Characters and Traps
The
Adventures of Morgana 'Exiled!' was published as a novel in June 2002.
The Morval Earth Simple Abridged Fantasy Rules can be downloaded from this website click here.
Adventurers
injuries optional rules
Whilst
the standard -2 wound penalty, reduced to - 1 after first aid is provided by a
healer is normal during the heat of the action for important characters it is
desirable to be more specific. How long a wound may take to heal, step by step
will be relevant in a saga. For important characters the failure to wound by one
point should be noted, as in such a case scratches, bruises or at least damage
to clothing will have been inflicted. Also at the GM's
discretion there could be the chance of the victim screeching or cursing. GM's can suggest such scratches etc: could fester to -1 in melee if
not treated with a proper bandage and healing balm (antiseptic). A dressing is
these two combined. In a saga balms and salves may spoil if kept too long.
Similarly important character crippling's and 'apparent deaths' may need
specifying.
Adventurers
Wounding (Usually thrown
after an action for characters relevant to the saga.)
Throw
percentage dice (two D10s red for tens, black for units) for the location
and primary effects assuming the bleeding has been at least roughly bandaged. It
is assumed that wounded characters will take a round, rough bandaging a wound
themselves. If a character continues fighting bleeding he loses one fatigue
point per move. GM to adjust %s if
the wound could only apply to exposed parts of the body. The full healing time
is diced for as indicated in the table. Treatment and hospitalisation can reduce
this. The deductions can be improved in healing steps, at the GM's discretion. (If no healing balm is applied D10 each day
for half the recovery time, 0 the wound festers.) Magic abilities are
reduced for c = casting & Lc =
level regenerating power and casting.
% Dice |
Wound Location |
Melee |
Firing |
Magic |
Fatigue |
Healing time |
Permanent effect? |
00 |
Firing eye blinded |
-2 |
-2 |
-2c |
-3/6 |
D6 + 4 days |
D10 3- = -1 Firing |
01 |
Other eye blinded |
-1 |
- |
-2c |
-3/6 |
D6 + 4 days |
dead eye |
02+ |
Ear deafened obtuse |
-2 |
-1 |
-2Lc |
-3/6 |
D6 + 7 days |
ugly ear |
04 |
Jaw, cannot speak |
-1 |
-1 |
-2Lc |
-3/6 |
D6 + 11 days |
Scar -1 to charm |
05+ |
Face disfigured |
-1 |
-1 |
-2c |
-2/4 |
D6 + 4 days |
Scar -1 to charm |
07+ |
Head |
-2 |
-1 |
-2Lc |
-2/4 |
D6 + 7 days |
|
10+ |
Fighting arm* |
-3 |
-2 |
-2c |
-3/6 |
D6 + 16 days |
|
14+ |
Fighting arm* |
-2 |
-1 |
-2c |
-2/4 |
D6 + 11 days |
|
19+ |
Fighting arm* |
-1 |
-1 |
-1c |
-1/2 |
D6 + 7 days |
|
23+ |
Other arm* |
-2 |
-2 |
-2c |
-3/6 |
D6 + 16 days |
|
27+ |
Other arm* |
-1 |
-1 |
-2c |
-2/4 |
D6 + 11 days |
|
30+ |
Other arm* |
-1 |
-1 |
-1c |
-2/4 |
D6 + 7days |
|
34+ |
Leg, moves -3" |
-3 |
-1 |
-2c |
-4/8 |
D6 + 16 days |
D10 3- limp |
42+ |
Leg, moves - |
-2 |
-1 |
-1c |
-3/6 |
D6 + 11 days |
3" |
49+ |
Leg, moves -2" |
-1 |
-1 |
-1c |
-2/4 |
D6 + 7 days |
|
56+ |
Leg, moves -2" |
-1 |
- |
-1c |
-2/4 |
D6 + 4 days |
|
66+ |
Torso moves -2" |
-3 |
-2 |
-3c |
-4/8 |
D6 + 16 days |
D10 3- Fa -1/2 |
74+ |
Torso moves -1" |
-2 |
-1 |
-2c |
-3/6 |
D6 + 11 days |
|
82+ |
Torso moves -1 |
-2 |
-1 |
-1c |
-3/6 |
D6 + 7 days |
|
90+ |
Torso |
-1 |
-1 |
-1c |
-2/4 |
D6 + 4 days |
|
*Must discard shield and cannot use a two handed weapon.
