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To: Adam Naylor <[a--y--r] at [gara.une.oz.au]>
From: [m--h--l] at [sol.nepean.uws.EDU.AU]
Subject: Re: Dragonquest
Status: OR

Here is the first of the stuff I promised (poorly formatted, as desktop
format
 doesn't transfer to well to mail :)   )
IX.4 Hunting
A character who does not know how to hunt for food may starve if forced to
live off the land - a shortfall in rations is potentially catastrophic. 
While a random encounter may turn up something edible, who would want to
hunt for food in an environment where the only game consists of creatures
formidable enough to put on an encounter chart?  Mammoth-hunting might have
been a way for some early humans to make a living, but many more of them
made an even better dying at it.
The Hunting skill is the ability to locate and dispatch from this mortal
coil various small, lovable, furry animals who are tasty, as well as to
locate edible plants and reasonably fresh water.

[4.1] A character must hunt alone and for a number of hours a day to catch
small game.
A character may attempt to hunt each day.  A hunter is assumed to operate
independently (small game is frightened away by large parties), and so
encountered creatures may ambush individual hunters rather than the main
party, there being an even chance for each "detachment", including the main
body, to be the target of a random encounter.
The hunter spends a certain number of hours each day hunting.  The party is
slowed to that extent, as food cannot be brought back to camp if the hunter
does not know where the camp is.  It is possible to spend "zero" hours
hunting and still catch something; this represents making the best
travelling time possible while still taking advantage of potential targets
along the way.  It will often involve some additional cost in lost
missiles.

[4.2] A successful hunt will result in a variable amount of usable food.
The success of a hunt is determined at the end of the day.  The Base Chance
for hunting is [Perception + (5xRank) + (Rank in Ranger)].  The bonus due
to the ranger skill is doubled if the ranger is hunting in the type of
terrain in which he has specialised.  The base chance is modified by other
conditions:
Condition	 Modifier
Armed with a missile weapon or net	Rank with weapon
In desert (or other waste)		-20
In forest/swamp (or other life-dense)		+10
Per hour of hunting		+2
To determine how much food was gained, divide the hunter's percentile roll
by 10.  The result, rounded up to the nearest whole number, is the number
of person-ration-days obtained in the day's hunting efforts.  Special and
critical successes have no effect on the result of a hunting roll.
Fresh food can be kept for up to three days before it becomes inedible. 
The number of party members this food will feed is a function, to some
extent, of who and what those members are.  A giant consumes three
human-sized rations per day, and even the smallest of the humanoids in the
group consumes at least one ration a day.

[4.3] Hunting large animals is usually a group activity.
The hunting of animals such as deer, boar and bear should be handled using
the combat rules (see V.) rather than the rules in this section.

[4.4] Humanoids also require water to survive.
Finding water is easier than finding food, for several reasons.  Water does
not hide, sources of water are much larger than the typical game animal and
one source will suffice for the whole party to slake its thirst.  Searching
for water occurs during the same time as normal hunting and has the same
Base Chance.  For the effects of varying conditions on the chance of
finding water, use the modifiers below:
	Condition	Modifier
	Per hour of hunting		+ 2
	Mapped source of water in area		+60
	Forest		+30
	Desert		-30
	Swamp		-10
The resulting number is the percentage chance of finding a water source
during the day.


VIII.8 Craftsman
In a fantasy world, all the household and adventuring items available for
purchase are the products of individual craftsmen.  Craftsmen will range
from the village wheelwright to the Royal Goldsmith.  Most NPC craftsmen
will derive their living from their craft.
Craftsman is not a single skill, but a method for deriving a set of rules
to cover the functioning of any craft or trade.  Each craft should be
treated as a separate skill.  Craftsmen are usually respectable members of
society.  If a guild structure exists in the game world, most crafts will
have a corresponding guild.

[8.1] A craftsman may manufacture any item which the GM rules to be a
product of his craft and to which he has access to the necessary tools and
raw materials.
Before manufacturing an item, a craftsman should ensure that all necessary
materials have been purchased, or will be available when required during
manufacture.  The GM must determine, on a craft by craft basis, how many
items an individual craftsman may work on at the same time and what effect
assistants (apprentices or partners) have on this limit.

[8.2] The rank of a craftsman will effect the quality of any article he
produces.
A craftsman's base chance to manufacture an item is equal to [(3xManual
Dexterity) + (5xRank)].  When he wishes to manufacture an item, percentile
dice are rolled against his chance.  If the roll is less than or equal to
his chance, he has successfully manufactured the item.  If the roll is
greater than the success chance, the craftsman has produced an a
sub-standard item, with a roll of 99 or 100 resulting in a fumble and a
badly flawed product.
The following classifications are applied to items produced by a craftsman:
 Rubbish, Inferior, Standard, Superior and Exceptional.  It is up to the GM
to interpret each of these ratings for the particular item and craft in
question.  The exact rating of an item depends on the craftsman's rank and
the dice roll which represented its manufacture.  See IV.4.1 for the
meanings of the die results.  Consult the following tables to determine the
quality of the article:
	Die	      Craftsman's Rank
	Result	        0-1	            2-3	            4-5
	Fumble	        Rubbish	        Rubbish	        Rubbish
	Failure	       Rubbish	        Inferior	       Inferior
	Success	       Inferior	       Standard	       Standard
	Special	       Inferior	       Standard	       Standard
	Critical	      Standard	       Standard	       Superior
	Die	      Craftsman's Rank
	Result       6-7	        8-9          	10
	Fumble      Rubbish	     Inferior	    Inferior
	Failure	    Inferior	    Standard	     Superior
	Success	    Standard	    Superior	    Superior
	Special	    Superior	    Superior	    Exceptional
	Critical    Exceptional 	Exceptional	 Exceptional

[8.3] The rank of a craftsman will effect the price of any article he
manufactures.
The more skillful a craftsman, the more he can charge for his products,
regardless of their quality.  This is especially true as most craftsmen
will demand payment in advance for special orders.   Before they are used,
a layman will only recognise the faults in items which are classified as
rubbish.  The base cost of an item is multiplied by the number from the
following table which corresponds to the craftsman's rank.
	   Rank	   Cost
		0-1		0.8
		2-3		1
		4-5		1.2
		6-7		2
		8-9		xRank
		10		@
@ An artwork, minimum value is base cost x 10 and generally the craftsman
can charge what he likes. 

 [8.4] A craftsman can evaluate the worth of items produced by other
practitioners of his craft.
A craftsman may assay items which are products of his craft as if he were a
merchant of the same rank (see 10.4).

[8.5] Each craft must be learnt as a separate skill.
All the rules in 1.0 apply to a craftsman skill.  The Experience Point cost
for player characters to advance in rank with a craft must be determined
for each craft by the GM.  The Experience Point cost should reflect the
difficulty of learning the craft (for example, weaponsmithing should have a
much higher cost than pottery).
Knowledge of one craft does not convey any knowledge of the abilities of
any other craft.  

[8.6] The rank of an NPC craftsman depends on the number of years he has
spent practicing his craft.
Mastering a craft requires the devotion of a life time.  Non-adventuring
craftsmen will progress one rank in their craft for every two years spent
practicing it.  Exceptional individuals may progress faster than this.

[8.7] There are many crafts which may be covered by these rules.
The crafts which may exist in a game world include:
	Armourer	Glassworker	Salter
	Baker	Goldsmith	Shipwright
	Blacksmith	Hideworker	Silversmith
	Bowyer	Iceman	Stonecarver
	Builder	Jeweller	Stonemason
	Butcher	Lexigrapher	Tailor
	Carpenter	Limner	Tanner
	Cartographer	Locksmith	Tentmaker
	Chandler	Miller	Thatcher
	Charcoaler	Miner	Timberwright
	Clothier	Net Maker	Tinker
	Cobbler	Ostler	Toymaker
	Cook	Painter	Wainwright
	Cooper	Potter	Weaponsmith
	Engineer	Rope Maker	Weaver
	Farrier	Saddler	Wheelwright
	Fletcher	Sailmaker	Woodcarver
Other crafts may be permissible at the GM's discretion.

