Table of Contents
Action / Reaction Table
Key
CS = THE CHARACTER'S COMBAT SPEED
D = DIFFICULTY RATING TYPICALLY 1 TO 20
E = ENVIRONMENT RATING
E = 2 FERTILE AREA GOOD CLIMATE
8 DESERT
10 HIGH MOUNTAINS WINTER
14 ARCTIC ICE PACK
MINUS 4 FROM TEH ABOVE IF PROPERLY EQUIPPED AND SUPPLIED
T = TRAP COMPLEXITY LEVEL SEE HUNTING AND TRAPS ENTRY
1) IF THE CHANCE OF SUCCESS IS MADE ON THE N TH ATTEMPT, THEE VALUE IS KNOWN WITHIN PLUS OR MINUS 10 X N %.
2) CHANCE PER 10 FEET TRAVELED OR PER PHASE IF THE CHARACTER IS AT OR BELOW HIS COMBAT SPEED.
IF MOVING AT 2 X CS THE ODDS ARE 1/2 GIVEN, IF MOVING AT 3 X CS THEY ARE 1/3 GIVEN, ETC.
3) AN INJURY IS A WOUND OF I X (6) X 5 PD.
I EQUALS THE NUMBER ROLLED FOR THE CHANCE OF SUCCESS DIVIDED BY THE CHANCE OF SUCCESS.
4) ROLL THESE CHANCES TWICE.
IF BOTH ROLLS ARE MADE THE CHARACTER KNOWS THE TRUTH.
IF 1 MADE AND 1 FAILED, THE RESULTS ARE UNCERTAIN.
IF BOTH ARE FAILED, THE CHARACTER BELIEVES WHAT THE OPPONENT WANTS HIM TO.
Archery
15 JUDGE A TARGET'S DISTANCE AND SIZE 1)
12 JUDGE A TARGET'S SPEED 1)
10 DETERMINE WIND DIRECTION AND SPEED 1)
Balance and Footwork
BALANCE AND FOOTWORK (VS TARGET'S BALANCE SL)
10 CROSS A 2 INCH WIDE BEAM 2)
20 CROSS A 4 INCH WIDE BEAM 2)
50 CROSS A 6 INCH WIDE BEAM 2)
60 CROSS A 12 INCH WIDE BEAM 2)
4 CROSS A TIGHTROPE 2)
8 STAND ON A 24 INCH DIAMETER FLOATING LOG 2)
15 STAND IN A SMALL BOAT 2)
150 STAND IN A STEADILY MOVING VEHICLE 2)
18 STAND IN A MANEUVERING VEHICLE 2)
900 KNEEL IN A STEADILY MOVING VEHICLE 2)
100 KNEEL IN A MANEUVERING VEHICLE 2)
75 RUN ON TOP OF A CRENALATED WALL 2)
40 MOVE DOWN A HILL OF STEEPNESS 40 DEGREES (FAIL ROLL MEANS A FALL) 2)
25 MOVE DOWN A HILL OF STEEPNESS 50 DEGREES (FAIL ROLL MEANS A FALL) 2)
10 MOVE DOWN A HILL OF STEEPNESS 60 DEGREES (FAIL ROLL MEANS A FALL) 2)
55 RUN OVER A FIELD STREWN WITH OBSTACLES 2)
40 RUN IN A CLUTTERED ROOM 2)
70 MOVE OVER A FALLEN BODY 2)
125 RUNNING JUMP ONTO A MOVING VEHICLE 2)
85 JUMP ACROSS .1 X CS X CS FEET
60 JUMP ACROSS .3 X CS X CS FEET
20 JUMP ACROSS .5 X CS X CS FEET
1 JUMP ACROSS .9 X CS X CS FEET
80 JUMP OVER (HURDLE) A 2 FOOT OBJECT 2)