Application
of a pain soothing salve reduces the Melee and firing deductions by one. Each
two days full rest deducts one from the days healing required. Treatment by a 1st
level healer, deducts D6 -2 days if constant. A phial of Holey water deducts D10 + 35% of healing time.
Adventurers
Crippling As
for Wounding Throw percentage dice (D%) for location. If the blow was
struck with a blunt weapon such as a club, staff or ball mace -5 to D%.
Ucon
= Unconscious D6 = 6 3x D10 moves, 5 7x
D10 moves, 4 12x D10 moves, 3 D6 hours, 2 3xD6
hours, 1 7x D6 hours.
Me & Fi gives melee and firing hit chance deductions when conscious.
% Dice |
Wound Location |
Me & Fi |
Magic |
Fatigue |
Healing time? |
Permanent effect? |
00+ |
Head, Ucon |
-6 |
-4Lc |
-5/10 |
D10 + 28 days |
-1 to firing |
03+ |
Head, Ucon |
-5 |
-3Lc |
-4/8 |
D10 + 21 days |
Scar -1 to charm |
06+ |
Head, Ucon |
-4 |
-2Lc |
-3/6 |
D10 + 16 days |
Stutter |
10+ |
Head, Ucon |
-3 |
-1Lc |
-3/6 |
D10 + 11 days |
|
15+ |
Fighting arm Ucon |
-6 |
-1Lc |
-5/10 |
D10 + 28 days |
-1 to melee |
20+ |
Fighting arm |
-5 |
-3c |
-4/8 |
D10 + 21 days |
|
25+ |
Fighting arm |
-4 |
-2c |
-3/6 |
D10 + 16 days |
|
30+ |
Other arm Ucon |
-5 |
-1Lc |
-5/10 |
D10 + 28 days |
-1 shield parries |
35+ |
Other arm |
-4 |
-3c |
-4/8 |
D10 + 21 days |
|
40+ |
Other arm |
-3 |
-2c |
-3/6 |
D10 + 16 days |
|
45+ |
Leg, moves -5" |
-4 |
-3c |
-5/10 |
D10 + 28 days |
-1"Limp |
53+ |
Leg, moves -4" |
-3 |
-2c |
-4/8 |
D10 + 21 days |
|
61+ |
Leg, moves -3" |
-2 |
-1c |
-3/6 |
D10 + 16 days |
|
70+ |
Torso moves -2" |
-4 |
-4c |
-5/10 |
D10 + 28 days |
-1/2 Fatigue |
79+ |
Torso moves -1" |
-3 |
-3c |
-4/8 |
D10 + 21 days |
|
89+ |
Torso |
-2 |
-2c |
-3/6 |
D10 + 16 days |
|
Each
two days full rest deducts one from the days healing required. Treatment by a 1st
level healer, deducts D6 -2 days if constant for at least half the time.
Treatment by a 2nd level healer deducts D6 days if constant
for at least half the time. A phial of
Holey water deducts D10 + 35% of healing time.
Adventurers
Burn Wounding
%D for location. No
bleeding involved.
% Dice |
Wound Location |
Me & Fi |
Magic |
Fatigue |
Healing time? |
Permanent effect? |
00+ |
Head |
-2 |
-3c |
-3/6 |
D6 + 11 days |
Burnt bald |
07+ |
Head |
-1 |
-2c |
-2/4 |
D6 + 7 days |
|
15+ |
Fighting arm |
-3 |
-2c |
-3/6 |
D6 + 11 days |
-1 to melee |
25+ |
Fighting arm |
-2 |
-1c |
-2/4 |
D6 + 7 days |
|
35+ |
Other arm |
-2 |
|
-3/6 |
D6 + 11 days |
|
45+ |
Other arm |
-3 |
-2c |
-2/4 |
D6+ 7 days |
|
55+ |
Leg, moves -3" |
-2 |
-2c |
-3/6 |
D6 + 11 days |
|
67+ |
Leg, moves -2" |
-1 |
-1c |
-2/4 |
D6+ 7 days |
|
80+ |
Torso moves -1" |
-2 |
-2c |
-3/6 |
D6 + 11 days |
|
89+ |
Torso moves -1" |
-2 |
-1c |
-2/4 |
D6 + 7 days |
|
Application
of a burn salve will reduce the Me & Fi deduction by one. Each two days full
rest deducts one from the days healing required. Treatment by a 1st
level healer, deducts D6 -2 days if constant for at least half the time.
