.  Violators regarding charcoal
  pay 100 s.p.  A master may not have more than 2
  apprentices or own a slave; otherwise, a fee of 100
  s.p. is charged.
  Once an apprentice for 7 years, they may
  apply to work as a journeyman for the guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Skinner
  This occupation specializes in skinning.  A
  skinner removes the skin from an animal.  Daily
  wages are typically 6 s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 90 and Intelligence 85.
  Gender: Female skinners are rare.
  Race: Any but light elf, ogre, borbytingarna,
  and hill troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 5 and Skinning + 5.
  Equipment: Knife.
  Magic Points: Inapplicable.
  Advancement Points: For each creature
  skinned succesfully, a skinner acquires 5 AP.
  Training: None.
  Guild: Skinners’ Guild.  Each apprentice
  must serve 7 years.  Once an apprentice for 7 years,
  they may apply to work as a journeyman for the
  guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  298
  Chapter 7: Occupation
  1.  This statistic is from Epstein’s Wage Labor and Guilds in Medieval Europe.  For more information, see the References
  section at the end of this book.
  INTER.DOMINUM.ET.SERVUM.
  NULLA.AMICITIA.EST
  There is no friendship
  between master and slave.
  Slave
  Oftentimes, slaves do not earn currency, but
  are given enough food to remain alive.  If slaves are
  paid, then they usually earn less than 4 s.p. per day.
  Slaves may be purchased in Chapter 9: Equipment.  For
  each task with which a slave becomes proficient, 10
  AP are acquired.  Additionally, for each day that a
  slave does not get beaten or flogged, they must have
  done something right, and so they acquire 1 AP.
  Children are popular slaves, especially abandoned
  female children.
  To determine the duties of a slave, roll 1d100
  and consult the table below:
  llo
  R
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  M
  ela
  m
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  1
  0
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  7
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  w
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  4
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  4
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  5
  5
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  o
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  a
  M
  ss
  er
  d
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  u
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  6
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  1
  6
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  g
  n
  ess
  e
  M
  rer
  o
  b
  a
  L
  2
  7-
  7
  6
  re
  ni
  M
  rer
  o
  b
  a
  L
  8
  7-
  3
  7
  r
  olia
  S
  h
  c
  n
  e
  W
  5
  8-
  9
  7
  d
  re
  h
  p
  e
  h
  S
  er
  o
  h
  W
  2
  9-
  6
  8
  relb
  at
  S
  er
  o
  h
  W
  0
  0
  1-
  3
  9
  d
  re
  h
  e
  ni
  w
  S
  er
  o
  h
  W
  Reroll at the Aedile’s discretion if the re-
  sults are nonsensical.  For more information about
  the duties of a slave, see the appropriate occupa-
  tion.
  To determine the occupation of the mas-
  ter, determine the master’s Social Class (see Chap. 6:
  Sociality), and roll on the appropriate table in the
  beginning of this chapter.  Reroll nonsensical re-
  sults, such as a master beggar.
  The Aedile must determine the culture of
  the master.  Slaves in a bugbear society are shaven,
  numbered, and cataloged.  A number is burned into
  their back to identify them, and the number is regis-
  tered with the master and community.  Every morn-
  ing, slaves must submit to their master or appren-
  tice for full bodily shaving.
  Slaves in a human society are usually branded
  with a mark that indicates their master.  Slaves in a
  kobold society are marked with a several tools of
  surgery made of silver.  A large design is carved into
  the back of the slave, and each design is unique.
  Kobold carvers are valued for this purpose.  Subter-
  ranean trolls bite the upper back of their slaves, not
  necessarily to do damage, but to leave an identifying
  mark -- a dental pattern.
  Ability Requirements: See corresponding
  occupation.
  Gender: 62.9% of slaves1 are female, and
  37.1% of slaves are male.
  Race: Any.
  Disposition: Any.
  Temperament: Any.
  Sociality: Slave.
  Religion: Any.
  Skills: None.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: See corresponding
  occupation.
  Training: None.
  Guild: None.  The master of a slave, natu-
  rally, may belong to a guild.  A master may teach
  their occupation to their slave, but a slave cannot
  legally become a head of a shop or a guild official.
  
  299
  Chapter 7: Occupation
  Slave-Trader
  This occupation specializes in bartering hu-
  manoids.  A slave-trader may acquire slaves through
  a network of other slave-traders abroad, or by many
  means.  Slave-traders with less morality may associ-
  ate with ruffians and kidnap others to sell as slaves.
  Finally, the most extreme slave-traders may retain
  attractive females and potent males for mating, so
  that offspring may be raised and sold as slaves.  Most
  slave-traders have sex with their slaves as desired.
  Beginning slave-traders must obtain their slaves
  somehow, either by purchasing or stealing them.
  When a slave-trader is ready to sell a slave,
  the slave is cleaned and their appearance is maxi-
  mized.  For example, slaves may wear oil, so that
  they seem to be in better Physical Fitness or have
  more Strength.  Some slave-traders insist their slaves
  eat healthy food and exercise often.
  Some slave-traders specialize in preparing
  slaves to be gladiators and sell them to the coliseum.
  The coliseum may pay a higher price for a slave who
  may entertain spectators.
  Slaves are often branded with a hot iron or
  marked in an original way, so that characters in au-
  thority will recognize them as the property of the
  slave-trader (see Slave).
  Daily wages are typically 8 s.p. for ethical
  slave-traders, though higher for slave-traders who
  steal their slaves.
  Ability Requirements: Intelligence 75.
  Gender: Female slave-traders are rare.
  Race: Any but dwarf, elf, ogre,
  borbytingarna, or hill troll.
  Disposition: Rarely ethical or moral.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 5 and Intimidation + 3.
  Equipment: Slaves.
  Magic Points: Inapplicable.
  Advancement Points: For each healthy
  male slave who is traded, a slave-trader acquires 2
  AP.  For each healthy female slave who is traded, a
  slave-trader acquires 3 AP.  For each unhealthy slave
  who is traded, a slave-trader acquires 1 AP.
  Training: None.
  Guild: None.
  Soapmaker
  This occupation specializes in making and
  selling soap.  Daily wages are typically 6 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female soapmakers are uncom-
  mon.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Soapmaking + 5.
  Equipment: Lye.
  Magic Points: Inapplicable.
  Advancement Points: For each 100 pounds
  of soap made, a soapmaker acquires 1 AP.
  Training: None.
  Guild: Soapmakers’ Guild.  Each appren-
  tice must serve 4 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 4 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  300
  Chapter 7: Occupation
  Soldier
  Warriors are the most common, and per-
  haps necessary, adventurers.  Without the bravado
  of warriors, combat would be exceedingly difficult
  for other occupations.  5 different classes of war-
  riors exist, each with different advantages and dis-
  advantages.  The typical warrior, compared to other
  occupations, is unrestricted regarding arms and ar-
  mor, and is the deadliest foe at close quarters.  The
  classes of warriors include gladiator, knight, merce-
  nary, militiaman, and soldier.
  The most common class of warriors, sol-
  diers are loyal to the military of their state and re-
  ceive average training.  When not at war or in train-
  ing, soldiers are usually building or repairing roads.
  Daily wages are typically 10 s.p. for light infantry,
  and higher for others.  For more information, see
  Wages in Chapter 18: Warfare.
  Ability Requirements: Physical Fitness 90,
  Strength (average for race and gender), Drive 100,
  Hand-Eye Coordination 100, Agility 100, and Intel-
  ligence 80.
  Gender:  Female soldiers are rare.
  Race:  Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Soldiers tend not to be
  phlegmatic.
  Sociality: Serf.
  Religion:  Any.  Most often, soldiers wor-
  ship gods of war, valor, strength, or victory.
  Skills: Armor (General), Armor, (Specific)
  + 3, History (Military) + 3, Weapon (General) + 3,
  and 2 Weapons (Specific)
  Equipment: Soldiers seek the heaviest ar-
  mor available, though most wear chainmail.  As far
  as weapons, soldiers are trained in a variety of weap-
  ons, depending on their duty station and rank.  Most
  use a polearm or war hammer.  For humans, swords
  are reserved for knights only.
  Magic Points: Inapplicable.
  Advancement Points: Soldiers gain AP by
  damaging foes while in service to their military as
  part of a battle or skirmish.  Points gained equal the
  damage dealt.  A soldier must train to advance.
  Training: 2 weeks.  To train, a soldier must
  learn more about other nearby armies, killing tech-
  niques, weapon maneuvers and weapon tricks, battle
  tactics, etc.  A soldier must receive their training
  through the military in which they are part.  More
  general information on military training is available
  in Chapter 18: Warfare.
  Guild: None.
  
  301
  Chapter 7: Occupation
  Sorcerer
  Generically speaking, a wizard is one who casts spells and is most often imagined to be wearing a
  robe.  2 different classes of wizard are available: sorcerers and mages.  Sorcerers and mages are often
  considered and labeled by others as immoral and casting black magic, or moral and casting white magic.
  White magicians are sometimes called Sons of Light.  References to black magicians include Brothers of
  the Shadow, the Dark Brothers, Grey Brothers, and followers of the Left-Hand Path or the Path of
  Shadows.
  As wizards advance in occupational level,
  they must roll 1d100  and consult the table above to
  determine if they have learned enough about magic
  to attempt more complicated spells -- spells of a
  higher spell level.  If the advancing wizard fails the
  roll by rolling higher than the listed percentage, then
  the wizard must wait until they advance another oc-
  cupational level before attempting to increase their
  spell level.  Note that it is possible for a 1st level
  wizard to know spells higher than those from the 1st
  spell level.
  Magic was either first discovered by accident
  or introduced by a god.  In either case, the first to
  dabble with magic did so by trial and error and have
  been known as sorcerers ever since.  Discovering
  that they have a natural and innate ability to use
  magic, sorcerers believe they are gifted above all oth-
  ers.  Those around them and who do not have this
  gift, however, usually shun the sorcerer, and in some
  cultures, kill or banish them, calling them warlocks
  or witches depending on the gender of the sorcerer
  or sorceress.  Generally, sorcerers do not cast spells
  in public, because they are likely to be hunted by
  assassins, bounty hunters, and possibly armies.  Sor-
  cery is a crime beyond high justice, and usually sub-
  ject to cruel treatment such as mutilation.  When
  valued by others, sorcerers are sometimes called
  prophets.  Some female prophets assist druids.  An
  ancient name for a sorcerer is pharmakeutes.  Hav-
  ing no need of grimoires or rigid training, most sor-
  cerers withdraw from society to practice and de-
  velop their magic through self-exploration.  It is
  common for sorcerers to gather into groups, known
  as covens.  Sorcerers are dabblers, and for this rea-
  son cast only chaos magic (see Chap. 11: Magic).  Most
  sorcerers practice black magic.
  le
  v
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  L
  lle
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  a
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  p
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  2
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  -
  -
  2
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  4
  %
  5
  -
  -
  -
  -
  -
  -
  -
  3
  %
  5
  5
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  2
  3
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  5
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  4
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  0
  7
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  7
  4
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  5
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  5
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  5
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  5
  8
  %
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  6
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  4
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  7
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  7
  8
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  3
  6
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  2
  4
  %
  5
  2
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  1
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  2
  -
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  8
  -
  %
  0
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  %
  5
  7
  %
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  5
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  3
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  0
  2
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  7
  %
  1
  -
  9
  -
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  8
  8
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  5
  6
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  7
  4
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  4
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  5
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  1
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  6
  7
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  8
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  8
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  4
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  7
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  7
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  8
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  4
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  6
  6
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  6
  7
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  7
  8
  1
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  0
  0
  1
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  4
  8
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  9
  7
  9
  1
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  -
  -
  -
  -
  %
  2
  9
  %
  7
  8
  0
  2
  -
  -
  -
  -
  -
  -
  -
  %
  9
  9
  %
  5
  9
  
  302
  Chapter 7: Occupation
  Roll 1d4 to determine the number of disci-
  plines to which a sorcerer has access.  Next, roll
  1d100 and consult the list of disciplines presented
  in the following table:
  llo
  R
  e
  nil
  pic
  si
  D
  llo
  R
  e
  nil
  pic
  si
  D
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  0
  ri
  A
  0
  8-
  1
  6
  eriF
  0
  4-
  1
  2
  h
  tra
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  0
  0
  1-
  1
  8
  reta
  W
  0
  6-
  1
  4
  re
  h
  t
  E
  This roll randomly determines a discipline
  from which the sorcerer is able to cast, and must be
  rolled a number of times equal to the number of
  disciplines to which they have access; reroll any rep-
  etitious numbers.
  A sorcerer begins knowing 1d6 spells per
  occupational level, which they may choose from their
  accessible disciplines.  Upon advancing an occupa-
  tional level, sorcerers gain 1d6 spells, also chosen
  from their available disciplines.
  Ability Requirements: Discovering and
  casting spells as a sorcerer has requirements that vary
  depending on the level of the spell (not the caster).
  If any requirement is unmet, then the sorcerer is
  unable to cast spells of that spell level.
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  Gender: Either.  A male is called a sorcerer
  or warlock, a female is called sorcereress or witch.
  Race:  Any but ogre, borb., and hill troll.
  Disposition: Since others typically do not
  respond well to sorcerers, most sorcerers are un-
  ethical and tend toward immorality.  An immoral
  sorcerer may be called a maleficus, meaning a char-
  acter who uses evil magic.
  Temperament: Sorcerers tend not to be
  sanguine.
  Sociality:  Peasant or serf.  As sorcerers are
  not well-received by most societies, they tend to hide
  their powers and conduct magic privately.  It is com-
  mon for jealous wives to consult a witch.  Though
  laws are common in societies against sorcery, they
  are not always enforced, but usually provide drastic
  punishment.
  Religion: Sorcerers tend to worship gods
  concerned with self-indulgence and shameless acts.
  Skills: Divination (Astrology) + 3,
  Spellcasting (Combat) + 3, Cosmos (General Planes)
  + 3, and Constellations + 3.
  Equipment: Sorcerers tend to shun armor
  and most weapons.  Often, sorcerers carry a dagger
  or a quarterstaff.
  Magic Points: Sorcerers begin with (38 +
  1d20) MP per occupational level and recover a num-
  ber of points per hour equal to twice their current
  level, or thrice their current level if asleep.  For ex-
  ample, a 3rd level sorcerer recovers 6 MP per hour
  while awake.  As sorcerers advance in occupational
  level, they gain an additional (38 + 1d20) MP.  MP’s
  are explained in Chapter 11: Magic.
  Advancement Points: Sorcerers gain AP
  by casting spells, though not for trivial reasons.  To
  gain points, the casting of a spell must be done while
  in danger, life-threatening conditions, or as a means
  to an important purpose.  Points gained equal the
  number of MP expended multiplied times 3.
  Training: None.
  Guild: None.
  
  303
  Chapter 7: Occupation
  Spy
  Thieves are popular both in cities and the
  wilderness.  They are a constant threat to any soci-
  ety.  In general, thieves tend toward unethical dis-
  positions, though some spies or assassins may be
  very loyal.  There are 5 classes of thief, including
  the assassin, bandit, pick pocket, ruffian, and spy.
  For any character to hire the expensive ser-
  vices of a spy, the spy must have a reputation as
  above average in requisite abilities; otherwise any
  drunk could be hired in a tavern.  Although spies are
  thieves, they are professionals.  Depending on the
  job, spies earn at least 20 s.p. per day.
  Ability Requirements: Physical Fitness 90,
  Intelligence 85, Drive 100, and Intuition 100.
  Gender: Either.
  Race: Any but ogre, borbytingarna, and hill
  troll.  Kobold spies gather information on the travel
  of human slave caravans.
  Disposition: Spies tend to be ethical and
  are usually indifferent to morality.
  Temperament: Spies tend not to be phleg-
  matic.
  Sociality: Serf or noble.
  Religion: Any.
  Skills: Disguise + 3, Forgery + 3, Hide + 3,
  Read Lips + 5, Remember Detail + 5, Sight + 5,
  Silence + 3, Sound + 3, and 1 Weapon (Specific).
  Equipment: Spies prefer weapons that  may
  be hidden, though they rarely intend to use them.
  Magic Points: Inapplicable.
  Advancement Points: Spies gain AP by suc-
  cessfully spying as hired by an employer.  Points
  gained equal half of the adjusted number concern-
  ing a successful skill check with a skill listed above
  for spies, and half of the damage done to a foe in
  combat.  AP are not gained for skills or combats
  irrelevant to the specific task of spying, as hired by
  an employer.  A spy must train to advance.
  Training: 3 weeks.  To train, a spy must learn
  how to move unseen and infiltrate foreign or unfa-
  miliar places.  A spy must train with a spy higher in
  occupational level.
  Guild: None.
  Squire
  This occupation is required prior to knight-
  hood.  A commoner cannot choose to be a squire.
  A squire is the son of a knight or, if none exists, is
  selected by a knight.
  The duty of a squire is to attend to the needs
  of their knight.  Daily wages of a squire are 5 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female squires are rare.
  Race: Human.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf or noble.
  Religion: Any.
  Skills: None.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: Squires do not ad-
  vance in level.
  Training: None.
  Guild: None.
  Stabler
  This occupation specializes in the stabling
  of horses.  Daily wages are typically 5 s.p.
  Ability Requirements: Intelligence 85 and
  Intuition 75.
  Gender: Female stablers are rare.
  Race: Human.
  Disposition: Any.
  Temperament: Any.
  Sociality: Slave, peasant, or serf.
  Religion: Any.
  Skills: Animal Conditioning + 5, Animal
  Handling + 5, and Grooming + 3.
  Equipment: Stables and oats.
  Magic Points: Inapplicable.
  Advancement Points: For each horse
  stabled to the satisfaction of the owner, a stabler
  acquires 1 AP.
  Training: None.
  Guild: None.
  
  304
  Chapter 7: Occupation
  Swineherd
  This occupation specializes in herding swine.
  When the swine are fat enough, they are sold to the
  butcher.  Daily wages are typically 5 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female swineherders are rare.
  Race: Human.
  Disposition: Any.
  Temperament: Any.
  Sociality: Slave or peasant.
  Religion: Any.
  Skills: Animal Conditioning + 5, Animal
  Handling + 5.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each new swine
  herded successfully, a swineherd acquires 1 AP.
  Training: None.
  Guild: None.
  Tailor
  This occupation specializes in fitting cloth-
  ing.  A tailor sits inside their shop, cutting and sew-
  ing in clear view of the public.  In this way, a cus-
  tomer may inspect the work and a tailor may display
  their skill.  When the buying public arrives, the tai-
  lor deserts their bench and hurries outside, Hag-
  gling so aggressively that guild rules are needed for
  restraint.  For example, one guild rule is that cus-
  tomers cannot be addressed who stop at a neighbor’s
  stall.  Cloth is obtained from drapers or weavers.
  Daily wages are typically 8 s.p.
  Ability Requirements: Hand-Eye Coordi-
  nation 100 and Intelligence 85.
  Gender: Female tailors, called seamstresses,
  are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Tailoring + 5.
  Equipment: Needle and thread.
  Magic Points: Inapplicable.
  Advancement Points: For each full outfit
  of clothing fitted to the satisfaction of the customer,
  a tailor acquires 5 AP.  Otherwise, for each individual
  piece of clothing fitted to the satisfaction of the
  customer, a tailor acquires 1 AP.
  
  305
  Chapter 7: Occupation
  Training: None.
  Guild: Tailors’ Guild.  Each apprentice must
  serve 6 years.  A masterpiece must be produced to
  become a journeyman.  Discord exists between the
  Furriers’ Guild and the Tailors’ Guild.
  Once an apprentice for 6 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Tanner
  This occupation specializes in tanning
  leather.  Animal skins are purchased from a skinner.
  For more information on Tanning, see Chapter 8:
  Skills.  Daily wages are typically 7 s.p.
  Ability Requirements: Intelligence 80.
  Gender: Female tanners are rare.
  Race: Any but light elf, ogre, borbytingarna,
  and hill troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Tanning + 5.
  Equipment: Leather.
  Magic Points: Inapplicable.
  Advancement Points: For every pound of
  leather tanned successfully, a tanner acquires 1 AP.
  Training: None.
  Guild: Tanners’ Guild.  Each apprentice
  must serve 8 years.  Once an apprentice for 8 years,
  they may apply to work as a journeyman for the
  guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  306
  Chapter 7: Occupation
  AUT.BIBEAT.AUT.ABEAT
  Either drink or get out.
  Tavernkeeper
  This occupation specializes in operating a
  tavern.  The tavernkeeper is usually the owner of
  the tavern, and employs wenches and ruffians.  The
  tavernkeeper pours drinks for patrons and handles
  any incidents that occur.  Ruffians are hired as bounc-
  ers.  Daily wages are typically 7 s.p.
  Ability Requirements: Intelligence 80.
  Gender: Male tavernkeepers are uncom-
  mon.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Taste + 3.
  Equipment: Tavern, kegs, wenches, and
  ruffians.
  Magic Points: Inapplicable.
  Advancement Points: For every keg of al-
  cohol served, a tavernkeeper acquires 1 AP.
  Training: None.
  Guild: Tavernkeepers’ Guild.  Each appren-
  tice must serve 4 years.  Once an apprentice for 4
  years, they may apply to work as a journeyman for
  the guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Thatcher
  This occupation specializes in roofing.  The
  roofs of the houses of peasants are thatched with
  hay, and the roofs of the houses of serfs are thatched
  with slate shingles.  Daily wages are typically 8 s.p.
  Ability Requirements: Intelligence 80.
  Gender: Female thatchers are rare.
  Race: Anakim, bugbear, and human.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.  Peasants do their own roof-
  ing and do not have a thatcher occupation.
  Religion: Any.
  Skills: Haggling + 3 and Thatching + 5.
  Equipment: Lead or slate.
  Magic Points: Inapplicable.
  Advancement Points: For each roof com-
  pleted successfully, a thatcher acquires 5 AP.
  Training: None.
  Guild: Thatchers’ Guild.  Each apprentice
  must serve 7 years.  Once an apprentice for 7 years,
  they may apply to work as a journeyman for the
  guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  307
  Chapter 7: Occupation
  Tilemaker
  This occupation specializes in making and
  selling ceramic tiles.  Daily wages are typically 8 s.p.
  Ability Requirements: Intelligence 80.
  Gender: Female tilemakers are rare.
  Race: Any but elf, kobold, ogre,
  borbytingarna, and hill troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Tilemaking + 5.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each successfully
  completed project, a tilemaker acquires 5 AP.
  Training: None.
  Guild: Tilemakers’ Guild.  Each apprentice
  must serve 7 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 7 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Tinker
  This occupation specializes in kitchen uten-
  sils.  There are no forks in eating utensils, only spoons
  and knives.  Daily wages are typically 6 s.p.
  Ability Requirements: Intelligence 80.
  Gender: Female tinkers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Tinkering + 5.
  Equipment: Any.
  Magic Points: Inapplicable.
  Advancement Points: For each set of
  kitchen utensils made or sold, a tinker acquires 1
  AP.
  Training: None.
  Guild: Tinkers’ Guild.  Each apprentice
  must serve 7 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 7 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Torturer
  For more information, see bailiff and pub-
  lic executioner in this chapter.
  
  308
  Chapter 7: Occupation
  Trapper
  This occupation specializes in trapping ani-
  mals.  Once trapped, animals are usually sold to a
  skinner.  Daily wages are typically 9 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female trappers are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Peasant or serf.
  Religion: Any.
  Skills: Haggling + 3 and Trapping + 5.
  Equipment: Traps.
  Magic Points: Inapplicable.
  Advancement Points: For each creature
  trapped successfully, a trapper acquires 1 AP.
  Training: None.
  Guild: None.
  Vintner
  This occuaption specializes in selling wine.
  Since no method exists to fully seal any container
  of wine, there is no appreciation of vintage.  When
  unsealed, wine is best when fresh, and it spoils wihin
  a year.  Vintners travel the countryside, purchase
  wine from brewers, and sell wine in cities.  Daily
  wages are typically 8 s.p.
  Ability Requirements: Intelligence 80.
  Gender: Either.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Taste + 5.
  Equipment: Wine.
  Magic Points: Inapplicable.
  Advancement Points: For each bottle of
  wine sold, a vintner acquires 1 AP.
  Training: None.
  Guild: Vintners’ Guild.  Each apprentice
  must serve 7 years.  Once an apprentice for 7 years,
  they may apply to work as a journeyman for the
  guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  
  309
  Chapter 7: Occupation
  Wainwright
  This occupation specializes in making and
  selling wagons.  Daily wages are typically 11 s.p.
  Ability Requirements: Intelligence 85.
  Gender: Female wainwrights are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Wainwrighting +
  5.
  Equipment: Wood.
  Magic Points: Inapplicable.
  Advancement Points: For each wagon
  mage successfully, a wainwright acquires 5 AP.
  Training: None.
  Guild: Wainwrights’ Guild.  Each appren-
  tice must serve 7 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 7 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  Weaponsmith
  This occupation specializes in making and
  selling weapons.  Weaponsmiths do not make bladed
  weapons, which are the specialty of the bladesmith.
  Daily wages are typically 14 s.p.
  Ability Requirements: Strength 100, Intel-
  ligence 85.
  Gender: Female weaponsmiths are rare.
  Race: Any but ogre, borb., and hill troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Blacksmithing + 3, Haggling + 3, and
  Weaponsmithing + 5.
  Equipment: Forge, tongs, hammers, anvil.
  Magic Points: Inapplicable.
  Advancement Points: For each weapon
  crafted successfully, a weaponsmith acquires 10 AP.
  Training: None.
  Guild: Smiths’ Guild.  Each apprentice must
  serve 7 years.  All members are prohibited from in-
  juring each other including apprentices, or their
  property.  Members accused of violating this prohi-
  bition are banished from the guild, if not the com-
  munity.  All members are discouraged by a 100 s.p.
  fine from helping smiths outside of their guild, as
  well as making illegal keys or tools for thieves.  Ap-
  prentices must pay 200 s.p. to join the guild as a
  journeyman, though sons of members may join for
  free.  If any member has more charcoal than needed,
  then it may only be sold to other members at a fixed
  price, and no member may purchase more than nec-
  essary for their work.  Violators regarding charcoal
  pay 100 s.p.  A master may not have more than 2
  apprentices or own a slave; otherwise, a fee of 100
  s.p. is charged.
  Once an apprentice for 7 years, they may
  apply to work as a journeyman for the guild.  For a
  journeyman to become a master, they must be able
  financially to open their own shop, and receive the
  approval of the guild.  To receive approval, they must
  pass a Persuasion skill check.  The TH begins at 30
  and is decreased by 1 for every period of 6 months
  in which the journeyman has worked locally with
  the guild.  The Aedile may overrule this skill check
  or apply any modifier deemed appropriate.
  
  310
  Chapter 7: Occupation
  Weaver/Embroiderer
  This occupation specializes in weaving and
  embroidery.  Though accustomed to making things
  such as covers for mattresses and pillows, most weav-
  ers make the latest craze: tapestries.  Thread is ob-
  tained from a threadmaker (ropemaker).  Finished
  cloth is sold to tailors or customers.  Daily wages
  are typically 5 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female only.
  Race: Any but ogre, borbytingarna, and hill
  troll.  Bugbears prefer to weave human hair.  Most
  other races prefer to weave bugbear hair when avail-
  able.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Weaving + 5.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each successful
  completion of a woven work or an embroidery, a
  weaver/embroiderer acquires 1 AP.
  Training: None.
  Guild: Weavers’ Guild.  Some argue that this
  was the first guild ever established.  Each apprentice
  must serve 4 years.  A masterpiece must be pro-
  duced to become a journeywoman.
  Once an apprentice for 4 years, she may
  make a skill check as she crafts her masterpiece.  If
  passed at TH 36, then she becomes a journeywoman.
  If failed, then she may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike her or choose to keep her as an ap-
  prentice for some corrupt reason.
  For a journeywoman to become a mistress,
  she must be able financially to open her own shop,
  and receive the approval of the guild.  To receive
  approval, she must pass a Persuasion skill check.  The
  TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeywoman
  has worked locally with the guild.  The Aedile may
  overrule this skill check or apply any modifier
  deemed appropriate.
  Wench
  This occupation specializes in serving food
  or drink to patrons in a tavern or restaurant.  If a
  wench is a slave, then she may perform as a whore
  to collect money for her master or mistress.  Daily
  wages are typically 4 s.p.
  Ability Requirements: Intelligence 75.
  Gender: Female only.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Slave or serf.
  Religion: Any.
  Skills: Haggling + 3.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each satisfied
  patron, a wench acquires 1/10th of 1 AP.
  Training: None.
  Guild: None.
  MOECHA.PUTIDA
  Dirty slut!
  
  311
  Chapter 7: Occupation
  Wheelwright
  This occupation specializes in making and
  selling wheels.  Daily wages are typically 9 s.p.
  Ability Requirements: Intelligence 80.
  Gender: Female wheelwrights are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Haggling + 3 and Wheelwrighting +
  5.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each wheel
  crafted successfully, a wheelwright acquires 1 AP.
  Training: None.
  Guild: Wheelwrights’ Guild.  Each appren-
  tice must serve 7 years.  A masterpiece must be pro-
  duced to become a journeyman.
  Once an apprentice for 7 years, they may
  make a skill check as they craft their masterpiece.  If
  passed at TH 36, then they become a journeyman.
  If failed, then they may begin crafting another mas-
  terpiece and make another skill check in 1d10 days.
  The Aedile may overrule any masterpiece skill check,
  because those in the guild who review the appren-
  tice may dislike them or choose to keep them as an
  apprentice for some corrupt reason.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  1. Information on whores has been obtained from Medieval Prostitution, by Jacques Rossiaud.  For more information, see the
  References section at the end of this book.
  FUREM.FUR.COGNOSCIT.
  ET.LUPUM.LUPUS
  A thief recognizes a thief,
   and a whore a whore.
  Whore
  This female occupation specializes in charg-
  ing fees from men and relieving them of their coital
  urges and needs.  Whores1 are also called: prosti-
  tutes, working girls, women common to all, lovely
  ladies, daughters of joy, harlots, meretrices, and
  street-walkers.  All whores gain a bonus of 5 to De-
  bauchery (see Chap. 6: Sociality).  Daily wages for
  whores vary considerably.  Most of the variance is
  accounted for by the whore’s Bodily Attractiveness,
  Facial Charisma, and her skill at Massage, Seduction,
  and Sexual Adeptness.  The majority of whores earn
  around 4 s.p. per day, though some earn consider-
  ably more.  Different types of whores exist, includ-
  ing: public, private, and freelance.
  Public whores work for the municipal
  brothel, which is owned by the local government.
  Public whores are free to solicit in taverns and other
  public places, but are obligated to bring their clients
  back to the brothel before performing debauchery.
  Private whores work for a privately-owned
  brothel, which is both owned and managed by its
  brotheler.  Some work illegally for a pimp.
  Freelance whores frequent inns, taverns, and
  markets.  Competition is keen, and freelancing is
  dangerous.  2 types of freelancing whores exist:
  street-walkers and vagabonds.  Oftentimes, a street-
  walking whore works with 1 or more ruffians.  Vaga-
  bond whores travel from town to town  A vaga-
  bond whore usually travels with a ruffian.  The vaga-
  bond whore and the ruffian have an arrangement:
  she will earn money and he will guarantee her safety,
  and that her client will not get away without paying.
  Sometimes, the ruffian uses the street-walking or
  vagabond whore to attract clients, whom he batters
  and robs.
  
  312
  Chapter 7: Occupation
  Whenever a town or city has a fair, many
  females find it profitable to become freelance whores
  and sell their bodies.  During a fair, freelance whor-
  ing is popular among slave girls, laundresses,
  tradeswomen, and many others.
  An ordinance exists requiring whores to wear
  a visible sign, called an aiguillette.  An aiguillette is a
  knotted cord that falls from the shoulder and is a
  color different than the whore’s clothes.
  Only 20% of whores are nobles.  For the
  majority of human whores, whoring begins at age
  17, though 30% of whores begin before age 15.  Half
  of whores are forced into the occupation, and half
  of those are victims of public rape.  Roughly 25%
  of whores begin by being prostituted by their fami-
  lies.  Only 15% of whores begin the occupation by
  offering their bodies by their own choice.  The av-
  erage age is 17 for a human whore in a private brothel
  and 28 for whores in the municipal brothel.
  When admitted to a brothel, a whore must
  swear an oath to the authorities.  Whores must pay
  their weekly rent to their brotheler, and pay a few
  silver pieces to the militia for protection.  Part of
  the rent due to the brotheler is applied to heating
  costs.
  A whore usually pleasures a client for a half-
  hour.  This length of time assures the authorities
  that the contract between client and whore has been
  fulfilled.  Some whores use candles to measure the
  time.
  A whore may sing in the streets to attract
  clients.  A whore is supposed to refuse married men,
  minors, and to share a client with another whore.
  However, a whore may pleasure several men at once,
  on the condition that they are unrelated.
  Sometimes, a whore may accept food as
  payment.  Whores may show their breasts in public
  to get more clients.  The existence of pregnant
  whores in the brothel is normal.
  When a human whore becomes 30 years in
  age, her age shows and she must make future plans.
  Some aging whores become managers at public
  baths.  Others become vagabond whores or beg-
  gars.  The majority of aging whores become mar-
  ried.  Ex-whores can easily find a husband or em-
  ployment as a slave.
  Considered unclean, whores must not touch
  foodstuffs, or they must purchase them.  On the
  bright side, whores have the least restrictions on their
  working week of a community’s occupations.  It is
  common knowledge that royal households keep a
  group of  common whores.  Povertous, married
  women often whore themselves with the consent
  of their husband.  During times of poverty, it is
  possible to have 4 women for the price of an egg!
  Ability Requirements: Bodily Attractive-
  ness 90 and Facial Charisma 90.
  Gender: Male whores are rare.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Slave, peasant, serf, or noble.
  Religion: Any.
  Skills: Acting (Drama) + 3, Contortion +
  3, Cosmetics + 3, Haggling + 3, Massage + 3, Se-
  duction + 5, and Sexual Adeptness + 5.
  Equipment: Aiguillette.
  Magic Points: Inapplicable.
  Advancement Points: For each successfully
  assisted ejaculation or orgasm, a whore acquires a
  number of AP equal to the adjusted number of her
  Sexual Adeptness skill check (see Chap. 8: Skills).
  Training: None.
  Guild: None.
  AUREOLIS.FUTUI.CUM.POSSIT.
  GALLA.DUOBUS.ET.PLUS.QUAM.
  FUTUI.SI.OTIDEM.ADDIDERIS.
  AUREOLOS.A.TE.CUR.ACCIPIT.DENOS.
  NON.FELLAT.TANTI.GALLA.
  QUID.ERGO.TACET
  We all know Galla’s services as a whore
  Cost 2 gold pieces; throw in a couple more
  And you get the fancy extras too.  Why then,
  Does your bill amount to 10?
  She sucks off for far less than that.  What is it
  You pay her for?  Silence after your visit.
  
  313
  Chapter 7: Occupation
  Wine-Crier
  Also called an ale-taster, a wine-crier is an
  inspector of the quality of saleable alcohol.  Each
  morning the wine-crier must find a tavern that has
  not yet hired a wine-crier for the day; the
  tavernkeeper must accept the wine-crier.  The wine-
  crier oversees the drawing of the alcohol, or draws
  it themselves, and tastes it.  Before leaving, the wine-
  crier may ask those in the tavern how much the
  tavernkeeper charged, in order to check on the
  prices.  Customers are served directly from the bar-
  rel; glass bottles are almost nonexistent.  Daily wages
  are typically 6 s.p.
  Ability Requirements: Intelligence 80.
  Gender: Either.
  Race: Any but ogre, borbytingarna, and hill
  troll.
  Disposition: Any.
  Temperament: Any.
  Sociality: Serf.
  Religion: Any.
  Skills: Smell + 3 and Taste + 5.
  Equipment: None.
  Magic Points: Inapplicable.
  Advancement Points: For each instance of
  alcohol found in which the alcohol is diluted with
  water, a wine-crier acquires 100 AP.  For each in-
  stance of a tavernkeeper selling alcohol for a higher
  price than mandated by guild statutes, a wine-crier
  acquires 100 AP.
  Training: None.
  Guild: Brewers’ Guild or Vintners’ Guild.
  Each apprentice must serve 4 years.  Once an ap-
  prentice for 4 years, they may apply to work as a
  journeyman for the guild.
  For a journeyman to become a master, they
  must be able financially to open their own shop,
  and receive the approval of the guild.  To receive
  approval, they must pass a Persuasion skill check.
  The TH begins at 30 and is decreased by 1 for every
  period of 6 months in which the journeyman has
  worked locally with the guild.  The Aedile may over-
  rule this skill check or apply any modifier deemed
  appropriate.
  VEIENTANA.MIHI.MISCES.UBI.MASSICA.POTAS.
  OLFACERE.HAEC.MALO.POCULA.QUAM.BIBERE
  You drink the best, yet serve us third-rate wine.
  I’d rather sniff your cup than swill from mine.
  
  314
  Chapter 8: Skills
  Chapter 8: Skills
  Different from abilities, skills are options that
  a character may select, acquire, and increase during
  the game.  Many skills may be attempted by all char-
  acters, regardless of their abilities and occupation.
  Other skills, however, may be attempted only by
  those who have trained in them, have a sufficient
  ability score, or belong to a particular occupation.
  For instance, the sub-ability of Language
  indicates how many languages it is possible for a
  character to learn, limited only by Intelligence.
  Though the character in question may be highly in-
  telligent and able to learn many languages, they may
  have never had the opportunity or the desire to fully
  explore this intellectual resource, so they know only
  1 language, though they could learn more in the fu-
  ture.
  Most skills may be attempted by all charac-
  ters, though some have prerequisites.  For example,
  any character is capable of attempting to seduce
  another character, even if they are not a whore by
  occupation and their sub-ability scores are low in
  Bodily Attractiveness, as well as Facial, Vocal, Ki-
  netic, or Rhetorical Charisma.  Granted, chances may
  be slim if these sub-abilities are low, but any charac-
  ter may always at least attempt Seduction.  A prereq-
  uisite may exist, which may be either a minimum
  ability or sub-ability score, or it may be another skill
  altogether that must be known prior to learning the
  skill desired currently.
  Many skills have a Learning Curve (LC),
  which is a modifier to skill checks when skills must
  be learned in order to be performed without pen-
  alty.  This number is subtracted from skill checks
  while the skill is being learned.  It is not always a
  constant, but often varies according to each skill.
  Any player who invests at least 5 Skill Points (see
  below) upon creating the character may ignore the
  LC for that skill.  For example, if a character has
  high Strength and Spatial sub-abilities, then they are
  likely to be talented at the Blacksmithing skill.  How-
  ever, if the player did not invest 5 Skill Points in
  Blacksmithing when the character was created, then
  whenever they first attempt Blacksmithing, there will
  be a LC, and the skill description must be observed
  to understand how it applies to Blacksmithing.
  
  315
  Chapter 8: Skills
  Some skills utilize more than 1 ability or sub-ability.  In these cases, average them and drop the
  remainder.  For example, the Blindfighting skill utilizes Intuition, Agility, and Reaction Speed.  If a charac-
  ter has sub-ability scores of 102 for Intuition, 92 for Agility, and 116 for Reaction Speed, observe that the
  Skill Modifiers are respectively 0, -3, and +12, which produces an average of +3 [(-3 + 0 + 12)/3].  There-
  fore, when this particular character uses a base Blindfighting skill, a bonus of 3 applies to the skill check.
  In addition to these bases, however, each character starts with a number of Skill Points (SP)
  depending on Race, Age, and Lifespan.  These SP are invested into the appropriate skills under Points
  Invested on the character sheet (see App. 1: Character Sheets).  Again, if at least 5 points are allotted to a skill
  when the character is created, then a LC does not apply to that skill.  So, to continue with the example
  above, if the character is human, then they add 5 points to their formerly adjusted base of +3, now having
  an adjustment of +8 whenever using the Blindfighting skill.
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  At the time of character creation, additional
  SP may be distributed to skills depending on occu-
  pation (see Chap. 7: Occupation) and race (see Chap. 1:
  Race and Gender).  Then, after SP are determined from
  the table above, a character must invest all SP into
  skills.  Investing SP should be done year by year,
  instead of in a lump sum.
  Each time a character ages 1 year, they gain
  the appropriate amount of SP according to the table
  above.  Of these SP gained, (1d100)% must be in-
  vested in an occupational skill, if applicable.  Other-
  wise, SP should be invested in skills that were prac-
  ticed in the previous year.  If a character acquires 3
  or more SP, then they must invest them in at least 2
  skills.  SP may not be invested in occupational skills
  until the character is old enough.
  If a character is older than 30, then a player
  who considers the year-by-year method to be te-
  dious may bargain with the Aedile to invest the lump
  sum.  This may be done only with the Aedile’s ap-
  proval, and under supervision.  The Aedile must
  ensure that the player creates their character realis-
  tically.
  To correctly record skills on the character
  sheet, add and subtract the Skill Modifier, Points In-
  vested, and Learning Curve, if applicable (see App. 1:
  Character Sheets).  Enter the sum in the box for Total
  Modifier.
  During the process of allotting SP, a player
  and Aedile should develop a history of the character’s
  life.  Oftentimes, the minimum age of a skill varies
  with each character.  For example, while it is defi-
  nitely not the norm for a character to practice the
  Sexual Adeptness skill until puberty or young adult-
  hood, female human infants are often abandoned
  or sold into slavery.  Female children slaves are com-
  monly trained to become whores, and are therefore
  often practicing Sexual Adeptness at a young age.
  However, not all skills are available to all
  characters, regardless of age.  Some skills are un-
  available due to race, gender, social class, culture, or
  other factors.  A player should consult their Aedile
  to determine whether or not a skill is available for
  their character.
  
  316
  Chapter 8: Skills
  Here is an example for determining and in-
  vesting SP.  A human male character is created, and
  determined in Chapter 2: Body to be age 20.  The
  player rolls SP for each birthday of the character,
  according to the table above, rolling: 8, 6, 0, 3, 7, 8,
  9, 2, 3, 4, 0, 6, 2, 1, 3, 7, 4, 0, 6, and 3.  The 1st 10
  results apply to non-occupational skills, while the
  last 10 results also apply to his occupation.  Year by
  year, the player invests SP as desired.  If the charac-
  ter is finishing his 10th year as an apprentice gold-
  smith, then (1d100)% of his SP may have been in-
  vested each year into the Goldsmithing skill.
  Each time a character advances in occupa-
  tional level, 1d10 SP are acquired.  This is not deter-
  mined during character creation, but is affected by
  the performance of the character.  For more infor-
  mation, see Chapter 16: Advancement.  The Aedile may
  adjust this amount if necessary, depending on the
  performance of the character in occupational skills.
  For example, if occupational skill checks were few
  and usually failed, and the player rolls 10 indicating
  they should get 10 SP, then the Aedile may require
  the player to roll again.
  Skill Check
  Whenever a skill check is necessary, the
  player rolls 3d10, modifies the result according to
  the number in Total Modifier, and announces the ad-
  justed result.  The Aedile will compare this result to
  a Threshold (TH), which is usually known only by
  the Aedile.  If the player’s result equals or exceeds
  the TH, then the character has passed.  Otherwise,
  the player has failed the skill check.  A 6 always fails
  or is a fumble.
  When a player knows the TH required to
  pass a skill check, it may be helpful to know the
  probability of success, or their most likely result.
  Since skill checks are the most common mechanic
  in the game, a picture has been provided below to
  illustrate probabilities regarding a roll of 3d10.
  According to the picture below, 68% of all
  results from rolling 3d10 will range from 11-22, as-
  suming that modifiers are not applied, and the aver-
  age results will be either 16 or 17.  Upon rolling
  3d10, there is a 2.5% chance of rolling 26-30.  The
  odds of rolling 30 are 1 in 1,000.
  
  317
  Chapter 8: Skills
  Time and Quality
  The purpose of many skills is to make prod-
  ucts or services.  The time invested affects the qual-
  ity of a product, but the quality of the tools or fa-
  cilities also affects the time required to produce it.
  Therefore, the longer a character crafts a product,
  the better the product.  The better the tools or fa-
  cilities, the faster the product is produced.
  Goods in Chapter 9: Equipment have Base
  Craft Time (BCT), which is how long it takes for a
  character to produce 1.  The 3 columns of the fol-
  lowing table have numbers that represent the per-
  cent of normal condition.  Therefore, 100% Qual-
  ity means that which is listed and described in Chap-
  ter 9: Equipment, while 150% Quality means 1.5 times
  that quality.  Time Invested refers to the BCT of
  the product, as does Time Required.  The differ-
  ence between Time Invested and Time Required is
  that Time Invested determines the Quality of the
  product, while the Quality of the tools determines
  the Time Required to craft it.
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  Quality affects many things, and the Aedile
  is the final arbiter of what it affects.  The quality of
  a weapon affects its damage.  If a hand axe has 150%
  Quality, then its damage is (1d10 x 1.5).  The Quality
  of clothing affects the number of weaves per inch,
  and therefore higher Quality clothing is warmer and
  more durable.  Some items of higher Quality will
  weigh less, while others more.  Again, the Aedile is
  the final arbiter of the Quality of a product.
  The prices and BCT listed in Chapter 9: Equip-
  ment represent the standard human guild require-
  ments.  Therefore, 100% Quality is the norm in a
  human society.  Equipment below this standard
  should not be found for sale by a human master of
  a respectable guild.  However, guild requirements
  often differ among cultures and races.  For instance,
  dwarven smiths produce higher Quality axes than
  humans, on average.
  Following is an example of craft time and
  quality.  A blacksmith crafts a hammer tool, which
  has a BCT of 1 day.  For whatever reason, the black-
  smith is unable to spend a full day crafting the ham-
  mer.  He spends 90% of his day, so he has 90%
  Time Invested.  This produces a hammer that is 95%
  Quality.  The blacksmith sells the hammer to a
  weaponsmith.  The next day, the weaponsmith at-
  tempts to craft a footman’s mace, which has a BCT
  of 1 day.  Since he is using a hammer of 95% Qual-
  ity, the Time Required to craft this mace is 150%
  the BCT, so it takes the weaponsmith 1.5 days.
  The example with the weaponsmith is over-
  simplified because more tools are used besides the
  hammer to craft a mace, but the idea is that the
  Quality of tools affects the Time Required to make
  a product.  If the Aedile wants to use game me-
  chanics to account for multiple tools, then all ad-
  justments may be averaged, or some may count more
  than others.
  Services may be affected by time and qual-
  ity, just as products.  For example, a scribe who cop-
  ies a text may invest more time than usual, and pro-
  duce a work that is more legible and has fewer mis-
  takes.  However, if his feather pen is poor quality,
  then it may take him longer to finish the work.
  However, some services are not covered by
  these issues of time and quality.  If considered as a
  service, sexual Adeptness, has its own set of me-
  chanics, so time and quality need not be considered.
  Skills
  The next few pages present an overview of
  the skills.  The following tables list each skill, any
  abilities or sub-abilities that are relevant to the skill,
  a Learning Curve (LC), and any prerequisites for
  the skill.  Following the overview, each skill is de-
  scribed in detail:
  
  318
  Chapter 8: Skills
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  319
  Chapter 8: Skills
  S
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  Chapter 8: Skills
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  321
  Chapter 8: Skills
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  322
  Chapter 8: Skills
  Acting, Drama
  For convincing others of the sincerity of a
  character’s actions, this skill is not to be confused
  with Trickery or Disguise.  If a character needs to
  convincingly portray an emotional state, tempera-
  ment characteristics, imitate another’s mannerisms,
  or similarly act inconsistently with their true nature
  or state, then a skill check must be made.
  Check: Roll 3d10 and apply the average of
  the modifiers for the abilities of Intelligence and
  Charisma.  A successful check convinces 1 charac-
  ter for 1d100 minutes.  While only the Aedile will
  know the TH for the given situation, following are
  some factors and guidelines:
  Factors of Dramatic Acting
  Emotional State
  Temperament Characteristics
  Imitate another’s mannerisms or gestures
  Imitate another’s speech (tone, pitch, inflec-
  tion, accent, etc.)
  H
  T
  el
  p
  m
  a
  x
  E
  4
  1
  <
  r
  o
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  af
  y
  n
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  o
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  U
  7
  1-
  4
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  r
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  S
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  S
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  o
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  lu
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  c
  u
  S
  Agriculture
  This skill is concerned with agricultural ba-
  sics, such as planting, plowing, harvesting, irrigation,
  knowledge of pastures and livestock, and farming
  in general.
  Check: Roll 3d10 and apply the modifier
  for the sub-ability of Common Sense.  Growing
  grapes incurs a penalty of - 10.  Following are some
  guidelines for TH:
  H
  T
  el
  p
  m
  a
  x
  E
  9
  <
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  e
  MUNDUS.VULT.DECIPI.
  ERGO.DECIPIATUR
  The world wants to be deceived,
  so let it be deceived!
  
  323
  Chapter 8: Skills
  Aim
  This skill applies individually to different pro-
  jectile missile weapons.  Note that this skill is dis-
  tinct from the Hurling skill; Aim is concerned only
  with projectile weapons such as bows, crossbows,
  slings, or any weapon that projects the missile for
  the wielder.  For each missile weapon in which 5 SP
  have been invested, a weapon may be used in com-
  bat without penalty.
  LC: Every distanced combat in which this
  missile weapon is used, though no more than 1 com-
  bat per day, lessens the LC by 5.
  Check: Roll to determine the body part at-
  tacked.  Roll 3d10 and apply the average of the modi-
  fiers from their Hand-Eye Coordination sub-ability
  and Vision (include only if near-sighted).  A skill
  check with a missile weapon generally means that it
  is being projected at a foe.  For those who have
  never before used this missile weapon in combat or
  trained with it, there is a penalty of - 13 on the skill
  check.
  The base TH is the foe’s CA, usually CAS
  (Current Armor against Stabbing).  Now, consider
  that each weapon has modifiers to hit certain types
  of armors; these modifiers affect the skill check.  Fur-
  ther, every 2 SP invested or accumulated with a Spe-
  cific Weapon beyond the first 5 will improve the
  skill check by 1.  This skill does not increase dam-
  age.
  Ambidexterity
  This rare skill must be purchased initially
  upon character creation, or it may never be acquired
  in the future.  To possess the skill of Ambidexterity
  means that the character is not left-handed or right-
  handed, but able to equally use both hands.  Most
  often, this skill is applied to Brawling or weapons.
  Each combat round, an ambidextrous character must
  pass a TH 22 to be able to gain an additional 1/2
  their number of attacks.  Obviously, this may be
  done only with 1-handed weapons, and the wielder
  of 2 weapons may not use a shield or even a buck-
  ler.
  Check: While 5 SP must be invested in the
  beginning to be able to have and use this skill, there
  is no skill check.
  
  324
  Chapter 8: Skills
  Anatomy
  The study of the structure and innards of
  humanoids and other creatures may yield interest-
  ing information.  To test a character’s knowledge of
  Anatomy, a skill check must be made.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  The result indicates
  the accuracy of  the information concerning the
  portion of the body.  Consult the table below:
  H
  T
  el
  p
  m
  a
  x
  E
  9
  <
  g
  nih
  tyre
  v
  e
  s
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  e
  disi
  m
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  T
  3
  1-
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  s
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  b
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  n
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  c
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  h
  c
  e
  h
  T
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  m
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  n
  a
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  9
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  T
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  h
  c
  u
  s
  ,s
  n
  a
  gr
  o
  Animal Conditioning
  Each attempt at teaching an animal a trick
  or command requires an Animal Conditioning skill
  check.  Before an animal may be taught a trick, an
  Animal Handling skill check (which is also a prereq-
  uisite) must be made.
  Check: Roll 3d10 and apply the average of
  the Skill Modifiers for the sub-abilities of Drive and
  Intuition.  Consult the tables below:
  H
  T
  :s
  a
  h
  la
  m
  i
  n
  a
  d
  e
  div
  o
  r
  p
  l
  ufs
  s
  e
  c
  c
  u
  S
  9
  <
  er
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  F
  3
  1-
  9
  e
  c
  n
  e
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  n
  I
  5
  1
  1
  6
  1-
  4
  1
  e
  c
  n
  e
  gillet
  n
  I
  0
  7
  0
  2-
  7
  1
  e
  c
  n
  e
  gillet
  n
  I
  0
  3
  3
  2-
  1
  2
  e
  c
  n
  e
  gillet
  n
  I
  5
  2
  9
  2-
  4
  2
  e
  c
  n
  e
  gillet
  n
  I
  0
  2
  9
  2
  >
  e
  c
  n
  e
  gillet
  n
  I
  0
  1
  The check is made only once and is either
  successful or unsuccessful.  If unsuccessful, for some
  reason that particular animal cannot learn it from
  that particular character, though another character
  may try.
  All conditioning attempts require time, usu-
  ally an hour per day consistently, and require a num-
  ber of days equal to [(100 - Intelligence)/5].
  Animal Handling
  Sometimes it is necessary or helpful to tame
  or subdue an animal, especially wildlife.  An Animal
  Handling skill check indicates the success or failure
  in subduing an animal.
  Check: Roll 3d10 and apply the modifier
  from the sub-ability Intuition.  Consult the table
  below:
  H
  T
  el
  p
  m
  a
  x
  E
  7
  1
  <
  er
  uta
  erc
  y
  n
  a
  e
  u
  d
  b
  u
  s
  o
  t
  slia
  F
  7
  1
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  c
  d
  eta
  cits
  e
  m
  o
  d
  d
  e
  g
  ar
  n
  e
  n
  a
  s
  e
  u
  d
  b
  u
  S
  9
  1-
  8
  1
  g
  o
  d
  d
  eta
  cits
  e
  m
  o
  d
  d
  e
  g
  ar
  n
  e
  n
  a
  s
  e
  u
  d
  b
  u
  S
  0
  2
  esr
  o
  h
  d
  eta
  cits
  e
  m
  o
  d
  d
  e
  g
  ar
  n
  e
  n
  a
  s
  e
  u
  d
  b
  u
  S
  3
  2-
  1
  2
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  o
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  n
  a
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  a
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  d
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  u
  S
  9
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  4
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  b
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  S
  9
  2
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  n
  a
  s
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  u
  d
  b
  u
  S
  
  325
  Chapter 8: Skills
  Appraise
  The skill to Appraise a precious stone, usu-
  ally a gem, is valued in nearly every humanoid com-
  munity.  To estimate the value of a gem, a skill check
  must be passed.
  Check: Roll 3d10 and apply the modifier
  from the sub-ability of  Analytic Intelligence.
  Kobolds, trolls, and other creatures familiar with
  precious stones receive a bonus of + 5.  If the ap-
  praisal of precious stones is the character’s main live-
  lihood, then they receive a + 5 to the roll.  The
  Aedile should consult the table below and determine
  the appraised value:
  H
  T
  tl
  u
  s
  e
  R
  9
  <
  e
  ula
  v
  la
  utc
  a
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  elb
  A
  Architecture
  Concerning the soundness and design of
  large objects, Architecture as a skill entails buildings,
  bridges, castles, and even siege engines.
  LC: The LC lessens by 2 per month devoted
  to full-time study.
  Check: Roll 3d10 and apply the average of
  the modifiers for the Math and Spatial Intelligence
  sub-abilities.  A check may be made for 2 reasons,
  either to assess the stability of current Architecture
  or to design stable Architecture.  Either way, the
  difficulty is identical.  Below is a guideline for TH:
  H
  T
  el
  p
  m
  a
  x
  E
  6
  1
  <
  n
  o
  itc
  u
  rts
  n
  o
  c
  g
  n
  ir
  u
  d
  s
  e
  s
  p
  allo
  C
  6
  1
  )’0
  5
  <
  (
  e
  g
  d
  ir
  B
  r
  o
  n
  i
  M
  7
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  att
  o
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  8
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  E
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  9
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  9
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  B
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  M
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  9
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  9
  >
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  e
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  M
  9
  2
  >
  elts
  a
  C
  Armor, General Type
  It is possible to be skilled in general types
  of armor, maximizing the effectiveness of the ar-
  mor when it is worn.  3 types exist: light, medium,
  and heavy.  A character may become skilled in each
  of these 3 types.  Light armor includes a gambeson,
  studded leather, and leather.  Medium armors in-
  clude brigandine, scalemail, chainmail, and banded
  mail.  Heavy armors are the various forms of
  platemail.  Unlike other skills, this skill may not be
  increased continually with SP and there is no skill
  check.  Instead, once 5 SP have been invested in
  this skill, it increases CA by 1 whenever such armor
  is worn.  CA may be increased simultaneously by
  both Armor (Specific) and Armor (General).
  DIVINA.NATURA.DEDIT.AGROS.
  ARS.HUMANA.AEDIFICAVIT.URBES
  Divine nature gave us fields,
  human skill built our cities.
  
  326
  Chapter 8: Skills
  Armor, Specific
  Not including shields and helms, a charac-
  ter may become skilled in each type of bodily ar-
  mor available, provided they train with it (invest SP).
  When points are initially invested in this skill, the
  specific type of armor must be stated and noted.
  For each 5 SP invested, the CA increases by 2 when-
  ever the specified armor is worn, and the specified
  armor may be donned in 1 second less than rolled.
  There is no skill check for this skill, and armor may
  never be donned in less than 1 second.  CA may be
  increased simultaneously by both Armor (Specific)
  and Armor (General).
  Armorsmithing
  Crafting armor is not an easy task.  As a
  matter of fact, an armorsmith must be an accom-
  plished blacksmith.  Before any armor may be
  crafted, the character must have access to the nec-
  essary tools, including a forge.  When armor must
  be closely fitted to a character, the requisite skill of
  the armorsmith must increase considerably.
  LC: For each weapon that the character has
  never before crafted, the LC is 17.  Each time a
  weapon is made successfully, the LC improves by 2.
  Check: Roll 3d10 and apply the modifier
  from the Spatial Intelligence sub-ability.  Each ar-
  mor crafted requires a skill check.  The TH  affects
  Base Craft Time (BCT).  Any engraving or other
  conditions will likely increase the TH.  Consult the
  table below:
  H
  T
  T
  C
  B
  ytila
  u
  Q
  0
  1
  <
  %
  0
  0
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  cir
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  %
  0
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  cir
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  +
  Note that metal armor is functional in 50%
  of BCT, though still black and hammer-stricken.
  Balance
  Balance is stability that is based upon an even
  distribution of weight.  Whenever Balance is debat-
  able, a Balance skill check is made.
  Check: Roll 3d10 and apply the modifier
  from the sub-ability Agility.  Intoxication and other
  unhealthy states may negatively affect a character’s
  Balance.  Consult the table below:
  H
  T
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  p
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  a
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  B
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  C
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  1
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  a
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  h
  C
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  4
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  p
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  to
  n
  Basketweaving
  Basketweaving is the craft of making bas-
  kets, bags, mats, rugs, and other items through weav-
  ing.  Necessary equipment is a knife, scissors, a fine
  needle, and fine tongs.  A Basketweaving skill check
  is necessary whenever these products are made.
  Check: Roll 3d10 and apply the average of
  the modifiers from the sub-abilities Hand-Eye Co-
  ordination and Common Sense.  Higher results cor-
  respond with higher quality weaving.  The Aedile
  will determine the TH of each circumstance.
  
  327
  Chapter 8: Skills
  Blacksmithing
  A blacksmith is one who forges and shapes
  metal with an anvil and hammer.  Metals are heated
  in a forge and then hammered into the shape de-
  sired.  The process of forging improves the struc-
  ture of the metal.  Forged metal is stronger and ex-
  hibits greater resistance to fatigue and impact.  The
  forge consists of an open hearth made of firebrick.
  Coal is used to fuel the forge, and bellows are in-
  serted to fan air as needed.  Copper and tin are of-
  ten combined in metalwork to form an alloy known
  as bronze.  Similarly, lead and tin are combined to
  produce pewter, just as gold and silver are combined
  to produce electrum, and copper and calamine1 pro-
  duce brass.  Steel may be one of the most promi-
  nent alloys for most blacksmiths; it is an alloy of
  iron and carbon.  Steel is made by heating wrought
  iron and charcoal in clay boxes for a period of sev-
  eral days so that the iron absorbs enough carbon to
  truly become steel.  Sages believe iron is a derivative
  of quicksilver (mercury) and sulfur (brimstone).
  Broken or obsolete metal objects can be melted
  down and the substance reused.  Whenever such
  metalworking is done, a Blacksmithing skill check
  must be made.
  Check: Roll 3d10 and apply the average of
  the modifiers from the sub-abilities Strength and
  Spatial Intelligence.  Higher results correspond with
  better quality metalwork.  The Aedile will determine
  the TH for each application.
  Blindfighting
  Skill in fighting an unseen foe is never easy.
  Anytime a character must fight blindly, a
  Blindfighting skill check is made.
  Check: Roll 3d10 and apply the average of
  the modifiers from the sub-abilities Hand-Eye Co-
  ordination, Reaction Speed, and Intuition.  This skill
  must be checked each round it applies.  Consult the
  table below to determine what happens to the
  character’s Current Armor and their Attack Adjust-
  ments for applicable skills such as: Aim, Brawling,
  Hurl, Weapon (Specific), and Wrestling.
  H
  T
  r
  o
  m
  r
  A
  t
  n
  e
  rr
  u
  C
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  n
  e
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  A
  9
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  9
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  5
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  6
  1-
  4
  1
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  5
  2
  o
  t
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  d
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  0
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  -
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  7
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  7
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  >
  d
  etc
  effa
  n
  U
  d
  etc
  effa
  n
  U
  Bookbinding
  Books, being costly and rare to begin with,
  are designed as follows.  Strips of oak are covered in
  leather, often reinforced with metal and fastened
  together by clasps.  Sometimes the leather is deco-
  rated with panels of gold, silver, or ivory, and often
  set with gems or enamel.  The sheets of paper are
  each finely sewn together and glued to a backing of
  leather.  Each time a book is bound, a Bookbinding
  skill check is made.
  Check: Roll 3d10 and apply the modifier
  from the sub-ability Common Sense.  Higher re-
  sults correspond with higher quality Bookbinding.
  Low quality bookbinding is subject to fall apart with
  little wear.
  1.  In modern times, brass is made from copper and zinc.  However, before the 1700’s, zinc could not be produced for the
  mixture in the crucible; calamine was used instead.  Calamine is also known as smithsonite ore.  Brass was known by the
  Romans as Aurichalum.
  
  328
  Chapter 8: Skills
  Bowyer
  Crafting archery bows is a skill that must be
  checked with the making of every bow.  The pre-
  ferred wood for bows is yew, though ash is a popu-
  lar alternative.
  Ideally, the wood for a bow is taken from
  the vertical middle of a tree, and should have as few
  knots as possible.  Next, lay the stave on a flat sur-
  face and use an even, sharp knife to whittle away at
  the top.  Whittle away less at the middle, and more
  at the ends.  The finished product must be perfectly
  symmetric, both left to right and top to bottom,
  otherwise the bow will not pull evenly.
  Next, place a tip of the bow at your feet
  and gently pull down on the top.  As it flexes, notice
  that some parts of the bow offer more resistance to
  flexing than others.  Use a knife to trim these areas,
  until the bow flexes evenly across its length.  When
  satisfied, make nocks at the ends for the bowstring.
  Now, so that the bow does not snap the first
  time it is used, the wood must be conditioned for
  flexing.  Both ends are braced and weight is applied
  to the middle for 20-30 minutes, then released.  This
  process is repeated until the wood is deemed condi-
  tioned.  When satisfied, oil the wood to protect it
  from the weather.
  Check: Roll 3d10 and apply the modifier
  from Spatial Intelligence.  Higher results correspond
  with bows of better quality.  Consult the table be-
  low:
  H
  T
  tl
  u
  s
  e
  R
  9
  <
  elb
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  h
  w
  Brass-smithing
  A brass-smith is one who forges and shapes
  brass with an anvil and hammer.  Brass is heated in
  a forge and then hammered into the shape desired.
  The forge consists of an open hearth made of fire-
  brick.  Coal is used to fuel the forge, and bellows are
  inserted to fan air as needed.  Brass is an alloy of
  copper and calamine1.  Broken or obsolete brass
  objects can be melted down and the substance re-
  used.  Whenever such metalworking is done, a Brass-
  smithing skill check must be made.
  Check: Roll 3d10 and apply the average of
  the modifiers from the sub-abilities Strength and
  Spatial Intelligence.  Higher results correspond with
  better quality brasswork.  The Aedile will determine
  the TH for each application.
  1.  In modern times, brass is made from copper and zinc.  However, before the 1700’s, zinc could not be produced for the
  mixture in the crucible; calamine was used instead.  Calamine is also known as smithsonite ore.  Brass was known by the
  Romans as Aurichalum.
  
  329
  Chapter 8: Skills
  Brawling
  A successful Brawling attack damages a sus-
  ceptible foe.  Brawling attacks vary by race, and may
  include claws.  Anything else (such as including chairs,
  pots or pans, etc.) constitutes the use of a Weapon
  skill.
  The number of Brawling attacks per round
  are determined by consulting the Agility sub-ability
  table in Chapter 3: Abilities.  For each 10 SP invested
  in Brawling or bonus SP from race or occupation,
  an extra attack per round is gained.
  Since a brawler is not using a weapon,
  Weapon Size and Delivery Penalty do not affect ini-
  tiative (see Chap. 10: Combat).  However, Breadth (see
  Chap. 2: Body) is still added to initiative.
  Check: First, roll 1d100, modify the result
  with the modifier for the sub-ability of Agility and
  any invested SP, and consult the appropriate Brawl-
  ing table by race to determine which body part is
  attacked.
  Roll 3d10 and apply the modifier for the sub-
  ability of Agility.  The base TH is the foe’s CAB
  (Current Armor against Brawling) for the specified
  body part.  If the result of this modified roll ex-
  ceeds the Current Armor of the target creature, then
  the Brawling attack was successful.
  If the target creature or object has been
  struck successfully, determine the damage done.
  Brawling damage is listed regarding LP on each race’s
  table.  To determine the damage to BPP, divide the
  result by 3, unless an asterisk is listed.  If Graphic
  Gore occurs (see Chap. 10: Combat), then double the
  damage determined, and consult the most appro-
  priate location under Graphic Gore for special ef-
  fects.
  * Subdual damage only, it heals by itself in
  1d10 minutes.
  ** BPP damage equals LP damage.
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  3
  
  330
  Chapter 8: Skills
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  K
  6
  d
  3
  
  331
  Chapter 8: Skills
  e
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  332
  Chapter 8: Skills
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  A.VERBIS.AD.VERBERA
  from words to blows
  
  333
  Chapter 8: Skills
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  334
  Chapter 8: Skills
  Brewing
  Alcohol is created by fermenting natural
  substances such as wheat, barley, grapes, or honey.
  Whenever alcohol is to be brewed, a Brewing skill
  check must be made.
  Check: Roll 3d10 and apply the modifier
  from the sub-ability Common Sense.  Higher re-
  sults correspond with alcohol of better quality.  Mead
  is made from fermented honey, and requires 1 year
  to ferment properly.  Consult the table below re-
  garding quality:
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  Candlemaking
  The hardening of wax with an interior wick
  is Candlemaking.  Whenever a candle is made, a
  Candlemaking skill check is made.
  Check: Roll 3d10 and apply the modifier
  from the Common Sense sub-ability.  Higher re-
  sults correspond with better quality candlemaking.
  Carpentry
  The reshaping or refining of wood is a val-
  ued skill these days.  Whenever wood is worked, a
  Carpentry skill check is made.
  Check: Roll 3d10 and apply the modifier
  from Spatial Intelligence.  Higher results correspond
  with better quality woodworking.  The Aedile will
  determine the TH for each circumstance.
  Cartography
  This skill relates to the ability to draw accu-
  rate maps of quality, as well as decipher or follow
  them.  Whenever maps come into play, a Cartogra-
  phy skill check is made.
  Check: Roll 3d10 and apply the modifier
  from Spatial Intelligence.  Higher results correspond
  with better skill in Cartography.  Note that literacy
  is not a requirement when relating a map to its sur-
  roundings, but literacy is required to draw a map,
  and certainly if there is any writing upon it.  The
  Aedile will determine the TH for each circumstance.
  Catching
  The act of seizing an object in motion de-
  fines the Catching skill.  Most often, this skill is used
  when an object is hurled toward the character with-
  out the intent to injure.  Whenever a character at-
  tempts to catch an object, a Catching skill check is
  made.
  Check: Roll 3d10 and apply the modifier
  from Hand-Eye Coordination.  Higher results cor-
  respond with better catching.  The Aedile will de-
  termine the TH for each circumstance.  Modifiers
  may include the size of the object, the speed at which
  it travels, whether or not the object is dangerous
  (such as a dagger), and whether or not the character
  may use both hands.  Examples follow:
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  The act of driving a chariot, usually in battle,
  is the skill of Charioteering.  Whenever a chariot is
  driven under stressful conditions and the horses may
  be difficult to control, a Charioteering skill check
  must be made.
  Check: Roll 3d10 and apply the modifier
  from Dexterity.  Higher results correspond to higher
  quality chariot driving.  The Aedile will determine
  the TH of each circumstance.
  
  335
  Chapter 8: Skills
  Chemistry
  All matter is comprised of a particular com-
  bination of the 5 elements: air, earth, fire, water,
  and ether.  Chemistry is the science of exploring
  combinations.  Through combining substances, new
  substances may be made, such as acids, bases, gas,
  metals, and new toxins (poisons).   However, Chem-
  istry may also be dangerous and explosions may re-
  sult depending on the whim of the Aedile and what
  is being created.
  Some ancients asserted that the universe is
  comprised only of atoms and the void1.  An atom
  was considered the smallest divisible unit of matter.
  Where atoms do not exist is the void, which sur-
  rounds all atoms.  The atomist view of chemistry
  has been both modified and abandoned in favor of
  5 elements.
  Originally, 4 elements were postulated as the
  basis of all matter2.  These 4 elements are the result
  of 2 properties: hotness and dryness.  Then, each
  element became associated with a geometric shape3.
  These shapes are considered the particles of the el-
  ements.  Each of the 4 elements is posited to exist
  in an ideal or pure form, though they cannot be
  found in this world, except in lesser purity.
  Air: This element is between hotness and
  wetness, and is related to an octahedron.
  Earth: This element is between dryness and
  coldness, and is related to the shape of a cube, due
  to its hardness.
  Fire: This element is between hotness and
  dryness, and is related to a tetrahedron, due to the
  sharp points of this shape.
  Water: This element is between coldness and
  wetness, and is related to an icosahedron.
  Later, a 5th element was added4, which is
  called ether.
  Ether: This element is equidistant to the 2
  properties. To some, it is the substance of stars4,
  although the concept of ether developed into a ver-
  sion of the void, because it is considered to be ev-
  erywhere.  Ether is related to a pentagonal dodeca-
  hedron.  Another name for ether is quintaessentia,
  or the quintessential.
  Chemists seek to mix pure substances -- pure
  in the sense of nature, not in the sense of ideal and
  pure elements.  The following are considered to be
  pure substances: gold, silver, lead, tin, iron, copper,
  mercury or quicksilver, salt, vinegar, lime or quick-
  lime, bitumen or pitch, and extracts from plants.
  Prerequisites for Chemistry include: Library
  Research + 10, Herbalism + 5, Toxicology + 5, Na-
  ture (Plants) + 5, Nature (Minerals) + 5.
  Check: Roll 3d10 and apply the average of
  the modifiers from the sub-abilities of Intuition,
  Math, and Analytic Intelligence.  The higher the roll,
  the more likely is success.  If the result is 6 or less,
  than an injury determined by the Aedile occurs to
  the chemist.
  1.  The original atomists were Leucippus and Democritus, as cited from The Atomists: Leucippus and Democritus, which is a
  translation of fragments of text by C. C. W. Taylor.  For more information, see the References section at the end of this book.
  2.  Empedocles of Agrigentum (490 - 430 B.C.E.) first asserted the four-element model of nature.
  3.  Plato and Pythagoras associated the four elements with geometric shapes.
  4.  Aristotle added the fifth element.  For more information, see the References section at the end of this book.
  
  336
  Chapter 8: Skills
  Cheesemaking
  Cheesemaking is the process of producing
  cheese.  Whenever a character attempts to make
  cheese, a Cheesemaking skill check is required.
  Cheese is made from milk, though the milk
  of different domesticated herbivores may be used
  to make different kinds of cheese.  Milk must be
  coagulated or curdled, so that it forms curds, which
  are milky white lumps, and whey, a thin liquid.  If
  left alone, milk curdles naturally; it sours and forms
  into an acid curd.  Some cheeses are made from the
  curds, the others from whey.  Next, cheeses undergo
  a ripening process, which varies between 2 weeks
  and 7 years.  Finally, it is common to add spices.
  The rinds are treated during the ripening process,
  sometimes with wax for preservation.  Oftentimes,
  the rinds are salted.
  Check: Roll 3d10 and apply the modifier
  from the sub-ability of Common Sense.  Higher
  results correspond with higher quality cheese.
  Cleaning
  The cleaning of objects may involve numer-
  ous little tasks, such as dusting, arranging furniture,
  washing floors, etc.  Whenever an area or inanimate
  object must be cleaned, a Cleaning skill check must
  be made.
  Check: Roll 3d10 and apply the modifier
  from Common Sense.  Higher results correspond
  to higher quality Cleaning.  The Aedile will deter-
  mine the TH of each circumstance.
  
  337
  Chapter 8: Skills
  Climb
  Climbing is the action of attempting to
  physically raise oneself regarding elevation.  When-
  ever a character attempts to Climb, a Climb skill
  check is made.
  Check: Roll 3d10 and apply the average of
  the modifiers from the sub-abilities of Physical Fit-
  ness and Agility.  Higher results correspond with
  better success at climbing.  Characters who are fully
  encumbered are unable to Climb.
  Divide the climber’s Strength sub-ability
  score by their weight, multiply by 30, and subtract
  30.  The result is a modifier to the Climb skill check.
  Next, the ease of the surface to Climb must
  be considered.  If the surface permits sufficient foot-
  holds and handholds, then no penalty applies.  If
  the surface resembles the difficulty of climbing a
  tree with thick bark, then the character incurs a pen-
  alty of - 5.  If the surface is basically smooth, then
  the character incurs a penalty of - 15.  If the surface
  is smooth and oily, then the character incurs a - 20
  penalty.
  Light armor incurs a - 5 penalty, while me-
  dium armor incurs a - 10 penalty, and heavy armor
  incurs a - 15 penalty.
  Climbing up a rope yields a bonus of + 5.
  Climbing up a rope while wearing gloves gives a
  bonus of + 15.  If the rope has periodic knots, then
  a + 2 bonus is incurred.
  Consult the table below to determine
  whether or not the character may Climb as well as
  their rate, and the likelihood of falling per minute.
  Note that their chance of falling may be eliminated
  if they are assisted.
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  1
  Clockmaking
  A clock is a device that tells time.  When-
  ever a clock is crafted, a Clockmaking skill check is
  made.  For more information on the types of clocks
  available, consult Chapter 9: Equipment.
  Check: Roll 3d10 and apply the modifier
  from the Spatial sub-ability.  Higher results corre-
  spond with better quality clocks.  On the table be-
  low, Duration represents the length of time until the
  clock breaks down, and Inaccuracy represents the
  amount of time that the clock will be off after a 24-
  hour period.  Consult the table below to determine
  the qualities of the clock:
  H
  T
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  Cobbling
  A cobbler is a maker of shoes and other
  footwear.  Whenever crafting footwear is attempted,
  a Cobbling skill check is made.
  Check: Roll 3d10 and apply the modifier
  from the Common Sense sub-ability.  Higher re-
  sults correspond with better quality footwear.  On
  the table below, the column Duration assumes that
  the footwear is worn daily and subjected to normal
  wear and tear for the duration listed.  Consult the
  table below to see how long the footwear will last
  before becoming inoperable:
  H
  T
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  1
  
  338
  Chapter 8: Skills
  Comedy, Buffoonery
  Buffoonery is coarse, loutish behavior.  This
  type of comedy is often offensive to others, but
  many find it extremely amusing as well.  Whenever
  buffoonery is attempted, a Buffoonery Comedy skill
  check is made.
  Check: Roll 3d10 and apply the modifier
  from the Charisma ability.
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  Comedy, Physical
  Physical Comedy consists of humorous ac-
  tions.  Whenever actions are performed and intended
  to be humorous, a Physical Comedy skill check is
  made.  Unintended humorous actions are not a re-
  sult of skill, but luck or happenstance.
  Check: Roll 3d10 and apply the average of
  the modifiers from the Charisma ability and the
  Agility sub-ability.
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  339
  Chapter 8: Skills
  Comedy, Pun
  A pun is a play on words and demonstra-
  tion of wit.  In this skill, pun is used with comedic
  effect.  Whenever a pun is attempted in hopes of
  being funny, a Pun Comedy skill check may be made.
  Check: Roll 3d10 and apply the modifier
  from Charisma.  Higher results correspond with a
  better effect from the pun.  The effect of a pun can
  vary considerably.  Consider the table below:
  H
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  t
  Constellations
  Whenever the constellations need to be iden-
  tified in the night sky or their trajectories discussed,
  a Constellations skill check is made.  This skill is not
  to be confused with the skill of Divination (Astrol-
  ogy), though they are often used together.
  Check: Roll 3d10 and apply the average of
  the modifiers from Vision (include only for near-
  sightedness) and the sub-abilities of Reflection and
  Spatial Intelligence.  Higher results correspond with
  better accuracy about the Constellations.  The Aedile
  will determine the TH for each specific check.
  Contortion
  Some are more skilled than others at bodily
  flexibility and fitting their bodies into smaller spaces.
  This skill allows a character to contort their body.
  A character skilled at Contortion has higher Sexual
  Adeptness.
  Check: Roll 3d10 and apply the average of
  the modifiers from the sub-abilities of Physical Fit-
  ness and Agility.  Consult the table below:
  H
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  340
  Chapter 8: Skills
  Cooking
  Those skilled at preparing food are good at
  Cooking.  Whenever food is being prepared, a Cook-
  ing skill check is made.
  Check: Roll 3d10 and apply the modifier
  from the sub-ability Common Sense.  Higher re-
  sults correspond to better cooking.
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  er
  .ytin
  u
  m
  m
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  4
  3
  >
  d
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  o
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  T
  .g
  nik
  o
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  c
  tn
  elle
  c
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  E
  d
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  e
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  m
  o
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  er
  sila
  e
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  yld
  eta
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  p
  er
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  n
  al
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  o
  h
  g
  u
  o
  r
  h
  t
  Coppersmithing
  A coppersmith is one who forges and shapes
  copper with an anvil and a hammer.  Copper is
  heated in a forge and then hammered into the shape
  desired.  The process of forging improves the struc-
  ture of the metal.  Forged metal is stronger and ex-
  hibits greater resistance to fatigue and impact.  The
  forge consists of an open hearth made of firebrick.
  Coal is used to fuel the forge, and bellows are in-
  serted to fan air as needed.  Broken or obsolete cop-
  per objects can be melted down and the substance
  reused.  Whenever such metalworking is done, a
  Coppersmithing skill check must be made.
  Check: Roll 3d10 and apply the average of
  the modifiers from the sub-abilities Strength and
  Spatial Intelligence.  Higher results correspond with
  better quality metalwork.  The Aedile will determine
  the TH for each application.
  Cosmetics
  Women apply cosmetics to themselves or
  each other to enhance their beauty.  Cosmetics are
  not applied to males.  The modifiers below apply
  only to females.  If make-up is applied to a male,
  then consult the Aedile to determine the effects.
  Whenever make-up is applied, a Cosmetics skill check
  must be made.
  First, foundation is applied to the face, which
  may range from the poisonous white lead to the
  safer chalk or orris root.  A healthy glow is restored
  by applying red ochre.  Second, eyes are given spe-
  cial attention; lamp-black is applied to eyelashes and
  possibly eyebrows.  Finally, a salve made of alkanet
  root and ochre is applied to the lips.  Although it
  does not affect Facial Charisma, moisturizing cream
  is often applied to the body after leaving the baths.
  Check: Roll 3d10 and apply the average of
  the modifiers from the sub-abilities Spatial Intelli-
  gence and Intuition.  Consult the table below to
  determine the effect on Facial Charisma:
  H
  T
  tl
  u
  s
  e
  R
  1
  1
  <
  %
  )0
  1
  d
  2(
  -
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  d
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  laic
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  F
  
  341
  Chapter 8: Skills
  Cosmos, General Planes
  This skill deals with natural facts of  the
  planes of the cosmos in general.  Usually, this en-
  tails information concerning popular locales, geog-
  raphy, prominent figures or gods and how the uni-
  verse is structured.  Whenever information or knowl-
  edge such as that listed above is required, a General
  Planes skill check is made.
  LC: While there is no LC penalty, each edu-
  cational course taken formally bestows a + 2 bonus
  to the General Planes skill check.  Usually, human-
  oids do not formally study the General Planes,
  though select occupations may, such as priests, sages,
  and wizards.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  Higher results corre-
  spond to better knowledge regarding the General
  Planes.  The Aedile must decide the TH depending
  on the circumstances.
  Cosmos, Specific Plane
  This skill deals with natural facts of a spe-
  cific plane of existence.  Usually, this entails infor-
  mation concerning popular locations, such as the
  geography, prominent figures or gods, etc.  When-
  ever information or knowledge such as that listed
  above is required, a Specific Plane skill check is made.
  LC: While there is no LC penalty, each edu-
  cational course taken formally bestows a + 2 bonus
  to the Specific Plane skill check.  Similarly, every ad-
  venture to the plane where a good duration is spent
  also bestows a + 2 bonus.  Usually, humanoids do
  not formally study a Specific Plane, though select
  occupations may, such as priests, sages, and wizards.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  Higher results corre-
  spond to better knowledge regarding a Specific Plane.
  The Aedile must decide the TH depending on the
  circumstances.
  Cunnilingus
  See the Sexual Adeptness skill.
  Dance
  Dancing is a physical activity performed ei-
  ther alone or with others as a rhythmic or patterned
  succession of steps, usually to music.  Dancing is
  often performed when a character is happy, partak-
  ing in a celebration or festival, or desiring to mate.
  Check: Roll 3d10 and apply the average of
  the modifiers from Kinetic Charisma and Agility.
  Higher results correspond with a better dancing per-
  formance.  Some dances are more difficult to per-
  form than others, and these incur appropriate pen-
  alties.  Otherwise, consult the table below:
  H
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  R
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  Delousing
  The act of removing lice, fleas, and bedbugs
  is Delousing.  Lice, fleas, and bedbugs must be picked
  from hair, beards, armpits, and genitals.  Most fe-
  males are skilled in Delousing their family members.
  Some females make a trade out of delousing any
  character who will pay.
  Check: Roll 3d10 and apply the modifier
  from the Hand-Eye Coordination sub-ability.  A
  bonus of 5 is applied to the roll if the herb lavender
  is applied, which repels these pests.  If the check is
  successful, then 1 bug has been removed.  The TH
  to remove a bug is 24.
  
  342
  Chapter 8: Skills
  Diagnosing
  This skill may be used only by a doctor.  A
  doctor must diagnose, or determine what is the prob-
  lem, with a patient.  Whenever a doctor must diag-
  nose a patient, a Diagnosing skill check is made.
  Check: Roll 3d10 and apply the average of
  the modifiers from the Intelligence and Wisdom
  abilities.  The higher the roll, the more accurate the
  diagnosis.  The Aedile will determine the difficulty
  of each diagnosis.
  Direction Sense
  The skill to sense a given direction, such as
  north, is valuable to sailors, rangers, and dungeoneers
  alike.  Whenever a character attempts to sense a di-
  rection, a Direction Sense skill check is made.
  Check: Roll 3d10 and apply the modifier
  from the sub-ability Intuition.  If the character has
  suddenly appeared in an absolutely unfamiliar loca-
  tion, such as by means of a Teleport spell, then a -
  20 penalty is incurred.
  H
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  T
  Disarm
  When a character attempts to remove a
  weapon from a combative foe, a Disarm skill check
  is made.
  Check: First, make a skill check with which-
  ever skill is appropriate (Brawling, Specific Weapon,
  etc.).  If the attack succeeds, then the foe is gener-
  ally unharmed.  If the skill check succeeds, then roll
  3d10 and apply the average of the modifiers from
  the sub-abilities of Hand-Eye Coordination and
  Agility.
  Consider the length in inches of the foe’s
  weapon that is exposed beyond their fulcrum point.
  Divide this by the foe’s fist circumference (see Chap.
  2: Body), and multiply this result by 2.  This is a modi-
  fier for the disarmer.  Additional modifiers are listed
  below:
  r
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  )
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  h
  1
  +
  While the results vary with the method and
  weapon used, consult the table below for a general
  attempt at resolution:
  H
  T
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  p
  m
  a
  x
  E
  7
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  343
  Chapter 8: Skills
  Disguise
  The skill to furnish with a false appearance
  or assumed identity can be a dangerous skill.  Dis-
  guise may be considered when performed on one-
  self, though others may help.  This skill is often used
  in conjunction with Acting (Drama).  Whenever a
  character is disguised, a Disguise skill check is made.
  Check: Roll 3d10 and apply the average of
  the modifiers for Charisma and Common Sense.
  Higher results correspond with better disguises.  For
  each other character who actively assists in estab-
  lishing the disguise of a character, a bonus of + 1 is
  incurred.  For others to detect the disguise, they must
  make an Intuition sub-ability check that exceeds the
  Disguise skill check.
  Dismemberment
  This skill has no skill check, but instead the
  points invested in it contribute to the severity of
  the damage for hacking weapons on the Graphic
  Gore tables in Chapter 10: Combat.
  Divination, Alectromancy
  Also called alectyromancy, this method of
  divination is performed by drawing a circle on the
  ground and inscribing letters about the perimeter,
  or in the case of yes/no questions a ‘yes’ and a ‘no’.
  Then a cock is placed inside the circle and the let-
  ters where the bird pecks are collected into sentences
  as answers.  Sometimes, answers are derived from
  the direction the cock crows, or reciting letters of
  the alphabet, noting during which ones the cock
  crows.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Anthropomancy
  The act of divining from the entrails of dead
  or dying characters.  Most often, these are sacrificial
  victims.  Also called splanchomancy and extispicy,
  anthropomancy is commonly outlawed among civi-
  lized cultures.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Aspidomancy
  The act of divining from sitting and chant-
  ing while in a circle is Aspidomancy.  A circle must
  consist of at least 3 characters of the same species.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Astrology
  This is the study of how events on Neveria
  (a fantasy world for F.A.T.A.L.) correspond to the
  positions and movements of astronomical bodies,
  particularly the sun, moon, stars, and planets.  As-
  trologers believe that the position of astronomical
  bodies at the exact moment of a character’s birth
  and the subsequent movements of the bodies re-
  flect their characteristics, and therefore destiny.  As-
  trologers create charts called horoscopes, which map
  the position of astronomical bodies.  Every planet,
  including the sun and moon, are noted for their
  positions during the character’s birth.
  Check: Roll 3d10 and apply the modifier
  from Intelligence.  Higher results correspond with
  perceptions of better astrological accuracy.  The
  Aedile will determine the TH according to each situ-
  ation.
  
  344
  Chapter 8: Skills
  Divination, Austromancy
  The act of divining by interpreting winds
  and cloud shapes is Austromancy.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Axinomancy
  This act of divination is performed by plac-
  ing an agate stone on a red-hot axe.  Its motion is
  taken to indicate the identity of a character guilty
  of a crime.  Other methods of prediction and an-
  swering questions are performed with an axe as well.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Belomancy
  This act of divining consists of tying a mes-
  sage to an arrow.  Each message is tied to a different
  arrow, and each message suggests a different answer
  or piece of advice.  The diviner launches each ar-
  row from the same bow.  No other archer may launch
  1 or more of the messages.  The arrow that flies the
  farthest is considered to carry the message whose
  advise should be heeded.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Ceraunoscopy
  The act of divining thunder and lightning is
  ceraunoscopy.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Chiromancy
  Also called cheiromancy, palmistry, and palm
  reading, this is the act of divining from the creases,
  lines, and bumps on the palms and fingers.  The
  hands reveal character and destiny to the seer, indi-
  cating factors such as longevity, general health, in-
  telligence, love, luck, and money.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Cleromancy
  The act of divining by means of dice.  Any
  small object may be substituted, such as pebbles,
  beans, or bones.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  
  345
  Chapter 8: Skills
  Divination, Crystalomancy
  The act of divining from transparent bod-
  ies such as a crystal ball, polished quartz, precious
  stones (especially a beryl), or any transparent object
  is Crystalomancy.  By gazing fixedly and deeply into
  a polished crystal ball the seer attempts to see what
  will happen in the future or somewhere else, and to
  seek answers to questions.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Dririmancy
  The act of divining by interpreting dripping
  blood is Dririmancy.  Dririmancy is outlawed in most
  ceremonies.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Gastromancy
  The act of divining by interpreting sounds
  from a belly is Gastromancy.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Gyromancy
  This act of divining is accomplished by walk-
  ing around a circle of letters until the diviner falls or
  is too dizzy to continue.  The letters against which
  the diviner stumbles or the direction of the fall are
  supposed to spell out a prophetic message.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Hydromancy
  The act of  divining from water is
  Hydromancy.  One method the diviner uses is to
  obtain a basin full of water, command it to be acti-
  vated by spirits, and it vibrates to a point where it
  boils and gives off meaningful sounds.  Other tech-
  niques are to drop pebbles into bowls filled with
  water, fountains, or other bodies of water.  The di-
  viner reads from the color of the water on its sur-
  face as the water ripples.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Libanomancy
  The act of divining by interpreting the move-
  ments of incense smoke is Libanomancy.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  
  346
  Chapter 8: Skills
  Divination, Lithomancy
  The act of divining the light reflected by
  precious or colored stones is Lithomancy.  The gem-
  stones are usually placed on a black cloth for the
  reading.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Lunomancy
  The act of divining from the shadows cre-
  ated by the moonlight on an character’s face is
  Lunomancy.  Before the divining, silver dust is spread
  on the diviner’s hands as well as the character’s face.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Necromancy
  The act of divining from communicating
  with the dead is Necromancy.  Necromancers are
  often accused of witchcraft and considered immoral
  for seeking forbidden knowledge from corpses or
  spirits.
  This skill is distinct from magic, though some
  spells of the ether discipline are necromantic as well.
  It is popular to refer to necromancers as ‘bone-con-
  jurers.’
  Though this is a skill and not a magical spell,
  ceremony usually accompanies the practice of nec-
  romancy.  Necromancers usually don black robes
  and bear gifts for the dead, such as milk, honey, holy
  water, wine, and olive oil, along with a wreath.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Numerology
  The act of divining from numbers is Nu-
  merology.  Numerologists believe that the universe
  is mathematically constructed, and that all things can
  be expressed in numbers.  Since all letters, words,
  names, birthdays, and so forth may be converted
  numerically and expressed in numbers, it is believed
  that a character’s life, temperament, and destiny can
  be determined.  Numerologists use the numbers 1 -
  9 and 0, converting larger numbers into these by
  adding them together.  For instance, the number 14
  would be the number 5 to a numerologist (1 + 4 =
  5).  Certain numbers are not reduced, however; these
  are 11 and 22.  Regarding alphabets, the following
  letters are transposed into the following numbers:
  1
  2
  3
  4
  5
  6
  7
  8
  9
  A
  B
  C
  D
  E
  F
  G
  H
  I
  J
  K
  L
  M
  N
  O
  P
  Q
  R
  S
  T
  U
  V
  W
  X
  Y
  Z
  The above example formatted in English is
  formatted identically in other languages as well.
  Based on the information above, a word would be
  translated numerologically as follows:
  FATAL = 6+1+2+1+3 = 13 = 1+3 = 4.
  The numerological number for FATAL is 4.  From
  here, a numerologist would describe the significance
  of the number 4.  An example of a date would be:
  08/11/1972 = 0+8+1+1+1+9+7+2 = 29 = 2+9 =
  11.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  
  347
  Chapter 8: Skills
  Divination, Omphalomancy
  The act of divining by observing the knots
  in an umbilical cord is Omphalomancy.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Oneiromancy
  The act of divining by interpreting dreams
  is Oneiromancy.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Onomancy
  The act of divining by interpreting the let-
  ters of a name is Onomancy.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Oomancy
  The act of divining by interpreting eggs is
  Oomancy.  The diviner considers the outer shape
  and the inner contents.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Ornithomancy
  The act of divining by observing the flight
  of birds is Ornithomancy.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Pyromancy
  The act of divining by fire is Pyromancy.
  The presage is good if the flame is vigorous and
  quickly consumes the sacrifice.  On the other hand,
  if it is slow to consume the victim, the presage is
  evil.
  In addition to observing sacrifices, the flames
  of torches are observed.  If the flame forms a single
  point it is good, if it splits in 2, it is a bad omen.
  Curiously, 3 is a better omen than 1.  Bending of
  the flame is understood as sickness for the healthy
  and death for the sick.  Sudden extinction suggests
  the coming of a frightful disaster or catastrophe.
  Another specialty is called pyroscopy,
  wherein the seer burns a sheet of paper on a white
  surface and examines the resulting stains.
  One form of Pyromancy is daphnomancy,
  wherein the seer listens to the noise made by laurel
  branches crackling in an open fire.  The louder the
  crackles, the better the omens.  If crackles are ab-
  sent, then the meaning is bleak.
  Finally, seers of Pyromancy may practice
  capnomancy, the art of interpreting the movement
  of smoke from sacrificial offerings.  The meaning is
  good if it rises lightly from the altar and ascends
  straight to the clouds.  The omen is bad if the smoke
  hangs about or lingers.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  
  348
  Chapter 8: Skills
  Divination, Scatomancy
  The act of divining by food that has been
  vomited is Scatomancy.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Sortilege
  The act of  divining by drawing lots is
  Sortilege.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Stychomancy
  Also called bibliomancy, this is the act of
  divination in which a book is thrown open and a
  random passage is selected.  Meaning is derived from
  this passage.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Urimancy
  The act of divining by the observation of
  urine, either by its taste, color, flow patterns, or the
  patterns formed when it hits the ground or in a swirl-
  ing bowl.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Divination, Xenomancy
  The act of divining by observing the first
  stranger to be found or who appears is Xenomancy.
  Check: Roll 3d10 and apply the modifier
  from Intuition.  Higher results correspond with
  higher accuracy or an interpretation that matches
  reality more closely.  Very poor results are proven
  wrong almost instantly, while very good results are
  not falsifiable.
  Dying
  This is skill at altering the color of an ob-
  ject, usually cloth, by applying a dye.  Whenever an
  object is to be dyed, a Dying skill check is made.
  Check: Roll 3d10 and apply the modifier
  from the Hand-Eye Coordination sub-ability.
  Higher results correspond with better quality of
  Dying.  If necessary, the Aedile will determine the
  TH.
  Ejaculating
  See the Sexual Adeptness skill.
  Enameling
  This is skill at applying enamel to an object.
  Whenever an object is to be enameled, an Enamel-
  ing skill check is made.
  Check: Roll 3d10 and apply the modifier
  from the Hand-Eye Coordination sub-ability.
  Higher results correspond with better quality of
  Enameling.  If necessary, the Aedile will determine
  the TH.
  Engraving
  This is skill at carving decorations or letters
  into an object, usually wooden.  Whenever an ob-
  ject is to be engraved, an Engraving skill check is
  made.
  Check: Roll 3d10 and apply the modifier
  from the Hand-Eye Coordination sub-ability.
  Higher results correspond with better quality of
  Engraving.  If necessary, the Aedile will determine
  the TH.
  
  349
  Chapter 8: Skills
  Etiquette
  This is skill at observing and practicing the
  norms of social and official life or custom.  When-
  ever Etiquette becomes relevant, an Etiquette skill
  check is made.
  Check: Roll 3d10 and apply the average of
  the modifiers from Intuition, Common Sense, and
  Reflection.  Higher results correspond with better
  observance and practice of norms.  If unfamiliar
  with a similar culture (such as a human in a human
  culture), then a penalty of - 5 is incurred.  If unfa-
  miliar with a distinctly different culture (such as a
  human in a bugbear culture), then a penalty of - 20
  is incurred.  The Aedile will determine the TH of
  the norm in question.
  Fellatio
  See the Sexual Adeptness skill.
  Fishing
  The act of Fishing is considered here to con-
  sume a 6-hour period.  Whenever a character fishes,
  a Fishing skill check is made.
  Check: Roll 3d10 and apply the modifier
  Common Sense.  The table below assumes that Fish-
  ing occurs in average conditions and climate.  Pen-
  alties may incur, such as when in polluted water or
  during an inopportune time of year.  Consult the
  table below:
  H
  T
  tl
  u
  s
  e
  R
  0
  1
  <
  g
  nih
  to
  N
  1
  1-
  0
  1
  n
  a
  m
  u
  h
  1
  r
  o
  f
  la
  e
  m
  a
  fla
  H
  3
  1-
  2
  1
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  1
  5
  1-
  4
  1
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  2
  6
  1
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  3
  7
  1
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  4
  9
  1-
  8
  1
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  5
  1
  2-
  0
  2
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  6
  3
  2-
  2
  2
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  7
  5
  2-
  4
  2
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  0
  1
  9
  2-
  6
  2
  n
  a
  m
  u
  h
  1
  r
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  f
  sla
  e
  m
  0
  2
  9
  2
  >
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  0
  4
  Fletching
  Crafting arrows is a skill that must be checked
  for every dozen arrows crafted.
  Check: Roll 3d10 and apply the modifier
  from Spatial Intelligence.  Higher results correspond
  with arrows of better quality.  Consult the table be-
  low:
  H
  T
  tl
  u
  s
  e
  R
  9
  <
  o
  t
  0
  2
  d
  1
  -
  f
  o
  ytla
  n
  e
  p
  a
  r
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  c
  ni
  s
  w
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  rra
  es
  e
  h
  T
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  e
  d
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  e
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  o
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  u
  n
  e
  h
  w
  m
  i
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  2
  1-
  9
  o
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  1
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  f
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  ytla
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  a
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  9
  2-
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  h
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  o
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  n
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  to
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  ,s
  w
  o
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  9
  2
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  t
  6
  d
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  +
  f
  o
  s
  u
  n
  o
  b
  a
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  u
  c
  ni
  s
  w
  o
  rra
  es
  e
  h
  T
  .pih
  s
  n
  a
  m
  stfarc
  e
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  o
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  A
  Foresting
  This is skill at cutting down and removing
  trees from a forest.  Whenever a tree is to be cut
  down, a Foresting skill check is made.
  Check: Roll 3d10 and apply the modifier
  from the Common Sense sub-ability.  Higher re-
  sults correspond with better quality of Foresting.
  If necessary, the Aedile will determine the TH.
  
  350
  Chapter 8: Skills
  Forgery
  The act of falsely and with fraudulent in-
  tent making or altering a writing or copying a signa-
  ture, this skill is usually illegal to practice.  In order
  to make a Forgery, a character must be literate, and
  therefore practiced with the use of the quill.  When-
  ever this skill is practiced, a Forgery skill check must
  be made.
  Check: Roll 3d10 and apply the average of
  the modifiers from the sub-abilities of Hand-Eye
  Coordination and Language.  If the forgery is in a
  language foreign and unfamiliar to the forger, then
  a - 1d10 penalty is incurred.  Higher results corre-
  spond with better forgeries.  The Aedile will declare
  the TH necessary for the specific Forgery.
  Gambling
  The act of playing a game and consciously
  risking money or other stakes on its outcome, gam-
  bling is a skill of risk.  Whenever a bet is placed, a
  Gambling skill check is made.
  Check: Roll 3d10 and apply the average of
  the modifiers for the sub-abilities of Math and Com-
  mon Sense.  Higher results correspond with better
  odds of winning.  If the gambler is playing House
  of Fortune (see below), then the following adjust-
  ments are made, otherwise the following adjustment
  applies to the odds of other games:
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  351
  Chapter 8: Skills
  House of  Fortune: This is a popular gam-
  bling game that requires 2 dice, a board, and at least
  2 players.  The board is divided into compartmen-
  talized squares and is usually expensive and elabo-
  rately carved with painted works of art.  The simple
  device is demonstrated below:
  2
  1
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  T
  First, players agree on a type of coin, most
  usually silver pieces.  Players take turns rolling dice.
  Since there is no compartment for when a 4 is rolled,
  the player is allowed to roll again.  When a player
  rolls a 3, 5, 6, 8, 9, 10, or 11, they place a coin in the
  appropriate compartment if it is empty, or collect
  any coins if it is not.  Upon rolling a 7, the player
  places a coin in The Wedding compartment because
  it is proper to always bring a gift to a wedding.  When
  a player rolls a 2, they are The Lucky Pig and take all
  the coins from all the compartments, except for
  those of The Wedding in compartment 7.  If a player
  rolls a 12, then they are The King and take all coins
  on the board, including those in The Wedding be-
  cause nothing is denied to The King.
  Gemcutting
  Finishing stones is a tricky process that can
  enhance or detract from the value of the stone.
  Gems are shaped by being ground on abrasive wheels
  or disks.  The first step is to saw it roughly to shape.
  Next, the stone to be shaped is affixed to the end
  of a wooden stick called a dop and is held against
  the revolving wheel or disk.  When it has been
  ground to the desired shape, it is brought to a high
  polish on wooden or cloth wheels with fine abra-
  sives.  Different cuts or shapes are more suitable to
  different gems.  Whenever an uncut gem undergoes
  a finishing process, a Gemcutting skill check must
  be made.
  LC: Initially, the LC is 14, though it improves
  by 2 with every successful finish.
  Check: Roll 3d10 and apply the modifier
  from the Spatial Intelligence sub-ability.  If  the
  gemcutter is a subterranean troll, add 20 to the roll.
  Consult the table below to determine the effect
  Gemcutting has upon the value of the uncut gem:
  H
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  Genealogy
  The history of the descent of a family is
  often charted as a family tree by literate characters.
  Whenever information is sought concerning a
  character’s family, a Genealogy skill check is made.
  Check: Roll 3d10 and apply the modifier
  from the sub-ability Common Sense.  If the charac-
  ter is literate, then a bonus of 10 is applied to the
  roll.  The Aedile must decide an appropriate TH.
  
  352
  Chapter 8: Skills
  Girdlemaking
  A girdle is a belt that is worn about the waist.
  Whenever a girdle is crafted, a Girdlemaking skill
  check must be made.
  Check: Roll 3d10 and apply the modifier
  from the Common Sense sub-ability.  Higher re-
  sults correspond with girdles of higher quality.  If
  necessary, the Aedile will declare the TH necessary
  for the specific girdle.
  Glassblowing
  The basic ingredient of glass is silica, com-
  prised of sand, flint, or quartz.  The necessary tool
  for glassblowing is a hollow, iron pipe about 4 feet
  in length with a mouthpiece at 1 end.  The glass-
  blower collects a small amount of molten glass on
  the end of the blowpipe and rolls it against a metal
  plate to shape its exterior and slightly cool it.  The
  glassblower then blows into the pipe, expanding it
  into a bubble, and controlling its form with tongs.
  Provided that glassblowing tools and ingredients are
  available, a Glassblowing skill check must be made
  whenever the production of glass is attempted.
  LC: Initially, there is a LC of 14, though it
  improves by 2 with each successfully completed
  glassware.
  Check: Roll 3d10 and apply the modifier
  from Spatial Intelligence.  Higher results correspond
  with higher quality glassware.
  Glovemaking
  A glove is protection for a hand that is usu-
  ally made from cloth or leather.  Whenever a pair of
  gloves are crafted, a Glovemaking skill check must
  be made.
  Check: Roll 3d10 and apply the modifier
  from the Spatial Intelligence sub-ability.  Higher re-
  sults correspond with gloves of higher quality.  If
  necessary, the Aedile will declare the TH necessary
  for the specific pair of gloves.
  Goldsmithing
  A goldsmith is one who forges and shapes
  gold with an anvil and a hammer.  Gold is heated in
  a forge and then hammered into the shape desired.
  The process of forging improves the structure of
  the metal.  Forged metal is stronger and exhibits
  greater resistance to fatigue and impact.  The forge
  consists of an open hearth made of firebrick.  Coal
  is used to fuel the forge, and bellows are inserted to
  fan air as needed.  Broken or obsolete gold objects
  can be melted down and the substance reused.
  Whenever such metalworking is done, a
  Goldsmithing skill check must be made.
  Check: Roll 3d10 and apply the modifier
  from the Spatial Intelligence sub-ability.  Higher re-
  sults correspond with better quality metalwork.  The
  Aedile will determine the TH for each application.
  Grooming
  Grooming animals may involve numerous
  little tasks, such as brushing, washing, trimming, etc.
  Whenever a creature must be groomed, a Groom-
  ing skill check must be made.
  Check: Roll 3d10 and apply the modifier
  from Common Sense.  Higher results correspond
  to higher quality Grooming.  The Aedile will deter-
  mine the TH of each circumstance.
  
  353
  Chapter 8: Skills
  Haggling
  This skill is the practice of bargaining.  The
  act of haggling assists a negotiator with quantities
  in a bargain.  The quantities involved are usually ei-
  ther monetary value, animals, or equipment.  Once
  initiated by 1 party, both the buyer and seller are
  involved in Haggling.  When selling equipment that
  is not new, and depending on where it is sold, the
  equipment usually begins selling at a base of 50%
  the original cost of the item listed in Chapter 9: Equip-
  ment.  If a base price is unknown, such as when a
  character haggles with a sorcerer over the price of
  hiring the sorcerer to cast a particular spell, then the
  base price must be determined by the seller.
  Check: Roll 3d10 and apply the average of
  the Skill Modifiers from Rhetorical Charisma and
  Intuition.  Both the buyer and seller make Haggling
  skill checks.  The highest Haggling skill check made
  between the buyer and seller may consult the table
  below to determine the outcome of the transac-
  tion:
  H
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  Hairstyling
  Barbers style hair.  Hair may be arranged
  into hundreds of styles.  Whenever a character styles
  the hair of another, a Hairstyling skill check must
  be made.
  Check: Roll 3d10 and apply the average of
  the Skill Modifiers from Hand-Eye Coordination and
  Spatial Intelligence.  Consult the table below to de-
  termine the effect on the Facial Charisma of the
  character.
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  Hatmaking
  A hat is protection for a head, and the hat is
  usually made from cloth or leather.  Whenever a hat
  is crafted, a Hatmaking skill check must be made.
  Check: Roll 3d10 and apply the modifier
  from the Common Sense sub-ability.  Higher re-
  sults correspond with hats of higher quality.  If nec-
  essary, the Aedile will declare the TH necessary for
  the specific hat.
  Hearing
  See the Sound skill.
  ARGUMENTUM.
  AD.CRUMENAM
  an appeal based on the
  possibility of profit
  
  354
  Chapter 8: Skills
  Heraldry
  This broad skill refers to several things.
  Some cultures do not award coats of arms to fami-
  lies, but instead employ a generalized symbol.  Her-
  aldry entails knowledge and recognition of various
  family or cultural symbols.  Familial coats of arms
  are a recent fad in the world, serving to distinguish
  friend from foe on the battlefield.  Usually, the fam-
  ily insignia is embroidered on the surcoat worn over
  the coat of mail, and is hence why it is called a coat
  of arms.  Unfortunately, coats of arms seem out of
  control, since no authority supervises the granting
  of armorial bearings, though many would welcome
  such an authority.  As a result, characters, families,
  kingdoms, lordships, and towns may have coats of
  arms.  Whenever heraldic information or recogni-
  tion is relevant, a Heraldry skill check is made.
  Check: Roll 3d10 and apply the Skill Modi-
  fier from the sub-ability Common Sense.  Higher
  results correspond with more knowledge and rec-
  ognition of armorial bearings.
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  Herbalism
  This skill is not to be confused with Toxi-
  cology, the study of toxins.  While toxins are usually
  derived from plants, Toxicology is a separate skill.
  Quite the opposite, Herbalism is concerned with
  medicinal herbs that heal or alleviate wounds and
  ailments.  Whenever such knowledge is relevant or
  herbs are applied, an Herbalism skill check is made.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  A separate check must
  be made for finding, identifying, and extracting or
  preparing herbs.  Finding an herb means that the
  character is attempting to find it in nature, such as
  searching a forest for an herb.  The exact herb found
  is determined by the Aedile.  Identifying an herb
  means that if a character beholds a substance that
  they suspect is beneficial such as a glass of wine
  handed to them by a moral knight, then they may
  possibly detect whether or not the wine contains an
  herb.  Finally, extracting an herb refers to properly
  removing it from nature, such as removing sap from
  a plant and converting it into a drink.  Preparing an
  herb means to properly prepare the extracted herb,
  such as how much to mix with what kind of liquids,
  such as wine or whatever works best.
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  355
  Chapter 8: Skills
  Hewing
  The digging of ditches is known as Hewing.
  Whenever a ditch is to be dug, a Hewing skill check
  must be made.
  Check: Roll 3d10 and apply the modifier
  from the Strength sub-ability.  Higher results corre-
  spond to higher quality Hewing.  The Aedile will
  determine the TH of each circumstance.
  Hide
  The skill of hiding may save a character’s
  neck.  Hiding is defined here as physically prevent-
  ing others from finding, and most usually deals with
  characters, though objects may also be hidden.  Any-
  time a character desires not to be found, a Hide skill
  check must be made.
  Check: Roll 3d10 and apply the average of
  the modifiers from the sub-abilities of Agility and
  Common Sense.  Higher rolls correspond to better
  success at hiding.  Additional modifiers may affect
  the results.  Some factors are listed on the following
  tablel.  A character cannot hide if others are watch-
  ing them as they attempt to hide.  A checks must be
  made every round to remain hidden while other
  characters have the potential to find the character
  attempting to Hide.  Additional modifiers may be
  applied to the roll as determined by the Aedile.  For
  example, a modifier at the discretion of the Aedile
  relates to the dedication of those who seek for the
  hidden character, if others seek the hidden charac-
  ter at all.
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  356
  Chapter 8: Skills
  History, Cultural
  This skill deals with the history of an entire
  culture or race.  Usually, this entails from where the
  characters came before settling the area, as well as
  how these characters differ from and are similar to
  other known cultures.  Whenever information or
  knowledge such as that listed above is required, a
  Cultural History skill check is made.
  LC: While there is no LC penalty, each edu-
  cational course taken formally bestows a + 2 bonus
  to the Cultural History skill check.  Usually, humans
  do not formally study Cultural History, though se-
  lect cultures may.  Most often, humans are known
  to study this subject.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  Higher results corre-
  spond to better knowledge regarding Cultural His-
  tory.  The Aedile must decide the TH depending on
  the circumstances.
  History, Legendary
  This skill entails the history of legends and
  myths of an area usually larger than a town but
  smaller than its country.  Whenever information or
  knowledge such as that listed above is required, a
  Legendary History skill check is made.
  LC: While there is no LC penalty, each edu-
  cational course taken formally bestows a + 2 bonus
  to the Legendary History skill check.  Usually, hu-
  mans do not formally study Legendary History,
  though select cultures may.  Most often, humans are
  known to study this subject.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  Higher results corre-
  spond to better knowledge regarding Legendary
  History.  The Aedile must decide the TH depending
  on the circumstances.
  History, Local
  This skill entails local culture, customs, and
  generalized history for the local region, most often
  consisting of  a town and the surrounding area.
  Whenever information or knowledge such as that
  listed above is required, a Local History skill check
  is made.
  LC: While there is no LC penalty, each edu-
  cational course taken formally bestows a + 2 bonus
  to the Local History skill check.  Usually, humans
  do not formally study Local History, though select
  cultures may.  Most often, humans are known to
  study this subject.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  Higher results corre-
  spond to better knowledge regarding Local History.
  The Aedile must decide the TH depending on the
  circumstances.
  History, Military
  This skill entails the history, development,
  and employment of tactics, strategies, siege engines,
  armies, battles, skirmishes, campaigning, and related
  topics.  Whenever information or knowledge such
  as that listed above is required, a Military History
  skill check is made.
  LC: While there is no LC penalty, each edu-
  cational course taken formally bestows a + 2 bonus
  to the Military History skill check.  Usually, humans
  do not study Military History, though select cultures
  may.  Most often, humans are known to study this
  subject.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  Higher results corre-
  spond to better knowledge regarding Military His-
  tory.  The Aedile must decide the TH depending on
  the circumstances.
  
  357
  Chapter 8: Skills
  Hunting
  The act of Hunting may be performed by a
  character in detail, such as utilizing other skills in
  combination, like Hide, Sight, and Aim or Hurl.  This
  skill, however, is intended to provide a simple result
  to avoid an unnecessarily time-consuming routine.
  Hunting is usually prohibited for peasants; game is
  usually reserved for nobility.  Whenever a character
  desires to hunt, a Hunting skill check is made.
  Check: Roll 3d10 and apply the average of
  the modifiers for Vision and the sub-ability of Hand-
  Eye Coordination.  The table below assumes that
  hunting occurs in average conditions and climate.
  Penalties may incur, such as when in a desert or dur-
  ing the dead of winter.  Consult the table below:
  H
  T
  tl
  u
  s
  e
  R
  0
  1
  <
  g
  nih
  to
  N
  1
  1-
  0
  1
  n
  a
  m
  u
  h
  1
  r
  o
  f
  la
  e
  m
  a
  fla
  H
  3
  1-
  2
  1
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  1
  5
  1-
  4
  1
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  2
  6
  1
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  3
  7
  1
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  4
  9
  1-
  8
  1
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  5
  1
  2-
  0
  2
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  6
  3
  2-
  2
  2
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  7
  5
  2-
  4
  2
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  0
  1
  9
  2-
  6
  2
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  0
  2
  9
  2
  >
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  0
  4
  Hurl
  This skill applies individually to different mis-
  sile weapons that may be hurled.  This skill is dis-
  tinct from the Aim skill; Hurl is concerned only with
  weapons that may be hurled, such as daggers, hatch-
  ets, knives, rocks, spears, etc.  For each missile
  weapon in which 3 SP have been invested, a weapon
  may be used in combat without penalty.
  Check: Roll to determine the body part at-
  tacked.  Now roll 3d10 and apply the average of the
  modifiers for the Hand-Eye Coordination sub-abil-
  ity and Vision (included only when near-sighted).  A
  skill check with a missile weapon means that it is
  being hurled at a foe or target.  For those who have
  never before used this missile weapon in combat or
  trained with it, there is a penalty of - 10 to the skill
  check.
  The base TH is the foe’s CA (Current Ar-
  mor).  Now, consider that each weapon has modifi-
  ers to hit certain types of armors; these modifiers
  affect the skill check.  Further, every 2 SP invested
  or accumulated with a Specific Weapon beyond the
  first 5 will improve the skill check by 1.  This skill
  does not increase damage.
  Impaling
  This skill has no skill check, but instead the
  points invested in it contribute to the severity of
  the damage for stabbing weapons on the Graphic
  Gore tables in Chapter 10: Combat.
  Inkmaking
  Whenever ink is to be produced, an
  Inkmaking skill check must be made.
  Check: Roll 3d10 and apply the modifier
  from the Common Sense sub-ability.  Higher re-
  sults correspond to higher quality ink.  The Aedile
  will determine the TH of each circumstance.
  
  358
  Chapter 8: Skills
  Intimidation
  This skill entails most attempts to bully,
  browbeat, frighten, or coerce others into submis-
  sion or obedience, inspiring a sense of inferiority.
  Often, Intimidation is an attempt through threats
  and/or violence to compel others to action or inac-
  tion.  In any case, it is a reduction to a state where
  the spirit is broken or all courage lost.  Some men
  attempt rape after intimidating women to allow the
  man to have his way with her; oftentimes, if this
  fails, then the man changes tactics and attempts a
  Wrestling skill check, hoping to overbear her.  Aside
  from Wrestling, if any of the above is attempted, an
  Intimidation skill check must be made.
  Check: Roll 3d10 and apply the average of
  the modifiers from the Physique sub-ability and the
  Charisma ability.  The character to be intimidated
  must also make an Intimidation skill check.  If they
  are restrained physically, then they suffer - 15 to their
  roll.  If they are outnumbered at least 3-to-1, then
  they suffer - 10 to their roll.  Compare the height of
  the 2 characters.  For each inch of difference, the
  character attempting Intimidation adjusts their skill
  check by 1, in whichever direction is appropriate.
  Finally, the Strength scores of the 2 characters are
  compared.  For each 5 points of difference in sub-
  ability, the character attempting Intimidation adjusts
  their skill check by 1, in whichever direction is ap-
  propriate.  If the intimidator has the higher roll,
  then Intimidation is successful.  Intimidating masses
  of characters instead of individuals is a different mat-
  ter, best determined by the Aedile.
  Juggling
  The skill of juggling is the art of keeping
  multiple objects in the air at the same time through
  precise throwing and catching.  Anytime this is at-
  tempted, a Juggling skill check must be made.
  LC: Initially with each type of object there
  is a - 13 LC, though it improves by 2 per month if
  practiced daily.
  Check: Roll 3d10 and apply the modifier
  from the Hand-Eye Coordination sub-ability.
  Higher results correspond to better  and longer per-
  formances.  The table below assumes that the ob-
  jects to be juggled are simple, such as apples.  More
  difficult objects, such as knives, incur penalties.  For
  example, juggling throwing knives or 2 hand axes
  often incurs a - 10 penalty.  From the table below,
  the Aedile should determine the number of objects
  and duration, and not inform the player.  If danger-
  ous items are juggled and failure occurs or the ob-
  jects are juggled longer than allowed by the table,
  then a 2nd juggling skill check must be made to de-
  termine whether or not the juggler is harmed.  For
  a 2nd check, a juggler must pass a skill check at TH
  17 or be injured by a random number of the ob-
  jects juggled.  Consult the table below:
  H
  T
  tl
  u
  s
  e
  R
  7
  1
  <
  g
  nie
  b
  re
  v
  e
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  o
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  b
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  h
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  ulia
  F
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  rt
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  7
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  n
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  o
  r
  0
  1
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  1
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  o
  f
  stc
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  o
  3-
  2
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  g
  uj
  y
  a
  M
  3
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  1
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  s
  d
  n
  u
  o
  r
  0
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  d
  1
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  o
  f
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  o
  4-
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  g
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  y
  a
  M
  9
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  4
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  s
  etu
  ni
  m
  4
  d
  1
  r
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  g
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  M
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  )1
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  elg
  g
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  a
  M
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  etu
  ni
  m
  
  359
  Chapter 8: Skills
  Jump
  Skill at jumping depends heavily on Physical
  Fitness and practice.  2 forms of jumping may be
  performed: from a standstill, and from a sprint.
  Whenever a character jumps, they must make a Jump
  skill check.
  Check: Roll 3d10 and apply the modifier
  from the Physical Fitness sub-ability.  On the table
  below, both the distance and height that a character
  may jump are expressed as a percent of  the
  character’s height.  Height is considered just as the
  Olympic High Jump event -- it is the height than an
  object may be jumped over without touching it.
  Finally, encumbrance affects jumping as well.  For
  example, if a character is 50% encumbered, then
  they may jump only 50% as far and high.  Consult
  the table below to determine the distance and height
  jumped:
  H
  T
  e
  c
  n
  atsi
  D
  g
  ni
  d
  n
  at
  S
  t
  h
  gie
  H
  g
  ni
  d
  n
  at
  S
  e
  c
  n
  atsi
  D
  g
  nit
  nir
  p
  S
  t
  h
  gie
  H
  g
  nit
  nir
  p
  S
  1
  1
  <
  %
  0
  5
  %
  3
  3
  %
  0
  0
  1
  %
  0
  7
  2
  1-
  1
  1
  %
  0
  6
  %
  5
  4
  %
  5
  2
  1
  %
  0
  8
  3
  1
  %
  0
  7
  %
  0
  5
  %
  0
  5
  1
  %
  5
  8
  5
  1-
  4
  1
  %
  0
  8
  %
  5
  5
  %
  0
  7
  1
  %
  0
  9
  6
  1
  %
  0
  9
  %
  0
  6
  %
  5
  8
  1
  %
  5
  9
  7
  1
  %
  0
  0
  1
  %
  7
  6
  %
  0
  0
  2
  %
  0
  0
  1
  9
  1-
  8
  1
  %
  0
  1
  1
  %
  0
  7
  %
  5
  2
  2
  %
  0
  1
  1
  0
  2
  %
  0
  2
  1
  %
  2
  7
  %
  0
  5
  2
  %
  5
  1
  1
  3
  2-
  1
  2
  %
  0
  3
  1
  %
  5
  7
  %
  0
  7
  2
  %
  0
  2
  1
  9
  2-
  4
  2
  %
  0
  4
  1
  %
  7
  7
  %
  5
  8
  2
  %
  5
  2
  1
  9
  2
  >
  %
  0
  5
  1
  %
  0
  8
  %
  0
  0
  3
  %
  0
  3
  1
  
  360
  Chapter 8: Skills
  Language, Read/Write
  If a character receives formal education in a
  language, then they may learn to read and write in
  the language provided they are not limited by their
  Intelligence ability.  The vast majority of the world
  is illiterate.  Unless a character has been literate since
  youth, such as with a noble or royal character, they
  will have to make a check when reading or writing.
  LC: Initially, the LC is 24 after a year with
  the language, though it improves by 6 for each year
  of study.
  Check: Roll 3d10 and apply the modifier
  from the sub-ability Language.  Higher results cor-
  respond to better grammar and syntactical accuracy.
  Language, Speak
  If a character has frequent contact with an-
  other race or sentient species, or through formal
  education, they may learn to speak another tongue.
  The number of tongues that may be learned is lim-
  ited by the ability of Intelligence.  No check needs
  to be made in a character’s native language.  How-
  ever, to be understandable to others and to under-
  stand their speech, a check must be made.
  LC: Initially, the LC is 21 after a year with
  the language, though it improves by 5 for each year
  of study or immersion in that culture.
  Check: Roll 3d10 and apply the modifier
  from the sub-ability Language.  Higher results cor-
  respond to better fluency.
  Law
  Most societies utilize laws or universal rules
  for citizens. The laws are reinforced by the govern-
  ment or those who are in power.  Since laws vary
  from society to society, whenever a character makes
  a decision based on their knowledge of the law, a
  check must be made.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  Higher results corre-
  spond to more knowledge about the law.
  Listening
  See the Sound skill.
  Locksmithing
  There is no great variety of locks; most are
  very similar.  However, artisans may design locks of
  exquisite detail.  Provided the equipment is avail-
  able, each time a lock is made a Locksmithing skill
  check must be made.
  Check: Roll 3d10 and apply the modifier
  from the sub-ability Spatial Intelligence.  The TH is
  30 for a working lock to be produced.
  Lock-Picking
  Only with proper tools may a character at-
  tempt to pick a lock, and then they must hope that
  they do not have to overcome rust.  Locks are me-
  chanical devices opened by keys that are used to
  fasten doors, chests, and lids.  Keys, however, are
  not small, but large and cumbersome.  Just the same,
  whenever a character and their lock-picks attempt
  to open a lock, a Lock-Picking skill check is made.
  Check: Roll 3d10 and apply the modifier
  from Hand-Eye Coordination.  Consult the table
  below:
  H
  T
  tl
  u
  s
  e
  R
  9
  <
  e
  k
  o
  r
  b
  ts
  ujlo
  o
  t
  g
  nik
  cip
  k
  c
  ol
  A
  9
  1-
  9
  k
  c
  ol
  e
  h
  t
  k
  cip
  to
  n
  n
  a
  c
  retc
  ara
  h
  c
  e
  h
  T
  1
  2-
  0
  2
  s
  etu
  ni
  m
  6
  d
  3
  retfa
  d
  e
  k
  cip
  si
  k
  c
  ol
  e
  h
  T
  3
  2-
  2
  2
  s
  etu
  ni
  m
  6
  d
  2
  retfa
  d
  e
  k
  cip
  si
  k
  c
  ol
  e
  h
  T
  5
  2-
  4
  2
  s
  etu
  ni
  m
  6
  d
  1
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  d
  e
  k
  cip
  si
  k
  c
  ol
  e
  h
  T
  9
  2-
  6
  2
  s
  d
  n
  o
  c
  es
  0
  2
  d
  1
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  d
  e
  k
  cip
  si
  k
  c
  ol
  e
  h
  T
  9
  2
  >
  s
  d
  n
  o
  c
  es
  4
  d
  1
  ni
  d
  e
  k
  cip
  si
  k
  c
  ol
  e
  h
  T
  
  361
  Chapter 8: Skills
  Logic
  This is a science that deals with canons and
  criteria of validity in thought and principles of rea-
  soning.  Logic is divided into deductive and induc-
  tive.  Things demonstrated deductively must be true,
  provided the logic is not flawed.  Things demon-
  strated inductively are probably true.  For example,
  if all chambermaids exercise fellatio, and fellatio al-
  ways feels good, then it follows deductively that the
  fellatio administered by a chambermaid will always
  feel good.  Of course, each of the 2 premises are
  logically flawed, since there may very well be cham-
  bermaids who refuse fellatio, and it is possible for
  fellatio not to feel good, such as by including fierce
  biting.  Inductive or probabilistic logic may be char-
  acterized by the following basic example.  If cham-
  bermaids typically give fellatio, and fellatio typically
  feels good, then I probably want to meet a cham-
  bermaid.  Any time the validity of logic needs to be
  assessed, a Logic skill check must be made.
  Check: Roll 3d10 and apply the modifier
  from the sub-ability of Analytic Intelligence.  Higher
  results correspond to more clarity in logical think-
  ing.
  Mangling
  This skill has no skill check, but instead the
  points invested in it contribute to the severity of
  the damage for pounding weapons on the Graphic
  Gore tables in Chapter 10: Combat.
  Massage
  To caress or rub another is to Massage them.
  A Massage may be performed for the purpose of
  soothing or relaxing muscles, but it may also be per-
  formed with erotic intentions.
  Check: Roll 3d10 and apply the average of
  the modifiers from Kinetic Charisma and Hand-Eye
  Coordination.  Higher results correspond to a bet-
  ter Massage.
  Masturbating
  See the Sexual Adeptness skill
  Math, Algebra
  In algebra, arithmetic relations are general-
  ized and explored by using letter symbols to repre-
  sent numbers.  This is used to solve linear, quadratic,
  and indeterminate equations, as well as polynomials
  and binomials.  Some call this the science of resto-
  ration and balancing.  Any time an algebraic expres-
  sion needs to be solved, its difficulty will be assessed
  and the Aedile will declare its TH.
  Check: Roll 3d10 and apply the modifier
  for the sub-ability Math.  Higher results correspond
  to better algebraic performance.
  Math, Fundamental
  The study of relationships among quanti-
  ties, magnitudes, and properties are deduced in Fun-
  damental Mathematics with addition, subtraction,
  multiplication, division, and fractions.
  Check: Roll 3d10 and apply the modifier
  for the sub-ability Math.  Higher results correspond
  to better performance.
  Math, Geometry
  This is a branch of mathematics that deals
  with the properties of space.  It is often used to
  determine areas, diameters, and volumes.  For ex-
  ample, axioms like ‘the shortest distance between 2
  points is a straight line’ supports theories about
  points, lines, angles, curves, and planes.
  Check: Roll 3d10 and apply the modifier
  for the sub-ability Math.  Higher results correspond
  to better geometric performance.
  Math, Trigonometry
  This is a branch of mathematics that is used
  to solve problems related to astronomy, surveying,
  and construction.  Trigonometry deals with the sides
  and angles of triangles, among closely related mag-
  nitudes, and especially with methods of deducing
  required parts from given parts.
  Check: Roll 3d10 and apply the modifier
  for the sub-ability Math.  Higher results correspond
  to better trigonometric performance.
  
  362
  Chapter 8: Skills
  Milking
  Milking is the skill in removing milk from a
  mammal.  Cows are the most common mammal
  from which milk is extracted, but a variety of mam-
  mals produce milk.
  Check: Roll 3d10 and apply the average of
  the modifiers for the sub-abilities of Hand-Eye
  Coordination and Common Sense.
  H
  T
  tl
  u
  s
  e
  R
  6
  1
  <
  s
  etib
  r
  o
  s
  k
  cik
  d
  n
  a
  tes
  p
  u
  s
  e
  m
  o
  c
  e
  b
  la
  m
  m
  a
  M
  d
  e
  h
  c
  nip
  ere
  w
  s
  elp
  pin
  sti
  es
  u
  a
  c
  e
  b
  5
  1
  >
  g
  nikli
  m
  lufss
  e
  c
  c
  u
  S
  Milling
  The skill of grinding grain is Milling.  When-
  ever grain must be ground, a Milling skill check must
  be made.
  Check: Roll 3d10 and apply the modifier
  for the sub-ability Common Sense.  Higher results
  correspond in better Milling or knowledge thereof.
  Mining
  Distinct from Hewing, the goal of Mining
  is to extract from the earth commodities such as
  iron, silver, gold, lead, as well as ornamental and valu-
  able stones.  This skill represents knowledge about
  mine shafts, ventilation, and using a pick to uncover
  commodities without damaging them.
  Check: Roll 3d10 and apply the modifier
  for the sub-ability Common Sense.  Higher results
  correspond in better Mining or knowledge thereof.
  
  363
  Chapter 8: Skills
  Minting
  The skill of making currency is Minting.
  Currency may consist of both coins and bullion.  A
  minter must first be skilled with whatever metal is
  necessary.  For example, to mint silver coins or bul-
  lion, the minter must first be a skilled silversmith.
  Whenever currency must be crafted, a Minting skill
  check must be made.
  All coins are made by striking, which is an
  improvement over the ancient method of casting.
  First, an iron anvil is obtained.  An impression is
  made for the coin.  The bottom of the impression
  has the imprint of 1 side of the coin.  Next, a die is
  obtained, which is a cylinderical piece of iron, on
  which 1 end is an imprint of the other side of the
  coin.
  The appropriate metal for the coin, usually
  silver, is heated and poured into the mold, which is
  the impression on the anvil.  When still warm, the
  coin is struck with the cylinder, which impresses the
  other side of the coin.  When cool, the coin is re-
  moved and placed in circulation.
  Check: Roll 3d10 and apply the modifier
  for the sub-ability Common Sense.  Higher results
  correspond in better Minting or knowledge thereof.
  To check the quality of minted silver, it must be
  bitten, along with another sample of acceptably pure
  silver.  Better quality samples are softer.
  Mountaineering
  Usually, mountaineering requires the use of
  tools such as rope, pitons, and other specialized
  equipment.  Whenever a character must climb using
  these tools, a Mountaineering skill check must be
  made.
  Check: Roll 3d10 and apply the average of
  the modifiers for the sub-abilities of Physical Fit-
  ness, Strength, and Agility.  Higher results corre-
  spond with better performance.
  Mounted Archery
  Although this is a skill and it may be im-
  proved if practiced (and points are allotted to it),
  there is no skill check.  Instead, a penalty of 20 is
  applied to ground-based mounted archery, and 30
  for aerial archery, such as from the back of a dragon.
  After the attack, see the Riding skill to determine
  whether or not the character remained mounted.
  
  364
  Chapter 8: Skills
  Music, Counterpoint
  Not to be confused with music theory, coun-
  terpoint is the study of 2 notes, not so much when
  they are played at the same time (the study of har-
  mony), but in succession.  Hence, counterpoint is
  concerned with melody more than harmony.  Coun-
  terpoint is highly respected among educated musi-
  cians and can be very mathematical.  In fact, the
  complexity and exactitude of counterpoint has led
  many to claim with strength that music is not an art,
  but a science.  Typically, music theory is learned prior
  to contrapuntal studies.  Each time music is written
  or improvised, a check is required to see how well
  contrapuntally it was written or performed.  All
  music involves counterpoint to some extent, whether
  or not the composer or performer is aware of it.
  The only races to utilize counterpoint are
  bugbears, dwarves, and humans.  Elves are too ca-
  pricious to calculate what they consider to be an
  artform, and kobolds have failed to show interest to
  date.
  Check: Roll 3d10 and apply the average of
  the modifiers for the sub-abilities of Math and Ana-
  lytic Intelligence.  Higher results correspond with
  better contrapuntal writing or playing.
  Music, Theory
  In music theory, when 2 notes are played at
  the same time, a harmony is produced.  Harmony is
  the study of the various possible intervals and their
  progressions.  On a larger scale, 3 or more different
  intervals played at the same time constitute a chord.
  As a study, music theory is also concerned with the
  relationship between any given interval or chord and
  its scale or the tonality of the piece of music.  Each
  time music is written or improvised with an instru-
  ment capable of multiple simultaneous notes or
  when accompanying other musicians, a skill check
  is required to see how well harmonically it was writ-
  ten or performed.
  An octave is divided into 12 equal pitches.
  The dominance of some pitches over others con-
  stitutes a scale.  Usually, scales are presented as for-
  mulae, as a series of whole (W) or half (H) tones.
  Otherwise, an interval of a minor 3rd (M) occurs.
  The interval of a half-tone means adjacent pitches,
  while a whole tone skips 1 and a minor 3rd skips 2.
  Each race claims a scale as its own, except
  for anakim, ogres, and borbytingarna and hill trolls.
  Anakim have no racial scale, but use the scale corre-
  sponding to the society in which they live.  Ogres
  and the trolls mentioned above do not recognize
  scales.  If they play music at all, notes and rhythms
  are chosen without a method.
  The following table lists the name and for-
  mula of each race’s scale1.  The scale names are trans-
  lated into Sapian.
  e
  c
  a
  R
  e
  m
  a
  N
  ela
  c
  S
  al
  u
  m
  r
  o
  F
  ra
  e
  b
  g
  u
  B
  n
  aig
  g
  u
  B
  H
  M
  H
  W
  H
  M
  H
  k
  c
  al
  B
  ,fra
  w
  D
  n
  aik
  c
  al
  B
  W
  W
  W
  W
  W
  W
  etih
  W
  ,fra
  w
  D
  n
  aitih
  W
  W
  H
  W
  W
  H
  W
  W
  kra
  D
  ,fl
  E
  n
  aikra
  D
  H
  W
  W
  H
  W
  W
  W
  th
  giL
  ,fl
  E
  n
  aith
  giL
  H
  W
  W
  W
  H
  W
  W
  n
  a
  m
  u
  H
  n
  ain
  a
  m
  u
  H
  W
  W
  H
  W
  W
  H
  W
  dlo
  b
  o
  K
  n
  aidlo
  b
  o
  K
  M
  W
  H
  W
  W
  H
  W
  n
  a
  e
  n
  arretb
  u
  S
  ,llo
  r
  T
  n
  aillo
  r
  T
  W
  W
  H
  W
  H
  M
  H
  1.  The formulae listed in the table correspond to actual scales.  The bugbear scale is double harmonic minor, black dwarven
  is whole-tone, white dwarven is mixolydian, dark elven is lydian, light elven is major or ionian, human is minor or aeolian,
  kobold is harmonic minor, and subterranean troll is phrygian dominant.
  
  365
  Chapter 8: Skills
  Overall, each race tends to produce certain
  types of music.  Bugbear music is fast, orderly, ag-
  gressive, and calculated.  Some of the fastest lute-
  pickers are bugbears.
  Black dwarven music is moderate in tempo,
  aggressive, calculated, and prides itself on its nu-
  merous simultaneous melodies.
  White dwarven music is generally happy and
  uplifting, yet powerful.  Their music is calculated.
  Dark elven music is capricious and seduc-
  tive.  Females are famous for playing phallic-shaped
  flutes.
  Light elven music is best described as happy.
  All light elven music is suitable for dancing, and
  highly repetitious.
  Human music has an expressive range, but
  is best described as sad or emotional.  Humans play
  all types of music, but prefer their racial scale.
  Kobold music is capricious, repetitive, and
  concerned with power.  No other race relies on
  power chords (root, 5th, and omitted 3rd) as much as
  kobolds.
  Subterranean trolls dislike noise, so they
  rarely play music.  When they do, it is exceedingly
  slow and concerned with complicated harmonies,
  not counterpoint.
  Check: Roll 3d10 and apply the modifier
  for the sub-ability of Math.  Higher results corre-
  spond with music exuding good music theory.
  Musical Instrument
  In order to judge the performance of the
  musician with their instrument, a Musical Instru-
  ment skill check is made.
  LC: For every month that the instrument is
  practiced regularly, and the practicing consists of
  structured efforts, the LC decreases by 2.
  Check: Roll 3d10 and apply the average of
  the modifiers for the Hand-Eye Coordination and
  Spatial Intelligence sub-abilities.  The higher the
  number, the better the performance.  What may be
  easy to perform on one instrument may be difficult
  or impossible on another.  For this reason, the Aedile
  is the arbiter of each performance.
  Many players, however, seek to be consid-
  ered virtuosos.  Virtuosity, however, is more than a
  skill check, it is the result of a multiplicative func-
  tion.  Following are numeric factors to determine
  virtuosity.  The factors must be multiplied together.
  In order to be a virtuoso, a character must have a
  VS (Virtuosity Score) of 25,000,000.
  VS = (numerical and decimal equivalent of
  total years of playing the instrument) x (Hand-Eye
  Coordination) x (Spatial Intelligence) x (Analytic
  Intelligence)
  For instance, someone who has played for
  10 years, has a Hand-Eye Coordination of 145, Spa-
  tial Intelligence of 130, and with an Analytic Intelli-
  gence of 150 has a VS of 23,562,500 (10 x 145 x 130
  x 125), and while they are close and obviously tal-
  ented, they are not a virtuoso with that instrument.
  
  366
  Chapter 8: Skills
  Nature, Animals
  Concerning the knowledge of natural ani-
  mals, this skill may be checked to determine the ex-
  tent at the moment.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  Consult the table be-
  low:
  H
  T
  tl
  u
  s
  e
  R
  9
  <
  s
  eic
  e
  p
  s
  e
  h
  t
  h
  ti
  w
  raili
  m
  af
  n
  U
  6
  1-
  9
  th
  gis
  n
  o
  s
  eic
  e
  p
  s
  e
  h
  t
  h
  ti
  w
  raili
  m
  a
  F
  0
  2-
  7
  1
  s
  d
  n
  u
  o
  s
  sti
  y
  b
  s
  eic
  e
  p
  s
  e
  h
  t
  h
  ti
  w
  raili
  m
  a
  F
  2
  2-
  1
  2
  f
  o
  s
  e
  nitu
  o
  r
  d
  n
  a
  stib
  a
  h
  e
  h
  t
  h
  ti
  w
  raili
  m
  a
  F
  s
  eic
  e
  p
  s
  e
  h
  t
  3
  2
  >
  sliate
  d
  er
  u
  cs
  b
  o
  d
  n
  a
  e
  nif
  h
  ti
  w
  raili
  m
  a
  F
  s
  eic
  e
  p
  s
  e
  h
  t
  tu
  o
  b
  a
  Nature, Beasts
  Concerning the knowledge of beasts, such
  as giant animals, ogres, etc.,  this skill may be checked
  to determine the extent at the moment.  Natural
  beasts do not include magical beasts, the undead,
  etc.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  Consult the table be-
  low:
  H
  T
  tl
  u
  s
  e
  R
  9
  <
  s
  eic
  e
  p
  s
  e
  h
  t
  h
  ti
  w
  raili
  m
  af
  n
  U
  6
  1-
  9
  th
  gis
  n
  o
  s
  eic
  e
  p
  s
  e
  h
  t
  h
  ti
  w
  raili
  m
  a
  F
  0
  2-
  7
  1
  s
  d
  n
  u
  o
  s
  sti
  y
  b
  s
  eic
  e
  p
  s
  e
  h
  t
  h
  ti
  w
  raili
  m
  a
  F
  2
  2-
  1
  2
  f
  o
  s
  e
  nitu
  o
  r
  d
  n
  a
  stib
  a
  h
  e
  h
  t
  h
  ti
  w
  raili
  m
  a
  F
  s
  eic
  e
  p
  s
  e
  h
  t
  3
  2
  >
  sliate
  d
  er
  u
  cs
  b
  o
  d
  n
  a
  e
  nif
  h
  ti
  w
  raili
  m
  a
  F
  s
  eic
  e
  p
  s
  e
  h
  t
  tu
  o
  b
  a
  Nature, Birds
  Concerning the knowledge of natural birds,
  this skill may be checked to determine the extent at
  the moment.  This includes giant birds, but not
  magical birds.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  Consult the table be-
  low:
  H
  T
  tl
  u
  s
  e
  R
  9
  <
  s
  eic
  e
  p
  s
  e
  h
  t
  h
  ti
  w
  raili
  m
  af
  n
  U
  6
  1-
  9
  th
  gis
  n
  o
  s
  eic
  e
  p
  s
  e
  h
  t
  h
  ti
  w
  raili
  m
  a
  F
  0
  2-
  7
  1
  s
  d
  n
  u
  o
  s
  sti
  y
  b
  s
  eic
  e
  p
  s
  e
  h
  t
  h
  ti
  w
  raili
  m
  a
  F
  2
  2-
  1
  2
  f
  o
  s
  e
  nitu
  o
  r
  d
  n
  a
  stib
  a
  h
  e
  h
  t
  h
  ti
  w
  raili
  m
  a
  F
  s
  eic
  e
  p
  s
  e
  h
  t
  3
  2
  >
  sliate
  d
  er
  u
  cs
  b
  o
  d
  n
  a
  e
  nif
  h
  ti
  w
  raili
  m
  a
  F
  s
  eic
  e
  p
  s
  e
  h
  t
  tu
  o
  b
  a
  Nature, Fish
  Concerning the knowledge of natural fish,
  this skill may be checked to determine the extent at
  the moment.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  Consult the table be-
  low:
  H
  T
  tl
  u
  s
  e
  R
  9
  <
  s
  eic
  e
  p
  s
  e
  h
  t
  h
  ti
  w
  raili
  m
  af
  n
  U
  6
  1-
  9
  t
  h
  gis
  n
  o
  s
  eic
  e
  p
  s
  e
  h
  t
  h
  ti
  w
  raili
  m
  a
  F
  0
  2-
  7
  1
  s
  d
  n
  u
  o
  s
  sti
  y
  b
  s
  eic
  e
  p
  s
  e
  h
  t
  h
  ti
  w
  raili
  m
  a
  F
  2
  2-
  1
  2
  f
  o
  s
  e
  nit
  u
  o
  r
  d
  n
  a
  stib
  a
  h
  e
  h
  t
  h
  ti
  w
  raili
  m
  a
  F
  s
  eic
  e
  p
  s
  e
  h
  t
  3
  2
  >
  sliate
  d
  er
  u
  cs
  b
  o
  d
  n
  a
  e
  nif
  h
  ti
  w
  raili
  m
  a
  F
  s
  eic
  e
  p
  s
  e
  h
  t
  t
  u
  o
  b
  a
  
  367
  Chapter 8: Skills
  Nature, Geography
  Concerning the knowledge of geography,
  this skill may be checked to determine the extent at
  the moment.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  Consult the table be-
  low:
  H
  T
  tl
  u
  s
  e
  R
  9
  <
  er
  uta
  ef
  la
  cih
  p
  arg
  o
  e
  g
  e
  h
  t
  h
  ti
  w
  raili
  m
  af
  n
  U
  th
  gis
  n
  o
  ).cte
  ,sts
  er
  o
  f
  ,s
  niatn
  u
  o
  m
  (
  3
  1-
  9
  er
  uta
  ef
  la
  cih
  p
  arg
  o
  e
  g
  e
  h
  t
  h
  ti
  w
  raili
  m
  a
  F
  th
  gis
  n
  o
  ).cte
  ,sts
  er
  o
  f
  ,s
  niatn
  u
  o
  m
  (
  0
  2-
  4
  1
  m
  o
  rf
  er
  uta
  ef
  la
  cih
  p
  arg
  o
  e
  g
  e
  h
  t
  h
  ti
  w
  raili
  m
  a
  F
  s
  elat
  r
  o
  s
  eid
  uts
  r
  oir
  p
  2
  2-
  1
  2
  m
  o
  rf
  er
  uta
  ef
  cih
  p
  arg
  o
  e
  g
  e
  h
  t
  h
  ti
  w
  raili
  m
  a
  F
  e
  c
  n
  eire
  p
  x
  e
  3
  2
  >
  sliate
  d
  er
  u
  cs
  b
  o
  d
  n
  a
  e
  nif
  h
  ti
  w
  raili
  m
  a
  F
  er
  uta
  ef
  cih
  p
  arg
  o
  e
  g
  e
  h
  t
  tu
  o
  b
  a
  Nature, Humanoids
  Concerning the knowledge of natural hu-
  manoids, this skill may be checked to determine the
  extent at the moment.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  Consult the table be-
  low:
  H
  T
  tl
  u
  s
  e
  R
  9
  <
  s
  eic
  e
  p
  s
  e
  h
  t
  h
  ti
  w
  raili
  m
  af
  n
  U
  6
  1-
  9
  th
  gis
  n
  o
  s
  eic
  e
  p
  s
  e
  h
  t
  h
  ti
  w
  raili
  m
  a
  F
  0
  2-
  7
  1
  s
  d
  n
  u
  o
  s
  sti
  y
  b
  s
  eic
  e
  p
  s
  e
  h
  t
  h
  ti
  w
  raili
  m
  a
  F
  2
  2-
  1
  2
  f
  o
  s
  e
  nitu
  o
  r
  d
  n
  a
  stib
  a
  h
  e
  h
  t
  h
  ti
  w
  raili
  m
  a
  F
  s
  eic
  e
  p
  s
  e
  h
  t
  3
  2
  >
  sliate
  d
  er
  u
  cs
  b
  o
  d
  n
  a
  e
  nif
  h
  ti
  w
  raili
  m
  a
  F
  s
  eic
  e
  p
  s
  e
  h
  t
  tu
  o
  b
  a
  Nature, Minerals
  Concerning the knowledge of minerals, this
  skill may be checked to determine the extent at the
  moment.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  Consult the table be-
  low:
  H
  T
  tl
  u
  s
  e
  R
  9
  <
  th
  gis
  n
  o
  lare
  ni
  m
  e
  h
  t
  h
  ti
  w
  raili
  m
  af
  n
  U
  6
  1-
  9
  th
  gis
  n
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  a
  Nature, Mycology
  Concerning the knowledge of fungi, this skill
  may be checked to determine the extent at the mo-
  ment.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  Consult the table be-
  low:
  H
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  9
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  7
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  1
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  m
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  F
  s
  eic
  e
  p
  s
  e
  h
  t
  tu
  o
  b
  a
  
  368
  Chapter 8: Skills
  Nature, Plants
  Concerning the knowledge of natural plants,
  this skill may be checked to determine the extent at
  the moment.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  Consult the table be-
  low:
  H
  T
  tl
  u
  s
  e
  R
  9
  <
  s
  eic
  e
  p
  s
  e
  h
  t
  h
  ti
  w
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  m
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  n
  U
  6
  1-
  9
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  gis
  n
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  s
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  e
  p
  s
  e
  h
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  ti
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  m
  a
  F
  0
  2-
  7
  1
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  m
  s
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  F
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  h
  t
  tu
  o
  b
  a
  Nature, Trees
  Concerning the knowledge of natural trees,
  this skill may be checked to determine the extent at
  the moment.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  Consult the table be-
  low:
  H
  T
  tl
  u
  s
  e
  R
  9
  <
  s
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  e
  p
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  m
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  U
  6
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  gis
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  a
  Orgasm
  See the Sexual Adeptness skill.
  Painting
  The skill of Painting entails using pigments
  that are carried in an egg or gum.  Various minerals
  are ground into powders and mixed with animal fat,
  egg whites, plant juices, fish glue, or blood.  Most
  paintings are done on buildings, and the first step is
  to fill all cracks or crevices.  Finally, paints are ap-
  plied to the surface with a brush.
  LC: Initially, the LC is 13, though it improves
  by 1 with each completed painting.
  Check: Roll 3d10 and apply the average of
  the modifiers from the sub-abilities of Hand-Eye
  Coordination and Spatial Intelligence.  Higher re-
  sults correlate to higher quality paintings.
  H
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  369
  Chapter 8: Skills
  Papermaking
  To make paper, raw materials are gathered
  (straw, leaves, bark, rags, or other fibrous material)
  and placed in a vat or trough and pounded with a
  heavy hammer to separate the fibers.  The material
  is washed with water to remove impurities.  Next,
  the material is placed within a mold in a wooden
  frame, coated with a thin layer of water, and shaken
  from side to side.  The material is removed, placed
  between 2 pieces of felt, and pressed flat.  After it is
  sufficiently pressed, the sheet of paper is hung to
  dry over ropes in a drying room.  Next, the paper is
  dipped in a solution of animal glue, so that ink will
  not become absorbed and fuzzy.  After the glue dries,
  the paper is again pressed.  This process, though
  used by the trolls for roughly 1,000 years now, is
  quite new among humans and has replaced papyrus
  and parchment, only having been used for a little
  more than 100 years now.
  Check: Roll 3d10 and apply the modifier
  from the Spatial Intelligence sub-ability.  Higher re-
  sults correlate to higher quality pages.
  H
  T
  tl
  u
  s
  e
  R
  9
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  Q
  Parry
  The purpose of this combat skill is to de-
  flect an attack of a foe without intending to harm
  the foe.  In terms of game time, Parry takes as long
  as the foe takes to attack.  Although time varies, this
  usually results in the loss of 1 attack for the charac-
  ter who parries.
  LC: To Parry without a penalty due to LC, a
  character must be skilled in the Specific Weapon or
  General Weapon used to Parry.
  Check: Roll 3d10 and apply the average of
  the modifiers from the sub-abilities of Hand-Eye
  Coordination and Agility.  The adjusted roll must be
  higher than the adjusted roll of the foe in order to
  successfully Parry the attack.  If the attack is parried
  successfully, then the attack does no damage.  If the
  adjusted roll is not higher than the adjusted roll of
  the attacker, then damage is taken normally.
  Perfumemaking
  Perfume is a substance that smells attractive.
  Whenever perfume is prepared, a Perfumemaking
  skill check must be made.
  Check: Roll 3d10 and apply the modifier
  from the Common Sense sub-ability.  Higher re-
  sults correspond with perfumes that smell more
  appealing.
  
  370
  Chapter 8: Skills
  Persuasion
  This is an act or the action of influencing
  the opinions, attitudes, or beliefs of others by the
  attractiveness of arguments offered.  However, in-
  stead of appealing to a character strictly through
  rationality and reason such as with the skill of Logic,
  this skill appeals primarily to the emotions of oth-
  ers.  Persuasion is distinct from Trickery, in that its
  primary component is not falsehood, but emotional
  appeal.  Persuasion and Trickery are often used to-
  gether.  Finally, Persuasion is accomplished subtly,
  not with force.  When Persuasion occurs, the
  character’s inner opinions change.  Forceful change
  in characters is best accomplished with the Intimi-
  dation skill, though this form of change is still of-
  ten external, not internal.  Proficient arguers often
  oscillate back and forth between using the skills of
  Persuasion and Logic, between appeals to emotion
  and reason, depending on what suits them better at
  the moment.
  Check: Roll 3d10 and apply the modifier
  from the Charisma ability.  The higher the result,
  the more persuasive the argument.  Consult the
  Aedile to determine whether Persuasion occurs.
  Pewtersmithing
  A pewtersmith is one who forges and shapes
  pewter with an anvil and a hammer.  Pewter is heated
  in a forge and then hammered into the shape de-
  sired.  The process of forging improves the struc-
  ture of the metal.  Forged metal is stronger and ex-
  hibits greater resistance to fatigue and impact.  The
  forge consists of an open hearth made of firebrick.
  Coal is used to fuel the forge, and bellows are in-
  serted to fan air as needed.  Lead and tin are com-
  bined to produce pewter.  Broken or obsolete pew-
  ter objects can be melted down and the substance
  reused.  Whenever such metalworking is done, a
  Pewtersmithing skill check must be made.
  Check: Roll 3d10 and apply the average of
  the modifiers from the sub-abilities Strength and
  Spatial Intelligence.  Higher results correspond with
  better quality metalwork.  The Aedile will determine
  the TH for each application.
  Philosophy
  This is the study or intellectual pursuit of
  Wisdom and the underlying causes and principles
  of reality, as well as a quest for truth through logical
  reasoning.  Most philosophical topics are concerned
  with epistemology (how we come to know things),
  metaphysics (studying things beyond the physical,
  like gods, souls, morality, and ethics), organized reli-
  gion, necessity vs. chance (determinism vs. free will),
  and experimental applications and implications of
  ether.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  Higher results corre-
  spond with better knowledge about the philosophi-
  cal topic at hand.
  Pick Pocket
  Usually, pockets are picked by bumping into
  a character, which may or may not be coordinated
  with an added distraction.  The act of bumping is,
  itself, a distractive cover for the thieving hand.
  Check: Roll 3d10 and apply the modifier
  from the sub-ability of Hand-Eye Coordination.
  The character whose pockets are being picked is al-
  lowed to make a Touch skill check.  The higher of
  the 2 checks succeeds.  For instance, if the roll for
  Pick Pocket is higher than their roll for Touch, then
  the pocket is picked successfully.  If the Touch roll
  is higher, however, then thievery has been detected.
  Modifiers to the Pick Pocket skill check include:
  r
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  371
  Chapter 8: Skills
  Pottery
  This skill is the act of hardening clay.  Earth-
  enware clay is often heated to roughly 1700o-2200o
  Fahrenheit.  The potter’s wheel is a flat disk that
  revolves horizontally on a pivot.  Both hands -- 1
  on the inside and 1 on the outside of the clay -- are
  free to shape the pot from the ball of clay that is
  centered on the rotating wheel head.  A stick fits
  into a notch in the wheel and is turned by an assis-
  tant.  Wood is used to fuel the kiln to the desired
  temperature once the pot is shaped and dried by
  the air.  A pot can be decorated before or after fir-
  ing.  Glazes may or may not be applied.  Clay pots
  serve many functions, including 2-handled storage
  vessels for wine, corn, oil, or honey.  Also, some are
  made as oil flasks, funeral offerings, or works of art.
  Check: Roll 3d10 and apply the modifier
  from the sub-ability of Common Sense.  Higher
  results correspond to higher quality pottery.
  Pursemaking
  A purse is a mobile container, usually filled
  with coins.  Whenever a purse is to be crafted, a
  Pursemaking skill check must be made.
  Check: Roll 3d10 and apply the modifier
  from the Common Sense sub-ability.  Higher re-
  sults correspond with purses of higher quality.
  Read Lips
  The ability to discern what others are saying
  without being able to hear them, only by seeing their
  lips move, is a valuable skill that few possess with
  any accuracy, especially if deaf.
  Check: Roll 3d10 and apply the modifier
  from the sub-ability of Intuition.  Deaf characters
  receive a + 20 bonus to their roll.  The result is the
  percent of words understood.
  Religion, Cultural
  This skill applies only to the religion of 1
  specific culture.  Anytime knowledge is relevant, a
  Cultural Religion skill check must be made.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  High results correspond
  with high familiarity or knowledge regarding the
  culture’s religion.
  Religion, Specific
  This skill applies only to the Specific Reli-
  gion of 1 god.  Anytime knowledge is relevant, a
  Specific Religion skill check must be made.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  High results correspond
  with high familiarity or knowledge regarding the
  culture’s religion.
  Remember Detail
  The ability to remember fine, specific, and
  distant memories is a valuable skill.  When points
  are put into this skill, they represent that the charac-
  ter spends much time remembering details and sub-
  stantial mental energy in both memorizing details
  as well as continually referring back to them to re-
  fresh their memory.
  Check: Roll 3d10 and apply the modifier
  from the Reflection sub-ability.  Higher results cor-
  respond with clearer memories of more distant de-
  tails.
  Research, Library
  Researching topics in a library is a skill in
  itself, especially when each library is organized dif-
  ferently.  To search a library without assistance while
  researching a topic, make a Library Research skill
  check.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  Higher results corre-
  spond with better finds.  If the search is assisted by
  a character who is familiar with the library, then the
  Aedile will assign an appropriate bonus.  Obviously,
  the harder the topic to find in the library, the higher
  the TH will be.
  
  372
  Chapter 8: Skills
  Riding
  Most human characters are able to ride
  horseback, just as they are able to walk.  Anything
  beyond mere Riding, however, necessitates a Riding
  skill check.  For example, when attempting to attack
  a foe while Riding, a Riding skill check must be made.
  Check: Roll 3d10 and apply the modifier
  from the Agility ability.
  H
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  Ritual, Complex
  Rituals that require long durations and great
  precision are Complex Rituals.  In spellcasting, spells
  of 6th-10th levels have complex rituals that may take
  from 30 minutes to 1 week to perform.
  Check: Roll 3d10 and apply the average of
  the modifiers from Intelligence and Hand-Eye Co-
  ordination.  Higher rolls correspond with rituals per-
  formed with greater precision.
  Ropemaking
  A rope or thread is a collection of fibers
  that have been wound lengthwise.  Whenever rope
  or thread is to be wound, a Ropemaking skill check
  must be made.
  Check: Roll 3d10 and apply the modifier
  from the Common Sense sub-ability.  Higher re-
  sults correspond with rope of higher quality.
  Rope Use
  Rope may be used in many ways, such as for
  climbing, binding prisoners, drawing and quartering
  criminals, and in any occasion when a sturdy or ap-
  propriate knot is necessary.
  Check: Roll 3d10 and apply the modifier
  from the sub-ability Hand-Eye Coordination.  Con-
  sult the Aedile concerning the difficulty of the ac-
  tion chosen.
  Saddlemaking
  A saddle is a utility for a character who rides
  horses.  The saddle lies between the rider and the
  horse.  Knackers make saddles and harnesses.  When-
  ever a saddle is to be crafted, a Saddlemaking skill
  check must be made.
  Check: Roll 3d10 and apply the modifier
  from the Common Sense sub-ability.  Higher re-
  sults correspond with saddles of higher quality.
  Sailing
  The proficiency of a mariner in directing a
  vessel as desired by manipulating sails is Sailing.  Sail-
  ing entails familiarity with the stars, tides, winds, cur-
  rents, and seagoing vessels.  The Sailing skill is un-
  necessary for small river craft.  Any time a seagoing
  vessel is sailed, the decision-making sailor needs to
  make a Sailing skill check.
  LC: The initial LC is 13, though it improves
  by 1 with each voyage.
  Check: Roll 3d10 and apply the average of
  the modifier of Intelligence and the modifier for
  Vision.  Many variables may influence sailing, such
  as the direction and speed of the winds and cur-
  rents, storms, etc.  3 times the adjusted result of the
  skill check equals the percentage of Wind Potential
  that may be used (see Chap. 18: Warfare).
  Additionally, a Sailing skill check is neces-
  sary when a vessel with a ram attempts to ram an-
  other vessel.  For ramming, divide the feet per round
  of movement of the attacking vessel by 3, and add
  to the check.  Additionally, a deceres gains + 1d12,
  septireme + 1d10, quinquereme + 1d8, and a trireme
  + 1d6.  Consult the table below:
  H
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  0
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  d
  5
  %
  8
  
  373
  Chapter 8: Skills
  Sailmaking
  A sail captures wind and helps propel or di-
  rect a waterborne vessel.  Whenever a sail is to be
  crafted, a Sailmaking skill check must be made.
  Check: Roll 3d10 and apply the modifier
  from the Spatial Intelligence sub-ability.  Higher re-
  sults correspond with sails of higher quality.
  Sculpture
  Traditionally, there have been 2 types of
  sculptures: freestanding and relief.  Materials for
  sculptures are usually stone, metal, clay, or wood.
  The method may be carving, chiseling, or casting.
  With casting, usually bronze is cast.
  LC: Initially, the LC is 13, though it improves
  by 1 with every sculpture finished.
  Check: Roll 3d10 and apply the average of
  the modifiers from the sub-abilities of Intuition and
  Hand-Eye Coordination.  Higher results correspond
  with higher quality sculptures.
  Search
  Whenever a character needs to Search for
  something, such as pillaging a carcass, room, or
  home, a Search skill check is made.  Most often, this
  skill is checked regarding corpses or rooms.
  Check: Roll 3d10 and apply the average of
  the modifier from Vision (include only if near-
  sighted) and from the sub-abilities of Intuition and
  Common Sense.  Below is a list of examples of what
  may be found with a given TH:
  H
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  A
  Seduction
  Practicing Seduction implies intentions to
  mate an unknown subject.  Whenever a character
  attempts to seduce an unknown other, a Seduction
  skill check is made.
  Check: Roll 3d10 and apply the average of
  the modifiers from the Charisma ability and Bodily
  Attractiveness sub-ability.  Initially, there is a base
  TH of 25 for males and 20 for females.  First, since
  it is easier to seduce those less attractive, the differ-
  ence between the Charisma ability scores of the se-
  ducer and subject are adjusted (1-15 = +/- 2, 16-30
  = +/- 4, 17-45 = +/- 8, etc.).  Second, the Aedile
  determines a racial and/or cultural antipathy modi-
  fier (assuming sex is physically possible) from - 20
  (kobolds and ogres) to 0 (same race).  Third, if the
  subject has been drinking, then the Aedile assigns +
  1 (buzzing) to + 8 (drunk) bonus.  Fourth, the Aedile
  includes a personal adjustment from - 10 (man-hat-
  ing virgin) to + 10 (in heat).  If the seducer suc-
  ceeds, then the subject is willing to mate.
  VOLT.NON.VOLT.DARE.GALLA.MIHI.
  NEC.DICERE.POSSUM.
  QUOD.VOLT.ET.NON.VOLT.
  QUID.SIBI.GALLA.VELIT
  She’s half-and-half inclined
  To sleep with me.  No?  Yes?
  What’s in that tiny mind?
  Impossible to guess.
  
  374
  Chapter 8: Skills
  Sexual Adeptness
  In a sexual encounter, Sexual Adeptness
  heavily influences the perception of the other, from
  positively to negatively.  The amount of pleasure a
  character derives from a sexual encounter may be
  determined as follows.
  For each SP a character invests into Sexual
  Adeptness, they may further invest 1 Sexual Adept-
  ness Point (SAP) either into cunnilingus, ejaculation/
  orgasm control, fellatio, or positions.
  Cunnilingus: For each SP invested in Sexual
  Adeptness, the character may invest in the specialty
  of cunnilingus.  Each SP invested in cunnilingus rep-
  resents a new technique such as a trick with the
  tongue, lips, or suction.
  Ejaculation/Orgasm Control: For each
  SP invested in Sexual Adeptness, the character may
  invest in the specialty of ejaculation control if male,
  or orgasm control if female.  A male specialized in
  ejaculation control can delay his ejaculation until he
  is ready.
  A female specialized in orgasm control in-
  creases her odds of having an orgasm by 1 for each
  point invested.  Each female already has a Base Odds
  of Orgasm (BOO), which is 1d100.  The TH for
  orgasm is 100 - BOO - (points invested in orgasm
  control).  Compare the skill check to the TH.
  A male specialized in ejaculation control in-
  creases his ability to delay ejaculation.  Each point
  invested allows a male to delay his ejaculation by 60
  seconds, if desired.  The base time an erect male
  can delay his ejaculation from initial and continued
  stimulation is 300 seconds.  However, many other
  factors affect orgasm control.  Consult ‘ejaculation’
  on the next page to obtain SF (Scrotum Fullness).
  Subtract SF from 100, to obtain Scrotum Empti-
  ness (SE).  Divide SE by 100 and multiply it by the
  base or modified time for ejaculation control.  Next,
  consider the partner’s Bodily Attractiveness and
  Facial Charisma Skill Modifiers.  Apply the average
  during the missionary position.  Consider Bodily
  Attractiveness twice as important during doggie-
  style.  Consider Facial Charisma twice as important
  during fellatio, except for mutual fellatio.  Apply the
  opposite of the modifier, such as - 64 becoming +
  64.  If the sexual stimulus is novel, then multiply
  ejaculation control by 0.2.  If the sexual stimuls is
  not novel, but boring, multiply ejaculation control
  by 2.  Finally, if a character is in puberty, then mul-
  tiply ejaculation control by 0.2.  If a character is
  middle-aged, then multiply ejaculation control by 2.
  If a character is in old age, then multiply ejaculation
  control by 3, and multiply it by 4 if the character is
  venerable.
  Fellatio: For each SP invested in Sexual
  Adeptness, the character may invest in the specialty
  of fellatio.  Each SP invested in fellatio represents a
  new technique such as a trick with the tongue, lips,
  humming, or suction.  During fellatio, the partner’s
  Bodily Attractiveness counts only half as much as
  Facial Charisma regarding the skill check.
  Positions: For each SP invested in Sexual
  Adeptness, the character may invest in the specialty
  of sexual positions.  Each SP invested represents a
  sexual position known.  During doggie style, the
  partner’s Facial Charisma counts only half as much
  as Bodily Attractiveness regarding the skill check.
  Debauchery Discrepancy Penalty: Large
  differences in Debauchery between partners will
  cause a penalty to the impression of Sexual Adept-
  ness (see Debauchery in Chap. 6: Sociality).  Subtract
  one character’s Debauchery (D2) from the others
  (D1), divide the result by 100, and truncate the re-
  mainder. Apply the result as a penalty.  For refer-
  ence, the formula is below:
  [(D1 – D2)2] / 100
  CUI.FEMUR.EST.IUVENALE.CARENT.
  QUOQUE.PECTORA.MENDA.
  STET.VIR.IN.OBLIQUO.
  FUSA.SIT.IPSA.TORO
  If you’ve perfect breasts
  and youthful thighs,
  Have your lover stand,
  And you lie down slantwise.
  
  375
  Chapter 8: Skills
  Check: Concluding the act of sexual inter-
  course or each sexual position, a character must make
  a Sexual Adeptness check concerning the quality of
  their performance, as does the partner(s).  The
  higher the roll, the more the character has satisfied
  their sexual partner.
  Roll 3d10 and apply the average of all rel-
  evant modifiers:
  •
  Bodily Attractiveness (except in darkness)
  •
  Facial  Charisma   (except  in  darkness,  or
  with a sack over the head)
  •
  Kinetic Charisma (except in darkness)
  •
  Contortion  SP   invested   (depending  on
  the position, and only if Debauch-
  ery exceeds 50)
  •
  SP invested in Sexual Adeptness
  •
  SP invested in the most appropriate Speci-
  alty (such as cunnilingus, fellatio,
  etc.)
  •
  Tightness
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  Tightness: For vaginal or anal sex, tight-
  ness ratio is a major factor of pleasure.  To deter-
  mine the modifier for tightness, divide Manhood
  Circumference by Anal or Vaginal Circumference
  Potential.  Multiply the result by 100, consider it to
  be Base Tightness (BT), and use the following para-
  bolic formula:
  (BT – 80)2 = -4y + 120
  Solve for y.
  For example, if BT is 70, then:
  (70 – 80)2 = -4y + 120
  (-10)2 = -4y + 120
  100 = -4y + 120
  0 = -4y + (120 – 100)
  0 = -4y + 20
  4y = 20
  y = 5
  Therefore, the most sexual pleasure is expe-
  rienced from a fit that is neither too tight nor too
  loose.  The result from tightness is averaged with
  other modifiers and included in the skill check.
  Consult the table below to observe the per-
  formance of your character and the typical impres-
  sion made on the sexual partner. Finally, in the case
  of multiple partners, a character’s satisfaction may
  be considered either partner to partner, or averaged
  for the entire experience.
  
  376
  Chapter 8: Skills
  Ejaculation: Many factors affect ejaculation,
  including Physical Fitness, Age, Scrotum Fullness
  (SF), and points invested in ejaculation control.
  The scrotum may accumulate sperm for 2-5
  days before becoming full.  The rate of filling varies
  with age.  From being totally drained, the scrotum
  fills with sperm in 5 days while in puberty, 2 days for
  young adults, 3 days for middle age, 4 days for old
  age, and 5 days for venerable characters.  Consider
  the accumulation of sperm as a percent, from 0-
  100.  This is Scrotum Fullness (SF).
  Each ejaculation drains a percentage of ac-
  cumulated sperm based on age.  Pubescent ejacula-
  tion drains 80%, young adults drain 50%, middle
  age characters drain 60%, characters in old age drain
  70%, and venerable characters drain 80%.  It is un-
  comfortable for a scrotum to contain 10% or less
  of its potential sperm.  For example, if the scrotum
  of a young adult is full, then he will be reduced to
  50% fullness with the 1st ejaculation, 25% fullness
  after the 2nd, 12% fullness after the 3rd, and 6% after
  the 4th.  After 4 consecutive ejaculations, the scro-
  tum of the young adult will feel uncomfortable, and
  SF is 6.
  The number of ejaculatory contractions is
  (4 + 1d6).  The distance that sperm is launched in
  the 1st contraction is affected by Age, SF, Physical
  Fitness, Facial Charisma or Bodily Attractiveness,
  and novelty.  To determine Ejaculatory Distance
  (ED), progress through the following:
  Consider Base ED to equal the Breadth of
  the character.  Age penalties include - 25% for pu-
  bescent and middle age characters, - 50% for old
  age, and - 75% for venerable characters.  Next, di-
  vide Physical Fitness by 100, and multiply ED by
  the result.
  When a male ejaculates, the attractiveness
  of the object he is watching affects his ejaculation.
  Now consider whether the male is looking at or
  imagining a face or body, and divide either Bodily
  Attractiveness or Facial Charisma by 100.  Multiply
  ED by the result.
  The novelty of the stimulus for the male
  affects his ejaculation.  For example, if a loyal hus-
  band only has sex with his wife repeatedly, then while
  she was exciting in the beginning of their relation-
  ship because she was new, she becomes boring in
  time and decreases his ejaculation.  A new partner
  or position may affect his ejaculation.  If this is not
  the first time the male has ejaculated for this part-
  ner, then decrease ED by (1d10)%.  If the position
  is not new, then decrease ED by (1d10)%.
  Finally, ED is affected by SF.  Divide SF by
  100, and multiply ED by the result.
  Each contraction launches sperm only
  (1d100)% as far as the last contraction.
  Vaginal Soreness: Sometimes vaginal pen-
  etration can cause the vagina to be sore after sex.
  Factors include Base Tightness (BT) and the dura-
  tion of vaginal penetration.  To determine BT, see
  Tightness above.  Then, multiply BT by the dura-
  tion of sexual penetration in minutes.  Finally, mul-
  tiply the result by 0.003.  This is the number of hours
  that the female’s vagina is sore.
  NOTA.SIBI.SIT.QUAEQUE.
  MODOS.A.CORPORE.CERTOS.
  SUMITE.NON.OMNES.UNA.FIGURA.DECET.
  QUAE.FACIE.PRAESIGNIS.ERIT.
  RESUPINA.IACETO.
  SPECTENTUR.TERGO.
  QUIS.SUA.TERGA.PLACENT
  Each woman should know herself,
  and in the act of sex
  Adapt her body for the best effects.
  No one method is best
  For everybody.  If you’re blessed
  With a pretty face, lie supine in the sack;
  If you’re proud of your back,
  Then perform the act
  Like a beast, two-backed,
  And offer a lovely rear view to beholders.
  
  377
  Chapter 8: Skills
  Sheathemaking
  A sheathe is a holder for a weapon such as a
  sword, and is usually worn about the waist or on the
  back.  Whenever a sheathe is to be crafted, a
  Sheathemaking skill check must be made.
  Check: Roll 3d10 and apply the modifier
  from the Common Sense sub-ability.  Higher re-
  sults correspond with a sheathe of higher quality.
  Shipwright
  To successfully build or repair a waterborne
  vessel, and assuming the shipwright has the neces-
  sary labor and tools, the shipwright must make a
  skill check.
  When building a ship, the seams of  the
  planks are smeared with pitch, or pitch and wax.  A
  layer of pitch is then applied to the interior of the
  hull.  The outer hull that is to be underwater is usu-
  ally protected by overlapping thin lead plates that
  are nailed over a layer of tarred linen.
  LC: The Learning Curve lessens by 3 for
  every ship built, and 1 for every ship repaired.
  Check: Roll 3d10 and apply the modifier
  from the Spatial Intelligence sub-ability.  Consider
  any prior learning that has been invested.  Consult
  the table below concerning TH’s:
  H
  T
  dli
  u
  B
  ria
  p
  e
  R
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  M
  Sight
  When it is important for characters to see
  well or spot an object, a Sight skill check is made.
  This is different from searching or pillaging a nearby
  area, which is the Search skill.
  Check: Roll 3d10 and apply the modifier
  from Vision (include only if near-sighted).  Charac-
  ters with near-sighted Vision (see Chap. 2: Body) suf-
  fer penalties to Sight skill checks.  Consult the table
  below concerning TH’s:
  H
  T
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  s
  e
  R
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  A
  When light is less than daylight, determine
  the range of effective Vision, as listed under Vision.
  Also, consult examples of dim light and how it af-
  fects Sight.  Examples are listed in Chapter 9: Equip-
  ment, and include candles, lanterns, and torches.
  Some creatures have Low-Light Vision
  (LLV).  Regarding player characters, all dwarves,
  kobolds, and subterranean trolls have LLV.  Con-
  sult Vision to determine the effect of light on these
  creatures.
  
  378
  Chapter 8: Skills
  Silence
  If a character needs to be silent or move
  silently, then a Silence skill check must be made.
  Check: Roll 3d10 and apply the modifier
  from the Health sub-ability.  Further, if intending
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  to move and maintain Silence, then the modifier for
  the Agility sub-ability averaged with the modifier for
  the Health sub-ability must also be applied.  Con-
  sult the table below for TH’s to determine who or
  what was fooled by the Silence:
  
  379
  Chapter 8: Skills
  Silversmithing
  A silversmith is one who forges and shapes
  silver with an anvil and a hammer.  Silver is heated
  in a forge and then hammered into the shape de-
  sired.  The process of forging improves the struc-
  ture of the metal.  Forged metal is stronger and ex-
  hibits greater resistance to fatigue and impact.  The
  forge consists of an open hearth made of firebrick.
  Coal is used to fuel the forge, and bellows are in-
  serted to fan air as needed.  Broken or obsolete sil-
  ver objects can be melted down and the substance
  reused.  Whenever such metalworking is done, a
  Silversmithing skill check must be made.
  Check: Roll 3d10 and apply the average of
  the modifiers from the sub-abilities Strength and
  Spatial Intelligence.  Higher results correspond with
  better quality metalwork.  The Aedile will determine
  the TH for each application.
  Skinning
  Skinning is the removal of skin from a crea-
  ture, as well as removing hair from the skin.  When-
  ever a creature must have its skin removed, a Skin-
  ning skill check must be made.
  Check: Roll 3d10 and apply the modifier
  from the Common Sense sub-ability.  Higher re-
  sults correspond with higher quality Skinning.
  Smell
  Smell is a sense and different than most skills.
  Each character must roll 3d10 to determine the qual-
  ity of this sense and record this as SP invested.  A
  character may invest no more than an additional 1d10
  SP into this skill.  If a character needs to assess the
  sensitivity of their Smell, then a Smell skill check
  must be made.
  Check: Roll 3d10 and apply the modifier
  from above.  Consult the table below concerning
  TH’s:
  Soapmaking
  Soap is used to clean things.  Whenever soap
  is to be produced, a Soapmaking skill check must be
  made.
  Check: Roll 3d10 and apply the modifier
  from the Common Sense sub-ability.  Higher re-
  sults correspond with soap of higher quality.
  H
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  380
  Chapter 8: Skills
  Sound
  Sound is a sense and different than most
  skills.  Each character must roll 3d10 to determine
  the quality of their hearing and record this as SP
  invested.  A character may invest no more than an
  additional 1d10 SP into this skill.  If a character needs
  to listen for a Sound, then a Sound skill check must
  be made.
  Check: Roll 3d10 and apply the modifier
  from above.  Consult the table below concerning
  TH’s to determine what Sound could be heard:
  H
  T
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  H
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  K
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  A
  Spellcasting, Combat
  This skill determines whether or not con-
  centration is broken during spellcasting in combat.
  Regardless of the spellcaster’s distance from the
  combat, concentration is equally likely to be bro-
  ken.  For example, combatants are continually chang-
  ing positions, dying, screaming, bleeding, etc.  If
  concentration is broken, then chaotic effects may
  occur.
  Check: Roll 3d10 and apply the modifier
  from the Drive sub-ability.  Consult the table below:
  H
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  S
  Spellcasting, Familiarity
  This skill is available only to those who may
  become familiar with the intricacies of spellcasting:
  priests and wizards.  Familiarity with Spellcasting al-
  lows a spellcaster a chance to identify a spell upon
  observing the casting of it, usually discerning it from
  others due to the accompanying ritual, gestures, and
  chants.  Obviously, once a spell is cast, it is easier to
  identify the spell by observing the effects.  Instead,
  this skill focuses on identifying a spell prior to its
  enactment.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  Since 1st level spells
  have a casting time of 1 second, they are too brief
  for this skill.  Otherwise, consult the table below:
  H
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  381
  Chapter 8: Skills
  Spellcasting, Specific
  This skill is available only to those who are
  spellcasters by occupation: priests or wizards.  For
  each spell that a spellcaster may use, the spellcaster
  may invest SP into this skill in order to improve their
  magical performance.  This skill applies individually
  to different spells.
  Each SP invested into casting a specific spell
  increases the following parameters of the spell by
  1%: range, area, duration, damage, and whatever is
  appropriate.  TH checks are adjusted in the appro-
  priate direction, subject to the Aedile’s approval.
  Level is not increased.  Each SP that is invested into
  the casting of a specific spell decreases casting time
  by 1%.  Consult the Aedile to determine what is
  affected and unaffected for each spell.
  For example, a 3rd level sorcerer has invested
  a total of 15 SP in the spell, One for All.  The pa-
  rameters for this spell are affected as follows: range
  is unaffected, area (1.15 creatures) still affects only 1
  creature due to mathematical truncation, duration
  is 31 rounds (since 33 + 15% = 31.05), and the TH
  for the target creature is 57 (since 50 + 15% = 57.5).
  If the target creature fails its Drive check, then the
  number of exploited points is increased by 15%, as
  is the number of feet around the target creature in
  which the exploited points are absorbed by others.
  Check: A skill check is unnecessary for this
  skill.
  Spitting
  This skill is available to any characte capable
  of launching saliva and mucous from their mouth.
  While Spitting may serve no purpose, it may also be
  a valued skill when accuracy is necessary.  Spitting is
  commonly understood across cultures as barbaric.
  For instance, Spitting into a character’s face is a sign
  of disrespect and usually meant to taunt aggression.
  Many creatures are capable of Spitting things in
  addition to saliva, such as poison or fire.
  Check: Roll 3d10 and apply the modifier
  from the Enunciation sub-ability.  If accuracy is a
  consideration, then the TH of the spitter equates
  to the CA hit.  Armor does not figure into the CA
  in the case of Spitting.  A creature may spit once
  per minute without penalty.  However, for each Spit-
  ting beyond this limit, a cumulative penalty of - 20
  is incurred.  Creatures that spit things in addition to
  saliva may have different limitations regarding fre-
  quency.  Consult the table below:
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  382
  Chapter 8: Skills
  Sprint
  This fundamental skill determines the dura-
  tion a character may move and at different speeds,
  including: sprint, run, brisk jog, jog, walk, crawl on
  hands and knees, crawl prone, and forced marches.
  Check: Roll 3d10.  Unless the character is
  naked, apply the modifier from the Encumbrance
  (see Chap. 9: Equipment) to the number of  feet
  sprinted per round listed in the Physical Fitness sub-
  ability1.  Next, depending on the speed at which the
  character desires to move, a check must be made.
  Various speeds are described below.  Though Physi-
  cal Fitness is the sub-ability for this skill, its role is
  to determine a character’s speed, not to adjust their
  skill check rolls.  SP invested in this skill do not in-
  crease the character’s speed, but increase only skill
  check rolls.  Finally, consider the angle of elevation
  at which the character runs; elevation is covered last.
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  All characters are only able to move so long.
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  cally.  The periodicity of the check is the Base Time.
  Base Time is based on the speed at which a charac-
  ter moves.  At each multiple of Base Time, a char-
  acter must make a check.  The TH increases de-
  pending on the number of multiples of Base Time.
  If the check is failed, then the character must decel-
  erate or stop, depending on the type of movement.
  Sprint
  Base Time = (Physical Fitness / 10)
  Base Time is in seconds.
  TH Increase = (301 - Physical Fitness) / 13
  If a Sprint check is failed, then the charac-
  ter must decelerate to running.  After another Base
  Time while running, this character may attempt to
  Sprint again.
  Run
  Base Time = Physical Fitness
  Base Time is in rounds.
  TH Increase = (301 - Physical Fitness) / 17
  If a run check is failed, then the character
  must decelerate to a brisk jog.  After another Base
  Time at a brisk jog, this character may attempt to
  run again.
  Brisk Jog
  Base Time = Physical Fitness
  Base Time is in rounds.
  TH Increase = (301 - Physical Fitness) / 19
  If a brisk jog check is failed, then the char-
  acter must decelerate to jogging.  After another Base
  Time while jogging, this character may attempt to a
  brisk jog again.
  Jog
  Base Time = Physical Fitness
  Base Time is in rounds.
  TH Increase = (301 - Physical Fitness) / 21
  If a jog check is failed, then the character
  must decelerate to walking.  After another Base Time
  while walking, this character may attempt to jog
  again.
  1. According to the Guiness Book of World Records, the fastest sprinter is Donovan Bailey, who is from Canada, ran the 100m
  sprint in the 1996 Olympic Games in 9.84 seconds, is 6’ 1”, and 182 lbs.  If his speed were converted into F.A.T.A.L. Sprint
  speed, Donovan would have a Sprint speed of 99.9’.
  
  383
  Chapter 8: Skills
  Walk
  Base Time = Physical Fitness
  Base Time is in minutes.
  TH Increase = (301 - Physical Fitness) / 40
  If a walk check is failed, then the character
  must stop.    After another Base Time while resting,
  this character may attempt to walk again.  To deter-
  mine distance in terms of miles walked per hour,
  adjust the Sprint speed for Encumbrance (see Chap.
  9: Equipment) and divide by 20.  Difficult terrain may
  also impede the distance traveled (see Chap. 18: War-
  fare).
  Crawl on Hands and Knees
  Base Time = Physical Fitness
  Base Time is in minutes.
  TH Increase = (301 - Physical Fitness) / 30
  If a crawl on hands and knees check is failed,
  then the character must rest.  After another Base
  Time while resting, this character may attempt to
  crawl on hands and knees again.
  Crawl, Prone
  Base Time = Physical Fitness
  Base Time is in minutes.
  TH Increase = (311 - Physical Fitness) / 40
  If a prone crawl check is failed, then the
  character must rest.  After another Base Time while
  resting, this character may attempt to prone crawl
  again.
  Forced March
  A forced march occurs when a leader forces
  warriors to march beyond 10 hours in a day.  After 2
  hours of forced march or 12 hours of marching
  (which is originally 25% of  a character’s Sprint
  speed), a Sprint skill check must be passed at TH 17
  or the character needs to rest due to exhaustion.  To
  rest, a character may attempt to pass a Sprint skill
  check every minute, then being able to move at 20%
  pace, next at 50%, 75%, and finally be fully recov-
  ered.
  Angle of  Elevation
  Since it is more difficult to move uphill than
  downhill, angle of elevation becomes relevant to all
  movement.
  Uphill: If  the character is attempting to
  move uphill, then acquire a calculator with a button
  called ‘sin’, also known as sine.  Put your calculator
  in ‘Degrees’ mode.  Press ‘sin’ and then enter the
  degree of elevation.  Multiply the result by 100 and
  consider this to be a percentage of loss in speed.
  For instance, if a character is capable of sprinting
  50 feet per round, but they attempt to Sprint at an
  uphill angle of 45o, then [(sin 45 = 0.7071) x 100] =
  70% of loss in speed.  Instead of sprinting 50 feet
  in a round, this character may only Sprint 15 (50 x
  .3) feet per round at an uphill angle of 45o.
  
  384
  Chapter 8: Skills
  Stonemasonry
  This skill refers to the knowledge, experi-
  ence, and ability to perform 2 types of masonry:
  rubble and ashlar.  Rubble walls are composed of
  irregular and coarsely jointed field stone.  Ashlar,
  conversely, is a wall constructed of carefully worked
  stones set with fine, close joints.  It is in the building
  of ashlar walls that stonemasons are employed, as
  they painstakingly craft stones to certain measure-
  ments or specifications.  Stonemasonry is often re-
  served as work for criminals.
  Check: Roll 3d10 and apply the average of
  the modifiers from the sub-abilities of Strength and
  Spatial Intelligence.  The roll must exceed TH 14 to
  be successful for 1 day’s worth of labor.  A single
  stonemason can produce 1 cubic foot of fitted stone
  per day.
  Storytelling
  Creatures have told stories as long as lan-
  guage has existed.  If a character is telling a story to
  entertain or impress, then a Storytelling skill check
  must be made.  Storytelling may be combined with
  other skills.  For instance, not to be mistaken with
  Trickery, which is telling a lie, a character may tell a
  detailed and fabricated story in an effort to fool a
  character; this is a combination of Trickery and
  Storytelling.
  Most stories do not have a moral.  In fact,
  wickedness triumphs more often than justice.  Most
  popular of all are humorous short stories in verse,
  sometimes written and sometimes recited.  These
  works are the products of authors of all social classes
  and are enjoyed by all audiences.  Some have folk
  tale origins, some are drawn directly from life.  Their
  common ingredient is humor, often bawdy.  Cer-
  tain characters recur: the merchant who is cuckolded,
  swindled, and beaten by his young wife; the young
  scholar who outwits the husband; the lecherous
  priest who is the rival of a husband.  The women
  tend to be treacherous, lustful, faithless, and may be
  beaten by their husbands but always manage to get
  the better of them.
  Check: Roll 3d10 and apply the modifier
  from the Charisma ability.  The result indicates the
  effectiveness of the story in many respects, includ-
  ing elocution (how well it was physically delivered
  including appropriateness of gestures), logical co-
  herence (did it make sense or did some elements
  contradict others), organization (was there a clear
  beginning, body, climax, and conclusion), etc.  The
  higher the number, the more effective was the story.
  Unless successful Storytelling is combined with other
  skills such as Persuasion or Trickery, the audience
  will not be compelled to take any new action; they
  will simply enjoy the tale.
  
  385
  Chapter 8: Skills
  Surgery
  The skill of opening a creature with the in-
  tention of saving their life is Surgery.  Only a doctor
  is trained to perform the skill of Surgery.  When-
  ever Surgery is being performed, a Surgery skill check
  must be made.
  Check: Roll 3d10 and apply the average of
  the modifiers from Hand-Eye Coordination and
  Intelligence.  Higher results correspond with better
  surgery.  The Aedile determines the TH for each
  operation.
  Swim
  One of the healthiest skills, any humanoid
  with all of their limbs is capable of swimming,
  though some may do so calmly and others may be
  more stricken by panic.  Under normal conditions,
  such as only needing to dog-paddle in a calm body
  of comfortable water, there is no need for a skill
  check.  However, if the exhaustion of a swimmer is
  relevant, a Swim skill check must be made.  Charac-
  ters may Swim as fast as their walking speed (1/4 of
  Sprint speed).  In calm water, a swimmer’s encum-
  brance (see Chap. 9: Equipment) is 1/10th of what it is
  on land.  If it is exceeded, then the character will
  drown unless possessions are discarded.
  Check: Roll 3d10 and apply the average of
  the modifiers from the sub-abilities of Physical Fit-
  ness and Strength.  Every hour of swimming, a check
  at TH 21 must be passed to continue swimming.  If
  the check is failed, then the swimming character must
  rest.  If the result is 10 or less, then a leg cramp
  occurs.  The chance of getting a cramp increases by
  1 every hour.  If desired, a (1d6 - 1) and 1d10 may
  be rolled to determine which minute specifically
  within the hour the cramp occurs.  Finally, it should
  be noted that while obese characters are more buoy-
  ant, they are less physically fit and will tire easier, so
  no adjustment to the skill check needs to be made
  based on obesity.
  Symbology
  Symbols are representations of other things.
  The study of symbols grants familiarity with reli-
  gious and deific symbols, pictograms and ancient
  runes, as well as magical sigils.  A Symbology skill
  check must be made to recognize, understand, or
  use symbols appropriately (not including daily lan-
  guage).
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  Compare the result
  with the TH on the table below:
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  386
  Chapter 8: Skills
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  F
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  6
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  F
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  9
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  >
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  ligis
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  F
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  a
  Tailoring
  Clothes or cloth need to fit whoever or
  whatever they are designed to fit.  Adjusting clothes
  or cloth for a good fit is Tailoring.  Whenever cloth
  is adjusted permanently, a Tailoring skill check must
  be made.
  Check: Roll 3d10 and apply the average of
  the modifiers from the sub-abilities of Hand-Eye
  Coordination and Spatial Intelligence.  Higher re-
  sults correspond with better tailoring.
  
  387
  Chapter 8: Skills
  Tanning
  Tanning leather takes at least 40-50 days, de-
  pending on the product and the hide.  Leather is
  the result of modification of an animal hide, and it
  is strong, flexible, and resists decay.  Most leather is
  from cattle hides, calfskins, goatskins, kidskins,
  sheepskins, and lambskins, though the hides of many
  creatures yield quality leather as well.  Depending
  on how the tanning is done, leather can be as soft as
  cloth or as hard as the sole of a shoe.
  Promptly after removing the hide from the
  animal, it is cured.  To cure the hide, salt is applied
  generously to it and it is stored for 30 days in a place
  that has no moisture.  After 30 days, the salted hide
  is thoroughly dry.  Next, the cured skins are soaked
  in pure water for 2-7 hours to eliminate salt, blood,
  and dirt, and to replace a small amount of moisture.
  After a good washing, the remaining flesh is thor-
  oughly removed.  Next, the hide is soaked in a solu-
  tion of lime and water for 9 days.  The skin is now
  treated with a weak solution of acid.  Finally, the
  skins are treated with a mixture of salt and acid and
  dried under conditions that control for heat and
  humidity.
  Curing hides creates a pungent atmosphere.
  Tanners, both masters and apprentices, may be seen
  outdoors, scraping away hair and epidermis from
  the skins over a beam with a blunt-edged concave
  tool.  The flesh adhering to the underside is scraped
  off with a sharp concave blade.  Next the hide is
  softened by rubbing it with cold poultry, pigeon
  dung, or warm dog dung, then soaked in mildly acidic
  liquid produced by fermenting bran, to wash off
  the traces of lime left by the dung.  The whole pro-
  cess of tanning takes months, usually over a year.
  LC: The LC is 13 for the first solo attempt
  at tanning, and improves by 2 with each successful
  tanning of a hide.
  Check: Roll 3d10 and apply the modifier
  from the Common Sense sub-ability.  Consider the
  roll to be the quality of the finished product.  The
  table below assumes that the hides used will be com-
  mon, not exotic.  Exotic hides may be easier or
  harder to work with.
  H
  T
  tl
  u
  s
  e
  R
  4
  1
  g
  nin
  n
  at
  lu
  fss
  e
  c
  c
  u
  S
  Taste
  Taste is a sense and different than most skills.
  Each character must roll 3d10 to determine the qual-
  ity of their taste and record this as SP invested.  A
  character may invest no more than an additional 1d10
  SP into this skill.  If a character needs to assess the
  sensitivity of this sense at the moment, then they
  must make a Taste skill check.
  Check: Roll 3d10 and apply the modifier
  from above.  Compare this result with the TH on
  the table below to understand the sensitivity of the
  character’s Taste at the moment:
  H
  T
  el
  p
  m
  a
  x
  E
  5
  2
  <
  dlo
  c
  m
  o
  rf
  e
  nir
  u
  m
  ra
  w
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  siu
  g
  nitsid
  n
  a
  C
  reta
  w
  5
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  d
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  ,r
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  o
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  g
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  C
  ytlas
  m
  o
  rf
  9
  3-
  3
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  ta
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  C
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  m
  5
  4-
  0
  4
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  w
  e
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  n
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  n
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  C
  5
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  C
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  etu
  ni
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  e
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  y
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  o
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  s
  a
  
  388
  Chapter 8: Skills
  Teaching
  To convey knowledge to another, so that the
  other understands it, is to teach.  Whenever attempt-
  ing to teach a willing character, a Teaching skill check
  must be made.
  Check: Roll 3d10 and apply the average of
  the modifiers from Intelligence, Intuition, and Com-
  mon Sense.  Higher results correspond with a bet-
  ter understanding of the learner.
  Thatching
  Building, repairing, or modifying a roof is
  Thatching.  Whenever a roof must be built, repaired,
  or modified, a Thatching skill check must be made.
  Check: Roll 3d10 and apply the modifier
  from Common Sense.  Higher results correspond
  with a better Thatching.
  Tilemaking
  Building, repairing, or modifying tile is
  Tilemaking.  Whenever a tile must be built, repaired,
  or modified, a Tilemaking skill check must be made.
  Check: Roll 3d10 and apply the modifier
  from Common Sense.  Higher results correspond
  with a better Tilemaking.
  Tinkering
  Building, repairing, or modifying kitchen
  utensils is Tinkering.  Whenever kitchen utensils must
  be built, repaired, or modified, a Tinkering skill check
  must be made.
  Check: Roll 3d10 and apply the modifier
  from Common Sense.  Higher results correspond
  with a better Tinkering.
  Touch
  Touch is a sense and different than most
  skills.  Each character must roll 3d10 to determine
  the quality of their Touch and record this as SP in-
  vested.  A character may invest no more than an
  additional 1d10 SP into this skill.  If a character needs
  to assess the sensitivity of this sense at the moment,
  then they must make a Touch skill check.
  Check: Roll 3d10 and apply the modifier
  from above.  Compare this result with the TH on
  the table below to understand the sensitivity of the
  character’s touch at the moment:
  H
  T
  el
  p
  m
  a
  x
  E
  5
  2
  <
  si
  erg
  o
  d
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  w
  a
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  5
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  9
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  389
  Chapter 8: Skills
  Toxicology
  This skill allows a character to do several
  things: find a poison, identify a poison, and to prop-
  erly extract or prepare a poison.  This is not to be
  confused with Herbalism, which is instead concerned
  with the healing effects of plants on wounds or ail-
  ments.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  A separate check must
  be made for finding, identifying, and extracting or
  preparing poison.  Finding poison means that the
  character is attempting to find it in nature, such as
  searching a forest for a poisonous plant.  The exact
  poison found is determined by the Aedile.  A list of
  poisons is provided in Chapter 17: Natural Substances.
  Identifying poison means that if a character beholds
  a substance that they suspect is poisonous such as a
  tankard of beer handed to them by an immoral
  kobold, then they may possibly detect whether or
  not the beer is poisoned.  Finally, extracting poison
  refers to properly removing it from nature, such as
  from a spider’s sac.  Preparing poison means to prop-
  erly prepare the extracted poison, such as how much
  to mix with what kind of liquids, such as beer.
  H
  T
  d
  ni
  F
  yfit
  n
  e
  d
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  E
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  g
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  N
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  N
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  m
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  N
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  6
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  I
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  H
  
  390
  Chapter 8: Skills
  Tracking
  If a character needs to track another crea-
  ture, and knows that the trail before them is from
  the creature that needs to be tracked, then a Track-
  ing skill check is made.  If a trail is not before them,
  then they must use the Search skill to find the trail
  initially, in which case the Aedile determines the TH.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  The frequency of
  checks depends on the situation, and is determined
  by the Aedile.  Unless otherwise stated, checks should
  be made every hour, every half-hour if in twilight,
  every round in the dark, or every change of terrain.
  Otherwise, consult the table below to observe how
  well or poorly the character tracked:
  H
  T
  el
  p
  m
  a
  x
  E
  9
  <
  h
  g
  u
  o
  r
  h
  t
  stnir
  p
  to
  o
  f
  k
  c
  art
  o
  t
  elb
  a
  n
  U
  .w
  o
  n
  s
  d
  e
  b
  r
  utsid
  n
  u
  esi
  w
  re
  h
  to
  6
  1-
  9
  -to
  o
  f
  f
  o
  stes
  3
  n
  a
  h
  t
  ss
  el
  o
  n
  k
  c
  art
  o
  t
  elb
  A
  -
  niar
  retfa
  dleif
  a
  re
  v
  o
  p
  u
  o
  rg
  e
  n
  o
  ni
  stnir
  p
  .llaf
  0
  2-
  7
  1
  re
  v
  o
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  o
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  .d
  n
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  9
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  A
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  9
  3
  >
  h
  g
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  t
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  a
  n
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  A
  .
  m
  r
  o
  ts
  d
  n
  as
  a
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  u
  d
  tres
  e
  d
  a
  Transcribing
  To translate 1 text into another language and
  scribe it in the new language is to transcribe the text.
  Whenever a transcription must be performed, a
  Transcribing skill check must be made.
  Check: Roll 3d10 and apply the modifier
  from the Language sub-ability.  Higher results cor-
  respond with a better Transcribing.
  Trapping
  If a character has traps to set, then a check
  of this skill will reveal how much food was trapped.
  Check: Roll 3d10 and apply the modifier
  from the Common Sense sub-ability.  Note that the
  following results represent using traps of average
  quality in average terrain under average conditions.
  If necessary, the Aedile will determine the creature(s)
  that was (were) trapped.  Results are considered to
  be daily.  Consult the table below:
  H
  T
  tl
  u
  s
  e
  R
  9
  <
  g
  nih
  to
  N
  2
  1-
  9
  n
  a
  m
  u
  h
  1
  r
  o
  f
  la
  e
  m
  a
  fla
  H
  3
  1
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  1
  5
  1-
  4
  1
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  2
  6
  1
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  3
  7
  1
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  4
  9
  1-
  8
  1
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  5
  0
  2
  n
  a
  m
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  h
  1
  r
  o
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  m
  6
  3
  2-
  1
  2
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  m
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  h
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  r
  o
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  m
  7
  5
  2-
  4
  2
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  m
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  1
  9
  2-
  6
  2
  n
  a
  m
  u
  h
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  r
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  e
  m
  0
  2
  9
  2
  >
  n
  a
  m
  u
  h
  1
  r
  o
  f
  sla
  e
  m
  0
  4
  
  391
  Chapter 8: Skills
  Trickery
  Different than Persuasion, Trickery is a
  character’s skill at lying.  If a character is attempting
  to lie to someone, then a Trickery skill check must
  be made.  Trickery is often combined with the Per-
  suasion skill.
  Check: Roll 3d10 and apply the Skill Modi-
  fier from the Charisma ability.  This number repre-
  sents the believability of the character’s lie.  To de-
  tect the attempted Trickery, the target creature makes
  an Intuition sub-ability check.  If the results are
  higher for the trickster, then the target creature be-
  lieves the lie.  If the results are higher for the target
  creature, then the lie has been detected.
  Tumble
  If a character needs to tuck and roll, then a
  Tumble skill check must be rolled.
  Check: Roll 3d10 and apply the modifier
  from the Agility sub-ability.  Compare this number
  with the TH below to understand how well or poorly
  a character tumbled:
  H
  T
  el
  p
  m
  a
  x
  E
  9
  <
  .d
  n
  u
  o
  rg
  e
  h
  t
  o
  t
  sllaf
  d
  n
  a
  s
  pils
  retc
  ara
  h
  C
  6
  1-
  9
  n
  e
  h
  t
  ,n
  oitulo
  v
  er
  1
  s
  elb
  m
  ut
  retc
  ara
  h
  C
  nia
  g
  er
  o
  t
  tn
  e
  m
  o
  m
  a
  s
  e
  k
  at
  tu
  b
  ,s
  d
  n
  ats
  r
  o
  f
  ytilig
  A
  o
  t
  5
  -
  g
  nireff
  u
  s
  ,e
  c
  n
  ala
  b
  rie
  h
  t
  .d
  n
  u
  o
  r
  1
  0
  2-
  7
  1
  n
  e
  h
  t
  ,n
  oitulo
  v
  er
  1
  s
  elb
  m
  ut
  retc
  ara
  h
  C
  .d
  eris
  e
  d
  fi,s
  d
  n
  ats
  9
  2-
  1
  2
  n
  e
  h
  t
  ,s
  n
  oitulo
  v
  er
  2
  s
  elb
  m
  ut
  retc
  ara
  h
  C
  .d
  eris
  e
  d
  fi,s
  d
  n
  ats
  9
  2
  >
  n
  e
  h
  t
  ,s
  n
  oitulo
  v
  er
  3
  s
  elb
  m
  ut
  retc
  ara
  h
  C
  .d
  eris
  e
  d
  fi,s
  d
  n
  ats
  NEC.TIMIDE.PROMITTE.TRAHUNT.
  PROMISSA.PUELLAS.
  POLLICITO.TESTES.QUOSLIBET.
  ADDE.DEOS
  Don't be shy of making promises;
  women are fair game
  For promise-makers; invoke
  any god you care to name.
  
