Formula Fantasy by qingyunliuliu


									Formula Fantasy
                     CHARACTER GENERATION
     The first step in character generation is to obtain (print) a character sheet, and fill in all creative
     elements you wish. Then proceed to read the system rules and develop a character as you go. A
     “*” indicates a specific instruction for filling out your character sheet.

     A Description of Characteristics follows. The statistics that follow each Characteristic are
     not hard and fast rules, but general guidelines. The Characteristics are scored in a range
     from 1-10.

     Strength - Overall rating of force a character can generate. Each point of strength allows a
     character to power-lift a weight of 1 stone, or about 20 lb.

     Endurance- Ability to continue physical or mental effort in face of resistance. As your
     character is a heroic personality, and therefore quite courageous, this does not represent
     willpower. It does represent physical ability to continue mental and physical exertion under
     duress. For each point of endurance above or below 5, divide or multiply the character's
     ability to endure, as compared to an &ldquoaverage&rdquo person. Example: If an
     average person grows too tired to think clearly after 24 hours, then a character with End 6
     will last 2 days. End 10 might allow the character to stay awake (at great cost) for 6 days.

     Agility- A rating of one's co-ordination and limberness. An old invalid has an Agility of 1. A
     sixteen year-old Gymnast has an Agility of 10.

     Alertness- A measure of one's sensitivity to their surroundings. An Alertness of 3 is the
     minimum to cross a busy street without getting trampled. An Alertness of 7 might give a
     Character a decent chance of noticing an ambush from above.

     Intuition- Ability to notice relationships of physical things (that the player might not
     otherwise be privy to). Also a characters' aptitude in the scholarly or arcane arts. Formal
     education can have a great effect on this ability score. A skilled artisan would likely have a
     minimum Intuition of 6. An intuition of 3 would keep someone from understanding a
     muffled conversation.

     Appearance- How the Character is perceived. Appearance score indicates how well the
     character can influence the perceptions of others around them. At APP. 1, the character
     remains the same drooling freak they always are. A score of 5 represents the average
     person's ability to present themselves in the way they want to be perceived. A score of 10
     indicates a masterful actor that is not only good-looking, but can change his demeanor and
     appearance to seem quite different when desired.

     Bardic voice- Ones' Oratory or Singing ability. A BV of 6 might get you invited back for
     choir practice a second time. A BV of 7 would represent someone with a good singing voice,
     the ability to do some good imitations, and the ability to project when speaking to a large

* Assign values to your character by dividing 42 points among the 7 characteristics. This comes out to
an average score of 6. The value range is 1-10. Allowable configurations include one score of 10, with
all others 8 or less, or two scores of 9 with all others 8 or less. The Bonus\Penalty chart for ability
scores is as follows:
     1          2          3           4          5           6          7           8          9          10

    -30         -20       -10          -5         0           5          10         15          20         30


The skill system that follows is loose and intentionally undefined. This is not for the sake of brevity, but to
allow unlimited skill variations. It also allows the character's background to define their skills exactly. All
skills possessed by the character can be taken in context of their background.

Professional Skills

Your character is probably an adventurer and a freebooter, but he might have skills from a more respected
profession. A professional skill indicates competence in a large number of related sub-skills . For Example:
A character that has the profession of "Game Keeper" will have a variety of woodland and animal husbandry
skills, “Scribe” is a profession that could include all manner of socio-political skills as well as literary and
linguistic skills. Professions are obtained through formal education and apprenticeship.

Any profession allowed by the game master may be used. To find out if you have a professional skill, roll a
d10. A result of 7, 8, or 9 indicates one professional skill. A score of 0 indicates two professions. Minimum
age for a character with one skill is 25, two skills is 29.

* If applicable, decide what profession you want and write it down.

Adventure Skills

As an adventurer and freebooter, your character has picked up a few skills that ease his way through life.
These are adventure skills. An adventure skill is a narrow area of expertise or activity. Swimming, hunting,
literacy, math, intimidation, foraging, flute playing etc... are all examples of possible adventure skills. Each
character gets 2 + 1d5 skills. Not having an adventure skill in something doesn't mean that you can't do it at
all, it just means you have no practiced knowledge at it. For example: a character has no swimming skill,
therefore he hangs onto a log and dog-paddles slowly across the river, while his companions laugh at him.

* Choose your adventure skills and write them down.

Next you need to roll your ability in each skill. To do this, you roll percentile dice, consult the Percentile
Skill Chart to determine the final result. The chart averages out the scores from 30 to 70.

01-11      30

12-22      35

23-33      40

34-45      45

46-56      50
57-67      55

68-78      60

79-89      65

90-100     70

* Write down your results for each of your skills. Discuss what characteristic score bonuses and penalties
apply to each skill you have chosen with the game master. Sometimes bonuses from two characteristics are
added together, sometimes you might average two scores to come up with a modified bonus/penalty. Write
down the results as "modified score" by each skill.