Treatment by a 2nd level healer deducts D6 days if constant
for at least half the time. A phial of
Holey water deducts D10 + 35% of healing time.
Adventurer's
Cripple burns %D
for location. No bleeding involved. If no healing balm is applied, D10
each day for a third of the recovery time, 0 the wound festers.
% Dice |
Wound Location |
Me & Fi |
Magic |
Fatigue |
Healing time? |
Permanent effect? |
00+ |
Head |
-4 |
-3Lc |
-4/8 |
D10 + 21days |
Burnt bald |
07+ |
Head |
-3 |
-2Lc |
-3/6 |
D10 + 16 days |
|
15+ |
Fighting arm |
-6 |
-2c |
-4/8 |
D10 + 21 days |
-2 to melee |
25+ |
Fighting arm |
-5 |
-2c |
-3/6 |
D10 + 16 days |
-1 to melee |
35+ |
Other arm |
-5 |
-2c |
-4/8 |
D10 + 21 days |
-1 to melee |
45+ |
Other arm |
-4 |
-1c |
-3/6 |
D10 + 16 days |
|
55+ |
Leg, moves -3" |
-4 |
-2c |
-4/8 |
D10 + 21 days |
|
67+ |
Leg, moves -2" |
-3 |
-1c |
-3/6 |
D10 + 16 days |
|
80+ |
Torso moves -1" |
-4 |
-2c |
-4/8 |
D10 + 21 days |
|
89+ |
Torso moves -1" |
-3 |
-1c |
-3/6 |
D10 + 16 days |
|
Application
of a burn salve will reduce the Me & Fi deduction by one. Each two days full
rest deducts one from the days healing required. Treatment by a 1st
level healer, deducts D6 -2 days if constant for at least half the time.
Treatment by a 2nd level healer deducts D6 days if constant
for at least half the time. A ph1al of
Holey water deducts D10 + 35% of
healing time.
Adventurers
Apparent 'Death' dicing
For
those characters left for dead but whose bodies can be recovered later (possibly
by enemies?) If alive, they are unconscious for at least 20 plus D10
hours. 6xD10 +5 days to regain maximum fitness possible. Any
burnt to death or drowned are definitely dead.
Recoverability
Dice
(taken at the end of an action when able to check bodies) D10
=
9, almost fully recoverable. (AFR) 8, recoverable to minor disability (RMD)
7,
recoverable to disability (RD) 6, recovered to badly disabled (RBD)
5
or less dead as first thought.
Recovered
D10 for result.
AFR |
8+
Face scarred -2 to Diplomacy & Charm ratings. 6+
Hearing reduced, (Normal to obtuse) 4+
Fatigue rating reduced by ½ 2+
Obstacle classification reduced by 0.4 1-
-1 from melee power. |
RMD |
8+
Become dumb 6+
Fatigue rating reduced by 3/6 4+
shortened sight -1 to missile hit chances 2+
limp -1" to move 1-
-2 to melee power |
RD |
8+
Fainting fits, D10 when action imminent 0 faint for D6 moves 6+
Become deaf 4+
Shield arm useless, -2 to melee power 2+
Fighting arm useless, -3 to melee power 1-
-3" to moves, -0.8 to obstacle classification. |
RDB |
8+
become blind (-4 in melee) 6+
legs useless, -3" in melee (-3" to move on crutches or crawl
2") 4+
arms useless (can only dodge in melee -2 +3)) 2+
Completely bedridden 1-
Insane. |
Infections
If no healing balm (antiseptic) is applied, D10 each day for half
the recovery time, 0 the wound festers. D6 = 6 adds D6 days to
healing, 5 adds 2 x D6 days to healing, 4 adds 4 x D6 days to
healing, 3 adds 7 x D6 days and permanent
-1" to moves, -1 to
melee and 1/2 fatigue, 2- dies in 2 x D6 days! (Holey
water applications count as healing balm and heals festering, in D6 +1
days.)
Agility
Figures
encountering traps and some natural dangers, will have varying instant reaction
abilities which can be given as an agility factor. This can be marked on
character cards as the 'A' value.