  392
  Chapter 8: Skills
  Urinating
  While every character is capable of Urinat-
  ing, it requires skill to urinate accurately or to maxi-
  mize the distance of a stream of urine.  Generally,
  this skill is for males, though under certain circum-
  stances females may exercise their Urinating skill.
  This is best left to the discretion of the Aedile.
  Whenever a character attempts to urinate on a tar-
  get, and urination requires accuracy or distance, a
  Urinating skill check is made.
  Check: Roll 3d10 and apply the average of
  the modifiers from the Health and Hand-Eye Co-
  ordination sub-abilities.  If aiming at a target, then
  the TH also represents CA.
  2 factors determine most variation in urina-
  tion: time elapsed since last urination and the weight
  of the drink considered as a percent of body weight.
  Consult the first table to determine a Urination
  Modifier:
  r
  eifi
  d
  o
  M
  n
  o
  it
  a
  n
  ir
  U
  t
  h
  g
  i
  e
  w
  y
  d
  o
  b
  f
  o
  %
  \
  e
  m
  it
  0
  1
  2
  3
  4
  5
  5
  >
  r
  u
  o
  h
  2
  /
  1
  -
  -
  -
  3
  +
  6
  +
  9
  +
  2
  1
  +
  r
  u
  o
  h
  1
  -
  -
  3
  +
  6
  +
  9
  +
  2
  1
  +
  5
  1
  +
  s
  r
  u
  o
  h
  2
  1
  +
  3
  +
  6
  +
  9
  +
  2
  1
  +
  5
  1
  +
  8
  1
  +
  s
  r
  u
  o
  h
  4
  2
  +
  6
  +
  9
  +
  2
  1
  +
  5
  1
  +
  8
  1
  +
  1
  2
  +
  s
  r
  u
  o
  h
  8
  3
  +
  9
  +
  2
  1
  +
  5
  1
  +
  8
  1
  +
  1
  2
  +
  4
  2
  +
  s
  r
  u
  o
  h
  6
  1
  4
  +
  2
  1
  +
  5
  1
  +
  8
  1
  +
  1
  2
  +
  4
  2
  +
  7
  2
  +
  y
  a
  d
  1
  5
  +
  5
  1
  +
  8
  1
  +
  1
  2
  +
  4
  2
  +
  7
  2
  +
  0
  3
  +
  s
  y
  a
  d
  2
  6
  +
  8
  1
  +
  1
  2
  +
  4
  2
  +
  7
  2
  +
  0
  3
  +
  3
  3
  +
  Next, apply the Urination Modifier to the skill check and consult the table below:
  H
  T
  el
  p
  m
  a
  x
  E
  e
  c
  n
  atsi
  D
  n
  oit
  a
  r
  u
  D
  9
  <
  o
  g
  o
  t
  e
  v
  a
  h
  to
  n
  o
  D
  -
  -
  3
  1-
  9
  elk
  nit
  ,elk
  ni
  T
  0
  1
  d
  1
  x
  th
  gie
  H
  x
  1
  0.0
  d
  n
  o
  c
  es
  1
  0
  2-
  4
  1
  m
  a
  erts
  r
  o
  ni
  M
  0
  1
  d
  1
  x
  th
  gie
  H
  x
  1.0
  s
  d
  n
  o
  c
  es
  4
  d
  4
  9
  2-
  1
  2
  m
  a
  erts
  r
  oja
  M
  0
  1
  d
  1
  x
  th
  gie
  H
  x
  2.0
  s
  d
  n
  o
  c
  es
  6
  d
  6
  9
  2
  >
  d
  o
  olF
  0
  1
  d
  1
  x
  th
  gie
  H
  x
  3.0
  s
  d
  n
  o
  c
  es
  0
  1
  d
  0
  1
  VIR.PRUDENS.NON.CONTRA.VENTUM.MINGIT
  Wise men do not urinate against the wind.
  
  393
  Chapter 8: Skills
  Ventriloquism
  If a character intends to throw their voice,
  making it seem to originate from somewhere else
  nearby, then a Ventriloquism skill check must be
  made.
  Check: Roll 3d10 and apply the average of
  the modifiers from the Intelligence ability and Enun-
  ciation sub-ability.  Compare the result with the TH
  below to understand how well or poorly the charac-
  ter used Ventriloquism:
  H
  T
  n
  w
  o
  r
  h
  T
  e
  c
  n
  atsi
  D
  9
  <
  h
  c
  ni
  1
  3
  1-
  9
  to
  o
  f
  1
  5
  1-
  4
  1
  te
  ef
  2
  6
  1
  te
  ef
  3
  7
  1
  te
  ef
  5
  9
  1-
  8
  1
  te
  ef
  0
  1
  0
  2
  te
  ef
  5
  1
  3
  2-
  1
  2
  te
  ef
  5
  2
  9
  2-
  4
  2
  te
  ef
  0
  5
  9
  2
  >
  te
  ef
  0
  0
  1
  Wainwrighting
  A character who builds wagons is a wain-
  wright.  Whenever a wagon is being built, a
  Wainwrighting skill check must be made.
  Check: Roll 3d10 and apply the modifier
  from the Common Sense sub-ability.  Higher re-
  sults correspond with a better quality wagon.
  Weapon, General Type
  All weapons fall into 1 of several categories:
  bows and crossbows; axes, clubs, and hammers;
  knives; polearms; swords; and tools.  Each time 5
  SP is invested or accumulated in this skill, they serve
  to negate the penalty.
  LC: Every melee combat in which this spe-
  cific weapon is used, though no more than 1 com-
  bat per day, lessens the LC by 2.
  Check: Roll to determine the body part at-
  tacked.  Then roll 3d10 and apply the average of the
  modifiers from the sub-abilities that are determined
  by Weapon Type (see Weapons in Chap. 9: Equip-
  ment), which are S, SA, or A.  Characters who use
  weapons of type S include the modifier for Hand-
  Eye Coordination.  Characters who use weapons
  of type SA include the modifiers for Hand-Eye
  Coordination times 2, then add the modifier for
  Agility, and divide the sum by 3.  Characters who
  use weapons of type A include the modifiers for
  Hand-Eye Coordination and Agility, divided by 2.
  A skill check with a General Type of Weapon means
  that a weapon of that general type is being swung at
  a foe.  For those who have never before swung this
  general type of weapon in combat or trained with
  it, there is a - 5 penalty to the skill check.  The TH is
  the foe’s CA (Current Armor), though each weapon
  has modifiers to hit certain types of armors and
  must be included in the roll.  Further, every 5 SP
  invested or accumulated with a General Type of
  Weapon beyond the first 5 will improve the skill
  check by 1 for all weapons of that general type.  The
  TH may be increased simultaneously by both
  Weapon (Specific) and Weapon (General).
  
  394
  Chapter 8: Skills
  Weapon, Specific
  This skill applies individually to different
  weapons.  For each weapon in which 5 SP have been
  invested, the weapon may be used in combat with-
  out penalty.  Some occupations (see Chap. 7: Occupa-
  tion) grant 1 or more Weapon (Specific) skills.  Con-
  sider these granted skills as though 5 free SP have
  been invested.
  A popular method has been developed for
  combat1.  Although the method was developed ini-
  tially with the bastard sword, the techniques may be
  used with every melee weapon.  After the inventor
  died, pupils began writing down the methods of the
  master.
  Although the entire system cannot be de-
  tailed here, the basics are introduced.  Hacking at-
  tacks either come from above or below.  Hacking
  attacks are either powerful attacks made from the
  shoulder and body, medium attacks made from the
  elbow, or harassing attacks made from the wrist and
  hand.  When hacking from left to right, the attacker
  steps forward with the left foot as the target is
  hacked.
  Stabbing attacks either come from above or
  below.  Stabs are usually aimed at the navel, groin,
  chest, face, thighs, feet, or wrists.
  Guards are common positions, though they
  are not static but usually entered and abandoned
  continually.  The guards are good positions from
  which to initiate or receive an attack.  Roughly one-
  third of all attacks made in this system are Brawling
  Disarm, or Wrestling.  These are blended with
  weapon attacks to regain proper combat distance,
  imbalancing a foe, or disarming the foe.
  Provided an attacker is wearing a gauntlet, a
  sword may be reversed so that the blade is held and
  the pommel is pounded onto the foe.  This is called
  a ‘murder stroke.’  Polearms are often used to trip
  foes.  If the end of a polearm gets beyond a foe,
  then it may be used to pull them toward the attacker,
  or to trip them.
  LC: Every melee combat in which the
  weapon specified for this skill is used lessens the LC
  by 2.  No more than 1 combat per day may lessen
  the LC.
  Check: Roll to determine the body part at-
  tacked.  Roll 3d10 and apply the average of the modi-
  fiers from the sub-abilities that are determined by
  Weapon Type (see Weapons in Chap. 9: Equipment),
  which are S, SA, or A.  Characters who use weapons
  of type S include the modifier for Hand-Eye Coor-
  dination.  Characters who use weapons of type SA
  include the modifiers for Hand-Eye Coordination
  times 2, then add the modifier for Agility, and di-
  vide the sum by 3.  Characters who use weapons of
  type A include the modifiers for Hand-Eye Coordi-
  nation and Agility, divided by 2.  A skill check with a
  specific weapon means that a specific weapon is
  being used against a foe.  For those who have never
  used this particular weapon in combat or trained
  with it, there is a penalty of - 5 to the skill check.
  The base TH is the foe’s CA (Current Ar-
  mor).  Now, consider that each weapon has modifi-
  ers to hit certain types of armors; these modifiers
  affect the skill check.  Further, every 5 SP invested
  or accumulated with a Specific Weapon beyond the
  first 5 will improve the skill check by 1.  The TH
  may be increased simultaneously by both Weapon
  (Specific) and Weapon (General).
  This skill does not increase damage.  An extra
  attack per round may be gained for each 20 SP in-
  vested in an Agility-based or ‘A’ weapon, 100 SP in-
  vested in a Strength-based or ‘S’ weapon, or 30 SP
  invested in a ‘SA’ weapon.
  1.  The method mentioned was developed by Johannes Liechtenauer, a medieval German swordsman, who lived during the
  1300’s.  Information has been obtained from Medieval Combat by Hans Talhoffer.  For more information, see the References
  section at the end of this book.
  
  395
  Chapter 8: Skills
  Weapon Mastery
  After investing at least 15 SP into a specific
  weapon and 5 SP into Weapon Mastery in that
  weapon, mastery may be claimed regarding that
  weapon.  Weapon Mastery grants: an increased like-
  lihood of Graphic Gore and a decreased likelihood
  of Fumbles.  The range for Graphic Gore is doubled,
  and the range for Fumbles is halved.
  Weapon Trick
  With this skill, the character has mastered a
  trick with a specific weapon.  The trick may have 1
  of 3 effects, though it must be determined when
  the trick is learned, not for each usage of the trick.
  The 3 effects include: increase damage on 1 attack
  per 2 rounds of the character’s choice by 10%, in-
  crease the skill check with the specific weapon when
  attacking 1 attack per round of the character’s choice
  by 10%, or bedazzle foes as well as onlookers.  Any
  round that a character is performing a Weapon Trick,
  their Current Armor suffers a - 3 penalty.
  Check: Roll 3d10 and apply the modifier
  from the Hand-Eye Coordination sub-ability.  A
  check may be made once per 2 rounds.  The TH
  varies with the complexity of the trick.  The Aedile
  will assign a permanent TH to the Weapon Trick.
  Weaponsmithing
  Crafting weapons is not an easy task.  Be-
  fore any weapon may be crafted, the character must
  have access to the necessary tools, including a forge.
  LC: For each weapon that the character has
  never before crafted, the LC is 16.  Each time a
  weapon is made successfully, the LC improves by 2.
  Check: Roll 3d10 and apply the modifier
  from Spatial Intelligence.  Each weapon crafted re-
  quires a Weaponsmithing skill check.  The TH af-
  fects Base Craft Time (BCT).  Consult the table
  below:
  H
  T
  T
  C
  B
  ytila
  u
  Q
  9
  <
  %
  )0
  0
  1
  d
  3
  (
  +
  %
  )0
  2
  d
  5(
  -
  9
  %
  )0
  0
  1
  d
  2(
  +
  %
  )0
  2
  d
  4(
  -
  0
  1
  %
  )0
  0
  1
  d
  1(
  +
  %
  )0
  2
  d
  3(
  -
  1
  1
  %
  )0
  2
  d
  4(
  +
  %
  )0
  2
  d
  2(
  -
  3
  1-
  2
  1
  %
  )0
  2
  d
  2(
  +
  %
  )0
  2
  d
  1(
  -
  5
  1-
  4
  1
  %
  )0
  2
  d
  1(
  +
  %
  )2
  1
  d
  1(
  -
  6
  1
  %
  )0
  1
  d
  1(
  +
  %
  )0
  1
  d
  1(
  -
  7
  1
  -
  -
  3
  2-
  8
  1
  %
  )0
  1
  d
  1(
  -
  %
  )0
  1
  d
  1(
  +
  9
  2-
  4
  2
  %
  )0
  2
  d
  1(
  -
  %
  )0
  2
  d
  1(
  +
  9
  2
  >
  %
  )0
  2
  d
  2(
  -
  %
  )0
  0
  1
  d
  1(
  +
  Note that metal, non-edged weapons are
  functional at 50% of BCT, though at this time the
  metal is still black, unpolished, and marred by blows
  of the hammer.
  
  396
  Chapter 8: Skills
  Weather Prediction
  Predicting the weather can be very handy
  for sailors and navigators, as well as guides in the
  wilderness, and towns along rivers in spring.
  Check: Roll 3d10 and apply the average of
  the modifiers from the sub-abilities of Common
  Sense and Reflection.  By singular humanoid obser-
  vation, it is possible to predict the exact weather
  conditions in the next hour (TH 10), 6 hours (TH
  13), 12 hours (TH 16), day (TH 18), 2 days (TH 22),
  or 3 days (TH 25).
  Weaving
  This is skill concerning the interlacing of
  thread into cloth.  Raw materials for weaving in-
  clude thread made from animal hairs such as wool,
  camel hair, rabbit hair, a vegetable fiber such as hemp,
  and a leaf fiber.  Many fine tapestries and rugs are
  woven by those who know this skill.
  LC: Initially, weaving by hand yields a LC
  of 16, though the LC improves by 2 with every com-
  pleted attempt, whether successful or not.  Weaving
  with the hand loom has a LC of 13, which improves
  by 2 with every completed effort.
  Check: Roll 3d10 and apply the modifier
  from the Common Sense sub-ability.  Weaving may
  be done either by hand (TH 14) or by an ancient
  machine known as the hand loom (TH 13), though
  artistic pictorial weaves such as tapestries increase
  the TH by 3, due to the exactness of the finished
  product and the fact that tapestries differ from nor-
  mal weaving in that they have no weft or horizontal
  thread spanning the width of the product.  No more
  than 12 threads per inch may be attained.  Each
  weaver produces an average of 3 square feet of cloth
  in an average 12-hour day of work.  If multiple char-
  acters weave together as a team, then only the high-
  est roll from the group is considered for the skill
  check.
  Wheelwrighting
  A character who builds wheels is a wheel-
  wright.  Whenever a wheel is being built, a
  Wheelwrighting skill check must be made.
  Check: Roll 3d10 and apply the modifier
  from the Spatial Intelligence sub-ability.  Higher re-
  sults correspond with a better quality wheel.
  Wilderness Lore
  Different from the related skills of nature,
  Wilderness Lore permits a character knowledge per-
  tinent to survival in the wilderness, such as subtle-
  ties like which side of a tree moss grows on, or how
  to avoid being smelt downwind.
  Check: Roll 3d10 and apply the modifier
  from the Intelligence ability.  The Aedile must de-
  termine the TH based on the difficulty of the check
  to be made.  As a reference point, refer to the fol-
  lowing table:
  H
  T
  el
  p
  m
  a
  x
  E
  9
  d
  n
  u
  o
  s
  la
  m
  in
  a
  etati
  m
  I
  6
  1
  s
  u
  o
  n
  e
  gid
  ni
  era
  sla
  m
  in
  a
  ta
  h
  w
  f
  o
  e
  g
  d
  el
  w
  o
  n
  K
  tatib
  a
  h
  tn
  err
  u
  c
  e
  h
  t
  ni
  7
  1
  era
  stn
  alp
  la
  c
  ol
  h
  cih
  w
  f
  o
  e
  g
  d
  el
  w
  o
  n
  K
  elbid
  e
  0
  2
  ss
  e
  n
  re
  dli
  w
  la
  m
  r
  o
  n
  y
  b
  tle
  m
  s
  g
  nie
  b
  dio
  v
  A
  sla
  m
  in
  a
  
  397
  Chapter 8: Skills
  Wrestling
  Whenever 2 or more characters grapple with
  each other in close quarters, not to exchange blows
  but to force a submission, a Wrestling skill check
  must be made.
  Check: Roll 3d10 and apply the average of
  the modifiers from the Strength and Agility sub-
  abilities.  All characters involved in an immediate
  fray must roll a Wrestling skill check.  If the results
  are within 3 of each other among foes, then they
  are gridlocked, unable to enact any effective maneu-
  ver for the round.  If 2 or more attempt to wrestle
  a foe, then the only result is overbearing.  Other-
  wise, the character with the highest roll (and exceed-
  ing by 3) wins, must now roll 1d20, and consult the
  following table:
  1.
  Head-butt - 1d4 subdual damage
  2.
  Bear-hug - The foe has their arms trapped
  at their sides while the grappler squeezes the foe’s
  torso with their arms for everything they have.  The
  foe may attempt escape with a Wrestling skill check
  at TH 14, assuming their Strength scores are equal.
  Otherwise, apply the difference between these scores
  to the TH in the appropriate direction.  If the check
  fails, then the foe loses 10% of their Strength each
  round until they pass out.  If freed, then Strength
  returns at the same rate taken.
  3.
  Hammerlock - 1 of the foe’s arms is braced
  behind their middle back against their will and they
  are helpless from behind while standing (01-30%)
  or preferably braced on the ground or against some-
  thing solid (31-100%).  The foe may attempt escape
  by making a successful Wrestling skill check with
  TH 14.  If failed, then the grappler may break the
  foe’s arm, administering 2d8 damage and reducing
  their Agility to 70%.  Otherwise, the grappler may
  continue their submission hold and administer 2d6
  subdual damage per round, unless the foe escapes
  the lock, though the TH increases by 2 if standing
  up and 5 if braced.
  4.
  Headlock - The foe’s head is trapped be-
  tween arms or legs and the foe may attempt escape
  with a successful Wrestling skill check at TH 20.  If
  failed, then the grappler may snap the foe’s little neck,
  reducing their LP to 0, and their eyes will bulge.  Oth-
  erwise, the grappler may continue their submission
  hold and administer 2d8 subdual damage per round,
  unless the foe escapes the lock, though the TH in-
  creases by 3 per round.
  5.
  Ankle lock - Foe’s ankle is trapped between
  arms or legs and the foe may attempt escape with a
  successful Wrestling skill check at TH 18.  If failed,
  then the grappler may break the foe’s ankle, reduc-
  ing their Sprint and Agility to 15%, as well as ad-
  ministering 2d10 damage.  Otherwise, the grappler
  may continue their submission hold and administer
  2d8 subdual damage per round, unless the foe es-
  capes the lock, though the TH increases by 3 per
  round.
  6.
  Wrist lock - Foe’s wrist is trapped in an awk-
  ward position and the foe may attempt escape with
  a successful Wrestling skill check at TH 13.  If failed,
  then the grappler may break their wrist, reducing
  their Hand-Eye Coordination to 30%, as well as ad-
  ministering 2d6 damage.  Otherwise, the grappler
  may continue their submission hold and administer
  2d4 subdual damage per round, unless the foe es-
  capes the lock, though the TH increases by 3 per
  round.
  7.
  Suplex (released) - The foe is grabbed around
  the waist, whether arms are trapped or not and
  whether grabbed from behind or the front, hoisted
  into the air and hurled backwards (grappler’s Dead
  Lift for Strength must exceed the foe’s weight by
  20%), and dropped on their head (01-20%), stom-
  ach (21-50%), or back (51-100%).  This maneuver
  administers 1d20 damage if on the head, or 1d20
  subdual to the body.
  
  398
  Chapter 8: Skills
  8.
  Leg lock - The foe’s leg is trapped between
  the grappler’s arms or legs and the foe may attempt
  escape with a successful Wrestling skill check at TH
  16.  If failed, then the grappler may break the foe’s
  leg, reducing their Sprint and Agility to 10%, as well
  as administering 2d12 damage.  Otherwise, the grap-
  pler may continue their submission hold and admin-
  ister 2d10 subdual damage per round, unless the foe
  escapes the lock, though the TH increases by 3 per
  round.
  9.
  Arm bar - The foe’s arm is trapped between
  the grappler’s arms or legs and the foe may attempt
  escape with a successful Wrestling skill check at TH
  18.  If failed, then the grappler may break the foe’s
  arm, reducing their Agility to 70%, as well as admin-
  istering 2d8 damage.  Otherwise, the grappler may
  continue their submission hold and administer 2d6
  subdual damage per round, unless the foe escapes
  the lock, though the TH increases by 3 per round.
  10.
  Belly-to-back suplex - The grappler has
  grabbed the foe from behind, grasping their torso
  and the ‘outside’ arm, depending on which way the
  grappler decides to thrash the foe.  For example,
  thrashing a foe to the right would require the grap-
  pler to grasp the foe’s left arm (outside arm) so that
  they are unable to block their fall, and vice versa.
  The foe suffers 2d6 subdual damage unless this ac-
  tion is tastelessly performed upon a rock or some
  other solid bodily receptacle, which permits normal
  damage.
  11.
  Scissors lock - The grappler has their legs
  wrapped around the foe’s sides while the grappler
  squeezes the foe’s torso with their legs for every-
  thing they have.  The foe may attempt escape with a
  Wrestling skill check at TH 16, assuming their
  Strength scores are equal.  Otherwise, apply the dif-
  ference between these scores to the TH in the ap-
  propriate direction.  If the check fails, then the foe
  loses 10% of their Strength each round until they
  pass out.  If freed, then Strength returns at the same
  rate taken.
  12.
  Overbearing - To overbear a foe is to take
  them to the ground and pin them so that struggling
  against a hold is futile.  Overbearing is determined
  by weight and Wrestling skill.  To determine if a
  grappler overbears a foe, the grappler must:
  1. Subtract the sum of all foe’s weight from
  the sum of all grappler’s weight.
  2.  Divide  the  difference  by  the  sum of all
  grappler’s weight.
  3.  Multiply the result by 30.
  4.  Apply the average of all grappler’s Wres-
  tling Skill Modifier to the result.
  Finally, the grappler and the foe must both
  roll 3d10.  The grappler applies the result from above
  to their roll, and the foe applies only their Wrestling
  Skill Modifier to their roll.  The highest number wins.
  If the grappler wins by a margin larger than 8, then
  the foe is overbeared.  If the foe wins by a margin
  larger than 8, then the grappler failed to overbear
  them.  If both results are within 8 of each other,
  then neither wins and both are gridlocked, unable
  to break free for the round.
  Multiple grapplers may attempt to overbear
  a foe.  Since the odds of initiative suggest that grap-
  plers will attempt to overbear a foe at different times
  in a round, all grapplers with an initiative within 33
  of the grappler with the highest initiative will at-
  tempt to overbear the foe as a unit (follow the 4-
  step procedure above).  The effective initiative for
  the group is the initiative of the slowest member.
  If the foe is overbeared already, then additional grap-
  plers will simply add their weight and the average of
  their Wrestling Skill Modifier to the 4-step proce-
  dure above.  If the foe is gridlocked by the 1st grap-
  pler or unit of grapplers, then the 2nd grappler sim-
  ply adds their weight and the average of the grap-
  pler Wrestling Skill Modifiers regarding the 4-step
  procedure above.
  
  399
  Chapter 8: Skills
  If a foe is grappled before their initiative,
  then the foe is allowed to make either a Brawling
  attack or a Strength sub-ability check versus the grap-
  pler, or 1 of the grapplers.  If multiple grapplers
  have overbeared a foe, then 1 of the grapplers must
  be selected randomly.  If the foe succeeds in either
  the Brawling attack or Strength check, then the ran-
  domly selected grappler is no longer in the gridlock.
  If Graphic Gore (see Chap. 10: Combat) occurs against
  the grappler, or the grappler has been smitten, then
  the grappler loses their next attack.
  If a human male successfully overbears a
  female, then it is possible that rape may occur.  If a
  male seeks to have his way with a female at her ex-
  pense and whether she likes it or not, then he may
  attempt to Intimidate her to allow him to rape her
  without resistance.  On the other hand, he may be
  enraged or prefer to continue without asking.   If an
  Intimidation skill check is successful, then double
  the effective weight difference used in Overbearing
  above.  In any case, he will have to overcome her
  clothing or armor.  If naked, there is no modifier to
  the Rape roll.  If either of them is wearing clothes,
  then the Rape roll suffers a - 2 penalty, - 6 for both.
  If either wears light armor, then the Rape roll suf-
  fers a - 3 penalty, - 6 for both.  If either wears me-
  dium armor, then the Rape roll suffers a - 6 penalty,
  - 9 for both.  If either wears heavy armor, then the
  Rape roll suffers a - 9 penalty, - 18 for both.
  The Rape roll consists of rolling 3d10, and
  the rapist wants to roll higher than 1/3rd of the
  weight difference as used in Overbearing, doubled
  by Intimidation if used, and the roll is modified by
  clothing or armor.  If the roll fails, then the female
  manages to escape from the clutches of the rapist,
  and 80% of the time manages to land a Brawling
  blow with Graphic Gore either to the Manhood (01-
  50%) or testes (51-100%) of the would-be rapist.
  Further, if the roll fails then she either escapes prior
  to penetration (01-60%) or during the violation (61-
  100%).  If the roll is successful, then the male does
  with her as he likes.
  13.
  Brawling - Roll 1d100 and consult the table
  for the Brawling skill to determine location and dam-
  age.
  14.
  Belly-to-belly suplex - The grappler has
  grabbed the foe from the front, grasping their torso
  and the ‘inside’ arm, depending on which way the
  grappler decided to thrash the foe.  For example,
  thrashing a foe to the right would require the grap-
  pler to grasp the foe’s left arm (inside arm) so that
  they are unable to block their fall, and vice versa.
  The foe suffers 2d8 subdual damage and also tem-
  porarily stunning them for 1d6 rounds unless this
  action is tastelessly pulverized upon a rock or some
  other solid bodily receptacle, which permits normal
  damage instead of subdual.
  15.
  Suplex (unreleased) - The foe is grabbed
  around the waist, whether arms are trapped or not
  and whether grabbed from behind or the front,
  hoisted into the air, hurled backwards (grappler’s
  Dead Lift for Strength must exceed the foe’s weight
  by 20%), and dropped on their head.  This maneu-
  ver causes 3d10 damage. The foe may attempt to
  escape the grappler’s grasp with a Wrestling skill
  check at TH 14, assuming their Strength scores are
  equal.  Otherwise, apply the difference between these
  scores to the TH in the appropriate direction.  If
  the check fails, then the foe loses 40% of their
  Strength each round a successful suplex is given until
  they pass out.  If freed, then Strength returns at the
  same rate taken.
  16.
  Choking - The foe may attempt to escape
  with a successful Wrestling check at TH 18.  Each
  round of being choked, the foe loses 10% of their
  potential LP in subdual damage.  The choker may
  make a Crush Windpipe Check, which is TH 30 -
  (choker’s Strength Skill Modifier - foe’s Strength Skill
  Modifier).  If the choker crushes the windpipe of
  the foe, then the foe no longer needs to be choked
  manually, but will continue to lose LP and Strength
  until they die, unless somehow saved.  If the wind-
  pipe is not crushed, then after the 1st round of chok-
  ing the foe loses (2d10)% of their Strength sub-abil-
  ity points.  The next round, the foe may again at-
  tempt escape, this time with TH 24.  If failed, then
  
  400
  Chapter 8: Skills
  the foe loses (4d10)% of their remaining Strength.
  The 3rd round of choking, the foe may attempt to
  escape with TH 28.  If failed, then the foe loses
  (6d10)% of their remaining Strength.  The 4th round,
  the foe may not attempt escape at all.  If still con-
  scious, then the foe loses (8d10)% of their Strength.
  This pattern may be continued if desired or deemed
  necesssary by the choker.
  17.
  Fish-hook - The grappler has successfully
  wedged a finger into each side of the foe’s mouth,
  outside of their biting range, and begun pulling apart
  as though the grappler wants the side of the foe’s
  lips to touch their ears.  The foe may, however, at-
  tempt to escape, though they need to have a higher
  Strength score by 10 points than the grappler.  To
  escape, both combatants make a Strength check.  If
  the the foe’s roll is higher, then they escape.  This
  vicious maneuver will never be forgotten, and if suc-
  cessful, administers 3d6 points of humiliating facial
  damage each round it is applied.  Each round of
  successful fish-hooking, the foe’s Facial Charisma
  lowers 2 points.
  18.
  Eye-gouge - If intended to kill, roll 1d20
  for damage and apply appropriate modifiers.  If in-
  tended for submission, administer 1d10 subdual
  damage, and the foe must roll TH 17 to escape.  If
  failed, again administer 1d10 subdual damage and
  the foe must meet or exceed TH 24 to escape.  If
  this is failed, then the foe must pass a Health sub-
  ability check at TH 24 or pass out for 1d100 min-
  utes.  If passed, then the foe may not escape now,
  but will take 1d10 subdual damage every round and
  must pass a Health sub-ability check at TH 25 to
  remain conscious.
  19.
  New move - Though the grappler has never
  seen or heard of this move before, it has forced the
  foe into submission at the mercy of the grappler.
  20.
  Winner’s Choice - Any of the above Wres-
  tling techniques may be chosen.
  
  401
  Chapter 9: Equipment
  Chapter 9: Equipment
  Herein lie the goods that characters may
  purchase.  Starting funds for characters were deter-
  mined by Social Class (see Chap. 6: Sociality).  Every-
  thing in the following lists may be purchased by char-
  acters, provided the Aedile declares it to be available
  and for sale.  The prices in this chapter are recom-
  mended as averages; the prices for goods may vary
  depending on the culture, degree of urbanity, and
  availability.  Equipment that is not new is most of-
  ten sold for half-price.
  In order, this chapter introduces currency, a
  table that lists common equipment for characters,
  then 3 weapon tables (melee, miscellaneous, and
  missile), miscellaneous equipment, armor, encum-
  brance, and carrying capacity.
  Integrity Points
  Every object or item has a given number of
  Integrity Points (IP).  While unlikely to come up in
  every game, sometimes it is relevant to know how
  many points of damage an item can take before los-
  ing its integrity -- in other words, falling to pieces or
  being destroyed.  If damage is done to a living crea-
  ture, then the damage is considered BPP or LP (see
  Chap. 10: Combat).  However, if damage is done to
  an object, then it is considered IP.  Therefore, every
  item in this chapter has a number of IP listed for it.
  When an item is reduced to 0 IP, it is destroyed,
  useless, broken, or whatever is most appropriate.
  Note that some items, such as aprons, are
  very susceptible to some types of damage, such as
  slashing or burning, but not to pounding; in fact,
  you can pound an apron all day and are unlikely to
  ruin its integrity.  For this reason, IP for items are
  listed in 3 forms, separated by slashes.  They are:
  hacking/pounding/burning.  If an object is dam-
  aged by different means, then the Aedile may assign
  an appropriate modifier.
  If an item is damaged, then IP’s should be
  deducted.  For example, if a combatant who wears
  armor barely escapes damage, then their armor may
  be damaged.  It is unrealistic for armor not to be
  damaged in combat.  IP’s help to maintain realism.
  
  402
  Chapter 9: Equipment
  Currency
  Currency1 exists in 2 main forms: coins and bullion.  While different kingdoms or states may put
  different seals on their currency, usually imprints of the images of gods or rulers, over the years all have
  adopted identical measures for the minting of coins and bullion.  All coins are the same weight, 1/8th of
  an ounce.  1 pound in weight is equal to 240 coins.  As for gold or silver bullion, a bar equals 1 pound and
  has the same value as 240 corresponding coins.  The dimensions of bars are 3” x 2” x 2”.  Coins are as
  follows:
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  Of the coins listed above, only silver pieces
  (s.p.) and gold pieces (g.p.) are in circulation.  Elec-
  trum pieces (e.p.), copper pieces (c.p.), and bronze
  pieces (b.p.) are not in circulation, though they may
  be found in ancient treasure hoards.  If the propor-
  tion of silver to gold in a coin is higher than 1/5th,
  then it is an e.p., not a g.p.  It is believed that all gold
  in circulation could be melted down into an area of
  2 yards cubed.  Since few g.p. exist, s.p. is the com-
  mon currency.  All equipment prices are listed in
  s.p.
  To put currency in perspective, the average
  human character is a peasant.  Most peasants struggle
  to earn enough to feed themselves and their family,
  earning several s.p. for a day’s labor.  Out of the
  family’s earnings, peasants usually purchase beer and
  bread as the daily staple, and some enjoy nothing
  else.  Most peasants wear the same clothes through-
  out the year; poverty means struggling to survive.
  Peasants live in hamlets or villages, are not free, and
  belong to a lord.  In larger communities, slaves may
  be more common than citizens.  Typically, peasants
  live in single-room huts that are often 16’ x 12’, or
  2-room cottages measuring 33’ x 13’.  A byrne (barn)
  may also be a peasant residence.  These structures
  are built to last about 20 years before needing to be
  torn down and rebuilt.  Few peasants ever travel far
  from their homes.
  Serfs are free citizens who live in communi-
  ties equal in size to, or larger than, a town.  Those
  who own land typically have a long house that may
  average 50’ in length.  Most serfs earn less than 1
  g.p. per day, and use their earnings to purchase and
  pay slaves.
  Nobility, of course, usually earns at least 1
  g.p. per day, and often more, though they are paid
  most often with s.p.  A noble is far from an average
  character.
  While coins are the popular currency for
  most trade, bullion is usually reserved for large pur-
  chases between kingdoms or states.  The presence
  of bullion usually indicates royal or stolen royal prop-
  erty.
  Finally, before listing equipment, it may be
  helpful to note that there are 16 ounces in a pound
  and 2,000 pounds or 250 gallons in a ton.  Equip-
  ment is numbered to facilitate determining Plunder
  in Chapter 14: Treasure.
  1. The system of currency has been developed after considering ancient and medieval European currency.  The silver piece is
  based on the Carolingian denier (d.) and Slovak Grosh, which evolved from the Roman denarius.  The gold piece is based on
  the Venetian ducat.  The other coins are based on coins from ancient Rome, Greece, and the Celts.  Samples of at least 45 coins
  of each type were averaged to deduce diameter.  In history, many aspects of coins differed with time and place, including alloy,
  size, weight, and worth.  The currency system in F.A.T.A.L. is generalized from history and is a broad representation of
  medieval and ancient European currency.
  
  403
  Chapter 9: Equipment
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  404
  Chapter 9: Equipment
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  5
  
  405
  Chapter 9: Equipment
  Anvil, iron: This is a heavy iron block on
  which metal is shaped by hammering or forging.
  BCT is 2 days for a blacksmith.
  Apron: This is a piece of cloth used during
  cooking to protect one’s clothing.  BCT is 1/4 day
  for a tailor.
  Ballantion: This is a little bag for holding
  money that is hung on a cord about the neck.  A
  ballantion can hold up to 10 coins.  BCT is 40 day
  for a tanner.
  Backpack, leather: This is leather sewn to-
  gether to allow storage within.  2 straps allow char-
  acters to affix this sturdy leather pack to their back.
  BCT is 45 days for a tanner.
  Backpack, straw: This is straw woven to-
  gether to allow storage within.  2 leather straps al-
  low characters to affix this pack to their back.  This
  pack, though cheaper, is not as sturdy as a leather
  backpack.  BCT is 1 day for a weaver.
  Bandeaux: This is a strip of cloth used by
  females to support and bind their breasts.  A
  bandeaux is wrapped around their upper torso.  BCT
  is 1/4 day for a tailor.
  Barrel: This is a round bulging vessel of
  greater length than breadth that is usually made of
  staves bound with hoops and has flat ends of equal
  diameter.  Barrels are renowned to hold 31 gallons.
  BCT is 1 day for a carpenter.
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  Chapter 9: Equipment
  Bed, canopy: This bed measures 7’ long by
  8’ wide, and is large enough to accommodate 3 char-
  acters.  BCT is 2 days for a carpenter.
  Bed, double: This bed is large enough to
  accommodate 2 characters, though not in comfort.
  1 character may sleep on a double bed in moderate
  comfort.  BCT is 1 day for a carpenter.
  Bed, single: This bed is small, accommo-
  dating only 1 character.  BCT is 1 day for a carpen-
  ter.
  Belt, leather: This is a thin strip of leather
  that is tied around one’s waist to hold up one’s pan-
  taloons.  BCT is 1 day for a girdler.
  Belt, chastity: Looking like iron underwear,
  a chastity belt is placed on a woman and locked in
  place so that she is unable to have vaginal intercourse.
  BCT is 3 days for a blacksmith.
  Bench: An object on which to sit, a bench
  is usually made of wood, though other materials may
  be used.  BCT is 1 day for a carpenter.
  Bit and bridle: This consists of a short cy-
  lindrical rod that lies across the back teeth of a horse.
  BCT is 2 hours for a blacksmith.
  Blanket, fur: A fur blanket is good for pre-
  serving body heat in cold winter.  BCT is 2 days for
  a furrier.
  Blanket, wool: A wool blanket is good for
  preserving body heat in cold weather.  BCT is 9 days
  for a weaver.
  Book, 100 blank pages: Books tend to be
  large and weigh considerably.  The pages of books
  are thick, as are the covers.  Books are usually bound
  in leather and have metal strategically placed for re-
  inforcement.  BCT is 1 week for a bookbinder.
  Bookcase (4’ x 1’ x 8’): This large piece of
  furniture consists of several shelves on which books
  may be stored.  On average, 7 books may be stored
  per shelf, of which there are usually 6 shelves.  The
  average bookcase of this size therefore holds 42
  books.  BCT is 2 days for a carpenter.
  Boots, thigh: Serving as protective leather
  footwear, these boots extend half-way up the thigh.
  Thigh boots offer protection to the legs and feet
  that is equivalent to leather armor, but are not made
  or sold by an armorsmith.  BCT is 2 days for a cob-
  bler.
  Boots, knee: Serving as protective leather
  footwear, these boots extend as high as the knee.
  Knee boots offer protection to the lower legs and
  feet that is equivalent to leather armor, but are not
  made or sold by an armorsmith.  BCT is 2 days for
  a cobbler.
  
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  Boots, calf: Serving as protective leather
  footwear, these boots extend halfway toward the
  knee.  Calf boots offer protection to the lower legs
  and feet that is equivalent to leather armor, but not
  made or sold by an armorsmith.  BCT is 2 days for
  a cobbler.
  Bowl: This is a small, hand-sized reservoir
  that is most often used to hold beverages or food.
  Bowls may be made of wood, metal, clay, or a vari-
  ety of materials, though wood is most common.
  BCT is 1 day for a tinker or 1/2 day for a carpenter.
  Bracers, leather: Leather is wrapped around
  the lower forearm to reinforce the arm and wrist.
  These protect the forearm and are also listed under
  Armor.  BCT is 40 days for a tanner.
  Breeches: This is clothing that covers the
  legs and waist of male characters.  BCT is 1/2 day
  for a tailor.
  Brooch: A small and decorative metal pin, a
  brooch is placed over the chest where it is used to
  connect the ends of a cloak or robe.  BCT is 1 day
  for a metalsmith.
  Bucket, metal: This is a small reservoir with
  a handle that is often used to transport beverages or
  grains from place to place.  BCT is 1 day for a black-
  smith.
  Bucket, wood: This is a small reservoir with
  a handle that is often used to transport beverages or
  grains from place to place.  BCT is 2 days for a car-
  penter.
  Candle, 12” x 1”: (height by diameter) A
  Tube of wax with a wick through the middle of it is
  burned by igniting the wick.  The larger the candle,
  the slower the wick burns.  This candle burns for 10
  hours.  In sheer darkness, 1 candle illuminates a ra-
  dius of 1’ and incurs a cumulative -3 to Sight skill
  checks (see Chap. 8: Skills) for each foot.  No single
  candle illuminates beyond a radius of 10’.  For each
  additional candle, the range of illumination is ex-
  tended 1’.  BCT is 1 day for a chandler.
  Candle, 10” x 3”: (height by diameter) A
  Tube of wax with a wick through the middle of it is
  burned by igniting the wick.  The larger the candle,
  the slower the wick burns.  This candle burns for 30
  hours.  In sheer darkness, 1 candle illuminates a ra-
  dius of 1’ and incurs a cumulative -3 to Sight skill
  checks (see Chap. 8: Skills) for each foot.  No single
  candle illuminates beyond a radius of 10’.  For each
  additional candle, the range of illumination is ex-
  tended 1’.  BCT is 1 day for a chandler.
  Candle, 8” x 6”: (height by diameter) A
  Tube of wax with a wick through the middle of it is
  
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  burned by igniting the wick.  The larger the candle,
  the slower the wick burns.  This candle burns for 60
  hours.  In sheer darkness, 1 candle illuminates for a
  1’ radius and incurs a cumulative -3 to Sight skill
  checks (see Chap. 8: Skills) for each foot.  No single
  candle illuminates beyond a radius of 10’.  For each
  additional candle, the range of illumination is ex-
  tended 1’.  BCT is 1 day for a chandler.
  Cane, walking: A small staff, no longer than
  half the height of the character who needs it, is
  used to support a character as they walk.  BCT is 1
  day for a carver.
  Cape, lacerna: This is a short, light cape
  suitable to be worn during mild weather.  BCT is 1/
  2 day for a tailor.
  Cape, paenula: Made from either wool or
  leather, this cape is fitted with a hood and reaches
  to the knees of a character.  A paenula is worn dur-
  ing rain.  BCT is 1 day for a tailor.
  Cape, birrus: Made from wool, this cape
  reaches to the knees of a character.  A birrus is worn
  during cold weather.  BCT is 1 day for a tailor.
  Cauldron: This is a large container made
  of iron.  A cauldron is placed over a fire and used to
  boil large quantities of food or beverage.  BCT is 2
  days for a blacksmith.
  Chair: Constructed of wood, a chair is an
  object on which a character may rest their rump
  and lower back.  BCT is 1 day for a carpenter.
  Chalk, 1 piece: Very small, a piece of chalk
  is typically only a few inches in length and an inch in
  diameter.  As chalk brushes against objects, it leaves
  behind a mark.  BCT is 1 day for a mason (who gets
  it from a miner).
  Chamber Pot: This pot is not used for
  cooking, but defecating and Urinating.  When a char-
  acter is relieved, the chamber pot is carried to the
  top of the outer wall of the fortification, if there is
  one, and emptied over it.  Otherwise, many inhabit-
  ants of castles relieve themselves in a garderobe.
  BCT is 1 day for a blacksmith.
  Chemise: This is long underwear for females
  only.  BCT is 1/2 day for a tailor.
  Chest, wood: This object is used to store
  items and to protect them from the weather or other
  characters.  Wooden chests may be strategically
  braced by metal, and may also be locked.  BCT is 3
  days for a carpenter.
  Cloak: A piece of material that is draped
  over a character’s back is a cloak.  Not quite as fully
  
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  encompassing as a robe, a cloak may drape from
  the shoulders to the thighs or even to the feet.  The
  corners of a cloak are usually pinned together over
  the breast with a brooch.  BCT is 1/2 day for a
  tailor.
  Coal: A lump of coal measures roughly 2”
  x 2”.  Coal is used in blacksmithing forges.  BCT is 1
  day per cartload for a collier.
  Condom: This tool may take various forms.
  The purpose of a condom is to prevent pregnancy.
  The most popular condom is the bladder of a goat.
  If unavailable, then any animal intestine may be used.
  If a condom is unavailable, then the method of coi-
  tus interruptus is popular, which means that the male
  withdraws and ejaculates onto the outside of her,
  rather than inside.  To practice the rhythm method
  means to copulate at the time of the month when
  the female is least fertile.  Some believe that apply-
  ing juniper berries to the head of the Manhood
  causes temporary sterility.  Others believe that in-
  serting cedar oil into the vagina is inhospitable to
  sperm.  Magic may be used as well.  BCT is 1 week
  from a tanner.
  Dice, pair of: 2 small, 6-sided wooden or
  bone cubes are known as dice.  Usually, dice are
  painted white and then black pips are painted on
  each side, ranging from 1-6.  Dice are popular in
  gambling games.  BCT is 1 day for a dicemaker.
  Dice, pair of loaded: Dice are described
  above.  Loaded dice, however, are imbalanced and
  therefore tend to roll some numbers more than oth-
  ers.  BCT is 2 days for a dicemaker.
  Dildo: Often called an olisbos, this tool is
  sold to single females by merchants.  A dildo is made
  of stone and represents a Manhood in size and
  shape.  A horny female may masturbate by fever-
  ishly inserting the dildo into her vagina.  Prior to
  insertion, olive oil is applied to the dildo as a lubri-
  cant.  BCT is 1 day for a mason.
  Door, 6’ x 3’: A door may be made from a
  variety of woods, in many shapes, several thicknesses,
  and to numerous dimensions.  The price for the
  door listed in the table is for a door that is 1” thick.
  The price must be multiplied by the thickness of
  the door in inches.  Otherwise, the price is for 1
  square foot.  BCT is 1 day for a carpenter.
  Dress, noble: A noble dress may be made
  from a variety or fabrics and purchased in a variety
  of shapes or styles.   BCT is 2 days for a tailor.
  Fishing net, 25 sq. ft.: Many thin strands
  
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  and cross-strands of rope comprise a fishing net.
  BCT is 2 days for a ropemaker.
  Flask: A small container to hold liquid, flasks
  are usually used to hold oil.  BCT is 1 day for a glass-
  blower.
  Flint: Oftentimes, steel is rubbed quickly
  against flint to produce a spark, which is itself used
  to ignite flammable substances.  BCT is 1 hour for a
  blacksmith.
  Flute, wood: A thin piece of wood is hol-
  lowed and periodic holes are drilled with precision.
  To operate this musical instrument, 1 end of the
  flute is placed before one’s mouth and the player
  blows into the flute.  As holes are covered and un-
  covered with one’s fingers, the pitch decreases or
  increases respectively.  BCT is 1 day for a carpenter.
  Garter: These are thin, veiled, and ruffled
  straps that women place strategically on a leg to en-
  tice a male.  BCT is 1 day for a lacemaker.
  Gloves, leather: Though simply designed
  to cover the hands, some gloves extend up the arm.
  BCT is 1 day for a glover.  Leather gloves offer pro-
  tection that is equivalent to leather armor, but are
  not made or sold by an armorsmith.
  Goblet: This is a drinking vessel with a foot
  and stem, but without handles, that may be ornate
  or simple.  BCT is 1 day for a tinker.
  Hat: Material may be fashioned in many
  styles, though its primary purpose is to cover the
  head.  BCT is 1 day for a hatter.
  Horn: The hollow horn of an animal may
  be used as a drinking cup or it may be blown.  BCT
  is 1 day for a tinker.
  Horseshoes: Iron is shaped and fitted to
  the foot of a horse to protect the horse’s feet from
  the ground.  BCT is 1 day for a blacksmith.
  Incense stick: These sticks are material
  (such as gums or woods) used to produce a fragrant
  odor when burned.  BCT is 1 day for a chandler.
  Ink, 1 Vial: Ink is a purplish fluid of vis-
  cous material that is used for writing.  BCT is 1 day
  for an inkmaker.
  Kettle, Iron: This is a container made of
  iron.  An iron kettle is usually hung by its handle
  over a fire, and water is boiled inside it.  An iron
  kettle is used in almost every kitchen.  BCT is 1 day
  for a blacksmith.
  Ladder, 10’: 2 thin boards, each 10’ in length,
  
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  Chapter 9: Equipment
  are connected via many small crosspieces that are
  roughly spaced 1’ apart and serve to support a foot.
  Ladders are a means to climbing.  BCT is 2 days for
  a carpenter.
  Lantern: Though there are a variety of lan-
  terns, essentially a lantern consists of a glass com-
  partment that holds oil and a wick, which burns
  slowly.  The contraption has a handle and is held so
  that light is cast before its carrier.  Light extends
  forth in an arc of 60o until it dissipates.  Each flask
  of oil and wick will burn for a total of 70 hours.  In
  sheer darkness, 1 lantern illuminates 15’ and incurs
  a cumulative -1 to Sight skill checks (see Chap. 8:
  Skills) for each additional foot.  No single lantern
  illuminates beyond 45’ in front of it.  For each addi-
  tional lantern, the range of illumination is extended
  2’.  BCT is 2 days for a glassblower and 1 day for a
  blacksmith.
  Lock and key: In this age, there are not a
  variety of metal locks, but 1 design.  These locks are
  easy to pick provided that they are not rusted shut.
  BCT is 2 days for a locksmith.
  Lock-picking tools: These long, thin, and
  hooked pieces of metal are shoved into locks in place
  of keys.  The purpose of lock-picking tools is to
  turn the tumblers inside the lock, thereby opening
  without needing the key.  BCT is 2 days for a lock-
  smith.
  Lute: A lute is a stringed musical instrument
  that has a large pear-shaped body and a neck with a
  fretted fingerboard having from 6-13 pairs of strings
  tuned by pegs set in the head.  It is played by pluck-
  ing the strings with the fingers.  BCT is 30 days for
  a carpenter.
  Manacles, Arm: This is a lockable iron
  brace that is affixed to the wrist and chained to an
  immovable object or each other.  BCT is 1 day for a
  blacksmith.
  Manacles, Leg: This consists of 2 lockable
  iron braces that are affixed to the ankles, connected
  by a thick chain, and sometimes chained to an im-
  movable object.  BCT is 1 day for a blacksmith.
  Marbles, bag of  30: This bag contains little
  balls made of a hard substance (such as agate, glass,
  baked clay, or steel) typically ranging from ½-1 inch
  in diameter.  These are used for a game in which
  marbles are placed within a circle and then a marble
  is pushed at them with a thumb in hopes of knock-
  
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  ing other marbles out of the circle or into a central
  pit.
  Mattress: This is straw-filled bedding that
  is hung on rope suspenders.  The straw provides
  cushioning during sleep.  BCT is 1 day for a
  ropemaker.
  Mirror, polished iron: This piece of iron
  is polished to the point of being able to see a reflec-
  tion of oneself in it.  BCT is 1 day for a blacksmith.
  Oil flask: A flask of oil is used for lanterns
  or hurling at foes among other uses.  BCT is 1 day
  for a glassblower.
  Pantaloons: These are loosely fitting pants,
  tied to one’s waist by a string.  BCT is 1/2 day for a
  tailor.
  Paper: This is a substance on which ink and
  writing is applied.  For information on paper, see
  the Papermaking skill in Chapter 8: Skills.  BCT is 3
  days per sheet.
  Pillow: This is made of cloth and filled with
  feathers.  A pillow provides comfort for a character’s
  head during sleep.  BCT is 2 days for a draper or
  weaver.
  Pipes, musical: Pipes of varying lengths
  and precise pitches are arranged abreast so that a
  musician may blow into them to create music.  Pipes
  may be made of a variety of materials, though wood
  is the most common.  BCT is 3 days for a carpenter.
  Pouch, belt: Leather is closed atop by a
  drawstring and attached to a belt when used as a
  belt pouch.  BCT is 2 days for a girdler.
  Robe: A robe is a large piece of clothing,
  usually with a hood, which drapes completely around
  a character’s body.  BCT is 1/2 day for a tailor.
  Rope, per 50’: It is most convenient to sell
  rope per 50’.  Rope itself is made from strands of
  hemp or flax twisted and braided together, usually
  in a thickness ranging from ¼-5 inches in diameter.
  BCT is 1 day for a ropemaker.
  Rug: This is woven from rough wool and
  placed on the ground.  BCT is 1 day for a fuller.
  Sack: Made from sackcloth, a sack may be
  used to hold and transport goods.  In some societ-
  ies, criminals are sewn into a sack and drowned.  BCT
  is 2 days for a draper or weaver.
  Saddle: This is a seat shaped to fit the in-
  side contours of the rumps of a rider on horseback
  and made of a leather-covered wooden frame that
  
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  is padded to comfortably span the back of a horse,
  raised in front and in back, provided with stirrups,
  and secured by a girth passing under the belly of
  the horse.  BCT is 2 days for a saddler.
  Saddle blanket: This blanket is worn be-
  tween the horse’s back and the saddle to prevent
  chaffing.  BCT is 1 day for a draper or weaver.
  Saddlebags: These long bags are attached
  to the sides of a saddle to carry goods.  BCT is 1
  day for a draper or weaver.
  Sandals: Leather footwear consisting of a
  sole and 1 or more leather straps are sandals.  San-
  dals offer 1 CA in protection to the feet.  BCT is 1
  day for a cobbler.
  Saw: This is a pit saw that requires both
  hands and 2 characters.  The saw is 5-10 feet in
  length.  Foresters use these saws to fell large trees.
  Sconce, wall: A sconce is a mount for a
  torch and is usually mounted on a wall.  BCT is 1/2
  day for a blacksmith.
  Scroll: A scroll is a long strip of leather,
  papyrus, or parchment, depending respectively on
  the degree of civilization and technology achieved
  within the culture in which the scroll was created.
  BCT is 1 week for a papermaker.
  Scroll case: Made of ivory, leather, wood,
  or any number of materials, a scroll case serves to
  protect a scroll.  BCT is 2 days for a bookbinder.
  Shackles: see Manacles.
  Sheets: Made of linen, sheets are used to
  cover a mattress.  Bedbugs often get in the sheets.
  Shirt: Though many designs or styles are
  possible, a shirt consists of cloth draped over one’s
  upper body.  BCT is 2 days for a draper or weaver.
  Shoes: A compromise in footwear between
  sandals and boots, shoes are made of leather and
  cover a character’s feet, but not their legs.  Shoes
  protect feet equivalent to leather armor.  BCT is 1
  day for a cobbler.
  Shoes, clogs: These shoes consist of a
  wooden sole with leather attached over the top.
  Clogs protect feet equivalent to leather armor.  BCT
  is 1 day for a cobbler.
  Shoes, felt: These shoes are made entirely
  of felt leather, which is soft, expensive, and com-
  fortable.  Felt shoes protect feet equivalent to a
  gambeson.  BCT is 1 day for a cobbler.
  Spike, 8” iron: An iron spike may be used
  for many purposes, but is most often driven into
  the ground.  BCT is 1/2 day for a blacksmith.
  
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  Stool: Constructed from wood, a stool is
  an object on which a character may rest their rump.
  BCT is 1 day for a carpenter.
  Sundial: A sundial consists of a flat dial with
  12 numbers spaced evenly around its perimeter.  A
  central arm extends upward, causing a shadow to
  fall on the dial when outdoors.  The dial is placed so
  that the shadow corresponds with the time of day.
  Most sundials are accurate to within a 1/4-hour.
  BCT is 3 days for a clockmaker.
  Sundial, pocket: This is a miniature ver-
  sion of a sundial, made of bronze and measuring
  between 1 3/8” and 2 3/8” in diameter.  Although
  not as accurate as a full-size sundial, it provides a
  rough idea of time.  Pocket sundials are rare.  BCT
  is 3 days for a clockmaker.
  Symbol, religious: Most gods have their
  own religious symbols, and most priests carry a reli-
  gious symbol representing their god or their faith
  to their god.  These symbols may be made of vari-
  ous materials and come in a variety of  shapes.
  Oftentimes, they are hung about the neck on a neck-
  lace.  BCT is 1 day.
  Table, 5’ x 3’: The corners of a 5’ x 3’
  wooden slab are each supported by a pole known as
  a table leg.  Tables are used in a variety of manners
  as convenient places on which work is done or food
  consumed.  BCT is 2 days for a carpenter.
  Tankard: This is a mug in which ale or beer
  is poured.  Tankards are popular in most taverns.
  BCT is 1 day for a tinker.
  Tapestry: Made by weavers, tapestries are
  becoming status symbols by nobility and royalty.
  Kings often bring tapestries with them for comfort
  when they travel from castle to castle.
  Tent for 2 humans: A tent consists of heavy
  cloth, some support poles, some stakes, and possi-
  bly some animal skins.  Typically, the perimeter of
  the cloth is driven into the ground by stakes and the
  middle is supported by poles.  If it is cold enough,
  skins of animals are often draped over the outside
  of it.  BCT is 5 days for a draper or weaver.
  Torch: A torch is a straight piece of wood
  with a cloth wrapped around 1 end that has been
  dipped in oil.  An ignited torch burns for 3 hours.
  In sheer darkness, 1 torch illuminates a radius of 10’
  and incurs a cumulative - 3 to Sight skill checks (see
  Chap. 8: Skills) for each additional 2’.  No single torch
  
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  Chapter 9: Equipment
  illuminates beyond 30’ radius.  For each additional
  torch, the range of illumination is extended 2’.  BCT
  is 5 minutes for a carpenter.
  Trousers: This is a tight-fitting combina-
  tion of breeches and hose.  BCT is 1 day for a tailor.
  Tub, Wooden: This is a tub that is used for
  bathing.  It is filled with water once per week.  Slaves
  bring buckets of water that are heated over a fire.
  BCT is 2 days for a cooper.
  Undershirt: This shirt is worn only by
  males.  BCT is 1 day for a tailor.
  Underwear: These clothes are worn around
  the waist by males and females, covering the geni-
  tals.  BCT is 1 day for a tailor.
  Urine, Aged: This bodily fluid is highly val-
  ued, and most towns and castles store urine of hu-
  manoids and animals to age it.  Aged urine is ap-
  plied atop objects to prevent the object from catch-
  ing fire.  Examples include wallwalks and the top of
  a cat (siege engine).
  Vial: The smallest container of liquids, a vial
  holds only a gulp or 2 -- 1 fluid ounce.  Vials may be
  made from many materials, but most are made from
  glass.  BCT is 1 day for a glassblower.
  Water, holy, 1 vial of: This water has been
  consecrated on holy or moral ground, such as in a
  temple devoted to goodness.  Upon contact, holy
  water burns immoral creatures, and a vial of it will
  cause 1d6 Life Points of damage.  BCT is 1 day for
  a glassblower and 1 day for a hierophant.
  Water, unholy, 1 vial of: This water has been
  consecrated on unholy or immoral ground, such as
  in a temple devoted to evil.  Upon contact, unholy
  water burns moral creatures, and a vial of it will cause
  1d6 Life Points of damage.  BCT is 1 day for a glass-
  blower and 1 day for a hierophant.
  Whistle, Signal: A small piece of crafted
  metal, a whistle may be blown into which creates a
  loud, piercing noise.  Militia and military often use
  signal whistles to signal various problems or convey
  commands.  BCT is 3 days for a blacksmith.
  Wig: This rare item consists of the hair of
  another character.  This hair is bound together and
  worn atop a character’s head as if it were their own
  hair.  BCT is 2 weeks for a weaver.
  Wineskin: Consisting of leather that is sewn
  around a nozzle, a wineskin holds wine, water, or
  other liquids.  Most travelers bring a wineskin so
  that they may drink on their journey.  BCT is 40
  days for a tanner.
  
  416
  Chapter 9: Equipment
  A beverage is a liquid for drinking, and is
  usually prepared.  Following are descriptions of each
  beverage:
  Ale: This is a malted and hopped beverage
  that is usually higher in alcoholic content than beer,
  heavier in body, more bitter, and is brewed by top
  fermentation.  Crooked innkeepers and
  tavernkeepers dilute ale with water and sell it as
  though it is pure ale.  Consuming ale affects a
  character’s body (see Intoxication in Chap. 2: Body).
  Dwarves love ale.  BCT is 3 months.
  Beer: This is a malted and hopped beverage
  that is somewhat bitter and brewed by bottom fer-
  mentation.  Beer usually has less alcoholic content
  than ale.  Crooked innkeepers and tavernkeepers
  dilute beer with water and sell it as though it is pure
  beer.  Consuming beer affects a character’s body
  (see Intoxication in Chap. 2: Body).  BCT is 3 months.
  Mead:  This is a fermented beverage made
  of water and honey with malt, yeast, and sometimes
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  beverage discovered was mead.  Crooked innkeep-
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  suming mead affects a character’s body (see Intoxi-
  cation in Chap. 2: Body).  Bugbears love mead.  BCT
  is 1 year.
  Milk: This is a white or yellowish fluid se-
  creted from the mammary glands of female mam-
  mals for the nourishment of their young.  Usually, it
  is drawn from cows and drank.
  Water: This liquid falls from rain clouds and
  fills streams, rivers, and seas.  As a drinking bever-
  age, water may range from clear and pure to brown
  and cloudy, from healthy to disease-ridden.
  Wine: This is fermented juice of grapes.
  Wine usually has more alcoholic content than ale or
  beer, but less than mead.  Since a container of wine
  cannot be fully sealed, wine tastes best when fresh
  and spoils within a year; vintage wine is nonexist-
  ent.  Average wine sells for 10 s.p. less for each month
  of age.  Wine is never drank straight, but always
  diluted with water, and then it is heated.  This con-
  coction is called a hot toddy.  At banquets of the
  rich, wine is sometimes chilled with snow.  Crooked
  innkeepers and tavernkeepers dilute wine with wa-
  ter and sell it as though it is pure wine.  Consuming
  wine affects a character’s body (see Intoxication in
  Chap. 2: Body).  BCT is 6 months.
  
  417
  Chapter 9: Equipment
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  Food is anything that is edible and may sus-
  tain a creature when it is eaten.  Not all food may be
  obtained in all locations.  For instance, many fruits
  trees grow only where it is warm.  Even then, not all
  foods are available during all seasons.  Even though
  it seems as though there are a variety of foods, the
  daily staple of most peasants is a loaf of bread, and
  their diet seldom varies.  Foods may be combined
  and cooked according to recipes (see Chap. 6: Social-
  ity).  Despite the many forms of food available in
  nature, most peasants starve.  Eating should be done
  only to replenish the body.  Overeating results from
  intemperance, which is a vice (see Chap. 4: Disposi-
  tion).  Fruit is considered a delicacy.  It is dried and
  preserved for the winter months, or used in the pro-
  duction of fruit wines, of which grapes are the most
  popular.  Following are descriptions of each food:
  Blackberry: This fruit is purplish-black in
  color and is picked and eaten.  Even though they
  taste great, blackberries are rarely grown in gardens.
  Bread, loaf: This is a food made of a dough
  of flour or meal from grain with added liquid, short-
  ening, and a leavening agent.  The dough is kneaded,
  shaped, allowed to rise, and baked.  The darker the
  bread, the healthier and cheaper it is.
  Broccoli: This is a branching plant that
  grows about 2 feet high with edible green heads and
  thick stems.
  
  418
  Chapter 9: Equipment
  Butter: This is an important food consist-
  ing of a solid emulsion mainly of fat globules, air
  bubbles, and water droplets made to coalesce by
  churning the cream obtained from milk and used
  especially as a spread on bread and in cooking.
  Cabbage: Also called, “big head,” this veg-
  etable is a biennial herb that has a dense head of
  leaves, a short stem, and additional edible leaves.  The
  leaves are large and may be wrinkled or smooth.
  Cabbage is the most common, and most despised,
  vegetable.
  Carrot: This is a common name for both
  the plant and its root.  The root is the edible por-
  tion of the plant.  Carrots grow in the ground.  The
  color of a carrot is orange.
  Caviar: The eggs of lumpfish and sturgeon
  are edible, expensive, bitter, and an acquired taste.
  More specifically, the eggs of a specific sturgeon
  called the beluga are significantly more expensive,
  selling for 200 silver pieces per pound.
  Celery: The stalks are eaten raw or cooked
  as a vegetable or part of a salad.  Grown naturally,
  the stalks are greenish in color and have a bitter taste.
  Cheese: This is curd that has been sepa-
  rated from whey, consolidated by molding for soft
  cheese or subjected to pressure for hard cheese, and
  ripened for use as a food.  Numerous kinds of cheese
  are available, and are named after the kingdom in
  which they are made.
  Cherry: This fruit grows on a cherry tree.
  Cherries range in taste from sweet to sour.  The tree
  grows as high as 50 feet tall.  Each cherry contains a
  single seed.
  Chestnut: This fruit grows on a chestnut
  tree.  The nut is edible.
  Egg, chicken: This is the hard-shelled re-
  productive body produced by a chicken, though
  other birds produce eggs as well.  The content of
  an egg is used as food.  Most often, it is cracked
  open, the contents are spilled into a pan, and the
  dead embryonic chicken is cooked.
  Fig: This fruit comes from a fig tree. Fig
  trees are usually 15-25 feet tall.  Figs may be sold
  fresh or dried.
  Fish: A wide variety of fish may be found
  in bodies of water.  The types of fish differ de-
  pending on the body of water.  Most of this varia-
  tion depends on whether it is saltwater or freshwa-
  ter.  Fish are caught, cleaned, cooked, and eaten.
  Grain for horses: This consists of small,
  hard seeds such as wheat and oats.  Horses eat grain.
  Oats are reserved for livestock, however they can
  be consumed as gruels, porridges, and additives to
  soups and stews.
  Grape: This fruit grows on a grapevine.  A
  popular food, the juice of grapes is also used to make
  wine.  Grapes vary widely in taste.
  
  419
  Chapter 9: Equipment
  Honey: This is a sweet viscid material that
  is elaborated out of the nectar of flowers in the
  honey sac of various kinds of bees and stored in
  the nest for use during the winter as food for the
  larvae or especially in the case of the honey bee for
  the colony.  Honey has a color and a flavor that
  depends largely on the plants from which the nec-
  tar is gathered.  As a food, it is a sweet, sticky, syr-
  upy liquid.  Honey is the main ingredient of a bev-
  erage called mead, the world’s oldest alcoholic drink.
  Bugbears love honey.
  Lettuce: This vegetable has a slightly prickly
  stem, and the leaves have soft-prickled margins.
  Garden lettuce is a hardy annual herb.
  Meat, chunk: This is a portion of a dead
  animal that has been cleaned, cooked, and sold.  Meat
  may be obtained from all animals, though perhaps
  the most common include chickens, cows, and pigs.
  In a human society, the norm is that only the rich
  eat meat.  However, in an bugbear society, young
  human meat is likely to be available and a delicacy.
  Mushroom: Although some mushrooms
  are poisonous, many are edible.  A mushroom is a
  fungi with a cap and a stem.  Mushrooms are popu-
  lar foods among dwarves and kobolds.
  Olive: This fruit grows on an olive tree.
  Each olive contains a single seed.  Olives are picked
  and eaten.  Each olive contains 20% oil.  Olives may
  be picked and eaten when they are either unripe or
  ripe.  Unripe olives are green.  Ripe olives are dark
  bluish when fresh and turn black during pickling.
  In cooking, the seed is often removed and the cav-
  ity is filled with spices.  Olive trees grow only where
  it is warm and moist.
  Olive oil: Olives yield an edible oil.  To ex-
  tract this oil, the seeds of olives are pressed.  The
  first pressing produces oil that tastes bitter.
  Plum: This fruit grows on a tree that reaches
  a height of no more than 33 feet.  In color, plums
  are most often purplish-blue.  Dried plums are called
  prunes.
  Rape: Sometimes called a turnip, a rape is
  an herb of the mustard family.  A rape is grown for
  its edible root.  Rapes are grown for food and to
  feed livestock.
  Rape oil: This oil is a byproduct of rape-
  seeds.  Rape oil is used for lubricating and some-
  times in cooking.  Rape oil is the proper name, not
  canola oil.
  Rapeseed: This is the seed of rape.  A rape
  is sometimes called a turnip.  Rapeseed is often used
  to feed birds, hogs, and sheep.
  Raspberry: This fruit is red in color.  Rasp-
  berries may be eaten fresh or mixed into other foods
  for flavoring.
  Salt: This is a colorless or white crystalline
  compound that occurs abundantly in nature and it
  has various uses, from preserving meat to seasoning
  food and making glass and soap.  Salt has a bitter
  taste and grains of it are sprinkled onto foods.
  Strawberry: This fruit is red and eaten.
  Strawberries come from low, perennial herbs of the
  rose family.
  Walnut: This nut grows on a walnut tree.
  This fruit is a one-seeded nut or a winged nutlet.
  
  420
  Chapter 9: Equipment
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  *Prices for slaves vary by race and specialty
  Descriptions of these animals may be found
  in Neveria, a companion book that details animals
  and creatures.  The animals listed above are consid-
  ered to be sold alive or as food; the prices are not
  set here for skins or pelts.
  Slave-trading is popular in many cultures.  In
  human societies, slaves are expensive.  Female slaves
  are more expensive than male slaves1.  Many noble
  families display their status by owning slaves from
  exotic places.  Slaves may be obtained of nearly any
  age and race, and for nearly any purpose ranging
  from farming, housekeeping, physical labor, and
  sexual favors.  Slaves may only become free if the
  master dies of natural causes with no heirs and the
  local community does not claim them, or if the
  master chooses to free the slave.
  Before a citizen may buy or sell slaves, they
  must register with the local government, paying 300
  s.p. as a fee that is good for the rest of the master’s
  life in that locale.  Masters are obligated to properly
  feed and take care of their slaves, and masters may
  be executed for murdering their own slaves (see Jus-
  tice in Chap. 6: Sociality).
  There are many reasons why slaves are so
  numerous.  The most popular claim is that slaves
  are prisoners of war.  Once slaves reproduce with
  other slaves, the slave population self-perpetuates.
  Less popular is the fact that many slaves are citizens
  who are abducted by pirates and sold elsewhere as
  slaves.  Another prevalent source of slaves is when
  a husband acquires a debt, and must sell his wife
  and children into slavery to pay his debt.  Finally,
  since baby boys are valued far more than baby girls,
  female infants are often abandoned.  When found,
  the child is usually raised as a slave.
  SERVI.AUT.NASCUNTUR.
  AUT.FIUNT
  Slaves are either born
  or made.
  1.  This comment on the gender of slaves is referenced from Wage Labor and Guilds in Medieval Europe by Steven A.
  Epstein.  For more information, see the References section at the end of this book.
  
  421
  Chapter 9: Equipment
  A vehicle is an object crafted to facilitate
  travel over land.  Each vehicle must be powered by
  an animal and/or character.  Each vehicle is de-
  scribed as follows:
  Carriage: This is an enclosed 4-wheeled ve-
  hicle that is drawn by at least 2 horses and used to
  transport characters or goods.  A carriage is designed
  for private use, comfort, or elegance.  Merchants
  and royalty often travel by carriage.  Travel by car-
  riage is 25-30 miles per day.  BCT is 2 weeks for a
  wainwright.
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  Cart: This is an open and heavy 2-wheeled
  vehicle used for the ordinary purposes of farming
  or for transporting freight.  A cart may be drawn by
  horses, ponies, dogs, or characters, and may carry
  no more than 4 characters.  BCT is 4 days for a
  cartwright.
  Chariot: This is a 2-wheeled vehicle usually
  drawn by 2 horses and used in warfare, processions,
  and races.  All chariots measure exactly 4’ 8 ½” in
  width, the perfect width to accommodate 2 horses.
  BCT is 2 weeks for a wainwright.
  Lectica: Also called a litter, this vehicle is
  for hire at city gates.  A lectica consists of a couch
  with a canopy and draw curtains.  The rider lolls at
  ease while 6 or 8 burly slaves bear it along on their
  shoulders.  BCT is 1 week for a wainwright.
  Sled: This is a vehicle that moves by sliding,
  usually on a pair of runners, especially over snow or
  ice.  BCT is 2 days for a carpenter.
  Wagon: This is a heavy 4-wheeled vehicle
  that is usually uncovered and designed especially for
  transporting bulky commodities and drawn by oxen
  or horses.  BCT is 1 week for a wainwright.
  
  422
  Chapter 9: Equipment
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  A vessel is a vehicle crafted to permit travel
  on the water.  Many vessels, however, are not built
  merely for travel, but for trade or war.  Humans use
  all vessels except longships, which are exclusively
  bugbear.  More information is available in Chapter
  18: Warfare.  Each vessel is described as follows:
  Barge: This is a flat-bottomed vessel used
  principally in harbors or inland waterways, though a
  barge may also be seagoing.  The main purpose of a
  barge is to transport goods.  BCT is 1 week for a
  shipwright or carpenter.
  Bireme: Descendant from the unireme, the
  bireme is a war galley that measures about 100 feet
  long, with a maximum beam or width of about 16
  feet. The bireme has 2 rows of 40 oars.  It derives
  its name from the 2 rows of oars, one atop the other.
  A bireme is a purely rowing vessel.  The bireme is
  low at the bow and high at the stern. This vessel
  possesses a heavy, pointed ram, which is fastened to
  the keel beam on the front of the ship, just below
  the waterline.  In fact, the massive, bronze-covered
  battering ram is the main weapon of this narrow,
  high-speed vessel.  The battering ram is usually made
  in the shape of a trident or the head of a wild boar.
  The narrow prolate hull consists of 2 floors.  The
  upper floor is for the helmsmen and warriors.  A
  tower exists toward the rear.  The balustrade of the
  battle platform of this tower is usually covered with
  the shields of warriors for reinforcement.  A single,
  central mast holds a small sail, though it is virtually
  ineffective.  In the past, the bireme reigned as the
  most popular warship, though currently it is very
  rare.  War galleys follow the coasts and put into har-
  bor every night, where the crew enjoys a shore-based
  meal and a night’s sleep in a stable bed.  While small
  changes may be argued, a bireme may also be known
  as a pentekonter.  BCT is 6 months for a shipwright.
  Cog: Arguably the most common type of
  vessel in the water, the cog is used both by bugbears
  and humans.  It measures about 90 feet in length,
  with a maximum beam or width of about 25 feet.
  The cog has a single mast, deep draft, and a broad
  beam.  The deep draft and broad beam hinder its
  speed, but allows the cog to carry considerable cargo,
  between 250-300 tons.  The mast bears a large sail.
  BCT is 4 months for a shipwright.
  Deceres: A descendant of the quinquereme
  
  423
  Chapter 9: Equipment
  and septireme, the deceres is the largest vessel in
  the water.  A deceres measures 145 feet long, with a
  maximum beam or width of about 20 feet, and a
  draft of 6-7 feet.  The deceres is powered by 572
  oarsmen.  The oars are 48 feet long and arranged in
  3 decks.  As a compliment, the crew also consists of
  15-30 sailors and 200-250 warriors.  A deceres has 2
  fighting towers and 2-6 catapults.  If the vessel must
  flee, the fighting towers are jettisoned over the side.
  However, with the fighting towers, it is possible to
  fire arrows down upon an adjacent vessel or invad-
  ers.  War galleys follow the coasts and put into har-
  bor every night, where the crew enjoys a shore-based
  meal and a night’s sleep in a stable bed.  BCT is 1
  year for a shipwright.
  Fishing Boat: This vessel measures 12 feet
  long, with a maximum beam or width of 5 feet.  A
  fishing boat has 2 oars per side, and 2 oarsmen.  A
  fishing boat may function to ferry characters across
  a river.  However, the most popular use is to fish.
  BCT is 1 month for a shipwright.
  Karve: A smaller relative of the knarr, a
  karve is a workship that measures 45 feet long, with
  a maximum beam or width of about 10 feet.  A
  karve has a carrying capacity of about 10 tons.  This
  vessel is made from oak.  A karve has 7 oars per
  side, with 1 oarsman per oar.  14 oarsmen power a
  karve.  The front of the vessel is beached.  BCT is 2
  months for a shipwright.
  Knarr: This trading vessel measures about
  55 feet long, with a maximum beam or width of
  about 15 feet, and a draft ranging from 2 to 4 feet
  depending on whether it is empty or fully loaded.
  This vessel displaces 34 tons and has a cargo carry-
  ing capacity between 20-25 tons.  A knarr has only 2
  oars per side, 1 oarsman per oar.  Therefore, 4 oars-
  men are required.  Otherwise, a commander or sailor
  manipulates the sail.  A crew for a knarr ranges from
  5 to 8.  The knarr is primarily a sailing vessel, and
  has a single mast with a large sail amidships.  The
  average speed of a knarr is 5-6 knots, and the maxi-
  mum speed is 13 knots.  A knarr is constructed of
  massive pine planks, and the rest is built from oak
  and lime.  It has decks fore and aft, while amidships
  is an open cargo compartment.  BCT is 6 months
  for a shipwright.
  Log: While arguably a tree was the first
  waterborne vessel, since trees and craftsmen are
  readily available, and since a tree and a log do not
  substantially differ as a vessel, a log is presented.  The
  measurements of a log may vary, but they are typi-
  cally 10 feet long, 2-3 feet wide, and have a draft of
  1-2 feet.  A portion of a large log can be carved
  away so that a character may sit inside.  These are
  known as dug-outs.  BCT is 1 day for a carpenter.
  Longship: This is the most popular vessel
  among bugbears, who invented and use it exclusively.
  The longship measures from 75-120 feet long, with
  a maximum beam or width of about 24 feet, and
  has a shallow draft.  Due to the shallow draft, a
  longship may be beached easily.  Longships are of-
  ten called dragons, and most have a dragon’s head
  
  424
  Chapter 9: Equipment
  carved on the front of it.  They are made of north-
  ern oak and pine.  Longships may have 30 rowing
  benches aboard.  Up to 60 oarsmen may be aboard,
  1 per oar.  Because of the extreme narrowness of
  the vessel, it may achieve great speeds and penetrate
  many narrow waterways, allowing warriors aboard
  to invade nearly anywhere.  It is renowned among
  bugbears and humans as the fastest vessel, if there
  is good wind.  Unfortunately, it is limited as a war-
  ship because it does not have a battering ram.  There-
  fore, in naval warfare a longship must run alongside
  a foe’s vessel, grapple, and board.  However, the
  bugbear longship is the only vessel that is capable
  of venturing far from land; the other vessels remain
  close to land and beach at night.  A large, square sail
  hangs from a single mast amidships.  A single side
  rudder on the starboard quarter is used for steering.
  Horses may be brought aboard, though bugbears
  have little use for horses.  Bugbears use longships to
  raid coastal human communities and bring back loot
  and slaves.  This ship is deemed unseaworthy if it
  needs bailing thrice in 2 days.  A longship is con-
  structed of overlapping planks, forced together with
  iron nails and caulked with tarred rope.  BCT is 6
  months for a shipwright.
  Quinquereme: Descendant from the
  trireme, this is a war galley that measures about 120
  feet long, with a maximum beam or width of about
  17 feet, and a draft of 5 feet.  Known as “five,” the
  quinquereme potentially has 3 rows of oars, though
  only 1 row is preferred.  There are 270 oarsmen.
  They may be distributed among 3 decks, such as:
  112 on the upper, 108 on the middle, and 50 on the
  lower.  The bottom rows of oars are powered by 1
  oarsman apiece, while 2 oarsmen control each oar
  on the second and third decks.  However, the most
  efficient manner is to use only 1 row of oars and
  assign 5 oarsmen per oar.  1 oarsman per oar needs
  to be highly trained, while the rest are mere labor -
  - most often slaves encouraged by the whip.  Oars
  for a quinquereme are roughly 15 feet in length.  Oth-
  erwise, there are 30 sailors and 40-120 warriors.  Each
  oarsman pulls his own oar.  Quinqueremes are built
  in large numbers.  Additionally, 1 sail exists on a mast
  amidships.  The sails are lowered for battle, when
  the oarsmen and the bronze ram become the main
  armament.  The quinquereme is equipped with a
  corvus for boarding (for more information, see Chap.
  18: Warfare).  Quinqueremes are made from cedar.
  War galleys follow the coasts and put into harbor
  every night, where the crew enjoys a shore-based
  meal and a night’s sleep in a stable bed.  BCT is 9
  months for a shipwright.
  Raft: This is a collection of logs or timber
  that are fastened together for transportation by float-
  ing.  Although they vary, most rafts measure 10 feet
  long by 10 feet wide.  A raft has a flat structure, a
  floating platform, for the conveyance of characters
  or cargo on a body of water.
  Septireme: 
  Desendant 
  from 
  the
  quinquereme, this vessel measures 135-140 feet long,
  with a maximum beam or width of about 18 feet,
  
  425
  Chapter 9: Equipment
  and a draft of 5-6 feet.  The frame is reinforced,
  making this vessel much less susceptible to ramming.
  However, due to the increased weight of this large
  vessel, it is very effective at ramming.  This vessel
  has 2 rows of oars, which are 32 feet long on top
  and 28 feet long on bottom.  The crew consists of
  350 oarsmen, 15-20 deck hands, 150-200 warriors,
  and the trierarch and officers.  The ram is reinforced
  with bronze and iron.  Finally, the septireme may
  have up to 5 catapults.  BCT is 10 months.
  Trireme: Desendant from the bireme, the
  trireme is a war galley that measures about 125 feet
  long, with a maximum beam or width of about 20
  feet, and a draft of 3 feet.  The trireme has 3 rows
  of oars.  It derives its name from the 3 rows of oars,
  one atop the other.  A trireme is powered by oars-
  men as well as sails, when wind is favorable.  A
  trireme is manned by 170 oarsmen (85 per side), a
  captain (called a Trierarch), 3 oarsman chiefs (called
  Hortators, who ‘encourage’ the oarsmen), and 25
  warriors who are either spearmen, archers, slingers,
  or a combination.  Oarsmen are divided between
  the tiers as follows: 31 on top, 27 in the middle, and
  27 in the bottom.  Each oarsman controls 1 oar.
  Most strong oarsmen are placed on the upper decks.
  The oarsmen of a trireme are not slaves, but highly
  trained.  The trireme can reach 7-8 knots under oars.
  This vessel has scant room for provisions.  It is used
  for short naval trips.  Even the largest triremes puts
  into shore and beaches, stern first for the night, re-
  suming passage in the morning, weather permitting.
  The hull is a thin shell of planks joined edge-to-
  edge, and then stiffened by a keel and light, trans-
  verse ribs.  Such light construction enables the
  trireme to displace only 40 tons.  Square-rigged sails
  are used for power when the ship is not engaged in
  warfare.  The principal armament of the trireme is
  a bronze-clad ram, which extends from the keel at
  or below the waterline and is designed to pierce the
  light hulls of enemy warships.  The function of a
  trireme in warfare is to advance to maximum speed
  and attack the side of an enemy vessel with its bat-
  tering ram.  If this fails, then the enemy vessel is
  usually boarded.  Triremes are made from the wood
  of fir trees.  BCT is 7 months for a shipwright.
  Unireme: The unireme is a war galley that
  measures about 150 feet long.  The unireme has 1
  row of 50 oars.  It derives its name from the single
  row of oars.  A unireme is a purely rowing vessel
  with no sails.  The unireme is powered by 100 oars-
  men, each to his own oar.  There are no multiple
  decks aboard this vessel.  The unireme is fast and
  graceful, with a high, curving stem and stern.  The
  unireme sometimes carries an embolon (a beak or
  ram).  In its day it was a formidable war galley, but
  now, this light warship is mainly used for scouting.
  BCT is 5 months for a shipwrright.
  
  426
  Chapter 9: Equipment
  Ballista: Often mounted on seagoing ves-
  sels or castle walls or towers, a ballista is essentially a
  large crossbow that projects a spear called a bolt,
  which weighs around 100 pounds and has a metal
  head over 1 foot in length.  A ballista launches it
  between 300-400 yards, though unfortunately never
  with great accuracy.  The bolt has almost no effect
  on stone walls, though it may impale several charac-
  ters before it stops.  Overall, the projectile is 5 feet
  in length.  This weapon inflicts 4d20 IP or LP.  BCT
  is 1 month for an engineer and carpenter.
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  2
  Battering Ram: A battering ram is the trunk
  of a tree suspended by large ropes or chains from a
  wooden box-like structure.  The mobile, support-
  ing structure is called a cat.  The cat is usually cov-
  ered with wet hides.  The cat protects a siege engi-
  neer as he fills a moat, so that it may be crossed.
  Once at the wall of the foe, the siege engineer may
  use a pointed iron pole, instead of a ram, to chip
  away at the joints between stone blocks in the wall.
  However, battering rams are most commonly placed
  before the closed doors of a foe and the trunk is
  rocked back and forth, and pounded against the
  doors to break them.  Most rams have an iron head.
  The largest ram is 100 feet in length, 4 1/2 tons in
  weight, and needs over 200 human men to effec-
  tively swing it.  The largest ram inflicts 5d100 IP.
  Defenders use 2 techniques against rams. Defend-
  ers may lower an apron, a large pad, to lessen the
  blows of the ram. Otherwise, defenders may lower
  a hook to catch the ram, lift it, and overturn it or
  delay the ramming.  BCT is 1 month for an engineer
  and carpenter.
  
  427
  Chapter 9: Equipment
  Belfry: Also known as a siege tower, a bel-
  fry is a wheeled, wooden tower.  At or near the top
  of a belfry is a wooden drawbridge, which is dropped
  onto the battlements as soon as the tower is moved
  within reach.  Thereafter, the occupants of the bel-
  fry storm over the battlements of the foe.  Some-
  times, an additional floor is added so that archers
  may fire down into the positions of the foe.  Some
  belfries are equipped with a battering ram on the
  lowest level.  Hides drenched with water or aged
  urine cover a belfry to protect its occupants.  Mov-
  ing a belfry is problematic, since it tips easily; the
  ground must be leveled and smooth.  BCT is 3
  months for an engineer and carpenter.
  Catapult: An ancient weapon, a well-built
  catapult launches a projectile up to 700-800 yards.
  The catapult functions by torsion.  The heaviest
  stone that may be hurled is 180 lbs.  With this pro-
  jectile, a catapult inflicts 2d100 IP or LP.  BCT is 1
  month for an engineer and carpenter.
  Cheiroballista: A ballista is essentially a large
  crossbow that projects a spear, which weighs around
  100 pounds and has a metal head over 1 foot in
  length.  A cheiroballista is small and easily moved,
  since its frame rests on wheels.  The range is roughly
  300 yards.  This weapon inflicts 4d20 IP or LP.  BCT
  is 1 month for an engineer and carpenter.
  Counter-Castle: This is a temporary castle
  that is built by besiegers nearby the castle being be-
  sieged.
  Lithobolus: The earliest torsion siege ma-
  chine, the lithobolus is a stone-thrower that is de-
  signed to smash walls as well as characters.  By ap-
  pearance, this machine looks like a larger ballista.
  This rock-thrower needs a special bowstring with a
  braided pouch.  Typically, this machine is used to
  hurl rocks that are either 30 or 170 pounds in weight.
  The longest range with this weapon is 700 yards.
  With a 30 lb. rock, this weapon inflicts 1d100 IP or
  LP.  With a 170 lb. rock, this weapon inflicts 2d100
  IP or LP.  BCT is 1 month for an engineer and car-
  penter.
  Mantlet: This is a wooden or wicker shield
  on a wheeled wooden frame.  The shield is about 7
  feet tall and 4-7 feet wide.  A mantlet protects ar-
  chers as they approach a fortification.  BCT is 1
  week for a carpenter.
  Manuballista: A ballista is essentially a large
  crossbow that projects a spear, which weighs around
  100 pounds and has a metal head over 1 foot in
  length.  The entire projectile is 5 feet long.  A
  manuballista is a small torsion arrow-throwing en-
  gine that is stationary and without wheels.  It is fired
  by heavily pressing down on a pad on the back.  The
  range of a manuballista is about 300 yards; it is more
  accurate than a regular ballista.  This weapon inflicts
  4d100 IP or LP.  BCT is 1 month for an engineer.
  Onager: Named after a pig that kicks rocks
  behind itself when chased, an onager is an ancient,
  heavy catapult.  The frame of the onager is com-
  posed of thick rectangular pieces of wood flat on
  the ground.  Through each side of the frame are
  bored 2 holes, through which run the skeins of rope.
  The ropes are held in place by a washer and counter-
  plate.  In the middle of the sinew ropes stick a single
  arm that ends in a cup or a sling fitted for a stone.
  The arm is cranked down with a lever, further
  torsioning the skein, and is held in place by a ratchet
  and pawl.  When released the arm snaps forward
  into a supported upright crossbar, which halts the
  arm and drives the shot toward its intended target.
  Onagers hurl 100 lb. rocks as far as 350 yards.  This
  machine is very powerful and heavy.  Due to its
  weight, it is difficult to move and is therefore used
  as a stationary defensive or siege weapon.  This
  weapon inflicts 6d20 IP or LP.  BCT is 1 month.
  Trebuchet: A recent creation, this siege
  weapon looks and functions similar to a catapult,
  though performs far better.  Instead of functioning
  by torsion, this machine uses gravity to its advan-
  tage.  A large and heavy counterweight (up to 12,000
  lbs.) is dropped, which propels the wooden arm (a
  massive tree trunk) very quickly.   The projectile from
  a trebuchet moves at a low velocity, but a high tra-
  jectory, and crashes down with devastating effect
  on wood and stone.  These machines cast their mis-
  siles with precision.  Various missiles may be uti-
  lized, including stones, barrels of pitch, bodies of
  dead horses and other animals often in a state of
  decomposition, barrels of offensive or putrid mat-
  ter, and other missiles designed to cause pestilence.
  A trebuchet is capable of hurling 1,400 lbs. up to 87
  yards, and 100 lbs. up to 235 yards.  With 1,400 lbs.,
  this weapon inflicts 1d1000 IP or LP.  BCT=1 mo.
  
  428
  Chapter 9: Equipment
  A fortification1 is a defensive structure.
  There are a variety of fortifications.  Primitive forti-
  fications were made from earth and wood.  All mod-
  ern fortifications are made from stone.  Different
  types of fortifications are described below, and then
  components of fortifications.
  Broch: This is a round, stone tower that has
  an entrance small enough that it is only possible to
  crawl through it.  A broch may be up to 50 feet tall
  and has no exterior defenses or windows.  This is a
  familial fortification, and is only found far from civi-
  lization.
  Bergfried: This is a tall tower that is similar
  to a keep.  Although it is usually smaller than a keep,
  a large bergfried may be comparable in size to a small
  keep.  There is no space inside a bergfried for a resi-
  dence.  Prisoners, if any are taken, are held in the
  top of the tower.
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  Keep: Initially called a donjon, a keep may
  be 1 of 2 things: a single structure, or the most for-
  tified part of a castle.  If it is a single structure, it
  may be either a round or square building, and may
  seem similar to a large tower.  Most keeps are sev-
  eral stories tall.  Separate levels may be: fighting level
  (roof), arsenal (3rd floor), residential level (2nd floor),
  great hall (ground floor), administrative level (base-
  ment), and dungeon (cellar).  The largest keep may
  be 100 feet tall and 80 feet wide, and its walls may be
  no thicker than 15 feet.
  Castle: Derived from the word castellum, a
  castle is the epitome of military fortification.  Ev-
  ery castle is different in size and shape.  The most
  common parts of a castle include: church(es), court-
  yard, drawbridge, gatehouse, keep, moat, towers, and
  walls.  The owner of a castle usually resides in the
  upper levels of its keep or a tower.  The ground
  floor of a castle’s keep is usually known as the great
  hall, which is used for banquets and to entertain the
  owner or nobility.  The great hall is heated by a cen-
  tral fireplace that is round or octagonal and burns
  logs; when logs burn, smoke quickly fills the great
  hall.  The kitchen is in a nearby building and food is
  carried into the great hall.  A castle may have 1 or
  more courtyards, separated by additional walls.
  Citadel: This is a castle that is the center of
  a capital or city.  The outside city is usually protected
  by 1 or more walls.  A citadel is a governmental seat
  of power.  Citadels are also called palaces.
  1. Information regarding fortifications has been referenced from The Medieval Fortress, by Kaufmann & Kaufman (2001).
  For more information, see the References section at the end of this book.
  
  429
  Chapter 9: Equipment
  Cistern: A cistern is an underground reser-
  voir with an opening above.  Rainwater runs through
  the opening and, hopefully, fills the cistern.  This
  water is used for sustenance, but may also be used
  to extinguish fires set by incendiary projectiles, which
  are launched by besiegers.  During a siege, hides are
  often drenched in water or aged urine and placed
  atop hoardings and other flammable surfaces.
  Drawbridge: A drawbridge is a means of
  crossing a moat.  If a fortification has no moat, then
  it has no drawbridge.  Although several mechanisms
  are available, by far the most common is a pulley
  system.
  Fortified Bridge: Fortified bridges are com-
  mon.  A fortified bridge often has 1 or 2 towers on
  both ends.  Towers may also interrupt the bridge to
  support it as well as offer protection.  Fortified
  bridges have walls on either side, often with battle-
  ments.  A fortified bridge may take up to 25 years to
  complete.
  Garderobe: This is a small bench with a
  round opening on the seat through which the in-
  habitants of the castle defecate and urinate.  Usu-
  ally, a garderobe is placed on upper levels of towers
  and the waste falls down holes until it falls in the
  moat outside of the castle.  Otherwise, a large cess-
  pool is made below the garderobe to store the waste.
  Due to the cesspool, no dungeons exist below castles.
  About twice per year, peasants clean the cesspool.
  Some towers are used for sanitation, meaning they
  have a garderobe on the upper level and the floors
  below are one large cesspit.
  Gatehouse: A gatehouse is a structure to
  protect the gate to the fortification, which is usually
  the favored means of entry.  The simplest gatehouse
  has only a set of  barred doors, while elaborate
  gatehouses have many features, including: draw-
  bridge, as many as 3 portcullises, murder holes, a
  trap door inside opening to a pit of spikes below,
  and loop holes for archers and crossbowmen.  The
  most common modern gatehouse has only 1 port-
  cullis.  In addition to the cost of constructing a
  gatehouse, a drawbridge and each portcullis must
  be purchased.
  Hoarding: Also called a catwalk, this is a
  wooden structure added near the top of walls so
  that soldiers may travel between towers and archers
  may attack from the middle of the wall.  Some for-
  tifications leave their hoardings up for decades, while
  others only build them when attacked and remove
  them during peace.
  Kitchen: The kitchen is in a building nearby
  the keep.  Food is prepared in the kitchen and car-
  ried to the great hall in the keep for consumption.
  Bath water is heated in the kitchen and carried to
  the chamber of the lord where it is poured into a
  wooden tub.  However, even the most affluent lord
  bathes only once or twice per year.
  Loophole: This is a slit in a wall through
  which an archer or crossbowman may launch an
  arrow or bolt, respectively.  A variety of different
  shapes exist for loopholes.  Generally, a vertical slit
  is used by an archer, and a horizontal slit is used by
  a crossbowman.
  
  430
  Chapter 9: Equipment
  Moat: A moat is a ditch surrounding the
  fortification to obstruct besiegers.  Some moats are
  filled with water, though many are not.  A moat may
  be no wider than 70 feet wide and 35 feet deep.  If
  filled with water, then waste from the kitchen and
  garderobes is deposited in the moat.  Dry or wet,
  most moats also have sharpened stakes at the bot-
  tom.  Deep moats also present an obstacle to be-
  siegers who attempt to dig a mine under the wall.
  Portcullis: This is a grid-like gate that is usu-
  ally of wood and covered with iron.  It is lowered
  over an entryway to prevent passage.  1 or more
  portcullis is a common part of a gatehouse.
  Public Bath: Some cultures have a public
  bath in their fortifications.  Other cultures are un-
  concerned with cleanliness.  Public baths are detailed
  in Chapter 6: Sociality.
  Tower: Although ancient towers were made
  from wood, all modern towers are made from stone.
  Towers vary in shape, height, and diameter.  The
  shape of a tower may be round, octagonal, square,
  triangular, or D-shaped.  Usually, a tower occurs at
  the corner of buildings or walls.  Oftentimes, long
  walls are periodically interrupted by towers.  The
  part of a tower that is inside a fortification may be
  open or, most often, closed.  Roofing may or may
  not be put atop a tower.  If a tower has a roof, then
  it is made of either lead or slate.  A tower may be
  mostly outside, halfway (most common), or mostly
  inside a building or wall.  Different towers may serve
  different functions, such as defense, observation,
  sanitation, and siege.  Round towers cost 1.5 times
  the price to construct.  Usually, towers do not have
  windows, because a window is a potential weakness.
  However, narrow slit-like openings cast light on an
  internal staircase.  The staircase in a tower is made
  from either wood or stone.  Usually, the staircase
  turns upward in a clockwise direction to allow a sol-
  dier to fight with their sword in their right hand as
  they retreat up the tower.
  Wall: Walls are made from stone.  The height
  and thickness of walls vary for fortifications.  It is
  considered safe if the wall is at least 1 foot thick for
  each 10 feet in height.  Most walls are thicker than
  this ratio.  An ancient rule declared a wall must be 1
  foot thick for each 4 feet in height, though most
  modern walls are not this thick.  Since the new siege
  engine known as a trebuchet wreaks havoc on walls,
  modern fortifications have walls thicker than the
  minimum 1/10 ratio.  Walls are often buttressed,
  meaning they are reinforced by having a thicker base.
  In addition to the cost of building a wall, hoardings
  must be constructed if the walls are not at least 4
  feet thick.  Most walls have battlements, which are
  crenelations.  Crenelations consist of a succession
  of openings called embrasures and small sections
  of wall called merlons.  It is possible to walk behind
  the crenelations if the wall is at least 4 feet thick.
  This is called a masonry wall walk, or allure.
  Well: When a well is dug, the Aedile will de-
  termine if water is below.  A well is important to
  fortifications for many reasons.  It supplies drinking
  water.  Water from a well may also be used to extin-
  guish fires set by incendiary projectiles, which are
  launched by besiegers.  During a siege, hides are of-
  ten drenched in water or aged urine and placed atop
  hoardings and other flammable surfaces.
  
  431
  Chapter 9: Equipment
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  Chair of  Spikes: This is a large chair, but
  instead of having cushions, there are numerous small
  spikes.  The victim is seated in the chair.  Wooden
  bars are placed over parts of the body and each end
  screws into the chair.  A wooden bar exists for the
  chest, the lower legs, and 1 that comes down on the
  knees.  In addition, leather straps restrain the wrists,
  but also may be tightened further, driving the arms
  and hands down on spikes as well.  The spikes are
  probably about the thickness of ordinary nails and
  1” in length.  The chair of spikes does not usually
  kill its victims, but tetanus often claims victims days
  or weeks after the ordeal.  BCT is 1 week for a car-
  penter and blacksmith.
  Headcrusher: Used to extract a confession
  or as a means of execution, this device looks like a
  vice, except instead of crushing the head from the
  sides, the victim’s jaw is placed on the bottom and
  the top is screwed down onto the top of their head.
  BCT is 2 days for a blacksmith.
  Pear: A torture device that damages orifices,
  this is a long, thin shaft along which 2 spoon-like
  objects are affixed.  The end of the shaft with the
  spoon-like objects is inserted into the orifice of the
  torturer’s choice: either the mouth, vagina, or anus.
  The protruding end has a ring that may be screwed
  down along the shaft, which forces the spoon-like
  objects apart and stretches the orifice from inside.
  Death may result from substantial ruptures.  BCT is
  2 days for a blacksmith.
  Rack: This device consists of 2 thick metal
  poles about 8’ apart.  The character to be tortured
  lies down between these poles.  Their wrists and
  ankles are affixed to ropes, which are in turn affixed
  to the poles.  1 torturer stands at each end and tight-
  ens the pole.  This device stretches the body, typi-
  cally while a torturer seeks a confession.  If the tor-
  tured character does not die from their injuries, then
  they are usually so injured that they cannot partici-
  pate in their later public confessions, such as being
  unable to lift their arms to swear their confession.
  BCT is 3 days for a blacksmith.
  Stocks: Sometimes called the Pillary, the
  Stocks consist of 2 large boards that, when closed
  together, leave holes for legs and arms.  As public
  torture, a character’s limbs are trapped between the
  stocks and the townspeople poke, slap, and besmirch
  the victim with feces and urine.  Feces is often
  smeared into their mouth, ears, nose, and hair.  More
  often, though, the victim is badly beaten, stoned,
  cut, burnt, and severely mutilated.  Once in a while
  a character survives their term with only a few bruises
  and a couple of bumps.  BCT is 2 days/carpenter.
  Thumbscrews: 2 metal plates, roughly 6”
  wide, are joined by a screw passing vertically through
  each end.  In the middle of these 2 plates, the vic-
  tim must place their thumbs.  The 2 screws are then
  tightened on the victim’s thumbs.
  Wake: 3 chains are affixed to the corner of
  a room, 1 on each wall and 1 from the ceiling.  The
  3 chains connect to a harness that is used to sus-
  pend a character in the air several feet above the
  ground.  Next, the ankles are bound and 1 torturer
  pulls this rope to raise the legs.  Finally, a point is
  placed underneath the victim’s anus, vagina, scro-
  tum, or lower back, depending on the whim of the
  torturer.  The torturer can lower the character onto
  the point, varying the weight from 0 to the victim’s
  full body weight.  Further, they may be gently
  dropped or may fall repeatedly onto it.
  Whirligig: Looking like a large and cylin-
  drical bird cage, this torture device accommodates a
  human.  The center of the top and bottom of this
  cylinder are affixed to a sturdy external structure.
  Once a character is placed inside the cage, the cage
  is spun quickly, which results in dizziness, nausea,
  and then vomiting.  BCT is 3 days for a blacksmith.
  
  432
  Chapter 9: Equipment
  Weapons
  There are 3 categories of weapons: melee
  weapons for armed combat in close quarters, mis-
  cellaneous weapons in which characters usually do
  not train but may use nonetheless, and missile weap-
  ons for distant combat.  The weapons in the tables
  are numbered to facilitate the determination of Plun-
  der in Chapter 14: Treasure.
  Cost is listed in silver pieces (s.p.).
  Type determines whether the weapon is a
  Stabbing, Hacking, or Pounding weapon, or a com-
  bination of these 3.  For example, a horseman’s battle
  axe is primarily a hacking weapon, though due to its
  back-spike the wielder may also reverse their grip
  and use it for stabbing damage, though its Delivery
  Penalty is still calculated as a hacking weapon be-
  cause it is swung, not thrust.
  Each weapon also has either A (Agility), SA
  (Strength and Agility), or S (Strength) listed.  ‘A’
  weapons may be used to attack twice per round in
  combat, while ‘S’ and ‘SA’ weapons may be used to
  attack once per round in combat.  The number of
  attacks per round may be increased with SP, as noted
  in the Weapon (General) and Weapon (Specific) skills
  (see Chap. 8: Skills).  S, SA, and A weapons differ in
  which sub-ability modifiers (Hand-Eye Coordina-
  tion and/or Agility) are used, and in what propor-
  tion.  For more information, see the Weapon (Spe-
  cific) skill.
  Size of the weapon is Tiny (less than 24”),
  Small (24-36”), Medium (37-48”), or Large (>48”).
  For example, a battle axe is a weapon of medium
  size (48”), while a hand axe (hatchet) is a tiny weapon
  (15”).  Weapons are always the same size listed.  There
  are not larger versions of these weapons for larger
  humanoids.  Weapon size and creature size affect
  Smiting (see Chap. 10: Combat).  Weapon size affects
  Delivery Penalty.
  Weight is listed in pounds, so a dagger
  weighs 1 pound.
  Weight Distribution is the location of the
  balancing point of the weapon, considering the
  handle or end closest to the wielder as 0, and the tip
  or end closest to the foe as 1.  The range of Weight
  Distribution is 0-1.
  Fulcrum Range is where the wielder places
  their hand or hands.  If both hands are used, then
  the hand closest to the attacking-end of the weapon
  is considered the fulcrum.  The location of their
  hands is the point from which leverage is gained.
  The higher the number, the closer the fulcrum is to
  the attacking-end of the weapon.  The lower the
  fulcrum on a hacking or pounding weapon, the more
  damage is delivered but it has a higher Delivery Pen-
  alty (see Delivery Penalty on the next page).  There-
  fore, the higher the fulcrum on a hacking or pound-
  ing weapon, the less damage is delivered but it has a
  lower Delivery Penalty.
  Range lists the range increments of the
  weapon.  First, however, the maximum range and
  maximum effective range must be calculated.  The
  maximum range of a hurled weapon (such as a dag-
  ger or hatchet) is equal to the cube root of the
  hurler’s Strength divided by the weight of  the
  weapon hurled, and the result is multiplied by 50.
  For example, a human with 150 Strength has a maxi-
  mum range of hurling a hatchet 132 feet away.  The
  maximum effective range is only 75% of the maxi-
  mum range.  For each SP invested in the Weapon
  Specific skill, the maximum effective range is in-
  creased by 1%, but it can never exceed the maxi-
  mum range.  For example, a human with a maxi-
  mum range of 132 feet for hurling a hatchet has a
  maximum effective range of 99 feet if 0 SP are in-
  vested.  If an object or weapon is hurled beyond
  maximum effective range, yet within maximum
  range, then it may only hit the target on a natural 30
  of 3d10.  The range increments of projectile weap-
  ons (such as a bow or crossbow) are listed as a con-
  stant, irrespective of the Strength of the attacker.
  The maximum range of a projectile weapon is 10
  times the amount listed.  However, for hurled weap-
  ons the Strength sub-ability is divided to determine
  the range increment.  For instance, if a human has
  150 Strength and hurls a hatchet, which has
  (Strength/10), then his range increment is 15 feet.
  For each range increment, a penalty of - 3 is applied
  to the Aim or Hurl skill check; the first range incre-
  ment is not penalized.  For example, if a human
  with 150 Strength hurls a hatchet at a human foe
  who is 90 feet away, then he incurs a - 18 penalty (-
  3 x 6).  If the human foe in this example has average
  
  433
  Chapter 9: Equipment
  abilities and wears only clothes, then the hurler with
  the hatchet must roll 29 or better on 3d10 to hit the
  foe.  Conversely, if a shortbow (60’ range increment)
  were utilized against a target 80’ away, then it would
  incur only a penalty of - 3.
  Damage is the numerical value determined
  by dice that the foe suffers, should the wielder con-
  nect successfully with their foe.  Once rolled, dam-
  age must be modified by the point chosen as ful-
  crum, if applicable (see Fulcrum Range).  To modify
  damage by fulcrum, subtract the chosen point from
  100, and divide the result by 100.  Multiply damage
  by this result.  Finally, damage may be modified by
  Strength, if caused with an ‘S’ or ‘SA’ weapon (see
  Type for A, SA, or S weapons).  After damage is
  modified, if applicable, it is subtracted from the IP
  of the foe’s armor if the armor but not the foe was
  struck, or additionally, the BPP and LP of the dam-
  aged foe if struck.  Edged weapons listed are con-
  sidered to be sharp.  If an edged weapon is dull,
  then it does only 50% of the damage listed.
  Delivery Penalty is a number that is sub-
  tracted from the initiative roll (see Chap. 10: Combat)
  each round, which serves to make combatants with
  weapons likely to be slower while attacking than
  combatants using only natural weapons, such as
  brawlers, animals, or many creatures.  Delivery Pen-
  alty (DP) is listed directly for Missile Weapons.  Play-
  ers must calculate DP for all other weapons.  For
  hacking or pounding weapons, consult the first
  method below:
  Hacking and Pounding Weapons
  First, multiply Weapon Size in inches by
  Weapon Weight in pounds.  Multiply the result by
  the Weight Distribution.  Consider this Result A.
  Next, select a point in the Fulcrum Range,
  if a range is offered.  Then, subtract the chosen
  point from 100, and divide this result by 100.  Con-
  sider this Result B.
  Multiply Result A by B.  Divide this result
  by 2.  This is Result C.  The Strength of the charac-
  ter must equal or exceed Result C to be able to wield
  the weapon with 1 hand.  Multiply Result C by 0.75.
  This is Result D, which is the Strength required to
  wield the weapon with 2 hands.  Less Strength is
  required to wield a weapon with 2 hands than 1 hand.
  However, there is a difference between be-
  ing minimally able to wield a weapon, and effec-
  tively wielding a weapon.  If a character cannot wield
  a weapon effectively, then they have a penalty to
  their attack skill check.
  Multiply Result C by 1.5 to determine the
  Strength at which a character is effective at wielding
  a weapon with 1 hand.  Consider this Result E.
  Multiply Result D by 1.5 to determine the Strength
  at which a character is effective at wielding a weapon
  with 2 hands.  Consider this Result F.
  If a character is able to wield a weapon, but
  ineffectively, then divide Strength by (Result E if 1-
  handed, or Result F if 2-handed) and multiply by
  10.  This is the penalty to all attack skill checks made
  by this character with this weapon at this fulcrum.
  As Strength increases, a character progresses
  from being able to wield a weapon with 2 hands,
  then able with 1 hand, then effective with 2 hands,
  then effective with 1 hand, and then penalized for
  using 2 hands when 1 is clearly sufficient.
  If a character attempts to use a weapon with
  2 hands, then multiply Result C by 4, and consider
  this Result G.  This is the point of Strength above
  which a weapon should be used with only 1 hand.
  If a character has a Strength equal to or greater than
  Result G and attempts to wield this weapon with 2
  hands, then the character receives a penalty to their
  DP.  In this case, multiply Result D by 1.25.
  1.  For the sake of ease, it is recommended that Delivery Penalty is calculated by using a program called the Fatal Delivery
  Penalty Generator, which is available free from Fatal Games.  This program may be downloaded from the Website:
  www.fatalgames.com.
  
  434
  Chapter 9: Equipment
  If the character is able to wield the weapon,
  or can wield it effectively, then apply the opposite
  of the Skill Modifiers for Strength, Agility, or the
  average of Strength and Agility, depending on its
  type: A, SA, or S.  Apply this either to Result C if a
  weapon is used 1-handed and it should be used 1-
  handed, to Result D if a weapon is used 2-handed
  and should be used 2-handed, or to the modified
  Result D if a weapon is used 2-handed and should
  be used 1-handed.  The result is the DP.
  For example, a human named Giles picks
  up a horseman’s flail with 2 spiked balls.  Since this
  flail is 36” long, 7 pounds, and has a weight distribu-
  tion of 0.80, these are multiplied together to give
  Result A, which is 201.6.  Since Giles’ Strength is
  130, he confidently chooses the lowest fulcrum,
  which is 10.  Therefore, (100 - 10) is 90, and (90 /
  100) is 0.9.  Result B is 0.9.  Next, (201.6 x 0.9) is
  181.44, and (181.44 / 2) is 90.72.  Result C is 90.72.
  Because Giles’ Strength is 130, which meets or ex-
  ceeds 90.72, he is capable of wielding this flail with
  1 hand.  However, if Giles were to keep the same
  fulcrum, but use 2 hands, he would need only a
  Strength of 68.04 (90.72 x 0.75), which is Result D.
  Giles is able to wield this flail with 1 or 2 hands.
  With 1 hand, he needs a Strength of 136 (90.72 x
  1.5) to be effective with this flail at this fulcrum.
  Giles is ineffective with this weapon, and has a pen-
  alty of -9 to all attack skill checks [(130 / 136) x 10]
  whenever wielding this weapon with 1 hand at this
  fulcrum.  However, with 2 hands, Giles needs a
  Strength of 102 (68.04 x 1.5) to be effective with
  this flail at this fulcrum.  Since his Strength is 130,
  he is capable of wielding this flail effectively with 2
  hands at this fulcrum.  Giles chooses to wield it 2-
  handed.  His Agility is 100, so there is no modifier.
  Since the weapon type is SA, the average of his
  Strength and Agility skill modifiers (+14 and 0) is 7.
  The opposite (-7) is applied to 68.  Giles has DP 61
  while wielding this flail with 2 hands at fulcrum 10.
  Stabbing Weapons
  Some weapons may cause stabbing damage,
  but their DP is calculated either as hacking or pound-
  ing.  Examples include the horseman’s battle axe,
  both war hammers, and both military picks, scythe,
  sickle, and hurlbat.
  For stabbing weapons, multiply the Weapon
  Weight by 10, and consider this Result A.  This is
  the Strength required to wield the weapon with 1
  hand.  Multiply Result A by 0.75, and consider this
  Result B.  This is the Strength required to wield the
  weapon with 2 hands.  If the weapon is longer than
  half the height of the character, then the character
  should use 2 hands or suffer a penalty to the attack
  skill check.
  Weapons that are clearly 1-handed, such as
  when a human wields a dagger, do not get a lower
  DP by using 2 hands.  In this case, multiply Result A
  by 1.25, which gives the wielder a penalty.
  If the character is capable of wielding the
  weapon, then apply the opposite of the Skill Modi-
  fier Agility.  Apply this either to Result A if a weapon
  is used 1-handed and it should be used 1-handed, to
  Result B if a weapon is used 2-handed and should
  be used 2-handed, or to the modified Result A if a
  weapon is used 2-handed and should be used 1-
  handed.  The result is the DP.
  Stabbing weapons weighing less than 1% of
  a character’s Strength have a DP equal to the oppo-
  site of their Agility Skill Modifier.
  For example, a kobold named Kundugga
  picks up a short spear.  A short spear weighs 3
  pounds, so Result A is 30.  Since his Strength is 80,
  Kundugga is strong enough to wield this short spear
  with 1 hand.  But, since it is longer than half of his
  height, Kundugga chooses to wield it with 2 hands
  and avoid the penalty to the attack skill check.  There-
  fore, Result A becomes 22.5.  Since Kundugga’s Agil-
  ity is 103, he has a skill modifier of + 3.  Therefore,
  his final DP with this weapon is 19 (22 - 3).
  Penetration is a listing of modifiers against
  penetrating Light/Medium/Heavy armors for that
  specific weapon.  Light armors are nakedness, cloth-
  ing, gambeson, studded leather, and leather.  Me-
  dium armors include brigandine, scalemail, chainmail,
  and banded mail.  Heavy armors include chainmail
  with breastplate, platemail, and ceremonial platemail.
  
  435
  Chapter 9: Equipment
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  436
  Chapter 9: Equipment
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  Chapter 9: Equipment
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  441
  Chapter 9: Equipment
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  442
  Chapter 9: Equipment
  Axe, Battle, Footman’s: Attached at the
  end of a 4’ pole is the head of an axe with a blunt
  back and tip; there is no back-spike.  This large 2-
  handed axe is used to cleave objects in half.  BCT is
  1 day for a weaponsmith.
  Axe, Battle, Horseman’s: Attached at the
  end of a 2’ pole is the head of an axe with a back-
  spike.  This 1-handed axe is used to cleave objects in
  half.  However, the grip may be reversed and the
  spike may be used instead, inflicting stabbing dam-
  age if desired.  BCT is 1 day for a weaponsmith.
  Axe, Hand: Also called a hatchet, a small
  axe is attached to a 15” pole.  A hand axe may be
  used as both a melee and a missile weapon.  BCT is
  1 day for a weaponsmith.
  Bolas: This weapon consists of several sepa-
  rate small leather pouches filled with sand; the
  pouches are connected by thin ropes.  This weapon
  is used by spinning above one’s head and then hurl-
  ing at a target.  If the target is hit, then numerous
  sand-filled pouches will hit in succession and cause
  damage.  BCT is 1 day for a weaponsmith.
  Boomerang: This weapon consists of  a
  piece of wood that has been carved flat, is roughly
  2-3” across, and otherwise is shaped like a ‘V’.  Hav-
  ing a skill with this weapon means that it will return
  to the thrower if it misses its target.  Without a skill
  in this weapon, the boomerang will land randomly.
  BCT is 1 day for a weaponsmith.
  Bottle: Though bottles may come in all
  shapes and sizes, a wine bottle is approximated here.
  Bottle, Oil (with ignited wick): This weapon1
  consists of a bottle filled between a third and half-
  way with oil.  A rag or wick is dipped in oil and
  stuffed into the mouth of the bottle.  To use the
  weapon, the rag or wick is lit on fire and the bottle
  is hurled at a foe or target.  This weapon is harder to
  use than it seems.  This weapon is impeded by 2
  factors:
  1.
  The bottle is harder to break than
  one may think.  Whenever one is hurled, an
  additional roll must be made to see if it
  breaks, not just if the hurled bottle connects
  with the target.  If the bottle does not break,
  as determined below, then it only does 1d8
  damage from the impact and eventually the
  wick will burn itself out.  Below are differ-
  ent circumstances:
  a.
  If  hurled against a solid,
  hard, and unmoving object such as
  a tree or a wall, then there is only an
  20% chance the bottle does not
  break.
  b.
  If hurled against an object
  of medium hardness such as a hu-
  man standing up and wearing any-
  thing but platemail or carrying a
  1.  In modern times, this weapon is commonly called a Molotov Cocktail, which is derived from Vyacheslav Molotov, who was
  the Foreign Minister of the Secretary of War in the Soviet Union during World War II.
  
  443
  Chapter 9: Equipment
  tower shield, then there is only a 60%
  chance the bottle does not break.
  c.
  If hurled against a soft, mov-
  able object such as hay, then there is
  a 95% chance the bottle does not
  break.
  2.
  If hurled during moderate or stron-
  ger winds, then the wick is 90% likely to be
  extinguished before the bottle contacts the
  target.
  Bow, Short: This 2-handed weapon con-
  sists of a thin wooden pole and a tendon connect-
  ing the 2 ends.  When the tendon is attached to
  both ends, the pole must be bent for it to reach.
  This creates pressure on the tendon.  This weapon
  projects arrows at targets.  Shortbows are widely
  known to be ineffective against armored humanoid
  troops.  It takes 2 rounds to load, aim, and fire.  BCT
  is 1 week for a bowyer.
  Bow, Long: This 2-handed weapon consists
  of a thin wooden pole made from yew, and has a
  tendon connecting the 2 ends.  When the tendon is
  attached to both ends, the pole must be bent for it
  to reach.  This creates pressure on the tendon.  This
  weapon projects arrows at targets, and may require
  up to 100 pounds of force to draw it.  The longbow
  is a new invention, it is fast, and surprisingly effec-
  tive at penetrating armor and creatures.  It takes 2
  rounds to load, aim, and fire.  BCT is 2 weeks for a
  bowyer.
  Bucket: This weapon consists of a metal
  or wooden structure and a handle.  Normally, a
  bucket is designed to carry liquids such as water.  In
  threatening situations, a bucket may be swung at a
  foe.  BCT is 1 day for a blacksmith.
  Chain: This weapon consists of numerous
  small metal links that are strung together one after
  another.  Chains are swung above the head and 1
  end is whipped at a target.  BCT is 1 week.
  Chair: This 2-handed wooden weapon con-
  sists of something crafted on which characters rest
  their rumps.  In a threatening situation, a chair may
  be picked up and swung at a foe, or it may be used
  effectively to keep a foe at a distance.  BCT is 2 days
  for a carpenter.
  Cleaver: This weapon consists of a handle
  and a long, thick blade extending from it.  The blade
  has only 1 edge, but it has a lot of steel behind it.
  Cleavers may be used in melee or missile combat.
  BCT is 1 day for a tinker.
  Club: This 1-handed weapon consists of a
  piece of wood that is usually 2 feet in length.  One
  of the most ancient of weapons, it is commonly
  used to bash creatures in the head.
  Club, Great: This 2-handed weapon con-
  sists of a piece of wood that is usually 4 feet in length.
  
  444
  Chapter 9: Equipment
  One of the most ancient of weapons, it is com-
  monly used to bash creatures in the head.  Crea-
  tures at least 12’ tall may use this weapon effectively
  with 1 hand.
  Crossbow, Hand: A hand crossbow is one
  that may be reloaded by hand or without needing a
  mechanism.  After a bolt is projected at a foe, the
  tip of the crossbow is placed on the ground, the
  user places the tip of their foot in a stirrup at its
  base, and the user pulls back on the sinew, cocking
  it again, which takes 2 rounds.  BCT is 2 weeks for a
  bowyer.
  Crossbow, Wheel and Ratchet: Once
  fired, this weapon must be cocked again by using a
  mechanism consisting of a wheel and ratchet.  Al-
  though it takes 3 rounds to reload this weapon, the
  bolt is projected with incredible force.  BCT is 2
  weeks for a bowyer.
  Dagger: Ranging from 11-18” in length, this
  weapon consists of a handle and a blade with 2 edges.
  This weapon may be used for both melee and mis-
  sile combat.  Daggers are popular weapons, often
  used as eating utensils, and commonly hidden in
  boots.  BCT is 1 week for a bladesmith.
  Dagger, Dirk: Essentially, a dirk is a larger
  dagger that has only 1 sharpened edge.  Dirks are
  not balanced and may not be thrown properly.  BCT
  is 1 week for a bladesmith.
  Dagger, Stiletto: This weapon is usually il-
  legal wherever one may go, since it is so popular
  among assassins, easily hidden, and very lethal.  The
  blade of this dagger has 3 edges, appearing triangu-
  lar if observed from the tip.  An edge of the blade
  is no more than ¾” across at its widest near the thin
  handle, and the blade tapers to a very fine point.
  BCT is 2 weeks for a weaponsmith.
  Dart: Very similar in size and shape to ar-
  rows, darts do not have fletching, but only a pole
  and a metal tip.  Darts are hurled at foes.  BCT is 1
  day for a weaponsmith.
  Flask:- This is a small, glass fixture designed
  to hold a small amount of liquid.  If necessary, flasks
  may be hurled at foes.  BCT is 1 day for a glass-
  blower.
  Flask, Oil: This is a small, glass fixture de-
  signed to hold a small amount of liquid.  In this
  case, it is filled with oil.  The oil-filled flask is hurled
  at foes.  BCT is 1 day for a glassblower.
  File, Metal: This weapon is a long, thin piece
  of metal that has a rough texture.  Normally, this
  utensil is used to file away at metal, but it may be
  used as a small club.  BCT is 1 day for a blacksmith.
  Flail, Footman’s, Holy Water Sprinkler:
  This 2-handed flail consists of a 3’ pole and swivel
  link at the end, upon which swings an 8” metal rod
  with a spiked ball at the end.  This flail has no chain.
  BCT is 1 week for a weaponsmith.
  Flail, Footman’s, Military: This 2-handed
  
  445
  Chapter 9: Equipment
  flail consists of a 3’ pole and a swivel link at the end,
  upon which swings a 15” metal rod.  Periodically,
  the thin metal rod (1” diameter) has a ring of spikes
  around its circumference.  This flail has no chain.
  BCT is 1 week for a weaponsmith.
  Flail, Grain:  Not the everyday flail, this
  weapon is almost strictly used to pound grain.  This
  weapon consists of a wooden pole and wooden balls,
  which are connected to the pole with rope.  BCT is
  1 day for a carpenter.
  Flail, Horseman’s: These 1-handed flails
  consist of a 2’ pole and either 1 or 2 spiked metal
  balls.  The pole and the balls are connected by a
  sturdy chain.  Flails are surprisingly hard-hitting
  weapons.  BCT is 1 week for a weaponsmith.
  Fork, Pitch: Used for baling hay, this is com-
  monly used by peasants as a weapon.  The tines of
  a pitchfork are curved, so they do not pierce flesh
  as well as those of a military fork, which is simply
  this weapon with straightened tines.  BCT is 1 day
  for a blacksmith.
  Fork, Serving: This weapon, usually used
  to serve food to others, may be used to stab crea-
  tures.  To use in this manner, simply realize the foe
  for what they are -- a piece of meat.  BCT is 1 day
  for a tinker.
  Garrote: This is an atypical weapon con-
  sisting of a thin wire and it is used for strangulation.
  Though the garrote is a weapon that is easy to use
  quickly, the act of strangulation takes some time.  A
  successful attack on a foe that has their back to the
  attacker means that the garrote is firmly around their
  neck and that damage begins to occur immediately.
  If the foe does not have their back to the attacker,
  then the foe’s CA increases by 60, 70 if they are
  familiar with the garrote and the fact that their neck
  needs special defense.  Once the garrote is firmly in
  place around the foe’s neck, it causes 3d8 Life Points
  of damage per round, though the foe may attempt
  to escape with a successful Wrestling skill check at
  TH 21.  If failed, then they lose 10 Strength.  The
  2nd round of strangulation, they may attempt escape
  with a TH 24.  If failed, then they lose 20 Strength.
  The 3rd round of strangulation, they may attempt
  escape with a TH 26.  If failed, then they lose 40
  Strength.  Beyond this point, no attempts at escape
  may be made, damage will continue every round,
  and the loss in Strength will continue to double ev-
  ery round.  BCT is 1 day for a blacksmith.
  Gauntlet: This is the metal glove of a suit
  of platemail and is designed to protect a hand.  In
  times of duress, however, it may be impacted upon
  a foe to damage them.  BCT is 1 day for an
  armorsmith.
  Hammer, Maul: This 2-handed weapon
  consists of a 3’ pole, and at the end of it is affixed a
  stone block.  This weapon is very slow, and the dam-
  age done is due to force, not speed.  This rare weapon
  
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  is incredibly effective at smashing things.  BCT is 1
  day for a weaponsmith.
  Hammer, Sledge: This 2-handed weapon
  consists of a 3’ pole, and at the end of it is affixed a
  steel block, like an oversized double-headed tool
  hammer.  This weapon is incredibly effective at
  smashing things, and it is common among peasants.
  BCT is 1 day for a blacksmith.
  Hammer, Tool: One of the most common
  tools, a hammer is a small pole with a blunt piece of
  metal affixed to 1 end.  Normally, hammers are used
  to drive nails through wood, though it is pleasingly
  effective at deadening foes.  BCT is 1 day for a black-
  smith.
  Hammer, War, Footman’s: This 2-handed
  weapon consists of a pole, usually 30-33”, with a
  steel head affixed to 1 end.  The front of the steel
  head is flat and used for pounding foes.  The other
  side usually has a straight spike, roughly 6” long,
  which may be used to stab foes.  Since this weapon
  may be used for pounding or stabbing, these are
  popular weapons of  war.  BCT is 1 day for a
  weaponsmith..
  Hammer, War, Horseman’s: This 1-
  handed weapon consists of a pole, usually 2’ long,
  with a steel head affixed to 1 end.  The front of the
  steel head is flat and used for pounding foes.  The
  other side usually has a straight spike, roughly 4”
  long, which may be used to stab foes.  A horseman’s
  war hammer may be thrown as a missile weapon or
  used in melee combat.  Since this weapon may be
  used for pounding or stabbing, melee or missile com-
  bat, these are very popular weapons of war.  BCT is
  1 day for a weaponsmith.
  Hoe: Quite different from a whore, a hoe is
  a common gardening tool.  BCT is 1 day for a black-
  smith.
  Hook, Grappling: Only rarely used as a
  weapon, this item consists of a series of metal poles
  extending upward and outward from a central hub
  before sharply curving back down.  Normally, a rope
  is attached to the hub and the grappling hook is
  hurled atop a castle wall where the sharp ends catch,
  embed themselves firmly, and allow others to Climb.
  It is also hurled from one vessel to another so that
  boarding may occur.  As a weapon, a grappling hook
  is simply hurled at a foe.  BCT is 1 day for a black-
  smith.
  Hurlbat: This weapon is similar to a hatchet
  made entirely of steel, including the handle.  How-
  ever, virtually any part of this all-metal axe is sharp
  and dangerous.  Hurlbats are hurled at foes.  BCT is
  1 day for a weaponsmith.
  Javelin:  Much lighter than a spear, javelins
  are also wooden poles with sharp metal points.  Be-
  cause of flimsiness, they are virtually worthless in
  melee combat, but have good range as a missile
  weapon.  BCT is 1 day for a weaponsmith.
  
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  Knife, Hunting or Tool: A common knife
  has only a single edge and may be used as a melee or
  missile weapon.  BCT is 1 day for a tinker.
  Knife, Throwing:  Throwing knives look
  like small daggers since they have 2 edges.  Even
  more than daggers, throwing knives are well-bal-
  anced.  The handle of a throwing knife has no leather
  on it, and it is impractical as a melee weapon.  BCT
  is 1 week for a bladesmith.
  Lance, Heavy: This version of the lance
  was adapted for warfare against foot soldiers and
  cavalry alike.  This lance weighs a lot and has a sharp
  tip, but it is very sturdy and successful in unhorsing
  armored combatants and piercing foes on the
  ground.  BCT is 1 day for a weaponsmith.
  Lance, Jousting: The original version of a
  lance, the jousting lance, was an alteration from the
  success of spears and javelins.  This is no different
  from a spear, except that the head is blunted.  The
  pole is of uniform thickness from end to end with a
  lozenge-shaped head.  Sometimes the blunted end
  has special points on it, though they do not pierce,
  but give a grip on plate armor.  BCT is 1 day for a
  weaponsmith.
  Lance, Light: The newest version of the
  lance, a light lance is short, only 5 feet in length, and
  is hollowed out.  These are lighter weight, but also
  splinter, breaking into pieces easily.  For every hit
  on an upright armored humanoid, the weapon has
  a 30% chance of splintering.  BCT is 1 day for a
  weaponsmith.
  Mace, Footman’s: This 2-handed weapon
  consists of a 3’ pole, either wooden or metal, and a
  metal head affixed to 1 end.  The metal head may
  vary widely in its design.  Some consist of a metal
  ball that is either spiked, studded, or blunt.  An-
  other popular design to reduce weight is to have a
  large, ribbed end.  Whatever is attached, the pur-
  pose of a mace is to dash the brains out of foes
  with primarily pounding force.  This weapon is popu-
  lar with many hierophants, because numerous dei-
  ties prohibit their worshippers from using edged
  weapons.  BCT is 1 day for a weaponsmith..
  Mace, Horseman’s: This 1-handed weapon
  consists of a 2’ pole, either wooden or metal, and a
  metal head affixed to 1 end.  The metal head may
  vary widely in its design.  Some consist of a metal
  ball that is either spiked, studded, or blunt.  An-
  other popular design to reduce weight is to have a
  large, ribbed end.  Whatever is attached, the pur-
  pose of a mace is to dash the brains out of foes
  with primarily pounding force.  This weapon is popu-
  lar with many hierophants, because numerous dei-
  ties prohibit their worshippers from using edged
  weapons.  BCT is 1 day for a weaponsmith.
  Mace-Axe: This odd 2-handed weapon con-
  sists of a 3’ wooden pole and a metal head affixed
  to 1 end.  The metal head has 2 sides: 1 like a battle
  
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  axe, the other wide and blunt like a mace.  Accord-
  ingly, the weapon may be used for either hacking or
  pounding.  BCT is 1 day for a weaponsmith.
  Mallet: A thick cylinder of wood is attached
  to a small handle.  Mallets are normally used to pound
  stakes into the ground.  In times of need, they may
  be used against foes.  BCT is 1 day for a carpenter.
  Morgenstern: Also called a morningstar,
  this 2-handed weapon consists of a 4’ pole.  At 1
  end of the pole, nails are driven through it in all
  directions.  This spiked weapon is easy to make, com-
  mon among peasants, and often considered a mace
  with a spiked head.  It is most appropriate for foot
  soldiers, though both cavalry and infantry may be
  armed with it.  BCT is 1 day for a weaponsmith.
  Net, Weighted: Small weights are affixed
  to the perimeter of this net and it is hurled at fish,
  wild animals, and sometimes foes.  The purpose of
  the weighted net is to take the foe to the ground, so
  that others may approach and deprive the foe of
  consciousness or life as desired while the foe
  struggles for freedom.  If hit by a net, then a foe
  must pass a Balance skill check at TH 20 or fall to
  the ground.  Next, reverse the sign of the foe’s In-
  telligence Skill Modifier (such as positive to nega-
  tive and vice versa) and multiply this result by 1d10
  to determine the number of rounds it takes for them
  to find their way out of the weighted net.  BCT is 1
  day for a ropemaker.
  Pan, Frying: Normally, frying pans are iron
  cooking utensils.  If necessary, this iron pan may be
  pounded against a foe.  BCT is 1 day for a tinker.
  Pick, Military, Footman’s: This 2-handed
  weapon consists of a 4’ pole and a long, thin blade
  that is attached in a perpendicular fashion to 1 end
  of the pole.  The footman’s military pick was origi-
  nally used for mining and has been adopted for war-
  fare.  BCT is 1 day for a weaponsmith.
  Pick, Military, Horseman’s: This 1-handed
  weapon consists of a 2’ pole and a long, thin blade
  that is attached in a perpendicular fashion to 1 end
  of the pole.  The horseman’s military pick was origi-
  nally used for mining and has been adopted for war-
  fare.  BCT is 1 day for a weaponsmith.
  Pilum: This weapon consists of a pole, half
  of which is wooden, half of which is steel.  The
  steel half has a sharp tip and is front-heavy when
  hurled.  Therefore, it is not effectively thrown long
  distances, but creates an impressive impact at lesser
  distances.  The pilum often embeds itself into a foe’s
  shield and is heavy enough that the foe must either
  discard the shield or pause to remove the pilum from
  it.  BCT is 1 day for a weaponsmith.
  Polearm, Awl Pike: This 2-handed weapon
  consists of a pole that averages 20 feet in length
  with a spearhead attached at 1 end.  Essentially a
  very long spear, this weapon is useful because it al-
  lows one to reach over other combatants.  To resist
  
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  cavalry or other charges, the base of the pike is fixed
  into the ground.  Long strips of steel down the shaft
  may be considered 1 of its special features, as it can-
  not be put out of action by any ordinary (natural 25
  or higher on attack rolls) cuts of the sword, axe, etc.
  Those impaled in this way receive double damage
  and are twice as likely to receive Graphic Gore (see
  Chap. 10: Combat).  BCT is 1 day for a weaponsmith.
  Polearm, Berdeesh: Also called a bardiche
  or a Sparth axe, this weapon consists of a pole typi-
  cally 5 feet in length with a large, elongated axe-like
  blade attached to 1 end.  This weapon is popular for
  beheading at executions, and so is the zweihander.
  BCT is 1 day for a weaponsmith.
  Polearm, Bec de Corbin: Also called a
  raven’s beak, this weapon consists of a hammer-like
  head, a small spike on top, and a small back-spike.
  All are affixed on the end of a pole.  BCT is 1 day
  for a weaponsmith.
  Polearm, Bill: Although the term ‘bill’ is
  applied to all shafted weapons of peculiar form that
  do not fall readily under any particular heading, the
  bill is a polearm that was most popular about 400
  years ago.  The most common bill consists of a long
  and thin blade attached to the end of a pole.  In the
  middle of 1 side of the blade is a hook that points
  downward, usually 6 inches in length.  Roughly one-
  third up the other side of the blade, a straight spike
  extends roughly 4 inches perpendicularly.  These
  proportions and locations vary somewhat.  BCT is
  1 day for a weaponsmith.
  Polearm, Bipennis: This 2-handed weapon
  is the double-bladed pole axe.  At the end of a 6’
  pole is affixed a large double-bladed axe-head.  This
  fierce weapon hits hard due to the considerable
  weight and the leverage offered by the pole.  If a
  weapon is needed to cleave through something, then
  the bipennis is highly recommended.  Conversely,
  the disadvantage of this weapon is that a large area
  is necessary for it to be swung effectively.  BCT is 1
  day for a weaponsmith.
  Polearm, Fauchard: This weapon is a more
  recent version of an old glaive, and it is currently
  very popular.  The weapon consists of a blade re-
  sembling a short sword attached to the end of a
  pole.  There is nothing fancy about a fauchard, but
  many folks seek to abolish the weapon due to the
  deadly and ghastly nature of the wounds inflicted
  by this weapon.  BCT is 1 day for a weaponsmith.
  Polearm, Glaive: Differing from the bill,
  this weapon has the cutting edge upon the convex
  instead of the concave curve of the blade, and it is
  also much broader.  Essentially, a glaive consists of
  a simple blade attached to the end of a pole.  BCT
  is 1 day for a weaponsmith.
  Polearm, Guisarme: This weapon may be
  claimed with confidence to be one of the most an-
  cient of weapons, originating when bronze was the
  
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  predominant material of which weapons were made.
  More fancy than a fauchard, a guisarme consists of
  a blade resembling a short sword attached to the
  end of a pole.  Oftentimes, the blade will have a
  hook extending from the back of the blade or other
  unusual designs along the back of the blade.  BCT is
  1 day for a weaponsmith.
  Polearm, Halberd: Perhaps the handiest of
  all polearms, a halberd consists of an irregularly
  shaped blade affixed to the end of a pole.  1 long
  blade exists, suitable for hacking.  A point is at the
  end, suitable for stabbing.  Other points often ap-
  pear in the back of the blade that are useful for
  removing plate armor from fallen foes.  A common
  technique with a halberd is to knock a heavily ar-
  mored foe to the ground and then, using the back-
  spikes, pry an opening in their armor and stab them
  to death.  There are many variations on the design
  of the halberd.  This weapon originated in the north-
  ern climes and dates back considerably far, though
  it has only been recently introduced to more south-
  erly regions.  BCT is 1 day for a weaponsmith.
  Polearm, Military Fork: This weapon is the
  pitchfork adapted for warfare.  The tines, either 2
  or 3, of the pitchfork are straightened.  Currently, it
  is a very popular polearm and is in widespread use.
  BCT is 1 day for a weaponsmith.
  Polearm, Partisan: This weapon is new,
  being introduced for the first time in the last few
  years, and it is gaining popularity quickly.  Essen-
  tially, this weapon consists of a sharp tip at the end
  of a pole, similar to a spear.  This spearhead, how-
  ever, also has a barbed tip extending outward a short
  distance of an inch or 2 from its base on each side.
  This weapon is always symmetrical.  Specific names
  of some designs of partisans are the corseque and
  the spontoon.  BCT is 1 day for a weaponsmith.
  Polearm, Poleaxe: The battle axe and the
  poleaxe may be claimed to be the same weapon, sim-
  ply differing in the length of the shaft.  The poleaxe
  consists of a single axe-blade, accompanied by a large
  spike on top and the back.  Poleaxes always require
  both hands.  This weapon is essentially from north-
  ern climes.  Recently, it is becoming 1 of the fa-
  vored weapons for encounters on foot.  BCT is 1
  day for a weaponsmith.
  Polearm, Ranseur: The ranseur is a ver-
  sion of the partisan, which is new itself, being in-
  troduced for the first time in the last few years.  Both
  partisans and ranseurs are gaining popularity quickly.
  This weapon consists of a sharp tip at the end of a
  pole, similar to a spear.  This spearhead, however,
  also has a barbed tip extending forward and out-
  ward a short distance of 3-5 inches from its base on
  each side.  This weapon is always symmetrical.  BCT
  is 1 day for a weaponsmith.
  Polearm, Spetum: The spetum is a version
  of the partisan, which is new itself, being introduced
  
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  for the first time in the last few years.  Both parti-
  sans and spetums are gaining popularity quickly.  This
  weapon consists of a sharp tip at the end of a pole,
  similar to a spear.  This spearhead, however, also
  has a barbed tip extending outward a short distance
  of  3-5 inches from its base on each side.  This
  weapon is always symmetrical.  BCT is 1 day for a
  weaponsmith.
  Polearm, Voulge: This weapon may be re-
  garded as a cousin to the guisarme, and has at times
  been very similar.  Although this weapon has been
  used since a very early period by those high in the
  mountains, characters on the plains below have not
  started using it until recently.  The voulge consists
  of a thick and straight single-edged blade with a
  sharpened tip that is attached to the end of a pole.
  BCT is 1 day for a weaponsmith.
  Pry Bar: This is an iron bar with 1 curved,
  flattened tip.  The tip is inserted between 2 objects
  that are difficult to separate, and then leverage is
  applied on the bar.  In emergencies, this is suitable
  as a weapon and is most often used to club a char-
  acter in the head, smashing their skull.  BCT is 1 day
  for a blacksmith.
  Quarterstaff: Nothing more than a wooden
  pole, a quarterstaff is handy, though it only inflicts
  light damage.  A quarterstaff may be spun in 1 hand,
  but 2 hands are needed to strike objects effectively.
  BCT is 1 day for a carver.
  Quill: This writing utensil consists of a large
  feather such as a black plume from a raven.  Nor-
  mally, a quill is dipped in ink, but in times of duress,
  it may be used to stab a foe.  BCT is 1 day for an
  inkmaker.
  Rock: Underneath most character’s feet, de-
  pending on the location of course, are rocks.  As a
  weapon, a rock is typically picked up and hurled at a
  foe.
  Rolling Pin: Normally a rolling pin is used
  in the kitchen.  However, under duress, a rolling pin
  may be used as a pounding weapon and swung at a
  foe.  BCT is 1 day for a tinker.
  Sap: A sap consists of roughly a handful of
  sand wrapped in leather.  The sap is then most com-
  monly used to sap a foe in the head.  BCT is 1 day
  for a weaponsmith.
  Scissors: This tool consists of 2 parallel
  blades connected at a central revolving joint.  As
  the 2 blades are brought together, objects are cut
  apart.  Scissors may be used combatively, if neces-
  sary, as a capable stabbing weapon.  BCT is 1 week
  for a blacksmith.
  Scythe: This tool consists of a long, thin,
  arching blade that is attached to the end of a pole.
  Normally, a scythe is used as a tool for harvesting.
  Combatively, a scythe may be used to attempt to
  harvest the soul of a creature; it is a formidable slash-
  ing weapon.  BCT is 1 day for a blacksmith.
  
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  Shield: Normally, the purpose of a shield is
  to protect a character, shielding them from harm.
  Shields may also be useful when rushing foes, or
  more directly, punching them.  Shields cause only
  little damage, but there are times when this tech-
  nique may prove necessary and useful.  BCT is 1
  week for an armorsmith.
  Shoe: A shoe is a piece of footwear crafted
  from leather.  Normally, a shoe is worn on the foot,
  but if necessary, it may be hurled at a foe.  BCT is 1
  day for a cobbler.
  Shoe, Horse: This iron shoe is meant to
  protect a horse’s hooves from the ground.  If de-
  sired, this weapon may be swung and hurled at a
  foe, though usually underhanded and with as little
  of an arc as possible.  BCT is 1 day for a blacksmith.
  Shovel: This tool consists of a curved metal
  plane attached to the end of a pole.  Shovels are
  intended to dig into the ground, but they may be
  swung at a foe to either hack them with its fairly dull
  edge or pound them with the blunt side.  BCT is 1
  day for a blacksmith.
  Sickle: This is a curved, hemispherical,
  handheld blade used for agriculture.  However, it
  may also be used to reap life.  BCT is 1 day for a
  blacksmith.
  Sling: This ancient 2-handed weapon con-
  sists of 2 leather or sinew straps, between 2-3 feet
  in length.  1 end of each strap is attached to the
  sides of a small piece of leather or cloth.  The ends
  of the straps are held by the slinger.  1 strap is
  wrapped securely around a finger or the wrist.  The
  other, usually knotted to provide a grip, is held freely
  between the thumb and forefinger of the throwing
  hand.  The missile was placed on the piece of leather
  or cloth, and the straps were pulled taut, so that the
  material became a pocket snugly containing the pro-
  jectile.  With the sling loaded and poised in the
  launching position above the slinger’s head, a rotary
  motion of both wrists sets the sling whirling.  When
  it has acquired sufficient momentum (usually within
  3 or 4 rotations), the unlooped strap is released,
  thereby discharging the missle at high speed toward
  its distant target.  The centrifugal force gained in
  the whirling action gives power and range to the
  shot.
  Slings project either a small pebble, an al-
  mond-shaped pebble the size and shape of a small
  egg, or a man-made missile called a glandes.  A glan-
  des is made of lead and has a greater range and im-
  pact.  The missile is often inscribed in Sapian on 1
  or both sides the name and number of the slinger’s
  military formation, the commanding officer’s name,
  or even sarcastic slogans such as “a nasty present,”
  “take that,” or “ouch.”  On many others appear
  emblems of gods.  Sling missiles range from 1-2
  ounces.
  When members of an infantry, slingers com-
  
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  monly carry their missiles in a bag on their hip.
  Unfortunately, slingers require substantial room to
  use this weapon effectively.  BCT is 1 day for a
  weaponsmith.
  Spade: Normally this is a tool.  A spade is a
  curved unit of metal attached to the end of a pole.
  BCT is 1 day for a blacksmith.
  Spear, Long: Some call this a small pike,
  but originally it was referred to as a long spear, since
  it is nothing more than a common medium spear
  with a longer pole.  This weapon is too long to hurl.
  BCT is 1 day for a weaponsmith.
  Spear, Medium: The most common of
  spears, this weapon consists of a small blade, called
  a spearhead, attached to the end of a pole.  The
  spear is used to stab foes and it may be hurled.  BCT
  is 1 day for a weaponsmith.
  Spear, Short: Also called a half-spear or a
  guard-spear, this is identical to the popular medium
  spear, except that the pole is only half as long.  This
  weapon is too short to hurl it any distance effec-
  tively.  BCT is 1 day for a weaponsmith.
  Spear, Trident: This weapon is like a me-
  dium spear, though the tip branches widely and of-
  fers 3 sharp points to a foe.  BCT is 1 day for a
  weaponsmith.
  Sword, Bastard: Also called the hand-and-
  half or hand-and-a-half, the bastard sword is claimed
  as belonging to the 2-handed variety, though it is
  possible to swing it effectively with 1 hand; in such a
  case, to give extra effect to a blow, both hands are
  brought into action near the pommel.  This weapon
  is very new and most have not heard of it yet.  BCT
  is 2 weeks for a bladesmith.
  Sword, Broad: This is a double-edged sword
  that is moderately long.  It is wide-bladed and de-
  signed to deal hacking blows.  The crossguards are
  usually straight.  BCT is 2 weeks for a bladesmith.
  Sword, Cut and Thrust: Similar in shape
  to a broadsword, this sword has a blade that is even
  thicker.  The concept behind this sword is that the
  additional weight of this blade allows a defender to
  overpower a foe’s swing and to counter with a thrust.
  BCT is 2 weeks for a bladesmith.
  Sword, Falchion: This sword is most often
  used by archers and men-at-arms.  It has a blade
  wide at the point.  The edge is curved and convex,
  and the back is concave.  BCT is 2 weeks for a
  bladesmith.
  Sword, Flamberge: This weapon is identi-
  cal to the zweihander (see below), except that the
  blade is wavy instead of straight.  Upon designing
  this variation of the zweihander, it was thought that
  this style of blade will inflict more deadly wounds.
  It does not, but, it is effective and attractive.  While
  they vary in size, the most common flamberge is
  smaller than a zweihander, having a handle roughly
  just over 12 inches and a blade of 50 inches, for an
  overall length of 62 inches.  BCT is 2 weeks.
  Sword, Gladius:  This weapon is similar to
  
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  a sturdier short sword.  It is a standard issue to some
  soldiers, who are renowned for getting close, block-
  ing with their large shields, and stabbing with their
  gladius.  BCT is 2 weeks for a bladesmith.
  Sword, Long: This sword is double-edged
  and the blade is long and narrow.  BCT is 2 weeks
  for a bladesmith.
  Sword, Short: One of the most common
  swords, a short sword has an edge on each side and
  is used mostly for stabbing.  This is one of the ear-
  liest swords, back when heavier metals were used
  and larger swords were impractical.  Now, it is prac-
  tical only in very close quarters.  BCT is 2 weeks for
  a bladesmith.
  Sword, Two-handed: See Sword, Zweihander
  below.
  Sword, Zweihander: Typically, this 2-
  handed sword consists of a handle that is 21 inches
  in length and a blade that is 51 inches, for an overall
  length of 6 feet.  A zweihander is also called a 2-
  handed sword, slaughtersword, and battle sword.  It
  is a new weapon and beginning to be one of the
  ordinary weapons of the foot soldier.  To wield it,
  cutting sweeps are made, and consequently room
  must be available for such a swing.  Knights may
  carry it attached to the saddle as a reserve weapon
  in case of being dismounted.  Currently, it is most
  commonly used by elite foot soldiers as shock troops
  that disrupt formations of the foe’s infantry.  A new
  tactic is for knights with zweihanders to cut off the
  heads of polearms of their foes so that other sol-
  diers can reach them.  BCT is 2 weeks for a
  bladesmith.
  Targe: This is a round, wooden shield
  wrapped in leather that is periodically interrupted
  with metal studs.  The main feature of a targe is a
  thin spike protruding from the middle by several
  inches.  This shield is often used to rush foes, hop-
  ing to both pound and stab them at once.  BCT is 1
  week for an armorsmith.
  Torch: Torches are nothing more than burn-
  ing clubs, in effect.  BCT is 1 day for a carpenter.
  Vial: Though these containers are extremely
  small, they may be hurled at foes for minimal dam-
  age.  BCT is 1 day for a glassblower.
  Whip: Consisting of long strips of leather
  wrapped together, the end is thin and usually frayed.
  The end is hurled at a foe and at the precise mo-
  ment of contact it is pulled back very quickly.  This
  sudden reversal causes the end of the whip to crack,
  making a loud noise as it moves exceedingly fast.
  This weapon is most effective on unarmored skin.
  This whip is short and the damage is impermanent,
  although it is certainly felt at the moment.  For this
  reason, it is considered subdual damage, though each
  wound will heal fully within 1d12 hours.  BCT is 1
  day for a weaponsmith.
  Whip, Bull: Consisting of long strips of
  leather wrapped together, the end is thin and usu-
  ally frayed.  The end is hurled at a foe and at the
  precise moment of contact it is pulled back very
  quickly.  This sudden reversal causes the end of the
  whip to crack, making a loud noise as it moves ex-
  ceedingly fast.  This weapon is most effective on
  unarmored skin.  The damage from this weapon is
  real, or that is to say, it is not subdual damage.  BCT
  is 1 day for a weaponsmith.
  Whip, Cat-o-nine-tails: This weapon con-
  sists of a leather handle to which 9 short strands are
  attached.  Each strand is the same length, usually
  just over 1 foot, and consists of strips of leather
  wrapped together, with a knot tied toward the end
  of each strand.  This weapon is incapable of real
  damage, but only subdual damage.  While the wound
  is felt at the moment, the pain disappears (and Life
  Points return) within 1d10 minutes, regardless of
  the blow.  This weapon is commonly used for tor-
  ture or sexual stimulation.  BCT is 1 day for a
  weaponsmith.
  Whip, Scourge: This weapon is identical to
  the cat-o-nine-tails, except that a metal barb or small
  hook is attached to the end of each of the strands.
  This weapon is used for torture.  It is common to
  flay a character’s back as they are restrained.  Those
  trained in the use of this weapon will throw the barbs
  over the victim’s shoulder, and upon pulling back
  violently, skin is ripped from the shoulders.  BCT is
  1 day for a weaponsmith.
  
  455
  Chapter 9: Equipment
  Armor
  Several types of armor are available to be
  worn or carried, and they are listed individually so
  that suits of armor may be custom designed to an
  extent, which is common in this period.  The Aedile
  must exercise great judgment, since players may try
  to stack different kinds of armor in hopes of maxi-
  mizing Current Armor.  For convenience, total suits
  or outfits have been listed separately, at the bottom
  of the following table.  The table is numbered to
  facilitate the determination of Plunder from Chap-
  ter 14: Treasure.
  Armor Type lists the type of armor avail-
  able, such as leather, chainmail, or various types of
  shields.
  Cost is the price of the armor the character
  must pay to purchase it.  Cost is listed for a human
  in a human society.  Cost for a subterranean troll in
  their own society is 150%.  Cost for a dwarf or
  kobold in a dwarven or kobold society is 75%.  Cost
  for an elf in an elven society is 67%.  Cost for an
  anakim is 200%, and 300% for an ogre.  Otherwise,
  the cost of armor between societies is more expen-
  sive to purchase, and the same item will sell for less.
  Weight is listed in pounds, so a suit of
  platemail weighs 70 pounds.  Weight is listed for a
  human.  Armor for an ogre weighs 200%.  Armor
  for an anakim, bugbear, or troll weighs 150%.  Ar-
  mor for a dwarf or kobold weighs 75%.  Finally,
  armor for an elf weighs 67%.
  Armor Bonus is listed for 4 types of at-
  tacks: brawling, hacking, pounding, and stabbing.
  When applicable, information before a slash applies
  to the head, while information after a slash applies
  to the face.  Armor bonuses are cumulative among
  armor types.  For instance, if a character wears a
  great helm and raises a steel heater shield to protect
  their head during a hacking attack, then the armor
  bonuses of 15 and 15 combine, increasing CA by
  30.  For more information on Current Armor, see
  Chapter 10: Combat.  The Armor Bonus does not
  change for different races.
  Agility refers to the temporary penalty that
  must be applied to the Agility sub-ability while the
  armor in question is worn.  Armor may limit Agility.
  Current Armor is calculated after Agility is adjusted.
  Hide considers the shininess of the armor
  when attempting to use the Hide skill (see Chap. 8:
  Skills).  Bright, shiny, reflective armor inhibits
  chances to hide.  When appropriate, the numbers
  listed in this column are subtracted as a penalty from
  the check for the Hide skill.
  Silence refers to how noisy armor can be,
  especially when a character wants to avoid sound,
  such as with the Silence skill (see Chap. 8: Skills).
  When appropriate, the numbers listed in this col-
  umn are subtracted as a penalty from the check for
  the Silence skill.
  IP (Integrity Points) refers to how much
  damage the armor may take before it loses its integ-
  rity, falls off, and becomes useless.  Each time an
  attack is successful against an armored foe, the ar-
  mor takes a number of IP damage equal to that de-
  livered by the weapon, in addition to the number of
  LP delivered to the foe determined by the weapon.
  If an attack roll is higher than the Base Current
  Armor of the foe, but not higher than the Current
  Armor after being adjusted to include armor, then
  the damage from the weapon is fully absorbed in IP
  by the armor.  If metal armor is rusted, then it loses
  a proportion of IP equal to the proportion of rust.
  If wooden armor is rotten, then it loses a propor-
  tion of IP determined by the Aedile.
  * This is affected by the race of the creature
  wearing the armor.  See the description for cost and
  weight for armor preceding this table.
  ** Hand-Eye Coordination is adversely af-
  fected.  See the item description.
  *** Vision and the Sound skill suffer - 10
  while wearing.
  
  456
  Chapter 9: Equipment
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  457
  Chapter 9: Equipment
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  458
  Chapter 9: Equipment
  Arming Cap: Like a gambeson, this piece
  of armor consists of 2 pieces of linen that are sewn
  together.  Inside, straw pads the layers and protects
  the head.  The purpose of an arming cap is not to
  protect a character from blows, but to protect against
  chaffing while wearing other armor, namely a
  chainmail coif.  This armor covers only the head,
  not the face, and may be donned in (2 + 1d4) sec-
  onds.  BCT is 1 day for an armorsmith.
  Articulated Arms: Consisting of several
  plates, this combination serves to protect the bicep,
  elbow, and forearm.  Typically, these plates are fas-
  tened over a chainmail hauberk as well as a
  gambeson.  Each articulated arm covers the upper
  arm and lower arm, and may be donned in (8 +
  1d6) seconds.  BCT is 1 week for an armorsmith.
  Articulated Legs: Consisting of several
  plates, this combination covers the upper and lower
  leg, but not the foot.  Typically, these plates are fas-
  tened over chainmail chausses.  Each articulated leg
  may be donned in (8 + 1d6) seconds.  BCT is 1
  week for an armorsmith.
  Banded Mail: This armor consists of nu-
  merous metal rings placed on belts.  As each belt is
  strapped to the character, the rings lay sideways, af-
  fording metallic protection.  These ringed belts are
  strapped over a character’s clothes, and cover the
  upper arms, upper legs, groin, and both upper and
  lower torso.  A helmet is not included in this suit of
  armor.  This armor may be donned in (30 + 1d20)
  rounds.  BCT is 1 week for an armorsmith.
  Bracers, Leather: This is a strip of leather
  that is tied to each forearm, so it protects only the
  lower arm.  Leather bracers may not be worn in
  addition to any other armor on the arm.  Bracers
  are valuable to archers so that the bowstring does
  not injure their arm.  Also, archers wearing bracers
  receive a bonus of 10% to their distance.  Each
  bracer may be donned in (4 + 1d4) seconds.  BCT is
  1 week for an armorsmith.
  Bracers, Steel: These are 2 plates of steel
  per forearm that are curved to accommodate the
  lower arm, connected by hinges on 1 side and tied
  together with leather straps on the other.  Steel
  bracers may not be worn in addition to any other
  armor on the arm.  Bracers are valuable to archers
  so that the bowstring does not injure their arm.  Also,
  archers wearing bracers receive a bonus of 10% to
  their distance.  Each bracer may be donned in (4 +
  1d4) seconds.  BCT is 1 week for an armorsmith.
  Breastplate and Backplate: 2 plates fas-
  ten together by hinges on 1 side and leather straps
  on the other to provide protection for the upper
  and lower torso, ranging from the waist to the col-
  larbones.  This armor does not protect the groin.
  Usually, this is worn over chainmail and may not be
  worn effectively over other armors such as banded
  mail, brigandine, and scalemail.  These plates only
  fit characters who are 80% similar in height, weight,
  and Physical Fitness to the owner for whom they
  were crafted.  This armor may be donned in (4 +
  1d4) seconds.  BCT is 1 week for an armorsmith.
  
  459
  Chapter 9: Equipment
  Brigandine: This armor consists of metal
  plates of only several inches in diameter that are
  sewn between a front and backing of  leather.
  Brigandine is quiet for the amount of protection
  provided, though the inner layer of leather quickly
  begins to smell of body odor.  This armor covers
  the upper arms, upper and lower torso, groin, and
  upper legs, and may be donned in (5 + 1d8) sec-
  onds.  BCT is 1 week for an armorsmith.
  Buckler, Steel: Roughly 1 foot in diameter,
  a steel buckler is strapped to a forearm for minimal
  protection.  It protects only the lower arm and in
  front, unless the player calls the action of using that
  shielded arm to protect another body part.  This
  shield may be strapped in (4 + 1d4) seconds.  BCT
  is 1 week for an armorsmith.
  Buckler, Wood: Roughly 1 foot in diam-
  eter, a wooden buckler is strapped to a forearm for
  minimal protection.  It protects only the lower arm
  and in front, unless the player calls the action of
  using that shielded arm to protect another body part.
  This shield may be strapped in (4 + 1d4) seconds.
  BCT is 1 week for an armorsmith.
  Chainmail Chausses (4-in-1): Chainmail
  consists of numerous, small interlocking rings of
  steel in a pattern in which 4 outer rings pass through
  1 central ring.  Due to the amount of steel exposed
  to the air, this armor rusts more quickly than any
  other.  The 4-in-1 pattern provides great flexibility,
  though only moderate protection.  Chainmail is most
  effective in protecting against hacking attacks, such
  as against the blades of swords.  Chausses are the
  portion of a suit of chainmail that protect the feet
  as well as upper and lower legs.  The top of the
  chausses are strapped to the belt for support.  Typi-
  cally, there are over 4,000 links in each legging.  This
  armor may be donned in (10 + 1d20) seconds.  BCT
  is 1 month for an armorsmith.
  Chainmail Coif (4-in-1): Chainmail con-
  sists of numerous, small interlocking rings of steel
  in a pattern in which 4 outer rings pass through 1
  central ring.  Due to the amount of steel exposed to
  the air, this armor rusts more quickly than any other.
  The 4-in-1 pattern provides great flexibility, though
  only moderate protection.  Chainmail is most effec-
  tive in protecting against hacking attacks, such as
  against the blades of swords.  Coifs are essentially
  chainmail head protection that also covers the neck
  and shoulders, though the armor bonus is not
  granted to the upper torso.  The face remains open
  and accessible.  Unfortunately, this armor is abra-
  sive to wear, and usually an arming cap is also pur-
  chased and worn underneath.  This armor may be
  donned in (2 + 1d4) seconds.  BCT is 1 month for
  an armorsmith.
  
  460
  Chapter 9: Equipment
  Chainmail Hauberk (4-in-1): Chainmail
  consists of numerous, small interlocking rings of
  steel in a pattern in which 4 outer rings pass through
  1 central ring.  Due to the amount of steel exposed
  to the air, this armor rusts more quickly than any
  other.  The 4-in-1 pattern provides great flexibility,
  though only moderate protection.  Chainmail is most
  effective in protecting against hacking attacks, such
  as against the blades of swords.  Unfortunately, this
  armor is abrasive to wear, and usually a gambeson is
  also purchased and lies between the mail and the
  clothes of the wearer.  A hauberk is a tunic that
  covers the upper arms, upper and lower torso, groin,
  and upper legs.  Hauberks have been in use for over
  1,000 years.  This armor may be donned in (5 +
  1d10) seconds.  BCT is 2 months for an armorsmith.
  Chainmail Suit (4-in-1): Chainmail consists
  of numerous, small interlocking rings of steel in a
  pattern in which 4 outer rings pass through 1 cen-
  tral ring.  Due to the amount of steel exposed to
  the air, this armor rusts more quickly than any other.
  The 4-in-1 pattern provides great flexibility, though
  only moderate protection.  Chainmail is most effec-
  tive in protecting against hacking attacks, such as
  against the blades of swords.  Unfortunately, this
  armor is abrasive to wear, and usually a gambeson
  lies between the mail and the clothes of the wearer.
  This suit consists of a gambeson underneath, an
  arming cap, a coif, ribbed helm, hauberk, and
  chausses.  This suit covers the head (but not face),
  upper arms, upper and lower torso, groin, upper and
  lower legs, and feet.  This armor may be donned in
  (18 +6d8) seconds.  BCT is 4 months for an
  armorsmith.
  Chainmail Suit (6-in-1): Chainmail consists
  of numerous, small interlocking rings of steel in a
  pattern in which 6 outer rings pass through 1 cen-
  tral ring.  Due to the amount of steel exposed to
  the air, this armor rusts more quickly than any other.
  The 6-in-1 pattern provides moderate flexibility,
  though acceptable protection.  This type of
  chainmail is rare.  Chainmail is most effective in pro-
  tecting against hacking attacks, such as against the
  blades of swords.  Unfortunately, this armor is abra-
  sive to wear, and usually a gambeson lies between
  the mail and the clothes of the wearer.  This suit
  consists of a gambeson underneath, an arming cap,
  a coif, ribbed helm, hauberk, and chausses.  This
  suit covers the head (but not face), upper arms, up-
  per and lower torso, groin, upper and lower legs,
  and feet.  This armor may be donned in (22 + 6d8)
  seconds.  BCT is 6 months for an armorsmith.
  Chainmail Suit w/Breastplate: Given the
  popularity of 4-in-1 chainmail, many characters have
  begun to experiment with strapping plates on top
  of it, the most common of which is the breastplate.
  It was this experimentation that led to the very re-
  cent development of platemail.  The combination
  
  461
  Chapter 9: Equipment
  of chainmail with breastplate is popular.  This outfit
  of  armor consists of  a gambeson, chainmail
  chausses, hauberk, coif, breastplate and backplate,
  and a ribbed helm.  This suit covers the head (but
  not face), upper arms, upper and lower torso, groin,
  upper and lower legs, and feet.  This armor may be
  donned in (26 + 7d8) seconds.  BCT is 4 months
  for an armorsmith.
  Clothing: Usually, peasant clothing consists
  of some form of pantaloons and a shirt.  Others
  wear only robes.  Only nobility and royalty have cus-
  tomized clothing of any kind.  Clothing may be
  donned in (5 + 1d4) seconds.  BCT is 1 week for an
  armorsmith.
  Gambeson: Also called padded armor, a
  gambeson consists of 2 pieces of sturdy material
  sewn together and the layers are padded on the in-
  side by straw and hay.  The shirt-like garment has
  sleeves to the middle of the forearm, and it hangs
  down to the middle or upper thigh.  A gambeson
  covers the upper arms, upper and lower torso, and
  groin.  Gambesons do not last long, and quickly
  begin to stink of body odor.  Just the same, it is
  considered the armor of the masses, because almost
  any character can afford it or make it if needed.
  Alone, the armor is quiet when worn, though it is
  typically worn underneath heavier armors, such as
  chainmail.  This armor may be donned in (2 + 1d4)
  seconds.  BCT is 3 days for an armorsmith.
  Gauntlets, Bell-cuffed: These expensive
  gauntlets are articulated for every joint.  They cover
  3 sides of every finger, and in terms of armor, cover
  only the hands.  While wearing bell-cuffed gaunt-
  lets, Hand-Eye Coordination suffers - 10.  Each
  gauntlet may be donned in 1d4 seconds.  BCT is 1
  month for an armorsmith.
  Gauntlets, Clamshell: The common gaunt-
  let, these do not allow individual finger movement,
  but have articulated plates so that the fingers may
  bend in unison.  In terms of armor, gauntlets cover
  only the hands.  While wearing clamshell gauntlets,
  Hand-Eye Coordination suffers - 15.  Each gauntlet
  may be donned in 1d4 seconds.  BCT is 1 week for
  an armorsmith.
  Gorget: This consists of 2 pieces of armor,
  a front and a back.  They are strapped together to
  cover the neck and collarbones.  A gorget covers a
  portion of the upper torso.  Customarily, a gorget is
  fastened over a hauberk, which is worn over a
  gambeson.  This is only 1 component of a suit of
  platemail.  This armor may be donned in (4 + 1d4)
  seconds.  BCT is 1 week for an armorsmith.
  Greaves: These are rounded pieces of metal
  consisting of a front and back that are hinged to-
  gether and serve to protect the lower leg from above
  the ankle to below the knee.  Each greave may be
  donned in (3 + 1d4) seconds.  BCT is 1 week for an
  armorsmith.
  
  462
  Chapter 9: Equipment
  Helm, Conical: This helm is solid steel and
  fitted to the wearer’s head.  The top of the helm
  reaches a point.  This helm protects only the head,
  not the face.  This helm may be worn without addi-
  tional armor, but is often worn over an arming cap
  and chainmail coif.  This helm may be donned in 1-
  2 seconds.  BCT is 1 week for an armorsmith.  Ad-
  ditional items may be added, such as horns, a plume,
  or camail, which is chainmail fastened to the rim.
  Camail hangs in front of the face and protects it.
  Helm, Conical w/cheek guard: This helm
  is solid steel and fitted to the wearer’s head.  The
  top of the helm reaches a point and a hinged plate
  hangs down over each cheek.  Most of the helm
  protects only the head, although the cheek guard
  grants some protection to the face.  Otherwise, there
  is no protection for the eyes, nose, or rest of the
  face.  This helm may be worn without additional
  armor, but is often worn over an arming cap and
  chainmail coif.  This helm may be donned in 1-2
  seconds.  BCT is 1 week for an armorsmith.  Addi-
  tional items may be added, such as horns, a plume,
  or camail, which is chainmail fastened to the rim.
  Camail hangs in front of the face and protects it.
  Helm, Conical w/face guard: This helm
  is solid steel and fitted to the wearer’s head.  The
  top of the helm reaches a point and additional pro-
  tection extends down to cover the nose and area
  around the eyes.  Most of the helm protects only
  the head, although the face guard grants some pro-
  tection to the face.  Otherwise, there is no protec-
  tion for the cheeks, ears, or rest of the face.  This
  helm may be worn without additional armor, but is
  often worn over an arming cap and chainmail coif.
  This helm may be donned in 1-2 seconds.  BCT is 1
  week for an armorsmith.  Additional items may be
  added, such as horns, a plume, or camail, which is
  chainmail fastened to the rim.  Camail hangs in front
  of the face and protects it.
  Helm, Conical w/nasal guard: This helm
  is solid steel and fitted to the wearer’s head.  The
  top of the helm reaches a point and a nasal guard
  extends downward in front.  Most of the helm pro-
  tects only the head, although the nasal guard grants
  some protection to the face.  Otherwise, there is no
  protection for the ears, eyes, or rest of the face.
  This helm may be worn without additional armor,
  but is often worn over an arming cap and chainmail
  coif.  This helm may be donned in 1-2 seconds.  BCT
  is 1 week for an armorsmith.  Additional items may
  be added, such as horns, a plume, or camail, which
  is chainmail fastened to the rim.  Camail hangs in
  front of the face and protects it.
  Helm, Gladiatorial: This grandiose helm
  has a grating visor and large metal rims extending
  upward.  A gladiatorial helm is made of bronze, and
  it is heavy, but nearly offers full protection of the
  head and face.  It has no specific eyeholes.  The
  
  463
  Chapter 9: Equipment
  wearer looks and breathes through the grating.  This
  helm may not be worn with other headgear such as
  a chainmail coif.  This helm may be donned in 1-2
  seconds.  BCT is 1 week for an armorsmith.
  Helm, Great: This helm has no visor and is
  boxy, but fully covers the head and face, having only
  narrow horizontal slits for the eyes and periodic small
  holes for breathing.  This helm is usually worn over
  a chainmail coif, which is in turn worn over an arm-
  ing cap to prevent chaffing.  This helm may be
  donned in 1d4 seconds.  BCT is 2 weeks for an
  armorsmith.
  Helm, Ribbed: This helm is fitted closely
  to the wearer’s skull, and only the frame is metallic.
  The area between sections of the frame are made
  of leather.  A ribbed helm does not protect the ears
  or face.  This helm is usually placed directly on the
  head.  This helm may be donned in 1-2 seconds.
  BCT is 1 week for an armorsmith.
  Helm, Spangen w/cheek guard: This
  helmet is similar to the conical helm, except the main
  part of the helm is not 1 piece, but 4 riveted to-
  gether.  The spangenhelm received its name due to
  its 4 riveted pieces.  A hinged plate hangs down over
  each cheek.  Most of the helm protects only the
  head, although the cheek guard grants some pro-
  tection to the face.  Otherwise, there is no protec-
  tion for the eyes, nose, or rest of the face.  This
  helm may be worn without additional armor, but is
  often worn over an arming cap and chainmail coif.
  This helm may be donned in 1-2 seconds.  BCT is 1
  week for an armorsmith.  Additional items may be
  added, such as horns, a plume, or camail, which is
  chainmail fastened to the rim.  Camail hangs in front
  of the face and protects it.
  Helm, Spangen w/face guard: This hel-
  met is similar to the conical helm, except the main
  part of the helm is not 1 piece, but 4 riveted to-
  gether.  The spangenhelm received its name due to
  its 4 riveted pieces.  Additional protection extends
  down to cover the nose and area around the eyes.
  Most of the helm protects only the head, although
  the face guard grants some protection to the face.
  Otherwise, there is no protection for the cheeks,
  ears, or rest of the face.  This helm may be worn
  without additional armor, but is often worn over an
  arming cap and chainmail coif.  This helm may be
  donned in 1-2 seconds.  BCT is 1 week for an
  armorsmith.  Additional items may be added, such
  as horns, a plume, or camail, which is chainmail fas-
  tened to the rim.  Camail hangs in front of the face
  and protects it.
  Helm, Spangen w/nasal guard: This hel-
  met is similar to the conical helm, except the main
  part of the helm is not 1 piece, but 4 riveted to-
  gether.  The spangenhelm received its name due to
  its 4 riveted pieces.  A nasal guard extends down-
  ward in front.  Most of the helm protects only the
  head, although the nasal guard grants some protec-
  
  464
  Chapter 9: Equipment
  tion to the face.  Otherwise, there is no protection
  for the ears, eyes, or rest of the face.  This helm
  may be worn without additional armor, but is often
  worn over an arming cap and chainmail coif.  This
  helm may be donned in 1-2 seconds.  BCT is 1 week
  for an armorsmith.  Additional items may be added,
  such as horns, a plume, or camail, which is chainmail
  fastened to the rim.  Camail hangs in front of the
  face and protects it.
  Lamellar: Also known as locking scalemail,
  this armor consists of numerous, small pieces of
  metal that are sewn together in numerous, overlap-
  ping layers.  Scales are usually square or rectangular.
  Each scale has 4-12 holes in it.  Copper wire fastens
  all sides of the scales together.  Unlike scalemail, the
  scales of lamellar armor are not sewn onto a fabric
  backing.  Lamellar armor  restricts movement more
  than scalemail, but it is also not vulnerable to up-
  ward thrusts.  The armor is nearly inflexible, is noisy
  to wear, and also allows air through the armor as
  the wearer moves.  This armor is most popular in a
  warm climate.  Only clothing is worn underneath
  this armor.  Alone, lamellar does not provide pro-
  tection for the upper and lower arms, head, face,
  groin, and upper and lower legs.  Scalemail covers
  the upper and lower torso.  This armor may be
  donned in (5 + 1d4) seconds.  BCT is 2 months for
  an armorsmith.
  Leather: This armor consists of a shirt of
  thick leather that has been tanned and is now hard-
  ened.  This armor lasts a long time, repels body odor
  well, is very quiet, and fairly cheap.  Since this is only
  a shirt, this is only 1 piece of armor, and it covers
  only the upper arms, as well as upper and lower torso.
  This armor does not protect the groin.  This armor
  may be donned in (4 + 1d4) seconds.  BCT is 45
  days for a tanner.
  Leather, Studded: This armor consists of
  thin, soft leather, is often sleeveless, and comes down
  to the middle to upper thigh.  Studded leather ar-
  mor covers the upper arms, upper and lower torso,
  and groin.  Roughly every 2-3 inches the soft leather
  is interrupted with a metal stud.  The armor is very
  quiet when worn.  Since this armor is only a shirt,
  this is only 1 piece of armor, and does not protect
  the head, lower arm, or legs.  This armor may be
  donned in (3 + 1d4) seconds.  BCT is 50 days for a
  tanner.
  Muscle Mail: Identical to breastplate and
  backplate, the only difference is that muscle mail is
  ancient, rare to encounter, made of bronze and
  therefore heavy, and fitted to the naked skin of its
  owner so that each muscle indentation is represented
  to foes.  Just like breastplate and backplate, in order
  to wear it a character must be 80% similar in height,
  weight, and Physical Fitness to the owner for whom
  it was crafted.  Muscle mail covers only the upper
  and lower torso, and does not protect the groin.
  This armor may be donned in (4 + 1d4) seconds.
  BCT is 2 weeks for an armorsmith.
  
  465
  Chapter 9: Equipment
  Naked: When armor or clothing is not
  worn, the character is naked.  Observe that even
  when naked, a character maintains a minimum Cur-
  rent Armor, depending on race.  For information
  on Base Current Armor by race, see Chapter 1: Race
  and Gender.
  Pauldrons: Consisting of many articulated
  plates, pauldrons protect the shoulders, which are
  considered as armoring the torso, not upper arms.
  Customarily, they are fastened over a hauberk, which
  is worn over a gambeson.  This is only 1 compo-
  nent of a suit of platemail.  Each pauldron may be
  donned in (4 + 1d4) seconds.  BCT is 1 week for an
  armorsmith.
  Platemail Suit: Platemail consists of numer-
  ous plates strapped over the course of the body of
  the defender.  The plates are custom-made for each
  character, so platemail may not easily be sold or worn
  by others.  In fact, the height, weight, Physical Fit-
  ness, Strength, and Bodily Attractiveness of the
  owner of the platemail must all be at least 90% similar
  to anyone else attempting to wear it.  Otherwise, a
  majority of plates will not fit correctly or at all, and
  the new wearer will only be effectively wearing
  Chainmail w/Breastplate.  Underneath, either an
  entire suit or only a skirt of chainmail is worn, and
  beneath that a gambeson and clothing.  Otherwise,
  a suit of platemail consists of sabatons, articulated
  legs, breastplate, backplate, pauldrons, articulated
  arms, clamshell gauntlets, gorget, and great helm.
  A full suit of platemail covers the entire body.  This
  armor may be donned in (50 + 6d6) seconds.  BCT
  is 26 weeks for an armorsmith.
  Platemail Suit, Ceremonial: This kingly
  and rare armor is entirely custom-made for each
  owner, and may be worn by no other character,
  unless at least 99% similar in height, weight, Physi-
  cal Fitness, Strength, and Bodily Attractiveness.  Es-
  sentially, this is perfectly fitting platemail crafted of
  a superior alloy and laden with gold and articulate
  designs.  Underneath this suit is worn clothing, a
  gambeson, and a suit of chainmail.  Otherwise, a
  suit of ceremonial platemail consists of sabatons,
  articulated legs, breastplate, backplate, pauldrons,
  articulated arms, bell-cuffed gauntlets, gorget, and
  great helm.  A full suit of platemail covers the entire
  body.  This armor may be donned in (50 + 6d6)
  seconds.  BCT is 1 year for an armorsmith.
  Sabatons: These are articulated plates that
  are curved to fit the top and sides of the foot.  With
  a suit of platemail, sabatons are strapped over the
  foot, which is already protected by shoes and cus-
  tomarily chainmail chausses as well.  Another
  character’s foot must be within 1 shoe size in order
  to wear the sabatons of others.  Each sabaton may
  be donned in (2 + 1d4) seconds.  BCT is 1 week for
  an armorsmith.
  
  466
  Chapter 9: Equipment
  Segmented Armor: This armor consists of
  bands of iron that are held in place by internal leather
  straps.  The bands are horizontal around the torso
  and vertical at the shoulders.  This armor is most
  popular in a warm climate.  A gambeson is usually
  worn underneath this armor.  Segmented armor
  does not protect the lower arms, head, face, groin,
  and upper and lower legs.  Segmented armor covers
  the upper arms and upper and lower torso.  This
  armor may be donned in (5 + 1d4) seconds.  BCT is
  2 months for an armorsmith.
  Scalemail: Looking like scales of a fish, this
  armor consists of numerous, small pieces of metal
  that are sewn together in numerous, overlapping lay-
  ers.  The metal may be brass, bronze, iron, or steel.
  Sometimes, scalemail armor consists of alternating
  brass and iron scales.  Scales may be square, or have
  bottoms that are rounded or pointed.  Each scale
  has 4-12 holes in it.  Copper wire fastens all sides of
  the scales together, except the bottom.  Finally, the
  scales are sewn onto a fabric backing.  The bottom
  of each scale hangs free so that the movement of
  the wearer is less inhibited.  However, the resulting
  weakness is that scalemail is vulnerable to upward
  thrusts.  The armor provides decent flexibility, is
  noisy to wear, and also allows air through the armor
  as the wearer moves.  This armor is most popular in
  a warm climate.  Only clothing is worn underneath
  this armor.  Alone, scalemail does not provide pro-
  tection for the lower arms, head, face, and lower
  legs.  Scalemail covers the upper arms, upper and
  lower torso, and groin.  This armor may be donned
  in (5 + 1d4) seconds.  BCT is 2 months for an
  armorsmith.
  Shield, Body, Wood: Also called the
  scutum, this enormous shield usually measures be-
  tween 5-6 feet in height and averages 3 feet in width.
  The body shield has its name because the bearer
  may hide their entire body behind the shield, if nec-
  essary.  Some military commanders have created for-
  mations of soldiers armed with body shields, who,
  when advancing upon a fortification, all hold their
  shields in the air, creating a wall of impenetrable
  wooden cover.  It protects only the side and front
  of the body on which it is held, including the lower
  leg, upper leg, groin, lower torso, upper torso, hand,
  lower arm, and upper arm, unless the player calls
  the action of using that shielded arm to protect an-
  other body part.  BCT is 1 week for an armorsmith.
  Shield, Heater, Wood: Typically, wooden
  heater shields are used only for jousts, tournaments,
  and training.  The shape of a heater shield is square
  on top, it continues straight for over 1 foot, and
  then tapers widely to a point below.  It protects only
  
  467
  Chapter 9: Equipment
  the hand, lower and upper arm, groin, upper leg,
  and the upper and lower torso in front, unless the
  player calls the action of using that shielded arm to
  protect another body part.  BCT is 1 week for an
  armorsmith.
  Shield, Heater, Steel: Quickly growing in
  popularity, the steel heater shield is proving to be a
  practical defense.  The shape of a heater shield is
  square on top, it continues straight for over 1 foot,
  and then tapers widely to a point below.  It protects
  only the hand, lower and upper arm, groin, upper
  leg, and the upper and lower torso in front, unless
  the player calls the action of using that shielded arm
  to protect another body part.  BCT is 1 week for an
  armorsmith.
  Shield, Kite, Wood: A kite shield is rounded
  at the top, and the bottom slowly tapers into a point.
  Often, a metal boss is affixed to the middle of the
  shield.  The owners of kite shields strongly prefer
  not to have a metal rim added to the wooden shield,
  because they want to use the wood to catch a foe’s
  weapon, and while the foe struggles to pull their
  weapon free from the wood for 1 round if embed-
  ded, then the owner of the kite shield attempts to
  deliver a blow.  Whenever a foe uses a hacking
  weapon against a bearer of a wooden kite shield, if
  the foe misses the CA of the bearer by less than 5,
  then the hacking weapon is tempoarily caught in the
  wood of the shield.  In this case, the bearer gains a
  free attack.  Thereafter, the foe, if still alive, pulls
  their weapon free.  It protects only the hand, lower
  and upper arm, groin, upper leg, and the upper and
  lower torso in front, unless the player calls the ac-
  tion of using that shielded arm to protect another
  body part.  BCT is 1 week for an armorsmith.
  Shield, Round, Bronze: Larger than the
  other round shields, this shield averages 3 feet in
  diameter, and bronze is very heavy.  Typically, the
  upper lip is rested on the soldier’s shoulder to allevi-
  ate its weight.  It protects only the hand, lower and
  upper arm, groin, and the upper and lower torso in
  front, unless the player calls the action of using that
  shielded arm to protect another body part.  BCT is
  1 week for an armorsmith.
  Shield, Round, Steel: Possibly the most
  common shield, the steel round shield is 2 feet in
  diameter, very solid, and either a leather strap is held
  inside or a metal crossbar, or a combination of the
  2.  It protects only the hand, lower and upper arm,
  groin, and the upper and lower torso in front, un-
  less the player calls the action of using that shielded
  arm to protect another body part.  BCT is 1 week
  for an armorsmith.
  Shield, Round, Wood: Round shields av-
  erage 2 feet in diameter, and some are called targes,
  having a thin layer of leather stretched over the
  shield, though it provides no additional protection.
  It protects only the hand, lower and upper arm,
  groin, and the upper and lower torso in front, un-
  less the player calls the action of using that shielded
  arm to protect another body part.  BCT is 1 week
  for an armorsmith.
  
  468
  Chapter 9: Equipment
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  Barding is armor that is designed to protect
  a horse.  To own a horse is a considerable status
  symbol, as well as a large investment.  For this rea-
  son a knight takes great pains to protect his horse.
  It is considered to be unchivalrous among humans
  to harm the horse of a foe because a horse is con-
  sidered a valuable trophy meant to be captured, not
  destroyed.  If a horse is harmed in a tournament,
  then the character who harmed the horse is disquali-
  fied instantly.  In combat, human knights have dis-
  covered that their steeds are vulnerable to foes such
  as archers or characters of other races who do not
  recognize or obey the code of chivalry, and who
  have little use for warhorses.
  It is interesting to note that knights and
  mounted warriors ride with an almost straight leg in
  order to deliver a mightier thrust with lance or sword.
  However, the relatively short seats and forward place-
  ment of the stirrups also force the rider into this
  position.  There is no room to ride with bent knees.
  Given the placement of stirrups, a rider thrusting
  downwards stands on the stirrups rather than sit-
  ting in the saddle.
  Caparison: The knight’s horse is usually cov-
  ered with a large, ornate cloth called a caparison.
  The ornamental designs on the caparison corre-
  spond to the knight’s heraldic patterns and serve as
  a form of identification.  BCT is 1 week for an
  armorsmith.
  Caparison w/Chainmail: This caparison
  has a layer of 4-in-1 chainmail inside the quilted ma-
  terial.  It is effective and popular armor.  BCT is 8
  months for an armorsmith.
  Chainmail: A layer of 4-in-1 chainmail may
  be fastened underneath a caparison on the horse.
  It is effective and popular armor.  BCT is 8 months
  for an armorsmith.
  Chamfron: A chamfron is a leather defense
  that guards the horse’s face.  BCT is 2 weeks for a
  tanner.
  Crinet: A crinet is armor for a horse’s neck.
  This is a recent invention and is rarely used. A crinet
  is made of overlapping leather bands from the top
  to the bottom.  BCT is 3 weeks for a tanner.
  Crupper: A crupper is a leather defense that
  guards the horse’s flank.  BCT is 2 weeks for a tan-
  ner.
  
  469
  Chapter 9: Equipment
  Encumbrance
  The more weight a character carries, the slower they move.  To determine a character’s maximum
  movable weight, consult Dead Lift under the sub-ability of Strength (see Chap. 3: Abilities).  The total
  weight of the character’s load or possessions is compared to their Dead Lift.  If their weight is less than
  25% of their Dead Lift, then they are unencumbered, moving at their full potential.  If their weight is
  between 26% and 50% of their Dead Lift, then they are lightly encumbered, moving at ¾ their unencum-
  bered pace.  If their weight is between 51% and 75% of their Dead Lift, then they are moderately unen-
  cumbered, moving at ½ their unencumbered pace.  If their weight is between 76% and 95% of their Dead
  Lift, then they are heavily encumbered, moving at ¼ their unencumbered pace.  If their weight is between
  95% and 100% of their Dead Lift, then the character may not move effectively and must reduce their
  encumbrance to be able to move.  Agility also diminishes accordingly (see Appendix 1: Character Sheets).
  2 other limitations of movement are noted below: Pull and Push.
  Pull - The most amount of weight that a character can Pull is the sum of the character’s Dead Lift
  (see Chap. 3: Abilities) and their body weight (see Chap. 2: Body).  The duration a character may Pull weight,
  before needing rest, may be calculated as follows:
  1.
  Divide the amount of a character’s maximum Pull  by  the  weight  actually  pulled.
  For example, if a character is pulling a 100 lb. female carcass, but can Pull a maxi-
  mum of 500 lbs., then this ratio is divided and the result is a 5.
  2.
  Multiply the result from above times 1d4 rounds.
  Push - The most amount of weight that a character can Push is the sum of the character’s Bench
  Press (see Chap. 3: Abilities) and their body weight (see Chap. 2: Body).  The duration a character may Push
  weight, before needing rest, may be calculated as follows:
  1.
  Divide  the amount of a character’s maximum Push by the weight actually  pushed.
  For example, if a female character is pushing a 200 lb. bookcase across the floor,
  but can Push a maximum of 250 lbs., then this ratio is divided and the result is 1.25.
  2.
  Multiply the result from above times 1d4 rounds.
  Carrying Capacity
  Below is a table that lists the carrying capacity per item of equipment.  Physical dimensions are
  listed for each item, as well as the amount of weight and coins the item is capable of carrying.
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  470
  Chapter 10: Combat
  Chapter 10: Combat
  This chapter covers combat between a small
  number of foes.  Combats of a larger scale are cov-
  ered in Chapter 18: Warfare.  Combat occurs in rounds.
  Each round in the game represents 3 seconds.  Since
  rounds are based on time, so are actions.  Many ac-
  tions may occur in a round, while some may take
  multiple rounds.  Following is a table that lists the
  duration of actions:
  
  471
  Chapter 10: Combat
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  472
  Chapter 10: Combat
  Surprise
  The beginning of each combat may be un-
  announced by the attacker, such as in an ambush.
  In fact, it often is not.  If a character is unaware of
  a foe, then the foe may attack once and the victim is
  unable to retaliate that round; a foe who attacks with
  surprise gains a free attack.  After the single surprise
  attack, initiative must be rolled by all parties involved
  who are able to respond.
  When a foe surprises a character, a bonus
  of 3d10 is applied to the skill check for the first, and
  only the first, attack.  Thereafter, provided the ini-
  tial attack did not debilitate or kill the character, the
  character may respond normally or without penalty,
  voiding the bonus to the attack skill check.
  Initiative
  At the beginning of each round, an initia-
  tive roll is made for each attack to determine the
  order of attacks.  A high initiative roll is desirable,
  allowing a combatant to react before those with
  lower initiative.  Consult the Reaction Speed sub-
  ability (see Chap. 3: Abilities) to obtain a modifier.
  Depending on the scale of the combat, the Aedile
  may opt for each player to roll separately, or for 1
  roll to be made for each group of combatants.  If
  group rolls are used, then individual modifiers are
  not included.  Normally, each player rolls for their
  own character, adjusting their initiative according to
  the Skill Modifier listed under the Reaction Speed
  sub-ability, Breadth, and the Delivery Penalty (DP)
  for their weapon.  Breadth is only for melee weap-
  ons and first attacks in combat:
  Initiative = (1d100) +/- (Reaction Speed Skill
  Mod.) + (Breadth) - (DP)
  The results of  all initiative rolls are an-
  nounced, and those with the higher initiative act first.
  Weapons are usually not as fast as fists or one’s own
  body, so a Delivery Penalty (see Chap. 9: Equipment)
  applies negatively to an initiative with a weapon.
  Regarding movement, each 10% of a character’s
  Sprint speed traveled before an attack incurs a - 10
  modifier to initiative.
  Intentions
  The intentions of a character may change
  each second in combat.  However, some actions take
  longer than a second to perform.  Once an action
  has been started, a character must pass a Reaction
  Speed sub-ability check at TH 17 to immediately
  change their intentions.  Otherwise, the Aedile may
  declare that their intentions cannot change until the
  next second or round, depending on their discre-
  tion.
  For example, a human may intend to attack
  a kobold, but 1 second into the round a bugbear
  kills the kobold.  At this moment, the human may
  attempt to change his intentions and instead attack
  the bugbear.  The player of the human character
  rolls and fails their Reaction Speed check.  There-
  fore, the human’s mental reactions are slow enough
  that they are unable to stop their attack on the
  kobold.
  Life Points
  A character’s Life Points (LP) are a measure
  of how much damage the character can sustain be-
  fore falling unconscious or dead.  As characters in-
  crease in occupational level, they do not gain addi-
  tional LP.  Upon character creation, the LP Modifi-
  ers from Strength, Health, and Drive (see Chap. 3:
  Abilities)are applied directly to the Base LP, which
  are determined according to race (see Chap. 1: Race
  and Gender).  The result is the LP of the character.
  When a character is reduced to 20% of their LP,
  they are unconscious; upon being reduced to 0, the
  character is dead.
  MEMENTO.MORI
  Remember that you die.
  
  473
  Chapter 10: Combat
  Body Part Points
  A character’s Body Part Points (BPP) are a
  measure of how much damage a character’s body
  part can sustain.  BPP are determined by multiply-
  ing LP by 3, and then consulting Body Part Propor-
  tions in Chapter 2: Body.  Multiply LP by the Propor-
  tion number (such as .01 for left foot) to determine
  the number of BPP for that specific body part.
  Truncate all results, but an unharmed body part may
  never have less than 1 BPP.  Record the BPP next to
  the body part image on the character sheet.  All 17
  body parts have separate BPP, except for the head
  and face, which share BPP.
  When a foe is attacked successfully, a num-
  ber of BPP equal to the damage done are subtracted
  from the appropriate body part.  When BPP reaches
  0, the body part is forever useless.  Regardless of
  the number of LP remaining, a foe dies when their
  head/face or upper or lower torso reach 0 BPP.  If
  a single hacking attack exceeds the body part’s po-
  tential BPP, then the body part is dismembered.  If
  a single pounding attack exceeds the body part’s
  potential BPP, then the major bone within the body
  part is shattered.  If a single stabbing attack exceeds
  the body part’s potential BPP, then the body part is
  fully impaled and the weapon emerges from the
  other side, if the weapon is long enough.  A foe
  cannot lose more LP or BPP from a limb than the
  limb has, except with continual bleeding.  Extra dam-
  age is lost.  If a part of a limb is reduced to 0 BPP,
  then all other parts of the limb that are farther away
  from the character are also useless.  For example, if
  a character’s upper arm reaches 0 BPP, then the cor-
  responding lower arm and hand are also useless.
  Continual bleeding is an optional rule.  For
  each successful attack that damages a foe, divide the
  damage done by the potential BPP, and multiply this
  result by 100.  This is the percentile chance that the
  foe suffers continual bleeding.  Continual bleeding
  may be stopped at anytime by successful bandaging.
  Every 1d10 minutes that continual bleeding occurs,
  LP are lowered due to loss of blood.  To determine
  the number of LP lost, multiply the Body Part Pro-
  portion (see Chap. 2: Body) by 100.
  A character is penalized if a limb, or part of
  a limb, has been reduced to 0 BPP or dismembered.
  Consult the following table:
  s
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  * This penalty applies only to relevant skill
  checks.
  Movement is also penalized due to a foot or
  leg that is useless or missing.  A character with a
  foot or leg that has been reduced to 0 BPP, but is
  still attached, is able to limp no faster than walking
  speed.  A character with a foot or leg that has been
  dismembered is capable of unaided movement that
  is no faster than a crawl, though a walking stick al-
  lows limping.
  A weapon may damage more areas than that
  which is the focal point of the damage.  For ex-
  ample, a bugbear may strike an elf in the groin with
  the blade of his bipennis, which is larger than the
  groin area of any elf.  The Aedile must determine
  randomly which nearby location is also struck, and
  then consider the CA of that area.  For example,
  areas near the groin include the upper leg and lower
  torso.  In this case, the Aedile determines the addi-
  tional body part by rolling 1d100, and arbitrarily
  considering 01-50 to be the upper leg, and 51-100
  for the lower torso.  If this additional body part is
  also damaged, then the damage of the attack is di-
  vided between all affected body parts.
  
  474
  Chapter 10: Combat
  Unconsciousness
  When reduced to 20% of their LP, a charac-
  ter falls unconscious.  Each time BPP reaches 0, there
  is a percentile chance equal to (100 x Proportion)
  on the Body Part Proportion table (in Chap. 2: Body)
  that the character will fall unconscious in 1d10
  rounds.  Upon falling unconscious, the character
  must roll 3d10, rolling TH 14 or higher, though the
  Skill Modifier for Health applies to the roll.  If the
  player’s roll exceeds the TH, then they stabilize and
  remain at their current LP, deteriorating no further.
  If the roll fails, however, then the character contin-
  ues to lose 1 LP every 1d10 minutes, usually from
  blood loss or internal bleeding.  Finally, if a 3 was
  rolled, then the character falls into a coma, and the
  Aedile must secretly determine the duration by roll-
  ing 1d10: (1-2) days, (3-4) weeks, (5-6) months, (7-8)
  years, (9-10) decades.  Finally, roll 1d10 for duration.
  To avoid death, a player may continue to roll every
  round against TH 25 to see if they stabilize.  Ban-
  daging a fallen character will stabilize them.
  Infection
  Any character who is bitten or struck by a
  hacking or stabbing weapon is susceptible to infec-
  tion.  If it is unknown whether or not an animal has
  rabies, and a character has been bitten, then there is
  a 1% chance that the bitten character will become
  rabid.  For more information, see Rabies in Chapter
  2: Body.  If a character is struck by a hacking or stab-
  bing weapon, then there is a percentile chance equal
  to the percent of damage in BPP done to to a body-
  part when compared to its BPP potential when un-
  harmed that they will acquire gangrene.  For more
  information, see Gangrene in Chapter 2: Body.
  Current Armor
  Different characters and creatures have dif-
  fering degrees of protection, and current armor may
  be different for each body part.  Current Armor
  (CA) represents protection with a number ranging
  from 1 to infinity -- the higher the number, the more
  protection.  No creature may ever have a CA less
  than 1.  Therefore, even if the target creature is
  asleep, the attacking creature must make an attack
  skill check.  Although CA may exceed 30, an un-
  modified attack roll of 30 always hits a foe with the
  Aedile’s approval.
  Base CA is listed for each body part accord-
  ing to race in Chapter 1: Race and Gender, as well as the
  table below.  Many modifiers may apply to this base,
  such as wearing armor, the Agility sub-ability, some
  spell effects, and some magical items.  Modifiers may
  indirectly affect CA, such as sobriety.
  r
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  1
  Each body part on the image in the charac-
  ter sheet also has 4 types of CA listed: Current Ar-
  mor against Brawling (CAB), Current Armor against
  Hacking (CAH), Current Armor against Pounding
  (CAP), and Current Armor against Stabbing (CAS).
  More information concerning CA and armor is avail-
  able in Chapter 9: Equipment.
  