[8.8] A craftsman must pay a varying amount of Silver Pennies per year for
guild dues and replacements for any implements of his trade that have worn
out or broken.
The GM must determine the cost for each separate craft.  This cost does not
cover the raw materials necessary to manufacture items or the cost to set
up a place of business.


VIII.15 Troubadour
In a DragonQuest world, a minstrel who wishes to be welcome for his
entertainment abilities during his travels is known as a troubadour.
A troubadour becomes a multi-talented performer as he increases his
experience in the field.  The troubadour is also a student of the people he
visits, and is as knowledgeable as a scholar in the matter of customs.  A
troubadour, being a skilled actor, can also be a master of disguise. 
Troubadours are less sophisticated than their Courtesan counterparts, but
are capable of entertaining a wider range of audiences.
The abilities given in section 15.1 usable by a troubadour in situations
not explicitly covered in the following sections.  The GM should improvise
and allow a troubadour character to use his skill in appropriate instances.

[15.1] A troubadour acquires one ability per rank.
The character begins with one of the following abilities at Rank 0 and
acquires one further ability for each rank.  While a success chance is
given for each ability, all acquired abilities can be performed skillfully,
so a roll should be made only when the GM finds it particularly necessary
or wishes to use the success chance to gauge the quality of a successful
performance.
1.  Play an instrument of the player's choice
Base Chance:  [2xMD] + [5xRank] + PC
The character must acquire this ability a new for each separate instrument
he wishes to use.
2.  Sing
Base Chance:  [2xMD] + [5xRank] + PC
This ability may be performed simultaneously with ability 1., if the
instrument does not require the use of the mouth.
3.  Recite stories and legends
Base Chance:  [2xAG] + [5xRank] + PC
As a character's rank improves, they learn more tales, enabling them to
give long recitals without repetition.  If the character possesses
abilities 2. and 3., they can recite stories and legends in song form.
4.  Compose stories and legends
Base Chance:  [6xRank] + [4xPC]
This does not help a Troubadour tell an interesting story, just to write
and conceptualise tales.  The Troubadour may also compose songs if he
possesses either ability 1 or ability 2.  A Troubadour may only compose
tales in a language in which his rank in either Speak or Read and Write is
at least 6.
5.  Perform mime
Base Chance:  [2xAG] + [5xRank] + PC
Apart from its normal use as entertainment, this ability may allow
communication without the need of speech.
6.  Mimic speech
Base Chance:  [6xRank] + [4xPC]
This ability allows a Troubadour to mimic any mode of speech or accent with
which he is familiar.  Its most common use is to satirise public figures
with unusual speech patterns, such as lisps, stutters or affectations.  It
may also be used to blend into a society with a strong dialect in its
speech.
7. Act out skits or parody
Base Chance:  [2xAG] + [5xRank] + PC
These are short set pieces which involve skill in both humour and acting. 
They are performed by one to ten performers and are usually intended to
satirise prominent individuals, social activities or taboos.  They may vary
from the bawdy to the refined.
8. Dance
Base Chance:  [2xAG] + [5xRank] + PC
Each culture has many different styles of dancing.  These may include folk,
court, religious, ceremonial and erotic.  Each time this ability is chosen,
the troubadour gains the knowledge of one dance style.  The first time this
ability is chosen, it must be taken as folk dancing.
9. Simulate a wide range of emotions
Base Chance:  [2xMD] + [5xRank] + PC
The Troubadour can fake any desired emotion and can conceal their true
emotions with no difficulty.
10. Tell and compose jokes
Base Chance:  [2xAG] + [5xRank] + PC / [6xRank] + [4xPC]
To employ the tell jokes part of this ability in front of an audience
requires at least Rank 5 with the predominant language of the audience. 
The compose jokes ability allows Troubadours to make up new jokes on the
spot and is often used to deal with hecklers.
11. Juggling
Allows the troubadour to juggle any objects of reasonable size.  This
includes dangerous objects, such as knives.  When the GM requires a roll to
be made for the performance of such feats, the troubadour's rank is added
to his Manual Dexterity before multiplication by the Ease Factor. The GM
must determine the Ease Factor and the affect of a failed roll as normal.
12. Execute acrobatics
Allows the troubadour to perform leaps, falls, tumbles, etc, without
injury.  When the GM requires a roll to be made for the performance of such
feats, the troubadour's rank is added to his Agility before multiplication
by the Ease Factor. The GM must determine the Ease Factor (possibly
increasing it for the troubadour) and the affect of a failed roll as
normal.
13. Amuse small children
Base Chance:  [2xMD] + [5xRank] + PC
The troubadour has the ability to hold the attention of small children. 
This may involve the dressing up as a clown or other figure of fun.
14. Amuse semi-intelligent creatures
Base Chance:  [2xMD] + [5xRank] + PC
The troubadour has the ability to hold the attention of semi-intelligent
creatures.  This ability does not involve actual communication, but noises
and actions to occupy unsophisticated beings.
A troubadour may gain additional abilities after achieving Rank 10 by the
expenditure of 500 Experience Points per ability.

[15.2] A troubadour's chance of successfully performing minor magic (see
IV.4.2) is increased by 2 per Rank.

[15.3] If a troubadour is a mage of the College of Illusion (see VII.5), he
adds 1 to his modified chance to cast a spell for every rank he achieves.
If the troubadour is a member of a different College, he may add 1 per Rank
to his modified cast chance when casting any spell which is intended to
charm intelligent beings.  This includes such spells as Charming, Mass
Charming and Hypnotism.  This bonus may only be applied for non-Illusion
spells when they are cast against a non-Hostile entity.

[15.4] When a troubadour uses his Perception value to gain information (see
IV.4.3) about the customs or habits of humanoids, add 2 per Rank he has
achieved to his success percentage.
Troubadours are adapt at adopting the ways of the people amongst whom they
make their living.  They can rapidly become familiar with the customs and
mores of a people.  This only applies to the customs of commoners.  The
customs of the nobility are covered by 7.4.

[15.5] A troubadour can use disguise to appear as a member of a different
humanoid race, gender or profession.
A troubadour cannot disguise himself as a member of a race for which his
size is inappropriate (eg, an elf troubadour cannot disguise himself as a
halfling) or as practitioner of a profession for which he is physically
unsuited (eg, a frost giant troubadour could not imitate a jockey).  A
troubadour's disguise ability is intended to fool someone who does not know
the humanoid the troubadour is masquerading as; if the troubadour is
attempting to pass himself off as an acquaintance of a particular being,
the GM will have to determine the increased chance of the deception being
noticed.  The base chance of noticing that a disguised troubadour is not
what he appears to be is [2xPerception].  This should be varied with the
quality of the disguise roll.  In normal circumstances, this check should
be made once per day.  If a troubadour is attempting to appear as someone
known to an observer, a check to notice the deception should be made more
frequently (possibly even once an hour).
A troubadour's base success percentage to use his disguise ability is
[Manual Dexterity + (2xPerception) + (8xRank)]%.  Subtract:
1.  One for every year of apparent age difference between the troubadour
and the disguise to be adopted.
2.  25 if the troubadour is impersonating a member of another race.
3.  35 if the troubadour is impersonating a person of the opposite gender.
If the roll on percentile dice is equal to or less than the troubadour's
success percentage, the disguise has been successfully applied.  If the
roll is greater than the success percentage, there are inconsistencies
(with the role being assumed) in the troubadour's appearance or behaviour. 
The inconsistencies become more glaring as the roll approaches 100.