Martial skills

There are three different martial skill/styles to choose from. These define your characters' background as an

Defensive: This is an estimation of the fighting skills of an average person who has had occasion to be
exposed to violence. This is the most common style for scholarly type adventurers. Characters with defensive
style have proficiency with but one weapon class, and receive a -20 to their AC and AQ scores (explained
later). The trade-off is for 4 extra adventure skills and one guaranteed professional skill (plus possible
others), or spell casting at a much better rate than a warrior/mage can hope to achieve.

Swashbuckling ("Swash"): Normally skilled with a limited number of weapon combinations,
Swashbucklers are high-keyed instinctive fighters able to confront unusual terrain and multiple opponents at
no additional penalty and do not take wound penalties to their fighting skills. Swashbucklers with spell
casting receive -20 to their AQ score and a choice of only two weapon skills vice three.

Soldier: Soldiers are trained with and have skill in all normal weapon combinations, and have been drilled in
elite military units. They automatically have shield use and combat horsemanship skills. Soldiers receive
bonuses when fighting in formations, and are skilled in seige engine warfare.

* Choose a style and write it down. Defensive and Swash characters then choose weapon skill categories
from the weapon chart and roll for base skills, writing down the category's particulars as well as a total
modified skill score. Soldiers do the same, but they write down a base roll for all weapon classes, and do a
full write up for their preferred skills.

                                          Weapon Statistics Chart

Weapon name                   A.P.       Mods        Class

Small Sword           8         -         AGL          2

                      8        20         AGL          3

Dagger                5        10       1/2 AGL        1
Spear                 8         20      1/2 AGL         3

Mass Weapon           8         -       1/2 AGL         2

Pole Arm             10         10    1/2 STR/AGL       4

Large Sword          10         -     1/2 STR/AGL       3

Great-sword          12         20    1/2 STR/END       4

Quarterstaff          8         -                       4

Lance                12         30       1/2 STR        4

Sling                 8         -        1/2 AGL        3

Short-bow         05/08/03      -          AGL          4

Longbow            8/8/10     0/20/0 1/2 STR/AGL        5

Crossbow             10        40     1/4AGL/STR        4

Lt. Crossbow          8         0        1/2AGL         3

Next, you must determine your character's DEFENSE RATE and SHIELD USE.

* Roll on the percentile chart for each base skill. Add your Agility modifier to Defense Rate, and add 1/2
STR/END to your Shield Use score. Swashbucklers may forgo Shield Use to get another weapon skill

* Now roll for COMBAT HORSEMANSHIP (also called "Cavalier "). Soldiers automatically get this.
Swashbucklers must trade in a weapon skill, 2 adventure skills, or shield use. No weapon or other skill may
be used while on horseback if this skill is not chosen. An adventure skill of "horseback riding" allows a
character to keep his seat at a gallop, but does not include the ability to fight from horseback. Combat
Horsemanship is a refined skill only possessed by professional warriors. The modifying attributes for this
skill are ALERTNESS, AGILITY, and STRENGTH. Add all of your bonuses from these attributes to this

* If your character is to be a spell caster (note previously mentioned penalties) Roll on the chart and add the
total bonus from Intuition, Alertness, and Bardic Voice. Write this down as SPELLCASTING.

* Consult with your Game-master to determine how many SPELL POINTS your character has. write this
down also.

SKILL POINTS is an entry to be left blank for now. These are earned in the course of an adventure and are
used to increase skills later.
Your character's ability to wear armor and take advantage of it in a fight is a combat skill. This is ARMOR
COVERAGE (AC) and ARMOR QUALITY (AQ). The armor a character is wearing may not be as
complete as he/she is capable of wearing, but the benefit armor provides a character will never exceed the
character's skill in wearing it.

Roll separately for AC and AQ and write down your scores. Spell casters have -20 to their AQ. Obviously
full plate will protect anyone from falling hail, but to move and fight in it is another thing. Both a character's
skill and actual current AC and AQ must be tracked.

                                             GAME MECHANICS

Use of Skills

When you employ a skill, you roll percentile dice and attempt to roll under its' value. For instance, if your
modified skill in something is 45%, then if you make a roll of 45 or less, you achieve complete success in
what you were trying to accomplish. Any difficulties or interference subtract from this percentage chance, as
determined by the GM.
When one skill is in contention with another, and both sides have a chance at success (such as with weapon
skills), the situation is resolved by subtracting the opposing skill from the first, and then adding 50. This is
the percentage that must be rolled under for the action to succeed.