  475
  Chapter 10: Combat
  Attacking Foes
  To attack a foe physically, a character must
  roll on the Body Part Proportion table (see Chap. 2:
  Body) to determine which body part will be struck if
  the attack is successful; otherwise a player may specify
  a body part (see Called Shots).  Next, the player
  must attempt a skill check with the appropriate skill:
  Aim, Brawling, Hurl, Weapon (General), Weapon
  (Specific), or Wrestling.  Additional skills may be-
  come included, such as Ambidexterity, Balance,
  Blindfighting, Disarm, Dismemberment, Impaling,
  Mangling, Parry, Tumbling, and Weapon Trick,
  among others.
  The skill check(s) must exceed a TH for the
  skill, or attack, to be successful.  The TH is based
  on the CA of the foe and other modifiers, such as
  size and distance.  The most appropriate CA type
  must be selected (CAB, CAH, CAP, or CAS).  For
  more detail, see Current Armor in this chapter and
  each skill individually in Chapter 8: Skills.
  If an attack skill check result is less than the
  Base Current Armor of the race, after modifica-
  tions such as Agility, then the attack missed entirely
  and damage was not done.  If an attack skill check
  result meets or exceeds the Base Current Armor of
  the race, after modifications such as Agility, but was
  less than the Current Armor after adjusted for ar-
  mor, then damage is subtracted in terms of IP from
  the armor of the foe, but the foe is not damaged in
  terms of LP or BPP; only their armor was struck.
  If an attack skill check result meets or exceeds the
  final Current Armor after adjusted for armor, then
  damage is subtracted from the foe’s LP according
  to the weapon used, and possibly the Strength of
  the attacker, and also from the BPP of the stricken
  body part.  Consult the table entitled ‘Damage by
  Armor and Type of Attack’ to adjust the damage
  according to cumulative armor.  If a 25 or higher is
  rolled on the skill check before any adjustments, then
  proceed to the Graphic Gore tables at the end of
  this chapter.
  Defending Against Foes
  To defend against a foe’s attack, a character
  must announce their Current Armor (CA), which is
  a combination of many factors.  First, the Base
  Current Armor of the race is considered.  Second,
  Armor Bonus from the Armor table listed in Chap-
  ter 9: Equipment is summed for all armor currently
  worn or carried.  Third, the Armor modifier from
  the sub-ability of Agility is applied to the sum of
  Armor Bonuses.  Fourth, miscellaneous factors could
  be included, from magical adjustments, to adjust-
  ments from spells, to whether or not the character
  is surprised, asleep, paralyzed, or drunk.
  If a defender is hit successfully by a foe, then
  before the damage is applied to the defender, it must
  be adjusted according to the following table entitled
  ‘Damage by Armor and Type of Attack.’  However,
  damage may be absorbed only by the armor in terms
  of IP if the total modified CA was not met, but the
  adjusted Base Current Armor was met or exceeded.
  Damage may also be deducted from LP and BPP if
  a foe is struck successfully.  While the goal of armor
  is both to prevent strikes from succeeding and mini-
  mize the damage inflicted, this varies depending on
  the armor worn or carried and the type of attack.
  
  476
  Chapter 10: Combat
  Multiple Brawling Attacks
  As indicated on the table entitled ‘Duration
  of Action’, different forms of attack allow for a dif-
  ferent number of attacks to be made per round.
  Agility and SP invested affect the number of Brawl-
  ing attacks per round.  Strength may affect some
  weapon attacks (see Chap. 9: Equipment).
  Attacks occur according to the order of ini-
  tiative.  However, if a foe was damaged prior to their
  attack in this combat, then the damaged foe must
  roll 1d100 and exceed a TH to be able to make fu-
  ture attacks in the current round.  The TH is equal
  to a cumulative percent of their LP that was lost in
  the current combat.  If the check is failed, then the
  damaged foe may not make their next attack in the
  current round.  This check is unnecessary if the foe
  has not suffered 20% or more LP of damage in the
  current combat.
  For instance, 2 human characters named
  Fulk and Roland begin Brawling with each other.
  For the sake of simplicity with this example, Fulk
  and Roland have sub-ability scores of 100, 20 LP
  each, are the same height, neither are wearing ar-
  mor, and neither are skilled Brawlers.  Fulk and
  Roland each get 2 Brawling attacks per round.
  For initiative, the player of Fulk rolls 51 and
  76, while the player of Roland rolls 80 and 26.  With
  a higher initiative of 80, Roland strikes Fulk first.
  Both players roll on the Brawling skill table for hu-
  mans in Chapter 8: Skills to see where their blows
  land, if successful.  Roland rolls a Brawling skill check
  of 14, which is successful against Fulk’s CA 10.  The
  player of Roland rolled 77 on the Brawling table,
  and Roland does an ‘Elbow to the Nose’ for 2d8
  damage.  The player of Roland rolls 6 for damage.
  Thus, Fulk loses 30% of his LP.
  The next highest initiative is 76, which be-
  longs to Fulk.  However, to see if Fulk can attack
  after taking 30% of LP in damage, he must pass TH
  30, rolling 1d100.  The player of Fulk rolls 27, and
  so Fulk loses this attack.
  The next highest initiative is 51, which still
  belongs to Fulk.  The player of Fulk rolls a 43 on
  the Brawling table, indicating he attempts a ‘Fist to
  Throat’.   The player of Fulk rolls a Brawling skill
  check of 21, which is successful against Roland’s CA
  10.  The player of Fulk rolls 1d12 damage for punch-
  ing Roland’s throat, and the result is 3 for damage.
  Since this is less than 20% of the LP of Roland,
  Roland is able automatically to perform his next at-
  tack.
  The lowest initiative is 26, which belongs to
  Roland.  Consulting the Brawling table, the player
  of Roland rolls 51, determining he will attempt ‘Fist
  to Temple’ for 1d12 damage.  The player of Roland
  rolls a Brawling skill check of 22, which is successful
  against Fulk’s CA 10.  The player of Roland rolls 5
  for damage, which is higher than 20% of Fulk’s ini-
  tial 20 LP.  Nonetheless, this does not extend into
  the next round of initiatives and attacks, but if Fulk
  is damaged in this future combat, then the damage
  of the attack, when considered as a percent, will be
  added to TH 55% (30% + 25%).  However, if Fulk
  loses less than 25% of his initial total LP, but greater
  than or equal to 20%, then another check must be
  made.  If Fulk loses 25% or more, then he is ren-
  dered unconscious.
  
  477
  Chapter 10: Combat
  Multiple Weapon Attacks
  As indicated on the table entitled ‘Duration
  of Action,’ different forms of attack allow for a dif-
  ferent number of attacks to be made per round.
  Agility and SP invested affect the number of
  weapon-attacks per round.  Strength may affect some
  weapon-attacks (see Chap. 9: Equipment).
  Attacks occur according to the order of ini-
  tiative.  However, if a foe was damaged prior to their
  attack in this combat, then the damaged foe must
  roll and exceed a TH to make future attacks in the
  current round.  The TH is equal to a cumulative
  percent of their LP lost in the current combat.  The
  check consists of 1d100.  If the check is failed, then
  the damaged foe may not make their next attack in
  the current round.  This check is unnecessary if the
  foe has not suffered 20% or more LP of damage in
  the current combat.
  Each adjusted initiative must have a differ-
  ence from a previous initiative greater than or equal
  to the Delivery Penalty (DP) of the weapon used
  (see Chap. 9: Equipment).  If not, then the succeed-
  ing initiative is lowered appropriately.  For instance,
  if a player rolls 90 and 88 for initiative regarding 2
  attacks with a dagger, which has a DP of 10, then
  the first initiative is 80 (90 - 10), and the second is 70
  (80 - 10).
  Charging
  Charging a foe in combat means to jog, run,
  or Sprint at the foe in order to give a harder blow.
  Charging increases only stabbing damage, not hack-
  ing or pounding.  To determine how quickly a char-
  acter may charge, consult the Sprint skill (see Chap.
  8: Skills).  When a character charges a foe, consult
  the following table:
  g
  ni
  g
  r
  a
  h
  C
  d
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  e
  p
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  D
  g
  ni
  b
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  S
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  %
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  1
  -
  %
  0
  1
  +
  n
  u
  R
  %
  0
  2
  -
  %
  0
  2
  +
  tnir
  p
  S
  %
  0
  4
  -
  %
  0
  4
  +
  Smiting
  To smite a foe is to knock them off their
  feet or down to the ground from an attack without
  Graphic Gore.  Each melee weapon may smite a
  foe, depending on its size and type, as well as the
  size of the foe.  The percentage of damage in LP
  done to a foe, compared to their unharmed poten-
  tial LP, is considered the base TH for Smiting.  Con-
  sult the table below and multiply the base TH by
  the factor in the table:
  n
  o
  p
  a
  e
  W
  e
  p
  y
  T
  :e
  ziS
  e
  ziS
  e
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  t
  a
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  C
  lla
  m
  S
  m
  ui
  d
  e
  M
  e
  g
  r
  a
  L
  )
  g
  nil
  w
  a
  r
  B
  (
  1.0
  1.0
  1.0
  H
  :lla
  m
  S
  1.0
  -
  -
  P
  :lla
  m
  S
  5
  2.0
  1.0
  -
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  m
  S
  1.0
  -
  -
  H
  :
  m
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  5.0
  5
  2.0
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  :
  m
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  M
  0.1
  5.0
  5
  2.0
  S:
  m
  ui
  d
  e
  M
  5
  2.0
  1.0
  -
  H
  :e
  g
  r
  a
  L
  0.1
  5.0
  5
  2.0
  P
  :e
  g
  r
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  0.2
  0.1
  5.0
  S:e
  g
  r
  a
  L
  5.0
  5
  2.0
  1.0
  If the result exceeds 100, then the foe is au-
  tomatically smote. Otherwise, the result is subtracted
  from 100.  This is the TH for Smiting.  The attacker
  must roll 1d100 and compare the result to the TH.
  If the roll meets or exceeds the TH, then the at-
  tacker smites their foe.
  For example, if an attack with a large pound-
  ing weapon does 70% of a small creature’s LP in
  damage, then the table indicates that the base TH
  of 70 is multiplied by 2.0, so the TH is 140.  Since
  140 exceeds 100, the small creature is automatically
  smote.  If an attack with a medium hacking weapon
  does 70% of a large creature’s LP in damage, then
  the table indicates the base TH becomes 7, is sub-
  tracted from 100, and the TH is 93.  In this case the
  attacker must roll a 93 or higher to smite the foe.
  Once having been smitten, the smote char-
  acter must consult the Agility sub-ability to see how
  long it takes to stand again.  Standing again may be
  achieved only by winning initiative or not being at-
  tacked successfully.  Otherwise, the smote will re-
  main smitten.
  If a humanoid character is armored and not
  standing, then Agility does not affect their CA.
  
  478
  Chapter 10: Combat
  Damage by Armor and Type of  Attack
  Different armors provide different kinds of
  protection.  Types of attacks are more effective
  against 1 kind of armor than another.  Whenever a
  character who wears armor is attacked successfully,
  consult the tables on the following pages to modify
  the damage.
  Different types of attacks are described be-
  low:
  Brawling attacks, for the most part, are tech-
  nically pounding attacks, though pounding attacks
  are strictly those with weapons, while brawling at-
  tacks use only a character’s limbs.  Brawling attacks,
  however, may also include choking, clawing, and
  headbutting.  Brawling attacks are often described
  as beating, choking, hitting, kicking, knocking,
  punching, slapping, thrashing, and wailing.
  Hacking attacks are usually slashing motions
  or chops made at a foe with a bladed weapon, such
  as an axe or a sword.  Hacking attacks serve to cut,
  dismember, divide, hew, part, sever, split, or rend
  asunder a foe.
  Pounding attacks are those in which an at-
  tacker bludgeons or uses crushing force, such as from
  a hammer, though most spiked weapons are pre-
  dominantly pounding weapons.  Pounding attacks
  are often described as beating, clubbing, comminut-
  ing, grinding, hitting, impacting, knocking, pulver-
  izing, triturating, waffling, and wailing.
  Stabbing attacks are attempts to thrust, ram,
  or shove an object designed to pierce the skin and
  thereby gore, impale, pierce, penetrate, or puncture
  the body of a foe, usually with a long, thin, sharp
  weapon, such as the tip of  a sword, dagger, or
  polearm.
  Burning attacks are attempts to blister,
  scald, singe, scorch, ignite, roast, or incinerate a foe
  with intense heat or open flame.  Most often, this is
  accomplished with fire.  Note that metal armors are
  especially susceptible to burning attacks.
  Freezing attacks often use frost, ice, snow,
  or cold winds to chill, cool, benumb, nip or solidify
  a foe.  Note that metal armors are especially suscep-
  tible to freezing attacks.
  Electrocuting attacks are most commonly
  accomplished with lightning, and serve to burn, elec-
  trify, galvanize, and shock a foe.  Note that metal
  armors are especially susceptible to electrocution
  attacks.
  Corroding attacks are mostly comprised of
  acid, and serve to eat away, erode, waste, or wear
  away at a foe.
  Sonic attacks utilize dangerous sound waves
  to damage a foe.
  Wind attacks are typically powerful gusts of
  wind capable of inflicting damage.
  
  479
  Chapter 10: Combat
  k
  c
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  A
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  )1-
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  )1-
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  )1-
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  +
  
  480
  Chapter 10: Combat
  k
  c
  att
  A
  fo
  e
  p
  y
  T
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  0
  3
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  -
  -
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  481
  Chapter 10: Combat
  Drive
  While players determine whether or not a
  character will continue in combat, monsters and AC’s
  (see Appendix 6: Aedile Characters) either continue or
  flee depending on their Drive sub-ability.  Drive
  checks occur only in certain circumstances.  In each
  applicable circumstance below, sum the modifiers.
  For purposes of this roll only, lower the Drive sub-
  ability with the summed modifiers from the follow-
  ing table.  Then, roll 3d10 and compare the roll with
  the adjusted Drive.  For this roll, rolling lower than
  the adjusted Drive means that the creature remains
  in combat, rolling higher indicates that the creature
  prefers to flee and will do so at any reasonable op-
  portunity.
  sr
  eifi
  d
  o
  M
  k
  c
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  h
  C
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  vir
  D
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  c
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  d
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  M
  s
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  a
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  m
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  b
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  A
  4
  1
  -
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  si
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  -
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  -
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  ellik
  si
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  w
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  ts
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  -
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  ni
  s
  m
  e
  es
  tn
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  n
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  p
  O
  6
  1
  -
  1
  o
  t
  3
  ts
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  ta
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  O
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  -
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  1
  ts
  a
  el
  ta
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  ere
  b
  m
  u
  n
  tu
  O
  4
  1
  -
  Breathing
  All characters need to breathe, unless gifted
  magically.  The longer the character does not breathe,
  the more likely is death.  Many events could affect
  breathing, such as drowning, asphyxiation, or sim-
  ply being trapped in a sealed space and breathing up
  the air.  Once it is impossible to breathe, a character
  will lose 1 LP of subdual damage every other round.
  Additionally, each round the character will lose 1d6
  Strength sub-ability points until they are helpless,
  unconscious, or again able to breathe.
  Natural Healing
  Characters naturally heal a percentage of their potential LP at a daily rate according to the follow-
  ing table:
  g
  n
  il
  a
  e
  H
  l
  a
  r
  u
  t
  a
  N
  t
  n
  af
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  Y
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  A
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  e
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  A
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  e
  V
  ylia
  D
  yr
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  %
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  3
  %
  5
  2
  %
  0
  2
  %
  0
  1
  %
  5
  %
  3
  %
  1
  AUT.MORS.AUT.VICTORIA
  either death or victory
  
  482
  Chapter 10: Combat
  Falling Damage
  Characters unfortunate enough to fall will suffer damage according to the distance fallen.  Freefalling
  characters accelerate at 8.5 meters per second (9.8 meters/second/second in a vacuum) to reach a termi-
  nal velocity of 115 miles per hour (toggling between 110 and 120) in 6 seconds.  Consult the table below
  to determine the damage suffered:
  e
  g
  a
  m
  a
  D
  g
  nilla
  F
  s
  d
  n
  o
  c
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  3
  /
  1(
  d
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  )
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  T
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  F
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  e
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  O
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  1
  5.8
  1.8
  2
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  1.9
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  d
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  d
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  2.6
  5
  3.8
  3
  4.7
  5
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  d
  4
  6
  d
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  8
  d
  4
  2
  1
  d
  4
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  2
  3.4
  8
  4.7
  5
  8.4
  1
  1
  0
  1
  d
  5
  6
  d
  5
  8
  d
  5
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  1
  d
  5
  4
  2.4
  3
  4.2
  1
  1
  6.6
  7
  4.1
  9
  1
  0
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  d
  6
  6
  d
  6
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  d
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  4
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  4
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  9
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  8
  2
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  1
  d
  7
  6
  d
  7
  8
  d
  7
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  1
  d
  7
  6
  *
  4.1
  5
  6.8
  6
  1
  0.5
  1
  1
  2.2
  0
  4
  0
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  d
  8
  6
  d
  8
  8
  d
  8
  2
  1
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  8
  7
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  5
  6.8
  6
  1
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  1
  2.7
  1
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  8
  6
  d
  8
  8
  d
  8
  2
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  8
  8
  4.1
  5
  6.8
  6
  1
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  1
  1
  2.2
  3
  6
  0
  1
  d
  8
  6
  d
  8
  8
  d
  8
  2
  1
  d
  8
  9
  4.1
  5
  6.8
  6
  1
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  1
  1
  2.7
  4
  7
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  6
  d
  8
  8
  d
  8
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  8
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  5
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  6
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  1
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  6
  8
  0
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  d
  8
  6
  d
  8
  8
  d
  8
  2
  1
  d
  8
  *By the 6th second of falling, a character has reached terminal velocity and will not accelerate any
  further, but continues to fall at this rate.
  So, if a human character falls freely for 3 rounds (9 seconds), then they have fallen 747 feet, but
  will still receive only 8d20 damage, just as if they had fallen only for 6 seconds.
  
  483
  Chapter 10: Combat
  Bashing Doors
  The act of bashing a door is not a skill, but
  simply an event in which physics is involved.  In
  order for a character to bash through a door, simply
  consider their weight and Sprint Speed, although a
  character may jog or run instead.  Multiply the
  character’s weight x Sprint Speed, and multiply the
  result by 0.046.  The result is the Newtons1 of Force
  of impact.
  Newtons of Force = (weight) x (Sprint
  Speed) x (0.046)
  Next, consider the type of wood2 of the
  door, thickness in inches, and whether or not it is
  reinforced.  Consult the table below:
  d
  o
  o
  W
  e
  g
  a
  m
  a
  D
  h
  c
  ni
  /
  H
  T
  g
  ni
  h
  s
  a
  B
  h
  c
  ni
  /
  H
  T
  P
  I
  h
  s
  A
  0
  0
  6
  0
  0
  8
  8
  2
  h
  c
  e
  e
  B
  6
  5
  6
  5
  7
  8
  1
  3
  yrre
  h
  C
  1
  8
  5
  5
  7
  7
  7
  2
  d
  ra
  H
  ,elp
  a
  M
  7
  3
  6
  0
  5
  8
  0
  3
  etih
  W
  ,k
  a
  O
  5
  7
  6
  0
  0
  9
  2
  3
  e
  niP
  0
  5
  4
  0
  0
  6
  1
  2
  e
  c
  u
  r
  p
  S
  2
  1
  4
  0
  5
  5
  9
  1
  er
  o
  m
  a
  c
  y
  S
  2
  6
  5
  0
  5
  7
  6
  2
  tu
  nla
  W
  0
  0
  6
  0
  0
  8
  8
  2
  Multiply the ‘Bashing TH’ times the num-
  ber of inches of the door’s thickness.  For a charac-
  ter to bash through a door, they must have a num-
  ber of Newtons of Force that meets or exceeds the
  ‘Bashing TH’.
  If the ‘Bashing TH’ is met or exceeded, then
  the latch gives and the door opens.  If it is exceeded
  by 1.5 times, then the door is removed from its
  hinges, the latch gives, and the door falls down.
  Twice  the TH causes the wood of the door to shat-
  ter.
  1.  Newtons of Force were calculated by referring to the physics book by Serway & Beichner (2000).  For more information
  see the references section.  Character Weight was converted into kilograms and Sprint Speed was converted into meters/
  second2.
  2.  Wood types are European trees suitable for doors.  The Specific Gravity of the wood was considered so that the difficulty
  of bashing a door is somewhat realistically relevant to the strength and weight of the wood.
  If a character is unable to bash through a
  door, then the character may be able to break it down
  in repeated attempts, as long as their Newtons of
  Force meets or exceeds the ‘Damage TH’, which
  must be multiplied by the number of inches of the
  door’s thickness.
  If a character’s Newtons of Force are be-
  low the ‘Damage TH’, then the character is unable
  to bash through the door, even with repeated at-
  tempts.
  If a character is able to damage the door as
  determined above, then divide their Newtons of
  Force by 100.  This is the number of IP in damage
  that are done.
  For each failed attempt at bashing a door, a
  character has a 25% chance of self-injury.  If in-
  jured, then a character loses 10% of their LP and
  the injured shoulder may not be used for bashing
  for 2d10 hours.  A character with an injured shoul-
  der may use their other shoulder.
  A door may be barred.  The ‘Bashing TH’
  of a barred door is increased by half.  Doors have
  only 1 bar, and it is made of the same type and thick-
  ness of wood as the door.
  A door may be buttressed.  The ‘Bashing
  TH’ of a buttressed door is increased by half.  A
  buttressed door is one in which supports are placed
  against the door.
  If the hinges of the door are on the side of
  the basher, then the ‘Bashing TH’ is increased by 1/
  4.
  The wood of the door may be affected nega-
  tively by moisture and age.  The Aedile must decide
  a percentile penalty.
  For example: Andrew Clavell, a human,
  weighs 189 lbs. and has a Sprint Speed of 72.  He
  attempts to bash through a pine door that is 1-inch
  thick, and he has 625 Newtons of Force (189 x 72 x
  0.046).  Because the TH for the door is 600, he bashes
  instantly through the door.
  
  484
  Chapter 10: Combat
  Home Advantage
  All creatures who claim territory gain a
  Home Advantage1 of + 5 to initiative and + 2 to
  attack skill checks during combat while defending
  their home territory.  This bonus is psychological
  and also applies to other similar situations, such as
  games that involve players from another territory.
  Notice that the opposite is inapplicable; there is no
  disadvantage when away from home.
  This bonus applies only in situations in which
  2 creatures or parties compete against each other,
  or when one is in their home territory and the other
  is not.
  For example, a party of adventurers known
  as the Campaign of the Lost Souls invaded a temple
  of demon worshippers.  Since the temple itself was
  familiar home territory to those inside, the defend-
  ers received a bonus due to Home Advantage.
  Called Shots
  Normally, a target creature is specified when
  an attack is executed.  Declaring a specific area of a
  target creature is a more difficult attack.  Whenever
  a specific area of a target creature is chosen and
  announced, a Called Shot is made.  The smaller the
  target, the more difficult it is to hit.
  Consider the size of the called target as a
  percentage of the height of the attacking creature.
  For example, a 9’ tall ogre makes a called shot on an
  elf’s head.  The head of an elf may be estimated to
  be roughly 7” cubed.  Therefore, an ogre who is
  108” is trying to hit a 7” target.  Since 7” is 6.48% of
  108”, and remainders are truncated, the ogre is try-
  ing to hit a target that is 6% of his size.
  Subtract the above percentage from 100 and
  divide by 5.  The result is the modifier to attack.
  The ogre from above must add 18 (100 - 6 / 5) to
  the CA of the elf.  If this elf has a CA of 10, then
  the ogre needs an adjusted attack roll of 28 to hit
  the head of the elf as intended.
  Other factors that may affect called shots
  include distance to target (see Range in Chap. 9: Equip-
  ment) and weapon size.  The Aedile may include ap-
  propriate modifiers.  It is easier to hit a needle with
  a maul than the tip of a dagger.
  If a Called Shot successfully hits its target,
  and the natural attack roll met or exceeded 25, then
  proceed to the appropriate description of the out-
  come for the relevant body part in the Graphic Gore
  section (see Chap. 10: Combat).  For example, if an
  eye was targeted and hit successfully, then proceed
  to the description of an eye regarding the type of
  damage done: hacking, pounding, or stabbing.  If
  only a head was targeted, then proceed to the list of
  locations for a head and roll 3d10 to determine the
  graphic outcome.
  For example, a ruffian who calls himself Sir
  Chop-a-lot carries only a crowbar, and he initiates a
  confrontation with 3 strangers in a tavern.  Sir Chop-
  a-lot attacks first, and the player announces his in-
  tention to hit the head of 1 of the strangers; he
  declares a Called Shot.  The attack is successful, and
  so the player consults the list concerning Pounding
  Heads under Graphic Gore.  Then, the player rolls
  3d10 to determine the graphic outcome.  As it turns
  out, the foe’s brains are splattered.
  1.  For more information, see the References section at the end of this book.
  
  485
  Chapter 10: Combat
  Graphic Gore
  If an unmodified attack skill check roll is
  TH 25 or higher, and the foe’s CA is exceeded by 3,
  then Graphic Gore has occurred.  Attack skill checks
  include Aim, Brawling, Disarm, Hurl, or Weapon
  (General) or Weapon (Specific).  Graphic Gore con-
  sists of explanations of the results and consequences
  of attacks.
  A difference between normal damage and
  Graphic Gore is that, even if LP of damage are
  equal between the 2 types of damage, there is not
  much to see with normal damage.  With normal
  damage, the results are less visible for a variety of
  reasons, such as occurring under armor, internally,
  or not much blood being spilt immediately.  With
  Graphic Gore, the damage is not only visible, but
  spectacular.  Graphic Gore is the stuff of legends.
  Not all types of  attacks are capable of
  Graphic Gore.  Breath weapons from creatures, gas,
  and most magical attacks will not cause Graphic
  Gore, since they do not affect the body in the same
  way as a physical blow.  These attacks do not hack,
  pound, or stab the body, but instead affect it more
  generally.  Some spells or spell-like effects may con-
  stitute Graphic Gore.  Determine the results of the
  attack as usual, but consult the appropriate Graphic
  Gore table.
  Consider the body part that was struck suc-
  cessfully, roll 3d10, and consult the appropriate
  Graphic Gore table.  SP for Dismemberment, Im-
  paling, or Mangling may be added to the roll.
  
  486
  Chapter 10: Combat
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  Chapter 10: Combat
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  494
  Chapter 10: Combat
  Fumbles
  A fumble is an extreme failure regarding a
  skill check.  This section, however, is a guide to
  fumbles regarding attack skill checks, although the
  concept generally applies to other skills as well.  Any-
  time a skill check is made and the result is 6 or less
  before any modifications occur, a Fumble has oc-
  curred.  Roll 1d100 and consult the table below to
  determine the General Cause of the Fumble.  Note
  that these results must be applied with good judg-
  ment.  For instance, an unarmored chambermaid
  may Fumble while attacking a character, and the re-
  sult indicates that the Fumble is due to an armor
  anomaly, though this particular chambermaid does
  not wear armor or fallible equipment.  In such non-
  sensical cases, reroll as necessary.
  s
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  yla
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  r
  A
  Interpretive Guide
  Punished by the Gods: Whenever some-
  things go terribly wrong, many characters blame the
  gods.
  •
  The ceiling  collapses  on  the  unfortunate
  character.
  •
  A building topples onto the character.
  •
  Lightning strikes, as per the spell.
  •
  A magical gate from ages past has been trig-
  gered.
  •
  A random god has been watching the charac-
  ter, and is or has been greatly offended.  The god
  kills the character.
  Over-extension:  This is the misfortune of
  a character misjudging their blow or foe and forcing
  themselves or their weapon too far.  Examples in-
  clude the following:
  •
  Hammer, War: This bludgeoner is swung too
  far forward, effectively hitting the foe only with the
  pole portion for no lasting damage.  The foe gains
  an additional attack on the fumbler as they realize
  what just happened.
  •
  Maul: Angered at their foe, the fumbler
  swings their maul wildly, too wildly.  The weight of
  the weapon forces the fumbler to take a compen-
  sating step forward and still another in the direction
  of  the follow-through to regain control of  the
  weapon.  During this unfortunate fumble, the foe
  gains a free attack, the opportunity to plunge their
  weapon into the exposed back of the fumbler.
  •
  Polearm, Awl Pike: Counting on the distance
  between the fumbler and their foe for safety, the
  worst mistake the fumbler can make is overshoot-
  ing their foe with the tip of this polearm.  The foe
  rushes the fumbler for an additional attack with glee.
  •
  Scourge: While the leather connects, the
  barbs of the fumbler’s scourge overshoot their tar-
  get so the fumbler does no lasting damage at all.
  Meanwhile, if possible the foe gains an additional
  attack.
  •
  Sword, Short: While attacking a foe, the fum-
  bler thrusts too far with their short sword, tempo-
  rarily over-extending themselves before their foe.
  Seizing the opportunity, the foe gains a free attack
  attempt at the extended arm of the fumbler.
  •
  Sword, Zweihander:  As this heavy blade is
  slow to swing, the fumbler misjudges their foe’s per-
  ceived position.  As the blade swings, the fumbler
  wrongly steps closer to compensate and with the
  majority of the blade behind them, connects so awk-
  wardly and slowly that no lasting damage is done.
  The foe, however, gains an additional attack on the
  fumbler now.
  •
  Whip: Temporarily the fumbler’s timing is
  off in their technique as the snap of the whip oc-
  curs too late, not harming the foe at all.  If possible,
  the foe gains an additional attack.
  
  495
  Chapter 10: Combat
  Under-extension: This is the accident of
  the fumbler misjudging their blow or foe by under-
  estimation or the application of too little force.
  •
  Bows: Surges of adrenaline and their result-
  ant valleys of such an absence in the veins of the
  fumbler sometimes occur with poor timing.  At this
  moment, the fumbler hurries to release 2 arrows
  against their menacing foes, though their finger slips
  and releases an arrow too soon.  The flight arrow
  hardly flies into the air, traveling only a few yards
  before falling to the ground, well short of its target.
  •
  Fists: The fumbler misjudged and punched
  the air shy of their foe with all of their might, con-
  fident they would connect and failing to predict the
  last minute shift in the foe’s position.  Punching air
  without reserve sure hurt the fumbler’s arm.  As the
  fumbler recovers, the foe gains an additional attack
  on them.
  •
  Sword, Zweihander: Well aware of this heavy
  weapon’s tendencies at over-extension, the fumbler
  habitually steps and simultaneously leans back with
  the weapon to counter that possible mistake, to pro-
  portion their mass as a better fulcrum.  Further, the
  fumbler does not want to wind up too far.  Hence,
  their mistake this time is that the blade fails to get
  good momentum, follow-through, or projection.
  Unfortunately, the slow blade passes far from its
  intended victim very predictably.  The foe gains an
  extra attack, the opportunity to maneuver around
  the large blade and thrust their weapon into the fum-
  bler.
  Loss of Grip: More common than one
  probably thinks in combat, weapons get dropped
  and not purposively.  Examples of this annoying
  and infuriating phenomenon follow:
  •
  Sweaty palms:  Well, in this case sweaty palms
  don’t mean money, but lubrication, and undesirable
  lubrication at that!  The fumbler must remember to
  wipe their hands off now and then!  Their weapon
  flies from their hand, and it may be dangerous to
  retrieve it.
  •
  Leather Grips:  The leather grip gave/broke/
  twisted at an inopportune moment.  Just the
  fumbler’s luck.  The fumbler tosses their weapon
  and it may be dangerous to retrieve it.
  Loss of  Balance: For one reason or an-
  other, the character loses their balance.  Examples
  of this unlucky and unfortunate effect follow:
  •
  Personal slip:  The character misjudges their
  footing, misplaces a foot, and falls to the ground.
  The foe takes this opportunity to make a free at-
  tack.  Next round, if still alive, the character is back
  on their feet.
  •
  Unexpected bump:  The foe, or another
  character, unexpectedly bumps the fumbler, caus-
  ing a loss of balance.  The character falls to the
  ground.  The foe takes this opportunity to make a
  free attack.  Next round, if still alive, the fumbler is
  back on their feet.
  Environmental Cause: These fumbles can
  be frustrating because they usually originate beyond
  the character’s control, typically due to weather, ter-
  rain, or simple distractions.  Examples follow:
  •
  Wind: The biting winds shift quickly during
  an unfortunate moment, forcing the character to
  lose their poise.  A move of the character is foiled,
  and the foe takes the opportunity to make a free
  attack.
  •
  Foot Fumble: Beneath one’s foot the (mud,
  snow, etc.) causes the character to lose their footing.
  The character falls to the ground.  The foe takes
  this opportunity to make a free attack.  Next round,
  if still alive, the character must pass an Agility sub-
  ability check at TH 17 to be back on their feet.
  •
  Vision: (Snow, rain, sand, hail, sweat, blood,
  hair, etc.) gets into the character’s eyes, forcing them
  to have to wipe their eyes during combat.  Aware of
  the momentary inconvenience, the foe gains an ex-
  tra attack and lunges forward with the opportunity
  of hitting the fumbler.
  •
  Distraction: Nearby something occurs (a
  companion says something, drops unconscious, the
  fumbler swears they hear something behind them,
  was that lightning in the distance?, etc.).  Normally
  unaffected by such trivialities, this one captures the
  fumbler’s attention, though only for a second.  It is
  during this second the foe gains an additional at-
  tack, the opportunity to wound the character.
  
  496
  Chapter 10: Combat
  Armor Anomaly: Incidents involving armor
  or equipment may occur only by 1 or both parties
  simultaneously.  Examples follow:
  •
  My Shield!: Look damnit, I went to move
  my shield to protect against a blow I was ready for,
  but the damned thing hung up on (my shoulder plate,
  or whatever) at the last second and I couldn’t move
  it to the right place to defend.  He got an additional
  attack out of the deal and skewered me.
  •
  My Armor: My damned (straps for some
  certain plates, links of some important chains, etc.)
  gave way at the wrong moment as I twisted just so
  in the fight.  When the plates fell off (or my helmet
  shifted, whatever) it cost me as he gained an addi-
  tional attack.
  •
  Our Armor: The armor of both the fum-
  bler and their foe locks up on each other as they
  make momentary contact.  It takes them 1d4 rounds
  to break free, during which time the foe gains an
  additional attack on the fumbler.
  •
  My Equipment: As the fumbler lunges for-
  ward, their backpack must have come open because
  a torch flew forward, bopping them in the back of
  the head on its way to the ground.  Yep, my buddy
  though, this thief, has moved for a backstab but when
  he jumped in on the foe, his belt pouch that was
  filled with coins shifted and hit him squarely in the
  nards.  Turns out he was the one surprised when his
  intended victim turned on him with an additional
  attack!
  
  497
  Chapter 10: Combat
  HOMINIS.TOTA.VITA.NIHIL.ALIUD.QUAM.AD.MORTEM.ITER.EST
  The whole life of man is nothing else than a joumey to death.
  Character Death
  When a character dies, usually they are per-
  manently dead.  However, if others care for the dead
  character and are either capable of powerful magic
  or have the necessary funds to pay for the casting
  of revivification, it is possible though difficult to re-
  turn from the dead.  If the character is unable to be
  revivified, the character sheet must be passed to the
  Aedile for review, and many things may happen: the
  character sheet may be returned to the owner for
  the memories, it may instead be ripped up to pre-
  vent further adventuring with a dead character, their
  possessions may be distributed to others nearby, etc.
  Most humanoid cultures do not bury or embalm
  the deceased, but instead cremate them.  Below are
  some facts about death:
  Livor Mortis: The color of the skin of a
  carcass begins to turn reddish-purple to purple
  within 30 minutes to 2 hours, and the discoloration
  of the corpse is complete in roughly 8-12 hours.
  This discoloration is a definitive sign of death.
  Rigor Mortis: This is a gradual stiffening
  of the muscles consistent with the position of the
  body.  Rigor mortis, like livor mortis, is a definitive
  sign of death.  Eventually, the body will become
  limp again due to decomposition.  The onset of
  rigor mortis is influenced by many factors including
  disease processes, effects of violent exercise, tem-
  perature, poisoning, and electrocution.  In cold tem-
  peratures, a carcass will be stiff from 8-36 hours
  after death before becoming limp again.  In warm
  temperatures, a carcass will be stiff between 3-8
  hours after death.  Small muscles are affected first.
  The typical order is the jaw, followed by the upper
  appendages, followed by the lower appendages.  Ju-
  veniles and the elderly develop less rigor mortis.
  Algor Mortis: Immediately upon death, the
  body temperature begins to adjust to the surround-
  ing environment, usually cooling down.  However,
  after putrefaction begins (about 2 days after death -
  - see below), body temperature increases again due
  to the activity of decomposing organisms.
  Decomposition: Several stages of decom-
  position are noted below:
  ·
  Initial Decay: Initially, the carcass
  appears fresh externally, but is decompos-
  ing internally.  The skin begins to display a
  greenish discoloration.  This period is from
  the time of death until about 2 days after-
  ward.  A brownish-black band on the eyes is
  noticeable after 24 hours.
  ·
  Putrefaction: Roughly 2-14 days
  after death, the cadaver or corpse becomes
  swollen by gas produced internally, and is
  accompanied by the odor of decaying flesh.
  Marbling of  the blood vessels is visible
  through the skin.  At this time, several dif-
  ferent insects are attracted to a corpse,
  namely blow flies and flesh flies.  The fe-
  male blow flies lay their eggs on the body,
  especially around the natural orifices such
  as the nose, eyes, ears, anus, vagina, and pe-
  nis.  If the body is wounded, the eggs are
  also laid in each wound.  After 1-2 weeks,
  maggots will be seen crawling.  Flesh flies
  do not lay eggs, but deposit larvae instead,
  which live on the dead tissue.
  ·
  Black Putrefaction: From 14-20
  days after death, the flesh becomes creamy
  and the body collapses as gases escape.  The
  body turns a uniform greenish-black, and
  the original skin color may be impossible to
  discern at this point.  The odor of decay is
  very strong.  A bloody purge of fluid often
  occurs through the nostrils and other ori-
  fices.
  ·
  Butyric Fermentation: From 20-60
  days after death, the corpse is drying out.
  Some flesh remains and a cheesy odor de-
  velops.  Beetles are attracted to the exposed
  bones.
  ·
  Dry Decay: From 2-18 months af-
  ter death, the cadaver is almost dry and there
  is a slow rate of decay.
  
  498
  Chapter 11: Magic
  Chapter 11: Magic
  What exactly is magic?  How does it func-
  tion?  Most characters believe that magic exists, but
  are unaware of magical theories and practices.  Stem-
  ming from ignorance or misconceptions, uncertainty
  with magic may cause characters to react negatively
  to casters.  Reactions may range from avoidance or
  scorn to banishment or murder.  Generally, charac-
  ters react unfavorably to sorcerers, have indifference
  or awe-inspired respect for mages and druids, and
  react differently to hierophants depending on the
  god worshipped.  Magical theory will only be ex-
  plained biefly here, avoiding detail.
  The Fifth Element
  An ancient philosopher1 posited that 4 ele-
  ments are the basis of all matter: air, earth, fire, and
  water (for more information, see the Chemistry skill
  in Chap. 8: Skills).  Soon thereafter, a philosopher2
  added the fifth element -- ether.
  Possibly weightless, ether is small enough
  that it has never been observed with the eye.  It is
  distinct from the other elements.  Nonetheless,
  scholars of the arcane have predicted successfully
  how ether acts and interacts both with and among
  the elements.  Of interest to many hierophants, the
  spirit is also considered to be subsumed by ether.
  The 5 elements are often represented by a
  pentagram.  Pentagrams are worn usually with a
  single point facing upward, symbolizing the power
  of the mind, as ether or spirit, working creatively
  with matter.  When worn upside down, the penta-
  gram symbolizes the power of the mind hidden
  within matter.  A caster is a character who attempts
  to manipulate the fifth element, and through it, usu-
  ally the other elements as well.
  Although the elements may combine in in-
  finite combinations and proportions, following is
  an illustration to elucidate the most common mix-
  tures.
  1.  Empedocles of Agrigentum (490 - 430 B.C.E.) first asserted the 4-element model of nature.
  2.  Aristotle added the 5th element.  For more information, see the References section at the end of this book.
  
  499
  Chapter 11: Magic
  Few who are educated and familiar with ether
  will argue against its existence1.  Theoretically, ether
  reacts as though it is infinitely small and without any
  observable effects from weight, sound, or light, other
  than conductivity.  However, ether does react to
  metals2.  More specifically, only a portion of ether is
  affected.  Current theories hold that ether is com-
  prised of components, such as magic and spiritual-
  ity.  However, only the magical component of ether
  reacts with metals.
  Magic is defined as a technique grounded in
  a belief in powers located in the soul and the sur-
  rounding universe, a technique that aims at impos-
  ing willpower on nature or others.  Mana, which is
  magical power, is freely available in ether.  From the
  perspective of a caster, mana needs a vessel or a
  channel; casters seek to be or control such a chan-
  nel.  The understanding of the general populace is
  that magic is an explanation for misfortune; more
  specifically, any form of misfortune is likely to be
  blamed on the witchcraft of sorcerers.
  A philosopher asserted a theory that has
  helped to explain the reaction of ether and metal.
  He claimed that ether is comprised of indivisible
  particles.  The magical or arcane particle in ether is
  termed mana.  Meanwhile, a particle common only
  to metals is referred to as a defigere3.  It is hypoth-
  esized that substantial amounts of defigere within
  an inch or 2 of mana (magical energy) inhibit the
  chances of mana functioning properly.  As the metal
  and mana separate, the mana reacts more normally.
  It is for this reason that casters avoid wearing or
  carrying much metal such as armor.
  1.  Amazingly, Aristotle’s incorrect postulate of ether was supported for thousands of years.
  2.  The interaction of ether and metal has no basis in historical fact, and has been invented for the playability of magic in
  F.A.T.A.L.
  3.  Defigere means to fasten or fix, and to curse.  Historically, defigere related to religion and magic.  In F.A.T.A.L., defigere is
  based on the electrical resistance of the metallic elements or compounds listed.
  
  500
  Chapter 11: Magic
  In general, the heavier and more solid the
  metal, the more defigere it seems to possess.  Since
  no character can see or physically measure mana and
  defigere, it is impossible to declare exactly how many
  of the particles cause what effect.  However, the
  estimated proportions seem correct.  The effects
  of defigere on mana are constant and with few ex-
  ceptions.  Anytime 1 pound or more of metal is
  close to a caster and a spell is cast, the caster must
  consult the following 2 tables:
  e
  r
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  1
  To determine whether or not a caster is suc-
  cessful at casting a spell, consider the number of
  pounds of metal, consult the table above entitled
  ‘Defigere’, and determine the number of defigere
  that may inhibit the caster.  For example, if a mage
  named Redemund were to wear 4-in-1 chainmail ar-
  mor, which contains 316 defigere (40 pounds for 4-
  in-1 chainmail armor multiplied times 7.9 defigere
  per pound of  carbon steel), then whenever
  Redemund attempts to cast any spell, he has a 16%
  chance of spell failure.  If he rolls 16 or less on
  1d100, then the spell fizzles.  If, however, Redemund
  rolls 17 or better, then the spell is cast normally.
  For this reason, most casters distance themselves
  from those with sufficient metals before casting.
  Spell failure due to defigere results in a wasted
  spell, in which Magic Points (MP) are expended and
  the effect of the spell does not occur.
  Many magical scholars have attempted un-
  successfully to isolate a single mana.  The study of
  the reactions of a single mana would be interesting,
  as theories about minimum magical effects could
  finally gain evidential support.  While so far this
  seems impossible due to the smallness of the par-
  ticle, it is clear that collections of these particles re-
  act to certain stimuli.
  There are 2 methods of magic that have been
  discovered: ceremonial and chaos.  These methods
  are described below.
  Ceremonial Magic
  As scholars study theories to learn about the
  manipulation of mana within ether, they are engaged
  in ceremonial magic.  Only mages cast ceremonial
  magic, though sages and philosophers may study
  ether as well.
  Ceremonial magic is not necessarily con-
  cerned with elaborate ceremonies, but an orderly
  and scholarly approach to magic.  All spells that may
  be cast by practitioners of ceremonial magic may
  be cast using the same chant, ingredient, and ritual,
  regardless of which individual mage casts the spell.
  For each spell to be cast in ceremonial magic, the
  formula comprised of chant, ingredient, and ritual
  must be performed with precision.  Failure to do so
  results in spell failure.
  The relationship between the mana of the 5
  elements has led to the development of different
  disciplines of study.  Each discipline entails a differ-
  ent elemental relationship, 1 discipline per element:
  air, earth, ether, fire, and water.  Scholars of each
  discipline study these relationships to determine pre-
  dictable patterns and reactions.  In so doing, mages
  use magic by replicating experimental practices,
  which usually involve recitation of magical phrasing
  of Ephesia Grammata, ingredients, and rituals.  Some
  of these ceremonies last for several days and nights.
  Regardless of its complexity, the information to cast
  spells is recorded in books; a grimoire is a magical
  book.  Only mages, however, utilize grimoires.
  
  501
  Chapter 11: Magic
  Chaos Magic
  Aside from mages, all other casters utilize
  chaos magic1, though few, if any, use this term.
  Essentially, practioners of chaos magic posit that
  the relationship differs between each caster and the
  universe.  Due to this difference, what works for
  one caster may not work for another.  To practitio-
  ners of chaos magic, the most powerful component
  is the will.  Sorcerers and priests utilize chaos magic
  instead of studying mana theories.
  Sorcerers discover how to cast spells on ac-
  cident.  Usually unaware of and disinterested in mana
  theories, most sorcerers seem superstitious about
  their magic.  In addition to accidental discovery, it is
  also possible to teach sorcery to others, though
  the first precept taught to the
  student is that the exact method
  that works for the teacher will
  probably not work for the student.
  More than anything, instruction fo-
  cuses on self-exploration.  In any case,
  each time a sorcerer becomes able to
  cast a new spell, the player must deter-
  mine whether or not a chant, ingredient,
  and ritual are necessary (see below).
  Priests receive spells either di-
  rectly from their god, or from an
  attendant entity.  In either case,
  spells are granted to a priest in
  return for their faith, worship,
  and devotion.  Most priests re-
  ceive instructions during
  prayer 
  to
  their god.
  Typically,
  gods 
  in-
  form their
  priests of
  what ingre-
  dients and
  chants are
  necessary to
  cast a spell.
  Priestly spellcasting is often perceived as personal
  or sacred between the priest and their faith.  Each
  time a priest becomes able to cast a new spell, the
  Aedile must determine whether or not a chant, in-
  gredient, and ritual are necessary (see below).  If a
  chant is necessary, then it is accomplished by the
  priest speaking in tongues.  Speaking in tongues, also
  called glossolalia, is not understood by others, but
  consists of a priest opening their mouth while medi-
  tating and allowing spirits or powers of the religion
  to shape the words.  Priestly chaos magic is more
  appropriately referred to as theurgia.  Theurgical
  magic, a subdivision of chaos magic, is magic that
  in-herently involves a religious aspect.
  Many creatures have in-
  nate relationships with mana
  and are capable of causing
  specific magical effects;
  such creatures may not,
  without study, utilize
  other magical effects.
  For variations of this
  reason, many crea-
  tures 
  endowed
  with magic may
  use limited selec-
  tions of spells -
  - they are un-
  able to cast
  spells avail-
  able 
  to
  m a g e s .
  Some do
  not need to
  cast spells,
  but simply
  will their
  effect to
  happen.
  1.  Chaos Magic has been referenced from a publication by Phil Hine entitled “Oven-Ready Chaos” as a summary on the
  subject.  Chaos Magic is useful to F.A.T.A.L. due to its flexibility, and it is appropriate due to the diversity of historical magical
  systems.  For more information, see the References section at the end of this book.
  
  502
  Chapter 11: Magic
  Chants
  Chants1 in ceremonial magic are predeter-
  mined, if necessary, and listed with each spell de-
  scription.  Although ceremonial magic often utilizes
  chants, the words are not determined randomly.
  Instead, chants are the result of a consistent and
  elaborate magical language called Ephesia
  Grammata, which literally means magical words.  For
  more information on Ephesia Grammata, see Chapter
  6: Sociality.
  Chants in chaos magic are, for game pur-
  poses, randomly determined sequences of charac-
  ters.  To sorcerers, it is the result of their self-explo-
  ration.  To priests, it is the result of speaking in
  tongues.  Priests usually utter chants aloud, while
  sorcerers often whisper or hiss their chants.  In an-
  cient times, a chant was called klesis, meaning invo-
  cation.
  If the chant is interrupted or phrased in-
  correctly for any reason, then consult Appendix 3:
  Random Magical Effects.   It is possible for a caster to
  attempt to cast a spell, and experiment by slightly
  altering the chant.  If at least 90% of the chant is
  voiced correctly, then the intended spell effect still
  occurs, in addition to the random magical effect.  If
  the same chant is altered as before, a spell will pro-
  duce the same random magical effect.
  The chance of a chant being necessary to
  cast a spell using chaos magic is 75%.  To determine
  a chant for a spell for a sorcerer or priest, roll 3d10
  and subtract the result from 33; this is the number
  of characters, including spaces, in the chant.
  For each character in the chant, roll 1d100.
  Consult the following table:
  1.  For the sake of ease, it is recommended that chants are created by using a program called the Fatal Chant Generator, which
  is available free from Fatal Games.  This program may be downloaded from the Website: www.fatalgames.com.
  llo
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  503
  Chapter 11: Magic
  Ingredients
  The chance that ingredients are necessary
  to cast a spell of chaos magic is determined ran-
  domly for each spell upon acquisition.  First, roll
  1d100 to determine the percentile chance of need-
  ing 1 or more ingredients.  Then, roll 1d100 again.
  If the results are greater than the previous roll, then
  ingredients are unnecessary.
  If it is determined that 1 or more ingredi-
  ents are necessary, then roll 1d4 to determine the
  number of necessary ingredients.  Proceed to Ap-
  pendix 5: Ingredients.
  It is possible for a caster to attempt to cast a
  spell, even if the wrong ingredients are used.  If
  similar ingredients are substituted, subject to the
  Aedile’s discretion, then consult Appendix 3: Random
  Magical Effects in addition to the spell effect.  Actual
  ingredients are considered similar to listed ingredi-
  ents if they are common to the same class of ob-
  jects.  For example, if a severed arm is listed, then a
  severed leg may be substituted, since they are both
  appendages.  However, the Aedile is the final arbiter
  of whether or not ingredients are considered simi-
  lar.  If the same ingredient is substituted as before,
  then a spell will produce the same random magical
  effect.
  Ritual
  A ritual is a magical formula that must be
  followed for a spell to be successful, though not all
  spells require a ritual.  The chance that a ritual is
  necessary to cast a spell of chaos magic is 10% per
  spell level.  The nature of the ritual is determined
  by the Aedile after the chant and ingredients have
  been determined.  Aediles are encouraged to be cre-
  ative and inventive, but above all appropriate.  Ges-
  tures are ritualistic and, even though part of chaos
  magic, must be performed correctly.  Although the
  rituals in chaos magic are usually shorter than those
  in ceremonial magic, all magic is often hard work;
  rituals may require hours, even days, of concentrated
  effort.  In ancient times, the ritual or magical for-
  mula was sometimes called teletai, literally meaning
  celebrations of mysteries.  Later, the term praxis
  became prevalent, meaning ritual.
  Magical Effects
  Certain compounds, or combinations
  thereof, produce specific magical effects.  Spells are
  good examples of magical effects, though exacting
  the specific effects may be difficult to impossible
  depending on the specific spell and the experience
  of the caster.  For instance, the power or degree of
  the effect of many spells increases predictably with
  the experience of the caster.  Conversely, some spells
  are favored for their unpredictable qualities, though
  usually these are never totally unpredictable, but lim-
  ited by certain boundary conditions.
  The duration of magical effects varies con-
  siderably, from split-second to permanent.  For ex-
  ample, magical items are items that have been im-
  bued with mana.  The duration of these effects is
  not fully understood, but it quickly becomes a com-
  plicated topic.  Sometimes the experience of the
  caster has a significant effect upon duration, but
  more often it is relative to the spell and its specific
  application.
  As most casters become more experienced
  with magic, their accuracy and performance tend to
  improve.  Typically, experience of the caster extends
  the range and duration, expands the area, and in-
  creases the potency of the magical effects.
  Those who work with magic observe that
  dawn and dusk are magical times, since they divide
  fundamentals such as day and night, light and dark.
  During the setting or rising sun, or more specifi-
  cally, while the sun touches the horizon, all magical
  effects cast during this time are enhanced by 10%.
  Likewise, the transitions between seasons are magi-
  cal times.  For instance, the transition between fall
  and winter is a 24-hour period when the air is more
  dangerously charged with mana than at any other
  time and many spirits take advantage of this, roam-
  ing freely.  All magical effects cast on this day are
  enhanced by 50%.  Otherwise, the transition from
  spring to summer is also markedly potent.  All magi-
  cal effects cast on this day are enhanced by 40%,
  while the other 2 seasonal transitions merit magical
  enhancements of 25%.
  
  504
  Chapter 11: Magic
  Further, those proficient in magic know that
  knowledge of the true name, the birthname, of an-
  other is synonymous with power over that charac-
  ter.  Oftentimes, the true name of the target crea-
  ture is required to cast spells that affect a specific
  character.  More often, though, a popular magical
  theory known as the Theory of Contagion states
  that a magical relationship exists between a part and
  its whole, even after separation.  Therefore, sepa-
  rated items such as locks of hair, old clothing, and
  nail clippings are useful to a caster for affecting a
  specific character.  However, imitative magic is also
  common.  Imitative magic utilizes a symbol to rep-
  resent the real-world counterpart.  Often, the sym-
  bol consists of a doll, painting, model, or actor.
  Multiple Magical Effects
  Magical effects are caused by gods, innate
  magical abilities, spells, or magical items.  A target is
  the designated object or center of a magical effect.
  Multiple magical effects may affect a target, how-
  ever the result of multiple magical effects on a single
  target depends on several things.
  Numerical magical effects are additive if the
  same target is affected by 2 or more of the same
  magical effect, though they may be applied by dif-
  ferent casters of differing occupational levels.  If
  the same target is affected by different yet similar
  magical effects, then the magical effects are also ad-
  ditive.   If 2 or more identical non-numerical effects
  are applied such as Force Fear, then they will not
  accumulate.  Following are 2 examples:
  By slim odds, a berserker has acquired 3
  magical items with the same imbued magical effect:
  bracers, a girdle, and a poleaxe.  This magical effect
  is Regeneration, which heals 1 LP of damage per
  minute while in contact with any of these 3 magical
  items.  Because numeric and similar effects are addi-
  tive, any character who simultaneously touches these
  3 magical items will heal 3 LP of damage while in
  contact, which equates to 1 LP per 20 seconds.
  An anakim chieftain of a barbarian tribe has
  acquired 2 magical items from a recent raid: a buck-
  ler and a cloak.  Without knowing whether or not
  the buckler and cloak are magical, the anakim straps
  the buckler to his forearm and dons the cloak.  The
  Buckler of Lesser Vulnerability to Fire causes any
  character in contact to suffer 150% of any fire-based
  damage.  The Cloak of Greater Vulnerability to Fire
  causes any character in contact to suffer 300% of
  any fire-based damage.  The numerical magical ef-
  fects are added together.  The combined magical
  effect is 450% vulnerability to fire-based damage
  while the anakim contacts both the buckler and
  cloak.
  If a magical effect is applied to a target and
  this effect conflicts with a previous magical effect,
  which is currently in effect on the same target, then
  the outcome may be negation between the magical
  effects, the magical effect of greater precedence, or
  additive.  Following are 3 examples:
  
  505
  Chapter 11: Magic
  A knight is wielding a Zweihander of Force
  Fearlessness.  He fails his Wisdom ability check and
  is henceforth fearless while in contact with this
  sword, and while a conflicting magical effect is not
  applied.  However, a sorcerer casts Force Fear on
  the fearless knight.  The knight also fails this Wis-
  dom ability check to avoid fear.  Since conflicting
  magical effects, Force Fear and Force Fearlessness,
  affect the knight, a negation occurs between the 2
  conflicting magical effects.  While the knight is af-
  fected by conflicting magical effects, he is unaffected
  by either magical effect.  If the knight becomes af-
  fected by yet another magical effect of fear or fear-
  lessness, then the knight would be affected accord-
  ingly.  When the sorcerer’s Force Fear spell ends,
  the knight becomes fearless once again, assuming
  he is still in contact with this sword.
  Outside of town, an older sorcerer trains a
  younger sorcerer.  The younger sorcerer casts
  Greater Vulnerability to Cold on the older sorcerer.
  Knowing which spell was cast, the older sorcerer
  casts Invincibility to Cold on himself so that this
  spell will take precedence over the other spell.   When
  dealing with similar magical effects, a magical effect
  of a higher spell level takes precedence over a magi-
  cal effect of a lower spell level.  In this case, Invin-
  cibility to Cold takes precedence because Greater
  Vulnerability to Cold is spell level 4 while Invincibil-
  ity to Cold is spell level 8.  Hypothetically, if both
  spell levels are equal, then the magical effect created
  by a caster of higher occupational level takes prece-
  dence over a magical effect created by a caster of
  lower occupational level.  If both spell levels are
  equal and if the occupational level of the casters are
  the same, then precedence is decided by comparing
  AP.  If spell level, caster level, and AP do not differ
  between the casters involved, then the result is ne-
  gation; neither effect occurs.
  Once upon a time, there was a little whore
  named Innocentia.  Her natural Debauchery was 28.
  However, her jealous boyfriend gave her a Ring of
  Diminished Debauchery, which magically decreased
  her Debauchery by 6 points. With this ring, her
  Debauchery became 22.   Innocentia was unaware
  of the effects of this ring, though it did not matter.
  A sorcerer by the name of Willam visited a brothel,
  came across Innocentia, and wanted her to do his
  dirty work.  Just to be sure that it would be as dirty
  as possible, he cast Augment Debauchery on her.
  He wanted more.  After casting the spell, her De-
  bauchery magically increased by 1 point to 23.  For-
  tunately for her boyfriend and unfortunately for
  Willam, she was only willing to receive a fingering.
  
  506
  Chapter 11: Magic
  Magic Points
  Whenever magic is used, Magic Points (MP)
  are expended.  As casters increase in occupational
  level, they gain more MP, and hence, are able to cast
  more spells.  MP are also explained for priests and
  wizards in Chapter 7: Occupation.  MP may be consid-
  ered to represent dormant and active mana or magi-
  cal energy.  MP are listed with each spell (see Chapter
  12: Spells) and creature (see Neveria).  Typically, where
  MP are listed there is also an accompanying num-
  ber that indicates how many MP are recovered per
  hour.  For instance, if a creature has listed MP 20/5,
  when the creature is at full magic potential, then
  they have 20 MP.  When they use magic, they will
  recover MP’s at a rate of 5 per hour.  Regarding
  characters, druids and hierophants recover 1 MP per
  hour per occupational level; mages and sorcerers
  recover 2 MP per hour per occupational level, and
  also recover 3 MP per hour per occupational level
  while asleep.
  The higher the level of a spell, the more MP
  are expended upon casting it.  Consult the table
  below to determine the number of MP’s expended
  upon casting a given spell:
  le
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  1
  The reason that 10th level spells require so
  many MP’s, compared to others, is that MP’s must
  be devoted to the spell for several days.  Obviously,
  spells this powerful are extremely taxing.
  Disciplines of  Magic
  Magical disciplines have been differentiated
  according to characteristics of their corresponding
  element.  Since none of these elements exist in pure
  form in the world, everything is a combination of
  the 5 elements (for more information, see Chemis-
  try in Chap. 8: Skills).  For example, flesh is consid-
  ered to be an equal blend of all 5 elements1.  There-
  fore, it is hypothesized that even the strongest fire
  includes a small amount of water.  This explains how
  a spell from the element of fire could seem to use
  water more than other elements.  Nonetheless, in
  this case fire is still the predominant element be-
  cause the overall effect is more relevant than the
  immediate effect of the spell.  Below, the 5 disci-
  plines of magic are listed:
  Air: Since air is the element that carries or
  separates other worldly elements, convocation and
  illusory or delusionary spells are considered to re-
  late to the element of air.  Convocation spells are
  explained in more detail later.  A practitioner of con-
  vocation may be called a conjuretor, and those who
  are summoned may be called servitors.  Those who
  predominantly cast spells of this discipline are of-
  ten considered sanguine.
  Earth: Since earth is the element of solid
  substance, spells that physically alter matter are con-
  sidered to relate to the element of earth.  Those
  who predominantly cast spells of this discipline are
  often considered phlegmatic.
  Ether: Since ether is the element of the
  heavens or stars and mana itself, spells that affect
  mental states, other spells, or offer means of detec-
  tion or divine contact, are considered to relate to
  the element of ether.  Those who predominantly
  cast spells of this discipline are often considered
  wise.
  Fire: Since fire is the element that destroys
  nature, destructive or harmful spells are considered
  to relate to the element of fire.  Those who pre-
  dominantly cast spells of this discipline are often
  considered choleric.
  1.  Empedocles considered flesh to be the even combination of the 4 elements, prior to Aristotle’s introduction of the 5th.
  
  507
  Chapter 11: Magic
  Water: Since water is the element that re-
  stores or replenishes nature, restorative and support-
  ive spells are considered to relate to the element of
  water.  Those who predominantly cast spells of this
  discipline are often considered melancholic.
  Convocation
  Unless otherwise noted in the spell descrip-
  tion, air spells that call upon other creatures are con-
  vocation spells.  Summoning creatures requires the
  caster to draw a circle of 9 feet in diameter, with the
  caster in the center.  The circle may be drawn on a
  floor with charcoal or on the ground with a sword
  or ceremonial knife.  Depending on the spell and
  the creature summoned, there may be more circles
  and/or pentagrams within the outer circle, which is
  drawn to a diameter of 10 feet, and includes magi-
  cal writing.  The most important requirement is that
  the circle must be unbroken.  An unbroken circle is
  a symbol of eternity, since it has no beginning or
  end.  The line that forms the circle becomes a de-
  fensive barrier against inimical creatures who are
  conjured.  If the circle is broken by the caster in any
  manner, then the creature may enter at will.
  Disciplines by Opposition
  Each of the 5 disciplines of magic is in fun-
  damental opposition to 2 others.  Below the disci-
  plines are listed by opposition:
  Air: This element is opposed to fire and
  water.
  Earth: This element is opposed to ether and
  water.
  Ether: This element is opposed to earth and
  fire.
  Fire: This element is opposed to air and
  ether.
  Water: This element is opposed to air and
  earth.
  The opposition of the disciplines affects
  casters differently.  Hierophant priests of the vari-
  ous gods are unhindered, since their spells are
  granted by their god.  Druids, however, can cast from
  1 discipline, but not its 2 opposites.  For example,
  the experience of casting air magic is so different
  from fire or water magic, druids are unable and un-
  willing to learn it.  Sorcerers, like hierophant priests,
  are unaffected by the fact that disciplines are polar-
  ized.  Mages, however, may choose to specialize in 1
  discipline.  Such specialization earns the mage the
  name of magister.  A magister is unable to cast spells
  from the disciplines opposite their specialty, but they
  also gain a 10% bonus to learn spells.  In more gen-
  eral respects, sorcerers and mages may choose to
  focus on 1 or 2 disciplines, but no benefits are gained.
  Further explanations of magic will be divided
  into 2 sections: spells and magical items.
  Discipline, Spell Level, and Norms
  Below are a series of tables that show the
  norms of  each magical discipline by spell level.
  These tables provide only norms, since individual
  spells may differ accordingly.
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  508
  Chapter 11: Magic
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  509
  Chapter 11: Magic
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  510
  Chapter 12: Spells
  Chapter 12: Spells
  This chapter lists all spells alphabetically.
  Alternate methods of indexing spells are available
  in Appendix 2: Spell Lists.  Following is a format for
  all spell entries:
  Spell Name (italicized if Ceremonial Magic)
  Level: Here is the power or complexity level
  of the spell, from 1 to 10.  Spell level determines
  the casting time, which is listed on the ‘Duration of
  Action’ table in Chapter 10: Combat.  Note that cast-
  ing 9th, and especially 10th, level spells requires sleep
  deprivation during the lengthy casting time.  Ex-
  amples of the 10 spell levels are given in the end of
  Chapter 11: Magic.
  Magic Points: Here is the number of MP
  needed to cast the spell.  MP are explained in Chap-
  ter 11: Magic.
  Discipline: Here is listed the discipline of
  magic in which the spell is categorized.  The 5 disci-
  plines include: air, earth, ether, fire, and water.
  Range: Here is listed the range where the
  spell may take effect.  Typically, the range designates
  the distance within which the center of an area may
  be designated (see area below).  Otherwise, spell ef-
  fects may not occur outside of the range.
  Area: Here is listed the area affected by the
  spell.  The center of the area must be within the
  range of the spell.  Area may be listed in many ways.
  Examples include either 2 or 3 dimensions (such as
  length x width x height), radius (a line segment ex-
  tending from the center of a circle or sphere to the
  curve or surface), diameter (the length of a straight
  line through the center of an object), and a cone (a
  ray that becomes wider as it extends from its source,
  and whose dimensions are defined in the spell de-
  scription).  Spells that affect an area, do not affect
  BPP, but LP.
  Duration: Here is listed the duration that
  the spell’s effects last.
  Reference: Spells listed of ceremonial magic
  are not fabricated by the author of this game, but
  have been obtained from real-world references, cited
  at the end of this book.
  Chant: Here is listed the chant that must be
  recited, if necessary.  Typically, the chant is phrased
  repeatedly throughout the casting time of the spell,
  except for chants for 1st level spells, which are only
  phrased once.  The number of phrasings may vary
  due to abnormally long or short chants.
  Ingredients: Here is listed any necessary in-
  gredients for the spell to be cast.  The spell may not
  be cast until the proper ingredients, if required, are
  acquired.
  Ritual: Here is detailed what ritual or ges-
  ture must be performed, if any.  Assuming a ritual is
  required, the spell will not take effect without the
  proper performance of the ritual.
  Description: Here is listed the description
  of the spell with all necessary details.
  
  511
  Chapter 12: Spells
  Spells
  Ablation
  Level: 5
  Magic Points: 40
  Discipline: Earth
  Range: Touch
  Area: 1 creature
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  remove an internal organ from a target crea-
  ture.  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills) and
  a Called Shot (see Chap. 10: Combat) for the
  upper or lower torso.
  This spell causes the skin and other
  body parts of the target creature to become
  very soft surrounding the internal organ
  specified by the caster.  This spell is ineffec-
  tive against creatures with hide or better
  natural armor, including bugbears, ogres, and
  trolls.
  If successful, the caster is able to
  insert their hand into the body of the target
  creature and remove the specified internal
  organ.  The Aedile decides the effect of the
  removal of the specified organ.  The heart
  is a popular choice, since the target creature
  is doomed to die within 1-2 minutes.  For
  this duration, the heart will continue to beat
  in the hand of the caster.
  Acclimation
  Level: 2
  Magic Points: 16
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual:  See Chapter 11: Magic
  Description: Casting this spell causes the body of
  a target creature or object to acclimate to its
  environment.  Unfortunately, acclimation
  takes time.  Consult the table below:
  d
  n
  u
  o
  R
  tle
  F
  t
  c
  eff
  E
  1
  %
  0
  0
  1
  2
  %
  0
  8
  3
  %
  0
  6
  4
  %
  0
  4
  5
  %
  0
  2
  6
  %
  0
  Therefore, the 3rd round after the
  spell Acclimation is cast, the target creature
  will feel only 60% of the effects of their
  environment.
  This spell does not affect hunger or
  thirst, but usually acclimates a creature or
  object to dangerous surroundings, such as
  swimming in an acid pool or walking through
  fire.
  After the spell expires, the target
  creature or object will instantly feel the full
  effects of their environment again.
  
  512
  Chapter 12: Spells
  Acidic Touch
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual:  See Chapter 11: Magic
  Description:  Casting    this    spell    causes    acidic
  damage to a target creature or object.  The
  fingertips of the caster secrete magical acid
  for the duration of the spell, which cause
  1d10 Life Points of damage per round of
  contact with flesh.  However, the magical
  acid does not harm the caster or any sub-
  stance other than flesh.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Aching Feet
  Level: 2
  Magic Points: 16
  Discipline: Water
  Range: Self
  Area: Caster’s feet
  Duration: Permanent
  Reference: Arcana Mundi, p. 72.
  Chant: I think of you;  heal my feet.   Let the earth
  retain the illness, and let health remain here.
  Ingredients: None
  Ritual: Recite the chant 9 times,  touch  the  earth,
  and spit.  The chant must be recited while
  sober.
  Description: Casting this  spell  causes  the  caster’s
  feet to stop aching, curing them from what-
  ever caused them to ache.  This spell cures
  only minor discomforts.  For example, if a
  toe were lopped off by a foe and this spell
  were cast, it would have no effect.  This spell
  is cast most commonly for those who have
  traveled great distances and have developed
  blisters.
  Against every Wild Animal, Aquatic
  Creature and Robbers
  Level: 2
  Magic Points: 16
  Discipline: Water
  Range: Self
  Area: 10’ radius
  Duration: For  the  remainder  of  the present hour
  [if unknown, roll (1d6 - 1) and 1d10 to de-
  termine the number of minutes (01-60)]
  Reference: PGM VII. 370-73.
  Chant: LOMA ZATH AION ACHTHASE MA ...
  ZAL BALAMAON EIEOY, protect me,
  (speak your own name), in the present hour;
  immediately, immediately; quickly, quickly.
  Ingredients: A tassel
  Ritual: Attach a tassel  to your garment  and speak
  the chant.
  Description: This spell will protect the caster from
  all wild animals, aquatic creatures, and rob-
  bers, so that none will be able to come within
  10’ of the caster by their own volition, nor
  will they intend the caster any harm or pay
  the caster any attention whatsoever unless
  provoked by the caster, which will negate
  the spell’s effects.
  
  513
  Chapter 12: Spells
  Against Evil Sleep
  Level: 1
  Magic Points: 8
  Discipline: Water
  Range: Drinking vessel
  Area: 1 character
  Duration: 8 hours
  Reference: PDM xiv. 706-10.
  Chant: None
  Ingredients: Flour  of  wild  dates,  milk,  and  wine
  Ritual: Take the flour of wild dates that have been
  beaten with milk; you should make them to-
  gether into a ball.  Put in the wine!
  Description: Casting this spell will  enable  the  im-
  biber of the ritualized ingredients to be im-
  mune to the effects of any Evil Sleep spell,
  as well as any other magical attempt to in-
  terfere with the dreams of the imbiber for 8
  hours.  The entire liquid must be drank; sip-
  ping produces no effect.
  Against Menstruation
  Level: 1
  Magic Points: 8
  Discipline: Water
  Range: The dung of an ass
  Area: 1 woman
  Duration: 1 week
  Reference: PDM xiv. 1196-98.
  Chant: None
  Ingredients: Ass’s dung
  Ritual: You should fumigate a woman with an ass’s
  dung when she is menstruating.  She stops.
  Description: Casting this spell will cause a woman
  to stop menstruating.  All of the ass’s dung
  must be used for the spell to be effective.
  After a week, she will not menstruate.  How-
  ever, within a lunar month the female will
  begin to menstruate again in accordance with
  her cycle.
  Agelast
  Level: 2
  Magic Points: 16
  Discipline: Ether
  Range: 100’
  Area: 1 creature
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this   spell   causes  a  creature
  to lose the capacity to smile.  During cast-
  ing, the caster must point at the target crea-
  ture with a finger.  A successful Aim skill
  check is required (see Chap. 8: Skills).  If the
  check is passed, then the target creature is
  unable to smile.  All attempts to induce hap-
  piness in the target creature will be perceived
  by the target creature as annoying.  The tar-
  get creature is not necessarily angered or de-
  pressed, but simply finds no amusement.
  Events that would normally amuse the tar-
  get creature now either irritate, bore, or an-
  ger them.  When a creature is under the in-
  fluence of Agelast, they usually withdraw
  from others and prefer not to be bothered.
  
  514
  Chapter 12: Spells
  Alchemy
  Level: 6
  Magic Points: 48
  Discipline: Earth
  Range: Touch
  Area: 2 coins to an exponential power equal to the
  level of the caster
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  metal  coins,
  or their equivalent in weight, to transmogrify
  into gold.  Only metal will transmogrify.
  Therefore, copper, iron, lead, and silver may
  be transformed into gold.  Alloys, however,
  will not transmogrify.  Examples of alloys
  include brass, bronze, and pewter.  Each coin
  or object must be touched for the spell to
  function.  Alchemists, or those who fre-
  quently use this spell, experiment with the
  chant, ingredients, or ritual.
  Akeldama
  Level: 6
  Magic Points: 48
  Discipline: Ether
  Range: 1 mile
  Area: 1,000’ x 1,000’
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell  causes all creatures
  within the specified area to succumb to vio-
  lent hatred of each other.  Creatures within
  the area must pass a Drive sub-ability check
  at TH 24 to be unaffected by the spell.  Oth-
  erwise, provided there are enough creatures,
  the area becomes a field of bloodshed for
  the duration of the spell.  Creatures within
  the area who fail their check are compelled
  to attack the nearest creature within the area.
  Creatures within the area seem not even to
  notice those outside
  the area, and feel no
  need to leave the
  area.
  If no crea-
  ture is left to attack
  in the area, then the
  sole remaining crea-
  ture will attempt to
  hang themselves.  If
  this is infeasible,
  then they will seem
  friendly, invite a
  character into the
  area of bloodshed,
  and then betray and
  attack them.  As a
  last resort, the sole
  remaining creature
  will yell in hatred,
  cursing the world
  for the duration of
  the spell.
  
  515
  Chapter 12: Spells
  All for One
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: 50’
  Area: 25’ radius
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: By casting this spell, the caster exploits
  other characters or creatures within the area.
  All characters or creatures within the area
  must pass a Drive sub-ability check at TH
  17 or lose either Ethical, Moral, Tempera-
  ment, or sub-ability points, 1d20 points per
  level of the caster.  The type of points must
  be specified by the caster during casting.  2
  or more characters or creatures must be af-
  fected for the spell to take effect.  The char-
  acters or creatures do not simply lose points.
  Instead, the points are absorbed by the
  caster.  However, this spell is inefficient, so
  only (1d100)% of the points will be ab-
  sorbed.  If any character or creature is re-
  duced to zero points, then death occurs.
  When the effects of the spell expire, the
  caster loses the absorbed points and the ex-
  ploited victims recover the points.
  Alter Temperature
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: 50’
  Area: 25’ radius
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: By  casting  this  spell,  the  caster  is
  able to physically change the temperature of
  the atmosphere in the area.  The caster must
  decide whether the area will be heated or
  cooled, and this decision is irreversible for
  the duration of the spell.  If the caster de-
  sires to raise the temperature, then the area
  will become hot enough to boil water.  Liv-
  ing creatures within this area suffer 1d10 LP
  per round of exposure.  If the caster de-
  sires to lower the temperature, then the area
  will become cold enough to freeze solid an
  animal weighing 20 lbs. or less.  If  cold-
  blooded, then they will die.  If  warm-
  blooded, then they suffer 1d10 LP per round
  of exposure.
  
  516
  Chapter 12: Spells
  An Excellent Spell for Silencing, for
  Subjecting, and for Restraining
  Level: 2
  Magic Points: 16
  Discipline: Earth
  Range: 1 mile
  Area: 1 character
  Duration: 4 minutes to an exponential power equal
  to the level of the caster
  Reference: PGM VII. 396-404.
  Chant: None
  Ingredients: Lead from a cold-water pipe
  Ritual: Take the ingredient and  make  a  lamella  (a
  thin metal plate) and inscribe it with a bronze
  stylus, and set it with a character who has
  died prematurely.  While performing this
  ritual, think of a character, picture them in
  your mind.
  Description: Casting this spell  will  cause  the  per-
  son who is imagined during the ritual and
  within a mile to suddenly become unable to
  speak and move, though they are able to
  survive by shallow breathing.
  Anti-venom
  Level: 1
  Magic Points: 8
  Discipline: Water
  Range: Touch
  Area: Creature touched
  Duration: 2 minutes to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this  spell  inoculates  a  target
  against natural venoms as found in spiders,
  snakes, and poisonous plants by making the
  target immune to these natural poisons.  Poi-
  son that already affects the character will
  continue to affect them.
  Arachnid Feet
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: Touch
  Area: Creature touched
  Duration: 2 minutes to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: The creature  touched  by  the  caster
  will experience a change in their hands and
  feet.  More specifically, their hands and feet
  will become sticky enough to allow them to
  climb on smooth walls and ceilings, as would
  a spider.
  Ascertain Properties
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: Touch
  Area: 1 object
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  a  voice  in
  the head of the caster to state 1 magical
  property of an object in question for every
  odd level (1st, 3rd, 5th, etc.) of the caster.
  
  517
  Chapter 12: Spells
  Audio Range
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: 30’ per level of the caster
  Area: Special
  Duration: Concentration
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: The caster  may  increase the volume
  of their voice.  This Audio Range increases
  with the occupational level of the caster.
  Consult the table below to determine the
  volume of the voice of the caster, regard-
  less of whether the caster is whispering or
  yelling:
  le
  v
  e
  L
  r
  ets
  a
  C
  e
  m
  ulo
  V
  m
  u
  m
  ix
  a
  M
  1
  n
  a
  m
  u
  h
  g
  nille
  y
  A
  2
  g
  o
  d
  gib
  g
  nikra
  b
  A
  3
  s
  n
  a
  m
  u
  h
  0
  0
  1
  f
  o
  y
  m
  ra
  g
  nih
  cra
  m
  A
  4
  s
  esr
  o
  h
  g
  nip
  olla
  g
  f
  o
  s
  n
  e
  z
  o
  D
  5
  erg
  o
  g
  nille
  y
  A
  6
  tn
  aig
  g
  nille
  y
  A
  7
  n
  oil
  g
  nira
  o
  r
  A
  8
  n
  o
  g
  ar
  d
  g
  nira
  o
  r
  A
  8
  >
  re
  d
  n
  u
  h
  T
  Augment Charisma
  Level: 6
  Magic Points: 48
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes 1 of the sub-
  abilities of Charisma of the target creature
  to augment.  Which sub-ability is affected is
  determined randomly by the Aedile with 1d4.
  The target creature must be touched suc-
  cessfully.  If the target creature resists being
  touched, then the caster must make a Brawl-
  ing skill check (see Chap. 8: Skills).  The ran-
  domly selected sub-ability increases by 1d6
  points.
  Augment Debauchery
  Level: 6
  Magic Points: 48
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes  an  increase
  in Debauchery of the target creature.  The
  target creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).  Debauchery is
  augmented by 1d6 points.
  
  518
  Chapter 12: Spells
  Augment Dexterity
  Level: 6
  Magic Points: 48
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes 1 of the sub-
  abilities of Dexterity of the target creature
  to augment.  Which sub-ability is affected is
  determined randomly by the Aedile with 1d4.
  The target creature must be touched suc-
  cessfully.  If the target creature resists being
  touched, then the caster must make a Brawl-
  ing skill check (see Chap. 8: Skills).  The ran-
  domly selected sub-ability increases by 1d6
  points.
  Augment Intelligence
  Level: 6
  Magic Points: 48
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes 1 of the sub-
  abilities of Intelligence of the target crea-
  ture to augment.  Which sub-ability is af-
  fected is determined randomly by the Aedile
  with 1d4.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).  The randomly selected sub-ability
  increases by 1d6 points.
  Augment Magic
  Level: 6
  Magic Points: 48
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell  causes  an   increase
  in Magic Points of the target creature.  The
  target creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).  Magic Points are
  augmented by 1d6.
  Augment Physique
  Level: 6
  Magic Points: 48
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes 1 of the sub-
  abilities of Physique of the target creature
  to augment.  Which sub-ability is affected is
  determined randomly by the Aedile with 1d4.
  The target creature must be touched suc-
  cessfully.  If the target creature resists being
  touched, then the caster must make a Brawl-
  ing skill check (see Chap. 8: Skills).  The ran-
  domly selected sub-ability increases by 1d6
  points.
  
  519
  Chapter 12: Spells
  Augment Piety
  Level: 6
  Magic Points: 48
  Discipline: Water
  Range: Touch
  Area: 1 character
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell  causes  an   increase
  in Piety Points of the target creature.  The
  target creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).  Piety Points are
  augmented by 1d6.
  Augment Vision
  Level: 6
  Magic Points: 48
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting   this   spell   causes   an   im-
  provement in Vision of the target creature.
  The target creature must be touched suc-
  cessfully.  If the target creature resists being
  touched, then the caster must make a Brawl-
  ing skill check (see Chap. 8: Skills).  Vision is
  improved by 1d6.
  Augment Wisdom
  Level: 6
  Magic Points: 48
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes 1 of the sub-
  sub-abilities of Wisdom of the target crea-
  ture to augment.  Which sub-ability is af-
  fected is determined randomly by the Aedile
  with 1d4.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).  The randomly selected sub-ability
  increases by 1d6 points.
  Banish Allergy
  Level: 3
  Magic Points: 24
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell  banishes  an  allergy
  from a target creature.  For the spell to take
  effect, the target creature must be touched
  by the caster.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).  If the target creature has more than
  1 allergy, then 1 allergy is randomly selected
  and banished.
  
  520
  Chapter 12: Spells
  Banish Disease
  Level: 4
  Magic Points: 32
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell banishes all disease
  from a target creature.  The target creature
  must be touched successfully.  If the target
  creature resists being touched, then the
  caster must make a Brawling skill check (see
  Chap. 8: Skills).  While this spell will not heal
  all damage incurred from disease, it will re-
  move all disease from the target creature,
  which immediately halts future damage from
  the same instance of disease.
  Banish Intoxication
  Level: 2
  Magic Points: 16
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell  banishes  intoxica-
  tion from a target creature.  The target crea-
  ture must be touched successfully.  If the
  target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).  If affected, then the
  target creature will become sober instantly.
  Banish Paralysis
  Level: 4
  Magic Points: 32
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell  banishes  paralysis
  from a target creature.  The target creature
  must be touched successfully.  If the target
  creature resists being touched, then the
  caster must make a Brawling skill check (see
  Chap. 8: Skills).
  Banish Poison
  Level: 4
  Magic Points: 32
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell banishes  all  poison
  from a target creature.  The target creature
  must be touched successfully.  If the target
  creature resists being touched, then the
  caster must make a Brawling skill check (see
  Chap. 8: Skills).  While this spell will not heal
  all damage incurred from poison, it will re-
  move all poison from the target creature,
  which immediately halts future damage from
  the same dose of poison.
  
  521
  Chapter 12: Spells
  Beguile Foe
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: 50’
  Area: 1 creature
  Duration: 1d6 minutes
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  subdues  a  hostile
  foe by lowering their Drive sub-ability to
  50% for the duration of the spell.  The tar-
  get creature must pass a Drive sub-ability
  check at TH 21 or become passive and sub-
  dued.  If the creature passes the check, then
  the creature remains a hostile foe.
  Bestow Aching Back
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: Touch
  Area: 1 creature touched
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting   this    spell   causes   a   target
  creature to suffer from an aching back.  The
  target creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).  If touched, then
  the target creature must pass a Physical Fit-
  ness sub-ability check at TH 17 to be unaf-
  fected by this spell.
  The pain from this back ache does
  not translate meaningfully into gaming sta-
  tistics, but it does annoy the target the crea-
  ture.
  Bestow Aeon
  Level: 7
  Magic Points: 56
  Discipline: Fire
  Range: Touch
  Area: 1 creature touched
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting   this  spell  causes   a   target
  creature to age instantly and permanently
  by several million years.  The target creature
  must be touched successfully.  If the target
  creature resists being touched, then the
  caster must make a Brawling skill check (see
  Chap. 8: Skills).  The Aedile must determine
  the lifespan of the target creature.  Aging
  beyond the creature’s lifespan is fatal.  Nearly
  all mortal creatures will fossilize after an
  aeon.
  Bestow Allergy
  Level: 2
  Magic Points: 16
  Discipline: Fire
  Range: Touch
  Area: 1 creature touched
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting   this   spell   causes  a  target
  creature to permanently acquire a random
  allergy.  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).  The
  target creature must pass a Health sub-abil-
  ity check at TH 18 to be unaffected by this
  spell.  The Aedile randomly determines the
  exact allergy by referring to Allergies in Chap-
  ter 2: Body.
  
  522
  Chapter 12: Spells
  Bestow Asphyxiation
  Level: 5
  Magic Points: 40
  Discipline: Fire
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes  the  lungs  of
  a target creature to become unable to func-
  tion.  As a result, the target creature suffo-
  cates to death.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).  If the target creature is touched and
  passes a Health sub-ability check at TH 23,
  then the spell is ineffective, although breath-
  ing may become a little difficult.  If the check
  is failed, then Strength and LP are lost in
  accordance with the Choking maneuver un-
  der the Wrestling skill (see Chap. 8: Skills).
  Bestow Aura
  Level: 2
  Magic Points: 16
  Discipline: Air
  Range: Touch
  Area: Special
  Duration: 2  hours  to  an  exponential  power  equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  1  or  more
  creatures or objects to glow with an aura.
  The spell affects 1 creature or object per
  caster level.  If a creature is intended as the
  target, then the creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Upon casting, the caster determines the
  strength or brightness of the aura, as well as
  its hue.  The strength may vary from a faint
  and almost undetectable shimmer, to a radi-
  ance that may be obvious in daylight 100’
  away.  While the caster may choose any hue,
  popular choices are black, red, or an eerie
  green.
  This spell does not affect partial
  creatures or objects.  Other than appearance,
  the aura does not affect the target creature
  or object.  Since a spell is in effect, a proper
  detection spell will detect the presence of
  active magic.
  The affected area is limited by the
  level of the caster:
  le
  v
  e
  L
  r
  ets
  a
  C
  d
  et
  c
  eff
  A
  a
  e
  r
  A
  1
  ta
  c
  1
  r
  o
  to
  o
  f
  cib
  u
  c
  1
  2
  g
  o
  d
  1
  r
  o
  te
  ef
  cib
  u
  c
  3
  3
  n
  a
  m
  u
  h
  1
  r
  o
  te
  ef
  cib
  u
  c
  0
  1
  4
  te
  ef
  cib
  u
  c
  0
  0
  1
  4
  >
  te
  ef
  cib
  u
  c
  0
  0
  0,1
  
  523
  Chapter 12: Spells
  Bestow Blindness
  Level: 4
  Magic Points: 32
  Discipline: Fire
  Range: Touch
  Area: 1 creature touched
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting   this   spell   causes  a  target
  creature to become permanently and totally
  blind.  Blind creatures are unable to see; Vi-
  sion is zero.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).  By passing a Health sub-ability check
  at TH 21, the target creature is unaffected
  by the spell and retains their Vision.  Blind
  creatures depend on the Blindfighting skill
  (see Chap. 8: Skills) during combat.  Blind
  humanoids often compensate for their loss
  of Vision by using a walking stick or staff as
  an aid.
  Bestow Blistering Boils
  Level: 2
  Magic Points: 16
  Discipline: Fire
  Range: Touch
  Area: 1 victim’s skin
  Duration: 2  hours  to  an  exponential  power  equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this  spell  causes  the  skin  of
  a victim to blister and form puss-filled boils.
  The target creature must be touched suc-
  cessfully.  If the target creature resists being
  touched, then the caster must make a Brawl-
  ing skill check (see Chap. 8: Skills).  This af-
  fliction has an onset time of 1d20 rounds.
  After the onset time, 1d100 boils will ap-
  pear each round for 1d6 rounds.  Regardless
  of the number of boils that appear, in total-
  ity they will cause 2d6 LP of damage, unless
  the blisters pop.  There is a 5% chance per
  level of the caster that (1d100)% of the blis-
  ters will pop after they finish appearing.  If
  blisters pop, then the percentage of the blis-
  ters that popped equals the percentage of
  LP that the victim loses.
  Clever casters have gathered puss
  from such broken blisters.  If this puss is
  ingested, then it causes 1d4 LP of damage
  per full gulp.  Aside from its acrid taste, puss
  from Bestow Blistering Boils burns the
  throat and stomach.
  
  524
  Chapter 12: Spells
  Bestow Century
  Level: 5
  Magic Points: 40
  Discipline: Fire
  Range: Touch
  Area: 1 creature touched
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting   this   spell   causes   a   target
  creature to instantly and permanently age
  100 years.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).  The Aedile must determine the
  lifespan of the target creature.  Aging be-
  yond the creature’s lifespan is fatal.
  Bestow Convulsion
  Level: 4
  Magic Points: 32
  Discipline: Fire
  Range: 200’
  Area: 1 creature
  Duration: 2 rounds  to  an  exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting   this   spell   causes   a   target
  who is seen by the caster to begin convuls-
  ing uncontrollably.  Bestow Convulsion af-
  fects 4d100 LP; a creature with more LP is
  unaffected.  If bipedal, then the affected
  victim will topple to the ground.  The victim’s
  limbs will extend and become stiff or rigid,
  and shake violently from their socket at the
  torso.  The victim’s mind remains clear,
  though they are unable to prevent spasmodic
  shaking.  Further, the victim is unable to
  speak.  However, if the victim passes a Drive
  sub-ability check at TH 16, then they may
  be able to whisper.  If able, then victims of
  Bestow Convulsion usually whisper pathetic
  pleas, such as “Help, help me.”
  
  525
  Chapter 12: Spells
  Bestow Deafness
  Level: 4
  Magic Points: 32
  Discipline: Fire
  Range: Touch
  Area: 1 creature touched
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this   spell   causes   a   target
  creature to become permanently and totally
  deaf.  Deaf creatures are unable to hear.  The
  target creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).  By passing a
  Health sub-ability check at TH 21, the tar-
  get creature is unaffected by the spell and
  retains their hearing.  If sentient, in time the
  deaf creature may be able to learn to read
  lips.
  Bestow Decade
  Level: 4
  Magic Points: 32
  Discipline: Fire
  Range: Touch
  Area: 1 creature touched
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting   this   spell   causes   a   target
  creature to instantly and permanently age
  10 years.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).  The Aedile must determine the
  lifespan of the target creature.  Aging be-
  yond the creature’s lifespan is fatal.
  Bestow Disease
  Level: 3
  Magic Points: 24
  Discipline: Fire
  Range: Touch
  Area: 1 creature touched
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting   this   spell   causes   a   target
  creature to acquire a random disease from
  Chapter 2: Body.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).  The random and magical disease that
  is acquired is permanent, though it is sub-
  ject to all limitations of the real disease.
  
  526
  Chapter 12: Spells
  Bestow Dislocation
  Level: 2
  Magic Points: 16
  Discipline: Fire
  Range: 100’
  Area: 2 creatures  to  an  exponential  power equal
  to the level of the caster
  Duration: 2  rounds  to  an exponential power equal
  equal to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this  spell  causes  a  randomly
  determined limb on multiple creatures to
  become temporarily useless.  Since differ-
  ent creatures have different numbers of
  limbs, the Aedile must randomly determine
  which limb.  If a creature has a tail, then it
  counts as a limb.  The caster must see the
  target creatures as the spell is cast.  The
  Aedile determines the effects of a useless
  limb.  Consult the Useless/Missing Body Part
  Penalties table in Chapter 10: Combat.
  Bestow Earache
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: Touch
  Area: 1 creature touched
  Duration: 1d20 hours
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes a creature to
  suffer from an earache.  An earache is pain
  in the middle ear.  The pain is caused by an
  infection that causes fluid to collect behind
  the eardrum.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).  A creature afflicted with an earache
  will suffer a penalty of 3d10 when making a
  Sound skill check.  Further, the creature may
  find that it is difficult to concentrate, and is
  subject to any such modifiers deemed ap-
  propriate by the Aedile.  Otherwise, the
  earache is irritating to the afflicted creature.
  Bestow Fatigue
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: Touch
  Area: 1 creature touched
  Duration: 1d20 minutes
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes a creature to
  suffer great fatigue.  The target creature must
  be touched successfully.  If the target crea-
  ture resists being touched, then the caster
  must make a Brawling skill check (see Chap.
  8: Skills).  If successful, then the following
  adjustments take effect for the duration of
  the spell: Physical Fitness and Strength are
  halved, Hand-Eye Coordination and Agility
  are reduced to 75%.
  
  527
  Chapter 12: Spells
  Bestow Greater Harm
  Level: 3
  Magic Points: 24
  Discipline: Fire
  Range: Touch
  Area: 1 creature touched
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  harm another.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).  If successful, then the creature suf-
  fers 2d20 Life Points of damage, though no
  visible wound results.  This spell harms only
  the living.  If missed, then the spell is wasted.
  Bestow Harm
  Level: 2
  Magic Points: 16
  Discipline: Fire
  Range: Touch
  Area: 1 creature touched
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  harm another.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).  If successful, then the target crea-
  ture suffers 2d8 Life Points of  damage,
  though no visible wound results.  This spell
  harms only the living.  If missed, then the
  spell is wasted.
  Bestow Headache
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: Touch
  Area: 1 creature touched
  Duration: 1d20 hours
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes a creature to
  suffer from a headache.  A headache is pain
  in the head.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).  An affected creature may find that it
  is difficult to concentrate, and is subject to
  any such modifiers deemed appropriate by
  the Aedile.  Otherwise, the headache is irri-
  tating to the afflicted creature.
  
  528
  Chapter 12: Spells
  Bestow Ingrown Nail
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: Touch
  Area: 1 creature touched
  Duration: 1d20 hours
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes a creature to
  suffer from an ingrown nail.  An ingrown
  nail is pain in a finger or toe.  The target
  creature must be touched successfully.  If
  the target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).  Roll 1d100 to deter-
  mine whether it is a (01-50) fingernail or (51-
  100) toenail.  Next, determine whether it is
  on the (01-50) left or (51-100) right hand or
  foot.  Finally, roll 1d6 to determine the spe-
  cific finger or toe; let 1 = the thumb or big
  toe and reroll 6’s.  A creature with an in-
  grown fingernail will suffer a penalty of -
  3d10 when making skill checks that involve
  the use of that hand.  A creature with an
  ingrown toenail will have their Sprint speed
  reduced by (1d100)%.  Otherwise, the in-
  grown nail is irritating to the target creature.
  Bestow Intoxication
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: Touch
  Area: 2 creatures to an exponential power equal to
  the level of the caster
  Duration: 2  hours  to  an  exponential  power  equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting   this   spell   causes   multiple
  recipients to become intoxicated.  The tar-
  get creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).  Each target crea-
  ture is affected as though they drank 1d6
  glasses of mead (see Intoxication in Chap. 2:
  Body).  Effects may be cumulative from mul-
  tiple castings.  Oddly, intoxicated target crea-
  tures will not smell as though they have been
  drinking.  However, an affected target crea-
  ture will have a painful hangover that lingers
  for 1d10 days.
  
  529
  Chapter 12: Spells
  Bestow Leprosy
  Level: 4
  Magic Points: 32
  Discipline: Fire
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  a  creature
  to acquire the disease known as leprosy (see
  Diseases in Chap. 2: Body).  The target crea-
  ture must be touched successfully.  If the
  target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).
  Upon successfully touching the tar-
  get creature, they must pass a Health sub-
  ability check at TH 26 not to acquire the
  disease.  If the target creature fails the check,
  then they acquire leprosy.
  Leprosy is a chronic, infectious dis-
  ease that primarily affects the skin, mucous
  membranes, and nerves.  Many consider lep-
  rosy to be a punishment of the gods for sin;
  hence, the leper is in a state of defilement.
  The target creature immediately ex-
  periences a loss of sensation in 1d4 patches
  of skin.  These areas are randomly deter-
  mined as follows:  Roll 1d100 and consult
  the table for Body Part Proportion in Chap-
  ter 2: Body to determine each bodily location.
  Of the affected areas, 1 is severe
  enough to cause a body part or limb to fall
  off.  The others remain problematic areas
  of extremely low sensation.  When a body
  part falls off, consult the table entitled Use-
  less/Missing Body Part Penalties in Chapter
  10: Combat.
  Bestow Lesser Harm
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: Touch
  Area: 1 creature touched
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  harm another.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).  If successful, then the creature suf-
  fers 1d10 Life Points of damage, though no
  visible wound results.  This spell harms only
  the living.  If missed, then the spell is wasted.
  
  530
  Chapter 12: Spells
  Bestow Loss of  Appetite
  Level: 2
  Magic Points: 16
  Discipline: Fire
  Range: Touch
  Area: 1 creature touched
  Duration: 2 days to an exponential power equal to
  the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  nullify the appetite of a target creature.  The
  target creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).  If successful, then
  the target creature loses all desire to eat.  All
  thoughts of food and drink will be disgust-
  ing to the target creature.  Consult the fol-
  lowing table to determine the damage done:
  e
  c
  n
  ats
  b
  u
  S
  o
  /
  w
  s
  y
  a
  D
  :o
  t
  d
  e
  c
  u
  d
  e
  R
  P
  L
  1
  %
  0
  0
  1
  2
  %
  )8
  d
  1
  +
  0
  9(
  3
  %
  )0
  2
  d
  1
  +
  0
  7(
  4
  %
  )0
  2
  d
  2
  +
  0
  4(
  5
  %
  )0
  2
  d
  3(
  If the target creature does not eat
  or drink in 5 days, then they will perish be-
  fore the 6th.  The target creature will vio-
  lently oppose any tactics by others to induce
  eating or drinking.
  Bestow Millennium
  Level: 6
  Magic Points: 48
  Discipline: Fire
  Range: Touch
  Area: 1 creature touched
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting   this   spell   causes   a   target
  creature to instantly and permanently age
  1,000 years.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).  The Aedile must determine the
  lifespan of the target creature.  Aging be-
  yond the creature’s lifespan is fatal.  Most
  mortals die.
  Bestow Muteness
  Level: 4
  Magic Points: 32
  Discipline: Fire
  Range: Touch
  Area: 1 creature touched
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting   this   spell   causes   a   target
  creature to become permanently and totally
  mute.  Mute creatures are unable to speak
  or utter a sound.  The target creature must
  be touched successfully.  If the target crea-
  ture resists being touched, then the caster
  must make a Brawling skill check (see Chap.
  8: Skills).  By passing a Health sub-ability
  check at TH 21, the target creature is unaf-
  fected by the spell and retains their ability to
  speak or make vocal sounds.  Mute creatures
  may suffer a reduction in Rhetorical Cha-
  risma as determined by the Aedile.
  
  531
  Chapter 12: Spells
  Bestow Numbness
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: Touch
  Area: 6 square inches of flesh
  Duration: 3  rounds to  an exponential  power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  an  area  of
  skin on another to lose all sensation after
  the caster touches it.  The target creature
  must be touched successfully.  If the target
  creature resists being touched, then the
  caster must make a Brawling skill check (see
  Chap. 8: Skills).  This spell is used for many
  purposes.  For instance, if a foe’s hand be-
  comes numb, then they are 80% likely to
  drop their weapon.  The area touched is the
  center of the numbness.
  Bestow Paralysis
  Level: 2
  Magic Points: 16
  Discipline: Fire
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  a  creature
  to become paralyzed.  The target creature
  must be touched successfully.  If the target
  creature resists being touched, then the
  caster must make a Brawling skill check (see
  Chap. 8: Skills).  This spell affects only 2 LP
  to an exponential power equal to the level
  of the caster.  Creatures are unaffected if
  they have more LP than the caster is capable
  of affecting.
  Once touched, a target creature must
  make a Health sub-ability check.  Consult
  the table below:
  H
  T
  t
  c
  eff
  E
  9
  <
  niar
  b
  e
  h
  t
  g
  nid
  ulc
  ni,sis
  ylara
  p
  ylid
  o
  b
  lato
  T
  6
  d
  2
  ni
  s
  eid
  er
  uta
  erc
  te
  gra
  T
  .tra
  e
  h
  d
  n
  a
  .s
  d
  n
  u
  o
  r
  3
  1-
  9
  .e
  h
  ta
  er
  b
  o
  t
  elb
  a
  tu
  b
  ,sis
  ylara
  p
  ylid
  o
  B
  6
  1-
  4
  1
  d
  n
  a
  ,e
  h
  ta
  er
  b
  o
  t
  elb
  a
  tu
  b
  ,sis
  ylara
  p
  ylid
  o
  B
  .d
  e
  z
  ylara
  p
  to
  n
  si
  b
  m
  il
  m
  o
  d
  n
  ar
  1
  0
  2-
  7
  1
  d
  n
  a
  ,e
  h
  ta
  er
  b
  o
  t
  elb
  a
  tu
  b
  ,sis
  ylara
  p
  ylid
  o
  B
  .d
  e
  z
  ylara
  p
  to
  n
  era
  s
  b
  m
  il
  m
  o
  d
  n
  ar
  2
  2
  2-
  1
  2
  .d
  e
  z
  ylara
  p
  era
  s
  b
  m
  il
  m
  o
  d
  n
  ar
  2
  3
  2
  >
  .d
  e
  z
  ylara
  p
  si
  b
  m
  il
  m
  o
  d
  n
  ar
  1
  Victims of Bestow Paralysis are able
  to move their eyes, unless their Health TH
  was less than 9.  Further, victims are able to
  think clearly.  Although the neck of a victim
  suffering ‘bodily paralysis’ will not move, the
  victim is aware of their condition and sur-
  roundings; they are simply unable to move
  or react.
  
  532
  Chapter 12: Spells
  Bestow Sniffles
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds  to  an  exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  a  creature
  to experience their sinuses draining.  The
  target creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).  Watery snot will
  drip from the nose of the target creature
  for the duration of the spell.  The rate of
  dripping is a number of drips per round
  equal to the level of the caster.
  Bestow Toothache
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds  to  an  exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  a  creature
  to experience a toothache.  The target crea-
  ture must be touched successfully.  If the
  target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).  The affected creature
  will have problems concentrating, and the
  Aedile may impose such penalties as appro-
  priate.
  Bestow Tooth-Rot
  Level: 3
  Magic Points: 24
  Discipline: Fire
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds  to  an exponential  power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  a  creature
  to lose a number of teeth.  The target crea-
  ture must be touched successfully.  If the
  target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).  This spell causes 1d10
  teeth of the target creature to rot and fall
  out.  The higher the level of the caster, the
  sooner the teeth rot.  Consult the following
  table:
  le
  v
  e
  L
  t
  c
  eff
  E
  2-
  1
  s
  h
  tn
  o
  m
  2
  1
  d
  1
  4-
  3
  s
  k
  e
  e
  w
  4
  d
  1
  6-
  5
  s
  y
  a
  d
  8
  d
  1
  8-
  7
  sr
  u
  o
  h
  0
  2
  d
  1
  0
  1-
  9
  s
  etu
  ni
  m
  0
  1
  d
  1
  0
  1
  >
  s
  d
  n
  u
  o
  r
  0
  1
  d
  1
  
  533
  Chapter 12: Spells
  Bestow Ulcer
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: Touch
  Area: 1 creature
  Duration: 3  rounds to an  exponential  power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  a  creature
  touched to acquire an ulcer.  An ulcer is a
  shallow sore.  Although an ulcer may occur
  in many bodily locations, this spell causes
  ulcers in the stomach.  A stomach ulcer
  causes pain and irritates the target creature.
  The target creature must be touched suc-
  cessfully.  If the target creature resists being
  touched, then the caster must make a Brawl-
  ing skill check (see Chap. 8: Skills).
  Bestow Virus
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: 50’ per level of the caster
  Area: Special, see below
  Duration: 1 minute per level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes a number of
  LP of creatures specified below to need to
  pass a Health sub-ability check at TH 18 or
  become infected with a magical virus, popu-
  larly called Infectuosica-Vomitory.  The vi-
  rus causes creatures to vomit unwillingly and
  uncontrollably 1d10 times per minute.  Dur-
  ing the duration of this spell, they are un-
  able to attack, their Sprint Speed is reduced
  to 50%, and their CA suffers 5.  The caster
  is immune to the virus.  See the table below
  to determine the number of LP affected:
  le
  v
  e
  L
  r
  ets
  a
  C
  d
  et
  c
  eff
  A
  P
  L
  1
  0
  1
  d
  1
  2
  8
  d
  2
  3
  0
  2
  d
  2
  4
  0
  0
  1
  d
  4
  4
  >
  0
  0
  0
  1
  d
  4
  All of the LP of a target must be
  used for that target to be affected.
  
  534
  Chapter 12: Spells
  Brittlebone
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: 25’
  Area: 1 creature
  Duration: 1d6 rounds
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: This spell serves  to  weaken  the  skel-
  etal structure of a human-sized or smaller
  creature, thereby doubling the effective range
  for Graphic Gore with pounding weapons
  and adds 20 to the severity of all graphic
  blows.  The target creature must be seen by
  the caster.
  Burning Bush
  Level: 9
  Magic Points: 270
  Discipline: Air
  Range: 50’
  Area: 10 cubic feet
  Duration: 1 round per 2 levels of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell  convokes  a  god  to
  enter a bush, which makes the bush burn.
  The god inside the Burning Bush commu-
  nicates with a low and booming voice from
  within and addresses the caster.  No caster
  has ever learned its true name.  The god re-
  fuses to identify itself.  Yet, it has been re-
  nowned for wielding godly might in the past
  at the behest of the caster.  The Aedile de-
  termines the reactions of the god to being
  summoned.  If asked its name, the god re-
  plies “I am who I am,” so that the caster will
  not know its true name and have any power
  over it.  Further, this god will refuse to
  emerge from the Burning Bush, and does
  not allow anyone to see it.  The bush will
  burn without structurally deteriorating for
  the duration of the spell.
  Business Spell
  Level: 1
  Magic Points: 8
  Discipline: Water
  Range: 20’ radius from figurine
  Area: 1 small business or shop
  Duration: As long as the figurine is in the wall
  Reference: PGM IV. 2359-72.
  Chant: CHAIOCHEN OUTIBILMEMNOUOTH
  ATRAUICH.  Give income and business to
  this place, because Psentebeth lives here.
  Ingredients: Orange beeswax, the juice of an aeria
  plant, ground ivy, as well as a cock, some
  wine, and a lamp that is not colored red.
  Ritual: Take the beeswax,  juice,  and ivy,  and make
  a figure of a merchant having a hollow bot-
  tom, grasping in his left hand a herald’s wand
  and in his right a small bag.  Write on hieratic
  papyrus these names, and you will have con-
  tinuous 
  business: 
  CHAIOCHEN
  OUTIBILMEMNOUOTH ATRAUICH.
  Put the papyrus inside the figure and fill in
  the hole with the same beeswax.  Then de-
  posit it in a wall at an inconspicuous place,
  crown him on the outside, sacrifice a cock
  to him, make a drink offering of wine, and
  light a lamp for him that is not colored red.
  Description: Profits increase by  10%  per  level  of
  of the caster in 1 shop or small business for
  as long as the caster desires and retains the
  figurine in place.
  
  535
  Chapter 12: Spells
  Call Acid Rain
  Level: 3
  Magic Points: 24
  Discipline: Air
  Range: 1 mile
  Area: 100,000 cubic feet
  Duration: 2d4 rounds
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this spell  summons  acid  rain
  to fall in a 100’ x 100’ x 100’ area.  Each
  round that acid rain contacts flesh, it causes
  1d10 LP of damage.  The acid is weak and
  does not harm metal or other substances.
  Call Animals
  Level: 2
  Magic Points: 16
  Discipline: Air
  Range: 0
  Area: 1 mile radius
  Duration: 1 round per level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: This  spell   summons   a   number   of
  creatures from the surrounding area as a
  function of the caster’s level.  The exact type
  of creature is determined by the Aedile, since
  the surroundings may vary considerably.
  Usually, common creatures arrive.  Individual
  creatures never have more Life Points than
  the caster, though together they may have
  more.  Consider the table below:
  le
  v
  e
  L
  r
  ets
  a
  C
  d
  e
  n
  o
  m
  m
  u
  S
  r
  e
  b
  m
  u
  N
  2-
  1
  4
  d
  1
  3
  6
  d
  1
  5-
  4
  8
  d
  1
  8-
  6
  6
  d
  2
  0
  1-
  9
  8
  d
  2
  5
  1-
  1
  1
  0
  1
  d
  2
  5
  1
  >
  2
  1
  d
  2
  After the duration of the spell, the
  summoned animals return to their original
  location.
  Call Avalanche
  Level: 5
  Magic Points: 40
  Discipline: Air
  Range: 1 mile
  Area: 100’ x 100’ x 100’
  Duration: 2  rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  summons  a  por-
  tion of an avalanche occurring somewhere
  in the world at the moment.  The caster de-
  termines where the avalanche will appear
  within the radius of 1 mile.  The avalanche
  will consist either of tons of falling snow
  and ice (1-5 on 1d10) or rock (6-10).
  The avalanche itself will occur for
  1d6 rounds.  During this time, heavy mate-
  rial determined above will fall to the ground.
  After this time, 1d20 feet of the material will
  remain and cause continuous crushing dam-
  age until the end of the duration of the spell.
  Falling snow distributes 1d4 IP or
  LP per round.  Thereafter, crushing dam-
  age is 1/3 LP per foot of depth of snow
  and ice.
  Falling rock distributes 2d20 LP per
  round.  Thereafter, crushing damage is 5 LP
  per foot of depth of remaining rock.
  In either case, characters trapped
  underneath material should consult the
  choking maneuver under the Wrestling skill
  (see Chap. 8: Skills) to see if they suffocate
  to death.
  
  536
  Chapter 12: Spells
  Call Ball Lightning
  Level: 2
  Magic Points: 16
  Discipline: Air
  Range: 1 mile
  Area:  1d10-inch diameter sphere
  Duration: 1d4  seconds  to  an  exponential  power
  equal to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell summons  a  natural
  phenomenon known as ball lightning.  Ball
  lightning is a mysterious glowing sphere that
  drifts through the air, though it can bounce
  along the ground as well.  Various colors of
  ball lightning have been seen.  Sometimes it
  changes color.  Ball lightning may have an
  internal structure, such as layers or moving
  sparks.  The lifetime of ball lightning is re-
  lated to its size, and inversely related to its
  brightness.  Balls that are blue and orange
  seem to last longer than average.  Ball light-
  ning has no observable buoyancy effect.  It
  is 75% likely to end with a violent explo-
  sion.  Ball lightning illuminates a 10’ radius,
  so it is brighter than a candle, but not as
  bright as a torch.
  Upon successful casting, the ball
  lightning will appear 2’ in front of the caster.
  The ball lightning will move according to
  the whim of the caster, though it is unable
  to move faster than 100’ per round and will
  remain 3’ above the ground.  Ball lightning
  must remain in motion.  If the caster is un-
  able to concentrate on it, then it either dis-
  sipates or explodes violently (as determined
  above).
  If the ball lightning explodes, then
  it causes 1d10 IP or LP of electrical damage
  to all within 3’.
  Call Blizzard
  Level: 7
  Magic Points: 56
  Discipline: Air
  Range: 1 mile
  Area:  1,000’ x 1,000’ x 1,000’
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell  summons  a  severe
  blizzard to appear in an area designated by
  the caster and which is within the range of
  the spell.  For the first 2d4 rounds, damage
  will not occur to creatures within the bliz-
  zard.  Visibility will be reduced to 5%.
  However, after 2d4 rounds of con-
  tinual exposure, each creature within the bliz-
  zard will suffer 1 LP of cold damage per
  round.  If the creature wears metal armor,
  but is not directly touching metal, then dam-
  age is increased to 2 LP per round.
  For each round during which cold
  damage occurs, there is a chance of getting
  frostbite.  The chance of acquiring frostbite
  is exponential.  For the 1st round of dam-
  age, there is a 2% chance.  This chance in-
  creases exponentially each round thereafter.
  If frostbite is acquired, then roll 1d10 to de-
  termine its location: (1-5) hands, (6-9) feet,
  (10) nose.
  If any portion of the body of a sub-
  jected creature is in contact with metal, then
  this portion of the body risks twice the nor-
  mal chance of acquiring frostbite.
  
  537
  Chapter 12: Spells
  Call Comet
  Level: 10
  Magic Points: 1,800
  Discipline: Air
  Range: Unlimited
  Area: 1 comet
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting    this    spell    summons    the
  nearest comet in the universe.  This spell
  may not be cast by 1 caster, but requires
  multiple druids; this is a circle spell.  The
  summoned comet will appear and be visible
  in the sky.  The comet will appear just out-
  side the atmosphere.  The exact location and
  direction of the comet, once summoned, is
  determined by the circle of druids.  The
  circle of druids may direct the course of this
  comet as they please.  If the summoned
  comet collides with a planet, then mass de-
  struction may result.
  Call Chilly Gust
  Level: 1
  Magic Points: 8
  Discipline: Air
  Range: Limited by caster’s vision
  Area: 20’ x 20’ x 20’
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  summons  a  chilly
  gust of air.  The caster may place the chilly
  gust of air anywhere that they can see.  Any
  target the caster is able to see may be af-
  fected by a chilly gust of wind.  The air does
  (1d6 - 1) LP of damage to all in the area.
  Those with human-like skin are apt to have
  goosebumps after experiencing the chilly
  gust.
  Call Familiar
  Level: 1
  Magic Points: 8
  Discipline: Air
  Range: Caster
  Area: 1-mile radius
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: The caster calls forth  a  single  animal
  from the surrounding countryside to be-
  come a permanent pet and minion.  A spe-
  cial mental and magical bond exists between
  the caster and the minion, allowing them to
  communicate telepathically.  It is at the
  Aedile’s discretion what type of  animal
  comes forth to serve.  The creature serves
  the caster faithfully and willingly.  The crea-
  ture can have no more LP than the caster.
  Most familiars have 1d10 LP.  Each caster
  may have only 1 familiar at a time.  If the
  familiar dies, the caster must pass a Health
  check at TH 18 or die.  If the caster sur-
  vives, then they will be weak and effectively
  have 0 MP for 1d6 days.  Common names
  for familiars are Hammerlein, Haussibut, and
  Hinkebein.
  Call Flood
  Level: 10
  Magic Points: 1,800
  Discipline: Air
  Range: 1 entire world
  Area: 1 entire world
  Duration: 40 days and 40 nights
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this   spell   causes   an   entire
  world to be flooded for 40 day and 40 nights.
  After this time, the effects of the flood will
  take 1 year to return fully to normal.  Most
  life, except for oceanic, will die.
  
  538
  Chapter 12: Spells
  Call Fog
  Level: 1
  Magic Points: 8
  Discipline: Air
  Range: 1 mile
  Area: 10 cubic feet  to  an  exponential  power  equal
  to the level of the caster
  Duration: 4  rounds  to an  exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this  spell  summons  fog  from
  the atmosphere, which the caster may cen-
  ter anywhere within 1 mile.    Casters usually
  use fog to reduce visibility, such as when it is
  necesary to flee, sneak about, or avoid foes.
  This spell grants a base penalty of - 10 to
  Sight skill checks, with an additional penalty
  of - 3 per caster level.  The penalty applies
  only when reasonable.
  Call Gale Wind
  Level: 1
  Magic Points: 8
  Discipline: Air
  Range: Limited only by caster’s vision
  Area: 20’ x 20’ x 20’
  Duration: 1 round per level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes wind that does
  not damage creatures, but effectively im-
  pedes or prevents movement toward the
  caster and assists movement away from the
  caster according to the table below:
  t
  h
  gie
  W
  t
  e
  g
  r
  a
  T
  s
  d
  n
  u
  o
  P
  ni
  d
  e
  e
  p
  S
  t
  nir
  p
  S
  t
  n
  e
  m
  e
  v
  o
  M
  d
  r
  a
  w
  o
  T
  t
  n
  e
  m
  e
  v
  o
  M
  y
  a
  w
  A
  *
  1
  1
  <
  %
  0
  %
  0
  0
  1
  0
  5-
  1
  1
  %
  0
  2
  %
  0
  1
  1
  0
  0
  1-
  1
  5
  %
  0
  4
  %
  0
  2
  1
  0
  5
  1-
  1
  0
  1
  %
  0
  6
  %
  0
  3
  1
  0
  0
  2-
  1
  5
  1
  %
  0
  8
  %
  0
  4
  1
  0
  0
  2
  >
  %
  0
  0
  1
  %
  0
  5
  1
  *Note: Any objects weighing less
  than 11 pounds will be hurled in a random
  direction, both horizontally and vertically.
  When striking another object, 1d10 IP or
  LP of damage are done to both the object
  hurled and the object struck.
  When attempting to Sprint, a suc-
  cessful Balance skill check (see Chap. 8: Skills)
  must be made at TH 17 or instead they fall
  down and are subject to any attacks of foes
  who are within range for 1 round.
  
  539
  Chapter 12: Spells
  Call God
  Level: 10
  Magic Points: 1,800
  Discipline: Air
  Range: Unlimited
  Area: 1 god
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  summons  a  god.
  This spell may not be cast by 1 caster, but
  requires multiple druids; this is a circle spell.
  The druids must select a god.  The sum-
  moned god will appear in physical form in
  the center of the druidic circle.  Regardless
  of the disposition of the god, the god is
  likely to be upset that it has been forced to
  appear in its current location by mortals.
  Once the god appears, the circle of druids
  does not have influence over the god.  The
  Aedile determines the reaction of the god.
  Call Greater Item
  Level: 4
  Magic Points: 32
  Discipline: Air
  Range: Touch
  Area: 1 item
  Duration: 1 day per level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: The item  summoned  may  weigh  no
  more than 100 lbs.  It is impossible to sum-
  mon a part or portion of  an object; the
  whole or entire object must be summoned.
  For instance, it is impossible to summon a
  brain without the creature that must accom-
  pany it, unless of course it was already dis-
  membered.  The item cannot be magical.
  Upon completion of the spell, the item van-
  ishes, returning to its original place prior to
  summoning.
  Call Guard Dog
  Level: 2
  Magic Points: 16
  Discipline: Air
  Range: 1 mile
  Area: 1 creature
  Duration: 2d6 hours
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: A wild or domesticated dog from the
  surrounding mile is summoned to serve the
  caster.  The dog will bark continuously and
  as loudly as possible whenever it sees any
  being larger than 2’ in height or length ap-
  proach within 100’ of the caster.  If the dog
  is attacked, then it will attempt to remove
  the genitalia of the foe by biting, locking,
  and pulling.  The dog will not be distracted
  from its duties.  For example, a male dog
  may become erect if a bitch (in any con-
  text) wanders past, but miraculously, he will
  not chase her in hopes of procreation.  At
  the end of the spell, the dog is finally al-
  lowed to urinate, lick its balls, and runs home.
  Call Lesser Being
  Level: 2
  Magic Points: 16
  Discipline: Air
  Range: 300’
  Area: 1 creature
  Duration: 2  rounds to an  exponential  power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: A being of 10-20 LP is summoned by
  the caster to do their bidding.  The creature
  that arrives is determined by the Aedile’s
  discretion, though there is only a 10% chance
  of failure if a true name is known.  Most
  commonly, these arrive: dogs, kobolds, elves,
  female humans, big snakes, etc.  After the
  duration of the spell, the summoned crea-
  ture returns to their original location.
  
  540
  Chapter 12: Spells
  Call Light
  Level: 1
  Magic Points: 8
  Discipline: Air
  Range: 50’
  Area: 25’ radius that may be mobile
  Duration: 2  minutes  to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  summons  light  as
  bright as torch-light.  The light is summoned
  to a single point within the range as deter-
  mined by the caster.  From this point, the
  light will shine with the brightness of torch-
  light for the duration of the spell.  In total
  darkness, the light will reasonably illuminate
  an area of 25’ radius.
  If the light is summoned onto a
  point within the radius, and the point is
  mobile, then the light will move with the
  point.  However, if the mobile point at any
  time exceeds the range of the spell, then the
  light will cease and the spell will end prema-
  turely.
  If the light is summoned into an eye
  of a living creature, then it may blind that
  eye of the creature for 1d6 rounds if they
  fail a Health sub-ability check at TH 17.  If
  1 eye is blinded, then the Aedile will apply a
  penalty of - 3 to all attack skill checks for
  the duration of the spell.
  Call Lightning
  Level: 4
  Magic Points: 32
  Discipline: Air
  Range: 1 mile
  Area: 1 creature or object
  Duration: 2 rounds
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  conjures  electrical
  energy from the surrounding sky and
  harnasses it together into a single destruc-
  tive bolt.  During the casting of the spell,
  the caster must specify the target creature
  or object as a location of the strike.  Energy
  gathers above during the 1st round, though
  it cannot be seen, heard, or otherwise de-
  tected.  Regardless of the caster’s initiative,
  a bolt of lightning strikes the target at the
  beginning of the 2nd round.  The lightning
  bolt causes 10d10 IP or LP damage.  Due to
  thunder, those within 50’ must pass a Health
  sub-ability check at TH 14 or become deaf
  permanently.  Thunder will be heard miles
  away.
  
  541
  Chapter 12: Spells
  Call Maggots
  Level: 1
  Magic Points: 8
  Discipline: Air
  Range: 50’
  Area: 10’ x 10’
  Duration: 2  rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  summons  1d1000
  maggots into the area designated by the
  caster.  Maggots feast only upon dead flesh.
  If only living creatures are present within
  the area, then the maggots will crawl over
  their bodies, eating away only dead flesh such
  as dandruff; this is actually healthy for the
  skin.
  However, if any cadaver is within the
  area, including an undead creature, then the
  maggots will swarm it within the next round.
  Thereafter, the maggots will eat flesh at a
  rate presented below:
  st
  o
  g
  g
  a
  M
  fo
  r
  e
  b
  m
  u
  N
  et
  a
  R
  n
  oit
  p
  m
  u
  s
  n
  o
  C
  1
  5-
  1
  k
  e
  e
  w
  /
  P
  L
  1
  0
  0
  1-
  1
  5
  y
  a
  d
  /
  P
  L
  1
  0
  5
  2-
  1
  0
  1
  r
  u
  o
  h
  /
  P
  L
  1
  0
  0
  5-
  1
  5
  2
  etu
  ni
  m
  /
  P
  L
  1
  0
  5
  7-
  1
  0
  5
  s
  d
  n
  u
  o
  r
  0
  1
  /
  P
  L
  1
  0
  0
  0,1-
  1
  5
  7
  d
  n
  u
  o
  r
  /
  P
  L
  1
  After the duration of the spell, the
  summoned maggots return to their original
  location.
  Call Magic Mail
  Level: 1
  Magic Points: 8
  Discipline: Air
  Range: Touch
  Area: 1 target creature
  Duration: 2d6 rounds
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this  spell  summons  magical
  energy that protects 1 target creature by pro-
  viding a bonus of 5 to CA.  The target crea-
  ture must be touched successfully.  If the
  target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).  After the duration of
  the spell, the protective magical energy re-
  turns to its original location.
  
  542
  Chapter 12: Spells
  Call Object
  Level: 2
  Magic Points: 16
  Discipline: Air
  Range: Special
  Area: Special
  Duration: 2 rounds to  an  exponential  power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  summons  a  non-
  living object from the surrounding area to
  rest in the hand of the caster.  The object
  may weigh no more than 10% of the weight
  of the caster.  Also, the object may not ex-
  ceed 1 cubic foot in size per level of the
  caster.  Consult the table below to determine
  the maximum range within which the ob-
  ject may be summoned:
  le
  v
  e
  L
  r
  ets
  a
  C
  e
  g
  n
  a
  R
  1
  te
  ef
  0
  1
  2
  te
  ef
  0
  5
  3
  te
  ef
  0
  0
  1
  5-
  4
  te
  ef
  0
  0
  2
  7-
  6
  te
  ef
  0
  0
  5
  9-
  8
  te
  ef
  0
  0
  0,1
  2
  1-
  0
  1
  eli
  m
  1
  4
  1-
  3
  1
  s
  eli
  m
  0
  1
  4
  1
  >
  s
  eli
  m
  0
  0
  1
  After the duration of the spell, the
  summoned object will return to its original
  location.  The object may not be magical.
  Call Quake
  Level: 6
  Magic Points: 48
  Discipline: Air
  Range: 1 mile
  Area: 100,000 cubic feet
  Duration: 2d4 rounds
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell summons an earth-
  quake to occur at the designated area.  The
  earth opens a rift around the area of effect,
  which must be within 100’ x 100’ x 100’.  All
  who are within the area fall to the bottom
  of the rift.  At the end of the spell, the rift
  closes, sealing as though nothing ever hap-
  pened.  All within suffer 4d1000 x 10 IP or
  LP of damage until crushed or dead.
  
  543
  Chapter 12: Spells
  Call Termites
  Level: 1
  Magic Points: 8
  Discipline: Air
  Range: 1 mile
  Area: 100,000 cubic feet
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this  spell  summons  a colony
  of termites.  To determine the number of
  termites in the colony, roll 1d1000 and mul-
  tiply the result by 1,000.  Termites are in-
  sects, and mistakenly called white ants.  These
  insects feed on wood.  Termites tunnel their
  way through wood, into which they burrow
  to obtain food.  Given enough time, they
  burrow through the wood until nothing re-
  mains but a shell.  To determine how much
  wood may be eaten per hour by the termites,
  consult the following table:
  r
  e
  b
  m
  u
  N
  s
  d
  n
  u
  o
  P
  0
  0
  0,0
  0
  1
  -
  0
  0
  0,1
  1
  0
  0
  0,0
  0
  2
  -
  1
  0
  0,0
  0
  1
  5
  0
  0
  0,0
  0
  3
  -
  1
  0
  0,0
  0
  2
  0
  1
  0
  0
  0,0
  0
  4
  -
  1
  0
  0,0
  0
  3
  5
  1
  0
  0
  0,0
  0
  5
  -
  1
  0
  0,0
  0
  4
  0
  2
  0
  0
  0,0
  0
  6
  -
  1
  0
  0,0
  0
  5
  5
  2
  0
  0
  0,0
  0
  7
  -
  1
  0
  0,0
  0
  6
  0
  3
  0
  0
  0,0
  0
  8
  -
  1
  0
  0,0
  0
  7
  5
  3
  0
  0
  0,0
  0
  9
  -
  1
  0
  0,0
  0
  8
  0
  4
  0
  0
  0,0
  0
  0,1
  -
  1
  0
  0,0
  0
  9
  5
  4
  After the duration of the spell, the
  summoned termites return to their original
  location.
  Call Tidal Wave
  Level: 5
  Magic Points: 40
  Discipline: Air
  Range: 1 mile
  Area: 100,000 cubic feet
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  summons  a  tidal
  wave that is 100’ tall and over 100’ wide.  The
  tidal wave appears instantly and falls upon
  whatever is in the area, distributing 4d1000
  IP or LP of damage.
  Though damage is distributed imme-
  diately, the circumstances and environment
  affect the next few minutes.  After the initial
  distribution of damage, the waters will dis-
  perse appropriately.  The after-effects of this
  much water being summoned to the area is
  the Aedile’s discretion.
  
  544
  Chapter 12: Spells
  Call Vermin
  Level: 5
  Magic Points: 40
  Discipline: Air
  Range: 1 mile
  Area: 10’ x 10’
  Duration: 2d6 rounds
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: This  spell   summons   a   horde   of
  1d1000 red-eyed rodents from the surround-
  ing mile to simultaneously attempt to devour
  anything within the specified area.  To de-
  termine how many pounds of vermin at-
  tack a target, multiply the number in the
  horde by 2.  The swarming black massive
  horde of vermin will attempt to Overbear
  any target within the area, as in the Wres-
  tling skill (see Chap. 8: Skills).  If successful,
  then the horde will tear meat from the
  victim’s skull.  Once they Overbear the vic-
  tim, the rodents will gnash and gnaw at the
  skull first, and work their way from head to
  toe, picking every morsel to the bone.  How-
  ever, if the horde is exposed to any fire, then
  they will abandon their target and flee.  While
  the spell is in effect, the target is unable to
  react if Overbearing is successful.  Whether
  Overbearing occurs or not, the target suf-
  fers a number of Life Points of damage per
  round equal to 1% of the number of ro-
  dents in the horde.  Every round that ro-
  dents gnaw upon the target, the Aedile makes
  a secret roll to determine whether or not
  the target has acquired a disease.  Note that
  it is possible to acquire multiple diseases.  The
  Aedile’s check equals the target’s Health sub-
  ability check at TH 16.  If a disease is ac-
  quired, then roll 1d100 and consult the table
  below:
  llo
  R
  e
  s
  a
  e
  si
  D
  0
  1-
  1
  0
  x
  ar
  h
  tn
  A
  0
  3-
  1
  1
  e
  u
  g
  alP
  cin
  o
  b
  u
  B
  9
  9-
  1
  3
  s
  eib
  a
  R
  0
  0
  1
  re
  v
  e
  F
  tn
  alu
  d
  n
  U
  Further, if the victim survives, then
  for every round that rodents gnawed, they
  lose 5% of their Facial Charisma due to scar-
  ring.  There is also a 50% risk that the scar-
  ring is permanent.  After the duration of
  the spell, the summoned vermin return to
  their original location.
  
  545
  Chapter 12: Spells
  Charm for Causing Separation
  Level: 2
  Magic Points: 16
  Discipline: Ether
  Range: 1 mile per level of the caster
  Area: 2 characters originally on good terms
  Duration: 2 days to an exponential power equal to
  the level of the caster
  Reference: PGM XII. 365-75.
  Chant: I  call  upon  you,  god,  you  who  are  in  the
  empty air, you who are terrible, invisible, and
  great, you who afflict the earth and shake
  the universe, you who love disturbances and
  hate stability and scatter the clouds from one
  another, IAIA IAKOUBIAI IO ERBETH,
  IO PAKERBETH IO BOLCHOSETH
  BASDOUMA PATATHNAX APOPSS
  OSESRO ATAPH THABRAOU EO
  THATHTHABRA 
  BORARA
  AROBREITHA 
  BOLCHOSETH
  KOKKOLOIPTOLE RAMBITHNIPS:
  give to him, (speak the name of the first vic-
  tim), the son of her, (speak the name of the
  mother of the first victim), strife, war; and
  to him, (speak the name of the second vic-
  tim), the son of her, (speak the name of the
  mother of the second victim), odiousness,
  enmity.
  Ingredients: A  pot  of  smoked  fish  and  a  bronze
  stylus
  Ritual: On  a  pot  of  smoked  fish  inscribe  a  spell
  with a bronze stylus and recite it afterwards
  and put it where they (your victims) are,
  where they usually return, repeating at the
  same time the chant.
  Description: Casting  this  spell  separates  2  charac-
  ters  who  are  otherwise  on  good  terms.
  Though this  spell  is  primarily  intended  to
  separate  2  male  friends, it may also sepa-
  rate husband and wife.
  Charm for Direct Vision
  Level: 5
  Magic Points: 40
  Discipline: Air
  Range: 50’
  Area: 9’ diameter circle, unless broken
  Duration: 1 round per level of the caster
  Reference: PGM VII. 319-34.
  Chant: Let the earth be still,  let the air be still,  let
  the sea be still; let the winds also be still, and
  do not be a hindrance to this my divination
  -- no sound, no loud cry, no hissing.  For I
  am a prophet, and since I am about to call a
  terrible, 
  fearful 
  name, 
  ‘KOLLA
  OLPHILOGEMALA ACHEROIO,’ open
  the holy temple, the world built on the earth,
  because 
  I 
  am 
  MANCHNOBIS
  CHOLCHOBE 
  MALASET 
  IAT
  THANNOUITA 
  KERTOMENOU
  PAKERBAO 
  KRAMMASIRAT
  MOMOMO MELASOUT PEU PHRE.
  Open my ears so that you may reveal to me
  concerning those things I ask you to answer
  me.  Come on, come on; immediately, im-
  mediately; quickly, quickly; and speak con-
  cerning those things about which I ques-
  tioned you.  Appear to me, I command you,
  for I am IEO BELPHENO, who considers
  this matter.”
  
  546
  Chapter 12: Spells
  Ingredients: Copper vessel, male frankincense
  Ritual: Take the copper vessel, pour rainwater into
  it, and make an offering of male frankin-
  cense.  Speak the chant.
  Description: This spell summons a spirit to answer
  a question asked by the caster.  Once the
  spirit appears, the caster may ask the ques-
  tion.  When finished and desiring to dismiss
  the spirit, say: “Go away, for my Health and
  well-being.”  While bound within the circle,
  the spirit is also bound to speak the truth.
  If the spirit does not know the answer, it
  must admit ignorance.  If the circle is bro-
  ken, then the spirit is no longer bound by
  the caster and may leave.  The Aedile deter-
  mines the knowledge and behavior of the
  spirit.  Even though the spirit is bound by
  the caster and must be truthful, the spirit
  does not have to behave respectfully.
  Charm Small Mammal
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: 50’
  Area: 1 non-humanoid mammal
  Duration: 1d6 minutes
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: The effect of this spell is to subdue a
  non-humanoid mammal of 10 LP or less to
  obey simple commands from the caster.  The
  charmed mammal will not understand
  speech, but only the simplest of the caster’s
  thoughts.  For example, it may understand:
  help me, kill them, defend me, or guard this.  Con-
  versely, the mammal will not understand
  thoughts such as: take the sword from his hand,
  get his attention, bring me food, etc.
  Charm to Break Enchantment
  Level: 4
  Magic Points: 32
  Discipline: Air
  Range: None
  Area: Caster
  Duration: 1 hour per spell level
  Reference: PGM XXXVI. 256-64.
  Chant: None
  Ingredients: A 3-cornered sherd (shard)
  Ritual: Taking  a  3-cornered  sherd  from  the  fork
  of a road -- pick it up with your left hand --
  inscribe it with ink and hide it.  Write:
  ASSTRAELOS CHRAELOS, dissolve ev-
  ery enchantment against me, (write your own
  name), for I conjure you by the great and
  terrible names that the winds fear and the
  rocks split when they hear it.
  Description: Casting  this  spell  nullifies  or  breaks
  all spells from the ether discipline in effect
  by others regarding the caster.
  
  547
  Chapter 12: Spells
  Charm to Break Spells
  Level: 3
  Magic Points: 24
  Discipline: Ether
  Range: Self
  Area: 3’  radius  to  an  exponential  power  equal to
  the level of the caster
  Duration: Permanent/Instantaneous
  Reference: PGM XXXVI. 178-87.
  Chant: None
  Ingredients: Lead
  Ritual: Take  lead  and  draw  on  it  a  unique  figure
  holding a torch in its right hand, in its left -
  - and at the left -- a knife, and on its head 3
  falcons, and under its legs a scarab, and un-
  der the scarab a serpent.
  Description: Casting this spell will break other spells.
  Provided that the caster is of equal or greater
  occupational level (except priests, who must
  exceed the level) and that they have more
  MP when the spell is cast than the caster
  whose spell they wish to break, all spells in
  effect and cast by others will cease.
  Charm to Induce Insomnia I
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: 100 yards per level of the caster
  Area: 1 female
  Duration: The night following the casting
  Reference: PGM VII. 374-76.
  Chant: None
  Ingredients: A seashell
  Ritual: Take  the  ingredient  and  write:   “IPSAE
  IAOAI, let her, (speak the name of the fe-
  male to be affected), daughter of (speak the
  name of the female’s mother), lie awake be-
  cause of me.”  That night she will lie awake.
  Description: Casting this spell causes 1  named  fe-
  male to lie awake, unable to sleep, for 1 night.
  Charm to Induce Insomnia II
  Level: 4
  Magic Points: 32
  Discipline: Earth
  Range: 2 miles  to  an  exponential  power  equal  to
  the level of the caster
  Area: 1 female
  Duration: Permanent until caster negates it
  Reference: PGM XII. 376-96.
  Chant: None
  Ingredients: A living bat and ink
  Ritual: Take a living bat and on the right wing paint
  with ink a picture of a man with long hair
  sitting on a chair.  On the left wing write the
  following: “I call upon you, great god,
  T H A T H A B A T H A T H
  PETENNABOUTHI PEPTOU BAST
  EIESOUS OUAIR AMOUN OUTHI
  ASCHELIDONETH BATHARIBATH; let
  her, (name the female you would like to have
  permanent insomnia), lie awake through the
  whole night and day, until she dies, immedi-
  ately, immediately; quickly, quickly.”
  Perform this spell at the waning of
  the moon and the woman will die for lack
  of sleep, without lasting 7 days.  This charm
  cannot at any time have an antidote.  But if
  you at some time wish one, do not release
  the bat, but keep it in custody, and do this as
  well: when you want to release it, wash off
  with spring water that has been written on
  the wings and release the bird.  But do not
  use this spell save for a great intrigue.
  Description: Casting  this  spell  will  cause  a  speci-
  fied female to suffer from insomnia until the
  caster releases her from the spell or until she
  dies on the 7th day.
  
  548
  Chapter 12: Spells
  Charm to Inflict Harm I
  Level: 2
  Magic Points: 16
  Discipline: Fire
  Range: 1 mile
  Area: 1 victim
  Duration: 1d100 hours
  Reference: PGM XXXVI. 231-55.
  Chant: Supreme angels, just as this frog drips with
  blood and dries up, so also will the body of
  him, (speak the name of the character to be
  harmed), whom (speak the name of  the
  mother of the character to be harmed) bore,
  because I conjure you, who are in command
  of fire MASKELLI MASKELLO.
  Ingredients: A   lead   lamella   (thin   metal   plate),
  bronze stylus, blood from a bat, a frog,
  thread, bronze needle, reed, and hairs of a
  black ox.
  Ritual: Take a lead lamella and inscribe with a bronze
  stylus the following names, and after smear-
  ing it with blood from a bat, roll up the
  lamella in the usual fashion.  Cut open a frog
  and put it into its stomach.  After stitching
  it up with thread and a bronze needle, hang
  it up on a reed from your property by means
  of hairs from the tip of the tail of a black
  ox, at the east of the property near the ris-
  ing of the sun.
  On the lamella, write: “OUSIRI
  S E S E G G E N B A R P H A R G G E S
  OUSIRIISESE SIRISESE IRISESE
  RISESE ISESE SESEG ESEG SEGGEN
  EGGEN GGEN GE GGENBARPH
  GGENBARPH 
  GENBARPH
  GENBARPH ENBARPH BA B.
  “ERIKISEPHEARARACH-
  ARAPHTHISKERA RIKISIPHTHEARA-
  RACHARAEPHTHISIKER IKISIP-
  HTHEARARACHARAEPHTHISIKE.”
  Description: Casting this  spell  inflicts  harm  on  1
  chosen victim.  The caster must roll 1d100
  to determine the amount of damage in LP
  that the victim loses.  This damage will oc-
  cur steadily during 1d100 hours.  If the vic-
  tim loses 100% of their life, then they die.
  When the spell expires, the victim will heal
  naturally.
  
  549
  Chapter 12: Spells
  Charm to Inflict Harm II
  Level: 4
  Magic Points: 32
  Discipline: Fire
  Range: 1 mile
  Area: Those    who    bring    charges    against    the
  caster
  Duration: Permanent
  Reference: PGM LI. 1-27.
  Chant: I exhort you,  demon  of  the  dead  and  the
  necessity of death which has happened in
  your case, image of the gods, to hear my
  request and to avenge me, (speak your name),
  whom (speak your mother’s name) bore,
  because a charge has been brought against
  me.  And I exhort you not to listen to those
  who have brought charges against me,
  wicked men ungodly toward me.  I ask you,
  demon of the dead, not to listen to them
  but to listen only to me, (speak your own
  name), since I am pious toward the gods,
  and to cause them to be ill for their whole
  life.
  Ingredients: None
  Ritual: Speak the chant
  Description: Casting this spell will cause those who
  bring charges against the caster to acquire a
  random disease (see Chap. 2: Body).  Charges
  are more than simple slander, they must be
  public, though not necessarily formal or le-
  gal.  Public, here, means the charges must
  be told to a group of at least 10 characters.
  Rumors and gossip spread individually do
  not count.
  Charm to Inflict Harm III
  Level: 5
  Magic Points: 40
  Discipline: Fire
  Range: 1 mile
  Area: 1 female
  Duration: 1 hour per level of the caster
  Reference: PGM LXIV. 1-12.
  Chant: Strike ill, attract, send a dream.  I call upon
  you by your sacred names, PSINA PSINA
  KRADIDA PSIOMOIPS....Make her writhe
  at my feet for a short time.
  Ingredients: None
  Ritual: Speak the chant
  Description: Casting this spell causes  a  woman  to
  suffer for a duration.  This writhing pain will
  never be forgotten.  The female will con-
  vulse painfully and continuously.  When the
  spell expires, every muscle in her body will
  ache for 1d4 days.
  Charm to Open a Door
  Level: 2
  Magic Points: 16
  Discipline: Ether
  Range: Touch
  Area: 1 door
  Duration: Permanent
  Reference: PGM XXXVI. 312-20.
  Chant: Open up for me, open up for me, door bolt;
  be opened, be opened, door bolt, because I
  am ARCHEPHRENEPSOU PHIRIGX.
  Ingredients: An unfallen umbilical cord and ink
  Ritual: Take from a firstborn ram an umbilical cord
  that has not fallen to the ground, and after
  mixing in ink, apply it to the door bolts when
  you want to open a door, and speak the
  chant, and you will open it immediately.
  Description: Casting  this  spell  will  open  a  door,
  whether it is sealed by magic or rust.
  
  550
  Chapter 12: Spells
  Charm to Subject
  Level: 6
  Magic Points: 48
  Discipline: Fire
  Range: 1 mile
  Area: 1 victim
  Duration: Caster’s  whim,  but  the  spell  must  be
  maintained by concentration, so the caster
  may not perform other activities or cast
  other spells.
  Reference: PGM X. 36-50.
  Chant: Just   as   these   sacred   names   are   being
  trampled, so also let him, (speak the name
  of  the character), the trouble-maker, be
  trampled.
  Ingredients: A  lamella   (metal  leaf  or  thin  metal
  plate) and a frog’s tongue.
  Ritual: Take a lamella  from  a  yoke  for  mules  and
  engrave on it the following names and put a
  frog’s tongue in it.
  ABRASAX
  IOCHCH
  AEEIOYO
  CHYCH
  MICHAEL
  NYSEU
  EEIOYOA
  CHYBACHYCH
  RAPHAEL
  NYCHIEU
  EIOYOAE
  BACHACHYCH
  GABRIEL
  AOCHE
  IOYOAEE
  BAKAXICHYCH
  SOURIEL
  MECHEU
  OYOAEEI
  BAZABACHYCH
  ZAZIEL
  IAO
  YOAEEIO
  BADETOPHOTH
  BADAKIEL
  SABAOTH
  OAEEIOY
  BAINCHOOOCH
  SYLIEL
  ADONAI
  ABRASAX Subject him, (write the name of the character), to me immediately; quickly,
  quickly.
  z
  When the metal leaf with the frog’s
  tongue is put into your right sandal, speak
  the chant.
  Description: With the casting of  this  spell,  a  per-
  son named by the caster will be trampled as
  long as the caster wears an engraved lamella
  under their sandal.  4d8 LP of damage oc-
  cur every round.
  Cloak
  Level: 9
  Magic Points: 270
  Discipline: Earth
  Range: Touch
  Area: See below
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell will magically hide a
  large area by imbuing every creature and item
  within the area with an ethereal Cloak.  The
  matter within the area is ethereal and invis-
  ible to others who are not so imbued.  Ev-
  eryone affected by the Cloak can see each
  other and interact normally.  Matter inside
  the area at the time of casting is imbued with
  an ethereal cloak.  For example, a character
  inside seems to become ethereal.  This char-
  acter may leave the area, but since the effect
  of this spell is limited to the specified area,
  if this character leaves the area then they
  will be visible as normal.  If non-ethereal
  matter enters the cloaked area, then it will
  not be noticed by those who are cloaked.
  If ethereal matter enters the cloaked area,
  then it may be noticed by those who are
  cloaked.  Once a cloaked character or ob-
  ject leaves the cloaked area, it will not regain
  its ethereal Cloak upon entering the affected
  area again.
  This spell may only be cast by mul-
  tiple druids in a circle; Cloak is a circle spell.
  The amount of area affected is de-
  termined below:
  le
  v
  e
  L
  a
  e
  r
  A
  d
  et
  c
  eff
  A
  0
  1
  <
  eli
  m
  -retra
  u
  q
  cib
  u
  c
  1
  2
  1-
  0
  1
  eli
  m
  -fla
  h
  cib
  u
  c
  1
  5
  1-
  3
  1
  eli
  m
  cib
  u
  c
  1
  8
  1-
  6
  1
  s
  eli
  m
  cib
  u
  c
  2
  1
  2-
  9
  1
  s
  eli
  m
  cib
  u
  c
  5
  4
  2-
  2
  2
  s
  eli
  m
  cib
  u
  c
  0
  1
  7
  2-
  5
  2
  s
  eli
  m
  cib
  u
  c
  0
  2
  7
  2
  >
  s
  eli
  m
  cib
  u
  c
  0
  0
  1
  
  551
  Chapter 12: Spells
  Coal Foot
  Level: 1
  Magic Points: 8
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 1d6 minutes
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the creature
  touched to gain the ability to walk across or
  upon non-magical fire barefoot without ex-
  periencing pain or damage.  However, non-
  magical fire may be applied to other parts
  of the body of the target creature with nor-
  mal and damaging effects.  The target crea-
  ture must be touched successfully.  If the
  target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).
  Cocoon
  Level: 5
  Magic Points: 40
  Discipline: Earth
  Range: Touch
  Area: 1 creature
  Duration: 2 minutes  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes   the   target
  creature, regardless of  size, to become
  trapped inside a cocoon.  The target crea-
  ture must be touched successfully.  If the
  target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).
  A cocoon will form instantly.  The
  cocoon is formed largely from silk, and is a
  quickly hardening material with high tensile
  strength.  Only a creature with a Strength
  sub-ability of 500 or more can either break
  out of or into such a cocoon by brute force.
  If the entrapped target creature breathes to
  stay alive, then they will suffocate in time as
  per the choking maneuver in the Wrestling
  skill (see Chap. 8: Skills).
  If the trapped target creature has a
  Strength sub-ability of 300 or more, then
  they are not fully unable to move; they may
  move 1d4 limbs (1d100)% of their normally
  unhindered range.  Most trapped target crea-
  tures immediately find a sharp object, such
  as a dagger, and cut a hole through the co-
  coon for air (requires 2d10 IP of damage),
  and then free themselves (2d100 IP required
  for a human-sized cocoon).
  
  552
  Chapter 12: Spells
  Coercive Spell for Restraining
  Level: 3
  Magic Points: 24
  Discipline: Earth
  Range: 1 mile
  Area: 1 limb
  Duration: 2 minutes  to  an exponential power equal
  to the level of the caster
  Reference: PGM VII. 394-95.
  Chant: SPHEDEMOUR BIRBIA ECHI
  EROPHTHI ATARMETRA CHELOOPS.
  Ingredients: None
  Ritual: Speak the chant.
  Description: Casting this spell causes  1  limb  of  a
  character or creature whom the caster envi-
  sions to become useless and immobile.
  Complete Healing
  Level: 6
  Magic Points: 48
  Discipline: Water
  Range: Touch
  Area: 1 creature touched
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  heal 1 creature without limitation.  The tar-
  get creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).  If successful, then
  the creature regains their full potential of
  LP if they are wounded, regardless of the
  number.  If missed, then the spell is wasted.
  Conflagration
  Level: 7
  Magic Points: 56
  Discipline: Fire
  Range: 1 mile
  Area: 250’ blast radius
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes incomprehen-
  sible burning damage.  The caster must
  choose a central point within the range.
  From this central point, a fiery blast will ex-
  plode violently and implode again within 1
  round.  Anything within the area is subjected
  to 2d100 IP or LP.  Vegetation will not grow
  in this area for 1 year.  The explosion will be
  heard and felt up to a half-mile away.
  
  553
  Chapter 12: Spells
  Contraceptive Spell
  Level: 3
  Magic Points: 24
  Discipline: Earth
  Range: Touch
  Area: A woman’s genitals
  Duration: Number of years  of  sterility  according
  to the number of seeds used.
  Reference: PGM XXXVI. 320-32.
  Chant: None
  Ingredients: Bittervetch seeds, frog, a seed of hen-
  bane, mare’s milk, nasal mucus of a cow,
  grains of barley, leather skin made from a
  fawn, mulehide skin
  Ritual: Take as many bittervetch seeds as you want
  for the number of years you wish to remain
  sterile.  Steep them in the menses of a men-
  struating woman.  Let them steep in her own
  genitals.  And take a frog that is alive and
  throw the bittervetch seeds into its mouth
  so that the frog swallows them, and release
  the frog alive at the place where you cap-
  tured him.  And take a seed of henbane,
  steep it in mare’s milk; and take the nasal
  mucus of a cow, with grains of barley, put
  these into a leather skin made from a fawn
  and on the outside bind it up with mulehide
  skin, and attach it as an amulet during the
  waning of the moon.  Mix in also with the
  barley grains cerumen from the ear of a
  mule.
  Description: Casting this spell prevents pregnancy.
  Convert to Cannibal
  Level: 3
  Magic Points: 24
  Discipline: Ether
  Range: Touch
  Area: 1 target creature
  Duration: 2 days   to   an  exponential  power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  converts   a   target
  creature to cannibalism for the duration of
  the spell.  For the duration of the spell, the
  target creature will demonstrate a distaste for
  most food, and clearly prefer to eat their own
  race or species.  Target creatures that are con-
  verted to cannibalism will not act stupidly,
  but may cunningly attempt to eat their own
  kind, if possible.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).  If
  the target creature passes a Wisdom ability
  check at TH 20, then the spell is ineffective.
  
  554
  Chapter 12: Spells
  Cover Tracks
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: None
  Area: A mobile 25’ radius around the caster
  Duration: 2 minutes to  an  exponential power equal
  to the caster’s level
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: For the duration of this spell, the area
  around the caster is untraceable.  This ap-
  plies to all area that had been affected.  For
  instance, a sorcerer casts this spell and gets
  away on their wagon.  All area that the wagon
  has covered during the duration of the spell
  will leave no tracks.  Thus, the first few min-
  utes of their getaway are permanently un-
  traceable.
  Create Species
  Level: 10
  Magic Points: 1,800
  Discipline: Earth
  Range: Touch
  Area: Earth
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  create a mortal species.  If a mortal casts
  this spell, then it is likely to upset gods.  The
  player must consult the Aedile to determine
  what is admissible.
  Cryogenics
  Level: 3
  Magic Points: 24
  Discipline: Fire
  Range: 200’
  Area: 1 target
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell releases cold energy
  in the form of a thin beam that projects
  forth from the end of 1 finger of the caster.
  For the beam to be aimed and therefore
  connect with the target, a successful Aim
  skill check must be made (see Chap. 8: Skills).
  The beam of cold energy causes 2d20 LP
  of damage by freezing solid this proportion
  of the target creature.  Consult the Body
  Part Proportion table in Chapter 2: Body to
  determine the location of the ray’s contact.
  If the entire head or torso becomes
  frozen, then the target creature must pass a
  Health sub-ability check at TH 14 to remain
  alive.  Each minute thereafter, they must pass
  a check, though the TH increases by 1 every
  minute until they are thawed completely.
  Movement may be hindered as well
  when body parts are frozen.  The Aedile
  must decide the effects.  If a limb is frozen,
  then consult the Useless/Missing Body Part
  Penalties table in Chapter 10: Combat.
  Thawing time equals 2 minutes per
  LP of damage.  The rate of thawing may be
  affected by the temperature of the environ-
  ment and is subject to the Aedile’s discre-
  tion.
  
  555
  Chapter 12: Spells
  Cryoprobe
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: 50’
  Area: 1 target
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell releases cold energy
  in the form of a thin beam that projects
  forth from the end of 1 finger of the caster.
  For the beam to be aimed and therefore
  connect with the target, a successful Aim
  skill check must be made (see Chap. 8: Skills).
  The beam of cold energy causes 1d10 Life
  Points of damage.
  Cryotherapy
  Level: 1
  Magic Points: 8
  Discipline: Water
  Range: Touch
  Area: 1 target
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell releases cold energy
  through touch.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).  If touched, then damage will not
  occur, but a cold sensation will be felt.
  The common application of  this
  spell is to prevent further swelling of  a
  wound.  While it does not heal, no further
  damage will occur with that wound.  For in-
  stance, if a character is unconscious, then
  they are more likely to stabilize.
  Cup Spell
  Level:4
  Magic Points: 32
  Discipline: Ether
  Range: Ingestion
  Area: 1 specific female
  Duration: Special
  Reference: PGM VII. 643-51.
  Chant: You are wine;  you are not wine.   The guts
  of  IAO PAKERBETH SEMESILAM
  OOO E PATACHNA IAAA.  At whatever
  hour you descend into the guts of her, (speak
  the name of the desired female), let her love
  me, (speak your own name), for all the time
  of her life.
  Ingredients: A cup of wine
  Ritual: Speak the chant to the cup 7 times
  Description: Once this spell is cast, the cup of wine
  must be drunk by the desired female so
  named in the chant within the day.  If not,
  then the spell is ineffective.  If the desired
  female drinks the entire cup of wine within
  the same day that the spell was cast, then
  she will immediately fall in eternal love with
  the caster.
  AMICULE.DELICIAE.
  NUM.IS.SUM.
  QUI.MENTIAR.TIBI
  Baby, sweetheart,
  would I lie to you?
  
  556
  Chapter 12: Spells
  De Medicamentis
  Level: 6
  Magic Points: 48
  Discipline: Water
  Range: Touch
  Area: 1  diseased,  unhealthy,  or  wounded  creature
  Duration: Permanent
  Reference: Arcana Mundi, p. 72
  Chant: Go away, no matter whether you originated
  today or earlier: this disease, this illness, this
  pain, this swelling, this redness, this goiter,
  these tonsils, this abscess, this tumor, these
  glands and the little glands I call forth, I lead
  forth, through this spell, from these limbs
  and bones.
  Ingredients: None
  Ritual: Recite the chant while  sober  and  touching
  the relevant part of the body with 3 fingers:
  thumb, middle finger, and ring finger; the
  other 2 are stretched out.
  Description: Casting this spell cures a disease, heals
  a wound, or brings a creature back to health.
  The power of this spell is its diversity of
  applications and its disregard for LP.  Re-
  gardless of the points considered, it is healed
  or restored in 1 creature.  The target crea-
  ture must be touched successfully.  If the
  target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).
  Decortication
  Level: 4
  Magic Points: 32
  Discipline: Earth
  Range: Direct line of sight
  Area: 1 square foot of flesh per level of the caster
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the skin of a
  target creature seen by the caster during cast-
  ing to be peeled from their body.  The skin
  begins peeling at 1d4 body parts, which are
  determined by rolling 1d100 and consulting
  Body Part Proportion in Chapter 2: Body.  The
  Aedile must estimate the percentage of skin
  that has been peeled.  This equals the per-
  centage of LP suffered in damage.
  Unless bandaged immediately, the
  skinned victim will lose a number of LP per
  round equal to the estimated percentage
  above due to blood loss.
  If the victim survives being skinned
  alive, the skinned body parts will not feel
  pain, since nerve endings are in the flesh.
  
  557
  Chapter 12: Spells
  Defenistration
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: Direct line of sight
  Area: 1 creature
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes a creature or
  object seen by the caster to be ejected out
  the nearest window.  If there is not a win-
  dow within 100’, then the spell fails.  The
  target creature will feel an invisible force.
  The force will push them toward the win-
  dow at a rate of 100’ per round, regardless
  of resistance.  If the character has room,
  then their only hope is to run away from
  the force and, of course, avoid the window.
  Demokritos’ Sphere
  Level: 2
  Magic Points: 16
  Discipline: Ether
  Range: 50’
  Area: 1 sick character
  Duration: Instantaneous
  Reference: PGM XII. 351-64.
  Chant: None
  Ingredients: None
  Ritual: Find out which day  of the  month  the  sick
  character took to bed.  Figure the numero-
  logical number of the name of the sick char-
  acter [see the Divination (Numerology) skill
  in Chap. 8: Skills].  Add the number of their
  name to the day of the month they became
  sick and divide by 30.  Look up the quotient
  on the ‘sphere’: if the number is on the up-
  per register, then the character will live, but
  if it is on the lower register, then the char-
  acter will die.
  9
  1
  0
  1
  1
  0
  2
  1
  1
  2
  3
  2
  3
  1
  3
  5
  2
  4
  1
  4
  6
  2
  6
  1
  7
  7
  2
  7
  1
  9
  2
  2
  5
  1
  5
  8
  2
  8
  1
  6
  9
  2
  1
  2
  8
  0
  3
  4
  2
  2
  1
  Description: This spell cannot  be  learned  or  cast
  without already having the skill of Divina-
  tion (Numerology) in Chapter 8: Skills.
  
  558
  Chapter 12: Spells
  Demokritos’ Table Gimmicks
  Level: 1
  Magic Points: 16
  Discipline: Ether
  Range: Special, see below
  Area: Special, see below
  Duration: Special, see below
  Reference: PGM VII. 167-86.
  Chant: None
  Ingredients: Listed below, if any
  Ritual: Listed below
  Description: Originating from Demokritos,   1  of
  the first mages from ages past, this spell con-
  sists of many uses for minor magic.  They
  are as follows:
  To make bronzeware look like it’s made of  gold:  Mix  na-
  tive sulfur with chalky soil and wipe it off.
  This spell has been recognized as the begin-
  nings of alchemy.
  To make an egg become like an apple:  Boil  the  egg  and
  smear it with a mixture of egg-yolk and red
  wine.
  To make the chef  unable to light the burner: Set a house-
  leek plant on his stove.
  To  be  able  to  eat  garlic  and  not  stink:  Bake  beetroots
  and eat them.  This may also be used as a
  breath freshener.
  To  keep  an  old  woman  from  either  chattering or drinking
  too much: Mince some pine and put it in her
  mixed wine.
  To make the gladiators painted on the cups “fight”: Smoke
  some hare’s head underneath them.
  To make cold food burn the banqueter:  Soak  a  squill  in
  hot water and give it to him to wash with.
  To relieve him: Apply oil.
  To  let  those  who  have  difficulty  intermingling,  those  who
  are shy in a social setting, perform well: Give gum
  mixed with wine and honey to be smeared
  on the face.
  To be able to drink a lot and not get drunk:  Eat a baked
  pig’s lung.
  To be able  to  travel  a  long  way  home  and  not  get  thirsty:
  Gulp down an egg beaten in wine.
  To be able to copulate a lot: Grind up 50 tiny pinecones
  with 2 ounces of sweet wine and 2 pepper
  grains and drink it.
  To get an erection when you want:  Grind  up  a  pepper
  with some honey and coat your “thing.”
  
  559
  Chapter 12: Spells
  Detect Air
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: None
  Area: 50’ radius
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  be able to detect the element of air in the
  area.
  Detect Choleric Temperament
  Level: 2
  Magic Points: 16
  Discipline: Ether
  Range: None
  Area: 50’ radius
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  be able to detect the scent of any and all
  primarily choleric characters in the area un-
  less they are protected by some sort of spell
  that prevents detection.  The caster is un-
  able to discern the exact characters unless
  they are within 10’ of the caster or are alone.
  Detect Earth
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: None
  Area: 50’ radius
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  be able to detect the element of earth in the
  area.
  Detect Emotion
  Level: 4
  Magic Points: 32
  Discipline: Ether
  Range: 50’
  Area: 1 creature
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: The caster is able to detect the domi-
  nant emotion felt by a target creature at the
  moment, unless they are protected by some
  sort of spell that prevents detection.  Only
  1 emotion may be detected.  The following
  primary emotions may be detected:
  s
  n
  oit
  o
  m
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  y
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  a
  m
  ir
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  However, in some circumstances, 2
  emotions are felt in equal proportion, creat-
  ing a blend.  Depending on the discretion
  of the Aedile, the following secondary emo-
  tions may be useful:
  n
  oit
  o
  m
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  n
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  560
  Chapter 12: Spells
  Detect Ether
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: None
  Area: 50’ radius
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  be able to detect the element of ether in the
  area.
  Detect Ethicality
  Level: 3
  Magic Points: 24
  Discipline: Ether
  Range: None
  Area: 50’ radius
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  be able to detect the scent of any and all
  ethical characters in the area unless protected
  by some sort of spell that prevents detec-
  tion.  Note that it is impossible to discern
  the exact characters unless they are within
  10’ of the caster or alone.
  Detect Evanescence
  Level: 7
  Magic Points: 56
  Discipline: Ether
  Range: None
  Area: 2’ radius  to  an  exponential  power equal to
  the level of the caster
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  be able to detect and locate the presence of
  evanescent or invisible creatures.  All crea-
  tures in the area will have a glowing black
  aura around them for the duration of the
  spell.  Only the caster can see the aura.  It is
  often difficult to discern any details about a
  creature with this aura, including its race.
  Because the aura is black, it is impossible for
  the caster to see it without proper light.
  Detect Fire
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: None
  Area: 50’ radius
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  be able to detect the element of fire in the
  area.
  
  561
  Chapter 12: Spells
  Detect Immorality
  Level: 3
  Magic Points: 24
  Discipline: Ether
  Range: None
  Area: 50’ radius
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: The caster is able to detect the scent
  of any and all immoral characters in the area
  unless they are protected by some sort of
  spell that prevents detection.  The caster is
  unable to discern the exact characters un-
  less they are within 10’ of the caster or are
  alone.
  Detect Inferiority
  Level: 4
  Magic Points: 32
  Discipline: Ether
  Range: None
  Area: 50’ radius
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: The caster is able to detect the scent
  of any and all creatures who are numerically
  inferior to the caster in 1 parameter that is
  selected and declared upon casting.  The se-
  lected parameter may be LP, MP, PP, any
  ability or sub-ability, height, or any other
  parameter approved by the Aedile.
  Detect Lie
  Level: 4
  Magic Points: 32
  Discipline: Ether
  Range: None
  Area: 50’ radius
  Duration: 2 rounds  to  an  exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: The caster is able to detect the scent
  of any and all lies as they are spoken in the
  area, unless they are protected by some sort
  of spell that prevents detection.  The caster
  is unable to discern the exact characters un-
  less they are within 10’ of the caster or are
  alone.  The scent is not stronger or weaker
  depending on the degree of lying.  Each
  statement made is either truthful as far as
  the teller knows, or it is not.  Hence, a white
  lie is still a lie.
  Detect Magic
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: None
  Area: 50’ radius from the caster
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  immediately sense the presence of magic
  nearby.  Though this is unclear, the caster
  may discern whether the magic is weak,
  moderate, or strong.
  
  562
  Chapter 12: Spells
  Detect Melancholic Temperament
  Level: 2
  Magic Points: 16
  Discipline: Ether
  Range: None
  Area: 50’ radius
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  be able to detect the scent of any and all
  primarily melancholic characters in the area
  unless they are protected by some sort of
  spell that prevents detection.  The caster is
  unable to discern the exact characters un-
  less they are within 10’ of the caster or are
  alone.
  Detect Morality
  Level: 3
  Magic Points: 24
  Discipline: Ether
  Range: None
  Area: 50’ radius
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  be able to detect the scent of any and all
  moral characters in the area unless they are
  protected by some sort of spell that pre-
  vents detection.  The caster is unable to dis-
  cern the exact beings unless they are within
  10’ of the caster or are alone.
  Detect Object
  Level: 6
  Magic Points: 48
  Discipline: Ether
  Range: Special
  Area: 1 object
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  be able to detect any object.  The more
  familar the caster is with the object, the easier
  it is to detect it.  The caster must pass a Spa-
  tial sub-ability check as follows to detect the
  object:
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  563
  Chapter 12: Spells
  Objects may be detected at the fol-
  lowing ranges:
  le
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  If the object is found, then the caster
  instantly knows the location of it, but only
  by Spatial Intelligence.  For instance, the
  caster feels an urge that it is “this way,” but
  cannot visualize the immediate surroundings
  of the object.
  Detect Phlegmatic Temperament
  Level: 2
  Magic Points: 16
  Discipline: Ether
  Range: None
  Area: 50’ radius
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  be able to detect the scent of any and all
  primarily phlegmatic characters in the area
  unless they are protected by some sort of
  spell that prevents detection.  The caster is
  unable to discern the exact characters un-
  less they are within 10’ of the caster or are
  alone.
  Detect Sanguine Temperament
  Level: 2
  Magic Points: 16
  Discipline: Ether
  Range: None
  Area: 50’ radius
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  be able to detect the scent of any and all
  primarily sanguine characters in the area
  unless they are protected by some sort of
  spell that prevents detection.  The caster is
  unable to discern the exact characters un-
  less they are within 10’ of the caster or are
  alone.
  
  564
  Chapter 12: Spells
  Detect Scent
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: None
  Area: 50’ radius
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  be able to detect the scent of any and all
  living creatures in the area unless they are
  protected by some sort of spell that pre-
  vents detection.  The caster is unable to dis-
  cern the exact creatures unless they are
  within 10’ of the caster or are alone.
  Detect Superiority
  Level: 4
  Magic Points: 32
  Discipline: Ether
  Range: None
  Area: 50’ radius
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: The caster is able to detect the scent
  of any and all creatures who are numerically
  superior to the caster in 1 parameter that is
  selected and declared upon casting.  The
  selected parameter may be LP, MP, PP, any
  ability or sub-ability, height, or any other
  parameter approved by the Aedile.
  Detect Surface Thoughts
  Level: 4
  Magic Points: 32
  Discipline: Ether
  Range: 50’
  Area: 1 creature
  Duration: 2  rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: The caster is able to  Detect  Surface
  Thoughts of a target creature at the mo-
  ment, unless they are protected by some sort
  of spell that prevents detection.  Surface
  thoughts do not involve deeper consider-
  ations or necessarily reflect a position that a
  creature has taken on an issue.  Instead, sur-
  face thoughts are merely the thoughts that
  occur to the creature at the moment.
  For example, if the surface thoughts
  are detected of a virile male as an attractive
  strumpet approaches, thoughts detected may
  be “God, I’d give anything to shove my
  stovepipe into that!”
  
  565
  Chapter 12: Spells
  Detect Thoughts
  Level: 5
  Magic Points: 40
  Discipline: Ether
  Range: Touch
  Area: 1 creature
  Duration: 2  rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: The caster is able to Detect Thoughts
  of a target creature at the moment, unless
  they are protected by some sort of spell that
  prevents detection.  The target creature must
  be touched successfully.  If the target crea-
  ture resists being touched, then the caster
  must make a Brawling skill check (see Chap.
  8: Skills).
  Different from Detect Surface
  Thoughts, Detect Thoughts allows the caster
  to probe the mind of the target creature
  while touching their head.  The caster must
  decide which thought is to be detected.
  Here, thoughts may be opinions on topics
  or issues.
  It takes 1d6 rounds for the brain of
  the target creature to reply.  The reply is
  unconscious.  Instead, the caster is merely
  silencing everything else in the brain except
  for thoughts about that particular issue.
  Detect Unethicality
  Level: 3
  Magic Points: 24
  Discipline: Ether
  Range: None
  Area: 50’ radius
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  be able to detect the scent of any and all
  unethical characters in the area unless they
  are protected by some sort of spell that pre-
  vents detection.  The caster is unable to dis-
  cern the exact characters unless they are
  within 10’ of the caster or are alone.
  Detect Water
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: None
  Area: 50’ radius
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  be able to detect the element of water in
  the area.
  INTENTIO.CAECA.MALA
  A hidden intention is an evil one.
  
  566
  Chapter 12: Spells
  Determine Magic
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: Touch
  Area: 1 object
  Duration: 1 second
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: The  effect  of  this  spell  is  to  deter-
  mine the discipline of magic imbued in an
  object.  If an item is imbued with magic,
  then it will glow with an aura, but only the
  caster can see it.  Following is a table that
  delineates the color of each discipline:
  e
  nil
  pic
  si
  D
  r
  olo
  C
  ri
  A
  etih
  W
  h
  tra
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  n
  e
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  t
  E
  k
  c
  al
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  d
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  reta
  W
  e
  ul
  B
  Detonation
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: Touch
  Area: Special
  Duration: Special
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual:  See Chapter 11: Magic
  Description: Casting  this  spell  allows  the  caster
  to select a non-living target for Detonation.
  The target creature must be touched suc-
  cessfully.  If the target creature resists being
  touched, then the caster must make a Brawl-
  ing skill check (see Chap. 8: Skills).  The tar-
  get cannot be more than 1 object.  Only a
  whole, non-partial, target can be detonated.
  The size of the target to be deto-
  nated depends on the level of the caster;
  the caster can affect 2 cubic feet per expo-
  nential power equal to the level of the caster.
  The blast radius is equal to the size
  of the target in cubic feet to an exponential
  power equal to the level of the caster.  Upon
  Detonation, everything within the blast ra-
  dius incurs 1d10 IP or LP or damage.
  The duration is determined ran-
  domly by the Aedile as follows.  First, roll
  1d4.  The unit of time is either (1) seconds,
  (2) rounds, (3) minutes, or (4) hours.  Next,
  multiply 1 unit of  this measurement by
  1d100.  This is the duration until Detona-
  tion.  The caster is unaware of the duration
  until Detonation.
  If the target determined to detonate
  takes any damage whatsoever, then it deto-
  nates immediately.
  Since only non-living targets may be
  selected, it is popular among casters to cast
  this spell on the undead, which allows for
  wandering targets that will inevitably explode.
  
  567
  Chapter 12: Spells
  Develop Breasts
  Level: 2
  Magic Points: 16
  Discipline: Earth
  Range: Touch
  Area: 1 mammal
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual:  See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  breasts
  of a target creature to develop.  The target
  creature must be touched successfully.  If
  the target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).
  This spell may be cast on any mam-
  mal -- male or female, young or old.  The
  effects of this spell are to increase the size
  of the breasts of the target creature.  In fact,
  the breasts will increase the equivalent of 1
  Cup Size.  However, there is no guarantee
  that they will be perky.  For instance, the
  nipples may aim at the ground.
  If male breasts are developed, then
  he will not gain muscle, nor breast milk, but
  the fatty deposits of the chest will augment.
  This will cause a reduction of 3 in Bodily
  Attractiveness.  Others may be more likely
  to mock the male’s breasts.
  If female breasts are developed, then
  she is likely to gain significantly more sexual
  attention.  Below are modifiers to Bodily At-
  tractiveness based on the new Cup Size:
  e
  ziS
  p
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  -
  Diminish Charisma
  Level: 5
  Magic Points: 40
  Discipline: Fire
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes 1 of the sub-
  abilities of Charisma of the target creature
  to diminish.  Which sub-ability is affected is
  determined randomly by the Aedile with 1d4.
  The target creature must be touched suc-
  cessfully.  If the target creature resists being
  touched, then the caster must make a Brawl-
  ing skill check (see Chap. 8: Skills).  The ran-
  domly selected sub-ability decreases by 1d12
  points.
  Diminish Debauchery
  Level: 5
  Magic Points: 40
  Discipline: Fire
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes a decrease in
  Debauchery of the target creature.  The tar-
  get creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).  Debauchery is
  diminished by 1d12 points.
  
  568
  Chapter 12: Spells
  Diminish Dexterity
  Level: 5
  Magic Points: 40
  Discipline: Fire
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes 1 of the sub-
  abilities of Dexterity of the target creature
  to diminish.  Which sub-ability is affected is
  determined randomly by the Aedile with 1d4.
  The target creature must be touched suc-
  cessfully.  If the target creature resists being
  touched, then the caster must make a Brawl-
  ing skill check (see Chap. 8: Skills).  The ran-
  domly selected sub-ability decreases by 1d12
  points.
  Diminish Intelligence
  Level: 5
  Magic Points: 40
  Discipline: Fire
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes 1 of the sub-
  abilities of Intelligence of the target crea-
  ture to diminish.  Which sub-ability is af-
  fected is determined randomly by the Aedile
  with 1d4.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).  The randomly selected sub-ability
  decreases by 1d12 points.
  Diminish Magic
  Level: 5
  Magic Points: 40
  Discipline: Fire
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes a decrease in
  MP of the target creature.  The target crea-
  ture must be touched successfully.  If the
  target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).  MP are diminished by
  1d12.
  Diminish Physique
  Level: 5
  Magic Points: 40
  Discipline: Fire
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes 1 of the sub-
  abilities of Physique of the target creature
  to diminish.  Which sub-ability is affected is
  determined randomly by the Aedile with 1d4.
  The target creature must be touched suc-
  cessfully.  If the target creature resists being
  touched, then the caster must make a Brawl-
  ing skill check (see Chap. 8: Skills).  The ran-
  domly selected sub-ability decreases by 1d12
  points.
  
  569
  Chapter 12: Spells
  Diminish Piety
  Level: 5
  Magic Points: 40
  Discipline: Fire
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes a decrease in
  PP of the target creature.  The target crea-
  ture must be touched successfully.  If the
  target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).  PP are diminished by
  1d12.
  Diminish Wisdom
  Level: 5
  Magic Points: 40
  Discipline: Fire
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes 1 of the sub-
  abilities of Wisdom of the target creature
  to diminish.  Which sub-ability is affected is
  determined randomly by the Aedile with 1d4.
  The target creature must be touched suc-
  cessfully.  If the target creature resists being
  touched, then the caster must make a Brawl-
  ing skill check (see Chap. 8: Skills).  The ran-
  domly selected sub-ability decreases by 1d12
  points.
  Discursivity
  Level: 3
  Magic Points: 24
  Discipline: Ether
  Range: Touch
  Area: 1 target humanoid creature
  Duration: 2  hours  to  an  exponential  power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes 1 creature to
  be unable to hold a conversation without
  rambling randomly from topic to topic.  The
  target creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).  The target crea-
  ture is compelled to change the topic every
  1d100 words.  To be unaffected by the spell,
  the target creature must pass 2 sub-ability
  checks: Drive at TH 17, and Rhetorical Cha-
  risma at TH 16.
  
  570
  Chapter 12: Spells
  Divination by Means of  a Boy
  Level: 4
  Magic Points: 32
  Discipline: Air
  Range: 50’
  Area: 9’ diameter circle
  Duration: 1 minute per level of the caster
  Reference: PGM VII. 348-58.
  Chant: I call upon you,  inhabitants  of  Chaos  and
  Erebos, of the depth, of earth, watchers of
  heaven, of darkness, masters of things not
  to be seen, guardians of secrets, leaders of
  those beneath the earth, adminstrators of
  things that are infinite, those who wield
  power over earth, servants in the chasm,
  shudderful fighters, fearful ministers, inhab-
  itants of dark Erebos, coercive watchers, rul-
  ers of cliffs, grievers of the heart, adverse
  demons, iron-hearted ones BITHOURARA
  ASOUEMARA...OTROUR MOURROUR
  APHLAU MANDRAROUROU SOU
  MARAROU, reveal concerning the matter
  that I am considering.
  Ingredients: A boy
  Ritual: After  lying the  boy  on  the  ground,  speak
  the chant and a dark-colored boy will ap-
  pear to him.
  Description: Casting  this  spell  summons  a  spirit
  who manifests itself in the form of a dark-
  colored boy.  This random spirit from a cha-
  otic or immoral afterlife will be forced by
  the spell to inform the caster of everything
  the spirit knows regarding the matter.  The
  Aedile decides the extent, if  any, of the
  spirit’s knowledge.  If the circle surround-
  ing the spirit is broken, then the spirit will
  almost certainly attempt to harm the caster.
  While the spirit itself is noncorporeal, the
  boy is present physically.  The spirit possesses
  the body of the boy, and if free, it will not
  ally itself with another entity.  If the boy’s
  body is slain, then the spirit will return to its
  afterlife.  The boy’s body has 10 LP.
  
  571
  Chapter 12: Spells
  Divine Maul
  Level: 3
  Magic Points: 24
  Discipline: Fire
  Range: 100’ radius
  Area: 50’ radius
  Duration: 1 round per 2 levels of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  creates  a  magical
  maul (which is 20 lbs., 5’ in length, made of
  granite) that appears and immediately seeks
  out any vertebrates.  Upon finding a verte-
  brate, living or dead, within the area of the
  spell, the Divine Maul attempts to bludgeon
  until it is powder.  This magical maul attacks
  only once per round, which is last in every
  round.  The magical weapon does not re-
  ceive bonuses or penalties while attacking.
  If it hits, however, then the Divine Maul de-
  livers 2d20 LP of damage.  Graphic Gore is
  possible.  The Divine Maul will never attack
  the caster.  If there is no vertebrate within
  the area, then the Divine Maul will pound
  the ground.
  This spell is a less potent version of
  Truncheon.
  Drawn and Quartered
  Level: 4
  Magic Points: 32
  Discipline: Air
  Range: 50’
  Area: 500 square feet
  Duration: 2 rounds
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell summons 4 large and
  powerful steeds, 2 on each end of a target
  creature seen by the caster.  Each horse will
  face away from the target.  4 ropes are also
  conjured.  Each rope has 1 end tied to an
  ankle or wrist of the target, and the other
  end tied to a leg of a horse.
  At the absolute beginning of the sec-
  ond round, each horse feels sharp pain on
  its rear, and the horses attempt to flee the
  area.  As the horses attempt to flee, each
  limb of the target creature is torn from the
  torso and dragged behind a fleeing horse.
  Any character with a Strength less than 500
  is dismembered and dies, regardless of the
  number of LP.  At the end of this round,
  the horses and ropes return to where they
  were conjured from, but the body parts re-
  main.
  
  572
  Chapter 12: Spells
  Dream Spell
  Level: 1
  Magic Points: 8
  Discipline: Air
  Range: 5’ to an exponential power equal to the level
  of the caster
  Area: 1 female
  Duration: 1 hour per level of the caster
  Reference: PGM VII. 407-10.
  Chant: CHEIAMOPSEI ERPEBOTH,    let   her,
  (speak the name of the female to whom you
  would like to appear in her dreams), whom
  (speak the name of the female’s mother)
  bore, see me in her dreams, immediately,
  immediately; quickly, quickly.
  Ingredients: None
  Ritual: Speak the chant frequently.
  Description: Casting this spell causes the caster to
  appear in a female’s dreams whom he names.
  It is the Aedile’s duty to invent the caster’s
  role in the subject’s dream.
  Ejaculate Acid
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: Touch
  Area: Testicles of touched target creature
  Duration: Special
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: The  target  creature  must  be  touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).  This
  spell works only on males.  Upon successful
  contact, the next time the target creature
  ejaculates, normal sperm will not spew forth
  from his Manhood, but acid.  The entire load
  of magical acid will cause 1 IP or LP of cor-
  rosive damage per caster level to whatever
  or whoever it touches.
  Ejaculate Blood
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: Touch
  Area: Testicles of touched target creature
  Duration: Special
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).  This
  spell works only on males.  Upon successful
  contact, the next time the target creature
  ejaculates, normal sperm will not spew forth
  from his Manhood, but blood.
  Ejaculate Poison
  Level: 2
  Magic Points: 16
  Discipline: Earth
  Range: Touch
  Area: Testicles of touched target creature
  Duration: Special
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).  This
  spell works only on males.  Upon successful
  contact, the next time the target creature
  ejaculates, normal sperm will not spew forth
  from his Manhood, but poison.  The entire
  load of magical poison will cause 1 IP or LP
  of poison damage per caster level to what-
  ever it touches.  If the semen is ingested by
  a female, then she must pass a Health sub-
  ability check of TH 14 or die.
  
  573
  Chapter 12: Spells
  Electrical Field
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: 15’
  Area: 1 target and a 2’ radius around the target
  Duration: 2 rounds per level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell creates a small Elec-
  trical Field to surround the target.  It is harm-
  less to the target and does 1d10 LP of dam-
  age to any character who enters within a 2’
  radius of the target.
  Eternal Spell for Binding a Lover
  Level: 3
  Magic Points: 24
  Discipline: Ether
  Range: Manhood penetration
  Area: 1 orifice
  Duration: Eternity
  Reference: PGM VII. 191-92.
  Chant: None
  Ingredients: Gall  of  a  wild  boar,   rock  salt,   and
  honey
  Ritual: Rub together the ingredients and smear the
  head of your Manhood.
  Description: Upon casting this spell, the caster must
  insert the smeared head of his Manhood into
  an orifice of his desire.  Thereafter, that ori-
  fice will burn eternally with desire for the
  caster, and its owner will beg daily for his
  Manhood to fill it.
  Evanescence
  Level: 3
  Discipline: Air
  Range: Touch
  Area: Special
  Duration: Special
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  a  creature
  or object touched by the caster to become
  evanescent, invisible.  The target creature
  must be touched successfully.  If the target
  creature resists being touched, then the
  caster must make a Brawling skill check (see
  Chap. 8: Skills).
  Evanescence is a hallucination that
  functions by inducing all onlooking sentient
  characters to need to pass Intuition sub-abil-
  ity checks at TH (18 + 1 per caster level).
  Failure means they do not see the evanes-
  cent creature or object.
  While evanescent, a creature may be
  invisible to others, but will still make sound
  normally.  Evanescent creatures may attack
  others and remain evanescent.
  The amount of area that may be-
  come evanescent follows:
  le
  v
  e
  L
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  574
  Chapter 12: Spells
  Only 1 creature or object may be-
  come evanescent.  The creature or object in
  question must fit within the area listed above.
  Otherwise, the spell simply fails.  Only whole
  creatures or objects may become evanescent.
  For instance, it is impossible for half of a
  broomstick to become evanescent.  Either
  the whole broomstick will, or none of it will
  be affected.
  Following is the duration for the
  spell’s effect:
  le
  v
  e
  L
  r
  ets
  a
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  n
  oit
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  3
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  3
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  1
  5
  sr
  u
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  2
  1
  7-
  6
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  d
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  8
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  1
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  1-
  9
  ra
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  1
  1
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  2
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  >
  rets
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  h
  C
  Evil Sleep I
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: 50’ per level of the caster
  Area: 1 adult male human
  Duration: 48 hours
  Reference: PDM xiv. 716-24.
  Chant: None
  Ingredients: 1  ounce  of  mandrake  root,  1  ounce
  of water and honey, 1 ounce of henbane,
  and 1 ounce of ivy.
  Ritual: If you wish to make a man sleep for 2 days:
  acquire the ingredients above and grind them
  with a measure of wine.  If you wish to do it
  cleverly, then you should put 4 portions to
  each 1 of them with a glass of wine; you
  should moisten them from morning to
  evening; you should clarify them; and you
  should make him drink it.  It is very good.
  Description: Casting this spell  will  cause   an  adult
  male human to sleep for 2 days.  During these
  48 hours, the target of the spell may be awak-
  ened if shaken and slapped violently, but will
  not awaken on his own.
  
  575
  Chapter 12: Spells
  Evil Sleep II
  Level: 4
  Magic Points: 32
  Discipline: Air
  Range: 1 mile per level of the caster
  Area: 1 victim
  Duration: Special
  Reference: PDM xiv. 675-94.
  Chant: I call upon  you  who  are  in  the  empty  air,
  you who are terrible, invisible, almighty, a
  god of gods, you who cause destruction and
  desolation, you who hate a stable household,
  you who were driven out and have roamed
  foreign lands, you who shatter everything
  and are undefeated.  I call upon you; I com-
  mand your prophetic powers because I call
  upon your authoritative name to which you
  cannot refuse to listen, IO ERBETH IO
  PAKERBETH IO BOLCHOSETH IO
  PATATHNAX 
  IO 
  SORO 
  IO
  NEBOUTOSOUALETH AKTIOPHI
  ERESCHIGAL NEBOUTOSOALETH
  ABERAMENTHOOULERTHEXAN-
  AXETHRELUOTHENEMAREBA
  AEMINA.  Come to me and go and strike
  him down, (speak the name of the man or
  woman to be affected) with chills and fever.
  That very character has wronged me and he
  (or she) has spilled the blood in his (or her)
  own house.  For this reason I am doing this.
  Ingredients: A  donkey’s  head  and  blood,   yellow
  ocher, and clay (and possibly palm fiber).
  Ritual: Bring a donkey’s head; you place it between
  your feet opposite the sun at dawn when it
  is about to rise, opposite it again in the
  evening when it is going to set; you anoint
  your right foot with yellow ocher, your left
  foot with clay, the soles of your feet also;
  you place your right hand in front and your
  left hand behind, the head being between
  them; you anoint 1 of your 2 hands with
  donkey’s blood, and the 2 corners of your
  mouth; and you recite these writings before
  the sun at dawn in the evening for 4 days.
  He sleeps.
  If you wish to make him die, then
  you should do it for 7 days.  If you do its
  magic, then you should bind a thread of palm
  fiber to your hand, a piece of male palm
  fiber to your phallus and your head.  It is
  very good.
  Description: Casting this spell  causes  a  victim  ei-
  ther sleep for 4 days or die after 7 days of
  the ritual.
  
  576
  Chapter 12: Spells
  Evil Sleep III
  Level: 6
  Magic Points: 48
  Discipline: Fire
  Range: 1 mile per level of the caster
  Area: 1 victim
  Duration: Permanent
  Reference: PDM xiv. 739-40.
  Chant: None
  Ingredients: Camel’s blood, blood of a dead man,
  and wine
  Ritual: If you put camel’s blood and the blood of a
  dead man into the wine and you make the
  man drink it, he dies.
  Description: Casting this spell will kill an adult male
  human.  This spell is ineffective against other
  species or races.  LP are irrelevant.
  Faceless
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell  causes  the  features
  of the face of the target creature to be re-
  moved.  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).  If
  the caster successfully touches the target
  creature, then the face of the target crea-
  ture becomes smooth.  The eyes, ears, and
  nose are reduced to dots, and the mouth is
  reduced to a slit.  Hair does not exist any-
  where on the visage of the target creature,
  who is now faceless.  The Facial Charisma
  of the faceless character is now 4d10.  All
  future Sound skill checks will suffer a pen-
  alty of - 21.
  False Alchemy
  Level: 2
  Magic Points: 16
  Discipline: Air
  Range: Touch
  Area: 2 coins to an exponential power equal to the
  level of the caster
  Duration: 2 rounds  to  an  exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell  causes  metal  coins,
  or their equivalent in weight, to appear to
  mutate into gold.  In reality, however, the
  substance remains as it was; it is not actually
  transformed into gold.  All who view or
  handle the results of False Alchemy must
  pass a Common Sense sub-ability check at
  TH 18 to realize that it is false.
  Fatal
  Level: 10
  Magic Points: 1,800
  Discipline: Fire
  Range: None
  Area: Current world
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes all life to die
  instantly on the current world of the caster.
  The cause of death is inexplicable.  Fatal is
  the most powerful spell ever mentioned and
  so far it has never been cast by a mortal.
  
  577
  Chapter 12: Spells
  Fatal Fable
  Level: 8
  Magic Points: 64
  Discipline: Fire
  Range: Special
  Area: Special
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the telling of
  a fable to deteriorate the LP of the lead char-
  acter in the fable, wherever they are, pro-
  vided they are still alive.  A fable is a story of
  supernatural or marvelous events and is in-
  tended to enforce a useful truth or precept.
  Fables are usually fictitious.  The minimum
  requirement for a fable is that it must take at
  least 3 minutes to tell it.  During the telling
  of the fable, the lead character of the fable
  loses LP in proportion to the telling of it.
  If the target creature is reduced to 1 LP, then
  a Health sub-ability check at TH 26 must be
  passed to remain at 1 LP.  If failed, then
  they may progress to 0 LP and die.  If the
  fable is completed, then the lead character
  will have 0 LP, which normally constitutes
  death.
  Favor and Victory Charm
  Level: 1
  Magic Points: 8
  Discipline: Water
  Range: None
  Area: 1 character
  Duration: While worn
  Reference: PGM VII. 186-90.
  Chant: None
  Ingredients: A  blood-eating  lizard
  Ritual: Take the ingredient and grasp its right front
  foot and cut it off with a reed, allowing the
  lizard to return to its own hole alive.  Fasten
  the foot of the creature to the fold of your
  garment and wear it.
  Description: This  charm  grants + 2  to  all  attack
  rolls and skill checks related to combat while
  worn around the neck.  Otherwise, the
  charm may bestow + 2 to situations in which
  the Aedile deems “favor” to be relevant.
  
  578
  Chapter 12: Spells
  Fetching Charm
  Level: 1
  Magic Points: 8
  Discipline: Air
  Range: 1 mile
  Area: 1 female
  Duration: 2 days to an exponential power equal to
  the level of the caster
  Reference: PGM IV. 1872-1927.
  Chant: (1) IAO ASTO IOPHE  (2) Barking dog,  I
  adjure you, Kerberos, by those who have
  hanged themselves, by the dead, by those
  who have died violently: attract her to me,
  (speak the name of the female desired),
  whose mother is (speak the name of the
  female’s mother).  I adjure you, Kerberos,
  by the holy dead of the infernal gods.  At-
  tract to me her, (speak the name of the fe-
  male desired), whose mother is (speak the
  name of  the female’s mother), ZOUCH
  ZOUKI TO PARY YPHEBARMO ENOR
  SEKEMI KRIOUDASEPHE TRIBEPSI:
  attract to me her, (speak the name of the
  female desired), whose mother is (speak the
  name of the female’s mother), to me, (speak
  your own name), immediately, immediately;
  quickly, quickly.
  Ingredients: 4 ounces of wax,   8  ounces  of  fruit,
  pitch, a censer, and frankincense.
  Ritual: Pound the ingredients of fruit and wax fine,
  separately, and mix them with pitch and wax.
  Fashion a dog 8 fingers long with its mouth
  open.  And you are to place in the mouth of
  the dog a bone from the head of a man who
  has died violently.  And you are to place the
  dog on a tripod.  And have the dog raising
  its right paw.  And write on a strip of papy-
  rus these names and what you wish: “IAO
  ASTO IOPHE,” and you are to place the
  strip of papyrus on the tripod and on top
  of the strip you are to place the dog and say
  these names many times.  And so, after you
  have spoken the second chant, the dog hisses
  or barks, and if it hisses, she is not coming
  (Aedile’s decision).  Therefore address the
  spell to it again, and if it barks, it is attract-
  ing her.  Then open the door, and you will
  find her whom you wish at your doors.  Let
  a censer stand beside the dog, and let frank-
  incense be placed upon it as you speak the
  second chant.  This spell is to be cast in a
  level, pure place.
  Description: Casting this spell will  cause  a  female
  named by the caster to fall in love with the
  caster and become compelled to seek out
  the caster immediately.  She will do anything
  for the caster that she would normally do
  for the true love of her life.
  
  579
  Chapter 12: Spells
  Fetching Charm for an Unmanageable
  Woman
  Level: 2
  Magic Points: 16
  Discipline: Air
  Range: This world
  Area: 1 woman
  Duration: 7 days
  Reference: PGM VII. 593-619
  Chant: I call upon you, the masters, great gods, who
  shine in the present hour, on this day, for
  the sake of her, the ungodly (speak the name
  of the unmanageable woman).  For she has
  said ‘IAO does not have ribs.’  She, (speak
  her name), has said, ‘ADONAI was cast out
  because of his violent anger.’  She, (speak
  her name), has said, ‘SABAOTH emitted 3
  cries.’  She, (speak her name), has said,
  ‘PAGOURE is by nature a hermaphrodite.’
  She (speak her name), has said,
  ‘MARMOROUTH was castrated.’  She,
  (speak her name), has said, ‘IAEO was not
  entrusted with the ark.’  She, (speak her
  name), has said, MICHAEL is by nature a
  hermaphrodite.’
  I am not the one who says such
  things, master, but she, the godless (speak
  her name).  Therefore fetch her for me, her
  inflamed with passion, submissive.  Let her
  not find sleep until she comes to me (repeat
  this paragraph 7 times).
  Ingredients: A lamp (not painted red), 7 wicks,
  olive oil, and wormwood seeds
  Ritual: Take a lamp, not painted red, with 7 wicks,
   and make a wick of the hawser of a wrecked
  ship.  On the 1st wick write with ink, “IAO”;
  on the 2nd, “ADONAI”; on the 3rd,
  “SABAOTH”; on the 4th, “PAGOURE”; on
  the 5th, “MARMOROUTH”; on the 6th,
  “IAEO”; on the 7th, “MICHAEL.”
  Put olive oil in the lamp and place it
  in a window facing south.  Also put worm-
  wood seeds around the edge of the lamp,
  and recite the chant.
  If the 1st lamp flickers, know that
  she has been seized by the demon.  And if
  the 2nd, she has left the house; and if the 3rd,
  she is on the way; and if the 4th, she has
  arrived; and if the 5th, she is at the door; the
  6th, at the doorlatch; the 7th, she has come
  into the house.
  This spell can fetch characters from
  across the sea.  For that, place the lamp in
  some water in the open air.  Place a papyrus
  boat under the lamp, and recite the chant 6
  times.
  Description: Casting   this   spell   will   summon   a
  demon to fetch an unmanageable woman
  and bring her to the caster.  The woman will
  be unable to sleep until she meets with the
  caster.  When she arrives, she will be sub-
  missive and inflamed by passion.
  
  580
  Chapter 12: Spells
  Fierce Fire
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: 150’
  Area: 5’ radius
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  necessitates  a  suc-
  cessful Hurl skill check by the caster.   Fire
  appears in 1 palm of the caster and is hurled
  at a foe.  If failed, then the spell goes off
  (01-25%) beyond the target, (26-50%) short
  of the target, (51-75%) left of the target, or
  (76-100%) to the right of the target by (1d10
  + 10)’.  The fire ignites instantly upon hit-
  ting the target or ground and causes 1d10
  IP or LP damage to all in the area affected.
  Flight
  Level: 4
  Magic Points: 32
  Discipline: Earth
  Range: Touch
  Area: Creature touched
  Duration: 3 rounds  to  an  exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  allows  the  caster
  to bestow the ability of Flight on a creature
  who would otherwise be unable to fly.  This
  spell is ineffective for creatures already ca-
  pable of flying.  The amount of weight that
  may be affected by Flight is determined by
  the level of the caster.  Consult the table
  below:
  le
  v
  e
  L
  r
  ets
  a
  C
  d
  et
  c
  eff
  A
  s
  d
  n
  u
  o
  P
  ni
  t
  h
  gie
  W
  1
  0
  1
  2
  0
  2
  3
  0
  5
  4
  0
  0
  1
  5
  0
  0
  2
  6
  0
  0
  5
  8-
  7
  0
  0
  0,1
  0
  1-
  9
  0
  0
  0,2
  4
  1-
  1
  1
  0
  0
  0,0
  1
  7
  1-
  5
  1
  0
  0
  0,0
  2
  9
  1-
  8
  1
  0
  0
  0,0
  5
  9
  1
  >
  0
  0
  0,0
  0
  1
  
  581
  Chapter 12: Spells
  The creature touched may choose
  their own direction, and they may hover in
  place if desired.  The maximum speed at
  which a creature of Flight is able to fly is
  determined as follows.  Divide the Caster
  Level by the weight in pounds of the crea-
  ture affected by Flight.  Multiply this num-
  ber by 1,000.  This result is the number of
  feet that may be traveled per round.
  For example, a 10th level caster casts
  Flight and touches a 180 lb. human.  The
  human will be capable of flying 55’ per round
  [(10/180) x 1000].  However, if the same
  caster cast Flight on a 2,000 lb. creature, the
  creature would be capable of flying only at
  5’ per round.
  Since flight is 3-dimensional, speed
  may be calculated when elevation is consid-
  ered by referring to the Sprint skill (see Chap.
  8: Skills).
  Flyweight
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: Touch
  Area: Creature touched
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to gain the benefit of  falling as
  slowly as a feather for the duration of the
  spell.  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).  Note
  that if the target falls for 2 rounds and de-
  cides to jump off a cliff, then they will still
  fall slowly until the end of the duration.
  
  582
  Chapter 12: Spells
  For a Sleeping Woman to Confess the
  Name of  the Man she Loves
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: Touch
  Area: 1 woman
  Duration: 1 round
  Reference: PGM LXIII. 7-12.
  Chant: None
  Ingredients: A bird’s tongue
  Ritual: Place a bird’s tongue under her lip or on her
  heart and put your question, and she calls
  the name 3 times.
  Description: Casting  this  spell  causes  a  sleeping
  woman to call out the name of the man she
  loves thrice.
  For an Erection
  Level: 1
  Magic Points: 8
  Discipline: Air
  Range: Touch
  Area: 1 Manhood
  Duration: 2d100 minutes
  Reference: PDM lxi. 58-62 [PGM LXI. vi.x].
  Chant: None
  Ingredients: Woad plant, wine, pepper
  Ritual: Boil woad plant in a pot and grind them up
  in wine with pepper; smear it on your geni-
  tals.  If you wish it to relax again, provide
  with a decoction.
  Description: Casting this spell causes a limp Man-
  hood to become a blue-veined throbber.
  Though ejaculation will occur normally, there
  will not be a refractory period afterward; it
  will remain throbbing for the duration of
  the spell, unless a decoction is provided.
  For Ascent of  the Uterus
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: 1 mile
  Area: 1 female
  Duration: 3 minutes to an exponential power equal
  to the level of the caster
  Reference: PGM VII. 260-271.
  Chant: None
  Ingredients: A cord of 7 colors, a tablet
  Ritual: Write the following on a tin tablet and weave
  a cord around one’s neck of 7 colors, then
  wear the tablet as an amulet:
  I conjure you, O Womb, by the one
  established over the Abyss, before heaven,
  earth, sea, light, or darkness came to be; you
  who created the angels, being foremost,
  AMICHAMCHOU and CHOUCHAO
  CHEROEI 
  OUEIACHO 
  ODOU
  PROSEIOGGES, and who sit over the
  cherubim, who bear your own throne, that
  you return again to your seat, and that you
  do not turn to 1 side into the right part of
  the ribs, or into the left part of the ribs, and
  that you do not gnaw into the heart like a
  dog, but remain indeed in your own intended
  and proper place, not chewing as long as I
  conjure by the one who, in the beginning,
  made the heaven and earth and all that is
  therein.  Hallelujah! Amen!
  Description: This spell causes a flexing  of  the  an-
  terior of the uterus, which in turn causes
  some female problems such as blockage in
  urination, and also causes a swelling of the
  pubic area; in some women, it will cause an
  inability to stand upright.
  