[15.6] A troubadour can use his bardic voice to charm several beings at
once.
A troubadour may use his bardic voice on up to [2 + (2xRank)] beings who
can understand the language which he speaks.  The troubadour may not use
the voice ability in combat, but may use it against hostile beings.  The
troubadour must spend at least 3 to 5 minutes using the Bardic Voice on the
intended victims before it will take effect.  During this time none of the
intended victims will take any hostile action against the troubadour.  It
is left to the GM to determine exactly how much time must be spent in each
attempt.  The chance of success for Bardic Voice is [10xRank]%.  If this
roll is a success, each being the troubadour hopes to affect is allowed to
resist, using their Magic Resistance.  Each being that fails to resist is
charmed, as described in the College of Ensorcelments and Enchantments
spell of the same name (see VII.3.4).  The Individual True Names of the
targets (but not the Generic True Names) may be used to effect the chance
successfully using this ability.
A troubadour must expend [15-Rank] Fatigue Points every time he uses the
bardic voice ability, regardless of how many beings succumb to its
influence.

[15.7] A troubadour may use his abilities to make a living.
When performing in an inn or similar establishment, a troubadour may earn
[10+Rank] silver pennies a night, plus a certain amount of goods in kind,
such as fruit.  A troubadour may earn more money by being hired by a rich
household, where he may earn [20xRank] silver pennies a week.

[15.8] A troubadour must spend [50 + (100xRank)] Silver Pennies per year to
supply himself with the props necessary for his trade.
A troubadour who does not spend the above amount operates as if he were two
ranks less proficient.  If the rank of a troubadour is reduced to a
negative number, the use of the skill is temporarily lost.



From [a--y--r] at [gara.une.oz.au] Wed Nov 27 17:34:24 1991
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Date: Thu, 28 Nov 1991 12:31:35 +1100
From: Adam Naylor <[a--y--r] at [gara.une.oz.au]>
Message-Id: <[199111280131 AA 22980] at [gara.une.oz.au]>
To: [j--r--y] at [teetot.acusd.edu]
Status: R


>From [rabbit 42] at [matt.ksu.ksu.edu] Sat Nov 16 03:14:28 1991
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From: [rabbit 42] at [matt.ksu.ksu.edu] (Bruce McLaren)
Message-Id: <[9111151614 AA 11500] at [matt.ksu.ksu.edu]>
To: [a--y--r] at [gara.une.oz.au]
Subject: Re: Dragonquest
Newsgroups: rec.games.frp
References: <[9--8] at [gara.une.oz.au]>
Status: OR

In rec.games.frp you write:

>If anyone out there still plays dragonquest, could they possibly drop be some of their 'home' rules, as TSR seam not to want to do this (I wonder why ?) .

>I would be most grateful . 

>If anyone wants to know about our groups 'home rules' here is a list
>of what we have covered . New skills for craftsman, martial artist, swimming 
>and climbing . If you want to know about our stuff, drop me a line . 


I've actually stopped running DQ (but only in the last few months)
It is a fine system, but lacking some surprising things (like swimming
and climbing).
>Edmund . 



The following rpresents the house rules for DragonQuest (TM) as played
at the house Bruce McLaren (1723 Leavenworth #B, Manhattan, KS 66502, USA)
I would appreciate some form of credit if you ever distribute any ideas 
contained in here.  The changes we made are not very flashy, and aimed at
our style of play.  I apolagize for the lack of format, but given limited 
response time, it is the best I can do.  If you think it worthwhile, I can
e-mail this document in MacWrite II format, or I can SnailMail the 
physical document.
Any way, here it is.  Hope it gives some ideas.

Bruce McLaren                               | "Reading journal articals
[rabbit 42] at [matt.ksu.ksu.edu]  (for most stuff) |  is like chewing and digesting 
[m c laren] at [eece.ksu.edu]         (mail broken?)\|/ ground glass."
[rabbit 42] at [ksuvm.BITNET]   (if all else fails) V                Dave Hare

Retro-Rules for DragonQuest

The following document is for use with the DragonQuest fantasy role play
ing gaming system, formerly published by SPI, but lately published by TSR.  It 
should contain all of the rule changes and additions for games that I am
running.  If you find a typo or notice any number that seems odd, please 
bring it to my attention.

For better or ill, I have attempted to follow the format in the DQ rule book. 
I have found it necessary to recopy large tables into this document at times.
(For instance, the Experience Point Cost Chart.)

	Opinions on how to better format this document, or suggestions on new 
skills, or even critiques of the new items would be appreciated.


	The Experience Point Cost Chart is also available with the Experience 
Multiplier already taken into account for demi-human character races.  Ask, 
and ye shall receive.  Also in preparation is a magician's handout.

Using all of these rules as well as the ones in the rule book that I have been 
ignoring will be difficult for my memory and I.  If you are running a 
character to whom a rule applies and I don't seem to be handling the situation
correctly, please call it to my attention.  If I am ignoring the rule because 
it is too complicated and slows down play, the rule should be explicitly 
noted in this document as changed or revoked.


	

IV. Character Generation


Karma	The Player Character is special. He or she must be able to survive 
things that would kill normal people. The players characters manage this 
through luck from birth and gained through years of adventuring . In order
to reflect this, all player's characters begin life with three Karma Points
and may purchase additional Karma Points for 2500 exp for the first Karma
Point and 5000 Experience Points for each desired Karma Point thereafter .  
Karma Points may be spent in times of difficulty when the character needs that
extra edge.  A player may call the result of any one dice roll before it is 
is rolled, or ask for the reroll of a particualy bad roll immediately after
the roll.  For example, if a player knows that an enemy must be killed on the
first strike, the player might expend a Karma Point and call the to hit roll
to be a 01--automatic hit, endurance damage, and possible grevious injury .

[In our campaign , 1 karma point will be awarded for each successful mission]

Or if a character has just received a particularly bad strike (say your aorta
is severed and you are quite dead or some such) that character may ask for a
reroll of the immediately preceding roll.  In this case, it might very likely
be the roll determining which grievous injury will be inflicted or, if the 
player didn't want to take the chance, he might have asked for the strike roll
might have asked for the strike roll to be rerolled but only before the 
grievous injury is determined.
  
More imaginative uses are of course possible: insuring that a character can
escape from shackles in a dungeon, guarantee knowledge of some fact that the
GM has seen fit to allow a roll to see if the character might know, etc.

These cases may require careful arbitration by the GM, whose word must be 
final.

[6.3] A player may choose to be of any race.

When a character gains proficiency in an ability, it is represented in game 
terms by his expending Experience Points . The cost, in terms of Experience
Points to advance in any one ability is affected by the characters race . 
Multiply the cost for advancement in one ability (see Experience Cost Chart 
, 91.7) by the Race Multiplier .  

Race	     Multiplier
Dwarf	        1.1
High Elf	1.5
Low Elf	        1.2
Giant	        1.5
Halfling	1.1
Human	        1.0
Orc	        0.9
Shape-Changer	1.4

[6.4] Dwarf

Dwarves speak there own language, Common, and the Undercommon spoken by the
Dwarves, Deep Gnomes, and various creatures inhabiting the interior .  

Characteristic		Modifier
P Strength      	Add 3
Agility			Subtract 3
Endurance		Add 2
Magical Aptitude	Subtract 3
Willpower		Add 3
Perception		Add 1
T M R	                Subtract 1


[6.5] Elf

There are really two kinds of elves on Cross Roads, High Elves and Low Elves.
High Elves are the Noble Elves, those more directly decended from the 
High Ones. Low Elves have generally mixed thier blood lines at some point in
the distant past. The languages of the Elves are slightly different, High Elf
being considered a more refined language, Low Elf somewhat of a slang . 

It is only necessary to learn one of these languages, since they are so 
similar and knowing one will give the player knowledge of the other at two
ranks lower. All Elves begin with thier native Elvish at rank 8 as well as
Common at rank 8 . 