Default
Agility values are: Plate armour -2, Heavy armour -1, Medium armour 0, Light +1,
Unclothed +2, carrying shield -1, Female -1, Adventurer +1, carrying load -1.
Mystic
or Chance Dice (MD)
Mystic
Dice are a pair of six sided dice, with symbols instead of numbers on them. A
player throws the dice and the GM reads the combinations of symbols off a table.
The table could read 1 > 36 but 1 > 6 is sufficient in these rules.
Instead of symbols, colours could be used. A variety of tables are possible. The
point is that the players do not know whether they have thrown high or low but
can check after the game. (My symbols are: Elemental Essence dice, Air, Earth,
Fire, Water, Male and Female. Ethereal Phase dice Omph, Skull, Eye, Lamph, Sun
and Scarab.) The players should be given no reason as to why they are throwing
the mystic dice. It could be to spot a trap, (Apply Factors to the result.) to
find something lying on the ground, to encounter one of a selection of people or
creatures, or to be spotted by a concealed guard etc.
Traps
General Comments
Traps
are set for hunting or for defensive reasons. For GM's it is only too easy to
make traps so lethal, that a quest party could be destroyed at one fell swoop!
This is not the idea of the game! If trying to keep the spirit of realism
(suspended disbelief), traps should not be set in places or situations, where
they are more likely to catch the local denizens than strangers! If the local
denizens live in an area festooned with traps, for months on end, it is obvious
some of the more stupid ones will forget the safety procedures. Traps can be of
the type to set of an alarm or to emplace an obstacle, rather than injure or
kill the one springing them. Some traps such as loop traps, shallow pit traps,
or the caltrops covered elsewhere, should be designed to slow down rather
than kill the victims.
Triggering
Traps
The
main means of triggering traps are treadle, trip cord and trespass. Trespass
being when the victim goes somewhere or touches something he or she should not.
Treadle traps operate when the victim steps onto them. They have the advantage
that they can be locked into a safe mode, for when friends need to pass. They
take a considerable time to construct and then only by trap experts. Trip cord
triggered traps can be set up far quicker but can never be better than Loosely
concealed. Traps for commonly used routes would be Normally Concealed at best.
Adventurers, seeking to ambush forces pursuing them could well use trip cord
operated traps. Only traps set in little used areas, such as tombs could merit
Well Concealed status. Most traps can only operate once but if not, thought must
be given to the mechanics of re-setting them.
Spotting
Traps,
(or other hidden mechanisms or treasures)
Diced
for when within 2", MD or D6
+ F (F = Factors)
F
are Personal Bonuses and handicaps, Trackers in the wild, Engineers &
thieves in buildings.
Plate
or heavies -2, Medium or encumbered light -1, second in area -1, third in area
-2, fourth in area -3. Walking cautiously at -1" to move +1, searching
moving only 2" per move +2, mounted -1, moving 7" + -1, moving
10" + -2. Penalties are also applied for gloom or darkness.
Trip
cords LC (Loosely Concealed for
spotting) Can only operate for one round.
These
are quickly made, up to 3" per move. When triggered GMs D10 -
Victims Agility +F, 7"+ move +1, 11"+ move +2, 15"+ move +3,
20"+ +4, 2nd victim -1, 3rd victim -2, 4th victim -3.
=
2- break cord lose 1", 3+ break cord lose 3" & curse loudly, 5+
fall Demoralised
& strained ankle
-2"
to moves D6 x20 moves, 7+ fall Dazed
& sprained ankle -3" to moves heals in D6 days, 9+ Fainted
broken ankle -4" to moves heals in D6 +4 days, 11+ Fainted
Broken leg -5" to moves heals in D6 + 11 days.
Bandage
+ pain easing smear improves sprain 1" etc. Riders whose Steeds fall, fall
off strike -3.
Treadle
Traps
The
treadle is the triggering mechanism which operates when a creature (above a
certain weight?) steps on a board, bridge, slab etc. Far slower to set up than
the trip cord it may have an immobilising safety device which will be normally
operated with a concealed lever. As
a Silent alarm system D6 +F
F=
Personal bonuses Plate/Hvy -2, Medium/encumbered -1, walking cautiously at
-1" to move +1, search moving only 2" per move +2, mounted -1, moving
7" + -1, moving 10" + -2.