  583
  Chapter 12: Spells
  For Coughs
  Level: 1
  Magic Points: 8
  Discipline: Water
  Range: Touch
  Area: 1 character
  Duration: Permanent/Instantaneous
  Reference: PGM VII. 203-5.
  Chant: None
  Ingredients: Parchment
  Ritual: In  black  ink,    write  on  the  parchment:
  “THAPSATE STHRAITO.”
  Description: Casting this  spell  causes  a  character
  who is coughing to no longer need to cough.
  If a disease makes the character cough, then
  the disease is not cured, but it no longer
  causes the character to cough.
  For Discharge of  the Eyes
  Level: 1
  Magic Points: 8
  Discipline: Water
  Range: Touch
  Area: 1 character
  Duration: Permanent
  Reference: PGM VII. 197-98.
  Chant: None
  Ingredients: Piece of papyrus
  Ritual: Write this on a piece of papyrus and attach
  it as an amulet: ROURARBISAROURB-
  BARIASPHREN.
  Description: Casting this spell causes all discharge
  of the eyes (tears, etc.) to no longer be nec-
  essary.
  For Fever with Shivering Fits
  Level: 5
  Magic Points: 40
  Discipline: Water
  Range: Touch
  Area: 1 character
  Duration: Permanent
  Reference: PGM VII. 211-12.
  Chant: SABAOTH
  Ingredients: Oil
  Ritual: Take oil in your hands and speak the chant
  7 times, then spread the oil from the sacrum
  to the feet.
  Description: Casting this spell cures all fevers and
  shivering fits, even those resulting from dis-
  ease.
  For Swollen Testicles
  Level: 2
  Magic Points: 16
  Discipline: Fire
  Range: 1 mile
  Area: 1 set of testicles
  Duration: 3 minutes to an exponential power equal
  to the level of the caster
  Reference: PGM VII. 209-10.
  Chant: Kastor Thab Thab
  Ingredients: A cord from a coin bag
  Ritual: Take  the  ingredient  and  with  each  knot
  speak the chant.
  Description:  Casting this spell causes the testicles
  of a male envisioned by the caster to swell
  to the point of causing discomfort and even
  pain.  For the 1st minute, it actually feels good
  and makes the male horny to have full tes-
  ticles.  Beyond the 1st minute, discomfort
  predominates and it becomes difficult to
  walk.
  
  584
  Chapter 12: Spells
  Force Ballista
  Level: 2
  Magic Points: 16
  Discipline: Fire
  Range: 100’
  Area: 10’ radius
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting   this   spell   creates   a   Force
  Ballista that launches a spear-like projectile
  at the target, designated by the caster by
  sight.  The projectile explodes upon impact
  and is useless thereafter.  More importantly,
  the magical projectile seeks its target unerr-
  ingly, exploding for 1d6 IP or LP of dam-
  age upon impact to all in the area, except
  for the main target, if it is directed to hit 1,
  who receives 2d8 LP of damage.
  Force Falsity
  Level: 3
  Magic Points: 24
  Discipline: Ether
  Range: 200’ and direct line of sight
  Area: 1 creature
  Duration: 2 seconds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting   this   spell   causes   a   target
  creature to be forced to lie with every state-
  ment made verbally.  Even though the tar-
  get creature may desire to speak the truth, a
  lie will be spoken instead.
  Force Fart
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: 50’
  Area: 1 creature
  Duration: 2 seconds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes a target seen
  by the caster to experience an accumulation
  of gas in their rectum, forcing them to fart.
  As the caster increases in level, the target
  will have to fart for a longer duration.
  Force Favor
  Level: 2
  Magic Points: 16
  Discipline: Ether
  Range: 50’
  Area: 1 humanoid
  Duration: Special
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes  a  humanoid
  subject to feel as though they owe the caster
  some sort of favor.  If hostile, then the hu-
  manoid will attempt to refrain from harm-
  ing the caster.  If friendly, then the human-
  oid will seem to go to great ends to help the
  caster.  A sane humanoid will never consider
  harming themselves for the sake of  the
  caster, favor or not.  The favor is unknown
  until the caster specifies it, and the favor must
  consist of an action that may be executed in
  1 round, such as attacking another.
  
  585
  Chapter 12: Spells
  Force Fear
  Level: 3
  Magic Points: 24
  Discipline: Ether
  Range: Touch
  Area: 1 target creature
  Duration: 2 rounds to an exponential power equal
  equal to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  converts  a  target
  creature into a coward for the duration of
  the spell.  For the duration of the spell, the
  target creature will demonstrate extreme fear
  and cowardice.  Target creatures who are
  converted to cowards will seem scared of
  everything.  If possible, the target creature
  will flee.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).  If
  the target creature passes a Wisdom ability
  check at TH 20, then the spell is ineffective.
  Force Fearlessness
  Level: 3
  Magic Points: 24
  Discipline: Ether
  Range: Touch
  Area: 1 target creature
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  converts  a  target
  creature into a creature who exhibits fear-
  lessness in all decisions for the duration of
  the spell.  The target creature will demon-
  strate extreme rashness, fearlessness, or over-
  confidence.  The target creature will seem
  fearless regarding everything, which usually
  makes them too bold and brave.  Fearless
  creatures, for instance, will confidently en-
  ter combat with more foes than can be
  handled reasonably.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).  If
  the target creature passes a Wisdom ability
  check at TH 20, then the spell is ineffective.
  
  586
  Chapter 12: Spells
  Force-Feed
  Level: 2
  Magic Points: 16
  Discipline: Ether
  Range: Touch
  Area: 1 target creature
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting   this   spell   causes   a   target
  creature to be overwhelmed by hunger.  The
  target creature must pass a Drive sub-ability
  check at TH 26 or eat as much as possible
  for the duration of the spell.  For the dura-
  tion of the spell, the target creature will be
  driven by hunger.  While affected, a target
  creature will eat foods they would normally
  reject.  For each round that the target crea-
  ture is force-feeding themselves, the target
  creature will magically gain 1 pound of fat.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).  If
  the target creature passes a Wisdom ability
  check at TH 20, then the spell is ineffective.
  Force Inferiority Complex
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: Touch
  Area: 1 target creature
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting   this   spell   causes   a   target
  creature to feel inferior to the caster.  For
  the duration of the spell, the target creature
  will experience a 25% reduction in Drive sub-
  ability, and will resent the caster.  If the pri-
  mary temperament of the target creature is
  choleric, then there is a 25% chance that the
  target creature resorts to violence against the
  caster.  The Aedile may modify this chance
  due to circumstances.  If the secondary tem-
  perament of the target creature is choleric,
  then there is a 75% chance that the target
  creature, if  sentient, will badmouth the
  caster.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).  If
  the target creature passes a Wisdom ability
  check at TH 20, then the spell is ineffective.
  
  587
  Chapter 12: Spells
  Force Mass Fear
  Level: 7
  Magic Points: 56
  Discipline: Ether
  Range: 100 miles
  Area: Nearest 10,000 humanoids
  Duration: 2 rounds to an  exponential  power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell converts the nearest
  10,000 humanoids to a point chosen within
  the range of the spell into cowards for the
  duration of the spell.  The target creatures
  will demonstrate extreme fear and coward-
  ice.  Target creatures who are converted to
  cowards will seem scared of everything.  If
  possible, then the target creatures will flee.
  Force Missile
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: Any visible target
  Area: 1 target
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Upon casting this spell,  a  successful
  Aim skill check must be made by the caster
  in order to hit the target with the Force Mis-
  sile; the Force Missile is a thin ray of force
  that emits instantaneously from an extended
  finger of the caster.  If successful, the mis-
  sile does 1d10 Life Points of damage per
  caster level to the target.  The maximum
  amount of damage possible is 7d10 LP.
  Force Oblation
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: Touch
  Area: 1 target creature
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting   this   spell   causes   a   target
  creature to randomly select 1 of their im-
  mediate possessions and sacrifice it in a
  ritual to the gods.  If the target creature is
  religious, then the target creature may sacri-
  fice the possession to their god.  The target
  creature will ruin the possession beyond re-
  pair during the ritual.  In the future, the tar-
  get creature will have nothing to do with the
  sacrificed possession.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).  If
  the target creature passes a Wisdom ability
  check at TH 20, then the spell is ineffective.
  
  588
  Chapter 12: Spells
  Force Rancor
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: Touch
  Area: 1 target creature
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this   spell   enrages   a   target
  creature.  The target creature will attempt
  to do nothing but physical harm to others
  nearby.  For example, if cast on a wizard,
  then they would ignore casting and most
  likely attack with any weapon available.  Af-
  fected creatures are often reported to have
  a sardonic grin during the fit of rancor.  To
  be unaffected by the spell, the target crea-
  ture must pass a Wisdom ability check at TH
  17.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).  The
  type of creature affected increases with the
  caster’s level as shown on the following table:
  le
  v
  e
  L
  r
  ets
  a
  C
  d
  et
  c
  eff
  A
  P
  L
  1
  0
  1
  d
  1
  2
  8
  d
  2
  3
  0
  2
  d
  2
  4
  0
  0
  1
  d
  4
  4
  >
  0
  0
  0
  1
  d
  4
  Force Scream
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: 50’
  Area: 1 creature
  Duration: 2 seconds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes a target seen
  by the caster to feel compelled to scream as
  loudly as possible for the duration of the
  spell.  As the caster increases in occupational
  level, the target will scream for a longer du-
  ration.  To resist this mental domination, the
  target must pass a Drive sub-ability check at
  TH 16.
  Force Slumber
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: Touch
  Area: 1 creature
  Duration: 1d10 minutes
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  induce creatures to succumb to slumber.
  The target creature must be touched suc-
  cessfully.  If the target creature resists being
  touched, then the caster must make a Brawl-
  ing skill check (see Chap. 8: Skills).
  If  touched successfully, then the
  spell is able to force 1d10 LP of a creature
  into a deep sleep.  After the spell expires,
  the creature will awaken suddenly.  This spell
  is usually powerful enough to put small ani-
  mals and infants to sleep.  A creature may
  not be partially forced into slumber.  Either
  they fall asleep, or the spell has no notice-
  able effect.
  
  589
  Chapter 12: Spells
  Foreknowledge Charm I
  Level: 6
  Magic Points: 48
  Discipline: Ether
  Range: Characters looked upon
  Area: 1 character per glance
  Duration: 1 minute per level of the caster
  Reference: PGM III. 483-88.
  Chant: ALA.AANG XICHA MICHA ANG
  E...EROTPITENPHET NPROME.
  Ingredients: A golden-colored crown
  Ritual: While wearing a gold-colored crown on the
  head, turn to the thief, kill him, cleave him,
  but do not behead him.
  Description: This  spell  allows the caster to detect
  a thief while concentrating on the stolen
  object.
  Foreknowledge Charm II
  Level: 9
  Magic Points: 270
  Discipline: Ether
  Range: 1 observed character
  Area: Caster
  Duration: 1 day
  Reference: PGM III. 263-75.
  Chant: Make  me  know  in  advance  the  things  in
  each character’s mind, today, because I am
  TOM...IAO SABAOTH IAO THEA-
  EETH...M ADOUNAI BATHIAO...EA
  THOE IABRABA ARBATHRAS IAO
  BATHIAOOIA ZAGOURE BARBAT-
  HIAO AEI AAAAAAA EEEEE-
  EE...OE...SOESESISIETH...SABAOTH
  LAEO.
  Ingredients: None
  Ritual: Take  your  finger  and  place  it  under  your
  tongue before you speak to anyone, and
  speak the chant.
  Description: The purpose of this spell  is  to  allow
  the caster to know all things in advance, as
  long as their finger is placed under their
  tongue.  To see if the spell is working, im-
  mediately after casting say “Lord, if you wish
  me to know in advance, let the falcon de-
  scend onto the tree.”  If it does not happen,
  also speak this formula to the 4 winds while
  turning around toward the wind; the formula
  is spoken to each of the 4 winds as the caster
  faces them successively.  The Aedile will de-
  clare whether or not the spell works.
  If the spell functions properly, then
  the thoughts of whoever the caster looks
  upon are known to the caster as they occur.
  
  590
  Chapter 12: Spells
  Frosty Touch
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: Touch
  Area: Creature touched
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).  If
  failed, then the spell is wasted.  If passed,
  then the target suffers 1d10 LP of cold dam-
  age.
  Greater Bidding
  Level: 4
  Magic Points: 32
  Discipline: Ether
  Range: 50’
  Area: 1 creature
  Duration: 2 hours to  an  exponential  power  equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes 1 target crea-
  ture to become subservient to the bidding
  of the caster.  The caster must be within 50’
  of the target creature and able to see their
  eyes without obstruction.  The target crea-
  ture may be able to avoid the effects of the
  spell if they pass a Drive sub-ability check at
  TH 24.
  While under the influence of the
  caster, the target creature will not commit
  suicide, but may be more apt to harm them-
  selves than usual.  Generally, they will feel
  compelled to please the caster by doing the
  bidding of the caster without question.  The
  target creature is dominated mentally by the
  caster.
  When the spell expires, the target
  creature will remember the events that oc-
  curred during this spell.  However, these
  memories will seem disoriented, as if from
  a dream.
  Perhaps the most popular use of this
  spell is for sexual purposes.  Horny male
  casters frequently use this spell to make at-
  tractive females do their sexual bidding.
  
  591
  Chapter 12: Spells
  Greater Electrical Discharge
  Level: 3
  Magic Points: 24
  Discipline: Fire
  Range: 100’
  Area: 1 target
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: A beam of electricity zaps forth from
  the finger of the caster and does 2d20 LP
  of damage to the target.  A successful Aim
  skill check must be made regarding the
  caster’s finger in order to hit the target (see
  Chap. 8: Skills).  Otherwise the spell is wasted.
  Greater Healing
  Level: 3
  Magic Points: 24
  Discipline: Water
  Range: Touch
  Area: 1 creature touched
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  heal another.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).  If successful, then the creature re-
  gains 2d20 Life Points if  wounded.  If
  missed, then the spell is wasted.
  Greater Holocaust
  Level: 10
  Magic Points: 1,800
  Discipline: Fire
  Range: 100 miles
  Area: 10-mile blast radius
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes incomprehen-
  sible burning damage.  The caster must
  choose a central point within the range.
  From this central point, a fiery blast will ex-
  plode violently and implode again within 1
  round.  Anything within the area is subjected
  to (4d100 x 100) IP or LP.  It is likely that
  only ashes will remain.  Vegetation will not
  grow in this area for 1 millennium.  The ex-
  plosion will be heard and felt up to 100 miles
  away.
  
  592
  Chapter 12: Spells
  Greater Hologram
  Level: 3
  Magic Points: 24
  Discipline: Air
  Range: 100’ + 50’ per level of the caster
  Area: 10 cubic feet
  Duration: Until the caster ceases concentration on
  the hologram
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  create a scentless illusion no larger than 10
  cubic feet.  The illusion may be mobile if so
  desired, though the object cannot move be-
  yond the area of the spell.  For instance, the
  illusion may be any sort of small animal, as
  long as the caster has seen it before.
  An improvement over Lesser Holo-
  gram, Greater Hologram allows sound to
  accompany the visual illusion, though this
  hallucination cannot provide sensations of
  taste, touch, or smell.  The only sound that
  may accompany the hallucination is a sound
  that the caster has physically heard before
  and remembers.  Imagined sounds fail.
  All creatures who view this hologram
  must make a successful Analytic Intelligence
  sub-ability check at TH 18 in order to rec-
  ognize that this is not real.  If they fail the
  check, then they will behave as if it were
  real.  If the caster creates an illusion that
  suggests a threat to the life of a believing
  creature, then onlookers may also be sub-
  jected to making a successful Health sub-
  ability check or suffering appropriate penal-
  ties as deemed by the Aedile.  For instance,
  a caster may choose to create a hologram
  of a knife hurling through the air at the head
  of a trollop.  If the trollop believes, then
  the Aedile may make her roll against an ap-
  propriate TH for the situation and may also
  decide the appropriate penalties.
  Greater Mending
  Level: 4
  Magic Points: 32
  Discipline: Water
  Range: Touch
  Area: 1 creature touched
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  mend severed tendons and limbs.  Severed
  tendons and limbs often result from Graphic
  Gore (see Chap. 10: Combat).  By touching
  the severed tendon or connecting the sev-
  ered limb with its stump, mending occurs
  instantly.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).
  
  593
  Chapter 12: Spells
  Greater Perpetual Hologram
  Level: 7
  Magic Points: 56
  Discipline: Air
  Range: 1,000’ + 500’ per level of the caster
  Area: 1,000 cubic feet
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  create an illusion no larger than 1,000 cubic
  feet.  The illusion may be mobile if so de-
  sired, though the object cannot move be-
  yond the area of the spell.  For instance, the
  illusion may be any sort of small animal, as
  long as the caster has seen it before.
  An improvement over Perpetual Ho-
  logram, Greater Perpetual Hologram allows
  taste and touch to accompany the visual il-
  lusion; the sensations of sight, smell, sound,
  taste, and touch may be included.  The caster
  may use any sensation imagined.
  All creatures who view this hologram
  must make a successful Analytic Intelligence
  sub-ability check at TH 27 in order to rec-
  ognize that this is not real.  If they fail the
  check, then they will behave as if it were
  real.  If the caster creates an illusion that
  suggests a threat to the life of a believing
  creature, then onlookers may also be sub-
  jected to making a successful Health sub-
  ability check or suffering appropriate penal-
  ties as deemed by the Aedile.  For instance,
  a caster may choose to create a hologram
  of a knife hurling through the air at the head
  of a trollop.  If the trollop believes, then
  the Aedile may make her roll against an ap-
  propriate TH for the situation and may also
  decide the appropriate penalties.
  Greater Vulnerability to Acid
  Level: 5
  Magic Points: 40
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  to automatically take 300% IP or LP of dam-
  age from any and all acid attacks, natural or
  magical, for the duration of the spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Greater Vulnerability to Air
  Level: 4
  Magic Points: 32
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  to automatically take 300% IP or LP of dam-
  age from any and all air attacks, natural or
  magical, for the duration of the spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  
  594
  Chapter 12: Spells
  Greater Vulnerability to Armor
  Level: 4
  Magic Points: 32
  Discipline: Earth
  Range: Touch
  Area: 1 creature
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this  spell  causes  an  armored
  creature to become more vulnerable, losing
  3 CA per level of the caster.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Greater Vulnerability to Bases
  Level: 5
  Magic Points: 40
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the target to
  automatically take 300% IP or LP of dam-
  age from any and all base attacks, natural or
  magical, for the duration of the spell.  By
  base, it is meant the opposite of acid.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Greater Vulnerability to Cold
  Level: 4
  Magic Points: 32
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the target to
  automatically take 300% IP or LP of dam-
  age from any and all cold attacks, natural or
  magical, for the duration of the spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Greater Vulnerability to Discipline
  Level: 4
  Magic Points: 32
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  a  target  to
  automatically take 300% IP or LP of dam-
  age from any magical attacks of a specified
  discipline for the duration of the spell.  The
  specific magical discipline must be named
  prior to casting.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  
  595
  Chapter 12: Spells
  Greater Vulnerability to Earth
  Level: 4
  Magic Points: 32
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the target to
  automatically take 300% IP or LP of dam-
  age from any and all earthen attacks, natural
  or magical, for the duration of the spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Greater Vulnerability to Electricity
  Level: 4
  Magic Points: 32
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the target to
  automatically take 300% IP or LP of dam-
  age from any and all electrical attacks, natu-
  ral or magical, for the duration of the spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Greater Vulnerability to Ethicality
  Level: 7
  Magic Points: 56
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the target to
  automatically take 300% LP of damage from
  any and all attacks made by ethical creatures
  for the duration of the spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Greater Vulnerability to Fire
  Level: 4
  Magic Points: 32
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the target to
  automatically take 300% LP of damage from
  any and all fire attacks, natural or magical,
  for the duration of the spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  
  596
  Chapter 12: Spells
  Greater Vulnerability to Immorality
  Level: 7
  Magic Points: 56
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the target to
  automatically take 300% LP of damage from
  any and all attacks made by immoral crea-
  tures for the duration of the spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Greater Vulnerability to Morality
  Level: 7
  Magic Points: 56
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the target to
  automatically take 300% LP of damage from
  any and all attacks made by moral creatures
  for the duration of the spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Greater Vulnerability to Poison
  Level: 6
  Magic Points: 48
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the target to
  automatically take 300% IP or LP of dam-
  age from any and all poison, natural or magi-
  cal, for the duration of the spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Greater Vulnerability to Skill
  Level: 6
  Magic Points: 48
  Discipline: Earth
  Range: Touch
  Area: 1 creature
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  a  target  to
  automatically suffer a penalty to all skill
  checks.  The penalty is - 3 per occupational
  level of the caster.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  
  597
  Chapter 12: Spells
  Greater Vulnerability to Sonics
  Level: 5
  Magic Points: 40
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the target to
  automatically take 300% IP or LP of dam-
  age from any and all sonic attacks, natural
  or magical, for the duration of the spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Greater Vulnerability to Unethicality
  Level: 7
  Magic Points: 56
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the target to
  automatically take 300% LP of damage from
  any and all attacks made by unethical crea-
  tures for the duration of the spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Greater Vulnerability to Weapon
  Level: 4
  Magic Points: 32
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the target to
  automatically take 300% IP or LP of dam-
  age from any and all attacks that result from
  a specific type of weapon envisioned by the
  caster during casting.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  
  598
  Chapter 12: Spells
  Happy Cleaver
  Level: 3
  Magic Points: 24
  Discipline: Earth
  Range: 0
  Area: Caster’s line of sight
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes matter in the
  surrounding area to mutate into a demented,
  intelligent, and laughing cleaver.  The Aedile
  randomly determines which matter.  This
  animated cleaver revels in bloodlust, and will
  turn against the caster if the cleaver does
  not attack within 1 minute.  If no other crea-
  tures who may bleed are within the area, then
  the cleaver attacks the caster.  Whenever the
  cleaver attacks, it laughs hysterically with an
  evil tone.  Upon each successful cleave, the
  Happy Cleaver makes a slurping sound as if
  enjoying the blood that flows freely from
  the gaping wound.
  The cleaver attacks 6 times per
  round, doing 1d10 LP of damage, but it has
  no Delivery Penalty.  With an Intelligence
  of 30, it is unable to speak, but laughs co-
  herently.  The cleaver has a mind of its own
  and does not need the caster to wield it.  The
  cleaver magically propels itself through the
  air.  Wizards have never been able to under-
  stand why, but Happy Cleavers prefer to hack
  female dancers to pieces.
  Have Her Cadaver
  Level: 3
  Magic Points: 24
  Discipline: Air
  Range: Touch
  Area: 1 female humanoid
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes 1 female hu-
  manoid cadaver to appear to be alive and
  unconscious.  This appearance is illusory, and
  each character who senses (sees, smells,
  tastes, and/or touches) the female cadaver
  must roll 3d10, and the results must be 20
  or higher to disbelieve the illusion.  For the
  spell to function, the cadaver must have all
  of its bones, although flesh is unnecessary.
  This spell does not function on a humanoid
  larger than 7’ in height.  While the spell func-
  tions, the dead female will appear exactly as
  she did during the most fertile moment of
  her life; she will have hair, flesh that is not
  discolored and is warm to the touch, etc.  In
  fact, if her chest is observed, it will appear
  to rise and fall as though she breathes.  If
  her nose is examined, then it will feel as
  though she inhales and exhales.  Finally, if
  her vagina is penetrated, then it will feel warm
  and wet.  In every respect, the female ca-
  daver will appear to be healthy and alive.  If
  in life the female was unattractive, then the
  illusion of her will be equally unattractive.
  This spell is unpopular and shunned
  by most, but when it is cast the most com-
  mon reason for casting is copulation.  When
  the spell duration expires, the illusion will
  disappear instantly.
  
  599
  Chapter 12: Spells
  Headless
  Level: 1
  Magic Points: 8
  Discipline: Air
  Range: Touch
  Area: 1 head
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes  a  head  of  a
  living or undead character or creature to ap-
  pear to be missing.  The missing head is illu-
  sory.  Each character who sees the creature
  with a missing head must roll 3d10, and the
  results must be 17 or higher to disbelieve
  the illusion.  If the head is touched, though
  it appears to be missing, then it will be felt
  and the illusion will no longer have an effect
  on the character who touched the head that
  seemed to be missing.
  When a character sees a headless
  creature, and believes the hallucination, re-
  fer back to the previous roll and consult the
  table below:
  llo
  R
  tl
  u
  s
  e
  R
  9-
  3
  .s
  d
  n
  u
  o
  r
  0
  0
  1
  d
  1
  r
  o
  f
  e
  v
  o
  m
  o
  t
  elb
  a
  n
  U
  2
  1-
  1
  1
  tu
  b
  ,s
  d
  n
  u
  o
  r
  0
  1
  d
  2
  r
  o
  f
  y
  a
  w
  a
  tnir
  p
  s
  o
  t
  s
  eir
  T
  .cin
  a
  p
  o
  t
  e
  u
  d
  s
  d
  n
  u
  o
  r
  0
  1
  d
  1
  yre
  v
  e
  n
  w
  o
  d
  sllaf
  4
  1-
  3
  1
  .s
  d
  n
  u
  o
  r
  0
  1
  d
  1
  r
  o
  f
  elbiss
  o
  p
  fi
  y
  a
  w
  a
  stnir
  p
  S
  7
  1-
  5
  1
  d
  etc
  effa
  n
  U
  Heal Dislocation or Fracture
  Level: 2
  Magic Points: 16
  Discipline: Water
  Range: Touch
  Area: 1 dislocated socket or fractured bone
  Duration: Permanent
  Reference: Arcana Mundi, p. 72
  Chant: (first  one)   Moetas  vaeta  daries  dardaries
  astataries dissunapiter
  (second one) huat huat huat ista sistas
  sitardannabou dannaustra
  Ingredients: Green reed of 4-5’ in length
  Ritual: Take the green reed,  split  it  in  the  middle,
  and let 2 men hold it to their hips.  Recite
  the first chant until the parts come together.
  When the 2 parts come together and touch
  each other, grip them with your hand, make
  a cut left and right, tie it onto the disloca-
  tion or the fracture, and it will heal.  But,
  you must recite every day the second chant.
  Description: Casting  this  spell  permanently  heals
  1 dislocated socket or fractured bone.  All
  damage suffered by the injury is restored.
  Healing
  Level: 2
  Magic Points: 16
  Discipline: Water
  Range: Touch
  Area: 1 creature touched
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  heal another.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).  If successful, then the creature re-
  gains 2d8 Life Points if wounded.  If missed,
  then the spell is wasted.
  
  600
  Chapter 12: Spells
  Hearing Voices
  Level: 4
  Magic Points: 32
  Discipline: Ether
  Range: Touch
  Area: Self
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  bestow an ability by touch (though usually
  the caster touches their own head) to detect
  supernatural voices.  The surrounding air and
  ether are said to be populated with spirits,
  angels, and demons.  With the birth of ev-
  ery human, an agathodemon and cacode-
  mon are also created (see Neveria).
  The chance that the caster or target
  of the spell hears a voice is 10% per caster
  level.  If a voice is heard (which the Aedile
  must portray), then the voice usually does
  not state its identity, and the caster must at-
  tempt to determine the identity of the voice
  without aid from this spell.  Most voices,
  when heard, occur as whispers in which the
  gender is difficult to impossible to distin-
  guish.
  If the spell is cast frequently, and if
  supernatural spirits continually attend to the
  caster or target such as in the case of an
  agathodemon or cacodemon, then it is pos-
  sible for the caster or target to build a rela-
  tionship with the spirit, allowing them to bet-
  ter determine whether the voice heard upon
  the next casting is actually that spirit or an-
  other pretending to be that spirit.
  Though some spirits are friendly and
  helpful, most resent the living and will mis-
  direct or lead the caster or target into trouble.
  Moral casters or targets usually seek their
  agathodemon.  Immoral casters or targets
  usually seek their cacodemon.
  Heating
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: 50’
  Area: 30 lbs. of wood or metal per level of the caster
  Duration: 1 round per 2 levels of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell heats wood and metal
  enough to scorch and melt it, provided it is
  seen by the caster.  Should a living or ani-
  mated target be wearing or touching this
  wood or metal, they will suffer damage.
  Metal will become scorched during
  the 2nd round of application, and will melt
  during the 5th round of Heating.  Wood be-
  comes scorched immediately, and catches
  aflame if subjected to Heating for more than
  1 round, distributing an additional 1d6 LP
  of damage per round afterwards to those in
  contact.  Wood will become cinders in 4
  rounds.
  Any living or animated target in con-
  tact with the affected metal or wood will
  suffer damage.  The damage is proportion-
  ate to the percent of their body that is af-
  fected.  For instance, if  only 50% of  a
  creature’s body is in contact, then they will
  receive only 50% of the damage listed be-
  low.
  The 1st round of contact, flesh de-
  hydrates and melts away as it absorbs 3d6
  Life Points of damage.  The 2nd round of
  contact, muscles melt away, and an additional
  3d6 LP of damage is distributed.  The 3rd
  round, the portion of the sorry son-of-a-
  bitch’s skeleton in contact is scorched for all
  eternity, and an additional 3d6 LP of dam-
  age is accrued.  Finally, the 4th round of con-
  tact, the structure of any mortal creature is
  reduced to a burnt, powdery, smelly, soot-
  like substance.  LP are irrelevant at this stage;
  no mortal is able to survive this fiery on-
  slaught.
  
  601
  Chapter 12: Spells
  Hover
  Level: 3
  Magic Points: 24
  Discipline: Earth
  Range: Touch
  Area: Creature touched
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  allows  the  caster
  to bestow upon a creature the ability to
  Hover.  This spell is ineffective on creatures
  already capable of flying.  The amount of
  weight that may be affected by Hover is de-
  termined by the level of the caster.  Consult
  the table below:
  le
  v
  e
  L
  r
  ets
  a
  C
  d
  et
  c
  eff
  A
  s
  d
  n
  u
  o
  P
  ni
  t
  h
  gie
  W
  1
  0
  1
  2
  0
  2
  3
  0
  5
  4
  0
  0
  1
  5
  0
  0
  2
  6
  0
  0
  5
  8-
  7
  0
  0
  0,1
  0
  1-
  9
  0
  0
  0,2
  4
  1-
  1
  1
  0
  0
  0,0
  1
  7
  1-
  5
  1
  0
  0
  0,0
  2
  9
  1-
  8
  1
  0
  0
  0,0
  5
  9
  1
  >
  0
  0
  0,0
  0
  1
  Hover does not allow a creature to
  move about at will, which is the spell called
  Flight.  Instead, Hover allows a creature to
  Hover above the ground.  While in the air, a
  hovering creature may push off from an ob-
  ject.  The speed gained is determined by the
  Aedile, and should be a function of the
  Strength sub-ability and the weight of the
  hovering creature.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Hurl Voice
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: 150’
  Area: 1 originating object
  Duration: Casting time
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  hurl a message of choice to seem as though
  it originates with 1 object, living or non-liv-
  ing.  The volume emanating from the object
  will equal the volume from the caster’s
  mouth.
  
  602
  Chapter 12: Spells
  Imbue Item
  Level: 5
  Magic Points: 40
  Discipline: Ether
  Range: Touch
  Area: 1 item
  Duration: Special
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the next spell
  cast to be stored or imbued into an item
  specified by the caster.  Most magical items
  are created with this spell.  The Aedile de-
  termines the effect.  It may be necessary for
  conditions to be specified as well.
  For example, a caster may imbue a
  sword with Bestow Lesser Harm.  The next
  creature to touch the sword will receive the
  effects of that spell.  So that the Bestow
  Lesser Harm spell does not harm the wielder
  as the next character who touches the sword,
  a crafty sorcerer may then wrap the handle
  with new leather.  In this way, a character
  may wield the weapon, since they are only
  touching leather that was not affected by the
  spell.
  Imbue Item is often used in conjunc-
  tion with another spell called Immutability.
  Casting Immutability on an imbued item will
  make the effects of a spell permanent.  For
  instance, after casting Immutability on the
  sword mentioned above with Bestow Lesser
  Harm, it may harm those upon contact
  whenever the wielder wills it.
  Finally, a Wish spell may be cast so
  that conditions are imposed, such as allow-
  ing the wielder of the sword mentioned
  above to be able to touch the blade and
  handle, but anyone struck receives the ef-
  fect of the spell.
  If the item is metallic, then a chance
  of spell failure exists due to defigere (see
  Chap. 11: Magic).  If spell failure results, then
  a Random Magical Effect occurs (see Ap-
  pendix 3: Random Magical Effects).
  Immutability
  Level: 6
  Magic Points: 48
  Discipline: Ether
  Range: Touch
  Area: Special
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes a spell effect
  that is currently in effect to become perma-
  nent.  Immutability will not make perma-
  nent effects or states that are not spell ef-
  fects.
  For example, a caster may cast
  Tenesmus on a victim, which makes them
  constipated for a limited duration.  During
  the duration of the effects of the Tenesmus
  spell, any caster may cast Immutability on
  the victim.  This would result in making the
  effect of the Tenesmus spell permanent.  For
  the rest of the victim’s life, they will suffer
  from severe constipation.
  This spell is often used in conjunc-
  tion with Imbue Item.  If an item is imbued
  with a spell, then casting Immutability on
  the item will make permanent whatever spell
  effects or capabilities it has.
  If the item is metallic, then a chance
  of spell failure exists due to defigere (see
  Chap. 11: Magic).  If spell failure occurs, then
  a Random Magical Effect occurs (see Ap-
  pendix 3: Random Magical Effects).  Thereafter,
  the immutable effect will produce a random
  magical effect if spell failure occurred, or it
  will work consistently thereafter if spell fail-
  ure did not occur.
  
  603
  Chapter 12: Spells
  Immutable Wound
  Level: 4
  Magic Points: 32
  Discipline: Earth
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  a  touched
  target creature never to heal from the next
  wound that they receive.  The next wound
  received by the target creature will be im-
  mutable.  Hence, whatever LP the target
  creature loses is permanent.  The target crea-
  ture must be touched successfully.  If the
  target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).
  Impotence
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: Touch
  Area: 1 male creature
  Duration: See below
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting   this   spell   causes   a   target
  creature to become impotent.  The degree
  of impotence is affected by the level of the
  caster.  This spell does not affect females.
  The target creature must be touched suc-
  cessfully.  If the target creature resists being
  touched, then the caster must make a Brawl-
  ing skill check (see Chap. 8: Skills).  Consult
  the table below:
  le
  v
  e
  L
  r
  ets
  a
  C
  t
  c
  eff
  E
  2-
  1
  s
  etu
  ni
  m
  0
  1
  d
  1
  r
  o
  f
  p
  m
  il
  d
  o
  o
  h
  n
  a
  M
  4-
  3
  sr
  u
  o
  h
  0
  2
  d
  1
  r
  o
  f
  p
  m
  il
  d
  o
  o
  h
  n
  a
  M
  6-
  5
  s
  y
  a
  d
  8
  d
  1
  r
  o
  f
  p
  m
  il
  d
  o
  o
  h
  n
  a
  M
  8-
  7
  s
  k
  e
  e
  w
  4
  d
  1
  r
  o
  f
  p
  m
  il
  d
  o
  o
  h
  n
  a
  M
  0
  1-
  9
  s
  h
  tn
  o
  m
  2
  1
  d
  1
  r
  o
  f
  p
  m
  il
  d
  o
  o
  h
  n
  a
  M
  2
  1-
  1
  1
  sra
  e
  y
  0
  1
  d
  1
  r
  o
  f
  p
  m
  il
  d
  o
  o
  h
  n
  a
  M
  4
  1-
  3
  1
  s
  e
  d
  a
  c
  e
  d
  0
  1
  d
  1
  r
  o
  f
  p
  m
  il
  d
  o
  o
  h
  n
  a
  M
  4
  1
  >
  yltn
  e
  n
  a
  m
  re
  p
  p
  m
  il
  d
  o
  o
  h
  n
  a
  M
  
  604
  Chapter 12: Spells
  Indispensable Invisibility
  Level: 5
  Magic Points: 40
  Discipline: Air
  Range: Caster
  Area: Caster’s body
  Duration: Until sunset
  Reference: PGM I. 222-31.
  Chant: Make  me  invisible,  AEO OAE EIE EAO,
  in the presence of any man until sunset, IO
  IO O PHRIXRIZO EOA.
  Ingredients: Fat or eye of a night owl, ball (pellet)
  of dung of a beetle, and oil of an unripe
  olive.
  Ritual: Take the ingredients and grind them all to-
  gether until smooth, and smear your whole
  body with it.  Then, speak the chant.
  Description: Casting this spell will make the caster
  invisible to all others until sunset.  If the
  light of the sun is unavailable, then the spell
  fails to function.
  Inferno
  Level: 8
  Magic Points: 64
  Discipline: Fire
  Range: 10 miles
  Area: 1,000’ blast radius
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes incomprehen-
  sible burning damage.  The caster must
  choose a central point within the range.
  From this central point, a fiery blast will ex-
  plode violently and implode again within 1
  round.  Anything within the area is subjected
  to 4d100 IP or LP.  Vegetation will not grow
  in this area for 1 decade.  The explosion will
  be heard and felt up to 1 mile away.
  Internal Explosion
  Level: 2
  Magic Points: 16
  Discipline: Fire
  Range: Direct line of sight
  Area: 1 creature’s innards
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this  spell  causes  an  Internal
  Explosion to occur in a target seen by the
  caster during casting.  The explosion causes
  2d8 Life Points of damage to the innards
  of the selected creature.  If the creature sur-
  vives, then the Aedile may determine addi-
  tional effects, such as intense farting.
  
  605
  Chapter 12: Spells
  Internal Infestation
  Level: 2
  Magic Points: 16
  Discipline: Air
  Range: Touch
  Area: 1 creature’s innards
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell summons creatures
  to infest an area inside the target creature.
  The target creature must be touched suc-
  cessfully.  If the target creature resists being
  touched, then the caster must make a Brawl-
  ing skill check (see Chap. 8: Skills).
  Upon casting this spell, the caster
  must designate which internal area will be
  infested.  Possibilities include: anus, mouth,
  stomach, vagina, or womb.  Enough crea-
  tures will be summoned to fill the internal
  area.  The species of creature summoned is
  determined randomly.  Roll 1d100 and con-
  sult the table below:
  llo
  R
  t
  c
  e
  s
  n
  I
  0
  1-
  1
  0
  tn
  A
  0
  2-
  1
  1
  e
  e
  B
  0
  3-
  1
  2
  h
  c
  a
  o
  r
  k
  c
  o
  C
  0
  4-
  1
  3
  ylferiF
  0
  5-
  1
  4
  ylF
  0
  6-
  1
  5
  re
  p
  p
  o
  h
  ss
  ar
  G
  0
  7-
  1
  6
  o
  tiu
  q
  s
  o
  M
  0
  8-
  1
  7
  s
  g
  el
  g
  n
  ol
  y
  d
  d
  a
  d
  ,re
  dip
  S
  0
  9-
  1
  8
  flo
  w
  ,re
  dip
  S
  0
  0
  1-
  1
  9
  m
  r
  o
  W
  If an infestation occurs in the womb
  of a pregnant female, then the fetus dies
  instantly.
  Bees will sting the target creature.  4
  beestings will cause 1 LP of damage.  After
  the Aedile estimates the number of bees,
  the Aedile must roll to determine what per-
  cent of the bees will sting the target crea-
  ture during the 1st round.  The remainder
  will sting the target creature the 2nd round.
  Intestinal Wreathe
  Level: 3
  Magic Points: 24
  Discipline: Earth
  Range: 500’
  Area: 1 target creature
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster.
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  a  creature’s
  intestines to emerge from their rectum and
  encircle the neck of their owner.  The target’s
  intestines will strangle them with a Strength
  equal to the caster (see Wrestling in Chap. 8:
  Skills).  Even if the target overcomes their
  animated intestines, they are usually bewil-
  dered for the rest of their lives, and defecat-
  ing is uncomfortable, at best.  The caster
  must be able to see the target creature at all
  times and maintain concentration.
  
  606
  Chapter 12: Spells
  Invincibility
  Level: 10
  Magic Points: 1,800
  Discipline: Water
  Range: Touch
  Area: 1 target creature
  Duration: 2 rounds  to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to become impervious to all attacks
  and harm, with 1 exception.  The exception
  is determined by the Aedile.  For some, it is
  a specific body part where they may be
  harmed normally.  For others, there is only
  1 form of attack, such as fire, to which they
  are not invincible.  This spell grants invinci-
  bility with 1 exception determined by the
  Aedile.  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Invincibility to Acid
  Level: 8
  Magic Points: 64
  Discipline: Water
  Range: Touch
  Area: 1 target creature
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes   the   target
  creature to become impervious to all acid
  attacks, both magical and non-magical.  The
  target creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).
  Invincibility to Air
  Level: 7
  Magic Points: 56
  Discipline: Water
  Range: Touch
  Area: 1 target creature
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes   the   target
  creature to become impervious to all air at-
  tacks, both magical and non-magical.  The
  target creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).
  
  607
  Chapter 12: Spells
  Invincibility to Bases
  Level: 8
  Magic Points: 64
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 2 rounds to  an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes   the   target
  creature to become impervious to all base
  attacks, both magical and non-magical.  Here,
  base is meant as the opposite of acid.  The
  target creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).
  Invincibility to Cold
  Level: 7
  Magic Points: 56
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes   the   target
  creature to become impervious to all cold
  attacks, both magical and non-magical.  The
  target creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).
  Invincibility to Earth
  Level: 7
  Magic Points: 56
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes   the   target
  creature to become impervious to all earth
  attacks, both magical and non-magical.  The
  target creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).
  Invincibility to Electricity
  Level: 7
  Magic Points: 56
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes   the  target
  creature to become impervious to all elec-
  trical attacks, both magical and non-magi-
  cal.  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  
  608
  Chapter 12: Spells
  Invincibility to Fire
  Level: 7
  Magic Points: 56
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to become impervious to all fire at-
  tacks, both magical and non-magical.  The
  target creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).
  Invincibility to Gaze
  Level: 8
  Magic Points: 64
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes   the   target
  creature to become impervious to all gaze
  attacks, both magical and non-magical.  The
  target creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).
  Invincibility to Poison
  Level: 9
  Magic Points: 270
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to become impervious to all poi-
  son attacks, both magical and non-magical.
  The target creature must be touched suc-
  cessfully.  If the target creature resists being
  touched, then the caster must make a Brawl-
  ing skill check (see Chap. 8: Skills).
  Invincibility to Water
  Level: 7
  Magic Points: 56
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to become impervious to all water
  attacks, both magical and non-magical.  The
  target creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).
  
  609
  Chapter 12: Spells
  Invisibility
  Level: 3
  Magic Points: 24
  Discipline: Air
  Range: Caster
  Area: Caster’s body
  Duration: Caster’s discretion.
  Reference: PGM I. 247-62.
  Chant: Rise up, infernal demon, IO ERBETH IO
  PHOBETH IO PAKERBETH IO
  APOMPS;  Whatever I, (caster’s name), or-
  der you to do, be obedient to me.
  Ingredients: Eye of a corpse that has died  a  vio-
  lent death, a rose plant, and oil of lily.
  Ritual:  Take the ingredients and rub them with oil
  of lily.  As you rub them, speak the chant.
  If you wish to become invisible, rub just your
  face with the concoction, and you will be
  invisible for as long as you wish.  And if you
  wish to be visible again, move from west to
  east and say this name, and you will be obvi-
  ous and visible to all.
  Description: Casting this spell allows the caster to
  become invisible for as long as desired.  The
  clothes and possessions of the caster do not
  become invisible, only their body.  The
  power of this spell is granted by an infernal
  demon, and hence, moral casters shun its
  use.
  Ionic Attack
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: Touch
  Area: Creature touched
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell transfers damaging
  ionic energy from the caster to a target.  The
  target creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).  The target loses
  1d10 LP of electrical damage.  If the Brawl-
  ing check is failed, then the spell is wasted.
  The ancient word ion means something that
  goes.  In this spell, it is damaging energy that
  goes to the target.
  
  610
  Chapter 12: Spells
  Lesser Bidding
  Level: 3
  Magic Points: 24
  Discipline: Ether
  Range: 25’
  Area: 1 creature
  Duration: 1 hour per level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes 1 target crea-
  ture to become subservient to the caster’s
  bidding.  The caster must be within 25’ of
  the target creature and able to see their eyes
  without obstruction.  The target creature
  may be able to avoid the effects of the spell
  if they pass a Drive sub-ability check at TH
  21.
  While under the influence of the
  caster, the target creature will not commit
  suicide, but may be more apt to harm them-
  selves than usual.  Generally, they will feel
  compelled to please the caster by doing their
  bidding without question.  The target crea-
  ture of this spell is dominated mentally by
  the caster.
  When the spell expires, the target
  creature will remember the events that oc-
  curred during this spell.  However, these
  memories will seem disoriented, as if from
  a dream.
  Perhaps the most popular use of this
  spell is for sexual purposes.  Horny male
  casters frequently use this spell to make at-
  tractive females do their sexual bidding.
  Lesser Electrical Discharge
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: 50’
  Area: 1 target
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes a small beam
  of electricity to zap forth from the finger
  of the caster and do 1d10 LP of damage to
  the target creature.  A successful Aim skill
  check must be made regarding the caster’s
  finger in order to hit the target (see Chap. 8:
  Skills).  Otherwise the spell is wasted.
  Lesser Healing
  Level: 1
  Magic Points: 8
  Discipline: Water
  Range: Touch
  Area: 1 creature touched
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  heal another.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).  If successful, then the creature re-
  gains 1d10 LP if  wounded.  If missed, then
  the spell is wasted.
  
  611
  Chapter 12: Spells
  Lesser Holocaust
  Level: 9
  Magic Points: 270
  Discipline: Fire
  Range: 50 miles
  Area: 1 mile blast radius
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes incomprehen-
  sible burning damage.  The caster must
  choose a central point within the range.
  From this central point, a fiery blast will ex-
  plode violently and implode again within 1
  round.  Anything within the area is subjected
  to (4d100 x 10) IP or LP.  It is likely that
  only ashes will remain.  Vegetation will not
  grow in this area for 1 century.  The explo-
  sion will be heard and felt up to 10 miles
  away.
  Lesser Hologram
  Level: 1
  Magic Points: 8
  Discipline: Air
  Range: 50’ + 10’ per level of the caster
  Area: 1 cubic foot
  Duration: Until the caster ceases concentration on
  the hologram
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  create a silent and scentless illusion no larger
  than 1 cubic foot.  The illusion may be mo-
  bile if so desired, though the object cannot
  move beyond the area of the spell.  For in-
  stance, the illusion may be any sort of small
  animal, as long as the caster has seen it be-
  fore.
  All creatures who view this hologram
  must make a successful Analytic Intelligence
  sub-ability check at TH 17 in order to rec-
  ognize that this is not real.  If they fail the
  check, then they will behave as if it were
  real.  In certain situations that may be cre-
  ated by the caster and could possibly threaten
  the life of a believer, onlookers may also be
  subjected to making a successful Health sub-
  ability check or suffering appropriate penal-
  ties as deemed by the Aedile.  For instance,
  a caster may choose to create a hologram
  of a knife hurling through the air at the head
  of a trollop.  If the trollop believes, then
  the Aedile may make her roll against an ap-
  propriate TH for the situation and may also
  decide the appropriate penalties.
  
  612
  Chapter 12: Spells
  Lesser Mending
  Level: 2
  Magic Points: 16
  Discipline: Water
  Range: Touch
  Area: 1 creature touched
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  mend broken bones.  Broken bones often
  result from Graphic Gore (see Chap. 10:
  Combat).  Tendons and dismembered limbs
  may not be mended, except with the spell
  called Greater Mending.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Lesser Vulnerability to Acid
  Level: 2
  Magic Points: 16
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to automatically take 150% IP or
  LP of damage from any and all acid attacks,
  natural or magical, for the duration of the
  spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Lesser Vulnerability to Air
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to automatically take 150% IP or
  LP of damage from any and all air attacks,
  natural or magical, for the duration of the
  spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Lesser Vulnerability to Armor
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: Touch
  Area: 1 target creature
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this  spell  causes  an  armored
  target creature to become more vulnerable,
  losing 5 CA per level of the caster.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  
  613
  Chapter 12: Spells
  Lesser Vulnerability to Bases
  Level: 2
  Magic Points: 16
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to automatically take 150% IP or
  LP of damage from any and all base attacks,
  natural or magical, for the duration of the
  spell.  By base, it is meant the opposite of
  acid.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Lesser Vulnerability to Cholerics
  Level: 2
  Magic Points: 16
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to automatically take 150% LP of
  damage from any and all attacks made by
  creatures with a predominantly choleric tem-
  perament for the duration of the spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Lesser Vulnerability to Cold
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to automatically take 150% IP or
  LP of damage from any and all cold attacks,
  natural or magical, for the duration of the
  spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Lesser Vulnerability to Discipline
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to automatically take 150% IP or
  LP of damage from any magical attacks of
  a specified discipline for the duration of the
  spell.  The specific magical discipline must
  be named prior to casting.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  
  614
  Chapter 12: Spells
  Lesser Vulnerability to Earth
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to automatically take 150% IP or
  LP of damage from any and all earth at-
  tacks, natural or magical, for the duration
  of the spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Lesser Vulnerability to Electricity
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to automatically take 150% IP or
  LP of damage from any and all electrical at-
  tacks, natural or magical, for the duration
  of the spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Lesser Vulnerability to Ethicality
  Level: 3
  Magic Points: 24
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to automatically take 150% LP of
  damage from any and all attacks made by
  ethical creatures for the duration of the spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Lesser Vulnerability to Fire
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to automatically take 150% LP of
  damage from any and all fire attacks, natural
  or magical, for the duration of the spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  
  615
  Chapter 12: Spells
  Lesser Vulnerability to Immorality
  Level: 3
  Magic Points: 24
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to automatically take 150% LP of
  damage from any and all attacks made by
  immoral creatures for the duration of the
  spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Lesser Vulnerability to Melancholics
  Level: 2
  Magic Points: 16
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to automatically take 150% LP of
  damage from any and all attacks made by
  creatures with a predominantly melanhcolic
  temperament for the duration of the spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Lesser Vulnerability to Morality
  Level: 3
  Magic Points: 24
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to automatically take 150% LP of
  damage from any and all attacks made by
  moral creatures for the duration of the spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Lesser Vulnerability to Phlegmatics
  Level: 2
  Magic Points: 16
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to automatically take 150% LP of
  damage from any and all attacks made by
  creatures with a predominantly phlegmatic
  temperament for the duration of the spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  
  616
  Chapter 12: Spells
  Lesser Vulnerability to Poison
  Level: 3
  Magic Points: 24
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to automatically take 150% IP or
  LP of damage from any and all poison, natu-
  ral or magical, for the duration of the spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Lesser Vulnerability to Sanguines
  Level: 2
  Magic Points: 16
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to automatically take 150% LP of
  damage from any and all attacks made by
  creatures with a predominantly sanguine
  temperament for the duration of the spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Lesser Vulnerability to Skill
  Level: 3
  Magic Points: 24
  Discipline: Earth
  Range: Touch
  Area: 1 target creature
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes   the  target
  creature to automatically suffer a penalty to
  all skill checks.  The penalty is - 2 per level
  of the caster.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Lesser Vulnerability to Sonics
  Level: 2
  Magic Points: 16
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to automatically take 150% IP or
  LP of damage from any and all sonic at-
  tacks, natural or magical, for the duration
  of the spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  
  617
  Chapter 12: Spells
  Lesser Vulnerability to Unethicality
  Level: 3
  Magic Points: 24
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to automatically take 150% LP of
  damage from any and all attacks made by
  unethical creatures for the duration of the
  spell.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Lesser Vulnerability to Weapon
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: Touch
  Area: 1 creature or object
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  target
  creature to automatically take 150% IP or
  LP of damage from any and all attacks that
  result from a specific type of weapon envi-
  sioned by the caster during casting.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Living Monstrosity
  Level: 2
  Magic Points: 16
  Discipline: Fire
  Range: Touch
  Area: 1 unborn fetus
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  an  unborn
  fetus to become diseased or deformed.  The
  belly of  the pregnant female must be
  touched successfully.  If the pregnant female
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).  The Aedile decides the exact nature
  of the birth defect.  Whatever it is, it will be
  a curse to the child, not a blessing.
  Love Spell I
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: Manhood Insertion
  Area: 1 woman
  Duration: 3  hours  to  an  exponential  power  equal
  to the level of the caster
  Reference: PDM xiv. 1047-48.
  Chant: None
  Ingredients: Foam of a stallion’s mouth
  Ritual: To make a woman love copulating with her:
  Anoint your Manhood with the ingredient
  and lie with the woman.
  Description: Casting this spell will cause any woman
  who is slept with to fall in love with the caster
  upon sleeping with him.
  
  618
  Chapter 12: Spells
  Love Spell II
  Level: 2
  Magic Points: 16
  Discipline: Ether
  Range: Manhood Insertion
  Area: 1 woman
  Duration: 3 days to an exponential power equal to
  the level of the caster
  Reference: PDM xiv. 930-32.
  Chant: None
  Ingredients: Fruit of acacia and honey
  Ritual: To cause a woman  to  love  a  man:  fruit  of
  acacia; grind with honey; anoint his Man-
  hood with it; and lie with the woman!
  Description: Casting this spell allows the caster to
  make any woman love him who sleeps with
  him.
  Love Spell III
  Level: 3
  Magic Points: 24
  Discipline: Fire
  Range: Unlimited
  Area: 1 beautiful woman
  Duration: 2 weeks  to  an  exponential  power  equal
  to the level of the caster
  Reference: PGM IV. 1265-74.
  Chant: NEPHERIERI
  Ingredients: Frankincense
  Ritual: If you wish to win a woman who is beauti-
  ful, be pure for 3 days, make an offering of
  frankincense, and speak the chant over it.
  You approach the woman and say it 7 times
  in your soul as you gaze at her, and in this
  way it will succeed.  But do this for 7 days.
  Description: Casting this spell will cause the beau-
  tiful woman to fall in love with the caster.
  To qualify as beautiful, the woman must have
  Facial Charisma and Bodily Attractiveness
  sub-ability scores each in excess of 130.
  Love Spell IV
  Level: 4
  Magic Points: 32
  Discipline: Ether
  Range: 1’
  Area: 1 passionately kissed partner
  Duration: 2 weeks  to  an  exponential  power  equal
  to the level of the caster
  Reference: PGM VII. 661-63.
  Chant: ANOK                  THARENEPIBATHA
  CHEOUCHCHA 
  ANOA 
  ANOK
  CHARIEMOCHTH LAILAM.
  Ingredients: None
  Ritual: In conversation  while  kissing  passionately,
  speak the chant.
  Description: Casting this spell causes 1 passionately
  kissed partner to fall in love with the caster.
  The caster may physically abuse the partner
  if so desired, and their love for the caster
  will not waiver.
  Love Spell V
  Level: 5
  Magic Points: 40
  Discipline: Ether
  Range: Lip to lip
  Area: The character passionately kissed
  Duration: 1 year per level if the caster
  Reference: PGM VII. 405-6.
  Chant: I am THAZI N EPIBATHA CHEOUCH
  CHA Iam I am CHARIEMOUTH
  LAILAM.
  Ingredients: None
  Ritual: For  love,   speak  the  chant  while  kissing
  passionately.
  Description: Casting   this   spell  causes  the  charac-
  ter kissed to fall in love with the caster.  They
  will be so attracted to the caster that at any
  moment they are not touching the caster,
  they will masturbate.  It is impossible for
  the subject to find others attractive.
  
  619
  Chapter 12: Spells
  Love Spell of  Attraction I
  Level: 2
  Magic Points: 16
  Discipline: Ether
  Range: Unlimited
  Area: 1 woman
  Duration: Until she  goes  home  and  has  sex  with
  the caster.
  Reference: PGM IV. 94-153.
  Chant: When she drinks, when she eats, when she
  has intercourse with someone else, I will be-
  witch her heart, I will bewitch the heart of
  her, I will bewitch her breath, I will bewitch
  her 365 members, I will bewitch her inner
  part...wherever I desire, until she comes to
  me and I know what is in her heart, what
  she does, and of what she thinks, quickly,
  quickly; immediately, immediately.
  Ingredients: Forge a double iron  nail  with  a  head,
  a thin base, and a strong point.
  Ritual: Dip the double iron nail in blood and speak
  the chant.
  Description: After  casting  this  spell,   every  flam-
  ing, every cooking, every heating, every
  steaming, and every sweating that you will
  cause in this flaming stove, you will cause in
  the heart, in the liver, in the area of the na-
  vel, and in the belly of a specific female you
  want to attract, until you bring her home
  and she puts what is in her hand into your
  hand, what is in her belly onto your belly,
  what is in her female parts onto your male
  parts, quickly, quickly; immediately, immedi-
  ately.
  If a large amount of saliva forms in
  your mouth as you speak, understand that
  she is distressed, wants to talk to you, and is
  lovesick; if you yawn frequently, she wants
  to come to you.  But if you sneeze 2 times
  or more, then she is in good health,
  unafflicted by the love charm, and is return-
  ing to where she lives.  If you have a head-
  ache and are crying, then she is distressed,
  lovesick, or even dying.
  Love Spell of  Attraction II
  Level: 3
  Magic Points: 24
  Discipline: Ether
  Range: 1 mile
  Area: 1 woman
  Duration: 3 days to an exponential power equal to
  the level of the caster
  Reference: PGM IV. 2943-66.
  Chant: None
  Ingredients: A bat,  unbaked  dough  or  unmelted
  wax, a new drinking vessel, a papyrus strip
  Ritual: Take the eyes of  a  bat  and  release  it  alive,
  and take a piece of  unbaked dough or
  unmelted wax and mold a little dog; and put
  the right eye of the bat into the right eye of
  the little dog, implanting also in the same
  way the left one in the left.  And take a needle,
  thread it with the magical material and stick
  it through the eyes of the little dog, so that
  the magical material is visible.  And put the
  dog into a new drinking vessel, attach a pa-
  pyrus strip to it.  Deposit it at a crossroad
  after you have marked the spot so that,
  should you wish to recover it, you can find
  it.
  Written on the papyrus strip: “I ad-
  jure you 3 times PHORPHORBA BAIBO
  PHORBORBA, that she, (speak the name
  of the female desired), lose the fire in her
  eye or even lie awake with nothing on her
  mind except me, (speak your own name),
  alone.  I adjure you by Kore, PHORBEA
  BRIMO NEREATO DAMON BRIMON
  SEDNA DARDAR, All-seeing one, OPE,
  make her, (speak the name of the desired
  female), lie awake for me through all eter-
  nity.”
  Description: Casting this spell causes  a  woman  to
  do nothing but think affectionately of the
  caster.  She is unable to concentrate on any-
  thing else.
  
  620
  Chapter 12: Spells
  Love Spell of  Attraction III
  Level: 3
  Magic Points: 24
  Discipline: Ether
  Range: 1 mile
  Area: 1 character
  Duration: 1 hour per level of the caster
  Reference: PGM XXXVI. 69-101.
  Chant: None
  Ingredients: A pure papyrus, blood of an ass, and
  magical material (see below), vinegar gum
  Ritual: Take a pure papyrus and  with  blood  of  an
  ass write the following names, and put in
  the magical material (such as her hair, cloth-
  ing, or other possession) from the woman
  you desire.  Smear the strip of papyrus with
  moistened vinegar gum and glue it to the
  dry vaulted vapor room of a bath, and you
  will marvel.  But watch yourself so that you
  are not struck.
  The writing is this: Come, he who
  sits on top of the gate, IO ERBETH IO
  PAKERBETH IO BALCHOSETH IO
  APOMPS IO SESENRO IO BIMAT
  IAKOUMBIAI 
  ABERRAMENTHO
  OULER THEXANAX ETHRELUOOTH
  MEMAREBA TOU SETH, as you are in
  flames and on fire, so also the soul, the heart
  of her, (write the name of the desired char-
  acter), whom (write the name of the desired
  character’s mother) bore, until she comes
  loving me, (write your own name), and glues
  her female pudendum to my male one, im-
  mediately, immediately; quickly, quickly.
  Description: Casting   this   spell   attracts   men   to
  women, women to men, and makes virgins
  rush out of their homes.  This spell causes
  lust more than love.
  Love Spell of  Attraction IV
  Level: 4
  Magic Points: 32
  Discipline: Ether
  Range: 1 mile
  Area: 1 female
  Duration: 1 day
  Reference: PGM XXXVI. 361-71.
  Chant: SISISOTH,  attract  to  me  her,  (speak her
  name) on this very day, in this very hour,
  because I adjure you by the name
  CHYCHACHAMER 
  MEROUTH
  CHMEMINOUTH THIONTHOUTH
  PHIOPHAO BELECHAS AAA EEE EEE
  L’ S’ S’ S’ N’ N’.  Attract her, (speak her
  name), to (speak your own name).
  Ingredients: The skin  of  an  ass,  a  silurus  (a  par-
  ticular kind of common fish), and a dead
  dog.
  Ritual: Take the skin  of  an  ass  and  write  the  fol-
  lowing in the blood from the womb of a
  silurus (a particular kind of common fish)
  after mixing in the juice of the plant sarapis.
  After speaking the chant, place it in the
  mouth of a dead dog, and it will attract her
  in the same hour.
  Description: This spell works on the same day it is
  cast.  For 1 day, this female will love the caster
  so much, there is nothing she will not do
  for the caster.
  APUDNE.TE.VEL.ME
  Your place or mine?
  
  621
  Chapter 12: Spells
  Love Spell of  Attraction through Touch
  Level: 3
  Magic Points: 24
  Discipline: Ether
  Range: Touch
  Area: 1 female
  Duration: 1 day per level of the caster
  Reference: PGM VII. 973-80.
  Chant: THOBARRABAU MICHAEL MICHAEL
  OSIRIS PHOR PHORBA ABRIEL
  SESEGGENBARPHARAGGES IAO
  SABAOTH ADONAIE LAILAM, compel
  her, (speak the name of the desired female),
  whom (speak the name of  the female’s
  mother) bore, to follow me should I touch
  her.
  Ingredients: A scarab,  a vetch plant,   and  a  glass
  cup
  Ritual: Take a scarab and boil it in a good unguent,
  and take the beetle and grind it together with
  the plant vetch, and place them in a glass
  cup and speak the chant twice.
  Description: After casting this spell, the caster must
  touch the desired female for the spell to take
  effect.  The female will love the caster for
  the duration of the spell.
  Madness
  Level: 3
  Magic Points: 24
  Discipline: Fire
  Range: 1 mile
  Area: 1 character’s mind
  Duration: Permanent
  Reference: PDM xiv. 1182-87.
  Chant: None
  Ingredients: Hair of victim and dead man, a hawk
  Ritual: To  make  mad  any  man  or  woman:   You
  should take the hair of the character whom
  you wish together with the hair of a dead
  man; you should tie them to each other; you
  should tie them to the body of the hawk;
  and you should release it alive.  If you wish
  to do it for some days, you should put the
  hawk in a place, feeding it in your house.
  Description: This spell will cause any man or woman
  to acquire a Random Mental Illness.  Con-
  sult the table in Chapter 5: Mind.
  Magical Warning
  Level: 1
  Magic Points: 8
  Discipline: Water
  Range: None
  Area: A cone that matches the  visual  range  of  the
  eye of a dog.
  Duration: 2 hours per level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell creates a plucked eye
  and severed vocal chord of a dog.  The op-
  tic nerve of the eye connects to the vocal
  chords.  Whenever the eye sights movement,
  the vocal chords are activated, and barking
  results.  This functions as a warning for the
  caster.  The plucked eye will see only in the
  direction in which it is placed, staring intently
  without moving.
  
  622
  Chapter 12: Spells
  Martyrization
  Level: 8
  Magic Points: 64
  Discipline: Ether
  Range: Touch
  Area: 1 target creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting   this   spell   causes   a   target
  creature, upon death, to become a martyr.
  The target creature must be touched suc-
  cessfully.  If the target creature resists being
  touched, then the caster must make a Brawl-
  ing skill check (see Chap. 8: Skills).  A sizable
  percentage of the nearest population who
  is aware of the death of the target creature
  will martyrize them.  Circumstances vary, but
  if the target creature dies a public death in a
  city, then about 100,000 characters will mar-
  tyrize them after death.  The exact effect is
  determined by the Aedile, but it is common
  for cults to form for a martyr.
  Mass Bidding
  Level: 5
  Magic Points: 40
  Discipline: Ether
  Range: 100’
  Area: 100 creatures
  Duration: 2  hours  to  an  exponential  power  equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  100  target
  creatures closest to a point designated by the
  caster to become subservient to the bidding
  of the caster.  The target creatures may be
  able to avoid the effects of the spell if they
  pass a Drive sub-ability check at TH 26.
  While under the influence of the
  caster, the target creatures will not commit
  suicide, but may be more apt to harm them-
  selves than usual.  Generally, they will feel
  compelled to please the caster by doing the
  caster’s bidding without question.  The tar-
  get creatures of  this spell are dominated
  mentally by the caster.
  When the spell expires, the target
  creatures will remember the events that oc-
  curred during this spell.  However, these
  memories will seem disoriented, as if from
  a dream.
  Perhaps the most popular use of this
  spell is to raise a military force or create a
  mob.
  
  623
  Chapter 12: Spells
  Mass Complete Healing
  Level: 8
  Magic Points: 64
  Discipline: Water
  Range: Touch
  Area: 1d1000 characters
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  heal 1d1000 characters.  The characters must
  be touched successfully.  If a character re-
  sists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).  If successful, each character regains
  their full potential LP if wounded, regard-
  less of the number.  If missed, then the spell
  is wasted.
  Mass Evanescence
  Level: 4
  Magic Points: 32
  Discipline: Air
  Range: All must touch each other simultaneously
  Area: 10’ x 10’ x 10’
  Duration: Special
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell  causes  all  creatures
  or objects touched by the caster in the area
  to become evanescent, invisible.  The target
  creatures or object must be touched success-
  fully.  If  a target creature resists being
  touched, then the caster must make a Brawl-
  ing skill check (see Chap. 8: Skills).
  Evanescence is an illusion that func-
  tions by inducing all onlooking sentient char-
  acters to need to pass Intuition sub-ability
  checks at TH (18 + 1 per caster level).  Fail-
  ure means they do not see the evanescent
  creature or object.
  While evanescent, a creature may be
  invisible to others, but will still make sound
  normally.  Evanescent creatures may attack
  others and remain evanescent.
  Only whole creatures or objects may
  become evanescent.    For instance, it is im-
  possible for half of a broomstick to become
  evanescent.  Either the whole broomstick
  will, or none of it will be affected.
  Following is the duration for the ef-
  fect of the spell:
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  624
  Chapter 12: Spells
  Mass Greater Bidding
  Level: 6
  Magic Points: 48
  Discipline: Ether
  Range: 200’
  Area: 1,000 creatures
  Duration: 3  hours  to  an  exponential  power  equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes 1,000  target
  creatures closest to a point designated by the
  caster to become subservient to the bidding
  of the caster.  The target creatures may be
  able to avoid the effects of the spell if they
  pass a Drive sub-ability check at TH 30.
  While under the influence of the
  caster, the target creatures will not commit
  suicide, but may be more apt than usual to
  harm themselves.  Generally, they will feel
  compelled to please the caster by doing the
  caster’s bidding without question.  The tar-
  get creatures of  this spell are dominated
  mentally by the caster.
  When the spell expires, the target
  creatures will remember the events that oc-
  curred during this spell.  However, these
  memories will seem disoriented, as if from
  a dream.
  Perhaps the most popular uses of
  this spell are to raise a military force, create
  a mob, or become king.
  Mass Greater Healing
  Level: 6
  Magic Points: 48
  Discipline: Water
  Range: Touch
  Area: 1d1000 creatures
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  heal 1d1000 characters.  The target creatures
  must be touched successfully.  If a target
  creature resists being touched, then the
  caster must make a Brawling skill check (see
  Chap. 8: Skills).  If successful, then each char-
  acter regains 2d20 Life Points if wounded.
  If missed, then the spell is wasted.
  Mass Lesser Healing
  Level: 4
  Magic Points: 32
  Discipline: Water
  Range: Touch
  Area: 1d10 creatures
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  heal 1d10 characters.  The target creatures
  must be touched successfully.  If a target
  creature resists being touched, then the
  caster must make a Brawling skill check (see
  Chap. 8: Skills).  If successful, then each char-
  acter regains 1d10 LP if wounded.  If missed,
  then the spell is wasted.
  
  625
  Chapter 12: Spells
  Mass Healing
  Level: 5
  Magic Points: 40
  Discipline: Water
  Range: Touch
  Area: 1d100 creatures
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  heal 1d100 characters.  The target creatures
  must be touched successfully.  If a target
  creature resists being touched, then the
  caster must make a Brawling skill check (see
  Chap. 8: Skills).  If successful, then each char-
  acter regains 2d8 Life Points if wounded.
  If missed, then the spell is wasted.
  Mass Protection from Acid
  Level: 5
  Magic Points: 40
  Discipline: Water
  Range: Touch
  Area: 2 creatues to an  exponential  power  equal  to
  the level of the caster
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  creatures
  from non-magical acid by diminishing dam-
  age.  Magical acid is unaffected by this spell.
  The target creatures must be touched suc-
  cessfully.  If a target creature resists being
  touched, then the caster must make a Brawl-
  ing skill check (see Chap. 8: Skills).
  All acid-based attacks on the target
  creatures have reduced damage.  Damage is
  reduced by (5 x caster level)%.  1 LP of dam-
  age is the least that can be experienced by
  the target creatures.
  Mass Protection from Air
  Level: 4
  Magic Points: 32
  Discipline: Water
  Range: Touch
  Area: 2 creatures  to  an  exponential  power equal
  to the level of the caster
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  creatures
  from air attacks by diminishing damage.  The
  target creatures must be touched success-
  fully.  If  a target creature resists being
  touched, then the caster must make a Brawl-
  ing skill check (see Chap. 8: Skills).
  All air-based attacks on the target
  creatures have reduced damage.  Damage is
  reduced by (5 x caster level)%.  1 LP of dam-
  age is the least the target creatures can ex-
  perience.
  
  626
  Chapter 12: Spells
  Mass Protection from Bases
  Level: 5
  Magic Points: 40
  Discipline: Water
  Range: Touch
  Area: 2 creature  to  an  exponential  power equal to
  the level of the caster
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  creatures
  from non-magical bases by diminishing dam-
  age.  Bases, here, are meant as the opposite
  of acids.  Magical bases are unaffected by
  this spell.  The target creatures must be
  touched successfully.  If a target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).
  All base-based attacks on the target
  creatures have reduced damage.  Damage is
  reduced by (5 x caster level)%.  1 LP of dam-
  age is the least the target creatures can ex-
  perience.
  Mass Protection from Cholerics
  Level: 5
  Magic Points: 40
  Discipline: Water
  Range: Touch
  Area: 2 creatures  to  an  exponential  power equal
  to the level of the caster
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  creatures
  from attacks made by creatures with a pre-
  dominantly choleric temperament by dimin-
  ishing damage. The target creatures must be
  touched successfully.  If a target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).
  All attacks by choleric creatures on
  the target creatures have reduced damage.
  Damage is reduced by (5 x caster level)%.  1
  LP of damage is the least the target crea-
  tures can experience.
  
  627
  Chapter 12: Spells
  Mass Protection from Cold
  Level: 4
  Magic Points: 32
  Discipline: Water
  Range: Touch
  Area: 2 creatures  to  an  exponential  power equal
  to the level of the caster
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  creatures
  from non-magical cold by diminishing dam-
  age.  The target creatures must be touched
  successfully.  If a target creature resists be-
  ing touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  All cold-based attacks on the target
  creatures have reduced damage.  Damage is
  reduced by (5 x caster level)%.  1 LP of dam-
  age is the least the target creatures can ex-
  perience.
  Mass Protection from Discipline
  Level: 4
  Magic Points: 32
  Discipline: Water
  Range: Touch
  Area: 2 creatures  to  an  exponential  power equal
  to the level of the caster
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  creatures
  from all spells of a magical dsicipline.  The
  discipline, such as air or earth,  must be speci-
  fied during casting.  The target creatures must
  be touched successfully.  If a target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).
  Any time during the duration of the
  spell in which the target creatures must make
  a skill check, a bonus of (2 x caster level) is
  applied.  Further, damage resulting to the
  target creatures from a spell or magical ef-
  fect of the specified discipline is reduced by
  (5 x caster level)%.  1 LP of damage is the
  least the target creatures can experience.
  
  628
  Chapter 12: Spells
  Mass Protection from Earth
  Level: 4
  Magic Points: 32
  Discipline: Water
  Range: Touch
  Area: 2 creatures  to  an  exponential  power equal
  to the level of the caster
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  creatures
  from earth-based attacks by diminishing
  damage.  The target creatures must be
  touched successfully.  If a target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).
  All earth-based attacks on the target
  creatures have reduced damage.  Damage is
  reduced by (5 x caster level)%.  1 LP of dam-
  age is the least the target creatures can ex-
  perience.
  Mass Protection from Electricity
  Level: 4
  Magic Points: 32
  Discipline: Water
  Range: Touch
  Area: 2 creatures  to  an  exponential  power equal
  to the level of the caster
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  creatures
  from non-magical electricity by diminishing
  damage.  Magical electricity is unaffected by
  this spell.  The target creatures must be
  touched successfully.  If a target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).
  All electricity-based attacks on the
  target creatures have reduced damage.  Dam-
  age is reduced by (5 x caster level)%.  1 LP
  of damage is the least the target creatures
  can experience.
  
  629
  Chapter 12: Spells
  Mass Protection from Ethicality
  Level: 6
  Magic Points: 48
  Discipline: Water
  Range: Touch
  Area: 2  creatures  to  an  exponential  power equal
  to the level of the caster
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  creatures
  from attacks made by ethical creatures by
  diminishing damage. The target creatures
  must be touched successfully.  If a target
  creature resists being touched, then the
  caster must make a Brawling skill check (see
  Chap. 8: Skills).
  All attacks by ethical creatures on the
  target creatures have reduced damage.  Dam-
  age is reduced by (5 x caster level)%.  1 LP
  of damage is the least the target creatures
  can experience.
  Mass Protection from Fire
  Level: 4
  Magic Points: 32
  Discipline: Water
  Range: Touch
  Area: 2 creatures  to  an  exponential  power  equal
  to the level of the caster
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects creatures
  from non-magical fire by diminishing dam-
  age.  Magical fire is unaffected by this spell.
  The target creatures must be touched suc-
  cessfully.  If a target creature resists being
  touched, then the caster must make a Brawl-
  ing skill check (see Chap. 8: Skills).
  All fire-based attacks on the target
  creatures have reduced damage.  Damage is
  reduced by (5 x caster level)%.  1 LP of dam-
  age is the least the target creatures can ex-
  perience.
  
  630
  Chapter 12: Spells
  Mass Protection from Gaze
  Level: 5
  Magic Points: 40
  Discipline: Water
  Range: Touch
  Area: 2 creatures  to  an  exponential  power  equal
  to the level of the caster
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  creatures
  from non-magical gaze by diminishing dam-
  age and increasing skill checks.  Magical gaze
  is unaffected by this spell.  The target crea-
  tures must be touched successfully.  If a tar-
  get creature resists being touched, then the
  caster must make a Brawling skill check (see
  Chap. 8: Skills).
  Any time during the duration of the
  spell in which the target creatures must make
  a skill check, a bonus of (5 x caster level) is
  applied.  All gaze-based attacks on the tar-
  get creatures have reduced damage.  Dam-
  age is reduced by (5 x caster level)%.  1 LP
  of damage is the least the target creatures
  can experience.
  Mass Protection from Immorality
  Level: 6
  Magic Points: 48
  Discipline: Water
  Range: Touch
  Area: 2 creatures  to  an  exponential  power  equal
  to the level of the caster
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  creatures
  from attacks made by immoral creatures by
  diminishing damage. The target creatures
  must be touched successfully.  If a target
  creature resists being touched, then the
  caster must make a Brawling skill check (see
  Chap. 8: Skills).
  All attacks by immoral creatures on
  the target creatures have reduced damage.
  Damage is reduced by (5 x caster level)%.  1
  LP of damage is the least the target crea-
  tures can experience.
  
  631
  Chapter 12: Spells
  Mass Protection from Melancholics
  Level: 5
  Magic Points: 40
  Discipline: Water
  Range: Touch
  Area: 2 creatures  to  an  exponential  power  equal
  to the level of the caster
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  creatures
  from attacks made by creatures with a pre-
  dominantly melancholic temperament by di-
  minishing damage. The target creatures must
  be touched successfully.  If a target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).
  All attacks by melancholic creatures
  on the target creatures have reduced dam-
  age.  Damage is reduced by (5 x caster
  level)%.  1 LP of damage is the least the
  target creatures can experience.
  Mass Protection from Morality
  Level: 6
  Magic Points: 48
  Discipline: Water
  Range: Touch
  Area: 2 creatures  to  an  exponential  power  equal
  to the level of the caster
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  creatures
  from attacks made by moral creatures by di-
  minishing damage. The target creatures must
  be touched successfully.  If a target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).
  All attacks by moral creatures on the
  target creatures have reduced damage.  Dam-
  age is reduced by (5 x caster level)%.  1 LP
  of damage is the least the target creatures
  can experience.
  
  632
  Chapter 12: Spells
  Mass Protection from Phlegmatics
  Level: 5
  Magic Points: 40
  Discipline: Water
  Range: Touch
  Area: 2  creatures  to  an  exponential  power equal
  to the level of the caster
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  creatures
  from attacks made by creatures with a pre-
  dominantly phlegmatic temperament by di-
  minishing damage. The target creatures must
  be touched successfully.  If a target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).
  All attacks by phlegmatic creatures
  on the target creatures have reduced dam-
  age.  Damage is reduced by (5 x caster
  level)%.  1 LP of damage is the least the
  target creatures can experience.
  Mass Protection from Physical Harm
  Level: 6
  Magic Points: 48
  Discipline: Water
  Range: Touch
  Area: 2 creatures to an exponential power equal to
  the level of the caster
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  creatures
  from all physical harm by diminishing dam-
  age.  The target creatures must be touched
  successfully.  If a target creature resists be-
  ing touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Damage is reduced for all physical
  attacks on the target creatures for the dura-
  tion of the spell.  Damage is reduced by (5 x
  caster level)%.  1 LP of damage is the least
  the target creatures can experience.
  
  633
  Chapter 12: Spells
  Mass Protection from Poison
  Level: 6
  Magic Points: 48
  Discipline: Water
  Range: Touch
  Area: 2 creatures to an exponential power equal to
  the level of the caster
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  creatures
  from non-magical poison by diminishing
  damage.  Magical poison is unaffected by this
  spell.  The target creatures must be touched
  successfully.  If a target creature resists be-
  ing touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  All poison-based attacks on the tar-
  get creatures have reduced damage.  Dam-
  age is reduced by (5 x caster level)%.  1 LP
  of damage is the least the target creatures
  can experience.
  Mass Protection from Sanguines
  Level: 5
  Magic Points: 40
  Discipline: Water
  Range: Touch
  Area: 2  creatures  to  an  exponential  power equal
  to the level of the caster
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects creatures
  from attacks made by creatures with a pre-
  dominantly sanguine temperament by dimin-
  ishing damage. The target creatures must be
  touched successfully.  If a target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).
  All attacks by sanguine creatures on
  the target creatures have reduced damage.
  Damage is reduced by (5 x caster level)%.  1
  LP of damage is the least the target crea-
  tures can experience.
  
  634
  Chapter 12: Spells
  Mass Protection from Sonics
  Level: 5
  Magic Points: 40
  Discipline: Water
  Range: Touch
  Area: 2 creatures  to  an  exponential   power  equal
  to the level of the caster
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  creatures
  from non-magical sonics by diminishing
  damage.  Magical sonics are unaffected by
  this spell.  The target creatures must be
  touched successfully.  If a target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).
  All sonic-based attacks on the tar-
  get creatures have reduced damage.  Dam-
  age is reduced by (5 x caster level)%.  1 LP
  of damage is the least the target creatures
  can experience.
  Mass Protection from Unethicality
  Level: 6
  Magic Points: 48
  Discipline: Water
  Range: Touch
  Area: 2 creatures   to  an  exponential  power equal
  to the level of the caster
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  touched
  creatures from attacks made by unethical
  creatures by diminishing damage. The tar-
  get creatures must be touched successfully.
  If a target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).
  All attacks by unethical creatures on
  the target creatures have reduced damage.
  Damage is reduced by (5 x caster level)%.  1
  LP of damage is the least the target crea-
  tures can experience.
  
  635
  Chapter 12: Spells
  Mass Protection from Water
  Level: 4
  Magic Points: 32
  Discipline: Water
  Range: Touch
  Area: 2 creatures  to  an  exponential  power  equal
  to the level of the caster
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  creatures
  from water-based attacks by diminishing
  damage.  The target creatures must be
  touched successfully.  If a target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).
  All water-based attacks on the tar-
  get creatures have reduced damage.  Dam-
  age is reduced by (5 x caster level)%.  1 LP
  of damage is the least the target creatures
  can experience.
  Mass Teleportation
  Level: 9
  Magic Points: 270
  Discipline: Earth
  Range: Touch
  Area: 2 creatures  to  an  exponential  power equal
  to the level of the caster
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting   this   spell   causes   multiple
  creatures to be moved instantly or trans-
  ported to a location envisioned by the caster.
  The caster must have personally been in the
  exact location where the target creatures are
  to be transported.  The spell functions by
  converting the bodies of the target creatures
  into pure energy, which then seek the ap-
  propriate location at the speed of light, in-
  stantly transforming back into the target
  creatures at the specified destination.  All
  target creatures will appear in the same pro-
  portion regarding distance to each other, and
  all must appear at the same destination; the
  caster may not specify multiple destinations.
  1 of the target creatures must become a main
  target creature who will appear at the exact
  location, while the others will appear in cor-
  rect proportion around the main target crea-
  ture.
  An improvement over the spell
  Teleportation, a caster may teleport creatures
  regardless of their size.
  In order for the target creatures to
  be transported successfully to the correct
  location, the caster must pass a Reflection
  sub-ability check.  The caster must consult
  the Aedile to determine the TH of the Re-
  flection check.  Below are some suggestions:
  
  636
  Chapter 12: Spells
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  Mass Vulnerability to Acid
  Level: 8
  Magic Points: 64
  Discipline: Earth
  Range: Direct line of sight
  Area: 2 creatures or objects to an exponential power
  equal to the level of the caster
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the targets to
  automatically take 300% IP or LP of dam-
  age from any and all acid attacks, natural or
  magical, for the duration of the spell.  The
  caster must be able to see the targets and
  specify them during casting.
  Mass Vulnerability to Air
  Level: 7
  Magic Points: 56
  Discipline: Earth
  Range: Direct line of sight
  Area: 2 creatures or objects to an exponential power
  equal to the level of the caster
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the targets to
  automatically take 300% IP or LP of dam-
  age from any and all air attacks, natural or
  magical, for the duration of the spell.  The
  caster must be able to see the targets and
  specify them during casting.
  
  637
  Chapter 12: Spells
  Mass Vulnerability to Armor
  Level: 7
  Magic Points: 56
  Discipline: Earth
  Range: Direct line of sight
  Area: 2 creatures to an exponential power equal to
  the level of the caster
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes armored crea-
  tures to become more vulnerable, losing 3
  CA per level of the caster.  The caster must
  be able to see the targets and specify them
  during casting.  CA may not be reduced be-
  low 1.
  Mass Vulnerability to Bases
  Level: 8
  Magic Points: 64
  Discipline: Earth
  Range: Direct line of sight
  Area: 2 creatures or objects to an exponential power
  equal to the level of the caster
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the targets to
  automatically take 300% IP or LP of dam-
  age from any and all base attacks, natural or
  magical, for the duration of the spell.  By
  base, it is meant the opposite of acid.  The
  caster must be able to see the targets and
  specify them during casting.
  Mass Vulnerability to Cholerics
  Level: 8
  Magic Points: 64
  Discipline: Earth
  Range: Direct line of sight
  Area: 2 creatures or objects to an exponential power
  equal to the level of the caster
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the targets to
  automatically take 300% LP of damage from
  any and all attacks made by creatures with a
  predominantly choleric temperament for the
  duration of the spell.  The caster must be
  able to see the targets and specify them dur-
  ing casting.
  Mass Vulnerability to Cold
  Level: 7
  Magic Points: 56
  Discipline: Earth
  Range: Direct line of sight
  Area: 2 creatures or objects to an exponential power
  equal to the level of the caster
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the targets to
  automatically take 300% IP or LP of dam-
  age from any and all cold attacks, natural or
  magical, for the duration of the spell.  The
  caster must be able to see the targets and
  specify them during casting.
  
  638
  Chapter 12: Spells
  Mass Vulnerability to Discipline
  Level: 7
  Magic Points: 56
  Discipline: Earth
  Range: Direct line of sight
  Area: 2 creatures or objects to an exponential power
  equal to the level of the caster
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the targets to
  automatically take 300% IP or LP of dam-
  age from any magical attacks of a specified
  discipline for the duration of the spell.  The
  specific magical discipline must be named
  prior to casting.  Also, the caster must be
  able to see the targets and specify them dur-
  ing casting.
  Mass Vulnerability to Earth
  Level: 7
  Magic Points: 56
  Discipline: Earth
  Range: Direct line of sight
  Area: 2 creatures or objects
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell necessitates the tar-
  gets to automatically take 300% IP or LP of
  damage from any and all earthen attacks,
  natural or magical, for the duration of the
  spell.  The caster must be able to see the
  targets and specify them during casting.
  Mass Vulnerability to Electricity
  Level: 7
  Magic Points: 56
  Discipline: Earth
  Range: Direct line of sight
  Area: 2 creatures or objects
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the targets to
  automatically take 300% IP or LP of dam-
  age from any and all electrical attacks, natu-
  ral or magical, for the duration of the spell.
  The caster must be able to see the targets
  and specify them during casting.
  Mass Vulnerability to Ethicality
  Level: 9
  Magic Points: 270
  Discipline: Earth
  Range: Direct line of sight
  Area: 2 creatures or objects to an exponential power
  equal to the level of the caster
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the targets to
  automatically take 300% LP of damage from
  any and all attacks made by ethical creatures
  for the duration of the spell.  The caster
  must be able to see the targets and specify
  them during casting.
  
  639
  Chapter 12: Spells
  Mass Vulnerability to Fire
  Level: 7
  Magic Points: 56
  Discipline: Earth
  Range: Direct line of sight
  Area: 2 creatures or objects to an exponential power
  equal to the level of the caster
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the targets to
  automatically take 300% LP of damage from
  any and all fire attacks, natural or magical,
  for the duration of the spell.  The caster
  must be able to see the targets and specify
  them during casting.
  Mass Vulnerability to Immorality
  Level: 9
  Magic Points: 270
  Discipline: Earth
  Range: Direct line of sight
  Area: 2 creatures or objects to an exponential power
  equal to the level of the caster
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the targets to
  automatically take 300% LP of damage from
  any and all attacks made by immoral crea-
  tures for the duration of the spell.  The caster
  must be able to see the targets and specify
  them during casting.
  Mass Vulnerability to Melancholics
  Level: 8
  Magic Points: 64
  Discipline: Earth
  Range: Direct line of sight
  Area: 2 creatures or objects to an exponential power
  equal to the level of the caster
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the targets to
  automatically take 300% LP of damage from
  any and all attacks made by creatures with a
  predominantly melancholic temperament
  for the duration of the spell.  The caster
  must be able to see the targets and specify
  them during casting.
  Mass Vulnerability to Morality
  Level: 9
  Magic Points: 270
  Discipline: Earth
  Range: Direct line of sight
  Area: 2 creatures or objects to an exponential power
  equal to the level of the caster
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the targets to
  automatically take 300% LP of damage from
  any and all attacks made by moral creatures
  for the duration of the spell.  The caster
  must be able to see the targets and specify
  them during casting.
  
  640
  Chapter 12: Spells
  Mass Vulnerability to Phlegmatics
  Level: 8
  Magic Points: 64
  Discipline: Earth
  Range: Direct line of sight
  Area: 2 creatures or objects to an exponential power
  equal to the level of the caster
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the targets to
  automatically take 300% LP of damage from
  any and all attacks made by creatures with a
  predominantly phlegmatic temperament for
  the duration of the spell.  The caster must
  be able to see the targets and specify them
  during casting.
  Mass Vulnerability to Poison
  Level: 9
  Magic Points: 270
  Discipline: Earth
  Range: Direct line of sight
  Area: 2 creatures or objects to an exponential power
  equal to the level of the caster
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the targets to
  automatically take 300% IP or LP of dam-
  age from any and all poison, natural or magi-
  cal, for the duration of the spell.  The caster
  must be able to see the targets and specify
  them during casting.
  Mass Vulnerability to Sanguines
  Level: 8
  Magic Points: 64
  Discipline: Earth
  Range: Direct line of sight
  Area: 2 creatures or objects to an exponential power
  equal to the level of the caster
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the targets to
  automatically take 300% LP of damage from
  any and all attacks made by creatures with a
  predominantly sanguine temperament for
  the duration of the spell.  The caster must
  be able to see the targets and specify them
  during casting.
  Mass Vulnerability to Skill
  Level: 9
  Magic Points: 270
  Discipline: Earth
  Range: Direct line of sight
  Area: 2 creatures  to  an  exponential  power equal
  to the level of the caster
  Duration: 2 minutes to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes multiple tar-
  gets to automatically suffer penalties to all
  skill checks.  The penalty is - 2 per level of
  the caster.  The caster must see the targets
  upon casting the spell to bestow Mass Vul-
  nerability to Skill.
  
  641
  Chapter 12: Spells
  Mass Vulnerability to Sonics
  Level: 8
  Magic Points: 64
  Discipline: Earth
  Range: Direct line of sight
  Area: 2 creatures or objects to an exponential power
  equal to the level of the caster
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the targets to
  automatically take 300% IP or LP of dam-
  age from any and all sonic attacks, natural
  or magical, for the duration of the spell.  The
  caster must be able to see the targets and
  specify them during casting.
  Mass Vulnerability to Unethicality
  Level: 9
  Magic Points: 270
  Discipline: Earth
  Range: Direct line of sight
  Area: 2 creatures or objects to an exponential power
  equal to the level of the caster
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the targets to
  automatically take 300% LP of damage from
  any and all attacks made by unethical crea-
  tures for the duration of the spell.  The caster
  must be able to see the targets and specify
  them during casting.
  Mass Vulnerability to Weapon
  Level: 7
  Magic Points: 56
  Discipline: Earth
  Range: Direct line of sight
  Area: 2 creatures or objects to an exponential power
  equal to the level of the caster
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the targets to
  automatically take 300% IP or LP of dam-
  age from any and all attacks that result from
  a specific type of weapon envisioned by the
  caster during casting.  The caster must see
  the targets and specify them during casting.
  Meltdown
  Level: 4
  Magic Points: 32
  Discipline: Fire
  Range: 1,000’
  Area: 1 creature or object
  Duration: 1 round per level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell creates a magical fire
  capable of melting 1 target creature or ob-
  ject, unless immune to magical fire.  Melt-
  down causes 1d100 IP or LP of damage per
  round.  The target creature or object must
  be known to the caster and within range.
  
  642
  Chapter 12: Spells
  Miasma
  Level: 5
  Magic Points: 40
  Discipline: Fire
  Range: 1 mile
  Area: Special
  Duration: Special
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the air of an
  area to become vaporous and harmful if
  inhaled.  Both the size of the area and
  amount of LP in damage depend on the level
  of the caster.  Consult the following table:
  le
  v
  e
  L
  r
  ets
  a
  C
  a
  e
  r
  A
  e
  g
  a
  m
  a
  D
  0
  1-
  1
  e
  b
  u
  c
  to
  o
  f
  0
  5
  d
  n
  u
  o
  r
  /
  4
  d
  1
  4
  1-
  1
  1
  e
  b
  u
  c
  to
  o
  f
  0
  0
  1
  d
  n
  u
  o
  r
  /
  8
  d
  1
  7
  1-
  5
  1
  e
  b
  u
  c
  to
  o
  f
  0
  0
  5
  d
  n
  u
  o
  r
  /
  0
  2
  d
  2
  9
  1-
  8
  1
  e
  b
  u
  c
  to
  o
  f
  0
  0
  0,1
  d
  n
  u
  o
  r
  /
  0
  0
  1
  d
  1
  9
  1
  >
  e
  b
  u
  c
  to
  o
  f
  0
  0
  0,0
  1
  d
  n
  u
  o
  r
  /
  0
  0
  1
  d
  4
  Damage occurs for each round of
  inhalation.  Creatures that breathe the Mi-
  asma will cough severely for 2d20 minutes
  after exiting the vapors, their eyes will be-
  come bloodshot, and snot will flow freely
  from their nostrils.
  The duration of  the Miasma de-
  pends upon the ventilation of the area.  If
  indoors, then it could linger for years.  If
  outdoors, then it dissipates usually in 3d10
  minutes.
  Minor Transmogrification
  Level: 2
  Magic Points: 16
  Discipline: Earth
  Range: None
  Area: Caster
  Duration: 10 minutes per level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  assume the physical form of any creature
  within 2’ of the caster’s height or length.  The
  caster still retains the same physical proper-
  ties of their normal self, they just appear
  differently.  This is not an illusion.  Other
  characters may touch and verify the
  transmogrified form.  Features such as abili-
  ties, skills, LP, and CA do not change.  For
  instance, an elven caster may transmogrify
  into a wolf.  The elf-wolf will be able to bite
  or Sprint as a wolf, but will suffer LC penal-
  ties for not being skilled at biting or sprint-
  ing.  Indeed, learning to walk with 4 legs may
  be difficult, especially if others must be con-
  vinced.
  Multiplication of  Loaves and Fish
  Level: 4
  Magic Points: 32
  Discipline: Water
  Range: Touch
  Area: A quantity of loaves and fish
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes any loaves of
  bread and fish before the caster to multiply
  in number, not size, by 500 times.  Hence, 1
  loaf of bread would become 500 loaves of
  bread.  Only bread and fish may be multi-
  plied.  The bread and fish must each be
  lighter than 5 pounds.
  
  643
  Chapter 12: Spells
  Myotomy
  Level: 4
  Magic Points: 32
  Discipline: Fire
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  perma-
  nent division of a muscle.  The target crea-
  ture must be touched successfully.  If the
  target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).  If the caster success-
  fully touches the target creature, then the
  muscle is divided that was touched.  This
  muscle will never heal.  The Aedile deter-
  mines the effects of this Myotomy.  Con-
  sult either Graphic Gore or the table en-
  titled Useless/Missing Body Part Penalties
  in Chapter 10: Combat to determine an ap-
  propriate effect for a hacked muscle.
  Near Death Experience
  Level: 2
  Magic Points: 16
  Discipline: Air
  Range: Touch
  Area: 1 Creature
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes a target crea-
  ture to have a Near Death Experience.  The
  target creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).  If the caster suc-
  cessfully touches the target creature, then the
  target creature becomes unconscious and
  falls to the ground for the duration of the
  spell.  While unconscious, the target crea-
  ture will see a tunnel of white light and an
  unclear figure on the other end who is beck-
  oning with open arms for the target crea-
  ture to come to them.  When the spell ends,
  the target creature regains consciousness.  As
  a result of a Near Death Experience, the
  PP of the target creature are 40% likely to
  decrease by 1d20.  Otherwise, the PP of the
  target creature increase by 1d20.  After the
  experience, the target creature will babble
  for 1d100 days about experiencing a white
  light to any character who will listen.
  
  644
  Chapter 12: Spells
  Nous
  Level: 9
  Magic Points: 270
  Discipline: Ether
  Range: Touch
  Area: 1 creature
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell  grants  extreme  in-
  sight to the touched target creature.  The
  target creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).  If the caster is
  successful, then the target creature receives
  an additional 2d100 points in their sub-abil-
  ity of Intuition for the duration of the spell;
  Intuition may not be increased above 300
  with this spell.  Further, the target creature
  will receive a bonus of 3d10 when making a
  skill check for a skill that deals with insight
  in any manner deemed appropriate by the
  Aedile.  Nous grants the highest degree of
  immediate insight and Intuition.
  Odium Theologicum
  Level: 3
  Magic Points: 24
  Discipline: Ether
  Range: Touch
  Area: Creatures touched
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes a hateful ar-
  gument about religion to occur between all
  target creatures touched by the caster dur-
  ing the spell’s duration.  The target creature
  must be touched successfully.  If the target
  creature resists being touched, then the
  caster must make a Brawling skill check (see
  Chap. 8: Skills).  Each touched target crea-
  ture will yell, grind their teeth, and argue a
  religious position for the duration of the
  spell as long as any character disagrees with
  their religious position.
  
  645
  Chapter 12: Spells
  Omniscience
  Level: 10
  Magic Points: 1,800
  Discipline: Ether
  Range: Touch
  Area: 1 creature
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  grants  all  knowl-
  edge of everything to the touched target
  creature.  The target creature will know about
  everything in the past, present, and future.
  However, the target creature must pass an
  Intelligence ability check at TH 30 or acquire
  1d20 Random Mental Illnesses (see Chap. 5:
  Mind).  After the spell ends, all the knowl-
  edge of the target creature returns to nor-
  mal and none of the knowledge gained dur-
  ing Omniscience will be remembered.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Ondontoloxia
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell  rearranges the teeth
  of the touched target creature so that they
  are irregular.  When a character with
  Ondontoloxia smiles, their Facial Charisma
  is lowered by (1d100)%.  Teeth may occur
  in groups instead of a neat row, and pro-
  trude at awkward angles.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  
  646
  Chapter 12: Spells
  One for All
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: Touch
  Area: 1 creature
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: By  casting  this  spell,   the  caster ex-
  ploits 1 character or creature for the benefit
  of a group. The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).
  Upon a successful touch by the
  caster, the target character or creature must
  pass a Drive sub-ability check at TH 17 or
  lose either Ethical, Moral, Temperament, or
  sub-ability points, 1d20 for each level of the
  caster.  The type of points must be speci-
  fied by the caster during casting.  The char-
  acter or creature does not simply lose points.
  Instead, the points are absorbed by the caster
  and all others within a number of feet of
  the caster equal to the level of the caster.
  The points are distributed randomly, but
  evenly.  If the target character or creature is
  reduced to zero points, then death occurs.
  When the effects of the spell expire, the
  caster and the group lose the absorbed
  points and the exploited victim recovers the
  points, if still alive.
  Oophagous
  Level: 2
  Magic Points: 16
  Discipline: Earth
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the digestive
  system of the touched target creature to be
  changed permanently; from now on, the
  target creature must eat eggs to survive.
  Food other than eggs will be regurgitated.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Oracle
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: This world
  Area: 1 character
  Duration: Instantaneous
  Reference: PGM LXII. 47-51.
  Chant: None
  Ingredients: A die and a bowl
  Ritual: Make  the  inquirer  throw  a  die  in  a  bowl.
  Let them fill this with water.  Add to the
  cast of the die 612, which is the numerical
  value of a god, and subtract from the sum
  353, which is the numerical value of another.
  If then the number remaining is found to
  be divisible by 2, then he lives; if not, then
  death has them.
  Description: Casting this spell allows the caster to
  discern whether a character currently unseen
  is alive or has died.
  
  647
  Chapter 12: Spells
  Ordained by God
  Level: 3
  Magic Points: 24
  Discipline: Ether
  Range: Touch
  Area: 1 creature
  Duration: See below
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  touched
  target creature to interpret the next event as
  though it was ordained by their god.  The
  interpretation is determined by the Aedile.
  This spell is ineffective on agnostics or
  athesits.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Oroanal
  Level: 4
  Magic Points: 32
  Discipline: Earth
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell  causes  1  orifice  of
  the touched target creature to function as
  both an anus and a mouth.  For example, in
  nature a starfish is Oroanal -- it eats and def-
  ecates through the same orifice.  The target
  creature must be touched successfully.  If
  the target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).
  If the caster successfully touches the
  target creature, then either the (01-50%) anus
  or the (51-100%) mouth becomes an
  Oroanal orifice.  If the anus becomes an
  Oroanal orifice, then the mouth will become
  sealed shut; defecation will occur as usual,
  but food must be shoved into the anus where
  it will be digested.  If the mouth becomes
  an Oroanal orifice, then the anus will be-
  come sealed shut; eating will occur as usual,
  but defecation emerges from the mouth.
  
  648
  Chapter 12: Spells
  Pain Berry
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: Touch
  Area: Up to 12 berries per level of the caster
  Duration: 1 day
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell creates bad berries.
  Each Pain Berry ingested produces imme-
  diate and intense burning.  If swallowed, then
  these magical berries produce intestinal
  burning.  Eating only a few berries may be
  lethal to a small child.  Each berry eaten
  causes 2 LP of damage.  The effect of these
  magical berries is identical to the poisonous
  berries of the daphne plant, which may be
  found in Chapter 17: Natural Substances.
  Palfrey
  Level: 4
  Magic Points: 32
  Discipline: Air
  Range: 1 mile
  Area: 1 riding horse
  Duration: 3 minutes to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell summons a palfrey,
  a dainty riding horse, from the surrounding
  mile.  There is nothing remarkable about the
  horse.  The mount will faithfully serve the
  caster as though it has known and trusted
  the caster for a lifetime.
  Perpetual Bleeding
  Level: 6
  Magic Points: 48
  Discipline: Fire
  Range: Touch
  Area: 1 target creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this spell  requires  the  target
  creature must be touched successfully.  If
  the target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).  Once the target crea-
  ture is successfully touched, they are not
  harmed...yet.  The next time the target crea-
  ture suffers damage that makes them bleed,
  then they will discover that the wound will
  bleed eternally.  Women are the only excep-
  tion to this rule, since they bleed naturally.
  Hence, this spell may give a woman eternal
  menstruation, though this is not considered
  suffering damage.
  The rate of bleeding is determined
  by the level of the caster.  Consult the table
  below:
  le
  v
  e
  L
  r
  ets
  a
  C
  g
  ni
  d
  e
  el
  B
  fo
  et
  a
  R
  4-
  1
  y
  a
  d
  /
  P
  L
  1
  8-
  5
  r
  u
  o
  h
  /
  P
  L
  1
  1
  1-
  9
  etu
  ni
  m
  /
  P
  L
  1
  5
  1-
  2
  1
  d
  n
  u
  o
  r
  /
  P
  L
  1
  7
  1-
  6
  1
  d
  n
  o
  c
  es
  /
  P
  L
  1
  9
  1-
  8
  1
  d
  n
  o
  c
  es
  /
  P
  L
  0
  1
  9
  1
  >
  d
  n
  o
  c
  es
  /
  P
  L
  0
  0
  1
  No matter what is done, it will bleed
  forever.  Even if magical healing is applied,
  the wound will not heal.  Therefore, centu-
  ries later, the corpse of a human will still be
  bleeding.
  FUTUE.TE.ET.IPSUM.CABALLUM
  Fuck you, and the horse you rode in on!
  
  649
  Chapter 12: Spells
  Perpetual Burn
  Level: 5
  Magic Points: 40
  Discipline: Earth
  Range: Touch
  Area: Special
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell creates a magical fire
  that burns for eternity.  The flame cannot
  be extinguished.  The size of the fire de-
  pends on the level of the caster.  See below:
  le
  v
  e
  L
  r
  ets
  a
  C
  e
  ri
  F
  fo
  e
  ziS
  4-
  1
  eld
  n
  a
  C
  8-
  5
  h
  cr
  o
  T
  1
  1-
  9
  erif
  p
  m
  a
  C
  5
  1-
  2
  1
  erif
  n
  o
  B
  7
  1-
  6
  1
  erifes
  u
  o
  H
  9
  1-
  8
  1
  e
  g
  alli
  V
  g
  nin
  r
  u
  B
  9
  1
  >
  o
  n
  a
  clo
  V
  Perpetual Healing
  Level: 10
  Magic Points: 1,800
  Discipline: Water
  Range: Self
  Area: 1 creature touched
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Once this spell is cast for the first time,
  it is unnecessary to cast it again.  Casting
  this spell eternally allows the caster to heal
  any creature by touch without limitation.
  The target creature must be touched suc-
  cessfully.  If the target creature resists being
  touched, then the caster must make a Brawl-
  ing skill check (see Chap. 8: Skills).  If suc-
  cessful, then the creature regains their full
  potential of LP if wounded, regardless of
  the number.  Any creature that physically
  contacts the caster, provided the caster wills
  the effect to happen, is healed instantly.
  
  650
  Chapter 12: Spells
  Perpetual Hologram
  Level: 5
  Magic Points: 40
  Discipline: Air
  Range: 500’ + 100’ per level of the caster
  Area: 100 cubic feet
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  create an illusion no larger than 100 cubic
  feet.  The illusion may be mobile if so de-
  sired, though the object cannot move be-
  yond the area of the spell.  For instance, the
  illusion may be any sort of small animal, as
  long as the caster has seen it before.
  An improvement over Greater Ho-
  logram, Perpetual Hologram remains in ef-
  fect permanently, once cast.  This spell al-
  lows sound and smell to accompany the vi-
  sual illusion, though it cannot provide sen-
  sations of taste or touch.  The only sound
  and smell that may accompany the illusion
  is a sound or smell that the caster has physi-
  cally heard or smelt before and remembers.
  Imagined sounds and smells fail.
  All creatures that view this hologram
  must make a successful Analytic Intelligence
  sub-ability check at TH 25 in order to rec-
  ognize that this is not real.  If they fail the
  check, then they will behave as if it were
  real.  If the caster creates an illusion that
  suggests a threat to the life of a believing
  creature, then onlookers may also be sub-
  jected to making a successful Health sub-
  ability check or suffering appropriate penal-
  ties as deemed by the Aedile.  For instance,
  a caster may choose to create a hologram
  of a knife hurling through the air at the head
  of a trollop.  If the trollop believes, then
  the Aedile may make her roll against an ap-
  propriate TH for the situation and may also
  decide the appropriate penalties.
  Perpetual Orgasm
  Level: 5
  Magic Points: 40
  Discipline: Earth
  Range: Touch
  Area: 1 target creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  requires  the target
  creature to be touched successfully.  If the
  target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).  If successful, then the
  target creature will orgasm without end and
  for eternity.
  As good as a neverending orgasm
  sounds, a creature is incapable of remaining
  alive while experiencing a Perpetual Orgasm.
  For the first 1-2 minutes, the effects of this
  spell will seem like the greatest blessing to
  the target creature.  Thereafter, survival de-
  pends on the sub-ability of Health.  Every
  minute after the initial 1-2 minutes necessi-
  tates a Health sub-ability check.  The check
  must be passed to remain alive.  Initially, the
  check is TH 14.  However, the TH increases
  by 2 per minute.  The target creature will die
  of a heart attack.  However, even after death,
  their corpse continues to orgasm.  To an
  observer, it will seem as though the corpse
  convulses from the hips.
  Casters often chuckle, thinking that
  if you have to die, what a way to go.
  
  651
  Chapter 12: Spells
  Perpetual Slumber
  Level: 4
  Magic Points: 32
  Discipline: Ether
  Range: Touch
  Area: 1 target creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  requires  the target
  creature to be touched successfully.  If the
  target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).  Upon touching a target
  creature, the creature is forced into eternal
  sleep.  No matter what is done to the sleep-
  ing target creature, they will not awaken.
  Pestilential Host
  Level: 5
  Magic Points: 40
  Discipline: Fire
  Range: Touch
  Area: 1 creature
  Duration: 1 month per level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the target crea-
  ture to become a Pestilential Host.  The tar-
  get creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).
  The Pestilential Host will spread
  magically-induced fever and plague wherever
  they go.  Roll 1d100 to determine the radius
  in feet that the Pestilential Host is conta-
  gious.   Any creature passing within this ra-
  dius of the Pestilential Host has a chance of
  acquiring a fever or plague.  The chance does
  not reoccur every time the creature enters
  the radius.  The chance to acquire a fever or
  plague occurs only once.  The chance to
  acquire a fever or plague is TH (3d10).
  Therefore, every creature that enters the
  radius specified above of the Pestilential
  Host for the first time must make a Health
  sub-ability check.  If a creature passes this
  check, then they are immune to the effects
  of the fever or plague.
  
  652
  Chapter 12: Spells
  If a creature becomes afflicted with
  a fever or plague, then a roll will determine
  the results.  Roll 1d100 and consult the table
  below:
  llo
  R
  tl
  u
  s
  e
  R
  1
  0
  yltn
  ats
  nilata
  F
  5
  0-
  2
  0
  lataf
  ,s
  y
  a
  d
  0
  1
  d
  1
  r
  o
  f
  re
  v
  e
  F
  5
  2-
  6
  0
  lataf
  ,s
  y
  a
  d
  0
  2
  d
  2
  r
  o
  f
  re
  v
  e
  F
  5
  6-
  6
  2
  lataf
  ,s
  y
  a
  d
  0
  0
  1
  d
  4
  r
  o
  f
  re
  v
  e
  F
  5
  8-
  6
  6
  yre
  v
  o
  c
  er
  ,s
  y
  a
  d
  0
  0
  1
  d
  4
  r
  o
  f
  re
  v
  e
  F
  5
  9-
  6
  8
  yre
  v
  o
  c
  er
  ,s
  y
  a
  d
  0
  2
  d
  2
  r
  o
  f
  re
  v
  e
  F
  0
  0
  1-
  6
  9
  yre
  v
  o
  c
  er
  ,s
  y
  a
  d
  0
  1
  d
  1
  r
  o
  f
  re
  v
  e
  F
  While afflicted with a fever or plague,
  a creature will be confined to bedrest.  They
  will be unable to fight or work.  Symptoms
  will include a high and neverending fever,
  excessive sweating, a lack of energy, and they
  will be borderline unconscious.
  When the spell expires, the Pestilen-
  tial Host will no longer be contagious to
  others.  However, the pestilence will con-
  tinue to affect others for its full course as
  determined on the table above.
  Pestilential Penis
  Level: 4
  Magic Points: 32
  Discipline: Fire
  Range: Direct line of sight
  Area: 1 male creature
  Duration: 6 months per level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the Manhood
  of the creature seen during casting to seem
  to have no affliction during daily life, but if
  it impregnates a woman, then it causes the
  child to have birth defects such as defor-
  mity or disease.  The exact nature of the
  birth defect is determined by the Aedile.
  If, however, a character with a Pesti-
  lential Penis impregnates a character with a
  pestilential pudendum (see the Pestilential
  Pudenda spell below), then the result will be
  determined by 1d100: 01-50 = healthy, nor-
  mal child, 51-100 = born dead.
  Pestilential Pudenda
  Level: 5
  Magic Points: 40
  Discipline: Fire
  Range: 1 mile
  Area: 100,000 cubic feet
  Duration: 6 months per level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes all pudenda,
  which are vaginas, within the area of the spell
  to give birth only to deformed or diseased
  children.  The Aedile determines the birth
  defect.  In all other respects, such as in daily
  life, each affected pudendum seems not to
  have an affliction.
  If, however, a character with a Pesti-
  lential Penis impregnates a character with a
  pestilential pudendum, then the result will
  be determined by 1d100: 01-50 = healthy,
  normal child, 51-100 = born dead.
  
  653
  Chapter 12: Spells
  Phlogistic Augmentation
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: 50’
  Area: 10’ diameter
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell enhances the vora-
  ciousness of a chosen fire.  The affected fire
  will blind all within the area who look at it.
  Otherwise, it increases the damage done by
  the fire to the next higher die, such as from
  a d12 to d20.  This spell affects only natural,
  not magical, fires.
  Pillar of  Smoke
  Level: 10
  Magic Points: 1,800
  Discipline: Air
  Range: 500’
  Area: A cylinder  5d20’  in  diameter  and  4d100’  in
  height
  Duration: 1 round per level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell summons a pillar of
  dark smoke as though a volcano erupted
  underneath.  The boundaries of the pillar
  are defined clearly.  Itself, the pillar is quiet.
  However, a low and booming voice from
  within will address the caster.  The voice
  from within is a god, and most likely an el-
  der god, though no caster has ever learned
  its true name.  The god refuses to identify
  itself.  Yet, it has been renowned for wield-
  ing godly might in the past at the behest of
  the caster.  The Aedile determines the reac-
  tions of the god to being summoned.  If
  asked its name, then the god replies “I am
  who I am,” so that the caster will not know
  its true name and have any power over it.
  Further, this god will refuse to emerge from
  the dark smoke and not allow any character
  to see it.
  
  654
  Chapter 12: Spells
  Pillars of  Lightning
  Level: 6
  Magic Points: 48
  Discipline: Air
  Range: 10 miles per level of the caster
  Area: 10 cubic miles per level of the caster
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  summons  energy
  from the skies, harnassing enough to create
  1 gigantic source of electrical power miles
  above the ground.  At the instant this source
  forms, the energy bursts forth toward the
  ground with thunder louder than encoun-
  tered in natural thunderstorms.  The energy
  separates into a number of lightning bolts
  equal to the level of the caster and strikes
  random points on the ground below.  This
  effect creates a momentous maze of light-
  ning in the sky and is extremely bright,
  though it will not blind an onlooker.  Each
  bolt strikes the ground doing 10d10 IP or
  LP of electrical damage.
  Pillars of  Salt
  Level: 5
  Magic Points: 40
  Discipline: Fire
  Range: Direct line of sight
  Area: Special
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes a bolt of white
  lightning to project from the caster’s open
  palm toward a target creature or object.  The
  target must be within a direct line of sight.
  In order to strike the target with the bolt,
  the caster must pass an Aim skill check (see
  Chap. 8: Skills).  If the target is missed, then
  the bolt will continue in its direction until
  an object is struck.  In either case, the bolt
  will carry a potential damage of 4d1000 IP
  or LP.  Upon contacting a creature or ob-
  ject, the bolt will distribute as much of this
  damage as the target can take.  Oftentimes,
  the target will be reduced to 0 IP or LP.  If
  the target is a creature, then a deposit of
  salt will be the only remains.  The bolt of
  white lightning will continue, though the
  energy will travel until all energy is absorbed.
  Interestingly, the bolt always seeks the near-
  est living target.  If 2 are equally close, then
  the bolt will strike the target with the most
  LP.  When this spell is cast, casters usually
  use it to annihilate humanoids and leave nu-
  merous Pillars of Salt in its wake.
  
  655
  Chapter 12: Spells
  If the bolt of white lightning strikes
  metal, then the metal will not take damage
  but become hot and refract the bolt in a ran-
  dom direction determined by the Aedile.  If
  the bolt of white lightning strikes stone, then
  the stone will not take damage, though it
  may become scorched.  It will become hot
  and refract the bolt in a random direction
  determined by the Aedile.
  If the bolt strikes a character wear-
  ing metal armor, then the bolt will strike the
  character where its flesh is exposed, even if
  it must go through the eye-slits of a visor, it
  WILL get the target creature.
  Pleasure Berry
  Level: 1
  Magic Points: 8
  Discipline: Water
  Range: Touch
  Area: Up to 12 berries per level of the caster
  Duration: 1 day
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell creates berries, which
  heal or allow a creature to recover 2 LP when
  ingested.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).  Each Pleasure Berry tastes fresh and
  sweet.  When swallowed, these berries
  soothe the stomach.  The berries disappear
  after the spell duration.  Some legends en-
  tail a male child who walks through a town
  with a basket of berries, giving them to oth-
  ers.  This child called himself ‘pleasure boy’.
  
  656
  Chapter 12: Spells
  Possession
  Level:4
  Magic Points: 32
  Discipline: Ether
  Range: 1 mile
  Area: 1 creature
  Duration: Special
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows a nearby spirit
  to possess a living body.  The target creature
  and spirit must compete for the highest
  Drive sub-ability check.  The winner con-
  trols the body of the target creature.  If the
  spirit wins, then it enters the body of the
  target creature and continues to surpress the
  owner.
  The owner may fight with the pos-
  sessing spirit continually, if desired, but suf-
  fers - 17 to ability and skill checks while pos-
  sessed.  However, if the owner is submis-
  sive and only fights for control once per
  week, then an ability or skill check may be
  made with only a penalty of - 3.  An owner
  may eject a possessing spirit only if a Drive
  check of the owner exceeds the Drive check
  of the possessing spirit by at least 10.
  Creatures other than the owner are
  unable to eject the possessing spirit except
  by magical means.
  Prayer of  Deliverance
  Level: 9
  Magic Points: 270
  Discipline: Air
  Range: Self
  Area: Caster
  Duration: 1 hour
  Reference: PGM I. 195-222.
  Chant:  I call upon you,  lord.   Hear me,  holy god
  who rest among the holy ones, at whose side
  the Glorious Ones stand continually.  I call
  upon you, forefather, and I beseech you,
  eternal one, eternal ruler of the sun’s rays,
  eternal ruler of the celestial orb, standing in
  the 7-part region, CHAO CHAO CHA
  OUPH 
  CHTHETHONIMEETHE-
  CHRINIA MEROUMI ALDA ZAO
  BLATHAMMACHOTH 
  PHRIXA
  EKETHAMASTRA PHATIRI TAOCH
  IALTHEMEACHE; you who hold fast to
  the root, who possess the powerful name
  that has been consecrated by all angels.  Hear
  me, you who have established the mighty
  archangels, and beside whom stand untold
  myriads of angels.  I call upon you, lord of
  the universe, in an hour of need; hear me,
  for my soul is distressed, and I am perplexed
  and in want of everything.  Wherefore, come
  to me, you who are lord over all angels; shield
  me against excess of all magical power of
  aerial demon and fate.  Rescue me in an hour
  of need.
  Ingredients: None
  Ritual: Speak the chant above as a prayer to one’s
  moral god.
  Description: This is the prayer of deliverance for
  a powerful moral god.  If the caster is moral,
  then the god will grant the caster immortal-
  ity for the duration of the spell as a means
  of rescue.  Further, an angel is 50% likely to
  appear and aid the caster for the duration
  of the spell.
  
  657
  Chapter 12: Spells
  Predilection
  Level: 2
  Magic Points: 16
  Discipline: Ether
  Range: 50’
  Area: 20’ diameter
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the next char-
  acter who looks the caster in the eye to de-
  sire to perform the next task stated verbally
  by the caster in a language understood by
  both the caster and target creature.  The task
  cannot entail danger or harm.  However, the
  target creature will not only perform the task,
  but will truly enjoy performing it.  The tar-
  get creature is immune to the effects of the
  spell and the spell is wasted if the target crea-
  ture rolls 1d100 and the result is higher than
  their Sanguine score.
  Preservation
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: Touch
  Area: 1 dead creature
  Duration: 2 days  to  an  exponential  power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  preserves  a  corpse
  from decay for the duration of the spell.  The
  target creature must be touched successfully.
  If cast immediately after the creature’s death,
  then signs of death will not develop, such as
  livor mortis, rigor mortis, or putrefaction.
  For more information on the decay of a ca-
  daver, see Character Death in Chap. 10: Com-
  bat.
  Preserve Forest
  Level: 4
  Magic Points: 32
  Discipline: Earth
  Range: Touch
  Area: 5 square feet  to  an  exponential  power  equal
  to the level of the caster
  Duration: 3 days to an exponential power equal to
  the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  preserves  trees by
  making them indestructible.  This spell may
  be cast only by multiple druids; it is a circle
  spell.  To complete the casting of this spell,
  the druids must touch a tree in the center
  of their circle.  This touched tree becomes
  the center of the area of protected trees.
  Protected trees may not be harmed by physi-
  cal or magical means.  However, the touched
  tree, which is the center of the area, may be
  affected normally by physical and magical
  means.  If the touched tree is destroyed, then
  the spell fails to continue to function.
  
  658
  Chapter 12: Spells
  Prognathism
  Level: 2
  Magic Points: 16
  Discipline: Earth
  Range: Touch
  Area: 1 creature’s skull
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell  causes  the  skull  of
  the target creature to become prognathous,
  meaning that the lower half of the face pro-
  trudes beyond the upper half.  A progna-
  thous skull is indicative of primitivity.  This
  spell functions only on humanoids.  The
  lower half of the face will extend forward
  1d4 inches.  The chewing power will increase
  by 150%, and all sub-abilities of the  target
  creature’s Intelligence will decrease to 85%.
  In the future, the target creature will use
  more slang when speaking.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Protection from Acid
  Level: 2
  Magic Points: 16
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  a  target
  creature from non-magical acid by dimin-
  ishing damage.  Magical acid is unaffected
  by this spell.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).
  All acid-based attacks on the target
  creature have reduced damage.  Damage is
  reduced by (5 x caster level)%.  1 LP of dam-
  age is the least the target creature can expe-
  rience.
  
  659
  Chapter 12: Spells
  Protection from Air
  Level: 1
  Magic Points: 8
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  a  target
  creature from air attacks by diminishing dam-
  age.  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  All air-based attacks on the target
  creature have reduced damage.  Damage is
  reduced by (5 x caster level)%.  1 LP of dam-
  age is the least the target creature can expe-
  rience.
  Protection from Bases
  Level: 2
  Magic Points: 16
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  a  target
  creature from non-magical bases by dimin-
  ishing damage.  Bases, here, are meant as
  the opposite of acids.  Magical bases are un-
  affected by this spell.  The target creature
  must be touched successfully.  If the target
  creature resists being touched, then the
  caster must make a Brawling skill check (see
  Chap. 8: Skills).
  All base-based attacks on the target
  creature have reduced damage.  Damage is
  reduced by (5 x caster level)%.  1 LP of dam-
  age is the least the target creature can expe-
  rience.
  
  660
  Chapter 12: Spells
  Protection from Cholerics
  Level: 2
  Magic Points: 16
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  a  target
  creature from attacks made by creatures with
  a predominantly choleric temperament by
  diminishing damage. The target creature
  must be touched successfully.  If the target
  creature resists being touched, then the
  caster must make a Brawling skill check (see
  Chap. 8: Skills).
  All attacks by choleric creatures on
  the target creature have reduced damage.
  Damage is reduced by (5 x caster level)%.  1
  LP of damage is the least the target creature
  can experience.
  Protection from Cold
  Level: 1
  Magic Points: 8
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  a  target
  creature from non-magical cold by dimin-
  ishing damage.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).
  All cold-based attacks on the target
  creature have reduced damage.  Damage is
  reduced by (5 x caster level)%.  1 LP of dam-
  age is the least the target creature can expe-
  rience.
  
  661
  Chapter 12: Spells
  Protection from Discipline
  Level: 1
  Magic Points: 8
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  a  target
  creature from all spells of a magical
  dsicipline.  The discipline, such as air or earth,
  must be specified during casting.  The target
  creature must be touched successfully.  If
  the target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).
  Any time during the duration of the
  spell in which the target creature must make
  a skill check, a bonus of (2 x caster level) is
  applied.  Further, damage resulting to the
  target creature from a spell or magical effect
  of the specified discipline is reduced by (5 x
  caster level)%.  1 LP of damage is the least
  the target creature can experience.
  Protection from Earth
  Level: 1
  Magic Points: 8
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  a  target
  creature from earth-based attacks by dimin-
  ishing damage.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).
  All earth-based attacks on the target
  creature have reduced damage.  Damage is
  reduced by (5 x caster level)%.  1 LP of dam-
  age is the least the target creature can expe-
  rience.
  
  662
  Chapter 12: Spells
  Protection from Electricity
  Level: 1
  Magic Points: 8
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  a  target
  creature from non-magical electricity by di-
  minishing damage.  Magical electricity is un-
  affected by this spell.  The target creature
  must be touched successfully.  If the target
  creature resists being touched, then the
  caster must make a Brawling skill check (see
  Chap. 8: Skills).
  All electricity-based attacks on the
  target creature have reduced damage.  Dam-
  age is reduced by (5 x caster level)%.  1 LP
  of damage is the least the target creature
  can experience.
  Protection from Ethicality
  Level: 3
  Magic Points: 24
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  a  target
  creature from attacks made by ethical crea-
  tures by diminishing damage. The target
  creature must be touched successfully.  If
  the target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).
  All attacks by ethical creatures on the
  target creature have reduced damage.  Dam-
  age is reduced by (5 x caster level)%.  1 LP
  of damage is the least the target creature
  can experience.
  
  663
  Chapter 12: Spells
  Protection from Fire
  Level: 1
  Magic Points: 8
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  a  target
  creature from non-magical fire by diminish-
  ing damage.  Magical fire is unaffected by
  this spell.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).
  All fire-based attacks on the target
  creature have reduced damage.  Damage is
  reduced by (5 x caster level)%.  1 LP of dam-
  age is the least the target creature can expe-
  rience.
  Protection from Gaze
  Level: 2
  Magic Points: 16
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds to an exponential  power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  a  target
  creature from non-magical gaze by dimin-
  ishing damage and increasing skill checks.
  Magical gaze is unaffected by this spell.  The
  target creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).
  Any time during the duration of the
  spell in which the target creature must make
  a skill check, a bonus of (5 x caster level) is
  applied.  All gaze-based attacks on the tar-
  get creature have reduced damage.  Damage
  is reduced by (5 x caster level)%.  1 LP of
  damage is the least the target creature can
  experience.
  
  664
  Chapter 12: Spells
  Protection from Immorality
  Level: 3
  Magic Points: 24
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  a  target
  creature from attacks made by immoral crea-
  tures by diminishing damage. The target
  creature must be touched successfully.  If
  the target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).
  All attacks by immoral creatures on
  the target creature have reduced damage.
  Damage is reduced by (5 x caster level)%.  1
  LP of damage is the least the target creature
  can experience.
  Protection from Melancholics
  Level: 2
  Magic Points: 16
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  a  target
  creature from attacks made by creatures with
  a predominantly melancholic temperament
  by diminishing damage. The target creature
  must be touched successfully.  If the target
  creature resists being touched, then the
  caster must make a Brawling skill check (see
  Chap. 8: Skills).
  All attacks by melancholic creatures
  on the target creature have reduced dam-
  age.  Damage is reduced by (5 x caster
  level)%.  1 LP of damage is the least the
  target creature can experience.
  
  665
  Chapter 12: Spells
  Protection from Morality
  Level: 3
  Magic Points: 24
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  a  target
  creature from attacks made by moral crea-
  tures by diminishing damage. The target
  creature must be touched successfully.  If
  the target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).
  All attacks by moral creatures on the
  target creature have reduced damage.  Dam-
  age is reduced by (5 x caster level)%.  1 LP
  of damage is the least the target creature
  can experience.
  Protection from Phlegmatics
  Level: 2
  Magic Points: 16
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  a  target
  creature from attacks made by creatures with
  a predominantly phlegmatic temperament by
  diminishing damage. The target creature
  must be touched successfully.  If the target
  creature resists being touched, then the
  caster must make a Brawling skill check (see
  Chap. 8: Skills).
  All attacks by phlegmatic creatures
  on the target creature have reduced dam-
  age.  Damage is reduced by (5 x caster
  level)%.  1 LP of damage is the least the
  target creature can experience.
  
  666
  Chapter 12: Spells
  Protection from Physical Harm
  Level: 3
  Magic Points: 24
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  a  target
  creature from all physical harm by dimin-
  ishing damage.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).
  Damage is reduced for all physical
  attacks on the target creature for the dura-
  tion of the spell.  Damage is reduced by (5 x
  caster level)%.  1 LP of damage is the least
  the target creature can experience.
  Protection from Poison
  Level: 3
  Magic Points: 24
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  a  target
  creature from non-magical poison by dimin-
  ishing damage.  Magical poison is unaffected
  by this spell.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).
  All poison-based attacks on the tar-
  get creature have reduced damage.  Damage
  is reduced by (5 x caster level)%.  1 LP of
  damage is the least the target creature can
  experience.
  
  667
  Chapter 12: Spells
  Protection from Sanguines
  Level: 2
  Magic Points: 16
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  a  target
  creature from attacks made by creatures with
  a predominantly sanguine temperament by
  diminishing damage. The target creature
  must be touched successfully.  If the target
  creature resists being touched, then the
  caster must make a Brawling skill check (see
  Chap. 8: Skills).
  All attacks by sanguine creatures on
  the target creature have reduced damage.
  Damage is reduced by (5 x caster level)%.  1
  LP of damage is the least the target creature
  can experience.
  Protection from Sonics
  Level: 2
  Magic Points: 16
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  a  target
  creature from non-magical sonics by dimin-
  ishing damage.  Magical sonics are unaffected
  by this spell.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).
  All sonic-based attacks on the tar-
  get creature have reduced damage.  Damage
  is reduced by (5 x caster level)%.  1 LP of
  damage is the least the target creature can
  experience.
  
  668
  Chapter 12: Spells
  Protection from Unethicality
  Level: 3
  Magic Points: 24
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds to an exponential  power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  a  target
  creature from attacks made by unethical crea-
  tures by diminishing damage. The target
  creature must be touched successfully.  If
  the target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).
  All attacks by unethical creatures on
  the target creature have reduced damage.
  Damage is reduced by (5 x caster level)%.  1
  LP of damage is the least the target creature
  can experience.
  Protection from Water
  Level: 1
  Magic Points: 8
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  protects  a  target
  creature from water-based attacks by dimin-
  ishing damage.  The target creature must be
  touched successfully.  If the target creature
  resists being touched, then the caster must
  make a Brawling skill check (see Chap. 8:
  Skills).
  All water-based attacks on the tar-
  get creature have reduced damage.  Damage
  is reduced by (5 x caster level)%.  1 LP of
  damage is the least the target creature can
  experience.
  
  669
  Chapter 12: Spells
  Puddle of  Crud
  Level: 1
  Magic Points: 8
  Discipline: Air
  Range: 50’
  Area: 20’ diameter
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell summons crud from
  elsewhere in the world, depositing it in the
  form of a puddle in an area designated by
  the caster.  All who contact the Puddle of
  Crud are effectively slowed in the area to
  50% of their Sprint Speed, unless a Balance
  skill check is passed at TH 21.  Those who
  successfully pass their check will be unhin-
  dered.
  Pudenda Key Spell
  Level: 6
  Magic Points: 48
  Discipline: Ether
  Range: This earth
  Area: 1 woman
  Duration: Permanent
  Reference: PGM XXXVI. 283-94.
  Chant: I say to you,  womb of  (speak the name of
  the female), open and receive the seed of
  (speak your own name) and the uncontrol-
  lable seed of the IARPHE ARPHE.  Let
  her, (speak her name), love me for all her
  time and let her remain chaste for me.  And
  do you, womb, remember me for all the time
  of  
  my 
  life, 
  because 
  I 
  am
  AKARNACHTHAS.
  Ingredients: An egg of a crow,  juice of the plant
  crow’s-foot, and gall of a river electric eel
  Ritual: Take an egg of a crow and the juice of the
  plant crow’s-foot and gall of a river electric
  eel, and grind them with honey and speak
  the chant whenever you grind and when-
  ever you smear it on your genitals.  Speak
  the chant while grinding and whenever you
  rub your genitals, and in this way have inter-
  course with the woman you wish, and she
  will love you alone and by no one else will
  she ever be laid just by you alone.
  Description: Casting  this  spell  and  having  inter-
  course with a woman guarantees that the
  woman will deeply love the caster, regard-
  less of the caster’s actions.  The woman will
  never have sex with another.  Wise casters
  select a pubescent girl whom they believe
  will become beautiful and remain pure, cast
  the spell on her, seduce her, take her virgin-
  ity, and enjoy the rest of their life with a
  woman who has had none other.
  
  670
  Chapter 12: Spells
  Putrid Portrait
  Level: 1
  Magic Points: 8
  Discipline: Air
  Range: 50’
  Area: 5’ x 7’ (2-dimensional)
  Duration: 1 round per level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell creates paint that will
  magically form a hideously artistic and dis-
  figured portrait of the target creautre, se-
  lected by the caster’s thoughts.  The target
  must pass a Drive sub-ability check at TH
  14.  If failed, then the target creature will
  flee for 1d10 rounds per level of the caster,
  which must be determined each time the
  spell is cast.  If passed, then the target is
  unaffected and the spell is wasted.
  Raise Prowess
  Level: 1
  Magic Points: 8
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: 3 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  enhances  the  fol-
  lowing sub-abilities of the target by 5 points
  for every odd-numbered occupational level
  of the caster: Physical Fitness, Strength,
  Hand-Eye Coordination, Agility, Reaction
  Speed, Drive, and Common Sense.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Random Dismemberment
  Level: 4
  Magic Points: 32
  Discipline: Earth
  Range: Caster
  Area: Determined randomly, see below
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this  spell  causes  a  randomly
  selected victim within the area to become
  dismembered, and therefore die unless ca-
  pable of regenerating.  Since the caster is
  also within the area (the caster is the center
  of the area), the caster may also be dismem-
  bered randomly.  Regardless of a creature’s
  LP, it will die.  Magical forces tear each limb
  from its socket, including the removal of the
  head.  The body parts will be scattered
  nearby and the incident will be inexplicable
  to bystanders.
  The area is determined randomly as
  follows.  First, roll 1d4.  The unit of mea-
  surement is either (1) inches, (2) feet, (3)
  yards, or (4) miles.  Next, multiply 1 unit of
  this measurement by 1d1000.  This is the
  area of the spell’s effect.
  
  671
  Chapter 12: Spells
  Random Impaling
  Level: 3
  Magic Points: 24
  Discipline: Air
  Range: Caster
  Area: Determined randomly, see below
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this spell causes a  randomly
  selected victim within the area to become
  impaled with a randomly selected sharp or
  pole-like object capable of impaling.  The
  victim suffers 2d20 LP of damage.  The
  impaling object is real, preferably rusted,  and
  summoned from the surrounding area.
  Since the caster is also within the area (the
  caster is the center of the area), the caster
  may also be impaled randomly.  Magical
  forces propel a random object into the torso
  (if possible) of the victim.  The random act
  of violence will be inexplicable to bystand-
  ers.
  The area is determined randomly as
  follows.  First, roll 1d4.  The unit of mea-
  surement is either (1) inches, (2) feet, (3)
  yards, or (4) miles.  Next, multiply 1 unit of
  this measurement by 1d1000.  This is the
  area of the spell’s effect.
  Random Mangling
  Level: 2
  Magic Points: 16
  Discipline: Fire
  Range: Caster
  Area: Determined randomly, see below
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this  spell  causes  a  randomly
  selected victim within the area to become
  mangled, suffering 2d8 LP of damage.  Since
  the caster is also within the area (the caster
  is the center of the area), the caster may also
  be randomly mangled.  Magical forces as-
  sault the victim with enough force to “beat
  up” an average human.  The act of magical
  violence will be inexplicable to bystanders.
  The area is randomly determined as
  follows.  First, roll 1d4.  The unit of mea-
  surement is either (1) inches, (2) feet, (3)
  yards, or (4) miles.  Next, multiply 1 unit of
  this measurement by 1d1000.  This is the
  area of the spell’s effect.
  
  672
  Chapter 12: Spells
  Re-animation
  Level: 2
  Magic Points: 16
  Discipline: Water
  Range: Touch
  Area: 1 target creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes a target crea-
  ture to be re-animated.  The effect of Re-
  animation differs significantly with Resurrec-
  tion of  a Dead Body or Revivification.  Re-
  animation does not return the soul of the
  deceased to its body.  Since re-animating a
  corpse violates a creature’s body after death,
  many consider casting this spell to be an
  immoral act; moral casters avoid casting this
  spell.
  The Re-animation of a corpse takes
  2d8 rounds.  During this time, parts of the
  corpse wiggle and twitch, such as fingers and
  toes, as it gains the ability to move.  At the
  end of this time, the re-animated corpse will
  be as capable as it ever will be.
  When a corpse is re-animated, it is
  not the same as prior to death.  Wounds are
  not healed, but the re-animated creature does
  not feel pain from them either.  In fact, re-
  animated corpses have twice the LP that they
  had when originally alive.  Re-animated
  corpses walk with a disjointed gait.  Sub-abili-
  ties are modified as follows:
  •
  30% decrease in Phsyical Fitness
  •
  10% increase in Strength
  •
  20-80% (2d4 x 10) decrease in Bodily
  Attractiveness and Facial Charisma
  depending on duration of death
  •
  Health  becomes  300  (they  are  un-
  able to become  sick  or  intoxicated)
  •
  80% decrease in Kinetic Charisma
  •
  100%  decrease  in  Rhetorical  Cha-
  risma (the re-animated are no longer
  able to speak)
  •
  25% decrease in Hand-Eye Coordi-
  nation
  •
  50%  decrease  in  Agility  and  Reac-
  tion Speed
  •
  100% decrease in Enunciation, Lan-
  guage
  •
  75% decrease in Math, Analytic, and
  Spatial
  •
  100% increase in Drive
  •
  100%  decrease  in  Intuition,  Com-
  mon Sense, and Reflection
  Essentially, the spell repairs and in-
  spires just enough of the basic brain func-
  tions, such as aggression, to be able to re-
  store what seems to be life to a corpse.  Re-
  animated corpses are considered not to be
  living or dead, but undead.
  The number of potential LP a crea-
  ture had before Re-animation determines
  whether or not the caster can re-animate it.
  Consult the table below:
  le
  v
  e
  L
  r
  ets
  a
  C
  lait
  n
  et
  o
  P
  P
  L
  la
  ni
  gir
  O
  3-
  1
  0
  1
  5-
  4
  0
  2
  7-
  6
  0
  4
  9-
  8
  0
  8
  1
  1-
  0
  1
  0
  6
  1
  3
  1-
  2
  1
  0
  2
  3
  5
  1-
  4
  1
  0
  4
  6
  7
  1-
  6
  1
  0
  8
  2.1
  9
  1-
  8
  1
  0
  6
  5,2
  1
  2-
  0
  2
  0
  2
  1,5
  3
  2-
  2
  2
  0
  4
  2,0
  1
  3
  2
  >
  0
  8
  4,0
  2
  
  673
  Chapter 12: Spells
  Therefore, a 3rd level caster should
  be able to re-animate a cat.  Re-animated
  corpses do not have desire to copulate.
  Finally, there is a chance that the
  caster who re-animates a corpse influences
  it.  In addition to Chance to Influence, there
  is a Degree of Influence.  Degree of Influ-
  ence represents the chance, per command,
  that the re-animated corpse will obey the
  command.  These chances depend on the
  level of the caster.  Consult the table below:
  le
  v
  e
  L
  r
  ets
  a
  C
  .I
  fo
  e
  c
  n
  a
  h
  C
  .I
  fo
  e
  e
  r
  g
  e
  D
  3-
  1
  %
  0
  1
  %
  0
  0
  1
  d
  1
  5-
  4
  %
  0
  2
  %
  0
  0
  1
  d
  1
  7-
  6
  %
  0
  3
  %
  0
  2
  d
  4
  +
  0
  2
  9-
  8
  %
  0
  4
  %
  0
  2
  d
  4
  +
  0
  2
  1
  1-
  0
  1
  %
  0
  5
  %
  0
  2
  d
  3
  +
  0
  4
  3
  1-
  2
  1
  %
  0
  6
  %
  0
  2
  d
  3
  +
  0
  4
  5
  1-
  4
  1
  %
  0
  7
  %
  0
  2
  d
  2
  +
  0
  6
  7
  1-
  6
  1
  %
  0
  8
  %
  0
  2
  d
  2
  +
  0
  6
  9
  1-
  8
  1
  %
  0
  9
  %
  0
  2
  d
  2
  +
  0
  6
  1
  2-
  0
  2
  %
  5
  9
  %
  0
  2
  d
  1
  +
  0
  8
  3
  2-
  2
  2
  %
  7
  9
  %
  0
  2
  d
  1
  +
  0
  8
  +
  4
  2
  %
  9
  9
  %
  0
  2
  d
  1
  +
  0
  8
  Hence, at 7th level a caster has a 30%
  chance of having any influence at all over
  the re-animated corpse.  If successful,  then
  the caster has a 24-100% chance per com-
  mand to influence the actions of the re-ani-
  mated corpse.
  Next, the Aedile rolls 1d100 for the
  re-animated corpse.  The Aedile must roll
  above the percent for Degree of Influence
  for the re-animated corpse to disobey the
  command of the caster.  If possible, the re-
  animated corpse will mash the brains of the
  caster.
  Recipe for Blindness
  Level: 3
  Magic Points: 24
  Discipline: Fire
  Range: Ingestion
  Area: 1 victim
  Duration: Permanent
  Reference: PDM xiv. 376-94.
  Chant: None
  Ingredients: A shrew mouse
  Ritual: Drown  the  ingredient  in  some  water  and
  make a victim drink it, and they will go blind
  in both eyes.
  Description: Casting this  spell  causes  a  character
  who drinks the result of the ritual to go blind
  permanently in both eyes.
  Recipe for Blistering Death
  Level: 4
  Magic Points: 32
  Discipline: Fire
  Range: Ingestion
  Area: 1 victim
  Duration: As long as the caster maintains concen-
  tration
  Reference: PDM xiv. 376-94.
  Chant: None
  Ingredients: A shrew mouse
  Ritual: If you grind  the  ingredient  with  any  piece
  of food and you make a victim eat it, then
  they will suffer a blistering death; they will
  swell up and die.
  Description: Casting this spell  will  cause  a  victim
  to bloat, swell up, and blister all over their
  body, suffering 1 LP per round until death
  or the spell expires.
  
  674
  Chapter 12: Spells
  Recipe for Death
  Level: 4
  Magic Points: 32
  Discipline: Fire
  Range: Ingestion
  Area: 1 victim
  Duration: Permanent
  Reference: PDM xiv. 376-94.
  Chant: None
  Ingredients: Gall of a shrew mouse, wine
  Ritual: If you put the gall of a shrew mouse into a
  measure of wine and a character drinks it,
  then the character dies at once.
  Description: Casting this spell  causes  the  imbiber
  to die immediately, regardless of LP.
  Recipe for Making a Woman
  Mad After a Man
  Level: 2
  Magic Points: 16
  Discipline: Ether
  Range: Ingestion
  Area: 1 woman
  Duration: 2 hours per level of the caster
  Reference: PDM xiv. 376-94.
  Chant: None
  Ingredients: A shrew mouse, the caster’s blood, and
  a cup of wine
  Ritual: To  make  a  woman  mad  after  a  man,  you
  should take the body of the shrew mouse
  when it is dry; you should pound it; you
  should take a little of it together with a little
  blood from your second finger and the little
  finger of your left hand; you should mix it
  with it; you should put it in a cup of wine;
  you should give it to the woman so that she
  drinks it.  Then she rages after you.
  Description: Casting this spell causes  a  woman  to
  rage madly after the caster or another man
  of the caster’s choosing.  This spell does not
  produce love so much as lust, passion not
  purity.
  Recipe for Skin Disease
  Level: 2
  Magic Points: 16
  Discipline: Fire
  Range: 1 mile
  Area: 1 victim
  Duration: Permanent
  Reference: PDM xiv. 376-94.
  Chant: None
  Ingredients: 2 lizards and oil
  Ritual: If you wish to produce a  skin  disease  on  a
  character so that it does not heal: A hantous
  lizard and a haflela lizard; you should cook
  them with oil and you should wash the char-
  acter with them.
  Description: Casting this spell causes a permanent
  skin disease to appear on a character on
  whom the caster rubs the ingredients.  The
  magical skin disease will cover 1d100% of
  the victim’s body, and is either (roll 1d6)
  evenly distributed (1-3), or concentrated on
  1 limb (4-6) or body area.  Though the dis-
  ease looks horrid (blotchy, purplish discol-
  oration) and contagious, it is harmless and
  cannot be transmitted to others.
  
  675
  Chapter 12: Spells
  Regeneration
  Level: 5
  Magic Points: 40
  Discipline: Water
  Range: Touch
  Area: 1 creature touched
  Duration: 2 minutes to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  bestow the ability to regenerate.  The target
  creature must be touched successfully.  If
  the target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).  The rate of Regenera-
  tion depends on the level of the caster:
  le
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  While the spell is in effect, wounds
  will continue to regenerate, even after a crea-
  ture falls below 0 LP.  In this case, keep track
  of the negative damage and apply the rate
  of Regeneration to their LP.  Eventually, re-
  generating creatures will gain more than 0
  LP and seem to come back to life.  If a limb
  is dismembered, then the torso will grow a
  replacement limb in time.
  Wounds that occur due to acid, de-
  capitation, or fire will not regenerate.  For
  this reason, some cultures decapitate all foes
  on the battlefield.
  Rend Asunder
  Level: 6
  Magic Points: 48
  Discipline: Fire
  Range: 2,000’ to an exponential power equal to the
  level of the caster
  Area: 4d1000 x 10 LP within 100,000,000 cubic feet
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  a  total  of
  4d1000 x 10 IP of objects and LP of crea-
  tures to be torn to pieces, separated and
  thrust in an outward motion to the perim-
  eter of the spell area by a magical force.  This
  force explodes the amount of matter, de-
  termined above, from the center of the des-
  ignated area outward.  Damage is distributed
  from the designated center outward until
  either the perimeter is reached or no dam-
  age remains to distribute.
  Request for a Dream Oracle
  Level: 3
  Magic Points: 24
  Discipline: Air
  Range: Self
  Area: 1 dream
  Duration: 1 dream cycle
  Reference: PGM VII. 250-54.
  Chant: NAIENCHRE NAIENCHRE, mother of
  fire and water, you are the one who rises
  before, ARCHENTECHTHA; reveal to me
  concerning the (state the issue) matter.  If
  yes, show me a plant and water, but if no,
  fire and iron; immediately, immediately;
  quickly, quickly.
  Ingredients: A lamp
  Ritual: The chant must  be  spoken  before  a  lamp
  before going to sleep.
  Description: During the  next  dream  of  the  caster,
  the symbol for a ‘yes’ or a ‘no’ may become
  vivid.
  
  676
  Chapter 12: Spells
  Restraining Rite for Anything
  Level: 9
  Magic Points: 270
  Discipline: Air
  Range: This world
  Area: Special
  Duration: Special
  Reference: PGM VII. 429-58.
  Chant: Read the text written below (under Ritual)
  Ingredients: Lead  plate  from  a  cold-water  chan-
  nel, bitter armoatics (see below)
  Ritual: Engrave in a plate made of lead from a cold
  water channel what you want to happen, and
  when you have consecrated it with bitter
  aromatics such as myrrh, bdellium, styrax,
  and aloes and thyme, with river mud, late in
  the evening or in the middle of the night,
  where there is a stream or the drain of a
  bath, having tied a cord to the plate throw it
  into the stream -- or into the sea -- and let it
  be carried along.  Use the cord so that, when
  you wish, you can undo the spell.  Then
  should you wish to break the spell, untie the
  plate.  Speak the chant 7 times and you will
  see something wonderful.  Then go away
  without turning back or giving an answer to
  anyone, and when you have washed and im-
  mersed yourself, go up to your own room
  and rest, and use only vegetable food.
  Write the spell with a headless
  bronze needle.  The text to be written is: “I
  conjure you by your holy names
  OUCHIOCH 
  OUSENARATH,
  O U S E R R A N N O U P H T H I
  OSORNOUPHE, OUSERSETEMENTH
  AMARA MACHI CHOMASO EMMAI
  SERBONI 
  EMER, 
  ARATOPHI
  ERACHAX ESEOIOTH ARBIOTHI
  AMEN 
  CHNOUM 
  MONMONT
  OUZATHI PER OUNNEPHER EN
  OOO, I give over to you and I deposit with
  you this matter.”
  Description: This  restraining  spell  works  on  any-
  thing, even chariots.  It also causes enmity
  and sickness, cuts down, destroys, and over-
  turns, for whatever you wish.  The spell,
  when chanted, conjures demons and makes
  them enter objects or characters.  The player
  must describe the desired effect to the
  Aedile, who will explain what actually oc-
  curs.
  
  677
  Chapter 12: Spells
  Restraining Spell
  Level: 7
  Magic Points: 56
  Discipline: Earth
  Range: This earth
  Area: Characters named
  Duration: Caster’s discretion
  Reference: PGM VII. 417-22.
  Chant: None
  Ingredients: A tin lamella and a bronze stylus
  Ritual: Write on a tin lamella  with  a  bronze  stylus
  before sunrise the names “CHREMILLON
  MOULOCH KAMPY CHRE OPHTHO
  MASKELLI 
  EREKISIPHTHE
  IABEZEBYTH.”  Then throw it into the
  river or into the sea before sunrise.  Also,
  write on it “Mighty gods, restrain (write the
  name or names of those you desire to re-
  strain).”
  Description: Casting this spell restrains one or more
  characters named by the caster from move-
  ment of any kind, utterly paralyzing them,
  though they are able to breathe.
  Resurrection of  a Dead Body
  Level: 4
  Magic Points: 32
  Discipline: Air
  Range: Carcass in sight
  Area: 1 carcass
  Duration: Permanent
  Reference: PGM XIII. 1-343.
  Chant: I  conjure  you,  spirit  coming  in  air,  enter,
  inspire, empower, resurrect by the power of
  the eternal god, this body; and let it walk
  about in this place, for I am he who acts
  with the power of Thayth, the holy god.
  Ingredients: None
  Ritual: Speak the chant.
  Description: Casting  this  spell  will  summon  the
  nearest spirit (hopefully the right one) back
  into the carcass.  Any character who is res-
  urrected has undergone a Near-Death Ex-
  perience (see Chap. 4: Disposition).  Follow-
  ing are the odds that the correct spirit en-
  ters:
  d
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  678
  Chapter 12: Spells
  Reverse Magic
  Level: 4
  Magic Points: 32
  Discipline: Ether
  Range: Centered on the caster
  Area: 2’ radius to an exponential power equal to the
  level of the caster
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting   this   spell   causes   all   spells
  within the area of the spell that are cast dur-
  ing the duration of the spell to be altered.
  The subject and object of the spell will be
  reversed, as well as all effects, if possible.
  The Aedile must determine the effect of
  each spell.  Disciplines tend to be reversed
  as well.  Air spells summon only illusions or
  things that are not real.  Fire spells restore
  living matter.  Water spells deteriorate living
  matter.  Concerning the reversal of disci-
  plines, when applicable, consult Disciplines
  by Opposition Chapter 11: Magic.
  Revivification
  Level: 7
  Magic Points: 56
  Discipline: Water
  Range: Touch
  Area: 1 creature
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  revives  a  creature
  who has died within a number of days equal
  to the level of the caster.  The target crea-
  ture must desire to return to life.  Other-
  wise, they will remain dead.  If a creature is
  revived, then they return with their full po-
  tential Life Points.  However, a caster may
  only revive creatures with certain limits of
  LP depending on the level of the caster.  Any
  character who is revived has undergone a
  Near-Death Experience (see Chap. 4: Dispo-
  sition).
  le
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  679
  Chapter 12: Spells
  Rite for Acquiring an Assistant Demon
  Level: 7
  Magic Points: 56
  Discipline: Air
  Range: All Planes of the Cosmos
  Area: 1 Demon
  Duration: Special
  Reference: PGM I. 1-42.
  Chant: A   EE   EEE   IIII   OOOOO   YYYYYY
  OOOOOOO, come to me, Good Demon,
  HARPON KNOUPHI BRINTANTEN
  SIPHRI BRISKYLMA AROUAZAR
  BAMESEN KRIPHI NIPOUMICH-
  MOUMAOPH.
    Come to me, you
  who lie in the north, who cause the currents
  to roll down and mingle with the sea, trans-
  forming them with life as it does man’s seed
  in sexual intercourse, you who have estab-
  lished the world on an indestructible foun-
  dation, who are young in the morning and
  old in the evening, who journey through the
  subterranean sphere and rise, breathing fire,
  you who have parted the seas in the first
  month, who ejaculate seeds into the sacred
  tree continually.
  Ingredients: 2 fingernails,  all  hairs,  a  falcon,  milk
  of a black cow, honey, cloth, papyrus, ink,
  wine, a shrine made of juniper wood, and
  non-animal foods.
  Ritual:  Take 2 of your own fingernails and all the
  hairs from your head, and take a falcon and
  drown it in the milk of a black cow after
  mixing honey with the milk.  Once the fal-
  con is drowned, thoroughly wrap the falcon
  with an undyed piece of cloth and place
  beside it your fingernails along with your
  hairs.  Next, take a piece of papyrus and in-
  scribe in ink the following: A EE EEE IIII
  OOOOO YYYYYY OOOOOOO.  Set it
  in the same manner along with the hairs and
  fingernails.  Then, plaster it with old wine.
  Take the milk with the honey and drink it
  before the rising of  the sun.  Take the
  wrapped falcon and set it up as a statue in a
  shrine made of juniper wood.  After having
  crowned the shrine, make an offering of
  non-animal foods and have on hand some
  old wine.  Before you recline, speak the chant
  to the bird itself.  Conceal the entire ritual,
  and for 7 days refrain from having inter-
  course with a woman.
  Description: This  rite   requires   complete   purity.
  Casting this spell causes a demon to be sum-
  moned into the circle of  9’ in diameter.
  While bound within the circle, the caster
  must negotiate the task with which the de-
  mon must assist the caster.  Demons are
  immortal, and so most have lived what seems
  an eternity compared to mere mortals.
  Therefore, most demons are cunning and
  experienced.  The caster must semantically
  offer a firm deal.  The demon will abide ex-
  actly by the terms given, but deviate in ev-
  ery other possible way.  Once the caster is
  satisfied with the terms, the caster must break
  the circle.  If the pact was poorly worded,
  then the demon is most likely to instantly
  attack the caster.  Otherwise, the demon will
  assist the caster.  While role-playing the de-
  mon, the Aedile is encouraged to be as dif-
  ficult and tricky as possible.
  
  680
  Chapter 12: Spells
  Rite for Driving out Demons
  Level: 7
  Magic Points: 56
  Discipline: Earth
  Range: 7’
  Area: 1 character
  Duration: Permanent/Instantaneous
  Reference: PGM IV. 1227-64.
  Chant: I  conjure  you,  demon,  whoever  you  are.
  Come out, demon, whoever you are, and stay
  away from him, (speak the name of the pos-
  sessed character), now, now; immediately, im-
  mediately.  Come out, demon, since I bind
  you with unbreakable adamantine fetters, and
  I deliver you into the black chaos in perdi-
  tion.
  Ingredients: 7 olive branches
  Ritual: Place  7  olive branches before the character
  possessed by demons.  Tie the 2 ends of 6
  of them together, but for the remaining 1
  use it like a whip as you utter the chant.  Now,
  stand before them and speak the chant.
  Description: Casting  this  spell  exorcises  demons
  and other spirits who are immoral and im-
  mortal from a possessed character.  The
  chance that the demon or demons are driven
  depends on the LP of each demon.  This
  spell may be cast only once per caster on a
  particular character; further castings will
  surely be ineffective.
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  If the spell fails, then some demons
  respond angrily, demonstrating defiantly that
  they still control the possessed character.
  Others are more cunning and pretend to be
  exorcised, waiting until the caster leaves, then
  returning.
  Rite to Produce an Epiphany of  Kore
  Level: 7
  Magic Points: 56
  Discipline: Air
  Range: Special
  Area: Special
  Duration: 8 hours at night
  Reference: PGM XII. 1-13.
  Chant: THERMOCH    CHTHABOI    ACHAPH
  MARMILYCHA BERTHIOCH CHAREL
  ... BAIOCH ... THACH DERPHO
  PHIRBSAT SOTHORAI PHAUXAI IOA
  MEILICH 
  IABAI 
  EIA 
  KARSE
  REUTHRA ENROUCH ZERPHRECH
  PSERPHERCHO 
  THNERBECH
  CHARCHERBER YEICH PHCHYAR PA
  ... CHA MILCHITHER CHLELOR
  PHACHILER MAZ MACHAIRIOCH.
  Ingredients: A black robe and sword
  Ritual: Unfold a black robe and carry it; also take a
  sword.  Then speak the chant.  After you
  speak the chant, a maiden from the under-
  world will come carrying torches.  Say:
  “PHERTHELILOCH PEIY,” and her fire-
  brands will be extinguished, and she will
  stand there in distress and complain.  Then
  say, “Do (such-and-such) and I will light your
  torches.”  If she sends a dream you are to
  light them and she will fly away.  If you send
  her to kill a character, then give her the sword
  and she will give you the torches and return
  with the sword covered with blood.  Tell her
  that the torches belong to her; they will catch
  fire and she will take flight.
  While 
  doing 
  this, 
  say:
  “MOZERPHER TACHCHAPS.”  Attach a
  phylactery to your right and left hand at night
  and wear it.
  Description: Casting this spell causes  a  maiden  of
  the underworld to appear to the caster in a
  dream the following night; the caster must
  dream at night.  She may be commanded to
  carry out orders, even to kill a character.  She
  will obey and, unless the Aedile declares oth-
  erwise, return by the end of the night after
  completing the deed.  As far as killing a char-
  acter, she will kill them in their sleep.
  
  681
  Chapter 12: Spells
  Rivers Run Red
  Level: 6
  Magic Points: 48
  Discipline: Earth
  Range: See below
  Area: See below
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes water to trans-
  mogrify to blood.  Nearby Rivers Run Red
  with blood.  Some scholars and casters pre-
  fer to call this spell “Transmogrify Water to
  Blood,” but this reference is incorrect; there
  are many instances of water that will not
  transmogrify to blood, such as the water in
  the body of a character.  The range of this
  spell is that it affects merely rivers and
  streams closest to the caster at the time of
  casting.  The affected area is determined by
  the level of the caster.  Consult the table
  below:
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  2
  Rot
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: Touch
  Area: 1 creature
  Duration: 1d6 rounds
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this  spell  causes  the  skin  of
  the target creature to weaken, effectively
  doubling the threat of Graphic Gore by
  stabbing and hacking weapons, increasing
  the severity of such a blow by 5.  For the
  duration of the spell, the skin of the target
  creature will feel extremely supple.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).
  Sanitize Food/Beverage
  Level: 1
  Magic Points: 8
  Discipline: Water
  Range: Touch
  Area: 1 cubic foot of  food  or  beverage  per  caster
  level
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  purify food or beverage through touch so
  that it may be ingested without harm, risk
  of natural disease, or natural poison.
  
  682
  Chapter 12: Spells
  Seal Item
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: Touch
  Area: Item touched
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  allows  a  caster  to
  lock any closeable and non-living item, pre-
  venting others from opening or accessing
  it.  It will open only for the caster unless
  countered by more powerful magic.  The size
  of the item that may be sealed depends on
  the level of the caster.  The caster may seal
  an item that is 2 cubic inches to an expo-
  nential power equal to the level of the caster.
  For example, if a caster passes an
  unusally large door of 30’ in height, the caster
  does not have to calculate the dimensions
  of the entire door, but only the lock on the
  door and/or the bolt behind it.
  Seal Orifice
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: Direct line of sight
  Area: 1 square inch per level of the caster
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes an orifice of
  a target creature seen by the caster to seal
  itself.  The caster must point at the target
  creature with their finger, which necessitates
  a successful Aim skill check (see Chap. 8:
  Skills).  Upon casting, the caster must de-
  clare which orifice is selected.  Popular op-
  tions include the anus, ear, mouth, nostril,
  or vagina.
  An orifice will not seal partially.  It
  either seals completely or not at all.  The
  size of the orifice that may be sealed de-
  pends on the level of the caster.  An orifice
  may be reopened, though cutting through
  the flesh that seals it may be painful.  A quar-
  ter-inch of sealant flesh per caster level must
  be penetrated to reopen the orifice.  Below
  are listed common results depending on the
  orifice sealed.
  
  683
  Chapter 12: Spells
  Anus: On average, humans defecate
  once per day.  If the anus is sealed, then the
  creature will be unable to defecate.  Consti-
  pation will be uncomfortable after 1 day of
  a sealed anus.  The next 1d4 days will seem
  unbearable and the creature will be unable
  to concentrate on any stimulus or perform
  any action.  After this duration, the creature
  will die.
  Ear: All Sound skill checks are re-
  duced by 50%.
  Mouth: The target will starve to
  death in (1d6 + 2) days.
  Nostril: With 1 nostril sealed, Physi-
  cal Fitness will be reduced by 40% and
  Strength by 25%.  However, if both nostrils
  are sealed, then the victim may breathe
  through their mouth, and suffer a 60% re-
  duction in Physical Fitness, and Strength by
  50%.
  Vagina: The female creature will be
  not only unable to have intercourse, but ev-
  ery month she is likely to become backed
  up with menstrual blood.  Each week after
  the first blocked menstruation, she must pass
  a Health sub-ability check at TH 18 or die.
  Soulstealer’s Black Bolt
  Level: 10
  Magic Points: 1,800
  Discipline: Fire
  Range: Line of sight
  Area: 1 soul
  Duration: Instantaneous/Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell  causes  a  black  bolt
  to project forth from the caster’s palm and
  unerringly strike a victim of whom the caster
  is thinking at the moment.  The black bolt
  crackles loudly during the instant that it is
  unleashed at the victim.  Upon striking the
  victim, the black bolt deteriorates the victim’s
  life force by draining them of 2d20 occupa-
  tional levels, or only [(2d20)/2] if the victim
  is an atheist or agnostic.  If the victim has
  levels in several occupations, then the high-
  est levels are drained first, regardless of the
  occupation.  Otherwise, the most recent lev-
  els are drained first.  AP must be redeter-
  mined by the Aedile to fit the victim’s new
  level.  All adjustments gained due to those
  levels are now lost (such as LP, MP, SP, etc.).
  If the victim is reduced to 0 occu-
  pational levels, then the victim dies.  If the
  victim dies, then their soul will leave the body
  of the victim, which is reduced to cinders,
  and assimilates with the caster.  If this ever
  becomes known publicly, then the caster will
  be referred to as a “Collector of Souls.”
  
  684
  Chapter 12: Spells
  If the caster accumulates 1,000 souls,
  it has been rumored that the caster may ac-
  quire immortality at the Aedile’s discretion.
  The outcome depends on what the Aedile
  deems most appropriate, but it has been
  rumored that others have become demons
  in the employ of powers of the lower planes.
  Moral casters may acquire only a soul
  from a victim with a disposition that is im-
  moral or neutral.  If a moral caster collects a
  moral soul, then the acquired soul will not
  count toward the 1,000 stated above and the
  caster must randomly acquire a mental ill-
  ness (see Chap. 5: Mind).
  Neutral casters may acquire only a
  soul from a victim with a disposition that is
  moral or immoral.  If a neutral caster col-
  lects a neutral soul, then the acquired soul
  will not count toward the 1,000 stated above
  and the caster must randomly acquire a men-
  tal illness (see Chap. 5: Mind).
  Immoral casters may acquire any
  soul without penalty.
  Spell for Causing Talk while Asleep
  Level: 3
  Magic Points: 24
  Discipline: Ether
  Range: Touch
  Area: 1 female
  Duration: 2 minutes per level of the caster
  Reference: PGM VII. 411-16.
  Chant: None
  Ingredients: A  heart,   ink,   and  hieratic  papyrus
  Ritual: Take a heart and place it in ink.  Write on a
  strip of hieratic papyrus and place it upon
  her pudendum and ask your questions.  She
  will confess everything to you.  Write:
  “DARYGKO IAU IAU.”
  Description: Casting this spell  causes  a  female  to
  answer truthfully any question asked.
  Spell for Questioning Corpses
  Level: 3
  Magic Points: 24
  Discipline: Air
  Range: Touch
  Area: 1 corpse
  Duration: 2 minutes per level of the caster
  Reference: PGM IV. 2140-44.
  Chant: None.
  Ingredients: red  ochre,  burnt  ink,  juice  of  fresh
  wormwood, evergreen, and flax.
  Ritual: Make an ink from the ingredients, and also
  take an additional flax leaf and write “AZEL
  BALEMACHO” on the leaf.  Put it in the
  mouth of the corpse.
  Description: This spell enables a caster to ask ques-
  tions of a corpse by summoning the spirit
  of the deceased.  One complication is that a
  different spirit may answer instead, or no
  spirit may answer at all.  The Aedile must
  roll 3d10:
  llo
  R
  tl
  u
  s
  e
  R
  4
  1
  <
  re
  w
  s
  n
  a
  o
  N
  7
  1-
  4
  1
  tirip
  s
  g
  niyl,tn
  elo
  v
  ela
  M
  8
  1
  tirip
  s
  ts
  e
  n
  o
  h
  tu
  b
  m
  o
  d
  n
  a
  R
  8
  1
  >
  s
  eilp
  er
  tirip
  s
  tc
  err
  o
  C
  
  685
  Chapter 12: Spells
  Spell for Removal of  Poison
  Level: 2
  Magic Points: 16
  Discipline: Water
  Range: Ingestion
  Area: 1 character
  Duration: Permanent/Instantaneous
  Reference: PDM xiv. 563-74.
  Chant: Hail,  hail,  IABLY!   The 3 gods drank and
  after them I myself drank in order that you
  will not let me get drunk, you will not let me
  list, you will not make me fall, you will not
  make me be thrown down, you will not make
  me be troubled of heart, you will not make
  my mouth curse.  May I be healed of all
  poison, pus, and venom.  They shall be re-
  moved from my heart.  When I drink you,
  may I vomit them up in her name of
  SARBITHA, the daughter of the
  Agathodaimon, for I am SABRA BRIATHA
  BRISARA. HER is my name.  I am
  SHARON coming from receiving greetings.
  IAHO, the child, is my name, being my real
  name.
  Ingredients: A cup of wine and rue
  Ritual: Speak the chant to a cup of wine.  Add fresh
  rue; add it to it; speak to it 7 times, and make
  the character drink it at dawn before he has
  eaten.
  Description: This  spell  is  to  be  said  in  order  to
  extract the venom from the heart of a char-
  acter who has been made already to drink a
  potion or poison.
  Spell for Restraining Anger
  Level: 2
  Magic Points: 16
  Discipline: Ether
  Range: 50’
  Area: 1 character
  Duration: 1 day per level of the caster
  Reference: PGM XII. 179-81.
  Chant: I am restraining the anger  of  all,  especially
  of him, (speak the name of the angry char-
  acter), which is CHNEOM.
  Ingredients: Ink and linen
  Ritual: If you want a character  to  cease  being  an-
  gry with you, write with ink on linen this
  name of anger: “CHNEOM.”  Hold it in
  your left hand and speak the chant.
  Description: Casting  this  spell  causes a  character
  who is named and angry with the caster to
  restrain their anger.
  
  686
  Chapter 12: Spells
  Spell to Catch a Thief
  Level: 3
  Magic Points: 24
  Discipline: Ether
  Range: 1 mile
  Area: 1 eye
  Duration: 5 minutes
  Reference: PGM V. 70-95.
  Chant: I conjure you by the holy names; hand over
  the thief who made off with it,
  CHALCHAK CHALKOUM CHIAM
  CHARCHROUM 
  ZBAR 
  BERI
  ZBARKOM 
  CHRE 
  KARIOB
  PHARIBOU, and by the shudderful names:
  A EE EEE IIII OOOOO YYYYYY
  OOOOOOO, hand over the thief who stole
  it.  As long as I strike the eye with this ham-
  mer, let the eye of the thief be struck, and
  let it well up until it betrays him.”
  Ingredients: A plant, bugloss, and gallows wood.
  Ritual: Take a plant and bugloss, strain them, burn
  what you strain out, mix them well with juice,
  and write “CHOO” with it on a wall.  Take
  gallows wood and carve a hammer.  With
  the hammer strike the eye while speaking
  the chant.
  Description: Casting this spell allows the caster to
  hit their own eye with a hammer, but in-
  stead of their own eye swelling, the eye of
  the thief swells.  After the spell expires, the
  damage done will still be evident on the thief.
  If the item in question was not stolen, then
  the eye of the caster will swell once ham-
  mered.
  Spell to Subject and Silence
  Level: 6
  Magic Points: 48
  Discipline: Ether
  Range: This earth
  Area: 1 character
  Duration: Permanent
  Reference: PGM IX. 1-14.
  Chant: I’ll give you rest from wrath and soothe your
  raging.  Come, lord BAINCHOOOCH, with
  your father ANIBAINCHOOOCH, with
  your mother CHECHPHIO, with your 2
  bodyguards 
  CHENGEBIOCHTHO
  MYSAGOTH ECHE OO MYSAGOTH
  ACHPHIPHIO IAIA OCH SEBAU PHRE
  IO REXICHTHON YOEO AEAEEIOYO
  CHYCHBACHYCH 
  BAUACHYCH
  BAKAXICHYCH BAZABACHYCH
  MENEBACHYCH 
  BADEDOPHO
  BAINCHOOOCH.  Bring into subjection,
  put silence, and enslave every race of char-
  acters, both men and women, with their fits
  of wrath, and those who are under the earth
  beneath the feet of him, (speak the name
  of the character you wish to silence), for
  you have been put beneath my feet, like my
  robe, the heart of SABAOTH.
  Ingredients: A lamella (a thin, metal plate)
  Ritual: On   the   back   of   a   lamella,    inscribe:
  “EULAMO 
  SISIRBBAIERSESI
  PHERMOU CHNOUOR ABRASAX.
  Bring into subjection, enslave, and put to
  silence the soul, the wrath of him, (write
  the name of the character you wish to si-
  lence), because I adjure you by the awful Ne-
  cessity 
  MASKELLI 
  MASKELLO
  P H M O U K E - N T A B A O T H
  OREOBAZAGRA REXI-CHTHON
  HIPPOCHTHON PYRIPE-GANYX
  LEPETAN EPETAN PHNOUNOBOE.”
  On the front of the lamella, write
  the 
  character’s 
  name. 
   
  Write
  IAOMORMOROTOKONBAI at the top
  of the metal leaf (lamella).  Speak the chant.
  Description: Casting this spell causes any character
  to become silent, submissive, and a servant
  with respect to the caster.
  
  687
  Chapter 12: Spells
  Spell to Cause a Woman to Hate a Man
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: 1 mile
  Area: 1 woman
  Duration: 1 month per level of the caster
  Reference: PDM xxi. 108-18 [PGM XII. 466-68).
  Chant: May (speak the name of the woman), born
  of (speak the name of the woman’s mother),
  hate (speak the name of the man), born of
  (speak the name of the man’s mother)!
  Here are the true names:
  IAKYMBIAI 
  IAO 
  IOERBETH
  IOBOLGHOSETH 
  BASELE 
  OM
  GITATHNAGS APSOPS O.EL.T, separate
  (speak the name of the woman), born of
  (speak the name of the woman’s mother),
  from (speak the name of the man), born of
  (speak the name of the man’s mother); hurry,
  hurry; be quick, be quick!
  (Speak the last paragraph 7 times.)
  Ingredients: Dung and hair from both characters
  Ritual: In order to cause  a  woman  to  hate  a  man
  you must bring both dung and hair that is
  dead and both from the woman and that
  man she is to hate, and you mix them with
  fresh blooms, and you put it in a new papy-
  rus after writing on the papyrus first with
  ink and speak the chant.  Bind the papyrus
  and put it in a body of water.
  Description: Casting this spell will cause the speci-
  fied woman to hate the specified man.
  Spermatozoa Rejuvenation
  Level: 1
  Magic Points: 8
  Discipline: Water
  Range: Touch
  Area: 2 testicles
  Duration: Until the next ejaculation
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this  spell  causes  the  full  re-
  juvenation of a pair of testicles, if fondled
  gently by the caster.  The target creature must
  be touched successfully.  If the target crea-
  ture resists being touched, then the caster
  must make a Brawling skill check (see Chap.
  8: Skills).
  When balls are this full, the over-
  abundance of sperm increases the Drive
  sub-ability of the target by 2d10, Choleric
  Temperament by 1d100, and they may also
  experience restlessness as well as perpetual
  sexual thoughts.  If and when vaginal pen-
  etration occurs within 1 day, the use of the
  ramrod necessitates a roll of 1d100.  The
  mounter is 95% likely to impregnate the fe-
  male, regardless of species.  Due to the mis-
  use of this spell, many new races or species
  may be bred.
  DEPREHENDI.MODO.
  PUPULUM.PUELLAE.
  TRUSANTEM
  I caught, just now, a boy
  thrusting away at his girl!
  
  688
  Chapter 12: Spells
  Spermicidal Sphere
  Level: 1
  Magic Points: 8
  Discipline: Fire
  Range: 15’
  Area: 10’ radius
  Duration: 1 hour
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description:  Casting this spell  allows  the  caster
  to choose the location of the sphere.  Ev-
  erything within this sphere at the time of
  casting will instantaneously lose any and all
  reproductive fluids for 1 hour.  Affected
  males lose (2d10)% of their Drive sub-abil-
  ity points for the duration of the spell and
  unless under duress, feel compelled to sleep.
  Strength
  Level: 2
  Magic Points: 16
  Discipline: Earth
  Range: None
  Area: Caster’s muscles
  Duration: 1d100 minutes
  Reference: PGM LXIX. 1-3.
  Chant: PHNOUNEBEE,  PHNOUNEBEE,  give
  me your strength, IO ABRASAX, give me
  your strength, for I am ABRASAX.
  Ingredients: None
  Ritual: Speak the chant 7 times while holding your
  2 thumbs.
  Description: Casting    this    spell    enhances    the
  Strength sub-ability of  the caster by
  (1d100)%.
  Stronger than Before
  Level: 2
  Magic Points: 16
  Discipline: Earth
  Range: Touch
  Area: Special
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes the socket of
  a limb or object to recover from being dis-
  membered or separated.  The target crea-
  ture must be touched successfully.  If the
  target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).
  Recovery consists of the growth of
  2 limbs or objects where 1 was removed.
  For example, if a limb is hacked off, then 2
  grow in its place.  If a tree branch is removed,
  then 2 grow in its place.
  To determine if the limb or object
  will be replaced, the Aedile must estimate
  the IP or LP of the original and then double
  the estimate.  Usually, BPP are considered
  when a limb has been removed.  This result
  is the number of IP or LP (or BPP) that the
  caster must be able to affect.
  The duration of growth depends on
  the level of the caster.  Let ‘L’ equal the level.
  The caster will cause (L2) IP or LP (or BPP)
  of the 2 replacements to grow per round.
  
  689
  Chapter 12: Spells
  Symbol of Ethicality
  Level: 2
  Magic Points: 16
  Discipline: Fire
  Range: Touch
  Area: Special
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  a  magical
  symbol to appear.  The symbol may be in-
  scribed onto any solid and immobile mate-
  rial.  If it is inscribed onto metal, then con-
  sult the Defigere and Spell Failure tables in
  Chapter 11: Magic.  Itself, the symbol has no
  color, but is merely an inscription.  Since
  the symbol must be immobile, it perma-
  nently loses all magical power once moved
  from the location in which it was created.
  Therefore, a symbol will rarely be inscribed
  onto a door, because once the door is
  opened and the symbol has moved, the sym-
  bol is permanently ineffective.  Otherwise,
  the symbol is permanent until destroyed
  physically.  Physical destruction depends on
  the material in which it was inscribed.  Ex-
  amples below describe how much damage
  is necessary to render the symbol ineffec-
  tive:
  lair
  et
  a
  M
  y
  r
  a
  s
  s
  e
  c
  e
  N
  e
  g
  a
  m
  a
  D
  P
  I
  d
  n
  a
  S
  1
  h
  tra
  E
  2
  d
  o
  o
  W
  5
  e
  n
  o
  tS
  0
  3
  The diameter of the symbol relates
  to its power and the level of the caster when
  it was created.  The caster may choose the
  diameter, though it may not be smaller than
  1 inch or larger than that listed in the fol-
  lowing table:
  le
  v
  e
  L
  r
  ets
  a
  C
  r
  et
  e
  m
  ai
  D
  e
  g
  a
  m
  a
  D
  1
  h
  c
  ni
  1
  4
  d
  1
  2
  s
  e
  h
  c
  ni
  2
  6
  d
  1
  3
  s
  e
  h
  c
  ni
  3
  8
  d
  1
  4
  s
  e
  h
  c
  ni
  6
  0
  1
  d
  1
  5
  s
  e
  h
  c
  ni
  2
  1
  2
  1
  d
  1
  6
  s
  e
  h
  c
  ni
  8
  1
  0
  2
  d
  1
  7
  te
  ef
  2
  0
  2
  d
  2
  8
  te
  ef
  3
  0
  0
  1
  d
  1
  9
  te
  ef
  5
  0
  0
  1
  d
  2
  0
  1
  te
  ef
  0
  1
  0
  0
  1
  d
  4
  1
  1
  te
  ef
  5
  1
  0
  0
  0
  1
  d
  1
  2
  1
  te
  ef
  0
  2
  0
  0
  0
  1
  d
  2
  4
  1-
  3
  1
  te
  ef
  0
  3
  0
  0
  0
  1
  d
  4
  4
  1
  >
  te
  ef
  0
  0
  1
  0
  1
  x
  0
  0
  0
  1
  d
  4
  Most casters prefer the largest diam-
  eter that they can create, because the dam-
  age depends on the diameter of the sym-
  bol, not the caster level.
  All creatures who have a predomi-
  nantly unethical or neutral disposition suf-
  fer LP of damage upon entering, or remain-
  ing within, an area of proximity to the sym-
  bol.  The area of proximity in which they
  suffer damage is 10 times the diameter of
  the symbol.  For example, if an unethical
  creature comes within 10’ of a Symbol of
  Ethicality cast by a 5th level caster who made
  a 12” symbol, then they will suffer 1d12 LP
  of damage.
  The area of a symbol may overlap
  with the area of other symbols.  For this
  reason, if a character notices, say, a door
  frame that has dozens of small symbols in-
  scribed onto it, then it is wise to approach
  with caution, if it must be approached at all.
  
  690
  Chapter 12: Spells
  Symbol of Immorality
  Level: 2
  Magic Points: 16
  Discipline: Fire
  Range: Touch
  Area: Special
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  a  magical
  symbol to appear.  The symbol may be in-
  scribed onto any solid and immobile mate-
  rial.  If it is inscribed onto metal, then con-
  sult the Defigere and Spell Failure tables in
  Chapter 11: Magic.  Itself, the symbol has no
  color, but is merely an inscription.  Since
  the symbol must be immobile, it perma-
  nently loses all magical power once moved
  from the location in which it was created.
  Therefore, a symbol will rarely be inscribed
  onto a door, because once the door is
  opened and the symbol has moved, the sym-
  bol is permanently ineffective.  Otherwise,
  the symbol is permanent until destroyed
  physically.  Physical destruction depends on
  the material in which it was inscribed.  Ex-
  amples below describe how much damage
  is necessary to render the symbol ineffec-
  tive:
  lair
  et
  a
  M
  y
  r
  a
  s
  s
  e
  c
  e
  N
  e
  g
  a
  m
  a
  D
  P
  I
  d
  n
  a
  S
  1
  h
  tra
  E
  2
  d
  o
  o
  W
  5
  e
  n
  o
  tS
  0
  3
  The diameter of the symbol relates
  to its power and the level of the caster when
  it was created.  The caster may choose the
  diameter, though it may not be smaller than
  1 inch or larger than that listed in the fol-
  lowing table:
  le
  v
  e
  L
  r
  ets
  a
  C
  r
  et
  e
  m
  ai
  D
  e
  g
  a
  m
  a
  D
  1
  h
  c
  ni
  1
  4
  d
  1
  2
  s
  e
  h
  c
  ni
  2
  6
  d
  1
  3
  s
  e
  h
  c
  ni
  3
  8
  d
  1
  4
  s
  e
  h
  c
  ni
  6
  0
  1
  d
  1
  5
  s
  e
  h
  c
  ni
  2
  1
  2
  1
  d
  1
  6
  s
  e
  h
  c
  ni
  8
  1
  0
  2
  d
  1
  7
  te
  ef
  2
  0
  2
  d
  2
  8
  te
  ef
  3
  0
  0
  1
  d
  1
  9
  te
  ef
  5
  0
  0
  1
  d
  2
  0
  1
  te
  ef
  0
  1
  0
  0
  1
  d
  4
  1
  1
  te
  ef
  5
  1
  0
  0
  0
  1
  d
  1
  2
  1
  te
  ef
  0
  2
  0
  0
  0
  1
  d
  2
  4
  1-
  3
  1
  te
  ef
  0
  3
  0
  0
  0
  1
  d
  4
  4
  1
  >
  te
  ef
  0
  0
  1
  0
  1
  x
  0
  0
  0
  1
  d
  4
  Most casters prefer the largest diam-
  eter that they can create, because the dam-
  age depends on the diameter of the sym-
  bol, not the caster level.
  All creatures who have a predomi-
  nantly moral or neutral disposition suffer LP
  of  damage upon entering, or remaining
  within, an area of proximity to the symbol.
  The area of proximity in which they suffer
  damage is 10 times the diameter of the sym-
  bol.  For example, if a moral creature comes
  within 10’ of a Symbol of Immorality cast
  by a 5th level caster who made a 12” symbol,
  then they will suffer 1d12 LP of damage.
  The area of a symbol may overlap
  with the area of other symbols.  For this
  reason, if a character notices, say, a door
  frame that has dozens of small symbols in-
  scribed onto it, then it is wise to approach
  with caution, if it must be approached at all.
  
  691
  Chapter 12: Spells
  Symbol of Morality
  Level: 2
  Magic Points: 16
  Discipline: Fire
  Range: Touch
  Area: Special
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  a  magical
  symbol to appear.  The symbol may be in-
  scribed onto any solid and immobile mate-
  rial.  If it is inscribed onto metal, then con-
  sult the Defigere and Spell Failure tables in
  Chapter 11: Magic.  Itself, the symbol has no
  color, but is merely an inscription.  Since
  the symbol must be immobile, it perma-
  nently loses all magical power once moved
  from the location in which it was created.
  Therefore, a symbol will rarely be inscribed
  onto a door, because once the door is
  opened and the symbol has moved, the sym-
  bol is permanently ineffective.  Otherwise,
  the symbol is permanent until destroyed
  physically.  Physical destruction depends on
  the material in which it was inscribed.  Ex-
  amples below describe how much damage
  is necessary to render the symbol ineffec-
  tive:
  lair
  et
  a
  M
  y
  r
  a
  s
  s
  e
  c
  e
  N
  e
  g
  a
  m
  a
  D
  P
  I
  d
  n
  a
  S
  1
  h
  tra
  E
  2
  d
  o
  o
  W
  5
  e
  n
  o
  tS
  0
  3
  The diameter of the symbol relates
  to its power and the level of the caster when
  it was created.  The caster may choose the
  diameter, though it may not be smaller than
  1 inch or larger than that listed in the fol-
  lowing table:
  le
  v
  e
  L
  r
  ets
  a
  C
  r
  et
  e
  m
  ai
  D
  e
  g
  a
  m
  a
  D
  1
  h
  c
  ni
  1
  4
  d
  1
  2
  s
  e
  h
  c
  ni
  2
  6
  d
  1
  3
  s
  e
  h
  c
  ni
  3
  8
  d
  1
  4
  s
  e
  h
  c
  ni
  6
  0
  1
  d
  1
  5
  s
  e
  h
  c
  ni
  2
  1
  2
  1
  d
  1
  6
  s
  e
  h
  c
  ni
  8
  1
  0
  2
  d
  1
  7
  te
  ef
  2
  0
  2
  d
  2
  8
  te
  ef
  3
  0
  0
  1
  d
  1
  9
  te
  ef
  5
  0
  0
  1
  d
  2
  0
  1
  te
  ef
  0
  1
  0
  0
  1
  d
  4
  1
  1
  te
  ef
  5
  1
  0
  0
  0
  1
  d
  1
  2
  1
  te
  ef
  0
  2
  0
  0
  0
  1
  d
  2
  4
  1-
  3
  1
  te
  ef
  0
  3
  0
  0
  0
  1
  d
  4
  4
  1
  >
  te
  ef
  0
  0
  1
  0
  1
  x
  0
  0
  0
  1
  d
  4
  Most casters prefer the largest diam-
  eter that they can create, because the dam-
  age depends on the diameter of the sym-
  bol, not the caster level.
  All creatures who have a predomi-
  nantly immoral or neutral disposition suffer
  LP of damage upon entering, or remaining
  within, an area of proximity to the symbol.
  The area of proximity in which they suffer
  damage is 10 times the diameter of the sym-
  bol.  For example, if an immoral creature
  comes within 10’ of a Symbol of Morality
  cast by a 5th level caster who made a 12” sym-
  bol, then they will suffer 1d12 LP of dam-
  age.
  The area of a symbol may overlap
  with the area of other symbols.  For this
  reason, if a character notices, say, a door
  frame that has dozens of small symbols in-
  scribed onto it, then it is wise to approach
  with caution, if it must be approached at all.
  
  692
  Chapter 12: Spells
  Symbol of Unethicality
  Level: 2
  Magic Points: 16
  Discipline: Fire
  Range: Touch
  Area: Special
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  a  magical
  symbol to appear.  The symbol may be in-
  scribed onto any solid and immobile mate-
  rial.  If it is inscribed onto metal, then con-
  sult the Defigere and Spell Failure tables in
  Chapter 11: Magic.  Itself, the symbol has no
  color, but is merely an inscription.  Since
  the symbol must be immobile, it perma-
  nently loses all magical power once moved
  from the location in which it was created.
  Therefore, a symbol will rarely be inscribed
  onto a door, because once the door is
  opened and the symbol has moved, the sym-
  bol is permanently ineffective.  Otherwise,
  the symbol is permanent until destroyed
  physically.  Physical destruction depends on
  the material in which it was inscribed.  Ex-
  amples below describe how much damage
  is necessary to render the symbol ineffec-
  tive:
  lair
  et
  a
  M
  y
  r
  a
  s
  s
  e
  c
  e
  N
  e
  g
  a
  m
  a
  D
  P
  I
  d
  n
  a
  S
  1
  h
  tra
  E
  2
  d
  o
  o
  W
  5
  e
  n
  o
  tS
  0
  3
  The diameter of the symbol relates
  to its power and the level of the caster when
  it was created.  The caster may choose the
  diameter, though it may not be smaller than
  1 inch or larger than that listed in the fol-
  lowing table:
  le
  v
  e
  L
  r
  ets
  a
  C
  r
  et
  e
  m
  ai
  D
  e
  g
  a
  m
  a
  D
  1
  h
  c
  ni
  1
  4
  d
  1
  2
  s
  e
  h
  c
  ni
  2
  6
  d
  1
  3
  s
  e
  h
  c
  ni
  3
  8
  d
  1
  4
  s
  e
  h
  c
  ni
  6
  0
  1
  d
  1
  5
  s
  e
  h
  c
  ni
  2
  1
  2
  1
  d
  1
  6
  s
  e
  h
  c
  ni
  8
  1
  0
  2
  d
  1
  7
  te
  ef
  2
  0
  2
  d
  2
  8
  te
  ef
  3
  0
  0
  1
  d
  1
  9
  te
  ef
  5
  0
  0
  1
  d
  2
  0
  1
  te
  ef
  0
  1
  0
  0
  1
  d
  4
  1
  1
  te
  ef
  5
  1
  0
  0
  0
  1
  d
  1
  2
  1
  te
  ef
  0
  2
  0
  0
  0
  1
  d
  2
  4
  1-
  3
  1
  te
  ef
  0
  3
  0
  0
  0
  1
  d
  4
  4
  1
  >
  te
  ef
  0
  0
  1
  0
  1
  x
  0
  0
  0
  1
  d
  4
  Most casters prefer the largest diameter that
  they can create, because the damage depends
  on the diameter of the symbol, not the caster
  level.
  All creatures who have a predomi-
  nantly ethical or neutral disposition suffer
  LP of damage upon entering, or remaining
  within, an area of proximity to the symbol.
  The area of proximity in which they suffer
  damage is 10 times the diameter of the sym-
  bol.  For example, if an ethical creature
  comes within 10’ of a Symbol of
  Unethicality cast by a 5th level caster who
  made a 12” symbol, then they will suffer 1d12
  LP of damage.
  The area of a symbol may overlap
  with the area of other symbols.  For this
  reason, if a character notices, say, a door
  frame that has dozens of small symbols in-
  scribed onto it, then it is wise to approach
  with caution, if it must be approached at all.
  
  693
  Chapter 12: Spells
  Teleportation
  Level: 8
  Magic Points: 64
  Discipline: Earth
  Range: Touch
  Area: 1 creature
  Duration: Instantaneous
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  a  creature
  to be moved instantly or transported to a
  location envisioned by the caster.  The tar-
  get creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).  The caster must
  have personally been in the exact location
  where the target creature is to be trans-
  ported.  The spell functions by converting
  the body of the target into pure energy,
  which then seeks the appropriate location
  at the speed of light, transforming instantly
  back into the target creature at the specified
  destination.
  The amount of matter that a caster
  may teleport depends on their occupational
  level.  Consult the table below:
  le
  v
  e
  L
  r
  ets
  a
  C
  P
  L
  r
  o
  P
  I
  4-
  1
  0
  1
  8-
  5
  0
  2
  2
  1-
  9
  0
  5
  6
  1-
  3
  1
  0
  0
  1
  0
  2-
  7
  1
  0
  0
  0,1
  0
  2
  >
  0
  0
  0,0
  1
  In order for the target creature to
  be transported successfully to the correct
  location, the caster must pass a Reflection
  sub-ability check.  The caster must consult
  the Aedile to determine the TH of the Re-
  flection check.  Below are some suggestions:
  H
  T
  n
  o
  s
  a
  e
  R
  8
  <
  n
  oita
  nits
  e
  d
  tc
  a
  x
  e
  e
  h
  t
  ta
  n
  e
  e
  b
  to
  n
  s
  a
  h
  rets
  a
  C
  .r
  u
  o
  h
  1
  ts
  a
  el
  ta
  r
  o
  f
  2
  1-
  8
  n
  oita
  nits
  e
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  a
  x
  e
  e
  h
  t
  ta
  n
  e
  e
  b
  to
  n
  s
  a
  h
  rets
  a
  C
  .y
  a
  d
  1
  ts
  a
  el
  ta
  r
  o
  f
  7
  1-
  3
  1
  n
  oita
  nits
  e
  d
  tc
  a
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  e
  e
  h
  t
  ta
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  e
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  .h
  tn
  o
  m
  1
  ts
  a
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  2
  2-
  8
  1
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  7
  2-
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  2
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  .sra
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  5
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  2
  3-
  8
  2
  n
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  5
  2
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  7
  3-
  3
  3
  n
  oita
  nits
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  a
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  to
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  a
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  .sra
  e
  y
  0
  5
  ts
  a
  el
  ta
  r
  o
  f
  7
  3
  >
  n
  oita
  nits
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  to
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  rets
  a
  C
  .sra
  e
  y
  0
  0
  1
  ts
  a
  el
  ta
  r
  o
  f
  However, the significance of the des-
  tination is equally important to the Reflec-
  tion check.  If a major life event happened
  at the location (such as marriage or divorce,
  death of a friend, close call with death, etc.),
  then the Aedile may lower the TH by no
  more than 15.
  If the caster fails their Reflection
  check, then the target creature is not trans-
  ported to the destination.  Instead, roll 3d10
  and consult the table below:
  llo
  R
  tl
  u
  s
  e
  R
  4
  1
  <
  d
  etc
  effa
  n
  u
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  T
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  7
  1-
  4
  1
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  era
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  T
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  n
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  694
  Chapter 12: Spells
  Tenesmus
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: 50’
  Area: 1 creature
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes a creature seen
  by the caster during casting to experience a
  painful and distressing but ineffectual urge
  to either (01-50%) defecate or (51-100%)
  urinate.  This constipated feeling produces
  a state of excitation and wrestlessness.  For
  the target creature to be able to concentrate
  on other activities or stimuli, such as com-
  bat, a successful Drive sub-ability check at
  TH 18 must be passed each round.  Failure
  indicates that the creature is squatting or
  doing anything reasonable to fulfill their urge.
  The size of the target creature de-
  pends on the level of the caster:
  le
  v
  e
  L
  r
  ets
  a
  C
  e
  ziS
  e
  r
  u
  t
  a
  e
  r
  C
  1
  ta
  c
  2
  g
  o
  d
  3
  n
  a
  m
  u
  h
  4
  llo
  rt
  4
  >
  erg
  o
  Test of  Pregnancy
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: Touch
  Area: 1 woman
  Duration: Instantaneous
  Reference: PDM xiv. 956-60.
  Chant: None
  Ingredients: A plant
  Ritual: The  way  to  know  it  of  a  woman  whether
  she will be pregnant: You should make the
  woman urinate on this plant, above, again,
  at night.  When morning comes, if you find
  the plant scorched, then she will not con-
  ceive.  If you find it green, then she will con-
  ceive.
  Description: Casting   this   spell   will   determine
  whether or not a woman is pregnant.
  To Keep Bugs Out of  the House
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: 50’
  Area: 1 dwelling
  Duration: 2 days to an exponential power equal to
  the level of the caster
  Reference: PGM VII. 149-54.
  Chant: None
  Ingredients: Goat bile and water
  Ritual: Mix  the  ingredients  together  and  sprinkle
  them about the house.
  Description: This   spell   keeps   bugs   out   of  the
  house.  An alternate form of this spell is
  specifically for fleas: grind wet rosebay and
  salt water together and spread it about the
  house.
  
  695
  Chapter 12: Spells
  To Win at Dice
  Level: 1
  Magic Points: 8
  Discipline: Ether
  Range: Dice in caster’s hand
  Area: A number of dice equal to the caster’s level
  Duration: 1 toss
  Reference: PGM VII. 423-28.
  Chant: “THERTHENITHOR   DYAGOTHERE
  THERTHENITHOR SYAPOTHEREUO
  KODOCHOR make me a winner at dice,
  O prevailing Adriel.”  Then, into your hand
  say repeatedly before each throw: “Let not
  even 1 of these playing with me be equal,
  and I am going to throw what I want.”
  Ingredients: None
  Ritual: Speak the chant.
  Description: Casting this spell alters the roll of dice
  in favor of the desire of the caster.  Unfor-
  tunately, many have heard of this, and upon
  hearing the caster chant, they may become
  furious.  The result of the dice is exactly what
  the caster wants.
  Trance
  Level: 2
  Magic Points: 16
  Discipline: Ether
  Range: 50’
  Area: 1 creature per 2 levels of the caster
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes a number of
  creatures to need to pass a Drive sub-ability
  check at TH 18.  If a creature fails their
  check, then they are forced to enter a Trance
  for the duration of the spell.  While in a
  Trance, creatures are receptive to questions,
  but lack physical motivation and remain at
  their present location.  Creatures with an In-
  telligence less than 100 will answer questions
  honestly and without restraint, while those
  who are more intelligent will refuse to an-
  swer questions they do not want to answer.
  Transference
  Level: 4
  Magic Points: 32
  Discipline: Ether
  Range: Touch
  Area: 1 creature
  Duration: See below
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes a magical ef-
  fect to be transfered from 1 character or
  object to another.  For this spell to take ef-
  fect, the caster must simultaneously touch
  the origin and destination of the magical
  effect.  The origin and destination must be
  touched successfully.  If the origin or desti-
  nation is a target creature, and resists being
  touched, then the caster must make a Brawl-
  ing skill check (see Chap. 8: Skills).  The magi-
  cal effect will continue to function as long
  as determined previously.
  
  696
  Chapter 12: Spells
  Transmogrification
  Level: 10
  Magic Points: 1,800
  Discipline: Earth
  Range: Direct line of sight
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell allows the caster to
  be able to transform any single creature or
  object into any other, and must imagine the
  new form during casting.  The target crea-
  ture or object must be touched successfully.
  If a target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).  If the target crea-
  ture passes a Health sub-ability check at TH
  30, then they are unaffected by the spell.
  This spell does not have size limitations.
  Therefore, a caster could transmogrify a toad
  into a mountain.
  Transmogrify Dirt and Mud
  Level: 4
  Magic Points: 32
  Discipline: Earth
  Range: Touch
  Area: 1,000 cubic feet
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes either dirt to
  be transformed into mud, or mud into dirt.
  Upon casting, the caster must specify
  whether dirt will be transformed into mud
  or vice versa.  The mud or dirt must be
  touched successfully.
  Transmogrify Flesh to Stone
  Level: 5
  Magic Points: 40
  Discipline: Earth
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes a living crea-
  ture to change form from flesh to stone,
  from life to death.  The target creature must
  be touched successfully.  If the target crea-
  ture resists being touched, then the caster
  must make a Brawling skill check (see Chap.
  8: Skills).  If the target creature passes a
  Health sub-ability check at TH 24, then they
  are unaffected by the spell.  Stone may not
  be transmogrified into flesh.
  
  697
  Chapter 12: Spells
  Transmogrify Life
  Level: 7
  Magic Points: 56
  Discipline: Earth
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes a living crea-
  ture to change form into another living crea-
  ture, as selected by the caster.  The caster
  may transform any living creature into the
  physical appearance and size of any other,
  and must imagine the new form during cast-
  ing.  A living creature may not be trans-
  formed into an object.  For instance, the
  caster may transform a human into a toad,
  or cat into a dragon, but not a human into a
  barrel.  For a creature to be transformed by
  this spell, they must begin and end no larger
  than 100,000,000 cubic feet, which is less
  than 500 feet cubed.
  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).  If
  the target creature passes a Health sub-abil-
  ity check at TH 24, then they are unaffected
  by the spell.
  The target creature will take on all
  physical characteristics of the new form.
  However, magical effects and innate abili-
  ties do not accompany the change.  For in-
  stance, the body of  a cat may be
  transmogrified into a dragon, but the crea-
  ture will be unable to use a breath weapon.
  However, after the transformation the cat
  has the LP of a dragon.
  Transmogrify Metal and Wood
  Level: 4
  Magic Points: 32
  Discipline: Earth
  Range: Touch
  Area: 1,000 cubic feet
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  either  metal
  to be transformed into wood, or wood into
  metal.  Upon casting, the caster must specify
  whether metal will be transformed into wood
  or vice versa.  Wood may not be transformed
  into precious metals such as bronze, cop-
  per, silver, or gold.
  