High Elves stand an average of 2 m (a little more than 6 ft.) and are 
incredibly thin. Though they seem frail, they are deceptivly tough . 

Low Elves are shorter, standing about man-high, but firmer individuals. They
tend to be less serious; most of the adventuring elves are low elves .  

All Elves are immortal.  They age but slowly after reaching young adulthood,
looking grey and older only after several millenia. Disease does not affect
Elves as harshly as other races. Elves may still be killed in the normal
ways, however.  In fact, if an Elf is killed, enough healing must be 
administered to raise the Endurance to 1 within five minutes of death or the 
Elf is dead forever.  There is no soul in an Elf, so there is no possibility to
raise the Elf later or to communicate with the departed spirit . 

High Elf				Low Elf

Characteristic		Modifier	Characteristic		Modifier
P Strength		Subtract 2	Physical Strength	Subtract 1
Agility			Add 3		Agility			Add 1
Endurance		Subtract 1	Endurance		Subtract 1
Magical Aptitude	Add 3		Magical Aptitude	Add 1
Willpower		Add 3		Willpower		Add 1
Fatigue			Add 2		Fatigue			Add 2
Perception		Add 2		Perception		Add 1
T M R           	Add 1		Tactical Movement Rate	Add 1
Estimated Life Span: 	Forever		Estimated Life Span: 	Forever


[6.6] Giant

The Characteristic Points for Giants are modified as in the following charts
depending on the type of Giant.  Modifiers followed by (Minimum X) mean that theCharacteristic Score, after the Modifier is applied, must be at least X . So a
Cloud Giant, who has a Physical Strength Modifier of Add 8 and a Minimum of 24, 
must have a Physical Strength of at least 16 before the Modifier is applied.

Giants share their Giantish tongue with each other and the Titans and a few 
other large Beings . It is a difficult language for those with small throats 
to learn.  Giants generally also speak Common.


Cloud Giant				Fire Giant

Characteristic	  Modifier		Characteristic	  Modifier
P Strength        Add 8 (Minimum 24)	P Strength        Add 5 (Minimum 17)
Manual Dexterity  Subtract 1		Manual Dexterity  Subtract 1
Agility	          Subtract 2	        Agility	          Subtract 2
Endurance	  Add 10 (Minimum 30)	Endurance	  Add 5 (Minimum 21)
Magical Aptitude  Subtract 1            Magical Aptitude  Subtract 1
Willpower	  Subtract 1	        Willpower	  Subtract 1
Fatigue	          Add 1	                Fatigue	          Add 1
T M R	          Add 5	                T M R	          Add 2

Frost Giant				Stone Giant

Characteristic	  Modifier		Characteristic	  Modifier
P Strength	  Add 8 (Minimum 24)	P Strength	  Add 5 (Minimum 15)
Manual Dexterity  Subtract 1	        Manual Dexterity  Subtract 1
Agility	          Subtract 2	        Agility	          Subtract 2
Endurance	  Add 5 (Minimum 25)	Endurance	  Add 5 (Minimum 15)
Magical Aptitude  Subtract 1	        Magical Aptitude  Subtract 1
Willpower	  Subtract 1	        Willpower	  Subtract 1
Fatigue	          Add 1	                Fatigue	          Add 1
T M R	          Add 5	                T M R	          Add 1

[6.7] Halfling

Characteristic	  Modifier
P Strength	  Subtract 3
Manual Dexterity  Add 3
Agility		  Add 1
Endurance	  Subtract 2
Magical Aptitude  Subtract 1
Willpower	  Add 1

[6.8] Orc

Wild Orcs share a language called the RDark TongueS with the Trolls, Goblins, 
Hobgoblins and other nasties.  Most civilized Orcs, who often consider these 
others to be an embarrassment, make it a point not to know the language . Many
Wild Orcs do not know Common, though all civilized ones do.

Characteristic	  Modifier
P Strength	  Add 2
Endurance	  Add 1
Magical Aptitude  Subtract 2
Willpower	  Subtract 2
Fatigue		  Add 2
T M Rate	  Subtract 1

7. ASPECTS (optional)

Not Used.


[8.1] Social Status Table	[8.5] Silver Pennies and Experience Points

				Money			Exp.
Dice	Social Status		Multiplier	Dice	Pts.	SPUs
01-12	Poor Trash		1		01-02	120	3
13-33	Impoverished Gentlefolk	2		03-06	300	4
34-54	Burgher or Farmer	3		07-14	600	6
55-62	Merchant		4		15-30	900	8
63-64	Merchant Prince		6		31-50	1200	11
65-87	Craftsmen or Adventurer	3		51-70	1400	13
88-98	Bandit or Pirate	2		71-86	1700	16
99-100	Lesser Nobility		4		87-94	2000	18
						95-98	2300	21
						99-00	2500	25


[8.4]  A player should determine the exact order in which his character was born
, if he is listed as a legitimate child.

	The player rolls D10 to determine the order of birth.

	Die	Sibling Rank
	1-3	Second
	4-5	Third
	6	Fourth
	7	Fifth
	8	Sixth
	9-10	Seventh or younger


Elves subtract 5 from their roll.

Dwarves subtract 4 from their roll.

Giants subtract 3 from their roll.

Orcs add 1 to their roll.

If the modified roll is less than zero, the character is actually a First Child.

V. Combat


[16.5] Disarm.The attacker must be armed with any weapon rated for Melee or
Close Combat. A penalty of 40% is subtracted from the modified Strike Chance 
before the attack is resolved.  If the attack is successful, the target is 
forced to drop one weapon or item of the attackers choice and also 1 point of
Endurance damage is done to the target. If the target rolls less than three
times his Physical Strength, nothing is dropped, but one point of Endurence 
damage is still taken.


[12.3] For engaged figures, Initiative is determined by comparing each figures
Initiative Value

A figure's Initiative Value is equal to his modified Agility + Perception + 
Rank with any prepared weapon + 1d10 . If the figure has no prepared weapon, 
it is equal to modified Agility + Perception + 1d10. In each engagement, the
figure with the highest Initiative Value can act either first or last, at his 
option, the figure with the second highest Initiative Value can act either 
second or second to last, at his option, and so forth.a

If a figure is stunned, or has any rear hex toward his opponent, the opponent 
automatically receives the Initiative . 

The following modifications are also applicable to the Initiative Value:

Using a Pole Arm 				+2
For every Military Scientist Rank of commander	+1 See [62.4]
Attempting to draw weapon and attack		-10
Using a Pike against charging foe		+20


[16.4] A figure who is armed either two prepared weapons or one two-handed 
Class B weapon can attempt a Multiple Strike.

A figure can attempt to strike one or more targets more than once as part of 
the same attack with two different weapons (one in each hand), but suffers a 
negative attack modifier (see 17.6).  The attacks need not be directed at the 
same hostile figure, but must be of the same type (Grapple, Melee, Fire). 
Some non-humanoid monsters could attack 3, 4, or more times in one Pulse 
using this option.

To decrease the penalty in using two one-handed weapons by 20% (To no penalty 
for the weapon in the primary hand and -20% for the weapon in the secondary 
hand) one must be ranked in each of the weapons to be used, as is normal, and
then also rank in the two-weapon combination.  The Experience Point cost to 
rank in a two weapon combination is the average of the costs of the individual 
weapons.  One may never have a higher rank with a two weapon combination than
with the individual weapons.

A player ranked in a two weapon combination may either fight with the weapons 
as a combination with no two weapon penalties at their rank in the combination 
or fight with the weapons with the two weapon penalties but at the rank the 
player has with the individual weapons.

Two weapon combinations of the same weapon are possible.  One simply ranks in 
the weapon as normal and then ranks in the dual weapon at the same Experience 
Point cost.