=
6+ victim realises something has been triggered.
Otherwise
a gong/bell/trumpet sounds or a hail of stones, arrows and javelins rains down,
or a giant boulder or cloud of gas or bucket of acid or gout of flame etc.
threatens the victim(s).
Lifter
Traps
These
whilst definitely more of the temporary booby trap type, can trigger mainly the
same sort of things as the treadle traps. They are triggered when a weight (gold
idol, casket, book etc) is lifted upwards. Similar is the type triggered when a
door or trapdoor is opened.
Falling
Traps
In
these the ground/floor/bridge etc gives way, allowing those of unquick reflexes
to fall into whatever awaits below. Obviously variable as to levels of
concealment and lethality.
Specimen
Pit Trap.
16 cubits (1" deep) dug in open space recently taking one man 8
hours.
Concealment class Normal (NC) If not spotted, GM's D10
- victims agility + F
Factors:
7"+ move +1, 11"+ move +2, 15"+ move +3, 20"+ move
+4.
9+
jump over unscathed, 7+ jump back unscathed, 6 hanging on far edge, 5 hanging on
near edge, 4 retarded fall -2 to strike, 3 retarded fall -1 to strike, 2- fall
unimpeded.
GM dices for falls D10 + pit strike factor.
Pit
strikes for 1", earth bottom -4, rocky bottom -3, spiked bottom -2, +1 per
extra inch depth
One variant is when a bridge or floor gives way when a certain cubits
weight of creatures is on it! This is ideal for trapping larger numbers than
other traps.
Loop
Traps
Usually
the loop of rope covers an area of one square inch and is quickly laid, 3 men 4
moves.
They
are concealed nooses of rope connected to a bent down young tree. If
successfully triggered, the victim is left swinging by one foot in the air.
Useful for capturing victims alive or for trapping areas where friends may well
also be caught.
Concealment class no better than Normal (NC) GMs D10 -
victims agility + F
Factors:
7"+ move +1, 11"+ move +2, 15"+ move +3, 20"+ move
+4.
=
8+ spring but not caught, 6+ missed trap not sprung this time, 4+ caught but
keep hand held items, 2+ caught dropping hand held items & cursing heard to
8", foot will be strained -1" to moves for D6 x 5 moves, 1-
caught dropping hand held items and screaming heard to 18", foot will be
sprained on release -2" to moves for D6 x20 moves.
Leydonic
(Electric) Traps
(From Leyden Jars)
The
magic in Morval Earth includes electric bolts and lightening strikes and there
are electric eels in some waters. In a few areas the science of Leydonics has
produced small dynamos, capable of running feeble lighting with vegetable
filaments. Also simple capacitors capable of storing up a sizeable charge. Traps
involve the victim making a connection that releases such a charge. Long
recharging times. Electric charges are more effective against those wearing
metal armour.
Natural
Traps
These
include arranging encounters with monsters, wild animals, swarms of insects,
pirahna fish, electric eels, giant clams, etc. Also dangerous plants, soporific
poppy fields, lethal stinging nettles, dropping ripe fruit that emit unpleasant
gases, toadstools that send up clouds of unpleasant seed spores etc.
Character
Qualities for decision-making (EIMGILD
ratings)
One
way for players to know the characteristics of their figures, is to have their
qualities given in numerical form. These should be allocated by the Games Master
in a standard format, at the outset of the adventure. Also sometimes a decision
is needed from a non-player character, for which his or her qualities may give a
guide, or be used in a dicing exercise. For this it is wise to dice for the
characteristics only when needed. The seven qualities used are:
ENERGY
(Ey) Bone idle to hyperactivity,
heroes need high energy ratings.
INTELLIGENCE
(Ie) Idiot to genius,
Interpreters and magicians need high intelligence.
MORALS
(Ms) Debauched philanderer to
prudish paragon. Relates to medieval marriage theory.
GENEROSITY
(Gy) Mean miser to benevolent
profligate, assassins have low generosity.
INTEGRITY
(Iy) Cowardly ditherer to
determined hero, Leaders need high integrity.
LOYALTY
(Ly) Incurably treacherous to
fanatical adherence it includes willingness to obey apparently even silly
orders.
DIPLOMACY
(Dy) Tactlessly antagonistic to
silver tongued statesmanship.