60 JUMP OVER (HURDLE) A 3 FOOT OBJECT 2)
50/SL OUTRUN A PURSUER (ROLL FOR EACH PURSUER)
Climbing
CLIMBING (D = CLIMBING FACE 6 CASTLE WALL 16 N FACE EIGER)
10 FREE CLOME A POLE OR FREE HANGING ROPE 2)
20 FREE CLIMB A SMALL TO MEDIUM TREE WITH BRANCHES 2)
2 FREE CLIMB A LARGE TREE WITH NO BRANCHES 2)
10 FREE CLIMB A STONE WALL 2)
30 CLIMB A WALL WITH THE AID OF A ROPE 2)
20 CROSS A SINGLE ROPE BRIDGE HAND OVER HAND 2)
80 CROSS A SINGLE ROPE BRIDGE HAND AND CROSS-LEGGED 2)
120 CROSS A TWIN ROPE BRIDGE 2)
30/D FREE CLIMB A CLIFF 2)
110/D LEAD CLIMBER WITH ROPE AND CLIMBING GEAR 2)
160/D SUPPORT CLIMBER WITH CLIMBING GEAR FOLLOWING LEADER 2)
60/D CLIMBING A CLIFF FACE WITH TIGERPAWS OR EQUIVALENT 2)
180/D RAPEL DOWN A CLIFF 2)
3 SECURE A GRAPPLING HOOK TO A ROOF
12 SECURE A GRAPPLING HOOK TO A CRENALATED WALL
3 SECURE A GRAPPLING HOOK TO A CLIFF FACE
25 SECURE A GRAPPLING HOOK TO A TREE
60 SWING ACROSS A SPAN ON A FREE ROPE
Combat Skill
COMBAT SKILL (VISIBLE FOR N HEXES 15 X ODDS FOR THROWN PROJECTILE)
N/10 BLOCK AN ARCHERY PROJECTILE WITH A SHIELD
N/30 DEFLECT AN ARCHERY PROJECTILE WITH A WEAPON
N/60 DEFLECT A ARCHERY PROJECTILE WITH AN ARM
N/120 CATCH AN ARCHERY PROJECTILE WITH THE HAND
10 CATCH A TOSSED WEAPON BY THE HANDLE
Con/Acting
CON/ACTING (VS PERCEPTION OR TRAPS AND SPOTTING SL OF TARGET)
30/SL SMUGGLE OR FORGE AN ITEM PAST AN INSPECTOR
35/SL IMPERSONATE ANOTHER (ID ONLY NO RECOGNITION)
30/SL DISGUISE AND IMPERSONATE ANOTHER FOOLING ACQUAINTANCES
15/SL DISGUISE AND IMPERSONATE ANOTHER FOOLING FRIENDS (EACH HOUR IN CLOSE CONTACT)
5/SL DISGUISE AND IMPERSONATE ANOTHER FOOLING CLOSE COMRADES
30/SL PLAYING DEAD THROUGH A QUICK GLANCE
4/SL PLAYING DEAD THROUGH A CURSORY INSPECTION
1/SL PLAYING DEAD THROUGH A CLOSE INSPECTION
Diplomacy
DIPLOMACY SL + CHR - 13 (CHANCE PER WEEK)
8/N GET A JOB AT N TIMES NORMAL PAY MAX N = 3
10N HIRE A PERSON AT N TIMES NORMAL PAY
30/N SETTLE AN ARGUMENT BETWEEN N FACTIONS
10/N SETTLE A HEATED DISPUTE BETWEEN N FACTIONS
2/N SETTLE A DISPUTE WHICH HAS LED TO ARMED CONFLICT
90/D COMMUNICATION WITH ANOTHER OF UNKNOWN LANGUAGE D = 2 SIMPLE IDEA 6 INVOLVED IDEA 12 COMPLEX AGMT.