The minimum Physical Strength needed to wield a two one-handed weapon 
combination is the greater of the Physical Strength minimum plus 1/4 of the 
lesser Physical Strength minimum.  The minimum Manual Dexterity needed is the
greater of the Manual Dexterity plus 1/2 the lesser Manual Dexterity minimum. 
	
These rules do not apply to the Main-Gauche.


Examples:

Patty the Pulverizer wishes to use a hand axe/estoc combination (Patty isn't 
long on brains). She has rank 8 with the hand axe and rank 4 with the estoc.  
The minimum Physical Strength to wield each is 8 and 15 respectively and the
minimum Manual Dexterity is 11 an 17 respectively.  She must have a Physical 
Strength of at least 15 + (8/4) = 17; and a Manual Dexterity of at least 17 
+ (11/2) = 22 1/2, round to 23.  It costs 100 Experience Points to make rank 0 
with a hand axe and 75 with an estoc.  It will cost 88 Experience Points to 
make rank 0 with the combination.  Patty will have to raise in estoc before
she can go beyond rank 4 in the combination . 


Paco Blacksword wields dual Broadswords.  He has managed rank 10 with the 
Broadsword (no mean feat).  For Paco to rank in dual broadsword he pays broad
sword experience Point cost.  Paco may wish to fight using the two broadswords
as individual weapons until has has made a high enough rank with their 
combination.  The minimum Physical Strength and Manual Dexterity for a broad
sword are both 15.  Paco will need a Physical Strength of 15 + (15/4) = 18 3/4 
= 19 and a Manual Dexterity of 15 + (15/2) = 22 1/2 = 23.  No problem for Paco


A figure can attempt to strike more than one target one time each if the 
prepared weapon is Class B and the attacker is Rank 4 or above with the
weapon.  Each figure thus attacked must be in adjacent hexes within the  
attacker's Melee Zone.  Thus, the maximum number of attacks via this option is 
three. This attack can only occur in Melee combat, and the attacker suffers a 
negative attack modifier (see 17.6)


[18.5] The damage done with a particular weapon can be increased due to 
exceptional Physical Strength and Rank.

At the attacker's option, he may add 1 to the damage modifier of a weapon for 
every 5 points of Physical Strength above the minimum necessary to wield the 
weapon the attacker possesses.  Thus, a figure with a Ps of 20 through 24 would
do D+5 damage when wielding a Broadsword.  However, for every +1 of damage the
figure receives, an extra 6% is added onto the chance of the weapon breaking 
during combat.  The above figure with a PS of 20 would have a chance to break
the Broadsword on rolls of 93 through 99, inclusive.  It is possible to succ-
essfully strike the opponent and break the weapon at the same time.  This does 
not apply to Thrown or Missile weapons.

An attacker also gains a +1 bonus for every 3 Ranks (except rank 0, round down)
. That is, at Rank  3, 6, and 9.  This rule will increase damage done by Thrown
or Missile Weapons, and does not increase breakage chances .  

[20.2] WEAPONS CHART

Swords   	Wt   PS   MD   Sc   Dam Mod   Range   Class   Use  Cost   Rk
Dagger A	10o   7   10   40      D	8       A     RMC   10     9
Main-Gauche      1    8   15   45     +1        P       A      MC   20    10
Short Sword      2   10   12   45     +3	P	A      M    40     6
Falchion         4   12   11   50     +2	P	B      M    40     6
Scimitar         4   11   15   50     +3	P	B      M    60     8
Tulwar           4   13   15   50     +4	P	B      M    65     8
Rapier 	         2   11   18   45     +3	P	A      M    35    10
Sabre	         3   14   15   60     +3	P	B      M    40     7
Broadsword       3   15   15   55     +4	P	B      M    50	   6
Estoc            2   15   17   45     +5	P	A      M    65     9
H & H (1-2)      6   17   16   60     +5	P	B      M    85	   7
Claymore (1-2)	 5   16	  13   50     +4	P	B      M    80	   7
T-H Sword (2)	 9   22	  14   55     +7	P	B      M   100	   5

Hafted Weapons
Hand Axe	 2    8	  11   40     +1	8	B     RMC   15	   4
Battle Axe (1-2) 5   14	  14   60     +4	6	B     RM    20     7
Great Axe (2)	 6   19	  17   65     +6	P	B      M    30	   7
Giant Axe	25   29	  12   65    +10	6	B     RM    50	   7
Crude Club	 4   16   10   45     +2	6	C     RM     3	   2
War Club	 3   14	  10   50     +2	7	C     RM     5	   5
Giant Club	10   25	   9   50     +8	9	C     RM    10	   5
Torch B	         3    8	  12   40     +1	P	C     RM     1	   -
Mace	         5   16	   9   50     +4	5	C     RM    15	   5
Giant Mace	25   27	  10   50     +7	8	C     RM    40	   5
War Hammer	 4   15	  13   45     +3	6	C     RM    14	   5
War Pick (1-2)	 5   17	  13   45     +4	P	C      M    20	   5
Flail	         4   14   15   50     +2	P	C      M    15	   5
M Star (1-2)	 5   18	  15   60     +4	P	C      M    20	   5
Mattock (2)	 6   19	  14   55     +6	P	C      M    18	   5
Quarterstaff (2) 3   12	  16   55     +2	P	C      M     3	   9
Sap C   	 1    9	  11   40     +1	P	C      MC    2	   3

Thrown Weapons
Throwing Dart(D) 3o   9	  15   40      D       12	A     R	     1	  10
Boomerang	 1   11	  15   40      D       20	C     R	     2	   7
Grenado (E)	 2    9	  15   40      V       15	-     R	     V	   4

Pole Weapons
Javelin (F)	 3   12	  15   45     +2       12	A     RM     4	  10
Spear (1-2)	 5   15	  14   50     +3	6	A     RM    10	   5
Gnt Spear (1-2)	15   22	  16   55     +7       12	A     RM    20	   5
Pike (G) (2)	 8   18	  16   45     +5	P	A      M    15	   5
Lance (H)	 7   16	  12   45     +6	P	A      M     4	   5
Halbard (2)	 6   16	  16   55     +3	P	B      M    15	   5
Poleaxe (2)	 6   18	  15   55     +5	P	B      M    20	   5
Trident (1-2)	 5   14	  16   45     +2	5	A      M     8	   5
Water Trident(I) 3   12	  18   35     +1	P	A      M    15	   9
Glaive (2)	 7   16	  18   55     +5	P	B      M    15	   9
Giant Glaive (2)14   26	  18   65     +9	P	B      M    30	   9


[20.2] WEAPONS CHART, Continued

Missile Weapons Wt   PS   MD   Sc   Dam Mod   Range   Class   Use  Cost   Rnk
Sling (2)	 1    7	  15   40     +1       60	C     R	     1	   8
Short Bow (2)	 4   14	  15   45     +2       60	A     R	    20	   8
Long Bow (2)	 6   16	  15   55     +4      180	A     R	    25	  10
Composite Bow(2) 8   17	  15   55     +4      225	A     R	    30	   8
Giant Bow (2)	14   25	  15   55     +7       45	A     R	    80	   8
Crossbow (2)	 7   18	  17   55     +3       80	A     R	    15	   5
Hvy Crossbow(2) 10   20   12   60     +4       90	A     R	    20	   5
Spr Thrower(2)	 4   11	  14   50     +2       15	A     R	     5	  10
Blowgun (2)	 1    7	  16   30     (K)	7	-     R	     3	  10
Handgun (L)						A     R	     -    10
Rifle L (2)						A     R	     -    10
Shotgun L (2)						A     R	     -    10

Entangl. Wpns
Net (M)  	 2   11	  16   30     -5	5       -     RMC    4	   4
Bola (N)	 2   11	  15   35     -3       10	-     R C    5	   6
Whip (O)	 3   10	  16   40     -3	P	-      MC    6	  10

Special Weapons
Rock	         V    5	  10   30     -1	8	C     RMC    -	   6
Cestus (P)	 3   12	  14   35     -1	P	C      MC   15	   9
Garotte (Q) (2)	 1   12	  15   30     +3	P	-	C    3	   3
Shield	         V   10	  12   40     -2	P	C	M    V	   4

Wpn Access.     No.  Wt	  Cost   Notes
Shot	        20    4	    1	 Use in Sling.
Dart	        20    2	    5	 Use in Blowguns
Arrows	        20    2	   10	 Use in any draw bows.
Quarrels	20    7	   15	 Use in crossbows.
Cranequin	 1    3	   10	 Use to cock crossbows; requires a PS of 11
		                 And two free hands.