Though
the full range is from 1 to 7 the vast majority of human characters have
qualities in the bands 2 to 6 with 4 being the average norm. To dice for these
randomly use D6, reading the 1 as a second 4. The Integrity value can be
used to influence the Terror Resistance factor and the Intelligence value the
Spell Resistance factor. The EIMGILD qualities can also give a lead to GM's who
give characters weaknesses.
To
arrive at a decision using card characters
1)
Sort out whom will make the decision, allowing for possible disagreements
splitting a party.
2)
Pick the possible options and weight them with causation factors according to
likely-hood, 0 > 5. (A Charmer influencing a decision adds her rating to the
causation factor.)
3)
Pick which characteristic is most relevant to making the decision and double the
character's qualities score. Use the other characteristic qualities as they are,
or halved according to relevance.
4)
Add the values and causation factors for each possibility.
5)
Reduce the totals in proportion to the number 0 > 9 and use a D10 to
achieve the result.
Temptations
and Weaknesses
For
the Games master the object of these is to obstruct, delay, cause dissension and
place in danger the player's characters. GM's will vary the details and effects
to suit but here is a list used of temptations. Characters with set weaknesses
are more likely to succumb. For some, dice each move to leave, applying only
weakness factors. Money expenditure will often need to be catered for.
A
character who succumbs can be outvoted by two others of equal or higher rank.
Low
Drinking Tavern, D10 + Iy
+ Females +2 + thirst? = need 7+ to ignore. 8+ to leave.
Bakery/Pie
shop, D10 + Iy + hunger? = need 7+ to ignore. 6+ to leave.
Musician
playing D10 + Iy + quality
of music + Females -1 = need 8+ to ignore. 8+ to leave.
Storyteller D10 + Ly = need 7+ to ignore. 9+ to leave.
Puppet
show D10 + Ie = need 6+ to ignore. 8+ to leave.
Archery
butts D10 + Iy + Females +1 = need 6+ not to watch. 8+ to leave.
Wrestling
competition D10 - Ey +
Females -2, = -2+ not to watch. 8+ to leave.
Fencing
school challenge D10 - Ey
+ non-fighter +3 + female +1 = -1- fight, -3- watch, 8+ to leave.
Public
baths D10 - Dy + females -1 + dirtiness? = -2+ not to have a bath taking
D6 + 2 moves.
Ancient
Monument D10 - Ie = need
-2+ not to spend D6 moves examining.
Enthralling
Book Readers only D10 - Ie
= need -1+ not to browse, need 8+ to stop.
Red
Light Premises Males only D10
+ Ms + LR (0-1) = need 5+ not to enter taking D6 + 3 moves.
Street
harlot Males only D10 + Ms + LR (1-3) = need 3+ not to employ taking D6
+ 2 moves.
Gambling
Casino D10 - Gy = need -1+ not to enter, needing 9+ to leave.
Dicing
Game D10 - Gy = need -2+ to ignore. 8+ to leave.
Smoking
Den D10 - Ly + non-smokers +2 = need -2 + not to enter, 7+ to leave.
Tumbling
display D10 + Ie Females
-1 = 7+ to ignore, 7+ to leave.
Conjurers
performance D10 + Ly =
need 6+ to ignore. 8+ to leave.
Clothing
shop D10 - Dy + Females -2 = need -2+ to ignore. 9+ to leave.
Jewellery
shop D10 - Dy + Females -2 = need -2+ to ignore. 8+ to leave.
Beggars
Tale D10 - Gy + Females -1 = need -2+ to ignore. 8+ to leave.
Striptease
show Males only D10 + Ms = need 6+ to ignore. 8+ to leave.
Skittle
game D10 - Ey = need -2+ to ignore. 8+ to leave.
Mirror D10 + Dy +Females -2 = need 8+ to ignore. D6 -2 moves
admiring self.
Weaknesses
GM's to suit their own
setup can apply these to characters. Care must be taken for these not to
unbalance the game. Because a character hates another race or sex, does not mean
that they have to automatically attack them on sight. A character obsessed with
studying shrubs, will make very slow progress through a wood! However they add
colour to both the characters and the game. Most give a deduction to a specific
form of temptation, which can be varied to suit.
Alcohol
-2 to temptation. Once started need 8+ to stop (to merry, tiddly, drunk,
incapable?)