8/N SELL AN ITEM AT N TIMES NORMAL PRICE MAX N = 3
Espionage
ESPIONAGE (VS TARGET'S ESPIONAGE SL OR KNOCKOUT VALUE KV)
75/KV BREAK A PRISONER USING NONPHYSICAL MEANS (PER DAY)
1200/KV BREAK A PRISONER USING TORTURE (1 TRY)
5/SL SUBTLE QUESTIONING TO DISCLOSE INFORMATION
60/KV INTIMIDATE ANOTHER TO NOT SPEAK AGAINST YOU
80/D BREAK A CODED MESSAGE (1 TRY EACH D X D DAYS OF STUDY) D = 4 MORSE CODE 16 COMPLEX ENCODING
1/SL FIND A RECLUSIVE PERSON IN A TOWN OR CITY (PER DAY)
80/D/SL GAIN AN INSIDE INFORMANT OF POSITION (PER MONTH) D = 2 PRIVATE 5 SERGEANT 12 CAPTAIN 18 STAFF
5/SL BECOME AWARE OF A CONSPIRACY OR TREACHERY (PER WEEK)
80/SL OPERATE IN AND AVOID DETECTION IN AN ENEMY AREA (PER HOUR)
80/SL HIDE OUT IN AN ENEMY AREA (PER DAY)
Fall Recovery
FALL RECOVERY
30 RECOVER FOOTING WHEN ROLLING DOWN A SLOPE OF 30 DEGREES 2)
15 RECOVER FOOTING WHEN ROLLING DOWN A SLOPE OF 40 DEGREES 2)
3 RECOVER FOOTING WHEN ROLLING DOWN A SLOPE OF 50 DEGREES 2)
1 RECOVER FOOTING WHEN ROLLING DOWN A SLOPE OF 60 DEGREES 2)
15 FALL CLEAR OF A DISABLED HORSE WITHOUT INJURY 3)
30 FALL DOWN A FLIGHT OF STAIRS WITHOUT INJURY 3)
45 RECOVER FOOTING WHEN ROLLING DOWN A FLIGHT OF STAIRS
100/N FALL N FEET ONTO A HARD SURFACE WITHOUT INJURY 3)
200/N FALL N FEET ONTO A SOFT SURFACE WITHOUT INJURY 3)
400/N FALL N FEET INTO DEEP WATER WITHOUT INJURY 3)
Horsemanship
HORSEMANSHIP (VS OPPONENT'S HORSEMANSHIP SL)
10 QUICK MOUnt OR DISMOUNT A HORSE (1/2 PHASE) 2)
15 TRANSFER FROM ONE HORSE TO ANOTHER 2)
20 JUMP FROM A HORSE TO A MOVING VEHICLE 2)
40 SIDE RIDING BLOCKING YOURSELF FROM ARCHERY FIRE 2)
15 JUMP A HORSE OVER A 4 FOOT FENCE
20 TRAIN A HORSE TO COME TO A VOCAL COMMAND
10 MAKE A HORSE LIE DOWN QUIETLY IN CONCEALMENT
5 CONTROL A HORSE NEAR LARGE FIRES (PER PHASE)
7 COAX A HORSE TO MOVE OVER AN UNSTABLE SURFACE 2)
10 COAX A HORSE TO MOVE DOWN A FLIGHT OF STAIRS 2)
10 COMBAT MANEUVERING WITH BOTH HANDS FREE (PER PHASE)
30 COMBAT MANEUVERING WITH ONE HAND FREE (PER PHASE)
400/PD CONTROL A WARHORSE WHICH HAS TAKEN PD DAMAGE POINTS
FAILURE AND THE HORSE BOLTS IN A RANDOM DIRECTION AT 11 TO 30 HEXES PER PHASE MAKING 0 TO 2 ATTACKS AT RANDOM TARGETS IN ITS PATH
40/PD CONTROL A HORSE WHICH HAS TAKEN PD DAMAGE POINTS
8 REGAIN CONTROL OF A BOLTING WARHORSE (PER PHASE)
4 REGAIN CONTROL OF A BOLTING HORSE (PER PHASE)
10 REMAIN MOUNTED ON A BOLTING HORSE (PER PHASE)
20/N FORCE INFANTRY WITH WEAPONS OF RANGE N TO GIVE GROUND
30/SL FORCE A MOUNTED OPPONENT TO GIVE GROUND
Hunting
HUNTING
10 DETERMINE THE NUMBER OF SETS OF TRACKS
5 DETERMINE THE WEIGHT FROM TRACKS
10 DETERMINE THE AGE OF THE TRACKS
100/E WILDERNESS SURVIVAL IN ENVIRONMENT E (PER DAY)