When using a weapon skill, a character's modified skill percentage with that weapon is called their
ATTACK RATING or AR. The defender's DEFENSE RATING (DR) or Shield Use Skill (as applicable)
is the skill which opposes it. The formula used to determine the chance of an attack to succeed is AR-

For Example: Fighter Billy-Bob rushes the evil wizard with his spear, his AR with spear is 55. The fat old
wizard's DR is 35. 55-35=20, 20+50=70. Billy-Bob damn near trips over his manhood as he attacks, rolling
a 69, which, though not pretty, manages to do the job. The spear stabs into the Evil One. Billy-Bob looks
over at his snickering compadres, "I meant to do that!" he says.

Once an Attacker succeeds in getting past the opponents' guard, the Defender's armor still might protect
them. The Defender's Armor Coverage (AC) is a percentage chance that the blow will encounter an armored
area. From the attacker's viewpoint, this is treated as a skill which must fail. The attacker tries to roll higher
than the defender's armor coverage. This number is not the Defender's AC Skill, it is the actual AC provided
by the armor being worn at the time.

Back to the example scenario: The Wizard has on a wide boar-hide girdle. His armor coverage skill is 65,
but the coverage provided by the girdle is only 20. The belt is very thick, however and provides an AQ of 40.
Billy-Bob rolls a 19, He sticks him square in the belt His spear has Armor Piercing of 20, so that reduces the
Wizards AQ from 40 to 20. The Damage roll is 63, and the remaining armor reduces this by 20 to 43. The
spear has a MXDMG of 8. The chart shows this to equal 4 points of damage.

When the result of a roll against AC indicates that the blow hit armor, the Defender's actual AQ score (not
skill, but the AQ of the armor actually worn) will be subtracted from the damage roll. Using a weapon with
AP ability helps, as it subtracts from the defenders Armor Quality before the AQ is subtracted from the
damage roll.

Billy-Bob cursed the dwarf that sold him the newfangled spoon-on-a-stick looking spear when he saw the
tiny dribble of blood dribbling onto the Evil-one's designer sandals. "Inconceivable!" screamed the wizard.
"Time to join my club, pipsqueak! Billy-Bob looked up just in time to see the rusty nail in the end of the
wizards' 2x4 headed for his skull...

The above resolution called for three rolls: a roll to hit, a roll to avoid armor, and a roll to damage. The GM
is familiar with the character's ability and skill scores so he knows what the player needed to roll to hit. With
the roll a 69 being close, the GM double-checked mentally before calling it a hit. The player automatically
rolled again against AC, declared a 19 to which the GM said "ha! you hit armor." The player then quickly
rolls for damage, calls the result, and adds a reminder about his AP and STR bonuses. The GM knows that
with a MXDMG 8, you just divide the attack roll by 12.5, so he instantly describes the apparent effects to the
player, and subtracts 4 points (once again in his head) from the wizard's total. The whole attack resolution
takes about 10 seconds. For most encounters, the players make their own rolls and sum up the results to the
GM once they know all the factors. Unsuccessful attacks take even less time, of course.
                              Damage Chart

mxdmg 20 19 18 17 16 15 14 13 12 11 10 9              8   7   6   5   4   3   2   1

 20   96 91 86 81 76 71 66 61 56 51 46 41 36 31 26 21 16 11 6                     1

 19   * 96 90 85 80 75 69 64 59 54 48 43 38 33 27 22 17 12 6                      1

 18   *   * 95 90 84 79 73 68 62 57 51 45 40 34 29 23 18 12 7                     1

 17           * 95 89 83 77 72 66 60 54 48 42 36 30 25 19 13 7                    1

 16   *   *   *   * 95 89 82 76 70 64 57 51 45 39 32 26 20 14 7                   1

 15                   * 94 88 81 74 68 61 54 48 41 34 28 21 14 7                  1

 14   *   *   *   *   *   *   94 87 80 72 65 58 51 44 37 30 22 15 8               1

 13                           * 93 86 78 70 63 55 47 39 32 24 16 8                1

 12   *   *   *   *   *   *   *   * 93 84 76 68 59 51 43 34 26 18 9               1

 11                                   * 92 83 74 65 56 46 37 28 19 10 1

 10   *   *   *   *   *   *   *   *   *   * 91 81 71 61 51 41 31 21 11 1

  9                                           * 90 79 68 57 45 34 23 12 1

  8   *   *   *   *   *   *   *   *   *   *   *   * 89 76 63 51 39 26 13 1

  7                                                   * 87 72 58 44 30 15 1

  6   *   *   *   *   *   *   *   *   *   *   *   *   *   * 84 68 51 34 18 1

  5                                                           * 81 61 41 21 1

  4   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   * 76 51 26 1
                   3                                                                    * 68 34 1

                   2    *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   * 51 1

                   1                                                                          *   1

                  Weapon Characteristics and other Modifiers

Weapon Classes

The "class" of a weapon is a number from 1-4. An example of a class 1 weapon is a knife. A class one
weapon is usually small, concealable, and easily used as an off-hand weapon. A black-jack is another
example. Some examples of class 2 weapons might include a hand axe, a mace, or short-swords such as a
gladius or a sax. These weapons may be used in combinations and are effective as main armaments while still
being easy to handle. Some examples of class 3 weapons are "war" swords such as the broadsword and
longsword, as well as other weapons which might be used in combinations with shields or class 1 weapons,
but would be too unwieldy to use as a matched pair. A sling, which may be used in combination with a small
shield, is another example. A class 4 weapon is a two handed weapon which cannot be used in conjunction
with another device. Bows, greatswords, and pole-arms are in this category.