[17.5] SHIELD CHART 			[18.1] ARMOR CHART

Shield type     Wt   DEF   MD 	Cost	ARMOR	  Wt   Prot.  AG   Cost	  Stlth
Buckler	         3    2%   -0	  5	Cloth	   1	 1    -0    10	    +5
Small Round	 5    3%   -2	  8	Leather	   3	 4    -1    20	     0
Large Round	10    4%   -3	 10	Scale	   4	 5    -3   100	    -5
Kite Shield	15    5%   -4	 15	Chainmail  7	 6    -2   200	   -10
Tower Shield	25    6%   -6	 20	P/Plate	   6	 6    -2   250	   -15
Main-Gauche*	1     2%   -0	 20	F/Plate*   8	 7    -3   300	   -20
					I/Plate*   7	 8    -3   400	   -20

Weapon Notes:

Weapons are normally wielded one-handed, and the exceptions are noted with a 
(2) after the name of the weapon.  Some can be used either one or two-handed,
and these are noted with a (1-2).  When weapons of this type are wielded two
-handed, increase their Damage Modifier by 1.  <-> indicates that a weapon 
has no Class for purposes of Grievous Injuries; when a possible Grievous 
Injury is rolled, only damage affecting Endurance results.  RVS indicates that 
the characteristic is variable.


A.  When attacking a foe whose modified Agility is between 12 and 9 (inclusive)
the dagger can be used to attack twice in one Pulse without penalty; if the
modified Agility is 8 or less, the Dagger can attack 3 times in a Pulse.

B.  A torch is not actually a weapon, but can be used as such in emergencies. 
Also, brandishing a burning Torch in the face of an animal can cause it to flee.
Any animal whose WP is 10 or less can be scared off if it fails a roll of 4 
times its WP or less.  A successful roll indicates the animal is not impressed.
No Rank can ever be achieved with a Torch.

C. The Sap can be used to knock out man-sized targets wearing Leather, Cloth, 
or no armor.  Used by an Assassin, any hit from behind knocks out the target;
for anyone else (including an Assassin from another direction), any hit Stuns 
and 4 or points of effective damage knocks out the target (exception to 16.5).

D. Up to three darts can be thrown at one, two, or three targets in one Pulse 
with no penalty.

E. A Grenado is filled with any substance (manufactured by an Alchemist) 
designed to burst into flames on impact.  These substances include Greek Fire,
methane, and anything the GM will allow.  It bursts on landing (if need be 
throw at a particular figure), and its effects are determined by the substance 
within.  If a miss is rolled for the Strike Check, the GM should randomly 
determine whether the Grenado landed short, long, left, or right of the target 
(or any combination thereof).

F. A javelin functions as a Thrown Weapon unless it is launched by a Spear 
Thrower, in which case the Spear Throwers characteristics mare used and it 
functions as a Missile Weapon.


G. A Pike can be used to Melee attack any figure within two hexes; its Melee 
Zone extends into what would normally be the first hexes of that figure's
Ranged Zone.

H. A Lance can be used only by a mounted figure.

I. Stats apply to use of the Water Trident underwater.

J. All Missile Weapons must be loaded before firing; this action is in addition
to Preparing the weapon itself.  A Pass action must be taken in order to load
the Sling, any draw bow, the Spear Thrower, and the Blowgun.  Two consecutive 
Pass actions must be taken to load a Crossbow (three if using a Cranequin).

K. The damage done by a blowgun dart depends upon the substance that coats the 
tip (poison, for instance; see 54.8 and 20.3).

L. Damages and ranges may vary widely depending on the type of ammunition, the 
specific model of firearm, and the quality of the firearm and ammunition. 

M. The Net can be used to Entangle in either Melee or Ranged combat.  In Close 
combat, it functions as a Garotte.

N. The Bola can be used to Entangle only in Ranged combat.  In Close combat, 
it functions as a Garotte.

O. The Whip can be used to Entangle and do damage in the same Pulse to the 
same target in Melee Combat.  In Close combat it functions as a garotte. Once
the target is Entangled, the attacker can choose to leave him Entangled (thus 
letting go of the Whip),or disentangle the target himself, and retain 
possession of the weapon.

P. Cesti are worn on the hand and need not be prepared in order to be used.

Q. The Garotte is used to strangle the target and can only be used against 
man-sized or smaller victims.  When used by a trained Assassin, once a 
a successful hit has been scored, it will continue to do damage every Pulse 
from then on until the victim is dead or the Assassin has taken effective 
damage from either the victim or an outside source.  If the victim's PS is 
greater than the Assassin's, the GM can permit him to attempt to break the 
hold, similar to the attempt to Restrain (see 16.5).  If the attempt is 
successful, the hold is broken and the Assassin will have to make another 
successful Strike Check to continue the strangulation. 
 
Some types of plate armor can, at the GM's discretion, prevent the successful 
use of this weapon due to protection around the neck area. A non-Assassin has
to roll a Strike Check every Pulse to see if any damage can be done.

R. All Shot, Darts, Arrows, and Quarrels come in appropriate pouches or quivers 
of 20, and the weight and cost of the pouch or quiver is included in the 
information given for the accessory.

Shield Notes:

* The Main Gauche does not subtract from any Fire attack, and cannot make a 
Shield Rush attack (see 16.5).  The Main Gauche functions both as a weapon and
shield, and only one Experience Point expenditure is used to rise in both, that
of the weapon listed in 87.8. 

When a shield is not prepared, it is considered slung on the back of the figure
carrying it.  All shields except the Tower Shield and the Main Gauche are 
constructed of wood and hides and do not effect the flow of mana in regard to 
an Adept.

Armor Notes:

Weight: The number by which a figureUs size is multiplied to find the weight 
of the armor in pounds.  Size numbers for the character races are : 
Halfling (3); Dwarf (4); Elf (5); Orc (5); Human (6); Giant (15). For female  
figures, 0.5 should be subtracted from the multiples .  

[15.7] Action Summary	[17.6] Strike Chance Modifiers Summary

Actions allowed of 
Engaged figures		Close Combat Modifiers
% Melee Attack		ADV.	FORI
% Evade			+1	each point attacker's PS is greater than target
% Withdraw		+20	target has 0 Fatigue Points remaining
% Pass			+20	target is stunned
% Prepare/Loose a Spell	PEN.	FORI
% Close and Grapple	-1	each point target's PS is greater than attacker
			-20	attacker has 0 Fatigue Points remaining
If in Close Combat      Melee Combat Modifiers
% Grapple		ADV.    FORI
% Withdraw              +10     target has 0 Fatigue Points remaining 
% Pass			+15     target being attacked through a flank hex .
	                +15	target being attacked through flank hex . 
Actions allowed of      +15     target is stunned. 
Non engages figures     +20     target kneeling or prone.
% Move up to full TMR	+20     attacker charging with pole weapons or shield.
% Move up to 1/2 TMR    +30     target being attacked through a rear hex . 
and Melee Attack        PEN.    FORI
% Move up to 1/2 TMR     -4     each rank the target has with his prepared 
and Charge and Close	        weapon, and is evading . 
% Move up to 1/2 TMR    -10     target is currently evading (in add to above)
and evade	        -10     attacker has 0 Fatigue Points remaining.
% Move up to full TMR   -15     attacker is charging with a non pole weapon.
Charging with Pole W	-20     attacker is melle attacking while withdrawing.
% Retreat 
% Fire	            
% Pass              
% Prepare or Loose a   
Spell                   