  698
  Chapter 12: Spells
  Transmogrify Object
  Level: 6
  Magic Points: 48
  Discipline: Earth
  Range: Touch
  Area: 1 creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell causes  a  non-living
  object to change form into another non-
  living object, as selected by the caster.  The
  caster may transform any non-living object
  into the physical appearance, substance, and
  size of any other.  A non-living object may
  not be transformed into a living creature.
  For instance, the caster may transform a shoe
  into a boulder.  For an object to be
  tansformed by this spell, it must begin and
  end no larger than 100,000,000 cubic feet,
  which is less than 500 feet cubed.
  For the spell to take effect, the tar-
  get object must be touched by the caster.
  The target object cannot be transformed
  into an object with magical properties.  If
  this is attempted, then magical properties will
  not function.  The object will have the IP
  of the new object.
  True Name
  Level: 6
  Magic Points: 48
  Discipline: Air
  Range: None
  Area: None
  Duration: Special
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  conjures  an  omni-
  scient being, usually a demon, while the
  caster stands within a 9’ circle.  The caster
  must form a pact with the being.  The being
  will want compensation in proportion to the
  importance of  the character whose true
  name is desired by the caster, or at least the
  importance to the caster.  The Aedile must
  determine the demonds of the being.
  Learning the true name of a crea-
  ture gives the caster considerable power.  The
  true name of a creature is often an ingredi-
  ent or part of a chant in a spell, and knowl-
  edge of such a name usually grants casters
  the ability to cast spells that specifically af-
  fect that creature.
  Other spells that use a true name
  include Burning Bush, Call Lesser Being,
  Pillar of Smoke, and Spell to Cause a Woman
  to Hate a Man.
  
  699
  Chapter 12: Spells
  Truncheon
  Level: 4
  Magic Points: 32
  Discipline: Fire
  Range: 1,000’
  Area: 100’ radius
  Duration: 2 rounds per level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  creates  a  magical
  maul (which is 20 lbs., 5’ in length, made of
  granite) that appears and immediately seeks
  out any vertebrates.  Upon finding a verte-
  brate, living or dead, within the area of the
  spell, this unholy Truncheon attempts to
  bludgeon until it is powder.  The Truncheon
  attacks only once per round, which is first
  in every round.  The weapon does not re-
  ceive bonuses or penalties while attacking.
  If it hits, however, then the Truncheon de-
  livers 4d100 LP of damage.  Graphic Gore
  is possible.   The Truncheon will never at-
  tack the caster.  If there is no vertebrate
  within the area, then the Truncheon will
  pound the ground.
  This spell is a more potent version
  of Divine Maul.
  Unattractive
  Level: 2
  Magic Points: 16
  Discipline: Earth
  Range: 50’
  Area: 1 character
  Duration: 1d100   minutes   multiplied   times   the
  level of the caster
  Reference: PGM XIII. 1-343.
  Chant: I sever (speak their name) from (speak their
  name).
  Ingredients: Dog’s excrement
  Ritual: If  you  want  someone  to  be  unattractive,
  either a woman to a man and a man to a
  woman: Take a dog’s excrement and put it
  in the post-hole of their door, speaking the
  chant.
  Description: Casting this spell  will  cause  the  sub-
  ject of the spell to lose (1d100)% of Bodily
  Attractiveness and (1d100) % of Facial Cha-
  risma.
  
  700
  Chapter 12: Spells
  Vanish
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: 50’
  Area: 1 object per 2 levels of the caster  that  does
  not exceed 1d10 IP
  Duration: 1d6 rounds per level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell will cause an object
  of no more than 1d10 IP that is designated
  and touched by the caster to vanish, remov-
  ing it from this plane of existence for a short
  duration.  The object is temporarily stored
  in otherworldly ether.  An object that ex-
  ceeds 1d10 IP as determined above will not
  vanish even in part.  The object reappears
  in exactly the same location in the universe,
  though not necessarily relative to other
  nearby things.  For example, if  a caster
  caused a character’s ring to Vanish, and the
  victim moved from the initial location, then
  the ring would reappear not on their finger,
  but where it was exactly when it vanished.
  Since planets are in motion, this is almost
  never likely to be where anticipated.
  Inventive casters have been known
  to take a link out of a chain (such as in a
  drawbridge), a support spike out of a bridge,
  a rudder from a ship, and a shoe from a char-
  acter walking over broken glass.
  Varicose Veins
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: Touch
  Area: 1  creature
  Duration: Permanent
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this  spell  will  cause  a  target
  creature to acquire Varicose Veins.  Varicose
  Veins are numerous small veins near the sur-
  face of the skin.  The target creature must
  be touched successfully on a limb.  If the
  target creature resists being touched, then
  the caster must make a Brawling skill check
  (see Chap. 8: Skills).  Whatever limb is
  touched by the caster will acquire Varicose
  Veins.  For each limb with Varicose Veins,
  Bodily Attractiveness decreases by (1d10)%.
  Walk on Water
  Level: 3
  Magic Points: 24
  Discipline: Earth
  Range: Touch
  Area: The water underneath 1 creature
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  allows  the  caster
  to bestow the ability to Walk on Water.  The
  target creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).  The spell func-
  tions by hardening the water underneath the
  feet of the target creature.  This spell sup-
  ports no more than 200 lbs.
  
  701
  Chapter 12: Spells
  Waves Be Still
  Level: 10
  Magic Points: 1,800
  Discipline: Earth
  Range: None
  Area: 10 square miles of waves
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  waves
  that surround the caster to be calm and idle.
  Wet Dream
  Level: 2
  Magic Points: 16
  Discipline: Ether
  Range: Touch
  Area: 1 creature
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  a sleeping
  target creature to have a Wet Dream.  The
  target creature must be touched successfully.
  If the target creature resists being touched,
  then the caster must make a Brawling skill
  check (see Chap. 8: Skills).
  A Wet Dream is a dream of sexual
  desire.  For the duration of the spell, the
  target creature will have an intense sexual
  dream that is immensely satisfying.  For each
  round that the target creature has a magical
  Wet Dream, their Manhood or vagina will
  seep 1 fluid ounce of pre-cum or vaginal
  wetness, respectively.  For each round of a
  magical Wet Dream, the target creature has
  a cumulative 1% chance of ejaculating or
  having an orgasm.  When the spell ends, the
  target creature will awaken and notice wet-
  ness.
  Wish
  Level: 10
  Magic Points: 1,800
  Discipline: Ether
  Range: Special
  Area: Special
  Duration: Special
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  a  wish  of
  the caster to become reality.  The wish must
  be verbalized.  The Aedile is encouraged to
  be semantically discriminating regarding how
  the wish is stated.  To be clear, the Aedile
  should ask that the wish is written, only so
  that the Aedile may pause and examine it.
  Any ambiguous terms may be exploited.
  Anything unstated may be exploited.
  For example, if a caster casts Wish
  and declares “I wish for a lot of gold,” there
  are numerous problems with this simple
  statement.  Exactly how much is a “lot”?  Is
  a “lot” a quantity or a straw used to draw
  and decide something?  Could “lot” be in-
  terpreted as a share, portion, or allotment?
  If so, what does this mean?  More impor-
  tantly, the caster wished “for” something,
  which in no way implies ownership or that
  it should appear before the caster.
  
  702
  Chapter 12: Spells
  Perhaps more important than what
  is stated is what is unstated.  In the simple
  Wish of “I wish for a lot of gold,” there is
  no mention of time.  A substantial amount
  of gold may appear just before the end of
  the caster’s lifetime.
  Due to the ease with which the Wish
  spell may be abused, the Aedile is cautioned
  to use their best judgment and be quite lit-
  eral regarding the interpretation of the wish.
  If multiple interpretations of a word exist,
  then randomly select 1.  If multiple mean-
  ings of a phrase exist, then write them down
  and randomly select 1.  Anytime an ambigu-
  ity arises, handle it randomly.  A Wish is a
  serious matter and extremely powerful.  As
  the Aedile, do not feel rushed or pressured
  to deliver the outcome in a timely fashion.
  Take your time and consider the Wish.
  Wishbone
  Level: 7
  Magic Points: 56
  Discipline: Air
  Range: 50’
  Area: Special
  Duration: 1 minute
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  2  shadowy
  demonic beings to appear outside the circle
  used for convocation.  The caster stands
  within the circle.  Protected inside the circle
  on the ground, the caster points at a target
  creature outside the convocation circle.  Each
  of the beings immediately grabs a leg of the
  target creature and they hold the creature
  upside down and off the ground.  The tar-
  get creature may be no larger than 10’ in
  height or 1 ton in weight, nor have a Strength
  greater than 750.  If so, then the demonic
  beings are unable to perform their ritual.
  Once the demonic beings have the
  target creature in position, they pause and
  wait for the caster to make a wish.  By cus-
  tom, the caster does not verbalize the wish,
  but merely thinks it.  After thinking the wish,
  the caster customarily nods to the demonic
  beings.  Upon seeing the caster nod, the
  demonic beings finalize the wish by pulling
  in opposite directions on the target creature’s
  legs, effectively ripping each leg from its hip
  socket.  The victim will die upon comple-
  tion of the spell.
  
  703
  Chapter 12: Spells
  While the caster may wish for what-
  ever their heart desires, only simple wishes
  are effective.  The Aedile is the final arbiter
  of the effects.  The limitations of this spell
  are as follows:
  If riches are wished for, then no
  more than 100 gp will result, usually falling
  from the sky before the caster.
  No character may be brought back
  from the dead.  Similarly, no character, be-
  sides the sacrifical wishbone, will die as a re-
  sult of this spell.
  A maximum of 100 LP may be dis-
  tributed as healing or damage.
  The caster may wish for the casting
  of a spell that is familiar to them and no
  higher than spell level 3.
  Wooden Carapace
  Level: 1
  Magic Points: 8
  Discipline: Earth
  Range: Touch
  Area: Creature touched
  Duration: 1d6  rounds  to  an  exponential  power
  equal to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting this spell bestows protection
  on 1 target creature that is touched by the
  caster.  The target creature must be touched
  successfully.  If the target creature resists
  being touched, then the caster must make a
  Brawling skill check (see Chap. 8: Skills).  The
  effect of the spell is a hardening of the outer
  body and grants a bonus of 5 CA for the
  duration of the spell.
  
  704
  Chapter 12: Spells
  Worst Nightmare
  Level: 4
  Magic Points: 32
  Discipline: Air
  Range: Direct line of sight
  Area: 1 creature
  Duration: 2 rounds to an exponential power equal
  to the level of the caster
  Chant: See Chapter 11: Magic
  Ingredients: See Chapter 11: Magic
  Ritual: See Chapter 11: Magic
  Description: Casting  this  spell  causes  the  Worst
  Nightmare of the target creature to seem to
  appear before them.  The target creature
  must be seen by the caster during casting.
  The target creature must pass a Common
  Sense sub-ability check at TH 24 to disbe-
  lieve the hallucination.  Only the target crea-
  ture experiences the hallucination; other
  creatures in the area do not see the Worst
  Nightmare of the target creature.
  The exact nature of  the Worst
  Nightmare is determined by the Aedile, or a
  player may determine the Worst Nightmare
  of their character.  Suggestions include a
  dragon or a previous lover.
  Once it has appeared, whatever it
  may be, the Worst Nightmare will attack the
  target creature.  The Worst Nightmare will
  attack in every respect as though it were real.
  Damage in LP will be felt as though real.  If
  LP are reduced to 0, then the target crea-
  ture dies.
  
  705
  Chapter 13: Magical Items
  Chapter 13: Magical Items
  Although magical items are rare, characters
  may encounter such items.  This chapter is a compi-
  lation of magical items and explanations of their
  magical effects.  Magical Items may be created by
  casting Imbue Item, Immutability, or Wish (see Chap-
  ter 12: Spells).  If a god creates a magical item, then it
  is considered to be created by a Wish spell.  Most
  magical items are created by casting both Imbue Item
  and Immutability, and are termed Ordinary.  Magi-
  cal items created with a Wish spell are rare and
  termed Extraordinary.
  Spell Level and Magical Items
  Since Immutability is a 6th level spell, the
  average sorcerer who can cast this spell is at least at
  the 10th occupational level, though it is possible for
  a sorcerer to be able to cast 6th level spells at the 5th
  occupational level.  Because fewer sorcerers exist as
  occupational level increases, the standard for spell
  effects imbued into a magical item is as if cast by a
  10th level sorcerer.  The Aedile may adjust the power
  of these effects by rolling 2d10 to determine the
  occupational level of the sorcerer who created the
  magical item and disregarding results lower than 5.
  Following is a list of the major categories
  of magical items.  To randomly select a magical item,
  roll 1d1000 and consult the table on the next page:
  
  706
  Chapter 13: Magical Items
  * All magical items of this category are Extraordinary magical items.  Do not roll on the table
  below, but proceed directly to the appropriate category of magical items.
  Next, roll 1d1000 to determine whether the magical item is Ordinary or Extraordinary, and how
  many magical effects.  Finally, proceed to the appropriate category of magical items.
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  707
  Chapter 13: Magical Items
  Ordinary Magical Effects
  The frequency of an effect on the following table is affected by its popularity, spell level, and
  whether it is ceremonial or chaos magic.  Magical effects are more frequent from spells that are popular,
  low in spell level, and chaos magic.
  To determine an effect, roll 1d1000 and consult the following table (re-roll duplicates):
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  709
  Chapter 13: Magical Items
  llo
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  C
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  712
  Chapter 13: Magical Items
  llo
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  C
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  714
  Chapter 13: Magical Items
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  715
  Chapter 13: Magical Items
  Alchemical Liquids, Notes on
  Alchemical liquids are unrelated to the Al-
  chemy skill in Chapter 8: Skills.  Alchemical liquids,
  even of the same magical effect or name, tend to be
  different each time.  Therefore, if  a particular
  spellcaster makes 2 Elixirs of Life, then they are likely
  to be different in color and odor.  Hence, experi-
  menting with alchemical liquids in attempts to de-
  termine their nature can prove dangerous and is
  often futile or misleading.
  Warning: Do not mix alchemical liquids, as
  the mere contact of the 2 liquids necessitates con-
  sulting Appendix 3: Random Magical Effects.
  Alchemical, Elixirs
  Elixirs may be substances capable of trans-
  muting metals into gold and prolonging life or a cure-
  all.  The imbiber of the elixir experiences magical
  effects.  Following are Extraordinary magical effects:
  01-25
  Elixir of  Gold: Whosoever
  imbibes this elixir may notice the magical
  conversion of 1d10 ounces of metal in im-
  mediate fleshly contact with the imbiber into
  gold.  According to ancient trollish records,
  there once was a king who favored this elixir
  named Midas.
  26-50
  Elixir of Healing Sleep:
  Whososever imbibes this elixir is forced to
  fall asleep for 1d10 hours.  Upon awaken-
  ing, the imbiber has recovered all LP.  This
  was the best sleep the imbiber ever experi-
  enced.
  51-75
  Elixir of  Life: Whosoever
  imbibes this elixir is fully revived, recover-
  ing all LP.  Regardless of the total potential
  number of LP of the imbiber, and regard-
  less of how wounded the imbiber may be,
  the imbiber recovers all LP.  Additional Elix-
  irs of Life do not increase LP beyond nor-
  mal potential.
  76-100 Elixir of  Years: Whosoever
  imbibes this elixir does not age for 1d10
  years.
  Alchemical, Oils
  Oils are magical liquids that must be thickly
  applied to a creature or object to enact the magical
  effects.  Thoroughly coating the object with the al-
  chemical oil is usually necessary.
  Oftentimes, the entire body must be cov-
  ered for the magical oil to function correctly.  Anakim
  require 15 vials or fluid ounces of oil, bugbears re-
  quire 8 vials, humans require 5, kobolds only 4 vials,
  ogres 25, and trolls 15 vials.  It is impossible to fully
  apply the oil to oneself; another character must do
  it.  Thoroughly applying the oil takes roughly 1 hour,
  2 for an ogre.  Following are Extraordinary magical
  effects:
  01-25
  Oil of  Armor: Upon apply-
  ing this oil to one’s unarmored body, each
  vial bestows protection.  The entire body
  must be covered for it to function correctly.
  Once the entire body is covered, CA in-
  creases by 1d10 for 1d4 hours.
  26-50
  Oil of Lubrication: This oil
  provides friction-free lubrication between
  any 2 surfaces for a duration of 1d4 hours.
  51-75
  Oil of  Ontendan: Whoso-
  ever has their body entirely covered by this
  oil becomes able to ignite the oil without
  being burned, and will be immune to all fire
  while the oil is wet.  The oil will dry within
  1d4 hours, and the flames, if ignited, will
  extinguish as it dries.  This oil burns a differ-
  ent color and intensity depending on its age.
  The older the oil, the more brightly it burns
  and the longer are the flames.  Roll 1d1000
  to determine its age in years.  The oil will
  range from looking like natural fire (age 1
  year) to flourescent green (age 1,000).
  76-100 Oil of  Poison Oak: Upon
  applying this oil to one’s body, each vial
  seems to be ineffective.  However, 3 hours
  after application, the oil creates itchy welts
  everywhere the oil contacts skin.  For 4 days,
  Initiative suffers a - 20 penalty, Bodily At-
  tractiveness and Facial Charisma suffer - 30,
  and the wearer is compelled constantly to
  itch.
  
  716
  Chapter 13: Magical Items
  Alchemical, Ointments
  Ointments are magical liquids that must be
  sprinkled onto a creature or object to enact the magi-
  cal effects.  Following are Extraordinary magical ef-
  fects:
  01-50
  Ointment of Magnetic At-
  traction: Anything upon which this oint-
  ment is sprinkled becomes a powerful mag-
  net, attracting all metal within 1d100 feet.  A
  Strength of (100 + 1d100) is required to re-
  move metal objects from the object with the
  ointment.  Magnetism lasts for 1 hour.  Be-
  ware of sharp flying objects.  Flying objects
  do damage according to the damage modi-
  fier with the Strength of the magnetism.
  51-100 Ointment of  Sores: If this
  ointment is applied to living creatures, then
  sores appear immediately where the oint-
  ment is sprinkled.  If this ointment is ap-
  plied generously, then the wearer will be cov-
  ered with sores.  Each dash of the ointment
  produces 1d4 sores, and each full vial may
  contain 20 dashes.  Each sore may be either
  a lesion or puss bubble.  Each sore causes 1
  LP of damage, and Facial Charisma and/or
  Bodily Attractiveness suffer - 2.
  Alchemical, Philters
  Philters are liquid magical charms having the
  power to excite sexual passion.  The imbiber of the
  philter experiences magical effects.  Following are
  Extraordinary magical effects:
  01-05
  Philter of Anakim Lust:
  Whosoever imbibes this philter will be a
  sexual object for all anakim within 100 feet.
  All anakim within 100 feet seek to mate with
  the target, even if it must be accomplished
  by force.  They will not stop until physically
  unable to continue.  The duration of these
  effects for the imbiber is 1d6 hours.
  06-10
  Philter of Angelic Lust:
  Whosoever imbibes this philter will be a
  sexual object for all angels within 100 feet.
  All angels within 100 feet seek to mate with
  the target, even if it must be accomplished
  by force.  They will not stop until physically
  unable to continue.  The duration of these
  effects for the imbiber is 1d6 hours.
  11-15
  Philter of Demonic Lust:
  Whosoever imbibes this philter will be a
  sexual object for all demons within 100 feet.
  All demons within 100 feet seek to mate with
  the target, even if it must be accomplished
  by force.  They will not stop until physically
  unable to continue.  The duration of these
  effects for the imbiber is 1d6 hours.
  16-20
  Philter of  Disinterest:
  Whosoever imbibes this philter loses all
  sexual desire for 1d6 weeks.
  21-25
  Philter of  Dragon Lust:
  Whosoever imbibes this philter will be a
  sexual object for all dragons within 100 feet.
  All dragons within 100 feet seek to mate with
  the target, even if it must be accomplished
  by force.  They will not stop until physically
  unable to continue.  The duration of these
  effects for the imbiber is 1d6 hours.
  
  717
  Chapter 13: Magical Items
  26-30
  Philter of  Dwarven Lust:
  Whosoever imbibes this philter will be a
  sexual object for all dwarves within 100 feet.
  All dwarves within 100 feet seek to mate with
  the target, even if it must be accomplished
  by force.  They will not stop until physically
  unable to continue.  The duration of these
  effects for the imbiber is 1d6 hours.
  31-35
  Philter of  Elven Lust:
  Whosoever imbibes this philter will be a
  sexual object for all elves within 100 feet.
  All elves within 100 feet seek to mate with
  the target, even if it must be accomplished
  by force.  They will not stop until physically
  unable to continue.  The duration of these
  effects for the imbiber is 1d6 hours.
  36-40
  Philter of Gnomish Lust:
  Whosoever imbibes this philter will be a
  sexual object for all gnomes within 100 feet.
  All gnomes within 100 feet seek to mate with
  the target, even if it must be accomplished
  by force.  They will not stop until physically
  unable to continue.  The duration of these
  effects for the imbiber is 1d6 hours.  For
  information on gnomes, see Neveria, a fan-
  tasy world for F.A.T.A.L.
  41-45
  Philter of  Gruagach Lust:
  Whoever imbibes this philter will be a sexual
  object for all gruagach within 100 feet.  All
  gruagach within 100 feet seek to mate with
  the target, even if it must be accomplished
  by force.  They will not stop until physically
  unable to continue.  The duration of these
  effects for the imbiber is 1d6 hours.
  46-50
  Philter of  Kobold Lust:
  Whosoever imbibes this philter will be a
  sexual object for all kobolds within 100 feet.
  All kobolds within 100 feet seek to mate with
  the target, even if it must be accomplished
  by force.  They will not stop until physically
  unable to continue.  The duration of these
  effects for the imbiber is 1d6 hours.
  51-55
  Philter of Humanoid
  Lust: Whosoever imbibes this philter will
  be a sexual object for all humanoids within
  100 feet.  All humanoids within 100 feet seek
  to mate with the target, even if it must be
  accomplished by force.  They will not stop
  until physically unable to continue.  The
  duration of these effects for the imbiber is
  1d6 hours.
  56-60
  Philter of Human Lust:
  Whoever imbibes this philter will be a sexual
  object for all humans within 100 feet.  All
  humans within 100 feet seek to mate with
  the target, even if it must be accomplished
  by force.  They will not stop until physically
  unable to continue.  The duration of these
  effects for the imbiber is 1d6 hours.
  61-65
  Philter of  Incubi Fly:
  Whosoever imbibes this philter will be a
  sexual object for all females within 100 feet.
  All females within 100 feet seek to be im-
  pregnated by the imbiber, even if it must be
  accomplished by force.  They will not stop
  until physically unable to continue.  The
  duration of these effects for the imbiber is
  1d6 hours.
  66-70
  Philter of Mammal Lust:
  Whosoever imbibes this philter will be a
  sexual object for all mammals within 100 feet.
  All mammals within 100 feet seek to mate
  with the target, even if it must be accom-
  plished by force.  They will not stop until
  physically unable to continue.  The duration
  of these effects for the imbiber is 1d6 hours.
  71-75
  Philter of  Ogre Lust:
  Whosoever imbibes this philter will be a
  sexual object for all ogres within 100 feet.
  All ogres within 100 feet seek to mate with
  the target, even if it must be accomplished
  by force.  They will not stop until physically
  unable to continue.  The duration of these
  effects for the imbiber is 1d6 hours.
  
  718
  Chapter 13: Magical Items
  76-80
  Philter of  Self  Lust: Who-
  soever imbibes this philter will be sexually
  interested only in themselves.  The imbiber
  will masturbate feriously, even after pain
  ensues.  The duration of these effects for
  the imbiber is 1d6 hours.
  81-85
  Philter of  Succubi Fly:
  Whosoever imbibes this philter will be a
  sexual object for all males within 100 feet.
  All males within 100 feet seek to impreg-
  nate the target, even if it must be accom-
  plished by force.  They will not stop until
  physically unable to continue.  The duration
  of these effects for the imbiber is 1d6 hours.
  86-90
  Philter of  Troll Lust: Who-
  soever imbibes this philter will be a sexual
  object for all trolls within 100 feet radius.
  All trolls within 100 feet seek to mate with
  the target, even if it must be accomplished
  by force.  They will not stop until physically
  unable to continue.  The duration of these
  effects for the imbiber is 1d6 hours.
  91-100 Philter of  Universal Lust:
  Whosoever imbibes this philter will be a
  sexual object for all creatures within 100 feet.
  All creatures within 100 feet seek to mate
  with the target, even if it must be accom-
  plished by force.  They will not stop until
  physically unable to continue.  The duration
  of these effects for the imbiber is 1d6 hours.
  Alchemical, Potions
  Potions are magical liquids.  The effects of
  potions are diverse.  The imbiber of the potion ex-
  periences magical effects.  Following are Extraordi-
  nary magical effects:
  01-12
  Potion of  Evanescence:
  Whosoever imbibes this potion becomes to-
  tally invisible, unable to be seen by others.
  The effect of this potion lasts 1d20 min-
  utes.  While invisible, attacks may be made
  and invisibility is not jeopardized, but the
  defender may estimate the location of the
  invisible character for the round by passing
  an Intuition sub-ability check at TH 24.  If
  so, then the defender may attack the invis-
  ible assailant without penalty, though only
  for 1 attack.  Otherwise, the defender may
  attempt to attack the invisible assailant,
  though with a penalty of 24 to attack rolls.
  13-24
  Potion of  Impregnation:
  If any female imbibes this potion, then she
  instantaneously becomes pregnant, though
  she will not show until 3 months later, how-
  ever morning sickness may offer a clue; fe-
  male imbibers must pass an Intuition sub-
  ability check at TH 21 to guess that they are
  pregnant.  If a male imbibes this potion, then
  the next female with whom he copulates will
  become pregnant upon ejaculation.
  25-36
  Potion of  the Magister:
  Upon imbibing this potion, a mage or sor-
  cerer temporarily gains 2d4 occupational lev-
  els, thereby gaining the appropriate amount
  of MP.  New spells are not acquired.  How-
  ever, spells currently known have a more
  powerful effect.  The effects of this potion
  upon the imbiber last for 1d100 rounds.
  37-48
  Potion of  Mental Health:
  Upon imbibing this potion, 1 mental illness
  will be permanently cured.
  49-60
  Potion of  Mental Illness:
  Upon imbibing this potion, 1 Random Men-
  tal Illness is permanently acquired.  See Chap.
  5: Mind.
  PEDICABO.EGO.UOS.
  ET.IRRUMABO
  I will fuck you in the ass
  and in the mouth!
  
  719
  Chapter 13: Magical Items
  61-72
  Potion of Permanent Ster-
  ilization: Upon imbibing this potion, all
  sperm in the male, or eggs in the female,
  become permanently dead and useless.
  73-84
  Potion of  Quintuplet Im-
  pregnation: Identical to the Potion of Im-
  pregnation, this potion ensures that 5 chil-
  dren will result.
  85-100 Potion of  Tormenting
  Madness: Whosoever imbibes this potion
  believes that a ring of fire surrounds their
  head, though no other character sees it.  Fur-
  ther, male imbibers envision incubi dancing
  around their head in the ring of imagined
  fire, demanding sexual favors.  Female im-
  bibers envision succubi dancing around their
  head in the ring of imagined fire, demand-
  ing sexual favors.  Further unrelenting crazi-
  ness happens, which depends from charac-
  ter to character.  Popular reports have been
  that the demons rip open their intestines and
  swing them about gleefully.  The effects do
  not cease just because the imbiber is able to
  sleep from exhaustion.  The effects of this
  potion last for 1d6 weeks.  A base Drive sub-
  ability check at TH 10 must be passed not
  to become openly suicidal.  The TH in-
  creases by 2 each week.
  Alchemical, Salves
  Salves are applied to wounds for healing and
  remedies, and may be comforting or soothing.  The
  imbiber of the salve experiences magical effects.
  Following are Extraordinary magical effects:
  01-15
  Salve of  Curing: Whoso-
  ever imbibes this salve is instantly cured of
  any disease.
  16-30
  Salve of  Inflicting: Who-
  soever imbibes this salve is immediately in-
  flicted with a random disease.  See Chap. 2:
  Body.
  31-45
  Salve of  Life: Whosoever
  imbibes this salve recovers 1d10 LP.
  46-60
  Salve of Pestilence: Who-
  soever imbibes this salve becomes a pesti-
  lential host, though the imbiber is immune
  to the effects of the pestilence; for the du-
  ration of this salve’s effects, the imbiber is
  immune to tuberculosis.  The duration of
  this salve’s effects is 2d20 days.  All who come
  within 50 feet of the imbiber must pass a
  Health sub-ability check at TH 16 to avoid
  acquiring tuberculosis (see Chap. 5: Mind).
  61-75
  Salve of  Poison: Whoso-
  ever imbibes this salve acquires a random
  poison.  See Chap. 17: Natural Substances.
  76-100 Salve of  Wounding: Who-
  soever imbibes this salve loses 1d10 LP.
  
  720
  Chapter 13: Magical Items
  Apparel, Boots
  Boots are protection for the foot and the
  lower leg.  Most boots are constructed of leather.
  Both boots of the same magical item must be worn
  for an effect to be noticed, unless stated otherwise.
  Following are Extraordinary magical effects:
  01-15
  Boots of  Beorgan: These
  boots comfortably fit the wearer and seem
  to be normal in all respects.  However, these
  boots grant the wearer 1d10 CA against
  melee attacks seen by the wearer due to im-
  proved footwork during combat.
  16-30
  Boots of Endurance:
  These boots comfortably fit the wearer and
  seem to be normal in all respects.  However,
  once the wearer begins to sprint, the wearer
  will notice that they will not become ex-
  hausted and may sprint as long as desired.
  31-45
  Boots of  Kicking: These
  boots comfortably fit the wearer and seem
  to be normal in all respects.  However, when
  a character makes a successful kick (see
  Brawling in Chap. 8: Skills), the kick does
  double the normal damage before modifi-
  ers are applied.
  46-70
  Boots of  Velocity: These
  boots comfortably fit the wearer and seem
  to be normal in all respects.  However, these
  boots allow the wearer to sprint at twice their
  natural sprint speed.
  71-85
  Cursed Boots of  Per-
  petual Sprinting: These boots comforably
  fit the wearer and seem to be normal and
  desirable in all respects.  However, once the
  wearer begins to sprint, the boots will con-
  tinue to force the legs of the wearer to sprint
  perpetually.  The wearer must make appro-
  priate checks (see the Sprint skill in Chap. 8:
  Skills) until they are exhausted and physi-
  cally unable to continue sprinting.  Eventu-
  ally, the boots will be dragging the body of
  the wearer, who will be too weak to change
  the direction of the sprint.  The boots will
  sprint in the same direction until they run
  into a solid object.  A new direction will be
  determined randomly.  Damage may occur
  to the wearer, as determined by the Aedile.
  86-100 Cursed Boots of  Sprint
  Resistance: These boots comfortably fit the
  wearer and seem to be normal and desirable
  boots in all respects.  However, whenever
  the wearer attempts to sprint, the boots seem
  to weigh 800 lbs. apiece, offering resistance
  to movement.
  
  721
  Chapter 13: Magical Items
  Apparel, Bracers
  Bracers are coverings for the lower forearm,
  and may be made from a variety of materials, though
  leather and metal are most common.  Both bracers
  of the same magical item must be worn for an ef-
  fect to be noticed, unless stated otherwise.  Follow-
  ing are Extraordinary magical effects:
  01-14
  Bracers of  Bile: Whoso-
  ever wears these bracers on their forearms
  will notice that several drops of  bile are
  somehow emitted from the bracers onto a
  foe when they are struck by a fist or elbow
  during Brawling.
  15-28
  Bracers of  Blindfighting:
  Whosoever wears these bracers on their
  forearms will receive a bonus of 1d10 SP to
  Blindfighting.  These bracers help guide the
  arms of the wearer during combat when the
  wearer cannot see their foe.
  29-42
  Bracers of  Brawling:
  Whosoever wears these bracers on their
  forearms will receive a bonus of 1d10 to the
  damage of a successful Brawling attack if a
  fist or elbow was used.
  43-56
  Bracers of  Bugbear
  Strength: If a male wears these bracers, then
  his Strength sub-ability becomes 200.  If a
  female wears these bracers, her Strength
  becomes 150.  Note that a character’s
  Strength may either increase or decrease by
  wearing these bracers.
  57-70
  Bracers of  Combat: Who-
  soever wears these bracers on their forearms
  will receive a bonus of 1d10 to their attack
  skill checks.  These bracers help guide the
  arms of the wearer during combat.
  71-84
  Bracers of  Strength: Who-
  soever wears these bracers on their forearms
  notices an increase, depending on the pair
  of bracers, of (1d100)% in their Strength
  sub-ability.
  85-100 Cursed Bracers of  Weak-
  ness: Whosoever wears these bracers on
  their forearms notices a decrease, depend-
  ing on the pair of bracers, of (1d100)% in
  their Strength sub-ability.
  Apparel, Brassieres
  A brassiere is material that covers and sup-
  ports the breasts of a female.  Unless otherwise speci-
  fied, a magical brassiere conforms to the size of the
  breasts of the wearer.  Following are Extraordinary
  magical effects:
  01-20
  Brassiere of  Flattering:
  Though the material of this brassiere may
  vary, including a variety of metals or cloth,
  whenever a female wears this brassiere, the
  appearance of her breasts is magically en-
  hanced.  The exact effect is best described
  by the Aedile.
  21-40
  Brassiere of  Immobility:
  Whenever a female wears this brassiere, pro-
  vided that her breasts are Cup Size ‘B’ or
  larger, she will notice that she does not suf-
  fer discomfort due to running or jumping.
  While wearing this brassiere, her breasts are
  immobile, so they are not bouncing all over
  the place during physical activity.
  41-60
  Brassiere of  Staring:
  Whenever a female wears this brassiere, all
  other characters who see the wearer will stare
  at the brassiere.  They will be unable to look
  away unless they pass a Drive sub-ability
  check at TH 16.  They will not be sexually
  compelled, regardless of what the wearer
  thinks, but they will simply have a staring
  problem.
  61-80
  Cursed Brassiere of
  Droopiness: Whenever a female wears this
  brassiere, her breasts appear to others as
  though weights were pulling down her
  nipples.  However, the wearer will believe
  that her breasts look great while wearing this
  brassiere.  Any character who sees her breasts
  in this brassiere, and with no other garment
  over them, will react as though her Bodily
  Attractiveness is lowered by 3d10.
  81-100 Cursed Brassiere of  Flat-
  tening: Though the material of this bras-
  siere may vary, including a variety of metals
  or cloth, whenever a female wears this bras-
  siere, her breasts are reduced by 1d4 cup
  sizes.
  
  722
  Chapter 13: Magical Items
  Apparel, Cloaks
  A cloak is a garment that hangs on a
  character’s back from the shoulders and usually ex-
  tends to the thighs or knees.  A cloak may be made
  from a variety of materials, though cloth or wool
  are most common.  Following are Extraordinary
  magical effects:
  01-20
  Cloak of  Anonymity:
  Whosoever wears this cloak will be anony-
  mous to those who see and talk with the
  wearer.  Other characters will overlook the
  wearer, and if introduced, forget all about
  the character in 1d100 minutes.
  21-40
  Cloak of  Life: Whosoever
  wears this cloak experiences a temporary
  gain of (1d100)% LP.  This effect varies with
  each such cloak.
  41-60
  Cloak of  Self-Craving:
  Whosoever wears this cloak will sexually
  crave themselves and attempt to orally tan-
  talize their own genitals, no matter how far
  away.  Upon fastening this cloak, the Man-
  hood of a male becomes erect and throbs.
  Upon fastening this cloak, the clitoris of a
  female becomes swollen.  Regardless of
  whether or not the wearer is in public, the
  wearer will attempt to bend forward and
  connect their tongue to their excited geni-
  tals.  The wearer must pass a Health sub-
  ability check at TH 21 not to break their
  neck, because the difficulty of this task will
  cause frustration, which in turn will cause
  violent attempts to accomplish the task.  If
  the neck of the wearer breaks, then they die.
  If the Health check is passed, then the char-
  acter does not break their neck and, due to
  depression, loses all sexual interest for 1d6
  months.  This effect occurs each time the
  cloak is fastened onto a character.
  61-80
  Cloak of  Stature: Whoso-
  ever wears this cloak experiences a tempo-
  rary gain of (1d100)% Kinetic Charisma.
  This effect varies with each such cloak.
  81-100 Cloak of  Warmth: Whoso-
  ever wears this cloak will not feel the effects
  of cold, whether magical or non-magical.
  Apparel, Dresses
  Dresses include fashionable clothing for a
  female.  A dress usually covers most of her body
  and is made of cloth.  Otherwise, styles can vary
  greatly.  Following are Extraordinary magical effects:
  01-15
  Cursed Dress of  De-
  bauchery: Whenever a female wears this
  dress, her debauchery points increase to 100
  (see Chap. 6: Sociality).  The wearer is com-
  pelled to sell her body to absolutely any char-
  acter.  The wearer will solicit every charac-
  ter she sees and will accept 1 s.p., for which
  she will do any sexual favor and allow any-
  thing to be done to her as long as her sexual
  partner is sexually satisfied.
  16-30
  Cursed Dress of  Misper-
  ception: Whenever a female wears this dress,
  she will suffer from the misperception that
  the dress enhances her beauty by an increase
  of 2d100 Bodily Attractiveness sub-ability
  points.  The wearer will act as though she is
  far more beautiful than she is.
  31-45
  Cursed Dress of  Ugliness:
  Whenever a woman wears this dress, her
  Bodily Attractiveness sub-ability decreases
  by (3d10)%.  The penalty depends on the
  garment, but is fixed regarding the wearer.
  
  723
  Chapter 13: Magical Items
  46-60
  Dress of  Bodily Attrac-
  tiveness: Whenever a female wears this
  dress, her Bodily Attractiveness sub-ability
  increases by (3d10)%.  The bonus depends
  on the garment, but is fixed regarding the
  wearer.
  61-75
  Dress of  Concealment:
  Whenever a female wears this dress, she may
  conceal objects between her breasts.  Re-
  gardless of the size of her breasts or the fit
  of the dress, the wearer may hide an object
  no longer than 5 feet or no thicker than 12
  inches in circumference.
  76-100 Dress of  Seduction:
  Whenever a female wears this dress, a bo-
  nus of 1d10 SP is granted to any Seduction
  skill checks.  The bonus depends on the gar-
  ment, but is fixed regarding the wearer.
  Apparel, Girdles
  A girdle is a belt, usually made of leather
  and worn around the waist.  Sometimes belts are
  several inches across.  Following are Extraordinary
  magical effects:
  01-09
  Chastity Belt of  Cursed
  Impregnation: This cursed chastity belt will
  immediately and magically impregnate any
  woman who wears it.  Worse, in a world
  where male children are desired, the child
  will be female.
  10-18
  Chastity Belt of  Impreg-
  nation: This cursed chastity belt will imme-
  diately and magically impregnate any woman
  who wears it.
  19-27
  Chastity Belt of Steriliza-
  tion: This cursed chastity belt will immedi-
  ately and permanently sterilize any woman
  who wears it.
  28-36
  Cursed Girdle of  Con-
  striction: When worn, this belt magically
  tightens itself around the waist of the wearer.
  This constriction saps (1d100)% of  the
  Physical Fitness and Strength of the wearer.
  This belt can be removed only by a charac-
  ter with a Strength of 400 or greater.  Oth-
  erwise, it may be cut off, and risk of damage
  to the wearer must be considered.
  37-45
  Cursed Girdle of  Famine:
  When worn, this belt causes the wearer to
  lose all desire to eat or drink.  The effect of
  this belt is similar to the spell entitled Be-
  stow Loss of Appetite (see Chap. 12: Spells).
  The wearer is able to remove it whenever
  desired.  Though the wearer does not desire
  to eat while wearing the belt, extreme hun-
  ger will overwhelm them upon removing it.
  
  724
  Chapter 13: Magical Items
  46-54
  Cursed Girdle of  Gelation:
  Whosoever wears this belt will lose 1d10 LP
  per round as their blood freezes.  Once all
  LP are lost, the wearer’s heart freezes and
  death replaces life.  As the belt is fastened,
  the wearer must pass an Intuition sub-abil-
  ity check at TH 17 to remove the belt.  Oth-
  erwise, the wearer becomes a slave to the
  belt and is compelled to dramatically play
  god.  The wearer may choose which god to
  impersonate.  Any character wearing this belt
  is immune to fire.
  55-63
  Girdle of  Bodily Attrac-
  tiveness: Whosoever wears this belt will
  seem as though their waist is much thinner
  than it is.  While wearing this belt, other char-
  acters react as though the wearer has a Bodily
  Attractiveness that is (1d100)% higher than
  it is.  By degree, each Girdle of Bodily At-
  tractiveness is different.
  64-72
  Girdle of  the Gem: The
  center of the front of this belt bears a gem.
  Consult Chapter 14: Treasure to determine the
  type and size of the gem.  As long as this
  gem remains intact and undamaged, it re-
  tains 1d4 Ordinary magical effects, which the
  wearer may use by rubbing on the gem with
  a finger.  If the belt is not worn, then rub-
  bing the gem does not produce a magical
  effect.  If it has multiple magical effects, then
  the effect is selected randomly each time
  enacted.
  73-81
  Girdle of  Girth: Whoso-
  ever wears this belt will seem as though their
  whole body is much thicker than it is.  While
  wearing this belt, other characters react as
  though the wearer has a Strength that is
  (1d100)% higher than it is.  By degree, each
  Girdle of Girth is different.
  82-90
  Girdle of  Strength: When
  worn, this belt grants the wearer an increase
  of (1d100)% in their Strength sub-ability.  By
  degree, each Girdle of Strength is different.
  91-100 Girdle of  Weakness: When
  worn, this belt saps (1d100)% of  the
  Strength sub-ability of the wearer.  By de-
  gree, each Girdle of Weakness is different.
  
  725
  Chapter 13: Magical Items
  Apparel, Gloves
  Gloves are fashioned of leather or cloth.  A
  glove is fitted to a hand and may protect it from
  harm or cold.  Both gloves must be worn for magi-
  cal effects to occur, unless otherwise stated.
  01-20
  Cursed Gloves of  Self-
  Strangulation:  Whosoever wears these
  gloves must pass a Common Sense sub-abil-
  ity check at TH 17 or attempt to strangle
  themselves into unconsciousness for 3d10
  rounds.  Upon awakening, another Common
  Sense check must be made to refrain from
  self-strangulation.  Once worn, the wearer
  will resist all attempts to remove the gloves.
  21-40
  Gloves of  Hand-Eye Co-
  ordination: Whosoever wears these gloves
  notices that they conform closely to the
  wearer’s hands and magically increase Hand-
  Eye Coordination by (1d100)%.  By degree,
  each pair of Gloves of Hand-Eye Coordi-
  nation differ.
  41-60
  Gloves of  Odium: Whoso-
  ever wears these gloves will experience an
  increase of 1d100 points in their choleric
  temperament.  This may cause a change in
  temperament.  Typically, this increase results
  in hostility toward others.
  61-80
  Gloves of  Spanking: Who-
  soever wears these gloves will be compelled
  to spank the rump of a member of the op-
  posite sex who has a Bodily Attractiveness
  of at least 130.  To resist the urge to spank,
  the wearer must pass a Drive sub-ability
  check at TH 21.  Otherwise, the wearer will
  be dissatisfied until they have spanked 1d10
  times with (1d100)% of their possible force.
  81-100 Gloves of  Strangulation:
  Whosoever wears these gloves must pass a
  Common Sense sub-ability check at TH 17
  or attempt to strangle the first creature seen
  with a neck.  Once worn, the wearer will
  resist all attempts to remove the gloves.
  Apparel, Robes
  A robe is a long, loose, outer garment cut in
  flowing lines and used for ordinary wear by both
  males and females.  Following are Extraordinary
  magical effects:
  01-09
  Poison Robe of  the Hid-
  den Flame: This robe is dark-golden in
  color, and while the wearer will not detect
  anything until fully worn, this robe will both
  poison the victim (Health TH of 18 or die)
  and burn their marrow with an invisible fire
  (1d8 LP damage per round worn).
  10-18
  Robe of  Chaos:  Whoso-
  ever wears this robe experiences an increase
  of 1d1000 MP in, and only in, chaos magic.
  This robe does not affect a character who is
  incapable of casting magic.  By degree, each
  Robe of Chaos differs.
  19-27
  Robe of  Mysterious Erec-
  tions: Whosoever wears this robe will ex-
  perience an erection that lasts as long as the
  robe is worn.  If the wearer is male, then
  the Manhood of the wearer will become
  erect and protrude forth with might; the
  erection of the male will be obvious to any
  character who sees the wearer regardless of
  the size of the Manhood.  If the wearer is
  female, then the nipples of the wearer will
  become erect and be clearly visible through
  the robe; the erect nipples will be obvious
  to any character who sees the wearer regard-
  less of the size of the nipple.  What is mys-
  terious about these erections, aside from the
  fact that they occur while the robe is worn,
  is that the wearer is completely unaware of
  being erect.
  28-36
  Robe of  Reading: Whoso-
  ever wears this robe will be able to read any
  language.  The wearer will be unable to speak
  or write in the observed language.  How-
  ever, whatever is written will be read and
  understood by the wearer.
  37-45
  Robe of  Realization:
  Whosoever wears this robe will be able to
  realize the actions of a character 1 round
  before they occur.
  
  726
  Chapter 13: Magical Items
  46-54
  Robe of  Redundancy:
  Whosoever wears this robe will continuously
  speak about the most scholarly topic that
  interests them.  Worse, the wearer will re-
  peat every sentence 1d10 times, but seem to
  be unaware of the redundancy.  The wearer
  will speak to any character who will listen.
  When no character will listen, the wearer will
  talk aloud to themselves.
  55-63
  Robe of  Reflection: Who-
  soever wears this robe will experience an in-
  crease by (1d100)% in their Reflection sub-
  ability.  By degree, each Robe of Reflection
  is different.
  64-72
  Robe of  Religion: Whoso-
  ever wears this robe will experience an in-
  crease of 1d100 PP.  By degree, each Robe
  of Religion is different.
  73-81
  Robe of  Repentance:
  Whosoever wears this robe will declare that
  they have sinned against the gods.  The
  wearer will approach any character who will
  listen and plead for their forgiveness and
  knowledge of how to repent properly to the
  gods.  When the wearer is asked how they
  sinned, the wearer will admit to hubris.  Since
  the wearer believes they are better than all
  the gods, the wearer has offended each of
  them.
  82-90
  Robe of  Rooting: Whoso-
  ever wears this robe may cause tree roots to
  burst forth from the ground, wrap entirely
  around the wearer, and hold them fast.  The
  wearer may enact and dismiss this effect once
  per day at will.  Although fully covered, the
  wearer is still able to breathe through the
  roots.  While covered, the wearer is unable
  to be touched, unless 3,000 IP of damage
  occurs to the same location on the roots.
  91-100 Robe of  Rudeness: Who-
  soever wears this robe will be rude to any
  character who addresses them.  Roll 1d6 to
  determine the wearer’s response.  The wearer
  will either (1-2) sneer, (3-4) walk away, or (5-
  6) verbally accost whoever addresses them.
  Armor, Barding
  Barding is armor for a horse.  If the magical
  effect is Ordinary, then roll 1d100 and consult the
  following table:
  llo
  R
  g
  ni
  d
  r
  a
  B
  3
  3-
  1
  n
  o
  sira
  p
  a
  C
  6
  6-
  4
  3
  lia
  m
  nia
  h
  C
  /
  w
  n
  o
  sira
  p
  a
  C
  7
  9-
  7
  6
  1-
  ni-
  4
  ,lia
  m
  nia
  h
  C
  8
  9
  n
  o
  rf
  m
  a
  h
  C
  9
  9
  te
  nir
  C
  0
  0
  1
  re
  p
  p
  u
  r
  C
  The type of barding for Extraordinary ef-
  fects will be specified for each listing.  Following are
  Extraordinary magical effects:
  01-50
  Caparison of Endurace:
  Whenever a horse wears this armor, the
  horse will never become fatigued or need
  rest.
  51-100 Chainmail of Crippling:
  Whenever a horse that wears this armor kicks
  a character, the kicked character must pass a
  Health sub-ability check at TH 20 or become
  crippled and lame, fall down, and become
  unable to stand again.
  
  727
  Chapter 13: Magical Items
  Armor, Helmets
  A helmet is armor designed to protect the
  head.  If the magical effect is Ordinary, then roll
  1d100 and consult the following table:
  llo
  R
  t
  e
  m
  le
  H
  0
  1-
  1
  0
  la
  cin
  o
  C
  ,
  m
  le
  H
  0
  2-
  1
  1
  s
  d
  ra
  u
  g
  k
  e
  e
  h
  c
  /
  w
  la
  cin
  o
  C
  ,
  m
  le
  H
  0
  3-
  1
  2
  d
  ra
  u
  g
  e
  c
  af
  /
  w
  la
  cin
  o
  C
  ,
  m
  le
  H
  0
  4-
  1
  3
  d
  ra
  u
  g
  las
  a
  n
  /
  w
  la
  cin
  o
  C
  ,
  m
  le
  H
  0
  5-
  1
  4
  lair
  o
  taid
  al
  G
  ,
  m
  le
  H
  0
  6-
  1
  5
  ta
  er
  G
  ,
  m
  le
  H
  0
  7-
  1
  6
  d
  e
  b
  bi
  R
  ,
  m
  le
  H
  0
  8-
  1
  7
  s
  d
  ra
  u
  g
  k
  e
  e
  h
  c
  /
  w
  n
  e
  g
  n
  a
  p
  S
  ,
  m
  le
  H
  0
  9-
  1
  8
  d
  ra
  u
  g
  e
  c
  af
  /
  w
  n
  e
  g
  n
  a
  p
  S
  ,
  m
  le
  H
  0
  0
  1-
  1
  9
  d
  ra
  u
  g
  las
  a
  n
  /
  w
  n
  e
  g
  n
  a
  p
  S
  ,
  m
  le
  H
  The type of helmet for Extraordinary ef-
  fects will be specified for each listing.  Following are
  Extraordinary magical effects:
  01-50
  Great Helm of  Low-Light
  Vision: Whosoever wears this helm be-
  comes able to see in Low-Light Vision
  (LLV).  For more information on LLV, see
  Vision in Chapter 2: Body.  Vision in daylight
  will be impaired.
  51-100 Spangenhelm of Bug-
  bears: Whosoever wears this helm at night
  must attempt to enter an unknown commu-
  nity, enter the home of a sleeping family, kill
  the father and any males, and ravish the fe-
  males.  This spangenhelm has a face guard.
  If the helm is worn during daylight, then
  the wearer is not compelled to raid and rav-
  ish.
  Armor, Light
  If the magical effect is Ordinary, then roll
  1d100 and consult the following table:
  llo
  R
  r
  o
  m
  r
  A
  t
  h
  gi
  L
  5
  0-
  1
  0
  p
  a
  C
  g
  ni
  m
  r
  A
  0
  1-
  6
  0
  re
  h
  ta
  e
  L
  ,sre
  c
  ar
  B
  0
  2-
  1
  1
  le
  et
  S
  ,sre
  c
  ar
  B
  0
  4-
  1
  2
  n
  o
  s
  e
  b
  m
  a
  G
  0
  6-
  1
  4
  d
  e
  d
  d
  u
  t
  S
  ,re
  h
  ta
  e
  L
  0
  0
  1-
  1
  6
  re
  h
  ta
  e
  L
  The type of light armor for Extraordinary
  effects will be specified for each listing.  Following
  are Extraordinary magical effects:
  01-100 Gambeson of Graphic
  Gore: Whosoever wears this gambeson will
  cause Graphic Gore upon each successful
  attack.
  
  728
  Chapter 13: Magical Items
  Armor, Medium
  If the magical effect is Ordinary, then roll
  1d100 and consult the following table:
  llo
  R
  r
  o
  m
  r
  A
  m
  u
  i
  d
  e
  M
  5
  0-
  1
  0
  lia
  M
  d
  e
  d
  n
  a
  B
  0
  1-
  6
  0
  e
  nid
  n
  a
  gir
  B
  5
  1-
  1
  1
  )
  1-
  ni-
  4(
  fio
  c
  lia
  m
  nia
  h
  C
  0
  2-
  6
  1
  )
  1-
  ni-
  4(
  kre
  b
  u
  a
  h
  lia
  m
  nia
  h
  C
  5
  2-
  1
  2
  )
  1-
  ni-
  4(
  s
  e
  ss
  u
  a
  h
  c
  lia
  m
  nia
  h
  C
  0
  3-
  6
  2
  )
  1-
  ni-
  6(
  fio
  c
  lia
  m
  nia
  h
  C
  5
  3-
  1
  3
  )
  1-
  ni-
  6(
  kre
  b
  u
  a
  h
  lia
  m
  nia
  h
  C
  0
  4-
  6
  3
  )
  1-
  ni-
  6(
  s
  e
  ss
  u
  a
  h
  c
  lia
  m
  nia
  h
  C
  5
  4-
  1
  4
  )
  1-
  ni-
  4(
  tiu
  s
  lia
  m
  nia
  h
  C
  5
  6-
  6
  4
  )
  1-
  ni-
  6(
  tiu
  s
  lia
  m
  nia
  h
  C
  0
  7-
  6
  6
  etalp
  ts
  a
  er
  b
  h
  ti
  w
  lia
  m
  nia
  h
  C
  5
  7-
  1
  7
  ralle
  m
  a
  L
  0
  8-
  6
  7
  ss
  ar
  B
  ,lia
  m
  ela
  c
  S
  5
  8-
  1
  8
  n
  o
  rI
  d
  n
  a
  ss
  ar
  B
  ,lia
  m
  ela
  c
  S
  0
  9-
  6
  8
  e
  z
  n
  o
  r
  B
  ,lia
  m
  ela
  c
  S
  5
  9-
  1
  9
  n
  o
  rI
  ,lia
  m
  ela
  c
  S
  0
  0
  1-
  6
  9
  le
  et
  S
  ,lia
  m
  ela
  c
  S
  The type of medium armor for Extraordi-
  nary effects will be specified for each listing.  Fol-
  lowing are Extraordinary magical effects:
  01-100 Chainmail of  Chivalry:
  Whosoever dons this suit of armor will be-
  have in accordance with all commandments
  and tenets of the code of chivalry (see Chiv-
  alry in Chap. 6: Sociality), even if the wearer
  has other values.  The wearer behaves natu-
  rally once this armor is removed.  Once a
  character wears this armor, they will not
  notice a difference in their behavior.  Roll
  1d10 to determine if this suit is (1-5) 4-in-1
  or (6-10) 6-in1.
  Armor, Heavy
  If the magical effect is Ordinary, then roll
  1d100 and consult the following table:
  llo
  R
  r
  o
  m
  r
  A
  y
  v
  a
  e
  H
  2
  0-
  1
  0
  s
  m
  r
  A
  d
  etalu
  citr
  A
  4
  0-
  3
  0
  s
  g
  e
  L
  d
  etalu
  citr
  A
  9
  7-
  5
  0
  etalp
  k
  c
  a
  B
  d
  n
  a
  etalp
  ts
  a
  er
  B
  1
  8-
  0
  8
  te
  gr
  o
  G
  2
  8
  s
  e
  v
  a
  er
  G
  3
  8
  lia
  M
  elcs
  u
  M
  5
  8-
  4
  8
  s
  n
  o
  r
  dlu
  a
  P
  7
  8-
  6
  8
  tiu
  S
  lia
  m
  etalP
  8
  8
  lain
  o
  m
  ere
  C
  ,tiu
  S
  lia
  m
  etalP
  0
  9-
  9
  8
  s
  n
  o
  ta
  b
  a
  S
  0
  0
  1-
  1
  9
  d
  et
  n
  e
  m
  g
  e
  S
  The type of heavy armor for Extraordinary
  effects will be specified for each listing.  Following
  are Extraordinary magical effects:
  01-100 Platemail of  the Preux:
  Whosoever dons this suit of armor will be-
  have in accordance with all commandments
  and tenets of the code of chivalry (see Chiv-
  alry in Chap. 6: Sociality), even if the wearer
  has other values.  The wearer behaves natu-
  rally once this armor is removed.  Once a
  character wears this armor, they will not
  notice a difference in their behavior.
  
  729
  Chapter 13: Magical Items
  Armor, Shields
  If the magical effect is Ordinary, then roll
  1d100 and consult the following table:
  llo
  R
  dlei
  h
  S
  5
  0-
  1
  0
  le
  etS
  ,relk
  c
  u
  B
  5
  1-
  6
  0
  d
  o
  o
  W
  ,relk
  c
  u
  B
  0
  2-
  6
  1
  y
  d
  o
  B
  ,dleih
  S
  0
  3-
  1
  2
  d
  o
  o
  W
  ,eti
  K
  ,dleih
  S
  5
  3-
  1
  3
  le
  etS
  ,reta
  e
  H
  ,dleih
  S
  0
  4-
  6
  3
  d
  o
  o
  W
  ,reta
  e
  H
  ,dleih
  S
  5
  4-
  1
  4
  e
  z
  n
  o
  r
  B
  ,d
  n
  u
  o
  R
  ,dleih
  S
  5
  6-
  6
  4
  le
  etS
  ,d
  n
  u
  o
  R
  ,dleih
  S
  0
  0
  1-
  6
  6
  d
  o
  o
  W
  ,d
  n
  u
  o
  R
  ,dleih
  S
  The type of shield for Extraordinary effects
  will be specified for each listing.  Following are Ex-
  traordinary magical effects:
  01-100 Shield of  Intuition:  Who-
  soever reads the chant inscribed on the in-
  side of this shield will be protected by it until
  a different character reads the chant.  This
  is a round shield made of steel, though the
  handle seems to be missing.  This shield is
  not meant to be held, but protects whatever
  it deems to be the greatest weakness of the
  character at the moment by hovering within
  1 foot of the latest character to read the
  chant, who becomes master or mistress of
  the shield.  When the master or mistress is
  not being attacked, the shield hovers behind
  them, protecting their back.  The shield
  never interferes with the movement of the
  character, and it can move itself around the
  body of the master or mistress with amaz-
  ing speed.  The shield cannot anticipate an
  attack unknown to the master or mistress.
  It seems tied to the Intuition or awareness
  of the master or mistress.  Each attack made
  by a foe against the master or mistress, and
  known by the master or mistress, is protected
  by the shield if the character passes an Intu-
  ition sub-ability check at TH 6.  The shield
  can absorb 3d1000 IP of damage before it
  loses its magical power, and is physically use-
  less as well.
  Canes
  A cane is a short staff used as an aid in walk-
  ing, often called a walking stick.  Canes are often
  used for flogging.  Following are Extraordinary magi-
  cal effects:
  01-33
  Cane of Charity: Whenever
  touched, this cane inspires the toucher to
  ask others for charity.  A Drive sub-ability
  check at TH 20 must be passed to be unaf-
  fected.  Otherwise, the holder of the cane
  will lie prolifically in order to acquire contri-
  butions from others.
  34-67 Cane of  Combat: Whenever
  touched, this cane inspires the toucher to
  desire to use the cane combatively, to flog
  the nearest creature.  A Drive sub-ability
  check must be passed at TH 18 to be unaf-
  fected.
  68-100 Cane of Unchastity:
  Whenever touched, this cane inspires the
  toucher to desire to repeatedly insert the
  cane in 1 of their own orifices, selected ran-
  domly, for sexual pleasure.  A Drive sub-abil-
  ity check must be passed at TH 21 to be
  unaffected.
  Household Items, Bags
  A bag is a container made of flexible mate-
  rial, closed on all sides except for 1 opening.  Fol-
  lowing are Extraordinary magical effects:
  01-25
  Bag of  the Blackhearted:
  Whosoever opens this bag loses all morality.
  26-50
  Bag of  Blood: Whosoever
  opens this bag will find that it is filled with
  blood.  If drank fully, then the blood will
  heal all wounds and reappear in the bag.
  51-75
  Bag of  Tricks: Whosoever
  opens this bag must consult Appendix 3: Ran-
  dom Magical Effects.
  76-100 Bag of  Wind: Whosoever
  opens this bag releases a gust of wind from
  the bag.  The wind will be hot air and have
  no substance.
  
  730
  Chapter 13: Magical Items
  Household Items, Beads
  Beads are small and often round pieces of
  stone, glass, shell, wood, metal, or other material
  that is pierced for threading on a string or wire.
  Following are Extraordinary magical effects:
  01-50
  Anal Beads: Whosoever
  possesses these beads may wear them around
  their neck as a necklace, but whenever the
  wearer becomes sexually excited, these beads
  compel the wearer to push them into the
  anus of their partner.  Slowly, the beads will
  be pulled from their partner’s rump.  A Drive
  sub-ability check at TH 20 must be passed
  to be unaffected by this desire.
  51-100 Prayer Beads: Whosoever
  handles these beads will be more devoted to
  their god, unless a Drive sub-ability check is
  passed at TH 20.  If the handler is an athe-
  ist, then they are immune to this magical
  item.
  Household Items, Braziers
  A brazier is a pan for holding burning coals.
  It is a cooking utensil in which food is exposed to
  heat.  Braziers are usually made of brass.  Following
  are Extraordinary magical effects:
  01-50
  Brazier of Bloodlessness:
  This brazier will consume all blood inside it.
  In fact, this brazier feeds on, and is empow-
  ered by, blood.  If food is placed in it, then
  the food will be cooked instantly only if it
  contains blood.  Once cooked, no blood will
  remain.  If a living creature directly touches
  the inside of the brazier, then they will in-
  stantly feel a horrible and strange sensation,
  and must pass both a Reaction Speed and
  Common Sense sub-ability check at TH 17
  or be instantly drained of blood, dead, and
  cooked.
  51-100 Brazier of  Burning: This
  brazier will immediately be filled with coals
  and ignite upon speaking a chant that is de-
  termined at the creation of this magical item.
  Household Items, Brooms
  A broom is a bundle of  firm, stiff plant
  shoots or twigs bound tightly together usually on a
  long handle and used for sweeping and brushing.
  Following are Extraordinary magical effects:
  01-25
  Animated Broomstick:
  This broomstick will sweep any dirt on a
  floor into the northernmost corner.  This
  broomstick functions autonomously.  The
  broomstick only functions in 1 room that is
  designated upon creation of the magical
  broomstick.
  26-50
  Broomstick of  the Busy:
  Whosoever begins to use this broomstick
  will be unable to stop sweeping floors un-
  less they pass a Drive sub-ability check at
  TH 17.  A check may be made hourly.  Once
  a floor has been swept clean, a nearby dirty
  floor will be sought and swept.  If a nearby
  dirty floor does not exist, then the same floor
  will be swept repeatedly.
  61-80
  Broomstick of  Chamber-
  maids: This broomstick only functions
  magically in the hands of a character who is
  a chambermaid by occupation.  Whenever a
  chambermaid begins to use this broomstick,
  it will clean the entire floor to perfection
  for her merely by her touching it to the dirty
  floor.  Next, she must touch the location
  with the broomstick where she wants the
  dirt to be deposited.  Otherwise, her mind
  will become dirty, and she will attempt to
  seduce the owner of the floor.
  81-100 Broomstick of  Flight:
  When held between the legs of a character,
  this broom will support 1d1000 pounds in
  weight.  The broom must be held firmly, but
  it will move according to the thought of the
  holder.  The broomstick can fly only twice
  as fast as the character can run when unen-
  cumbered.
  
  731
  Chapter 13: Magical Items
  Household Items, Candles
  A candle is a long, slender, cylindrical mass
  of wax containing a wick of loosely twisted threads.
  When burned, a candle yields light.  Following are
  Extraordinary magical effects:
  01-16
  Candle of  Cache: Whoso-
  ever lights this candle will be able to see
  normally by its light.  However, no other
  character in the vicinity will see the candle
  or its light.
  17-32
  Candle of  Carnivorism:
  Whosoever has light cast upon them from
  this candle must pass a Drive sub-ability
  check at TH 20 or they need to consume
  and digest insects in order to receive nour-
  ishment for the rest of their life.
  33-48
  Candle of  Casting: Who-
  soever has light cast upon them from this
  candle must pass a Drive sub-ability check
  at TH 20 or begin casting spells, if able.
  Once affected, a character will continue to
  cast spells as long as this candle burns.
  49-64
  Candle of  Combat: Who-
  soever sees another due to the light of this
  candle will be compelled to combat them if
  a Drive sub-ability check is failed at TH 20.
  If failed, then the character will attempt
  combat until the candle expires or is extin-
  guished.
  65-80
  Candle of Copulation:
  Whosoever sees another due to the light of
  this candle will be compelled to copulate with
  them if a Drive sub-ability check is failed at
  TH 20.  If failed, then the character will at-
  tempt copulation until the candle expires or
  is extinguished.
  81-100 Candle of  Corruption:
  Whosoever has light cast upon them from
  this candle permanently loses 1d20 points
  of morality regarding their disposition.
  Household Items, Cauldrons
  A cauldron is a large kettle or boiler.  Fol-
  lowing are Extraordinary magical effects:
  01-33
  Cauldron of  Catastrophy:
  When a stew is brewed, a storm is produced.
  The storm will be powerful enough to level
  a castle.  This cauldron functions only once
  per decade.  The storm will level 1d20 square
  miles.  It will appear randomly within 1d100
  miles of the cauldron.  The storm will en-
  dure for 2d6 days.  Any creature within the
  storm will experience 1d1000 LP of dam-
  age per round.
  34-66
  Cauldron of  Childbirth:
  Whosoever drinks or eats from this cauldron
  will become pregnant (if female), or impreg-
  nate the next female with whom they copu-
  late.  The number of times the food or drink
  is swallowed affects the type of child born.
  If a homosexual male swallows, then they
  gag to death.  Roll 1d100 to determine the
  number of swallows.
  llo
  R
  tl
  u
  s
  e
  R
  0
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  1
  0
  dlih
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  ela
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  1
  1
  dlih
  c
  ela
  m
  e
  F
  0
  3-
  1
  2
  d
  rate
  R
  0
  4-
  1
  3
  s
  uin
  e
  G
  0
  5-
  1
  4
  rere
  d
  r
  u
  m
  ss
  a
  M
  0
  6-
  1
  5
  n
  e
  e
  u
  q
  /
  g
  nik
  er
  u
  t
  u
  F
  0
  7-
  1
  6
  etelh
  t
  A
  0
  8-
  1
  7
  b
  ols
  ta
  F
  0
  9-
  1
  8
  n
  r
  o
  bllit
  S
  0
  0
  1-
  1
  9
  ss
  e
  d
  d
  o
  g
  /
  d
  o
  g
  m
  o
  d
  n
  ar
  a
  f
  o
  n
  o
  S
  67-100 Cauldron of  the Con-
  tinuum: 3 elves must be murdered, dismem-
  bered, and placed in the cauldron.  Once
  the tasty are brought to a boil, they must be
  fully devoured by a single character within 2
  days.  Thereafter, the cannibalistic character
  must roll 1d100.  If the result is from 91-
  100, then the cannibalistic character becomes
  immortal for 1d100 days, with 1 exception.
  If the ‘immortal’ character is decapitated,
  then they die.
  
  732
  Chapter 13: Magical Items
  Household Items, Censers
  A censer is a covered incense burner swung
  on chains in a religious ritual.  Following are Ex-
  traordinary magical effects:
  01-20
  Censer of  Creation: Who-
  soever inhales the smoke from this censer
  will cause the creation of an ally to further
  their religion’s cause.  The created ally will
  be a clone of the inhaler, except that they
  will have no interest in anything other than
  the religious cause.  If this censer was not lit
  as part of a religious ceremony, then the cre-
  ated ally will attempt to kill the inhaler(s),
  steal the censer, establish an immoral cer-
  emony, and use the censer to create an army.
  Once a created ally completes their task, they
  vanish.
  21-40
  Censer of  Creeping
  Death: Whosoever lights this censer will
  creep across the land and attempt to kill the
  first-born man of the first family they find.
  Thereafter, they will begin to like feminine
  music, but seem convinced it is masculine.
  41-60
  Censer of  Counter-Cas-
  tration: If this censer is lit, then the genita-
  lia of any male within 1d100 feet will not be
  harmed by any weapons as long as the cen-
  ser remains smoking.
  61-80
  Censer of Purification:
  Whosoever inhales the smoke from this cen-
  ser is absolved of 1 sin in the eyes of their
  god.  However, this effect functions only
  once per character per year.  Once absolved
  of a sin, the inhaler will feel more religious
  and has gained 1d10 PP.
  81-100 Censer of  Wisdom: Who-
  soever inhales the smoke from this censer
  gains 1d10 points in Wisdom; all sub-abili-
  ties of Wisdom receive that same amount.
  Each censer has a different amount, but all
  characters inhaling from the same censer
  receive the same bonus.  Inhalers retain their
  bonus for 1d10 hours.
  Household Items, Chalices
  A chalice is a drinking cup with a handle
  beneath it.  It is a sacrament in religious rituals.
  Following are Extraordinary magical effects:
  01-16
  Chalice of Cannibalism:
  Whosoever drinks from this chalice must
  pass a Drive sub-ability check at TH 21 or
  permanently become a cannibal.  This chal-
  ice functions only once per character.  If
  the chalice is destroyed, then its effects do
  not disappear.  If a character who is made a
  cannibal by this chalice eats or drinks from
  anything other than a character of their own
  race, then they will violently puke and not
  feel satisfied.
  17-32
  Chalice of Charging:
  Whosoever drinks the blood of  another
  from this chalice will feel charged and expe-
  rience a temporary increase of 1d20 Life
  Points for 1d100 rounds.  This temporary
  increase may exceed the maximum natural
  LP of the character for this duration.  This
  chalice functions only once per character per
  year.
  33-48
  Chalice of  Charm: Who-
  soever drinks from this chalice will be
  charmed by whosoever filled the chalice.  A
  charmed character will feel great affection
  toward them and attempt to help, though
  will not act stupidly.  It is impossible to be
  charmed by yourself with this device.
  49-64
  Chalice of  Cheer: Whoso-
  ever drinks from this chalice will experience
  a permanent increase of 1d100 points of
  Sanguine temperament.  This chalice func-
  tions only once per character.
  65-80
  Chalice of Choking: Who-
  soever drinks from this chalice must pass a
  Health sub-ability check at TH 21 or choke
  to death.
  81-100 Chalice of Chuntering:
  Whosoever drinks from this chalice must
  pass a Common Sense sub-ability check at
  TH 17 or talk in a low and inarticulate voice
  for 1d10 hours.  During this time, the char-
  acter will be muttering complaints.
  
  733
  Chapter 13: Magical Items
  Household Items, Chess Sets
  Chess is a game of ancient origin for 2 played
  on a chessboard on which each player moves their
  chessmen according to fixed types of movements
  for each across the board in such as way as to check-
  mate the foe’s king.  Following are Extraordinary
  magical effects:
  01-50
  Chess Set of Chastity: If
  a female plays a game of chess on this board
  and wins against a foe who broke her hy-
  men, then her hymen will be restored and
  she will seem to be re-flowered.
  51-100 Chess Set of  Kings: The
  pieces of this chess set resist all players who
  attempt to move them, unless the player is a
  king by birth.
  Household Items, Chests
  A chest is a container for storage.  Usually, it
  is a box with a hinged lid, especially for the safe-
  keeping of valuables or the storing of tools or be-
  longings.  Following are Extraordinary magical ef-
  fects:
  01-50
  Bottomless Chest: This
  chest has an infinite space inside.  Anything
  placed within will be lost forever to any char-
  acter who does not speak the chant inscribed
  on the underneath side of the chest.  The
  chant must be spoken when the character
  reaches into the darkness of the box to re-
  trieve an item.  The dimensions of this chest
  are always 3’ x 4’ x 5’.  Nothing can be placed
  within it that exceeds these dimensions.  The
  chest weighs 1 pound but appears to be made
  of solid wood.  The chest may be locked
  and unlocked by speaking a chant that is in-
  scribed on the inside lip of the lid.
  51-100 Chest of  Chests: Whoso-
  ever opens this chest will experience a
  growth of their own chest by 1 Cup Size.
  This growth is permanent, but may only
  happen once per chest per character.
  Household Items, Coins
  A coin is a piece of metal certified by a mark
  upon it as being of a specific intrinsic or exchange
  value.  Coins are often circulated by a governmental
  authority to serve as lawful money.  Following are
  Extraordinary magical effects:
  01-50
  Coin of  Calamity: Whoso-
  ever flips this coin will experience 1 of 2
  things.  If ‘heads’ results, then the character
  who flipped it instantly loses their head and
  dies.  If ‘tails’ results, then the character loses
  their tail.  If they have no tail, then loss is
  not experienced.
  51-100 Coin of  Corruption: Who-
  soever spends this coin on anything that can
  be purchased with this single coin will be-
  come corrupted by the purchase and lose
  1d100 Ethical and 1d100 Moral Points.
  
  734
  Chapter 13: Magical Items
  Household Items, Dice
  Dice are usually small cubes of ivory, wood,
  or bone that are marked distinctively on each face.
  Most often, dice have 6 sides and are used in gam-
  bling.  Dice are shaken and rolled or thrown to come
  to rest at random on a flat surface.  Dice do not
  have to be square and may have more or less sides.
  Following are Extraordinary magical effects:
  01-33
  Dice of Damnation: These
  are 2 dice that are always 6-sided and white,
  being carved of the knuckles of an anakim.
  The pips on the sides of the dice are ap-
  plied and may be any color, but are usually
  black.  Whosoever rolls these dice must reroll
  their disposition (see Chap. 4: Disposition).
  These dice function only once per charac-
  ter.
  34-67
  Dice of  Deceit: These are
  2 dice that are always 6-sided and black, be-
  ing carved of the knuckles of the luckiest
  menstruating trollop.  The pips on the sides
  of the dice are colored white.  Whosoever
  rolls these dice will achieve whatever
  number(s) they desire upon rolling.
  68-100 Dice of Disappointment:
  These dice may be of any color or shape.
  Whosoever rolls these dice will achieve re-
  sults opposite to those desired upon rolling.
  Household Items, Figurines
  A figurine is a small carved or molded fig-
  ure.  Following are Extraordinary magical effects:
  01-50
  Figurine of Fatness: If this
  figurine is placed within the bedroom of a
  character, then their weight will permanently
  increase by 5% every time they sleep in that
  room.
  51-100 Figurine of  the Forsaken:
  If this figurine is placed within the dwelling
  of a character, then all others will forsake
  them, such as avoiding or disinheriting them.
  Household Items, Flagons
  A flagon is a vessel for liquid or liquor.  Fol-
  lowing are Extraordinary magical effects:
  01-33
  Flagon of  Flogging: Who-
  soever drinks from this flagon must roll
  1d100.  If they roll 51-100, then they must
  flog themselves into unconsciousness.  If
  they roll 01-50, then they must flog the first
  character they see into unconsciousness who
  is not drinking.
  34-67
  Flagon of  Forgetfulness:
  Whosoever drinks from this flagon will for-
  get everything within the last 1d100 days.
  68-100 Flagon of Fullness: When-
  ever this flagon is filled with a liquid or li-
  quor, it will always remain full regardless of
  how much the imbiber drinks.  However, if
  even a drop is spilled in any manner, then a
  magical and angry black dwarf will appear
  and attempt to chop the imbiber in 2 pieces
  with his axe.  The magical black dwarf will
  have 350 LP, but is average in all other re-
  spects, and wields a footman’s battle axe.
  
  735
  Chapter 13: Magical Items
  Household Items, Goblets
  A goblet is a bowl-shaped cup or drinking
  vessel without handles and sometimes footed and
  covered.  Following are Extraordinary magical ef-
  fects:
  01-33
  Goblet of  God: Whosoever
  drinks from this goblet will experience an
  increase of 1d100 Piety Points.  This effect
  functions only once per character.
  34-67
  Goblet of  Gore: Whoso-
  ever drinks from this goblet will hallucinate
  with 80% believability that every character
  seen for the next 3d10 rounds is covered in
  blood and gore.
  68-100 Goblet of  Greed: Whoso-
  ever drinks from this goblet will be com-
  pelled to steal anything from any character
  under any circumstance as long as it has an
  obvious value exceeding 10 silver pieces.
  This effect functions only once per charac-
  ter.
  Household Items, Hourglasses
  An hourglass is an instrument for measur-
  ing time.  An hourglass consists of a glass vessel
  having 2 symmetrical compartments of which a
  quantity of  sand occupies an hour in running
  through a small aperture from the upper to the lower
  compartment.  Following are Extraordinary magi-
  cal effects:
  01-50
  Hourglass of  Haste: Who-
  soever turns over this hourglass will be able
  to perform any function, including Sprint-
  ing, at twice the speed until the sand ceases
  to fall within the hourglass.  This hourglass
  functions only once per character per day.
  51-100 Hourglass of  Hugeness:
  Whosoever turns over this hourglass will be-
  come twice their height, 3 times their
  Strength, and 4 times their weight until the
  sand ceases to fall within the hourglass.  This
  hourglass functions only once per character
  per day.
  Household Items, Incense
  Incense is material used to produce a fra-
  grant odor when burned.  Unless stated otherwise,
  each unit of incense will burn for 1 hour before
  being consumed.  Following are Extraordinary magi-
  cal effects:
  01-20
  Incense of  Ice: Whosoever
  lights this incense will cause everything that
  the smoke touches, as determined by the
  Aedile, to become frozen, except for the
  character and their immediate possessions
  who lit the incense.  If the smoke touches a
  living creature, then the creature must pass
  a Health sub-ability check at TH 18 or be-
  come frozen solid, and therefore dead.  This
  incense functions only once.  The fragrance
  of this incense smells like the fart of a polar
  bear.
  21-40
  Incense of  Infanticide:
  Whosoever lights this incense will cause all
  infants, even unborn, within 1d100 yards to
  die instantly.  The fragrance of this incense
  smells like green baby dung.
  41-60
  Incense of Intelligence:
  Whosoever inhales smoke from this incense
  will experience an increase of 1d10 points
  in their Intelligence ability; therefore, these
  points apply to the corresponding sub-abili-
  ties as well.  This benefit lasts for 1d10 min-
  utes.
  61-80
  Incense of  Intoxication:
  Whosoever lights this incense must pass an
  Intoxication check at TH 21 (see the Health
  sub-ability) or become inebriated as though
  they drank 3d6 tankards of beer.  The fra-
  grance of this incense smells like the belch
  of a drunk kobold who has not brushed their
  teeth in weeks.
  81-100 Incense of  Ire: Whosoever
  inhales the smoke from this incense will be-
  come filled with ire for 1d10 hours.  Any
  event during this time that may be even
  loosely construed as irritating will incite this
  character to violence for 1d10 rounds.  The
  fragrance of this incense smells like burnt
  flesh.
  
  736
  Chapter 13: Magical Items
  Household Items, Jars
  A jar is a rigid container having a
  wide mouth and often no neck, made typically of
  earthenware or glass.  Following are Extraordinary
  magical effects:
  01-50
  Jar of  Jacking-Off: When-
  ever a male opens this jar, they must pass a
  Drive sub-ability check at TH 21 or be com-
  pelled to force their Manhood into the jar.
  Once inside, the jar will inexplicably grip it
  firmly and jerk it to completion, even against
  the will of the opener.  Upon completion,
  the cummer must roll 3d10.  If the results
  are 03-08, then the jar becomes pregnant.
  If the jar is pregnant, then it will not allow
  itself to be opened again, but will care for
  the fetus within, which will be heard scream-
  ing by others within 1d100 feet day and night.
  After 9 months of fetal torture, the child
  will be born and the jar will break.
  If the jar is broken during its preg-
  nancy, then the dying and twitching fetus will
  explode after 1d6 rounds of twitching.  The
  explosion will cause 1d4 LP of sonic dam-
  age to all within 1d4 miles.  Baby parts are
  inexplicably everywhere.
  When born, the baby will be Unethi-
  cal Immoral, will serve the father loyally, will
  obsessively collect jars, and seem to be male
  but have no Manhood, but oversized tes-
  ticles, which can never ejaculate.  Therefore,
  this child will be forever frustrated.  Any child
  of a jar will insist that others call them
  “Chucky.”
  51-100 Jovial Jar: Whosoever opens
  this jar will hear a faint laugh from within it.
  Upon examining the inside of the jar, noth-
  ing that could produce a laugh will be found.
  If opened and the laugh is heard 3 times
  within 3 minutes, then the opener will ac-
  quire 3 Random Mental Illnesses (see Chap.
  5: Mind).
  Household Items, Maps
  A map is a drawing or other representation
  that is usually made on a flat surface and that shows
  the whole or a part of an area.  Following are Ex-
  traordinary magical effects:
  01-50
  Map of  Misfortune: Who-
  soever attempts to follow this map will no-
  tice that the map changes after they have
  progressed half-way to their destination.  The
  path they had taken is also changed.
  51-100 Map of  the Miser: Each
  day that this map is read, it leads to new trea-
  sure.  This map never leads to treasure worth
  more than 10 silver pieces.
  Household Items, Mirrors
  A mirror is a polished or smooth substance
  that forms images by the reflection of light.  The
  most common use for a mirror is when a female
  attempts to maximize her Facial Charisma.  Follow-
  ing are Extraordinary magical effects:
  01-15
  Mirror of  Addition: Who-
  soever looks at themselves in this mirror
  acquires a random body part.  To determine
  the body part, consult the Body Part Pro-
  portion table (see Chap. 2: Body).  Once the
  added body part is determined, reroll on the
  table to  determine where it is attached.  Oth-
  erwise, fine details will be determined by the
  Aedile.  If a character acquires another head,
  then the new head will have the same Intel-
  ligence, Wisdom, and memories of the origi-
  nal, but it has a randomly determined dis-
  position and temperament.  The Aedile must
  determine what is an appropriate addition
  of BPP and LP.
  For example, if a player rolls 01, then
  their character has acquired a left foot.  Roll-
  ing again, this player may roll 100, determin-
  ing  that the left foot is attached to the head
  of the character who looked in the mirror.
  Any character may continue to look
  in the mirror and acquire random body parts
  
  737
  Chapter 13: Magical Items
  until the mirror is broken.  Once broken,
  any character affected previously by it may
  roll 1d100.  If the result is 50 or greater,
  then the character returns to their original
  and natural state.  If not, then they retain
  their new limbs permanently, unless they
  hack them off.  Appropriate damage is ap-
  plied.
  16-30
  Mirror of  Madness: Who-
  soever gazes at their own reflection in this
  mirror will acquire a Random Mental Illness
  (see Chap. 5: Mind).
  31-45
  Mirror of  Many: Whoso-
  ever handles this mirror must pass a Hand-
  Eye Coordination sub-ability check at TH
  22 each round.  If failed, then the mirror
  falls from their grasp and shatters on the
  ground, even if the ground is soft.  The
  mirror shatters into 5d20 shards.  Each shard
  will produce a creature who is 1/10th the
  height of the character who gazed into the
  mirror and dropped it.  The little creatures
  will appear in the exact likeness of the char-
  acter who dropped the mirror.  Each crea-
  ture will have 1/20th the LP of the character
  who dropped the mirror, though never less
  than 3 (for these, 1 LP is unconsciousness).
  The purpose of each creature is to kill the
  character who dropped the mirror.  Other-
  wise, these little  creatures have the original
  character’s Dexterity, Intelligence, Wisdom,
  memories, etc.  The Strength of these little
  creatures is 1/20th of the original character.
  The Physical Fitness, Bodily Attractiveness,
  and Health is the same as the original char-
  acter.  However, the Sprint speed is 1/10th
  of the original character.
  The little creatures will exist until
  killed or they die of natural causes.  In the
  meantime, they will stop at nothing to kill
  the original creature.  The little creatures will
  have all the non-magical items in the imme-
  diate possession of the original character
  when the mirror was dropped.
  If a little creature crawls down the
  throat of the original character, then it can
  grow into a full-sized replica of the original
  character within 2d10 rounds.  The replica
  will always have an Unethical Immoral dis-
  position.  Once an independent creature, it
  will attack the original creature with the in-
  tent to mutilate and kill.
  46-60
  Mirror of  Masturbation:
  Whosoever looks into this mirror must pass
  a Drive check at TH 17 or begin masturbat-
  ing furiously, somehow excited at the sight
  of their own body, regardless of what it
  looks like.  Masturbation will continue until
  completion or pain.
  61-75
  Mirror of  Muscularity:
  Whosoever looks into this mirror gains
  1d100 Strength sub-ability points.  This gain
  occurs only once per character.
  76-90
  Mirror of  Subtraction:
  Whosoever looks at themselves in this mir-
  ror loses a random body part.  To deter-
  mine the body part, consult the Body Part
  Proportion table (see Chap. 2: Body).  If a
  character loses their head, then they die in-
  stantly.  If a character loses their torso, then
  somehow they live but their body’s in pieces.
  The character without a torso feels no pain.
  If a limb is positioned firmly on the neck,
  then the character may make that limb
  twitch.
  91-100 Mirror of  Time: Whoso-
  ever looks in this mirror and recites a num-
  ber will see themselves at the age spoken.
  For example, if a woman looks in the mir-
  ror and speaks the number 6, then she will
  see her counternance when she was 6 years
  old.  If a number is spoken and no counte-
  nance appears, then the character will have
  died of natural causes by that age.  How-
  ever, a character may die of  unnautural
  causes at any time.  The Aedile must deter-
  mine the lifespan of the character.  This
  mirror does not function for elves.  This
  mirror functions only 1d20 times per char-
  acter.
  
  738
  Chapter 13: Magical Items
  Household Items, Seeds
  A seed is something from which develop-
  ment or growth takes place.  The most common
  form of seeds serve to reproduce plants.  Following
  are Extraordinary magical effects:
  01-25
  Demonseed: If a character
  swallows a demonseed, then they will in-
  stantly become magically pregnant.  An
  anakim will be born in 1d100 days.  Upon
  birth, the bearer dies.
  26-50
  Rapeseed of  Raping: If a
  character swallows this seed, then they will
  attempt to rape the next member of the op-
  posite sex in sight regardless of age.
  51-75
  Seed of  Doubt: Whosoever
  plants a seed of doubt will grow a dark plant
  unknown to nature.  The plant will grow
  1d10 feet tall regardless of the quality of the
  soil.  The plant will grow to maturity in 1d100
  days and will live for 1d1000 days, even with-
  out water.  When the plant is mature, it will
  lower the PP of humans within 1d1000 feet
  by 10 PP for each foot of the plant.  Some-
  how, those humans who lose all PP will be-
  lieve they are slaves.  A plant of doubt will
  produce a number of seeds of doubt equal
  to the number of feet of its height squared.
  75-100 Seed of Hate: If this seed
  is planted in front of a home of a druid,
  then the seed will grow into a tree of (100 +
  1d100) feet in height and 5d20 feet in cir-
  cumference.  This tree will grow to full height
  in 3d6 days.  This tree will grow regardless
  of moisture, climate, or light.  This tree can-
  not be cut or burned down.  The leaves will
  be black and the veins are red.  This magical
  tree will cause all creatures, insects included,
  within 2d100 miles to hate the druid.
  The only way to kill a tree that re-
  sulted from this seed is for the druid to anally
  copulate with a specific type of living forest
  creature, and somehow the druid knows it.
  The druid must ejaculate, thereby sowing a
  seed of love.  The Aedile must roll 1d100
  and consult the following table:
  llo
  R
  e
  r
  u
  t
  a
  e
  r
  C
  ts
  e
  r
  o
  F
  0
  1-
  1
  0
  re
  g
  d
  a
  B
  0
  2-
  1
  1
  ra
  e
  B
  0
  3-
  1
  2
  re
  v
  a
  e
  B
  0
  4-
  1
  3
  ra
  o
  B
  0
  5-
  1
  4
  x
  o
  F
  0
  6-
  1
  5
  l
  w
  O
  0
  7-
  1
  6
  tib
  b
  a
  R
  0
  8-
  1
  7
  lerriu
  q
  S
  0
  9-
  1
  8
  g
  o
  D
  dli
  W
  0
  0
  1-
  1
  9
  flo
  W
  Oftentimes, the druid begins an anal frenzy
  attempting to thwart the tree.  There is a 10% chance
  thereafter that the druid develops a bestiality fetish.
  Household Items, Spinning
  Wheels
  A spinning wheel is a small, domestic ma-
  chine for spinning yarn or thread in which a wheel
  drives a single spindle and is itself driven by hand or
  foot.  Following are Extraordinary magical effects:
  01-33
  Spinning Wheel of  Cadu-
  city: Whosoever uses this spinning wheel will
  not notice that their body is aging 1 year per
  10 minutes used.
  34-67
  Spinning Wheel of  Spinal
  Cord Snapping: Whosoever wears a shirt
  made from this spinning wheel is at risk of
  having their spinal cord snapped.  The shirt
  somehow emits energy in a radius of 1d100
  feet that suggests to all living creatures that
  the spinal cord of the wearer needs to be
  snapped.  If a Common Sense sub-ability
  check is passed at TH 21, then they will not
  try to snap it.
  68-100 Spinning Wheel of  Spite-
  ful Clothing: Whenever this spinning wheel
  is used to make clothing, the clothing is im-
  bued with spite.  Whosoever wears this cloth-
  ing will perform 1d20 spiteful acts toward
  others per day of wearing the spite-imbued
  garment.
  
  739
  Chapter 13: Magical Items
  Household Items, Stones
  A stone is a concretion of earthly or min-
  eral matter of igneous, sedimentary, or metamor-
  phic origin.  By definition, a stone is of indetermiate
  size, ranging from a boulder to a pebble.  Following
  are Extraordinary magical effects:
  01-33
  Stone of Chucking: Once
  per day, a character or creature may hurl this
  stone  at a target with deadly accuracy; it will
  not miss.  This stone is only 1d4 inches in
  circumference, but will always inflict 3d10
  IP or LP of pounding damage.  Regardless
  of the amount of force put into hurling it,
  the stone will always travel at 100 miles per
  hour.  This stone has an effective range of
  50 feet.  Once it reaches 50 feet, the stone
  will go no farther and falls to the ground.
  The magical power of this stone functions
  only once per day.  Upon contact, this stone
  always causes Graphic Gore (see Chap. 10:
  Combat) to a living target.
  34-67
  Stone of  Smiting: This
  stone is only 1 inch in circumference and
  may be hurled at a foe.  If it hits, then the
  foe will not suffer damage, but will be smote
  automatically to the ground (see Smiting in
  Chap. 10: Combat).  Each round this magi-
  cally smitten foe may attempt to pass a
  Strength sub-ability check at TH 17 to stand
  again.  The magical power of this stone func-
  tions without restriction.  The word ‘SMITE’
  is carved into the stone in the magical tongue.
  68-100 Stone of  Spermicide: This
  black stone may be rubbed across the Man-
  hood of a male prior to copulation.  If so
  rubbed, then the female will not become
  pregnant no matter how much sperm the
  male releases.  This stone is (4 + 1d6) inches
  in circumference.  If this stone is forced deep
  inside the vagina, then the female will not
  become pregnant, but it is very difficult to
  remove and may prevent the entire Man-
  hood from being able to enjoy this moist
  cavity.
  Household Items, Tables
  A table is usually made of wood.  It is a flat
  slab supported by 4 or more legs, or 2 trestles.  The
  slab is usually rectangular, though it may be square,
  circular, or another shape.  Following are Extraordi-
  nary magical effects:
  01-50
  Table of  the Gourmet
  Feast: Each time an empty plate or bowl is
  placed on this table, it becomes full of gour-
  met food.  Though the food tastes excellent
  to any character, it is made from humanoid
  body parts.  There is a 1% chance per meal
  eaten by a character that the meal causes
  muscular dystrophy (see Chap. 2: Body).
  51-100 Table of  Force-feeding:
  Upon siting down for a meal at this table,
  the table stands up on its legs and uses its
  other 2 legs for arms in an attempt to over-
  bear this unfortunate sap.  If sucessful, then
  the table will begin to force-feed its victim
  into gluttonous obilvion (death).  Consult
  the Wrestling skill in Chapter 8: Skills.  The
  table has a Strength of 160 and an Agility
  of 100.  Its weight is exactly 200 lbs.
  Household Items, Urns
  An urn is a vessel of various forms for pre-
  serving the ashes of the dead.  Following are Ex-
  traordinary magical effects:
  01-50
  Urn 
  of  
  Undeath:
  Whomever’s ashes are placed within this urn
  shall rise from the urn into an undead ver-
  sion of their former self.  The character risen
  from this urn will obey any and all com-
  mands from the urn’s possessor.  The risen
  character will have 80% of all original sub-
  abilities, LP,  BPP, height, and weight.
  51-100 Urn of  Unity: Whosoever
  murders another with their bare hands and
  places the ashes in this urn will permanently
  acquire the LP and any special abilities of
  the deceased creature within the urn. This
  urn will unite only 3d10 creatures.
  
  740
  Chapter 13: Magical Items
  Household Items, Wells
  A well is pit or hole sunk into the earth to
  such a depth as to reach a supply of water.  Follow-
  ing are Extraordinary magical effects:
  01-16
  Well of  War: Whosoever
  drinks from this well will cause the next 2
  kingdoms named from their mouth to go
  to war, even if it takes them a year to say it.
  If the same kingdom is named twice, then a
  civil war will occur.  This well functions once
  per year.
  17-32
  Well of  Weakness: Whoso-
  ever drinks from this well suffers a perma-
  nent loss of 3d10 points of Strength.  This
  well functions only once per character.
  33-48
  Well of  Whoredom: Who-
  soever drinks from this well will instantly
  change their occupation to whore.  If the
  drinker is male, then they will work nearly
  non-stop to be able to purchase female slaves
  and attempt to become a brotheler.  If the
  drinker is already a whore or a brotheler, then
  the well increases their AP enough for them
  to barely increase an occupational level.  This
  well functions once per character.
  49-64
  Well of  Wickedness: Who-
  soever drinks from this well experiences a
  permanent loss of 1d100 Moral Points.  This
  well functions only once per character.
  65-80
  Well of  Wisdom: Whoso-
  ever drinks from this well experiences a per-
  manent increase of 3d10 points of all Wis-
  dom sub-abilities.  This well functions once
  per character.
  81-100 Well of  the Wistless: Who-
  soever drinks from this well will cause a Ran-
  dom Magical Effect to occur (see App. 3:
  Random Magical Effects).  This well functions
  once per character per day.  Around the rim
  of  the well, the following is engraved:
  “HEED THESE WORDS: LEAVE THIS
  WELL.”  This inscription is written in the
  dominant language of the land in which the
  well exists.
  Jewelry, Amulets
  An amulet is a charm often inscribed with a
  spell, magical incantation, or symbol, and believed
  to protect the wearer against evil or to aid in love or
  war.  Following are Extraordinary magical effects:
  01-50
  Amulet of Amputation:
  Whosoever wears this amulet will cause 1
  amputation while engaged in combat per day.
  An inscription inside the amulet must be
  chanted for it  to function.  Then, the next
  attack will cause amputation.
  51-100 Amulet of  Asphyxiation:
  Whosoever wears this amulet will be
  strangled by the amulet into unconciousness
  at a rate of 3 LP per round unless the amu-
  let is ripped from the neck.  To remove this
  amulet requires a Strength of at least 175.
  If a bystander wishes to aid this victim, then
  their hand(s) will also be trapped in the neck-
  lace unless their Strength is at least 175.
  Please note that this could actually look like
  the character coming to aid is strangling the
  victim himself.
  Jewelry, Anklets
  An anklet is a bracelet or a similar ornament
  worn around the ankle.  Following are Extraordi-
  nary magical effects:
  01-50
  Anklet of  Angst: Whoso-
  ever wears this anklet will be overcome by
  anxiety and unable to react promptly to any-
  thing because they will suffer a penalty of -
  15 to initiative.  This effect is permanent until
  the anklet is removed.
  51-100 Anklet of Animation:
  Whosoever wears this anklet will gain 1d10
  LP.  These LP are added to the wearer’s natu-
  ral maximum.  If the anklet is removed, then
  sickness will be felt. If the anklet is not worn
  again within 24 hours, then 2d10 LP are per-
  manently lost.
  
  741
  Chapter 13: Magical Items
  Jewelry, Bracelets
  A bracelet is an ornamental band, ring, or
  chain worn around the wrist.  Following are Extraor-
  dinary magical effects:
  01-25
  Bracelet of Beautification:
  This bracelet does not function for a male
  character.  Whenever a female character
  wears this bracelet, she will experience an
  increase of 1d10 points to her sub-abilities
  of Bodily Attractiveness and Facial Cha-
  risma.
  26-50
  Bracelet of  Beligerent
  Boyfriends: This bracelet does not func-
  tion for a male character.  Whenever a fe-
  male character wears this bracelet, if she has
  a boyfriend, then he will behave beligerently
  and in an over-protective manner regarding
  the wearer.  Although to some females this
  will seem like a curse, to many it is prefer-
  able and makes them believe that their boy-
  friend cares.
  51-75
  Bracelet of  Bitchery: This
  bracelet does not function for a male char-
  acter.  Whenever a female character wears
  this bracelet, she will loudly complain and
  whine to all around about worthless things
  for 1d12 hours each day.  If this bracelet is
  worn for more than 1 month, then any male
  to whom she complains is 10% likely to at-
  tempt to strangle her and pound her head
  on the ground until death.
  76-100 Bracelet of the Bounty
  Hunter:  This bracelet does not function
  for a character who is not a bounty hunter
  by occupation.  Whenever a bounty hunter
  wears this bracelet, they receive visions ev-
  ery 3d10 hours of the character whom they
  track.  When a vision occurs, the character
  who is being tracked will be seen by the
  bounty hunter from an aerial view of 50 feet
  above the character who is being tracked.
  Each vision will last for 3d10 rounds.
  Jewelry, Brooches
  A brooch is a fastening device often of pre-
  cious metal and decked with gems and usually with
  a clasp.  The most common use of a brooch is to
  fasten a cloak.  Following are Extraordinary magical
  effects:
  1-20
  Brooch of  Banditry: This
  brooch functions only for a character who
  is a bandit by occupation.  If a bandit wears
  this bronze brooch, then it will become hot
  around precious metals (copper, silver, or
  gold) and precious stones (gems).  The
  brooch is unable to distinguish quality, but
  is affected by quantity.  For example, the
  brooch will become equally hot in the pres-
  ence of gold or copper.  The brooch must
  be within 5 feet for its temperature to
  change.
  21-40
  Brooch of  Bemonstering:
  Whosoever wears this brooch will experi-
  ence a decrease of 1d10 points in the sub-
  abilities of Bodily Attractiveness and Facial
  Charisma.
  41-60
  Brooch of  Benignity:
  Whosoever wears this brooch will experi-
  ence a loss of all Choleric and Melancholic
  points regarding temperament.
  61-80
  Brooch of  Brightness:
  Whosoever wears this brooch will be able
  to activate it once per day, emanating bright
  light in a cone of 50 feet in length before
  the character.  The brightness will not ad-
  versely affect a creature, unless they have
  Low-Light Vision.  An inscription on the
  back of the brooch must be chanted for the
  effect to occur.
  81-100 Brooch of  Darkness:
  Whosoever wears this brooch will be able
  to activate it once per day, emanating dark-
  ness in a cone of 50 feet in length before
  the character.  Characters or creatures with
  LLV will be unable to see in this darkness.
  An inscription on the back of the brooch
  must be chanted for the effect to occur.
  
  742
  Chapter 13: Magical Items
  Jewelry, Charms
  A charm is something worn about a charac-
  ter to ward off evil or ensure good fortune.  Fol-
  lowing are Extraordinary magical effects:
  01-14
  Charm against Intemper-
  ance: This charm consists of the dried stom-
  ach of a slave who died of starvation.   This
  charm will prevent the wearer from having
  an appetite in excess of their needs.
  15-28
  Charm against Liars: This
  charm consists of a dried tongue that was
  long enough to touch the tip of its owner’s
  nose.  This charm will prevent a character
  within 3d10 feet from lying to the owner.
  29-42
  Charm of  Ears: Whoso-
  ever wears this necklace gains a bonus of
  3d10 to their Sound skill checks while wear-
  ing it.  The necklace is merely a string with
  1d4 dismembered ears hanging from it.
  43-56
  Lucky Bugbear’s Bicus-
  pid Charm: A bicuspid is a tooth between
  a character’s canine teeth and molars.  For
  some unknown reason, most bugbears do
  not have bicuspids.  If 1 is found, then it is
  deemed to have magical properties of luck.
  This charm will bestow good luck in the
  form of a + 2 bonus to all die rolls on the
  behalf of the owner made by the player.
  57-70
  Lucky Lip Charm: This
  charm consists of severed lips that have been
  dried in the sun.  When carried with a char-
  acter, these lips double the likelihood that
  the character will get a kiss when 1 is asked
  for.
  71-84
  Lucky Rabbit’s Foot
  Charm: This charm will bestow good luck
  in the form of a + 1 bonus to all die rolls on
  the behalf of the owner made by the player.
  85-100 Necklace of  Charm
  Stones: This necklace consists of a leather
  strip with 20 stone beads, each correspond-
  ing to a sub-ability.  If the proper bead, and
  only the proper bead, is held while an ability
  check is made, then a + 1 bonus is applied
  to the check.
  Jewelry, Crowns
  A crown is a royal or imperial headdress or
  cap of sovereignty worn by kings, usually made of
  precious metals and adorned with precious stones.
  Following are Extraordinary magical effects:
  01-50
  Crown of Control: Whoso-
  ever wears this crown may literally control
  any action, though not thought, of any char-
  acter within 3d10 feet.  This effect functions
  only when the crown is worn.
  51-100 Crown of  Corruption:
  Whosoever wears this crown will make de-
  cisions only while pursuing power for them-
  selves over others.  The wearer of the crown
  understands that resources lead to power and
  seeks to acquire as many resources as pos-
  sible.  In this case, absolute corruption em-
  powers absolutely.
  Jewelry, Earrings
  An earring is an ear ornament with or with-
  out a pendant attached to a pierced earlobe by a
  loop of wire.  Following are Extraordinary magical
  effects:
  01-25
  Earrings of  Ecstasy: Who-
  soever wears these earrings experiences an
  increase of 3d10 points in Sanguine tem-
  perament.
  26-50
  Earrings of  Evil: Whoso-
  ever wears these earrings experiences a de-
  crease of 1d20 Moral Points.
  51-75
  Earrings of  Extirpation:
  Whosoever wears these earrings may cause
  the eyes of a character touched to fall out
  of their sockets as if plucked.  This power
  functions once per day at will.  The target
  will be blinded.
  76-100 Earrings of  Extravasa-
  tion: Whosoever wears these earrings may
  force a random bodily fluid to erupt from
  the mouth of a character touched.  Roll 1d4
  to determine the fluid: (1) blood, (2) bile,
  (3) urine, (4) stomach acid.
  
  743
  Chapter 13: Magical Items
  Jewelry, Lockets
  A locket is a small and often ornate case usu-
  ally of precious metal having space for a momento,
  such as a lock of hair, and worn typically suspended
  from a chain.  Following are Extraordinary magical
  effects:
  01-33
  Locket of  Lard: Whoso-
  ever wears this locket will gain 10% of their
  weight.  Roll 1d100 to determine where the
  weight accumulates.  If  01-30, then the
  weight accumulates in their rump.  If 31-60,
  then the weight accumulates in their thighs.
  If 61-90 then the weight accumulates in their
  waist.  If 91-100, then the weight accumu-
  lates evenly throughout their body.
  34-67
  Locket of  Love: Whoso-
  ever wears this locket will deeply fall in love
  with whomever’s hair is in the locket.
  68-100 Locket of  Lust: Whoso-
  ever wears this locket will sexually desire
  whomever’s hair is in the locket.
  Jewelry, Medallions
  A medallion is a large medal worn about the
  neck and typically suspended by a chain.  A medal-
  lion usually symbolizes greatness.  A medallion is
  often inscribed with the particular type of great-
  ness symbolized by the medallion.  Following are
  Extraordinary magical effects:
  01-33
  Medallion of Malice:
  Whosoever wears this medallion experiences
  an increase of 1d100 Choleric points regard-
  ing temperament, is generally irritated, and
  is relieved only during malicious acts.
  34-66
  Medallion of Mammilla-
  tion: Whosoever wears this medallion ex-
  periences a doubling of their Nipple Length.
  67-100 Medallion of  Might: Who-
  soever wears this medallion experiences an
  increase of 2d20 Strength sub-ability points.
  Jewelry, Necklaces
  A necklace is a string of beads or other small
  objects such as precious stones that is worn about
  the neck as an ornament.  However, a necklace may
  also be a chain or band of metal that is specially
  decorated.  Following are Extraordinary magical ef-
  fects:
  01-16
  Necklace of Nether-Nap-
  ping: Whosoever wears this necklace will
  take a nap every hour on the hour for 3d10
  minutes.  During the nap, the mind of the
  character will wander to the realm of a ran-
  dom god.  More than just a dream, the char-
  acter was actually there.  No harm comes to
  the character, and all dreams are explained
  by the Aedile.
  17-32
  Necklace of Nausea:
  Whosoever wears this necklace must pass a
  Health sub-ability check at TH 18 or become
  nauseated and vomit for 3d10 rounds.  Even
  after the necklace is removed, the vomiting
  continues for its duration.
  33-48
  Necklace of  Necrosis:
  Whosoever wears this necklace loses 1 LP
  per round.  The necklace may be removed
  upon noticing the pain.
  49-64
  Necklace of  a Nifle: Who-
  soever wears this necklace seems to be trivial
  or worthless to all others.  Thus, a king who
  wears this necklace would seem like a peas-
  ant, even to his queen.
  65-80
  Necklace of  Niggard-
  liness: Whosoever wears this necklace will
  refuse to spend money at all, and refuses to
  grant favors.  The Common Sense sub-abil-
  ity of the wearer increases by 1d10, and the
  wearer feels as though they are more aware
  of others trying to get things from them.
  81-100 Necklace of the Nimbus:
  Whosoever wears this necklace is surrounded
  by a luminous vapor, cloud, or atmosphere.
  This radiant light suggests that the wearer is
  glorious.  Others will most likely treat the
  wearer cautiously.  However, the necklace
  bestows no other power.
  
  744
  Chapter 13: Magical Items
  Jewelry, Pendants
  A pendant is an ornament that is attached
  by its upper edge and allowed to hang freely.  Fol-
  lowing are Extraordinary magical effects:
  01
  Pendant of  Perfection:
  Whosoever wears this pendant will have 300
  points in each sub-ability.
  02-49
  Pendant of  Prehensility:
  Whosoever wears this pendant may grow a
  prehensile tail that is (1d100)% of their
  height and lasts for 3d10 minutes.  The tail
  has a circumference equal to the height of
  the character in feet when it is converted to
  inches.  Since the tail is prehensile, it is able
  to grab things with (1d100)% of the Hand-
  Eye Coordination of the character’s hand.
  Finally, the tail is able to dead lift (3d10)%
  of the dead lift Strength of the character
  (see Chap. 3: Abilities).
  50-100 Pendant of  Promiscuity:
  Whosoever wears this pendant will flirt with
  any character of the opposite sex who has a
  better score in any of the following sub-abili-
  ties: Bodily Attractiveness, Facial Charisma,
  or Kinetic Charisma.  This flirting will oc-
  cur even if the wearer of the pendant is not
  personally attracted.  Flirting will consist of
  open suggestions to mate.
  Jewelry, Religious Symbols
  A religious symbol may be made of a vari-
  ety of materials and may be carried by a character in
  many fashions.  Typically, the religious symbol is
  crafted to be a replica of the symbol of the god to
  whom the symbol is in honor.  Following are Ex-
  traordinary magical effects:
  01-50
  Religious Symbol of  Im-
  piety: Whosoever owns this religious sym-
  bol experiences a decrease of 3d10 PP.
  51-100 Religious Symbol of  Pi-
  ety: Whosoever owns this religious symbol
  experiences an increase of 3d10 PP.
  Jewelry, Rings
  A ring is an object worn around a finger,
  though arm-rings are common in the north.  Rings
  are cosmetic, not performing any useful function
  other than adornment.  Rings may be made from
  many materials, though each ring listed herein may
  have stipulations.  Commonly, rings are shaped from
  metal, stone, or wood.
  Magical rings are rings imbued with magical
  effects, and the magic will not take effect unless the
  ring is placed directly on a finger or toe; the ring
  must contact the skin.
  Wearing more than 1 magical ring is pos-
  sible, though unsafe.  For each magical effect in use
  that results from multiple magical rings worn at the
  same time and on different phalanges, a cumulative
  10% chance exists for an effect to occur from Ap-
  pendix 3: Random Magical Effects.  However, if more
  than 1 ring is worn on the same phalange and its
  magic is in effect, then a cumulative 20% chance
  exists for a Random Magical Effect.  Following are
  Extraordinary magical effects:
  01-16
  Engagement Ring: Who-
  soever places this ring on their finger im-
  mediately believes they are engaged to be
  married to the former wearer of the ring.
  The new wearer will act accordingly.
  17-32
  Ring of  Casting: Whoso-
  ever wears this ring will be able to cast any
  spell in the ring once per day at will.  Roll
  1d10 to determine the spell level of the ring.
  Next, roll 1d6 (reroll 6’s) to determine the
  discipline of magic in the ring.  Now, roll
  1d10 to determine the number of spells in
  the ring.  Finally, consult Appendix 2: Spell
  Lists to randomly select the spells.  Re-roll
  repeated results.
  33-48
  Ring of  Fabulous Disas-
  ter: Whosoever wears this ring will hear the
  laughter of an immoral master whenever an
  immoral deed is done by any character within
  3d10 feet.  When this occurs, the wearer must
  pass a Drive sub-ability check at TH 17 or
  laugh maniacally for 1d10 rounds.  AP gained
  for immoral acts are doubled.  By degree,
  each Ring of Fabulous Disaster is different.
  
  745
  Chapter 13: Magical Items
  49-64
  Ring of  Fingering: Who-
  soever wears this ring on their finger must
  pass a Drive sub-ability check at TH 14 or
  be compelled to force the finger with the
  ring on it into a vagina.  If the wearer is
  female, then she will masturbate by finger-
  ing herself.  If the wearer is male, then he
  must attempt to either overbear and rape
  (see Wrestling in Chap. 8: Skills) or practice
  his Seduction skill on a female.  Insertion
  must be done for 3d10 minutes before the
  ring is satisfied.  Thereafter, a Drive check
  must be made each time the character awak-
  ens.
  65-80
  Ring of  the Lords: Who-
  soever wears this ring on their finger will be
  invisible, except to the creator of the ring.
  Somehow, this ring seems to want to return
  to its creator.  This ring is 1 of many that
  were created by an ancient, evil sorcerer.
  This ring will shrink or expand to fit whom-
  ever holds it.  Whenever the ring is placed
  on the finger, the wearer must pass a Drive
  sub-ability check, or the ring overpowers the
  wearer and forces them to be a slave to the
  creator.  Overpowered wearers become Un-
  ethical Immoral.  Although the initial TH is
  3, it increases by 1 every time the ring is worn
  by an anakim or troll, 2 for an elf, 3 for a
  dwarf, 4 for a bugbear, 5 for a kobold, 6 for
  an ogre, and 7 for a human.  If the ring is
  lost or stolen, then the former owner will
  do anything to get it back.
  81-100 Ring of  the Spirit Master:
  Whosoever wears this ring on their finger
  may call upon 2d4 spirits who are bound to
  serve the whim of the wearer.  Details of
  each of the spirits are determined by the
  Aedile.  These spirits are noncorporeal, so
  they cannot touch or move anything.  How-
  ever, their shimmering form as they died may
  be observed and their shrieking voices may
  be heard.  Spirits of this ring have 3d10 LP.
  Though they may emerge from the ring and
  roam as the wearer commands, the spirits
  are unable to travel farther than 50 feet from
  the ring.
  Jewelry, Talismans
  A talisman is an object that produces magi-
  cal effects.  Most talismans are cut or engraved with
  a sign.  Following are Extraordinary magical effects:
  01-33
  Talisman of  Talent: Who-
  soever owns this talisman may call upon its
  powers by rubbing the engraved sign prior
  to exercising a skill.  The symbol consists of
  5 interconnected rings.  Once rubbed, this
  talisman bestows a bonus of + 3 to the next
  skill attempted.  This talisman may be used
  only twice per day.
  34-66
  Talisman of  Trading:
  Whosoever handles this talisman will notice
  that it is circular and made of iron.  Around
  the rim it is written, “NEVERENDING,
  EVER TRADING.”  Whosoever handles
  this talisman may cast a spell inside it at will.
  Roll 1d10 to determine the spell level of the
  talisman.  Next, roll 1d6 (rerolling 6’s) to
  determine the discipline of magic in the tal-
  isman.  Finally, consult Appendix 2: Spell Lists
  to randomly select the spell.  This spell may
  be cast as often as desired, but each time it
  is cast, the talisman drains 1 random sub-
  ability point.
  67-100 Talisman of  Trapping:
  Whosoever handles this talisman will notice
  that it is pure gold and has a pentagram en-
  graved on both sides -- 1 upright, the other
  inverted.  The pentagrams are surrounded
  by small, ancient symbols that are unknown
  to all.  This talisman is capable of casting
  magic.  If any foe attacks the owner, who
  must be holding or otherwise touching the
  talisman, then the talisman will cast a ran-
  dom ether spell at the foe.  Roll 1d10 to de-
  termine the spell level, then consult Appen-
  dix 2: Spell Lists to randomly determine the
  spell cast.  This talisman casts spells at the
  20th level of spellcasting ability.  Each time a
  spell is cast, the talisman has a 1% chance
  of absorbing the body of the holder.  Ab-
  sorption is instantaneous and the talisman
  is hot to the touch for 1d100 rounds there-
  after.  The absorbed character is dead.
  
  746
  Chapter 13: Magical Items
  Miscellaneous
  Miscellaneous magical items are those that
  do not fit under any other category.  For Ordinary
  effects, roll 1d100 and consult the Plunder table in
  Chapter 14: Treasure.  Following are Extraordinary
  magical effects:
  01-07
  Anvil of  the Angry: Who-
  soever uses a weapon or tool made on this
  anvil against another in anger will receive a
  bonus of 1d10 to combat skill checks. Who-
  soever  wears armor made on this anvil and
  is attacked in combat will receive a penalty
  of 1d10 to their CA.  Finally, whosoever
  touches any object made by this anvil will
  experience a bonus of 1d10 Choleric points
  to their temperament while touching the
  object.
  08-14
  Condom of Calamity:
  Whosoever wears this magical condom will
  notice nothing odd until their Manhood is
  inserted into a vagina.  Once inside, the con-
  dom will cause the Manhood to increase in
  circumference by (2d100)%.  It may be nec-
  essary to consult Vaginal Circumference
  Potential and Ripped Orifice in Chapter 2:
  Body.  This enlargement will feel pleasing to
  the male, but painful to the female.  It will
  be impossible to remove the Manhood from
  the vagina until after ejaculation.
  15-21
  Condom of Climaxing:
  Whosoever wears this magical condom will
  cause their sexual partner to be (3d10)%
  likely to climax each minute until the wearer
  withdraws.
  22-28
  Condom of  Continuity:
  Whosoever wears this magical condom will
  last 2d100 minutes, while hard as a rock,
  before being able to ejaculate.
  29-35
  Cursed 
  Condom 
  of
  Breaking: Whosoever wears this magical
  condom will not notice that it breaks prior
  to ejaculation, exposing the entire head of
  the Manhood.  Worse, any semen that
  launches forth from Manhood otherwise
  covered by this condom is 69% likely to
  impregnate the female partner.
  36-42
  Cursed Condom of  Con-
  flagration: Whosoever wears this magical
  condom will notice that the condom is very
  warm.  However, the longer it is worn, the
  hotter it becomes.  In order to remove the
  condom, the character must pass a Strength
  sub-ability check at TH 28.  The 1st round,
  the condom will feel hot.  The 2nd round,
  the end will break and a little smoke will bil-
  low from it.  The 3rd round, it will perma-
  nently scar the Manhood black and crispy.
  The 4th round, it will completely burn away
  the Manhood and the wearer will suffer a
  permanent 1d4 LP of damage.  Thereafter,
  it will cool down, the end will repair itself,
  and the cursed condom will fall to the
  ground.
  43-49
  Cursed Condom of  Con-
  striction: Whosoever wears this magical
  condom will notice that the condom is very
  tight.  However, the longer it is worn, the
  tighter it becomes.  In order to remove the
  condom, the character must pass a Strength
  sub-ability check at TH 28.  For each round
  that the condom is worn, it will reduce the
  length and circumference of the Manhood
  by 1%.
  50-56
  Cursed Dildo of  Adhe-
  sion: Whosoever fully inserts this magical
  dildo into their vagina will be unable to re-
  move it due to adhesion,  unless their
  Strength meets or exceeds 213.  For each
  set of 6 hours that the dildo is adhered, the
  Vaginal Circumference Potential will increase
  by 1.
  57-63
  Cursed Dildo of  Impreg-
  nation: Whosoever inserts this magical dildo
  will somehow become pregnant by it.  How-
  ever, instead of creating a fetus in her womb,
  this magical dildo creates another magical
  dildo.  It is inanimate and will never kick dur-
  ing pregnancy.  When the dildo is born, the
  mother may die.  Birthing a stone dildo re-
  quires the mother to pass a Health sub-abil-
  ity check at TH 24 to live.
  
  747
  Chapter 13: Magical Items
  64-70
  Dildo of  Desire: Whoso-
  ever possesses this magical dildo made of
  stone must pass a Drive sub-ability check at
  TH 28 to lose their desire for passion once
  it has been inserted in their vagina.  A Drive
  check may be attempted every 10 minutes.
  As long as it is failed, the possessor will fe-
  verishly force it inside of them; when 1 arm
  tires, the other will be used.  As long as the
  check is failed, the possessor will feel no need
  for food or drink and will not respond to
  combat.  For each set of 6 hours endured,
  the Vaginal Circumference Potential will in-
  crease by 1.
  71-77
  Dildo of  Transmogrifi-
  cation: Whosoever possesses this dildo may
  cause it to transform from its natural magi-
  cal state of stone into flesh upon chanting
  the command word ‘Phallifantasia.’  Also, the
  dildo will assume whatever shape and ap-
  pearance pleases her, such as having a large
  puffy head, having veins or no veins, etc.  It
  cannot extend more than 2 feet in length or
  grow beyond 10 inches in circumference.
  78-84
  Door of Discussions:
  Whosoever touches the handle of this door
  will find that it will not open.  Instead, a face
  appears in the middle of the door.  It will be
  either male (01-50) or female (51-100), and
  have a randomly determined disposition and
  temperament.  The door will demand a dis-
  cussion before it opens.  If the toucher is
  not fully compliant, it will try to talk forever
  and yet never let them pass.  The face, gen-
  der, disposition, and temperament must be
  determined for each particular magical door.
  85-91
  Lantern of  Light: Whoso-
  ever holds this lantern and desires light will
  experience the lantern lighting and extin-
  guishing according to their whim.  This lan-
  tern does not require oil or a wick.
  92-100 Saddle of  Teleportation:
  Whosoever sits on this saddle is able to ap-
  pear instantly wherever imagined.  If the sit-
  ter imagines a place not in existence, then
  the character is removed from existence.
  Musical Instruments
  A musical instrument is an object from
  which music may be produced.  Following are Ex-
  traordinary magical effects:
  01-12
  Drum of  Drive: The head
  of  this drum will not break from heavy
  drumming.  This drum may be heard up to
  1 mile away.  All who hear this drum experi-
  ence an increase in their Drive sub-ability
  while drumming occurs.  The increase in
  Drive depends on the speed at which the
  drum is played.  The speed at which it is
  played depends only on the Hand-Eye Co-
  ordination sub-ability of the drummer.  For
  each point of Hand-Eye Coordination above
  100, the drummer may increase the Drive
  of their audience by 1.  The square root of
  the percentage of the drummer’s Hand-Eye
  Coordination that is used equals the percent
  chance of the failure of the drummer per
  round due to a mistake.  If a mistake occurs,
  then a 5-minute break is necessary.  No
  drummer may beat this drum for more than
  30 consecutive minutes.
  13-24
  Flute of  Felicity: Whoso-
  ever plays this flute will cause all characters
  within 1d100 feet to smile, laugh, and dance
  as long as the flute is being played.  When
  the skill check is made for playing this in-
  strument, this magical effect is triggered only
  if TH 17 is passed.
  25-36
  Flute of  Followers: While
  this flute is being played, all who hear it must
  pass a Common Sense sub-ability check at
  TH 22 or follow the player.  This flute may
  be heard up to 500 feet away.  Each con-
  secutive round of playing, the player must
  pass a Physical Fitness sub-ability check.  The
  TH begins at 3 and increases by 2 every
  round.  If failed, then the flute player must
  take a 5-minute break.
  37-48
  Horn of  Distance: This
  horn may be heard 3d10 miles away when
  blown.
  
  748
  Chapter 13: Magical Items
  49-60
  Horn of Happiness: Who-
  soever blows this horn will cause all others
  within 1d100 feet to experience a perma-
  nent increase of 3d10 points of Sanguine
  temperament.
  61-72
  Horn of  Horniness: Who-
  soever blows this horn will cause all others
  within 1d100 feet to desire each other
  enough to stop what they are doing and
  begin copulating.  Each character within the
  range must pass a Drive sub-ability check at
  TH 20 to resist.
  73-84
  Lute of Lightning: If a
  player has at least 50 SP invested in the lute
  and a Hand-Eye Coordination sub-ability of
  at least 150, then this lute will release a light-
  ning bolt in a direction chosen by the caster.
  A particular musical phrase must be played.
  The phrase is the first 3d10 notes played on
  the instrument after its creation.  The light-
  ning bolt causes 10d10 IP or LP of damage.
  The lightning bolt may be released only once
  per day.  If attempted more often than this,
  then the player will be shocked for 1d10 LP
  of  damage upon playing the correct se-
  quence of notes.
  85-100 Lute of  Love: Whosoever
  plays this lute will make the next 2 charac-
  ters who kiss within 1d100 feet fall in love.
  The lute must be played while they kiss.  The
  skill check made to play this instrument de-
  termines the strength of their love:
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  Powders
  A powder is a substance composed of fine
  particles, such as dry pulverized earth or disintegrated
  matter.  Following are Extraordinary magical effects:
  01-20
  Powder of Paralysis: Who-
  soever contacts this powder is paralyzed.
  The degree of paralysis is determined by
  rolling 3d10.  Consult the table below:
  llo
  R
  tl
  u
  s
  e
  R
  0
  1-
  3
  sr
  u
  c
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  21-40
  Powder of  Perpetual
  Sneezing: Whosoever sniffs this powder will
  sneeze 1d10 times per minute for the rest
  of their life.
  41-60
  Powder of  the Pituitous:
  Whosoever contacts this powder will expe-
  rience extreme laziness for 3d10 hours.
  Their Phlegmatic temperament will increase
  to 100 points.  An affected character will lay
  down and make themselves comfortable, and
  will not attack unless attacked first.
  61-80
  Powder of  Pleasing: Who-
  soever contacts this powder will do anything
  in their power to please the 1st character seen
  for 1d10 hours.  However, any character in
  contact with the powder may avoid being
  compelled to please another by passing a
  Drive sub-ability check at TH 17.  If touched
  aggressively, then the effect ends.
  81-100 Powder of  Power: Whoso-
  ever contacts this powder will feel empow-
  ered for 1d10 hours.  The empowered char-
  acter will experience an increase of 1d10
  Strength, 1d10 Health, and 1d10 Drive sub-
  ability points.  These gains are likely to af-
  fect the LP and BPP of the character.
  
  749
  Chapter 13: Magical Items
  Rods
  A rod is a straight, slender, crafted, and arti-
  ficial stick.  Rods may be made of any solid material,
  usually metal.  Typically, a rod is 2-3 feet in length.
  Only a caster (druid, hierophant, mage, and sorcerer)
  can use the magical effects of a rod.  By nature, a
  rod is more potent in magic than a wand, but less
  potent than a staff.  A rod is activated through per-
  forming a specific ritual, which is determined for
  each rod.  Upon creation, the creator assigns the
  specific ritual.  If another caster acquires a rod, then
  they must discern the specific ritual somehow.
  The effect of a rod does not happen imme-
  diately, but the effect starts at least 4 seconds after
  the caster performs the specific ritual.  This delay
  equals a Delivery Penalty of at least 100.  The ef-
  fects of some rods may take longer and are detailed
  under each rod if necessary.
  01-25
  Rod of  Many: This rod has
  2d100 Magic Points.  The possessor may use
  these MP to cast any spell, even if the spell
  is unknown to the possessor, as long as the
  rod has enough MP to cast it.  Once the MP
  are expended, the rod is magically inert.
  26-50
  Rod of  Rebellion: The ef-
  fect of this rod is elicited when the possessor
  speaks or acts against their community or
  government.  The action will be so pleasing,
  the owner will be unable to stop until they
  pass a Drive sub-ability check of TH 28.  A
  check may be made once per round.  Fur-
  ther, the rebellious action grants a bonus of
  + 17 to any skill checks from which rebel-
  lion may be incited in others.
  51-75
  Rod of  Reciprocity: This
  rod enables the possessor to return a dupli-
  cate attack against an attacker, regardless of
  the possessor’s abilities, skills, equipment, or
  magic.  The returned attack will strike in the
  same location and do the same damage.  This
  rod functions immediately, and the possessor
  still suffers the attack.
  76-100 Rod of  Ridiculousity:
  Whenever this rod is activated, it causes 1d10
  random events to occur (see App. 3: Random
  Magical Effects).
  Scripture, Books
  A book is a formal and written document.
  Compared to other forms of scripture, a book is a
  recent creation.  The pages of a book are made of
  parchment and bound together.  However, unlike a
  tome or grimoire, a book may be written about any
  miscellaneous material.  Following are Extraordinary
  magical effects:
  01-20
  Book of  Butchery: Who-
  soever begins to read any portion of this
  book must make a Hand-Eye Coordination
  sub-ability check at TH 24 every time they
  flip the page.  If failed, the character experi-
  ences a deep paper-cut that causes 1d4 LP
  of damage.  The contents of this book are
  about butchery techniques.  It is (1d100 +
  100) pages in length.  If read entirely, then
  the character gains 2 SP toward their dis-
  memberment skill (see Chap. 8: Skills).
  21-40
  Book of  Fate: Whosoever
  reads this book in its entirety must pass a
  Common Sense sub-ability check at TH 24
  or believe that they know their fate.  If
  passed, then the book does not have an ef-
  fect on the character.
  41-60
  Book of  Proverbs: Whoso-
  ever reads this book in its entirety will gain
  1d10 points in Wisdom.  The book is (1d100
  + 100) pages in length.  The effect of this
  book functions only once per character.
  61-80
  Caster-fury Tales: This lit-
  erary work is about a group of priests of
  different faiths who travel together by hap-
  penstance to the same destination.  There is
  a tale for each traveler.  If read in its en-
  tirety, then the character gains 1 point in their
  Sanguine temperament.
  81-100 Yayraaeeefunduhfukk’s
  Book of  Iboniks: Whosoever reads this
  book will lose 1 point from each sub-ability
  of Intelligence for each page read.  How-
  ever, for each page that is read, the charac-
  ter acquires a 1% cumulative chance of real-
  izing that they are losing Intelligence.  The
  contents of the book explore cultural issues
  among gruagach tribes.
  
  750
  Chapter 13: Magical Items
  Scripture, Codexes
  A codex is an ancient book, though it may
  also consist of unbound sheets in manuscript form.
  A codex is distinct from a scroll.  Codexes are often
  highly valued.  Following are Extraordinary magical
  effects:
  01-25
  Codex of  Chaos: Whoso-
  ever reads this codex will lose all Ethicality
  points regarding their disposition, and be-
  come unethical.  Next, the character will take
  the codex and flee civilization and all con-
  tact with other sentient creatures.  The char-
  acter will behave randomly until the end of
  their days, and will reread this codex until
  they go blind.
  26-50
  Codex of  Climax: This co-
  dex functions only for a female reader.  If a
  literate female reads this codex, then she will
  learn how to have an orgasm.  She will ex-
  perience an increase of 1d100 points of De-
  bauchery, and value this book above all other
  possessions.  The enlightened female will
  avidly pursue sex with every male within rea-
  son, even at the expense of her marriage.
  51-75
  Codex of  Control: Whoso-
  ever reads this codex will gain control over
  all sentient creatures within 1d10 feet while
  holding this codex above their head.  There-
  after, the character will guard the codex with
  their life.  Characters within range must pass
  a Drive sub-ability check at TH 21 each
  round in order to be unaffected.
  76-100 Codex of  Creation: Who-
  soever begins to read this codex will be un-
  able to stop reading until it is finished.  The
  reader will learn every detail of the creation
  of the universe, world, and gods.  Thereaf-
  ter, the character will refuse to discuss the
  subject of creation for the rest of their life.
  Upon natural death, not murder or suicide,
  the character will become immortal.  How-
  ever, if they are decapitated, then they will
  permanently die.  Otherwise, their body will
  not decay and they will live as long as the
  earth.  This particular type of codex cannot
  be destroyed by any means.
  Scripture, Grimoires
  A grimoire is a spellbook.  It is a text written
  by mages for other mages.  The pages of a grimoire
  are made of parchment and bound together.  A
  grimoire is a set of instructions on how to cast spells,
  most often concerning the invocation of demons
  or spirits of the dead.  Following are Extraordinary
  magical effects:
  01-10
  The Arbatel of  Magic:
  This grimoire functions only for a mage.  As
  a set of 9 volumes, the arbatel informs about
  the magic of different cultures and races.
  Once read in its entirety, the arbatel increases
  the Intelligence ability of the reader by 1d10
  points.  The arbatel functions only once per
  mage.
  11-20
  Grand Grimoire: This
  grimoire functions only for a mage.  By read-
  ing this grimoire in its entirety, a mage will
  acquire 1d10 random spells, which may in-
  clude chaos magic.  These new spells are
  permanently a part of the reader, though
  this grimoire functions only once per mage.
  21-30
  Grimoirium Verum: This
  grimoire functions only for a mage.  This
  grimoire lists numerous demons, illustrates
  their symbols, and instructs the reader how
  to summon them.  The reader is forewarned,
  because the demons listed are difficult and
  devious.  Woe betide the inexperienced
  reader who summons these demons.
  31-40
  The Key of Nomolos: This
  grimoire functions only for a mage.  It is an
  ancient magical text, an artifact.  Most of
  the magic within is concerned with personal
  gain.  This grimoire deals with the drawing
  of pentacles, 5-pointed stars inscribed with
  magical charms.  These drawings cause magi-
  cal effects.
  41-50
  The Lemegeton: This se-
  ries of 4 grimoires functions only for a mage.
  This work consists of 4 volumes: Goetia,
  Theurgia Goetia, The Pauline Art, and The
  Almadel.  Overall, The Lemegeton includes
  a complete hierarchy of 72 demons, whom
  the mage evokes for their benefit.
  
  751
  Chapter 13: Magical Items
  51-60
  Liber Spiritum: This
  grimoire functions only for a mage.  Also
  called the Book of Spirits, it must be writ-
  ten on virgin paper.  The left-hand pages
  have pictures of demons, while the right-
  hand pages have oaths that the demons must
  take to serve the mage.  Each oath is signed
  by the demon’s mark.  The grimoire must
  be consecrated by a hierophant, who chants
  3 moral chants over it.  Each of  these
  grimoires contains information about 10d10
  demons, as well as instructions on how to
  summon them.
  61-70 The Magical Elements of
  Heptameron: This grimoire functions only
  for a mage.  A system is elucidated for con-
  juring spirits based on the hour, day, and
  phase of the moon.  Depending on these 3
  factors, the caster will be able to determine
  which spirit(s) will appear if conjured.  The
  spirits are either angels or demons.
  71-80
  P s e u d o m o n a r c h i a
  Daemonium: This grimoire functions only
  for a mage.  Inside is a summary of 69 de-
  mons and how to summon them.  The
  reader is forewarned, because the demons
  listed are difficult and devious.  Woe betide
  the inexperienced reader who summons
  these demons.
  81-90
  The Red Dragon: This
  grimoire functions only for a mage.  In or-
  der to read and understand this grimoire, a
  mage must have a Math sub-ability of at least
  175.  Once read in its entirety, this grimoire
  grants the reader an additional 1d1000 MP.
  Further, this grimoire causes a previous
  reader to appear to cease aging.  Therefore,
  if a human mage reads the book at age 30,
  then they will appear as age 30 for the rest
  of their life.  This grimoire functions only
  once per mage.
  91-100  The Sacred Magic of
  Abramelin the Mage: This grimoire func-
  tions only for a mage.  3 grimoires comprise
  a set.  The 1st volume serves as an introduc-
  tion to magic and its history.  The 2nd vol-
  ume provides instructions to summon an-
  gels and demons.  The 3rd volume is filled
  with spells, which are categorized by chap-
  ter and magical talismans:
  Chapter 1: To know all manner of
  things past and future, which are not directly
  opposed to the gods.
  Chapter 2: To obtain information
  concerning all sorts of propositions and all
  doubtful sciences.
  Chapter 3: To cause any spirit to
  appear and take any form, such as human-
  oid, animal, bird, etc.
  Chapter 4: For visions.
  Chapter 5: How we may retain fa-
  miliars bound or free in whatsoever form.
  Chapter 6: To cause the discovery
  of mines, and to help forward all kinds of
  work connected there-with.
  Chapter 7: To cause the spirits to
  perform skillfully regarding metals.
  Chapter 8: To excite tempests.
  Chapter 9: To transform animals
  into humans, and humans into animals, etc.
  Chapter 10: To hinder any magical
  effects, except those of this grimoire.
  Chapter 11: To cause all kinds of
  books to be brought to the caster, and
  whether lost or stolen.
  Chapter 12: To know the Secrets of
  any character.
  Chapter 13: To cause a dead charac-
  ter to revive and perform all the functions
  that a living character would do, and this
  during 7 years, by means of the spirits.
  Chapter 14: To render oneself in-
  visible unto every character.
  Chapter 15: For the spirits to bring
  us anything we may wish to eat or to drink.
  Chapter 16: To find and take pos-
  session of all kinds of treasures, provided
  
  752
  Chapter 13: Magical Items
  that they are not guarded magically.
  Chapter 17: To fly in the air and
  travel anywhere.
  Chapter 18: To heal maladies.
  Chapter 19: For every description of
  affection and love.
  Chapter 20: To excite hatred and
  enmity, discords, quarrels, contentions, com-
  bats, battles, loss, and damage.
  Chapter 21: To transmogrify oneself
  and take different faces and forms.
  Chapter 22: To perform evil.
  Chapter 23: To demolish buildings
  and strongholds.
  Chapter 24: To discover thefts.
  Chapter 25: To walk upon or under
  water.
  Chapter 26: To open every kind of
  lock without a key or making a sound.
  Chapter 27: To cause visions to ap-
  pear.
  Chapter 28: To have as much gold
  and silver as desired.
  Chapter 29: To cause armed humans
  to appear.
  Chapter 30: To cause comedies or
  any kind of music and dance to appear.
  Scripture, Librams
  A libram is a formal and written document.
  Compared to other forms of scripture, a libram is a
  recent creation.  The pages of a libram are made of
  parchment and bound together.  Librams are for-
  mal treatises on subjects, and are often categorized
  in libraries.  Following are Extraordinary magical
  effects:
  01-20
  Libram of  Language:
  Whosoever reads this libram will magically
  master all languages.  This libram will func-
  tion only once per character.  When a char-
  acter finishes reading this libram, they will
  instantly master all languages, and must also
  pass a Common Sense sub-ability check at
  TH 17 or attempt to destroy the libram,
  rending it to pieces.
  21-40
  Libram of  Lechery: Who-
  soever reads this libram will master the sub-
  jects of fantasy, adventure, and adult lech-
  ery.  A permanent bonus of 3d10 is applied
  to the skills of Seduction and Sexual Adept-
  ness.
  41-60
  Libram of  Liberty: Who-
  soever reads this libram will become more
  liberal in all respects and value freedom, both
  for themselves and others.  From here for-
  ward, this character will pursue the power
  to do as desired.
  61-80
  Libram of Libido: Whoso-
  ever reads this libram will realize the brevity
  of life and experience a doubling of their
  libido.  Since their sexual desire has doubled,
  the character will desire sex twice as often,
  and be able to last twice as long until they
  are satisfied.
  81-100 Libram of  Mastery: Who-
  soever reads this libram will master the sub-
  ject of this libram so perfectly that an abil-
  ity or skill check will never be necessary re-
  garding the knowledge of it.  The subject
  of this libram is determined randomly by
  the Aedile.
  
  753
  Chapter 13: Magical Items
  Scripture, Scrolls
  A scroll is a long strip of papyrus, leather,
  or parchment that is used as the body of a written
  document.  A scroll often has a rod with handles at
  1 or both ends for convenience in rolling and stor-
  ing the scroll.  Only tablets predate scrolls as the
  oldest scripture.  Following are Extraordinary magi-
  cal effects:
  01-16
  Scroll of  Sacrification:
  Whosoever reads from this scroll will die as
  a sacrifice to a random god.
  17-32
  Scroll of  Sacrilege: Who-
  soever reads from this scroll will be com-
  pelled for 3d10 days to steal and desecrate
  sacred items.  Once desecrated, the item
  must be made public.  For example, a reader
  may be compelled to smash and steal a statue
  from a shrine.  Later, its head or other body
  parts may suddenly appear in town.
  33-48
  Scroll of  Sadness: Whoso-
  ever reads from this scroll will gain 1d10
  points in their Melancholic temperament.
  This character will become more sad, de-
  pressed, melancholic, sorrowful, unhappy,
  and feel dejected.  However, their points in
  Sanguine temperament must also be con-
  sidered when determining the severity their
  newfound sadness.  This scroll functions
  only once per character.
  49-64
  Scroll of  Secrecy: Whoso-
  ever writes a message on this scroll will no-
  tice that the message is invisible to every
  other character except the intended recipi-
  ent of the message.
  65-80
  Scroll of  Snuffing: Whoso-
  ever reads from this scroll will snuff their
  own life, 1 LP per sentence read.  Upon read-
  ing each sentence, a character must pass an
  Intelligence check at TH 24 to realize that
  their life is being snuffed.  If they become
  unconscious, then they die instantly.
  81-100 Scroll of  Spatial Intelli-
  gence: Whosoever reads from this scroll will
  experience an increase of 1d10 points in
  their Spatial Intelligence sub-ability.  This
  scroll functions only once per character.
  Scripture, Tablets
  A tablet is a flat surface, slab, or plaque of
  inflexible material suited for or bearing an inscrip-
  tion.  It is relatively thin and may contain a picture
  or engraving.  Most often, tablets are made of dried
  clay.  Tablets are the oldest scripture.  Following are
  Extraordinary magical effects:
  01-14
  Tablet of  Reality: What-
  ever is inscribed on this tablet becomes re-
  ality.  Therefore, this is one of the most
  powerful of all magical items.  Only 1 exists
  and it is owned by a god.  The god will guard
  this tablet and it should never fall into the
  hands of a mortal.
  15-28
  Tablet of  Taciturnity:
  Whosoever reads this tablet will experience
  an increase of 1d10 points in their Intelli-
  gence ability and become habitually silent,
  disinclined to talk.
  29-42
  Tablet of  Tenebrosity:
  Whosoever reads this tablet may cause ab-
  solute darkness in a radius of 1d100 feet
  around the tablet.  The tenebrosity lasts for
  3d10 rounds.
  43-56
  Tablet of  Tergiversation:
  Whosoever reads this tablet will cause all
  others within 3d10 feet around the tablet to
  abandon their religious faith or political party
  for 3d10 rounds.
  57-70
  Tablet of Tessera: Whoso-
  ever reads this small tablet will believe that
  the wearer is whoever the tablet claims.  The
  tessera allows a character to impersonate
  another of their race, regardless of gender
  or age.
  71-84
  Tablet of  Thaumaturgy:
  Whosoever reads this tablet will cause a
  miracle to happen for a random character
  within 1d100 feet.
  85-100 Tablet of  Time: Whoso-
  ever reads this tablet may return to any pre-
  vious time in their life.  The reader will be-
  come appropriately young again, but will
  retain all knowledge.  This tablet functions
  only once per character.
  
  754
  Chapter 13: Magical Items
  Scripture, Tomes
  A tome is a volume forming part of a larger
  work.  The volume is large, scholarly, and ponder-
  ous, and may be a reference work.  The pages of a
  tome are made of parchment and bound together.
  Following are Extraordinary magical effects:
  01-20
  Discipline, Vol. 1: After
  completely reading this tome, a character
  must pass an Intelligence ability check at TH
  17 or acquire a Random Mental Illness (see
  Chap. 5: Mind).  If passed, and if a caster,
  then the character immediately learns 1d4
  new spells of air.  The spells are determined
  randomly.  The tome may be read only once
  per character.
  21-40
  Discipline, Vol. 2: After
  completely reading this tome, a character
  must pass an Intelligence ability check at TH
  17 or acquire a Random Mental Illness (see
  Chap. 5: Mind).  If passed, and if a caster,
  then the character immediately learns 1d4
  new spells of earth.  The spells are deter-
  mined randomly.  The tome may be read
  only once per character.
  41-60
  Discipline, Vol. 3: After
  completely reading this tome, a character
  must pass an Intelligence ability check at TH
  17 or acquire a Random Mental Illness (see
  Chap. 5: Mind).  If passed, and if a caster,
  the character immediately learns 1d4 new
  spells of fire.  The spells are determined ran-
  domly.  The tome may be read only once
  per character.
  61-80
  Discipline, Vol. 4: After
  completely reading this tome, a character
  must pass an Intelligence ability check at TH
  17 or acquire a Random Mental Illness (see
  Chap. 5: Mind).  If passed, and if a caster,
  the character immediately learns 1d4 new
  spells of water.  The spells are determined
  randomly.  The tome may be read only once
  per character.
  81-100 Discipline, Vol. 5: After
  completely reading this tome, a character
  must pass an Intelligence ability check at TH
  17 or acquire a Random Mental Illness (see
  Chap. 5: Mind).  If passed, and if a caster,
  the character immediately learns 1d4 new
  spells of ether.  The spells are determined
  randomly.  The tome may be read only once
  per character.
  
  755
  Chapter 13: Magical Items
  Staves
  A staff is a long stick carried in the hand for
  support in walking.  Typically, a staff is 5-7 feet in
  length.  Only a caster (druid, hierophant, mage, and
  sorcerer) can use the magical effects of a staff.    By
  nature, a staff is more potent in magic than a rod,
  and a rod more potent than a wand.  A staff is acti-
  vated through speaking a magical chant.  Each staff
  has a unique magical chant for each magical effect.
  Upon creation, the creator assigns the magical chant.
  If another caster acquires a staff, then they must
  discern the magical chant(s) somehow.
  The effect of a staff does not happen im-
  mediately, but the effect starts 2 rounds after the
  caster speaks the chant.  The effects of some staves
  may take longer and are detailed under each staff if
  necessary.
  01-11
  Staff  of  Air: Whosoever
  wields this staff may cast any spell from the
  discipline of air.  Each staff when created
  has 1d1000 Magic Points that may be used
  per day.
  12-22
  Staff  of  Earth: Whosoever
  wields this staff may cast any spell from the
  discipline of earth.  Each staff when cre-
  ated has 1d1000 Magic Points that may be
  used per day.
  23-33
  Staff  of  Ether: Whosoever
  wields this staff may cast any spell from the
  discipline of ether.  Each staff when cre-
  ated has 1d1000 Magic Points that may be
  used per year.
  34-44
  Staff  of  Fire: Whosoever
  wields this staff may cast any spell from the
  discipline of fire.  Each staff when created
  has 1d1000 Magic Points that may be used
  per day.
  45-55
  Staff  of  Druids: This staff
  doubles the Magic Points of a druid.  This
  staff functions only for a druid.
  56-66
  Staff  of  Water: Whosoever
  wields this staff may cast any spell from the
  discipline of water.  Each staff when cre-
  ated has 1d1000 Magic Points that may be
  used per day.
  67-77
  Staff  of  Hierophants: This
  staff  doubles the Magic Points of  a
  hierophant.  This staff functions only for a
  hierophant.
  78-88
  Staff  of  Mages: This staff
  doubles the Magic Points of a mage.  This
  staff functions only for a mage.
  89-100 Staff  of  Sorcery: This staff
  doubles the Magic Points of a sorcerer.  This
  staff functions only for a sorcerer.
  
  756
  Chapter 13: Magical Items
  Torture Devices
  A torture device is an object that has been
  created to assist a torturor.  Non-magical torture
  devices are described in Chapter 9: Equipment.  For
  Ordinary effects, consult the list of non-magical
  torture devices to randomly determine which type
  is magical.  Following are Extraordinary magical ef-
  fects:
  01-14
  Headcrusher of  Healing:
  At the moment that the last LP would be
  crushed from a victim’s head, this torture
  device is 80% likely to heal the victim, fully
  restoring them to their potential LP.
  15-28
  Pear of  Pleasure: When-
  ever this pear is opened within an orifice of
  a character, pleasure will be felt while the
  damage is inflicted.
  29-42
  Rack of  Recognition: If a
  character lies when asked a question and
  while affixed to this rack, then the rack will
  recognize the lie and tighten automatically.
  If a character tells the truth when asked  a
  question and while affixed to this rack, then
  the rack will loosen automatically.
  43-56
  Stocks of Sordidness:
  Whosoever is placed in these stocks will be
  filthy physically for the rest of their life.
  57-70
  Thumbscrews of  Terror:
  Whosoever wears these thumbscrews will be
  unable to move or speak due to extreme ter-
  ror, especially toward whomever fastened
  them.  Both must be worn for the magical
  effect to occur.
  71-84
  Thumbscrews of  Trust:
  Whosoever wears these thumbscrews will
  implicitly trust whoever fastened them.  Both
  must be worn for the magical effect to oc-
  cur.
  85-100 Whirligig of  Wisdom:
  Whosoever endures a spin in this whirligig
  will permanently gain 1d10 points in their
  Wisdom ability.  This whirligig functions only
  once per character.  Perhaps, with the added
  Wisdom the character will avoid punishment
  in the future.
  Wands
  A wand is a slender, flexible stick made of
  either wood or gold.  Typically, a wand is 12-18 inches
  in length.  Only a caster (druid, hierophant, mage,
  and sorcerer) can use the magical effects of a wand.
  Such firsthand knowledge and experience with magic
  is sufficient to allow a caster to operate any wand.
  By nature, wands are weaker in magical power than
  rods, and rods are weaker than staves.  A wand is
  activated through motion, usually by waving or point-
  ing it.  Wands do not require a magical chant.
  The effect of a wand does not happen im-
  mediately, but the effect starts at least 1 round after
  the caster begins waving it.  The effects of some
  wands may take longer and are detailed under each
  wand if necessary.
  01-10
  Wand of  Once: This wand
  is operated by waving it and desiring a cer-
  tain spell to be cast.  This wand has (10 +
  1d20) MP and may be used to cast any spell
  that does not exceed these MP.  The wand
  functions only 1 time and is inert thereafter.
  The wand will cast a spell even if the wielder
  does not know the spell.
  11-20
  Wand of  Vibration: A
  wand of vibration is operated by striking
  against a solid object.  Thereafter, this wand
  begins to vibrate intensely for  up to 1 round
  per occupational level.  In addition to
  spellcasters, other occupations may also use
  the wand of vibration, including chamber-
  maids, courtesans, and whores.  This wand
  is an effective massage tool.  Finally, each
  wand offers a bonus of 2d20 to the Lock-
  Picking skill by inserting it into the lock and
  vibrating the tumblers.
  21-30
  Wand of  Wakefulness:
  Whosoever holds this wand will not become
  tired until the wand is out of their grasp.
  When a character is no longer in contact with
  this wand, they will begin to tire normally,
  and will not be suddenly tired to compen-
  sate for the duration the wand was held.
  
  757
  Chapter 13: Magical Items
  31-40
  Wand of  War Brides:
  Whosoever holds this wand will be able to
  summon a female if the holder of the wand
  is enlisted in war.  The female will serve the
  holder in every way, and will remain until
  the holder sets down the wand.  Each time
  a bride is summoned, she will be different.
  During times of peace for the holder, this
  wand does not function.
  41-50
  Wand of  Warding: Whoso-
  ever touches this wand while they sleep will
  awaken if any character or creature comes
  within 100 feet of the wand.  Even if the
  character is in deep sleep, there will be no
  penalty to their reactions.
  51-60
  Wand of  Warlordism:
  Whosoever holds this wand will be in com-
  mand of 1d1000 characters of the same race
  as the holder.  The characters will demand
  to conduct war, and will look with limited
  patience to the holder to select a target.  The
  war party will disappear when the holder no
  longer holds the wand.
  61-70
  Wand of  Washing: Whoso-
  ever holds this wand will be clean as though
  they just washed or bathed.
  71-80
  Wand of  Weaponry: Who-
  soever holds this wand may use it at any mo-
  ment as though it were any melee weapon.
  The holder must wave it and speak the name
  of the weapon for the wand to change form.
  81-90
  Wand of  Whispering: This
  wand is operated by shaking it while hold-
  ing it close and whispering.  The wand will
  continue to whisper inaudibly on its own for
  3d10 rounds, even if it is set down.
  91-100 Wand of  Wisdom: Each
  time a spell is cast and the wand is held while
  casting, the caster acquires 1 point in a sub-
  ability of Wisdom of their choice.  Unfor-
  tunately, they lose 2 points in a sub-ability
  other than Wisdom, also of their choice.
  However, when such a spell is cast, the ef-
  fect is double what it would be in every re-
  spect without this wand.
  Weapons, Melee
  If a melee weapon is Ordinary, then roll
  1d100 and consult the following table.  If the melee
  weapon is Extraordinary, then bypass the following
  table.
  llo
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  F
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  9
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  M
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  2
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  4
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  6
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  6
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  7
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  n
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  7-
  8
  6
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  M
  ,ra
  e
  p
  S
  
  758
  Chapter 13: Magical Items
  If  a melee weapon was previously deter-
  mined to be Extraordinary, then roll 1d100 and con-
  sult the following melee weapon.
  01-12
  Berdeesh of Beheading:
  Whosoever wields this weapon will always
  swing for the head, whether or not the head
  is the intended target.  Modifiers from a
  Called Shot (see Chap. 10: Combat) do not
  apply.  If struck successfully, then the head
  of the victim will be separated from their
  neck at the base of the skull, or just below
  the jaw if struck from the front.  Armor
  does not impede a Berdeesh of Beheading.
  13-24
  Bipennis of  Bugbears:
  Whosoever holds this weapon by its pole
  will refuse to let it out of their sight.  If the
  wielder is a bugbear, then they receive an
  extra 3d10 LP damage per successful attack,
  and possess an extra 3d10 LP while touch-
  ing this weapon.  Any humanoid who is not
  a bugbear and touches this weapon, includ-
  ing those who are struck, will slowly
  transmogrify into a bugbear within 3d10 days
  unless a Health sub-ability check is passed
  at TH 30.  First, they will grow body hair,
  and finally they will believe that they must
  dominate the surface world.  Although the
  pole appears normal, the head has periodic
  holes from which fur grows.
  llo
  R
  n
  o
  p
  a
  e
  W
  e
  ele
  M
  4
  7
  tr
  o
  h
  S
  ,ra
  e
  p
  S
  5
  7
  tn
  e
  dir
  T
  ,ra
  e
  p
  S
  6
  7
  d
  rats
  a
  B
  ,d
  r
  o
  w
  S
  1
  8-
  7
  7
  d
  a
  o
  r
  B
  ,d
  r
  o
  w
  S
  2
  8
  ts
  u
  r
  h
  T
  d
  n
  a
  tu
  C
  ,d
  r
  o
  w
  S
  3
  8
  n
  oih
  cla
  F
  ,d
  r
  o
  w
  S
  4
  8
  e
  gre
  b
  m
  alF
  ,d
  r
  o
  w
  S
  6
  8-
  5
  8
  s
  uid
  al
  G
  ,d
  r
  o
  w
  S
  0
  9-
  7
  8
  g
  n
  o
  L
  ,d
  r
  o
  w
  S
  5
  9-
  1
  9
  tr
  o
  h
  S
  ,d
  r
  o
  w
  S
  6
  9
  re
  d
  n
  a
  hie
  w
  Z
  ,d
  r
  o
  w
  S
  7
  9
  pih
  W
  8
  9
  llu
  B
  ,pih
  W
  9
  9
  sliat
  e
  nin
  -
  o
  -ta
  C
  ,pih
  W
  0
  0
  1
  e
  gr
  u
  o
  c
  S
  ,pih
  W
  25-36
  Flail of  Fire: Whosoever
  chants the inscription on this horseman’s flail
  is able to attack their foe with fire. This flail
  has 2 spiked balls.  When the inscription is
  chanted and the weapon is swung, the balls
  transmogrify from steel to fire and extend
  3d10 feet toward the intended target.  Re-
  gardless of the skill of the wielder or the
  CA of the foe, each ball of fire strikes the
  target if a TH of 17 is passed.  Each ball of
  fire inflicts 3d10 LP of  burning damage.
  This magical effect functions only once per
  day.
  37-48
  Flamberge of  the Flame:
  The blade of this flamberge is engulfed by 1
  flickering flame that becomes blue at the hilt.
  The flame cannot be extinguished, even
  when inserted in water.  The weapon is not
  hot when held at the handle, but the blade
  causes an additional 3d10 LP of burning
  damage.  If the tip of the blade is stuck in
  the ground, the handle will neither catch fire
  nor become hot.
  49-60
  Fork of  Lightning:  Who-
  soever wields this military fork may read the
  chant inscribed on the counterweight, and
  only during a storm, lightning will strike the
  blackened tines of the military fork and 3
  bolts will extend forward in the direction
  pointed.  Each bolt causes 3d100 LP of dam-
  age.  A successful Aim skill check must be
  made to strike a creature or object.
  
  759
  Chapter 13: Magical Items
  61-72
  Short Sword of  Scrotum
  Fullness: Any male who touches this short
  sword will become reluctant to let it out of
  their sight.  The firmness of the blade al-
  ways relates to the Scrotum Fullness (see
  Sexual Adeptness in Chap. 8: Skills) of the
  last character who touched this sword.  If
  his scrotum is empty, then the blade some-
  how hangs limp from the handle and it is
  impossible to injure a character with this
  blade.  If his scrotum is full, then the blade
  will be so stiff that it will shatter into 3d10
  metallic shards upon an impact with more
  than 3d10 pounds of force behind it.  The
  optimum condition of this blade is when
  the Scrotum Fullness (SF) is 90.  For each
  point of SF that deviates from this, a modi-
  fier of - 1 is applied to damage.  When the
  sword relates to SF 90, it throbs.  Only at
  this time will the blade deliver triple dam-
  age.
  73-84
  Spear of Submission:
  Whosoever wields this spear will cause any
  humanoid struck to become submissive to
  the wielder, unless the humanoid struck
  passes a Drive sub-ability check at TH 30.
  Roll 1d10 to determine the type of spear.  It
  may be a (1-3) long spear, (4-8) medium
  spear, or (9-10) short spear.  A kobold may
  wield this weapon without penalty, though
  any other race suffers a penalty of (- 3d10)
  to all attack skill checks.  If the spear is hurled
  and a creature is struck, then the victim will
  not become submissive.  This property func-
  tions only when the weapon is touched by
  the wielder, though affected victims remain
  submissive to the wielder until they die.
  85-100 Stiletto of  Drilling: Who-
  soever stabs a creature or character with this
  stiletto will notice that, upon insertion into
  flesh, the blade of the stiletto begins twist-
  ing, drilling its way deeper inside the victim.
  The handle will not spin with the blade.  The
  stiletto will continue until it is embedded to
  the hilt.  The speed of the drilling corre-
  sponds to the density of the creature at the
  tip of the stiletto, drilling faster through bone
  than organs.  The blade revolves 3d100 times
  per minute through organs, and 6d100 times
  per minute through bone.  The wielder will
  be unable to remove it, until it is finished,
  which takes 3d10 rounds.  Once it begins
  drilling, the victim receives 1 LP of damage
  per round until it finishes, unless the blade
  emerges from the other side of the victim,
  such as if their hand were stabbed.
  
  760
  Chapter 13: Magical Items
  Weapons, Miscellaneous
  If a miscellaneous weapon is Ordinary, then
  roll 1d100 and consult the following table.  If the
  miscellaneous weapon is Extraordinary, then bypass
  the following table.
  llo
  R
  n
  o
  p
  a
  e
  W
  s
  u
  o
  e
  n
  alle
  c
  si
  M
  0
  1-
  1
  0
  te
  h
  cta
  H
  ,e
  x
  A
  1
  1
  eltto
  B
  2
  1
  te
  k
  c
  u
  B
  3
  1
  nia
  h
  C
  4
  1
  ria
  h
  C
  5
  2-
  5
  1
  re
  v
  a
  el
  C
  6
  2
  late
  M
  ,eliF
  0
  3-
  7
  2
  niar
  G
  ,lialF
  0
  4-
  1
  3
  h
  ctiP
  ,kr
  o
  F
  1
  4
  g
  niv
  re
  S
  ,kr
  o
  F
  1
  5-
  2
  4
  lo
  o
  T
  ,re
  m
  m
  a
  H
  1
  6-
  2
  5
  e
  g
  d
  elS
  ,re
  m
  m
  a
  H
  2
  6
  e
  o
  H
  3
  6
  g
  nilp
  p
  ar
  G
  ,k
  o
  o
  H
  7
  6-
  4
  6
  lo
  o
  T
  r
  o
  g
  nitn
  u
  H
  ,efin
  K
  2
  7-
  8
  6
  tella
  M
  3
  7
  lliu
  Q
  4
  7
  g
  niyr
  F
  ,n
  a
  P
  7
  7-
  5
  7
  ra
  B
  yr
  P
  8
  7
  niP
  g
  nillo
  R
  9
  7
  sr
  o
  ssic
  S
  1
  9-
  0
  8
  e
  h
  ty
  c
  S
  2
  9
  e
  o
  h
  S
  3
  9
  esr
  o
  H
  ,e
  o
  h
  S
  4
  9
  le
  v
  o
  h
  S
  9
  9-
  5
  9
  elk
  ciS
  0
  0
  1
  e
  d
  a
  p
  S
  If a miscellaneous weapon was previously
  determined to be Extraordinary, then roll 1d100 and
  consult the following miscellaneous weapon.
  01-100 Sledge of  Salvation:  Who-
  soever wields this sledge will cause any hu-
  manoid struck to feel as though they have
  been saved by the wielder.  The feeling is
  odd and causes them to extend their hand,
  hoping that the wielder will shake it.  If the
  wielder prepares to strike again, then the vic-
  tim will look surprised as if they would never
  guess.  Rumors abound that this magical
  weapon was created by anakim.
  
  761
  Chapter 13: Magical Items
  Weapons, Missile
  If a misile weapon is Ordinary, then roll
  1d100 and consult the following table.  If the mis-
  sile weapon is Extraordinary, then bypass the fol-
  lowing table.
  llo
  R
  n
  o
  p
  a
  e
  W
  elis
  si
  M
  0
  1-
  1
  0
  n
  e
  z
  o
  D
  ,s
  w
  o
  rr
  A
  5
  1-
  1
  1
  te
  h
  cta
  H
  ,e
  x
  A
  6
  1
  s
  alo
  B
  6
  2-
  7
  1
  er
  o
  c
  S
  ,stlo
  B
  7
  2
  g
  n
  are
  m
  o
  o
  B
  8
  2
  eltto
  B
  5
  4-
  9
  2
  tr
  o
  h
  S
  ,w
  o
  B
  0
  5-
  6
  4
  g
  n
  o
  L
  ,w
  o
  B
  5
  5-
  1
  5
  re
  v
  a
  el
  C
  8
  5-
  6
  5
  d
  n
  a
  H
  ,w
  o
  b
  ss
  o
  r
  C
  9
  5
  te
  h
  cta
  R
  d
  n
  a
  le
  e
  h
  W
  ,w
  o
  b
  ss
  o
  r
  C
  4
  6-
  0
  6
  re
  g
  g
  a
  D
  6
  6-
  5
  6
  tra
  D
  7
  6
  k
  s
  alF
  8
  6
  lo
  o
  T
  ,re
  m
  m
  a
  H
  9
  6
  s'n
  a
  m
  esr
  o
  H
  ,ra
  W
  ,re
  m
  m
  a
  H
  0
  7
  g
  nilp
  p
  ar
  G
  ,k
  o
  o
  H
  1
  7
  ta
  blr
  u
  H
  3
  7-
  2
  7
  nile
  v
  aJ
  6
  7-
  4
  7
  lo
  o
  T
  r
  o
  g
  nitn
  u
  H
  ,efin
  K
  7
  7
  d
  eth
  gie
  W
  ,te
  N
  1
  8-
  8
  7
  m
  uliP
  2
  8
  k
  c
  o
  R
  4
  8-
  3
  8
  g
  nilS
  5
  9-
  5
  8
  m
  uid
  e
  M
  ,ra
  e
  p
  S
  9
  9-
  6
  9
  g
  nilS
  ,ffatS
  0
  0
  1
  lai
  V
  If a missile weapon was previously deter-
  mined to be Extraordinary, then roll 1d100 and con-
  sult the following missile weapon.
  01.
  Short Bow of  Light Elves:
  Whosoever holds this bow will not need ar-
  rows, but may launch an arrow of energy
  that will cause any creature struck to value
  nature.  A successful Aim skill check must
  be passed to strike a creature.  The bow is
  made of yew, but the bowstring is made of
  copper that somehow has elasticity and does
  not break when pulled.
  100
  Vial 8:  Whosoever hurls this
  vial at the base of a portal, such as a door-
  way, acquires mental control over any char-
  acter or creature who passes through the
  portal.  The vial will shatter once thrown,
  but thereafter any creature who passes
  through the portal will be affected while the
  character who hurled it remains alive.  For a
  creature to be unaffected, they must pass a
  Drive sub-ability check at TH 30.
  
  762
  Chapter 13: Magical Items
  Weapons, Sentient
  Sentient weapons are weapons that some
  argue are living.  While sentient weapons are
  genderless and have no skills unrelated to their type
  of weapon, they have abilities, disposition, tempera-
  ment, and more.  First, the type of weapon must be
  determined.  Roll 1d100 and consult the table be-
  low:
  llo
  R
  tl
  u
  s
  e
  R
  0
  7-
  1
  0
  s
  a
  s
  n
  o
  p
  a
  e
  W
  e
  ele
  M
  re
  d
  n
  u
  elb
  at
  e
  h
  t
  n
  o
  llo
  R
  .s
  m
  etila
  cig
  a
  m
  5
  7-
  1
  7
  s
  u
  o
  e
  n
  alle
  csi
  M
  re
  d
  n
  u
  elb
  at
  e
  h
  t
  n
  o
  llo
  R
  .s
  m
  etila
  cig
  a
  m
  s
  a
  s
  n
  o
  p
  a
  e
  W
  9
  9-
  6
  7
  s
  a
  s
  n
  o
  p
  a
  e
  W
  elissi
  M
  re
  d
  n
  u
  elb
  at
  e
  h
  t
  n
  o
  llo
  R
  .s
  m
  etila
  cig
  a
  m
  0
  0
  1
  s
  a
  s
  n
  o
  p
  a
  e
  W
  e
  g
  eiS
  re
  d
  n
  u
  elb
  at
  e
  h
  t
  n
  o
  llo
  R
  .s
  m
  etila
  cig
  a
  m
  Abilities for sentient weapons use the same
  tables as those listed in Chapter 3: Abilities for char-
  acters.  However, the ability scores are determined
  differently by rolling 2d100.  All sentient weapons
  have the following sub-abilities: Strength, Hand-Eye
  Coordination, Agility, Reaction Speed, Math, Ana-
  lytic, Spatial, Drive, Intuition, Common Sense, and
  Reflection.  When figuring the abilities based on the
  sub-abilities, if a sub-ability is absent, consider it a
  score of 0.
  Roll 1d100 to see if the sentient weapon is
  capable of speech.  Results of 71-100 indicate a
  weapon that can speak.  These weapons also have
  the sub-abilities of Vocal, Rhetorical, Enunciation,
  and Language.  Further, sentient weapons capable
  of speech know a random number of languages as
  delimited by their Language Intelligence sub-ability.
  Next, the disposition of the weapon must
  be determined.  Roll 1d100 and consult the follow-
  ing table:
  llo
  R
  n
  oitis
  o
  p
  si
  D
  1
  0
  lar
  o
  M
  la
  cih
  t
  E
  3
  1-
  2
  0
  lartu
  e
  N
  la
  cih
  t
  E
  4
  1
  lar
  o
  m
  m
  I
  la
  cih
  t
  E
  6
  1-
  5
  1
  lar
  o
  M
  lartu
  e
  N
  6
  7-
  7
  1
  lartu
  e
  N
  lartu
  e
  N
  1
  9-
  7
  7
  lar
  o
  m
  m
  I
  lartu
  e
  N
  2
  9
  lar
  o
  M
  la
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  n
  U
  5
  9-
  3
  9
  lartu
  e
  N
  la
  cih
  te
  n
  U
  0
  0
  1-
  6
  9
  lar
  o
  m
  m
  I
  la
  cih
  te
  n
  U
  The more the weapon’s disposition differs
  with that of its wielder, the more the weapon is likely
  to reject or be uncooperative with the wielder.  For
  each gradation of difference between both ethics
  and morals, there is a 20% chance of rejection upon
  touching the weapon for the first time.  For example,
  an Ethical Moral weapon has an 80% chance of re-
  jecting an Unethical Immoral wielder, or only a 40%
  chance of rejecting an Ethical Immoral wielder.
  Now, determine the Temperament of the
  weapon, just as with a character.  The more the
  weapon’s temperament differs with that of  its
  wielder, the more the weapon is likely to reject or be
  uncooperative with the wielder.  Take the numeric
  difference of each of the 4 temperaments, add them
  together and divide the total by 4 to represent the
  average difference in Temperament.  This is the
  chance of the weapon rejecting the wielder.
  Finally, the sentient weapon may have magi-
  cal abilities.  Roll 1d100 to determine if the weapon
  has Ordinary magical effects.  If the result is 50 or
  greater, then the weapon has at least 1 effect.  Con-
  sult the tables in the beginning of this chapter for
  Ordinary magical effects.
  Sentient weapons may have the following
  effects: they may intentionally or inadvertently cause
  a mental illness to develop after prolonged use.  After
  engaging in combat with 1d100 characters or crea-
  tures, the wielder of the particular sentient weapon
  has a (1d100)% chance of acquiring a Random Men-
  tal Illness (see Chap. 5: Mind).
  
  763
  Chapter 13: Magical Items
  Weapons, Siege Engines
  If the siege engine has Ordinary magical ef-
  fects, roll 1d100 to determine the specific type of
  weapon:
  llo
  R
  n
  o
  p
  a
  e
  W
  e
  g
  eiS
  0
  2-
  1
  0
  atsilla
  B
  0
  5-
  1
  2
  m
  a
  R
  g
  niretta
  B
  0
  8-
  1
  5
  tlu
  p
  ata
  C
  0
  0
  1-
  1
  8
  te
  h
  c
  u
  b
  er
  T
  Following is a list of Extraordinary magical
  items:
  01-50
  Battering Ram of  the
  Bellipotent: If this ram reaches the speed
  of 3d10 feet per round before impact, then
  only a natural object, such as a mountain,
  will hinder its movement.  Unnatural objects,
  such as man-made walls, will not hinder its
  movement.  Anything touched will vanish
  permanently.  The battering ram will con-
  tinue until it stops due to its own friction.
  51-100 Trebuchet of  Trucing:
  Whosoever uses this trebuchet against a for-
  tification during a siege causes the defend-
  ers to offer a truce with reasonable terms
  within 3d10 minutes.  The projectile must
  be perfectly spherical, made of white marble,
  and 2 feet in diameter.  The maximum range
  of the projectile is 200 yards.
  
  764
  Chapter 14: Treasure
  Chapter 14: Treasure
  Herein are descriptions of treasure, the predominant motivation for most characters.  This chap-
  ter subdivides treasure into individual, hoards, gems, jewelry, and plunder.
  Individual
  Often, characters have treasure in their possession when slain, subdued, beguiled, or taken pris-
  oner.  First, roll 3d10 and consult the following table.  Creatures from Neveria often have modifiers to this
  first roll.  Next, progress across the determined row and roll 3d10 for each column to determine if
  treasure exists.    If magical items result, then consult Chapter 13: Magical Items.
  e
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  4
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  8
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  T
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  1
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  2
  H
  T
  0
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  3
  3
  2
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  T
  2
  1
  d
  1
  2
  2
  H
  T
  6
  d
  1
  1
  2
  H
  T
  8
  d
  1
  6
  2
  H
  T
  6
  d
  1
  
  765
  Chapter 14: Treasure
  Hoards
  Hoards are collections, accumulations, or amassments of treasure.  Usually, hoards are hidden, put
  aside for safekeeping, or reserved for the future.  While characters may certainly have hoards, most often
  hoards are the treasure from lairs, and may be the collective property of numerous creatures or the sole
  property of a powerful ruler.
  In any case, if necessary, roll 3d10 to determine the size of the hoard, or select the appropriate
  size:
  e
  ziS
  d
  r
  a
  o
  H
  llo
  R
  e
  ziS
  7
  1-
  3
  )r
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  n
  a
  m
  (
  lla
  m
  S
  4
  2-
  8
  1
  )rial(
  m
  uid
  e
  M
  9
  2-
  5
  2
  )ylg
  nik(
  e
  gra
  L
  0
  3
  )n
  o
  g
  ar
  d
  (
  lass
  olo
  C
  Now roll on the appropriate Hoard table below.  Then, note that there are percentile chances of
  acquiring treasure in each of 8 categories.  If it is determined that magical items exist, consult Chapter 13:
  Magical Items.
  d
  r
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  6
  1
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  3
  2
  H
  T
  0
  0
  0
  1
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  1
  9
  2
  H
  T
  0
  0
  1
  d
  5
  0
  2
  H
  T
  0
  0
  1
  d
  1
  1
  2
  H
  T
  0
  2
  d
  3
  9
  1
  H
  T
  0
  2
  d
  2
  4
  2
  H
  T
  6
  d
  2
  6
  2
  H
  T
  4
  d
  1
  9
  2
  H
  T
  6
  d
  2
  0
  3
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  T
  6
  d
  1
  8
  1-
  6
  1
  4
  2
  H
  T
  0
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  d
  1
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  2
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  T
  0
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  d
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  1
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  T
  0
  0
  1
  d
  1
  1
  2
  H
  T
  0
  2
  d
  3
  0
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  T
  0
  2
  d
  2
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  2
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  T
  6
  d
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  4
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  1
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  6
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  6
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  1
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  9
  1
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  T
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  3
  3
  1
  H
  T
  0
  2
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  2
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  2
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  T
  6
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  2
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  2
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  4
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  6
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  6
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  1
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  2
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  T
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  6
  d
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  4
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  6
  d
  2
  7
  2
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  T
  6
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  1
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  4
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  T
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  1
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  T
  0
  2
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  3
  3
  1
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  T
  0
  2
  d
  2
  3
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  T
  6
  d
  2
  3
  1
  H
  T
  4
  d
  1
  0
  2
  H
  T
  6
  d
  2
  6
  2
  H
  T
  6
  d
  1
  7
  2-
  6
  2
  8
  2
  H
  T
  0
  0
  0
  1
  d
  1
  9
  2
  H
  T
  0
  0
  1
  d
  5
  3
  2
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  T
  0
  0
  1
  d
  1
  1
  2
  H
  T
  0
  2
  d
  3
  0
  2
  H
  T
  0
  2
  d
  2
  3
  1
  H
  T
  6
  d
  2
  3
  H
  T
  4
  d
  1
  3
  1
  H
  T
  6
  d
  2
  5
  2
  H
  T
  6
  d
  1
  9
  2-
  8
  2
  9
  2
  H
  T
  0
  0
  0
  1
  d
  1
  9
  2
  H
  T
  0
  0
  1
  d
  5
  7
  2
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  T
  0
  0
  1
  d
  1
  4
  2
  H
  T
  0
  2
  d
  3
  3
  2
  H
  T
  0
  2
  d
  2
  3
  2
  H
  T
  6
  d
  2
  0
  2
  H
  T
  4
  d
  1
  3
  H
  T
  6
  d
  2
  4
  2
  H
  T
  6
  d
  1
  9
  2
  >
  0
  3
  H
  T
  0
  0
  0
  1
  d
  2
  9
  2
  H
  T
  0
  0
  0
  1
  d
  1
  8
  2
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  T
  0
  0
  1
  d
  5
  6
  2
  H
  T
  0
  0
  1
  d
  1
  5
  2
  H
  T
  0
  2
  d
  3
  3
  2
  H
  T
  0
  1
  d
  2
  0
  2
  H
  T
  6
  d
  2
  3
  1
  H
  T
  0
  1
  d
  2
  3
  H
  T
  6
  d
  2
  ABQUE.ARGENTO.OMNIA.VANA
  Without money, all efforts are useless.
  
  766
  Chapter 14: Treasure
  d
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  a
  o
  H
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  1-
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  1
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  1
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  0
  1
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  2
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  6
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  2
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  6
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  9
  1
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  1
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  6
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  2
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  1
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  2
  8
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  6
  d
  1
  3
  2-
  2
  2
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  T
  0
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  1
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  2
  5
  2
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  T
  0
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  0
  1
  d
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  767
  Chapter 14: Treasure
  d
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  768
  Chapter 14: Treasure
  Gems
  Gems are precious and semiprecious stones having value and beauty that are intrinsic and not
  derived from its setting.  Gemstones are often cut and polished for ornament, and are highly prized.
  Below is a table for the random determination of gems.  Note, the prices on the table below
  assume that the gem is cut and finished, not rough.  Rough gems are only worth a small fraction, possibly
  1%, of their potential value.  Roll 1d1000 and consult the table below:
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  2
  Carats:  The weight of a gem is expressed in carats.  An extremely small measure of weight, one
  carat equals 3 grains, 141 carats equal one ounce, or there are 2,267 carats in a pound.
  
  769
  Chapter 14: Treasure
  Gems: Below is an alphabetical listing of each gem
  and a description:
  Agate: Rock composed of layers of quartz,
  sometimes of different colors.  Composition varies
  greatly, and it may be polished to a high gloss.  Ag-
  ate is often used for ornamental purposes.  This
  stone is typically valued at 5 silver pieces per carat.
  It has been highly valued as a talisman or in amulets.
  This stone is said to quench thirst and protect from
  fevers.  Mages have been known to use it to avert
  storms.  It is mainly mined in the central mainland,
  and is commonly used to make bowls.
  Amber: Actually made of fossilized pine tree
  sap, amber is especially valuable if it has an insect
  inside.  Amber is more commonly found in the
  north.  Some have claimed amber to be tears dried
  by the sun.  Others declare that it is electrically
  charged by the sun and when rubbed by a cloth.
  Still, others persist that amber is the juice or essence
  of the setting sun congealed in the sea and cast up
  on the shore.  Amber is often used as earrings and
  as a necklace of beads.  It is especially valued when
  in the shape of little figurines, and has been known
  to be worth more in this form than the life of a
  living, healthy slave.  Some call it “burn stone”, and
  burn it as incense.  Amber is typically worth 10 sil-
  ver piece per carat.
  Amethyst: A variety of quartz, this stone
  has a violet to purple color.  It is a common stone
  and is often associated with February.  Some have
  said that amethysts dissipate evil and quicken intelli-
  gence.  Further, it is thought to encourage celibacy
  and symbolize piety, so it is often a stone associated
  with moral churches.  Many moral hierophants wear
  amethyst rings.  Finally, this stone is thought to sym-
  bolize sobriety and is considered a strong antidote
  to drunkenness.  For this reason, many wine gob-
  lets are carved from amethyst.  Amethyst may be
  found in a wide variety of sizes and shapes.  The
  value of amethyst is typically 20 silver pieces per
  carat.
  Bloodstone: A semi-precious stone of dark
  green chalcedony, also called Heliotrope.  In the fin-
  ished stone, red spots resemble drops of blood.  This
  stone serves as the birthstone for March.  Blood-
  stones are valued at 8 silver pieces per carat.
  Cat’s Eye: When cut in an oval, rounded
  form, it shows a light-colored line that changes po-
  sition as the gem is turned, giving the stone a re-
  semblance to the eye of a cat.  It is a valuable gem-
  stone commonly used in jewelry.  The color ranges
  from a honey-brown to an apple-green, though rich
  golden colors are the most valued.  It is reputed to
  have the presence of a familiar, and as a powerful
  talisman it may direct fortune.  The most important
  factor for value is the strength and sharpness of the
  eye.  Typically, this stone is valued at 9 silver pieces
  per carat.
  Chalcedony: This stone varies in color and
  may be white, gray, yellow, brown, green, or blue.
  The many colors resulting from the high luster of
  polishing render it valuable for brooches, necklaces,
  and other ornaments.  This stone is valued at 40
  silver pieces per carat.
  Citrine: This stone is one of the most af-
  fordable gemstones, and is also durable.  Citrines
  have a juicy, lemon color.  It has been carried as
  protection against snake venom and evil thoughts.
  This stone is available in large sizes and a variety of
  shapes.  The darker stones are valued more.  The
  value of citrine is typically 10 silver pieces per carat.
  Coral: An ancient gem, coral has a history
  of religious significance.  It is thought to be a pow-
  erful talisman that can stop bleeding, protect from
  evil spirits, and ward off hurricanes.  Its color ranges
  from white to red.  Found coastally, it grows in
  branches that look like underwater trees.  The most
  valuable colors include red, black, and pink.  It is a
  very soft and porous gem, and should be stored care-
  fully to avoid scratches.  Coral is typically valued at 8
  silver pieces per carat.
  
  770
  Chapter 14: Treasure
  Diamond: This precious stone is the hard-
  est substance known, exhibited in its resistance to
  scratching.  In fact, the origin of the word means
  ‘invincible’.  Diamonds exhibit a wide range of trans-
  parency and color.  Good quality diamonds of clear,
  strong, and unusual color are highly prized.  Color-
  less stones known as white diamonds are extremely
  valuable, while yellow or brown tinged stones are
  regarded as imperfect.  Green and blue diamonds
  are rarities, and red diamonds are the rarest of all.
  The luster and fire for a diamond are higher than
  for any other natural, transparent, colorless stone.
  Diamonds have incredible resistance to the corro-
  sive effects of acids and bases.  Typically, diamonds
  are valued at 12,500 silver pieces per carat.
  Emerald: This valuable green stone is al-
  leged to have the power of healing regarding dis-
  eased eyes.  Flawless specimens of good color and
  size are exceedingly rare and command higher prices
  than diamonds of equal weight.  To some, this gem
  symbolizes love.  Most emeralds are valued at 10,000
  silver pieces per carat.
  Fire Opal:  In some cultures, possession of
  an opal brings bad luck to the owner.  In other cul-
  tures, it is believed to be beneficial to eyesight, and
  is worn in necklaces by blonde women to protect
  the hair from losing its color.  Some think the effect
  of the opal on eyesight can render the wearer invis-
  ible, and is recommended for thieves.  The color of
  this stone is yellow to red.  This stone should be
  protected from heat and strong light, which can dry
  it out, causing cracks.  Likewise, acids should be
  avoided.  Exposed corners or points are subject to
  wear, and the stone is best set in a protected mount-
  ing.  Typically, fire opals are valued at 50 silver pieces
  per carat.
  Green Tourmaline: This gem is valued at
  100,000 silver pieces per carat.  These stones are
  usually cut in long rectangular shapes, due to their
  long and narrow crystal shape.  This is a hard and
  durable gemstone that can withstand years of wear,
  though it is advisable to avoid heat.
  Iolite: Mined from the north, this stone,
  when cut properly, appears a violet-like,  blue, al-
  most like sapphire from one side, clear as water from
  the other, and honey-yellow from the top.  Cutting
  this gem, however, demands great skill, and must be
  cut in precisely the right direction, or it is ruined.  It
  is reliably hard, but should be protected from blows.
  Iolite is readily available and surprisingly affordable,
  considering its beauty.  Typically, iolite is valued at 8
  silver pieces per carat.
  Lapis Lazuli: This blue rock has been loved
  by nearly every culture.  It is popular in inlays, and is
  the shade of blue that artists use to paint the sky.
  Most believe it is a powerful aphrodisiac, and it is
  widely accepted that this stone keeps the limbs
  healthy, and frees the soul from error, envy, and fear.
  The stone is porous, not very hard, and easily sus-
  ceptible to becoming scratched.  Lapis Lazuli is typi-
  cally valued at 40 silver pieces per carat.
  Moonstone: The birthstone of June, this
  blue stone seems magical with a ghostly, shimmer-
  ing glow.  Some believe this stone is formed out of
  moonlight.  This stone, however, may come in a
  variety of colors, such as gray, brown, and green,
  though blue is the most valuable.  A favorite is to
  fashion these into beads and display them against a
  black dress.  Typically, moonstone is valued at 80
  silver pieces per carat.
  Obsidian: This stone is not very valuable,
  and it is easy to shape by flaking.  Ancient cultures
  used it to make weapons and tools.  Typically, ob-
  sidian is valued at 3 silver pieces per carat.
  Onyx: This stone has alternating straight
  bands colored black and white.  Onyx is typically
  valued at 20 silver pieces per carat.
  Peridot: An olive colored stone, peridot is
  associated with the month of August.  This gem-
  stone is born in fire, and is known as the volcanic
  gem.  Called “evening emerald”, the green color does
  not darken at night, but is still visible by torchlight.
  Peridot has been found in large quantities, even over
  200 carats apiece.  Peridot is said by mages to have
  the power to drive away evil, and the power is said
  to be stronger when the gem is set in gold.  Further,
  peridot is said to strengthen any medicine drunk
  from goblets carved from this gemstone.  Typically,
  peridot is valued at 30 silver pieces per carat.
  
  771
  Chapter 14: Treasure
  Quartz: The stone from which crystal balls
  are made, quartz is known as “rock crystal”, and is
  also used to make bowls.  Some believe it is a com-
  pact form of ice.  Large instances of rock crystal
  quartz, such as those necessary to make a crystal
  ball, are rare.  Typically, quartz is valued at 9 silver
  pieces per carat.
  Ruby: This is a precious red stone, and the
  transparent deeper reds are highly prized.  In an-
  cient times, it was known as the “king of precious
  stones”, and is the most valued, even more valued
  than the finest diamonds.  Rubies larger than 5 car-
  ats are especially rare, and a 32 carat ruby is the larg-
  est found to date.  Most rubies are worth 20,000
  silver pieces per carat.
  Sapphire: This stone is transparent blue,
  though true sapphires are deep blue.  An ancient
  culture believed that the earth rests upon a giant
  sapphire, and its reflection colors the sky.  The sap-
  phire has long symbolized truth, sincerity, and faith-
  fulness.  This stone has been valued in talismans for
  protection, and is said to be so powerful, it protects
  a wearer even after it has been passed on to some-
  one else.  Aside from diamonds, sapphires are the
  toughest and most durable gemstones.  Most sap-
  phires are valued at 5,000 silver pieces per carat.
  Topaz: This stone may be colorless, yellow,
  green, blue, or red.  The most popular color for a
  topaz is a rich orange-yellow.  Topaz is often associ-
  ated with November.  Topaz has been used in amu-
  lets to protect the faithful against harm.  Legend
  has it that topaz dispels all enchantments and im-
  proves eyesight as well.  Some believe that it has the
  power to increase strength and make its wearer in-
  visible in times of emergency.  Topaz is also said to
  change color in the presence of poisoned food or
  drink.  Its mystical curative powers are said to wax
  and wane with the phases of the moon: it is said to
  cure insomnia, asthma, and hemorrhages.  Topaz is
  a very hard gemstone, though it may be split from a
  single blow.  As a result, it should be protected from
  hard knocks.  Typically, topaz is valued at 70 silver
  pieces per carat.
  Turquoise: This stone is of medium hard-
  ness and the color ranges from blue and blue-green
  to greenish-gray.  It is used for ornamental purposes.
  Turquoise is thought to have powerful metaphysical
  properties.  For instance, it is believed to be protec-
  tion against Agas,  the evil eye.  Others believe that
  the health of a character can be assessed by the varia-
  tions of the color in the stone.  Finally, it is also
  thought that this stone promotes prosperity.  This
  stone is commonly mined with copper deposits.
  Turquoise is porous and should be kept away from
  acids.  Typically, this stone is valued at 6 silver pieces
  per carat.
  White Opal: In some cultures, possession
  of an opal brings bad luck to the owner.  In other
  cultures, it is believed to be beneficial to eyesight,
  and is worn in necklaces by blonde women to pro-
  tect the hair from losing its color.  Some think the
  effect of the opal on eyesight can render the wearer
  invisible, and is recommended for thieves.  The color
  of this stone is white.  This stone should be pro-
  tected from heat and strong light, which can dry it
  out, causing cracks.  Likewise, acids should be
  avoided.  Exposed corners or points are subject to
  wear, and the stone is best set in a protected mount-
  ing.  The typical value of a white opal is 30 silver
  pieces per carat.
  
  772
  Chapter 14: Treasure
  Jewelry
  Regarding treasure, jewelry refers to non-
  magical and objects that decorate the body but serve
  little if any purpose.  The exact description of the
  item is left to the Aedile.  Roll 1d100 and consult
  the table below:
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  4
  Plunder
  Regarding treasure, plunder refers to non-
  magical goods that a victor takes from a victim.  De-
  termine the type of plunder below, then proceed to
  the appropriate chart in Chapter 9: Equipment to de-
  termine the specific item. To randomly determine
  an item of plunder, roll 1d100:
  r
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  773
  Chapter 15: Conducting the Game
  Chapter 15:
  Conducting the Game
  The goal of this chapter is to guide and aid
  Aediles in making their games an enjoyable experi-
  ence.  This chapter offers general suggestions for
  the game, covers game mechanics, different types
  of players and characters, maps, inventing adven-
  tures, magical research, Aedile Characters, and a
  sample adventure.
  Preparation
  Never underestimate the value of prepara-
  tion.  It is possible that a game may be enjoyed when
  run by an unprepared Aedile.  However, it is un-
  likely that unprepared games are more fun than pre-
  pared games in the long run.  An unprepared Aedile
  may seem unenthusiastic, disinterested, or incom-
  petent.  Therefore, strategic preparation may con-
  tribute significantly to enjoying the game.
  Familiarity
  The best advice for an Aedile is to observe
  that more preparation correlates to a better game.
  The more familiar the Aedile is with the rules of
  the game, the fewer times the game will come to a
  halt while rules are consulted.  Obviously, no one
  can anticipate every choice of every player.  In fact,
  oftentimes the unexpected is the most enjoyable part
  of the game.  Nonetheless, within reason there is
  no such thing as being under-prepared.
  If the Aedile is new, then the best way to
  acquire familiarity is to focus on basic game me-
  chanics, such as how skills function, and learning
  the goals of each player as well as details of each
  character.  Gain familiarity and gain respect.
  
  774
  Chapter 15: Conducting the Game
  Atmosphere
  The setting in which the game is played can
  have a substantial impact upon the enjoyment of
  the participants.  While different groups prefer dif-
  ferent gaming atmospheres, here are some sugges-
  tions:
  Choose a quiet place where interruptions are
  unlikely to occur, such as a good room or a garage
  with a comfortable temperature.  Some groups pre-
  fer a temperature slightly cooler than ideal so that
  players are not apt to fall asleep.
  Anything suggestive of medieval times is a
  tremendous aid in setting the mood.  Common
  choices include candles, a candelabra, incense, or
  possibly even supplying mead and tankards!  Some
  gaming groups even display replicas of medieval
  weapons, hanging them on the walls near the gam-
  ing table.
  Proxemics
  Use space wisely.  Generally, the Aedile
  should be seated higher than the players, so that
  when the Aedile speaks, the players literally look up
  to the Aedile.  1 method of accomplishing this is
  for the Aedile to sit on a stool, while the players sit
  in regular chairs.
  Should a particular player be suspected of
  dishonest dice-rolling, which among players should
  be visible to all anyway, this type of player may be
  requested to sit close to the Aedile so that this may
  be observed and handled if necessary.
  Condiments
  As gaming is a time-consuming social event,
  a majority of gaming groups pitch in and get a pizza
  and beer or soda.  While tastes may differ from group
  to group, most games last for several hours and
  snacks become nearly a necessity.
  Game Mechanics
  When Dice Contradict Reason
  On occasion, the results of the dice may
  contradict reason or other rules.  There is no easy
  answer for this dilemma, other than the fact that
  the Aedile must deliberate carefully.  Altering the
  results of the dice can be a slippery slope and a bad
  habit to begin.  Whenever possible, the results of
  the dice should be accepted, taking the good with
  the bad.  After all, if people can pick or choose
  whether or not to accept the results of the dice,
  then there is no reason to roll them at all!  Dice-
  rolling exists so that events occur according to prob-
  ability, and when possible, need to remain that way.
  Logic, on the other hand, must also be exercised.
  Character Creation and Choice
  Character creation has been considered care-
  fully.  The same rules that apply to the character of
  a player apply also to Aedile characters.  Therefore,
  the average player character is not superior to the
  average Aedile character.  In this game, realism is
  applied uniformly to all characters, so all characters
  are created with the same method.
  Characters have enough depth that they are
  likely to be good at some things and bad at others.
  The realistic depth of a character is what makes them
  fun to play.
  A consequence of realism is that players have
  little choice regarding character creation.  However,
  if an Aedile needs an aspect of character creation
  to be altered so that it is consistent with their cam-
  paign or plot, then the Aedile may change what is
  necessary.  For example, an Aedile may declare that
  race should not be determined randomly, and that
  all characters must be human because the plot re-
  quires all human characters.  This remains realistic
  because characters still do not get to choose their
  race, just as no creature in reality got to choose its
  race.  Although an Aedile may alter anything to fit
  their campaign or plot, it is recommended that as
  little is changed as possible.  Changes may not be
  made without the approval of the Aedile.
  
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  Chapter 15: Conducting the Game
  Leadership
  Overall, the Aedile is the leader, so to speak,
  of the game.  If issues and disagreements arise, es-
  pecially over rules, then the Aedile is the final arbi-
  ter; the decision of the Aedile must be final.  Of
  course, if an Aedile makes bad decisions and the
  gaming group is displeased with the Aedile’s perfor-
  mance, then the players are not obligated to con-
  tinue the game or return for another gaming ses-
  sion.  It should always be the goal of the Aedile to
  make the best decision possible, though not neces-
  sarily the most entertaining decision, but the most
  fair or the decision that deviates the least from the
  rules or reason when a contradiction or conflict
  arises.
  Oftentimes, 1 player will become a leader
  regarding the other players.  Sometimes this is a good
  thing, and sometimes bad.  Ideally, each player should
  be able to participate as much as any other, should
  they desire.  Some players are naturally quiet or fol-
  lowers, while others tend to be assertive, aggressive,
  or natural leaders.  Though it can be difficult, 1 duty
  of the Aedile is to attempt to referee a player’s lead-
  ership behavior to correspond to their abilities and
  personality.  For instance, a character with a low
  Charisma, poor rhetorical skills, and phlegmatic tem-
  perament is unlikely to be a dominant party leader.
  Group dynamics will differ from group to group,
  but the ultimate goal of gaming is to have fun and
  should be remembered at all times.  Try to make the
  game an enjoyable experience for everyone, if pos-
  sible.
  Players and Characters
  Argumentative Players
  Occasionally, gaming groups may be com-
  prised of 1 or more argumentative players, players
  who seem to disagree with everything.  These play-
  ers need to understand that even though this is a
  game, 1 of the roles of the Aedile is as an authority
  figure, referee, or moderator.  Assuming the Aedile
  is competent and familiar with the rules, the argu-
  mentative player must either accept the Aedile’s au-
  thority or leave the game.  Issues such as these are
  often handled best by not embarrassing the player
  and asking to speak privately with them.
  Dominating Players
  Usually, 1 player will, either intentionally or
  unintentionally, dominate the others and the game.
  It is, in fact, rare to have perfectly even input from
  all participants; inevitably someone will participate
  more than others.  However, if this becomes a prob-
  lem, usually the best way to handle it is not to em-
  barrass the player in front of the others, but to ask
  to speak privately with them.  Those who are trouble-
  some beyond this point, at the Aedile’s discretion,
  should seek a new gaming group.
  Non-Participating Players
  Some players do not participate very much,
  which may be indicative of many things.  Some truly
  enjoy the game but feel inhibited, lack the confi-
  dence, or lack the experience necessary for them to
  feel comfortable participating.  Conversely, others
  are simply disinterested and lack of participation is
  a symptom.  If they are disinterested, then don’t let
  a wet blanket spoil the fun for everyone else.  With-
  out embarrassing the person, pull them aside and
  speak privately with them.  If they do not want to
  be in the game, then perhaps they should leave.  More
  often than not, quiet or passive players are inter-
  ested, but need encouragement.  As the Aedile, you
  may attempt to make their character more integral
  to the plot, introduce an immediate encounter or
  incident that revolves around them, or anything else
  imaginable to evoke their participation.
  
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  Chapter 15: Conducting the Game
  Powerful Characters
  Here and there, a character may become too
  powerful, either in relation to the other characters
  or the gaming world around them.  Many things
  may be done to balance the situation.  Perhaps a
  bandit will steal their silver or a disease will sap their
  superhuman Strength.  Regardless of what it is that
  specifically is so unbalancing about this character in
  question, there is always an easy means of maintain-
  ing game balance.
  Powerless Characters
  Sometimes players end up with characters
  who are simply undesirable.  As a general rule, if all
  5 abilities together average less than 90, then the
  Aedile may consider telling the player to discard the
  character and try again.
  If characters have survived, advanced sev-
  eral levels, and are powerless compared to other
  characters or the world around them, then they
  should consider changing their occupation.  Gener-
  ally, no compensation should be yielded.  If they
  have low LP or MP from several low rolls, then it
  may be unfortunate, but this is simply what they
  have.
  Many players become so concerned with the
  numbers on their character sheets that they over-
  look the fact that this is a role-playing game.
  Oftentimes, a character who looks terrible on paper
  may be extraordinarily fun to role-play.
  Mortification
  Unfortunately, not everyone will enjoy this
  game.  This game is not meant for minors and can
  be blunt and politically incorrect in a politically cor-
  rect world.  If someone is mortified by the inherent
  violence or sexual content, then the game may be
  unsuitable for them.  Whenever possible, the mate-
  rial and rules for this game have a firm historical or
  mythological basis.  For instance, a quote from
  Homer’s Oddysey reveals the prevalence of violence
  and sexual content in much classical mythology, “…I
  sacked the city, killed the men, but as for the wives
  and plunder, that rich haul we dragged away from
  the place -- we shared it round…”
  Maps
  Many characters adventure and explore.
  Both the players and Aedile must be able to com-
  municate clearly regarding the movement of the
  characters.  In order to communicate clearly, the
  players and Aedile must agree upon the use of cer-
  tain symbols and standards.  All maps in F.A.T.A.L.,
  such as in pre-written adventures, will conform to
  the following guidelines for maps.
  First, purchase some graph paper.
  F.A.T.A.L. does not use hexagonal graphing paper,
  only square graphing paper.  In a corner of the map,
  note the directions.  Directions are usually indicated
  by an arrow and an ‘N’ to represent North.  Nearby,
  indicate the scale, such as 1 square equals 5 feet.
  Different scales may be selected depending on the
  needs of the adventure.  Usually, designating 1 square
  to equal 5 feet is the most convenient and appropri-
  ate.
  Map Symbols
  Next, consider the map symbols.  The map
  symbols presented are an incomplete list.  Instead,
  this list is merely sufficent to develop maps.  Addi-
  tional symbols may be introduced with different
  adventures, and those symbols will be particular to
  the adventure in which they are introduced.  Note
  that for the symbols for doors, a dot appears in the
  corner of the symbol.  The dot represents the loca-
  tion of the hinges.
  
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  Chapter 15: Conducting the Game
  Sample Map
  An excerpt of a map is presented to facili-
  tate familiarity with mapping.  The following sample
  map is, perhaps, the simplest map that may be used.
  The sample map illustrates a corridor that progresses
  north and turns east.  10 feet before the corridor
  turns east, a trap door exists in the floor.  Farther
  south, a door exists along the west wall of the corri-
  dor.  This door opens outward, into the corridor.
  Once the corridor turns east, another door may be
  encountered along the northern wall.  This door
  opens inward, into the room.  2 rooms exist.  The
  northern room measures 20 feet by 20 feet.  The
  room to the southwest measures 15 feet by 10 feet.
  Inventing Adventures
  Plot
  The most important part of any game ses-
  sion is the plot.  Something must give the overall
  session coherence and purpose.  Perhaps the char-
  acters have been captured and the plot is to escape.
  Below is a compilation of some ideas to stimulate
  brainstorming:
  
  778
  Chapter 15: Conducting the Game
  •
  A dungeon has been discovered and the par-
  ty is hired to explore it.
  •
  A mystery must be solved.
  •
  A party member discovers something dang-
  erous, secret, or magical, and must deal with
  it.
  •
  A sage hires the party to find an obscure in-
  gredient.
  •
  An army of darkness marches on the town,
  and the characters must defend their homes.
  •
  A  foe  has  done something, fled,  and must
  be chased, retrieved, found, or killed.
  •
  Arena  combat  with  no  plot  other than to
  stay alive.
  •
  The local town is at war with a neighboring
  town.  The characters must engage in battle.
  •
  The party has been  captured  and  must  es-
  cape.
  •
  The  party  must  escort  someone  or  some-
  thing valuable to a destination, and it won’t
  be easy.
  •
  The  party  or  another  character  is  being
  blackmailed.
  Setting
  The Aedile must decide on the setting for
  the adventure.  Will this game session be primarily
  in town, the wilderness, a dungeon, the desert, at
  sea, the underworld, etc.  While many hours of en-
  joyment may be had in any setting, usually the best
  advice is to attempt to include a small number of
  settings per session – usually 3 works best.
  Organization
  Since adventures are primarily stories, they
  often share the same organization.  Most stories have
  an introduction, a body, and a conclusion.  These 3
  elements are integral to any adventure.  Most often,
  the introduction consists of the Aedile reading a
  few paragraphs of background information, describ-
  ing circumstances to the players as well as back-
  ground history.  The body is the adventure itself,
  and may take numerous forms.  Finally, the conclu-
  sion is the end of the adventure.  Closure of some
  form is sought in the conclusion, though sometimes
  suspenseful hooks in the plot are useful to maintain
  interest until the next session.
  In addition to this basic organizational struc-
  ture, other methods may be considered.  Typically,
  there is a climax just before the conclusion.  Fur-
  ther, the timing of major events throughout the story
  may be significant regarding how well the adventure
  is received among the players.  If most major events
  occur together, for instance, and the majority of
  game time consists of hours of minor events, then
  the players may become bored and disinterested.
  Novelty and Predictability
  Juggling these opposites can be an art in it-
  self.  Each adventure should be novel or new.  If the
  players can easily second-guess the Aedile, then the
  group will surely be bored.  On the other hand, be-
  ing entirely novel would be the same as being un-
  predictable.  Gamers will lose interest if they never
  know what to expect, or if every time they take a
  guess at what will happen they are thoroughly wrong
  or taken by surprise.  Predictability and
  unpredictability are both desirable, though only in
  moderation.  When in doubt, it is safer to err in the
  direction of novelty than predictability.
  Combat and Challenge
  While this can be difficult to assess and
  implement, the goal of each combat in an adven-
  ture is to offer the participants an enjoyable chal-
  lenge, prevent boredom, and facilitate the plot.  Gen-
  erally, encounters should not occur with foes who
  are powerful enough that the characters do not stand
  a reasonable chance.  However, occasionally char-
  acters should encounter forces who they cannot
  defeat; otherwise, the characters may attempt to fight
  every creature they meet, thinking the Aedile would
  never put them in a blatantly losing situation.  On
  the other hand, if combats are consistently too
  simple for the characters, then the players may lose
  interest.  The balance of challenge in combat is dif-
  ficult and different for each group.  As a guideline,
  the Life Points of the party should equal roughly
  the LP of the foe encountered.
  