A normal sized (5-7 ft tall) character can use up to 4 points of weaponry normally. A normal sized character
using 5 points of weaponry has -10 to his initiative roll, -10 to his prime hand weapon, and -20 to his off
hand weapon. This penalty doubles for every point higher than 5. This rule also applies to shorter characters
going over a weapon class of 3. If using the standard Fantasy genera races, then elves are normal sized,
Dwarves and Halflings get 3 points, and small Halflings and Gnomes get 2 points. This means that smaller
characters usually prefer short swords and spears when using shields, and the bastard swords and greatswords
made by these races are the equal to a Humans' broadsword. Of course, you can give Halflings a +10 on
agility and their skill with a short bow evens out. A short bow is a long-bow to a Halfling however, and a
down-sized bow for these races would be weak and impractical for punching through even light armor. Small
bows also have poor accuracy. To a gnome, a dagger is a sword and humans are giants. It still wouldn't be
fun to face a pack of them armed with spears however. Gnomes mostly use slings and light crossbows for
missile weapons.

Weapon Skill Categories

SMALL SWORD- This category includes weapons with 22" blades or less that are primarily chopping
weapons. Most of these blades may be made of bronze or iron with no penalty to weight or durability. Some
historical examples are the Roman Gladius, Machete Romano, Sax, medieval era Shortsword, and the more
modern Hangar. Small falchions(which some people mistake for scimitars) are also in this category. These
weapons are excellent in Florentine (two weapon) fighting styles, and are very practical when used with
small or large shields. They are practical to carry, and inexpensive to manufacture, making them popular with

STABBING SWORD- These are 25"+ weapons that are used primarily to stab. As a weapon made of bronze,
they are weak and don't parry well. Soft iron is also not practical, as these weapons must be made of fine
steel, with well designed hilts and crossguards to become the deadly weapons they should be. Thus they are
rare and expensive in most campaigns. Some historical examples are the bronze age Celtic Longsword (an
easily broken weapon), the Rapier, Saber, and Epee. Despite their length (some are quite long) they are
effective in close quarters. The Saber also has an edge, which helps make it an excellent cavalry weapon
against lightly armored opponents. These weapons are light in weight and are more comfortable to wear than
War Swords. Except for the bronze age longsword, these weapons are normally used singly or in Florentine
with a class 1 weapon. Shields larger than a Targe interfere with their use. When used with a Main Gauche
(pronounced mayn-goesh) they make extremely deadly weapons.

DAGGERS- The offensive character of all fighting knives is summed up in this category. These weapons
have blades no longer than 14" and no shorter than 10" to fall in this category. Shorter than this and it has no
A.P. ability and no AGL bonus. Poniards, Dirks, Bowies, and Langknives are normal examples of this type.
In more technologically advanced settings, elaborate parrying daggers such as the above mentioned Main-
Gauche (the name means "left hand") offers the same bonus as a Targe shield while giving offensive ability.
They also prevent maiming wounds to the hand when parrying larger weapons. Normal dagger types are
easily concealed and are great for getting the jump on an unsuspecting opponent.

LARGE SWORD- Also known as "war swords", big (23-34" blade) single-handed iron and steel chopping
blades are in this category. The medieval longsword (a cavalry weapon) the Broadsword (infantry weapon),
scimitars, large falchions, tulwars, cutlasses, and bastard swords being used in one hand are all in this
category. Best used with a shield such as a heater, these weapons provide enough force to hew through armor
(though not "armor piercing") and provide reach beyond the shortsword (vital on horseback). These are well
balanced weapons by necessity, with the balance point only a couple of inches forward of the hilt. This
allows the large weapon to recover quickly in it's motion. It is hampered inside buildings and among trees
however, and is heavy (6-11 lb), long, and difficult to carry on foot. The exception is a Bastard sword, which
has a longer hilt, and broader cross-guards, and is sometimes used two handed. This overcomes the
maneuverability issue, but still only provides a weapon combination of 3, leaving the swordsman at
disadvantage to the shortswordsman with a medium shield. They are normally carried only by professional
soldiers expecting trouble.