[18.2] Special Damage Chart
Damage

Mod	Possible  Directly	Ranged Combat Modifiers
Strike	Grievous  Affecting	ADV.	FORI
Chance	Injury	  Endurance	+10	target is being attacked via a Flank Hex
01-09	01	01		+10	target is Stunned
10-16	01	01-02		+10	attacker is kneeling
17-23	01	01-03		+20	target being attacked through a Rear hex
24-29	01	01-04		PEN.	FORI
30-36	01-02	01-05		-3	every hex through which a T Wpn travels
37-43	01-02	01-06		-3	every 5 hexes (or fraction) after the 
44-49	01-02	01-07			first 5 through which a Msl Wpn travels
50-56	01-03	01-08		-5	target is currently moving
57-63	01-03	01-09		-10	target is kneeling or prone
64-69	01-03	01-10		-20	target is currently Evading
70-76	01-04	01-11		-20	target occupies Sheltered hex
77-83	01-04	01-12		Lighting Condition Modifiers
84-89	01-04	01-13		PEN.	FORI
90-96	01-05	01-14		-10	starry night or shadowy interior
97-103	01-05	01-15		-20	cloudy night
104-109	01-05	01-16		-30	cave or unlit interior
110-116	01-06	01-17		-40	pitch blackness
117-123	01-06	01-18		Miscellaneous Modifiers
124-129	01-06	01-19		PEN.	FORI
130-136	01-07	01-20		-20	Attackers weapon held in Second hand
137-143	01-07	01-21		-20	m strike; with weapon in P hand
144-149	01-07	01-22		-40	m strike; with weapon in S hand
150-156	01-08	01-23		-20	m strike; with each weapon if ambidex
157-163	01-08	01-24		-30	m strike with Class B or C 2 h weapon
164-169	01-08	01-25		Each modifier is added to the Strike Chance of 
170-176 01-09   01-26           the attacker in each instance where is applies;
                                all modifications are cumulative.

Skills


53. Languages  Many languages exist on Crossroads.  Many races speak tongues 
of their own, and many related creatures speak the same or similar tongues. 
But a character can easily get by knowing only the Common tongue spoken by 
most of the civilized world.

Characters begin life knowing how to speak Common at Rank 8.  Many non-human 
races know their racial tongue as well.  Characters must generally learn how 
to read and write themselves, though this is not a bad way to spend those
initial experience points.  The following languages may be learned by Player 
Characters without special effort.  The numbers are the maximum rank achievable
in that language. Mean that the particular language is not spoken or written.


Language Spoken		Written	Notes

Common	10/10           Everyone should know this one. Spoken in many dialects 
                        and accents.
Dark Tongue 6/-	        Spoken in many dialects and accents.
Dwarvish 10/10	        See [6.4] The written language is especially well 
                        suited for carvings.
Faerie	10/-		Anyone greater than 1.5 m tall expends 1.5 cost to 
                        learn.
Giantish 8/-     	Anyone less than 2 m tall expends 1.5  cost to learn.
High Elf 10/10	        See [6.5].
Low Elf	10/10    	See [6.5].
Undercommon 8/8	        A trade tongue, very standardized.

The following Languages require special effort to learn, mostly a matter of 
finding someone to teach you.

Language Spoken		Written	Notes
Battle Language	8/-	Combination spoken and signed language.  Not truly a 
                        language.
Demon/Dragon 10/10	Two distinct dialects of this language exist; don't 
                        use the wrong one.
Gnome 10/10	
High Math -/10	        Requires Rank 5 in Mathematics to begin learning.
High Tongue 10/10	The language of the High Ones, mostly of historical 
                        value.
Morse Code 10/-	
Sign Language -/-	Rank 10 can be achieved, but it is neither spoken nor 
                        written.
Water Common 8/-	A trade tongue, very standardized.
Wizard's Tongue	10/10	

Boating

Ability to reliably build and control small boats and rafts.

Chance of boat or raft staying a float: (Rank +1) % 8 - (PS + AG) V 2 . 
Check is made every (Rank + 1) hours.  Can ably control a boat of up to Rank 
+ 2 m.  Can make effective use of up to  Rank V 3, rounded down, sails to 
to increase speed or maneuvering.

Can build a boat or raft of up to Rank + 2 m in length.  A check is made on 
the integrity of this structure every Rank weeks.  It sinks on a (Rank % 9) 
+ Willpower - length in meters.

Note that the Boating skill does not give any special Navigational skills.


Driving

Driving is the ability to control animals hitched to carts or wagons.  If a 
character is more proficient at Horsemanship than Driving, then the cost to 
rise in Ranks in Driving is halved, until the two Ranks are equal. 
The reverse is also true.  While anyone can keep a team moving straight 
forward once started, driving is required to do such little things as turn, 
stop, start, or keep the team calm in unusual situations (such as combat). 
A character's driving is equal to (modified Agility + Willpower)/2 + (Rank % 8)
Round all fractions down.  With the similar modifications for the type of team 
as with horsemanship.

Donkey		-10	Palfrey		+15
Mustang		-12	Warhorse	-20
Quarterhorse	-15	Camel		-15
Dire Wolf	-12	Mule		-5
Draft Horse	+5	Pony		+5
Elephant	-10	Ox		+10

A successful roll (equal to or less than the modified percentage) will result
in the team obeying the directions of the driver.  A roll above the modified 
percentage but less than the modified percentage plus twice the drivers Will-
power indicates the team either does nothing or continues to do whatever it 
was doing. A roll above both of these indicates the team will either disobey 
the driver or some other unpleasant result.  The actual occurence must be 
decided by the GM and should become worse the farther the roll is above the
modified percentage.

If the GM judges the driver has totally lost control of the team, the driver 
can take no other action  until he has regained control . 

The driver skill also gives knowledge of loading wagons and carts and hitching 
teams.


Mathematics

It is assumed that most characters have enough knowledge of mathematics to 
make change for every day purchases, add and subtract small numbers, and do 
other simple arithmetical things.  The mathematics  skill goes beyond such 
things, eventually leading into mathematics.


The abilities of that can be used when a mathematician practices his art 
depend upon his  Rank. 

A mathematician gains one or more abilities at each Rank he achieves, 
according to the following schedule:

	Rank	Ability(ies)
	0	Multiplication and division of small numbers
	1	Addition and subtraction of any size number
	2	All arithmetical skills
	3	Solutions to algebraic equations
	4	Geometry and trigonometry
	5	Analytic geometry
	6	Basic calculus
	7	Solutions to ordinary differential equations
	8	Proofs
	9	Advanced mathematical concepts
	10	Reality description

Further Ranks develop reality sustenance, small perturbations in reality, 
minor editing, minor creations, and so on until complete universe creation.


A mathematician must know the High Math language at at least Rank (Rank in 
mathematics) - 5.

Advanced mathematical concepts include such things as topology, advanced 
calculus, and non-ordinary differential equations. 


62. Military Scientist

[62.4] A military scientist can add his Rank to the initiative die roll in 
combat.

This addition to the initiative die roll occurs only for those Players who have
declared their intent to listen to the military scientist and do as he directs.
The military scientist must be the effective leader.  The military scientist
may not be Stunned or otherwise incapacitated, and is not engaged in Melee or 
Close Combat . At Rank 8 he can add 1 to his followers initiative even if 
engaged in Melee or Close Combat.  When engaged in Melee or Close Combat, he
may add Rank/2 rounded down to his own initiative die rolls.