Tobacco
Smoking or snuff-taking -2 to temptation (smell, smoke & smokers cough
complications)
Gambling
-2 to temptation 8+ to stop or when money has run out.
Dalliance
Chatting up the opposite sex, 8+ to stop.
Lechery
-2 to harlots and striptease lures.
Vanity in appearance
-2 to temptations. (Mirror, clothes etc:)
Idleness
If left to self will neglect duties.
Bullying
Will torment prisoners or any persons or creatures under their control.
Kleptomania
Dice not to steal unguarded objects or pick pockets 3+ not to.
Pyromania
Will set fire to any enemy property.
Clumsy
D10 3+ not to fell likely objects. In melee any friend within 1" D10
2- hit!
Over-talkative
Needs 7+ to stop talking once started to a new acquaintance.
Collectors Needs 7+ not to be distracted into searching for a desired object.
Hates opposite Sex Reluctant to speak to or perform any service for them.
Hates a particular Race or alignment Will attack them at least verbally when encountered.
Awaking groups asleep
Diced for within 6" in the open, 4" in tent, 2" within building or next room. D6 or MD + F,
Furtive Movement -1, Movement or whispers 0, speech or heavy or plate movement +1, Screeches or clash of weapons +2, Shouts or Screams +4, Acute hearer +1, Obtuse hearer -1, Noisy area -1, One in group -1, Inner wall between -1, outer wall between -2, Known threat +1.
= 5 1 wakes, 6 2 wakes, 7 3 wakes, 8 all wake.
Woken sleepers response Diced when a person is woken by suspicious noise.
MD or D6 +F Noise ceased -1, Movement or whispers 0, speech or heavy movement +1, Screams +3, Clash of weapons +2, Alarm called +3, Officer +1, Independent 0, Follower -1, Nidderling -2, Expecting trouble +1.
= 5+ raise the Alarm, 4+ investigate, 3+ listen awake D6 moves, 2- go back to sleep.
Dressing & Undressing For hasty dressing or undressing unclothed take 1 round, clothed 2 rounds, medium 3 rounds, heavy 5 rounds, plate 7 rounds. Fighting half dressed -1 in melee. Incomplete Armour as for rounds actually taken dressing. For full dressing add the following rounds, All +1, women +2, Ladies +4, children +3, Merchants +1, Courtiers +2.
Riders &
Animal Trainers (Non riders deduct 1" from moves and 1 from
stampeding & falling dice)
Riding is a skill and riders are rated as 1st level animal trainers. 2nd level animal trainers can break in wild horses and control dogs and other animals.
Neuserks,
Okserks & Chuserks (Words
from Dorithian Washa)
Neuserks are creatures
who will always attack strangers, approaching within a specified zone in inches.
Move distance -1" is a suggested neuserk radius zone.
Okserks are creatures
of uncertain temper, which may attack strangers (D10) within their
zone. Bulls suggested Okserk distance 3", D10 +2 per additional
stranger, = 3- attack.
Chuserks are creatures
who will attack strangers, within their zone, if the specified odds are
favourable. Pack of 5 wolves Chuserk 5", will attack two or less strangers
(2- St)
Untethered
Steeds and ruminants & herding
Herds & flocks will
wander together but spread out to 1" between each beast. They will wander
off at D10 -3" per move. If
result a minus, has not moved. The direction from where started D6 4+
right, 3- left, D10 x 20 degrees. Catching wandered steeds depends on
rider's skill and relationship with mount.
Within 6", D6
+F 6+ = caught. Faithful Mount 4+, Usual Mount 2+, Trained mount +1, Raw mount
0.
Herding Cows 5" 4 per herder,
Sheep & goats 4" 6 per herder (dog 8), Pigs 3" 5 per herder.
Animal trainers,
shepherds etc add 3 animals to number herded.
Sharpened
Stakes
(Take 2 moves to fell & 3 moves to position & sharpen)
Riders attacking
sharpened stakes, D10 +F, speed 15"+ strike -4, 10"+ strike -5,
6"+ strike -6, on
steeds. Lose charge bonus & -1
in melee from sharp side.
Foot attacking
sharpened stakes, lose charge bonus & deduct 1" from normal
move & 3" from
charge move.
Advancing from behind
sharpened stakes Riders -3" Foot -1".