GREATSWORD-Any out-sized, two-handed sword with a 36"+ blade and a long hilt. These weapons are
used when fighting formations of pikemen primarily, but can be deadly in close combat as well. They are
used with a push-pull action while the hilt stays mostly stationary, low and in front of the user. They are
never swung in full motion, as they must stay in front to provide parrying ability. Some have a leather-
covered fore-guard to allow the weapon to be handled with a motion some-what like a quarterstaff. While
this improves maneuverability, it still takes a lot of room to use them properly and they are not quick on the
uptake. Still, they are balanced and as they are not swung, their weight does not work against them. They are
difficult to carry, very expensive (steel is a must), and impossible to use on horseback. In tight quarters they
do damage as a spear category.

POLE ARM- Long-hafted weapons useful for chopping, stabbing , and hooking away shields and weapons
are all in this category. A pole arm is an inexpensive multi-use weapon that even a small man can wreak
havoc with. Finesse is as important as strength here. As Pruning Bills (a device for pulling and chopping off
tree limbs) are very effective when used as pole-arms, militia and peasants prefer this class of weapon. Other
examples are Halberds, Glaives, Naganatas, Luceren-hammers, and Pole-axes. Unlike a spear, however they
may not be used with a shield. As such, that just makes them more convenient to carry on the militia-man's

SPEAR- All spears do damage the same way, whatever their length. Pikes and Footman's lances have their
uses on the battlefield, as they provide a first-strike ability, but are useless in close-quarters. The average
spear is 5-7 feet in length, may be thrown or used with a shield. Most cannot be used to fight Florentine style
(except the Madu) but is otherwise an excellent weapon. It is the most inexpensive and cost effective military
weapon, and is very effective against wild animals. A spearman may reach over a protective shieldman and
kill his shieldman's opponent. A spearman fighting behind a swordsman will do most of the actual killing in
such a situation.

LANCE- This is a longish spear used from horseback. It provides the length a horseman needs to get past the
spears of infantry but is only used to good effect in a charge. It is dropped after a charge if the cavalryman
intends to stay in the melee. It is long and ungainly to use, and only a small shield may be used with it (even
then it makes for a class 5 combination). As to use it with a shield is difficult, only very skilled horsemen use
this weapon. As shown by jousting tourneys, the use of this weapon shows well-honed fighting skills and
contributes to a chevalier's reputation. A heavy cavalry charge with this weapon is devastating to formations,
but easy for skirmishers to avoid. This weapon is only useful with stirrups.

MASS WEAPONS- Mass weapons are one-handed weapons consisting of a 2-3' haft, and a head of heavy or
sharp material. The head of a practical weapon is no more than 2-4 lb, not the gargantuan double bitted axes
and huge hammers often depicted by geek fantasy artists. Mass weapons are no more cumbersome than a
sword. They often have counterweights on the haft to balance the weapon, allowing it to strike rapidly and
repeatedly. They can be inexpensive, and made of almost any material. Axe, pick, morningstar, and hammer
heads can do more damage than a mace or club, but the effectiveness evens out due to the fact that a mace
can contact at any angle, doesn't get stuck, and has no deflectible edge. Axes have advantage of being used to
hook a shield, a tactic useful when fighting Florentine or in a group. Flails also fall in this category. Long
hafted axes with heavy heads don't qualify as pole-arms and are not military quality weapons. Mass weapons
above class 2 size can't be balanced properly to be effective. Ogres' weapons are a different story however...

QUARTERSTAFF- Normally a 5-6' hardwood staff, a Quarterstaff is a weapon unique unto itself. Users of
the weapon think of it in terms of 4 equal sections they call "quarters" (thus "quarterstaff"). The users hands
stay spaced on the shaft about shoulder with apart,in front of the user, with each hand in the center of two of
the staff's adjoining "quarters". The center two quarters are held as a starting defensive position. To attack,
the user lets go one hand, rotates the shaft clockwise or counterclockwise, and uses the free hand to grip the
center of an "end quarter" to end up with the shaft in one of 4 positions (another set of quarters) to allow a
high or low left or right attack. The staff is then used in a push pull motion to snap the long end out, while
keeping the hands centered in front of the users body. There are many variations, but most of them are
conservative as this weapon demands discipline to form rather than strength, speed, or imagination. While
one must have an expensive metal reinforced shaft to face swordsmen, this is a great weapon in trained
hands, and the long reach and swing can have the power to crush helmets despite the weapon's humble
appearance. A shieldman must keep his form tight as numerous blows can come from any direction, and
Florentine fighters have an opponent that keeps their off-hand weapon very busy. Oddly, the bastard and
great sword are the best counters to this style.