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  Chapter 15: Conducting the Game
  Disposition
  When preparing each adventure, the Aedile
  must consider the dispositions of the characters.
  Oftentimes, the goal of an adventure may conflict
  with the disposition of the group.  For example, a
  predominantly moral group will probably refuse to
  perform an assassination for an employer who lacks
  credibility.  Conversely, a group that is predominantly
  immoral will probably refuse a potential employer
  when not offered enough compensation, and may
  get angry and slay the potential employer.  An Aedile
  needs to be prepared for these contingencies.
  Occupation
  When preparing each adventure, the Aedile
  must consider the occupations of the characters.
  Oftentimes, the goal of an adventure may conflict
  with the occupations of the group.  For example, a
  group of characters comprised mostly of militia-
  men would consequently not only be most likely to
  refuse an employer who attempts to hire them to
  assassinate someone in town, but would probably
  arrest the soliciting employer.  An Aedile needs to
  be prepared for these contingencies.
  Role-playing
  Since F.A.T.A.L. is a role-playing game, the
  purpose is to role-play a character.  The definition
  of good role-playing differs among players.    The
  definition1 of a role is either “a character assigned
  to or assumed by someone,” or “a part played by an
  actor.”  Therefore, role-playing will be defined here
  as when a player or Aedile performs the role of  a character.
  2 words must be discussed: performs and role.
  Different players or Aediles will perform dif-
  ferently according to their talent for acting.  This
  may be the most difficult aspect of the game.  Some
  feel inhibited by other players regarding acting.
  Others are inept at acting or have little experience.
  Still, some act too freely, often overdoing their per-
  formance.  Proper performance is an ideal.  It in-
  volves becoming familiar with fine details of a char-
  acter, and improvising the rest until a coherent and
  consistent role is developed.  The performance fo-
  cuses on the player or Aedile, while the role focuses
  on the character.
  The role of a character differs from charac-
  ter to character.  Different characters are better suited
  performing different functions, and therefore dif-
  ferent styles of role-playing emerge.  The proper
  role of a choleric ruffian may be to brawl, and so all
  aspects of this character’s violent lifestyle should be
  explored by the player.  For this ruffian to refrain
  from violence and engage in excessive displays of
  Etiquette, for instance, would be to fail to play his
  role properly, regardless of how well or poorly the
  player performs it.
  With experience, many players develop role-
  playing habits and preferences.  Some prefer com-
  bat, others interpersonal interaction.  To ensure good
  role-playing, a player or Aedile should think criti-
  cally about the role of the character whom they will
  role-play, as well as how best to perform that role.
  When preparing each adventure, the Aedile
  must consider the roles of the characters and the
  aptitude of each player for performing.
  Magical Research
  As wizards and sages increase in level, they
  often desire to research magic, aspiring to develop
  their own spells or create magical items.  Generally,
  this should not be allowed until they advance to the
  10th occupational level.  However, depending on cir-
  cumstance and the specific research, at the Aedile’s
  discretion it may be possible to research minor magic
  as early as 5th level.
  Developing new spells will always require
  experimentation.  The Aedile should encourage the
  player to role-play the experiments of their charac-
  ter.  Whenever a new spell is developed, the Aedile
  must be consulted, and may approve or disapprove
  of a spell.  The effects of the spell should be appro-
  priate to its spell level.
  To create a magical item, a sorcerer must be
  able to cast Imbue Item, though Immutability and
  Wish are also helpful (see Chap. 12: Spells).  The Aedile
  must be consulted whenever a magical item is cre-
  ated.
  1.  The definition was taken from Webster’s Third New International Dictionary, and is referenced in the References section.
  
  780
  Chapter 15: Conducting the Game
  Aedile Characters
  As the Aedile conducts a game, the charac-
  ters of the players will inevitably interact with other
  characters, such as tavernkeepers and wenches, mi-
  litia and criminals, and employers as well as others.
  These characters are controlled by the Aedile.  The
  work involved in fully developing each character with
  whom a player’s character may interact may be over-
  whelming and unrealistic.  Therefore, some short-
  cuts are offered as suggestions:
  ·
  Only the most important of  the
  Aedile’s characters should be fully developed.
  The less significant the role of a character
  of the Aedile, the less detail should be de-
  voted to them.  On the other hand, if time
  allows for the information to be determined,
  then this is always better.  For pre-rolled
  characters, consult Appendix 6: Aedile Char-
  acters.
  ·
  Oftentimes, abilities need to be de-
  termined on the spot, usually to determine
  skill checks.  Instead of rolling [(10d100/5)
  - 1] each time an ability needs to be deter-
  mined, other methods may be more conve-
  nient.  The most convenient is to simply
  decide that the ability in question is 100 and
  therefore has no adjustment.  This can be
  boring if overused, as every character would
  be identical.  If only a small amount of varia-
  tion is desired, then (2d10 + 89) will yield an
  average character every time, yet still allow
  for small variation.  Perhaps the best method
  overall is (1d100 + 50), since it is simple, fast,
  and allows for wide variation.
  ·
  As interaction occurs, try to portray
  different characters differently.  Use differ-
  ent voices and inflections, speech rates, ha-
  bitual words, and mannerisms.  In this re-
  spect, characters presented by the Aedile will
  seem more alive or real to the players, and
  hopefully the players will react with more
  interest and realism.
  Sample Adventure
  This chapter concludes by providing the ul-
  timate test of conducting the game; it concludes by
  providing a sample adventure.  The following sample
  adventure may be unsuitable for all gaming groups.
  Nonetheless, it has been included so that the game
  may be played and explored.  The sample adventure
  is purposely short and suitable as an introductory
  adventure.
  Campaign of the Lost Souls
  Introductory Adventure suitable for 1st level
  characters.
  Plot
  Each character lives in a small hamlet.  One
  morning, they are routinely selected by the hamlet
  to gather firewood.  Hours later, the group returns
  and discovers that every character in the hamlet is
  missing.  Together, the characters must unite and
  investigate the disappearance of their families.  For
  immoral purposes, a sorcerer has cast Mass
  Teleportation and kidnapped the inhabitants of each
  hamlet.
  Plot Hook
  If the Aedile would like to retain this plot as
  a basis for future adventures, then the sorcerer re-
  sponsible for the kidnappings must not be defeated
  at the end of this adventure.  Otherwise, the sor-
  cerer may be defeated.  It is easy to continually make
  the sorcerer seem 1 step ahead of the characters
  who are trying to capture or slay him.  If used prop-
  erly, then this device could entertain the players for
  several gaming sessions.
  Format
  Boxed text may be read to the characters,
  while un-boxed text may not.  This adventure is not
  presented in a linear format.  The body of the ad-
  venture may occur in any sequence to the whim of
  the Aedile, and encounters may be ignored as de-
  sired.
  
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  Chapter 15: Conducting the Game
  Preparation
  The Aedile must observe the character
  sheets of the players.  Specifically, the Aedile must
  note the Race, Disposition, Birthplace, and Social
  Class of each character.  Next, the Aedile must cre-
  ate an explanation of how each character lives in
  the hamlet.
  Different dispositions may respond differ-
  ently to this plot.  A character with an ethical or
  moral disposition may seek to discover what hap-
  pened to their hamlet, ultimately hoping to either
  return or avenge their family.  A character with an
  unethical or immoral disposition may despise their
  hamlet and see this as an opportunity for looting
  and personal gain or the ideal time to begin adven-
  turing.  Whatever disposition is involved, this plot
  should provide motivation to adventure.
  Invent a basic description of the hamlet that
  compliments the group of characters.  If different
  races exist in the group, then invent a reason why
  these races live together.  The hamlet should be com-
  prised of a number of families equal to the number
  of characters in the group, so that 1 character be-
  longs to each family.  The population of the hamlet
  should not exceed 100.  For the sake of simplicity,
  the following information assumes the hamlet and
  all families are human.  The name of the hamlet is
  Acedia, and it is comprised of 6 families.  The popu-
  lation is roughly 50, and the average family has 8
  members.  Invent names and basic information of
  prominent family members and inhabitants, and any
  background deemed relevant.  Finally, prepare a rea-
  son for each player why they have not extensively
  explored the world beyond their hamlet but have
  always been content with their small community.
  Introduction
  One wintery day, snow covers the ground.
  The cold is not overwhelming today in this north-
  ern territory, but the wind irritates you.  As is rou-
  tine, each of you have been selected by your family
  today to venture forth into the surrounding forest
  and gather firewood.  Your hamlet is merely a com-
  munity of a few families amidst a northern forest.
  Successfully, you return as a group with more than
  enough firewood.  Upon entering the hamlet, you
  hear only silence.  As your group explores your ham-
  let, each of you enter the main house of your fam-
  ily to find them empty or abandoned.  Slowly, you
  congregate together in the middle of the hamlet,
  surprised to be alone.
  Introduce information specific to the ham-
  let.  Explain to each player why their character has
  not extensively explored beyond their hamlet in the
  past.  Allow the characters time to interact.  Either
  individually or as a group, characters may attempt
  to loot either their own family or another family.  In
  this instance, each family should be poor and have
  little of value.  If a character has any adventuring
  gear, such as weapons and armor, now would be an
  ideal time to equip it.
  Clues
  Following are clues to the truth behind the
  disappearance of the inhabitants of the hamlet.
  Each clue may be discovered when deemed appro-
  priate by the Aedile:
  •
  One set of tracks from a horse suggest that
  a horse walked into the hamlet from the
  north and left to the south.  The horse
  walked up to each cottage before leaving.
  The horse tracks are recent, probably only a
  few minutes old.  Steaming horse defeca-
  tion is in the middle of the hamlet.
  •
  The prized weapon of the hamlet, a Goring
  Zweihander + 6, has been stolen from one
  of the cottages.  In its place is a rusted and
  nicked zweihander.
  •
  No other tracks exist, indicating that none
  of the inhabitants walked out of the ham-
  let.
  
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  Chapter 15: Conducting the Game
  Combat: Simple
  At sunset, read the following:
  This evening, a campfire can be seen to the
  south.  Judging by the smoke in the air, the campfire
  does not appear to be more than a few hundred
  feet in the distance.
  When the adventurers get close enough to
  see the campfire, read the following:
  A small campfire casts light on a horse that
  is tied to a nearby tree and a humanoid figure who
  apparently lies asleep by the fire.  The figure is cov-
  ered by a wool blanket.  Periodically, the campfire
  crackles.
  The figure asleep by the fire is known as
  Mauger, the Mutilator.  Mauger is an experienced
  mercenary who has been employed by Seman to
  slay any remaining inhabitants of the hamlet.  He
  rode through the hamlet and found no one.  How-
  ever, he did find the prized weapon of the hamlet, a
  Goring Zweihander + 6.  Mauger replaced his old
  zweihander with this one, but has not yet discov-
  ered its magical properties.  Now, Mauger sleeps and
  plans to continue south to report to Seman that the
  hamlet was empty.  He is the only hope the charac-
  ters have of discovering the whereabouts of their
  families and Seman, the sorcerer who abducted
  them.
  Mauger Stats: Height = 6’2”, Weight = 211
  lbs., Age = 22, Sexuality = Hetero, Eyes = Brown,
  Hair Color = Brunette, Hair Thickness = Thick, Hair
  Length = 19”, Hair Type = Wavy, Most Attractive
  Feature = Chest, Most Repulsive Feature = Hands,
  Level 3 Mercenary, Skin Color = Tan, Physical Fit-
  ness = 111, Strength = 182, Bodily Attractiveness =
  123, Health = 131, Facial = 98, Vocal = 148, Kinetic
  = 111, Rhetorical = 86, Hand-Eye = 152, Agility =
  124, Reaction Speed = 136, Enunciation = 92, Lan-
  guage = 97, Math = 107, Analytic = 108, Spatial =
  112, Drive = 103, Intuition = 109, Common Sense
  = 73, Reflection = 84, LP = 32, CA = 13, PP = 7,
  Disposition = NI, Temperament = CM, Languages
  = Sapian, Equipment = Goring Zweihander + 6,
  dagger, chainmail hauberk, (4-in-1), and 544 s.p.
  Combat: Challenging
  As you progress through the forest, you
  happen upon an earthen aperture or opening at the
  base of what appears to be a small, wooded hill.
  Due to the trees overhead, no snow is on the ground
  near the opening.  The hole is approximately 10’ in
  height and 8’ in width.  The opening is not man-
  made, but appears to exist naturally.  Peering in, you
  see only darkness.
  Inside the cave is a troll, who has recently
  kidnapped a maiden.  If the characters search around
  the opening, then they may find tracks, though they
  will not be obvious.  The maiden’s name is
  Sanuuicula.  She was originally abducted by a villain
  after she insulted him.  However, the troll happened
  across the villain and slew him, kidnapping the
  maiden.  Sanuuicula knows the sorcerer responsible.
  His name is Seman and he used to take advantage
  of her, until a dashing prince took her away from all
  of  this.  She was forced to perform every
  debaucherous act imaginable for Seman.
  
  783
  Chapter 15: Conducting the Game
  Troll Stats: Height = 8’, Weight = 400 lbs.,
  Age = 31, Sexuality = Hetero, Eyes = Black, Hair
  Color = Black, Hair Thickness = Thick, Hair Length
  = 3”, Hair Type = Stringy, Most Attractive Feature
  = Chest, Most Repulsive Feature = Feet, Skin Color
  = Green, Physical Fitness = 100, Strength = 215,
  Bodily Attractiveness = 50, Health = 100, Facial =
  60, Vocal = 150, Kinetic = 80, Rhetorical = 105,
  Hand-Eye = 80, Agility = 100, Reaction Speed =
  100, Enunciation = 10, Language = 155, Math =
  110, Analytic = 95, Spatial = 120, Drive = 150, Intu-
  ition = 50, Common Sense = 40, Reflection = 40,
  LP = 146, PP = 1, Disposition = UI, Temperament
  = CP, Languages = Troll, Equipment = None.
  Sanuuicula Stats: Height = 5’4”, Weight =
  100 lbs., Age = 19, Sexuality = Hetero, Eyes = Green,
  Hair Color = Brunette, Hair Thickness = Thick, Hair
  Length = 20”, Hair Type = Wavy, Most Attractive
  Feature = Chest, Most Repulsive Feature = Feet,
  Level 1 Laundress, Skin Color = Pale, Physical Fit-
  ness = 111, Strength = 82, Bodily Attractiveness =
  154, Health = 132, Facial = 178, Vocal = 148, Ki-
  netic = 141, Rhetorical = 93, Hand-Eye = 94, Agil-
  ity = 83, Reaction Speed = 101, Enunciation = 91,
  Language = 105, Math = 73, Analytic = 98, Spatial
  = 59, Drive = 104, Intuition = 139, Common Sense
  = 123, Reflection = 128, LP = 17, PP = 87, Dispo-
  sition = NM, Temperament = SP, Languages =
  Sapian, Equipment = Torn Dress.
  Conclusion
  The adventurers happen upon a keep in the
  middle of the forest.
  Ahead in the forest you see a large clearing.
  The clearing appears to be nearly a quarter-mile
  across.  In the middle of the clearing is a keep.  No
  road is seen that approaches the keep.  Periodically,
  the carcass of an animal litters the clearing.  The
  keep seems to be square in shape and is roughly one
  hundred feet per side.  No entrance is visible from
  here.  Smoke rises from the center of the keep and
  the abhorred smell of what can only be burning
  tissue assaults your nostrils.
  This keep has no entrance; it merely con-
  sists of 4 stone walls, each 100 feet long and 15 feet
  high.  In the center of the keep is a small, stone
  building, which is the home of Seman.  Seman’s
  home may be accessed by a thick, wooden door.
  The surrounding courtyard is littered with the bod-
  ies of the inhabitants of several hamlets.
  Seman has a magical weapon, a Dagger of
  Soul-Stealing + 63.  This dagger currently has 521
  souls.  Seman knows that if the dagger collects 1,000
  souls, then he may be granted godhood.  There-
  fore, Seman has paid to have this keep constructed
  around his home, and he casts Mass Teleportation
  to abduct humanoids who will serve as fresh souls.
  Once their souls are swallowed by the Dagger of
  Soul-Stealing, their bodies litter the courtyard.
  Hence, he seems to be continually lighting bonfires
  and burning bodies.
  Presently, Seman is vomiting due to severe
  intoxication.  For the last hour or so, he has been
  repeating the lyrics of his favorite song:
  Cause and effect, carve and dissect
  By trial and error I experiment
  I chop up the bodies and then I reject
  Those who are an impediment
  To MYYYY REEEE-SEARCH
  The secret of a golem I want
  For I shall make a horde
  The secret’s discovered, it cannot be bought
  And I will never be bored
  With MYYYY REEEE-SEARCH
  Stop shaking and crying and lie still for now
  Or you will perish much faster
  I am not evil, I’m good and here’s how
  Just listen to my laughter
  You’re MYYYY REEEE-SEARRRRCH
  Seman will continue to repeat these lyrics
  when the characters enter the courtyard and his
  home.  On the other hand, if the Aedile desires to
  extend the plot of this adventure over several gam-
  ing sessions, then Seman may be absent from the
  keep while he gathers ingredients.
  If Seman is encountered, then his foremost
  concern will be to slay whoever happens upon, and
  especially into, his keep and collect their souls.
  Seman’s strategy will be to cast Mass Bidding on the
  
  784
  Chapter 15: Conducting the Game
  characters.  If any characters are unaffected by the
  spell, then Seman will attack them with his magical
  dagger, and command those who are affected by
  Mass Bidding to help him attack those who were
  unaffected.  If an affected character seems likely to
  do a killing blow to an unaffected character, and if
  the unaffected character seems physically stronger
  than Seman, then Seman is likely to command them
  to stop attacking so that Seman’s magical dagger has
  a chance to collect the soul of the unaffected char-
  acter.  Once Seman has eliminated all unaffected
  characters, he will slay each affected character who
  seems physically stronger than he.  Seman will use
  his dagger and collect their soul.  Characters who
  seem physically weaker than Seman will be slaugh-
  tered anyway, though with a knife, not his magical
  dagger.
  Seman’s Stats: Height = 6’0”, Weight = 169
  lbs., Age = 29, Sexuality = Hetero, Eyes = Blue,
  Hair Color = Brunette, Hair Thickness = Thick, Hair
  Length = 21”, Hair Type = Straight, Most Attrac-
  tive Feature = Eyes, Most Repulsive Feature = Waist,
  Level 10 Sorcerer, Skin Color = Pale, Physical Fit-
  ness = 111, Strength = 122, Bodily Attractiveness =
  129, Health = 114, Facial = 135, Vocal = 163, Ki-
  netic = 104, Rhetorical =142, Hand-Eye = 157,
  Agility = 104, Reaction Speed = 103, Enunciation =
  122, Language = 128, Math = 106, Analytic = 173,
  Spatial = 119, Drive = 185, Intuition = 102, Com-
  mon Sense = 105, Reflection = 103, LP = 32, MP =
  453, PP = 22, Disposition = NM, Temperament =
  SP, Languages = Sapian, Equipment = Robe/Knife/
  Impaling Dagger of Soul-Stealing +17/33 e.p./674
  s.p.
  Accessible Disciplines: Earth, Ether, Fire,
  and Water
  Spells Known: Ascertain Properties, Beguile
  Foe, Bestow Blistering Boils, Detect Air, Detect
  Ether, Detect Lie, Detect Magic, Determine Magic,
  Ejaculate Blood, Electrical Field, Flight, Force Fear,
  Force Mass Fear, Force Missile, Force Rancor, Force
  Slumber, Greater Healing, Heating, Immutability,
  Lesser Electrical Discharge, Lesser Healing, Lesser
  Mending, Lesser Vulnerablity to Discipline (Fire),
  Lesser Vulnerability to Fire, Lesser Vulnerability to
  Weapon, Mass Bidding, Mass Teleportation, Pos-
  session, Protection from Discipline (Ether), Protec-
  tion from Fire, Re-animation, Regeneration, Seal Ori-
  fice, Spermatozoa Rejuvenation, Stronger than Be-
  fore, and Teleportation.
  
  785
  Chapter 16: Advancement
  Chapter 16: Advancement
  Advancement Points (AP) are points that
  measure how well a character meets the goal of their
  current occupation.  Different occupations have
  different goals and advance in different ways.  For
  instance, wizards gain AP for casting spells, while
  warriors get them for physically attacking creatures.
  The means for advancement in the different occu-
  pations is provided in Chapter 7: Occupation.  It is the
  responsibility of each player to keep track of how
  many points their character has earned.  It is rec-
  ommended that every instance in which a character
  gains AP, the player should inform the Aedile of
  the amount and write it down on their character
  sheet (see Appendix 1: Character Sheets).
  In addition to occupational goals, other re-
  wards may be granted by the Aedile to deserving
  players.  Before the adventure begins, determine the
  average number of AP needed to advance a level
  among the characters.  Consider this to be the maxi-
  mum possible number of Bonus Points (BP) to be
  granted as described below.  Upon the conclusion
  of the game, consider the following adjustments:
  Group Cohesiveness
  When all participants in a group work well
  together, then the group is cohesive.  If a group
  experienced substantial conflict that detracted from
  entertainment, then no AP should be awarded for
  Group Cohesiveness.  If the group performs better
  than merely the sum of its parts, then the Aedile
  may award up to a maximum of 25% of the BP to
  each surviving character.
  Task Performance
  Each gaming session is organized around a
  plot and a purpose.  Depending on the adventure
  that the Aedile has designed for the players, the goal
  of the characters may be to plunder a dragon’s lair,
  explore a nearby dungeon, find a missing character,
  and too many other possibilities to list here.  If the
  task is performed well, then up to a maximum of
  25% of the BP may be awarded to each surviving
  character.
  Insurmountable Odds
  Whenever a character beats insurmountable
  odds, such as surviving when the vast majority of
  characters would not, they deserve a maximum BP
  of 10% awarded to that character alone.  A good
  example is that once a muscular gladiator named
  Boeotos became trapped in a kobold lair with
  roughly a hundred kobolds.  Most characters would
  clearly die, but amazingly, Boeotos hacked and
  slashed his way through dozens of them, living to
  tell the tale.
  Noteworthy Creativity
  Should a player do something that consti-
  tutes noteworthy creativity, then up to a maximum
  of 10% of the BP may be awarded to that player’s
  character at the Aedile’s discretion.
  
  786
  Chapter 16: Advancement
  Initial Advancement Points
  Once created, most characters do not begin
  with 0 Advancement Points (AP), because most
  characters begin with an occupational level greater
  than 1.  For example, the average beginning age of a
  human character is 20, and human characters begin
  their occupations at age 10, so they have accumu-
  lated AP for 10 years.
  If a character begins with years of experi-
  ence in their occupation, then the Aedile must de-
  termine their occupational level.  As a general rule,
  the occupational level of a character is the square
  root of the number of years of experience in the
  occupation.  Therefore, a character with 18 years of
  experience is most likely to have achieved the 4th
  occupational level.
  Rate of  Advancement
  While the appropriate rate of advancement
  may differ somewhat among gaming groups, a few
  guidelines are recommended.  First, assuming that
  each gaming session is at least 6 hours in duration, a
  character should not be allowed to advance at a rate
  faster than 1 occupational level per game session.
  If they have earned more than enough AP to ad-
  vance 2 levels, for instance, then their AP should be
  truncated just below this 2nd level.  Usually, even this
  rate is far too fast, as most adventures organized
  around a plot take multiple gaming sessions to ac-
  complish.
  What, then, is not too fast a rate of advance-
  ment?  Generally, a level should at least require 1-2
  adventures, therefore several gaming sessions, be-
  fore advancement occurs.
  Conversely, if the rate of advancement is
  too slow, then the gaming sessions probably lack
  enough adventuring tasks to be exciting, though this
  is not always the case.  It is probably worse to err in
  the direction of slow rather than fast advancement,
  and this is a dynamic that each Aedile will have to
  tailor to the gaming group and their style.
  Advancing a Level
  Upon advancing an occupational level, many
  aspects of a character may need to be updated.  As
  characters advance in occupational level, they usu-
  ally improve in skills related to their occupation.  Be-
  cause each character is unique, a player should re-
  view the entire character if time permits.
  Otherwise, the most important elements of
  increasing a character level are as follows:
  •
  Training  (see the occupation)
  •
  SP
  •
  MP
  •
  Spell Level
  Advancement and Skills
  As explained in Chapter 8: Skills, when a char-
  acter advances in occupational level, the character
  acquires 1d10 Skill Points (SP) to be applied to their
  occupational skills, if applicable.  For example, a
  gladiator gains 1d10 SP, the player rolls a 6, and
  chooses to invest 3 SP in Weapon (Specific) and 3
  SP in Disarm.  The Aedile may role-play the acqui-
  sition of new, or enhancement of old, skills.  If oc-
  cupational skills do not exist, such as for a laborer,
  then the character who advances does not receive
  1d10 SP.
  SP gained from age, however, may be in-
  vested in any skill desired by the player.  However,
  the Aedile should encourage the player to invest SP
  in skills that were used in the previous year, not in
  skills the player hopes to develop in the future.  SP
  reflect practice and training.
  For example, if a merchant’s caravan is at-
  tacked by bandits, and he survives, returning to town
  after a year of adventures, then the merchant should
  invest SP in fighting and adventuring skills, not Hag-
  gling.
  After a player invests SP in skills that were
  used, then it is reasonable to invest the remainder in
  desired skills.  The chosen skills should be approved
  by the Aedile, who must consider the appropriate-
  ness of the skill in terms of its availability and prac-
  tice.
  
  787
  Chapter 16: Advancement
  Multiple Occupations
  Most characters pursue only 1 occupation.
  However, a character may advance in 1 occupation
  at a time or multiple occupations simultaneously.  Al-
  though a character must begin with only 1 occupa-
  tion, a character may do many things once they ad-
  vance an occupational level, such as: continue in their
  current occupation, change occupations, add a new
  occupation but pursue 1 at a time, or add a new
  occupation and pursue them simultaneously.
  Changing Occupations
  An occupation may be changed at any time.
  When a character advances an occupational level is
  the most convenient time to change.  Since each
  occupational level gained is never lost, a character
  who has changed occupations may revert at any time
  to a previous occupation, unless noted otherwise.
  For example, if a mercenary renounces vio-
  lence after reaching 2nd level, abandons the occupa-
  tion and becomes a cobbler, then this character may
  fight in the future as a 2nd level mercenary, if neces-
  sary or desired.
  Multiple Simultaneous Occupations
  Only 1 occupation may be added per level.
  For example, a character must reach the 2nd occupa-
  tional level of their 1st occupation before they can
  add another occupation.  A character with multiple
  simultaneous occupations may incorporate and pur-
  sue them together, or pursue them separately.
  An example of multiple simulaneous occu-
  pations that are incorporated and pursued together
  may be when a sorcerer adds the new occupation
  of assassin.  When this character kills by casting a
  spell, this character receives AP as both an assassin
  and a sorcerer.
  An example of multiple simultaneous occu-
  pations that are pursued separately may be when a
  laundress learns that a fair is coming to town and
  adds the new occupation of whore after sunset.
  When this character washes clothes during the day
  she receives AP as a laundress, yet when she de-
  lights men at night she receives AP as a whore.
  Successive Occupations
  Some occupations are usually obtained af-
  ter experience in another.  For instance, it is normal
  to be a squire prior to becoming a knight, or a prince
  before a king.  It is possible for a new king to have
  either little or extensive experience as a prince.
  In some respects, a new and successive oc-
  cupation replaces the old.  For example, once a
  prince becomes a king, this character will never again
  pursue the occupation of a prince.  However, the
  skills acquired in the prior occupation may still be
  useful.  Any SP invested from the new occupation
  are added to any SP acquired during the prior occu-
  pation.
  Unless noted otherwise, there is no rule with
  successive occupations in which a condition must
  be satisfied in the prior occupation before the new
  occupation may be gained.
  Character Concept
  A character is more than a list of features,
  abilities, numbers, and equipment.  Now, the finish-
  ing touches must be applied.  A player must consult
  with the Aedile and develop the character’s back-
  ground, motivations, and goals.
  The information determined previously
  must be considered as the player suggests explana-
  tions to the Aedile.  At the least, the player should
  write an explanation for their character’s family his-
  tory, major events in the past, reasons for choosing
  their occupation if they have one, and future goals.
  Above all, the character concept should be
  consistent with the information determined previ-
  ously during character creation.  A character con-
  cept is subject to change throughout the life of the
  character, though it is less likely to change as the
  character ages.
  Once the Aedile approves of a character
  concept, the player should make decisions while role-
  playing that do not deviate sharply from the charac-
  ter concept.  Any player who refuses to role-play
  the character concept should not be allowed to con-
  tinue role-playing.
  The following page consists of  a sample
  character concept.
  
  788
  Chapter 16: Advancement
  Sample Character Concept
  A sample character concept is provided be-
  low.  The character is a human male slave-trader who
  is age 31 and named Godricus.
  Godricus was born and raised in a human
  city with a flourishing slave-trade.  As a serf and an
  only-child, Godricus entered the occupation of
  slave-trader like his father, Thorald, due to familiar-
  ity.  Thorald taught Godricus that slavery is part of
  nature, and like anything else, can be good or bad.
  For instance, the mother of Godricus, Imania, was
  once a slave who Thorald bought and intended to
  sell.  She was one of many.  But, Thorald fell in love
  with Imania.  A few years after Godricus was born,
  a customer was observing Thorald’s slaves for sale,
  and offered Thorald a large sum of silver for Imania.
  Godricus protested instantly and hurled the bucket
  in his hand at the customer.  Thorald apologized to
  the customer for the actions of his son, punished
  Godricus, and sold Imania.  One of the first lessons
  learned by Godricus was that everything and every-
  one has a price.  Thorald and Godricus lived richly
  for many years.  When Godricus became old enough,
  Thorald taught him how to buy and sell slaves.
  Thorald died recently.  After Godricus over-
  came his grief, he decided to travel abroad while
  trading slaves.  After he is satisfied with adventuring
  the lands, Godricus hopes to find an exotic beauty
  and settle down.  However, he vows never to trade
  her away.  At the moment, Godricus looks forward
  to distant horizons and adventure.
  
  789
  Chapter 17: Natural Substances
  Chapter 17:
  Natural Substances
  Natural substances, as far as this chapter is
  concerned, include acids and bases, herbs, and poi-
  sons.
  Acids and Bases
  Acid
  Following is a list of common acids and their
  damaging effects per round on either flesh or metal,
  as well as how long a quantity of a vial splashed on
  flesh or metal will continue to corrode.  Acids taste
  sour, provided the sample is small enough not to do
  damage.  Further, acids generally dissolve in water,
  and the stronger the acid, the better it conducts elec-
  tricity.  As a general rule, acids do not react with
  glass, react poorly with wood, and strongly with metal
  and flesh.  Bases are explained below.  Acids and
  bases are both summarized in the table: Acids and
  Bases.
  Hydrochloric (stomach) acid is a strong
  acid, reacting strongly with metals (though not sil-
  ver and gold), and in small amounts may be used to
  clean or galvanize metals, and in a very small amount,
  it also coats our stomach.  It is either a colorless
  liquid with a pungent odor or a colorless to slightly
  yellow gas.  Hydrochloric acid also reacts well with
  flesh and is non-flammable.  However, it reacts most
  violently with alcohol, aluminum, and sulfuric acid.
  Moderate reactions occur with water.  Hydrochlo-
  ric acid is toxic by inhalation and is a highly corro-
  sive irritant of the skin and eyes.
  Nitric acid is a colorless, yellow, or red fum-
  ing liquid.  It has a characteristic choking odor that
  is acrid and suffocating.  It is not combustible, but
  may give off poisonous fumes when heated in a fire.
  It will react with water or steam to produce toxic,
  corrosive, and flammable vapors.  It stains animal
  tissue a bright yellow.  If it comes into contact with
  flesh, it may cause damage, but death is not likely.
  However, 1/3 of a vial (roughly 10 ml) is usually
  fatal for a human if ingested.  Nitric acid corrodes
  steel and reacts violently with alcohol or copper.  To
  prevent nitric acid from breaking down, store cold
  and in the dark.  Nitric acid eats cork.
  Perchloric acid is a colorless, odorless, non-
  combustible liquid that is highly corrosive to all tis-
  sues.  This acid is a severe reactant with a body wher-
  ever it may contact it, causing severe burns upon
  contact.  Reactions with wood or paper usually pro-
  duce fires and are explosive.
  
  790
  Chapter 17: Natural Substances
  Phosphoric acid exists as a clear liquid that
  is oily, thick, colorless, and odorless.  It reacts with
  most metals to form flammable hydrogen gas.  The
  liquid can solidify in arctic temperatures.  It is soluble
  in alcohol and hot water.  It also reacts strongly with
  flesh and will burn it away.
  Sulfuric acid is a clear, colorless, oily, dense,
  and odorless liquid.  Concentrated sulfuric acid can
  catch fire or explode when it comes into contact
  with alcohols or metals, although alone it is not com-
  bustible.  It is reactive with organic materials (flesh)
  and water.  It can cause severe, deep burns upon
  skin contact, destroying tissue due to its dehydrat-
  ing effect.  Permanent scars will result with contact.
  Eye contact often results in permanent blindness.
  Sulfuric acid mist severely irritates the eyes, respira-
  tory tract, and skin.  When mixed with water it gets
  very hot due to its powerfully dehydrating effect.
  Sulfuric acid stores very well; heat and light have
  little, if any, effect on it.
  Base
  Similar and yet opposite to an acid, bases
  react with non-basic substances, and most notably
  with acids.  Bases conduct electricity and taste bit-
  ter.  Since water is a weak base, adding it to a base is
  generally not a good idea.
  Lithium Hydroxide is an off-white, trans-
  lucent solid that is odorless.  This base affects the
  body if it is inhaled, ingested, or contacts the skin.
  Ingestion may cause nausea, muscle twitches, men-
  tal confusion, blurring of vision, coma, and death.
  It is a severe eye irritant and may cause tissue dam-
  age.  Contact with acids will cause fires and explo-
  sions.  Contact with water will cause the formation
  of flammable and explosive gas.  Due to its dehy-
  drating effect, this base will ignite in moist air even
  at ambient temperatures.
  Lye is a white, odorless solid (formally, it is
  sodium hydroxide).  It may be in the form of a solid,
  dust, mist, or solution.  Lye can affect the body if it
  is inhaled, ingested, or contacts the skin.  It is cor-
  rosive to any tissue it contacts.  It will cause severe
  burns, scarring, and death may result.  Contact with
  water, acids, or flammable liquids may cause fires
  and explosions, although alone it is not combus-
  tible.
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  791
  Chapter 17: Natural Substances
  Herbs
  Herbs1 may be used for many purposes, such
  as healing, stimulants, aphrodisiacs, etc.  Oftentimes,
  herbs are incorporated as ingredients in spells.  Here,
  however, herbs are noted for their physical effects
  and uses.
  Anemone, also known as wildflower or
  pasque flower, is commonly used for healing.  Gather
  a perfect bloom when the first are seen in spring, tie
  them up in a red cloth, and carry as a guard against
  disease.
  Angelica, also known as masterwort and
  archangel, this herb bears leaves that, when dried,
  assist exorcisms.  Angelica is believed to be protec-
  tion against contagion, purify the blood, a remedy
  against poisons, and able to cure nearly every malady.
  Basil is a plant of the mint family.  It is a
  sweet herb used for fragrance and as a seasoning
  for food.  It grows about 12 inches tall.  Basil is
  reputed to have protective properties, as well as as-
  sist in purification and banishing.
  Cypress trees are symmetrical evergreens
  resembling poplar trees and often grow over 90 feet
  in height.  Cypress trees have a close-grained yellow
  or reddish wood so resinous that it resists rotting
  even after prolonged submersion in water.  It has
  been used to assist in banishing.
  Daffodil is a common herb, though the bulb
  is used, not the flower.  The bulbs should be gath-
  ered in the winter.  The daffodil is used as an appli-
  cation to wounds.  When applied, daffodil helps heal
  burns, strained sinews, and stiff or painful joints.
  Also, daffodil is successful at withdrawing thorns
  from the body.  The daffodil is the basis of an oint-
  ment called narcissimum.  When ingested, daffodil
  is an effective emetic, causing prolific vomiting.
  Dill grows wild in grain fields and is culti-
  vated as an herb.  Dill has a strong, aromatic taste.
  Its leaves are used for flavoring and sauces.  Dill is
  used by mages in spells and charms against sorcery.
  Elder is a tree that produces berries.  Elder
  is also called eldrun, ellhorn, hollunder, hylder, and
  hylantree.  The wood of this tree is used to make
  musical pipes.  This tree is connected with magic.
  Within the branches lives a dryad called a Hylde-
  Moer, the Elder-tree Mother, who watches over it.
  If the tree is cut down and used to produce furni-
  ture, then the dryad will follow and haunt the own-
  ers.  Many believe the tree wards away sorcerers and
  evil spirits.  The bark of an elder tree is used in pro-
  ducing black dye.  In large doses, an infusion of el-
  der bark functions as an emetic.  An extract of the
  berries is believed to promote longevity.  Elder leaves
  are used in an ointment that helps bruises and
  sprains.
  Fennel is a plant characterized chiefly by its
  aromatic leaves and seeds that grows between 2 and
  4 feet tall.  Also called fanculum, fenkel, and
  marathron, fennel leaves and seeds are used for fla-
  voring and its seeds are used as a medicine.  The
  plant is associated with protection from sorcery and
  immorality.  Fennel is hung over doors on the eve
  of midsummer to ward off evil spirits.  When in-
  gested, it is believed that fennel bestows 1d10
  Strength sub-ability points, and it increases longev-
  ity and courage.
  Frankincense is obtained from the bark of
  the northern Spruce tree.  When boiled in water
  and strained, the resin becomes burgundy pitch and
  is used for medicinal purposes.  The resin contains
  volatile oils that diffuse a strong fragrance in burn-
  ing.  Frankincense is an antidote for hemlock.  The
  most popular form of incense is frankincense.
  Garlic is a strongly scented herb.  The bulbs
  of these plants are used as a flavoring.  In medicine,
  garlic is used as a digestive stimulant, diuretic, and
  antispasmodic.  Garlic is associated with protection,
  namely against vampires.
  Horehound is a plant of the mint family
  that grows as tall as 12 inches and bears grayish-
  white, hoary leaves.  An aromatic oil may be ob-
  tained from the leaves and is used to make a syrup
  tonic.  White horehound is an anti-magical herb.  It
  is a lesser antidote against poison, specifically spider
  venom.
  1.  Information on herbs has been referenced from www.botanicals.com, as cited in the References section at the end of this
  book.
  
  792
  Chapter 17: Natural Substances
  Hyssop grows about 2 feet in height and
  has aromatic leaves.  The leaves are used as a me-
  dicinal herb for pulmonary disorders as well as the
  common cold and influenza.  Otherwise, hyssop is
  used to clean religious places.
  Ivy is a common plant that is an evergreen
  climber.  When the flowers of ivy are decocted in
  wine, it restrains dysentery.  To remove sunburn, a
  character must smear their face with tender ivy twigs.
  Juniper shrubs and trees are conifers that
  contain an oil that often deters moths and is used to
  line chests.  Further, juniper oil is used as a diuretic.
  Marijuana, though an herb, has an intoxi-
  cating effect, and is dealt with in detail in Chapter 2:
  Body.
  Magic Mushrooms have an intoxicating
  effect and are dealt with in detail in Chapter 2: Body.
  Mistletoe grows on  nearly any deciduous
  tree.  It is an evergreen plant with small, greenish
  flowers and white berries.  The white berries ripen
  in December.  Also called misteltan, mistletoe is held
  in great reverence by druids.  Druids search for
  mistletoe while wearing white robes.  Druids climb
  oak trees and separate mistletoe from an oak with a
  golden knife.  Druids only seek mistletoe when they
  have visions that direct them to seek it.  Mistletoe is
  always cut by druids during a particular phase of the
  moon and at the beginning of the year.  Druids be-
  lieve that the mistletoe protects its possessor from
  all immorality.  is used as a cure for sterility and as an
  antidote for poisons.
  Rosemary is an evergreen shrub of the mint
  family that is widely cultivated in dry soils for its
  aromatic leaves used for seasoning, which yield a
  volatile oil.  Rosemary oil is used in medicine as a
  stimulant, though it is also used in perfumes.  Also
  known as incensier, this shrub is renowned for tem-
  porarily boosting Reflection by 1d10 sub-ability
  points.  Due to the increase in memory, rosemary
  represents faithfulness in lovers and is used at wed-
  dings.  Rosemary is used as incense at religious ritu-
  als and as an ingredient in magical spells.  Also, rose-
  mary is used to flavor ale and wine.  This herb has
  been considered to be protection from immorality
  and sorcery.  It is believed that if rosemary leaves
  are put under the bed, immoral dreams will be
  thwarted.
  Rue is a medium-sized flowering plant, both
  shrubs and trees.  Rue grows just about anywhere,
  and the whole plant has a nauseating odor.  It is
  useful in medicine and perfumery, as well as aro-
  matically.  Rue has anti-magical properties and di-
  minishes the effects of sorcerous spells.  Also, this
  herb has been used as an antidote that negates the
  effects of the following poisons: aconitine, destroy-
  ing angel, histamines, snake venom, and spider
  venom.  For ages, rue has been eaten to preserve
  Vision; it also makes Vision sharp and clear.  When
  sprinkled in a house, rue is reputed to kill all the
  flees.  The dried herb may be used to make tea.
  
  793
  Chapter 17: Natural Substances
  Sage is a plant of the mint family.  This plant
  roughly grows 1 foot in height.  The flowers of this
  plant blossom in late summer.  Sage grows along the
  temperate seashore.  Bees gather nectar from sage.
  Also called sawge, it is grown for its leaves, which
  contain a pungent oil and are used in stuffing meats,
  poultry, and sausage.  Fresh sage leaves may be
  rubbed on the teeth serves to cleanse the teeth and
  strengthen the gums.  A tea may also be made from
  the leaves.
  Tarragon is an aromatic, bitter herb that
  reaches a height of 2 feet and is commonly found in
  many areas.  Tarragon is also called dracunculus, little
  dragon, and mugwort.  The green parts of the plant
  are used as seasoning for food.  The plant is associ-
  ated with protection.  It is thought that this plant
  cures bites of mad dogs and stings of venomous
  beasts.  The root of tarragon is eaten to cure a tooth-
  ache.
  Thyme is a plant of the mint family that is
  used for healing.  Commonly, thyme grows 6 to 10
  inches in height and flowers in the summer.  This
  plant is associated with elves.  Bees are fond of thyme
  and extract honey from the plant.  Thyme is also
  associated with death.  This plant contains an aro-
  matic, essential oil.  Thyme helps purify the blood-
  stream regarding mild poisons.  This spice is used as
  a remedy for melancholic characters, lowering their
  melancholic temperament by 1d10 points for 1d10
  hours.  An infusion of thyme is used for chest mala-
  dies, weak digestion, and sore throat.  The infusion
  is usually sweetened with honey.  Wild thyme tea
  remedies headaches and nervousness.
  
  794
  Chapter 17: Natural Substances
  Valerian shrubs vary in height from 2 to 5
  feet and have thick, acrid-smelling roots.  Valerian
  roots are also called all-heal, amantilla, and setwall.
  Growing in cool and northern regions, this plant
  may be found in marshy thickets and along
  riverbanks.  The roots of this shrub have many uses.
  In ordinary doses, valerian root serves to quiet and
  soothe.  However, large doses cause pain in the head,
  heaviness, and stupor.  Made from the roots, a tea is
  renowned to alleviate cramps.  The roots are also
  used as a diuretic and for its aroma.  Aside from
  medicinal uses, this root is used as a spice and as a
  perfume.  It is a custom to lay the roots with the
  clothes as perfume.  Magically, valerian roots are also
  used to assist in banishing.  Valerian root affects more
  than characters.  Both cats and rats are greatly at-
  tracted to the scent of valerian root, which has an
  intoxicating effect on them.  Consequently this root
  is used to bait rat traps.
  Willow, as a shrub, occurs most often in the
  tundra and above the timberline on mountains, al-
  though it may be found nearly everywhere.  Willow
  bark is used medicinally to counter fever and pain.
  If ingested, however, it is bitter and irritates the
  stomach.  Willow bark is a popular first choice for
  fevers, mild to moderate pain, and inflammation due
  to injury.  Willow bark may be applied only once per
  day per subject and heals 1 LP per wound.  Repeated
  applications soothe pain, but do not heal more Life
  Points.
  Yarrow is found in pastures and by road-
  sides, and ranges in height from 1 to 3 feet.  Other
  names for yarrow include: milfoil, old man’s pep-
  per, soldier’s woundwort, knight’s milfoil, herbe
  militaris (the military herb), thousand weed, nose
  bleed, carpenter’s weed, bloodwort, staunchweed,
  sanguinary, bad man’s plaything, yarroway, gearwe,
  and yerw.  It flowers from June to September.  Yar-
  row promotes the healing of wounds.  Some di-
  rectly apply the plant to the wound, while others
  prefer to make an ointment from it and apply the
  ointment to the wound.  Direct application instantly
  heals 1d4 LP per wound.  An ointment heals 1d6
  LP per wound.  Yarrow tea decreases the melan-
  cholic temperament by 1d10 points.  If a character
  has a nosebleed, the application of yarrow will stanch
  the bleeding.  If a character does not have a nose-
  bleed and part of the yarrow plant is placed inside
  the nose, the nose will begin to bleed.  Nosebleeds
  induced by yarrow serve to alleviate headaches.
  Yarrow is used in divination spells and has been dedi-
  cated to immoral gods.  Flowers and leaves of the
  plant have a taste that is bitter, astringent, and pun-
  gent.  As an infusion, yarrow is good for severe colds.
  Aging males wash their scalp with yarrow and be-
  lieve it prevents baldness.
  
  795
  Chapter 17: Natural Substances
  Forms of  Extracted Herbs
  Herbs are often extracted into the follow-
  ing forms described below: decoctions, infusions,
  macerates, oils, ointments, poultices, syrups, tinc-
  tures, and washes.
  Decoctions: A decoction is comprised of
  herbs that have been simmered in water.  It is the
  best method for drawing the healing elements from
  tough plant parts such as bark roots, stems and heavy
  leaves.  To make a decoction use 1 ounce of dried
  herbs to 1 pint of water that has been brought to a
  boil.  Keep water just below boiling for about 30
  minutes and let herbs simmer.  Simmering may take
  up to 1 hour, depending on the plant used.  A higher
  heat than what is appropriate for infusions is neces-
  sary because of the toughness of the plant parts.
  Infusions: This is the origin of the idea of
  witches potion. It is a process of soaking herbs in
  water.  To make an infusion, boil water. Add the
  boiled water to 1 teaspoon of a dried herb.  Cover
  and let steep for 9-13 minutes.  Strain, and cool.
  Infusions are drank, added to bath, rubbed into fur-
  niture and floors, and used to anoint the body.
  Macerates: This is to steep an herb in fat,
  such as done with salves and ointments.  The best
  oils to use are almond and sesame.  Warm 1 cup of
  oil over a low flame and place 1/2 ounce of herbs
  wrapped in cheesecloth to soak.  Continue until the
  herbs have lost their color and the oil is rich with
  their scent.
  Oils: Oil extracts are made from fresh herbs
  that contain volatile oils used for healing.  Fresh herbs
  are necessary for the extraction of the oils.  The
  fresh herbs are crushed with a mortar and pestle.
  Olive or sesame oil is then added, at the ratio of 1
  pint of oil for every 2 ounces of herbs.  The mix-
  ture is allowed to stand in a warm place, out of di-
  rect light, for 3 days.  The oils are stored in dark,
  glass containers.  This process is best done during
  the new moon.
  Ointment: This is a fatty substance such as
  lard to which herbs are added. Choose herbs ac-
  cording to the desired effect, or enchant them, or
  both.  For healing ointments, choose according to
  the physical ailment.  3 teaspoons of herb to 1 cup
  of fat, steeped and heated several times should prove
  adequate.  All ointments should be kept cool and in
  air-tight containers for best results. For magic, oint-
  ments work best when applied to parts of the body
  where the pulse may be felt.
  Poultices: To make a poultice, use fresh or
  dried herbs that have been soaked in boiling water
  until soft.  Mix with enough slippery elm powder to
  make a poultice stick together.  Place on affected
  part then wrap body part and poultice with clean
  cloth.
  Syrups: To make an herbal syrup, add 2
  ounces of dried herbs with 1 quart water in a large
  pot.  Boil down and reduce to 1 pint, then add 1-2
  tablespoons of honey.  If you want to use fresh
  fruit, leaves, or roots in syrups, you should double
  the amount of herbs.  Store for no more than 1
  week.  Honey-based syrups are a simple and effec-
  tive way to preserve healing qualities of herbs.  Syr-
  ups can soothe sore throats and provide some re-
  lief from coughs.
  Tinctures: To make a tincture, grind plant
  parts with mortar and pestle.  Add just enough high-
  quality alcohol to cover the herbs.  Let sit for 21
  days then add a small quantity of glycerine (about 2
  tbs per pint) and about 10% volume of spring wa-
  ter.  Strain and store in air-tight, amber-colored glass.
  If kept cool and dry, it will last for up to 5 years.  A
  dose is usually 20 drops in a cup of warm water, and
  taken 4 times per day.
  Washes: This is an infusion meant only for
  external use.  A mild form of a wash would be ¼
  ounce of herb to 1 pint of boiling water, steeped
  until lukewarm, then applied.
  
  796
  Chapter 17: Natural Substances
  Poisons
  A poison is any substance that produces dis-
  ease conditions, tissue injury, or otherwise interrupts
  natural life processes when in contact with or ab-
  sorbed by the body.  Most poisons, taken in suffi-
  cient quantities, are lethal.  Sources of poison in-
  clude minerals, plants (zootoxins), or animals
  (phytotoxins).  Poisons may take the form of a solid,
  liquid, or gas.  Types of poisons are classified ac-
  cording to their effects: corrosives, irritants, or nar-
  cotics.
  Corrosives include strong acids or alkalies
  that cause local tissue destruction, externally or in-
  ternally; that is, they ‘burn’ the skin or the lining of
  the stomach.  Vomiting occurs immediately, and the
  vomitus is intermixed with blood.  Diluted corro-
  sive poisons commonly act as irritants.  (Common
  corrosive poisons include hydrochloric acid, carbolic
  acid, bichloride of mercury, and ammonia.)
  Irritants (such as arsenic and mercury) act
  directly on the mucous membrane, causing gas-
  trointestinal irritation or inflammation accompanied
  by pain and vomiting; diluted corrosive poisons also
  have these effects.  Irritants include cumulative poi-
  sons, those substances that can be absorbed gradu-
  ally without apparent harm until they suddenly take
  effect.
  Narcotic poisons act upon the central ner-
  vous system or upon important organs such as the
  heart, liver, lungs, or kidneys until they affect the
  respiratory and circulatory systems.  These poisons
  can cause coma, convulsions, or delirium.  Narcotic
  poisons include alcohol, belladonna, and cyanide.
  Also included in this category is 1 of the most dan-
  gerous poisons known, botulin toxin, a potent bac-
  terial toxin that causes acute food poisoning (Botu-
  lism).
  Blood poisoning, also bacterial in nature, is
  a condition that occurs when virulent microorgan-
  isms invade the bloodstream through a wound or
  an infection.  Symptoms include chills, fever, pros-
  tration, and often infections or secondary abscesses
  in various organs.  Most poison gases also affect the
  bloodstream.  Because these gases restrict the body’s
  ability to absorb oxygen, they are often considered
  in a separate category called asphyxiants, to which
  group ordinary carbon monoxide belongs.  Gas
  poisons, however, may also be corrosives or irritants.
  Regarding the ingestion of poisonous plants,
  usually more than 2 ounces of the plant must be
  ingested by an adult before effects are noticeable,
  though some are toxic in small amounts.
  Treatments: in most cases dilution is advis-
  able by ingesting large quantities of water or milk.
  In other cases, an emetic is necessary, a substance
  that induces vomiting and rids the stomach of the
  poison, though they should not be used on a char-
  acter who has ingested corrosive poison.  An anti-
  dote, unlike an emetic, chemically counteracts the
  effects of the poison, although it may indirectly re-
  sult in vomiting.  An antidote may work against a
  poison by neutralizing it, rendering it insoluble, ab-
  sorbing it, or isolating it.  Charcoal, mistletoe, and
  olive oil are often used as an antidote.
  Descriptive Terms: Each poison listed be-
  low is categorized in several ways.  The format is as
  follows:
  These terms are also described in the skill
  Toxicology in Chapter 8: Skills.  Find refers to the
  likelihood of finding the poison in an average set-
  ting (common, uncommon, rare, very rare).  Identify
  refers to the chance of being able to identify the
  poison once it has been extracted and prepared, such
  as detecting whether or not a tankard of beer handed
  to a character by an evil kobold is poisoned or not
  (obvious, ordinary, obscure).  Extract refers to the
  difficulty of extracting the poison from its natural
  setting, such as removing venom from a spider’s sac
  (simple, moderate, difficult, impossible).  Finally,
  Prepare refers to how hard it is to prepare the ex-
  tracted poison for use (easy, average, hard).
  
  797
  Chapter 17: Natural Substances
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  Aconitine is known as “the queen mother
  of poisons.”  It is a common toxin and is easily ob-
  tained from such deceptively pretty flowers as
  monkshood or wolfsbane.  Aconitine has no smell,
  but tastes bitter.  Only 1/6th of a vial of this extract
  or 1 gram of the plant is fatal to a character when
  ingested.  A fatal dose for a horse is 12 ounces of
  the plant.  Within 1d10 minutes of ingestion, ac-
  onitine produces a freezing sensation that creeps
  outward from the core of the body.  Provided a
  lethal dose was imbibed, paralysis stops the work-
  ings of the victim’s heart within 2d100 minutes.
  Symptoms during the onset may include chest pain,
  extreme anxiety, irregular heart beat, loss of speech
  control, nausea, pinpoint pupils, numb throat, numb
  hands, numb mouth, and vomiting.  Life Points will
  decrease proportionally.
  Arsenic is found in many ores, is gray-me-
  tallic in appearance though also occurs as a gas un-
  derground, and is a favorite poison of assassins.  It
  is easily prepared by heating a common ore called
  arsenopyrite, although occasionally the pure element
  is found in nature.  Typically, when the ore is roasted,
  the arsenic sublimes and can be collected from the
  dust as a byproduct.  Arsenic is poisonous in doses
  significantly larger than 1 grain.  Interestingly, re-
  peated exposure to minute amounts of arsenic al-
  lows a character to build a tolerance, so that doses
  normally fatal to others do not affect the character
  with tolerance.  For each grain ingested, 15 LP of
  damage occur.  If the character survives their con-
  tact with arsenic, then they acquire a cumulative 1%
  chance of immunity to the damage of it the next
  time the character contacts arsenic.
  
  798
  Chapter 17: Natural Substances
  Baneberry is a poisonous plant widely dis-
  tributed in the woods and it grows up to 2 feet in
  height.  Small, feathery, white flowers bloom in the
  spring.  Black berries ripen in autumn.  The berries
  are poisonous, containing an oil that causes abdomi-
  nal pain, fever, nausea or vomiting, and diarrhea.
  After ingesting the berries, it takes from 8d6 hours
  for the effects to occur, and they last for (1d6 + 2)
  days.  This poison is only rarely lethal.  Each berry
  eaten lowers the character’s LP by 1 until the effects
  wear off or the character dies from ingesting too
  many.  Add 17 to the number of berries eaten to
  obtain a TH.  The character who ingested these ber-
  ries must pass a Health sub-ability check at this TH
  for each of the symptoms to avoid them (abdomi-
  nal pain, fever, nausea, vomiting, diarrhea).
  Belladonna, a variety of nightshade known
  as deadly nightshade, is a plant with large simple
  leaves and bell-shaped flowers.  The fruit is a single
  green berry that becomes purple to black with ma-
  turity.  All parts of this plant are poisonous and nar-
  cotic.  The leaves and roots contain atropine, which
  dilates the pupils of the eyes.  Female characters use
  extracts of belladonna for the cosmetic value of this
  dilating effect.  Each berry does 2 LP damage.  If a
  fatal amount is eaten (enough to reduce a character
  to 0 LP), then they will die in 6d4 hours.  Otherwise,
  after this time they will recover 2 LP per hour.
  Bittersweet, a variety of nightshade, is a
  woody and vine-like northern plant with small and
  greenish flowers.   While the flowers are inconspicu-
  ous, the fruits are brightly colored.  All parts of this
  plant are poisonous, and if eaten in generous quan-
  tities, may be fatal.  1-10 pounds of plant material
  may be lethal to a horse.  Therefore, 1d10 ounces
  of the plant are a lethal dose to a character.  If at
  least an ounce is ingested, then Health sub-ability
  checks must be passed at TH 18 to avoid each of
  the following signs of poisoning, which will appear
  in 1d6 hours and last for 1d6 hours.  Signs of poi-
  soning include vomiting, poor appetite, abdominal
  pain, depression, difficulty breathing, weakness, col-
  lapse, convulsions, and diarrhea, which may become
  bloody.
  Botulism is a poison resultant from bacte-
  ria.  Symptoms begin (1d20 + 16) hours after inges-
  tion.  Botulism affects the central nervous system
  and interrupts nerve impulses, though the mind
  continues functioning normally.  Disability
  progresses from difficulty in walking and swallow-
  ing and impaired vision and speech to occasional
  convulsions and ultimately to paralysis of the respi-
  ratory muscles, suffocation, and death, all within a
  few hours or days depending on the amount in-
  gested.  66% of those who ingest botulism die.
  Cantharides are powders made from poi-
  sonous beetles.  If placed on clothing, when worn
  this produces suppurating skin lesions.  For each
  vial of powder ingested, 1d4 LP of damage occurs.
  Cocklebur is a poisonous plant that is poi-
  sonous when young, but harmless after it matures.
  The seeds and seedlings contain the highest quanti-
  ties of poison, yet the whole plant may be consid-
  ered toxic.  Any species may become poisoned upon
  consumption.  Once ingested, death may follow in
  (2d20 + 1d8) hours.  LP decrease proportionately.
  Daphne is a poisonous shrub in which the
  poisonous parts are the berries, bark, and foliage.
  Its flowers are yellow-greenish, its foliage is like an
  evergreen, and its berries are either bluish-black or
  bright red.  When taken into the mouth, the berries
  produce an immediate and intense burning.  Chew-
  ing the bark or fruits causes painful blistering of the
  lips, mouth, and throat, with salivation, thirst, and
  inability to eat or drink, followed by swelling of the
  eyelids and nostrils, intense burning of the digestive
  tract, vomiting, bloody diarrhea, weakness, head-
  aches, and in severe cases, delirium, convulsions,
  coma, and death.  Eating only a few berries may be
  lethal to a small child.  Each berry eaten causes 2 LP
  damage.  The sap of Daphne may cause severe skin
  irritation and ulceration, and the poison may enter
  the body through skin contact.
  
  799
  Chapter 17: Natural Substances
  Destroying Angel is a large, white, poison-
  ous mushroom.  A lethal dose for a healthy adult
  human male is about half of a mushroom cap.
  Symptoms will begin 10 hours after ingestion, though
  death may be delayed as long as 1d10 days later.  The
  toxin causes severe abdominal upset, followed by
  failure of the liver, kidney, and circulatory system.
  It is a painful experience and is known for the in-
  herent suffering.  No known antidote prevents death
  once eaten.  Each half of a mushroom cap eaten
  causes 25 LP damage, which is distributed propor-
  tionally over the progression of symptoms prior to
  death.
  Diphtheria is poison that is destroyed by
  gastrointestinal juices, though it carries a highly in-
  fectious air-borne disease that mostly affects chil-
  dren.  If breathed, it forms a false membrane in the
  passages of the upper respiratory system.  From
  here, a toxin seeps in, damaging the heart and cen-
  tral nervous system, and may lead to death.  If they
  survive, then 5 days after the initial infection, a gray-
  white exudates is formed on the walls of the nose
  and throat.  It increases in size and thickness, even-
  tually blocking off air passages and suffocating the
  character.  If infected, a character must pass a Health
  sub-ability check at TH 15 or die in 1d10 days.
  Dysentery is caused from a parasite, which
  in turn is usually caused by unsanitary conditions.
  This toxin is most commonly spread by water or
  uncooked food.  Dysentery is a an acute or chronic
  disease of the large intestine, characterized by fre-
  quent passage of small, watery stools, often con-
  taining blood and mucus, accompanied by severe
  abdominal cramps.  If infected, a character must
  pass a Health sub-ability check at TH 13 or die in
  2d10 days.
  False Hellebore is a plant with numerous
  wide leaves that are narrow at both ends, and is widely
  distributed in swamps.  The vegetation, if eaten at a
  particular time during pregnancy by sheep and other
  animals, may produce birth abnormalities.  The sus-
  ceptible period is less than 1 day.  The common
  deformity produced, called cyclopia, is malforma-
  tion of the face resulting in (01-50) a single median
  eye or (51-100) 2 eyeballs in a single central socket.
  If a pregnant animal or character ingests this plant
  during pregnancy, then 1d1000 must be rolled.  If
  the result is 001, then the child will be malformed.
  Ergot is a hard, blackish fungus that grows
  on various cultivated and wild grasses, most notably
  on rye, wheat, and barley.  Characters who eat bread
  from infected grain suffer from a disease called er-
  gotism.  Animals are subject to ergot poisoning as
  well as humanoids.  Symptoms include digestive ir-
  ritation such as abdominal pain, nausea, vomiting,
  diarrhea, thirst, headache, loss of 1d100 points in
  Health, loss of 1d100 points in Agility, loss of 1d100
  points in Hand-Eye Coordination, muscle tremors,
  and convulsions.  The above symptoms are followed
  by drowsiness and temporary paralysis.  Large in-
  gested amounts produce severe convulsions, hyper-
  excitability, belligerency, and trembling.
  Henbane is a coarse, hairy, and foul-smell-
  ing herb that bears alternate, bluntly lobed leaves.
  The flowers are bell-shaped, displaying dull yellow
  streaked with purple and surrounded with green.
  The leaves and seeds of henbane are poisonous,
  contain atropine, and have been used for medicinal
  purposes since ancient times.  If the roots are in-
  gested, characters develop symptoms of thirst, dry
  mouth, dilated pupils, warm and flushed skin, in-
  creased heart rate, purposeless motions, and hallu-
  cinations.  If the flowers are ingested, characters
  develop symptoms of agitation, restlessness, dry
  skin, and pupil dilation.  If more than an ounce of
  either is ingested, a Health sub-ability check must
  be passed at TH 18 to avoid death.  Each ounce
  eaten beyond the first increases the TH by 10.
  
  800
  Chapter 17: Natural Substances
  Histamines are poisons that result from
  insect stings, producing irritation and swelling.  His-
  tamine also causes contractions of  involuntary
  muscles, especially of the genital tract.  If at least 1
  fluid ounce of histamines is in the body of a char-
  acter, then the character must pass a Health sub-
  ability check to remain alive.  The TH is 13 for each
  fluid ounce of histamines in the body of a charac-
  ter.
  Mercury, also known as quicksilver, varies
  greatly in toxicity depending on the route of expo-
  sure.  Ingestion is largely without effects.  Inhala-
  tion of the vapor -- which is colorless, odorless, and
  tasteless -- causes severe respiratory irritation, di-
  gestive disturbances, and marked kidney damage,
  often instantly.  It has been known to cause violent
  vomiting and eventual circulatory or kidney failure
  in its victims.  It is a silvery, noncombustible, and
  odorless liquid.
  Oleander is a poisonous plant that affects
  the heart.  Also called rose laurel, this is an ever-
  green shrub with flowers and leathery leaves.  Its
  sap is highly toxic, and a single leaf may contain a
  lethal dose.  A lethal dose for a character is 1d10
  leaves.  A lethal dose for a horse is ¼ pound of
  leaves, usually (30 +1d10) leaves.  Occasionally, ani-
  mals die after ingestion without warning.  Other-
  wise, symptoms include depression, vomiting, diar-
  rhea, abdominal pain, irregularities in the heart rate
  and rhythm.  Each of  these symptoms may be
  avoided by passing a Health check at TH 18.  As the
  poison progresses, the extremities may become cold.
  Symptoms occur in a few hours.  Trembling and
  collapse (2 Health checks at TH 20) can occur, fol-
  lowed by coma (30% chance) and death (70%
  chance) within a few hours.
  Poison Hemlock is a poisonous plant that
  may reach 10 feet in height, and in which the poi-
  son is distributed throughout the entire plant and
  upon reacting with the nervous system, causes pa-
  ralysis.  This plant is of the parsley family and is a
  large, coarse, unpleasant-smelling plant.  Poison hem-
  lock induces trembling, loss of coordination, respi-
  ratory paralysis, and eventually death.  As it takes
  effect, it ascends the body, progressing from the feet
  to the head.  The victim’s mind remains clear to the
  end.  A lethal dose is 4-5 pounds of leaves for a
  horse, 1-2 pounds for cattle, and less than ½ pound
  for sheep.  A fatal dose for a character is (1d8 + 8)
  ounces of the plant or the equivalent when extracted.
  Each ounce does 2 LP damage.  Within 2 hours of
  eating the plant, characters become nervous, tremble,
  and grow uncoordinated.  After the excitement
  phase, the character becomes depressed; the heart
  and respiratory rates slow down.  The legs, ears, and
  other extremities become cold and bloating may
  occur.  In lethal cases, the character dies (1d6 + 4)
  hours after ingestion.
  Poison Ivy is a poisonous plant that brings
  about skin irritation.  A lacquer-like resin in the sap
  is the source of irritation.  The effects do not be-
  come apparent for hours.  First, the skin reddens
  and begins to itch.  Small, watery blisters soon ap-
  pear and the itching becomes intense.  Recovery
  occurs in 1d4 weeks.  Scratching may cause it to
  spread.
  Rhubarb is a plant with edible stalks and
  poisonous leaves.  When the leaves are eaten, the
  poison passes to the bloodstream and crystallizes in
  the kidneys, rupturing the tubules.  Affected crea-
  tures will appear depressed, may stagger and tremble
  (Health sub-ability check at TH 18), and appear weak.
  Often, they will drink and urinate more as kidney
  function declines.  A lethal dose of ingested leaves
  for a character may only be 1.5% of  their body
  weight (Health check at TH 13), 3% of body weight
  (TH 16), 4.5% of body weight (TH 18), 6% of body
  weight (TH 21, or 7.5% of body weight (TH 28).
  Additional symptoms include abdominal pain, nau-
  sea, vomiting, and drowsiness.
  
  801
  Chapter 17: Natural Substances
  Sapremia is a form of blood poisoning
  caused by toxic products that result from the action
  of  putrefactive microorganisms on dead tissue.
  Sapremia often accompanies gangrene.  If a charac-
  ter acquires sapremia, then they must pass a Health
  sub-ability check at TH 16 to overcome it.  Other-
  wise, the infected character will feel weak and lose
  1d100 points of Strength and Drive.  In another
  2d4 days, the character may attempt another Health
  check in order to overcome sapremia.  When mak-
  ing Health checks, if the result is 9 or less, the char-
  acter instantly dies.
  Serums against venoms can be obtained by
  injecting animals (such as horses) with small amounts
  of the venom and extracting the immune serum or
  antivenin that the animal’s body produces in defense.
  Snake venoms are broadly classified as ei-
  ther hemotoxic (damaging blood vessels and caus-
  ing hemorrhage) or neurotoxic (paralyzing nerve
  centers that control respiration and heart actions),
  though sometimes are a combination of the 2 cat-
  egories.  If affected by snake venom, a character
  must make a Health sub-ability check at TH 17 to
  avoid its effects.  If the character is affected, then
  the Aedile must determine the percentile chance that
  death occurs.  If the venom is hemotoxic, then the
  character loses 1d100 points of Strength and Drive.
  If the venom is neurotoxic, then symptoms include
  local pain and swelling, nausea, and difficulty in
  breathing.
  Spider, black widow – only the female is
  poisonous and she bites only defensively, not ag-
  gressively.  Her poison is neurotoxic (paralyzing
  nerve centers that control respiration and heart ac-
  tions) and is followed by local pain and swelling,
  nausea, difficulty in breathing, and is sometimes fa-
  tal (Health sub-ability check at TH 17).
  Spider, brown recluse – the bite of this
  spider causes a long-lasting sore that involves tissue
  death, and severe reactions to it may become life-
  threatening (Health sub-ability check at TH 17).
  Spider venom – all spiders are venomous,
  though many cannot break a character’s skin or lack
  the potency in small doses to be dangerous to char-
  acters.  Spider (arachnid) venom is neurotoxic (para-
  lyzing nerve centers that control respiration and
  heart actions).  Symptoms include local pain and
  swelling, nausea, and difficulty in breathing.
  Tetanus is a poison that is destroyed by gas-
  trointestinal juices.  The infection of the nervous
  system causes muscle spasm.  Also called lockjaw, it
  is obtained from contact with rust in wounds.  The
  incubation period lasts from 2 weeks to several
  months, but most often is 2 weeks (80% of the time,
  otherwise roll 2d8 weeks).  The first symptoms are
  headache and depression, followed by difficulty in
  swallowing and in opening the jaws.  Stiffness of
  the neck develops and gradually a spasm of the cheek
  muscles sets the face in a peculiar, sardonic grin.
  Eventually, the spasms spread to other muscles of
  the body.  About 2 in 3 cases are fatal (Health sub-
  ability check at TH 19).
  Water Hemlock is a poisonous plant in
  which the most poisonous part is the roots.  Water
  hemlock, when eaten, brings about convulsions.  The
  roots grow in clusters of tubes roughly 2 feet in
  length.  The amount of root that must be eaten to
  cause death is very small; 1 or 2 bites of the root
  may be fatal to a character.  Only 8 ounces will kill a
  horse.  The root does 20 LP damage per bite to
  characters.  The plant grows in swamps, along
  streams, and in other moist conditions.  Once in-
  gested, signs will develop within an hour, though
  often within 10-15 minutes [50% chance of devel-
  oping in (8 + 2d4) minutes, otherwise roll 1d6 and
  1d10 for a result from 1-60 minutes].  The syndrome
  is very violent.  First, nervousness occurs and the
  pupils become dilated.  Later, muscle tremors oc-
  cur, the character has difficulty breathing, falls down
  and goes into convulsions.  Death from respiratory
  paralysis and terminal convulsions is a typical out-
  come, occurring within 3d10 minutes of the onset
  of symptoms.
  
  802
  Chapter 17: Natural Substances
  Wild Black Cherry is a poisonous plant in
  which the poisonous part is damaged foliage.  Cya-
  nide is released in the plant whenever the leaves are
  damaged.  Most animals can safely consume small
  amounts of healthy leaves, bark, and fruit.  As little
  as 2 ounces of damaged leaves, however, may be
  fatal.  10 LP of damage occurs in a character per
  ounce of damaged leaves ingested.  Some make
  poisonous tea from the leaves.  Cyanide prevents
  the body from being able to utilize oxygen, so al-
  though animals may be physically capable of breath-
  ing, their entire bodies are suffocating.  After inges-
  tion, signs will (60% of the time) manifest within a
  1d4 minutes, though it may take as long as an hour
  (in this case, roll 1d6 and 1d10 to determine 1-60
  minutes).  The character will try to breathe more
  rapidly and deeply, and then become anxious and
  stressed.  Later, trembling, incoordination, attempts
  to urinate and defecate and collapse is noted, which
  can proceed to a violent death from respiratory and/
  or cardiac arrest within 3d20 minutes. If an affected
  character is still alive 2 or 3 hours after consump-
  tion, chances are good that they will live.
  Yew is an evergreen, needle-bearing tree and
  shrub that persists through the winter.  The fruit is
  an attractive scarlet berry.  The wood is slow-grow-
  ing, strong, fine-grained, and is utilized in cabinetry
  and archery bows.  The branches are often twisted
  or gnarled, and the bark is red and scaly.  Yew trees
  are often sacred to druids.  The foliage and seeds
  contain potent poisons that act to stop the heart of
  an animal so suddenly that no symptoms are seen;
  the animal simply drops dead.  The poison reacts
  with the nervous system, causing heart block.  The
  berries are the least poisonous part of the plant.  1
  mouthful is enough to kill a horse or cow in 1d6
  minutes.  As little as 0.1 – 0.6% (roll 1d6) of the
  fresh plant per body weight is lethal.
  
  803
  Chapter 18: Warfare
  Chapter 18: Warfare
  In F.A.T.A.L., warfare means combat involv-
  ing large numbers of combatants.  The difference
  between Chapter 10: Combat and this chapter is scale.
  It is appropriate to consult the former regarding
  combats that may be enacted on an individual basis,
  where each combatant is considered individually.
  Warfare, on the other hand, is concerned with large-
  scale combats in which it is infeasible to proceed
  individually.
  The larger the scale of combat, the more
  abstract it is.  Regarding warfare and the game, there
  are several ways to conduct it depending on circum-
  stance.  In some cases, it is most desirable and ap-
  propriate to conduct warfare round by round.  In
  other cases, it is more useful to be able to determine
  the result of a battle with 1 roll of the dice.
  
  804
  Chapter 18: Warfare
  End-Focused Warfare
  The following is a step by step procedure
  for determining the outcome of a battle with 1 roll
  of the dice.  Each leader or general of a force in a
  battle must complete the following procedure.  For
  the following calculations, round all numbers to 2
  decimal places.
  1.
  Size and Power of  Forces
  a.
  For each force in the battle (usually,
  there are only 2) sum the total num-
  ber of  combatants and multiply
  them by their Life Points.  For ex-
  ample, a force comprised of 80 bug-
  bears (let’s say averaging 30 LP each)
  and 20 subterranean trolls (averag-
  ing 35 LP each) is summed into (80
  x 30) + (20 x 35) = (2400 + 700) =
  3100.  Consider this sum to be called
  ‘A’ for the attacker’s forces and ‘F’
  for the foe’s forces.  For the sake of
  a complete battle example, another
  force may simply consist of 31 hu-
  man farmers (average of 20 LP each)
  defending their hamlet.  This force
  is summed into (31 x 20) = 620.
  b. Each general or leader of a force
  must calculate the following: A/F.
  That is, divide the total from the
  previous step (1a.).  For instance, the
  example above, from the human side
  of the force, would become 620/
  3100 = 0.2.  However, for the non-
  human force, the result is 3100/620
  = 5.
  c.
  If the result from the previous step
  (1b.) is greater than 1, then take 1
  divided by the number.  For example,
  the non-human force would become
  (1/5) = 0.2.  Next, subtract this re-
  sult from 1.  For example, the non-
  human force would become (1 - 0.2)
  = 0.8.  Square this result.  For ex-
  ample, the non-human force would
  become (0.8 x 0.8) = 0.64.  Finally,
  multiply this number by 100 to have
  the result for “Size and Power of
  Forces”, which will be entered in the
  final calculation.
  d. If the result from 1b is less than or
  equal to 1, then consider the result,
  which represents advantage, for this
  force for “Size and Power of Forces”
  to be 0 in the final calculation.
  2. Home Advantage
  a.
  If a force battles on its home terri-
  tory, such as in the example above
  when the bugbears and trolls attack
  the human hamlet, then the force
  battling on its home territory gains
  a Home Advantage of 5.
  b. Those who are not fighting on home
  territory do not gain a bonus or suf-
  fer a penalty.
  3. Leader Age
  a.
  Refer to Chapter 2: Body for Lifespan
  and age categories, such as Middle-
  Age.
  b. If the leader of a force is in the
  Middle-Age category, then that force
  gains + 10 for Leader Age.
  c.
  If the leader of a force is in the Old-
  Age category, then that force gains
  + 5 for Leader Age.
  d. If the leader of a force is in the Pu-
  berty or Venerable category, then
  that force suffers - 5 for Leader Age.
  4. Leader Competence
  a.
  Here, the competence of a leader is
  the number of previous cumulative
  victories in battles.  Leaders who
  have prior success leading forces in
  battle are more likely to make good
  decisions regarding battle and also
  to instill Drive from the combatants
  and fear or cautious respect in their
  foes.
  b. Multiply the number of cumulative
  victories of a leader by 3 and con-
  sider this number “Leader Compe-
  tence” in the final calculation for
  each force.
  
  805
  Chapter 18: Warfare
  5. Fortification
  a.
  If a defending force has a fortifica-
  tion, then this adds to their overall
  effectiveness in battle.
  b.
  If a defending force has only a town
  wall, then add 5 for “Fortification”.
  c.
  If a defending force has only a town
  wall and siege engines, then add 10
  for “Fortification”.
  d. If a defending force has a castle, then
  add 15 for “Fortification”.
  e.
  If a defending force has a castle on
  a mountaintop with a moat and siege
  engines, then add 20 for “Fortifica-
  tion”.
  6. Miscellaneous Variables
  a.
  The Aedile may determine other
  miscellaneous variables are relevant
  to the battle, such as soldier sickness,
  technological or training superiority,
  the extent of the use of magic, etc.
  Calculation for All Variables
  (Size and Power of Forces) + (Home Advantage) +
  (Leader Age) + (Leader Competence) + (Fortifica-
  tion) + (Miscellaneous Variables) = Bonus Per Force
  Finally, the leader of each force must roll
  1d100 and add the Bonus Per Force calculated above.
  The force with the highest number wins.  The win-
  ner of the force may slaughter and give their foes
  no quarter at their own discretion.  Otherwise, the
  winner may roll 1d100 to determine what percent
  of the foe’s forces are subdued and may be taken
  prisoner.  When the trolls and bugbears attacked
  the human hamlet, the remainder of the foe’s forces
  were slaughtered in battle.
  To determine the casualties of the winner,
  simply subtract the number of survivors or prison-
  ers of the loser’s force at the time victory is deter-
  mined above from the winner’s initial total number
  of forces.  Roll (1d100)% and apply it to this amount
  to determine what percent of this number is the
  casualties for the winner.
  For example, above we determined that a
  human force had a “Size and Power of Forces” of
  0, while a non-human force had 64.  The human
  force gains a “Home Advantage”, while the attack-
  ing non-human force does not.  The human farm-
  ers, we’ll say, end up being led by a middle-aged
  leader, so they gain 10, while the non-human force
  is led by a young adult, which results in no modifier.
  Next, we’ll say that these particular farmers have
  never participated in combat before, and so the
  leader has not demonstrated “Leader Competence”,
  earning no bonus.  Meanwhile, the leader of the
  non-human force has successfully destroyed 5 other
  hamlets, equating to gaining 15.  Finally, the hamlet
  has nothing to qualify it for a “Fortification” bonus.
  In sum:
  Human Force = (0 + 10 + 0 + 0) = + 10.
  Non-human Force = (64 + 0 + 15 + 0) = + 79.
  The leader of the human force rolls 1d100,
  gets a 55, adds the +10 bonus, and has an end result
  of 65.  The leader of the non-human force rolls
  1d100, gets an 09, adds +79 bonus, and has an end
  result of 88.  The non-human force successfully
  slaughters the human force, giving them no quarter.
  BELLUM.INTERNECINUM
  a war of extermination
  
  806
  Chapter 18: Warfare
  Warfare by Time-Unit
  Since it is possible for battles to last for days
  on end, the unit of time for battles will not be a
  round consisting of 3 seconds, but a round consist-
  ing of 30 minutes.
  Organization
  Different kindoms and races have differing
  methods, if any, of organizing their combatants.
  This system of  warfare will utilize a dominant
  method of organization for the sake of consistency.
  However, depending on the kingdom and race in
  question, organization may be quite different.
  Since soldiers and mercenaries are different
  occupations, warriors refer to general combatants.
  The table below illustrates how warriors are orga-
  nized into groups:
  # of Warriors Name of Group
  10
  Squad (or contubernium)
  100
  Century (10 squads)
  1,000
  Cohort (10 centuries)
  10,000
  Legion (10 cohorts)
  The use of these differentiations is to sepa-
  rate types and races of warriors, as well as to allow
  for varying tactics (see below).
  All warriors in a century, which must con-
  sist of 2-10 squads, are typically unable to fight at
  once.  However, combinations of infantry are com-
  mon, such as a front line of swordsmen who are
  reinforced by warriors with polearms.  Usually, only
  the warriors on the frontline of combat may fight,
  which is the first squad.  Meanwhile, the duty of the
  second squad is to wait for the first squad to die so
  they may advance.  Most often, the inexperienced
  and youngest warriors are placed in front, while the
  older and more experienced warriors stand behind
  them.
  The warriors of each squad share a tent
  when on campaign.  It is assumed that squads are
  comprised of warriors who do not differ from each
  other; they are the same race, wear the same armor,
  swing the same weapons, etc.  The characteristics
  of a squad include the following:
  LP: The sum of all Life Points
  CA: The  average  Current  Armor  of  the
  warriors
  Drive: The average Drive
  Sprint: The slowest Sprint speed applies to
  the squad
  Typically, centuries are all comprised of the
  same type of as well, such as heavy cavalry, light
  cavalry, charioteers, heavy infantry, light infantry, ar-
  chers, shield-bearers, slingers, etc.
  Officers are trained and educated warriors.
  Few armies have officers, but those that do benefit
  from organization tend to be significantly more ef-
  fective.  Very few officers command warriors.  The
  commanding officer of an army is called a legate.
  Below the legate are tribunes.  1 tribune, called a
  senior tribune, is in charge of each legion.  Beneath
  the senior tribune are 5 tribunes, each in charge of
  2 cohorts.
  Instead of officers, most armies are led by
  nobles, who are educated, but often they are un-
  trained or inexperienced warriors.
  As far as demonstrating combat in minia-
  ture scale, it depends on the scale of combat and
  the size of your tabletop.  It is recommended that a
  1” x 1” grid is used, and that 1” represents 1 squad,
  or roughly 30’.
  Types
  Below are discussed the type or function of
  warriors within an army.  The type of warriors are
  arranged alphabetically:
  Archer, Crossbow: Archers are trained war-
  riors, usually either soldiers or mercenaries.  This
  type of archer specializes with the crossbow and
  often has experience with the shortbow.  The
  shortbowmen with the finest aim are selected to be
  crossbowmen, also called arbalestiers.  Crossbowmen
  are renowned to require very little training, as the
  crossbow is one of the easiest weapons to use.  Ar-
  chers are usually organized into centuries, as ex-
  plained below.  The common archer wears a
  gambeson and uses their crossbow.
  
  807
  Chapter 18: Warfare
  Archer, Longbow: Archers are trained war-
  riors, usually either soldiers or mercenaries.  This
  type of archer specializes with the longbow and usu-
  ally has experience with the shortbow.  The finest
  shortbowmen are selected to be longbowmen.  Ar-
  chers are usually organized into centuries, as ex-
  plained below.  The common archer wears a
  gambeson and uses their bow.
  Archer, Shortbow: Archers are trained war-
  riors, usually either soldiers or mercenaries.  This
  type of archer specializes with the shortbow.  Ar-
  chers are usually organized into centuries, as ex-
  plained below.  The common archer wears a
  gambeson and uses their bow.
  Cavalry, Heavy: Cavalry are trained and
  mounted warriors, usually either soldiers or merce-
  naries.  Heavy cavalry use heavy warhorses capable
  of sustaining the great weight of the armored war-
  rior.  Heavy warhorses usually wear barding as ar-
  mor for their protection.  These warriors often re-
  semble heavy infantry, except that the most com-
  mon weapons tend to be battle axes, flails, or war
  hammers.  Special warriors who are heavy cavalry
  are called knights (see Chivalry in Chap. 6: Sociality).
  Cavalry, Light: Cavalry are trained and
  mounted warriors, usually either soldiers or merce-
  naries.  Light cavalry use light horses capable of
  speed, and they are not weighed down with barding.
  These warriors usually resemble light infantry, ex-
  cept that the most common weapons tend to be
  battle axes, flails, or war hammers.
  Charioteer: A charioteer is a trained war-
  rior, usually either a soldier or a mercenary.  Chari-
  oteers usually have experience as both infantry and
  cavalry.  The most common charioteer wears leather
  armor and wields a spear and sword.
  Infantry, Heavy: Infantry are trained war-
  riors, usually either soldiers or mercenaries.  Heavy
  infantry are usually experienced veterans.  Heavy
  infantry tend to have sufficient armor and may have
  a variety of weapons.  While heavy infantry may vary
  considerably depending on the army, the most com-
  mon type of heavy infantry wears chainmail, holds
  a shield, and wields a broadsword.
  Infantry, Light: Infantry are trained war-
  riors, usually either soldiers or mercenaries.  Light
  infantry are usually inexperienced and young.  Light
  infantry tend to have little armor and simple weap-
  ons.  While light infantry may vary considerably de-
  pending on the army, the most common type of
  light infantry wears a gambeson and wields a short
  sword.
  Peasants: Peasants are commoners who lack
  military training.  Peasants tend to have adequate
  abilities pertinent to warfare such as Health or Physi-
  cal Fitness.  Generally, peasants only join an army
  or partake in military action in extreme situations,
  such as home defense.  Peasants often do not have
  armor, though some may wear a gambeson.  The
  weapons of peasants are only those which are easily
  available, such as pitchforks, knives, cleavers, clubs,
  or other such weapons.
  Shield-bearers: A shield-bearer is a warrior
  with minimal training who bears a large shield.  The
  purpose of a shield-bearer is to protect others, usu-
  ally archers, from missile attacks.
  Siegeworks artisan: A siegeworks artisan,
  also called a siegeworks technician, is a common la-
  borer, usually either a carpenter or a miner.  They
  accompany an army so that siege engines may be
  built or tunnels may be dug to topple a wall of an
  foe’s fortification.  Siegeworks artisans do not com-
  mand the operation of siege engines (see Chap. 9:
  Equipment), but assist siegeworks master artisans.  A
  siegeworks artisan typically wears a gambeson and
  carries either a military pick if they are a miner, or
  common tools if a carpenter.
  Siegeworks master artisan: A siegeworks
  master artisan is a siegeworks artisan with previous
  experience as a siegeworks artisan.  The duty of a
  siegeworks master artisan is to command the
  siegeworks artisans regarding siege engines and war-
  fare.  For instance, it is the siegeworks master arti-
  san who commands the siegeworks artisans to ad-
  just the aim of a catapult, its tension, and the weight
  of the projectile.
  Slingers: Slingers are warriors skilled with
  the use of the sling, which is a difficult weapon (see
  Chap. 9: Equipment).  Slingers require substantial room
  to adequately use a swing, so they may not be as
  concentrated as archers.
  
  808
  Chapter 18: Warfare
  Tactics
  Tactics is the art and science of maneuver-
  ing warriors or vessels in relation to each other and
  the foe in warfare.  For most human cultures, tactics
  are extremely simple.  Most armies are undisciplined
  masses of warriors.  Both sides simply line up their
  masses of cavalry with infantry in the front.  The
  infantry usually open the battle.  When a leader on
  one side or the other judges the moment to be ap-
  propriate, cavalry are commanded to charge.  The
  timing of the charge of the cavalry usually decides
  the victor.
  Armies that value organization utilize the
  cohort and consider it to be a good formation.  Such
  armies often organize a legion into 3 lines.  The front
  line consists of 4 cohorts abreast, while the middle
  and rear groups each consist of 3 cohorts.
  As 2 opposing fronts rush to meet each
  other, a thoughtful maneuver is called a wedge.  To
  enact a wedge tactic, 1 small portion of the front is
  allowed to be farther ahead than the others, who
  successively hang farther back the farther they are
  away from the small portion in front.  When war-
  riors in a wedge formation rush at an even front, a
  break may be forced in the foe’s front line, which
  allows the foe to be attacked from within and be-
  hind their own ranks.
  Archers
  Archers are often organized into centuries
  of 10 ranks in depth.  The commander of a century
  of 100 archers is called a Centenaur.  When trained
  to function as a unit, archers quickly learn at which
  angle to aim their bows to strike a target at a certain
  distance.  The most experienced archers are placed
  in the front row to provide a guide for the others.
  The Centenaur specifies the distance and the cen-
  tury releases arrows accordingly, even though only
  the archers in the first few ranks can see the foe.  A
  typical army may have 50 centuries of such archers
  available.  In overall command of the centuries is
  the Master of the Archers, an experienced knight
  who is, unlike most knights, skilled with the bow.
  When appropriate, the Master of the Ar-
  chers yells to the Centenaurs “Ready,” then his esti-
  mate of the range to the foe, then yells “loose.”
  Then, the Centenaurs echo the command and thou-
  sands of arrows fly skyward.  On occasion, the
  Master of the Archers might only order specific ar-
  chery centuries to fire if the foe’s warriors are ad-
  vancing only on a portion of the front.  In most
  battles, however, the onslaught is either all or noth-
  ing.
  Council of War
  As armies march across land, word of the
  approaching army may be brought to an foe by a
  scout, peasant, or traveler.  If the presence of an
  army is reported, most military leaders attempt to
  hold a council of war.  Heralds often work out the
  details of conflicts before warfare is necessary.  If
  unsuccessful, then the location of the battle is of-
  ten determined mutually.  If an agreement cannot
  be reached or heralds are murdered, then a siege is
  often the result.
  Siege Warfare
  A siege is a method of warfare in which an
  attacking army surrounds a defender’s fortification.
  Warfare is 99% siege, 1% battle.  Armies take siege
  technicians with them on campaign.  Siege techni-
  cians are carpenters and miners, while master siege
  artisans have years of experience with siege warfare.
  Once the defender’s fortification is surrounded, siege
  technicians employ the use of various siege engines
  or techniques, such as catapults, battering rams, scal-
  ing ladders, and digging under walls to topple them.
  By custom among foes of the same species
  or race, if the defenders surrender without a fight,
  then the fortification will not be plundered.  Both
  sides prefer to end the confrontation through ne-
  gotiation, which is usually a war of nerves.  In gen-
  eral, the besieger does not want to attack due to the
  expense, death of many troops, the fact that sieges
  are difficult endeavors, and since a siege can ruin
  the value of the fortification.  For different reasons,
  the defender wants to avoid confrontation.  For in-
  stance, time is often on the side of the besieger, and
  the prospect of losing one’s home and life is dis-
  couraging.  Therefore, negotiations via heralds are
  usually underway since the beginning of the siege.
  
  809
  Chapter 18: Warfare
  During a siege, the besiegers may attempt
  to mine through or under a wall.  A tunnel may only
  be dug in ground that is neither marshy or rocky.
  When underneath a moat or wall, miners support
  the ceiling of the tunnel with wooden timbers.  If
  the goal is to collapse the wall, then the miners fill
  the end of the tunnel with flammable materials, ig-
  nite them, and retreat.  Another goal of mining is
  to tunnel into the fortification so that soldiers may
  enter with surprise.  However, it is common for
  defenders to set a small bowl of water atop a wall
  and watch for ripples, which may detect mining.
  Defenders may dig a counter-mine to intercept the
  miners.  Once intercepted, they may be attacked or
  smoked out of the mine.  If successful, the counter-
  miners will collapse the mine.
  If a portion of a wall is toppled, then de-
  fenders often surrender when the wall topples to
  avoid bloodshed.  Throughout the siege, the her-
  alds of the besieger attempt to convince the de-
  fender that it is never too early to surrender.  The
  defender, however, has much at stake.  Even if a
  surrender is successful and honored, the defender
  may be sentenced to death by their allies for allow-
  ing the loss of the fortification without every pos-
  sible measure taken.
  Assuming that time is not a concern and that
  reinforcements will not arrive for the defender, a
  common strategy for the besieger is not to attack at
  all, but to prevent all entry and exit.  In time, the
  defenders will starve, quarrel with each other, and
  surrender.  However, this strategy might take
  months, and in the meantime, the besieger’s army
  must be paid and fed.
  Upon encountering moats and ditches, be-
  siegers often attempt to fill them with dirt or bundles
  of wood.  Nevertheless, depending on the quality
  of the fortification, the defender usually has the fa-
  vored position when a besieger simply attempts to
  directly storm the fortification.
  When storming a fortification, a thoughtful
  tactic is called a testudo formation.  Warriors in a
  testudo formation carry body shields, stand close
  together, and hold their shields over their heads.  This
  formation significantly reduces damage from mis-
  siles above.
  Using Siege Weapons
  Most siege weapons require multiple char-
  acters to use.  To use such a siege weapon, whoever
  is in charge of  the siege weapon must make a
  Weapon (Specific) skill check (see Ch. 8: Skills).
  However, aiming at characters or objects is differ-
  ent with siege weapons than it is with traditional
  melee or missile weapons.  Consult the table below
  to determine the CA of a target when using a cata-
  pult, lithobolus, onager, or trebuchet:
  e
  ziS
  t
  e
  g
  r
  a
  T
  r
  o
  m
  r
  A
  t
  n
  e
  rr
  u
  C
  dio
  n
  a
  m
  u
  H
  0
  1
  e
  g
  airra
  C
  5
  1
  '0
  2
  x
  '0
  2
  x
  '0
  2
  ,g
  nidliu
  B
  0
  2
  '0
  0
  1
  x
  '0
  0
  1
  x
  '0
  0
  1
  ,p
  e
  e
  k
  lla
  m
  S
  5
  2
  '0
  0
  0,1
  x
  '0
  0
  0,1
  x
  '0
  0
  0,1
  ,elts
  a
  C
  0
  3
  ytic
  e
  gra
  L
  5
  3
  Raising  an Army
  While cultures and states differ, generally
  speaking the most effective humanoid armies con-
  sist of professional, paid warriors.  Mercenaries play
  a vital role, as well as soldiers (see Chap. 7: Occupa-
  tion).  Mercenaries are popular because maintaining
  private armies is expensive.  Oftentimes, each land-
  holder is obligated to render 40 days of armed ser-
  vice to their lord.  Though, this depends on how
  much land is held and the original arrangement.   It
  is expected that landowners are the most motivated
  warriors, because they may lose their homes.  How-
  ever, raising landowners as warriors is often ineffec-
  tive.  For instance, when the obligatory term of 40
  days expired, landowners quickly abandon the army.
  Since most military campaigns outlast 40 days, this
  can be disruptive and dangerous.
  Elsewhere, it is popular for the landowners
  to be paid for service instead of obligated to 40
  days.  Usually, enlisted soldiers are paid every 90 days.
  Moreover, upon retirement from the army, it is cus-
  tomary that a plot of land or fixed sum of money
  will be granted to the warrior.  Regardless, of how
  an army is raised, it is rare to find an army larger
  than 10,000 warriors.
  1.  Information on siege warfare has been referenced from The Medieval Fortress and Life in a Medieval Castle.  For more
  information, see the References section at the end of this book.
  
  810
  Chapter 18: Warfare
  Wages
  Below are common wages for military per-
  sonnel.  Pay is listed per 90 days of service:
  s
  e
  g
  a
  W
  y
  r
  atili
  M
  e
  g
  a
  W
  p
  o
  o
  r
  T
  fo
  e
  p
  y
  T
  .p.s
  0
  0
  4
  tn
  as
  a
  e
  p
  d
  e
  niartn
  U
  .p.s
  0
  0
  9
  th
  gil,yrtn
  af
  n
  I
  .p.s
  0
  0
  1,1
  y
  v
  a
  e
  h
  ,yrtn
  af
  n
  I
  .p.s
  0
  0
  4,1
  th
  gil,yrla
  v
  a
  C
  .p.s
  0
  0
  2,2
  y
  v
  a
  e
  h
  ,yrla
  v
  a
  C
  .p.s
  0
  0
  7,2
  re
  etoira
  h
  C
  .p.s
  0
  0
  5,4
  th
  gin
  K
  .p.s
  0
  0
  8,0
  1
  re
  ciff
  o
  r
  o
  ress
  el,elb
  o
  N
  .p.s
  0
  0
  5,2
  2
  re
  ciff
  o
  r
  o
  reta
  erg
  ,elb
  o
  N
  .p.s
  0
  0
  9
  re
  g
  nilS
  .p.s
  0
  0
  9
  rera
  e
  b
  -
  dleih
  S
  .p.s
  0
  0
  9
  w
  o
  b
  tr
  o
  h
  s
  ,re
  h
  cr
  A
  .p.s
  0
  0
  1,1
  w
  o
  b
  g
  n
  ol,re
  h
  cr
  A
  .p.s
  0
  0
  4,1
  w
  o
  b
  ss
  o
  rc
  ,re
  h
  cr
  A
  .p.s
  0
  0
  9
  n
  aicin
  h
  c
  et
  r
  o
  n
  asitra
  s
  kr
  o
  w
  e
  g
  eiS
  .p.s
  0
  0
  0,9
  n
  asitra
  rets
  a
  m
  s
  kr
  o
  w
  e
  g
  eiS
  Movement
  Armies move across land at the rate of the
  slowest member of the army.  Consult the headings
  of Walk and Forced March under the Sprint skill
  (see Chap. 8: Skills), as well as the Physical Fitness
  sub-ability (see Chap. 3: Abilities), and Encumbrance
  (see Chap. 9: Equipment).  Consider the slowest mem-
  ber of the army to determine the maximum that an
  army may move.
  For instance, if the slowest member of an
  army is a human of average Physical Fitness (55
  Sprint Speed), and he is unencumbered, then the
  army may move at 2 (55/20) miles per hour, or 16
  miles after 8 hours of marching.
  Next, consider the terrain over which the
  army moves.  Armies are more hindered by terrain
  than individuals.  Multiply the number of miles cov-
  ered in a given terrain by its Movement Modifier
  below:
  nia
  rr
  e
  T
  t
  n
  e
  m
  e
  v
  o
  M
  s
  k
  c
  ol
  B
  yti
  C
  0
  0.1
  d
  a
  o
  R
  /
  w
  s
  nialP
  0
  0.1
  liar
  T
  /
  w
  s
  nialP
  5
  9.0
  s
  nialP
  0
  9.0
  d
  a
  o
  R
  /
  w
  ts
  er
  o
  F
  5
  9.0
  liar
  T
  /
  w
  ts
  er
  o
  F
  0
  9.0
  ts
  er
  o
  F
  0
  8.0
  d
  a
  o
  R
  /
  w
  slli
  H
  0
  8.0
  liar
  T
  /
  w
  slli
  H
  5
  7.0
  slli
  H
  0
  7.0
  d
  a
  o
  R
  /
  w
  slli
  H
  d
  ets
  er
  o
  F
  5
  7.0
  liar
  T
  /
  w
  slli
  H
  d
  ets
  er
  o
  F
  0
  7.0
  slli
  H
  d
  ets
  er
  o
  F
  5
  6.0
  d
  a
  o
  R
  /
  w
  s
  niatn
  u
  o
  M
  0
  4.0
  liar
  T
  /
  w
  s
  niatn
  u
  o
  M
  5
  3.0
  s
  niatn
  u
  o
  M
  0
  3.0
  d
  a
  o
  R
  /
  w
  s
  niatn
  u
  o
  M
  d
  ets
  er
  o
  F
  5
  3.0
  liar
  T
  /
  w
  s
  niatn
  u
  o
  M
  d
  ets
  er
  o
  F
  0
  3.0
  s
  niatn
  u
  o
  M
  d
  ets
  er
  o
  F
  5
  2.0
  
  811
  Chapter 18: Warfare
  Logistics
  The method of supplying warriors with food
  is known as logistics.  Few armies have a system of
  logistics.  Without such a system, the warriors have
  to live off the land.  This, however, is not as easy as
  it sounds.
  Each human needs 3 pounds of food per
  day, and 20 for each horse.  If these requirements
  are unmet, first hunger occurs, then dissertion or
  they starve to death.  The horses may be grazed,
  but grazing does not leave much time for the army
  to travel.  Grazing requires 4-6 hours per day.  Dur-
  ing this time, however, the warriors may forage the
  countryside for food.  The local peasants of  the
  foe’s territory consider the foraging of invading
  armies to be pillaging.  However it is termed, armies
  that are foraging or pillaging move between 5-10
  miles per day.  Armies may not forage more than 60
  miles from their line of march.  Foraging or pillag-
  ing armies strip the surrounding 10 miles clean of
  all food, grass, and hay.  Anyone entering that area
  in the next few days finds only a wasteland.  Local
  peasants flee when an invading army is sighted.
  If an army can support itself, then it may
  move 20 or more miles per day.  If close to a coast
  or river, then vessels may carry their supplies.
  Warriors can carry about a week of food
  with them.  In most armies, each warrior is expected
  to tend to their own needs of supply.  While war-
  riors might purchase food from the locals, warriors
  on military campaign often take what they want by
  force.  This is especially true in the foe’s territory,
  where the thefts are considered part of the damage
  done to a foe.
  Well organized armies set up regular forag-
  ing parties for each major contingent, rather than
  allowing warriors to wander freely.  Foraging, how-
  ever, can be a risky means of logistics.  For example,
  sometimes local peasants become irate, arm them-
  selves, and murder the foragers.
  Pillage, Plunder, and Ransom
  Pillage
  The loyalty of warriors may be maintained
  by occasional opportunities to pillage the country-
  side and plunder particularly rich locales, such as
  towns.  The warriors know that rich opportunities
  do not always present themselves during a military
  campaign.  But, a share of the plunder can make
  even a common soldier rich beyond their wildest
  dreams.  As armies travel, the warriors live off of
  unarmed locals, taking food and other valuables by
  force or Intimidation.  Pillage is usually discouraged
  by military leaders while in friendly territory.  Once
  in the foe’s territory, however, pillage is encouraged.
  After all, pillaging the foe’s lands and characters
  serves to demoralize their population, and at the
  same time pillage makes warriors happy and allows
  military leaders to skip a payday and get away with
  it.
  Plunder
  Plunder, however, is quite different from
  pillage.  Plunder is organized pillage, and is only en-
  couraged when concentrated wealth is nearby.
  Towns and castles are the most likely objects of plun-
  der.  The loyalty of warriors is often maintained dur-
  ing long sieges because they anticipate plunder.
  Being unable to plunder a town is a big disappoint-
  ment to warriors.  Maybe more than anything, war-
  riors look forward to raping the local women.
  Ransom
  A custom of warfare is to capture nobles
  and knights alive, if possible.  The family of a cap-
  tured noble or knight will pay ransom to get them
  back.  On the battlefield, the strategy is to knock
  down the valued and armored man, pile on him,
  and disarm him.  At this point, surrender usually
  comes quickly.
  
  812
  Chapter 18: Warfare
  Military Training
  Though military training differs depending
  on the kingdom or state, and race or species, the
  following typifies organized training.
  Rounded shields of wicker are woven so that
  the frame is double the weight of a battle shield.
  Similarly, recruits are given wooden foils that are
  double the weight of battle swords.  Training grounds
  consist of adult-sized wooden stakes driven into the
  ground.  Recruits practice attacking these stakes just
  as if they were their foes.  Practice occurs in the
  morning and afternoon.  During training, recruits
  are instructed to attack the head foremost, and the
  hamstrings or shins secondarily.  In fact, besides sol-
  diers, gladiators also train with such stakes.  Training
  with the stake has proven to be significant prepara-
  tion for actual warfare.
  Recruits are often taught with a wooden
  sword to stab, not hack.  Most trained swordsmen
  mock those who attack by hacking with swords.  A
  hack with a sword, even if delivered with force, fre-
  quently does not kill when the vitals are protected.
  In contrast, stabbing proves fatal when a point is
  inserted 2 inches into a human, on average.  Next, it
  is reasoned, that when a hack is delivered, the right
  arm and flank are exposed.  A stabbing point, how-
  ever, is delivered with the cover of the body and
  often wounds the foe before they see it.
  During training, recruits are given a heavy
  wooden sword and heavy wicker shield so that when
  the recruit takes up the real and lighter weapons,
  the warrior will fight faster, more safely, and feel
  freed from the weight.  Besides the sword, other
  weapons are utilized in training at the stakes, such as
  spears and bows.
  Vaulting onto horses is always insisted upon
  not only of human recruits, but also of serving war-
  riors.  Pracitice is continued until it seems easy.  In
  winter, wooden horses are set up under a roof -- in
  summer, in the open.  Recruits are first encouraged
  to mount these unarmed.  When used to it, they
  arm themselves and practice until comfortable.  War-
  riors learn to leap both on and off, and from the
  right side as well as the left.
  Recruits, as well as seaoned warriors, are
  made to march with the burden of  carrying 60
  pounds while keeping a military pace.  In this way,
  during an actual military campaign, warriors will be
  able to carry their armor, weapons, and supplies.
  At all times, military training is done in
  proper armor.  It is believed that if this tenet is re-
  laxed, then the warriors will get used to it and con-
  sider armor a burden.  If this happens, then this
  perception will negatively affect the performance
  of the warrior in actual warfare.
  
  813
  Chapter 18: Warfare
  Aerial Warfare
  Not all warfare occurs on land.  It is pos-
  sible for anakim with wings, dwarves, and elves to
  fly.  Before aerial warfare may be considered, a few
  things must be determined for each flying creature,
  such as: Flight Speed, Ceiling Limit, Maneuverabil-
  ity, Climb Rate, and Dive Rate.
  Flight Factor
  A Flight Factor is a number that determines
  Flight Speed.  To determine a Flight Factor, con-
  sider a particular creature and calculate the follow-
  ing equation:
  FF = (WI/HL)(PFS/W)
  Let FF = Flight Factor.  Let WI = Wing-
  span in feet.  Let HL = the Height or Length in feet
  of the creature.  Let PFS = the average of the Physi-
  cal Fitness and Strength sub-ability scores.  Let W =
  Weight.
  For example, if a male human who is 6 feet
  tall were given wings that spanned 8 feet, and the
  human had average Physical Fitness and Strength,
  and Weight, then the human would have a FF of
  (8/6)(117/150) = 1.03.
  Next, consider the FF and consult the fol-
  lowing table:
  F
  F
  d
  e
  e
  p
  S
  t
  h
  g
  il
  F
  ti
  m
  i
  L
  g
  n
  ilie
  C
  5
  7.0
  <
  A
  N
  A
  N
  9
  7.0-
  5
  7.0
  0
  0
  1
  0
  0
  5
  4
  8.0-
  0
  8.0
  0
  2
  1
  0
  0
  0,1
  9
  8.0-
  5
  8.0
  0
  4
  1
  0
  0
  5,1
  4
  9.0-
  0
  9.0
  0
  6
  1
  0
  0
  0,2
  9
  9.0-
  5
  9.0
  0
  8
  1
  0
  0
  5,2
  4
  2.1-
  0
  0.1
  0
  0
  2
  0
  0
  0,3
  9
  4.1-
  5
  2.1
  0
  2
  2
  0
  0
  5,3
  4
  7.1-
  0
  5.1
  0
  4
  2
  0
  0
  0,4
  9
  9.1-
  5
  7.1
  0
  6
  2
  0
  0
  5,4
  9
  9.3-
  0
  0.2
  0
  8
  2
  0
  0
  0,5
  9
  9.7-
  0
  0.4
  0
  0
  3
  0
  0
  5,5
  9
  9.5
  1-
  0
  0.8
  0
  2
  3
  0
  0
  0,6
  9
  9.1
  3-
  0
  0.6
  1
  0
  4
  3
  0
  0
  5,6
  9
  9.3
  6-
  0
  0.2
  3
  0
  6
  3
  0
  0
  0,7
  9
  9.7
  2
  1-
  0
  0.4
  6
  0
  8
  3
  0
  0
  5,7
  9
  9.5
  5
  2-
  0
  0.8
  2
  1
  0
  0
  4
  0
  0
  0,8
  9
  9.5
  5
  2
  >
  0
  0
  5
  0
  0
  0,0
  1
  For example, when considering the winged
  human from above, the winged human would have
  a Flight Speed of 200, which is, in this case, nearly 4
  times the Sprint Speed of a 6’ human without wings.
  Flight Speed
  Flight Speed is the number of feet per round
  at which a creature may fly.  The higher the number,
  the faster the creature may fly.
  Ceiling Limit
  The Ceiling Limit is the highest altitude to
  which the creature may climb.  The creature is inca-
  pable of flying higher than their Ceiling Limit.
  Maneuverability
  The Maneuverability of a flying creature is
  its ability to move as it pleases with respect to mo-
  mentum.  A flying creature with high Maneuver-
  ability is barely hindered by momentum and may
  greatly change its direction while flying.  Conversely,
  a flying creature with low Maneuverability is greatly
  hindered by momentum and may barely change its
  direction while flying.
  Maneuverability is a function of  the
  creature’s Agility sub-ability and the creature’s weight.
  To determine the Maneuverability Factor of a fly-
  ing creature, divide the creature’s weight by their
  Agility sub-ability points.  Then, consult the table
  below:
  F
  M
  ytili
  b
  a
  r
  e
  v
  u
  e
  n
  a
  M
  1
  <
  s
  e
  erg
  e
  d
  0
  3
  9
  8-
  1
  s
  e
  erg
  e
  d
  0
  6
  9
  1
  1-
  0
  9
  s
  e
  erg
  e
  d
  0
  9
  9
  4
  1-
  0
  2
  1
  s
  e
  erg
  e
  d
  0
  2
  1
  9
  7
  1-
  0
  5
  1
  s
  e
  erg
  e
  d
  0
  5
  1
  9
  0
  2-
  0
  8
  1
  s
  e
  erg
  e
  d
  0
  8
  1
  9
  3
  2-
  0
  1
  2
  s
  e
  erg
  e
  d
  0
  1
  2
  9
  6
  2-
  0
  4
  2
  s
  e
  erg
  e
  d
  0
  4
  2
  9
  9
  2-
  0
  7
  2
  s
  e
  erg
  e
  d
  0
  7
  2
  9
  2
  3-
  0
  0
  3
  s
  e
  erg
  e
  d
  0
  0
  3
  9
  5
  3-
  0
  3
  3
  s
  e
  erg
  e
  d
  0
  3
  3
  9
  5
  3
  >
  s
  e
  erg
  e
  d
  0
  6
  3
  
  814
  Chapter 18: Warfare
  Maneuverability is the maximum number of
  degrees a flying creature may turn in 1 round of
  flight.  For example, if a flying creature can turn
  90o, and flying due north, then at the end of the
  round they may be facing west, north, east, or any-
  where in between.
  Climb Rate
  Climb Rate is a rate in feet per round at which
  a flying creature may climb to a higher altitude.  Climb
  Rate is determined as a function of Strength and
  weight.
  To determine the Climb Factor of a flying
  creature, divide the creature’s weight by its Strength
  sub-ability score.  Consider the Climb Factor and
  consult the table below:
  r
  o
  t
  c
  a
  F
  b
  m
  il
  C
  et
  a
  R
  b
  m
  il
  C
  0
  5.0
  <
  to
  o
  f
  1
  9
  5.0-
  0
  5.0
  te
  ef
  3
  9
  6.0-
  0
  6.0
  te
  ef
  5
  9
  7.0-
  0
  7.0
  te
  ef
  0
  1
  9
  8.0-
  0
  8.0
  te
  ef
  5
  1
  1
  9.0-
  0
  9.0
  te
  ef
  0
  2
  0
  0.1-
  1
  9.0
  te
  ef
  5
  2
  5
  2.1-
  1
  0.1
  te
  ef
  0
  5
  0
  5.1-
  6
  2.1
  te
  ef
  0
  0
  1
  5
  7.1-
  1
  5.1
  te
  ef
  0
  5
  1
  9
  9.1-
  6
  7.1
  te
  ef
  0
  0
  2
  9
  9.1
  >
  te
  ef
  0
  0
  3
  For example, if a flying creature is presently
  100 feet above the ground and has a Climb Rate of
  20 feet, then the flying creature may increase its alti-
  tude to 120 feet at the end of the current round if
  so desired.
  Dive Rate
  Dive Rate is not determined for each char-
  acter.  Instead, consult Falling Damage in Chapter 10:
  Combat.
  Aerial Attacks
  A flying creature may attack another, pro-
  vided the attack does not hinder their flight.  If an
  attack does hinder flight, then it is best determined
  by the Aedile how it hinders the flight.  An attack
  may reduce the Flight Speed or Maneuverability of
  the flying creature.
  Aerial Wounds
  If a flying creature is wounded, then there
  is a chance that flight is disrupted.  For each wound
  suffered by a flying creature, the flying creature must
  pass an Agility sub-ability check at TH 17 to remain
  in flight.  If failed, then the flying creature will fall
  for 1d10 rounds before it can regain control of flight.
  Oftentimes, a wounded flying creature hits the
  ground below before it can regain control of flight.
  If a flying creature falls below 50% of their
  maximum possible LP or BPP for wings, then the
  flying creature is unable to fly and will fall until the
  fall is broken, usually by the ground below.  Simi-
  larly, if either wing, or arm that controls the wing, is
  damaged, then the flying creature must make an
  Agility sub-ability check at TH 21 or fall until the
  fall is broken.  Consult Falling Damage in Chapter 10:
  Combat.
  Loss of  Aerial Control
  If a flying creature loses aerial control, such
  as when wounded and after failing an Agility sub-
  ability check, then the Aedile must roll 1d8 to deter-
  mine the direction each round.  Let 1 = N, 2 = NE,
  3 = E, 4 = SE, 5 = S, 6 = SW, 7 = W, and 8 = NW.
  
  815
  Chapter 18: Warfare
  Naval Warfare
  Warfare on the seas is prevalent.  Different
  states and races approach naval warfare differently.
  Sailors are often peasants or slaves.  For most hu-
  mans, service in a military fleet is for 26 years, after
  which sailors receive citizenship.  Occasionally, sail-
  ors are drafted as recruits into an army.  All bugbear
  males participate in naval warfare as part of their
  ritual into adulthood.
  Waterways are patrolled to control piracy and
  allow shipments of supplies and warriors to travel
  unhindered.  Bugbears travel by ship to raid human
  coastal communities.  For these and many other rea-
  sons, naval warfare is common.
  For naval military, 10 vessels comprise a
  squadron.  However, different races and states may
  have different military units.
  The mlitary commander of a war galley is
  known as the vessel’s captain or a trierarch.  The
  commander of a naval squadron bears the title of
  navarch.  Each war galley also has a full detachment
  of soldiers.
  Commonly, warships are equipped with a
  battering ram on the front of the vessel.  Some rams
  are heavy, such as those made of bronze and weigh-
  ing over 1,000 pounds.  Historically, it has been noted
  that the window of opportunity to make a success-
  ful attack with a ram is 8 seconds, so this translates
  well to 3 rounds.
  If possible, then a large boarding plank called
  a corvus is dropped onto the foe’s vessel so that
  warriors may attack the foe.  The corvus is 35 feet
  in length, 4 feet wide, and has a side rail that is 2 feet
  high.  A corvus is mounted on a swivel so that it can
  be turned and dropped on an adjacent foe’s vessel.
  Also, a large spike at the end of the corvus digs into
  the foe’s vessel when dropped upon it, locking the 2
  vessels together.  Warriors can cross this plank 2
  abreast behind shield and weapons.
  Sometimes a siege tower is mounted on 2
  vessels that have been latched together.  A siege
  tower bestows many advantages.  For instance, ar-
  chers may attack sailors or soldiers of nearby ves-
  sels better, due to their downward angle of attack,
  which offers exposure.
  Naval Tactics
  A wide variety of naval tactics exist.  Here,
  tactics mean immediate ship-to-ship methods of
  combat.  Some captains prefer to maintain a dis-
  tance between their vessel and others.  Maintaining
  a distance may be safer for the crew and the vessel,
  and it may enable casters or archers to attack the
  other vessel outside of their capacity to retaliate.
  Ramming is another common tactic.  Ram-
  ming occurs when a vessel that has a battering ram
  slams into another vessel.  Usually, the side of a ves-
  sel is targeted because it is weaker than the bow or
  the stern.  More than bugberas, humans favor ram-
  ming.
  Another tactic is to feign as if the attacker’s
  vessel will ram the foe’s vessel, but then turn away at
  the last minute and attempt to shear off their oars,
  rendering the foe’s vessel immobile.
  Perhaps the most popular tactic is to simply
  park a vessel parallel to the foe’s vessel, force the 2
  vessels together by using grappling hooks, drop a
  plank or corvus, and board the foe’s vessel.  2 ves-
  sels may board 1 of the foe’s vessels at the same
  time, 1 on each side.  More than humans, bugbears
  favor boarding and melee combat.
  Often, all tactics above are combined in 1
  assault.  For example, a vessel may sight a foe’s ves-
  sel, maintain their distance and use missile weapons
  or spells.  Then, when the captain deems appropri-
  ate, ram the foe’s vessel.  If this is ineffective and
  the foe’s vessel does not sink, then the captain may
  attempt to break the oars of the foe’s vessel.  Fi-
  nally, the captain may attempt to board the foe’s
  vessel.
  
  816
  Chapter 18: Warfare
  Naval Strategy
  Several different naval strategies exist.  Here,
  strategy refers to the planning of an assault when
  multiple vessels are involved.  Strategy often depends
  upon circumstances.
  The most common naval strategy is to use
  no planned strategy at all -- to rush and attack the
  foe.  This strategy, if it may be so called, is influ-
  enced by the tenets of chivalry (see Chap. 6: Social-
  ity).
  Otherwise, strategies not heavily influenced
  by chivalry include the attempt to isolate the foe’s
  vessel, such as to encircle them.  By encircling the
  foe’s vessel, they may surrender without bloodshed.
  Multiple vessels can try to force the foe’s
  vessel to run aground, or go close enough to land
  that siege engines on land can be used.
  Fire
  In warfare, the foe’s vessels are often attacked
  with flammable weapons, in hopes that the foe’s
  vessel will catch fire and sink.  To determine if a
  vessel catches fire, roll 1d100 for each flammable
  attack.  If the result is 80 or greater, then the vessel
  caught fire.  Damage occurs as follows over the next
  several minutes: 1d4, 1d6, 1d8, 1d12, 1d20, 1d100,
  1d1000 and 1d10000.  Each minute that a vessel is
  burning, the crew may attempt to extinguish each
  fire.  They must roll 3d10 for each fire.  The odds
  are represented as a TH and correspond to how
  long the fire has been burning as discussed above:
  TH 9, 10, 14, 17, 21, 24, 25, 29.  As damage accumu-
  lates, consult Sinking Vessels below:
  Sinking Vessels
  Vessels, as other objects, have Integrity
  Points.  (For more on Integrity Points, see Chap. 9:
  Equipment).  Further, since vessels are made of wood,
  they are especially susceptible to burning damage.
  If a vessel is reduced to 50% of its initial IP, then
  the vessel will sink in 5d100 rounds.  Once reduced
  to 40% of its initial IP, the vessel will sink in 1d100
  rounds.  Once reduced to 30% of its initial IP, the
  vessel will sink in 1d10 rounds.  Once reduced to
  25% of its initial IP, any vessel is immediately sunk.
  Movement
  Traditionally, the rate at which vessels move
  is measured in knots.  1 knot equals 6,040 feet per
  hour, compared to the otherwise popular measure
  of miles per hour, which is 5,280 feet in 1 hour.  In
  F.A.T.A.L., movement for vessels is the maximum
  rate at which a vessel may move in 1 round, and is
  represented in feet per round.  On the following
  table, movement does not include factors such as
  current or wind.  Vessels may move in 3 ways: row-
  ing, sailing, and the combination of sailing and row-
  ing.  Consult the table below to determine base
  movement:
  le
  s
  s
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  -
  Rowing
  The most consistent and laborous means of
  propelling a vessel is by rowing.  Rowing consists of
  oarsmen thrusting oars through the water.  Rowing
  has the potential of making noise, though it is still a
  quieter means of movement than riding on horse-
  back.  Oars are often made of spruce.
  Oaring equates to the Sprint skill.  However,
  each oarsman does not need to pass a Sprint skill
  check.  Instead, 1 check is made for the entire crew.
  Attempting to race a vessel equates with sprinting,
  while  ramming or battle speed equates with run-
  ning.  Similarly, a pace at which rowers work for
  hours equates to walking.  Attempting to urge a crew
  beyond 8 hours of rowing per day equates to a
  Forced March.
  
  817
  Chapter 18: Warfare
  Sailing
  Sailing is the least consistent means of pro-
  pelling a vessel.  If winds are favorable, then it is
  possible for a sailing vessel to move faster than a
  rowing vessel.  However, if wind does not exist, then
  sailing vessels do not move.  Many vessels are ca-
  pable of both rowing and sailing.  An advantage of
  sailing is stealth.  It is possible for a sailing vessel to
  move without sound, since oars are not splashing in
  the water.  Sails are made from wool.  Waterborne
  ventures are rare in winter and common in spring,
  summer, and fall.
  Current Direction
  A current is moving water.  Currents may
  exist in the ocean, seas, and rivers.  Currents do not
  exist in lakes or ponds.
  To randomly determine the direction of a
  current in an ocean or sea, roll 1d8.  Let 1 = N, 2 =
  NE, 3 = E, 4 = SE, 5 = S, 6 = SW, 7 = W, and 8 =
  NW.  If a 1 is rolled, then the current is moving
  from from the south to the north.
  To randomly determine the direction of a
  current in a river, roll 1d10.  If a 1 is rolled, then the
  current is upstream.  If 2-10, then the current is
  downstream.  Otherwise, water runs downhill, so
  elevation is the best determinant of which direc-
  tion is downhill.
  Current Strength
  The strength of a current is the amount of
  feet per round that it will carry anything in it, whether
  a vessel or a character.
  A current does not have to exist in the ocean
  or the sea.  To randomly determine whether or not
  a current exists in the ocean or the sea, roll 1d10.  If
  1-5, then a current does not exist.  If 6-10, then a
  current exists.  A current always exists in a river.
  If a current exists, then the strength of the
  current may be determined by rolling 1d100 and con-
  sulting the table below:
  llo
  R
  d
  n
  u
  o
  R
  r
  e
  p
  t
  e
  e
  F
  0
  2-
  1
  0
  1
  0
  3-
  1
  2
  1
  5
  3-
  1
  3
  2
  0
  4-
  6
  3
  2
  5
  4-
  1
  4
  3
  0
  5-
  6
  4
  3
  5
  5-
  1
  5
  4
  0
  6-
  6
  5
  4
  5
  6-
  1
  6
  5
  9
  6-
  6
  6
  6
  3
  7-
  0
  7
  7
  5
  7-
  4
  7
  8
  7
  7-
  6
  7
  9
  9
  7-
  8
  7
  0
  1
  1
  8-
  0
  8
  2
  1
  3
  8-
  2
  8
  4
  1
  5
  8-
  4
  8
  6
  1
  7
  8-
  6
  8
  8
  1
  9
  8-
  8
  8
  0
  2
  1
  9-
  0
  9
  3
  2
  3
  9-
  2
  9
  7
  2
  5
  9-
  4
  9
  0
  3
  6
  9
  0
  4
  7
  9
  0
  5
  8
  9
  0
  6
  9
  9
  0
  8
  0
  0
  1
  0
  0
  1
  
  818
  Chapter 18: Warfare
  The strength of  the current, in feet per
  round, is added to the movement of the vessel if
  the vessel is moving with the current.  The strength
  of the current is subtracted from the movement of
  the vessel if the vessel is moving against the cur-
  rent.  If the vessel is moving 90o to the current,
  then the current will move the vessel accordingly,
  and the vessel will still move in the intended direc-
  tion at its normal movement.  If the vessel is mov-
  ing 45o with the current, then the vessel gains 50%
  of the feet per round of the Current Strength.  If
  the vessel is moving 45o against the current, then
  the vessel loses 50% of the feet per round of the
  current strength.
  Wind Direction
  Wind is moving air.  Winds may exist over
  any body of water.  To randomly determine the di-
  rection of the wind, roll 1d8.  Let 1 = N, 2 = NE, 3
  = E, 4 = SE, 5 = S, 6 = SW, 7 = W, and 8 = NW.  If
  a 1 is rolled, then the wind is moving from the south
  to the north.
  Wind Strength
  The strength of the wind is the amount of
  feet per round that the wind moves.  To randomly
  determine the strength of the wind, roll 1d1000 and
  consult the table below:
  llo
  R
  d
  n
  u
  o
  R
  r
  e
  p
  t
  e
  e
  F
  0
  0
  2-
  1
  0
  0
  0
  1
  0
  0
  4-
  1
  0
  2
  0
  2
  0
  0
  6-
  1
  0
  4
  0
  3
  9
  4
  7-
  1
  0
  6
  0
  6
  9
  5
  8-
  0
  5
  7
  0
  0
  1
  7
  8
  8-
  0
  6
  8
  5
  2
  1
  4
  9
  8-
  8
  8
  8
  0
  5
  1
  2
  3
  9-
  5
  9
  8
  0
  0
  2
  3
  4
  9-
  3
  3
  9
  0
  3
  2
  3
  5
  9-
  4
  4
  9
  0
  7
  2
  4
  6
  9-
  4
  5
  9
  0
  0
  3
  2
  7
  9-
  5
  6
  9
  0
  5
  3
  9
  7
  9-
  3
  7
  9
  0
  0
  4
  5
  8
  9-
  0
  8
  9
  0
  5
  4
  0
  9
  9-
  6
  8
  9
  0
  0
  5
  4
  9
  9-
  1
  9
  9
  0
  5
  5
  7
  9
  9-
  5
  9
  9
  0
  0
  6
  9
  9
  9-
  8
  9
  9
  0
  5
  6
  0
  0
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  1
  0
  0
  7
  Unlike Current Strength (see above), the
  strength of the wind is not simply added to or sub-
  tracted from the movement of the vessel.  Differ-
  ent types of sails catch the wind with varying suc-
  cess.  Also, sailors vary in their effectiveness with
  the Sailing skill (see Chap. 8: Skills) when attempting
  to maximize the use of their sail(s).
  Instead, consider the Wind Potential on the
  movement table listed previously.  This is the maxi-
  mum percent of the wind that this vessel is able to
  capture and use for propulsion.
  Next, whoever is in charge of manipulating
  the sail(s), usually the commander or a sailor, must
  make a Sailing skill check.  The result of this check
  is multiplied by 3, and is the percent of effective-
  ness with which they manipulate the sail(s).
  
  819
  Chapter 18: Warfare
  For example, if a cog is in waters without a
  current and a wind of 100 feet per round that moves
  from the south to the north, then since a cog has
  40% Wind Potential, the cog has the potential to
  capture 40% of the wind’s 100 feet per round.  Since
  40% of 100 is 40, the cog may move at 40 feet per
  round if the cog is moving to the north.  However,
  the sailor in charge of the sails rolls a 27 for their
  Sailing skill check.  In this case, 27 x 3 = 81, and
  81% of 40 is 32.  Therefore, a cog traveling north
  moves at 32 feet per round in calm waters with a
  north wind of 100 feet per round when its sailor
  rolls an 27 for their skill ckeck.
  Wind Duration
  No character ever truly knows which way
  the wind will blow.  For this reason, once a direction
  of wind is determined, its duration is also impor-
  tant.  To determine the duration of the current wind,
  roll 1d100 and consult the table below:
  llo
  R
  n
  oit
  a
  r
  u
  D
  d
  ni
  W
  5
  4-
  1
  0
  s
  etu
  ni
  m
  0
  2
  d
  3
  0
  9-
  6
  4
  sr
  u
  o
  h
  0
  2
  d
  1
  0
  0
  1-
  1
  9
  s
  y
  a
  d
  0
  2
  d
  1
  Once the duration of the current wind ex-
  pires, a new direction and strength must be deter-
  mined.
  
  820
  Appendix 1: Character Sheets
  Appendix 1:
  Character Sheets
  Character sheets are provided so that all rel-
  evant information may be recorded regarding each
  character.  Each player should photocopy the pages
  of this appendix for their character so that the in-
  formation pertinent to their character may be ad-
  equately organized and accessible.  With a set of
  blank character sheets in hand, progress through the
  chapters of this book and follow the instructions to
  create a character.
  The relevant information for a character is
  the responsibility of the player, though the Aedile
  may complete character sheets for prominent char-
  acters under their control.  Always record the infor-
  mation with a pencil and have a good eraser handy.
  From experience, it is suggested that a player should
  write softly to preserve the paper of their character
  sheets, since the act of erasing occurs often.
  Once the character is created and all relevant
  information is recorded, staple the sheets together
  so that they do not become confused with the char-
  acter of another player.  Seeking realism, some play-
  ers draw a sketch of their character and attach the
  drawing to their character sheets.  Character sketches
  are useful, though certainly not required, since they
  allow the Aedile and other players a better percep-
  tion of the character.
  When a character dies, and when the char-
  acter will not be resurrected, the fate of the charac-
  ter sheets for the dead character are left to the player’s
  whim.  Sometimes, the character sheets are donated
  to the Aedile, who stores them for either future ref-
  erence (such as regarding possessions or wealth) or
  future use as a character who, after only minor modi-
  fications, may be reintroduced into the game as
  someone new.  In this way, Aediles have been known
  to accumulate stockpiles of characters.  Some play-
  ers prefer to honor their fallen character, giving the
  character a symbolic funeral by setting the character
  sheets ablaze outdoors.  Other players simply prefer
  tossing the character sheets in the trash.  Finally, it is
  common for Aediles to have a houserule that the
  character sheets of dead characters must be de-
  stroyed, usually torn to pieces, to prevent the player
  from fraudulently reintroducing the character in a
  future game or to another Aedile.
  In any case, players are not obligated to use
  the character sheets provided in this appendix,
  though using these sheets is probably the easiest and
  least confusing method to organizing the informa-
  tion of a character.
  
  821
  Appendix 1: Character Sheets
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  822
  Appendix 1: Character Sheets
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  H
  o
  t
  r
  eifi
  d
  o
  M
  e
  c
  n
  eliS
  o
  t
  lle
  p
  S
  e
  r
  ulia
  F
  laic
  e
  p
  S
  s
  eitr
  e
  p
  o
  r
  P
  S
  E
  R
  U
  T
  A
  E
  F
  E
  R
  A
  R
  D
  N
  A
  L
  A
  U
  X
  E
  S
  :h
  tg
  n
  e
  L
  d
  o
  o
  h
  n
  a
  M
  :rete
  m
  ai
  D
  alo
  er
  A
  :e
  u
  H
  alo
  er
  A
  :e
  c
  n
  eref
  m
  u
  cri
  C
  d
  o
  o
  h
  n
  a
  M
  :h
  tg
  n
  e
  L
  elp
  pi
  N
  :e
  ziS
  to
  o
  F
  :laitn
  eto
  P
  e
  c
  n
  eref
  m
  u
  cri
  C
  la
  n
  A
  :e
  ziS
  p
  u
  C
  :e
  c
  n
  eref
  m
  u
  cri
  C
  tsiF
  :laitn
  eto
  P
  e
  c
  n
  eref
  m
  u
  cri
  C
  la
  nig
  a
  V
  :e
  ziS
  e
  u
  g
  n
  o
  T
  :e
  c
  n
  eref
  m
  u
  cri
  C
  d
  a
  e
  H
  :laitn
  eto
  P
  h
  tp
  e
  D
  la
  nig
  a
  V
  :e
  c
  n
  atsis
  e
  R
  n
  e
  m
  y
  H
  :ss
  e
  n
  d
  e
  d
  n
  a
  H
  F.A.T.A.L.
  
  823
  Appendix 1: Character Sheets
  N
  E
  K
  O
  P
  S
  S
  E
  G
  A
  U
  G
  N
  A
  L
  N
  E
  T
  T
  I
  R
  W
  D
  N
  A
  D
  A
  E
  R
  S
  E
  G
  A
  U
  G
  N
  A
  L
  S
  E
  I
  T
  I
  L
  I
  B
  A
  L
  A
  I
  C
  E
  P
  S
  T
  N
  E
  M
  P
  I
  U
  Q
  E
  e
  diS
  tfe
  L
  k
  c
  a
  B
  /
  t
  n
  o
  r
  F
  e
  diS
  t
  h
  gi
  R
  m
  etI
  n
  oit
  a
  c
  o
  L
  t
  h
  gie
  W
  m
  etI
  n
  oit
  a
  c
  o
  L
  t
  h
  gie
  W
  m
  etI
  n
  oit
  a
  c
  o
  L
  t
  h
  gie
  W
  S
  T
  N
  I
  O
  P
  T
  N
  E
  M
  E
  C
  N
  A
  V
  D
  A
  H
  T
  L
  A
  E
  W
  :e
  z
  n
  o
  r
  B
  :re
  p
  p
  o
  C
  :re
  vliS
  :
  m
  u
  rtc
  el
  E
  :dlo
  G
  :s
  m
  e
  G
  :yrle
  w
  eJ
  :le
  v
  e
  L
  tx
  e
  N
  r
  o
  f
  d
  e
  d
  e
  e
  N
  :re
  d
  n
  ulP
  F.A.T.A.L.
  
  824
  Appendix 1: Character Sheets
  Allergies: ____________________________________________________________________
  ____________________________________________________________________________________________________
  ___________________________________________________________________________________
  Mental Illnesses:______________________________________________________________
  _________________________________________________________________________________________
  _______________________________________________________________________________________
  Miscellaneous Notes: __________________________________________________________
  ___________________________________________________________________________________________
  ________________________________________________________________________________________
  __________________________________________________________________________________________
  ________________________________________________________________________________________
  ___________________________________________________________________________________________
  __________________________________________________________________________________________
  _________________________________________________________________________________________
  _______________________________________________________________________________________
  ____________________________________________________________________________________________________
  _________________________________________________________________________________
  ________________________________________________________________________________________
  _____________________________________________________________________________________
  _________________________________________________________________________________________
  _____________________________________________________________________________________
  ______________________________________________________________________________________
  __________________________________________________________________________________
  _____________________________________________________________________________________
  ____________________________________________________________________________________
  ____________________________________________________________________________________
  E
  C
  N
  A
  R
  B
  M
  U
  C
  N
  E
  d
  e
  r
  e
  b
  m
  u
  c
  n
  e
  n
  U
  )t
  nir
  p
  S
  %
  0
  0
  1(
  )
  ytili
  g
  A
  %
  0
  0
  1(
  d
  a
  o
  L
  t
  h
  gi
  L
  )t
  nir
  p
  S
  %
  5
  7
  (
  )
  ytili
  g
  A
  %
  5
  9
  (
  d
  a
  o
  L
  m
  ui
  d
  e
  M
  )t
  nir
  p
  S
  %
  0
  5
  (
  )
  ytili
  g
  A
  %
  5
  8
  (
  d
  a
  o
  L
  y
  v
  a
  e
  H
  )t
  nir
  p
  S
  %
  5
  2
  (
  )
  ytili
  g
  A
  %
  5
  7
  (
  h
  s
  u
  P
  /ll
  u
  P
  S
  E
  V
  A
  L
  S
  /
  S
  R
  A
  I
  L
  I
  M
  A
  F
  /
  N
  E
  M
  H
  C
  N
  E
  H
  e
  m
  a
  N
  /
  e
  c
  a
  R
  n
  oit
  a
  p
  u
  c
  c
  O
  t
  n
  e
  rr
  u
  C
  r
  o
  m
  r
  A
  lli
  k
  S
  k
  c
  att
  A
  s
  u
  n
  o
  B
  fo
  #
  s
  k
  c
  att
  A
  e
  g
  a
  m
  a
  D
  efi
  L
  st
  nio
  P
  t
  nir
  p
  S
  e
  vir
  D
  F.A.T.A.L.
  
  825
  Appendix 1: Character Sheets
  F.A.T.A.L.
  S
  L
  L
  I
  K
  S
  lli
  k
  S
  ytili
  b
  A
  d
  et
  ale
  R
  la
  t
  o
  T
  r
  eifi
  d
  o
  M
  lli
  k
  S
  r
  eifi
  d
  o
  M
  st
  n
  io
  P
  d
  ets
  e
  v
  n
  I
  g
  n
  i
  n
  r
  a
  e
  L
  e
  v
  r
  u
  C
  a
  m
  ar
  D
  ,g
  nitc
  A
  e
  c
  n
  e
  gillet
  n
  I
  ,a
  m
  sira
  h
  C
  er
  u
  tlu
  cirg
  A
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  m
  i
  A
  n
  oisi
  V
  ,n
  oita
  nid
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  ytiretx
  e
  dib
  m
  A
  n
  oita
  nid
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  y
  m
  o
  ta
  n
  A
  e
  c
  n
  e
  gillet
  n
  I
  g
  nin
  oitid
  n
  o
  C
  la
  m
  in
  A
  n
  oitiu
  t
  n
  I
  ,e
  vir
  D
  g
  nild
  n
  a
  H
  la
  m
  in
  A
  n
  oitiu
  t
  n
  I
  esiar
  p
  p
  A
  cityla
  n
  A
  er
  u
  tc
  etih
  cr
  A
  laita
  p
  S
  ,h
  ta
  M
  e
  p
  y
  T
  lare
  n
  e
  G
  ,r
  o
  m
  r
  A
  ytilig
  A
  cific
  e
  p
  S
  ,r
  o
  m
  r
  A
  ytilig
  A
  g
  nih
  ti
  m
  sr
  o
  m
  r
  A
  laita
  p
  S
  e
  c
  n
  ala
  B
  ytilig
  A
  g
  niv
  a
  e
  w
  te
  k
  s
  a
  B
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  ,n
  oita
  nid
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  g
  nih
  ti
  m
  s
  k
  c
  al
  B
  laita
  p
  S
  ,h
  tg
  n
  ert
  S
  g
  nit
  h
  gif
  d
  nil
  B
  n
  oitiu
  t
  n
  I
  ,d
  e
  e
  p
  S
  n
  oitc
  a
  e
  R
  ,e
  y
  E
  -
  d
  n
  a
  H
  g
  nid
  nib
  k
  o
  o
  B
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  g
  nih
  ti
  m
  s-ss
  ar
  B
  laita
  p
  S
  ,h
  tg
  n
  ert
  S
  g
  nil
  w
  ar
  B
  ytilig
  A
  g
  ni
  w
  er
  B
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  g
  nik
  a
  m
  k
  cir
  B
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  g
  nik
  a
  m
  eld
  n
  a
  C
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  yrt
  n
  e
  p
  ra
  C
  laita
  p
  S
  y
  h
  p
  arg
  o
  tra
  C
  laita
  p
  S
  g
  nih
  cta
  C
  n
  oita
  nid
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  g
  nire
  et
  oira
  h
  C
  ytiretx
  e
  D
  yrtsi
  m
  e
  h
  C
  n
  oitiu
  t
  n
  I
  ,cityla
  n
  A
  ,h
  ta
  M
  g
  nin
  a
  el
  C
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  b
  m
  il
  C
  ytilig
  A
  d
  n
  a
  ss
  e
  n
  tiF
  la
  cis
  y
  h
  P
  g
  nik
  a
  m
  k
  c
  ol
  C
  laita
  p
  S
  g
  nilb
  b
  o
  C
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  yre
  n
  o
  o
  ff
  u
  B
  ,y
  d
  e
  m
  o
  C
  a
  m
  sira
  h
  C
  la
  cis
  y
  h
  P
  ,y
  d
  e
  m
  o
  C
  ytilig
  A
  ,a
  m
  sira
  h
  C
  n
  u
  P
  ,y
  d
  e
  m
  o
  C
  a
  m
  sira
  h
  C
  s
  n
  oitallets
  n
  o
  C
  n
  oisi
  V
  ,laita
  p
  S
  ,n
  oitc
  elfe
  R
  n
  oitr
  o
  t
  n
  o
  C
  ytilig
  A
  ,ss
  e
  n
  tiF
  la
  cis
  y
  h
  P
  g
  nik
  o
  o
  C
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  g
  nih
  ti
  m
  sre
  p
  p
  o
  C
  laita
  p
  S
  ,h
  tg
  n
  ert
  S
  s
  cite
  m
  s
  o
  C
  n
  oitiu
  t
  n
  I
  ,e
  c
  n
  e
  gillet
  n
  I
  laita
  p
  S
  s
  e
  n
  alP
  lare
  n
  e
  G
  ,s
  o
  m
  s
  o
  C
  e
  c
  n
  e
  gillet
  n
  I
  e
  n
  alP
  cific
  e
  p
  S
  ,s
  o
  m
  s
  o
  C
  e
  c
  n
  e
  gillet
  n
  I
  e
  c
  n
  a
  D
  ytilig
  A
  ,a
  m
  sira
  h
  C
  cite
  ni
  K
  g
  nis
  u
  ole
  D
  n
  oita
  nid
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  g
  nis
  o
  n
  g
  ai
  D
  m
  o
  d
  si
  W
  ,e
  c
  n
  e
  gillet
  n
  I
  es
  n
  e
  S
  n
  oitc
  eri
  D
  n
  oitiu
  t
  n
  I
  m
  rasi
  D
  ytilig
  A
  ,n
  oita
  nid
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  esiu
  g
  si
  D
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  ,a
  m
  sira
  h
  C
  t
  n
  e
  m
  re
  b
  m
  e
  m
  si
  D
  -
  y
  c
  n
  a
  m
  o
  rtc
  el
  A
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  o
  p
  o
  r
  h
  t
  n
  A
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  o
  dip
  s
  A
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  
  826
  Appendix 1: Character Sheets
  F.A.T.A.L.
  S
  L
  L
  I
  K
  S
  lli
  k
  S
  ytili
  b
  A
  d
  et
  ale
  R
  la
  t
  o
  T
  r
  eifi
  d
  o
  M
  lli
  k
  S
  r
  eifi
  d
  o
  M
  st
  n
  io
  P
  d
  ets
  e
  v
  n
  I
  g
  n
  i
  n
  r
  a
  e
  L
  e
  v
  r
  u
  C
  y
  g
  olo
  rts
  A
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  o
  rts
  u
  A
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  o
  nix
  A
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  ole
  B
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  p
  o
  cs
  o
  n
  u
  are
  C
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  o
  rih
  C
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  o
  rel
  C
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  olats
  yr
  C
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  irir
  D
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  o
  rts
  a
  G
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  o
  ry
  G
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  o
  r
  d
  y
  H
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  o
  n
  a
  biL
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  o
  h
  tiL
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  o
  n
  u
  L
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  o
  rc
  e
  N
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  g
  olo
  re
  m
  u
  N
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  ola
  h
  p
  m
  O
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  o
  rie
  n
  O
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  o
  n
  O
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  o
  O
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  o
  h
  tin
  r
  O
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  o
  ry
  P
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  o
  ta
  c
  S
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  e
  g
  elitr
  o
  S
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  o
  h
  cit
  S
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  ir
  U
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  y
  c
  n
  a
  m
  o
  n
  e
  X
  ,n
  oita
  nivi
  D
  n
  oitiu
  t
  n
  I
  g
  niy
  D
  n
  oita
  nid
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  g
  nile
  m
  a
  n
  E
  n
  oita
  nid
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  g
  niv
  arg
  n
  E
  n
  oita
  nid
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  ette
  u
  qit
  E
  n
  oitc
  elfe
  R
  ,es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  ,n
  oitiu
  t
  n
  I
  g
  nih
  siF
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  g
  nih
  ctelF
  laita
  p
  S
  g
  nits
  er
  o
  F
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  yre
  gr
  o
  F
  n
  oita
  nid
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  g
  nilb
  m
  a
  G
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  ,h
  ta
  M
  g
  nitt
  u
  c
  m
  e
  G
  laita
  p
  S
  y
  g
  ola
  e
  n
  e
  G
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  g
  nik
  a
  m
  eld
  ri
  G
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  g
  ni
  w
  olb
  ss
  al
  G
  laita
  p
  S
  g
  nik
  a
  m
  e
  v
  ol
  G
  laita
  p
  S
  g
  nih
  ti
  m
  s
  dlo
  G
  laita
  p
  S
  g
  ni
  m
  o
  o
  r
  G
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  g
  nilg
  g
  a
  H
  n
  oitiu
  t
  n
  I
  ,a
  m
  sira
  h
  C
  la
  cir
  o
  te
  h
  R
  g
  nilytsria
  H
  laita
  p
  S
  ,n
  oita
  nid
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  g
  nik
  a
  m
  ta
  H
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  yr
  dlare
  H
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  m
  sila
  b
  re
  H
  e
  c
  n
  e
  gillet
  n
  I
  g
  ni
  w
  e
  H
  h
  tg
  n
  ert
  S
  e
  di
  H
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  ,ytilig
  A
  
  827
  Appendix 1: Character Sheets
  F.A.T.A.L.
  S
  L
  L
  I
  K
  S
  lli
  k
  S
  ytili
  b
  A
  d
  et
  ale
  R
  la
  t
  o
  T
  r
  eifi
  d
  o
  M
  lli
  k
  S
  r
  eifi
  d
  o
  M
  st
  nio
  P
  d
  ets
  e
  v
  n
  I
  g
  ni
  n
  r
  a
  e
  L
  e
  v
  r
  u
  C
  lar
  u
  tlu
  C
  ,yr
  o
  tsi
  H
  e
  c
  n
  e
  gillet
  n
  I
  yra
  d
  n
  e
  g
  e
  L
  ,yr
  o
  tsi
  H
  e
  c
  n
  e
  gillet
  n
  I
  la
  c
  o
  L
  ,yr
  o
  tsi
  H
  e
  c
  n
  e
  gillet
  n
  I
  yratili
  M
  ,yr
  o
  tsi
  H
  e
  c
  n
  e
  gillet
  n
  I
  g
  nit
  n
  u
  H
  n
  oisi
  V
  ,n
  oita
  nid
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  lr
  u
  H
  n
  oisi
  V
  ,n
  oita
  nid
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  g
  nila
  p
  m
  I
  -
  g
  nik
  a
  m
  k
  n
  I
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  n
  oita
  di
  m
  it
  n
  I
  a
  m
  sira
  h
  C
  ,e
  u
  qis
  y
  h
  P
  g
  nilg
  g
  u
  J
  ytilig
  A
  ,n
  oita
  nid
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  p
  m
  u
  J
  ss
  e
  n
  tiF
  la
  cis
  y
  h
  P
  etir
  W
  /
  d
  a
  e
  R
  ,e
  g
  a
  u
  g
  n
  a
  L
  e
  g
  a
  u
  g
  n
  a
  L
  k
  a
  e
  p
  S
  ,e
  g
  a
  u
  g
  n
  a
  L
  e
  g
  a
  u
  g
  n
  a
  L
  w
  a
  L
  e
  c
  n
  e
  gillet
  n
  I
  g
  nih
  ti
  m
  s
  k
  c
  o
  L
  laita
  p
  S
  g
  nik
  cip
  -
  k
  c
  o
  L
  n
  oita
  nid
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  cig
  o
  L
  cityla
  n
  A
  g
  nilg
  n
  a
  M
  -
  e
  g
  ass
  a
  M
  e
  y
  E
  -
  d
  n
  a
  H
  ,a
  m
  sira
  h
  C
  cite
  ni
  K
  ar
  b
  e
  gl
  A
  ,h
  ta
  M
  h
  ta
  M
  lat
  n
  e
  m
  a
  d
  n
  u
  F
  ,h
  ta
  M
  h
  ta
  M
  yrte
  m
  o
  e
  G
  ,h
  ta
  M
  h
  ta
  M
  yrte
  m
  o
  n
  o
  gir
  T
  ,h
  ta
  M
  h
  ta
  M
  g
  nikli
  M
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  ,.d
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  g
  nilli
  M
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  g
  nini
  M
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  g
  nit
  ni
  M
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  g
  nire
  e
  niat
  n
  u
  o
  M
  ytilig
  A
  ,h
  tg
  n
  ert
  S
  ,ss
  e
  n
  tiF
  .s
  y
  h
  P
  yre
  h
  cr
  A
  d
  et
  n
  u
  o
  M
  n
  oisi
  V
  ,ytilig
  A
  ,n
  oita
  nid
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  t
  nio
  p
  ret
  n
  u
  o
  C
  ,cis
  u
  M
  cityla
  n
  A
  ,h
  ta
  M
  yr
  o
  e
  h
  T
  ,cis
  u
  M
  h
  ta
  M
  t
  n
  e
  m
  u
  rts
  n
  I
  la
  cis
  u
  M
  laita
  p
  S
  ,n
  oita
  nid
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  sla
  m
  in
  A
  ,er
  u
  ta
  N
  e
  c
  n
  e
  gillet
  n
  I
  sts
  a
  e
  B
  ,er
  u
  ta
  N
  e
  c
  n
  e
  gillet
  n
  I
  s
  d
  ri
  B
  ,er
  u
  ta
  N
  e
  c
  n
  e
  gillet
  n
  I
  h
  siF
  ,er
  u
  ta
  N
  e
  c
  n
  e
  gillet
  n
  I
  y
  h
  p
  arg
  o
  e
  G
  ,er
  u
  ta
  N
  e
  c
  n
  e
  gillet
  n
  I
  s
  dio
  n
  a
  m
  u
  H
  ,er
  u
  ta
  N
  e
  c
  n
  e
  gillet
  n
  I
  slare
  ni
  M
  ,er
  u
  ta
  N
  e
  c
  n
  e
  gillet
  n
  I
  y
  g
  olo
  c
  y
  M
  ,er
  u
  ta
  N
  e
  c
  n
  e
  gillet
  n
  I
  st
  n
  alP
  ,er
  u
  ta
  N
  e
  c
  n
  e
  gillet
  n
  I
  s
  e
  er
  T
  ,er
  u
  ta
  N
  e
  c
  n
  e
  gillet
  n
  I
  g
  nit
  nia
  P
  laita
  p
  S
  ,n
  oita
  nid
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  g
  nik
  a
  m
  re
  p
  a
  P
  laita
  p
  S
  yrra
  P
  ytilig
  A
  ,n
  oita
  nid
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  g
  nik
  a
  m
  e
  m
  u
  fre
  P
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  n
  ois
  a
  u
  sre
  P
  a
  m
  sira
  h
  C
  g
  nih
  ti
  m
  sret
  w
  e
  P
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  y
  h
  p
  o
  s
  olih
  P
  e
  c
  n
  e
  gillet
  n
  I
  te
  k
  c
  o
  P
  k
  ciP
  n
  oita
  nid
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  
  828
  Appendix 1: Character Sheets
  F.A.T.A.L.
  S
  L
  L
  I
  K
  S
  lli
  k
  S
  ytili
  b
  A
  d
  et
  ale
  R
  la
  t
  o
  T
  r
  eifi
  d
  o
  M
  lli
  k
  S
  r
  eifi
  d
  o
  M
  st
  nio
  P
  d
  ets
  e
  v
  n
  I
  g
  ni
  n
  r
  a
  e
  L
  e
  v
  r
  u
  C
  yrett
  o
  P
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  g
  nik
  a
  m
  esr
  u
  P
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  s
  piL
  d
  a
  e
  R
  n
  oitiu
  t
  n
  I
  lar
  u
  tlu
  C
  ,n
  oigile
  R
  e
  c
  n
  e
  gillet
  n
  I
  cific
  e
  p
  S
  ,n
  oigile
  R
  e
  c
  n
  e
  gillet
  n
  I
  liate
  D
  re
  b
  m
  e
  m
  e
  R
  n
  oitc
  elfe
  R
  yrar
  biL
  ,h
  cra
  es
  e
  R
  e
  c
  n
  e
  gillet
  n
  I
  g
  nidi
  R
  ytilig
  A
  x
  elp
  m
  o
  C
  ,la
  u
  ti
  R
  e
  c
  n
  e
  gillet
  n
  I
  ,n
  oita
  nid
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  g
  nik
  a
  m
  e
  p
  o
  R
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  es
  U
  e
  p
  o
  R
  n
  oita
  nid
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  g
  nik
  a
  m
  eld
  d
  a
  S
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  g
  nilia
  S
  n
  oisi
  V
  ,e
  c
  n
  e
  gillet
  n
  I
  g
  nik
  a
  m
  lia
  S
  laita
  p
  S
  er
  u
  t
  plu
  c
  S
  n
  oitiu
  t
  n
  I
  ,n
  oita
  d
  r
  o
  o
  C
  e
  y
  E
  -
  d
  n
  a
  H
  h
  cra
  e
  S
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  ,n
  oitiu
  t
  n
  I
  n
  oitc
  u
  d
  e
  S
  a
  m
  sira
  h
  C
  ,ss
  e
  n
  e
  vitc
  artt
  A
  ylid
  o
  B
  ss
  e
  n
  t
  p
  e
  d
  A
  la
  u
  x
  e
  S
  cite
  ni
  K
  ,laic
  a
  F
  ,ss
  e
  n
  e
  vitc
  artt
  A
  ylid
  o
  B
  g
  nik
  a
  m
  h
  ta
  e
  h
  S
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  t
  h
  gir
  w
  pih
  S
  laita
  p
  S
  t
  h
  giS
  n
  oisi
  V
  e
  c
  n
  eliS
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  ,ytilig
  A
  g
  nih
  ti
  m
  sre
  vliS
  laita
  p
  S
  ,h
  tg
  n
  ert
  S
  g
  nin
  nik
  S
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  lle
  m
  S
  n
  oit
  pircs
  e
  d
  e
  e
  S
  g
  nik
  a
  m
  p
  a
  o
  S
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  d
  n
  u
  o
  S
  n
  oit
  pircs
  e
  d
  e
  e
  S
  ta
  b
  m
  o
  C
  ,g
  nits
  a
  clle
  p
  S
  e
  vir
  D
  ytirai
  m
  a
  F
  ,g
  nits
  a
  clle
  p
  S
  e
  c
  n
  e
  gillet
  n
  I
  cific
  e
  p
  S
  ,g
  nits
  a
  clle
  p
  S
  -
  g
  nittip
  S
  n
  oitaic
  n
  u
  n
  E
  t
  nir
  p
  S
  ss
  e
  n
  tiF
  la
  cis
  y
  h
  P
  yr
  n
  o
  s
  a
  m
  e
  n
  o
  t
  S
  laita
  p
  S
  ,h
  tg
  n
  ert
  S
  g
  nilletyr
  o
  t
  S
  a
  m
  sira
  h
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  829
  Appendix 1: Character Sheets
  F.A.T.A.L.
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  830
  Appendix 1: Character Sheets
  F.A.T.A.L.
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  831
  Appendix 1: Character Sheets
  F.A.T.A.L.
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  Describe Spellbook:_________________________________________________________________
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  832
  Appendix 2: Spell Lists
  Appendix 2: Spell Lists
  This appendix consists of several lists of
  spells.  First, spells are indexed alphabetically accord-
  ing to discipline.  Second, spells are indexed alpha-
  betically according to level.  Spells belonging to cer-
  emonial magic are italicized, such as Evil Sleep I, while
  spells belonging to chaos magic have a normal type
  set.
  
  833
  Appendix 2: Spell Lists
  Air
  1.
  Bestow Aura
  2.
  Burning Bush
  3.
  Call Acid Rain
  4.
  Call Animals
  5.
  Call Avalanche
  6.
  Call Ball Lightning
  7.
  Call Blizzard
  8.
  Call Chilly Gust
  9.
  Call Comet
  10.
  Call Familiar
  11.
  Call Flood
  12.
  Call Fog
  13.
  Call Gale Wind
  14.
  Call God
  15.
  Call Greater Item
  16.
  Call Guard Dog
  17.
  Call Lesser Being
  18.
  Call Light
  19.
  Call Lightning
  20.
  Call Maggots
  21.
  Call Magic Mail
  22.
  Call Object
  23.
  Call Quake
  24.
  Call Termites
  25.
  Call Tidal Wave
  26.
  Call Vermin
  27.
  Charm for Direct Vision
  28.
  Charm to Break Enchantment
  29.
  Divination by Means of  a Boy
  30.
  Drawn and Quartered
  31.
  Dream Spell
  32.
  Evil Sleep II
  33.
  Evanescence
  34.
  False Alchemy
  35.
  Fetching Charm
  36.
  Fetching Charm for an Unmanageable Woman
  37.
  Greater Hologram
  38.
  Greater Perpetual Hologram
  39.
  Have Her Cadaver
  40.
  Headless
  41.
  Indispensable Invisibility
  42.
  Invisibility
  43.
  Internal Infestation
  44.
  Lesser Hologram
  45.
  Mass Evanescence
  46.
  Near Death Experience
  47.
  Palfrey
  48.
  Perpetual Hologram
  49.
  Pillar of Smoke
  50.
  Pillars of Lightning
  51.
  Prayer of  Deliverance
  52.
  Puddle of Crud
  53.
  Putrid Portrait
  54.
  Random Impaling
  55.
  Request for a Dream Oracle
  56.
  Restraining Rite for Anything
  57.
  Resurrection of  a Dead Body
  58.
  Rite for Acquiring an Assistant Demon
  59.
  Rite to Produce an Epiphany of  Kore
  60.
  Spell for Questioning Corpses
  61.
  True Name
  62.
  Wishbone
  63.
  Worst Nightmare
  Earth
  1.
  Ablation
  2.
  Acclimation
  3.
  Acidic Touch
  4.
  Alchemy
  5.
  Alter Temperature
  6.
  An Excellent  Spell  for  Silencing,  for  Subjecting,
  and for Restraining
  7.
  Arachnid Feet
  8.
  Audio Range
  9.
  Charm to Induce Insomnia II
  10.
  Cloak
  11.
  Cocoon
  12.
  Coercive Spell for Restraining
  13.
  Contraceptive Spell
  14.
  Cover Tracks
  15.
  Create Species
  16.
  Decortication
  17.
  Defenistration
  18.
  Develop Breasts
  19.
  Ejaculate Acid
  20.
  Ejaculate Blood
  21.
  Ejaculate Poison
  22.
  Faceless
  23.
  Flight
  24.
  Flyweight
  25.
  Force Fart
  26.
  Frosty Touch
  
  834
  Appendix 2: Spell Lists
  27.
  Greater Vulnerability to Acid
  28.
  Greater Vulnerability to Air
  29.
  Greater Vulnerability to Armor
  30.
  Greater Vulnerability to Bases
  31.
  Greater Vulnerability to Cholerics
  32.
  Greater Vulnerability to Cold
  33.
  Greater Vulnerability to Discipline
  34.
  Greater Vulnerability to Earth
  35.
  Greater Vulnerability to Electricity
  36.
  Greater Vulnerability to Ethicality
  37.
  Greater Vulnerability to Fire
  38.
  Greater Vulnerability to Immorality
  39.
  Greater Vulnerability to Melancholics
  40.
  Greater Vulnerability to Morality
  41.
  Greater Vulnerability to Phlegmatics
  42.
  Greater Vulnerability to Poison
  43.
  Greater Vulnerability to Sanguines
  44.
  Greater Vulnerability to Skill
  45.
  Greater Vulnerability to Sonics
  46.
  Greater Vulnerability to Unethicality
  47.
  Greater Vulnerability to Weapon
  48.
  Happy Cleaver
  49.
  Heating
  50.
  Hover
  51.
  Hurl Voice
  52.
  Immutable Wound
  53.
  Impotence
  54.
  Intestinal Wreathe
  55.
  Lesser Vulnerability to Acid
  56.
  Lesser Vulnerability to Air
  57.
  Lesser Vulnerability to Armor
  58.
  Lesser Vulnerability to Bases
  59.
  Lesser Vulnerability to Cholerics
  60.
  Lesser Vulnerability to Cold
  61.
  Lesser Vulnerability to Discipline
  62.
  Lesser Vulnerability to Earth
  63.
  Lesser Vulnerability to Electricity
  64.
  Lesser Vulnerability to Ethicality
  65.
  Lesser Vulnerability to Fire
  66.
  Lesser Vulnerability to Immorality
  67.
  Lesser Vulnerability to Melancholics
  68.
  Lesser Vulnerability to Morality
  69.
  Lesser Vulnerability to Phlegmatics
  70.
  Lesser Vulnerability to Poison
  71.
  Lesser Vulnerability to Sanguines
  72.
  Lesser Vulnerability to Skill
  73.
  Lesser Vulnerability to Sonics
  74.
  Lesser Vulnerability to Unethicality
  75.
  Lesser Vulnerability to Weapon
  76.
  Mass Teleportation
  77.
  Mass Vulnerability to Acid
  78.
  Mass Vulnerability to Air
  79.
  Mass Vulnerability to Armor
  80.
  Mass Vulnerability to Bases
  81.
  Mass Vulnerability to Cholerics
  82.
  Mass Vulnerability to Cold
  83.
  Mass Vulnerability to Discipline
  84.
  Mass Vulnerability to Earth
  85.
  Mass Vulnerability to Electricity
  86.
  Mass Vulnerability to Ethicality
  87.
  Mass Vulnerability to Fire
  88.
  Mass Vulnerability to Immorality
  89.
  Mass Vulnerability to Melancholics
  90.
  Mass Vulnerability to Morality
  91.
  Mass Vulnerability to Phlegmatics
  92.
  Mass Vulnerability to Poison
  93.
  Mass Vulnerability to Sanguines
  94.
  Mass Vulnerability to Skill
  95.
  Mass Vulnerability to Sonics
  96.
  Mass Vulnerability to Unethicality
  97.
  Mass Vulnerability to Weapon
  98.
  Minor Transmogrification
  99.
  Ondontoloxia
  100.
  Oophagous
  101.
  Oroanal
  102.
  Perpetual Burn
  103.
  Perpetual Orgasm
  104.
  Phlogistic Augmentation
  105.
  Preservation
  106.
  Preserve Forest
  107.
  Prognathism
  108.
  Random Dismemberment
  109.
  Restraining Spell
  110.
  Rite for Driving out Demons
  111.
  Rivers Run Red
  112.
  Seal Item
  113.
  Seal Orifice
  114.
  Strength
  115.
  Stronger than Before
  116.
  Teleportation
  117.
  Tenesmus
  118.
  Transmogrification
  119.
  Transmogrify Dirt and Mud
  120.
  Transmogrify Flesh to Stone
  
  835
  Appendix 2: Spell Lists
  121.
  Transmogrify Life
  122.
  Transmogrify Metal and Wood
  123.
  Transmogrify Object
  124.
  Unattractive
  125.
  Vanish
  126.
  Varicose Veins
  127.
  Walk on Water
  128.
  Waves Be Still
  129.
  Wooden Carapace
  Ether
  1.
  Ascertain Properties
  2.
  Agelast
  3.
  Akeldama
  4.
  Beguile Foe
  5.
  Charm for Causing Separation
  6.
  Charm Small Mammal
  7.
  Charm to Break Spells
  8.
  Charm to Induce Insomnia I
  9.
  Charm to Open a Door
  10.
  Convert to Cannibal
  11.
  Cup Spell
  12.
  Demokritos’ Sphere
  13.
  Demokritos’ Table Gimmicks
  14.
  Detect Air
  15.
  Detect Choleric Temperament
  16.
  Detect Earth
  17.
  Detect Emotion
  18.
  Detect Ether
  19.
  Detect Ethicality
  20.
  Detect Evanescence
  21.
  Detect Fire
  22.
  Detect Immorality
  23.
  Detect Inferiority
  24.
  Detect Lie
  25.
  Detect Magic
  26.
  Detect Melancholic Temperament
  27.
  Detect Morality
  28.
  Detect Object
  29.
  Detect Phlegmatic Temperament
  30.
  Detect Sanguine Temperament
  31.
  Detect Scent
  32.
  Detect Superiority
  33.
  Detect Surface Thoughts
  34.
  Detect Thoughts
  35.
  Detect Unethicality
  36.
  Detect Water
  37.
  Determine Magic
  38.
  Discursivity
  39.
  Eternal Spell for Binding a Lover
  40.
  Evil Sleep I
  41.
  For a  Sleeping  Woman  to  Confess  the  Name  of
  the Man she Loves
  42.
  Force Falsity
  43.
  Force Favor
  44.
  Force Fear
  45.
  Force Fearlessness
  46.
  Force Feed
  47.
  Force Inferiority Complex
  48.
  Force Mass Fear
  49.
  Force Oblation
  50.
  Force Rancor
  51.
  Force Scream
  52.
  Force Slumber
  53.
  Foreknowledge Charm I
  54.
  Foreknowledge Charm II
  55.
  Greater Bidding
  56.
  Hearing Voices
  57.
  Imbue Item
  58.
  Immutability
  59.
  Lesser Bidding
  60.
  Love Spell I
  61.
  Love Spell II
  62.
  Love Spell III
  63.
  Love Spell IV
  64.
  Love Spell V
  65.
  Love Spell of Attraction I
  66.
  Love Spell of Attraction II
  67.
  Love Spell of Attraction III
  68.
  Love Spell of Attraction IV
  69.
  Love Spell of  Attraction through Touch
  70.
  Martyrization
  71.
  Mass Bidding
  72.
  Mass Greater Bidding
  73.
  Nous
  74.
  Odium Theologicum
  75.
  Omniscience
  76.
  Oracle
  77.
  Ordained by God
  78.
  Perpetual Slumber
  79.
  Possession
  80.
  Predilection
  81.
  Pudenda Key Spell
  
  836
  Appendix 2: Spell Lists
  82.
  Recipe for Making a Woman Mad After a Man
  83.
  Reverse Magic
  84.
  Spell for Causing Talk while Asleep
  85.
  Spell for Restraining Anger
  86.
  Spell to Catch a Thief
  87.
  Spell to Cause a Woman to Hate a Man
  88.
  Spell to Subject and Silence
  89.
  Test of  Pregnancy
  90.
  To Keep Bugs Out of  the House
  91.
  To Win at Dice
  92.
  Trance
  93.
  Transference
  94.
  Wet Dream
  95.
  Wish
  Fire
  1.
  All for One
  2.
  Bestow Aching Back
  3.
  Bestow Aeon
  4.
  Bestow Allergy
  5.
  Bestow Asphyxiation
  6.
  Bestow Blindness
  7.
  Bestow Blistering Boils
  8.
  Bestow Century
  9.
  Bestow Convulsion
  10.
  Bestow Deafness
  11.
  Bestow Decade
  12.
  Bestow Disease
  13.
  Bestow Disloaction
  14.
  Bestow Earache
  15.
  Bestow Fatigue
  16.
  Bestow Greater Harm
  17.
  Bestow Harm
  18.
  Bestow Headache
  19.
  Bestow Ingrown Nail
  20.
  Bestow Intoxication
  21.
  Bestow Leprosy
  22.
  Bestow Lesser Harm
  23.
  Bestow Loss of Appetite
  24.
  Bestow Millennium
  25.
  Bestow Muteness
  26.
  Bestow Numbness
  27.
  Bestow Paralysis
  28.
  Bestow Sniffles
  29.
  Bestow Toothache
  30.
  Bestow Tooth-Rot
  31.
  Bestow Ulcer
  32.
  Bestow Virus
  33.
  Brittlebone
  34.
  Charm to Inflict Harm I
  35.
  Charm to Inflict Harm II
  36.
  Charm to Inflict Harm III
  37.
  Charm to Subject
  38.
  Conflagration
  39.
  Cryogenics
  40.
  Cryoprobe
  41.
  Detonation
  42.
  Diminish Charisma
  43.
  Diminish Debauchery
  44.
  Diminish Dexterity
  45.
  Diminish Intelligence
  46.
  Diminish Magic
  47.
  Diminish Physique
  48.
  Diminish Piety
  49.
  Diminish Wisdom
  50.
  Divine Maul
  51.
  Electrical Field
  52.
  Evil Sleep III
  53.
  Fatal
  54.
  Fatal Fable
  55.
  Fierce Fire
  56.
  For Ascent of  the Uterus
  57.
  For Swollen Testicles
  58.
  Force Ballista
  59.
  Force Missile
  60.
  Greater Electrical Discharge
  61.
  Greater Holocaust
  62.
  Inferno
  63.
  Internal Explosion
  64.
  Ionic Attack
  65.
  Lesser Electrical Damage
  66.
  Lesser Holocaust
  67.
  Living Monstrosity
  68.
  Madness
  69.
  Meltdown
  70.
  Miasma
  71.
  Myotomy
  72.
  One for All
  73.
  Pain Berry
  74.
  Perpetual Bleeding
  75.
  Pestilential Host
  76.
  Pestilential Penis
  77.
  Pestilential Pudenda
  
  837
  Appendix 2: Spell Lists
  78.
  Pillars of Salt
  79.
  Random Mangling
  80.
  Recipe for Blindness
  81.
  Recipe for Blistering Death
  82.
  Recipe for Death
  83.
  Recipe for Skin Disease
  84.
  Rot
  85.
  Soulstealer’s Black Bolt
  86.
  Spermicidal Sphere
  87.
  Symbol of Ethicality
  88.
  Symbol of Immorality
  89.
  Symbol of Morality
  90.
  Synbol of Unethicality
  91.
  Truncheon
  Water
  1.
  Aching Feet
  2.
  Against  every  Wild  Animal, Aquatic Creature
  and Robbers
  3.
  Against Evil Sleep
  4.
  Against Menstruation
  5.
  Anti-venom
  6.
  Augment Charisma
  7.
  Augment Debauchery
  8.
  Augment Dexterity
  9.
  Augment Intelligence
  10.
  Augment Magic
  11.
  Augment Physique
  12.
  Augment Piety
  13.
  Augment Vision
  14.
  Augment Wisdom
  15.
  Banish Allergy
  16.
  Banish Disease
  17.
  Banish Intoxication
  18.
  Banish Paralysis
  19.
  Banish Poison
  20.
  Business Spell
  21.
  Coal Foot
  23.
  Complete Healing
  24.
  Cryotherapy
  25.
  De Medicamentis
  26.
  Favor and Victory Charm
  27.
  For an Erection
  28.
  For Coughs
  29.
  For Discharge of  the Eyes
  30.
  For Fever with Shivering Fits
  31.
  Greater Healing
  32.
  Greater Mending
  33.
  Heal Dislocation or Fracture
  34.
  Healing
  35.
  Invincibility
  36.
  Invincibility to Acid
  37.
  Invincibility to Air
  38.
  Invincibility to Bases
  39.
  Invincibility to Cold
  40.
  Invincibility to Earth
  41.
  Invincibility to Electricity
  42.
  Invincibility to Fire
  43.
  Invincibility to Gaze
  44.
  Invincibility to Poison
  45.
  Invincibility to Water
  46.
  Lesser Healing
  47.
  Lesser Mending
  48.
  Magical Warning
  49.
  Mass Complete Healing
  50.
  Mass Greater Healing
  51.
  Mass Healing
  52.
  Mass Lesser Healing
  53.
  Mass Protection from Acid
  54.
  Mass Protection from Air
  55.
  Mass Protection from Bases
  56.
  Mass Protection from Cholerics
  57.
  Mass Protection from Cold
  58.
  Mass Protection from Discipline
  59.
  Mass Protection from Earth
  60.
  Mass Protection from Electricity
  61.
  Mass Protection from Ethicality
  62.
  Mass Protection from Fire
  63.
  Mass Protection from Gaze
  64.
  Mass Protection from Immorality
  65.
  Mass Protection from Melancholics
  66.
  Mass Protection from Morality
  67.
  Mass Protection from Phlegmatics
  68.
  Mass Protection from Physical Harm
  69.
  Mass Protection from Poison
  70.
  Mass Protection from Sanguines
  71.
  Mass Protection from Sonics
  72.
  Mass Protection from Unethicality
  73.
  Mass Protection from Water
  74.
  Multiplication of Loaves and Fish
  75.
  Perpetual Healing
  76.
  Pleasure Berry
  77.
  Protection from Acid
  
  838
  Appendix 2: Spell Lists
  78.
  Protection from Air
  79.
  Protection from Bases
  80.
  Protection from Cholerics
  81.
  Protection from Cold
  82.
  Protection from Discipline
  83.
  Protection from Earth
  84.
  Protection from Electricity
  85.
  Protection from Ethicality
  86.
  Protection from Fire
  87.
  Protection from Gaze
  88.
  Protection from Immorality
  89.
  Protection from Melancholics
  90.
  Protection from Morality
  91.
  Protection from Phlegmatics
  92.
  Protection from Physical Harm
  93.
  Protection from Poison
  94.
  Protection from Sanguines
  95.
  Protection from Sonics
  96.
  Protection from Unethicality
  97.
  Protection from Water
  98.
  Raise Prowess
  99.
  Re-animation
  100.
  Regeneration
  101.
  Revivification
  102.
  Sanitize Food/Beverage
  103.
  Spell for Removal of  Poison
  104.
  Spermatozoa Rejuvenation
  Level 1
  Air:
  1.
  Call Chilly Gust
  2.
  Call Familiar
  3.
  Call Fog
  4.
  Call Gale Wind
  5.
  Call Light
  6.
  Call Maggots
  7.
  Call Magic Mail
  8.
  Call Termites
  9.
  Dream Spell
  10.
  Fetching Charm
  11.
  Headless
  12.
  Lesser Hologram
  13.
  Puddle of Crud
  14.
  Putrid Portrait
  Earth:
  1.
  Acidic Touch
  2.
  Alter Temperature
  3.
  Arachnid Feet
  4.
  Audio Range
  5.
  Cover Tracks
  6.
  Defenistration
  7.
  Ejaculate Acid
  8.
  Ejaculate Blood
  9.
  Faceless
  10.
  Flyweight
  11.
  Force Fart
  12.
  Frosty Touch
  13.
  Heating
  14.
  Hurl Voice
  15.
  Impotence
  16.
  Lesser Vulnerability to Air
  17.
  Lesser Vulnerability to Armor
  18.
  Lesser Vulnerability to Cold
  19.
  Lesser Vulnerability to Discipline
  20.
  Lesser Vulnerability to Earth
  21.
  Lesser Vulnerability to Electricity
  22.
  Lesser Vulnerability to Fire
  23.
  Lesser Vulnerability to Weapon
  24.
  Ondontoloxia
  25.
  Phlogistic Augmentation
  26.
  Preservation
  27.
  Seal Item
  28.
  Seal Orifice
  29.
  Tenesmus
  
  839
  Appendix 2: Spell Lists
  30.
  Vanish
  31.
  Varicose Veins
  32.
  Wooden Carapace
  Ether:
  1.
  Asertain Properties
  2.
  Beguile Foe
  3.
  Charm Small Mammal
  4.
  Charm to Induce Insomnia I
  5.
  Demokritos’ Table Gimmicks
  6.
  Detect Air
  7.
  Detect Earth
  8.
  Detect Ether
  9.
  Detect Fire
  10.
  Detect Magic
  11.
  Detect Scent
  12.
  Detect Water
  13.
  Determine Magic
  14.
  Evil Sleep I
  15.
  For  a  Sleeping  Woman  to  Confess  the
  Name of the Man she Loves
  16.
  Force Inferiority Complex
  17.
  Force Oblation
  18.
  Force Rancor
  19.
  Force Scream
  20.
  Force Slumber
  21.
  Love Spell I
  22.
  Oracle
  23.
  Spell to Cause a Woman to Hate a Man
  24.
  Test of  Pregnancy
  25.
  To Keep Bugs Out of  the House
  26.
  To Win at Dice
  Fire:
  1.
  All for One
  2.
  Bestow Aching Back
  3.
  Bestow Earache
  4.
  Bestow Fatigue
  5.
  Bestow Headache
  6.
  Bestow Ingrown Nail
  7.
  Bestow Intoxication
  8.
  Bestow Lesser Harm
  9.
  Bestow Numbness
  10.
  Bestow Sniffles
  11.
  Bestow Toothache
  12.
  Bestow Ulcer
  13.
  Bestow Virus
  14.
  Brittlebone
  15.
  Cryoprobe
  16.
  Detonation
  17.
  Electrical Field
  18.
  Fierce Fire
  19.
  For Ascent of  the Uterus
  20.
  Force Missile
  21.
  Ionic Attack
  22.
  Lesser Electrical Discharge
  23.
  One for All
  24.
  Pain Berry
  25.
  Rot
  26.
  Spermicidal Sphere
  Water:
  1.
  Against Evil Seep
  2.
  Against Menstruation
  3.
  Anti-venom
  4.
  Business Spell
  5.
  Coal Foot
  6.
  Cryotherapy
  7.
  Favor and Victory Charm
  8.
  For an Erection
  9.
  For Coughs
  10.
  For Discharge of  the Eyes
  11.
  Lesser Healing
  12.
  Magical Warning
  13.
  Pleasure Berry
  14.
  Protection from Air
  15.
  Protection from Cold
  16.
  Protection from Discipline
  17.
  Protection from Earth
  18.
  Protection from Electricity
  19.
  Protection from Fire
  20.
  Protection from Water
  21.
  Raise Prowess
  22.
  Sanitize Food/Beverage
  23.
  Spermatozoa Rejuvenation
  
  840
  Appendix 2: Spell Lists
  Level 2
  Air:
  1.
  Bestow Aura
  2.
  Call Animals
  3.
  Call Ball Lightning
  4.
  Call Guard Dog
  5.
  Call Lesser Being
  6.
  Call Object
  7.
  False Alchemy
  8.
  Fetching  Charm  for  an  Unmanageable
  Woman
  9.
  Internal Infestation
  10.
  Near Death Experience
  Earth:
  1.
  Acclimation
  2.
  An  Excellent  Spell  for  Silencing,   for
  Subjecting, and for Restraining
  3.
  Develop Breasts
  4.
  Ejaculate Poison
  5.
  Lesser Vulnerability to Acid
  6.
  Lesser Vulnerability to Bases
  7.
  Lesser Vulnerability to Cholerics
  8.
  Lesser    Vulnerability    to    Melan-
  cholics
  9.
  Lesser Vulnerability to Phlegmatics
  10.
  Lesesr Vulnerability to Sanguines
  11.
  Lesser Vulnerability to Sonics
  12.
  Minor Transmogrification
  13.
  Oophagous
  14.
  Prognathism
  15.
  Strength
  16.
  Stronger than Before
  17.
  Unattractive
  Ether:
  1.
  Agelast
  2.
  Charm for Causing Separation
  3.
  Charm to Open a Door
  4.
  Demokritos’ Sphere
  5.
  Detect Choleric Temperament
  6.
  Detect Melancholic Temperament
  7.
  Detect Phlegmatic Temperament
  8.
  Detect Sanguine Temperament
  9.
  Force Favor
  10.
  Force Feed
  11.
  Love Spell II
  12.
  Love Spell of Attraction I
  13.
  Predilection
  14.
  Recipe for Making a Woman Mad After
  a Man
  15.
  Spell for Restraining Anger
  16.
  Trance
  17.
  Wet Dream
  Fire:
  1.
  Bestow Allergy
  2.
  Bestow Blistering Boils
  3.
  Bestow Dislocation
  4.
  Bestow Harm
  5.
  Bestow Loss of Appetite
  6.
  Bestow Paralysis
  7.
  Charm to Inflict Harm I
  8.
  For Swollen Testicles
  9.
  Force Ballista
  10.
  Internal Explosion
  11.
  Living Monstrosity
  12.
  Random Mangling
  13.
  Recipe for Skin Disease
  14.
  Symbol of Ethicality
  15.
  Symbol of Immorality
  16.
  Symbol of Morality
  17.
  Symbol of Unethicality
  Water:
  1.
  Aching Feet
  2.
  Against  every  Wild  Animal,  Aquatic
  Creature and Robbers
  3.
  Banish Intoxication
  4.
  Heal Dislocation or Fracture
  5.
  Healing
  6.
  Lesser Mending
  7.
  Protection from Acid
  8.
  Protection from Bases
  9.
  Protection from Cholerics
  10.
  Protection from Gaze
  11.
  Protection from Melancholics
  12.
  Protection from Phlegmatics
  13.
  Protection from Sanguines
  14.
  Protection from Sonics
  15.
  Re-animation
  16.
  Spell for Removal of  Poison
  
  841
  Appendix 2: Spell Lists
  Level 3
  Air:
  1.
  Call Acid Rain
  2.
  Evanescence
  3.
  Have Her Cadaver
  4.
  Greater Hologram
  5.
  Invisibility
  6.
  Request for a Dream Oracle
  7.
  Spell for Questioning Corpses
  8.
  Random Impaling
  Earth:
  1.
  Coercive Spell for Restraining
  2.
  Contraceptive Spell
  3.
  Happy Cleaver
  4.
  Hover
  5.
  Intestinal Wreathe
  6.
  Lesser Vulnerability to Ethicality
  7.
  Lesser Vulnerability to Immorality
  8.
  Lesser Vulnerability to Morality
  9.
  Lesser Vulnerability to Poison
  10.
  Lesser Vulnerability to Skill
  11.
  Lesser Vulnerability to Unethicality
  12.
  Walk on Water
  Ether:
  1.
  Charm to Break Spells
  2.
  Convert to Cannibal
  3.
  Detect Ethicality
  4.
  Detect Immorality
  5.
  Detect Morality
  6.
  Detect Unethicality
  7.
  Discursivity
  8.
  Eternal Spell for Binding a Lover
  9.
  Force Falsity
  10.
  Force Fear
  11.
  Force Fearlessness
  12.
  Lesser Bidding
  13.
  Love Spell III
  14.
  Love Spell of Attraction II
  15.
  Love Spell of Attraction III
  16.
  Love Spell of  Attraction through Touch
  17.
  Odium Theologicum
  18.
  Ordained by God
  19.
  Spell for Causing Talk while Asleep
  20.
  Spell to Catch a Thief
  Fire:
  1.
  Bestow Disease
  2.
  Bestow Greater Harm
  3.
  Bestow Tooth-Rot
  4.
  Cryogenics
  5.
  Divine Maul
  6.
  Greater Electrical Discharge
  7.
  Madness
  8.
  Recipe for Blindness
  Water:
  1.
  Banish Allergy
  2.
  Greater Healing
  3.
  Protection from Ethicality
  4.
  Protection from Immorality
  5.
  Protection from Morality
  6.
  Protection from Physical Harm
  7.
  Protection from Poison
  8.
  Protection from Unethicality
  
  842
  Appendix 2: Spell Lists
  Level 4
  Air:
  1.
  Call Greater Item
  2.
  Call Lightning
  3.
  Charm to Break Enchantment
  4.
  Divination by Means of  a Boy
  5.
  Drawn and Quartered
  6.
  Evil Sleep II
  7.
  Mass Evanescence
  8.
  Resurrection of  a Dead Body
  9.
  Palfrey
  10.
  Worst Nightmare
  Earth:
  1.
  Charm to Induce Insomnia II
  2.
  Decortication
  3.
  Flight
  4.
  Greater Vulnerability to Air
  5.
  Greater Vulnerability to Armor
  6.
  Greater Vulnerability to Cold
  7.
  Greater Vulnerability to Discipline
  8.
  Greater Vulnerability to Earth
  9.
  Greater Vulnerability to Electricity
  10.
  Greater Vulnerability to Fire
  11.
  Greater Vulnerability to Weapon
  12.
  Immutable Wound
  13.
  Oroanal
  14.
  Preserve Forest
  15.
  Transmogrify Dirt and Mud
  16.
  Transmogrify Metal and Wood
  Ether:
  1.
  Cup Spell
  2.
  Detect Emotion
  3.
  Detect Inferiority
  4.
  Detect Lie
  5.
  Detect Superiority
  6.
  Detect Surface Thoughts
  7.
  Greater Bidding
  8.
  Hearing Voices
  9.
  Love Spell IV
  10.
  Love Spell of Attraction IV
  11.
  Perpetual Slumber
  12.
  Possession
  13.
  Reverse Magic
  14.
  Transference
  Fire:
  1.
  Bestow Blindness
  2.
  Bestow Convulsion
  3.
  Bestow Deafness
  4.
  Bestow Decade
  5.
  Bestow Leprosy
  6.
  Bestow Muteness
  7.
  Charm to Inflict Harm II
  8.
  Myotomy
  9.
  Pestilential Penis
  10.
  Recipe for Blistering Death
  11.
  Recipe for Death
  12.
  Truncheon
  Water:
  1.
  Banish Disease
  2.
  Banish Paralysis
  3.
  Banish Poison
  4.
  Greater Mending
  5.
  Mass Lesser Healing
  6.
  Mass Protection from Air
  7.
  Mass Protection from Cold
  8.
  Mass Protection from Discipline
  9.
  Mass Protection from Earth
  10.
  Mass Protection from Electricity
  11.
  Mass Protection from Fire
  12.
  Mass Protection from Water
  13.
  Multiplication of Loaves and Fish
  
  843
  Appendix 2: Spell Lists
  Level 5
  Air:
  1.
  Call Avalanche
  2.
  Call Tidal Wave
  3.
  Call Vermin
  4.
  Charm for Direct Vision
  5.
  Indispensible Invisibility
  6.
  Perpetual Hologram
  Earth:
  1.
  Ablation
  2.
  Cocoon
  3.
  Greater Vulnerability to Acid
  4.
  Greater Vulnerability to Bases
  5.
  Lesser Vulnerability to Cholerics
  6.
  Lesser Vulnerability to Melancholics
  7.
  Lesser Vulnerability to Phlegmatics
  8.
  Lesesr Vulnerability to Sanguines
  9.
  Greater Vulnerability to Sonics
  10.
  Perpetual Burn
  11.
  Perpetual Orgasm
  12.
  Random Dismemberment
  13.
  Transmogrify Flesh to Stone
  Ether:
  1.
  Love Spell V
  2.
  Detect Thoughts
  3.
  Imbue Item
  4.
  Mass Bidding
  Fire:
  1.
  Bestow Asphyxiation
  2.
  Bestow Century
  3.
  Charm to Inflict Harm III
  4.
  Diminish Charisma
  5.
  Diminish Debauchery
  6.
  Diminish Dexterity
  7.
  Diminish Intelligence
  8.
  Diminish Magic
  9.
  Diminish Physique
  10.
  Diminish Piety
  11.
  Diminish Wisdom
  12.
  Miasma
  13.
  Pestilential Host
  14.
  Pestilential Pudenda
  15.
  Pillars of Salt
  Water:
  1.
  For Fever with Shivering Fits
  2.
  Mass Healing
  3.
  Mass Protection from Acid
  4.
  Mass Protection from Bases
  5.
  Mass Protection from Cholerics
  6.
  Mass Protection from Gaze
  7.
  Mass Protection from Melancholics
  8.
  Mass Protection from Phlegmatics
  9.
  Mass Protection from Sanguines
  10.
  Mass Protection from Sonics
  11.
  Regeneration
  
  844
  Appendix 2: Spell Lists
  Level 6
  Air:
  1.
  Call Quake
  2.
  Pillars of Lightning
  3.
  True Name
  Earth:
  1.
  Alchemy
  2.
  Greater Vulnerability to Ethicality
  3.
  Greater Vulnerability to Immorality
  4.
  Greater Vulnerability to Morality
  5.
  Greater Vulnerability to Poison
  6.
  Greater Vulnerability to Skill
  7.
  Greater Vulnerability to Unethicality
  8.
  Rivers Run Red
  9.
  Transmogrify Object
  Ether:
  1.
  Akeldama
  2.
  Detect Object
  3.
  Foreknowledge Charm I
  4.
  Immutability
  5.
  Mass Greater Bidding
  6.
  Pudenda Key Spell
  7.
  Spell to Subject and Silence
  Fire:
  1.
  Bestow Millennium
  2.
  Charm to Subject
  3.
  Evil Sleep III
  4.
  Perpetual Bleeding
  Water:
  1.
  Augment Charisma
  2.
  Augment Debauchery
  3.
  Augment Dexterity
  4.
  Augment Intelligence
  5.
  Augment Magic
  6.
  Augment Physique
  7.
  Augment Piety
  8.
  Augment Vision
  9.
  Augment Wisdom
  10.
  Complete Healing
  11.
  De Medicamentis
  12.
  Mass Greater Healing
  13.
  Mass Protection from Ethicality
  14.
  Mass Protection from Immorality
  15.
  Mass Protection from Morality
  16.
  Mass    Protection    from    Physical
  Harm
  17.
  Mass Protection from Poison
  18.
  Mass Protection from Unethicality
  
  845
  Appendix 2: Spell Lists
  Level 7
  Air:
  1.
  Call Blizzard
  2.
  Greater Perpetual Hologram
  3.
  Rite for Acquiring an Assistant Demon
  4.
  Rite to Produce an Epiphany of  Kore
  5.
  Wishbone
  Earth:
  1.
  Mass Vulnerability to Air
  2.
  Mass Vulnerability to Armor
  3.
  Mass Vulnerability to Cold
  4.
  Mass Vulnerability to Discipline
  5.
  Mass Vulnerability to Earth
  6.
  Mass Vulnerability to Electricity
  7.
  Mass Vulnerability to Fire
  8.
  Mass Vulnerability to Weapon
  9.
  Restraining Spell
  10.
  Rite for Driving out Demons
  11.
  Transmogrify Life
  Ether:
  1.
  Detect Evanescence
  2.
  Force Mass Fear
  Fire:
  1.
  Bestow Aeon
  2.
  Conflagration
  Water:
  1.
  Invincibility to Air
  2.
  Invincibility to Cold
  3.
  Invincibility to Earth
  4.
  Invincibility to Electricity
  5.
  Invincibility to Fire
  6.
  Invincibility to Water
  7.
  Revivification
  Level 8
  Earth:
  1.
  Mass Vulnerability to Acid
  2.
  Mass Vulnerability to Bases
  3.
  Lesser Vulnerability to Cholerics
  4.
  Lesser Vulnerability to Melancholics
  5.
  Lesser Vulnerability to Phlegmatics
  6.
  Lesesr Vulnerability to Sanguines
  7.
  Mass Vulnerability to Sonics
  8.
  Teleportation
  Ether:
  1.
  Martyrization
  Fire:
  1.
  Fatal Fable
  2.
  Inferno
  Water:
  1.
  Invincibility to Acid
  2.
  Invincibility to Bases
  3.
  Invincibility to Gaze
  4.
  Mass Complete Healing
  
  846
  Appendix 2: Spell Lists
  Level 9
  Air:
  1.
  Burning Bush
  2.
  Prayer of  Deliverance
  3.
  Restraining Rite for Anything
  Earth:
  1.
  Mass Vulnerability to Ethicality
  2.
  Mass Vulnerability to Immorality
  3.
  Mass Vulnerability to Morality
  4.
  Mass Vulnerability to Poison
  5.
  Mass Vulnerability to Skill
  6.
  Mass Vulnerability to Unethicality
  Ether:
  1.
  Foreknowledge Charm II
  2.
  Nous
  Fire:
  1.
  Lesser Holocaust
  Water:
  1.
  Cloak
  2.
  Invincibility to Poison
  3.
  Mass Teleportation
  Level 10
  Air:
  1.
  Call Comet
  2.
  Call Flood
  3.
  Call God
  4.
  Pillar of Smoke
  Earth:
  1.
  Create Species
  2.
  Transmogrification
  3.
  Waves Be Still
  Ether:
  1.
  Omnisicience
  2.
  Wish
  Fire:
  1.
  Fatal
  2.
  Greater Holocaust
  3.
  Soulstealer’s Black Bolt
  Supportation:
  1.
  Invincibility
  2.
  Perpetual Healing
  
  847
  Appendix 3: Random Magical Effects
  Appendix 3:
  Random Magical Effects
  Under certain conditions, random magical effects are possible.  Sometimes these effects are the
  result of obscure or powerful magical items; sometimes they result from an incorrect chant, ingredient, or
  ritual; sometimes they are actively sought by experimental casters.  Players do not roll for random magical
  effects; only the Aedile may roll for these effects.  In this way, a player is unable to guess the effect, since
  the list is alphabetized.  The Aedile will reveal the nature of the effect when appropriate.
  Regarding the table below, ‘caster’ refers to either the caster of a spell, trigger of an effect, or if
  inapplicable, to the original source such as with a magical item.  To determine a random magical effect, roll
  1d1000 and roll another 1d10 to see if it was the (1-5) first or (6-10) second thousand, and consult the
  table below1:
  0001. 2 gay ogres appear within 3d10 feet and begin butt-plugging as if tomorrow will not exist.
  0002. 666 demons appear within 666 miles and impregnate 666 females in 666 minutes.
  0003. A disembodied, winged Manhood of 3d10 feet appears within 3d10 feet, and it is horny.
  0004. A gerbil escapes from the target’s rump.  All who see this are stunned for 1 round.
  0005. A human male appears, drops his trousers, removes his scrotum, and offers some.
  0006. A mobile radius of 3d10 feet around the caster becomes a pool of sulfuric acid.
  0007. A mountain forms instantly underneath the caster, making them 1 mile higher.
  0008. A random body part within 3d10 feet doubles its BPP, but this does not affect LP.
  0009. A random body part within 3d10 feet halves its BPP, but this does not affect LP.
  0010. A Random Magical Effect occurs whenever a spell is cast from the caster this week.
  0011. A scratch n’ sniff magical symbol of a festering vagina appears on the forehead of the target.
  0012. A worm crawls out of the genitals of the caster in search of a better home.
  0013. All adult females in the world masturbate tonight while thinking about the caster.
  0014. All adult females within 1 mile quest to increase their Cup Size.
  0015. All adult males within 1 mile quest to increase their Manhood.
  1.  This method creates a random distribution from 1-2000 that is random in the sense that each number has the same
  probability, whereas the simpler 2d1000 produces a distribution in which each number does not have the same probability,
  such that the probability of 1000 is higher than the probability of 2000.
  
  848
  Appendix 3: Random Magical Effects
  0016. All air within 3d10 feet transmogrifies into earth.
  0017. All air within 3d10 feet transmogrifies into fire.
  0018. All air within 3d10 feet transmogrifies into water.
  0019. All armor within 3d10 feet acquires an extraordinary magical effect.
  0020. All armor within 3d10 feet acquires an ordinary magical effect.
  0021. All armor within 3d10 feet shrinks by 50% in size.  Characters inside will die of constriction.
  0022. All armor within 3d10 feet transmogrifies into air and seems to vanish.
  0023. All armor within 3d10 feet transmogrifies into fire.  Wearers suffer 3d10 LP of fire damage.
  0024. All armor within 3d10 feet transmogrifies into water and splashes onto the ground.
  0025. All armor within 3d10 feet transmogrifies into wood.  Wearers get splinters.
  0026. All backpacks within 3d10 feet become wild dogs.
  0027. All bees within 1d10 miles think that pollen is in the ear of the caster.
  0028. All blades of swords within 3d10 feet hang limp for 3d10 rounds.
  0029. All blind characters within 3d10 feet become able to see.
  0030. All blood within 3d10 feet transmogrifies into a random poison.  They are immune to poison.
  0031. All blood within 3d10 feet transmogrifies into ale.  They are now immune to intoxication.
  0032. All blood within 3d10 feet transmogrifies into diarrhea.  They will always talk shit.
  0033. All blood within 3d10 feet transmogrifies into ether.  They are now immune to Ether spells.
  0034. All blood within 3d10 feet transmogrifies into lava.  They are now immune to Fire spells.
  0035. All blood within 3d10 feet transmogrifies into liquid gold.  They will always piss away a fortune.
  0036. All blood within 3d10 feet transmogrifies into mud.  They are now immune to Earth spells.
  0037. All blood within 3d10 feet transmogrifies into smoke.  They are now immune to Air spells.
  0038. All blood within 3d10 feet transmogrifies into urine.  They will never get pissed off again.
  0039. All blood within 3d10 feet transmogrifies into water.  They are now immune to Water spells.
  0040. All characters within 3d10 feet acquire - 12 CA for 3d10 hours.
  0041. All characters within 3d10 feet acquire - 12 SP in their weapon for 3d10 hours.
  0042. All characters within 3d10 feet acquire - 15 CA for 3d10 minutes.
  0043. All characters within 3d10 feet acquire - 15 SP in their weapon for 3d10 minutes.
  0044. All characters within 3d10 feet acquire - 18 CA for 3d10 rounds.
  0045. All characters within 3d10 feet acquire - 18 SP in their weapon for 3d10 rounds.
  0046. All characters within 3d10 feet acquire - 21 CA for 3d10 seconds.
  0047. All characters within 3d10 feet acquire - 21 SP in their weapon for 3d10 seconds.
  0048. All characters within 3d10 feet acquire - 3 CA for 3d10 months.
  0049. All characters within 3d10 feet acquire - 3 SP in their weapon for 3d10 months.
  0050. All characters within 3d10 feet acquire - 6 CA for 3d10 weeks.
  0051. All characters within 3d10 feet acquire - 6 SP in their weapon for 3d10 weeks.
  0052. All characters within 3d10 feet acquire - 9 CA for 3d10 days.
  0053. All characters within 3d10 feet acquire - 9 SP in their weapon for 3d10 days.
  0054. All characters within 3d10 feet acquire + 12 CA for 3d10 hours.
  0055. All characters within 3d10 feet acquire + 12 SP in their weapon for 3d10 hours.
  0056. All characters within 3d10 feet acquire + 15 CA for 3d10 minutes.
  0057. All characters within 3d10 feet acquire + 15 SP in their weapon for 3d10 minutes.
  0058. All characters within 3d10 feet acquire + 18 CA for 3d10 rounds.
  0059. All characters within 3d10 feet acquire + 18 SP in their weapon for 3d10 rounds.
  0060. All characters within 3d10 feet acquire + 21 CA for 3d10 seconds.
  0061. All characters within 3d10 feet acquire + 21 SP in their weapon for 3d10 seconds.
  0062. All characters within 3d10 feet acquire + 3 CA for 3d10 months.
  0063. All characters within 3d10 feet acquire + 3 SP in their weapon for 3d10 months.
  0064. All characters within 3d10 feet acquire + 6 CA for 3d10 weeks.
  0065. All characters within 3d10 feet acquire + 6 SP in their weapon for 3d10 weeks.
  0066. All characters within 3d10 feet acquire + 9 CA for 3d10 days.
  