Grapnels, Ropes, and cords
Ropes are normally in six het lengths (6 table inches), the light type carried by adventurers capable of carrying 5 quabits (A quabit = 16 kilos.), that is the weight of one and a quarter average persons. Carrying heavier length ropes would deduct 1/2 fatigue endurance from the figure. Permanently placed ropes and ships grapnel ropes can usually carry 10 quabits and vessels mooring ropes are 20 quabits. If a rope is overloaded D6 - 1each excess quabit, = 2- breaks.
Cords come in six het balls, 1 quabit strength and suitable for bowstrings, trip cords and binding prisoners. A quarter of a het is enough to bind a prisoner hands and feet.
Grapnels are metal triple pronged devices for hooking onto purchase points for climbing or for tying vessels alongside one another. A character carrying one with a length of rope will deduct 1/2 fatigue endurance. Normal throwing ranges for grapnels are men 5", and women 4". To gain a lodgement successfully D10 6+ required. If an opponent is within 1" of the lodgement D10 7+ they throw it down.
Cutting ropes & cords with sharp edged weapons. Try
each round, D10 + Weapon strike - half ropes quabit strength. = -2- fail,
-1+ weaken -2 quabits, +1 + rope cut.
Berserking
A warrior trained to go berserk spend one move building
himself up into a rage costing one fatigue point in the process.. He then adds
+2 to his melee and are not subject to orders or morale throws. They will
continue to attack any enemy standing within 12" until they collapse
exhausted.
Guarding prisoners
Moving prisoners with bound hands requires one guard per 3 men or 5 women for complete security. Expert guards or turnkeys + 2 to these totals. For each prisoner in excess, D10 +F per move. One side blocked by physical feature +1, Independent prisoner present -1, Officer present -2, Leader present -3, prisoner just run -1 = 0- a prisoner runs off and dice again, 1+ no escape attempt.
Running with bound hands = double move -3".
Bound Leader, Officer and Independent prisoners can try to work their bonds free if left unsupervised.
D10 + F each move. Each loosening +1, = 11+ Free, 8+ Loosened, 0 give up too secure.
Once hands free can undo one binding per round including feet and gags.
Catching, runaways, and overpowering. Catching runaways is worked out in rounds assuming that both guard and fugitive are running at double move rate. When within 1" of Fugitive, D10 + F each in competition, adding basic Me factors. F hands bound -2, Guard using whip + 2, down -2
= Guard +5 F caught & knocked down, +3 F caught, 0+ F still involved, minuses give inches F clear.
Once caught, continue struggle with Fugitive -1for being caught. = Guard +3 to tie hands and gain control. If a second person aids the guard, mean and add +3 as with melees.
Tracking (This involves spotting the
tracks left by the prey.(known to GM)
Trails
are traceable for up to three days. Fresh within 60 moves, (=3 hours) set rest
of 1st days, stale on 2nd day, old 3rd day. Dice each move
following the trail D6 + trackers level +F
fresh
0, set -1, stale -2, old -3, moderate rain -1, heavy rain -2, light snow -1,
moderate snow -2, heavy snow -3, snow on ground +2. Gloomy D/L -1, Dark DDL -3
Result
7+ follow at normal move rate, 6 follow at move -1", 5 follow at move
-3", 4 prey was here but direction uncertain, tracker moves 3" next
move in guessed direction & can only follow the track if within 1" and
the dice score is high enough. 3- lost track, must backtrack 3" and dice
again next move.
Scent
Tracking For scent tracking
animals, levels 1 > 3. (GM will know scent path)
Scents
are traceable for up to 6 hours (120 moves) fresh = less than 40 moves, stale =
less than 80 moves, old = less than 120 moves. Scents are lost within 1" of
water obstacles.
Dice
each move following trail D6 +tracker level +F
fresh
0, stale -1, old -2, ground wet -1, light rain -1, moderate rain -2, heavy rain
-3, moderate snow -1, heavy snow -2, strong wind -1, gale -2. Counter scents -1
> -3.
Result
7+ follow normal move rate, 6 follow move -1", 5 follow move -3", 4
halted a move,
3-
trail lost, must search again at least 3" away from loss point.
Pepper
trap tracking animals moving into one draught of pepper laid on
the trail dice, sneeze violently (heard to 9") D6 each move needing
6 to restart tracking.
To Creature states and definitions page
To Basic Character statistics page (just what you need to play the game!)