SLING- Commonly made of leather, or cloth and string, a sling consists of a flat to slightly cupped pouch
with a sting or lanyard off of each side. The object to be thrown is placed in the pouch. One of the lanyards is
made off to the slinger's wrist, and both lanyards held in the hand. The sling is slung (?) in an overhand pitch
fashion or (rarely) lasso-like manner one full turn and released to propel a large stone or heavy lead bullet
with a huge amount of force. The range is short, but the impact is huge. Ancient armies considered the bow
inferior as a military weapon until advances were made in archery. It remains a powerful short range weapon.

SHORT BOW- The short or "self" bow is a 4-6' long weapon used to propel flight or broad headed arrows.
Horse bows are the shorter weapons (3') and are far more expensive, as they are laminated up of various
materials. Arrows are also expensive, so points used for hunting small game are not usually as effective as
weapons of war. These are military grade weapons and have a draw weight between 40 and 70lb. The shorter
the bow (for the same efficiency) the more expensive.

LONGBOW- These are class 5 weapons and are used only by skilled professional archers. They fire flight
arrows for long range, broadheads for short-range against light armor, and "bodkin" A.P. arrows at short
range against armor. These weapons are of great value in a military situation, but due to the difficulty of use,
extreme expense, and delicate nature of these bows, they are mostly only seen on the battlefield. These bows
have draw weights of 80-120 lb, and use thick staved arrows 32-37" long. These weapons are not known in
all areas, as they only originate in areas that have appropriate materials. Additionally, though a master
bowyer can produce one in just a few hours, the curing of the selected bow stave can take one or two years,
and they often take even longer to "prove out"

CROSSBOW- Both heavy and light crossbows fall under the same skill categories. Heavy crossbows have a
low fire rate, but do not require much skill to fire and are less expensive than longbows. Light crossbows are
durable and compact weapons with a decent rate of fire, but don't pack the punch of the heavy crossbow or
the range of the self-bow. Heavy crossbows require leverage devices to draw and cock. Light crossbows are
drawn with gloved hands. Heavy crossbows are fairly technologically advanced weapons.

LIGHT QUARRELS- These short missiles are fired from a light crossbow and have a MXDMG of 8. They
have a 75 yard effective range and are -5 to hit every 10 yards

HEAVY QUARRELS- Fired from a heavy crossbow, these missiles have a MXDMG of 10 and a 40 AP.
They have an effective range of 75 yards and are -5 to hit every 15 yards.

SHORTBOW FLIGHT ARROWS- These are up to 30" long and have narrow heads and fine flights. They
have a MXDMG of 5 and 150yd effective range. They are -5 to hit every 15 yards.

SHORTBOW BROADHEADS- These are heavy barbed arrows for killing at close range. They have an
effective range of 50 yards, MXDMG 8, and suffer a -5 every 10 yards.

LONGBOW FLIGHT ARROWS- Made for long range, these 36" arrows have a MXDMG of 8, and a 250
yard range. They are -5 to hit every 25 yards.

SHEAF or "BODKIN" ARROWS- Used for piercing heavy armor at close range, these arrows have a
MXDMG of 8 and a 20 AP. Their maximum effective range is 125 yards, and suffer -5 to hit every 15 yards.

LONGBOW BROADHEADS- These have an effective range of 100 yards and a MXDMG of 10. They
suffer a -5 to hit every 15 yards.

                                     Defenses and Armor.

When a character employs a shield, his SHIELD USE score is used in place of his DR. The following
describes the general categories of shields.

SMALL SHIELDS- These are very small shields. Against missile weapons, a character employing a small
shield uses his DR instead of his SU. These count as a class 1 weapon for weapon combo purposes. Parrying
daggers, Targes(or "Target shield"), and Bucklers all count as a small shield. Targes and Bucklers are only
12"-16" in diameter and offer no additional benefit. They are cheap and very portable. Parrying daggers can
serve the same function, as well as to be used to attack when not parrying.

MEDIUM SHIELDS-Round shields, Heaters, and Kite shields are in this category. They can count as a class
1 weapon and give an +20 AC and +20 AQ to their bearer if he is not caught unawares. Round-shields are
moved up and down more than heaters, so they are often lighter and less durable than Heaters, which are
pointed on the bottom to protect the knee. Kite shields are most often a cavalry device. They all function
well, and have 4-7 square feet of surface area (thats 22"-30" in diameter for a round shield).

LARGE SHIELDS- Some shields are special purpose for shield formations. These "barn-door" shields are
used by legion formations and siege assault troops. They count as a class 2 weapon, provide +20AC and
+20AQ in melee, and +40/+40 against missile fire. They are quite a load to bear, and maneuvering faster than
a walk with it at the ready is impossible. Mantlet shields are larger yet and are self-standing... and are not in
this category. Beware of standing next to someone bearing one of these shields... you will be the preferred


Armor comes in many shapes and materials. Combinations of armor pieces totals up to a suit's Armor
Coverage. Armor Quality is a rating of the armor's average ability to protect.