80/N PROVIDE N MAN DAYS FOOD IN A DAY OF HUNTING
10 TRAIN HUNTING DOGS OR BIRDS (1 TRY WITH EACH LEVEL OF ADV.)
8 START A FIRE WITHOUT FLINT OR TINDER (2 TRIES)
ABILITY MAKE A TRAP OF LEVEL T = HUNTING SKILL LEVEL / 3
ABILITY PURSUIT OR TRACKING P = HUNTING SKILL LEVEL
Infiltration
INFILTRATION (VS TARGET'S TRAPS AND SPOTTING SL)
SEE TRAPS AND SPOTTING TO SNEAK UP ON A GUARD
80/T PICK A LOCK, WINDOW, OR DOOR
60/T SNEAK BY A SPOTTED ALARM OR TRAP
80/T DISARM AN ALARM, DETECTOR, OR TRAP
20/SL LOSE A TAIL IN A CROWD OR TOWN (PER MINUTE)
Perception
PERCEPTION SL + TS - 10 (VS TARGET'S CON/ACTING SL)
30/SL SENSING SOMEONE IS UNEASY OR LYING 4)
35/SL FEELING FROM PEOPLE A PLACE HARBORS A TRAP 4)
20/T FEELING A PLACE HARBORS A TRAP (MECHANICAL ONLY) 4)
Science
SCIENCE SL + INT - 10 (SCIENCE IS LIMITED BY THE TECHNOLOGY AVAILABLE)
50/D SOLVE A PROBLEM OR RIDDLE AFTER D X D HOURS OF STUDY D = 2 TO 6 RIDDLES 7 COURT INTRIGUE
10/D SCIENTIFIC INVESTIGATION AFTER D X D WEEKS OF STUDY D = 5 TO 12 CHEMISTRY 8 TO 16 ELECTRICITY
10/D TRANSLATE AN UNKNOWN LANGUAGE AFTER D X D MONTHS OF STUDY D = 9 WITH AID OF A ROSETTA STONE 15 WRITING ONLY
Scout
SCOUT (VS TARGET'S ESPIONAGE SL)
60/SL PREWARN OF DANGER 1 DAY AHEAD
ABILITY TRAPS AND SPOTTING SL = SCOUTING SKILL LEVEL / 2
150/N CUT TRAVEL TIMES BY N% (2 TRIES) MAX N = 40
ABILITY MAKE A MAP OF DIFFICULTY D = 20/SCOUTING SKILL LEVEL
50/D FOLLOW A MAP OF DIFFICULTY D
10 DETERMINE THE NUMBER IN AN OPPOSING GROUP 1)
10 DETERMINE THE DISPOSITION OF AN OPPOSING GROUP 1)
6 DETERMINE THE COMPOSITION OF AN OPPOSING GROUP 1)
ABILITY HUNTING SKILL LEVEL = SCOUTING SKILL LEVEL / 2
Seamanship
SEAMANSHIP (COMBAT MANEUVERS ASSUME EQUAL VESSELS)
12CS SWIM 50 FEET WITHOUT FLOATATION GEAR
5CS SAVE SOMEONE FROM DROWNING
10 JUDGE WIND SPEED AND DIRECTION 1)
5 PREDICT THE WEATHER 1)
50/SL OUTRUN AN OPPONENT (1 TRY TO 20 MINUTES)
10/SL MANEUVER AND RAM AN OPPONENT (1 TRY PER 5 MINUTES)