  849
  Appendix 3: Random Magical Effects
  0067. All characters within 3d10 feet acquire + 9 SP in their weapon for 3d10 days.
  0068. All characters within 3d10 feet acquire 1 random anakim trait.
  0069. All characters within 3d10 feet acquire 1d10 random anakim traits.
  0070. All characters within 3d10 feet acquire 20 SP to allocate without restriction.
  0071. All characters within 3d10 feet acquire a bonus of (3d10)% LP.
  0072. All characters within 3d10 feet acquire a bonus of 1d10 with a random Specific Weapon skill.
  0073. All characters within 3d10 feet acquire a bonus of 1d10 with the Acting (Drama) skill.
  0074. All characters within 3d10 feet acquire a bonus of 1d10 with the Agriculture skill.
  0075. All characters within 3d10 feet acquire a bonus of 1d10 with the Aim skill.
  0076. All characters within 3d10 feet acquire a bonus of 1d10 with the Ambidexterity skill.
  0077. All characters within 3d10 feet acquire a bonus of 1d10 with the Anatomy skill.
  0078. All characters within 3d10 feet acquire a bonus of 1d10 with the Animal Handling skill.
  0079. All characters within 3d10 feet acquire a bonus of 1d10 with the Appraise skill.
  0080. All characters within 3d10 feet acquire a bonus of 1d10 with the Architecture skill.
  0081. All characters within 3d10 feet acquire a bonus of 1d10 with the Armorsmithing skill.
  0082. All characters within 3d10 feet acquire a bonus of 1d10 with the Balance skill.
  0083. All characters within 3d10 feet acquire a bonus of 1d10 with the Basketweaving skill.
  0084. All characters within 3d10 feet acquire a bonus of 1d10 with the Blacksmithing skill.
  0085. All characters within 3d10 feet acquire a bonus of 1d10 with the Blindfighting skill.
  0086. All characters within 3d10 feet acquire a bonus of 1d10 with the Bookbinding skill.
  0087. All characters within 3d10 feet acquire a bonus of 1d10 with the Bowyer skill.
  0088. All characters within 3d10 feet acquire a bonus of 1d10 with the Brass-smithing skill.
  0089. All characters within 3d10 feet acquire a bonus of 1d10 with the Brawling skill.
  0090. All characters within 3d10 feet acquire a bonus of 1d10 with the Brewing skill.
  0091. All characters within 3d10 feet acquire a bonus of 1d10 with the Brickmaking skill.
  0092. All characters within 3d10 feet acquire a bonus of 1d10 with the Candlemaking skill.
  0093. All characters within 3d10 feet acquire a bonus of 1d10 with the Carpentry skill.
  0094. All characters within 3d10 feet acquire a bonus of 1d10 with the Cartography skill.
  0095. All characters within 3d10 feet acquire a bonus of 1d10 with the Catching skill.
  0096. All characters within 3d10 feet acquire a bonus of 1d10 with the Charioteering skill.
  0097. All characters within 3d10 feet acquire a bonus of 1d10 with the Chemistry skill.
  0098. All characters within 3d10 feet acquire a bonus of 1d10 with the Cleaning skill.
  0099. All characters within 3d10 feet acquire a bonus of 1d10 with the Climb skill.
  0100. All characters within 3d10 feet acquire a bonus of 1d10 with the Clockmaking skill.
  0101. All characters within 3d10 feet acquire a bonus of 1d10 with the Cobbling skill.
  0102. All characters within 3d10 feet acquire a bonus of 1d10 with the Comedy (Buffoonery) skill.
  0103. All characters within 3d10 feet acquire a bonus of 1d10 with the Comedy (Physical) skill.
  0104. All characters within 3d10 feet acquire a bonus of 1d10 with the Comedy (Pun) skill.
  0105. All characters within 3d10 feet acquire a bonus of 1d10 with the Constellations skill.
  0106. All characters within 3d10 feet acquire a bonus of 1d10 with the Contortion skill.
  0107. All characters within 3d10 feet acquire a bonus of 1d10 with the Cooking skill.
  0108. All characters within 3d10 feet acquire a bonus of 1d10 with the Coppersmithing skill.
  0109. All characters within 3d10 feet acquire a bonus of 1d10 with the Cosmetics skill.
  0110. All characters within 3d10 feet acquire a bonus of 1d10 with the Dance skill.
  0111. All characters within 3d10 feet acquire a bonus of 1d10 with the Delousing skill.
  0112. All characters within 3d10 feet acquire a bonus of 1d10 with the Diagnosing skill.
  0113. All characters within 3d10 feet acquire a bonus of 1d10 with the Direction Sense skill.
  0114. All characters within 3d10 feet acquire a bonus of 1d10 with the Disarm skill.
  0115. All characters within 3d10 feet acquire a bonus of 1d10 with the Disguise skill.
  0116. All characters within 3d10 feet acquire a bonus of 1d10 with the Dismemberment skill.
  0117. All characters within 3d10 feet acquire a bonus of 1d10 with the Dying skill.
  
  850
  Appendix 3: Random Magical Effects
  0118. All characters within 3d10 feet acquire a bonus of 1d10 with the Enameling skill.
  0119. All characters within 3d10 feet acquire a bonus of 1d10 with the Engraving skill.
  0120. All characters within 3d10 feet acquire a bonus of 1d10 with the Etiquette skill.
  0121. All characters within 3d10 feet acquire a bonus of 1d10 with the Fishing skill.
  0122. All characters within 3d10 feet acquire a bonus of 1d10 with the Fletching skill.
  0123. All characters within 3d10 feet acquire a bonus of 1d10 with the Foresting skill.
  0124. All characters within 3d10 feet acquire a bonus of 1d10 with the Forgery skill.
  0125. All characters within 3d10 feet acquire a bonus of 1d10 with the Gambling skill.
  0126. All characters within 3d10 feet acquire a bonus of 1d10 with the Gemcutting skill.
  0127. All characters within 3d10 feet acquire a bonus of 1d10 with the Genealogy skill.
  0128. All characters within 3d10 feet acquire a bonus of 1d10 with the Girdlemaking skill.
  0129. All characters within 3d10 feet acquire a bonus of 1d10 with the Glassblowing skill.
  0130. All characters within 3d10 feet acquire a bonus of 1d10 with the Glovemaking skill.
  0131. All characters within 3d10 feet acquire a bonus of 1d10 with the Goldsmithing skill.
  0132. All characters within 3d10 feet acquire a bonus of 1d10 with the Grooming skill.
  0133. All characters within 3d10 feet acquire a bonus of 1d10 with the Haggling skill.
  0134. All characters within 3d10 feet acquire a bonus of 1d10 with the Hairstyling skill.
  0135. All characters within 3d10 feet acquire a bonus of 1d10 with the Hatmaking skill.
  0136. All characters within 3d10 feet acquire a bonus of 1d10 with the Heraldry skill.
  0137. All characters within 3d10 feet acquire a bonus of 1d10 with the Herbalism skill.
  0138. All characters within 3d10 feet acquire a bonus of 1d10 with the Hewing skill.
  0139. All characters within 3d10 feet acquire a bonus of 1d10 with the Hide skill.
  0140. All characters within 3d10 feet acquire a bonus of 1d10 with the Hunting skill.
  0141. All characters within 3d10 feet acquire a bonus of 1d10 with the Hurl skill.
  0142. All characters within 3d10 feet acquire a bonus of 1d10 with the Impaling skill.
  0143. All characters within 3d10 feet acquire a bonus of 1d10 with the Inkmaking skill.
  0144. All characters within 3d10 feet acquire a bonus of 1d10 with the Intimidation skill.
  0145. All characters within 3d10 feet acquire a bonus of 1d10 with the Juggling skill.
  0146. All characters within 3d10 feet acquire a bonus of 1d10 with the Jump skill.
  0147. All characters within 3d10 feet acquire a bonus of 1d10 with the Law skill.
  0148. All characters within 3d10 feet acquire a bonus of 1d10 with the Locksmithing skill.
  0149. All characters within 3d10 feet acquire a bonus of 1d10 with the Lock-picking skill.
  0150. All characters within 3d10 feet acquire a bonus of 1d10 with the Logic skill.
  0151. All characters within 3d10 feet acquire a bonus of 1d10 with the Mangling skill.
  0152. All characters within 3d10 feet acquire a bonus of 1d10 with the Massage skill.
  0153. All characters within 3d10 feet acquire a bonus of 1d10 with the Milking skill.
  0154. All characters within 3d10 feet acquire a bonus of 1d10 with the Milling skill.
  0155. All characters within 3d10 feet acquire a bonus of 1d10 with the Mining skill.
  0156. All characters within 3d10 feet acquire a bonus of 1d10 with the Minting skill.
  0157. All characters within 3d10 feet acquire a bonus of 1d10 with the Mountaineering skill.
  0158. All characters within 3d10 feet acquire a bonus of 1d10 with the Mounted Archery skill.
  0159. All characters within 3d10 feet acquire a bonus of 1d10 with the Painting skill.
  0160. All characters within 3d10 feet acquire a bonus of 1d10 with the Papermaking skill.
  0161. All characters within 3d10 feet acquire a bonus of 1d10 with the Parry skill.
  0162. All characters within 3d10 feet acquire a bonus of 1d10 with the Perfumemaking skill.
  0163. All characters within 3d10 feet acquire a bonus of 1d10 with the Persuasion skill.
  0164. All characters within 3d10 feet acquire a bonus of 1d10 with the Pewtersmithing skill.
  0165. All characters within 3d10 feet acquire a bonus of 1d10 with the Philosophy skill.
  0166. All characters within 3d10 feet acquire a bonus of 1d10 with the Pick Pocket skill.
  0167. All characters within 3d10 feet acquire a bonus of 1d10 with the Pottery skill.
  0168. All characters within 3d10 feet acquire a bonus of 1d10 with the Pursemaking skill.
  
  851
  Appendix 3: Random Magical Effects
  0169. All characters within 3d10 feet acquire a bonus of 1d10 with the Read Lips skill.
  0170. All characters within 3d10 feet acquire a bonus of 1d10 with the Remember Detail skill.
  0171. All characters within 3d10 feet acquire a bonus of 1d10 with the Riding skill.
  0172. All characters within 3d10 feet acquire a bonus of 1d10 with the Rope-making skill.
  0173. All characters within 3d10 feet acquire a bonus of 1d10 with the Rope Use skill.
  0174. All characters within 3d10 feet acquire a bonus of 1d10 with the Saddlemaking skill.
  0175. All characters within 3d10 feet acquire a bonus of 1d10 with the Sailing skill.
  0176. All characters within 3d10 feet acquire a bonus of 1d10 with the Sailmaking skill.
  0177. All characters within 3d10 feet acquire a bonus of 1d10 with the Sculpture skill.
  0178. All characters within 3d10 feet acquire a bonus of 1d10 with the Search skill.
  0179. All characters within 3d10 feet acquire a bonus of 1d10 with the Seduction skill.
  0180. All characters within 3d10 feet acquire a bonus of 1d10 with the Sexual Adeptness skill.
  0181. All characters within 3d10 feet acquire a bonus of 1d10 with the Sheathmaking skill.
  0182. All characters within 3d10 feet acquire a bonus of 1d10 with the Shipwright skill.
  0183. All characters within 3d10 feet acquire a bonus of 1d10 with the Sight skill.
  0184. All characters within 3d10 feet acquire a bonus of 1d10 with the Silence skill.
  0185. All characters within 3d10 feet acquire a bonus of 1d10 with the Silversmithing skill.
  0186. All characters within 3d10 feet acquire a bonus of 1d10 with the Skinning skill.
  0187. All characters within 3d10 feet acquire a bonus of 1d10 with the Smell skill.
  0188. All characters within 3d10 feet acquire a bonus of 1d10 with the Soapmaking skill.
  0189. All characters within 3d10 feet acquire a bonus of 1d10 with the Sound skill.
  0190. All characters within 3d10 feet acquire a bonus of 1d10 with the Spitting skill.
  0191. All characters within 3d10 feet acquire a bonus of 1d10 with the Sprint skill.
  0192. All characters within 3d10 feet acquire a bonus of 1d10 with the Stonemasonry skill.
  0193. All characters within 3d10 feet acquire a bonus of 1d10 with the Storytelling skill.
  0194. All characters within 3d10 feet acquire a bonus of 1d10 with the Surgery skill.
  0195. All characters within 3d10 feet acquire a bonus of 1d10 with the Symbology skill.
  0196. All characters within 3d10 feet acquire a bonus of 1d10 with the Swim skill.
  0197. All characters within 3d10 feet acquire a bonus of 1d10 with the Tailoring skill.
  0198. All characters within 3d10 feet acquire a bonus of 1d10 with the Tanning skill.
  0199. All characters within 3d10 feet acquire a bonus of 1d10 with the Taste skill.
  0200. All characters within 3d10 feet acquire a bonus of 1d10 with the Teaching skill.
  0201. All characters within 3d10 feet acquire a bonus of 1d10 with the Thatching skill.
  0202. All characters within 3d10 feet acquire a bonus of 1d10 with the Tilemaking skill.
  0203. All characters within 3d10 feet acquire a bonus of 1d10 with the Tinkering skill.
  0204. All characters within 3d10 feet acquire a bonus of 1d10 with the Touch skill.
  0205. All characters within 3d10 feet acquire a bonus of 1d10 with the Toxicology skill.
  0206. All characters within 3d10 feet acquire a bonus of 1d10 with the Tracking skill.
  0207. All characters within 3d10 feet acquire a bonus of 1d10 with the Transcribing skill.
  0208. All characters within 3d10 feet acquire a bonus of 1d10 with the Trapping skill.
  0209. All characters within 3d10 feet acquire a bonus of 1d10 with the Trickery skill.
  0210. All characters within 3d10 feet acquire a bonus of 1d10 with the Tumble skill.
  0211. All characters within 3d10 feet acquire a bonus of 1d10 with the Urinating skill.
  0212. All characters within 3d10 feet acquire a bonus of 1d10 with the Ventriloquism skill.
  0213. All characters within 3d10 feet acquire a bonus of 1d10 with the Wainwrighting skill.
  0214. All characters within 3d10 feet acquire a bonus of 1d10 with the Weather Prediction skill.
  0215. All characters within 3d10 feet acquire a bonus of 1d10 with the Weaving skill.
  0216. All characters within 3d10 feet acquire a bonus of 1d10 with the Wheelwrighting skill.
  0217. All characters within 3d10 feet acquire a bonus of 1d10 with the Wilderness Lore skill.
  0218. All characters within 3d10 feet acquire a bonus of 1d10 with the Wrestling skill.
  0219. All characters within 3d10 feet acquire a disposition of EI.
  
  852
  Appendix 3: Random Magical Effects
  0220. All characters within 3d10 feet acquire a disposition of EM.
  0221. All characters within 3d10 feet acquire a disposition of EN.
  0222. All characters within 3d10 feet acquire a disposition of NI.
  0223. All characters within 3d10 feet acquire a disposition of NI.
  0224. All characters within 3d10 feet acquire a disposition of NN.
  0225. All characters within 3d10 feet acquire a disposition of UI.
  0226. All characters within 3d10 feet acquire a disposition of UM.
  0227. All characters within 3d10 feet acquire a disposition of UN.
  0228. All characters within 3d10 feet acquire a fetish for attempting to kiss their armpits.
  0229. All characters within 3d10 feet acquire a fetish for females who want to kill them.
  0230. All characters within 3d10 feet acquire a penalty of (3d10)% LP.
  0231. All characters within 3d10 feet acquire a penalty of 1d10 with a random Specific Weapon skill.
  0232. All characters within 3d10 feet acquire a penalty of 1d10 with the Acting (Drama) skill.
  0233. All characters within 3d10 feet acquire a penalty of 1d10 with the Agriculture skill.
  0234. All characters within 3d10 feet acquire a penalty of 1d10 with the Aim skill.
  0235. All characters within 3d10 feet acquire a penalty of 1d10 with the Ambidexterity skill.
  0236. All characters within 3d10 feet acquire a penalty of 1d10 with the Anatomy skill.
  0237. All characters within 3d10 feet acquire a penalty of 1d10 with the Animal Handling skill.
  0238. All characters within 3d10 feet acquire a penalty of 1d10 with the Appraise skill.
  0239. All characters within 3d10 feet acquire a penalty of 1d10 with the Architecture skill.
  0240. All characters within 3d10 feet acquire a penalty of 1d10 with the Armorsmithing skill.
  0241. All characters within 3d10 feet acquire a penalty of 1d10 with the Balance skill.
  0242. All characters within 3d10 feet acquire a penalty of 1d10 with the Basketweaving skill.
  0243. All characters within 3d10 feet acquire a penalty of 1d10 with the Blacksmithing skill.
  0244. All characters within 3d10 feet acquire a penalty of 1d10 with the Blindfighting skill.
  0245. All characters within 3d10 feet acquire a penalty of 1d10 with the Bookbinding skill.
  0246. All characters within 3d10 feet acquire a penalty of 1d10 with the Bowyer skill.
  0247. All characters within 3d10 feet acquire a penalty of 1d10 with the Brass-smithing skill.
  0248. All characters within 3d10 feet acquire a penalty of 1d10 with the Brawling skill.
  0249. All characters within 3d10 feet acquire a penalty of 1d10 with the Brewing skill.
  0250. All characters within 3d10 feet acquire a penalty of 1d10 with the Brickmaking skill.
  0251. All characters within 3d10 feet acquire a penalty of 1d10 with the Candlemaking skill.
  0252. All characters within 3d10 feet acquire a penalty of 1d10 with the Carpentry skill.
  0253. All characters within 3d10 feet acquire a penalty of 1d10 with the Cartography skill.
  0254. All characters within 3d10 feet acquire a penalty of 1d10 with the Catching skill.
  0255. All characters within 3d10 feet acquire a penalty of 1d10 with the Charioteering skill.
  0256. All characters within 3d10 feet acquire a penalty of 1d10 with the Chemistry skill.
  0257. All characters within 3d10 feet acquire a penalty of 1d10 with the Cleaning skill.
  0258. All characters within 3d10 feet acquire a penalty of 1d10 with the Climb skill.
  0259. All characters within 3d10 feet acquire a penalty of 1d10 with the Clockmaking skill.
  0260. All characters within 3d10 feet acquire a penalty of 1d10 with the Cobbling skill.
  0261. All characters within 3d10 feet acquire a penalty of 1d10 with the Comedy (Buffoonery) skill.
  0262. All characters within 3d10 feet acquire a penalty of 1d10 with the Comedy (Physical) skill.
  0263. All characters within 3d10 feet acquire a penalty of 1d10 with the Comedy (Pun) skill.
  0264. All characters within 3d10 feet acquire a penalty of 1d10 with the Constellations skill.
  0265. All characters within 3d10 feet acquire a penalty of 1d10 with the Contortion skill.
  0266. All characters within 3d10 feet acquire a penalty of 1d10 with the Cooking skill.
  0267. All characters within 3d10 feet acquire a penalty of 1d10 with the Coppersmithing skill.
  0268. All characters within 3d10 feet acquire a penalty of 1d10 with the Cosmetics skill.
  0269. All characters within 3d10 feet acquire a penalty of 1d10 with the Dance skill.
  0270. All characters within 3d10 feet acquire a penalty of 1d10 with the Delousing skill.
  
  853
  Appendix 3: Random Magical Effects
  0271. All characters within 3d10 feet acquire a penalty of 1d10 with the Diagnosing skill.
  0272. All characters within 3d10 feet acquire a penalty of 1d10 with the Direction Sense skill.
  0273. All characters within 3d10 feet acquire a penalty of 1d10 with the Disarm skill.
  0274. All characters within 3d10 feet acquire a penalty of 1d10 with the Disguise skill.
  0275. All characters within 3d10 feet acquire a penalty of 1d10 with the Dismemberment skill.
  0276. All characters within 3d10 feet acquire a penalty of 1d10 with the Dying skill.
  0277. All characters within 3d10 feet acquire a penalty of 1d10 with the Enameling skill.
  0278. All characters within 3d10 feet acquire a penalty of 1d10 with the Engraving skill.
  0279. All characters within 3d10 feet acquire a penalty of 1d10 with the Etiquette skill.
  0280. All characters within 3d10 feet acquire a penalty of 1d10 with the Fishing skill.
  0281. All characters within 3d10 feet acquire a penalty of 1d10 with the Fletching skill.
  0282. All characters within 3d10 feet acquire a penalty of 1d10 with the Foresting skill.
  0283. All characters within 3d10 feet acquire a penalty of 1d10 with the Forgery skill.
  0284. All characters within 3d10 feet acquire a penalty of 1d10 with the Gambling skill.
  0285. All characters within 3d10 feet acquire a penalty of 1d10 with the Gemcutting skill.
  0286. All characters within 3d10 feet acquire a penalty of 1d10 with the Genealogy skill.
  0287. All characters within 3d10 feet acquire a penalty of 1d10 with the Girdlemaking skill.
  0288. All characters within 3d10 feet acquire a penalty of 1d10 with the Glassblowing skill.
  0289. All characters within 3d10 feet acquire a penalty of 1d10 with the Glovemaking skill.
  0290. All characters within 3d10 feet acquire a penalty of 1d10 with the Goldsmithing skill.
  0291. All characters within 3d10 feet acquire a penalty of 1d10 with the Grooming skill.
  0292. All characters within 3d10 feet acquire a penalty of 1d10 with the Haggling skill.
  0293. All characters within 3d10 feet acquire a penalty of 1d10 with the Hairstyling skill.
  0294. All characters within 3d10 feet acquire a penalty of 1d10 with the Hatmaking skill.
  0295. All characters within 3d10 feet acquire a penalty of 1d10 with the Heraldry skill.
  0296. All characters within 3d10 feet acquire a penalty of 1d10 with the Herbalism skill.
  0297. All characters within 3d10 feet acquire a penalty of 1d10 with the Hewing skill.
  0298. All characters within 3d10 feet acquire a penalty of 1d10 with the Hide skill.
  0299. All characters within 3d10 feet acquire a penalty of 1d10 with the Hunting skill.
  0300. All characters within 3d10 feet acquire a penalty of 1d10 with the Hurl skill.
  0301. All characters within 3d10 feet acquire a penalty of 1d10 with the Impaling skill.
  0302. All characters within 3d10 feet acquire a penalty of 1d10 with the Inkmaking skill.
  0303. All characters within 3d10 feet acquire a penalty of 1d10 with the Intimidation skill.
  0304. All characters within 3d10 feet acquire a penalty of 1d10 with the Juggling skill.
  0305. All characters within 3d10 feet acquire a penalty of 1d10 with the Jump skill.
  0306. All characters within 3d10 feet acquire a penalty of 1d10 with the Law skill.
  0307. All characters within 3d10 feet acquire a penalty of 1d10 with the Locksmithing skill.
  0308. All characters within 3d10 feet acquire a penalty of 1d10 with the Lock-picking skill.
  0309. All characters within 3d10 feet acquire a penalty of 1d10 with the Logic skill.
  0310. All characters within 3d10 feet acquire a penalty of 1d10 with the Mangling skill.
  0311. All characters within 3d10 feet acquire a penalty of 1d10 with the Massage skill.
  0312. All characters within 3d10 feet acquire a penalty of 1d10 with the Milking skill.
  0313. All characters within 3d10 feet acquire a penalty of 1d10 with the Milling skill.
  0314. All characters within 3d10 feet acquire a penalty of 1d10 with the Mining skill.
  0315. All characters within 3d10 feet acquire a penalty of 1d10 with the Minting skill.
  0316. All characters within 3d10 feet acquire a penalty of 1d10 with the Mountaineering skill.
  0317. All characters within 3d10 feet acquire a penalty of 1d10 with the Mounted Archery skill.
  0318. All characters within 3d10 feet acquire a penalty of 1d10 with the Painting skill.
  0319. All characters within 3d10 feet acquire a penalty of 1d10 with the Papermaking skill.
  0320. All characters within 3d10 feet acquire a penalty of 1d10 with the Parry skill.
  0321. All characters within 3d10 feet acquire a penalty of 1d10 with the Perfumemaking skill.
  
  854
  Appendix 3: Random Magical Effects
  0322. All characters within 3d10 feet acquire a penalty of 1d10 with the Persuasion skill.
  0323. All characters within 3d10 feet acquire a penalty of 1d10 with the Pewtersmithing skill.
  0324. All characters within 3d10 feet acquire a penalty of 1d10 with the Philosophy skill.
  0325. All characters within 3d10 feet acquire a penalty of 1d10 with the Pick Pocket skill.
  0326. All characters within 3d10 feet acquire a penalty of 1d10 with the Pottery skill.
  0327. All characters within 3d10 feet acquire a penalty of 1d10 with the Pursemaking skill.
  0328. All characters within 3d10 feet acquire a penalty of 1d10 with the Read Lips skill.
  0329. All characters within 3d10 feet acquire a penalty of 1d10 with the Remember Detail skill.
  0330. All characters within 3d10 feet acquire a penalty of 1d10 with the Riding skill.
  0331. All characters within 3d10 feet acquire a penalty of 1d10 with the Rope-making skill.
  0332. All characters within 3d10 feet acquire a penalty of 1d10 with the Rope Use skill.
  0333. All characters within 3d10 feet acquire a penalty of 1d10 with the Saddlemaking skill.
  0334. All characters within 3d10 feet acquire a penalty of 1d10 with the Sailing skill.
  0335. All characters within 3d10 feet acquire a penalty of 1d10 with the Sailmaking skill.
  0336. All characters within 3d10 feet acquire a penalty of 1d10 with the Sculpture skill.
  0337. All characters within 3d10 feet acquire a penalty of 1d10 with the Search skill.
  0338. All characters within 3d10 feet acquire a penalty of 1d10 with the Seduction skill.
  0339. All characters within 3d10 feet acquire a penalty of 1d10 with the Sexual Adeptness skill.
  0340. All characters within 3d10 feet acquire a penalty of 1d10 with the Sheathmaking skill.
  0341. All characters within 3d10 feet acquire a penalty of 1d10 with the Shipwright skill.
  0342. All characters within 3d10 feet acquire a penalty of 1d10 with the Sight skill.
  0343. All characters within 3d10 feet acquire a penalty of 1d10 with the Silence skill.
  0344. All characters within 3d10 feet acquire a penalty of 1d10 with the Silversmithing skill.
  0345. All characters within 3d10 feet acquire a penalty of 1d10 with the Skinning skill.
  0346. All characters within 3d10 feet acquire a penalty of 1d10 with the Smell skill.
  0347. All characters within 3d10 feet acquire a penalty of 1d10 with the Soapmaking skill.
  0348. All characters within 3d10 feet acquire a penalty of 1d10 with the Sound skill.
  0349. All characters within 3d10 feet acquire a penalty of 1d10 with the Spitting skill.
  0350. All characters within 3d10 feet acquire a penalty of 1d10 with the Sprint skill.
  0351. All characters within 3d10 feet acquire a penalty of 1d10 with the Stonemasonry skill.
  0352. All characters within 3d10 feet acquire a penalty of 1d10 with the Storytelling skill.
  0353. All characters within 3d10 feet acquire a penalty of 1d10 with the Surgery skill.
  0354. All characters within 3d10 feet acquire a penalty of 1d10 with the Symbology skill.
  0355. All characters within 3d10 feet acquire a penalty of 1d10 with the Swim skill.
  0356. All characters within 3d10 feet acquire a penalty of 1d10 with the Tailoring skill.
  0357. All characters within 3d10 feet acquire a penalty of 1d10 with the Tanning skill.
  0358. All characters within 3d10 feet acquire a penalty of 1d10 with the Taste skill.
  0359. All characters within 3d10 feet acquire a penalty of 1d10 with the Teaching skill.
  0360. All characters within 3d10 feet acquire a penalty of 1d10 with the Thatching skill.
  0361. All characters within 3d10 feet acquire a penalty of 1d10 with the Tilemaking skill.
  0362. All characters within 3d10 feet acquire a penalty of 1d10 with the Tinkering skill.
  0363. All characters within 3d10 feet acquire a penalty of 1d10 with the Touch skill.
  0364. All characters within 3d10 feet acquire a penalty of 1d10 with the Toxicology skill.
  0365. All characters within 3d10 feet acquire a penalty of 1d10 with the Tracking skill.
  0366. All characters within 3d10 feet acquire a penalty of 1d10 with the Transcribing skill.
  0367. All characters within 3d10 feet acquire a penalty of 1d10 with the Trapping skill.
  0368. All characters within 3d10 feet acquire a penalty of 1d10 with the Trickery skill.
  0369. All characters within 3d10 feet acquire a penalty of 1d10 with the Tumble skill.
  0370. All characters within 3d10 feet acquire a penalty of 1d10 with the Urinating skill.
  0371. All characters within 3d10 feet acquire a penalty of 1d10 with the Ventriloquism skill.
  0372. All characters within 3d10 feet acquire a penalty of 1d10 with the Wainwrighting skill.
  
  855
  Appendix 3: Random Magical Effects
  0373. All characters within 3d10 feet acquire a penalty of 1d10 with the Weather Prediction skill.
  0374. All characters within 3d10 feet acquire a penalty of 1d10 with the Weaving skill.
  0375. All characters within 3d10 feet acquire a penalty of 1d10 with the Wheelwrighting skill.
  0376. All characters within 3d10 feet acquire a penalty of 1d10 with the Wilderness Lore skill.
  0377. All characters within 3d10 feet acquire a penalty of 1d10 with the Wrestling skill.
  0378. All characters within 3d10 feet acquire a phobia. (see Chap. 5: Mind and App. 4: Phobias.)
  0379. All characters within 3d10 feet acquire abasiophilia.
  0380. All characters within 3d10 feet acquire acrotomophilia.
  0381. All characters within 3d10 feet acquire anorexia nervosa.
  0382. All characters within 3d10 feet acquire antisocial personality disorder.
  0383. All characters within 3d10 feet acquire autoabasiophilia.
  0384. All characters within 3d10 feet acquire avoidant personality disorder.
  0385. All characters within 3d10 feet acquire bipolar disorder.
  0386. All characters within 3d10 feet acquire borderline personality disorder.
  0387. All characters within 3d10 feet acquire coprophilia.
  0388. All characters within 3d10 feet acquire dementia.
  0389. All characters within 3d10 feet acquire dependent personality disorder.
  0390. All characters within 3d10 feet acquire depersonalization disorder.
  0391. All characters within 3d10 feet acquire depression.
  0392. All characters within 3d10 feet acquire dissociative fugue.
  0393. All characters within 3d10 feet acquire dissociative identity disorder.
  0394. All characters within 3d10 feet acquire erotophonophilia.
  0395. All characters within 3d10 feet acquire exhibitionism.
  0396. All characters within 3d10 feet acquire formicophilia.
  0397. All characters within 3d10 feet acquire frotteurism.
  0398. All characters within 3d10 feet acquire generalized anxiety disorder.
  0399. All characters within 3d10 feet acquire histrionic personality disorder.
  0400. All characters within 3d10 feet acquire hypersomnia.
  0401. All characters within 3d10 feet acquire hypoxyphilia.
  0402. All characters within 3d10 feet acquire intermittent explosive disorder.
  0403. All characters within 3d10 feet acquire kleptomania.
  0404. All characters within 3d10 feet acquire mania.
  0405. All characters within 3d10 feet acquire narcissistic personality disorder.
  0406. All characters within 3d10 feet acquire narratophilia.
  0407. All characters within 3d10 feet acquire necrophilia.
  0408. All characters within 3d10 feet acquire nymphomania.
  0409. All characters within 3d10 feet acquire obsessive-compulsive disorder.
  0410. All characters within 3d10 feet acquire obsessive-compulsive personality disorder.
  0411. All characters within 3d10 feet acquire obsessive-compulsive washing behavior.
  0412. All characters within 3d10 feet acquire panic disorder.
  0413. All characters within 3d10 feet acquire paranoia.
  0414. All characters within 3d10 feet acquire paranoid personality disorder.
  0415. All characters within 3d10 feet acquire pathological gambling.
  0416. All characters within 3d10 feet acquire pedophilia.
  0417. All characters within 3d10 feet acquire post-traumatic stress disorder.
  0418. All characters within 3d10 feet acquire psychosis.
  0419. All characters within 3d10 feet acquire pyromania.
  0420. All characters within 3d10 feet acquire raptophilia.
  0421. All characters within 3d10 feet acquire schizoid personality disorder.
  0422. All characters within 3d10 feet acquire schizophrenia.
  0423. All characters within 3d10 feet acquire scoptophilia.
  
  856
  Appendix 3: Random Magical Effects
  0424. All characters within 3d10 feet acquire sexual masochism.
  0425. All characters within 3d10 feet acquire sexual sadism.
  0426. All characters within 3d10 feet acquire sleepwalking disorder.
  0427. All characters within 3d10 feet acquire somnophilia.
  0428. All characters within 3d10 feet acquire Tourette’s Syndrome.
  0429. All characters within 3d10 feet acquire trichotillomania.
  0430. All characters within 3d10 feet acquire urophilia.
  0431. All characters within 3d10 feet acquire vaginismus.
  0432. All characters within 3d10 feet acquire vomerophilia.
  0433. All characters within 3d10 feet acquire voyeurism.
  0434. All characters within 3d10 feet acquire zoophilia.
  0435. All characters within 3d10 feet are (1d100)% resistant to magic.
  0436. All characters within 3d10 feet are now each holding a bec de corbin.
  0437. All characters within 3d10 feet are now each holding a berdeesh.
  0438. All characters within 3d10 feet are now each holding a bipennis.
  0439. All characters within 3d10 feet are now each holding a cat-o-nine tails.
  0440. All characters within 3d10 feet are now each holding a gladius.
  0441. All characters within 3d10 feet are now holding awl pikes.
  0442. All characters within 3d10 feet are now holding bastard swords.
  0443. All characters within 3d10 feet are now holding bills.
  0444. All characters within 3d10 feet are now holding body shields.
  0445. All characters within 3d10 feet are now holding broadswords.
  0446. All characters within 3d10 feet are now holding bucklers.
  0447. All characters within 3d10 feet are now holding bull whips.
  0448. All characters within 3d10 feet are now holding cleavers.
  0449. All characters within 3d10 feet are now holding cut-and-thrust swords.
  0450. All characters within 3d10 feet are now holding daggers.
  0451. All characters within 3d10 feet are now holding falchions.
  0452. All characters within 3d10 feet are now holding fauchards.
  0453. All characters within 3d10 feet are now holding flamberges.
  0454. All characters within 3d10 feet are now holding footman’s battle axes.
  0455. All characters within 3d10 feet are now holding footman’s maces.
  0456. All characters within 3d10 feet are now holding footman’s military picks.
  0457. All characters within 3d10 feet are now holding footman’s war hammers.
  0458. All characters within 3d10 feet are now holding glaives.
  0459. All characters within 3d10 feet are now holding guisarmes.
  0460. All characters within 3d10 feet are now holding halberds.
  0461. All characters within 3d10 feet are now holding hand axes.
  0462. All characters within 3d10 feet are now holding hand crossbows.
  0463. All characters within 3d10 feet are now holding holy water sprinklers.
  0464. All characters within 3d10 feet are now holding horseman’s battle axes.
  0465. All characters within 3d10 feet are now holding horseman’s flails.
  0466. All characters within 3d10 feet are now holding horseman’s maces.
  0467. All characters within 3d10 feet are now holding horseman’s military picks.
  0468. All characters within 3d10 feet are now holding horseman’s war hammers.
  0469. All characters within 3d10 feet are now holding hunting knives.
  0470. All characters within 3d10 feet are now holding javelins.
  0471. All characters within 3d10 feet are now holding long spears.
  0472. All characters within 3d10 feet are now holding long swords.
  0473. All characters within 3d10 feet are now holding longbows.
  0474. All characters within 3d10 feet are now holding mace-axes.
  
  857
  Appendix 3: Random Magical Effects
  0475. All characters within 3d10 feet are now holding mauls.
  0476. All characters within 3d10 feet are now holding medium spears.
  0477. All characters within 3d10 feet are now holding military flails.
  0478. All characters within 3d10 feet are now holding military forks.
  0479. All characters within 3d10 feet are now holding morgensterns.
  0480. All characters within 3d10 feet are now holding partisans.
  0481. All characters within 3d10 feet are now holding pilums.
  0482. All characters within 3d10 feet are now holding pitchforks.
  0483. All characters within 3d10 feet are now holding poleaxes.
  0484. All characters within 3d10 feet are now holding pry bars.
  0485. All characters within 3d10 feet are now holding quarterstaves.
  0486. All characters within 3d10 feet are now holding ranseurs.
  0487. All characters within 3d10 feet are now holding saps.
  0488. All characters within 3d10 feet are now holding scourges.
  0489. All characters within 3d10 feet are now holding scythes.
  0490. All characters within 3d10 feet are now holding short spears.
  0491. All characters within 3d10 feet are now holding short swords.
  0492. All characters within 3d10 feet are now holding shortbows.
  0493. All characters within 3d10 feet are now holding shovels.
  0494. All characters within 3d10 feet are now holding sickles.
  0495. All characters within 3d10 feet are now holding sledgehammers.
  0496. All characters within 3d10 feet are now holding slings.
  0497. All characters within 3d10 feet are now holding spetums.
  0498. All characters within 3d10 feet are now holding stilettos.
  0499. All characters within 3d10 feet are now holding throwing knives.
  0500. All characters within 3d10 feet are now holding torches.
  0501. All characters within 3d10 feet are now holding tridents.
  0502. All characters within 3d10 feet are now holding voulges.
  0503. All characters within 3d10 feet are now holding wheel and ratchet crossbows.
  0504. All characters within 3d10 feet are now holding whips.
  0505. All characters within 3d10 feet are now holding wooden kite shields.
  0506. All characters within 3d10 feet are now holding wooden round shields.
  0507. All characters within 3d10 feet are now holding zweihanders.
  0508. All characters within 3d10 feet are now naked and covered with honey.
  0509. All characters within 3d10 feet are now wearing banded mail.
  0510. All characters within 3d10 feet are now wearing brigandine.
  0511. All characters within 3d10 feet are now wearing coifs.
  0512. All characters within 3d10 feet are now wearing gambesons.
  0513. All characters within 3d10 feet are now wearing leather armor.
  0514. All characters within 3d10 feet are now wearing scalemail.
  0515. All characters within 3d10 feet are now wearing spangenhelms.
  0516. All characters within 3d10 feet are now wearing studded leather armor.
  0517. All characters within 3d10 feet are now wearing suits of 4-in-1 chainmail.
  0518. All characters within 3d10 feet are now wearing suits of 6-in-1 chainmail.
  0519. All characters within 3d10 feet are now wearing suits of ceremonial platemail.
  0520. All characters within 3d10 feet are now wearing suits of platemail.
  0521. All characters within 3d10 feet attempt to commit suicide for 3d10 rounds.
  0522. All characters within 3d10 feet attempt to drown the next anakim seen.
  0523. All characters within 3d10 feet attempt to drown the next bugbear seen.
  0524. All characters within 3d10 feet attempt to drown the next dwarf seen.
  0525. All characters within 3d10 feet attempt to drown the next elf seen.
  
  858
  Appendix 3: Random Magical Effects
  0526. All characters within 3d10 feet attempt to drown the next human seen.
  0527. All characters within 3d10 feet attempt to drown the next kobold seen.
  0528. All characters within 3d10 feet attempt to drown the next ogre seen.
  0529. All characters within 3d10 feet attempt to drown the next troll seen.
  0530. All characters within 3d10 feet attempt to hang the next anakim seen from a tree.
  0531. All characters within 3d10 feet attempt to hang the next bugbear seen from a tree.
  0532. All characters within 3d10 feet attempt to hang the next dwarf seen from a tree.
  0533. All characters within 3d10 feet attempt to hang the next elf seen from a tree.
  0534. All characters within 3d10 feet attempt to hang the next human seen from a tree.
  0535. All characters within 3d10 feet attempt to hang the next kobold seen from a tree.
  0536. All characters within 3d10 feet attempt to hang the next ogre seen from a big tree.
  0537. All characters within 3d10 feet attempt to hang the next troll seen from a tree.
  0538. All characters within 3d10 feet attempt to kill the next character seen who is sleeping.
  0539. All characters within 3d10 feet become able to appear as though dead at will.
  0540. All characters within 3d10 feet become able to hear earthworms crawling.
  0541. All characters within 3d10 feet become able to pass through stone walls 2 feet thick.
  0542. All characters within 3d10 feet become able to read 3d10 thoughts once per day.
  0543. All characters within 3d10 feet become able to regenerate 1 BPP per hour.
  0544. All characters within 3d10 feet become able to see at night as well as during the day.
  0545. All characters within 3d10 feet become able to see heat patterns 3d10 feet away at night.
  0546. All characters within 3d10 feet become able to smell and identify blood within 3d10 feet.
  0547. All characters within 3d10 feet become able to smell the blood of others 3d10 feet away.
  0548. All characters within 3d10 feet become able to swallow and digest metallic objects.
  0549. All characters within 3d10 feet become afraid of sunlight.
  0550. All characters within 3d10 feet become afraid of the dark.
  0551. All characters within 3d10 feet become anakim-supremacists.
  0552. All characters within 3d10 feet become blind during sunrise and sunset.
  0553. All characters within 3d10 feet become blind.
  0554. All characters within 3d10 feet become bugbear-supremacists.
  0555. All characters within 3d10 feet become covered in fur that is 1d6 inches long.
  0556. All characters within 3d10 feet become cured of all diseases.
  0557. All characters within 3d10 feet become deaf during conversation.
  0558. All characters within 3d10 feet become deaf.
  0559. All characters within 3d10 feet become dog-supremacists.
  0560. All characters within 3d10 feet become dragon-supremacists.
  0561. All characters within 3d10 feet become dwarf-supremacists.
  0562. All characters within 3d10 feet become elf-supremacists.
  0563. All characters within 3d10 feet become homosexual.
  0564. All characters within 3d10 feet become human-supremacists.
  0565. All characters within 3d10 feet become hunchbacked, losing (1d10)% of their height.
  0566. All characters within 3d10 feet become ill with a random disease for 3d10 days.
  0567. All characters within 3d10 feet become immune to Ether spells.
  0568. All characters within 3d10 feet become immune to fire, having heads permanently ablaze.
  0569. All characters within 3d10 feet become immune to normal weapons.
  0570. All characters within 3d10 feet become invisible, as per the spell Evanescence.
  0571. All characters within 3d10 feet become kleptomaniacs for silverware.
  0572. All characters within 3d10 feet become kobold-supremacists.
  0573. All characters within 3d10 feet become nocturnal.
  0574. All characters within 3d10 feet become ogre-supremacists.
  0575. All characters within 3d10 feet become older by (3d10)% of their age in years.
  0576. All characters within 3d10 feet become ostracized by those about whom they care.
  
  859
  Appendix 3: Random Magical Effects
  0577. All characters within 3d10 feet become retards.
  0578. All characters within 3d10 feet become shorter in height by (3d10)%.
  0579. All characters within 3d10 feet become slaves in the nearest kobold mine.
  0580. All characters within 3d10 feet become taller in height by (3d10)%.
  0581. All characters within 3d10 feet become the opposite disposition and gender.
  0582. All characters within 3d10 feet become troll-supremacists.
  0583. All characters within 3d10 feet become unable to breathe, except with their thumb in their rump.
  0584. All characters within 3d10 feet become unable to cast spells, except during sunrise.
  0585. All characters within 3d10 feet become unable to defecate, except while sprinting.
  0586. All characters within 3d10 feet become unable to feel sexual excitement, except when speaking.
  0587. All characters within 3d10 feet become unable to hear anakim.
  0588. All characters within 3d10 feet become unable to hear bugbears.
  0589. All characters within 3d10 feet become unable to hear dwarves.
  0590. All characters within 3d10 feet become unable to hear elves.
  0591. All characters within 3d10 feet become unable to hear females.
  0592. All characters within 3d10 feet become unable to hear humans.
  0593. All characters within 3d10 feet become unable to hear kobolds.
  0594. All characters within 3d10 feet become unable to hear males.
  0595. All characters within 3d10 feet become unable to hear ogres.
  0596. All characters within 3d10 feet become unable to hear trolls.
  0597. All characters within 3d10 feet become unable to hold a conversation of more than 100 words.
  0598. All characters within 3d10 feet become unable to lie.
  0599. All characters within 3d10 feet become unable to reason and are very emotional.
  0600. All characters within 3d10 feet become unable to regain MP.
  0601. All characters within 3d10 feet become unable to remember faces more than 1 day.
  0602. All characters within 3d10 feet become unable to remove their hands from their ankles.
  0603. All characters within 3d10 feet become unable to see a foe during combat.
  0604. All characters within 3d10 feet become unable to see anakim.
  0605. All characters within 3d10 feet become unable to see bugbears.
  0606. All characters within 3d10 feet become unable to see dwarves.
  0607. All characters within 3d10 feet become unable to see elves.
  0608. All characters within 3d10 feet become unable to see females.
  0609. All characters within 3d10 feet become unable to see humans.
  0610. All characters within 3d10 feet become unable to see kobolds.
  0611. All characters within 3d10 feet become unable to see males.
  0612. All characters within 3d10 feet become unable to see ogres.
  0613. All characters within 3d10 feet become unable to see trolls.
  0614. All characters within 3d10 feet become unable to speak, except during sex.
  0615. All characters within 3d10 feet become unable to tell the truth.
  0616. All characters within 3d10 feet become unable to urinate, except while birds are chirping.
  0617. All characters within 3d10 feet become unable to urinate, except while doing a hand-stand.
  0618. All characters within 3d10 feet become unable to use proper etiquette.
  0619. All characters within 3d10 feet become younger by (3d10)% of their age in years.
  0620. All characters within 3d10 feet become zoophiliacs.
  0621. All characters within 3d10 feet believe that every pebble seen is an emerald.
  0622. All characters within 3d10 feet believe they are a god for 3d10 days.
  0623. All characters within 3d10 feet believe they are each the leader of a powerful army.
  0624. All characters within 3d10 feet burn for 3d10 rounds, suffering 1d10 LP per round.
  0625. All characters within 3d10 feet can understand Angelic, but cannot speak it.
  0626. All characters within 3d10 feet can understand Demon, but cannot speak it.
  0627. All characters within 3d10 feet consider semen an acceptable currency.
  
  860
  Appendix 3: Random Magical Effects
  0628. All characters within 3d10 feet consider sex an acceptable currency.
  0629. All characters within 3d10 feet crave oral sex.
  0630. All characters within 3d10 feet decide immediately to go live in the nearest desert.
  0631. All characters within 3d10 feet decide to change to a random occupation.
  0632. All characters within 3d10 feet decide to take baths together.
  0633. All characters within 3d10 feet die from lightning bolts from the sky, except the caster.
  0634. All characters within 3d10 feet emit a blinding-white aura during a surprise attack.
  0635. All characters within 3d10 feet fail their next Agility sub-ability check.
  0636. All characters within 3d10 feet fail their next Analytic Intelligence sub-ability check.
  0637. All characters within 3d10 feet fail their next Bodily Attractiveness sub-ability check.
  0638. All characters within 3d10 feet fail their next Common Sense sub-ability check.
  0639. All characters within 3d10 feet fail their next Drive sub-ability check.
  0640. All characters within 3d10 feet fail their next Enunciation sub-ability check.
  0641. All characters within 3d10 feet fail their next Facial Charisma sub-ability check.
  0642. All characters within 3d10 feet fail their next Hand-Eye Coordination sub-ability check.
  0643. All characters within 3d10 feet fail their next Health sub-ability check.
  0644. All characters within 3d10 feet fail their next Intuition sub-ability check.
  0645. All characters within 3d10 feet fail their next Kinetic Charisma sub-ability check.
  0646. All characters within 3d10 feet fail their next Language sub-ability check.
  0647. All characters within 3d10 feet fail their next Math sub-ability check.
  0648. All characters within 3d10 feet fail their next Physical Fitness sub-ability check.
  0649. All characters within 3d10 feet fail their next Reaction Speed sub-ability check.
  0650. All characters within 3d10 feet fail their next Reflection sub-ability check.
  0651. All characters within 3d10 feet fail their next Rhetorical Charisma sub-ability check.
  0652. All characters within 3d10 feet fail their next Spatial Intelligence sub-ability check.
  0653. All characters within 3d10 feet fail their next Strength sub-ability check.
  0654. All characters within 3d10 feet fail their next Vocal Charisma sub-ability check.
  0655. All characters within 3d10 feet fall asleep for 3d10 rounds, then awaken and have sex.
  0656. All characters within 3d10 feet fart and diarrhea squirts out.
  0657. All characters within 3d10 feet forget what they are doing right now.
  0658. All characters within 3d10 feet freeze for 3d10 rounds, suffering 1d10 LP per round.
  0659. All characters within 3d10 feet gain (3d10)% Agility.
  0660. All characters within 3d10 feet gain (3d10)% Analytic Intelligence.
  0661. All characters within 3d10 feet gain (3d10)% Bodily Attractiveness.
  0662. All characters within 3d10 feet gain (3d10)% Common Sense.
  0663. All characters within 3d10 feet gain (3d10)% Drive.
  0664. All characters within 3d10 feet gain (3d10)% Enunciation.
  0665. All characters within 3d10 feet gain (3d10)% Facial Charisma.
  0666. All characters within 3d10 feet gain (3d10)% Hand-Eye Coordination.
  0667. All characters within 3d10 feet gain (3d10)% Health.
  0668. All characters within 3d10 feet gain (3d10)% Intuition.
  0669. All characters within 3d10 feet gain (3d10)% Kinetic Charisma.
  0670. All characters within 3d10 feet gain (3d10)% Language Intelligence.
  0671. All characters within 3d10 feet gain (3d10)% Math Intelligence.
  0672. All characters within 3d10 feet gain (3d10)% Physical Fitness.
  0673. All characters within 3d10 feet gain (3d10)% Reaction Speed.
  0674. All characters within 3d10 feet gain (3d10)% Reflection.
  0675. All characters within 3d10 feet gain (3d10)% Rhetorical Charisma.
  0676. All characters within 3d10 feet gain (3d10)% Spatial Intelligence.
  0677. All characters within 3d10 feet gain (3d10)% Strength.
  0678. All characters within 3d10 feet gain (3d10)% Vocal Charisma.
  
  861
  Appendix 3: Random Magical Effects
  0679. All characters within 3d10 feet gain 3d10 points both in ethicality and immorality.
  0680. All characters within 3d10 feet give birth to a clone through their Manhood or vagina.
  0681. All characters within 3d10 feet grow a fully functional tongue from their forehead.
  0682. All characters within 3d10 feet grow fangs identical to those of a wolf.
  0683. All characters within 3d10 feet grow gills and may now breathe only underwater as fish.
  0684. All characters within 3d10 feet have a random body part as their erogenous zone.
  0685. All characters within 3d10 feet know their future for 3d10 days.
  0686. All characters within 3d10 feet lose (3d10)% Agility.
  0687. All characters within 3d10 feet lose (3d10)% Analytic Intelligence.
  0688. All characters within 3d10 feet lose (3d10)% Bodily Attractiveness.
  0689. All characters within 3d10 feet lose (3d10)% Common Sense.
  0690. All characters within 3d10 feet lose (3d10)% Drive.
  0691. All characters within 3d10 feet lose (3d10)% Enunciation.
  0692. All characters within 3d10 feet lose (3d10)% Facial Charisma.
  0693. All characters within 3d10 feet lose (3d10)% Hand-Eye Coordination.
  0694. All characters within 3d10 feet lose (3d10)% Health.
  0695. All characters within 3d10 feet lose (3d10)% Intuition.
  0696. All characters within 3d10 feet lose (3d10)% Kinetic Charisma.
  0697. All characters within 3d10 feet lose (3d10)% Language Intelligence.
  0698. All characters within 3d10 feet lose (3d10)% Math Intelligence.
  0699. All characters within 3d10 feet lose (3d10)% Physical Fitness.
  0700. All characters within 3d10 feet lose (3d10)% Reaction Speed.
  0701. All characters within 3d10 feet lose (3d10)% Reflection.
  0702. All characters within 3d10 feet lose (3d10)% Rhetorical Charisma.
  0703. All characters within 3d10 feet lose (3d10)% Spatial Intelligence.
  0704. All characters within 3d10 feet lose (3d10)% Strength.
  0705. All characters within 3d10 feet lose (3d10)% Vocal Charisma.
  0706. All characters within 3d10 feet lose 3d10 points both in ethicality and immorality.
  0707. All characters within 3d10 feet lose all emotions and only eat, sleep, and stare.
  0708. All characters within 3d10 feet lose the emotion of anger.
  0709. All characters within 3d10 feet lose the emotion of fear.
  0710. All characters within 3d10 feet lose the emotion of guilt.
  0711. All characters within 3d10 feet lose the emotion of happiness.
  0712. All characters within 3d10 feet lose the emotion of hate.
  0713. All characters within 3d10 feet lose the emotion of mercy.
  0714. All characters within 3d10 feet lose the emotion of praise.
  0715. All characters within 3d10 feet lose the emotion of sadness.
  0716. All characters within 3d10 feet magically climb the nearest tree and magically fall from the top.
  0717. All characters within 3d10 feet must address males as master and females as mistress.
  0718. All characters within 3d10 feet must each attempt to eat a silver coin if owned.
  0719. All characters within 3d10 feet must fart, burp, puke, and cough, all at once.
  0720. All characters within 3d10 feet must fight each other to the death on their knees.
  0721. All characters within 3d10 feet must go to the nearest mountaintop and build a cottage.
  0722. All characters within 3d10 feet must kneel and beg to be the slaves of the caster.
  0723. All characters within 3d10 feet must look up into the sky at least once every 3d10 minutes.
  0724. All characters within 3d10 feet must now analyze the logic of every word spoken.
  0725. All characters within 3d10 feet must now attempt to rhyme whenever they speak.
  0726. All characters within 3d10 feet must now check their armpit for lice every hour while awake.
  0727. All characters within 3d10 feet must now clap their hands before each sentence spoken.
  0728. All characters within 3d10 feet must now ignore any character who talks to them.
  0729. All characters within 3d10 feet must now shun humanoids and befriend only insects.
  
  862
  Appendix 3: Random Magical Effects
  0730. All characters within 3d10 feet must now shun humanoids and befriend only beasts.
  0731. All characters within 3d10 feet must now skip instead of walk.
  0732. All characters within 3d10 feet must now speak the name of their god while defecating.
  0733. All characters within 3d10 feet must now speak the name of their god while urinating.
  0734. All characters within 3d10 feet must now vomit whenever their god is mentioned.
  0735. All characters within 3d10 feet must poke-out their own eyes.
  0736. All characters within 3d10 feet must scratch itches for 3d10 rounds.
  0737. All characters within 3d10 feet must shout obscenities against their king for 3d10 rounds.
  0738. All characters within 3d10 feet must shout obscenities against their queen for 3d10 rounds.
  0739. All characters within 3d10 feet notice their pubic hair has vanished and never grows again.
  0740. All characters within 3d10 feet now believe that all angels are Unethical Immoral.
  0741. All characters within 3d10 feet now believe that all demons are Ethical Moral.
  0742. All characters within 3d10 feet now believe that any character who is shorter must die.
  0743. All characters within 3d10 feet now believe that any character who is taller must die.
  0744. All characters within 3d10 feet now believe that any character within 3d10 feet is a liar.
  0745. All characters within 3d10 feet now believe that bathing in urine is healthy.
  0746. All characters within 3d10 feet now believe that dung is an excellent source of nutrition.
  0747. All characters within 3d10 feet now believe that sex with the living is gross, but the dead is ok.
  0748. All characters within 3d10 feet now believe that suicide is the only solution to their woes.
  0749. All characters within 3d10 feet now believe that the world is a rhombus.
  0750. All characters within 3d10 feet now believe that they are bounty hunters.
  0751. All characters within 3d10 feet now believe that they are undead.
  0752. All characters within 3d10 feet now believe that they were born from the same rump.
  0753. All characters within 3d10 feet now believe that violence with weapons is wrong.
  0754. All characters within 3d10 feet now believe that younger characters are their children.
  0755. All characters within 3d10 feet now bury everything killed.
  0756. All characters within 3d10 feet now call out the name of their previous lover during sex.
  0757. All characters within 3d10 feet now cause metal to vibrate when touched.
  0758. All characters within 3d10 feet now collect body parts of all kinds.
  0759. All characters within 3d10 feet now collect pene (penises) of peasants.
  0760. All characters within 3d10 feet now collect semen from slaves.
  0761. All characters within 3d10 feet now defend the caster with their lives.
  0762. All characters within 3d10 feet now defend the target with their lives.
  0763. All characters within 3d10 feet now emit within 3d10 feet the odor of burning flesh.
  0764. All characters within 3d10 feet now emit within 3d10 feet the odor of rotting flesh.
  0765. All characters within 3d10 feet now emit within 3d10 feet the odor of diarrhea.
  0766. All characters within 3d10 feet now emit within 3d10 feet the odor of fish.
  0767. All characters within 3d10 feet now emit within 3d10 feet the odor of a skunk.
  0768. All characters within 3d10 feet now emit within 3d10 feet the odor of sex.
  0769. All characters within 3d10 feet now emit within 3d10 feet the odor of cooked meat.
  0770. All characters within 3d10 feet now emit within 3d10 feet the odor of sulfur.
  0771. All characters within 3d10 feet now enjoy urinating on their feet, but hide it from others.
  0772. All characters within 3d10 feet now exercise naked publicly every morning.
  0773. All characters within 3d10 feet now have a memory that is less than 3d10 minutes.
  0774. All characters within 3d10 feet now have bodily fluids that are addictive to others.
  0775. All characters within 3d10 feet now have bodily fluids that taste like honey.
  0776. All characters within 3d10 feet now have inverted nipples.
  0777. All characters within 3d10 feet now have skin that is black.
  0778. All characters within 3d10 feet now have skin that is blue.
  0779. All characters within 3d10 feet now have skin that is bronze.
  0780. All characters within 3d10 feet now have skin that is brown.
  
  863
  Appendix 3: Random Magical Effects
  0781. All characters within 3d10 feet now have skin that is golden.
  0782. All characters within 3d10 feet now have skin that is gray.
  0783. All characters within 3d10 feet now have skin that is green.
  0784. All characters within 3d10 feet now have skin that is magenta.
  0785. All characters within 3d10 feet now have skin that is orange.
  0786. All characters within 3d10 feet now have skin that is peach.
  0787. All characters within 3d10 feet now have skin that is pink.
  0788. All characters within 3d10 feet now have skin that is purple.
  0789. All characters within 3d10 feet now have skin that is red.
  0790. All characters within 3d10 feet now have skin that is silvery.
  0791. All characters within 3d10 feet now have skin that is white.
  0792. All characters within 3d10 feet now have skin that is yellow.
  0793. All characters within 3d10 feet now have skin that looks made of stone.
  0794. All characters within 3d10 feet now hiccup while telling a lie.
  0795. All characters within 3d10 feet now hiccup while telling the truth.
  0796. All characters within 3d10 feet now know the language of Buggeric.
  0797. All characters within 3d10 feet now know the language of Cigan.
  0798. All characters within 3d10 feet now know the language of Dragon.
  0799. All characters within 3d10 feet now know the language of Dwarven.
  0800. All characters within 3d10 feet now know the language of Elven.
  0801. All characters within 3d10 feet now know the language of Ephesia Grammata.
  0802. All characters within 3d10 feet now know the language of Gruagan.
  0803. All characters within 3d10 feet now know the language of Kobold.
  0804. All characters within 3d10 feet now know the language of Sapian.
  0805. All characters within 3d10 feet now know the language of Troll.
  0806. All characters within 3d10 feet now know the language of Underworld.
  0807. All characters within 3d10 feet now orgasm whenever dung is seen.
  0808. All characters within 3d10 feet now produce cantharides (a poison) instead of dandruff.
  0809. All characters within 3d10 feet now reverse the order of words in spoken sentences.
  0810. All characters within 3d10 feet now reverse-fart, sucking air in instead of pushing it out.
  0811. All characters within 3d10 feet now run to the nearest mountaintop.
  0812. All characters within 3d10 feet now sexually desire their relatives, not others.
  0813. All characters within 3d10 feet now shit 1 bar of silver bullion on their birthday.
  0814. All characters within 3d10 feet now shout when they try to whisper.
  0815. All characters within 3d10 feet now snore loudly during the entire time while asleep.
  0816. All characters within 3d10 feet now urinate aconitine (see Chap. 17: Natural Substances).
  0817. All characters within 3d10 feet now urinate once during each deep sleep.
  0818. All characters within 3d10 feet now want to kill every character wearing the color blue.
  0819. All characters within 3d10 feet now want to kill every smiling character.
  0820. All characters within 3d10 feet now worship the black dwarven god of .
  0821. All characters within 3d10 feet now worship the black dwarven god of .
  0822. All characters within 3d10 feet now worship the black dwarven god of .
  0823. All characters within 3d10 feet now worship the bugbear god of .
  0824. All characters within 3d10 feet now worship the bugbear god of .
  0825. All characters within 3d10 feet now worship the bugbear god of .
  0826. All characters within 3d10 feet now worship the bugbear god of .
  0827. All characters within 3d10 feet now worship the bugbear god of .
  0828. All characters within 3d10 feet now worship the bugbear god of .
  0829. All characters within 3d10 feet now worship the bugbear god of .
  0830. All characters within 3d10 feet now worship the bugbear god of .
  0831. All characters within 3d10 feet now worship the bugbear god of .
  
  864
  Appendix 3: Random Magical Effects
  0832. All characters within 3d10 feet now worship the bugbear god of .
  0833. All characters within 3d10 feet now worship the bugbear god of .
  0834. All characters within 3d10 feet now worship the bugbear god of .
  0835. All characters within 3d10 feet now worship the bugbear god of .
  0836. All characters within 3d10 feet now worship the bugbear god of .
  0837. All characters within 3d10 feet now worship the bugbear god of .
  0838. All characters within 3d10 feet now worship the dark elven god of .
  0839. All characters within 3d10 feet now worship the dark elven god of .
  0840. All characters within 3d10 feet now worship the human god of air.
  0841. All characters within 3d10 feet now worship the human god of death.
  0842. All characters within 3d10 feet now worship the human god of disease.
  0843. All characters within 3d10 feet now worship the human god of fate.
  0844. All characters within 3d10 feet now worship the human god of fire.
  0845. All characters within 3d10 feet now worship the human god of forests.
  0846. All characters within 3d10 feet now worship the human god of gates.
  0847. All characters within 3d10 feet now worship the human god of intoxication.
  0848. All characters within 3d10 feet now worship the human god of lust.
  0849. All characters within 3d10 feet now worship the human god of merchants.
  0850. All characters within 3d10 feet now worship the human god of peace.
  0851. All characters within 3d10 feet now worship the human god of seasons.
  0852. All characters within 3d10 feet now worship the human god of strife.
  0853. All characters within 3d10 feet now worship the human god of the sun.
  0854. All characters within 3d10 feet now worship the human god of time.
  0855. All characters within 3d10 feet now worship the human god of trickery.
  0856. All characters within 3d10 feet now worship the human god of truth.
  0857. All characters within 3d10 feet now worship the human god of war.
  0858. All characters within 3d10 feet now worship the human god of wealth.
  0859. All characters within 3d10 feet now worship the human goddess of birth.
  0860. All characters within 3d10 feet now worship the human goddess of chance.
  0861. All characters within 3d10 feet now worship the human goddess of the dead.
  0862. All characters within 3d10 feet now worship the human goddess of earth.
  0863. All characters within 3d10 feet now worship the human goddess of happiness.
  0864. All characters within 3d10 feet now worship the human goddess of the hearth.
  0865. All characters within 3d10 feet now worship the human goddess of liberty.
  0866. All characters within 3d10 feet now worship the human goddess of love.
  0867. All characters within 3d10 feet now worship the human goddess of the moon.
  0868. All characters within 3d10 feet now worship the human goddess of water.
  0869. All characters within 3d10 feet now worship the human goddess of wisdom.
  0870. All characters within 3d10 feet now worship the kobold god of .
  0871. All characters within 3d10 feet now worship the kobold god of .
  0872. All characters within 3d10 feet now worship the kobold god of .
  0873. All characters within 3d10 feet now worship the kobold god of .
  0874. All characters within 3d10 feet now worship the kobold god of .
  0875. All characters within 3d10 feet now worship the kobold god of .
  0876. All characters within 3d10 feet now worship the kobold god of .
  0877. All characters within 3d10 feet now worship the kobold god of .
  0878. All characters within 3d10 feet now worship the kobold god of .
  0879. All characters within 3d10 feet now worship the kobold god of .
  0880. All characters within 3d10 feet now worship the kobold god of .
  0881. All characters within 3d10 feet now worship the kobold god of .
  0882. All characters within 3d10 feet now worship the kobold god of .
  
  865
  Appendix 3: Random Magical Effects
  0883. All characters within 3d10 feet now worship the kobold god of .
  0884. All characters within 3d10 feet now worship the kobold god of .
  0885. All characters within 3d10 feet now worship the kobold god of .
  0886. All characters within 3d10 feet now worship the kobold god of .
  0887. All characters within 3d10 feet now worship the kobold god of .
  0888. All characters within 3d10 feet now worship the kobold god of .
  0889. All characters within 3d10 feet now worship the kobold god of .
  0890. All characters within 3d10 feet now worship the light elven god of .
  0891. All characters within 3d10 feet now worship the light elven god of .
  0892. All characters within 3d10 feet now worship the subterranean troll god of .
  0893. All characters within 3d10 feet now worship the subterranean troll god of .
  0894. All characters within 3d10 feet now worship the subterranean troll god of .
  0895. All characters within 3d10 feet now worship the subterranean troll god of .
  0896. All characters within 3d10 feet now worship the subterranean troll god of .
  0897. All characters within 3d10 feet now worship the subterranean troll god of .
  0898. All characters within 3d10 feet now worship the subterranean troll god of .
  0899. All characters within 3d10 feet now worship the subterranean troll god of .
  0900. All characters within 3d10 feet now worship the subterranean troll god of .
  0901. All characters within 3d10 feet now worship the white dwarven god of .
  0902. All characters within 3d10 feet now worship the white dwarven god of .
  0903. All characters within 3d10 feet participate in an orgy for 3d10 hours.
  0904. All characters within 3d10 feet pass their next Agility sub-ability check.
  0905. All characters within 3d10 feet pass their next Analytic Intelligence sub-ability check.
  0906. All characters within 3d10 feet pass their next Bodily Attractiveness sub-ability check.
  0907. All characters within 3d10 feet pass their next Common Sense sub-ability check.
  0908. All characters within 3d10 feet pass their next Drive sub-ability check.
  0909. All characters within 3d10 feet pass their next Enunciation sub-ability check.
  0910. All characters within 3d10 feet pass their next Facial Charisma sub-ability check.
  0911. All characters within 3d10 feet pass their next Hand-Eye Coordination sub-ability check.
  0912. All characters within 3d10 feet pass their next Health sub-ability check.
  0913. All characters within 3d10 feet pass their next Intuition sub-ability check.
  0914. All characters within 3d10 feet pass their next Kinetic Charisma sub-ability check.
  0915. All characters within 3d10 feet pass their next Language sub-ability check.
  0916. All characters within 3d10 feet pass their next Math sub-ability check.
  0917. All characters within 3d10 feet pass their next Physical Fitness sub-ability check.
  0918. All characters within 3d10 feet pass their next Reaction Speed sub-ability check.
  0919. All characters within 3d10 feet pass their next Reflection sub-ability check.
  0920. All characters within 3d10 feet pass their next Rhetorical Charisma sub-ability check.
  0921. All characters within 3d10 feet pass their next Spatial Intelligence sub-ability check.
  0922. All characters within 3d10 feet pass their next Strength sub-ability check.
  0923. All characters within 3d10 feet pass their next Vocal Charisma sub-ability check.
  0924. All characters within 3d10 feet permanently become white dwarves.
  0925. All characters within 3d10 feet plot the most painful death for the caster.
  0926. All characters within 3d10 feet renounce their god.
  0927. All characters within 3d10 feet reverse handedness.
  0928. All characters within 3d10 feet see 1d10 of their teeth fall out.
  0929. All characters within 3d10 feet see their arms fall off.
  0930. All characters within 3d10 feet see their genitalia fall off.
  0931. All characters within 3d10 feet see their left ears fall off.
  0932. All characters within 3d10 feet see their left hands fall off.
  0933. All characters within 3d10 feet see their legs fall off.
  
  866
  Appendix 3: Random Magical Effects
  0934. All characters within 3d10 feet see their nipples fall off.
  0935. All characters within 3d10 feet see their noses fall off.
  0936. All characters within 3d10 feet see their right ears fall off.
  0937. All characters within 3d10 feet see their right hands fall off.
  0938. All characters within 3d10 feet seek to chop down the largest tree in the nearest forest.
  0939. All characters within 3d10 feet shit 3d10 random gems per day for 3d10 days.
  0940. All characters within 3d10 feet speak in tongues for 3d10 rounds.
  0941. All characters within 3d10 feet sprout 1 Manhood on each elbow and knee.
  0942. All characters within 3d10 feet teleport into a bugbear subjecting facility.
  0943. All characters within 3d10 feet teleport to another time, another land.
  0944. All characters within 3d10 feet teleport to the middle of the nearest frontline of war.
  0945. All characters within 3d10 feet transmogrify into air and die, but seem to vanish.
  0946. All characters within 3d10 feet transmogrify into anakim.
  0947. All characters within 3d10 feet transmogrify into base ogres.
  0948. All characters within 3d10 feet transmogrify into black dwarves.
  0949. All characters within 3d10 feet transmogrify into borbytingarna.
  0950. All characters within 3d10 feet transmogrify into brown dwarves.
  0951. All characters within 3d10 feet transmogrify into bugbears.
  0952. All characters within 3d10 feet transmogrify into cliff ogres.
  0953. All characters within 3d10 feet transmogrify into dark elves.
  0954. All characters within 3d10 feet transmogrify into earth, die, and appear as earthen statues.
  0955. All characters within 3d10 feet transmogrify into fire and die.
  0956. All characters within 3d10 feet transmogrify into gruagach ogres.
  0957. All characters within 3d10 feet transmogrify into hill trolls.
  0958. All characters within 3d10 feet transmogrify into humans.
  0959. All characters within 3d10 feet transmogrify into kinder-fressers.
  0960. All characters within 3d10 feet transmogrify into kobolds.
  0961. All characters within 3d10 feet transmogrify into light elves.
  0962. All characters within 3d10 feet transmogrify into subterranean trolls.
  0963. All characters within 3d10 feet transmogrify into water, die, and splash to the ground.
  0964. All characters within 3d10 feet vomit 3d10 times within 3d10 minutes.
  0965. All characters within 3d10 feet vomit bile and blood for 3d10 rounds.
  0966. All characters within 3d10 feet vow to disembowel the next character who annoys the caster.
  0967. All characters within 3d10 feet vow to kill any character who looks at them the wrong way.
  0968. All characters within 3d10 feet will now drink their beverage first, and then eat their meal.
  0969. All characters within 3d10 feet will now eat only raw meat.
  0970. All characters within 3d10 feet will now far silently, no matter how hard they push.
  0971. All characters within 3d10 feet will now orgasm when within 3d10 feet of a lit candle.
  0972. All characters within 3d10 feet will now refuse to trim their fingernails and toenails.
  0973. All children of the caster will hate their parents and attempt to kill them at age 2d10.
  0974. All children of the caster will now have sexualities opposite their true nature.
  0975. All clothes and armor within 3d10 feet transmogrify into rope.
  0976. All communities within 3d100 miles now have a statue of the caster in a naked pose.
  0977. All creatures within 3d10 feet are fully replenished regarding MP.
  0978. All creatures within 3d10 feet randomly swap a body part with each other.
  0979. All creatures within 3d10 feet transmogrify into air and die, but seem to vanish.
  0980. All creatures within 3d10 feet transmogrify into earth, die, and appear as earthen statues.
  0981. All creatures within 3d10 feet transmogrify into fire and die.
  0982. All creatures within 3d10 feet transmogrify into water, die, and splash to the ground.
  0983. All dead objects within 3d10 feet come to life.
  0984. All earth within 3d10 feet transmogrifies into air.
  
  867
  Appendix 3: Random Magical Effects
  0985. All earth within 3d10 feet transmogrifies into fire.
  0986. All earth within 3d10 feet transmogrifies into water.
  0987. All females who perform fellatio for the caster become 1d10 years younger.
  0988. All females within 3d10 feet acquire control over their menstrual cycle.
  0989. All females within 3d10 feet become homosexual lovers.
  0990. All females within 3d10 feet become must now defecate during each orgasm.
  0991. All females within 3d10 feet become must now fart during each orgasm.
  0992. All females within 3d10 feet lose their gag reflex.
  0993. All females within 3d10 feet must now perform fellatio for the caster.
  0994. All females within 3d10 feet must now perform fellatio for the target.
  0995. All females within 3d10 feet must perform fellatio 3d10 times per day.
  0996. All females within 3d10 feet remain mammals, but lay eggs.
  0997. All fire within 3d10 feet transmogrifies into air.
  0998. All fire within 3d10 feet transmogrifies into earth.
  0999. All fire within 3d10 feet transmogrifies into water.
  1000. All forearms within 3d10 feet grow twice as long as the caster is tall.
  1001. All genitalia within 3d10 feet increase (3d10)% in size.
  1002. All grass within 3d10 feet ceases to grow.
  1003. All grass within 3d10 feet dies.
  1004. All grass within 3d10 feet grows 3d10 feet long.
  1005. All hair within 3d10 feet grows 3d10 inches in length.
  1006. All hair within 3d10 feet is replaced with grass that grows as hair once did.
  1007. All hair within 3d10 feet vanishes.
  1008. All illiterate characters within 3d10 feet learn to read a random language.
  1009. All kingdoms within 3d100 miles unite under the nearest king.
  1010. All life within 3d10 feet dies.
  1011. All limbs within 3d10 feet become paralyzed for 3d10 seconds.
  1012. All literate characters within 3d10 feet become illiterate.
  1013. All magical items that have unknown properties with the caster are now fully understood.
  1014. All males within 3d10 feet become homosexual lovers.
  1015. All males within 3d10 feet can now see in total darkness while erect.
  1016. All males within 3d10 feet fear that others want to bite off their Manhood.
  1017. All males within 3d10 feet must now defecate while ejaculating.
  1018. All males within 3d10 feet must now fart while ejaculating.
  1019. All males within 3d10 feet now attempt rape during every full moon.
  1020. All males within 3d10 feet now believe that farting in public is what the ladies love.
  1021. All males within 3d10 feet now believe that rape is wrong.
  1022. All males within 3d10 feet now believe that the brown-eye (the rump) tastes like ale.
  1023. All males within 3d10 feet now leave Manhood-prints, instead of footprints, where they walk.
  1024. All metal within 3d10 feet transmogrifies into stone.
  1025. All metal within 3d10 feet transmogrifies into wood.
  1026. All pastries within 1 mile now contain 3d10 daphne berries.
  1027. All previously shat shit of the caster, ever, becomes sentient and tries to return home.
  1028. All rodents within 1 mile run to the caster and follow them for 3d10 hours.
  1029. All stone within 3d10 feet transmogrifies into metal.
  1030. All stone within 3d10 feet transmogrifies into wood.
  1031. All trees within 3d100 feet become shaped like pupoofs (see Buggeric in Chap. 6: Sociality).
  1032. All trees within 3d100 feet come to life, uproot themselves, and go on a killing spree.
  1033. All trees within 3d100 feet transmogrify into air and seem to vanish.
  1034. All trees within 3d100 feet transmogrify into fire.
  1035. All trees within 3d100 feet transmogrify into water and splash onto the ground.
  
  868
  Appendix 3: Random Magical Effects
  1036. All water within 3d10 feet transmogrifies into air.
  1037. All water within 3d10 feet transmogrifies into earth.
  1038. All water within 3d10 feet transmogrifies into fire.
  1039. All weapons within 3d10 feet acquire an extraordinary magical effect.
  1040. All weapons within 3d10 feet acquire an ordinary magical effect.
  1041. All weapons within 3d10 feet transmogrify into air and seem to vanish.
  1042. All weapons within 3d10 feet transmogrify into fire.  Wielders suffer 1d10 LP of fire damage.
  1043. All weapons within 3d10 feet transmogrify into water and splash onto the ground.
  1044. All weapons within 3d10 feet transmogrify into wood.  Wielders get splinters.
  1045. All wood within 3d10 feet transmogrifies into metal.
  1046. All wood within 3d10 feet transmogrifies into stone.
  1047. An eyeball appears on the nearest Manhood.  Daily, it evaluates the truth of 1 statement.
  1048. An unbroken chicken egg appears in the vagina of every adult female within 3d10 feet.
  1049. Before every meal, the caster curses every god recalled.
  1050. By touch, the caster can re-animate corpses 1d10 times, creating faithful undead servants.
  1051. Citizens in this kingdom pay taxes based on their genital size: bigger is cheaper.
  1052. Citizens in this kingdom pay taxes based on their genital size: smaller is cheaper.
  1053. Citizens in this kingdom use children as currency for 3d10 hours.
  1054. Citizens in this kingdom use infants as currency for 3d10 hours.
  1055. Citizens in this kingdom use sex as currency for 3d10 hours.
  1056. Citizens in this kingdom use water as currency for 3d10 hours.
  1057. Daily, the caster must drink the next liquid touched or acquire a Random Mental Illness.
  1058. Day becomes night, or vice versa.
  1059. Either the left or right buttock of the rump of the caster is singed instantaneously for 1d4 LP.
  1060. Freckles cover the body of the target, penalizing Bodily Attractiveness by (1d10)%.
  1061. Fruit ripens in the cunt-pipe of the nearest female in 3d10 days.  If eaten, Drive increases by 1.
  1062. Fruit ripens in the cunt-pipe of the nearest female in 3d10 days.  If eaten, Drive decreases by 1.
  1063. Fruit ripens in the dick-hole of the nearest male in 3d10 days.  If eaten, Drive increases by 1.
  1064. Fruit ripens in the dick-hole of the nearest male in 3d10 days.  If eaten, Drive decreases by 1.
  1065. In the nearest community, all characters commit suicide.
  1066. In the nearest community, children rule and adults are slaves for 3d10 days.
  1067. In the nearest kingdom, females become forbidden to wear clothes.
  1068. In the nearest kingdom, females become subject to strip-searching by any male.
  1069. In the nearest kingdom, slaves and all royalty swap social classes.
  1070. Lightning strikes all creatures within 3d10 feet, causing 10d10 LP of electrocuting damage.
  1071. Lightning strikes the caster, causing 10d10 LP of electrocuting damage.
  1072. Lightning strikes the nearest tree.
  1073. Rain falls within 3d10 miles for the next 3d10 days, regardless of season or climate.
  1074. Reroll for 1d10 Random Magical Effects to occur instantly.
  1075. Snow falls within 3d10 miles for the next 3d10 days, regardless of season or climate.
  1076. The 1d10 characters hated most by the caster become best friends.
  1077. The anal hair of the caster grows 1d10 feet long, and obeys the thoughts of the caster.
  1078. The appetites of all characters within 3d10 feet double and their BMI quadruples.
  1079. The arm of the caster falls off and attacks randomly for 1d4 rounds, causing 1d4 damage.
  1080. The bladders vanish from all characters within 3d10 feet and their dung is now always white.
  1081. The body parts of the caster double their BPP, except for the head’s BPP, which is halved.
  1082. The bones of the caster become brittle, suffering 200% damage from pounding weapons.
  1083. The breasts of the nearest female grow large and round, and will suffocate her when asleep.
  1084. The breath of the caster smells permanently like hot, wet dung.  Others will avoid the caster.
  1085. The caster accumulates arsenic under their fingernails every day, and should not bite them.
  1086. The caster acquires "perma-grin"; no matter what they do, they will smile forever.
  
  869
  Appendix 3: Random Magical Effects
  1087. The caster acquires 1 higher spell level, though it cannot rise above spell level 10.
  1088. The caster acquires a fetish for loose vaginas and acquires a bonus of 3d10 Debauchery.
  1089. The caster acquires a funnel chest (see Freak of Nature in Chap. 2: Body).
  1090. The caster acquires a pigeon chest (see Freak of Nature in Chap. 2: Body).
  1091. The caster acquires a random spell usable once.  Chants, ingredients, and rituals are unnecessary.
  1092. The caster acquires a random spell useable once per day, but loses 1 LP per casting.
  1093. The caster acquires a supernumerary nipple on a random body part (see Freak of Nature).
  1094. The caster acquires the ability to jump: 600% of height horizontally, 300% vertically.
  1095. The caster acquires the body, CA, and Sprint of a random creature from Neveria.
  1096. The caster acquires the genitalia of the opposite sex on a random body part.
  1097. The caster and target each swap weapons and become skilled with the new weapon.
  1098. The caster attempts to seduce 3d10 wives, each in front of their husbands.
  1099. The caster becomes a vagicidal maniac, and attempts daily to force a vagina to kill itself.
  1100. The caster becomes able once per day to transmogrify any object to stone by spitting on it.
  1101. The caster becomes able to burp at will with perfect pitch (able to find any musical note).
  1102. The caster becomes able to communicate with animals twice per day for 1 minute each time.
  1103. The caster becomes able to exhale cyanide gas, causing 3d10 LP to all within 3d10 feet.
  1104. The caster becomes able to fart arpeggios up to 240 beats per minute in 16th notes.
  1105. The caster becomes able to mimic any humanoid voice if fluent in the same language.
  1106. The caster becomes able transmogrify at will for 1 day into a dragon, but only once per year.
  1107. The caster becomes fascinated with a random gemstone and will stop at nothing to get it.
  1108. The caster becomes unable to cast spells.
  1109. The caster begins retracing their footsteps for 1d10 hours and refuses to be interrupted.
  1110. The caster believes that others are deluded; dirt is actually silver and saleable.
  1111. The caster believes that the nearest humanoid female is their sister.
  1112. The caster believes that the sun is angry, approaching, and will burn everything by sunset.
  1113. The caster believes that they were born in a dead tree trunk and have bark for protection.
  1114. The caster believes they are a housecat for 24 hours, but licks their rump for 48 hours.
  1115. The caster believes they are an avatar and can breathe underwater.
  1116. The caster cannot remember their name, but remembers every other name heard.
  1117. The caster desires to sheathe and unsheathe their vaginal sword, or others if female.
  1118. The caster falls asleep and an unknown goddess appears in a dream, granting 3 wishes.
  1119. The caster feels pain while urinating for a week, and so will their next sexual partner.
  1120. The caster forgets their name and goes by whatever the next character calls them.
  1121. The caster grows a 6th finger on each hand, becoming polydactyly (see Freak of Nature).
  1122. The caster grows a hole in their forehead that is somewhat similar to a lubricated vagina.
  1123. The caster grows a scaly tail.  For more information, see Anakim Trait #69.
  1124. The caster grows an extra fully functioning eye on a random body part.
  1125. The caster grows webs between fingers and toes; they can now swim at their Sprint speed.
  1126. The caster hallucinates about the meaning of the universe, acquiring a Random Mental Illness.
  1127. The caster hallucinates that 1,001 erect incubi are chasing them for 3d10 rounds.
  1128. The caster hallucinates that a giant, UI, rabid hare is trying to rape them with his hare-cock.
  1129. The caster hallucinates that a moral and immoral god are fighting, and tries to join in.
  1130. The caster hallucinates that a pterodactyl just flew over the party and shat on their foot.
  1131. The caster hallucinates that a succubus is sucking on the nipple of a pregnant bear.
  1132. The caster hallucinates that all previous dumps will unite for revenge, and might succeed.
  1133. The caster hallucinates that an old dragon is making love to a succubus for 3d10 minutes.
  1134. The caster hallucinates that characters within 3d10 feet are undead and must be killed.
  1135. The caster hallucinates that every character looked at dies instantly.
  1136. The caster hallucinates that it is the opposite season and dresses appropriately.
  1137. The caster hallucinates that the skin of all characters within 3d10 feet turns inside out.
  
  870
  Appendix 3: Random Magical Effects
  1138. The caster hallucinates that the target is attempting to rape an ox, but the ox loves the caster.
  1139. The caster hallucinates that their flesh is melting away for 3d10 rounds.
  1140. The caster hallucinates that their god dies before them, and they become sad for 1 week.
  1141. The caster hallucinates that their head exploded, and they must collect all the pieces.
  1142. The caster hallucinates that they are an immoral priest for 1 day.
  1143. The caster hallucinates that they are an orange and every character is trying to peel them.
  1144. The caster hallucinates that they are blind and must pass TH 20 or never see again.
  1145. The caster hallucinates that they are falling off a cliff, and then falls to the ground.
  1146. The caster hallucinates that they are growing an extra limb from their forehead for 3d10 rounds.
  1147. The caster hallucinates that they have leprosy and now fears for that their genitals will fall off.
  1148. The caster hallucinates that they have transmogrified into a rock, and tries to roll over others.
  1149. The caster hallucinates they are impaled, but somehow they live.
  1150. The caster immediately acquires the Weapon Master skill with the next weapon touched.
  1151. The caster immediately begins to give head to the next axe handle seen for 3d10 minutes.
  1152. The caster implicitly trusts the next creature seen.
  1153. The caster is 100% silent while sprinting, but emits the sound of thunder while not sprinting.
  1154. The caster is able to recite any message up to 200 words only by reading or hearing once.
  1155. The caster is able to shoot flames from their rump 3d10 feet at will, 1d10 BPP damage.
  1156. The caster is remorseful for their immoral acts and seeks immediately for forgiveness.
  1157. The caster is unbelievably happy, which provokes all within 3d10 feet to attack the caster.
  1158. The caster laughs uncontrollably until they hear the word "pupoops" (see Buggeric).
  1159. The caster learns a random spell.
  1160. The caster masturbates to completion after this spell expires, regardless of the situation at hand.
  1161. The caster must attack the next beggar who asks for money.
  1162. The caster must attempt to boil in a cauldron the next character seen.
  1163. The caster must attempt to decorticate the next character seen.
  1164. The caster must attempt to drown the next character seen.
  1165. The caster must attempt to enslave and sell the next character seen.
  1166. The caster must attempt to enslave the next character seen.
  1167. The caster must attempt to pleasure their rump with the back-spike of an axe.
  1168. The caster must find 3d10 characters who agree to sex, but then refuse each of them.
  1169. The caster must force broccoli into each ear or they become irate and scream until they can.
  1170. The caster must insult every character met with an EM disposition.
  1171. The caster must insult the next stranger seen, who will immediately attack the caster.
  1172. The caster must masturbate in a shrine once per day or acquire a Random Mental Illness.
  1173. The caster must now self-apply cosmetics, or immediately seek cosmetics.
  1174. The caster must probe a new body cavity each day or acquire a Random Mental Illness.
  1175. The caster never needs to wipe their rump again; it is always magically clean.
  1176. The caster now awakens each day naked and tied spread-eagle to the ground.
  1177. The caster now awakens each day naked beneath a surprised random foe.
  1178. The caster now coherently speaks the truth while asleep to those who ask questions.
  1179. The caster now has a cumulative 1% chance per spell level that 3d10 c.p. appear.
  1180. The caster now has a cumulative 1% chance per spell level that 3d100 c.p. appear.
  1181. The caster now has a cumulative 1% chance per spell level that 3d1000 c.p. appear.
  1182. The caster now has a cumulative 1% chance per spell level that 3d10 s.p. appear.
  1183. The caster now has a cumulative 1% chance per spell level that 3d100 s.p. appear.
  1184. The caster now has a cumulative 1% chance per spell level that 3d1000 s.p. appear.
  1185. The caster now has a cumulative 1% chance per spell level that 3d10 g.p. appear.
  1186. The caster now has a cumulative 1% chance per spell level that 3d100 g.p. appear.
  1187. The caster now has a cumulative 1% chance per spell level that 3d1000 g.p. appear.
  1188. The caster now has a cumulative 1% chance per spell level that 3d10 b.p. appear.
  
  871
  Appendix 3: Random Magical Effects
  1189. The caster now has a cumulative 1% chance per spell level that 3d100 b.p. appear.
  1190. The caster now has a cumulative 1% chance per spell level that 3d1000 b.p. appear.
  1191. The caster now only wants to have sex with pubescent characters.
  1192. The caster now only wants to have sex with venerable characters.
  1193. The caster now requires 1d10 additional ingredients for this spell (see App. 5: Ingredients).
  1194. The caster now sleeps in the female position of dark-elven-style.
  1195. The caster now sniffs rumps like a dog, and their nose is permanently brown and moist.
  1196. The caster now trips other characters in town for fun.
  1197. The caster permanently swaps all weapon skill modifiers with the target.
  1198. The caster retires and attempts to sell underwear woven from their pubic hair.
  1199. The caster runs away in search of a cure for corruption.
  1200. The caster seeks to acquire ovaries and cook them like eggs, sunny side up.
  1201. The caster stares at some distant place for 1d10 hours and will not be bothered.
  1202. The caster starts digging in the ground and does not stop until the hole 10 cubic feet.
  1203. The caster swaps a random body part with a random body part of the nearest creature.
  1204. The caster teleports into an underground dark-elven home during an orgy.
  1205. The caster teleports into the bedchamber of the nearest princess.
  1206. The caster teleports into the cave of a base ogre, who just returned.
  1207. The caster teleports into the cave of a kinder-fresser ogre, who just returned.
  1208. The caster teleports into the cottage of an arguing peasant family.
  1209. The caster teleports into the embrace of an erect anakim.
  1210. The caster teleports into the hollow tree home of a light elf, who is singing.
  1211. The caster thinks the nearest humanoid is a demon.
  1212. The caster thinks they are 1d100 years old.
  1213. The caster thinks they are 6 months pregnant, regardless of their sex.
  1214. The caster thinks they can fly and seeks heights to prove it.
  1215. The caster transmogrifies into a bee and must sting the nipple of a female.
  1216. The caster transmogrifies into a crab and uses their pinchers to remove their legs.
  1217. The caster transmogrifies into a disembodied vagina for 3d10 rounds.
  1218. The caster transmogrifies into an erect Manhood of (1d8 + 3) inches for (1d8 + 3) rounds.
  1219. The caster tries to extract teeth from other creatures within 3d10 feet.
  1220. The caster tries to huff, puff, and blow down a house.
  1221. The caster will attract the opposite gender for 3d10 days as if they have a Charisma of 300.
  1222. The caster will do the next 3 things requested, but will kill whoever makes the 4th request.
  1223. The character hated most by the caster acquires 1d10 Bodily Attractiveness.
  1224. The character hated most by the caster acquires 1d10 Facial Charisma.
  1225. The character hated most by the caster acquires 1d10 Intelligence.
  1226. The character hated most by the caster acquires 1d10 Physical Fitness.
  1227. The character hated most by the caster acquires 1d10 Strength.
  1228. The character hated most by the caster acquires 1d10 Wisdom.
  1229. The character hated most by the caster acquires 1d1000 s.p.
  1230. The character hated most by the target acquires 1d1000 s.p.
  1231. The clit of the nearest female becomes 3d10 cubic inches for 3d10 days.
  1232. The clit of the nearest female becomes identical in size and shape to her eye.
  1233. The ear-hair of the caster grows 1d10 feet long, and obeys the thoughts of the caster.
  1234. The ears of all characters within 3d10 feet become pointed and their genitalia shrink by (3d10)%.
  1235. The entire body of the caster is branded with the names of previous sexual partners.
  1236. The entire living family of the caster appears within a radius of 3d10 feet.
  1237. The eyes of all characters within 3d10 feet transmogrify into cubes and cannot move.
  1238. The eyes of the caster become sentient and eat their brain until death in 3d10 rounds.
  1239. The eyes of the caster become sweet and attract bees that try to sting the pupil, which is fatal.
  
  872
  Appendix 3: Random Magical Effects
  1240. The fingernails of the caster transmogrify into obsidian.
  1241. The fingernails of the caster transmogrify into silver.
  1242. The fingernails of the caster transmogrify into steel.
  1243. The gas-hole of the caster dilates to 1d10 inches in circumference whenever rain is smelt.
  1244. The genitalia of the target are swapped with the caster.
  1245. The ground transmogrifies into desert within 3d10 feet centered underneath the caster.
  1246. The ground transmogrifies into fire within 3d10 feet centered underneath the caster.
  1247. The ground transmogrifies into flesh within 3d10 feet centered underneath the caster.
  1248. The ground transmogrifies into ice within 3d10 feet centered underneath the caster.
  1249. The ground transmogrifies into stone within 3d10 feet centered underneath the caster.
  1250. The ground transmogrifies into water within 3d10 feet centered underneath the caster.
  1251. The ground transmogrifies into wood within 3d10 feet centered underneath the caster.
  1252. The hair of the nearest bugbear becomes implanted on the chest of the caster.
  1253. The head of the caster explodes, causing 3d10 fire damage to all within 3d10 feet.
  1254. The heads of the caster and target fall off and they die.  The heads shrink to 1 inch in size.
  1255. The height and weight of the caster increase respectively by (1d20)% and (1d100)%.
  1256. The ideal mate of the caster appears before them, naked, willing, and treacherous.
  1257. The ideal mate of the target appears before them, naked, willing, and treacherous.
  1258. The immediate possessions of all characters within 3d10 feet transmogrify into maggots.
  1259. The irises of all characters within 3d10 feet become black.
  1260. The irises of all characters within 3d10 feet become blue.
  1261. The irises of all characters within 3d10 feet become green.
  1262. The irises of all characters within 3d10 feet become red.
  1263. The irises of all characters within 3d10 feet become white.
  1264. The irises of all characters within 3d10 feet become yellow.
  1265. The left eye of all characters within 3d10 feet now twitches, once per minute.
  1266. The legs of the caster now bend backward, gaining (2d10)% Sprint speed.
  1267. The local government actually cares about its citizens for 3d10 hours and tries to help them.
  1268. The local government tries for 3d10 hours to kill its citizens.
  1269. The Manhood of the nearest male becomes a proboscis and feeds him by sucking out organs.
  1270. The Manhood of the nearest male becomes cold as ice while erect.
  1271. The Manhood of the nearest male becomes detachable.
  1272. The Manhood of the nearest male becomes identical in size and shape to his thumb.
  1273. The Manhood of the nearest male bends at a right angle while erect.
  1274. The Manhood of the nearest male can think, speak, and must eat to survive.
  1275. The Manhood of the nearest male grows long enough that it will strangle him when asleep.
  1276. The Manhood of the nearest male is now inverted and hurts while erect.
  1277. The Manhood of the nearest male now becomes prehensile while erect.
  1278. The Manhood of the nearest male sings when within 3d10 feet of royalty.
  1279. The Manhood vanishes permanently from the nearest male.
  1280. The nasal hair of the caster grows 1d10 feet long, and obeys the thoughts of the caster.
  1281. The nearest 2 kingdoms declare war on each other.
  1282. The nearest 2 wives join forces to kill their husbands.
  1283. The nearest acrobat seeks the caster so they can throw knives at them during a show.
  1284. The nearest animal handler seeks the caster and attempts to tame them like a wild dog.
  1285. The nearest appraiser seeks the caster to tell them they are worthless.
  1286. The nearest armorer seeks the caster to make a piece of armor for them for free.
  1287. The nearest artist paints a mural of the death of the caster.
  1288. The nearest assassin is now trying to kill the caster.
  1289. The nearest bailiff thinks the caster escaped them.
  1290. The nearest baker makes a random baked good laced with arsenic and offers it to the caster.
  
  873
  Appendix 3: Random Magical Effects
  1291. The nearest bandit thinks the caster is rich and is preparing an ambush.
  1292. The nearest barber seeks to remove 3d10 teeth from the caster.
  1293. The nearest bard becomes famous for singing a tale of how the caster died.
  1294. The nearest baron declares war on the caster.
  1295. The nearest barrister has the caster tried for slander.
  1296. The nearest beadle appears and tells the caster that they must get to work in the fields.
  1297. The nearest beggar seeks the caster and will beg the caster to beg for them.
  1298. The nearest berserker will attempt to convert the LP of the caster to the AP of the berserker.
  1299. The nearest blacksmith attempts to restrain the caster and use them as an anvil.
  1300. The nearest bladesmith appears and tries to test the sharpness of a blade on the caster.
  1301. The nearest body of water floods for 3d10 hours.
  1302. The nearest bookbinder will attempt to make a book from the skin of the caster.
  1303. The nearest bounty hunter is now trying to bring the caster to justice.
  1304. The nearest bowyer appears and tries to test his latest bow by shooting arrows at the caster.
  1305. The nearest brazier will try to sell the caster a brass urn with the name of the caster engraved.
  1306. The nearest brewer seeks the caster and offers a tankard filled with ale and swine urine.
  1307. The nearest brickmaker will attempt to seal the caster within bricks while asleep.
  1308. The nearest brotheler appears and offers the services of a whore for 1 s.p. to the caster.
  1309. The nearest building catches fire.
  1310. The nearest butcher seeks the caster and attempts to make a random meat product from them.
  1311. The nearest cabinetmaker seeks to sell a cabinet with 3d10 unknown hidden gems to the caster.
  1312. The nearest carpenter appears with a saw to see if the caster is harder to saw than wood.
  1313. The nearest carter appears with a heavily loaded cart and attempts to run-down the caster.
  1314. The nearest cartwright wants to build a cart and cover it with the hide of the caster.
  1315. The nearest carver thinks that the caster is an unfinished figurine, and wants to finish them.
  1316. The nearest cat kills the nearest rat and drags it before the caster.
  1317. The nearest chambermaid seeks the caster and cleans the caster of their valuables.
  1318. The nearest chancellor seeks the caster and attempts to forcibly convert them.
  1319. The nearest chandler seeks the caster for fat to make soap, and will take it by force.
  1320. The nearest character to the caster must pass a Health sub-ability check at TH 24 or die.
  1321. The nearest charioteer appears with a chariot and races toward the caster, spear ready.
  1322. The nearest cheesemaker seeks the caster and offers cheese laced with semen.
  1323. The nearest chieftain of gruagach declares the caster to be a foe of the tribe.
  1324. The nearest claspmaker appears at night and attempts to restrain the caster with their clasps.
  1325. The nearest clerk seeks the caster and brings a contract for the caster to sign away their life.
  1326. The nearest clockmaker appears and tells the caster that they will live only until midnight.
  1327. The nearest cobbler seeks the caster and bears shoes made for the caster of human hide.
  1328. The nearest collier appears and attempts to test their charcoal by roasting the caster on a spit.
  1329. The nearest community establishes a holiday today in honor of the presence of the caster.
  1330. The nearest community marches to war against a random community within 100 miles.
  1331. The nearest community now blames the caster for all their woes.
  1332. The nearest community now worships the caster as a god or goddess.
  1333. The nearest community of bugbears will raid the nearest community of humans tonight.
  1334. The nearest community of humans will burn down the nearest forest of elves tonight.
  1335. The nearest community of kobolds goes to war with the nearest community of dwarves.
  1336. The nearest cook seeks the caster and offers a dessert laced with daphne berries.
  1337. The nearest coppersmith seeks the caster to force them to be their apprentice.
  1338. The nearest courtesan appears soaked in cum and runs away claiming the caster raped her.
  1339. The nearest cowherd seeks the caster, bringing 3d10 cattle and trying to trample the caster.
  1340. The nearest cupbearer seeks the caster and offers a goblet of wine laced with aconitine.
  1341. The nearest cutler appears with 3d10 new throwing knives and hurls them at the caster.
  
  874
  Appendix 3: Random Magical Effects
  1342. The nearest dairymaid seeks the caster and offers a jug of breast-milk.
  1343. The nearest dancer seeks the caster and tries to impress them by dancing naked.
  1344. The nearest delouser seeks the caster and offers to remove lice for 10 s.p.
  1345. The nearest dicemaker seeks the caster and attempts to take their knucklebones.
  1346. The nearest dockwalloper seeks the caster and tries to lift them.
  1347. The nearest doctor seeks the caster and hopes to learn about their innards.
  1348. The nearest dog kills the nearest cat and drags it before the caster.
  1349. The nearest draper seeks the caster and tries to sell cheap linen for 20 s.p.
  1350. The nearest druid seeks the caster and lectures them about valuing trees.
  1351. The nearest duke declares war on the caster.
  1352. The nearest dyer seeks the blood of the caster for red dye.
  1353. The nearest enameler seeks the caster and tries to commission work.
  1354. The nearest engineer finishes an elaborate bridge with 3d10 statues of the caster on it.
  1355. The nearest engraver just engraved in public 3d10 threats against the life of the caster.
  1356. The nearest farmer thinks the caster is ready to be harvested, and seeks them with a sickle.
  1357. The nearest female becomes able to control her Cup Size at will.
  1358. The nearest female becomes able to detach her breasts at will.
  1359. The nearest female becomes able to know her immediate future while performing fellatio.
  1360. The nearest female becomes able to read a mind while performing fellatio for him.
  1361. The nearest female becomes invisible whenever she pinches both of her nipples.
  1362. The nearest female becomes the sexual obsession of the nearest king.
  1363. The nearest female begins reciting moral adages and masturbating in public.
  1364. The nearest female believes her name is Cuntrina and demands to be called by her name.
  1365. The nearest female believes she was the guest of honor at an orgy last night.
  1366. The nearest female dreams for 3d10 nights of sex with he whom she hates most.
  1367. The nearest female fetus gets pregnant during childbirth.
  1368. The nearest female grabs the scrotum of the nearest male.
  1369. The nearest female grows beef curtains (inner vaginal lips) that hang 3d10 inches.
  1370. The nearest female is now famous for servicing 3d100 males in 1 night.
  1371. The nearest female is now naked, except for a leather collar naming her new owner.
  1372. The nearest female must jack-off 1d10 ogres before she can sleep again.
  1373. The nearest female must mention her breasts in each conversation.
  1374. The nearest female must now speak through her vagina.
  1375. The nearest female must perform fellatio for any male who batters her.
  1376. The nearest female now insists that males must stare at her breasts.
  1377. The nearest female now says every day that she is a cuntress.
  1378. The nearest female now secretes urine during an orgasm, and urinates egg-juice.
  1379. The nearest female obeys commands from males while she is naked.
  1380. The nearest female performs a strip-tease for the nearest male.
  1381. The nearest female will not be respected by others unless she is naked.
  1382. The nearest fisherman finds an engraved ring that says the caster must die for the rest to live.
  1383. The nearest fishmonger seeks the caster and offers a diseased fish, though it looks healthy.
  1384. The nearest fletcher seeks the caster and offers free arrows if the caster agrees to sex.
  1385. The nearest forester seeks the caster, tries to bind them in the woods, and fell a tree on them.
  1386. The nearest fuller seeks the caster and offers a free wool garment infested with bedbugs.
  1387. The nearest furrier seeks the caster and offers a free fur infested with ticks.
  1388. The nearest gardener seeks the caster and tries to plant them, hoping the caster will grow.
  1389. The nearest gemcutter thinks the skull of the caster is the largest diamond known.
  1390. The nearest gilder seeks the skull of the caster and wants to overlay it with gold.
  1391. The nearest girdler will attempt to strangle the caster from behind with a belt.
  1392. The nearest gladiator appears armed and ready, and rushes the caster.
  
  875
  Appendix 3: Random Magical Effects
  1393. The nearest glassblower just made a flask for poison intended to kill the caster.
  1394. The nearest glover will attempt to strangle the caster to test the feel of their new gloves.
  1395. The nearest goldsmith will attempt to sell a golden product to the caster for 1,000 s.p.
  1396. The nearest grocer thinks the caster stole from them and seeks justice.
  1397. The nearest groom thinks the caster is an animal and must clean the caster.
  1398. The nearest hatter just made a hat for the caster and demands payment.
  1399. The nearest healer attempts to heal the caster by bloodletting, by force if necessary.
  1400. The nearest herbalist will try to sell the root of poison hemlock to the caster as good medicine.
  1401. The nearest hewer seeks the caster to dig a ditch for them, and will kill if refused.
  1402. The nearest hierophant considers the caster a blasphemer and wants them punished.
  1403. The nearest hunter considers the caster to be fair game and begins hunting now.
  1404. The nearest inkmaker is convinced that blood-ink is best and wants the blood of the caster.
  1405. The nearest innkeeper seeks the caster and offers a room for free, but intends to rob the caster.
  1406. The nearest interpreter misinterpreted a character, and now thinks that the caster must die.
  1407. The nearest ironmonger tries to sell an iron pry bar to the caster, and will kill if refused.
  1408. The nearest jeweler tells the local militia that the caster stole all their jewelry.
  1409. The nearest juggler wants to try a new trick, juggling the dismembered hands of the caster.
  1410. The nearest king allows the caster anything they want within reason.
  1411. The nearest king seeks the caster so that they may be thanked, praised, dismembered, and eaten.
  1412. The nearest king transfers his authority for 1 day to the lowest slave.
  1413. The nearest kingdom declares war on the most distant kingdom.
  1414. The nearest knacker tells the local militia that the caster stole a harness.
  1415. The nearest knight quests for his king to slay the caster.
  1416. The nearest laborer brings a bucket of water to the caster and asks for tribute.
  1417. The nearest lacemaker seeks the caster and tries to sell lace and sex.
  1418. The nearest laundress seeks the caster and offers to clean their clothes.
  1419. The nearest linkboy seeks the caster and offers to take them anywhere in the nearest town.
  1420. The nearest locksmith will give a strange key to the caster and run for their life.
  1421. The nearest lord seeks the caster and welcomes them to their community.
  1422. The nearest mage seeks the caster and insults their use of magic.
  1423. The nearest male acquires a fatal attraction for red-headed, trashy courtesans.
  1424. The nearest male acquires a fetish of performing cunnilingus on a menstruating female.
  1425. The nearest male and female now believe that they must run off together and make babies.
  1426. The nearest male and female vow to marry each other tomorrow.
  1427. The nearest male and his next sexual partner fuse at the genitals.
  1428. The nearest male becomes a vagitarian, preferring cunnilingus daily.
  1429. The nearest male becomes a vagitearian, and must tear vaginas or die trying.
  1430. The nearest male becomes the sexual obsession of the nearest queen.
  1431. The nearest male feels burning sexual desire for fellatio, and asks for some mouth-cunt.
  1432. The nearest male grabs the breasts of the nearest female.
  1433. The nearest male is now famous for servicing 3d100 females in 1 night.
  1434. The nearest male must mention his Manhood in each conversation.
  1435. The nearest male must perform cunnilingus for any female who nags him.
  1436. The nearest male must try to fist-fuck the next female seen who is sleeping.
  1437. The nearest male now acquires 1 s.p. whenever he causes a female to orgasm.
  1438. The nearest male now ejaculates urine, and urinates semen.
  1439. The nearest male now produces 1d10 quarts of semen per ejaculation per day.
  1440. The nearest male strips and does his best impression of a sundial.
  1441. The nearest male thinks he is a sex god and demands tribute.
  1442. The nearest male transmogrifies into a female with an obese torso and skinny limbs.
  1443. The nearest male will now ejaculate baneberry juice whenever fellatio is received.
  
  876
  Appendix 3: Random Magical Effects
  1444. The nearest marbler seeks the caster and tries to sell them a product of marble.
  1445. The nearest mason seeks the caster and tries to sell them a product of stone.
  1446. The nearest master must attempt to rape their favorite apprentice, and the caster knows it.
  1447. The nearest master treats their apprentices like they actually value them for 3d10 days.
  1448. The nearest mercenary seeks the caster and asks if they need protection.
  1449. The nearest messenger appears and delivers a message that the caster has 1 day to live.
  1450. The nearest militiaman seeks to apprehend the caster for treason.
  1451. The nearest miller seeks the caster and offers grain at bargain prices.
  1452. The nearest miner seeks the caster, says that tons of silver was found, and asks for help.
  1453. The nearest minter appears with a militaman and says the caster tried to steal their die.
  1454. The nearest money-lender thinks the caster owes them 3d1000 s.p., plus interest.
  1455. The nearest mountain becomes flat plains within 1d10 minutes.
  1456. The nearest mountain now resembles a breast with a snowy nipple.
  1457. The nearest mountaineer seeks the caster and says there are riches on the nearest mountain.
  1458. The nearest musician composed a popular song about various ways the caster should die.
  1459. The nearest navigator seeks the caster to venture with them across the waves for silver.
  1460. The nearest papermaker seeks the caster and tries to sell a book for spells.
  1461. The nearest pawnshopman is selling possessions of the caster that were just stolen.
  1462. The nearest perfumer seeks the caster and hopes the caster will wear their perfume.
  1463. The nearest pewterer seeks the caster and offers cheap products of pewter.
  1464. The nearest pick pocket seeks, and tries to steal from, the caster.
  1465. The nearest potter will try to sell pottery to the caster, or throw a pot at their head.
  1466. The nearest poulterer will offer tasty chicken to the caster in exchange for casting a spell.
  1467. The nearest prince tells others that the caster committed adultery with the princess.
  1468. The nearest public executioner seeks to execute the caster.
  1469. The nearest pursemaker tells the caster they would look good wearing a purse.
  1470. The nearest ranger seeks the caster and offers service as a guide in the wilderness.
  1471. The nearest reeve seeks the caster, convinced that the caster must work in the fields, now.
  1472. The nearest ropemaker seeks the caster and tells them that their expensive order is ready.
  1473. The nearest ruffian hates the caster, seeks them, and tries to hit their head with a pry bar.
  1474. The nearest saddler seeks the caster and tells them that their expensive order is ready.
  1475. The nearest sage seeks the caster and attempts to hire them as protection during research.
  1476. The nearest sailmaker seeks the caster and tells them that their expensive order is ready.
  1477. The nearest sailor seeks the caster and explains that riches exist across the waves.
  1478. The nearest scholar posits the theory that the caster is the cause of all local woes.
  1479. The nearest schoolmaster teaches children that all casters deserve to die.
  1480. The nearest scribe copies a book that suggests the caster is the cause of all local woes.
  1481. The nearest sheather makes a sheathe for a vaginal sword.  Every character talks about it.
  1482. The nearest shepherd claims the caster did unspeakable things with sheep last night.
  1483. The nearest sheriff appears with militiamen and demands 3d100 s.p. in taxes.
  1484. The nearest shipwright seeks the caster and tells them that their vessel is finished.
  1485. The nearest silversmith seeks the caster and tells them that their expensive order is ready.
  1486. The nearest skinner thinks that the caster is an animal and that their skin must be removed.
  1487. The nearest slave appears, says they ran away, and asks if the caster will be master.
  1488. The nearest slave-trader seeks the caster as a runaway slave who needs to be branded.
  1489. The nearest soapmaker who is male appears and is violating a laundress.
  1490. The nearest soldier seeks the caster as an important prisoner of war.
  1491. The nearest sorcerer seeks the caster and attempts to kill them with spells.
  1492. The nearest spy reports to their king that the caster is plotting to kill the king.
  1493. The nearest squire appears and asks the caster to save them from a cruel knight.
  1494. The nearest stabler tells the militia that the caster is a horse-thief.
  
  877
  Appendix 3: Random Magical Effects
  1495. The nearest swineherd tells the militia that the caster killed 3d10 swine last night.
  1496. The nearest tailor will offer to make quality clothing for the caster and let them live.
  1497. The nearest tanner thinks that the skin of the caster must be tanned.
  1498. The nearest tavernkeeper will try to sell their tavern to the caster.
  1499. The nearest thatcher will ask the caster for help, and brawls if refused.
  1500. The nearest tilemaker seeks the caster and tells them that their expensive order is ready.
  1501. The nearest tinker will try to kill the caster with a knife for what they have done.
  1502. The nearest trapper sets a trap for the caster, and it does 3d10 LP of damage.
  1503. The nearest vintner seeks the blood of the caster as flavoring for their wine.
  1504. The nearest wainwright seeks the caster and tells them that their expensive wagon is ready.
  1505. The nearest weaponsmith appears and tries to test a new weapon on the head of the caster.
  1506. The nearest weaver weaves a tapestry with a scene depicting the mutilation of the caster.
  1507. The nearest wench seeks the caster and invites them to her tavern.
  1508. The nearest wheelwright seeks the caster and tells them that their expensive order is ready.
  1509. The nearest whore seeks the caster and offers pleasures of the flesh for 3d10 s.p.
  1510. The nearest wine-crier seeks the caster and asks for an unbiased opinion on wine.
  1511. The next 2 characters seen by the caster must fight to the death for amusement.
  1512. The next attack causes an additional 3d10 LP damage.
  1513. The next character known intimately or well by the caster dies who tells lies.
  1514. The next character who lies knowingly to the caster will choke immediately to death.
  1515. The next character who lies knowingly to the target will choke immediately to death.
  1516. The next female at whom the caster looks will queef loudly 3d10 times in a row.
  1517. The next female with Charisma over 120 orgasms upon seeing the last place the caster shat.
  1518. The next hypothetical statement said by the caster becomes a factual statement.
  1519. The next meal cooked within 3d10 feet of the caster contains botulism.
  1520. The next spell cast by the caster will no longer require ingredients.
  1521. The next spell cast within 3d10 feet and 3d10 hours will fail automatically.
  1522. The next spell the caster attempts to learn is automatically successful.
  1523. The next time the caster swallows, 1d4 grains of arsenic will also be swallowed.
  1524. The next wound to the caster becomes permanent, sentient, and begs others to kill it.
  1525. The noses of the caster and target are moved magically right below their rump.
  1526. The poisonous seeds of young cocklebur appear in all cauldrons within 1d1000 feet.
  1527. The pubic hair of all characters within 3d10 feet grows instantly 3d10 feet in length.
  1528. The pubic hair of the caster grows 1d10 feet long, and obeys the thoughts of the caster.
  1529. The racial hatred scores are reversed for all characters within 3d10 feet of the caster.
  1530. The right and left arms of the caster are switched; elbows are in front.
  1531. The scrotum of the nearest male grows 1 inch per round and will not stop until TH 30.
  1532. The scrotum of the nearest male swells to 3d100 cubic inches for 3d10 days.
  1533. The semen of the caster now reproduces after ejaculation at the same rate as in his scrotum.
  1534. The semen of the nearest male can now impregnate anything and make half-breeds.
  1535. The semen of the nearest male enlarges breasts 1 Cup Size upon contact.
  1536. The semen of the nearest male is now flammable, like oil.
  1537. The semen of the nearest male now neutralizes poison if both are swallowed.
  1538. The semen of the nearest male turns characters invisible upon contact until dried.
  1539. The skin of the caster hardens, looking like bark.  The caster acquires a bonus of 1d10 CA.
  1540. The skin of the target is peeled magically like a banana; innards are exposed and they die cold.
  1541. The speech of the caster is now punctuated by orgasmic grunts and moans.
  1542. The target acquires a bodily feature as a Freak of Nature (see Chap. 2: Body).
  1543. The target grows wings of a dove that are scaled appropriately, and flies away.
  1544. The target implicitly trusts the next creature seen.
  1545. The target now coherently speaks the truth while asleep to those who ask questions.
  
  878
  Appendix 3: Random Magical Effects
  1546. The target trips and falls.
  1547. The target will attempt to suck the tongue of the next character seen, no matter which gender.
  1548. The underarm hair of the caster grows 1d10 feet long, and obeys the thoughts of the caster.
  1549. The vagina of the nearest female can think, speak, and must eat to survive.
  1550. The vaginal lips of the nearest female grow 1 inch per round and will not stop until TH 30.
  1551. The vaginas and rumps switch places on all females within 3d10 feet.
  1552. The veins in the Manhood or breasts of the caster glow in the dark, visible 1d1000 feet away.
  1553. The Wisdom of the nearest female becomes decreased by (3d10)% whenever she is naked.
  1554. This spell is cast: Ablation.
  1555. This spell is cast: Acclimation.
  1556. This spell is cast: Aching Feet.
  1557. This spell is cast: Acidic Touch.
  1558. This spell is cast: Against every Wild Animal, Aquatic Creature, and Robbers.
  1559. This spell is cast: Against Evil Sleep.
  1560. This spell is cast: Against Menstruation.
  1561. This spell is cast: Agelast.
  1562. This spell is cast: Akeldama.
  1563. This spell is cast: Alchemy.
  1564. This spell is cast: Alter Temperature.
  1565. This spell is cast: An Excellent Spell for Silencing, for Subjecting, and for Restraining.
  1566. This spell is cast: Anti-venom.
  1567. This spell is cast: Arachnid Feet.
  1568. This spell is cast: Ascertain Properties.
  1569. This spell is cast: Audio Range.
  1570. This spell is cast: Augment Charisma.
  1571. This spell is cast: Augment Dexterity.
  1572. This spell is cast: Augment Intelligence.
  1573. This spell is cast: Augment Physique.
  1574. This spell is cast: Augment Wisdom.
  1575. This spell is cast: Banish Allergy.
  1576. This spell is cast: Banish Disease.
  1577. This spell is cast: Banish Intoxication.
  1578. This spell is cast: Banish Paralysis.
  1579. This spell is cast: Banish Poison.
  1580. This spell is cast: Beguile Foe.
  1581. This spell is cast: Bestow Aching Back.
  1582. This spell is cast: Bestow Aeon.
  1583. This spell is cast: Bestow Allergy.
  1584. This spell is cast: Bestow Asphyxiation.
  1585. This spell is cast: Bestow Aura.
  1586. This spell is cast: Bestow Blindness.
  1587. This spell is cast: Bestow Blistering Boils.
  1588. This spell is cast: Bestow Century.
  1589. This spell is cast: Bestow Contortion.
  1590. This spell is cast: Bestow Convulsion.
  1591. This spell is cast: Bestow Deafness.
  1592. This spell is cast: Bestow Decade.
  1593. This spell is cast: Bestow Disease.
  1594. This spell is cast: Bestow Fatigue.
  1595. This spell is cast: Bestow Greater Harm.
  1596. This spell is cast: Bestow Harm.
  
  879
  Appendix 3: Random Magical Effects
  1597. This spell is cast: Bestow Intoxication.
  1598. This spell is cast: Bestow Leprosy.
  1599. This spell is cast: Bestow Lesser Harm.
  1600. This spell is cast: Bestow Loss of Appetite.
  1601. This spell is cast: Bestow Millennium.
  1602. This spell is cast: Bestow Muteness.
  1603. This spell is cast: Bestow Numbness.
  1604. This spell is cast: Bestow Paralysis.
  1605. This spell is cast: Bestow Virus.
  1606. This spell is cast: Brittlebone.
  1607. This spell is cast: Burning Bush.
  1608. This spell is cast: Business Spell.
  1609. This spell is cast: Call Acid Rain.
  1610. This spell is cast: Call Animals.
  1611. This spell is cast: Call Avalanche.
  1612. This spell is cast: Call Ball Lightning.
  1613. This spell is cast: Call Blizzard.
  1614. This spell is cast: Call Chilly Gust.
  1615. This spell is cast: Call Familiar.
  1616. This spell is cast: Call Flood.
  1617. This spell is cast: Call Fog.
  1618. This spell is cast: Call Gale Wind.
  1619. This spell is cast: Call Greater Item.
  1620. This spell is cast: Call Guard Dog.
  1621. This spell is cast: Call Lesser Being.
  1622. This spell is cast: Call Light.
  1623. This spell is cast: Call Lightning.
  1624. This spell is cast: Call Maggots.
  1625. This spell is cast: Call Magic Mail.
  1626. This spell is cast: Call Object.
  1627. This spell is cast: Call Quake.
  1628. This spell is cast: Call Tidal Wave.
  1629. This spell is cast: Call Vermin.
  1630. This spell is cast: casts Predilection.
  1631. This spell is cast: casts Preservation.
  1632. This spell is cast: Charm for Causing Separation.
  1633. This spell is cast: Charm for Direct Vision.
  1634. This spell is cast: Charm Small Mammal.
  1635. This spell is cast: Charm to Break Enchantment.
  1636. This spell is cast: Charm to Break Spells.
  1637. This spell is cast: Charm to Induce Insomnia I.
  1638. This spell is cast: Charm to Induce Insomnia II.
  1639. This spell is cast: Charm to Inflict Harm I.
  1640. This spell is cast: Charm to Inflict Harm II.
  1641. This spell is cast: Charm to Inflict Harm III.
  1642. This spell is cast: Charm to Open a Door.
  1643. This spell is cast: Charm to Subject.
  1644. This spell is cast: Coal Foot.
  1645. This spell is cast: Cocoon.
  1646. This spell is cast: Coercive Spell for Restraining.
  1647. This spell is cast: Complete Healing.
  
  880
  Appendix 3: Random Magical Effects
  1648. This spell is cast: Conflagration.
  1649. This spell is cast: Contraceptive Spell.
  1650. This spell is cast: Convert to Cannibal.
  1651. This spell is cast: Cover Tracks.
  1652. This spell is cast: Create Species.
  1653. This spell is cast: Cryogenics.
  1654. This spell is cast: Cryoprobe.
  1655. This spell is cast: Cryotherapy.
  1656. This spell is cast: Cup Spell.
  1657. This spell is cast: De Medicamentis.
  1658. This spell is cast: Decortication.
  1659. This spell is cast: Demokritos’ Sphere.
  1660. This spell is cast: Demokritos’ Table Gimmicks.
  1661. This spell is cast: Detect Air.
  1662. This spell is cast: Detect Choleric Temperament.
  1663. This spell is cast: Detect Earth.
  1664. This spell is cast: Detect Emotion.
  1665. This spell is cast: Detect Ether.
  1666. This spell is cast: Detect Ethicality.
  1667. This spell is cast: Detect Evanescence.
  1668. This spell is cast: Detect Fire.
  1669. This spell is cast: Detect Immorality.
  1670. This spell is cast: Detect Lie.
  1671. This spell is cast: Detect Magic.
  1672. This spell is cast: Detect Melancholic Temperament.
  1673. This spell is cast: Detect Morality.
  1674. This spell is cast: Detect Object.
  1675. This spell is cast: Detect Phlegmatic Temperament.
  1676. This spell is cast: Detect Sanguine Temperament.
  1677. This spell is cast: Detect Surface Thoughts.
  1678. This spell is cast: Detect Thoughts.
  1679. This spell is cast: Detect Unethicality.
  1680. This spell is cast: Detect Water.
  1681. This spell is cast: Determine Magic.
  1682. This spell is cast: Detonation.
  1683. This spell is cast: Develop Breasts.
  1684. This spell is cast: Diminish Charisma.
  1685. This spell is cast: Diminish Dexterity.
  1686. This spell is cast: Diminish Intelligence.
  1687. This spell is cast: Diminish Physique.
  1688. This spell is cast: Diminish Wisdom.
  1689. This spell is cast: Discursivity.
  1690. This spell is cast: Divination by Means of a Boy.
  1691. This spell is cast: Divine Maul.
  1692. This spell is cast: Drawn and Quartered.
  1693. This spell is cast: Dream Spell.
  1694. This spell is cast: Ejaculate Acid.
  1695. This spell is cast: Ejaculate Blood.
  1696. This spell is cast: Ejaculate Poison.
  1697. This spell is cast: Electrical Field.
  1698. This spell is cast: Eternal Spell for Binding a Lover.
  
  881
  Appendix 3: Random Magical Effects
  1699. This spell is cast: Evanescence.
  1700. This spell is cast: Evil Sleep I.
  1701. This spell is cast: Evil Sleep II.
  1702. This spell is cast: Evil Sleep III.
  1703. This spell is cast: False Alchemy.
  1704. This spell is cast: Fatal Fable.
  1705. This spell is cast: Fatal.
  1706. This spell is cast: Favor and Victory Charm.
  1707. This spell is cast: Fetching Charm for an Unmanageable Woman.
  1708. This spell is cast: Fetching Charm.
  1709. This spell is cast: Fierce Fire.
  1710. This spell is cast: Flight.
  1711. This spell is cast: Flyweight.
  1712. This spell is cast: For a Sleeping Woman to Confess the Name of the Man she Loves.
  1713. This spell is cast: For an Erection.
  1714. This spell is cast: For Ascent of the Uterus.
  1715. This spell is cast: For Coughs.
  1716. This spell is cast: For Discharge of the Eyes.
  1717. This spell is cast: For Fever with Shivering Fits.
  1718. This spell is cast: For Swollen Testicles.
  1719. This spell is cast: Force Ballista.
  1720. This spell is cast: Force Falsity.
  1721. This spell is cast: Force Fart.
  1722. This spell is cast: Force Favor.
  1723. This spell is cast: Force Fear.
  1724. This spell is cast: Force Fearlessness.
  1725. This spell is cast: Force Mass Fear.
  1726. This spell is cast: Force Missile.
  1727. This spell is cast: Force Rancor.
  1728. This spell is cast: Force Scream.
  1729. This spell is cast: Force Slumber.
  1730. This spell is cast: Foreknowledge Charm I.
  1731. This spell is cast: Foreknowledge Charm II.
  1732. This spell is cast: Frosty Touch.
  1733. This spell is cast: Greater Bidding.
  1734. This spell is cast: Greater Electrical Discharge.
  1735. This spell is cast: Greater Healing.
  1736. This spell is cast: Greater Holocaust.
  1737. This spell is cast: Greater Hologram.
  1738. This spell is cast: Greater Mass Bidding.
  1739. This spell is cast: Greater Mending.
  1740. This spell is cast: Greater Perpetual Hologram.
  1741. This spell is cast: Greater Vulnerability to Acid.
  1742. This spell is cast: Greater Vulnerability to Air.
  1743. This spell is cast: Greater Vulnerability to Armor.
  1744. This spell is cast: Greater Vulnerability to Bases.
  1745. This spell is cast: Greater Vulnerability to Cold.
  1746. This spell is cast: Greater Vulnerability to Discipline.
  1747. This spell is cast: Greater Vulnerability to Earth.
  1748. This spell is cast: Greater Vulnerability to Electricity.
  1749. This spell is cast: Greater Vulnerability to Ethicality.
  
  882
  Appendix 3: Random Magical Effects
  1750. This spell is cast: Greater Vulnerability to Fire.
  1751. This spell is cast: Greater Vulnerability to Immorality.
  1752. This spell is cast: Greater Vulnerability to Morality.
  1753. This spell is cast: Greater Vulnerability to Poison.
  1754. This spell is cast: Greater Vulnerability to Skill.
  1755. This spell is cast: Greater Vulnerability to Sonics.
  1756. This spell is cast: Greater Vulnerability to Unethicality.
  1757. This spell is cast: Greater Vulnerability to Weapon.
  1758. This spell is cast: Happy Cleaver.
  1759. This spell is cast: Heal Dislocation or Fracture.
  1760. This spell is cast: Healing.
  1761. This spell is cast: Hearing Voices.
  1762. This spell is cast: Heating.
  1763. This spell is cast: Hover.
  1764. This spell is cast: Hurl Voice.
  1765. This spell is cast: Imbue Item.
  1766. This spell is cast: Immutability.
  1767. This spell is cast: Immutable Wound.
  1768. This spell is cast: Indispensable Invisibility.
  1769. This spell is cast: Inferno.
  1770. This spell is cast: Internal Explosion.
  1771. This spell is cast: Intestinal Wreathe.
  1772. This spell is cast: Invincibility to Acid.
  1773. This spell is cast: Invincibility to Air.
  1774. This spell is cast: Invincibility to Bases.
  1775. This spell is cast: Invincibility to Cold.
  1776. This spell is cast: Invincibility to Earth.
  1777. This spell is cast: Invincibility to Electricity.
  1778. This spell is cast: Invincibility to Fire.
  1779. This spell is cast: Invincibility to Gaze.
  1780. This spell is cast: Invincibility to Poison.
  1781. This spell is cast: Invincibility to Water.
  1782. This spell is cast: Invincibility.
  1783. This spell is cast: Invisibility.
  1784. This spell is cast: Ionic Attack.
  1785. This spell is cast: Lesser Bidding.
  1786. This spell is cast: Lesser Electrical Discharge.
  1787. This spell is cast: Lesser Healing.
  1788. This spell is cast: Lesser Holocaust.
  1789. This spell is cast: Lesser Hologram.
  1790. This spell is cast: Lesser Mending.
  1791. This spell is cast: Lesser Vulnerability to Acid.
  1792. This spell is cast: Lesser Vulnerability to Air.
  1793. This spell is cast: Lesser Vulnerability to Armor.
  1794. This spell is cast: Lesser Vulnerability to Bases.
  1795. This spell is cast: Lesser Vulnerability to Cholerics.
  1796. This spell is cast: Lesser Vulnerability to Cold.
  1797. This spell is cast: Lesser Vulnerability to Discipline.
  1798. This spell is cast: Lesser Vulnerability to Earth.
  1799. This spell is cast: Lesser Vulnerability to Electricity.
  1800. This spell is cast: Lesser Vulnerability to Ethicality.
  
  883
  Appendix 3: Random Magical Effects
  1801. This spell is cast: Lesser Vulnerability to Fire.
  1802. This spell is cast: Lesser Vulnerability to Immorality.
  1803. This spell is cast: Lesser Vulnerability to Melancholics.
  1804. This spell is cast: Lesser Vulnerability to Morality.
  1805. This spell is cast: Lesser Vulnerability to Phlegmatics.
  1806. This spell is cast: Lesser Vulnerability to Poison.
  1807. This spell is cast: Lesser Vulnerability to Sanguines.
  1808. This spell is cast: Lesser Vulnerability to Skill.
  1809. This spell is cast: Lesser Vulnerability to Unethicality.
  1810. This spell is cast: Lesser Vulnerability to Weapon.
  1811. This spell is cast: Living Monstrosity.
  1812. This spell is cast: Love Spell I.
  1813. This spell is cast: Love Spell II.
  1814. This spell is cast: Love Spell III.
  1815. This spell is cast: Love Spell IV.
  1816. This spell is cast: Love Spell of Attraction I.
  1817. This spell is cast: Love Spell of Attraction II.
  1818. This spell is cast: Love Spell of Attraction III.
  1819. This spell is cast: Love Spell of Attraction IV.
  1820. This spell is cast: Love Spell of Attraction through Touch.
  1821. This spell is cast: Love Spell V.
  1822. This spell is cast: Madness.
  1823. This spell is cast: Magical Warning.
  1824. This spell is cast: Martyrization.
  1825. This spell is cast: Mass Bidding.
  1826. This spell is cast: Mass Complete Healing.
  1827. This spell is cast: Mass Evanescence.
  1828. This spell is cast: Mass Greater Healing.
  1829. This spell is cast: Mass Healing.
  1830. This spell is cast: Mass Lesser Healing.
  1831. This spell is cast: Mass Protection from Acid.
  1832. This spell is cast: Mass Protection from Air.
  1833. This spell is cast: Mass Protection from Bases.
  1834. This spell is cast: Mass Protection from Cholerics.
  1835. This spell is cast: Mass Protection from Cold.
  1836. This spell is cast: Mass Protection from Discipline.
  1837. This spell is cast: Mass Protection from Earth.
  1838. This spell is cast: Mass Protection from Electricity.
  1839. This spell is cast: Mass Protection from Ethicality.
  1840. This spell is cast: Mass Protection from Fire.
  1841. This spell is cast: Mass Protection from Gaze.
  1842. This spell is cast: Mass Protection from Immorality.
  1843. This spell is cast: Mass Protection from Melancholics.
  1844. This spell is cast: Mass Protection from Morality.
  1845. This spell is cast: Mass Protection from Phlegmatics.
  1846. This spell is cast: Mass Protection from Physical Harm.
  1847. This spell is cast: Mass Protection from Poison.
  1848. This spell is cast: Mass Protection from Sanguines.
  1849. This spell is cast: Mass Protection from Sonics.
  1850. This spell is cast: Mass Protection from Unethicality.
  1851. This spell is cast: Mass Protection from Water.
  
  884
  Appendix 3: Random Magical Effects
  1852. This spell is cast: Mass Teleportation.
  1853. This spell is cast: Mass Vulnerability to Acid.
  1854. This spell is cast: Mass Vulnerability to Air.
  1855. This spell is cast: Mass Vulnerability to Armor.
  1856. This spell is cast: Mass Vulnerability to Bases.
  1857. This spell is cast: Mass Vulnerability to Cholerics.
  1858. This spell is cast: Mass Vulnerability to Cold.
  1859. This spell is cast: Mass Vulnerability to Discipline.
  1860. This spell is cast: Mass Vulnerability to Earth.
  1861. This spell is cast: Mass Vulnerability to Electricity.
  1862. This spell is cast: Mass Vulnerability to Ethicality.
  1863. This spell is cast: Mass Vulnerability to Fire.
  1864. This spell is cast: Mass Vulnerability to Immorality.
  1865. This spell is cast: Mass Vulnerability to Melancholics.
  1866. This spell is cast: Mass Vulnerability to Morality.
  1867. This spell is cast: Mass Vulnerability to Phlegmatics.
  1868. This spell is cast: Mass Vulnerability to Poison.
  1869. This spell is cast: Mass Vulnerability to Sanguines.
  1870. This spell is cast: Mass Vulnerability to Skill.
  1871. This spell is cast: Mass Vulnerability to Sonics.
  1872. This spell is cast: Mass Vulnerability to Unethicality.
  1873. This spell is cast: Mass Vulnerability to Weapon.
  1874. This spell is cast: Meltdown.
  1875. This spell is cast: Miasma.
  1876. This spell is cast: Minor Transmogrification.
  1877. This spell is cast: Multiplication of Loaves and Fish.
  1878. This spell is cast: Oracle.
  1879. This spell is cast: Pain Berry.
  1880. This spell is cast: Palfrey.
  1881. This spell is cast: Perpetual  Hologram.
  1882. This spell is cast: Perpetual Bleeding.
  1883. This spell is cast: Perpetual Burn.
  1884. This spell is cast: Perpetual Healing.
  1885. This spell is cast: Perpetual Orgasm.
  1886. This spell is cast: Perpetual Slumber.
  1887. This spell is cast: Pestilential Host.
  1888. This spell is cast: Pestilential Penis.
  1889. This spell is cast: Pestilential Pudenda.
  1890. This spell is cast: Phlogistic Augmentation.
  1891. This spell is cast: Pillar of Smoke.
  1892. This spell is cast: Pillars of Lightning.
  1893. This spell is cast: Pillars of Salt.
  1894. This spell is cast: Pleasure Berry.
  1895. This spell is cast: Possession.
  1896. This spell is cast: Prayer of Deliverance.
  1897. This spell is cast: Protection from Acid.
  1898. This spell is cast: Protection from Air.
  1899. This spell is cast: Protection from Bases.
  1900. This spell is cast: Protection from Cholerics.
  1901. This spell is cast: Protection from Cold.
  1902. This spell is cast: Protection from Discipline.
  
  885
  Appendix 3: Random Magical Effects
  1903. This spell is cast: Protection from Earth.
  1904. This spell is cast: Protection from Electricity.
  1905. This spell is cast: Protection from Ethicality
  1906. This spell is cast: Protection from Fire.
  1907. This spell is cast: Protection from Gaze.
  1908. This spell is cast: Protection from Immorality.
  1909. This spell is cast: Protection from Melancholics.
  1910. This spell is cast: Protection from Morality.
  1911. This spell is cast: Protection from Phlegmatics.
  1912. This spell is cast: Protection from Physical Harm.
  1913. This spell is cast: Protection from Poison.
  1914. This spell is cast: Protection from Sanguines.
  1915. This spell is cast: Protection from Sonics.
  1916. This spell is cast: Protection from Unethicality.
  1917. This spell is cast: Protection from Water.
  1918. This spell is cast: Puddle of Crud.
  1919. This spell is cast: Pudenda Key Spell.
  1920. This spell is cast: Putrid Portrait.
  1921. This spell is cast: Raise Prowess.
  1922. This spell is cast: Random Dismemberment.
  1923. This spell is cast: Random Impaling.
  1924. This spell is cast: Random Mangling.
  1925. This spell is cast: Re-animation.
  1926. This spell is cast: Recipe for Blindness.
  1927. This spell is cast: Recipe for Blistering Death.
  1928. This spell is cast: Recipe for Death.
  1929. This spell is cast: Recipe for Making a Woman Mad After a Man.
  1930. This spell is cast: Recipe for Skin Disease.
  1931. This spell is cast: Regeneration.
  1932. This spell is cast: Rend Asunder.
  1933. This spell is cast: Request for a Dream Oracle.
  1934. This spell is cast: Restraining Rite for Anything.
  1935. This spell is cast: Restraining Spell.
  1936. This spell is cast: Resurrection of a Dead Body.
  1937. This spell is cast: Revivification.
  1938. This spell is cast: Rite for Acquiring an Assistant Demon.
  1939. This spell is cast: Rite for Driving out Demons.
  1940. This spell is cast: Rite to Produce an Epiphany of Kore.
  1941. This spell is cast: Rot.
  1942. This spell is cast: Sanitize Food/Beverage.
  1943. This spell is cast: Seal Item.
  1944. This spell is cast: Seal Orifice.
  1945. This spell is cast: Soulstealer’s Black Bolt.
  1946. This spell is cast: Spell for Causing Talk while Asleep.
  1947. This spell is cast: Spell for Questioning Corpses.
  1948. This spell is cast: Spell for Removal of Poison.
  1949. This spell is cast: Spell for Restraining Anger.
  1950. This spell is cast: Spell to Catch a Thief.
  1951. This spell is cast: Spell to Cause a Woman to Hate a Man.
  1952. This spell is cast: Spell to Subject and Silence.
  1953. This spell is cast: Spermatozoa Rejuvenation.
  
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  Appendix 3: Random Magical Effects
  1954. This spell is cast: Spermicidal Sphere.
  1955. This spell is cast: Strength.
  1956. This spell is cast: Symbol of Ethicality.
  1957. This spell is cast: Symbol of Immorality.
  1958. This spell is cast: Symbol of Morality.
  1959. This spell is cast: Symbol of Unethicality.
  1960. This spell is cast: Teleportation.
  1961. This spell is cast: Tenesmus.
  1962. This spell is cast: Test of Pregnancy.
  1963. This spell is cast: To Keep Bugs Out of the House.
  1964. This spell is cast: To Win at Dice.
  1965. This spell is cast: Trance.
  1966. This spell is cast: Transmogrification.
  1967. This spell is cast: Transmogrify Dirt and Mud.
  1968. This spell is cast: Transmogrify Flesh to Stone.
  1969. This spell is cast: Transmogrify Life.
  1970. This spell is cast: Transmogrify Metal and Wood.
  1971. This spell is cast: Transmogrify Object.
  1972. This spell is cast: True Name.
  1973. This spell is cast: Truncheon.
  1974. This spell is cast: Unattractive.
  1975. This spell is cast: Vanish.
  1976. This spell is cast: Walk on Water.
  1977. This spell is cast: Waves Be Still.
  1978. This spell is cast: Wish.
  1979. This spell is cast: Wishbone.
  1980. This spell is cast: Wooden Carapace.
  1981. This spell is cast: Worst Nightmare.
  1982. Time is reversed.
  1983. Today, all parents within 1d1000 feet spank children who do as they are told.
  1984. Whenever a spell is cast by the caster, an eyelash of the caster transmogrifies into stone.
  1985. Whenever a spell is cast, the caster bleeds from their rump.
  1986. Whenever a spell is cast, the caster twitches violently.
  1987. Whenever in the presence of a potential mate, the nearest male howls like a wolf.
  1988. Whenever the caster becomes invisible, their genitals remain visible.
  1989. Whenever the caster blinks their eyes, they appear in a random location within 3d10 miles.
  1990. Whenever the caster casts a spell, there is a (3d10)% chance of a Random Magical Effect.
  1991. Whenever the caster causes any magical effect, they lose a random body part.
  1992. Whenever the caster defecates, their intestines fall out of their rump, though still attached.
  1993. Whenever the caster farts, their gas-hole emits a mating call for all insects within 3d100 feet.
  1994. Whenever the caster is damaged, it will always be Graphic Gore.
  1995. Whenever the caster takes a dump, there are 3d10 belladonna berries hidden inside.
  1996. Whenever the nearest female lies, her nipples grow ¼ inch.
  1997. Whenever the nearest male lies, his Manhood grows 1 inch.
  1998. Whenever the target takes a dump, it will be 3d100 feet long, though normal in girth.
  1999. Whenever within 3d10 feet of royalty, the caster must expose their genitals.
  2000. Within a radius of 3d100 feet, this area now restores virginity.
  
  887
  Appendix 4: Phobias
  Appendix 4: Phobias
  The list of phobias presented in this appendix is for use with phobia as a mental illness from
  Chapter 5: Mind.  To randomly determine a phobia, roll (1d6 - 1) and treat the result as the hundreds
  position, and then roll 1d100; this yields a range from 001 to 600.  Consult the listing below:
  001. Ablutophobia: Fear of washing or bathing.
  002. Acarophobia: Fear of itching, or of the insects that cause itching.
  003. Acerophobia: Fear of sourness.
  004. Achluophobia: Fear of darkness.
  005. Acousticophobia: Fear of noise.
  006. Acrophobia: Fear of heights.
  007. Aerophobia: Fear of drafts, air swallowing, or airbourne noxious substances.
  008. Aeroacrophobia: Fear of open, high places.
  009. Aeronausiphobia: Fear of vomiting secondary to airsickness.
  010. Agateophobia: Fear of insanity.
  011. Agliophobia: Fear of pain.
  012. Agoraphobia: Fear of open spaces, being in crowded and public places like markets, or leaving a safe place.
  013. Agraphobia: Fear of sexual abuse.
  014. Agrizoophobia: Fear of wild animals.
  015. Agyrophobia: Fear of streets or crossing the street.
  016. Aichmophobia: Fear of needles or pointed objects.
  017. Ailurophobia: Fear of cats.
  018. Albuminurophobia: Fear of kidney disease.
  019. Alektorophobia: Fear of chickens.
  020. Algophobia: Fear of pain.
  021. Alliumphobia: Fear of garlic.
  022. Allodoxaphobia: Fear of opinions.
  023. Altophobia: Fear of heights.
  024. Amathophobia: Fear of dust.
  025. Ambulophobia: Fear of walking.
  026. Amnesiphobia: Fear of amnesia.
  027. Amychophobia: Fear of scratches or being scratched.
  
  888
  Appendix 4: Phobias
  028. Anablephobia: Fear of looking up.
  029. Ancraophobia or Anemophobia: Fear of wind.
  030. Androphobia: Fear of men.
  031. Anemophobia: Fear of air drafts or wind.
  032. Anginophobia: Fear of angina, choking, or narrowness.
  033. Angrophobia: Fear of anger or of becoming angry.
  034. Ankylophobia: Fear of immobility of a joint.
  035. Anthrophobia or Anthophobia: Fear of flowers.
  036. Anthropophobia: Fear of characters or society.
  037. Antlophobia: Fear of floods.
  038. Anuptaphobia: Fear of staying single.
  039. Apeirophobia: Fear of infinity.
  040. Aphenphosmphobia: Fear of being touched. (Haphephobia)
  041. Apiphobia: Fear of bees.
  042. Apotemnophobia: Fear of characters with amputations.
  043. Arachibutyrophobia: Fear of food sticking to the roof of the mouth.
  044. Arachnephobia or Arachnophobia: Fear of spiders.
  045. Arithmophobia: Fear of numbers.
  046. Arrhenphobia: Fear of men.
  047. Arsonphobia: Fear of fire.
  048. Asthenophobia: Fear of fainting or weakness.
  049. Astraphobia or Astrapophobia: Fear of thunder and lightning.
  050. Astrophobia: Fear of stars and celestial space.
  051. Asymmetriphobia: Fear of asymmetrical things.
  052. Ataxiophobia: Fear of ataxia (muscular incoordination)
  053. Ataxophobia: Fear of disorder or untidiness.
  054. Atelophobia: Fear of imperfection.
  055. Atephobia: Fear of ruin or ruins.
  056. Athazagoraphobia: Fear of being forgotton, ignored, or of forgetting.
  057. Atomosophobia: Fear of explosions.
  058. Atychiphobia: Fear of failure.
  059. Aulophobia: Fear of flutes.
  060. Aurophobia: Fear of gold.
  061. Auroraphobia: Fear of Northern lights.
  062. Autodysomophobia: Fear of one who has a vile odor.
  063. Automatonophobia: Fear of anything that falsely represents a sentient being.
  064. Automysophobia: Fear of being dirty.
  065. Autophobia: Fear of being alone, or of oneself.
  066. Aviophobia or Aviatophobia: Fear of flying.
  067. Ballistophobia: Fear of missiles or projectiles.
  068. Basophobia or Basiphobia: Inability to stand. Fear of walking or falling.
  069. Bathmophobia: Fear of stairs or steep slopes.
  070. Bathophobia: Fear of depth.
  071. Batophobia: Fear of heights or being close to high buildings.
  072. Batrachophobia: Fear of amphibians, such as frogs, newts, salamanders, etc.
  073. Belonephobia: Fear of pins and needles. (Aichmophobia)
  074. Bibliophobia: Fear of books.
  075. Blennophobia: Fear of slime.
  076. Botanophobia: Fear of plants.
  077. Bromidrosiphobia or Bromidrophobia: Fear of body smells.
  078. Brontophobia: Fear of thunder and lightning.
  
  889
  Appendix 4: Phobias
  079. Bufonophobia: Fear of toads.
  080. Cacophobia: Fear of ugliness.
  081. Cainophobia or Cainotophobia: Fear of newness, novelty.
  082. Caligynephobia: Fear of beautiful women.
  083. Cardiophobia: Fear of the heart.
  084. Carnophobia: Fear of meat.
  085. Catagelophobia: Fear of being ridiculed.
  086. Catapedaphobia: Fear of jumping from high and low places.
  087. Cathisophobia: Fear of sitting.
  088. Catoptrophobia: Fear of mirrors.
  089. Cenophobia or Centophobia: Fear of new things or ideas.
  090. Ceraunophobia: Fear of thunder.
  091. Chaetophobia: Fear of hair.
  092. Cheimaphobia or Cheimatophobia: Fear of cold.
  093. Chemophobia: Fear of chemicals or working with chemicals.
  094. Cherophobia: Fear of gaiety.
  095. Chionophobia: Fear of snow.
  096. Chiraptophobia: Fear of being touched.
  097. Chirophobia: Fear of hands.
  098. Cholerophobia: Fear of anger.
  099. Chorophobia: Fear of dancing.
  100. Chrometophobia or Chrematophobia: Fear of money.
  101. Chromophobia or Chromatophobia: Fear of colors.
  102. Chronophobia: Fear of time.
  103. Chronomentrophobia: Fear of clocks.
  104. Cibophobia or Sitophobia or Sitiophobia: Fear of food.
  105. Claustrophobia: Fear of confined spaces.
  106. Cleithrophobia or Cleisiophobia: Fear of being locked in an enclosed place.
  107. Cleptophobia:Fear of stealing.
  108. Climacophobia: Fear of stairs, climbing, or falling downstairs.
  109. Clinophobia: Fear of going to bed.
  110. Clithrophobia or Cleithrophobia: Fear of being enclosed.
  111. Cnidophobia: Fear of stings.
  112. Cometophobia: Fear of comets.
  113. Coitophobia: Fear of coitus.
  114. Contreltophobia: Fear of sexual abuse.
  115. Coprastasophobia: Fear of constipation.
  116. Coprophobia: Fear of feces.
  117. Coulrophobia: Fear of jesters.
  118. Counterphobia: The preference by a phobic for fearful situations.
  119. Cremnophobia: Fear of precipices.
  120. Cryophobia: Fear of extreme cold, ice, or frost.
  121. Crystallophobia: Fear of crystals or glass.
  122. Cymophobia: Fear of waves or wave-like motions.
  123. Cynophobia: Fear of dogs or rabies.
  124. Cypridophobia, Cypriphobia, Cyprianophobia, or Cyprinophobia: Fear of prostitutes or venereal disease.
  125. Decidophobia: Fear of making decisions.
  126. Defecaloesiophobia: Fear of painful bowels movements.
  127. Deipnophobia: Fear of dining or dinner conversations.
  128. Dementophobia: Fear of insanity.
  129. Demonophobia or Daemonophobia: Fear of demons.
  
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  Appendix 4: Phobias
  130. Demophobia: Fear of crowds. (Agoraphobia)
  131. Dendrophobia: Fear of trees.
  132. Dermatophobia: Fear of skin lesions.
  133. Dermatosiophobia, Dermatophobia, or Dermatopathophobia: Fear of skin disease.
  134. Dextrophobia: Fear of objects at the right side of the body.
  135. Diabetophobia: Fear of diabetes.
  136. Didaskaleinophobia: Fear of going to school.
  137. Dikephobia: Fear of justice.
  138. Dinophobia: Fear of dizziness or whirlpools.
  139. Diplophobia: Fear of double-vision.
  140. Dipsophobia: Fear of drinking.
  141. Dishabiliophobia: Fear of undressing in front of someone.
  142. Domatophobia or Oikophobia: Fear of houses or being in a house.
  143. Doraphobia: Fear of fur or skins of animals.
  144. Doxophobia: Fear of expressing opinions or receiving praise.
  145. Dromophobia: Fear of crossing streets.
  146. Dysmorphophobia: Fear of deformity.
  147. Dystychiphobia: Fear of accidents.
  148. Ecclesiophobia: Fear of church.
  149. Ecophobia: Fear of home.
  150. Eicophobia or Oikophobia: Fear of home surroundings.
  151. Eisoptrophobia: Fear of mirrors or of seeing oneself in a mirror.
  152. Eleutherophobia: Fear of freedom.
  153. Elurophobia: Fear of cats. (Ailurophobia)
  154. Emetophobia: Fear of vomiting.
  155. Enochlophobia: Fear of crowds.
  156. Enosiophobia or Enissophobia: Fear of having committed an unpardonable sin, or of criticism.
  157. Entomophobia: Fear of insects.
  158. Eosophobia: Fear of dawn or daylight.
  159. Ephebiphobia: Fear of teenagers.
  160. Epistaxiophobia: Fear of nosebleeds.
  161. Epistemophobia: Fear of knowledge.
  162. Equinophobia: Fear of horses.
  163. Eremophobia: Fear of being by oneself or of loneliness.
  164. Ereuthrophobia: Fear of blushing.
  165. Ergophobia: Fear of work.
  166. Erotophobia: Fear of sexual love or sexual questions.
  167. Euphobia: Fear of hearing good news.
  168. Eurotophobia: Fear of female genitalia.
  169. Erythrophobia, Erytophobia, or Ereuthophobia: Fear of red light, blushing, or red.
  170. Febriphobia, Fibriphobia or Fibriophobia: Fear of fever.
  171. Felinophobia: Fear of cats. (Also: Ailurophobia, Elurophobia, Galeophobia, Gatophobia)
  172. Frigophobia: Fear of cold things.
  173. Galeophobia or Gatophobia: Fear of cats.
  174. Gamophobia: Fear of marriage.
  175. Geliophobia: Fear of laughter.
  176. Geniophobia: Fear of chins.
  177. Genophobia: Fear of sex.
  178. Genuphobia: Fear of knees.
  179. Gephyrophobia, Gephydrophobia, or Gephysrophobia: Fear of crossing bridges.
  180. Gerascophobia: Fear of growing old.
  
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  Appendix 4: Phobias
  181. Gerontophobia: Fear of old characters, or of growing old.
  182. Geumaphobia or Geumophobia: Fear of taste.
  183. Glossophobia: Fear of speaking in public or of trying to speak.
  184. Gnosiophobia: Fear of knowledge.
  185. Graphophobia: Fear of writing or handwriting.
  186. Gymnophobia: Fear of nudity.
  187. Gynephobia or Gynophobia: Fear of women.
  188. Hagiophobia: Fear of saints or holy things.
  189. Hamartophobia: Fear of sinning.
  190. Haphephobia or Haptephobia: Fear of being touched.
  191. Harpaxophobia: Fear of being robbed.
  192. Hedonophobia: Fear of feeling pleasure.
  193. Heliophobia: Fear of the sun.
  194. Helminthophobia: Fear of being infested with worms.
  195. Hemophobia, Hemaphobia, or Hematophobia: Fear of blood.
  196. Heresyphobia or Hereiophobia: Fear of challenges to official doctrine or of radical deviation.
  197. Herpetophobia: Fear of reptiles or creepy, crawly things.
  198. Heterophobia or Sexophobia: Fear of the opposite sex.
  199. Hierophobia: Fear of priests or sacred things.
  200. Hippophobia: Fear of horses.
  201. Hippopotomonstrosesquippedaliophobia: Fear of long words.
  202. Hobophobia: Fear of bums or beggars.
  203. Hodophobia: Fear of road travel.
  204. Hormephobia: Fear of shock.
  205. Homichlophobia: Fear of fog.
  206. Homilophobia: Fear of sermons.
  207. Hominophobia: Fear of men.
  208. Hydrargyophobia: Fear of mercurial medicines.
  209. Hydrophobia: Fear of water, or of rabies.
  210. Hydrophobophobia: Fear of rabies.
  211. Hyelophobia or Hyalophobia: Fear of glass.
  212. Hygrophobia: Fear of liquids, dampness, or moisture.
  213. Hylephobia: Fear of materialism, or epilepsy.
  214. Hylophobia: Fear of forests.
  215. Hypengyophobia or Hypegiaphobia: Fear of responsibility.
  216. Hypnophobia: Fear of sleep.
  217. Hypsiphobia: Fear of height.
  218. Ichthyophobia: Fear of fish.
  219. Ideophobia: Fear of ideas.
  220. Illyngophobia: Fear of vertigo or feeling dizzy when looking down.
  221. Iophobia: Fear of poison.
  222. Insectophobia: Fear of insects.
  223. Isolophobia: Fear of solitude, being alone.
  224. Isopterophobia: Fear of wood-eating insects.
  225. Ithyphallophobia: Fear of seeing, thinking about, or having an erect Manhood.
  226. Kainolophobia: Fear of novelty.
  227. Kainophobia: Fear of anything new, novelty.
  228. Kakorrhaphiophobia: Fear of failure or defeat.
  229. Katagelophobia: Fear of ridicule.
  230. Kathisophobia: Fear of sitting down.
  231. Kenophobia: Fear of voids or empty spaces.
  
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  Appendix 4: Phobias
  232. Keraunophobia: Fear of thunder and lightning.
  233. Kinetophobia or Kinesophobia: Fear of movement or motion.
  234. Kleptophobia: Fear of stealing.
  235. Koinoniphobia: Fear of rooms.
  236. Kolpophobia: Fear of genitals, particularly female.
  237. Kopophobia: Fear of fatigue.
  238. Koniophobia or Amathophobia: Fear of dust.
  239. Kosmikophobia: Fear of cosmic phenomenon.
  240. Kymophobia: Fear of waves.
  241. Kynophobia: Fear of rabies.
  242. Kyphophobia: Fear of stooping.
  243. Lachanophobia: Fear of vegetables.
  244. Laliophobia or Lalophobia: Fear of speaking.
  245. Leprophobia or Lepraphobia: Fear of leprosy.
  246. Leukophobia: Fear of the color white.
  247. Levophobia: Fear of things to the left side of the body.
  248. Ligyrophobia: Fear of loud noises.
  249. Lilapsophobia: Fear of hurricanes.
  250. Limnophobia: Fear of lakes.
  251. Linonophobia: Fear of string.
  252. Liticaphobia: Fear of lawsuits.
  253. Lockiophobia: Fear of childbirth.
  254. Logophobia: Fear of words.
  255. Lygophobia: Fear of darkness.
  256. Lyssophobia: Fear of rabies or of becoming mad.
  257. Macrophobia: Fear of long waits.
  258. Mageirocophobia: Fear of cooking.
  259. Maieusiophobia: Fear of childbirth.
  260. Malaxophobia or Sarmassophobia: Fear of love-play.
  261. Maniaphobia: Fear of insanity.
  262. Mastigophobia: Fear of punishment.
  263. Mechanophobia: Fear of machines.
  264. Medomalacuphobia: Fear of losing an erection.
  265. Medorthophobia: Fear of an erect Manhood.
  266. Megalophobia: Fear of large things.
  267. Melissophobia: Fear of bees.
  268. Melanophobia: Fear of the color black.
  269. Melophobia: Fear or hatred of music.
  270. Meningitophobia: Fear of brain disease.
  271. Menophobia: Fear of menstruation.
  272. Merinthophobia: Fear of being bound or tied up.
  273. Metallophobia: Fear of metal.
  274. Metathesiophobia: Fear of changes.
  275. Meteorophobia: Fear of meteors.
  276. Methyphobia: Fear of alcohol.
  277. Metrophobia: Fear or hatred of poetry.
  278. Microphobia: Fear of small things.
  279. Mnemophobia: Fear of memories.
  280. Molysmophobia or Molysomophobia: Fear of dirt or contamination.
  281. Monophobia: Fear of solitude or being alone.
  282. Monopathophobia: Fear of definite disease.
  
  893
  Appendix 4: Phobias
  283. Mottephobia: Fear of moths.
  284. Musophobia or Murophobia: Fear of mice.
  285. Mycophobia: Fear or aversion to mushrooms.
  286. Mycrophobia - Fear of small things.
  287. Myctophobia - Fear of darkness.
  288. Myrmecophobia - Fear of ants.
  289. Mysophobia: Fear of germs or contamination or dirt.
  290. Mythophobia: Fear of myths stories, or false statements.
  291. Myxophobia: Fear of slime. (Blennophobia)
  292. Nebulaphobia: Fear of fog. (Homichlophobia)
  293. Necrophobia: Fear of death or dead things.
  294. Nelophobia: Fear of glass.
  295. Neophobia: Fear of anything new.
  296. Nephophobia: Fear of clouds.
  297. Noctiphobia: Fear of the night.
  298. Nomatophobia: Fear of names.
  299. Nosophobia or Nosemaphobia: Fear of becoming ill.
  300. Nostophobia: Fear of returning home.
  301. Novercaphobia: Fear of your step-mother.
  302. Nudophobia: Fear of nudity.
  303. Numerophobia: Fear of numbers.
  304. Nyctohylophobia: Fear of dark wooded areas such as forests at night
  305. Nyctophobia: Fear of the dark or of night.
  306. Obesophobia: Fear of gaining weight.(Pocrescophobia)
  307. Ochlophobia: Fear of crowds or mobs.
  308. Ochophobia: Fear of vehicles -- a chariot, for example.
  309. Octophobia: Fear of the figure 8.
  310. Odontophobia: Fear of teeth.
  311. Odynophobia, Odynephobia, or Algophobia: Fear of pain.
  312. Oenophobia: Fear of wine.
  313. Oikophobia: Fear of home surroundings, house.
  314. Olfactophobia: Fear of smells.
  315. Ombrophobia: Fear of rain or of being rained on.
  316. Ommetaphobia or Ommatophobia: Fear of eyes.
  317. Oneirophobia: Fear of dreams.
  318. Oneirogmophobia: Fear of wet dreams.
  319. Onomatophobia: Fear of hearing a certain word or of names.
  320. Ophidiophobia or Snakephobia: Fear of snakes.
  321. Ophthalmophobia: Fear of being stared at.
  322. Optophobia: Fear of opening one’s eyes.
  323. Ornithophobia: Fear of birds.
  324. Orthophobia: Fear of property.
  325. Osmophobia or Osphresiophobia: Fear of smells or odors.
  326. Ostraconophobia: Fear of shellfish.
  327. Ouranophobia: Fear of paradise.
  328. Pagophobia: Fear of ice or frost.
  329. Panthophobia: Fear of suffering and disease.
  330. Panophobia or Pantophobia: Fear of everything.
  331. Papyrophobia: Fear of paper.
  332. Paralipophobia: Fear of neglecting duty or responsibility.
  333. Paraphobia: Fear of sexual perversion.
  
  894
  Appendix 4: Phobias
  334. Parasitophobia: Fear of parasites.
  335. Parthenophobia: Fear of virgins or young girls.
  336. Pathophobia: Fear of disease.
  337. Patroiophobia: Fear of heredity.
  338. Parturiphobia: Fear of childbirth.
  339. Peccatophobia: Fear of sinning. (imaginary crime)
  340. Pediculophobia: Fear of lice.
  341. Pediophobia: Fear of dolls.
  342. Pedophobia: Fear of children.
  343. Peladophobia: Fear of bald characters.
  344. Peniaphobia: Fear of poverty.
  345. Pentheraphobia: Fear of mother-in-law. (Novercaphobia)
  346. Phagophobia: Fear of swallowing, eating, or being eaten.
  347. Phalacrophobia: Fear of becoming bald.
  348. Phallophobia: Fear of a Manhood, especially erect.
  349. Phasmophobia: Fear of ghosts.
  350. Phengophobia: Fear of daylight or sunshine.
  351. Philemaphobia or Philematophobia: Fear of kissing.
  352. Philophobia: Fear of falling or being in love.
  353. Philosophobia: Fear of philosophy.
  354. Phobophobia: Fear of phobias.
  355. Photoaugliaphobia: Fear of glaring lights.
  356. Photophobia: Fear of light.
  357. Phonophobia: Fear of noises, voices, or one’s own voice.
  358. Phronemophobia: Fear of thinking.
  359. Phthiriophobia or Pediculophobia: Fear of lice.
  360. Phthisiophobia: Fear of tuberculosis.
  361. Plutophobia: Fear of wealth.
  362. Pluviophobia: Fear of rain or of being rained on.
  363. Pneumatiphobia: Fear of spirits.
  364. Pnigophobia or Pnigerophobia: Fear of choking or being smothered.
  365. Pocrescophobia or Obesophobia: Fear of gaining weight.
  366. Pogonophobia: Fear of beards.
  367. Politicophobia: Fear or abnormal dislike of politicians.
  368. Polyphobia: Fear of many things.  Character has 2d20 random phobias.
  369. Poinephobia: Fear of punishment.
  370. Ponophobia: Fear of overworking or of pain.
  371. Porphyrophobia: Fear of the color purple.
  372. Potamophobia: Fear of rivers or running water.
  373. Potophobia: Fear of alcohol.
  374. Proctophobia: Fear of rectum.
  375. Prosophobia: Fear of progress.
  376. Psellismophobia: Fear of stuttering.
  377. Psychophobia: Fear of minds.
  378. Psychrophobia: Fear of cold.
  379. Pteromerhanophobia: Fear of flying.
  380. Pteronophobia: Fear of being tickled by feathers.
  381. Pupaphobia: fear of puppets
  382. Pyrexiophobia: Fear of fever.
  383. Pyrophobia: Fear of fire.
  384. Ranidaphobia: Fear of frogs.
  
  895
  Appendix 4: Phobias
  385. Rectophobia: Fear of rectums or rectal diseases.
  386. Rhabdophobia: Fear of being severely punished or beaten by a rod, severely criticized, or fear of magic
  wands.
  387. Rhypophobia: Fear of defecation.
  388. Rhytiphobia: Fear of getting wrinkles.
  389. Rupophobia: Fear of dirt.
  390. Sarmassophobia or Malaxophobia: Fear of love-play.
  391. Scabiophobia: Fear of scabies.
  392. Scatophobia: Fear of fecal matter.
  393. Scelerophibia: Fear of bad characters, burglars.
  394. Sciophobia or Sciaphobia: Fear of shadows.
  395. Scoleciphobia: Fear of worms.
  396. Scolionophobia: Fear of school.
  397. Scopophobia or Scoptophobia: Fear of being seen or stared at.
  398. Scotomaphobia: Fear of blindness in visual field.
  399. Scotophobia or Achluophobia: Fear of darkness.
  400. Scriptophobia: Fear of writing in public.
  401. Selachophobia: Fear of sharks.
  402. Selaphobia: Fear of light flashes.
  403. Selenophobia: Fear of the moon.
  404. Seplophobia: Fear of decaying matter.
  405. Sesquipedalophobia: Fear of long words.
  406. Sexophobia: Fear of the opposite sex.
  407. Siderophobia: Fear of stars.
  408. Sinistrophobia: Fear of things to the left, left-handed.
  409. Sitophobia, Sitiophobia, or Cibophobia: Fear of food or eating.
  410. Snakephobia or Ophidophobia: Fear of snakes.
  411. Soceraphobia: Fear of parents-in-law.
  412. Social Phobia: Fear of being evaluated negatively in social situations.
  413. Sociophobia: Fear of society or characters in general.
  414. Somniphobia: Fear of sleep.
  415. Sophophobia: Fear of learning.
  416. Soteriophobia: Fear of dependence on others.
  417. Spectrophobia: Fear of specters or ghosts.
  418. Spermatophobia or Spermophobia: Fear of loads of splooge, commonly called cum.
  419. Spheksophobia: Fear of wasps.
  420. Stasibasiphobia, Stasiphobia, or Ambulophobia: Fear of standing or walking.
  421. Staurophobia: Fear of crosses.
  422. Stenophobia: Fear of narrow things or places.
  423. Suriphobia: Fear of mice.
  424. Symbolophobia: Fear of symbolism.
  425. Symmetrophobia: Fear of symmetry.
  426. Syngenesophobia: Fear of relatives.
  427. Tachophobia: Fear of speed.
  428. Taeniophobia or Teniophobia: Fear of tapeworms.
  429. Taphephobia Taphophobia: Fear of being buried alive.
  430. Tapinophobia: Fear of being contagious.
  431. Taurophobia: Fear of bulls.
  432. Teleophobia: Fear of definite plans or religious ceremony.
  433. Teratophobia: Fear of bearing a deformed child, fear of monsters, or deformed characters.
  434. Testophobia: Fear of taking tests.
  
  896
  Appendix 4: Phobias
  435. Tetanophobia: Fear of lockjaw, tetanus.
  436. Textophobia: Fear of certain fabrics.
  437. Thaasophobia: Fear of sitting.
  438. Thalassophobia: Fear of the sea.
  439. Thanatophobia or Thantophobia: Fear of death or dying.
  440. Theatrophobia: Fear of theaters.
  441. Theologicophobia: Fear of theology.
  442. Theophobia: Fear of gods or religion.
  443. Thermophobia: Fear of heat.
  444. Tocophobia: Fear of pregnancy or childbirth.
  445. Tonitrophobia: Fear of thunder.
  446. Topophobia: Fear of certain places or situations, such as stage-fright.
  447. Toxiphobia, Toxophobia, or Toxicophobia: Fear of poison or of being poisoned accidentally.
  448. Traumatophobia: Fear of injury.
  449. Tremophobia: Fear of trembling.
  450. Trichopathophobia, Trichophobia, Hypertrichophobia, or Chaetophobia: Fear of hair.
  451. Triskaidekaphobia: Fear of the number 13.
  452. Tropophobia: Fear of moving or making changes.
  453. Tuberculophobia: Fear of tuberculosis.
  454. Tyrannophobia: Fear of tyrants.
  455. Uranophobia: Fear of paradise.
  456. Urophobia: Fear of urine or urinating.
  457. Venustraphobia: Fear of beautiful women.
  458. Verbophobia: Fear of words.
  459. Vestiphobia: Fear of clothing.
  460. Virginitiphobia: Fear of rape.
  461. Vitricophobia: Fear of step-father.
  462. Wiccaphobia: Fear of witches (female sorcerers) and witchcraft.
  463. Xanthophobia: Fear of the color yellow or the word yellow.
  464. Xenoglossophobia: Fear of foreign languages.
  465. Xenophobia: Fear of strangers or foreigners.
  466. Xerophobia: Fear of dryness.
  467. Xylophobia: Fear of wooden objects or forests.
  468. Zelophobia: Fear of jealousy.
  469. Zeusophobia: Fear of a god or gods.
  470. Zoophobia: Fear of animals.
  471-600. Reroll
  
  897
  Appendix 5: Ingredients
  Appendix 5: Ingredients
  This appendix is a compilation of ingredi-
  ents that may be selected randomly.  The descrip-
  tion will indicate whether the ingredient is reusable
  or expended upon casting.  To determine a random
  ingredient, roll 1d1000 and roll another 1d10 to see
  if it was the (1-5) first or (6-10) second thousand,
  and consult the following table1.
  Note that some of these ingredients are
  vague.  For instance, ingredient #1827 is the sweat
  of the palms of a prosperous business owner.  It is
  the Aedile’s discretion exactly what ‘prosperous’
  means.  In this way, casters who seek ingredients
  should be careful to fulfill the requirements.  Upon
  casting the spell in question, the Aedile may declare
  that the spell fails and an effect does not occur.  The
  caster is then left to wonder which ingredient failed
  to meet the necessary criteria.  Another example is
  that #1018 is a dismembered tooth that is black.
  Exactly how black is black?  This is the Aedile’s dis-
  cretion.
  Although many ingredients are common and
  easy for casters to obtain, a large number of ingre-
  dients will pose difficulties, usually requiring the
  caster to quest for them.  Aediles should not over-
  look the usefulness of the need for ingredients re-
  garding plots.
  Above all, it is suggested that Aediles use
  discretion and do what is appropriate or best for
  their game.  If a random ingredient is rolled and the
  results are nonsensical within context, then the
  Aedile may decide to have the player reroll.  Players
  may have concerns about the valdity of many in-
  gredients such as body parts.  Vast numbers of magi-
  cal texts have been burned, and so modern knowl-
  edge of ancient and medieval magic is rather lim-
  ited.  Apparaently, collections of body parts were
  popular ingredients for sorcerers.  For example, a
  tale (Fitcher’s Bird in The Complete Fairy Tales of
  the Brothers Grimm) is told of a sorcerer who
  knocks on random homes, charms maidens, brings
  them home, tricks them, kills them, dismembers their
  bodies, and stores the body parts in a cauldron (p.
  167-170). Similarly, an advanced sorcererss named
  Pamphila maintains her magical workshop atop her
  roof, where among ointments and other magical
  ingredients, she stores a collection of stolen body
  parts (Metamorphoses by Apuleius of Madaura,
  Book 2, p. 20-21).
  1.  This method creates a random distribution from 1-2000 that is random in the sense that each number has the same
  probability, whereas the simpler 2d1000 produces a distribution in which each number does not have the same probability,
  such that the probability of 1000 is higher than the probability of 2000.
  