ARMOR COVERAGE- The most common places to be struck by a weapon in melee are the head, left
shoulder, left thigh/knee, right arm, and (of course) the hands. Of course, you only see arena fighters
(gladiators) wearing such armor combinations, as arrows and spears abound in the real world. Bearing this in
mind, however, the GM should assign an AC to the armor the character has. Naturally this can be no higher
than the character's AC skill. A few guidelines can help however. For example: Give a cap a 10%, a helm
15%, a shirt or breastplate 30%, a Hauberk 45% (long-sleeved mail shirt with a mid-thigh length hem). "Full
Armor" is seldom greater than 70% coverage (before adding a shield), as faces, backs of the legs, and other
areas are still exposed. More armor than that and you move too slow to protect your exposed areas.

ARMOR QUALITY-leather can be thick or thin, mail can be light or heavy, plate can be well-designed or
badly. Different materials protect against different weapons in a variety of ways. AQ is a summation of a set
of armor's average. The AQ of an armor might be anything, but usually better armor is more expensive and
heavier. An AVERAGE mail shirt (the stuff some folks call "chain mail")with an "arming coat" underneath it
gives about 40 AQ, Cur Boil leather gives an AQ of 40 for same weight, but does not flex or breath, thus it is
given a higher encumbrance value. Steel plate gives an AQ of 60. The helm is a very important piece of plate
armor, after all, and adds 10-15% to the total armor quality.
To find the weight of an armor, add it's AQ and AC together and divide by two for cheap armor, and three for
expensive armor. This number is the armor's weight in pounds for humans. Dwarves and elves divide by
three to four, halflings and gnomes by four to five. Thus a short mail shirt weighs about 25 lb, a full hauberk
about 35. Common full tournament plate for a human about 70lb, while the same style made for a Gnome
Prince weighs a bit less than 25. Magic throws all of this crazy... .have fun...
The Spellcasting System is based on the expenditure of Spell Points. A given expenditure of points will give
the same general result no matter how different the visual effect of two different spells. The overall
effectiveness of the spellcasterin question is up to the GM. Aside from the player rolling the characters skill
level in spellcasting, the GM determines how many spell points the character has, and what the regeneration
rate of those points are. This can be an effect of the "level" of magic (if any) in the campaign, the characters'
skill and experience, or even the characters' geographic location at the time. This is not a hard and fast

The following are the "fields" of magical study. The GM decides how many fields of magic the character
knows. In this system, a spells effect has only one specific target, and only affects one specific thing, for the
duration of one round of actions (about 6 seconds) unless modifiers are purchased in the spell point cost.
EXAMPLES: It costs little to fly to the top of a tree... a lot more to stay hovering. A spell that damages is
cheap, a spell that damages at range over an area of effect for an extended duration is not. If the magic spell
causes an effect, the spellcaster pays for it.

                                                 Lesser Schools

ENERGY BLASTS-(EB) This is the concentration and release into the physical world of
thaumaturgicenergy. This is often used for destructive purposes. USAGE = 1SP per 1 MXDMG.

FORCE FIELDS-(FF) This school concerns the use of magical attraction and repulsion. USAGES = 1SP per
+/- 10 defense rate (1 round duration), 1SP per protection against 2SP (must not be an instant effect or must
already have protection in effect), and 1SP to draw or repel 1STR of effort to attract or repel from or to an
object or person.

MOBILIZATIONS-(M) This is the use of thaumaturgic energy to move things. It is related to FF but not
exactly. USAGE = 1SP for 10 lb at 10mph for 1 round. This equals a distance of about 30 yards, and the
amount of time, weight and speed are variable. Note that the Range modifier is required to move anything
but the caster himself.

ILLUSION-(I) The magical construction of sensory effects. NOTE: these spells cause lights and noises to
appear, allowing someone to actually see by the light of such spells. The effects are real, not just in the minds
of the affected. Nonetheless, to actually deceive with such a spell requires a lot of skill and power. USAGES
= 1SP gets the light of a candle or an opaque vision about the size of a man. 10SP gets sunlight illumination
or a solid-looking and noisy illusion of a party in a room for 1 round.

CHARMS-(CH) The field of sorcery involving controlling others' minds. The base chance is 1SP per 10%
chance to cause someone to alter plans, attitudes, or instill a desire for something. The more unreasonable the
action is, the less chance of it happening. Less complex acts, like convincing the subconscious that the brain
sleep, are not as hard, and can have normal chances of success unless the affected creature is excited (such as
in combat). Base range is 5' from caster. Unless duration is purchased, a standing person told to sleep will
likely wake after falling to the ground.

WAX/WANE-(WW) Additions, subtractions, and concentrations of existing potential energy or ability.
USAGE = 1SP per 10% addition or reduction for 1 round.