20/SL MANEUVER AND GRAPPLE TO BOARD (1 TRY PER 5 MINUTES)
Sleight of Hand
SLEIGHT OF HAND (VS TARGET'S PERCEPTION SL)
6/SL PICK A POCKET
80/T PICK A LOCK (ASSUMES PROPERLY EQUIPPED)
10/SL SLIP A SMALL ITEM FROM THE HAND TO CONCEALMENT
20/SL QUICKLY SLIP A SMALL ITEM FROM CONCEALMENT TO THE HAND
6/SL EXCHANGE AN ITEM IN THE HAND FOR A FAKE
Traps And Spotting
TRAPS AND SPOTTING (VS TARGET'S INFILTRATION SL OR HUNTING SL/2)
SPOT A TARGET AT A RANGE OF N HEXES (PER PHASE)
HALVE ODDS FOR LOW LIGHTING CONDITIONS
DOUBLE ODDS IF TARGET IS MOVING OVER COMBAT SPEED
TERRAIN | ||||
---|---|---|---|---|
FIELD OF APPROACH | TARGET MOTION | OPEN | TOWN-BUILDING | WOODS-BRUSH |
90 DEG | STATIONARY | 1500/N/SL | 400/N/SL | 150/N/SL |
90 DEG | MOVING | 12000/N/SL | 2000/N/SL | 300/N/SL |
180 DEG | STATIONARY | 1000/N/SL | 300/N/SL | 100/N/SL |
180 DEG | MOVING | 2500/N/SL | 500/N/SL | 120/N/SL |
360 DEG | STATIONARY | 600/N/SL | 150/N/SL | 60/N/SL |
360 DEG | MOVING | 1000/N/SL | 220/N/SL | 70/N/SL |
150/D FIND OR SPOT A LOST ITEM (PER D MINUTES SEARCHING) D = 6 LOST ARROW 10 HIDDEN DOOR 16 CONTACT LENS
60/T SPOT AN ALARM, TRAP, OR CONCEALED ITEM (PER MINUTE)
80/P AVOID AN ENGAGEMENT WITH A PURSUING ENEMY (PER HOUR)
ABILITY MAKE AN ALARM, TRAP, OR HIDE AN ITEM TO A LEVEL T = TRAPS AND SPOTTING SKILL LEVEL
Capabilities Table
CAPABILITIES TABLE - ABILITIES VERSUS SKILL LEVEL
Armorer
ARMORER
1 SHARPEN WEAPONS. REPAIR LEATHER ARMOR OR IMPLEMENTS.
2 SOME KNOWLEDGE OF METAL WORKING, CORD WRAPPING, LACQUERING, PAINTING, AND REPAIR OF WOOD IMPLEMENTS.
3 CUT AND TOOL LEATHER TO PATTERNS. FORGE METAL PIECES NOT REQUIRING A TEMPER AND NOT SMALLER THAN A HORSESHOE.
4 HARDEN AND TEMPER METAL PIECES DAGGER SIZE OR SMALLER.
5 MAKE LEATHER ARMOR PATTERNS. HARDEN LEATHER. DESIGN SIMPLE BOWS.
7 TEMPER SWORD SIZED PIECES FORM WIRE FOR MAIL ARMOR. DESIGN ARMOR, WEAPONS, AND COMPOSITE BOWS. WORK METAL INTO SMALL PLATES.