  898
  Appendix 5: Ingredients
  0001.  Agate gemstone - reusable
  0002.  Ale - expended
  0003.  Ale of a bugbear - expended
  0004.  Ale of a dwarf - expended
  0005.  Ale of a human - expended
  0006.  Ale of an anakim - expended
  0007.  Ale served in a tavern - expended
  0008.  Ale served in an inn - expended
  0009.  Altar - reusable
  0010.  Altar made of at least 1d10 different kinds of wood - reusable
  0011.  Altar made of beeswax - resuable
  0012.  Altar made of black stone - reusable
  0013.  Altar made of brass - reusable
  0014.  Altar made of bronze - reusable
  0015.  Altar made of carefully-fitted teeth - reusable
  0016.  Altar made of chalk - reusable
  0017.  Altar made of compressed corpses - reusable
  0018.  Altar made of cooled lava - reusable
  0019.  Altar made of copper - reusable
  0020.  Altar made of decapitated heads - reusable
  0021.  Altar made of dirt - reusable
  0022.  Altar made of glass - reusable
  0023.  Altar made of gold - reusable
  0024.  Altar made of granite - reusable
  0025.  Altar made of ice - reusable
  0026.  Altar made of inter-connecting bones - reusable
  0027.  Altar made of magnetic rock - reusable
  0028.  Altar made of marble - reusable
  0029.  Altar made of oak - reusable
  0030.  Altar made of petrified wood - reusable
  0031.  Altar made of pewter - reusable
  0032.  Altar made of pine - reusable
  0033.  Altar made of silver - reusable
  0034.  Altar made of soap - reusable
  0035.  Altar made of stone - reusable
  0036.  Altar made of wicker - reusable
  0037.  Altar made of wood - reusable
  0038.  Amber gemstone - reusable
  0039.  Amethyst gemstone - reusable
  0040.  Amulet - reusable
  0041.  Anally-inserted mast of a ship - reusable
  0042.  Anemone - expended
  0043.  Anklet - reusable
  0044.  Ant - expended
  0045.  Anvil - reusable
  0046.  Anvil of a blacksmith - reusable
  0047.  Anvil of a blacksmith, desecrated in blood - reusable
  0048.  Anything stolen - expended
  0049.  Anything stolen from a base ogre - expended
  0050.  Anything stolen from a black dwarf - expended
  0051.  Anything stolen from a borbytingarna - expended
  
  899
  Appendix 5: Ingredients
  0052.  Anything stolen from a brown dwarf - expended
  0053.  Anything stolen from a bugbear - expended
  0054.  Anything stolen from a character who hardly ever talks - expended
  0055.  Anything stolen from a character who has Retard Strength - expended
  0056.  Anything stolen from a character who talks too much - expended
  0057.  Anything stolen from a cliff ogre - expended
  0058.  Anything stolen from a dark elf - expended
  0059.  Anything stolen from a gruagach ogre - expended
  0060.  Anything stolen from a hairy humanoid - expended
  0061.  Anything stolen from a happily married couple - expended
  0062.  Anything stolen from a hill troll - expended
  0063.  Anything stolen from a kinder-fresser - expended
  0064.  Anything stolen from a kobold - expended
  0065.  Anything stolen from a light elf - expended
  0066.  Anything stolen from a moral humanoid - expended
  0067.  Anything stolen from a neighboring community - expended
  0068.  Anything stolen from a prosperous local merchant - expended
  0069.  Anything stolen from a randomly determined home - expended
  0070.  Anything stolen from a subterranean troll - expended
  0071.  Anything stolen from a temple - expended
  0072.  Anything stolen from a troll - expended
  0073.  Anything stolen from a virgin maiden - expended
  0074.  Anything stolen from a white dwarf - expended
  0075.  Anything stolen from an elf - expended
  0076.  Anything stolen from an ethical humanoid - expended
  0077.  Anything stolen from an immoral humanoid - expended
  0078.  Anything stolen from an ogre - expended
  0079.  Anything stolen from an unethical humanoid - expended
  0080.  Anything stolen from an unhappily married couple - expended
  0081.  Anything stolen from the local government - expended
  0082.  Anything stolen that is worth less than 1 s.p. - expended
  0083.  Anything stolen that is worth more than 1d100 s.p. - expended
  0084.  Apple with a bee inside it - expended
  0085.  Apron - reusable
  0086.  Apron of a bugbear slave - reusable
  0087.  Apron of a dwarven wife - reusable
  0088.  Apron of a human wife - reusable
  0089.  Apron of a kobold slave - reusable
  0090.  Armor of a bugbear - reusable
  0091.  Armor of a dwarf - reusable
  0092.  Armor of a human - reusable
  0093.  Armor of a kobold - reusable
  0094.  Armor of a troll - reusable
  0095.  Armor of an anakim - reusable
  0096.  Armor of an elf - reusable
  0097.  Armor of an ogre - reusable
  0098.  Arrow - reusable
  0099.  Arsenic - expended
  0100.  Ashen remains of a burnt anakim - reusable
  0101.  Ashen remains of a burnt bugbear - reusable
  0102.  Ashen remains of a burnt dwarf - reusable
  
  900
  Appendix 5: Ingredients
  0103.  Ashen remains of a burnt elf - reusable
  0104.  Ashen remains of a burnt human - reusable
  0105.  Ashen remains of a burnt kobold - reusable
  0106.  Ashen remains of a burnt ogre - reusable
  0107.  Ashen remains of a burnt troll - reusable
  0108.  Ashen remains of a character in old age - reusable
  0109.  Ashen remains of a child - reusable
  0110.  Ashen remains of a middle-aged character - reusable
  0111.  Ashen remains of a pubescent character - reusable
  0112.  Ashen remains of a venerable character - reusable
  0113.  Ashen remains of a wicker man - reusable
  0114.  Ashen remains of a young adult - reusable
  0115.  Ashen remains of an infant - reusable
  0116.  Axe - reusable
  0117.  Baby born under duress (such as during the attack of a foe) - reusable
  0118.  Backpack - reusable
  0119.  Badger - reusable
  0120.  Baneberry - expended
  0121.  Bangs of a maiden when the hair always gets in her face and irritates her - expended
  0122.  Bark of a beech tree - reusable
  0123.  Bark of a cherry tree - reusable
  0124.  Bark of a cypress tree - reusable
  0125.  Bark of a daphne shrub - reusable
  0126.  Bark of a maple tree - reusable
  0127.  Bark of a pine tree - reusable
  0128.  Bark of a spruce tree - reusable
  0129.  Bark of a sycamore tree - reusable
  0130.  Bark of a tree - reusable
  0131.  Bark of a tree at least 3d10 feet tall - reusable
  0132.  Bark of a tree no taller than 1d10 feet - reusable
  0133.  Bark of a tree that still stands, yet has been dead for 1d10 years - reusable
  0134.  Bark of a tree that was chopped down by a human boy no older than 1d10 years old - reusable
  0135.  Bark of a tree with roots thicker than the spellcaster’s wrist 3d10 feet from the tree - reusable
  0136.  Bark of a walnut tree - reusable
  0137.  Bark of a willow shrub - reusable
  0138.  Bark of a yew tree - reusable
  0139.  Bark of an ash tree - reusable
  0140.  Bark of an elder tree - reusable
  0141.  Bark of an oak tree - reusable
  0142.  Basil - expended
  0143.  Bat - expended
  0144.  Beaver - reusable while still alive
  0145.  Beaver of a beaver - expended
  0146.  Beehive - reusable
  0147.  Beer - expended
  0148.  Beeswax - reusable
  0149.  Belch that is trapped - expended
  0150.  Bell - reusable
  0151.  Belladonna - expended
  0152.  Bellybutton grime - expended
  0153.  Bellybutton grime of a guard in chainmail - expended
  
  901
  Appendix 5: Ingredients
  0154.  Belt - reusable
  0155.  Belt of a berserker - reusable
  0156.  Berry - expended
  0157.  Berry of a belladonna plant - expended
  0158.  Berry of a daphne shrub - expended
  0159.  Berry of a mistletoe plant - expended
  0160.  Berry of a yew tree - expended
  0161.  Berry of an elder tree - expended
  0162.  Bile of a bugbear - expended
  0163.  Bile of a character in old age - expended
  0164.  Bile of a child - expended
  0165.  Bile of a dwarf - expended
  0166.  Bile of a goat - expended
  0167.  Bile of a human - expended
  0168.  Bile of a kobold - expended
  0169.  Bile of a middle-aged character - expended
  0170.  Bile of a pubescent character - expended
  0171.  Bile of a troll - expended
  0172.  Bile of a venerable character - expended
  0173.  Bile of a young adult - expended
  0174.  Bile of an anakim - expended
  0175.  Bile of an elf - expended
  0176.  Bile of an infant - expended
  0177.  Bile of an ogre - expended
  0178.  Bird that shat on a character within 24 hours - reusable
  0179.  Birthmark that has been sliced off - expended
  0180.  Blackberry - expended
  0181.  Blanket - reusable
  0182.  Blanket from a whore’s bed - reusable, as often as she is
  0183.  Blood of a bisexual - expended
  0184.  Blood of a black sheep - expended
  0185.  Blood of a bruise - expended
  0186.  Blood of a bugbear - expended
  0187.  Blood of a carnivore - expended
  0188.  Blood of a character in old age - expended
  0189.  Blood of a child - expended
  0190.  Blood of a diseased character - expended
  0191.  Blood of a dragon - expended
  0192.  Blood of a dwarf - expended
  0193.  Blood of a female - expended
  0194.  Blood of a fish - expended
  0195.  Blood of a frog - expended
  0196.  Blood of a heterosexual - expended
  0197.  Blood of a homosexual - expended
  0198.  Blood of a human - expended
  0199.  Blood of a humanoid vegetarian - expended
  0200.  Blood of a jugular vein - expended
  0201.  Blood of a kobold - expended
  0202.  Blood of a lycanthrope - expended
  0203.  Blood of a male - expended
  0204.  Blood of a mammal - expended
  
  902
  Appendix 5: Ingredients
  0205.  Blood of a middle-aged character - expended
  0206.  Blood of a murderer - expended
  0207.  Blood of a pregnant female - expended
  0208.  Blood of a pubescent character - expended
  0209.  Blood of a snake - expended
  0210.  Blood of a venerable character - expended
  0211.  Blood of a young adult - expended
  0212.  Blood of an anakim - expended
  0213.  Blood of an egg of a chicken - expended
  0214.  Blood of an elf - expended
  0215.  Blood of an herbivore - expended
  0216.  Blood of an infant - expended
  0217.  Blood of an ogre - expended
  0218.  Blood of an omnivore -expended
  0219.  Blood of an troll - expended
  0220.  Blood of the broken nose of a bully - expended
  0221.  Blood of the cheek of a victim of a kitten’s claw - expended
  0222.  Blood of the wrist of a character committing suicide - expended
  0223.  Bloodclot - expended
  0224.  Bloodclot of a menstruating anakim - expended
  0225.  Bloodclot of a menstruating bugbear - expended
  0226.  Bloodclot of a menstruating dwarf - expended
  0227.  Bloodclot of a menstruating elf - expended
  0228.  Bloodclot of a menstruating human - expended
  0229.  Bloodclot of a menstruating kobold - expended
  0230.  Bloodclot of a menstruating ogre - expended
  0231.  Bloodclot of a menstruating troll - expended
  0232.  Bloodstone gemstone - reusable
  0233.  Bloody brown mouse - reusable for 1 month
  0234.  Bloody rock - reusable
  0235.  Bloody stump of a hermaphrodite - reusable for 3 months
  0236.  Body hair plucked from an area affected by a rash - expended
  0237.  Book - expended
  0238.  Book - reusable
  0239.  Book of topic boring to a boy - reusable
  0240.  Book stolen from a sage - reusable
  0241.  Book that has been read by over 50 sentient and literate beings - reusable
  0242.  Boot - reusable
  0243.  Bowl - reusable
  0244.  Bowl filled with blood - bowl is reusable, blood is expended
  0245.  Bowl of spider soup that is warm - reusable until cold
  0246.  Bowl that is full and overflowing of jism - expended
  0247.  Bracelet - reusable
  0248.  Branch of an ash tree - reusable
  0249.  Branch of a beech tree - reusable
  0250.  Branch of a cherry tree - reusable
  0251.  Branch of a conifer - reusable
  0252.  Branch of a dead tree - reusable
  0253.  Branch of a deciduous tree - reusable
  0254.  Branch of a living tree - reusable
  0255.  Branch of a maple tree - reusable
  
  903
  Appendix 5: Ingredients
  0256.  Branch of a pine tree - reusable
  0257.  Branch of a spruce tree - reusable
  0258.  Branch of a sycamore tree - reusable
  0259.  Branch of a walnut tree - reusable
  0260.  Branch of a willow tree - reusable
  0261.  Branch of a yew tree - reusable
  0262.  Branch of an oak tree - reusable
  0263.  Branch of an elder tree - reusable
  0264.  Brass - reusable
  0265.  Breast-milk of a bitch - expended
  0266.  Breast-milk of a bugbear - expended
  0267.  Breast-milk of a character in old age - expended
  0268.  Breast-milk of a dwarf - expended
  0269.  Breast-milk of a human - expended
  0270.  Breast-milk of a kobold - expended
  0271.  Breast-milk of a middle-aged character - expended
  0272.  Breast-milk of a pubescent character - expended
  0273.  Breast-milk of a soothsayer - expended
  0274.  Breast-milk of a troll - expended
  0275.  Breast-milk of a venerable character - expended
  0276.  Breast-milk of a young adult - expended
  0277.  Breast-milk of A-cups - expended
  0278.  Breast-milk of an anakim - expended
  0279.  Breast-milk of an elf - expended
  0280.  Breast-milk of an ogre - expended
  0281.  Breast-milk of B-cups - expended
  0282.  Breast-milk of breasts larger than D-cups - expended
  0283.  Breast-milk of breasts smaller than A-cups - expended
  0284.  Breast-milk of C-cups - expended
  0285.  Breast-milk of D-cups - expended
  0286.  Broccoli - expended
  0287.  Bronze - expended
  0288.  Bronze - reusable
  0289.  Brooch - expended
  0290.  Brooch - reusable
  0291.  Brooch of a knight - reusable
  0292.  Broom stick - reusable
  0293.  Bucket of water from a horse’s trough - expended
  0294.  Buckle - reusable
  0295.  Bullion - reusable
  0296.  Bumblebee - expended
  0297.  Butter - expended
  0298.  Butterfly - expended
  0299.  Cabbage - expended
  0300.  Callous forged from the heat of furious masturbation - expended
  0301.  Candle - reusable
  0302.  Candle of a sorcerer - reusable
  0303.  Candles that are lit (at least 3d10 of them) - reusable
  0304.  Cannibalized corpse - reusable
  0305.  Cap of a destroying angel mushroom - expended
  0306.  Cap of a magic mushroom - expended
  
  904
  Appendix 5: Ingredients
  0307.  Captured queef (vaginal belch) - expended
  0308.  Carbon steel - expended
  0309.  Carbon steel - reusable
  0310.  Carrot - reusable
  0311.  Caster must be a virgin - expended
  0312.  Caster must be able to do fractions in Math Intelligence - reusable
  0313.  Caster must have abstained from all sexual relations for 1 day - reusable
  0314.  Caster must have abstained from all sexual relations for 1 month - reusable
  0315.  Caster must have abstained from all sexual relations for 1 week reusable
  0316.  Caster must have abstained from all sexual relations for 1 year - reusable
  0317.  Caster must masturbate another character to completion - expended
  0318.  Caster must masturbate to completion in front of a crowd and enjoy it - expended
  0319.  Caster must personally hand-tie a poisonous snake into a square knot - reusable
  0320.  Caster must slit their arms and bleed for their god - reusable until bleeding stops
  0321.  Caster must somehow dilate their own ass at the moment of casting - expended
  0322.  Caster’s body must be free of injuries for at least 1 day - reusable
  0323.  Caster’s body must be free of injuries for at least 1 month - reusable
  0324.  Caster’s body must be free of injuries for at least 1 week - reusable
  0325.  Caster’s body must be free of injuries for at least 1 year - reusable
  0326.  Caster’s hair - expended
  0327.  Caster’s wildest sexual fantasy written in detail on parchment - reusable
  0328.  Cat that is black - reusable
  0329.  Catapult wheel that is used and intact - reusable
  0330.  Cat’s Eye gemstone - reusable
  0331.  Cauldron - reusable
  0332.  Cauldron filled with body parts - expended (but not the cauldron)
  0333.  Cauldron filled with body parts from places of execution - expended (but not the cauldron)
  0334.  Cauldron filled with boiling water - expended (but not the cauldron)
  0335.  Cauldron filled with dried body parts - expended (but not the cauldron)
  0336.  Cauldron filled with living victims - expended (but not the cauldron)
  0337.  Cauldron filled with porridge - expended (but not the cauldron)
  0338.  Cauldron filled with the blood of foes - expended (but not the cauldron)
  0339.  Cauldron filled with the broth of humanoids - expended (but not the cauldron)
  0340.  Caviar - expended
  0341.  Celery - expended
  0342.  Centipede - expended
  0343.  Chain link from a torture rack that broke during interrogation - reusable
  0344.  Chain link without rust from chainmail - reusable
  0345.  Chalcedony gemstone - reusable
  0346.  Chalice - reusable
  0347.  Chalice filled with blood - blood is expended
  0348.  Chalk that is red - expended
  0349.  Chalk that is yellow - expended
  0350.  Charred remains of a victim of the spell Inferno - reusable
  0351.  Chastity belt of a woman who mysteriously became pregnant anyway - reusable
  0352.  Chastity belt once worn by a virgin - reusable
  0353.  Cheese - expended
  0354.  Chemise - reusable
  0355.  Cherry - expended
  0356.  Chestnut - expended
  0357.  Child who resulted from an orgy - reusable, just like the mother
  
  905
  Appendix 5: Ingredients
  0358.  Chunk of rotten meat - expended
  0359.  Citrine gemstone - reusable
  0360.  Claw of a dragon - reusable
  0361.  Cleaver - reusable
  0362.  Cloak - reusable
  0363.  Cloth - expended
  0364.  Cloth - reusable
  0365.  Clothing of a child - reusable
  0366.  Club of an ogre - reusable
  0367.  Coal - expended
  0368.  Coat of arms of a knight - reusable
  0369.  Cocoon of a moth - reusable
  0370.  Coin - reusable
  0371.  Coin from a dragon’s hoard - reusable
  0372.  Coin from a dwarven city - reusable
  0373.  Coin from a subterranean troll palace - reusable
  0374.  Collarbone of a chandler - expended
  0375.  Comb of a carpenter - reusable
  0376.  Concoction made from 1 ounce cheese and 1 ounce butt-sweat - reusable
  0377.  Condom made from the bladder of a goat - expended
  0378.  Continual devotion for 1 day to one’s god - reusable while devotion lasts
  0379.  Continual devotion for 1 decade to one’s god - reusable while devotion lasts
  0380.  Continual devotion for 1 month to one’s god - reusable while devotion lasts
  0381.  Continual devotion for 1 week to one’s god - reusable while devotion lasts
  0382.  Continual devotion for 1 year to one’s god - reusable while devotion lasts
  0383.  Continual devotion for 1 year to one’s publicly proclaimed god - reusable while devotion lasts
  0384.  Copper - expended
  0385.  Copper - reusable
  0386.  Coral gemstone - reusable
  0387.  Corpse - reusable
  0388.  Corpse of a bird - reusable
  0389.  Corpse of a boar - reusable
  0390.  Corpse of a bugbear - reusable
  0391.  Corpse of a cat - reusable
  0392.  Corpse of a criminal placed in a barrel with nails and rolled down a hill and into a river  - reusable
  0393.  Corpse of a decapitated chicken - reusable
  0394.  Corpse of a dog - reusable
  0395.  Corpse of a dwarf - reusable
  0396.  Corpse of a human - reusable
  0397.  Corpse of a kobold - reusable
  0398.  Corpse of a miscarriage - expended
  0399.  Corpse of a rat - reusable
  0400.  Corpse of a squirrel - reusable
  0401.  Corpse of a troll - reusable
  0402.  Corpse of an elf - reusable
  0403.  Corpse of an ogre - reusable
  0404.  Corpse of the father of the caster’s best friend - reusable
  0405.  Corpse of the mother of the caster’s best friend - reusable
  0406.  Corpse that has literally been pounded into dust - reusable
  0407.  Couple in courtly love - reusable
  0408.  Cricket - expended
  
  906
  Appendix 5: Ingredients
  0409.  Crop stolen from a farmer who couldn’t care less about it - expended
  0410.  Cross-bar that braces a door - reusable
  0411.  Crossbow - reusable
  0412.  Crown of a king - reusable
  0413.  Crushed spider - expended
  0414.  Crystal ball - reusable
  0415.  Cud of a cow - expended
  0416.  Cup of water filled from a waterfall - expended
  0417.  Daffodil - expended
  0418.  Dagger - reusable
  0419.  Dagger of a daring drunkard - reusable
  0420.  Dandruff from a girl who has been spanked by her father thrice this week - expended
  0421.  Dandruff of an anakim - expended
  0422.  Dead fetus - reusable for 1 week
  0423.  Decapitated head - reusable
  0424.  Decapitated head of a bugbear - reusable
  0425.  Decapitated head of a chicken - reusable
  0426.  Decapitated head of a dragon - reusable
  0427.  Decapitated head of a dwarf - reusable
  0428.  Decapitated head of a female - reusable
  0429.  Decapitated head of a female young adult with a Facial Charisma greater than 130 - reusable
  0430.  Decapitated head of a foe - reusable
  0431.  Decapitated head of a friend - reusable
  0432.  Decapitated head of a human - reusable
  0433.  Decapitated head of a kobold - reusable
  0434.  Decapitated head of a male - reusable
  0435.  Decapitated head of a moral character - reusable
  0436.  Decapitated head of a noble character - reusable
  0437.  Decapitated head of a peasant - reusable
  0438.  Decapitated head of a public executioner, decapitated with his own axe - reusable
  0439.  Decapitated head of a royal character - reusable
  0440.  Decapitated head of a serf - reusable
  0441.  Decapitated head of a slave - reusable
  0442.  Decapitated head of a troll - reusable
  0443.  Decapitated head of a wolf - reusable
  0444.  Decapitated head of an anakim - reusable
  0445.  Decapitated head of an elf - reusable
  0446.  Decapitated head of an ogre - reusable
  0447.  Decapitated head that is ugly enough to make 9 out of 10 little children cry - reusable
  0448.  Decapitated head whose mouth is filled with the dung of the caster - reusable
  0449.  Diamond  gemstone - reusable
  0450.  Digit of the caster - reusable for 1 month
  0451.  Dildo - reusable
  0452.  Dirk - reusable
  0453.  Dirt - expended
  0454.  Dirt of 10 fingernails from 10 characters - expended
  0455.  Dirt of a garden - reusable
  0456.  Dirt of a subterranean cavern - expended
  0457.  Dirt of the ground on which a demon walked - expended
  0458.  Dirt of the ground on which an angel walked - expended
  0459.  Dirt of the underworld - reusable
  
  907
  Appendix 5: Ingredients
  0460.  Dirt that is dry and brown - expended
  0461.  Dirt that is dry and reddish - expended
  0462.  Dirt that is moist and dark - expended
  0463.  Disembodied soul - expended
  0464.  Disembodied soul - reusable
  0465.  Dismembered 7th vertebrae of a 7th son - reusable
  0466.  Dismembered and fractured femur bone of an anakim - reusable for 2 years
  0467.  Dismembered arm of a bugbear - reusable
  0468.  Dismembered arm of a dwarf - reusable
  0469.  Dismembered arm of a human - reusable
  0470.  Dismembered arm of a kobold - reusable
  0471.  Dismembered arm of a noble character - reusable
  0472.  Dismembered arm of a peasant - reusable
  0473.  Dismembered arm of a royal character - reusable
  0474.  Dismembered arm of a serf - reusable
  0475.  Dismembered arm of a slave - reusable
  0476.  Dismembered arm of a troll - reusable
  0477.  Dismembered arm of an anakim - reusable
  0478.  Dismembered arm of an elf - reusable
  0479.  Dismembered arm of an ogre - reusable
  0480.  Dismembered arm with a compound fracture - reusable for 3 months
  0481.  Dismembered beard of a dwarf - expended
  0482.  Dismembered bicep of a warrior - expended
  0483.  Dismembered big toe - reusable
  0484.  Dismembered big toe of a bugbear - expended
  0485.  Dismembered big toe of a dwarf - expended
  0486.  Dismembered big toe of a human - expended
  0487.  Dismembered big toe of a kobold - expended
  0488.  Dismembered big toe of a troll - expended
  0489.  Dismembered big toe of an anakim - expended
  0490.  Dismembered big toe of an elf - expended
  0491.  Dismembered big toe of an ogre - expended
  0492.  Dismembered body, hacked into 69 pieces - expended
  0493.  Dismembered bone - reusable
  0494.  Dismembered bone marrow - expended
  0495.  Dismembered bone of a bugbear - reusable
  0496.  Dismembered bone of a chicken - reusable
  0497.  Dismembered bone of a dwarf - reusable
  0498.  Dismembered bone of a human - reusable
  0499.  Dismembered bone of a kobold - reusable
  0500.  Dismembered bone of a noble character - reusable
  0501.  Dismembered bone of a peasant - reusable
  0502.  Dismembered bone of a royal character - reusable
  0503.  Dismembered bone of a serf - reusable
  0504.  Dismembered bone of a slave - reusable
  0505.  Dismembered bone of a troll - reusable
  0506.  Dismembered bone of an anakim - reusable
  0507.  Dismembered bone of an elf - reusable
  0508.  Dismembered bone of an ogre - reusable
  0509.  Dismembered brain - expended
  0510.  Dismembered brain of a bugbear - expended
  
  908
  Appendix 5: Ingredients
  0511.  Dismembered brain of a dwarf - expended
  0512.  Dismembered brain of a human - expended
  0513.  Dismembered brain of a kobold - expended
  0514.  Dismembered brain of a ogre - expended
  0515.  Dismembered brain of a noble character - expended
  0516.  Dismembered brain of a peasant - expended
  0517.  Dismembered brain of a philosopher - expended
  0518.  Dismembered brain of a royal character - expended
  0519.  Dismembered brain of a serf - expended
  0520.  Dismembered brain of a slave - expended
  0521.  Dismembered brain of a troll - expended
  0522.  Dismembered brain of an anakim - expended
  0523.  Dismembered brain of an elf - expended
  0524.  Dismembered brain of an ogre - expended
  0525.  Dismembered brain that is still wet - expended
  0526.  Dismembered breast of a whore - expended
  0527.  Dismembered calf - expended
  0528.  Dismembered cheek - expended
  0529.  Dismembered clitoris - expended
  0530.  Dismembered clitoris of a bugbear - expended
  0531.  Dismembered clitoris of a dwarf - expended
  0532.  Dismembered clitoris of a human - expended
  0533.  Dismembered clitoris of a kobold - expended
  0534.  Dismembered clitoris of a noble character - expended
  0535.  Dismembered clitoris of a peasant - expended
  0536.  Dismembered clitoris of a royal character - expended
  0537.  Dismembered clitoris of a serf - expended
  0538.  Dismembered clitoris of a slave - expended
  0539.  Dismembered clitoris of a troll - expended
  0540.  Dismembered clitoris of an anakim - expended
  0541.  Dismembered clitoris of an elf - expended
  0542.  Dismembered clitoris of an ogre - expended
  0543.  Dismembered ear - reusable
  0544.  Dismembered ear of a bugbear - expended
  0545.  Dismembered ear of a deaf character - expended
  0546.  Dismembered ear of a dwarf - expended
  0547.  Dismembered ear of a human - expended
  0548.  Dismembered ear of a kobold - expended
  0549.  Dismembered ear of a troll - expended
  0550.  Dismembered ear of an anakim - expended
  0551.  Dismembered ear of an elf - expended
  0552.  Dismembered ear of an ogre - expended
  0553.  Dismembered elbow of a bugbear - reusable
  0554.  Dismembered elbow of a dwarf - reusable
  0555.  Dismembered elbow of a human - reusable
  0556.  Dismembered elbow of a kobold - reusable
  0557.  Dismembered elbow of a troll - reusable
  0558.  Dismembered elbow of an anakim - reusable
  0559.  Dismembered elbow of an elf - reusable
  0560.  Dismembered elbow of an ogre - reusable
  0561.  Dismembered eyeball - expended
  
  909
  Appendix 5: Ingredients
  0562.  Dismembered eyeball of a blind character - expended
  0563.  Dismembered eyeball of a bugbear - expended
  0564.  Dismembered eyeball of a dwarf - expended
  0565.  Dismembered eyeball of a female in heat - expended
  0566.  Dismembered eyeball of a human - expended
  0567.  Dismembered eyeball of a kobold - expended
  0568.  Dismembered eyeball of a seeing-eye dog - expended
  0569.  Dismembered eyeball of a troll - expended
  0570.  Dismembered eyeball of an anakim - expended
  0571.  Dismembered eyeball of an eagle - expended
  0572.  Dismembered eyeball of an elf - expended
  0573.  Dismembered eyeball of an enameler - expended
  0574.  Dismembered eyeball of an ogre - expended
  0575.  Dismembered eyeball that was abacinated (burned with a heated poker) - expended
  0576.  Dismembered fang - reusable
  0577.  Dismembered fang of a serpent - reusable
  0578.  Dismembered femur - reusable
  0579.  Dismembered femur from a forester - reusable
  0580.  Dismembered femur of a bugbear - reusable
  0581.  Dismembered femur of a dwarf - reusable
  0582.  Dismembered femur of a human - reusable
  0583.  Dismembered femur of a kobold - reusable
  0584.  Dismembered femur of a troll - reusable
  0585.  Dismembered femur of an anakim - reusable
  0586.  Dismembered femur of an elf - reusable
  0587.  Dismembered femur of an ogre - reusable
  0588.  Dismembered fibula from a flirtatious woman who is fat but also flat-chested - expended
  0589.  Dismembered finger - reusable
  0590.  Dismembered finger of a bugbear - reusable
  0591.  Dismembered finger of a dwarf - reusable
  0592.  Dismembered finger of a fletcher - expended
  0593.  Dismembered finger of a human - reusable
  0594.  Dismembered finger of a kobold - reusable
  0595.  Dismembered finger of a noble character - expended
  0596.  Dismembered finger of a peasant - expended
  0597.  Dismembered finger of a royal character - expended
  0598.  Dismembered finger of a serf - expended
  0599.  Dismembered finger of a slave - expended
  0600.  Dismembered finger of a troll - reusable
  0601.  Dismembered finger of an anakim - reusable
  0602.  Dismembered finger of an elf - reusable
  0603.  Dismembered finger of an ogre - reusable
  0604.  Dismembered fingernail - expended
  0605.  Dismembered fingernail of a bard - expended
  0606.  Dismembered fingernail of a bugbear - expended
  0607.  Dismembered fingernail of a dwarf - expended
  0608.  Dismembered fingernail of a human - expended
  0609.  Dismembered fingernail of a kobold - expended
  0610.  Dismembered fingernail of a troll - expended
  0611.  Dismembered fingernail of an anakim - expended
  0612.  Dismembered fingernail of an elf - expended
  
  910
  Appendix 5: Ingredients
  0613.  Dismembered fingernail of an ogre - expended
  0614.  Dismembered fingernail of the left hand of a virginal maiden - reusable for 6 months
  0615.  Dismembered fingernail of the middle finger of a woman who fingers herself - reusable
  0616.  Dismembered fingers of a blind character - expended
  0617.  Dismembered foot - reusable
  0618.  Dismembered foot of a bugbear - reusable
  0619.  Dismembered foot of a dwarf - reusable
  0620.  Dismembered foot of a human - reusable
  0621.  Dismembered foot of a kobold - reusable
  0622.  Dismembered foot of a runaway slave - reusable
  0623.  Dismembered foot of a troll - reusable
  0624.  Dismembered foot of an anakim - reusable
  0625.  Dismembered foot of an elf - reusable
  0626.  Dismembered foot of an ogre - reusable
  0627.  Dismembered forearm - expended
  0628.  Dismembered forearm of a bugbear - expended
  0629.  Dismembered forearm of a dwarf - expended
  0630.  Dismembered forearm of a human - expended
  0631.  Dismembered forearm of a kobold - expended
  0632.  Dismembered forearm of a troll - expended
  0633.  Dismembered forearm of an anakim - expended
  0634.  Dismembered forearm of an elf - expended
  0635.  Dismembered forearm of an ogre - expended
  0636.  Dismembered hair - expended
  0637.  Dismembered hair of a dog sleeping by the bed of its master - expended
  0638.  Dismembered hair of a flea-infested armpit - expended
  0639.  Dismembered hair of a griffon - expended
  0640.  Dismembered hair of a rump - expended
  0641.  Dismembered hair of a wolf’s belly - expended
  0642.  Dismembered hair of a woman who caused 20 males to smile widely in the last hour - expended
  0643.  Dismembered hair of a woman whose crotch may be smelled 5 feet away - expended
  0644.  Dismembered hair of an adult whose body odor may be smelled 5 feet away - expended
  0645.  Dismembered hair of an armpit - expended
  0646.  Dismembered hair of an athletic child-abuser - reusable for 1 week
  0647.  Dismembered hair of an executed criminal who was later known to be innocent - expended
  0648.  Dismembered hair of the back of a neck - expended
  0649.  Dismembered hair of the caster - expended
  0650.  Dismembered hair that is white and of a sage - expended
  0651.  Dismembered hamstring of a bounty hunter - reusable for 2 months
  0652.  Dismembered hand of a brat who refuses to eat their porridge - reusable for 1 month
  0653.  Dismembered hand that has been flattened with a loving hammer of justice - reusable
  0654.  Dismembered heart - expended
  0655.  Dismembered heart of a bugbear - expended
  0656.  Dismembered heart of a dwarf - expended
  0657.  Dismembered heart of a human - expended
  0658.  Dismembered heart of a knight - expended
  0659.  Dismembered heart of a kobold - expended
  0660.  Dismembered heart of a murderer - expended
  0661.  Dismembered heart of a troll - expended
  0662.  Dismembered heart of an anakim - expended
  0663.  Dismembered heart of an elf - expended
  
  911
  Appendix 5: Ingredients
  0664.  Dismembered heart of an innocent child - expended
  0665.  Dismembered heart of an ogre - expended
  0666.  Dismembered hip - reusable
  0667.  Dismembered hoof - reusable
  0668.  Dismembered hoof of a centaur - reusable
  0669.  Dismembered hoof of a horse - reusable
  0670.  Dismembered hump of a camel - expended
  0671.  Dismembered hymen - expended
  0672.  Dismembered hymen of a giant - expended
  0673.  Dismembered hymen of a hare - expended
  0674.  Dismembered hymen of a whore - expended
  0675.  Dismembered intestine - expended
  0676.  Dismembered intestine of a bugbear - expended
  0677.  Dismembered intestine of a dwarf - expended
  0678.  Dismembered intestine of a human - expended
  0679.  Dismembered intestine of a kobold - expended
  0680.  Dismembered intestine of a troll - expended
  0681.  Dismembered intestine of an anakim - expended
  0682.  Dismembered intestine of an elf - expended
  0683.  Dismembered intestine of an interpreter - expended
  0684.  Dismembered intestine of an ogre - expended
  0685.  Dismembered jawbone - reusable
  0686.  Dismembered jawbone of a bugbear - reusable
  0687.  Dismembered jawbone of a dwarf - reusable
  0688.  Dismembered jawbone of a fetal pig - reusable for 6 months
  0689.  Dismembered jawbone of a human - reusable
  0690.  Dismembered jawbone of a kobold - reusable
  0691.  Dismembered jawbone of a troll - reusable
  0692.  Dismembered jawbone of an anakim - reusable
  0693.  Dismembered jawbone of an elf - reusable
  0694.  Dismembered jawbone of an ogre - reusable
  0695.  Dismembered kidney - expended
  0696.  Dismembered kidney of a bugbear - expended
  0697.  Dismembered kidney of a dwarf - expended
  0698.  Dismembered kidney of a human - expended
  0699.  Dismembered kidney of a kobold - expended
  0700.  Dismembered kidney of a troll - expended
  0701.  Dismembered kidney of an anakim - expended
  0702.  Dismembered kidney of an elf - expended
  0703.  Dismembered kidney of an ogre - expended
  0704.  Dismembered kneebone - reusable
  0705.  Dismembered kneebone of a bugbear - reusable
  0706.  Dismembered kneebone of a dwarf - reusable
  0707.  Dismembered kneebone of a human - reusable
  0708.  Dismembered kneebone of a kobold - reusable
  0709.  Dismembered kneebone of a troll - reusable
  0710.  Dismembered kneebone of an anakim - reusable
  0711.  Dismembered kneebone of an elf - reusable
  0712.  Dismembered kneebone of an ogre - reusable
  0713.  Dismembered knuckle - reusable
  0714.  Dismembered knuckle of a bugbear - reusable
  
  912
  Appendix 5: Ingredients
  0715.  Dismembered knuckle of a dwarf - reusable
  0716.  Dismembered knuckle of a gambler - reusable
  0717.  Dismembered knuckle of a human - reusable
  0718.  Dismembered knuckle of a kobold - reusable
  0719.  Dismembered knuckle of a troll - reusable
  0720.  Dismembered knuckle of an anakim - reusable
  0721.  Dismembered knuckle of an elf - reusable
  0722.  Dismembered knuckle of an ogre - reusable
  0723.  Dismembered labia - reusable
  0724.  Dismembered labia of a bugbear - reusable
  0725.  Dismembered labia of a dwarf - reusable
  0726.  Dismembered labia of a human - reusable
  0727.  Dismembered labia of a kobold - reusable
  0728.  Dismembered labia of a noble character - reusable
  0729.  Dismembered labia of a peasant - reusable
  0730.  Dismembered labia of a royal character - reusable
  0731.  Dismembered labia of a serf - reusable
  0732.  Dismembered labia of a slave - reusable
  0733.  Dismembered labia of a troll - reusable
  0734.  Dismembered labia of an anakim - reusable
  0735.  Dismembered labia of an elf - reusable
  0736.  Dismembered labia of an ogre - reusable
  0737.  Dismembered large intestine - expended
  0738.  Dismembered larynx of a loud-mouth - reusable for 1 week
  0739.  Dismembered leg - expended
  0740.  Dismembered leg of a bugbear - expended
  0741.  Dismembered leg of a dwarf - expended
  0742.  Dismembered leg of a elf - expended
  0743.  Dismembered leg of a frog - expended
  0744.  Dismembered leg of a human - expended
  0745.  Dismembered leg of a kobold - expended
  0746.  Dismembered leg of a noble character - expended
  0747.  Dismembered leg of a peasant - expended
  0748.  Dismembered leg of a royal character - expended
  0749.  Dismembered leg of a serf - expended
  0750.  Dismembered leg of a slave - expended
  0751.  Dismembered leg of a troll - expended
  0752.  Dismembered leg of an anakim - expended
  0753.  Dismembered leg of an ogre - expended
  0754.  Dismembered limb - reusable
  0755.  Dismembered limb of a bugbear - reusable
  0756.  Dismembered limb of a dwarf - reusable
  0757.  Dismembered limb of a human - reusable
  0758.  Dismembered limb of a kobold - reusable
  0759.  Dismembered limb of a noble character - reusable
  0760.  Dismembered limb of a peasant - reusable
  0761.  Dismembered limb of a royal character - reusable
  0762.  Dismembered limb of a serf - reusable
  0763.  Dismembered limb of a slave - reusable
  0764.  Dismembered limb of a troll - reusable
  0765.  Dismembered limb of an anakim - reusable
  
  913
  Appendix 5: Ingredients
  0766.  Dismembered limb of an elf - reusable
  0767.  Dismembered limb of an ogre - reusable
  0768.  Dismembered liver - expended
  0769.  Dismembered liver of a bugbear - expended
  0770.  Dismembered liver of a dwarf - expended
  0771.  Dismembered liver of a human - expended
  0772.  Dismembered liver of a kobold - expended
  0773.  Dismembered liver of a troll - expended
  0774.  Dismembered liver of an anakim - expended
  0775.  Dismembered liver of an elf - expended
  0776.  Dismembered liver of an ogre - expended
  0777.  Dismembered lung - expended
  0778.  Dismembered lung of a bugbear - expended
  0779.  Dismembered lung of a dwarf - expended
  0780.  Dismembered lung of a human - expended
  0781.  Dismembered lung of a kobold - expended
  0782.  Dismembered lung of a noble character - expended
  0783.  Dismembered lung of a peasant - expended
  0784.  Dismembered lung of a royal character - expended
  0785.  Dismembered lung of a serf - expended
  0786.  Dismembered lung of a slave - expended
  0787.  Dismembered lung of a troll - expended
  0788.  Dismembered lung of an anakim - expended
  0789.  Dismembered lung of an elf - expended
  0790.  Dismembered lung of an ogre - expended
  0791.  Dismembered Manhood - expended
  0792.  Dismembered Manhood of a bugbear - expended
  0793.  Dismembered Manhood of a dwarf - expended
  0794.  Dismembered Manhood of a human - expended
  0795.  Dismembered Manhood of a kobold - expended
  0796.  Dismembered Manhood of a noble character - expended
  0797.  Dismembered Manhood of a peasant - expended
  0798.  Dismembered Manhood of a royal character - expended
  0799.  Dismembered Manhood of a serf - expended
  0800.  Dismembered Manhood of a slave - expended
  0801.  Dismembered Manhood of a troll - expended
  0802.  Dismembered Manhood of an adulterer - expended
  0803.  Dismembered Manhood of an anakim - expended
  0804.  Dismembered Manhood of an elf - expended
  0805.  Dismembered Manhood of an impotent male - expended
  0806.  Dismembered Manhood of an ogre - expended
  0807.  Dismembered Manhood that has been drained of blood by a leech - expended
  0808.  Dismembered marrow of a bisexual - expended
  0809.  Dismembered marrow of a carnivore - expended
  0810.  Dismembered marrow of a corpse that will be found tomorrow - expended
  0811.  Dismembered marrow of a heterosexual - expended
  0812.  Dismembered marrow of a homosexual - expended
  0813.  Dismembered marrow of a humanoid vegetarian - expended
  0814.  Dismembered marrow of a mermaid - expended
  0815.  Dismembered marrow of a mindless man - expended
  0816.  Dismembered marrow of an herbivore - expended
  
  914
  Appendix 5: Ingredients
  0817.  Dismembered marrow of an omnivore - expended
  0818.  Dismembered mouth with an inserted pear (see Torture Devices in Chap. 9: Equipment) - reusable
  0819.  Dismembered nipple - expended
  0820.  Dismembered nipple of a good-for-nothing character - expended
  0821.  Dismembered nipples, 12 in a jar - reusable for 1 year if stored in wine and sealed properly
  0822.  Dismembered nose - expended
  0823.  Dismembered nose of a bugbear - expended
  0824.  Dismembered nose of a dwarf - expended
  0825.  Dismembered nose of a human - expended
  0826.  Dismembered nose of a kobold - expended
  0827.  Dismembered nose of a noble character - expended
  0828.  Dismembered nose of a peasant - expended
  0829.  Dismembered nose of a royal character - expended
  0830.  Dismembered nose of a serf - expended
  0831.  Dismembered nose of a slave - expended
  0832.  Dismembered nose of a troll - expended
  0833.  Dismembered nose of an anakim - expended
  0834.  Dismembered nose of an elf - expended
  0835.  Dismembered nose of an ogre - expended
  0836.  Dismembered ovary - expended
  0837.  Dismembered ovary of a bugbear - expended
  0838.  Dismembered ovary of a dwarf - expended
  0839.  Dismembered ovary of a human - expended
  0840.  Dismembered ovary of a kobold - expended
  0841.  Dismembered ovary of a noble character - expended
  0842.  Dismembered ovary of a peasant - expended
  0843.  Dismembered ovary of a royal character - expended
  0844.  Dismembered ovary of a serf - expended
  0845.  Dismembered ovary of a slave - expended
  0846.  Dismembered ovary of a troll - expended
  0847.  Dismembered ovary of an adultress - expended
  0848.  Dismembered ovary of an anakim - expended
  0849.  Dismembered ovary of an elf - expended
  0850.  Dismembered ovary of an ogre - expended
  0851.  Dismembered part of a wing of a dragon - reusable
  0852.  Dismembered paw - reusable
  0853.  Dismembered paw of a frothing wolf - reusable
  0854.  Dismembered pupoof (bugbear Manhood) - expended
  0855.  Dismembered rib - expended
  0856.  Dismembered rib of a bugbear - expended
  0857.  Dismembered rib of a dwarf - expended
  0858.  Dismembered rib of a human - expended
  0859.  Dismembered rib of a kobold - expended
  0860.  Dismembered rib of a noble character - expended
  0861.  Dismembered rib of a peasant - expended
  0862.  Dismembered rib of a royal character - expended
  0863.  Dismembered rib of a serf - expended
  0864.  Dismembered rib of a slave - expended
  0865.  Dismembered rib of a troll - expended
  0866.  Dismembered rib of an anakim - expended
  0867.  Dismembered rib of an elf - expended
  
  915
  Appendix 5: Ingredients
  0868.  Dismembered rib of an ogre - expended
  0869.  Dismembered scapula - expended
  0870.  Dismembered shin - expended
  0871.  Dismembered shoulder socket - expended
  0872.  Dismembered skin of a character with scabies (1 square inch) - expended
  0873.  Dismembered skin of a slovenly slut who was suplexed onto a stone - expended
  0874.  Dismembered skin of an anakim - expended
  0875.  Dismembered skin of an infant born less than 1 hour ago - expended
  0876.  Dismembered small intestine - expended
  0877.  Dismembered spine - expended
  0878.  Dismembered spine of a bugbear - expended
  0879.  Dismembered spine of a dwarf - expended
  0880.  Dismembered spine of a human - expended
  0881.  Dismembered spine of a kobold - expended
  0882.  Dismembered spine of a noble character - expended
  0883.  Dismembered spine of a peasant - expended
  0884.  Dismembered spine of a royal character - expended
  0885.  Dismembered spine of a serf - expended
  0886.  Dismembered spine of a slave - expended
  0887.  Dismembered spine of a troll - expended
  0888.  Dismembered spine of an anakim - expended
  0889.  Dismembered spine of an elf - expended
  0890.  Dismembered spine of an ogre - expended
  0891.  Dismembered stomach of a bugbear - expended
  0892.  Dismembered stomach of a dwarf - expended
  0893.  Dismembered stomach of a floating corpse - reusable for 1 month
  0894.  Dismembered stomach of a human - expended
  0895.  Dismembered stomach of a kobold - expended
  0896.  Dismembered stomach of a noble character - expended
  0897.  Dismembered stomach of a peasant - expended
  0898.  Dismembered stomach of a royal character - expended
  0899.  Dismembered stomach of a serf - expended
  0900.  Dismembered stomach of a slave - expended
  0901.  Dismembered stomach of a troll - expended
  0902.  Dismembered stomach of an anakim - expended
  0903.  Dismembered stomach of an elf - expended
  0904.  Dismembered stomach of an ogre - expended
  0905.  Dismembered tail - reusable
  0906.  Dismembered tail of a horse - reusable
  0907.  Dismembered tail of an anakim - reusable
  0908.  Dismembered talon - expended
  0909.  Dismembered talon of a eagle - expended
  0910.  Dismembered talon of a falcon - expended
  0911.  Dismembered testicle - expended
  0912.  Dismembered testicle of a bugbear - expended
  0913.  Dismembered testicle of a diseased slaveboy - expended
  0914.  Dismembered testicle of a dog - expended
  0915.  Dismembered testicle of a dwarf - expended
  0916.  Dismembered testicle of a goat - expended
  0917.  Dismembered testicle of a human - expended
  0918.  Dismembered testicle of a kobold - expended
  
  916
  Appendix 5: Ingredients
  0919.  Dismembered testicle of a noble character - expended
  0920.  Dismembered testicle of a peasant - expended
  0921.  Dismembered testicle of a royal character - expended
  0922.  Dismembered testicle of a serf - expended
  0923.  Dismembered testicle of a slave - expended
  0924.  Dismembered testicle of a troll - expended
  0925.  Dismembered testicle of an anakim - expended
  0926.  Dismembered testicle of an elf - expended
  0927.  Dismembered testicle of an ogre - expended
  0928.  Dismembered testicle that is naturally hairless - expended
  0929.  Dismembered thigh - expended
  0930.  Dismembered thigh of a bugbear - expended
  0931.  Dismembered thigh of a dwarf - expended
  0932.  Dismembered thigh of a elf - expended
  0933.  Dismembered thigh of a human - expended
  0934.  Dismembered thigh of a kobold - expended
  0935.  Dismembered thigh of a noble character - expended
  0936.  Dismembered thigh of a peasant - expended
  0937.  Dismembered thigh of a royal character - expended
  0938.  Dismembered thigh of a serf - expended
  0939.  Dismembered thigh of a slave - expended
  0940.  Dismembered thigh of a troll - expended
  0941.  Dismembered thigh of an anakim - expended
  0942.  Dismembered thigh of an ogre - expended
  0943.  Dismembered thumb - reusable
  0944.  Dismembered thumb of a bugbear - reusable
  0945.  Dismembered thumb of a dwarf - reusable
  0946.  Dismembered thumb of a human - reusable
  0947.  Dismembered thumb of a kobold - reusable
  0948.  Dismembered thumb of a noble character - reusable
  0949.  Dismembered thumb of a peasant - reusable
  0950.  Dismembered thumb of a royal character - reusable
  0951.  Dismembered thumb of a serf - reusable
  0952.  Dismembered thumb of a slave - reusable
  0953.  Dismembered thumb of a thief - reusable
  0954.  Dismembered thumb of a troll - reusable
  0955.  Dismembered thumb of a wench - reusable
  0956.  Dismembered thumb of an anakim - reusable
  0957.  Dismembered thumb of an elf - reusable
  0958.  Dismembered thumb of an ogre - reusable
  0959.  Dismembered thyroid of an ogre - expended
  0960.  Dismembered toe - expended
  0961.  Dismembered toe of a bugbear - expended
  0962.  Dismembered toe of a dwarf - expended
  0963.  Dismembered toe of a human - expended
  0964.  Dismembered toe of a kobold - expended
  0965.  Dismembered toe of a noble character - expended
  0966.  Dismembered toe of a peasant - expended
  0967.  Dismembered toe of a royal character - expended
  0968.  Dismembered toe of a serf - expended
  0969.  Dismembered toe of a slave - expended
  
  917
  Appendix 5: Ingredients
  0970.  Dismembered toe of a troll - expended
  0971.  Dismembered toe of an anakim - expended
  0972.  Dismembered toe of an elf - expended
  0973.  Dismembered toe of an ogre - expended
  0974.  Dismembered toenail of a bugbear - expended
  0975.  Dismembered toenail of a dwarf - expended
  0976.  Dismembered toenail of a human - expended
  0977.  Dismembered toenail of a kobold - expended
  0978.  Dismembered toenail of a noble character - expended
  0979.  Dismembered toenail of a peasant - expended
  0980.  Dismembered toenail of a royal character - expended
  0981.  Dismembered toenail of a serf - expended
  0982.  Dismembered toenail of a slave - expended
  0983.  Dismembered toenail of a troll - expended
  0984.  Dismembered toenail of an anakim - expended
  0985.  Dismembered toenail of an elf - expended
  0986.  Dismembered toenail of any ogre - expended
  0987.  Dismembered tongue - expended
  0988.  Dismembered tongue of a braggart - expended
  0989.  Dismembered tongue of a bugbear - expended
  0990.  Dismembered tongue of a cow - expended
  0991.  Dismembered tongue of a dove - expended
  0992.  Dismembered tongue of a dwarf - expended
  0993.  Dismembered tongue of a human - expended
  0994.  Dismembered tongue of a kobold - expended
  0995.  Dismembered tongue of a mouthy character - expended
  0996.  Dismembered tongue of a noble character - expended
  0997.  Dismembered tongue of a peasant - expended
  0998.  Dismembered tongue of a royal character - expended
  0999.  Dismembered tongue of a serf - expended
  1000.  Dismembered tongue of a slave - expended
  1001.  Dismembered tongue of a troll - expended
  1002.  Dismembered tongue of a woman who fantasizes about small Manhoods - reusable for 1 week
  1003.  Dismembered tongue of an anakim - expended
  1004.  Dismembered tongue of an elf - expended
  1005.  Dismembered tongue of an ogre - expended
  1006.  Dismembered tooth - reusable
  1007.  Dismembered tooth kicked out of the last female who refused the caster - reusable
  1008.  Dismembered tooth of a bugbear - reusable
  1009.  Dismembered tooth of a dwarf - reusable
  1010.  Dismembered tooth of a human - reusable
  1011.  Dismembered tooth of a kobold - reusable
  1012.  Dismembered tooth of a royal food-taster (cup bearer) - reusable
  1013.  Dismembered tooth of a tailor with a temper - reusable
  1014.  Dismembered tooth of a troll - reusable
  1015.  Dismembered tooth of an anakim - reusable
  1016.  Dismembered tooth of an elf - reusable
  1017.  Dismembered tooth of an ogre - reusable
  1018.  Dismembered tooth that is a molar - reusable
  1019.  Dismembered tooth that is black - reusable
  1020.  Dismembered tooth that is rotten - reusable
  
  918
  Appendix 5: Ingredients
  1021.  Dismembered tooth that is yellow - reusable
  1022.  Dismembered torso - reusable
  1023.  Dismembered torso of a bugbear - reusable
  1024.  Dismembered torso of a criminal who has been drawn and quartered - reusable
  1025.  Dismembered torso of a dwarf - reusable
  1026.  Dismembered torso of a human - reusable
  1027.  Dismembered torso of a kobold - reusable
  1028.  Dismembered torso of a troll - reusable
  1029.  Dismembered torso of an anakim - reusable
  1030.  Dismembered torso of an elf - reusable
  1031.  Dismembered torso of an ogre - reusable
  1032.  Dismembered triceps - expended
  1033.  Dismembered vagina of a venerable virgin - reusable
  1034.  Dismembered veins of a fat character’s leg - reusable for 1 week
  1035.  Dismembered vertebrae of a bugbear - expended
  1036.  Dismembered vertebrae of a dwarf - expended
  1037.  Dismembered vertebrae of a human - expended
  1038.  Dismembered vertebrae of a kobold - expended
  1039.  Dismembered vertebrae of a noble character - expended
  1040.  Dismembered vertebrae of a peasant - expended
  1041.  Dismembered vertebrae of a royal character - expended
  1042.  Dismembered vertebrae of a serf - expended
  1043.  Dismembered vertebrae of a slave - expended
  1044.  Dismembered vertebrae of a troll - expended
  1045.  Dismembered vertebrae of an anakim - expended
  1046.  Dismembered vertebrae of an elf - expended
  1047.  Dismembered vertebrae of an ogre - expended
  1048.  Dismembered vocal chords of a wolf - reusable for 3 months
  1049.  Dismembered voicebox of a back-talking whore - reusable for 1 week
  1050.  Dismembered voicebox of a habitual strangler - reusable for 1 week
  1051.  Dismembered wings - expended
  1052.  Dismembered wings of a bat - expended
  1053.  Dismembered wings of a succubus - reusable
  1054.  Dismembered wings of an anakim - expended
  1055.  Dismembered wings of an incubus - reusable
  1056.  Dismembered wings of any bird - expended
  1057.  Dismembered wisdom tooth - reusable
  1058.  Dismembered wishbone - reusable for 1 year unless broken
  1059.  Dismembered womb - expended
  1060.  Dismembered womb of a bugbear - expended
  1061.  Dismembered womb of a dwarf - expended
  1062.  Dismembered womb of a human - expended
  1063.  Dismembered womb of a kobold - expended
  1064.  Dismembered womb of a troll - expended
  1065.  Dismembered womb of an anakim - expended
  1066.  Dismembered womb of an elf - expended
  1067.  Dismembered womb of an ogre - expended
  1068.  Dismembered wrist bones of an elderly weaver - expended
  1069.  Dog that has run away from home 1d10 times - reusable while alive
  1070.  Dress of a dumb damsel - reusable
  1071.  Dung of a bat - expended
  
  919
  Appendix 5: Ingredients
  1072.  Dung of a bird that shat on a character’s shoulder - expended
  1073.  Dung of a bisexual - expended
  1074.  Dung of a bugbear - expended
  1075.  Dung of a carnivore - expended
  1076.  Dung of a castrated male - expended
  1077.  Dung of a cat - expended
  1078.  Dung of a character who has larger genitals than the spellcaster - expended
  1079.  Dung of a character who has smaller genitals than the spellcaster - expended
  1080.  Dung of a decorticated creature - expended
  1081.  Dung of a dog - expended
  1082.  Dung of a dwarf - expended
  1083.  Dung of a father who values the life of his child more than his own - expended
  1084.  Dung of a heterosexual - expended
  1085.  Dung of a homosexual - expended
  1086.  Dung of a horse that has been freshly regurgitated - expended
  1087.  Dung of a human - expended
  1088.  Dung of a humanoid vegetarian - expended
  1089.  Dung of a kobold - expended
  1090.  Dung of a mother who values the life of her child more than heir own - expended
  1091.  Dung of a pregnant female - expended
  1092.  Dung of a priest - expended
  1093.  Dung of a slave who has pleasured their master - expended
  1094.  Dung of a spayed female - expended
  1095.  Dung of a troll - expended
  1096.  Dung of a wolf - expended
  1097.  Dung of an anakim - expended
  1098.  Dung of an elf - expended
  1099.  Dung of an herbivore - expended
  1100.  Dung of an ogre - expended
  1101.  Dung of an omnivore - expended
  1102.  Dung of the caster’s last sodomy victim - reusable for 3 weeks
  1103.  Dung remaining on an arm after full insertion into the ass of an ass - reusable for 1 day
  1104.  Dung that dried on the bottom of a sandle, shoe, or boot - expended
  1105.  Dung that is fresh, wet, and slimy - expended
  1106.  Dung that is green and of a baby - expended
  1107.  Dung that is old and dried - expended
  1108.  Dye - expended
  1109.  Earwax - reusable
  1110.  Earwax of a drunk bear that currently has diarrhea - expended
  1111.  Earwax of a stray dog - expended
  1112.  Eel - reusable
  1113.  Eel with rigor mortis - reusable for 1 week
  1114.  Egg - reusable
  1115.  Egg of a chicken that is unhatched - expended
  1116.  Egg of a dragon that is unhatched - expended
  1117.  Egg of a lesbian - expended
  1118.  Egg of an endangered bird - expended
  1119.  Egg with 2 yolks - expended
  1120.  Egg with 3 yolks - expended
  1121.  Emerald gemstone - reusable
  1122.  Ergot fungus - expended
  
  920
  Appendix 5: Ingredients
  1123.  Exact intended spell effect must be written on parchment - reusable
  1124.  Eyebrow hair of a character who seems to have 1 large eyebrow instead of 2 - reusable
  1125.  Eyelashes - expended
  1126.  Eyelashes of a maiden - expended
  1127.  Familiar - reusable
  1128.  Familiar of a warlock - reusable
  1129.  Familiar of a witch - reusable
  1130.  Fart gas that is trapped - expended
  1131.  Feather - expended
  1132.  Feather - reusable
  1133.  Feather dipped in fresh vaginal blood - expended
  1134.  Feather dipped in menstrual blood - expended
  1135.  Feather dipped in milk of a maddened mother - expended
  1136.  Feather dipped in semen of a druid - expended
  1137.  Feather dipped in snot of an ogre - expended
  1138.  Feather dipped in tar - expended
  1139.  Feather dipped in virginal blood - expended
  1140.  Feather of a bird that was chopped in half - expended
  1141.  Feather that has been dipped in ink and used to write a love poem - expended
  1142.  Feather used by an advisor to any king in a kinky sexual act - expended
  1143.  Fennel - expended
  1144.  Fetus that is alive - expended
  1145.  Fig - expended
  1146.  Figurine - expended
  1147.  Figurine - reusable
  1148.  Fire - expended
  1149.  Fire from a forge - reusable
  1150.  Fire Opal gemstone - reusable
  1151.  Firefly - expended
  1152.  Fish from a lake - expended
  1153.  Fish from a river - expended
  1154.  Fish from the ocean - expended
  1155.  Fish from the sea - expended
  1156.  Fish that was hooked - expended
  1157.  Flail - reusable
  1158.  Flask - reusable
  1159.  Flax - expended
  1160.  Flint - reusable
  1161.  Flute - reusable
  1162.  Flute made of silver - reusable
  1163.  Flute made of wood by a human - reusable
  1164.  Flute made of wood by an elf - reusable
  1165.  Fly - expended
  1166.  Food served to a baron that he did not eat - expended
  1167.  Food served to a baroness that she did not eat - expended
  1168.  Food served to a chieftain that he did not eat - expended
  1169.  Food served to a duchess that she did not eat - expended
  1170.  Food served to a duke that he did not eat - expended
  1171.  Food served to a king that he did not eat - expended
  1172.  Food served to a lady that she did not eat - expended
  1173.  Food served to a lord that he did not eat - expended
  
  921
  Appendix 5: Ingredients
  1174.  Food served to a prince that he did not eat - expended
  1175.  Food served to a princess that she did not eat - expended
  1176.  Food served to a queen that she did not eat - expended
  1177.  Frankincense - expended
  1178.  Freckles that have been scraped from a fisherman - expended
  1179.  Frost from the eyebrow of a recently killed soldier - expended
  1180.  Fungi - expended
  1181.  Fur from a brown bear - reusable
  1182.  Fur from a polar bear - reusable
  1183.  Fur from a wolverine - reusable
  1184.  Gangrene - reusable while its victim lives
  1185.  Gargling with cum for the duration of the spell - expended
  1186.  Garlic - reusable
  1187.  Garment from a corpse - reusable
  1188.  Garter from a gluttonous grocer - expended
  1189.  Gemstone from the purse of a thief - reusable
  1190.  Gemstone that has been worn in the concave chest of a freak for 1 month - reusable
  1191.  Gemstone worth at least 1 g.p. - expended
  1192.  Gemstone worth at least 1 g.p. - reusable
  1193.  Gemstone worth at least 100 g.p. - expended
  1194.  Gemstone worth at least 100 g.p. - reusable
  1195.  Gemstone worth at least 5 s.p. - expended
  1196.  Gemstone worth at least 5 s.p. - reusable
  1197.  Gemstone worth at least 50 g.p. - expended
  1198.  Gemstone worth at least 50 g.p. - reusable
  1199.  Girdle - reusable
  1200.  Girdle of a ‘but-her-face’ wench (see the Facial Charisma table in Chap. 3: Abilities) - reusable
  1201.  Glass - reusable
  1202.  Goblet full of ale - expended
  1203.  Goblet full of beer - expended
  1204.  Goblet full of mead - expended
  1205.  Goblet full of milk - expended
  1206.  Goblet full of wine - expended
  1207.  Goblet of a greedy merchant - reusable
  1208.  Gold - reusable
  1209.  Gold coin stolen or taken by force from a professional pick pocket - reusable
  1210.  Gold nugget - reusable
  1211.  Grain - expended
  1212.  Grain of arsenic - expended
  1213.  Granite - reusable
  1214.  Grape - expended
  1215.  Grass - expended
  1216.  Grass frozen solid - expended
  1217.  Grass that is dead - expended
  1218.  Grass that is yellow - expended
  1219.  Grasshopper cocooned in ice - reusable until the ice melts
  1220.  Green Tourmaline gemstone - reusable
  1221.  Grimoire - reusable
  1222.  Grove of 13 Monolithic stones arranged as a calendar according to month - reusable
  1223.  Grove of 28 Monolithic stones arranged as a lunar calendar - reusable
  1224.  Hairball coughed up from a cat - expended
  
  922
  Appendix 5: Ingredients
  1225.  Hammer - reusable
  1226.  Handwriting of a moral character who is a total stranger - reusable
  1227.  Handwriting of an ethical character who is a total stranger - reusable
  1228.  Handwriting of an immoral character who is a total stranger - reusable
  1229.  Handwriting of an unethical character who is a total stranger - reusable
  1230.  Hat of a gnome - reusable
  1231.  Hat of a haggard husband - reusable
  1232.  Hat of a hosier unhappy with her husband - reusable while she is unhappy with him
  1233.  Helmet - reusable
  1234.  Helmet of a hero who was hacked in half - reusable
  1235.  Hide of a bugbear - reusable
  1236.  Hide of a cow - reusable
  1237.  Hide of a horse - reusable
  1238.  Hide of a kitten - reusable
  1239.  Hide of a wild animal - reusable for 6 months
  1240.  Homemade poople-beater - reusable
  1241.  Honey - reusable
  1242.  Honey from a huge hive overhanging a cliff - expended
  1243.  Honey that must be smeared on the caster’s genitals - expended
  1244.  Horn of a bull - expended
  1245.  Horn of a unicorn - reusable
  1246.  Horn of an anakim - reusable
  1247.  Horseshoe - reusable
  1248.  Hot wax dripped onto the caster’s rump - expended
  1249.  Hydrochloric acid - expended
  1250.  Ice - expended
  1251.  Incense - expended
  1252.  Ink - expended
  1253.  Ink of an octopus - expended
  1254.  Insect that is alive though its wings have been removed - reusable
  1255.  Intestinal worm - expended
  1256.  Iolite gemstone - reusable
  1257.  Iron - reusable
  1258.  Iron ore - reusable
  1259.  Ivy - reusable
  1260.  Jewelry - reusable
  1261.  Juniper oil - expended
  1262.  Key to a lock - reusable
  1263.  Knife - reusable
  1264.  Knitting needle of a caring mother - reusable
  1265.  Knot of a tree - reusable
  1266.  Lamella (thin metal plate) - reusable
  1267.  Lantern - reusable
  1268.  Lantern that is lit - reusable
  1269.  Lapis Lazuli gemstone - reusable
  1270.  Lard - expended
  1271.  Lard from an epileptic bugbear - expended
  1272.  Lava - reusable
  1273.  Leaf of a belladonna plant - expended
  1274.  Leaf of a cherry tree - expended
  1275.  Leaf of a conifer - expended
  
  923
  Appendix 5: Ingredients
  1276.  Leaf of a deciduous tree - expended
  1277.  Leaf of a dill plant - expended
  1278.  Leaf of a false hellebore plant - expended
  1279.  Leaf of a fennel plant - expended
  1280.  Leaf of a henbane plant - expended
  1281.  Leaf of a horehound plant - expended
  1282.  Leaf of a hyssop plant - expended
  1283.  Leaf of a maple tree - expended
  1284.  Leaf of a marijuana plant - expended
  1285.  Leaf of a poison hemlock plant - expended
  1286.  Leaf of a poison ivy plant - expended
  1287.  Leaf of a rhubarb plant - expended
  1288.  Leaf of a rosemary herb - expended
  1289.  Leaf of a sage herb - expended
  1290.  Leaf of a sycamore tree - expended
  1291.  Leaf of a walnut tree - expended
  1292.  Leaf of an angelica herb - expended
  1293.  Leaf of an elder tree - expended
  1294.  Leaf of an oleander plant - expended
  1295.  Leaf that is perfectly symmetrical - expended
  1296.  Leather - reusable
  1297.  Leather bracers - reusable
  1298.  Leather gloves - reusable
  1299.  Leather gloves made to fit a large goose - reusable
  1300.  Leather made from a calf - reusable
  1301.  Leather made from a horse - reusable
  1302.  Lettuce - expended
  1303.  Lint of a belly button - expended
  1304.  Lizard - expended
  1305.  Lizard - reusable
  1306.  Loaf of bread - reusable
  1307.  Lock of hair - expended
  1308.  Lock of hair - reusable
  1309.  Lock of hair from a bitch (any kind works) poisoned by yew (possibly by you) - expended
  1310.  Lock of hair from a werebear - expended
  1311.  Lock of hair from a wereboar - expended
  1312.  Lock of hair from a werewolf - expended
  1313.  Lock of pubic hair from an 11 year-old, and the hair must be 3 inches in length - expended
  1314.  Lock to a prison cell - reusable
  1315.  Lockett - reusable
  1316.  Longbow - reusable
  1317.  Loose chin-skin of an elderly bastard - reusable for 3 days
  1318.  Love-child of a peasant and a noble - reusable
  1319.  Love-child of a slave and a master - reusable
  1320.  Lucky rabbit’s foot from an unlucky corpse - reusable
  1321.  Lump of coal - expended
  1322.  Lump of coal - reusable
  1323.  Lute - reusable
  1324.  Lute with a value of at least 3d100 silver pieces - reusable
  1325.  Lye - expended
  1326.  Mace - reusable
  
  924
  Appendix 5: Ingredients
  1327.  Maggots - expended
  1328.  Magical item stolen from the dwelling of a subterranean troll - expended
  1329.  Magical words written in the caster’s blood - expended
  1330.  Manacles of a falsely accused anakim - reusable
  1331.  Manacles of a falsely accused bugbear - reusable
  1332.  Manacles of a falsely accused human - reusable
  1333.  Manacles of a falsely accused kobold - reusable
  1334.  Manacles of a falsely accused subterranean troll - reusable
  1335.  Map that is correctly proportioned and drawn by a blind character - reusable
  1336.  Marble - reusable
  1337.  Maul - reusable
  1338.  Mead - expended
  1339.  Meat - expended
  1340.  Medallion - reusable
  1341.  Mercury - expended
  1342.  Metal - reusable
  1343.  Metal plate removed from the brigandine armor of a freshly fallen mercenary - reusable
  1344.  Milk - expended
  1345.  Milk that has passed through the nose of a laughing character - expended
  1346.  Mirror - reusable
  1347.  Mirror of a rich, fat character - reusable
  1348.  Mirror of an ugly maiden - reusable
  1349.  Monolithic stone - reusable
  1350.  Moon that is full and must be visible overhead - reusable
  1351.  Moon that is new and must be overhead - reusable
  1352.  Moonstone gemstone - reusable
  1353.  Morgenstern - reusable
  1354.  Moss - expended
  1355.  Mud - expended
  1356.  Mushroom - expended
  1357.  Musical instrument of a virtuosic player - reusable
  1358.  Mutton that is infested by flies - expended
  1359.  Nasal hair - expended
  1360.  Nasal hair of a hanged man - expended
  1361.  Nasal hair of an ogre - expended
  1362.  Naval hair from a boy who has been spanked by his father thrice this week - expended
  1363.  Navel hair of a nameless character - expended
  1364.  Necklace with a moonstone worn only under the moonlight - reusable
  1365.  Nest of a bird - expended
  1366.  Nitric acid - expended
  1367.  Noose - reusable
  1368.  Oar - reusable
  1369.  Oar of a longship - reusable
  1370.  Oar of a trireme - reusable
  1371.  Oar that is broken - reusable
  1372.  Obsidian gemstone - reusable
  1373.  Object used frequently to spank adults - reusable
  1374.  Object used frequently to spank children - reusable
  1375.  Oil - expended
  1376.  Oil that has been splashed all over the body of a virgin - expended
  1377.  Oil that must cover the caster’s body from head to toe - expended
  
  925
  Appendix 5: Ingredients
  1378.  Olive - expended
  1379.  Onyx gemstone - reusable
  1380.  Open wound of the spellcaster with plenty of salt rubbed into it - reusable
  1381.  Ounce of marijuana; must be smoked while casting - expended
  1382.  Page ripped out of a book - expended
  1383.  Pages of moral scripture must be wiped on the caster’s rump - reusable
  1384.  Pair of dice - reusable
  1385.  Pantaloons of a bard - reusable
  1386.  Papyrus leaf coated with a heavy semenal load that is still very white - expended
  1387.  Parchment - expended
  1388.  Parchment that has been lifted so gracefully by the suction of a schoolgirl’s twat - reusable
  1389.  Pauldron (shoulder plate armor) of a knight - reusable
  1390.  Pen of a sage - reusable
  1391.  Pendant - reusable
  1392.  Pentagram - reusable
  1393.  Pentagram or inverted pentagram, whichever is more appropriate - reusable
  1394.  Pentagram that is inverted - reusable
  1395.  Perchloric acid - expended
  1396.  Peridot gemstone - reusable
  1397.  Pewter - expended
  1398.  Pewter - reusable
  1399.  Phlegm of a bisexual - expended
  1400.  Phlegm of a bugbear - expended
  1401.  Phlegm of a carnivore - expended
  1402.  Phlegm of a character in old-age - expended
  1403.  Phlegm of a child - expended
  1404.  Phlegm of a dwarf - expended
  1405.  Phlegm of a female - expended
  1406.  Phlegm of a heterosexual - expended
  1407.  Phlegm of a homosexual - expended
  1408.  Phlegm of a human - expended
  1409.  Phlegm of a humanoid vegetarian - expended
  1410.  Phlegm of a kobold - expended
  1411.  Phlegm of a male - expended
  1412.  Phlegm of a middle-aged character - expended
  1413.  Phlegm of a pubescent character - expended
  1414.  Phlegm of a rodent with hiccups - expended
  1415.  Phlegm of a troll - expended
  1416.  Phlegm of a venerable character - expended
  1417.  Phlegm of a young adult - expended
  1418.  Phlegm of an anakim - expended
  1419.  Phlegm of an elf - expended
  1420.  Phlegm of an herbivore - expended
  1421.  Phlegm of an infant - expended
  1422.  Phlegm of an ogre - expended
  1423.  Phlegm of an omnivore - expended
  1424.  Piece of wood - expended
  1425.  Piece of wood - reusable for 1 year
  1426.  Pillow - reusable
  1427.  Plant that is alive - expended
  1428.  Plum - expended
  
  926
  Appendix 5: Ingredients
  1429.  Poisonous plant - expended
  1430.  Polearm - reusable
  1431.  Popped acne pus - expended
  1432.  Possessed character - reusable while possessed
  1433.  Possession from the home of a baron - reusable
  1434.  Possession from the home of a baroness - reusable
  1435.  Possession from the home of a chieftain - reusable
  1436.  Possession from the home of a duchess - reusable
  1437.  Possession from the home of a duke - reusable
  1438.  Possession from the home of a king - reusable
  1439.  Possession from the home of a lady - reusable
  1440.  Possession from the home of a lord - reusable
  1441.  Possession from the home of a prince - reusable
  1442.  Possession from the home of a princess - reusable
  1443.  Possession from the home of a queen - reusable
  1444.  Possession of a baker - expended
  1445.  Possession of a blacksmith - expended
  1446.  Possession of a bladesmith - expended
  1447.  Possession of a bowyer - expended
  1448.  Possession of a bugbear - expended
  1449.  Possession of a cooper - expended
  1450.  Possession of a druid - expended
  1451.  Possession of a dwarf - expended
  1452.  Possession of a female - expended
  1453.  Possession of a fletcher - expended
  1454.  Possession of a human - expended
  1455.  Possession of a kobold - expended
  1456.  Possession of a mage - expended
  1457.  Possession of a male - expended
  1458.  Possession of a priest - expended
  1459.  Possession of a public executioner - expended
  1460.  Possession of a schoolmaster - expended
  1461.  Possession of a slave - expended
  1462.  Possession of a slave-trader - expended
  1463.  Possession of a soldier - expended
  1464.  Possession of a sorcerer - expended
  1465.  Possession of a tanner - expended
  1466.  Possession of a troll - expended
  1467.  Possession of a weaponsmith - expended
  1468.  Possession of a whore - expended
  1469.  Possession of an acrobat - expended
  1470.  Possession of an anakim - expended
  1471.  Possession of an armorsmith - expended
  1472.  Possession of an elf - expended
  1473.  Possession of an ogre - expended
  1474.  Pubic hair of a bugbear - expended
  1475.  Pubic hair of a dwarf - expended
  1476.  Pubic hair of a giant - expended
  1477.  Pubic hair of a human - expended
  1478.  Pubic hair of a kobold - expended
  1479.  Pubic hair of a Manhood that has entertained at least 50 different females - expended
  
  927
  Appendix 5: Ingredients
  1480.  Pubic hair of a smelly little trollop who has an unkempt box - expended
  1481.  Pubic hair of a troll - expended
  1482.  Pubic hair of a vagina that has entertained at least 50 different males - expended
  1483.  Pubic hair of a virgin - expended
  1484.  Pubic hair of an anakim - expended
  1485.  Pubic hair of an elf - expended
  1486.  Pubic hair of an ogre - expended
  1487.  Quartz gemstone - reusable
  1488.  Quarterstaff made of yew wood - reusable
  1489.  Quarterstaff of a hierophant who is quicker on their feet than the spellcaster - reusable
  1490.  Queen bee - expended
  1491.  Rag of a menstruating anakim - reusable
  1492.  Rag of a menstruating bugbear - reusable
  1493.  Rag of a menstruating dwarf - reusable
  1494.  Rag of a menstruating elf - reusable
  1495.  Rag of a menstruating human - reusable
  1496.  Rag of a menstruating kobold - reusable
  1497.  Rag of a menstruating lesbian - reusable
  1498.  Rag of a menstruating ogre - reusable
  1499.  Rag of a menstruating troll - reusable
  1500.  Rag of a menstruating virgin - reusable
  1501.  Rape (turnip) - expended
  1502.  Rapeseed (of a turnip) - expended
  1503.  Red dog with rabies - expended
  1504.  Religious bread made of flour and the blood of infants - expended
  1505.  Removed wart - expended
  1506.  Ring - reusable
  1507.  Ring made of brass - reusable
  1508.  Ring made of bronze - reusable
  1509.  Ring made of gold - reusable
  1510.  Ring made of iron - reusable
  1511.  Ring made of silver - reusable
  1512.  Ring made of stone - reusable
  1513.  Ring made of wood - reusable
  1514.  Ring retrieved from the bottom of a creek - reusable
  1515.  Ring retrieved from the bottom of a lake - reusable
  1516.  Ring retrieved from the bottom of a patch of quicksand - reusable
  1517.  Ring retrieved from the bottom of a pond - reusable
  1518.  Ring retrieved from the bottom of a river - reusable
  1519.  Ring retrieved from the bottom of an ocean - reusable
  1520.  Ring that has been lost in a vagina for 3 months or more - reusable (although it reeks)
  1521.  Robes - reusable
  1522.  Rock glowing red with heat - reusable while glowing red
  1523.  Root of a belladonna plant - expended
  1524.  Root of a henbane plant - expended
  1525.  Root of a mandrake plant - expended
  1526.  Root of a poison hemlock plant - expended
  1527.  Root of a tarragon herb - expended
  1528.  Root of a valerian shrub - expended
  1529.  Root of a water hemlock plant - expended
  1530.  Rope - reusable
  
  928
  Appendix 5: Ingredients
  1531.  Rope of a hanged man, it must be taken from the body - reusable
  1532.  Rose - expended
  1533.  Rose that was given to a female by a lovesick male - expended
  1534.  Ruby gemstone - reusable
  1535.  Rudder of a warship - reusable
  1536.  Rust - expended
  1537.  Sabaton (foot plate armor) - reusable
  1538.  Sack of a bandit - expended
  1539.  Sacrificial adulterer  (or adultress,  caster’s preference)  must be tied or chained to a stone altar,  and  will  die
            upon casting.
  1540.  Sacrificial anakim must be tied or chained to a stone altar, and will die upon casting.
  1541.  Sacrificial bird must be tied or chained to a stone altar, and will die upon casting.
  1542.  Sacrificial bisexual must be tied or chained to a stone altar, and will die upon casting.
  1543.  Sacrificial black sheep must be tied or chained to a stone altar, and will die upon casting.
  1544.  Sacrificial boar must be tied or chained to a stone altar, and will die upon casting.
  1545.  Sacrificial bugbear must be tied or chained to a stone altar, and will die upon casting.
  1546.  Sacrificial cat must be tied or chained to a stone altar, and will die upon casting.
  1547.  Sacrificial chambermaid must be tied or chained to a stone altar, and will die upon casting.
  1548.  Sacrificial cow must be tied or chained to a stone altar, and will die upon casting.
  1549.  Sacrificial criminal must be tied or chained to a stone altar, and will die upon casting.
  1550.  Sacrificial debtor must be tied or chained to a stone altar, and will die upon casting.
  1551.  Sacrificial dog must be tied or chained to a stone altar, and will die upon casting.
  1552.  Sacrificial dwarf must be tied or chained to a stone altar, and will die upon casting.
  1553.  Sacrificial elderly female who is naked, must be tied or chained to a stone altar, and will die upon casting.
  1554.  Sacrificial elderly male who is naked, must be tied or chained to a stone altar, and will die upon casting.
  1555.  Sacrificial elf must be tied or chained to a stone altar and will die upon casting.
  1556.  Sacrificial female child who is naked, must be tied or chained to a stone altar, and will die upon casting.
  1557.  Sacrificial  female  in  old  age  who  is  naked,  must  be  tied  or  chained  to  a  stone  altar,  and  will  die
            upon  casting.
  1558.  Sacrificial female infant who is naked, must be placed on a stone altar, and will die upon casting.
  1559.  Sacrificial female victim who is at least a young adult and a virgin must be tied or chained to a stone altar,
  and will die upon casting.
  1560.  Sacrificial female  young  adult  who  is  naked,  must  be  tied  or  chained  to  a  stone  altar,  and  will  die
            upon  casting.
  1561.  Sacrificial freak of nature (see Chap. 2: Body) must be tied or chained to an altar, and will die upon casting.
  1562.  Sacrificial goat must be tied or chained to a stone altar, and will die upon casting.
  1563.  Sacrificial heterosexual must be tied or chained to a stone altar, and will die upon casting.
  1564.  Sacrificial homosexual must be tied or chained to a stone altar, and will die upon casting.
  1565.  Sacrificial human must be tied or chained to a stone altar and will die upon casting.
  1566.  Sacrificial king must be tied or chained to a stone altar, and will die upon casting.
  1567.  Sacrificial kobold must be tied or chained to a stone altar, and will die upon casting.
  1568.  Sacrificial lamb must be tied or chained to a stone altar, and will die upon casting.
  1569.  Sacrificial male child who is naked, must be tied or chained to a stone altar, and will die upon casting.
  1570.  Sacrificial male in old age who is naked, must be tied or chained to a stone altar, and will die upon casting.
  1571.  Sacrificial male infant who is naked, must be placed on a stone altar, and will die upon casting.
  1572.  Sacrificial  male  young  adult  who  is  naked,  must  be  tied  or  chained  to  a  stone  altar,  and  will  die  upon
            casting.
  1573.  Sacrificial maniac must be tied or chained to a stone altar, and will die upon casting.
  1574.  Sacrificial middle-aged  female  who  is  naked,  must  be  tied  or  chained  to  a  stone  altar,  and  will  die
            upon casting.
  1575.  Sacrificial  middle-aged  male  who  is  naked,  must  be  tied  or  chained  to  a  stone  altar,  and  will  die  upon
  
  929
  Appendix 5: Ingredients
            casting.
  1576.  Sacrificial necrophiliac must be tied or chained to a stone altar, and will die upon casting.
  1577.  Sacrificial noble character must be tied or chained to a stone altar, and will die upon casting.
  1578.  Sacrificial nymphomaniac must be tied or chained to a stone altar, and will die upon casting.
  1579.  Sacrificial ogre must be tied or chained to a stone altar and will die upon casting.
  1580.  Sacrificial peasant must be tied or chained to a stone altar, and will die upon casting.
  1581.  Sacrificial pedophile must be tied or chained to a stone altar, and will die upon casting.
  1582.  Sacrificial pig must be tied or chained to a stone altar, and will die upon casting.
  1583.  Sacrificial prince must be tied or chained to a stone altar, and will die upon casting.
  1584.  Sacrificial princess must be tied or chained to a stone altar, and will die upon casting.
  1585.  Sacrificial  pubescent  female  who  is  naked,  must  be  tied  or  chained  to  a  stone  altar,  and  will  die  upon
            casting.
  1586.  Sacrificial pubescent male who is naked, must be tied or chained to a stone altar, and will die upon casting.
  1587.  Sacrificial queen must be tied or chained to a stone altar, and will die upon casting.
  1588.  Sacrificial raptophiliac must be tied or chained to a stone altar, and will die upon casting.
  1589.  Sacrificial royal character must be tied or chained to a stone altar, and will die upon casting.
  1590.  Sacrificial satyromaniac must be tied or chained to a stone altar, and will die upon casting.
  1591.  Sacrificial serf must be tied or chained to a stone altar, and will die upon casting.
  1592.  Sacrificial sheep must be tied or chained to a stone altar, and will die upon casting.
  1593.  Sacrificial slave must be tied or chained to a stone altar, and will die upon casting.
  1594.  Sacrificial snake must be tied or chained to a stone altar, and will die upon casting.
  1595.  Sacrificial soldier must be tied or chained to a stone altar, and will die upon casting.
  1596.  Sacrificial troll must be tied or chained to a stone altar, and will die upon casting.
  1597.  Sacrificial  victim  who  is  a  family  member  must  be  tied  or  chained  to  a  stone  altar,  and  will  die  upon
            casting.
  1598.  Sacrificial victim who is asleep is placed atop a stone altar, and will die upon casting.
  1599.  Sacrificial victim  with  a  common  cold  who  must  be  tied  or  chained  to  a  stone  altar,  and  will  die  upon
            casting.
  1600.  Sacrificial  victim  with  a  moral  disposition  must  be  tied  or  chained  to  a  stone  altar,  and  will  die  upon
            casting.
  1601.  Sacrificial victim with a predominantly choleric temperament  must  be  tied  or  chained  to  an  altar,  and  will
            die upon casting.
  1602.  Sacrificial victim with a predominantly melancholic  temperament  must  be  tied  or  chained  to  an  altar,  and
            will die upon casting.
  1603.  Sacrificial victim with a  predominantly  phlegmatic  temperament  must  be  tied  or  chained  to  an  altar,  and
            will die upon casting.
  1604.  Sacrificial victim with a predominantly sanguine temperament must be tied  or  chained  to  a  stone  altar,  and
            will die upon casting.
  1605.  Sacrificial victim  with  an  ethical  disposition  must  be  tied  or  chained  to  a  stone  altar,  and  will  die  upon
            casting.
  1606.  Sacrificial victim with an immoral disposition  must  be  tied  or  chained  to  a  stone  altar,  and  will  die  upon
            casting.
  1607.  Sacrificial victim with an unethical disposition must  be  tied  or  chained  to  a  stone  altar,  and  will  die  upon
            casting.
  1608.  Sacrificial victim with anthrax who must be tied or chained to a stone altar, and will die upon casting.
  1609.  Sacrificial  victim  with  bubonic  plague  who  must  be  tied  or  chained  to  a  stone  altar,  and  will  die  upon
            casting.
  1610.  Sacrificial victim with cancer who must be tied or chained to a stone altar, and will die upon casting.
  1611.  Sacrificial victim with chicken pox who must be tied or chained to a stone altar, and will die upon casting.
  1612.  Sacrificial victim with diabetes insipidus  who  must  be  tied  or  chained  to  a  stone  altar,  and  will  die  upon
            casting.
  
  930
  Appendix 5: Ingredients
  1613.  Sacrificial victim with encephalitis who must be tied or chained to a stone altar, and will die upon casting.
  1614.  Sacrificial victim with epilepsy who must be tied or chained to a stone altar, and will die upon casting.
  1615.  Sacrificial victim with gangrene who must be tied or chained to a stone altar, and will die upon casting.
  1616.  Sacrificial victim with influenza who must be tied or chained to a stone altar, and will die upon casting.
  1617.  Sacrificial victim with leprosy who must be tied or chained to a stone altar, and will die upon casting.
  1618.  Sacrificial victim with measles who must be tied or chained to a stone altar, and will die upon casting.
  1619.  Sacrificial victim with mumps who must be tied or chained to a stone altar, and will die upon casting.
  1620.  Sacrificial victim with muscular dystropy who  must  be  tied  or  chained  to  a  stone  altar,  and  will  die  upon
            casting.
  1621.  Sacrificial victim with rabies who must be tied or chained to a stone altar, and will die upon casting.
  1622.  Sacrificial victim with tuberculosis who must be tied or chained to a stone altar, and will die upon casting.
  1623.  Sacrificial victim with typhoid fever who must be tied or chained to a stone altar, and will die upon casting.
  1624.  Sacrificial  victim  with  undulant  fever  who  must  be  tied  or  chained  to  a  stone  altar,  and  will  die  upon
            casting.
  1625.  Sacrificial virgin must be tied or chained to a stone altar, and will die upon casting.
  1626.  Sacrificial whore must be tied or chained to a stone altar, and will die upon casting.
  1627.  Saddle - reusable
  1628.  Saddle of a fast horse - reusable
  1629.  Saliva of a bear - expended
  1630.  Saliva of a bugbear - expended
  1631.  Saliva of a dwarf - expended
  1632.  Saliva of a elf - expended
  1633.  Saliva of a human - expended
  1634.  Saliva of a kobold - expended
  1635.  Saliva of a troll - expended
  1636.  Saliva of a wolf - expended
  1637.  Saliva of an anakim - expended
  1638.  Saliva of an ogre - expended
  1639.  Salt - expended
  1640.  Salt from the side of a sailboat - expended
  1641.  Sand - expended
  1642.  Sand of an hourglass - expended
  1643.  Sand of an hourglass stolen from a temple - expended
  1644.  Sandals - reusable
  1645.  Sandals of a messenger - reusable
  1646.  Sandals of a sexual pervert - reusable
  1647.  Sap of a pine tree - expended
  1648.  Sap of a poison ivy plant - expended
  1649.  Sap of a tree - expended
  1650.  Sap of an oleander plant - expended
  1651.  Sapphire gemstone - reusable
  1652.  Scab - expended
  1653.  Scale of a dragon’s hide - reusable
  1654.  Scale of a mermaid - reusable
  1655.  Scale of a merman - reusable
  1656.  Scales of a fish - reusable
  1657.  Scroll - expended
  1658.  Scroll - reusable
  1659.  Seed of a beanstalk - expended
  1660.  Seed of a cocklebur plant - expended
  1661.  Seed of a fennel plant - expended
  
  931
  Appendix 5: Ingredients
  1662.  Seed of a henbane plant - expended
  1663.  Semen - expended
  1664.  Semen of a bisexual - expended
  1665.  Semen of a bugbear - expended
  1666.  Semen of a bull - expended
  1667.  Semen of a carnivore - expended
  1668.  Semen of a dwarf - expended
  1669.  Semen of a heterosexual - expended
  1670.  Semen of a homosexual - expended
  1671.  Semen of a human - expended
  1672.  Semen of a humanoid vegetarian - expended
  1673.  Semen of a just king - reusable
  1674.  Semen of a kobold - expended
  1675.  Semen of a scribe - expended
  1676.  Semen of a troll - expended
  1677.  Semen of an anakim - expended
  1678.  Semen of an elf - expended
  1679.  Semen of an herbivore - expended
  1680.  Semen of an ogre - expended
  1681.  Semen of an omnivore - expended
  1682.  Semen of seamen - expended
  1683.  Severed wrinkle of a grandmother - expended
  1684.  Sexual fluid of the spellcaster - expended
  1685.  Shackled princess - reusable
  1686.  Shoe - reusable
  1687.  Shoes - reusable
  1688.  Shoes of a sucker - reusable for 1 year
  1689.  Shortbow - reusable
  1690.  Shoveled earth - expended
  1691.  Signal whistle of a mute - reusable
  1692.  Silver - expended
  1693.  Silver - reusable
  1694.  Silver from a mine within 10 miles of a kobold city - reusable
  1695.  Skull - reusable
  1696.  Skull of a badger - reusable
  1697.  Skull of a boar - reusable
  1698.  Skull of a bugbear - reusable
  1699.  Skull of a cat - reusable
  1700.  Skull of a character in old-age - reusable
  1701.  Skull of a child - reusable
  1702.  Skull of a dog - reusable
  1703.  Skull of a dwarf - reusable
  1704.  Skull of a gnome - reusable
  1705.  Skull of a horse - reusable
  1706.  Skull of a human - reusable
  1707.  Skull of a kobold - reusable
  1708.  Skull of a middle-aged character - reusable
  1709.  Skull of a pig - reusable
  1710.  Skull of a pubescent character - reusable
  1711.  Skull of a rabbit - reusable
  1712.  Skull of a rat - reusable
  
  932
  Appendix 5: Ingredients
  1713.  Skull of a raven - reusable
  1714.  Skull of a slut - reusable
  1715.  Skull of a snake - reusable
  1716.  Skull of a squirrel - reusable
  1717.  Skull of a thrush - reusable
  1718.  Skull of a troll - reusable
  1719.  Skull of a venerable character - reusable
  1720.  Skull of a wolf - reusable
  1721.  Skull of a wolverine - reusable
  1722.  Skull of a young adult - reusable
  1723.  Skull of an anakim - reusable
  1724.  Skull of an elf - reusable
  1725.  Skull of an infant - reusable
  1726.  Skull of an ogre - reusable
  1727.  Skull of an owl - reusable
  1728.  Skull of any animal - reusable
  1729.  Slave whipped with a scourge until their body is a roadmap of pain - reusable until dead
  1730.  Slave’s small intestine that is tied into the shape of a dog - reusable for 1 month
  1731.  Slime on the caster’s lips from a dragon’s kiss - expended
  1732.  Slobber of a sleeping soldier - expended
  1733.  Smelly, dirty, nasty, and sticky snot of a horse - expended
  1734.  Smoking pipe - reusable
  1735.  Snake - expended
  1736.  Snot - expended
  1737.  Snot from a woman battered while doing her laundry - expended
  1738.  Snot of a bugbear - expended
  1739.  Snot of a dwarf - expended
  1740.  Snot of a human - expended
  1741.  Snot of a kobold - expended
  1742.  Snot of a snoring sorcerer - expended
  1743.  Snot of a troll - expended
  1744.  Snot of an anakim - expended
  1745.  Snot of an elf - expended
  1746.  Snot of an ogre - expended
  1747.  Snow - expended
  1748.  Snow brushed off of a tree branch on which it fell naturally - expended
  1749.  Soil that is tilled - expended
  1750.  Solid rock from the center of the world - reusable
  1751.  Songbird - reusable
  1752.  Spark resulting from 2 stones being rubbed together - expended
  1753.  Spear of a disabled kobold - reusable
  1754.  Spear of a soldier suffering from amnesia - reusable
  1755.  Spellbook of a mage - expended
  1756.  Spider - expended
  1757.  Spider that is alive, though its legs have been removed - reusable
  1758.  Spider web - expended
  1759.  Spike of a shield - reusable
  1760.  Spike of a used chair of spikes - reusable
  1761.  Spit - expended
  1762.  Spit of a bugbear - expended
  1763.  Spit of a dwarf - expended
  
  933
  Appendix 5: Ingredients
  1764.  Spit of a human - expended
  1765.  Spit of a kobold - expended
  1766.  Spit of a troll - expended
  1767.  Spit of an anakim - expended
  1768.  Spit of an elf - expended
  1769.  Spit of an ogre - expended
  1770.  Spit that has been in at least 3d10 mouths - expended
  1771.  Spittle from a baby ogre - expended
  1772.  Spittle from a baby troll - expended
  1773.  Spittle from a bugbear baby - expended
  1774.  Spittle from a dwarven baby - expended
  1775.  Spittle from a human baby - expended
  1776.  Spittle from a kobold baby - expended
  1777.  Spittle from an anakim baby - expended
  1778.  Spittle from an elven baby - expended
  1779.  Splinter of a battering ram - expended
  1780.  Splinter of a catapult’s arm - expended
  1781.  Splinter of a ship’s mast - expended
  1782.  Staff made of oak - reusable
  1783.  Staff made of wood - reusable
  1784.  Stardust - reusable
  1785.  Static electricity - expended
  1786.  Stew made of 1d10 anakim - expended
  1787.  Stew made of 1d10 bugbears - expended
  1788.  Stew made of 1d10 characters in old age - expended
  1789.  Stew made of 1d10 children - expended
  1790.  Stew made of 1d10 dwarves - expended
  1791.  Stew made of 1d10 elves - expended
  1792.  Stew made of 1d10 humans - expended
  1793.  Stew made of 1d10 infants - expended
  1794.  Stew made of 1d10 kittens - expended
  1795.  Stew made of 1d10 kobolds - expended
  1796.  Stew made of 1d10 middle-aged characters - expended
  1797.  Stew made of 1d10 ogres - expended
  1798.  Stew made of 1d10 pubescent characters - expended
  1799.  Stew made of 1d10 puppies - expended
  1800.  Stew made of 1d10 trolls - expended
  1801.  Stew made of 1d10 venerable characters - expended
  1802.  Stew made of 1d10 young adults - expended
  1803.  Stick that has lashed a trollop’s face 1d10 times - reusable
  1804.  Stomach acid of a bugbear - expended
  1805.  Stomach acid of a dwarf - expended
  1806.  Stomach acid of a human - expended
  1807.  Stomach acid of a kobold - expended
  1808.  Stomach acid of a troll - expended
  1809.  Stomach acid of an anakim - expended
  1810.  Stomach acid of an eagle - expended
  1811.  Stomach acid of an elf - expended
  1812.  Stomach acid of an ogre - expended
  1813.  Stone - reusable
  1814.  Strawberry - expended
  
  934
  Appendix 5: Ingredients
  1815.  String of a lute - reusable for 1 week
  1816.  String of a lute from a character who can pluck faster than 300 beats per minute. - reusable
  1817.  Stud of studded leather armor - reusable
  1818.  Sulfur - expended
  1819.  Sulfuric acid - expended
  1820.  Sun must be visible - reusable
  1821.  Sundial from a mage guild - reusable
  1822.  Sunrise must be visible - reusable
  1823.  Sunset must be visible - reusable
  1824.  Sweat of a bully’s armpit - expended
  1825.  Sweat of a nightmare - expended
  1826.  Sweat of the caster’s rump - reusable
  1827.  Sweat of the palms of a prosperous business owner - expended
  1828.  Sweat off of the testicles of a crucified slave - expended
  1829.  Sword, any - reusable
  1830.  Sword, bastard - reusable
  1831.  Sword, long - reusable
  1832.  Sword, short - reusable
  1833.  Sworn oath of obedience and allegiance signed by a character with a mental illness - reusable
  1834.  Sworn oath of obedience and allegiance signed by a child - reusable
  1835.  Sworn oath of obedience and allegiance signed by a child in puberty - reusable
  1836.  Sworn oath of obedience and allegiance signed by a choleric character - reusable
  1837.  Sworn oath of obedience and allegiance signed by a melancholic character - reusable
  1838.  Sworn oath of obedience and allegiance signed by a middle-aged adult - reusable
  1839.  Sworn oath of obedience and allegiance signed by a neutral immoral character - reusable
  1840.  Sworn oath of obedience and allegiance signed by a neutral moral character - reusable
  1841.  Sworn oath of obedience and allegiance signed by a neutral neutral character - reusable
  1842.  Sworn oath of obedience and allegiance signed by a phlegmatic character - reusable
  1843.  Sworn oath of obedience and allegiance signed by a retard - reusable
  1844.  Sworn oath of obedience and allegiance signed by a sanguine character - reusable
  1845.  Sworn oath of obedience and allegiance signed by a venerable adult - reusable
  1846.  Sworn oath of obedience and allegiance signed by a young adult - reusable
  1847.  Sworn oath of obedience and allegiance signed by an adult in old-age - reusable
  1848.  Sworn oath of obedience and allegiance signed by an ethical immoral character - reusable
  1849.  Sworn oath of obedience and allegiance signed by an ethical moral character - reusable
  1850.  Sworn oath of obedience and allegiance signed by an ethical neutral character - reusable
  1851.  Sworn oath of obedience and allegiance signed by an illiterate character - reusable
  1852.  Sworn oath of obedience and allegiance signed by an infant - reusable
  1853.  Sworn oath of obedience and allegiance signed by an unethical immoral character - reusable
  1854.  Sworn oath of obedience and allegiance signed by an unethical moral character - reusable
  1855.  Sworn oath of obedience and allegiance signed by an unethical neutral character - reusable
  1856.  Symbol of a moral god - reusable
  1857.  Symbol of a moral god, once possessed by an immoral creature - reusable
  1858.  Symbol of an ethical god - reusable
  1859.  Symbol of an immoral god - reusable
  1860.  Symbol of an immoral god, once possessed by a moral creature - reusable
  1861.  Symbol of an unethical god - reusable
  1862.  Symbol of caster’s god smeared with dung - reusable
  1863.  Tablet that has been read by over 100 sentient and literate beings - reusable
  1864.  Tadpole - expended
  1865.  Tadpool that is fastest in its family - reusable
  
  935
  Appendix 5: Ingredients
  1866.  Tadpool that is slowest in its family - reusable
  1867.  Tail feather of a flying hawk - expended
  1868.  Talisman - reusable
  1869.  Tankard of ale - reusable
  1870.  Tankard of beer - reusable
  1871.  Tankard of mead - reusable
  1872.  Tankard of wine - reusable
  1873.  Tankard that is empty and from a tavern that burned down - reusable
  1874.  Teardrop of a maiden who spilled milk - expended
  1875.  Tears of a dragon - expended
  1876.  Tears of a maiden getting stove-piped (see Racial Hatred in Chap. 1: Race and Gender) - reusable
  1877.  Tears of joy - expended
  1878.  The 3rd stomach of a cow - expended
  1879.  The caster must knowingly sacrifice their life to cast the spell; the caster will die upon casting it.
  1880.  The word of a woman - expended
  1881.  Thumbscrews used on an innocent character - reusable
  1882.  Thunder heard in the sky above - reusable
  1883.  Tick - expended
  1884.  Tick filled with blood of a rabid dog - expended
  1885.  Topaz gemstone - reusable
  1886.  Torch that is lit - reusable
  1887.  Torch that is lit and stuck in the tundra - reusable
  1888.  Tourniquet - reusable
  1889.  Turquoise gemstone - reusable
  1890.  Twig of a conifer - reusable for 1 year
  1891.  Twig of a deciduous tree - reusable for 1 year
  1892.  Twig of a warm nest - expended
  1893.  Twig of an ivy plant - reusable
  1894.  Twig of an oak tree - reusable
  1895.  Unborn baby of a wife to a chieftain of barbarians - expended
  1896.  Urine combined from at least 1d10 different species - expended
  1897.  Urine combined from at least 3d10 different creatures - expended
  1898.  Urine of a bisexual - expended
  1899.  Urine of a bugbear - expended
  1900.  Urine of a carnivore - expended
  1901.  Urine of a character who partakes of marijuana - expended
  1902.  Urine of a creature who has larger genitals than the spellcaster -expended
  1903.  Urine of a creature who has smaller genitals than the spellcaster - expended
  1904.  Urine of a drunk, which must be drank by the caster - expended
  1905.  Urine of a dwarf - expended
  1906.  Urine of a father who values the life of his child more than his own - expended
  1907.  Urine of a female who was spayed - expended
  1908.  Urine of a heterosexual - expended
  1909.  Urine of a homosexual - expended
  1910.  Urine of a human - expended
  1911.  Urine of a humanoid vegetarian - expended
  1912.  Urine of a kobold - expended
  1913.  Urine of a male who was castrated - expended
  1914.  Urine of a mother who values the life of her child more than her own - expended
  1915.  Urine of a pregnant female - expended
  1916.  Urine of a pregnant woman - expended
  
  936
  Appendix 5: Ingredients
  1917.  Urine of a slave who has pleasured their master - expended
  1918.  Urine of a troll - expended
  1919.  Urine of an anakim - expended
  1920.  Urine of an elf - expended
  1921.  Urine of an herbivore - expended
  1922.  Urine of an ogre - expended
  1923.  Urine of an omnivore - expended
  1924.  Urine that is frozen - expended
  1925.  Urine that traveled at least 10 feet before it hit the ground - expended
  1926.  Venom - expended
  1927.  Venom of a black widow spider - expended
  1928.  Venom of a brown recluse spider - expended
  1929.  Venom of a snake - expended
  1930.  Venom of a spider - expended
  1931.  Vial - reusable
  1932.  Vomit - expended
  1933.  Vomit of a bugbear - expended
  1934.  Vomit of a cat - expended
  1935.  Vomit of a dog - expended
  1936.  Vomit of a dwarf - expended
  1937.  Vomit of a human - expended
  1938.  Vomit of a kobold - expended
  1939.  Vomit of a troll - expended
  1940.  Vomit of an anakim - expended
  1941.  Vomit of an elf - expended
  1942.  Vomit of an ogre - expended
  1943.  Walking cane - reusable
  1944.  Walking stick - reusable
  1945.  Walnut - expended
  1946.  War hammer - reusable
  1947.  Wart removed from a bugbear - expended
  1948.  Wart removed from a dwarf - expended
  1949.  Wart removed from a giant - expended
  1950.  Wart removed from a human - expended
  1951.  Wart removed from a kobold - expended
  1952.  Wart removed from a troll - expended
  1953.  Wart removed from an anakim - expended
  1954.  Wart removed from an elf - expended
  1955.  Wart removed from an ogre - expended
  1956.  Wasp - expended
  1957.  Water - expended
  1958.  Water from a brook - expended
  1959.  Water from a well - expended
  1960.  Water from river rapids - expended
  1961.  Water that is boiling - expended
  1962.  Weapon of a bugbear - reusable
  1963.  Weapon of a dwarf - reusable
  1964.  Weapon of a human - reusable
  1965.  Weapon of a kobold - reusable
  1966.  Weapon of a troll - reusable
  1967.  Weapon of an anakim - reusable
  
  937
  Appendix 5: Ingredients
  1968.  Weapon of an elf - reusable
  1969.  Weapon of an ogre - reusable
  1970.  Wedding ring of a faithful husband - reusable
  1971.  Wedding ring of an faithful wife - reusable
  1972.  Wedding ring of an unfaithful husband - reusable
  1973.  Wedding ring of an unfaithful wife - reusable
  1974.  Weed - expended
  1975.  Wet shirt of a shivering character - reusable until dry
  1976.  Wheel that is broken and of a carriage - reusable
  1977.  Whisker of a cat - expended
  1978.  Whisker of a weak warrior - expended
  1979.  White Opal gemstone - reusable
  1980.  Wicker - expended
  1981.  Wild black cherry - expended
  1982.  Wine - expended
  1983.  Wine that is unopened and at least 3d10 years old - expended
  1984.  Wine that is unopened and at least 3d100 years old - expended
  1985.  Wineskin from a wagoneer wishing he was without his wife - expended
  1986.  Wineskin full of urine from a ferret - reusable
  1987.  Woman currently experiencing a genuine orgasm - reusable
  1988.  Woman willing to do anything for the caster, and licking the caster’s foot at the moment - reusable
  1989.  Woman’s name written on parchment by squatting over it with a feather in her puss - reusable
  1990.  Wood of a spruce tree - reusable
  1991.  Wood of a tree 3d10 years in age - reusable
  1992.  Wood of a tree 3d100 years in age - reusable
  1993.  Wood of a yew tree - reusable
  1994.  Wood of an oak tree - reusable
  1995.  Wooden carving that is elaborate - reusable
  1996.  Woof of a pine tree - reusable
  1997.  Wool - expended
  1998.  Worm - expended
  1999.  Yarrow plant - expended
  2000.  Yeast of a vagina - expended
  
  938
  Appendix 6: Aedile Characters
  Appendix 6:
  Aedile Characters
  Creating characters is the most time-con-
  suming element of F.A.T.A.L.  The purpose of this
  appendix is to supply pre-generated characters for
  the Aedile, not the players.  Aediles already spend
  enough time in game preparation.
  The characters in this appendix are arranged
  by species; multiple races are listed within each spe-
  cies.  In this way, should the Aedile need a particular
  AC (Aedile Character) when they have not pre-rolled
  1 prior to the adventure, an AC may be selected
  easily.  This collection of AC’s has been created with
  the Fatal Character Generator, so the results were
  determined randomly, not selected.
  All AC’s are presented as young adults.  To
  adjust the age and level of an AC, the Aedile may
  accordingly adjust pertinent information, such as LP,
  MP, Wealth, or change the weapons and armor to
  magical weapons and armor.  This data is presented
  so that it may be manipulated easily by the Aedile.
  For the sake of ease, it is recommended that
  characters are created by using a program called the
  Fatal Character Generator, which is available free
  from Fatal Games.  This program may be down-
  loaded from the Website: www.fatalgames.com.  All
  characters in this appendix were created in the Fatal
  Character Generator.
  
  939
  Appendix 6: Aedile Characters
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  d
  n
  a
  H
  5
  7
  6
  5
  5
  6
  9
  3
  7
  0
  1
  6
  8
  0
  6
  0
  4
  9
  6
  7
  8
  ytilig
  A
  3
  7
  1
  5
  6
  5
  2
  7
  5
  9
  6
  6
  4
  9
  0
  1
  1
  9
  4
  8
  5
  d
  e
  e
  p
  S
  n
  oitc
  a
  e
  R
  4
  9
  4
  8
  4
  7
  1
  7
  5
  9
  8
  6
  0
  7
  6
  8
  3
  9
  0
  0
  1
  n
  oitaic
  n
  u
  n
  E
  2
  0
  1
  8
  8
  1
  0
  1
  8
  0
  1
  1
  2
  1
  7
  1
  1
  5
  9
  8
  6
  4
  0
  1
  9
  9
  e
  c
  n
  e
  gillet
  n
  I
  1
  0
  1
  3
  0
  1
  6
  9
  7
  0
  1
  9
  0
  1
  4
  1
  1
  5
  0
  1
  2
  0
  1
  0
  2
  1
  4
  2
  1
  e
  g
  a
  u
  g
  n
  a
  L
  8
  0
  1
  6
  1
  1
  2
  6
  8
  4
  1
  7
  0
  1
  1
  2
  1
  1
  1
  1
  4
  9
  7
  7
  1
  0
  5
  1
  h
  ta
  M
  0
  1
  1
  7
  0
  1
  9
  8
  5
  1
  1
  8
  2
  1
  0
  2
  1
  0
  9
  6
  9
  6
  2
  1
  7
  7
  cityla
  n
  A
  8
  9
  0
  0
  1
  4
  1
  1
  1
  8
  2
  1
  1
  9
  8
  9
  0
  1
  6
  1
  1
  0
  9
  1
  6
  1
  laita
  p
  S
  9
  8
  1
  9
  0
  2
  1
  5
  8
  0
  9
  8
  2
  1
  3
  1
  1
  4
  0
  1
  8
  8
  0
  1
  1
  m
  o
  d
  si
  W
  5
  8
  4
  0
  1
  4
  7
  4
  8
  0
  7
  6
  8
  0
  7
  1
  8
  6
  8
  7
  8
  e
  vir
  D
  8
  2
  1
  0
  2
  1
  9
  6
  1
  7
  5
  8
  8
  6
  2
  6
  7
  8
  2
  9
  2
  8
  n
  oitiu
  t
  n
  I
  4
  8
  3
  7
  7
  5
  8
  8
  9
  4
  2
  0
  1
  5
  7
  0
  6
  1
  9
  4
  8
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  4
  5
  4
  1
  1
  2
  9
  5
  7
  4
  7
  7
  8
  8
  4
  6
  8
  9
  7
  4
  5
  n
  oitc
  elfe
  R
  7
  7
  9
  0
  1
  9
  7
  5
  0
  1
  2
  7
  8
  8
  7
  9
  1
  9
  4
  8
  9
  7
  P
  L
  0
  4
  5
  3
  6
  4
  4
  3
  4
  3
  3
  3
  8
  5
  3
  3
  0
  4
  7
  3
  P
  M
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  A
  C
  7
  3
  4
  6
  0
  1
  5
  0
  1
  3
  1
  3
  4
  1
  n
  o
  p
  a
  e
  W
  ffats.a
  u
  Q
  -
  -
  -
  re
  g
  g
  a
  D
  -
  sin
  n
  e
  pi
  B
  -
  .F
  ,lialF
  -
  2
  n
  o
  p
  a
  e
  W
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  3
  n
  o
  p
  a
  e
  W
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  1
  r
  o
  m
  r
  A
  -
  -
  -
  -
  -
  -
  1-
  ni-
  4
  ,.
  C
  -
  1-
  ni-
  6
  ,.
  C
  -
  2
  r
  o
  m
  r
  A
  -
  -
  -
  -
  -
  -
  .n
  e
  g
  n
  a
  p
  S
  -
  -
  -
  3
  r
  o
  m
  r
  A
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  h
  tla
  e
  W
  .p.s
  2
  .p.s
  1
  .p.s
  7
  .p.s
  2
  .p.s
  1
  .p.s
  0
  .p.s
  0
  .p.s
  9
  .p.s
  2
  .p.s
  5
  s'
  #
  tiar
  T
  0
  1
  9
  2
  7
  2,1
  6,2
  1
  2
  7,7
  8
  4
  2,8
  7,4
  8
  1
  5,2
  3,1
  3
  8
  2,2
  4,1
  6
  7,5
  1,3
  3
  3
  5,4
  8,5
  9
  4
  3,5
  7,1
  6
  s
  u
  o
  e
  n
  alle
  csi
  M
  
  940
  Appendix 6: Aedile Characters
  r
  a
  e
  b
  g
  u
  B
  .of
  n
  I
  r
  et
  c
  a
  r
  a
  h
  C
  1
  2
  3
  4
  5
  6
  7
  8
  9
  0
  1
  re
  d
  n
  e
  G
  M
  F
  M
  F
  M
  F
  M
  F
  M
  F
  n
  oitis
  o
  p
  si
  D
  I
  N
  N
  N
  I
  N
  I
  N
  I
  N
  N
  E
  N
  E
  I
  N
  I
  E
  I
  N
  t
  n
  e
  m
  are
  p
  m
  e
  T
  M
  C
  P
  M
  P
  C
  S
  C
  P
  M
  C
  M
  C
  M
  C
  M
  C
  M
  M
  P
  n
  oita
  p
  u
  c
  c
  O
  r
  o
  taid
  al
  G
  .c
  o
  P
  k
  ciP
  n
  o
  s
  a
  M
  .a
  m
  yria
  D
  .k
  a
  m
  eli
  T
  res
  u
  ole
  D
  ffilia
  B
  re
  n
  e
  d
  ra
  G
  .n
  e
  cre
  M
  re
  m
  ra
  F
  le
  v
  e
  L
  3
  4
  3
  3
  3
  3
  4
  3
  4
  5
  e
  u
  qis
  y
  h
  P
  3
  1
  1
  3
  9
  0
  2
  1
  1
  8
  8
  8
  3
  9
  4
  3
  1
  5
  7
  1
  1
  1
  2
  8
  ss
  e
  n
  tiF
  la
  cis
  y
  h
  P
  1
  0
  1
  6
  6
  7
  9
  5
  9
  2
  7
  4
  7
  7
  0
  1
  7
  0
  1
  7
  9
  7
  8
  h
  tg
  n
  ert
  S
  7
  4
  1
  7
  6
  1
  5
  0
  2
  7
  1
  1
  5
  2
  1
  7
  2
  1
  0
  6
  2
  7
  9
  4
  2
  2
  4
  9
  .tc
  artt
  A
  ylid
  o
  B
  4
  8
  6
  1
  8
  1
  4
  6
  9
  4
  6
  6
  1
  7
  4
  4
  8
  h
  tla
  e
  H
  3
  2
  1
  6
  3
  1
  8
  9
  3
  1
  1
  4
  9
  2
  2
  1
  5
  0
  1
  7
  9
  9
  7
  4
  6
  a
  m
  sira
  h
  C
  6
  8
  6
  9
  5
  8
  8
  8
  5
  9
  4
  0
  1
  6
  9
  8
  0
  1
  1
  1
  1
  7
  9
  a
  m
  sira
  h
  C
  laic
  a
  F
  5
  4
  2
  9
  2
  6
  2
  9
  9
  9
  9
  0
  1
  1
  7
  6
  2
  1
  1
  8
  0
  9
  a
  m
  sira
  h
  C
  la
  c
  o
  V
  3
  1
  1
  4
  0
  1
  9
  9
  1
  8
  5
  8
  1
  3
  1
  5
  0
  1
  9
  1
  1
  0
  3
  1
  5
  7
  .a
  h
  C
  cite
  ni
  K
  0
  0
  1
  5
  0
  1
  8
  8
  8
  9
  8
  7
  3
  9
  7
  1
  1
  2
  0
  1
  6
  0
  1
  4
  1
  1
  .a
  h
  C
  la
  cir
  o
  te
  h
  R
  9
  8
  5
  8
  3
  9
  3
  8
  8
  1
  1
  4
  8
  4
  9
  8
  8
  0
  3
  1
  0
  1
  1
  ytiretx
  e
  D
  0
  0
  1
  3
  9
  1
  8
  2
  8
  2
  8
  8
  9
  0
  0
  1
  4
  9
  9
  6
  9
  8
  e
  y
  E
  -
  d
  n
  a
  H
  9
  8
  5
  8
  2
  9
  6
  7
  6
  7
  1
  8
  8
  7
  3
  1
  1
  7
  8
  0
  0
  1
  ytilig
  A
  8
  9
  2
  9
  8
  7
  9
  0
  1
  9
  7
  1
  1
  1
  0
  1
  1
  7
  7
  9
  3
  0
  8
  d
  e
  e
  p
  S
  n
  oitc
  a
  e
  R
  5
  1
  1
  2
  1
  1
  3
  5
  3
  6
  1
  9
  7
  0
  1
  6
  2
  1
  9
  0
  1
  1
  9
  4
  0
  1
  n
  oitaic
  n
  u
  n
  E
  0
  0
  1
  4
  8
  2
  0
  1
  3
  8
  5
  8
  3
  9
  7
  8
  9
  7
  1
  6
  5
  7
  e
  c
  n
  e
  gillet
  n
  I
  6
  0
  1
  6
  8
  2
  0
  1
  8
  8
  8
  9
  4
  0
  1
  1
  9
  0
  0
  1
  8
  9
  5
  0
  1
  e
  g
  a
  u
  g
  n
  a
  L
  5
  8
  9
  7
  9
  8
  1
  7
  2
  9
  7
  1
  1
  3
  5
  4
  7
  1
  8
  7
  0
  1
  h
  ta
  M
  8
  2
  1
  8
  8
  3
  3
  1
  2
  0
  1
  0
  2
  1
  2
  0
  1
  6
  0
  1
  9
  4
  1
  8
  1
  1
  0
  0
  1
  cityla
  n
  A
  7
  8
  8
  9
  1
  9
  7
  1
  1
  4
  7
  4
  9
  3
  9
  3
  1
  1
  6
  8
  4
  9
  laita
  p
  S
  7
  2
  1
  2
  8
  7
  9
  4
  6
  9
  0
  1
  4
  0
  1
  3
  1
  1
  5
  6
  9
  0
  1
  2
  2
  1
  m
  o
  d
  si
  W
  0
  9
  9
  9
  6
  9
  5
  0
  1
  3
  9
  2
  0
  1
  3
  9
  0
  0
  1
  7
  9
  7
  0
  1
  e
  vir
  D
  0
  2
  1
  9
  0
  1
  1
  4
  1
  9
  0
  1
  3
  0
  1
  8
  3
  1
  8
  0
  1
  2
  4
  1
  5
  9
  6
  1
  1
  n
  oitiu
  t
  n
  I
  8
  9
  2
  1
  1
  3
  8
  6
  9
  7
  8
  9
  9
  4
  9
  8
  5
  6
  0
  1
  8
  9
  es
  n
  e
  S
  n
  o
  m
  m
  o
  C
  1
  6
  0
  0
  1
  6
  6
  6
  0
  1
  1
  7
  0
  6
  0
  7
  1
  8
  0
  0
  1
  8
  8
  n
  oitc
  elfe
  R
  3
  8
  5
  7
  7
  9
  2
  1
  1
  3
  1
  1
  2
  1
  1
  1
  0
  1
  9
  1
  1
  9
  8
  7
  2
  1
  P
  L
  3
  3
  6
  3
  6
  3
  0
  3
  6
  2
  3
  3
  0
  4
  7
  2
  5
  3
  1
  2
  P
  M
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  A
  C
  2
  1
  1
  1
  8
  4
  1
  9
  4
  1
  4
  1
  8
  2
  9
  1
  n
  o
  p
  a
  e
  W
  h
  s
  e
  e
  d
  re
  B
  re
  g
  g
  a
  D
  -
  -
  -
  -
  .
  H
  ,e
  c
  a
  M
  -
  .n
  e
  gr
  o
  M
  -
  2
  n
  o
  p
  a
  e
  W
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  3
  n
  o
  p
  a
  e
  W
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  1
  r
  o
  m
  r
  A
  .
  m
  ela
  c
  S
  -
  -
  -
  -
  -
  .
  m
  elcs
  u
  M
  -
  .
  m
  elcs
  u
  M
  -
  2
  r
  o
  m
  r
  A
  .
  G
  ,
  m
  le
  H
  -
  -
  -
  -
  -
  -
  -
  -
  -
  3
  r
  o
  m
  r
  A
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  h
  tla
  e
  W
  .p.s
  3
  .p.s
  1
  .p.s
  2
  .p.s
  6
  .p.s
  4
  .p.s
  7
  .p.s
  4
  .p.s
  1
  .p.s
  8
  .p.s
  2
  s
  u
  o
  e
  n
  alle
  csi
  M
  
  941
  Appendix 6: Aedile Characters
  fr
  a
  w
  D
  .of
  n
  I
  r
  et
  c
  a
  r
  a
  h
  C
  1
  2
  3
  4
  5
  6
  7
  8
  9
  0
  1
  re
  d
  n
  e
  G
  M
  F
  M
  F
  M
  F
  M
  F
  M
  F
  n
  oitis
  o
  p
  si
  D
  N
  E
  N
  E
  I
  U
  I
  N
  M
  U
  M
  U
  M
  N
  M
  E
  N
  E
  M
  E
  t
  n
  e
  m
  are
  p
  m
  e
  T
  P
  M
  S
  C
  P
  C
  C
  M
  C
  P
  M
  S
  P
  S
  P
  S
  M
  S
  P
  S
  n
  oita
  p
  u
  c
  c
  O
  .tt
  u
  c
  n
  e
  G
  re
  ni
  M
  .h
  p
  o
  rei
  H
  reiz
  ar
  B
  .a
  m
  k
  cir
  B
  re
  dli
  G
  .
  m
  s
  e
  d
  al
  B
  .k
  n
  re
  v
  a
  T
  resiar
  p
  p
  A
  .ra
  e
  b
  p
  u
  C
  le
  v
  e
  L
  4
  5
  7
  8
  6
  8
  7
  7
  5
  7
  e
  u
  qis
  y
  h
  P
  3
  1
  1
  6
  9
  3
  0
  1
  8
  7
  4
  1
  1
  7
  6
  9
  9
  5
  8
  8
  8
  4
  6
  ss
  e
  n
  tiF
  la
  cis
  y
  h
  P
  1
  2
  1
  3
  2
  1
  7
  9
  4
  1
  1
  9
  7
  7
  5
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  h
  tg
  n
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  7
  5
  1
  2
  7
  3
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  7
  4
  6
  1
  1
  9
  6
  .tc
  artt
  A
  ylid
  o
  B
  6
  0
  1
  2
  9
  3
  8
  1
  3
  6
  7
  3
  2
  2
  8
  4
  9
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  6
  1
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  h
  tla
  e
  H
  5
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  6
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  5
  2
  1
  9
  8
  5
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  1
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  8
  7
  4
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  a
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  h
  C
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  8
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  a
  m
  sira
  h
  C
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  c
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  V
  8
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  7
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  9
  7
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  4
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  8
  6
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  7
  4
  7
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  0
  1
  .a
  h
  C
  cite
  ni
  K
  4
  1
  1
  2
  2
  1
  9
  1
  1
  2
  0
  1
  5
  9
  4
  7
  4
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  4
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  8
  .a
  h
  C
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  cir
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  h
  R
  9
  8
  4
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  9
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  9
  7
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  9
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  ytiretx
  e
  D
  8
  9
  3
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  9
  7
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  9
  9
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  A
  2
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  3
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  8
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  n
  oitaic
  n
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  n
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  9
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  n
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  cityla
  n
  A
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  -
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  n
  alle
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  942
  Appendix 6: Aedile Characters
  fl
  E
  .of
  n
  I
  r
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  c
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  a
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  1
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  G
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  n
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  .tc
  artt
  A
  ylid
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  B
  h
  tla
  e
  H
  a
  m
  sira
  h
  C
  a
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  h
  C
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  a
  F
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  C
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  cite
  ni
  K
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  A
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  I
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  M
  cityla
  n
  A
  laita
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  S
  m
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  W
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  D
  n
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  C
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  R
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  n
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  p
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  2
  n
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  3
  n
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  1
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  2
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  943
  Appendix 6: Aedile Characters
  n
  a
  m
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  H
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  n
  I
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  c
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  C
  1
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  6
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  G
  M
  F
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  M
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  p
  si
  D
  N
  N
  N
  N
  N
  U
  N
  E
  N
  N
  M
  N
  I
  N
  N
  N
  N
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  N
  N
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  m
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  p
  m
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  S
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  G
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  B
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  1
  7
  7
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  8
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  9
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  8
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  8
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  3
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  7
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  6
  4
  5
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  8
  9
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  5
  .tc
  artt
  A
  ylid
  o
  B
  2
  6
  8
  6
  4
  0
  1
  1
  5
  0
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  1
  3
  9
  3
  8
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  9
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  H
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  9
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  a
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  C
  7
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  9
  6
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  9
  a
  m
  sira
  h
  C
  laic
  a
  F
  4
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  9
  9
  2
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  7
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  8
  a
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  C
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  V
  9
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  h
  C
  cite
  ni
  K
  7
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  A
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  cityla
  n
  A
  9
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  7
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  6
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  laita
  p
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  8
  9
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  3
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  9
  m
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  2
  9
  8
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  8
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  9
  6
  9
  6
  7
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  vir
  D
  8
  6
  7
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  8
  7
  8
  9
  5
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  9
  6
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  9
  2
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  8
  6
  9
  n
  oitiu
  t
  n
  I
  3
  7
  7
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  1
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  9
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  L
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  P
  M
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  A
  C
  4
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  n
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  W
  efin
  K
  w
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  h
  ty
  c
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  B
  efin
  K
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  H
  le
  v
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  .p.s
  5
  6
  .p.s
  5
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  4
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  .p.s
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  M
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  944
  Appendix 6: Aedile Characters
  dlo
  b
  o
  K
  .of
  n
  I
  r
  et
  c
  a
  r
  a
  h
  C
  1
  2
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  1
  re
  d
  n
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  G
  M
  F
  M
  F
  M
  F
  M
  F
  M
  F
  n
  oitis
  o
  p
  si
  D
  I
  E
  I
  N
  I
  N
  I
  N
  I
  N
  N
  N
  I
  N
  I
  N
  N
  N
  I
  N
  tn
  e
  m
  are
  p
  m
  e
  T
  P
  C
  M
  P
  C
  P
  C
  P
  C
  P
  S
  P
  S
  P
  C
  P
  M
  C
  P
  C
  n
  oita
  p
  u
  c
  c
  O
  re
  ni
  M
  re
  w
  er
  B
  r
  o
  taid
  al
  G
  ra
  g
  g
  e
  B
  retra
  C
  dia
  m
  .a
  h
  C
  re
  ni
  M
  .ra
  e
  b
  p
  u
  C
  .a
  w
  k
  c
  o
  D
  re
  m
  ufre
  P
  le
  v
  e
  L
  2
  3
  3
  3
  3
  3
  3
  3
  3
  2
  e
  u
  qis
  y
  h
  P
  2
  9
  9
  8
  7
  9
  8
  7
  0
  8
  4
  8
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  8
  9
  7
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  9
  2
  7
  ss
  e
  n
  tiF
  la
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  y
  h
  P
  8
  8
  3
  3
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  1
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  9
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  1
  7
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  1
  4
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  1
  6
  8
  1
  1
  1
  2
  8
  h
  tg
  n
  ertS
  2
  2
  1
  6
  5
  6
  6
  1
  2
  3
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  3
  8
  4
  8
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  9
  2
  .tc
  artt
  A
  ylid
  o
  B
  7
  6
  1
  9
  9
  4
  4
  8
  9
  7
  9
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  9
  7
  8
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  5
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  9
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  a
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  h
  C
  3
  9
  3
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  7
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  h
  C
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  a
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  4
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  9
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  5
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  1
  8
  5
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  7
  8
  5
  a
  m
  sira
  h
  C
  la
  c
  o
  V
  6
  7
  4
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  0
  7
  4
  7
  3
  8
  3
  8
  6
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  8
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  9
  9
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  .a
  h
  C
  cite
  ni
  K
  3
  0
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  3
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  1
  2
  7
  0
  5
  1
  0
  2
  1
  9
  2
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  5
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  h
  C
  la
  cir
  o
  te
  h
  R
  1
  9
  5
  7
  9
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  1
  5
  7
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  9
  9
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  6
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  9
  1
  6
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  9
  ytiretx
  e
  D
  7
  1
  1
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  1
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  9
  0
  1
  8
  1
  1
  9
  1
  1
  4
  1
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  8
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  1
  5
  1
  1
  8
  1
  1
  e
  y
  E
  -
  d
  n
  a
  H
  1
  3
  1
  8
  9
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  ytilig
  A
  5
  3
  1
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  1
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  P
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  m
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  r
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  ,dleih
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  r
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  ,
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  le
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  .p.s
  3
  .p.s
  1
  .p.s
  0
  .p.s
  4
  .p.s
  0
  .p.s
  2
  .p.s
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  .p.s
  3
  5
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  alle
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  alS
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  v
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  alS
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  945
  Appendix 6: Aedile Characters
  e
  r
  g
  O
  .of
  n
  I
  r
  et
  c
  a
  r
  a
  h
  C
  1
  2
  3
  4
  5
  6
  7
  8
  9
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  1
  re
  d
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  G
  M
  F
  M
  F
  M
  F
  M
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  n
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  o
  p
  si
  D
  N
  U
  I
  N
  I
  U
  I
  N
  N
  N
  I
  N
  I
  U
  I
  N
  I
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  I
  N
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  n
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  m
  are
  p
  m
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  T
  P
  C
  S
  P
  S
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  M
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  S
  M
  C
  M
  C
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  M
  C
  C
  P
  M
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  n
  oita
  p
  u
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  c
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  B
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  n
  a
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  n
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  u
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  B
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  n
  a
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  v
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  5
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  7
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  6
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  h
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  6
  0
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  5
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  5
  1
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  9
  7
  4
  1
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  0
  1
  7
  2
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  7
  9
  7
  7
  1
  6
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  tiF
  la
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  y
  h
  P
  0
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  7
  9
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  8
  2
  6
  1
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  8
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  7
  5
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  h
  tg
  n
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  S
  5
  7
  5
  0
  8
  1
  4
  7
  3
  6
  9
  9
  7
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  7
  3
  1
  7
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  7
  9
  0
  2
  2
  4
  4
  3
  1
  2
  .tc
  artt
  A
  ylid
  o
  B
  3
  5
  8
  5
  5
  3
  7
  8
  6
  3
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  7
  6
  5
  6
  3
  6
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  h
  tla
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  6
  9
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  8
  0
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  3
  8
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  a
  m
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  h
  C
  1
  7
  3
  8
  5
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  5
  8
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  8
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  9
  8
  5
  5
  6
  9
  8
  8
  8
  a
  m
  sira
  h
  C
  laic
  a
  F
  6
  7
  7
  0
  1
  0
  8
  5
  0
  1
  3
  8
  3
  7
  8
  5
  8
  7
  0
  0
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  9
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  1
  a
  m
  sira
  h
  C
  la
  c
  o
  V
  7
  7
  1
  1
  1
  9
  0
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  7
  9
  4
  7
  1
  1
  1
  3
  9
  5
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  1
  3
  7
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  7
  .a
  h
  C
  cite
  ni
  K
  5
  4
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  6
  0
  5
  8
  5
  0
  9
  3
  9
  3
  1
  8
  7
  1
  6
  .a
  h
  C
  la
  cir
  o
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  h
  R
  7
  8
  4
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  8
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  7
  3
  8
  0
  8
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  6
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  e
  D
  6
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  5
  7
  5
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  7
  7
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  5
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  946
  Appendix 6: Aedile Characters
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  947
  Appendix 7: Names
  Appendix 7: Names
  Although most names in this appendix are
  given at birth, some ogres and trolls have only nick-
  names.  If a character dislikes their birth name, then
  they may choose another name as a nickname.
  However, most characters go by their birth name.
  The first names for anakim and humans have
  been referenced from 1332 A.D. in Lincolnshire,
  England.  The anakim and human surnames have
  been referenced from www.medievalgenealogy
  .org.uk.
  The names for bugbears have been refer-
  enced from Icelandic medieval prefixes and suffixes.
  Although it is historically inaccurate to randomly as-
  sign an engendered Icelandic medieval prefix to a
  suffix, both bugbear first and last names are gener-
  ated in this manner, since bugbears are not meant
  to fully represent Icelandic peoples.  Bugbear sur-
  names are not passed on from generation to gen-
  eration, but are divined at birth.
  The names for dwarves have been refer-
  enced from medieval German names circa 1200-1250
  A.D.  Surnames are foreign to dwarves.  When 2
  dwarves share the same name, they are distinguished
  by occupation, residence, or renown.  For example,
  Swikerus the blacksmith, Swikerus from Deep
  Mountain, or Swikerus the slayer.
  The names for elves have been referenced
  from Anglo-Saxon Old English names from Bede’s
  A History of the English Church and People.  Sur-
  names are foreign to elves.  When 2 elves share the
  same name, they are distinguished by occupation,
  residence, or renown.  For example, Aelfwine the
  bard, Aelfwine from Deep Forest, or Aelfwine the
  harmonious.
  Kobolds have Indonesian names.  Although
  these names did not originate in Europe, and so they
  violate an assumption of the game, they were se-
  lected due to their sound and the similarity in height
  between Indonesians and F.A.T.A.L. kobolds.  Sur-
  names are foreign to kobolds.  When 2 kobolds share
  the same name, they are distinguished by occupa-
  tion, residence, or renown.  For example, Masri the
  miner, Masri from Deep Mines, or Masri the mali-
  cious master.
  The names for subterranean trolls have been
  referenced from Classical Greece.  Names of popu-
  lar people such as Aristotle and Plato have been
  omitted.  Surnames are foreign to subterranean trolls.
  When 2 subterranean trolls share the same name,
  they are distinguished by occupation, residence, or
  renown.  For example, Stasinos the sorcerer, Stasinos
  from Deep Cavern, or Stasinos the salubrious.
  
  948
  Appendix 7: Names
  Anakim/Human Male First Names
  Roll
  Result
  001
  Abelot
  002-010
  Adam
  011-020
  Alan
  021-030
  Alexander
  031
  Alvered
  032
  Alward
  033
  Ouerid
  034-044
  Andrew
  045
  Anger
  046
  Anselm
  047
  Anselin
  048
  Anselm
  049-059
  Arnold
  060
  Ascun
  061
  Asfrid
  062
  Aslin
  063
  Asselin
  064
  Athelard
  065
  Aubrey
  066
  Albredus
  067-077
  Augustine
  078
  Ayuer
  079-089
  Baldric
  090-100
  Baldwin
  101-110
  Bartholomew
  111
  Bate
  112
  Bathe
  113-123
  Benedict
  124-134
  Bernard
  135-145
  Boniface
  146-156
  Boneface
  157-167
  Brian
  168-178
  Bryan
  179
  Brice
  180-190
  Clement
  191-200
  Collyng
  201-210
  Conan
  211-221
  Daniel
  222-242
  David
  243
  Dauit
  244
  Ebulus
  245
  Echard
  246-256
  Edmund
  257-267
  Edward
  268
  Elias
  269
  Eliseus
  270
  Eudo
  271
  Odo
  272-282
  Eustace
  283
  Everard
  284
  Firmin
  285
  Fulk
  286-296
  Geoffrey
  297-307
  George
  308-318
  Gerard
  319
  Gervase
  320-330
  Gilbert
  331-341
  Giles
  342
  Gocelin
  343-353
  Godfrey
  354
  Godricus
  355
  Godhuwe
  356-366
  Gregory
  367-377
  Guy
  378
  Hamo
  379
  Hamund
  380
  Hastulf
  381
  Hastulphus
  382-392
  Harvey
  393
  Helmin
  394-404
  Henry
  405-415
  Herbert
  416
  Hereward
  417-427
  Herman
  428-438
  Hubert
  439
  Huberdus
  440-450
  Hugh
  451-461
  Humphrey
  462
  Ingelram
  463
  Ivo
  464-474
  James
  475
  Joce
  476-486
  Joel
  487-507
  John
  508-518
  Johannes
  519-529
  Jordan
  530-540
  Joseph
  541
  Lambert
  542-552
  Laurence
  553-563
  Luke
  564-574
  Lucas
  575
  Magnus
  576
  Manselm
  577-587
  Martin
  588-598
  Matthew
  599
  Mauger
  600-610
  Michael
  611-621
  Nicholas
  622-632
  Nigel
  633-644
  Norman
  645-655
  Oliver
  
  949
  Appendix 7: Names
  656
  Ornereus
  657
  Osbert
  658
  Pain
  659-669
  Paul
  670-680
  Peter
  681-691
  Philip
  692-702
  Ralph
  703
  Ranulph
  704
  Ran
  705-715
  Raymund
  716
  Redemund
  717
  Remund
  718-728
  Reginald
  729
  Reiner
  730
  Reyner
  731-741
  Richard
  742
  Richer
  743-753
  Robert
  754
  Rober
  755-765
  Robertus
  766-776
  Roger
  777-787
  Roland
  788
  Rowland
  789
  Roul
  790
  Salamon
  791-801
  Samson
  802
  Seman
  803
  Sewel
  804
  Swalle
  805-815
  Simon
  816
  Siward
  817
  Stiward
  818-828
  Stephen
  829
  Theobald
  830-840
  Thomas
  841
  Thoams
  842-852
  Tomas
  853
  Thorald
  854
  Thorold
  855
  Trewe
  856-866
  Vincent
  867-887
  Vivian
  888
  Walrand
  889
  Walerand
  890-930
  Walter
  931-939
  Walterus
  940
  Warin
  941-950
  Warner
  951-990
  William
  991-992
  Willam
  993-994
  Willia
  995-1000
  Wimund
  Anakim/Human Female First Names
  Roll
  Result
  01
  Adelina
  02
  Agnes
  03
  Annice
  04
  Amice
  05
  Amisia
  06
  Alba
  07
  Albreda
  08
  Alcousa
  09
  Aldusa
  10
  Aldus
  11
  Alice
  12
  Alota
  13
  Olicia
  14
  Amabilia
  15
  Amabel
  16
  Mabilia
  17
  Anabel
  18
  Amya
  19
  Avice
  20
  Avota
  21
  Basilia
  22
  Beatrice
  23
  Catherine
  24
  Katherine
  25
  Cecily
  26
  Clarice
  27
  Colletta
  28
  Columba
  29
  Constance
  30
  Dionisia
  31
  Dulcy
  32
  Dulce
  33
  Eglotina
  34
  Eleanor
  35
  Elizabeth
  36
  Emcyna
  37
  Emma
  38
  Eryngerd
  39
  Eufemia
  40
  Eva
  41
  Eve
  42
  Felice
  43
  Geva
  44
  Jeua
  45
  Jeva
  46
  Gundreda
  47
  Gunnilda
  48
  Hawise
  49
  Edusa
  
  950
  Appendix 7: Names
  50
  Helen
  51
  Elena
  52
  Helewise
  53
  Helewisia
  54
  Hugelina
  55
  Idonea
  56
  Idonia
  57
  Imania
  58
  Incotera
  59
  Innocentia
  60
  Ingus
  61
  Isabel
  62
  Isolda
  63
  Ivetta
  64
  Joan
  65
  Juliana
  66
  Jualiana
  67
  Letice
  68
  Lecia
  69
  Leta
  70
  Letea
  71
  Lota
  72
  Love
  73
  Loua
  74
  Lovia
  75
  Lucy
  76
  Margaret
  77
  Magota
  78
  Margery
  79
  Mariora
  80
  Mary
  81
  Mariota
  82
  Maryota
  83
  Matilda
  84
  Milicent
  85
  Muriolda
  86
  Nichola
  87
  Nicholaa
  88
  Olive
  89
  Osanna
  90
  Petronilla
  91
  Quenilda
  92
  Richilda
  93
  Rose
  94
  Sabina
  95
  Sarah
  96
  Sanuuicula
  97
  Sybil
  98
  Wymark
  99
  Wymarca
  100
  Wymerca
  Anakim/Human Last Names
  Roll
  Result
  001-005
  Acklam
  006
  Argentein
  007-010
  Asthorpe
  011-012
  Bagshaw
  013-014
  Baggily
  015-016
  Baguley
  017-018
  Ballard
  019-020
  Barham
  021-045
  Barrington
  046
  Bath
  047-048
  Baynton
  049-050
  Bending
  051-075
  Berkeley
  076-085
  Bickerstaff
  086-090
  Bicknell
  091-095
  Bigod
  096-097
  Bohun
  098-107
  Bond
  108
  Bostock
  109
  Boucy
  110
  Bovingdon
  111
  Bovington
  112
  Boynton
  113
  Branscombe
  114
  Braose
  115-118
  Brett
  119-120
  Brettenham
  120-123
  Brettingham
  124-125
  Brough
  126-142
  Bruce
  143-144
  Bruis
  145-146
  Brus
  147-148
  Buffry
  149-150
  Buron
  151-175
  Byron
  176
  Carminow
  177-200
  Carpenter
  201-205
  Chester
  206-207
  Clare
  208-209
  Clavell
  210-211
  Clopton
  212-213
  Coggeshall
  214-215
  Colclough
  216-220
  Combs
  221-222
  Cope
  223-224
  Corbet
  225-227
  Corbett
  228-233
  Cornwall
  234
  Cottle
  
  951
  Appendix 7: Names
  235-240
  Courtenay
  241-245
  Daniell
  246-250
  Despenser
  251-252
  Dufton
  253-254
  Duke
  255
  Dymoke
  256
  Eacott
  257
  Epes
  258
  Eppes
  259-260
  Etton
  261-262
  Fairhall
  263-265
  Farthing
  266
  Fauntleroy
  267
  Ferrers
  268-270
  Fiske
  271
  Foljambe
  272-273
  Fowler
  274
  Freer
  275
  Giffard
  276-290
  Greenwood
  291-300
  Grey
  301-350
  Hall
  301-305
  Harcourt
  306-307
  Hatcliffe
  308-309
  Hawley
  310-311
  Hoar
  312-320
  Hore
  321-322
  Houby
  323-324
  Jermy
  325-326
  Juby
  327-328
  Knyvett
  329-330
  Lacy
  331-335
  Langley
  336-340
  Langstaff
  341-345
  Latham
  346-347
  Lawton
  348-349
  Loges
  350-355
  Lomax
  356-360
  Marshal
  361-362
  Messenger
  363-364
  Montague
  365-366
  Montfort
  367-387
  Montgomery
  388-399
  Mortimer
  400-401
  Mowbray
  402-410
  Mulcaster
  411-412
  Muschamp
  413-414
  Norfleet
  415-440
  Norris
  441-442
  Pamplin
  443-444
  Pecche
  445-455
  Penhallow
  456-470
  Penrose
  471-475
  Pole
  476-480
  Poole
  481-510
  Putnam
  511-515
  Puttenham
  516-535
  Radclyffe
  536-537
  Redvers
  538-539
  Ridel
  540-541
  Rushworth
  542-570
  Sackett
  571-600
  Salisbury
  601-610
  Sankey
  611-640
  Saunders
  641-645
  Scrope
  646-650
  Scudamore
  651-660
  Skidmore
  661-680
  Sewell
  681-710
  Seymour
  711-730
  Shelton
  731-732
  Shillito
  733-740
  Siswick
  741-840
  Smith
  841-860
  Smithson
  861-862
  Snoxhill
  863-890
  Stafford
  891-895
  Stradling
  896-900
  Stratton
  901-905
  Sydenham
  906-910
  Tew
  911-915
  Thwenge
  916-920
  Tonge
  921-925
  Tosny
  926-930
  Tuddenham
  931-935
  Umfreville
  936-940
  Urry
  941-942
  Vere
  943-944
  Waad
  945-950
  Wade
  951-952
  Wakely
  953-955
  Walsh
  956
  Waleys
  957
  Warenne
  958
  Waterhouse
  959-960
  Welles
  961-970
  Wells
  971-980
  West”
  981-990
  Westcott
  991-1000
  Winter
  
  952
  Appendix 7: Names
  Bugbear Male Names - Prefixes
  Roll
  Result
  01-02
  A
  03-04
  Adal
  05-06
  Ai
  07-08
  Arinn
  09-10
  Arn
  11-12
  As
  13-14
  Aud
  15-16
  Berg
  17-18
  Bjorg
  19-20
  Borg
  21-22
  Bot
  23-24
  Brynj
  25-26
  Dag
  27
  Ei
  28-29
  Ellidi
  30
  Ey
  31-32
  Finn
  33
  Frid
  34-35
  Gard
  36
  Gjaf
  37-38
  God
  39-40
  Grim
  41-42
  Gunn
  43
  Ha
  44-45
  Haf
  46
  Hag
  47-48
  Hall
  49
  Her
  50-51
  Hild
  52
  Hjalm
  53-54
  Holm
  55
  Hrafn
  56-57
  Hreid
  58
  Hrod
  59-60
  Hroll
  61
  Hun
  62-63
  Ing
  64
  Io
  65-66
  Is
  67
  Jo
  68-69
  Ketil
  70
  Klepp
  71-72
  Kol
  73
  Lamb
  74-75
  Lljot
  76
  Odd
  77-78
  Orm
  79-80
  Rad
  81-82
  Ref
  83-84
  Run
  85-86
  Sig
  87-88
  Stein
  89-90
  Svein
  91-92
  Sae
  93-94
  Ulf
  95-96
  Ve
  97-98
  Ver
  99-100 Vest
  Bugbear Male Names - Suffixes
  Roll
  Result
  01-02
  arinn
  03-05
  arr
  06-07
  bard
  08-10
  bjartr
  11-12
  bjorn
  13-15
  bogi
  16-17
  brandr
  18-20
  dorr
  21-22
  fastr
  23-25
  finnr
  26-27
  fredr
  28-30
  fuss
  31-32
  gautr
  33-35
  geirr
  36-37
  gisl
  38-40
  grimr
  41-42
  hvatr
  43-45
  kell
  46-47
  ketill
  48-50
  laugr
  51-52
  leifr
  53-55
  leikr
  56-57
  ljotr
  58-60
  lidi
  61-62
  madr
  63-65
  marr
  66-67
  mundi
  68-70
  oddr
  71-72
  olf
  73-75
  olfr
  76-77
  ormr
  78-80
  orr
  81-82
  rekr
  83-85
  rodr
  86-87
  steinn
  88-90
  sveinn
  91-92
  ulfr
  93-95
  vardr
  96-97
  vidr
  98-100 vindr
  
  953
  Appendix 7: Names
  Bugbear Female Names - Prefixes
  Roll
  Result
  01-02
  Adal
  03-04
  Arn
  05-06
  As
  07-08
  Ast
  09-10
  Aud
  11-12
  Berg
  13-14
  Borg
  15-16
  Bot
  17-18
  Bryn
  19-20
  Dag
  21-22
  Drop
  23-24
  Dyr
  25-26
  Eir
  27-28
  Ey
  29-30
  Frid
  31-32
  Geir
  33-34
  God
  35-36
  Grim
  37-38
  Gunn
  39-40
  Haf
  41-42
  Hall
  43-44
  Heim
  45-46
  Her
  47-48
  Hild
  49-50
  Hjalm
  51-52
  Hjor
  53-54
  Holm
  55-56
  Hrafn
  57-58
  Hrod
  59-60
  Hun
  61-62
  Ing
  63-64
  Io
  65-66
  Is
  67-68
  Jo
  69-70
  Jor
  71-72
  Kol
  73-74
  Ljot
  75-76
  Lofn
  77-78
  Odd
  79-80
  Og
  81-83
  Ol
  84-86
  Orm
  87-89
  Sigr
  90-92
  Stein
  93-96
  Ulfr
  97-100 Ve
  Bugbear Female Names - Suffixes
  Roll
  Result
  01-04
  bera
  05-08
  bjorg
  09-12
  bjort
  13-16
  dis
  17-20
  dora
  21-24
  finna
  25-28
  fljod
  29-32
  fridr
  33-36
  gerdr
  37-40
  grima
  41-44
  gunnr
  45-48
  heidr
  49-52
  hildr
  53-56
  katla
  57-60
  laug
  61-64
  leif
  65-68
  ljot
  69-72
  maer
  73-76
  ny
  77-80
  ora
  81-84
  ridr
  85-88
  run
  89-92
  uhnr
  93-96
  veig
  97-100 vor
  Dwarven Male Names
  Roll
  Result
  01
  Anshelmus
  02
  Baldemarus
  03
  Berhdoldus
  04
  Berwelfus
  05
  Burkardus
  06
  Ciprianus
  07
  Cunradus
  08
  Cuno
  09
  Dammo
  10
  Deigenhardus
  11
  Didericus
  12
  Dimarus
  13
  Ditmarus
  14
  Ditwinus
  15
  Dudo
  16
  Eberhardus
  17
  Everwinus
  18
  Eckardus
  19
  Eginolf
  20
  Einolfus
  21
  Embrico
  
  954
  Appendix 7: Names
  22
  Emelricus
  23
  Emercho
  24
  Emicho
  25
  Endemannus
  26
  Ermenoldus
  27
  Fridebertus
  28
  Fridebraht
  29
  Fridericus
  30
  Gelfradus
  31
  Gerbertus
  32
  Gerbodo
  33
  Gerbotho
  34
  Gerhardus
  35
  Gerlacus
  36
  Gernandus
  37
  Giselberdus
  38
  Giso
  39
  Godscalcus
  40
  Godesmannus
  41
  Gunterus
  42
  Guntramus
  43
  Gunzelinus
  44
  Gotwinus
  45
  Hapertus
  46
  Harpernus
  47
  Hartmannus
  48
  Hartmudus
  49
  Heidolfus
  50
  Heinricus
  51
  Helfricus
  52
  Hertwicus
  53
  Hetzkinus
  54
  Hildebrandus
  55
  Hupertus
  56
  Hugo
  57
  Jofridus
  58
  Lentfridus
  59
  Ludewicus
  60
  Ludoldus
  61
  Lvfridus
  62
  Luitfridus
  63
  Marquardus
  64
  Meffridus
  65
  Meinfridus
  66
  Meingotus
  67
  Mengotus
  68
  Nibelungus
  69
  Nidungus
  70
  Ortolfus
  71
  Ortwinus
  72
  Otto
  73
  Petrus
  74
  Reinboldus
  75
  Ripertus
  76
  Roricus
  77
  Rudegerus
  78
  Rubertus
  79
  Ruthardus
  80
  Sibertus
  81
  Siboldus
  82
  Sibragtus
  83
  Sibratus
  84
  Sifridus
  85
  Sigenandus
  86
  Swikerus
  87
  Viricus
  88
  Wernerus
  89
  Wecelo
  90
  Withekindus
  91
  Widradus
  92
  Wigandus
  93
  Wikerus
  94
  Wilhelmus
  95
  Wintherus
  96
  Wortwinus
  97-100 Reroll
  Dwarven Female Names
  Roll
  Result
  01-05
  Adelheidis
  06-10
  Aleidis
  11-15
  Alberadis
  16-20
  Berta
  21-25
  Binhildis
  26-30
  Constantia
  31-35
  Evfemia
  36-40
  Gerhild
  41-45
  Gertrudis
  46-50
  Guda
  51-55
  Chunegundis
  56-60
  Hedewigis
  61-65
  Heidindrudis
  66-70
  Hildeburgis
  71-75
  Yrmengardis
  76-80
  Judda
  81-85
  Lugardis
  86-90
  Lucardis
  91-95
  Methildis
  96-100 Reinhedis
  
  955
  Appendix 7: Names
  Elven Male Names
  Roll
  Result
  001-008
  Alric
  009-016
  Aelle
  017-024
  Aelli
  025-032
  Aelfwine
  033-040
  Aelfuini
  041-048
  Aedelbert
  049-056
  Aedilberct
  057-064
  Aedelfrid
  065-072
  Aedilfrid
  073-080
  Aedelhun
  081-088
  Aedilhum
  089-096
  Aedelred
  097-104
  Aedilred
  105-112
  Aedelwald
  113-120
  Aediluald
  121-128
  Aedelwalh
  129-136
  Aedilualch
  137-144
  Alchfrid
  145-152
  Aldfrid
  153-160
  Aldhelm
  161-168
  Alduini
  169-176
  Aldwulf
  177-184
  Alduulf
  185-192
  Alric
  193-200
  Andhun
  201-208
  Anna
  209-216
  Berdun
  217-224
  Bercthun
  225-232
  Bertwald
  233-240
  Berctuald
  241-248
  Caedmon
  249-256
  Caelin
  257-264
  Cearl
  265-272
  Ceolwulf
  271-280
  Ceoluulf
  281-288
  Coenred
  289-296
  Coenwalh
  297-304
  Coenualch
  305-312
  Cuichelm
  313-320
  Cuobert
  321-328
  Cudberct
  329-336
  Cynegels
  337-344
  Cynigils
  345-352
  Cynefrid
  353-360
  Cynifrid
  361-368
  Eadbald
  369-376
  Eadbert
  377-384
  Eadberct
  385-392
  Eadfrid
  393-400
  Eadric
  401-408
  Edric
  409-416
  Eadwyn
  417-424
  Aeduini
  425-432
  Eafa
  433-440
  Eanfrid
  441-448
  Earconbert
  449-456
  Earconberct
  457-464
  Earpwald
  465-472
  Eorpuald
  473-480
  Egbert
  481-488
  Ecgberct
  489-496
  Egfrid
  497-504
  Ecgfrid
  505-512
  Egric
  513-520
  Ecgric
  521-528
  Eni
  529-536
  Hengist
  537-544
  Hereric
  545-552
  Hlothere
  553-560
  Hlotheri
  561-568
  Horsa
  569-576
  Hunwald
  577-584
  Horsa
  585-592
  Hunwald
  593-600
  Hunuald
  601-608
  Immin
  609-616
  Irminric
  617-624
  Octa
  625-632
  Oeric
  633-640
  Offa
  641-648
  Osfrid
  649-656
  Osred
  657-664
  Osric
  665-672
  Oswald
  673-680
  Osuald
  681-688
  Oswy
  689-696
  Osuiu
  697-704
  Oswyn
  705-712
  Osuini
  713-720
  Peada
  721-728
  Penda
  729-736
  Raegenhere
  737-744
  Raegenheri
  745-752
  Redwald
  754-760
  Reduald
  761-768
  Ricbert
  769-776
  Ricberct
  777-784
  Sabert
  785-792
  Saberct
  793-800
  Sebbi
  
  956
  Appendix 7: Names
  801-808
  Sigbert
  809-816
  Sigberct
  819-824
  Sighard
  825-832
  Sighere
  833-840
  Sigheri
  841-848
  Swefred
  849-856
  Suefred
  857-864
  Swidhelm
  865-872
  Thrydwulf
  873-880
  Thryduulf
  881-888
  Tondbert
  889-896
  Tondberct
  897-904
  Tondhere
  905-912
  Tondheri
  913-920
  Wictred
  921-928
  Uictred
  929-936
  Wilfrid
  937-944
  Uinfrid
  945-952
  Wini
  953-960
  Uini
  961-968
  Wuffa
  969-976
  Uuffa
  977-984
  Wuscfrea
  985-988
  Uuscfrea
  989-992
  Wulfhere
  993-996
  Uulfheri
  997-1000
  Yffi
  Elven Female Names
  Roll
  Result
  01-03
  Acha
  04-06
  Achae
  07-09
  Aelffled
  10-12
  Aelbfled
  13-15
  Aedelberga
  16-18
  Aedilberg
  19-21
  Aedeldreda
  22-24
  Aedeldryd
  25-27
  Aedilthryd
  28-30
  Aedelhild
  31-33
  Aedilhild
  34-36
  Breguswid
  37-39
  Bregusuid
  40-42
  Coenberg
  43-45
  Quoenburg
  46-48
  Cyneburg
  49-51
  Cyniburg
  52-54
  Cynwise
  55-57
  Cynuise
  58-60
  Eabae
  61-63
  Eanfled
  64-66
  Earcongota
  67-69
  Earcongotae
  70-72
  Edyd
  73-75
  Eadgyd
  76-78
  Hilda
  79-81
  Hereswid
  82-85
  Osoryd
  86-89
  Sexburg
  90-95
  Tortgyd
  96-100 Torctgyd
  Kobold Male Names
  Roll
  Result
  001-009
  Abadi
  010-018
  Abadi
  019-027
  Abimanyu
  028-036
  Acawarman
  037-045
  Adnan
  046-054
  Agung
  055-063
  Agus
  064-072
  Ahmet
  073-081
  Airlangga
  082-090
  Ajirake
  091-099
  Ajisaka
  100-108
  Alam
  109-117
  Alimin
  118-126
  Amangku
  127-135
  Amangkurat
  136-144
  Amir
  145-153
  Anusanatha
  154-162
  Ardharaja
  163-171
  Ariawan
  172-180
  Arief
  181-189
  Arjuna
  190-198
  Asih
  199-207
  Atok
  208-216
  Azis
  217-225
  Badaruddin
  226-234
  Balaputra
  235-243
  Balihung
  244-252
  Bambang
  253-261
  Batara
  262-270
  Batuta
  271-279
  Bejo
  280-288
  Beni
  289-297
  Bidar
  298-306
  Burhanuddin
  307-315
  Cahyadi
  316-324
  Cecep
  325-333
  Chairul
  334-342
  Chakakirti
  
  957
  Appendix 7: Names
  343-351
  Chandrabhanu
  352-360
  Chariyaka
  361-369
  Dadit
  370-378
  Dafit
  379-387
  Daksa
  388-396
  Dede
  397-405
  Deeda
  406-414
  Dipohito
  415-423
  Dewantara
  424-432
  Dewapaladewa
  433-441
  Dharmawangsa
  442-450
  Didha
  451-459
  Didit
  460-468
  Dipanegara
  469-477
  Dono
  478-486
  Duat
  487-495
  Hamengku
  496-504
  Hamidon
  505-513
  Hasanuddin
  514-522
  Hatta
  523-531
  Hiawang
  532-540
  Hulanapo
  541-549
  Indarto
  550-558
  Iwan
  559-567
  Janggam
  568-576
  Jatawaman
  577-585
  Jayakatong
  586-594
  Kasan
  595-603
  Kertajaya
  604-612
  Kraeng
  613-621
  Kuhkuh
  622-630
  Kundugga
  631-639
  Kurniadi
  640-648
  Maharasa
  649-657
  Mahisa
  658-666
  Mangkubuni
  667-675
  Manusama
  676-684
  Marturak
  685-693
  Masri
  694-702
  Mauliwarmadewa
  703-711
  Mochtar
  712-720
  Muda
  721-729
  Narotama
  730-738
  Natsir
  739-747
  Natzar
  748-756
  Niviko
  757-765
  Noor
  766-774
  Paino
  775-783
  Pak
  784-792
  Panembahan
  793-801
  Parameswara
  802-810
  Prawira
  811-819
  Purnadi
  820-828
  Ranga
  829-837
  Riska
  838-846
  Sahid
  847-855
  Sampurno
  856-864
  Satyawati
  865-873
  Senopati
  874-882
  Setiawan
  883-891
  Slamet
  892-900
  Suharto
  901-909
  Syarifuddin
  910-918
  Teungku
  919-927
  Ucok
  928-936
  Ujang
  937-945
  Warlito
  946-954
  Wirapandya
  955-963
  Yoyok
  964-972
  Yunus
  973-982
  Zach
  983-1000
  Zainuri
  Kobold Female Names
  Roll
  Result
  001-009
  Adinda
  010-018
  Amajanti
  019-027
  Amnah
  028-036
  Amsia
  037-045
  Ani
  046-054
  Arina
  055-063
  Asmarina
  064-072
  Asri
  073-081
  Astrid
  082-090
  Butet
  091-099
  Cahayani
  100-108
  Chairania
  109-117
  Dahliana
  118-126
  Damayanti
  127-135
  Darlicia
  136-144
  Dedes
  145-153
  Dewati
  154-162
  Dewi
  163-171
  Duvinse
  172-180
  Etti
  181-189
  Fitri
  190-198
  Haeyanti
  199-207
  Harmeni
  208-216
  Hartini
  217-225
  Herna
  226-234
  Hersanti
  235-243
  Hertati
  
  958
  Appendix 7: Names
  244-252
  Hidata
  253-261
  Hidayati
  262-270
  Ida
  271-279
  Iin
  280-288
  Irwan
  289-297
  Izzati
  298-306
  Jumilah
  307-315
  Juminten
  316-324
  Kemala
  325-333
  Kemiriati
  334-342
  Khadisya
  343-351
  Kirana
  352-360
  Kiyesha
  361-369
  Komang
  370-378
  Krisnaruri
  379-387
  Laksari
  388-396
  Lauana
  397-405
  Lempitenan
  406-414
  Lilyana
  415-423
  Listiani
  424-432
  Made
  433-441
  Manisya
  442-450
  Maruaya
  451-459
  Mawayani
  460-468
  Megowati
  469-477
  Meuthia
  478-486
  Mira
  487-495
  Mitya
  496-504
  Muriyani
  505-513
  Murni
  514-522
  Murniyani
  523-531
  Musodah
  532-540
  Mutiara
  541-549
  Nabylla
  550-558
  Naila
  559-567
  Niloprina
  568-576
  Ninah
  577-585
  Nini
  586-594
  Noor
  595-603
  Novena
  604-612
  Novi
  613-621
  Octovina
  622-630
  Parmi
  631-639
  Parwati
  640-648
  Rachmatilla
  649-657
  Raden
  658-666
  Rahmania
  667-675
  Rasuna
  676-684
  Retno
  685-693
  Riena
  694-702
  Septi
  703-711
  Showfawati
  712-720
  Siska
  721-729
  Soemadiredja
  730-738
  Soesanti
  739-747
  Soewarsih
  748-756
  Srihati
  757-765
  Suminten
  766-774
  Suradnya
  775-783
  Suryani
  784-792
  Sutiati
  793-801
  Syagini
  802-810
  Tarakanita
  811-819
  Taty
  820-828
  Tharia
  829-837
  Tien
  838-846
  Tika
  847-855
  Timunggur
  856-864
  Tirta
  865-873
  Titin
  874-882
  Tiza
  883-891
  Tumanniranga
  892-900
  Turaroll
  901-909
  Ulfah
  910-918
  Visi
  919-927
  Wellia
  928-936
  Widiyawait
  937-945
  Wiwit
  946-954
  Yasmeen
  955-963
  Yatun
  964-972
  Yayuk
  973-1000
  Yustiani
  Base Ogre Male Nickname Prefixes
  Roll
  Result
  01-16
  Ass-
  17-32
  Body-
  33-48
  Face-
  49-64
  Head-
  65-80
  Life-
  81-100 Shit-
  Base Ogre Male Nickname Suffixes
  Roll
  Result
  01-16
  Beater
  17-32
  Crusher
  33-48
  Masher
  49-64
  Pounder
  65-80
  Smasher
  81-100 Squisher
  
  959
  Appendix 7: Names
  Cliff Ogre Male Nickname Prefixes
  Roll
  Result
  01-16
  Body-
  17-32
  Bystander-
  33-48
  Creature-
  49-64
  Person-
  65-80
  Traveler-
  81-100 Wanderer-
  Cliff Ogre Male Nickname Suffixes
  Roll
  Result
  01-16
  Bumper
  17-32
  Forcer
  33-48
  Hurler
  49-64
  Kicker
  65-80
  Thrower
  81-100 Tosser
  Gruagach Male Nickname Prefixes
  Roll
  Result
  01-16
  Dumb-
  17-32
  Fat-
  33-48
  Inept-
  49-64
  Lazy-
  65-80
  Nasty-
  81-100 Stupid-
  Gruagach Male Nickname Suffixes
  Roll
  Result
  01-33
  Ass
  34-66
  Fuck
  67-100 Shit
  Kinder-Fresser Male Nickname Prefixes
  Roll
  Result
  01-16
  Baby-
  17-32
  Child-
  33-48
  Daughter-
  49-64
  Infant-
  65-80
  Junior-
  81-100 Son-
  Kinder Fresser Male Nickname Suffixes
  Roll
  Result
  01-16
  Abductor
  17-32
  Eater
  33-48
  Lurer
  49-64
  Stealer
  65-80
  Taker
  81-100 Thief
  Borb. & Hill Troll Nickname Prefixes
  Roll
  Result
  01-16
  Ass-
  17-32
  Body-
  33-48
  Face-
  49-64
  Head-
  65-80
  Life-
  81-100 Shit-
  Borb. & Hill Troll Nickname Suffixes
  Roll
  Result
  01-16
  Clawer
  17-32
  Eater
  33-48
  Gasher
  49-64
  Killer
  65-80
  Slasher
  81-100 Tearer
  Subterranean Troll Male Names
  Roll
  Result
  001-004
  Adeimon
  005-008
  Andrastos
  009-012
  Aelian
  013-016
  Agathias
  017-020
  Agathon
  021-024
  Agrias
  025-028
  Agrios
  029-032
  Aigisthos
  033-036
  Akastos
  037-040
  Akousilaos
  041-044
  Aktorion
  045-048
  Aleos
  049-052
  Alkamenes
  053-056
  Alkyoneos
  057-060
  Ameipsias
  061-064
  Amythaon
  065-068
  Anaxagoras
  069-072
  Anaxandrides
  073-076
  Anaxandros
  077-080
  Andraimon
  081-084
  Ankhialos
  085-088
  Antheos
  089-092
  Antidios
  093-096
  Antiklos
  097-100
  Antimakhos
  101-104
  Antiphon
  105-108
  Apollokrates
  109-112
  Aretos
  113-116
  Argaeos
  117-120
  Aristides
  121-124
  Aristodemos
  
  960
  Appendix 7: Names
  125-128
  Aristomakhos
  129-132
  Ariston
  133-136
  Arkhelaos
  137-140
  Arkhenomos
  141-144
  Arkhilokhos
  145-148
  Arktinos
  149-152
  Asteris
  153-156
  Athamas
  157-160
  Athernaeos
  161-164
  Autolykos
  165-168
  Bakkylides
  169-172
  Bathyklis
  173-176
  Boeotos
  177-180
  Bukolion
  181-184
  Daitor
  185-188
  Damastes
  189-192
  Damastorides
  193-196
  Damoskles
  197-200
  Deiphontes
  201-204
  Demaratos
  205-208
  Diagoras
  209-212
  Dieitrephes
  213-216
  Dikaiarkhos
  217-220
  Diogenes
  221-224
  Diokles
  225-228
  Diomedes
  229-232
  Dolios
  233-236
  Dolon
  237-240
  Doryssos
  241-244
  Douris
  245-248
  Drakon
  249-252
  Dymas
  253-256
  Endymion
  257-260
  Epameinon
  261-264
  Ephoros
  265-268
  Erasinides
  269-272
  Eratosthenes
  273-276
  Erigyos
  277-280
  Eugamon
  281-284
  Eumelos
  285-288
  Eunomos
  289-292
  Eupeithes
  293-296
  Euphronios
  297-300
  Eurypon
  301-304
  Eurysthenes
  305-308
  Eusebios
  309-312
  Eustathios
  313-316
  Euthymides
  317-320
  Galen
  321-324
  Gargaros
  325-328
  Glaukon
  329-332
  Gyras
  333-336
  Halithersis
  337-340
  Hegelokos
  341-344
  Hekataios
  345-348
  Helikon
  349-352
  Hellanikos
  353-356
  Herakleito
  357-360
  Hesykios
  361-364
  Hieron
  365-368
  Hipparinos
  369-372
  Hippias
  373-376
  Hippokratides
  377-380
  Hipponax
  381-384
  Hippotades
  385-388
  Hippotas
  389-392
  Hyas
  393-396
  Hyginos
  397-400
  Hyllos
  401-404
  Hyperes
  405-408
  Hyrieos
  409-412
  Iasion
  413-416
  Iason
  417-420
  Iobates
  421-424
  Iophon
  425-428
  Isokrates
  429-432
  Kallinos
  433-436
  Kannadis
  437-440
  Karsinos
  441-444
  Kephalion
  445-448
  Kephisophon
  449-452
  Kerkops
  453-456
  Kerkylas
  457-460
  Kharaxos
  461-465
  Kharilaos
  466-470
  Kharmides
  471-475
  Kinaithon
  476-480
  Kinesias
  481-485
  Kisos
  486-490
  Kisseos
  491-495
  Kleitophon
  496-500
  Kleophon
  501-505
  Klidemides
  506-510
  Klodaios
  511-515
  Koroibos
  516-520
  Krates
  521-525
  Kritias
  526-530
  Kronides
  531-535
  Ktesias
  536-540
  Kylix
  541-545
  Lamakhos
  546-550
  Lampos
  
  961
  Appendix 7: Names
  551-555
  Lesches
  556-560
  Likas
  561-565
  Lykaon
  566-570
  Lykis
  571-575
  Lykophron
  576-580
  Lykos
  581-585
  Lysander
  586-590
  Lysias
  591-595
  Maeon
  596-600
  Makarios
  601-605
  Medon
  606-610
  Melanippos
  611-615
  Melikertes
  616-620
  Menares
  621-625
  Miltiades
  626-630
  Molon
  631-635
  Morsimos
  636-640
  Myrmex
  641-645
  Myrsilos
  646-650
  Nikandros
  651-655
  Nikomakhos
  656-660
  Oeneos
  661-665
  Orestes
  666-670
  Paionios
  671-675
  Pandareos
  676-680
  Pantakles
  681-685
  Panyassis
  686-690
  Peirithoos
  691-695
  Peisandros
  696-700
  Pelias
  701-705
  Pelion
  706-710
  Perikles
  711-715
  Phalkes
  716-720
  Pheidon
  721-725
  Pherekydes
  726-730
  Philokles
  731-735
  Philoktetes
  736-740
  Phorkys
  741-745
  Phormisios
  746-750
  Photios
  751-755
  Phrixos
  756-760
  Phrontis
  761-765
  Phrynikhos
  766-770
  Pittakos
  771-775
  Pittheos
  776-780
  Polybios
  781-785
  Polyidos
  786-790
  Priamos
  791-795
  Prodikos
  796-800
  Proetos
  801-805
  Proklos
  806-810
  Prytanis
  811-815
  Pyrilampes
  816-820
  Pythangelos
  821-825
  Salmoneos
  826-830
  Scylax
  831-835
  Sosibios
  836-840
  Stasinos
  841-845
  Steisikoros
  846-850
  Sthenelos
  851-855
  Synkellos
  856-860
  Telamon
  861-865
  Telemakhos
  866-870
  Telephos
  871-875
  Telesphoros
  876-880
  Telestas
  881-885
  Temenos
  886-890
  Teres
  891-895
  Teukros
  896-900
  Teuthras
  901-905
  Thaos
  906-910
  Themistokles
  911-915
  Theognis
  916-920
  Theopompos
  921-925
  Theramenes
  926-930
  Thon
  931-935
  Timaios
  936-940
  Tithonos
  941-950
  Timaios
  951-960
  Tithonos
  961-970
  Tydeos
  971-980
  Tykhios
  981-990
  Tyrrhaeos
  991-1000
  Xenokles
  Subterranean Troll Female Names
  Roll
  Result
  001-006
  Aethra
  007-012
  Agave
  013-018
  Alkmene
  019-024
  Alkyone
  025-030
  Althaea
  031-036
  Amaxerete
  037-042
  Arakhne
  043-048
  Arethusa
  049-054
  Aristomache
  055-060
  Arsinoe
  061-066
  Artakie
  067-072
  Artemisia
  073-078
  Atalante
  079-084
  Athame
  085-090
  Atrytone
  
  962
  Appendix 7: Names
  091-096
  Atthis
  097-102
  Auge
  103-108
  Autonoe
  109-114
  Auxesia
  115-120
  Axiothea
  121-126
  Baukis
  127-132
  Berenike
  133-138
  Briseis
  139-144
  Damia
  145-160
  Danae
  161-166
  Deiphobe
  167-172
  Dirke
  173-178
  Dryope
  179-184
  Dyripetes
  185-192
  Eileithyia
  192-198
  Ekhidna
  199-204
  Ephyra
  205-210
  Euphrosyne
  211-216
  Eurydike
  217-222
  Eurykleia
  223-228
  Galanthis
  229-234
  Glauke
  235-240
  Harpalyke
  241-246
  Hebe
  247-252
  Hermione
  253-258
  Hesione
  259-264
  Hippodameia
  265-270
  Hippolyte
  271-276
  Hyperesia
  277-282
  Hypsipyle
  283-288
  Hyrnetho
  289-294
  Ino
  295-300
  Iole
  301-306
  Iphigenia
  307-312
  Ismene
  313-318
  Ismenia
  319-324
  Jokaste
  325-330
  Kalliope
  331-336
  Kallirhoe
  337-342
  Kanake
  343-348
  Karye
  349-354
  Kassiopeia
  355-360
  Keto
  361-366
  Kharybdis
  367-372
  Khione
  373-378
  Khloris
  379-384
  Khryseis
  385-390
  Kilissa
  391-396
  Kirke
  397-402
  Kleito
  403-408
  Kleonike
  409-414
  Klymene
  415-420
  Klytie
  421-426
  Komaetho
  427-432
  Kore
  433-438
  Korkyre
  439-444
  Koronis
  445-460
  Ktimene
  461-466
  Kynane
  467-472
  Kyrene
  473-478
  Kythereia
  479-484
  Lampetie
  485-490
  Lampito
  491-496
  Lasthenia
  497-502
  Leda
  503-508
  Leukippe
  509-514
  Leukothea
  515-520
  Lysimache
  521-526
  Maira
  527-532
  Makris
  533-538
  Malea
  539-544
  Melampe
  545-550
  Melanippe
  551-556
  Melpomene
  557-562
  Merope
  563-568
  Metra
  569-574
  Minthe
  575-580
  Moira
  581-586
  Mnasa
  587-592
  Mnasadika
  593-598
  Myrrhine
  599-604
  Nauplia
  605-610
  Nausicaa
  611-616
  Neaira
  617-622
  Nelea
  623-628
  Nephele
  629-634
  Nikippe
  635-640
  Nyse
  641-646
  Oenone
  647-652
  Omphale
  653-658
  Pais
  659-664
  Pasiphae
  665-670
  Peirene
  671-676
  Peitho
  677-682
  Periboia
  683-688
  Perictione
  689-694
  Phaia
  695-700
  Phaistis
  701-706
  Phaithusa
  707-712
  Philyre
  713-718
  Phylake
  719-724
  Pleione
  
  963
  Appendix 7: Names
  725-730
  Podarge
  731-736
  Polydamna
  737-742
  Polyhymnia
  743-748
  Polykaste
  749-754
  Polyphema
  755-760
  Polyxene
  761-766
  Potone
  767-772
  Praxinoa
  773-778
  Prokne
  779-784
  Psyke
  785-790
  Psyria
  791-796
  Pyrrha
  797-804
  Riphea
  805-810
  Salmonea
  811-816
  Sangaria
  817-822
  Sapheneia
  823-828
  Sisygambis
  829-834
  Stheneboia
  835-840
  Sthenele
  841-846
  Syrinx
  847-852
  Talaria
  853-858
  Telegona
  859-864
  Telema
  865-870
  Telemake
  871-876
  Telesippa
  877-882
  Temese
  883-888
  Terpsichore
  889-894
  Tethys
  895-900
  Thalia
  901-906
  Thea
  907-912
  Theano
  913-918
  Thrinacia
  919-924
  Thyone
  925-930
  Tithone
  931-936
  Titye
  937-942
  Triptoleme
  943-950
  Troile
  951-960
  Trophonie
  961-970
  Tyndare
  971-980
  Urania
  981-990
  Xanthe
  991-1000
  Xuthe
  
  964
  Index
  Index
  A
  Abasiophilia  131
  Abettors  978
  Ability  68
  Ability Checks  74
  Ablation  511
  About Fatal Games  977
  AC  938
  Acclimation  511
  Aching Feet  512
  Acid  789
  Acidic Touch  512
  Acids and Bases  789
  Acrobat  207
  Acrotomophilia  131
  Acting, Drama  322
  Adultery  179
  Advancement  785
  Advancement and Skills  786
  Advancement Points  785
  Advancing a Level  786
  Advancing Levels  205
  Aedile  6
  Aedile Characters  780, 938
  Aerial Attacks  814
  Aerial Warfare  813
  Aerial Wounds  814
  Against every Wild Animal, Aquatic
  Creature and Ro  512
  Against Evil Sleep  513
  Against Menstruation  513
  Age  39
  Agelast  513
  Agility  71
  Aging Effects  98
  Agriculture  322
  Aim  323
  Air  335, 506, 507, 833
  Akeldama  514
  Alchemical, Elixirs  715
  Alchemical Liquids  715
  Alchemical, Oils  715
  Alchemical, Ointments  716
  Alchemical, Philters  716
  Alchemical, Potions  718
  Alchemical, Salves  719
  Alchemy  514
  Alcohol  59
  Aliter Dulcia  198
  All for One  515
  Allergies  58
  Alter Temperature  515
  Ambidexterity  323
  Ambiguity  111
  Ambitiousness  123
  Amulets  740
  An Excellent Spell for Silencing, for
  Subjecting,  516
  Anakim  11, 175
  Anal Circumference Potential  52
  Anal Depth Potential  52
  Analytic  72
  Anarchy  112, 162
  Anatomy  324
  Angelic  151
  Animal Conditioner  207
  Animal Conditioning  324
  Animal Handling  324
  Anklets  740
  Anorexia Nervosa  131
  Anthrax  63
  Anti-venom  516
  Antisocial Personality Disorder  131
  AP  785
  Apparel, Boots  720
  Apparel, Bracers  721
  Apparel, Brassieres  721
  Apparel, Cloaks  722
  Apparel, Dresses  722
  Apparel, Girdles  723
  Apparel, Gloves  725
  Apparel, Robes  725
  Appraise  325
  Appraiser  208
  Apprentice  201
  Arachnid Feet  516
  Archers  808
  Architecture  325
  Areola Diameter  50
  Areola Hue  50
  Argumentative Players  775
  Aristocracy  162
  Armor  442, 455
  Armor, Barding  726
  Armor, General Type  325
  Armor, Heavy  730
  Armor, Light  729
  Armor, Medium  730
  Armor, Shields  731
  Armor, Specific  326
  Armorer  208
  Armorsmithing  326
  Arson  179
  Artist  209
  Ascertain Properties  516
  Assassin  210
  Assault  180
  Assault in Palace, Court, or Church
  180
  Assault in Victim’s Home  181
  Atmosphere  774
  Attacking Foes  475
  Audio Range  517
  Augment Charisma  517
  Augment Debauchery  517
  Augment Dexterity  518
  Augment Intelligence  518
  Augment Magic  518
  Augment Physique  518
  Augment Piety  519
  Augment Vision  519
  Augment Wisdom  519
  Author  978
  Autoabasiophilia  132
  Autocracy  162
  Avoidant Personality Disorder  132
  B
  Bags  732
  Bailiff  212
  Baker  212
  Balance  326
  Bandit  213
  Banish Allergy  519
  Banish Disease  520
  Banish Intoxication  520
  Banish Paralysis  520
  Banish Poison  520
  Barber  213
  Bard  214
  Barding  468
  Baron  215
  Baroness  215
  Barrister  216
  Base  790
  Base Life Points  20
  Bashfulness  123
  Bashing Doors  483
  Basketweaving  326
  Baths  172
  Beadle  217
  Beads  732
  Beggar  217
  Beguile Foe  521
  Berserker  217
  Bestow Aching Back  521
  Bestow Aeon  521
  Bestow Allergy  521
  Bestow Asphyxiation  522
  Bestow Aura  522
  Bestow Blindness  523
  Bestow Blistering Boils  523
  Bestow Century  524
  Bestow Convulsion  524
  
  965
  Index
  Bestow Deafness  525
  Bestow Decade  525
  Bestow Disease  525
  Bestow Dislocation  526
  Bestow Earache  526
  Bestow Fatigue  526
  Bestow Greater Harm  527
  Bestow Harm  527
  Bestow Headache  527
  Bestow Ingrown Nail  528
  Bestow Intoxication  528
  Bestow Leprosy  529
  Bestow Lesser Harm  529
  Bestow Loss of Appetite  530
  Bestow Millennium  530
  Bestow Muteness  530
  Bestow Numbness  531
  Bestow Paralysis  531
  Bestow Sniffles  532
  Bestow Tooth-Rot  532
  Bestow Toothache  532
  Bestow Ulcer  533
  Bestow Virus  533
  Betrayal  111
  Bipolar Disorder  132
  Birth Rank  149
  Birth Status  146
  Birthday  146
  Birthplace  148
  Blacksmith  218
  Blacksmithing  327
  Bladesmith  219
  Blasphemy  181
  Blindfighting  327
  Boastfulness  123
  Bodily Attractiveness  69
  Body  39
  Body Part Points  39, 473
  Body Part Proportion  44
  Bookbinder  220
  Bookbinding  327
  Books  749
  Boorishness  121
  Boots  720
  Borbytingarna  32
  Borderline Personality Disorder  132
  Bounty Hunter  220
  Bowyer  221, 328
  BPP  39, 473
  Bracelets  741
  Bracers  721
  Brass-smithing  328
  Brassieres  721
  Brawling  329, 478
  Brazier  221
  Braziers  732
  Breadth  46
  Breaking and Entering  182
  Breathing  481
  Brewer  222
  Brewing  334
  Brickmaker  223
  Brittlebone  534
  Brooches  741
  Brooms  732
  Brotheler  223
  Bubonic Plague  63
  Buffoonery  123
  Bugbear  17, 165, 175
  Buggeric  151
  Buggery  194
  Bureaucracy  112, 163
  Burglary  182
  Burning  478
  Burning Bush  534
  Business Spell  534
  Butcher  225
  C
  CA  474
  CAB  474
  Cabinetmaker  225
  CAH  474
  Call Acid Rain  535
  Call Animals  535
  Call Avalanche  535
  Call Ball Lightning  536
  Call Blizzard  536
  Call Chilly Gust  537
  Call Comet  537
  Call Familiar  537
  Call Flood  537
  Call Fog  538
  Call Gale Wind  538
  Call God  539
  Call Greater Item  539
  Call Guard Dog  539
  Call Lesser Being  539
  Call Light  540
  Call Lightning  540
  Call Maggots  541
  Call Magic Mail  541
  Call Object  542
  Call Quake  543
  Call Tidal Wave  544
  Call Vermin  544
  Called Shots  484
  Callomania  132
  Campaign of the Lost Souls  780
  Cancer  64
  Candlemaking  334
  Candles  733
  Canes  731
  CAP  474
  Capital  162
  Carpenter  226
  Carpentry  334
  Carrying Capacity  469
  Carter  226
  Carter/Teamster  226
  Cartography  334
  Cartwright  227
  Carver  227
  CAS  474
  Catching  334
  Cauldrons  734
  Ceiling Limit  813
  Censers  732
  Ceremonial Magic  500
  Chalices  732
  Chambermaid  228
  Chance  112
  Chancellor  229
  Chandler  229
  Changing Occupations  787
  Chants  502
  Chaos Magic  501
  Character Concept  787
  Character Creation and Choice  774
  Character Death  497
  Character Sheets  820
  Charging  477
  Charioteer  230
  Charioteering  334
  Charisma  70
  Charm for Causing Separation  545
  Charm for Direct Vision  545
  Charm Small Mammal  546
  Charm to Break Enchantment  547
  Charm to Break Spells  547
  Charm to Induce Insomnia I  547
  Charm to Induce Insomnia II  547
  Charm to Inflict Harm I  548
  Charm to Inflict Harm II  549
  Charm to Inflict Harm III  549
  Charm to Open a Door  550
  Charm to Subject  550
  Charms  742
  Cheesemaker  230
  Cheesemaking  336
  Chemistry  335
  Chess Sets  733
  Chests  733
  Chicken Pox  64
  Chieftain  231
  Chivalry  157
  Choleric  126
  Choleric-Melancholic  130
  Choleric-Phlegmatic  130
  Choleric-Sanguine  129
  
  966
  Index
  Choreomania  133
  Cigan  28, 29, 30, 152
  Circle of Effect  245
  City  162
  Claspmaker  231
  Cleaning  336
  Clerk  232
  Climb  337
  Climb Rate  814
  Cloak  550
  Cloaks  722
  Clockmaker  233
  Clockmaking  337
  Coal Foot  551
  Cobbler  234
  Cobbling  337
  Cocoon  551
  Code of Chivalry  157, 158
  Codexes  750
  Coercive Spell for Restraining  552
  Coins  733
  Collier  235
  Combat  470
  Combat and Challenge  778
  Comedy, Buffoonery  338
  Comedy, Physical  338
  Comedy, Pun  339
  Common Cold  64
  Common Sense  73
  Communism  163
  Communities  162
  Community  111
  Complete Healing  552
  Condiments  774
  Conducting the Game  773
  Confederacy  163
  Confidence  121
  Conflagration  553
  Conformity  110
  Constellations  339
  Contortion  339
  Contraceptive Spell  553
  Convert to Cannibal  553
  Convocation  507
  Cook  235
  Cooking  340
  Cooper  236
  Coppersmith  236
  Coppersmithing  340
  Coprophilia  133
  Corroding  478
  Cosmetics  340
  Cosmos, General Planes  341
  Cosmos, Specific Plane  341
  Council of War  808
  Counterfeiting  183
  Courage  115
  Courtesan  237
  Courtly Love  159
  Cover Tracks  554
  Covetous Eyes  183
  Cowherd  237
  Create Species  554
  Credits  979
  Crime and Punishment  179
  Criminality  111
  Crowns  742
  Crucial Fumbles  496
  Cryogenics  554
  Cryoprobe  555
  Cryotherapy  555
  Cunnilingus  341, 374
  Cup Size  50
  Cup Spell  556
  Cupbearer  237
  Currency  402
  Current Armor  474
  Current Armor against Brawling  474
  Current Armor against Hacking  474
  Current Armor against Pounding  474
  Current Armor against Stabbing  474
  Current Direction  817
  Current Strength  817
  Cursus Publicus  171
  Customs  161
  Cutler  238
  Cutpurse  285
  D
  Dairymaid  238
  Damage  433, 455
  Damage by Armor and Type of Attack
  478
  Dance  341
  Dancer  239
  De Medicamentis  556
  Death  497
  Debauchery  156
  Debauchery Discrepancy Penalty  374
  Debt  184
  Decortication  557
  Defending Against Foes  475
  Defenistration  557
  Delivery Penalty  433, 455
  Delouser  239
  Delousing  341
  Dementia  133
  Democracy  163
  Demographics and Occupational Level
  160
  Demokritos’ Sphere  558
  Demokritos’ Table Gimmicks  558
  Demonic  152
  Dependent Personality Disorder  133
  Depersonalization Disorder  133
  Depression  134
  Detect Air  559
  Detect Choleric Temperament  559
  Detect Emotion  560
  Detect Ether  560
  Detect Evanescence  561
  Detect Fire  560
  Detect Immorality  561
  Detect Inferiority  561
  Detect Lie  561
  Detect Magic  561
  Detect Melancholic Temperament  562
  Detect Morality  562
  Detect Object  562
  Detect Phlegmatic Temperament  563
  Detect Sanguine Temperament  563
  Detect Scent  564
  Detect Superiority  564
  Detect Surface Thoughts  564
  Detect Thoughts  565
  Detect Unethicality  565
  Detect Water  565
  Determine Magic  566
  Detonation  566
  Develop Breasts  567
  Dexterity  71
  Diabetes Insipidus  64
  Diagnosing  342
  Dice  734
  Dicemaker  240
  Diminish Charisma  567
  Diminish Debauchery  567
  Diminish Dexterity  568
  Diminish Intelligence  568
  Diminish Magic  568
  Diminish Physique  568
  Diminish Piety  569
  Diminish Wisdom  569
  Direction Sense  342
  Disarm  342
  Discipline, Spell Level, and Norms
  507
  Disciplines of Magic  506
  Discursivity  569
  Disease  63
  Disguise  343
  Dishonest Merchant  184
  Dismemberment  343
  Disposition  101, 779
  Dissociative Fugue  134
  Dissociative Identity Disorder  134
  Distinction  111
  Dive Rate  814
  Divination, Alectromancy  343
  Divination, Anthropomancy  343
  
  967
  Index
  Divination, Aspidomancy  343
  Divination, Astrology  343
  Divination, Austromancy  344
  Divination, Axinomancy  344
  Divination, Belomancy  344
  Divination by Means of a Boy  570
  Divination, Ceraunoscopy  344
  Divination, Chiromancy  344
  Divination, Cleromancy  344
  Divination, Crystalomancy  345
  Divination, Dririmancy  345
  Divination, Gastromancy  345
  Divination, Gyromancy  345
  Divination, Hydromancy  345
  Divination, Libanomancy  345
  Divination, Lithomancy  346
  Divination, Lunomancy  346
  Divination, Necromancy  346
  Divination, Numerology  346
  Divination, Omphalomancy  347
  Divination, Oneiromancy  347
  Divination, Onomancy  347
  Divination, Oomancy  347
  Divination, Ornithomancy  347
  Divination, Pyromancy  347
  Divination, Scatomancy  348
  Divination, Sortilege  348
  Divination, Stychomancy  348
  Divination, Urimancy  348
  Divination, Xenomancy  348
  Divine Maul  571
  Dockwalloper  241
  Doctor  241
  Dominating Players  775
  Dragon  153
  Draper  242
  Drawing Blood  185
  Drawn and Quartered  571
  Dream Spell  572
  Dresses  722
  Drive  73, 481
  Druid  243
  Druidic Circle of Effect  245
  Duchess  246
  Duke  246
  Dulcia Domestica  198
  Dwarf  19, 166
  Dwarf, Black  20, 175
  Dwarf, Brown  21, 175
  Dwarf, White  22, 175
  Dwarven  20, 21, 22, 153
  Dyer  247
  Dying  348
  E
  Earrings  742
  Earth  335, 506, 507, 833
  Education  174
  Egomania  134
  EI  104
  Ejaculate Acid  572
  Ejaculate Blood  572
  Ejaculate Poison  572
  Ejaculating  348
  Ejaculation  374, 376
  Electrical Field  573
  Electrocuting  478
  Eleutheromania  135
  Elf  23, 166, 167
  Elf, Dark  24, 176
  Elf, Light  25, 176
  Elixirs  715
  Elven  24, 25, 153
  EM  104
  Embroiderer  310, 311
  Empty Vanity  122
  EN  104
  Enameler  248
  Enameling  348
  Encephalitis  64
  Encumbrance  469
  End-Focused Warfare  804
  Engineer  248
  Engraver  249
  Engraving  348
  Enunciation  71
  Envy  123
  Ephesia Grammata  153
  Epilepsy  64
  Equipment  401
  Erotomania  135
  Erotophonophilia  135
  Esthesiomania  135
  Eternal Spell for Binding a Lover  573
  Ether  335, 506, 507, 835
  Ethical Immoral  104
  Ethical Moral  104
  Ethical Neutral  104
  Ethics  101
  Etiquette  349
  Evanescence  573
  Evil Sleep I  574
  Evil Sleep II  575
  Evil Sleep III  576
  Exhibitionism  135
  Extortion  185
  Eye Color  46
  F
  Fabaciae Virides Et Baianae  198
  Faceless  576
  Facial Charisma  70
  Facial Features  48
  Failure to Pay Rent  186
  Falling Damage  482
  False Alchemy  576
  False Weights and Measures  186
  Familiarity  773
  Family  111
  Family Occupation  203
  Fantasy  4
  Farmer  249
  Fatal  576
  Fatal Chant Generator  433, 502
  Fatal Character Generator  938
  Fatal Fable  577
  Fatal Games  977
  Favor and Victory Charm  577
  Fear  120
  Fellatio  349, 374
  Fetching Charm  578
  Fetching Charm for an Unmanageable
  Woman  579
  Feudality  163
  FF  813
  Fierce Fire  580
  Figurines  734
  Fire  335, 506, 507, 816, 836
  Fisherman  250, 251
  Fishing  349
  Fishmonger  251
  Fist Circumference  55
  Flagons  734
  Flattery  123
  Fletcher  251
  Fletching  349
  Flight  580
  Flight Factor  813
  Flight Speed  813
  Flyweight  581
  Foot Size  55
  For a Sleeping Woman to Confess the
  Name of the Ma  582
  For an Erection  582
  For Ascent of the Uterus  582
  For Coughs  583
  For Discharge of the Eyes  583
  For Fever with Shivering Fits  583
  For Swollen Testicles  583
  Force Ballista  584
  Force Falsity  584
  Force Fart  584
  Force Favor  584
  Force Fear  585
  Force Fearlessness  585
  Force Inferiority Complex  586
  Force Mass Fear  587
  Force Missile  587
  Force Oblation  587
  
  968
  Index
  Force Rancor  588
  Force Scream  588
  Force Slumber  588
  Force-Feed  586
  Foreknowledge Charm I  589
  Foreknowledge Charm II  589
  Forester  252
  Foresting  349
  Forgery  350
  Formicophilia  136
  Forms of Extracted Herbs  795
  Freak of Nature  49
  Freezing  478
  Friendliness  119
  Frosty Touch  590
  Frotteurism  136
  Fulcrum Range  432
  Fuller  252, 253
  Fumbles  494
  Funnel Chest  49
  Furrier  253
  G
  Gambling  187, 350
  Game Mechanics  774
  Gangrene  64
  Gardener  253, 254
  Gemcutter  254
  Gemcutting  351
  Gems  768
  Gender  37
  Genealogy  351
  Generalized Anxiety Disorder  136
  Gerontocracy  163
  Gilder  254
  Gingerbrede  198
  Girdlemaking  352
  Girdler  255
  Girdles  723
  Gladiator  255
  Glassblower  257
  Glassblowing  352
  Glazier  257
  Glovemaking  352
  Glover  257
  Gloves  725
  Goblets  735
  Goldsmith  258
  Goldsmithing  352
  Good Temper  118
  Governments  162
  Graphic Gore  485
  Greater Bidding  590
  Greater Electrical Discharge  591
  Greater Healing  591
  Greater Holocaust  591
  Greater Hologram  592
  Greater Mending  592
  Greater Perpetual Hologram  593
  Greater Vulnerability to Acid  593
  Greater Vulnerability to Air  593
  Greater Vulnerability to Armor  594
  Greater Vulnerability to Bases  594
  Greater Vulnerability to Cold  594
  Greater Vulnerability to Discipline
  594
  Greater Vulnerability to Earth  595
  Greater Vulnerability to Electricity
  595
  Greater Vulnerability to Ethicality  595
  Greater Vulnerability to Fire  595
  Greater Vulnerability to Immorality
  596
  Greater Vulnerability to Morality  596
  Greater Vulnerability to Poison  596
  Greater Vulnerability to Skill  596
  Greater Vulnerability to Sonics  597
  Greater Vulnerability to Unethicality
  597
  Greater Vulnerability to Weapon  597
  Grimoires  750
  Grocer  258, 259
  Groom  259
  Grooming  352
  Group Cohesiveness  785
  Gruagach  30
  Gruagan  154
  Guild Official  202
  Guilds  201, 202
  Gynarchy  163
  H
  Hacking  478
  Haggling  353
  Hair Color  45
  Hair Length  45
  Hair, Thickness and Type  46
  Hairstyling  353
  Hamlet  162
  Hand-Eye Coordination  71
  Handedness  55
  Happy Cleaver  598
  Hatmaking  353
  Hatter  259
  Have Her Cadaver  598
  Head Circumference  56
  Headless  599
  Heal Dislocation or Fracture  599
  Healer  260
  Healing  599
  Health  69
  Hearing  353
  Hearing Voices  600
  Heating  600
  Height  41
  Heraldry  354
  Herbalism  354
  Herbalist  260
  Herbs  791
  Heresy  187
  Hermaphrodite  49
  Hewer  261
  Hewing  355
  Hide  355
  Hierarchy  164
  Hierophant  261
  Historical Accuracy  4
  History, Cultural  356
  History, Legendary  356
  History, Local  356
  History, Military  356
  Histrionic Personality Disorder  136
  Hoards  765
  Home Advantage  484
  Homosexuality  187
  Hosteler  264
  Hourglasses  735
  House of Fortune  351
  Household Items, Bags  732
  Household Items, Beads  732
  Household Items, Braziers  732
  Household Items, Brooms  732
  Household Items, Candles  733
  Household Items, Cauldrons  734
  Household Items, Censers  732
  Household Items, Chalices  732
  Household Items, Chess Sets  733
  Household Items, Chests  733
  Household Items, Coins  733
  Household Items, Dice  734
  Household Items, Figurines  734
  Household Items, Flagons  734
  Household Items, Goblets  735
  Household Items, Hourglasses  735
  Household Items, Incense  735
  Household Items, Jars  736
  Household Items, Maps  736
  Household Items, Seeds  738
  Household Items, Spinning Wheels
  739
  Household Items, Stones  739
  Household Items, Tables  739
  Household Items, Urns  739
  Household Items, Wells  740
  Hover  601
  Human  26, 167, 177
  Hunter  263
  Hunting  357
  Hurl  357
  
  969
  Index
  Hurl Voice  601
  Hymen Resistance  53
  Hypersomnia  136
  Hypoxyphilia  136
  I
  Ignoring a Crime  188
  Imbue Item  602
  Immutability  602
  Immutable Wound  603
  Impaling  357
  Impotence  603
  In Mitulis  198
  Incense  735
  Incest  188
  Independence  111
  Indispensable Invisibility  604
  Individuality  110
  Infant Mortality Rate  53
  Infection  474
  Inferno  604
  Influenza  65
  Ingredients  503, 897
  Inirascibility  120
  Initial Advancement Points  786
  Initiative  472
  Inkmaker  263, 264
  Inkmaking  357
  Innkeeper  264
  Inns  170
  Insensibility  120
  Insurmountable Odds  785
  Integrity Points  401
  Intelligence  72, 97
  Intentions  472
  Interdependence  111
  Intermittent Explosive Disorder  137
  Internal Explosion  604
  Internal Infestation  605
  Interpreter  264, 265
  Intestinal Wreathe  605
  Intimidation  358
  Intoxication  59
  Intra-personal  110
  Intuition  73
  Inventing Adventures  777
  Invincibility  606
  Invincibility to Acid  606
  Invincibility to Air  606
  Invincibility to Bases  607
  Invincibility to Cold  607
  Invincibility to Earth  607
  Invincibility to Electricity  607
  Invincibility to Fire  608
  Invincibility to Gaze  608
  Invincibility to Poison  608
  Invincibility to Water  608
  Invisibility  609
  Ionic Attack  609
  IP  401, 455
  Irascibility  122
  Ironmonger  265
  Issuing a Threat  189
  J
  Jars  736
  Jeweler  265, 266
  Jewelry  772
  Jewelry, Amulets  740
  Jewelry, Anklets  740
  Jewelry, Bracelets  741
  Jewelry, Brooches  741
  Jewelry, Charms  742
  Jewelry, Crowns  742
  Jewelry, Earrings  742
  Jewelry, Lockets  743
  Jewelry, Medallions  743
  Jewelry, Necklaces  743
  Jewelry, Pendants  744
  Jewelry, Religious Symbols  744
  Jewelry, Rings  744
  Jewelry, Talismans  745
  Journeyman  201
  Journeywoman  201
  Juggler  266
  Juggling  358
  Jump  359
  Justice  175
  K
  Kidnapping  189
  Kinder-Fresser  31
  Kinetic Charisma  70
  King  266
  Kleptomania  137
  Knacker  267
  Knight  268
  Kobold
  18, 27, 34, 154, 167, 169, 177
  L
  Laborer  269, 270
  Lacemaker  269, 270
  Lady  271, 272
  Language  72, 151
  Language, Read/Write  360
  Language, Speak  360
  Laundress  269, 270
  Law  360
  Lawfulness  111
  Leadership  775
  Learning Curve  315
  Leprosy  65
  Lesser Bidding  610
  Lesser Electrical Discharge  610
  Lesser Healing  610
  Lesser Holocaust  611
  Lesser Hologram  611
  Lesser Mending  612
  Lesser Vulnerability to Acid  612
  Lesser Vulnerability to Air  612
  Lesser Vulnerability to Armor  612
  Lesser Vulnerability to Bases  613
  Lesser Vulnerability to Cholerics  613
  Lesser Vulnerability to Cold  613
  Lesser Vulnerability to Discipline  613
  Lesser Vulnerability to Earth  614
  Lesser Vulnerability to Electricity  614
  Lesser Vulnerability to Ethicality  614
  Lesser Vulnerability to Fire  614
  Lesser Vulnerability to Immorality  615
  Lesser Vulnerability to Melancholics
  615
  Lesser Vulnerability to Morality  615
  Lesser Vulnerability to Phlegmatics
  615
  Lesser Vulnerability to Poison  616
  Lesser Vulnerability to Sanguines  616
  Lesser Vulnerability to Skill  616
  Lesser Vulnerability to Sonics  616
  Lesser Vulnerability to Unethicality
  617
  Lesser Vulnerability to Weapon  617
  Level 1  838
  Level 10  846
  Level 2  840
  Level 3  841
  Level 4  842
  Level 5  843
  Level 6  844
  Level 7  845
  Level 8  845
  Level 9  846
  Libel  190
  Liberality  116
  Librams  752
  Life Points  39, 472
  Lifespan  23, 40
  Linkboy  270, 271
  Listening  360
  Living Monstrosity  617
  Lock-Picking  360
  Lockets  743
  Locksmith  270, 271
  Locksmithing  360
  Logic  361
  Logistics  811
  Lord  271, 272
  
  970
  Index
  Loss of Aerial Control  814
  Love  159
  Love Spell I  617
  Love Spell II  618
  Love Spell III  618
  Love Spell IV  618
  Love Spell of Attraction I  619
  Love Spell of Attraction II  619
  Love Spell of Attraction III  620
  Love Spell of Attraction IV  620
  Love Spell of Attraction through
  Touch  621
  Love Spell V  618
  Loyalty  111
  LP  39, 472
  Lycanthropy  190
  M
  Madness  621
  Mage  272, 273
  Magic  498
  Magic Points
  246, 262, 274, 276, 302, 303, 506
  Magical Effects  503
  Magical Items  705
  Magical Research  779
  Magical Warning  621
  Magnificence  117
  Magocracy  164
  Mail  173
  Makke  198
  Maneuverability  813
  Mangling  361
  Manhood  54
  Mania  137
  Manic-Depressive  132
  Map Symbols  776
  Maps  736, 776
  Marbler  275, 276
  Marijuana  61
  Marital Status  149
  Marriage  149
  Martyrization  622
  Mason  275, 276
  Mass Bidding  622
  Mass Complete Healing  623
  Mass Evanescence  623
  Mass Greater Bidding  624
  Mass Greater Healing  624
  Mass Healing  625
  Mass Lesser Healing  624
  Mass Murder  191
  Mass Protection from Acid  625
  Mass Protection from Air  625
  Mass Protection from Bases  626
  Mass Protection from Cholerics  626
  Mass Protection from Cold  627
  Mass Protection from Discipline  627
  Mass Protection from Earth  628
  Mass Protection from Electricity  628
  Mass Protection from Ethicality  629
  Mass Protection from Fire  629
  Mass Protection from Gaze  630
  Mass Protection from Immorality  630
  Mass Protection from Melancholics
  631
  Mass Protection from Morality  631
  Mass Protection from Phlegmatics
  632
  Mass Protection from Physical Harm
  632
  Mass Protection from Poison  633
  Mass Protection from Sanguines  633
  Mass Protection from Sonics  634
  Mass Protection from Unethicality
  634
  Mass Protection from Water  635
  Mass Teleportation  635
  Mass Vulnerability to Acid  636
  Mass Vulnerability to Air  636
  Mass Vulnerability to Armor  637
  Mass Vulnerability to Bases  637
  Mass Vulnerability to Cholerics  637
  Mass Vulnerability to Cold  637
  Mass Vulnerability to Discipline  638
  Mass Vulnerability to Earth  638
  Mass Vulnerability to Electricity  638
  Mass Vulnerability to Ethicality  638
  Mass Vulnerability to Fire  639
  Mass Vulnerability to Immorality  639
  Mass Vulnerability to Melancholics
  639
  Mass Vulnerability to Morality  639
  Mass Vulnerability to Phlegmatics  640
  Mass Vulnerability to Poison  640
  Mass Vulnerability to Sanguines  640
  Mass Vulnerability to Skill  640
  Mass Vulnerability to Sonics  641
  Mass Vulnerability to Unethicality  641
  Mass Vulnerability to Weapon  641
  Massage  361
  Master  201
  Masturbating  361
  Math  5, 72
  Math, Algebra  361
  Math, Fundamental  361
  Math, Geometry  361
  Math, Trigonometry  361
  Mean System  7
  Meaningfulness  112
  Meaninglessness  112
  Meanness  120
  Measles  65
  Medallions  743
  Megalomania  138
  Melancholic  126
  Melancholic-Choleric  130
  Melancholic-Phlegmatic  130
  Melancholic-Sanguine  130
  Meltdown  641
  Menstruation  53
  Mental Illness  131
  Mercenary  276
  Meritocracy  164
  Messenger  276, 277
  Miasma  642
  Military Training  812
  Militiaman  277, 278
  Milking  362
  Miller  278, 279
  Milling  362
  Mind  124
  Miner  278, 279
  Mining  362
  Minor Transmogrification  642
  Minstrel  281, 283
  Minter  279, 281
  Minting  363
  Mirrors  736
  Miscellaneous magical items  746
  Mistress  201
  Mock Modesty  121
  Modesty  119
  Monarchy  164
  Money-Lender  280, 281
  Morals  101
  Mortification  776
  Most Attractive/Repulsive Feature  45
  Mountaineer  281, 283
  Mountaineering  363
  Mounted Archery  363
  Movement  810, 816
  MP
  246, 262, 263, 274, 276, 302, 303, 506
  Multiple Brawling Attacks  476
  Multiple Magical Effects  504
  Multiple Occupations  787
  Multiple Personality Disorder  134
  Multiple Simultaneous Occupations
  787
  Multiple Temperaments  129
  Multiple Weapon Attacks  477
  Multiplication of Loaves and Fish  642
  Mumps  65
  Murder  191
  Muscular Dystrophy  66
  Mushrooms  62
  Music, Counterpoint  364
  Music, Theory  364
  Musical Instrument  365
  
  971
  Index
  Musical Instruments  747
  Musician  281, 283
  Mustacei  198
  Myotomy  643
  N
  Names  947
  Narcissistic Personality Disorder  138
  Narratophilia  138
  Natural Healing  481
  Natural Substances  789
  Nature, Animals  366
  Nature, Beasts  366
  Nature, Birds  366
  Nature, Fish  366
  Nature, Geography  367
  Nature, Humanoids  367
  Nature, Minerals  367
  Nature, Mycology  367
  Nature, Plants  368
  Nature, Trees  368
  Naval Strategy  816
  Naval Tactics  815
  Naval Warfare  815
  Navigator  282, 284
  Near Death Experience  643
  Necessity  112
  Necklaces  743
  Necrophilia  138
  Neutral Immoral  104
  Neutral Moral  104
  Neutral Neutral  104
  NI  104
  Niggardliness  120
  Nipple Length  51
  NM  104
  NN  104
  Nobility  147
  Noble Occupations  205
  Noctomania  138
  Non-Participating Players  775
  Noteworthy Creativity  785
  Nous  644
  Novelty and Predictability  778
  Nymphomania  139
  O
  obscenity  7
  Obsequiousness  123
  Obsessive-Comp. Personality Disorder
  139
  Obsessive-Compulsive Disorder  139
  Occupation  200, 779
  Ochlocracy  164
  Odium Theologicum  644
  Offspring Becoming Characters  157
  Offspring Gender  156
  Offspring Number  156
  Ogre  28, 169
  Ogre, Base  28
  Ogre, Cliff  29
  Ogre, Gruagach  30
  Ogre, Kinder-Fresser  31
  Oils  715
  Ointments  716
  Oligarchy  164
  Omniscience  645
  Ondontoloxia  645
  One for All  646
  Oniomania  139
  Onomatomania  140
  Oophagous  646
  Oracle  646
  Ordained by God  647
  Ordinary Magical Effects  707
  Organization  778, 806
  Orgasm  368
  Orgasm Control  374
  Oroanal  647
  Ova Sfongia Ex Lacte  198
  P
  Pain Berry  648
  Painting  368
  Palfrey  648
  Panic Disorder  140
  Papermaker  283, 284
  Papermaking  369
  Paranoia  140
  Paranoid Personality Disorder  140
  Parry  369
  Pathological Gambling  140
  Patriotism  112
  Patterned  110
  Pawnshopman  283, 285
  Peasant  147
  Peasant Occupations  203
  Pedocracy  164
  Pedophilia  140
  Pendants  744
  Penetration  434, 455
  Perfumemaking  369
  Perfumer  284, 285
  Perjury  192
  Perpetual Bleeding  648
  Perpetual Burn  649
  Perpetual Healing  649
  Perpetual Hologram  650
  Perpetual Orgasm  650
  Perpetual Slumber  651
  Persistent Exercise  98
  Persuasion  370
  Pestilential Host  651
  Pestilential Penis  652
  Pestilential Pudenda  652
  Pewterer  284
  Pewtersmithing  370
  Philosophy  370
  Philters  716
  Phlegmatic  127
  Phlegmatic-Choleric  130
  Phlegmatic-Melancholic  130
  Phlegmatic-Sanguine  130
  Phlogistic Augmentation  653
  Phobia  141
  Phobias  887
  Physical Fitness  69
  Physique  69
  Pick Pocket  285, 286, 370
  Piety Points  102, 243, 262
  Pigeon Chest  49
  Pillage  811
  Pillage, Plunder, and Ransom  811
  Pillar of Smoke  653
  Pillars of Lightning  654
  Pillars of Salt  654
  Pimping  192
  Pleasure Berry  655
  Plot  777
  Plunder  772, 811
  Plutocracy  164
  Poaching  192
  Points Invested  315
  Poisons  796
  Polydactyly  49
  Positions  374
  Possession  656
  Post-Traumatic Stress Disorder  141
  Potions  718
  Potter  285, 287
  Pottery  371
  Poulterer  286, 287
  Pounding  478
  Powders  748
  Powerful Characters  776
  Powerless Characters  776
  PP  102, 243, 244, 262
  Prayer of Deliverance  656
  Predilection  657
  Pregnancy  53, 57
  Pregnancy Likelihood  53
  Preparation  773
  Preservation  657
  Preserve Forest  657
  Prince  286, 287
  Princess  286, 287
  Prodigality  122
  Prognathism  658
  Proper Pride  117
  
  972
  Index
  Protection from Acid  658
  Protection from Air  659
  Protection from Bases  659
  Protection from Cholerics  660
  Protection from Cold  660
  Protection from Discipline  661
  Protection from Earth  661
  Protection from Electricity  662
  Protection from Ethicality  662
  Protection from Fire  663
  Protection from Gaze  663
  Protection from Immorality  664
  Protection from Melancholics  664
  Protection from Morality  665
  Protection from Phlegmatics  665
  Protection from Physical Harm  666
  Protection from Poison  666
  Protection from Sanguines  667
  Protection from Sonics  667
  Protection from Unethicality  668
  Protection from Water  668
  Proxemics  774
  Psychedelic Mushrooms  62
  Psychosis  141
  Public Baths  172
  Public Executioner  287, 288
  Puddle of Crud  669
  Pudenda Key Spell  669
  Punishment  179
  Pursemaker  287, 289
  Pursemaking  371
  Putrid Portrait  670
  Pyromania  141
  Q
  Quarrelsomeness  121
  Queen  266
  R
  Rabies  66
  Race  9
  Racial Hatred  35
  Racial Slurs  36
  Raise Prowess  670
  Raising  an Army  809
  Random Disease  67
  Random Dismemberment  670
  Random Impaling  671
  Random Magical Effects  847
  Random Mental Illness  145
  Randomness  110
  Range  432, 454
  Ranger  288, 289
  Ransom  811
  Rape  193
  rape  7
  Rapes in Potage  199
  Raptophilia  141
  Rate of Advancement  786
  Re-animation  672
  Reach  455
  Reaction Speed  71
  Read Lips  371
  Ready-wittedness  119
  Recipe for Blindness  673
  Recipe for Blistering Death  673
  Recipe for Death  674
  Recipe for Making a Woman Mad
  After a Man  674
  Recipe for Skin Disease  674
  Recipes  198
  Reeve  289, 290
  References  975
  Reflection  73
  Regeneration  675
  Religion, Cultural  371
  Religion, Specific  371
  Religious School  174
  Religious Symbols  744
  Remember Detail  371
  Rend Asunder  675
  Republic  164
  Request for a Dream Oracle  675
  Research  779
  Research, Library  371
  Restaurants  172
  Restraining Rite for Anything  676
  Restraining Spell  677
  Resurrection of a Dead Body  677
  Retard Strength  97
  Reverse Magic  678
  Revivification  678
  Rhetorical Charisma  70
  Riding  372
  Righteous Indignation  119
  Rings  744
  Ripped Orifice  53
  Rite for Acquiring an Assistant Demon
  679
  Rite for Driving out Demons  680
  Rite to Produce an Epiphany of Kore
  680
  Ritual  503
  Ritual, Complex  372
  Rivers Run Red  681
  Roads  170
  Robes  725
  Rods  749
  Role-playing  779
  Rope Use  372
  Ropemaker  289, 291
  Ropemaking  372
  Rot  681
  Rowing  816
  Royal Occupations  205
  Royalty  147
  Ruffian  290
  S
  Saddlemaking  372
  Saddler  291, 292
  Sage  291, 292
  Sailing  372, 817
  Sailmaker  292, 294
  Sailmaking  373
  Sailor  293, 294
  Salves  719
  Sample Adventure  780
  Sample Map  777
  Sanguine  125
  Sanguine-Choleric  129
  Sanguine-Melancholic  129
  Sanguine-Phlegmatic  129
  Sanitize Food/Beverage  681
  Sapian  21, 154
  Sapien  12, 26, 31
  Satyromania  142
  Schizoid Personality Disorder  142
  Schizophrenia  142
  Scholar  293, 294
  Schoolmaster  294
  Scoptophilia  142
  Scribe  294, 295
  Scripture, Books  749
  Scripture, Codexes  750
  Scripture, Grimoires  750
  Scripture, Librams  752
  Scripture, Scrolls  753
  Scripture, Tablets  753
  Scripture, Tomes  754
  Scrolls  753
  Sculpture  373
  Seal Item  682
  Seal Orifice  682
  Search  373
  Seduction  373
  Seeds  738
  Self-Indulgence  121
  Serf  147
  Serf Occupations  204
  Setting  778
  Sexual Adeptness  374
  Sexual Masochism  143
  Sexual Sadism  143
  Sexuality  155
  Shamelessness  121
  Sheathemaking  377
  Sheather  295, 297
  Shepherd  296, 297
  
  973
  Index
  Sheriff  296, 297
  Shields  731
  Shipwright  296, 298, 377
  Siblings  149
  Siege Warfare  808
  Sight  377
  Silence  378
  Silversmith  297, 298
  Silversmithing  379
  Sinking Vessels  816
  Size  432
  Skill Check  316
  Skill Modifiers  74
  Skill Points  315
  Skills  314, 786
  Skin Color  45
  Skinner  297, 299
  Skinning  379
  Slander  194
  Slave  27, 147, 298, 299
  Slave-Trader  299, 300
  Sleepwalking Disorder  143
  Smallpox  66
  Smell  379
  Smiting  477
  Soapmaker  299, 301
  Soapmaking  379
  Social Class  147
  Sociality  146
  Society  165
  Sodomy  194
  Soldier  300, 301
  Somnophilia  143
  Sonic  478
  Sorcerer  301, 302
  Soulstealer’s Black Bolt  683
  Sound  379, 380
  SP  315
  Spatial  72
  Spell for Causing Talk while Asleep
  684
  Spell for Questioning Corpses  684
  Spell for Removal of Poison  685
  Spell for Restraining Anger  685
  Spell Level and Magical Items  705
  Spell Lists  832
  Spell to Catch a Thief  686
  Spell to Cause a Woman to Hate a
  Man  687
  Spell to Subject and Silence  686
  Spellcasting, Combat  380
  Spellcasting, Familiarity  380
  Spellcasting, Specific  381
  Spells  510, 511
  Spermatozoa Rejuvenation  687
  Spermicidal Sphere  688
  Spinning Wheels  739
  Spite  121
  Spitting  381
  Sprint  382
  Spy  303, 304
  Squire  303, 305
  Stabbing  478
  Stabbing Arms  496
  Stabbing Heads  496
  Stabbing Torsos  494
  Stabler  303, 306
  State  112
  Staves  755
  Stonemasonry  384
  Stones  739
  Storytelling  384, 385
  Strength  69, 97, 688
  Stronger than Before  688
  Successive Occupations  787
  Supernumerary Nipple  49
  Surgery  385
  Surliness  121
  Surprise  472
  Swim  385
  Swineherd  304, 306
  Symbol of Ethicality
  689, 690, 691, 692
  Symbology  385, 387
  T
  Tables  739
  Tablets  753
  Tactics  808
  Tailor  304, 306
  Tailoring  386
  Talismans  745
  Tanner  305, 307
  Tanning  387, 388
  Task Performance  785
  Taste  387, 389
  Tastelessness  122
  Tavernkeeper  306, 308
  Taverns  172
  Teaching  388, 389
  Teleportation  693
  Temperament  37, 124
  Temperance  116
  Tenesmus  694
  Test of Pregnancy  694
  Thatcher  306, 308
  Thatching  388, 390
  Theft  194
  Theft, Petty  195
  Theocracy  164
  Threat  189
  Tightness  375
  Tilemaker  307, 309
  Tilemaking  388, 390
  Time and Quality  317
  Tinker  307
  Tinkering  388
  Tiropatinam  199
  To Keep Bugs Out of the House  694
  To Win at Dice  695
  Tomes  754
  Tongue Size  52
  Torture Devices  756
  Torturer  307
  Touch  388, 390
  Tourette’s Syndrome  66
  Town  162
  Toxicology  389
  Tracking  390
  Trademark  202
  Trance  695
  Transcribing  390, 392
  Transference  695
  Transmogrification  696
  Transmogrify Dirt and Mud  696
  Transmogrify Flesh to Stone  696
  Transmogrify Life  697
  Transmogrify Metal and Wood  697
  Transmogrify Object  698
  Trapper  308, 309
  Trapping  390, 393
  Treacherousness  112
  Treason  195
  Treason, Petty  196
  Treasure  764
  Trespassing  196
  Trichotillomania  143
  Trickery  391, 393
  Troll  32, 169
  Troll, Borbytingarna  32
  Troll, Hill  33
  Troll, Subterranean  34, 177
  True Name  698
  Truncheon  699
  Truthfulness  118
  Tuberculosis  67
  Tumble  391, 393
  Type  432
  Typhoid Fever  67
  U
  UI  105
  UM  104
  UN  104
  Unambitiousness  121
  Unattractive  699
  Unconsciousness  474
  Underworld  155
  Undue Humility  120
  
  974
  Index
  Undulant Fever  67
  Unethical Immoral  105
  Unethical Moral  104
  Unethical Neutral  104
  Universe  112
  University  174
  Unnamed Balance of Ambitiousness
  119
  Urinating  392, 394
  Urns  739
  Urophilia  144
  Using Siege Weapons  809
  V
  Vaginal Circumference Potential  51
  Vaginal Depth Potential  51
  Vaginal Soreness  376
  Vaginismus  144
  Vagrancy  197
  Vanish  700
  Varicose Veins  700
  Ventriloquism  393, 394
  Village  162
  Vintner  308, 310
  Violence  7
  Vision  47
  Vocal Charisma  70
  Vomerophilia  144
  Voyeurism  144
  Vulgarity  122
  W
  Wages  810
  Wainwright  309, 310
  Wainwrighting  393, 395
  Walk on Water  700
  Wands  756
  Warfare  803
  Warfare by Time-Unit  806
  Warning  7
  Water  335, 507, 837
  Waves Be Still  701
  Weapon, General Type  393, 395
  Weapon Mastery  395, 397
  Weapon, Specific  394, 395
  Weapon Trick  395, 396
  Weapons  432
  Weapons, Melee  757
  Weapons, Miscellaneous  760
  Weapons, Missile  761
  Weapons, Sentient  762
  Weapons, Siege Engines  763
  Weaponsmith  309, 311
  Weaponsmithing  395, 396
  Weather Prediction  396, 397
  Weaver  310, 311
  Weaving  396, 397
  Weight  42, 432
  Weight Distribution  432
  Wells  740
  Wench  310, 312
  Wet Dream  701
  Wheelwright  311, 312
  Wheelwrighting  396, 397
  When Dice Contradict Reason  774
  White Pudding  199
  Whore  311, 312
  Whoring  197
  Wilderness Lore  396
  Wind  478
  Wind Direction  818
  Wind Duration  819
  Wind Strength  818
  Wine-Crier  313
  Wisdom  73
  Wish  701
  Wishbone  702
  Witchcraft  197
  Wooden Carapace  703
  Worst Nightmare  704
  Wrestling  397
  Z
  Zoophilia  144
  
  975
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  977
  About Fatal Games
  Fatal Games is the founding company for
  F.A.T.A.L., the role-playing game.  Fatal Games seeks
  to distribute role-playing games that are detailed, re-
  alistic, and historically/mythically accurate.  Through
  scholarship, Fatal Games assures the public that in-
  formation provided in its games seeks historical/
  mythical accuracy, and will be continually updated
  in efforts to achieve this goal.  If you have a sugges-
  tion and can support it with scholarly sources, Fatal
  Games will be happy to review and possibly include
  your suggestion.
  The current goal of Fatal Games is to pre-
  pare for the publishing of F.A.T.A.L.  Along these
  lines, good things happen almost weekly.
  Fatal Games may be reached by sending an
  e-mail to fatalgames@excite.com.  Due to the vol-
  ume of e-mail, we ask for your patience and will
  reply as soon as possible.  To see the latest from
  Fatal Games, proceed to the following address on
  the Internet:
  www.fatalgames.com
  Fatal Games, Where the Dice Never Lie.
  Willerman, L., Schultz, R., Rutledge, J., & Bigler, E.
  (1991). In Vivo Brain Size and Intelligence.
  Intelligence, 15, 223-228.
  Zipes,  J.  (1992).  The Complete Fairy Tales of the
  Brothers Grimm. New York, New York:
  Bantam Books.
  
  978
  Author
  Byron Hall, the founder of Fatal Games and
  author of F.A.T.A.L., adores gaming and writing.
  He has been a role-playing gamer since 1980.  Byron
  is a statistician in Chicago.  He has taught at North-
  ern Illinois University, where he earned his M.A. in
  Quantitative Reserach Methods and did pre-doctoral
  work with Structural Equation Modeling.  Other-
  wise, he enjoys dissonant shred guitar, ancient and
  medieval literature and history, neuroscience, phi-
  losophy, and research.  Byron thanks family, friends,
  staff, artists, contributors, supporters, and fans.  To
  everyone: happy dicing and slicing.
  Abettors
  An abettor is one who incites, encourages,
  assists, and supports the achievement of a purpose.
  The following abettors are listed alphbetically:
  Jim Hausler for bashing doors, choking, cor-
  relating tables between height and weight, helping
  with races, introducing colorful terms (but-her-face,
  mouth-cunt, etc.), graphic gore, justice, live experi-
  mentation with pounding weapons, live sprinting ex-
  perimentation, play-testing, proofreading, refining
  the combat round and system, refining abilities, re-
  fining races (especially bugbears, kobolds, and ogres),
  vocal recordings, and pure evil.
  John Terry (Burnout) for assassins, chief-
  tains, combat, hosting games, ingredients, live
  pupoofing, live sprinting experimentation, multiple
  magical effects, play-testing, proofreading, random
  magical effects, spells, vocal recordings, and RAAA
  power.
  Ryan Keane (Satan) for chieftains, helping
  with the basic mechanics of the game and concep-
  tual design, colorful terms such as cuntress, guitar
  and vocal recordings, hosting games, hundreds of
  spells, ingredients, magical items, multiple magical
  effects, play-testing, programming, proofreading,
  and random magical effects.  In 1998-1999, Ryan
  was taught neoclassical guitar speedpicking by Byron.
  Ever since 2000, Ryan has been the fastest and
  cleanest speedpicking guitarist on earth, and is al-
  ways willing to compete with others and prove it.
  His clean picking of sixteenth notes has been re-
  corded at 330 b.p.m.
  
  979
  Credits
  I give credit where it is due.  Salutations (al-
  phabetically) to:
  Adam Briggs for impressive interior artwork.
  Andrew Dobell for cover art, the F.A.T.A.L.
  logo, and interior art.
  Art Hall for knowledge of ancient language,
  history, semantics, and religion.
  Bob Fuller for hosting games and play-test-
  ing.
  Christian Pannapacker for helping with ar-
  mor, especially lamellar, and suggestions with Hid-
  ing and Sight, including noctural vision (LLV).
  David Vershaw II and the Texas Playtest
  Group for helping with called shots, catching er-
  rors, damage in combat, magic points, and play-test-
  ing.
  Francois Dube-Berthiaume for suggestions
  regarding revivification, urination, and historical ac-
  curacy, as well as many other topics.
  Greg Borys for bashing doors, historical
  accuracy with weapons (especially siege), investing
  in artwork, play-testing, and proofreading.
  Janne Kempi for refining kobolds.
  Kevin Sullivan (Kaor) for character concept,
  craft time and quality, knowledge with mining, sug-
  gestions with a magical item, masterpiece criteria,
  proofreading, skills, social class mobility, and spell
  failure with magical item creation.
  Kimon for interior artwork consisting of
  dramatic and realistic inking.
  Lazar Stojkovic for art, influence regarding
  elves, source material on magic, and translations.
  Martina Hall for helping with bodily features,
  play-testing, probability of combinatorial analysis,
  and translations.
  Mike Haggard for helping with magical
  items, play-testing, proofreading, spells and their
  mechanics, vocal recordings, and pure chaos.
  Rade Vukajlovic for chaos magic.
  Steve Rogus for play-testing and vocal re-
  cordings.
  Steve Willhite for beautiful interior artwork
  that captures the style of traditional rpg art.
  Steven MnMoorn for impressive interior
  artwork with amazing realism.
  Salutations to everyone who contributed and
  were not credited here.  If you have contributed
  and have not been credited here, please contact Fa-
  tal Games to be credited in a future printing or edi-
  tion.
  Most of all, I’d like to thank myself.
  
  980
  
SOURCE: textdata/thevault/F.A.T.A.L. (From Another Time, Another Land)/F.A.T.A.L - Corebook Second Edition.pdf