CURSE/BLESS-(CB) General alteration of random chance to favor or disfavor the affected USAGE = 1SP
per 10% change in random chance.

                                               Greater Schools

The Greater fields of magic are the study of true wizards in tune with the laws of nature, and are never
found in the magical repetoir of amateur witches and warlocks. Application of these schools is a matter of
case-by-case consideration. These powers require 10 minutes of invocation per spell point used.

TRANSMUTATIONS-(T) This is the permanent alteration of matter. No duration modification is required as
the effects are real and permanent. USAGE = 1SP per 10% change in the nature of 10lb of non-living
material in 10 minutes. To effect living material or anything in motion costs 10 times this.

EVOKATION-(EV) The arts of summoning, telepathy, and trans location. This is the immediate re-location
of matter and energy to a different locale, not relevant of distance or plane of existence. USAGE = 1SP trans
locates 1lb of matter anywhere. 1SP allows transmission of one complete thought concept to another person

CREATION-(CR) This is the direct creation of matter from energy or energy from matter. USAGE = 100SP
per 1lb matter created or 10lb matter unmade.

ENCHANTMENT-(EN) This is the instillment of Thaumaturgical energy into an object or being. USAGE =

                                               Power modifiers

For multiple modifiers, the modification cost is only applied to the base cost of the power.

RANGED EFFECT-(RE) Short range (5') is free, up to 25' away from caster and the spell costs 150% of
base cost (or x 1.5). 100' costs 2x, 1000' costs 3x, and out of immediate area costs 5x.

AREA EFFECT- (AE) One target or 5' diameter area (whichever is applicable) is standard,10' D is 1.5x,
25'D is 2x, 50' is 3x and so on for every 25'diameter expansion. Illumination from a magical light source does
not require this modifier unless the source of the light is to be large.

DURATION- (D) Instantaneous to 1 round is normal cost. 2 rounds is x2 cost, 4 rounds is x3 cost, 8 rounds
is x4 cost, 16 rounds x5 and so-forth. Some spells and particularly clever effects may require less cost than

Putting it all together...

The above effects are called Powers. When effects and modifiers are put together in combinations they are
called Spells.

Example: Jim-Bob the magician's apprentice wakes in the middle of the night to a noise in his room. He
immediately uses knowledge from his ILLUSION studies and 1SP to cast a few seconds of light into the room
from the upheld tip up his finger. He then reaches out to his oil lamp and uses a tiny burst of power in an
ENERGY BLAST to light the wick. His illusion fades as the lamp flickers to life. He sees a muddy footprint
between his open window and his wardrobe. He whispers a quick spell (FF/RE 25'/D 4rounds, 6SP) he had
designed for use on rats and vermin in the walls. The old wardrobe now had an enchantment which repelled
oxygen from a small area for a while, leaving oxygen deficient air in enclosed spaces. Jim-Bob extinguished
the lamp, made an intentional non-committal noise and rumpled the bed covers to pretend to be fooled... as
he slipped up to the wardrobe and turned the key... When the thrashing in the wardrobe settled down, he
opened the door to see a very attractive female thief. "Time to brush up on my Charm spells, I see!"
snickered Jim-Bob.

While the above example includes a possibly anachronistic knowledge of the existence of oxygen, it
demonstrates the great difference in the use of mere powers, and the fine-tuned results of special designed
spells. A spell known to the caster may be cast in non-stressful situations with assurance of good results. To
use raw powers to achieve the same results takes time and requires some sort of appropriate roll against
spellcasting skill.

The more clever the design of the spell, the more effective it can be. A simple spell casting raw energy over a
distance to injure and enemy is pretty straightforward, But a weaker spell that merely sets the thicket around
the enemy ablaze might do more damage (to everything). An illusion of someone walking down the street
takes a lot more power than making a woman walking look like a man.
The final aspect of spellcasting is the creation of Power Foci. This is anything (Wand, Ring, Familiar etc...)
that contains a portion of the characters' spell points. This is one of the ways the ENCHANTMENT power
works. Enchantment can cast a spell effect into an object permanently, or it can create a storehouse for a
characters magical power that allows the character to double (for instance) the power contained inside. For
instance, Jim-Bob has 15 SP. He permanently puts 5 points into his wizard staff leaving him with 10 points.
The staff focuses the 5 points into 10, however, giving Jim-Bob 20 total points. All of this is up to a GM's
decision of course, But this is a neat way to add power and handicap (and therefore character depth). An
interesting notion might be that while only the objects' owner can use it, the wizard could loan or give it to
someone else. Perhaps after a wizard's death, someone very like the wizard might find his staff and be able to
use some portion of it's power...

Introduction to the Wide World
That having been said, we will now introduce you to some NPC's, Geography, Politics, and a short Bestiary
from our Legendary Lands of the Grand Dukes of Nordmark.

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