9 WORK WITH SUPERIOR METALS TO FORM +1 WEAPONS.
10 FORGE SMALLER PLATES OF METAL INTO LARGER ONES TO MAKE PLATE ARMOR.
12 WORK WITH EXCEPTIONAL METALS FOR +2 AND HIGHER WEAPONS AND ARMOR.
Art
ART
1 FAMILIARITY WITH 1 OR 2 METHODS OR FORMS IN CHOSEN FIELD.
2 SIMPLE COMBINATORIAL CREATIVITY.
7 WELL VERSED IN MOST COMMON FORMS AND STYLES IN CHOSEN FIELD.
9 ABLE TO CONCEIVE NEW FORMS AND METHODS.
9 SEE ENTRIES UNDER BARD BELOW.
Bard
BARD
1 BASIC KNOWLEDGE OF 1 OR 2 MUSICAL INSTRUMENTS, READING, AND WRITING.
2 ABILITY TO READ AND WRITE. KNOWLEDGE OF BASIC MATH.
3 COMPOSITION OF SIMPLE TUNES. BASIC POETRY, BALLADS, AND SONGS.
5 COMPOSITION OF AVERAGE MELODIES AND WRITTEN MATERIAL. SCRIBE.
7 COMPOSITION OF BALLADS, POEMS, OR PLAYS CAPABLE OF REACHING THE AUDIENCE. FLUENT WITH MANY COMMON INSTRUMENTS.
10 CAN EVOKE EMOTION IN THE AUDIENCE. WORK WILL HAVE A 10% EFFECT ON PUBLIC OPINION IF DESIRED. (IE CHANGE A 50-50 OPINION TO 60-40)
12 SAME EFFECT AS #10, BUT WITH A 15% EFFECT ON PUBLIC OPINION.
14 SAME EFFECT AS #10, BUT WITH A 20% EFFECT ON PUBLIC OPINION.
15 SAME EFFECT AS #10, BUT WITH A 30% EFFECT ON PUBLIC OPINION.
Construction
CONSTRUCTION
1 GROUND CLEARING. DITCH DIGGING. LOOSE ROCK AND DIRT WALLS.
2 MORTARED WALLS, WOOD PILINGS, AND FENCES.
3 MORTARED FOUNDATIONS, STONE FLAGGED STREETS.
5 ONE STORY WOOD OR STONE STRUCTURES. SINGLE SPAN WOOD BRIDGES.
7 TWO STORY WOOD OR STONE STRUCTURES. DOUBLE SPAN WOOD BRIDGES.
8 STONE BRIDGES OF SINGLE SPAN. CASTLE TYPE STONEWORK.
10 3 OR MORE STORY STRUCTURES, AQUEDUCTS, SEWERS, CITY PLANNING.
12 CATHEDRAL TYPE STRUCTURES.
15 ACROPOLIS TYPE STRUCTURES. CARVED STONE, ARTISTICALLY CRAFTED AND EXPERTLY ENGINEERED.
Medical
MEDICAL
2 FIRST AID. SET BROKEN BONES OF 1ST D LEVEL.
7 MAKE SLEEPING POTIONS, TRANQUILIZERS, AND PAIN KILLERS.
8 TREAT KNOWN DISEASES. SET BROKEN BONES OF 2ND D LEVEL.
10 10% CHANCE OF TREATING AN UNKNOWN DISEASE. SET BONES OF 3RD D LEV.
Seamanship
SEAMANSHIP
1 SIMPLE KNOTS AND THE FAMILIARITY WITH THE MECHANICS OF SAILING
3 FAMILIAR WITH SINGLE MASTED VESSELS, FAIR WEATHER NAVIGATION, ROPES AND HARDNESS, BRAIDING ROPE, AND REPAIRING SAIL.
5 FAMILIAR WITH TWIN MASTED VESSELS, SAILING IN ROUGH SEAS, PILOTING OF SINGLE MASTED VESSELS.
7 KNOWLEDGE AND PRACTICE OF COMPLEX MANEUVERING (COMBAT, NARROW STRAITS, CIRCUMVENTION OF REEFS). FAMILIAR WITH 3 MASTED VESSELS.
9 COMPETENCE WITH MAJOR REPAIRS. ABLE TO CUT TRAVEL TIMES BY 10%. GOOD WEATHER SENSE.
12 EXCEPTIONAL WEATHER SENSE. ABLE TO CUT TRAVEL TIMES BY 20%.
15 ABLE TO CUT TRAVEL TIMES BY 25%.
Science
SCIENCE
1 BASIC READING AND WRITING.
3 BASIC MATH AND SCIENCE.
7 WELL VERSED IN COMMON THOUGHTS AND TEACHINGS IN THE CHOSEN FIELD.
9 ABLE TO CONCEIVE AND DERIVE NEW SOLUTIONS AND WORKS IN THE CHOSEN FIELD.
Traps
TRAPS ( T = TRAP COMPLEXITY LEVEL SEE KEFT GABD TABLE UNDER TRAPS)
IF NOT SPOTTED A TRAP HAS A 10 X T % CHANCE OF WORKING PROPERLY.
A LETHAL TRAP IF SET OFF DOES (100) X T X T PD DAMAGE POINTS.
TRAPS AFFECTING MORE THAN ONE PERSON MAY BE SPOTTED BY EACH PERSON.
Action/Reaction Table [R-FRP4-8.1]