Swimming

Basic chance to remain head above water is (rank % 8) + current Endurance + 
current Fatigue.  This check is made every Rank + 1 minutes.  If the check 
fails, the Swimmer may still go into a float on a Rank % 7 + Willpower or 
better.  Dwarves and Earth Giants suffer a -10% penalty on all rolls.  
Fire Giants suffer a -20%  penalty on all rolls . 

Encumbrance in the water is shifted three columns to the right on the Fatigue 
and Encumbrance Chart 

[86.9].

Every Rank achieved beyond rank 4 allows the Swimmer to pick one of the following specific skills.

	Rescue Breathing	Distance/Endurance Swimming
	SCUBA			Sprints
	Snorkel			Water Rescue		
	Diving

[91.8] Experience Point Cost Chart

CHARACTER GENERATION

Characteristic	First Point	Each Extra Point
Fatigue		2500	2500
Endurance	5000	2500
Perception	1000	800
Karma		2500	5000
All others	5000	5000

See 91.2

MAGIC

Whenever a character wishes to achieve the next Rank with a talent, spell, or 
ritual, multiply that Rank by the  Experience Point Multiple of that talent, 
spell, or ritual. The result is the number of Experience Points to be expended.
This total can be modified if the ability to be raised is a General Knowledge 
spell or ritual and if the Adept's MA is greater than 15. In that case, for 
every point above 15, the total EP cost is reduced by an additional 5%; 

e.g. achieving Rank 3 with a General Knowledge spell whose Experience Point 
Multiple is 300 by an Adept with an MA of 19 costs (300 < 3) = 900; 
(900 < 0.9519-15) = 900 < .8145 = 733 Experience Points. (See 91.4)

The reverse is true for MA's below 15.  See the Magic Handbook for a table.

ADVENTURE

Rank-H         0     1     2     3     4     5     6	  7     8     9     10
Stealth	       0    500  1000	1500  2000  2500  3000  3500  4000  4500  5000
Horsemanship(A)0    125   250   375   500   625   750	 875  1000  1125  1250
Driving (A)    0    125   250	 375   500   625   750	 875  1000  1125  1250
Boating	       0    250   500	 750  1000  1250  1500	1750  2000  2250  2500
Swimming       0    250   500	 750  1000  1250  1500	1750  2000  2250  2500

Climbing      100   125   250   375   500   625   750   875  1000  1125  1250 

A If a character is more proficient at Driving than Horsemanship, then the cost 
to risr in Ranks in Horsmanship is halved, until the two Ranks are equal. 
The reverse is also true.

COMBAT

                                          
Swords:	       0     1     2     3     4     5     6     7     8     9     10
Dagger	       25    25	   50   100   200   400   700  1500  3000  4000	10000
Main-Gauche    50    50	  100   200   400  1100  1500  3000  3000  3000	 4000
Short Sword   100   100	  200   400   700  1500  3000 10000 12000 14000	18000
Falchion       25    25	   50   100   200   400   700  1500  3000  5500	 7000
Scimitar      100   100	  200   400   700  1500  3000  3000  3000  5500	 7000
Tulwar	      100   100	  200   400   700  1500  3000  3000  3000  5500	 7000
Rapier	      200   200	  200   200   200   500   500  2000  4000  4000	 3000
Sabre	      150   150	  200   500  1000  2000  2000  2000   ---   ---	  ---
Broadsword     50    50   100   200   400   700  1500  6000 10000 12000	14000
Estoc	       75    75	  150   200   500  1000  2000  4000  4000  3000	  ---
Hand & A Half 100   100   200   400   500   900  1700  2000   ---   ---	  ---
Claymore       50    50	  100   200   400   700  1500  1800   ---   ---	  ---
2-Hand Sword   50    50	  100   200   400   700   ---   ---   ---   ---	  ---

Hafted Wpns:   0     1	   2     3     4     5     6     7     8     9	   10
Hand Axe      100   100	  200   500  1500   ---	  ---   ---   ---   ---	  ---
Btl/Gnt Axe    75    75	  150   200   500  1000	 2000  4000   ---   ---	  ---
Great Axe     150    50	  100   200   500  1000	 3000  5000   ---   ---	  ---
Crude Club     25    25	   50   ---   ---   ---	  ---   ---   ---   ---	  ---
W/Gnt Club     25    75	  150	300   500   700	  ---	---   ---   ---	  ---
M/Gnt Mace     50    50	  100	200   400   700	  ---	---   ---   ---	  ---
War Hammer     50    50	  100	200   400   700	  ---	---   ---   ---	  ---
War Pick       75    75	  150	200   500  1000	  ---	---   ---   ---	  ---
Flail	       25    25	   50	100   200   400	  ---	---   ---   ---	  ---
Morning Star  100   100	  200	400   700  1800	  ---	---   ---   ---	  ---
Quarterstaff   75    75	  150	200   500  1000	 2000  4000  4000  3000	  ---
Sap	       25    75	  150	250  1000  1500	 3000  4000  5000  7000	 8000

Pole Arms:     0     1     2     3     4     5     6     7     8     9     10
Javelin	       50    50	  100	200   400   800	 1400  2000  2000  2000	 3000
Spr/Gnt Spear 100   100	  200	400   700  1800	 4000  5000  6000  7000  8000
Pike	      200   200	  400	700  1500  3000	  ---	---   ---   ---	  ---
Lance	      250   400	  700  1000  1700  3500	  ---	---   ---   ---	  ---
Halbard	      100   100   200	400   700  1500	  ---	---   ---   ---	  ---
Poleaxe	      100   100	  200	400   700  1500	  ---	---   ---   ---	  ---
Trident       200   200	  400	800  1400  3000	 6000  7000  8000 10000	11000
G/Gnt Glaive   50    50	  100	200   200   200	  500	800  1500  3000	  ---

Missile Wpns:  0     1     2     3     4     5     6     7     8     9     10
Sling	      200   200	  400   700  1500  3000	 3000  3000  3000   ---	  ---
Short Bow     100   100   200	400   700  1500	 3000  3000  3000   ---	  ---
L/Gnt Bow     200   200	  500  1000  2000  2000	 2000  2000  3000  3000* 3000*
Composite Bow 200   200	  400	700  1500  3000	 3000  3000  3000   ---	  ---
Crossbow      100   100	  200	400   800  1000	  ---	---   ---   ---	  ---	
Hvy Crossbow  100   100	  200	400   800  1000	  ---	---   ---   ---	  ---	
Spear Thrower  25    25	   50	100   200   400   700  1500  3000  4000	 5000
Blowgun	       25    25	   50	100   200   400	  700  1500  3000  4000	 5000
Handgun	      400   200	  500  1000  2000  2000	 2000  2000  3000  4000	 5000
Rifle	      400   200	  500  1000  2000  2000	 2000  2000  3000  3000	 3000
Shotgun	      300   200	  500  1000  2000  2000	 3000  3000  4000  5000	 6000

Thrown Wpns:   0     1     2     3     4     5     6     7     8     9     10
Throwing Dart 100   200	  200	500  1000  2000	 2000  2000  2000  2000	 2000
Boomerang     100   300	  500  1000  1200  1500	 1500  1500   ---   ---	  ---
Grenado	       25    50	   75	100   150   ---	  ---	---   ---   ---	  ---

Entang. Wpns:  0     1     2     3     4     5     6     7     8     9     10
Net	      150   150	  300	600  1300   ---	  ---	---   ---   ---	  ---
Bola	      200   200	  400	700  1500  2000	 5000	---   ---   ---	  ---
Whip	      150   150	  500	900  1400  2000	 3500  4000  5000  5000	 6000

Special Wpns:  0     1     2     3     4     5     6     7     8     9     10
Rock	       25    25	  100	150   200   300	  500	---   ---   ---	  ---
Cestus         30    40	   50	100   200   400	  700  1500  3000  6000	  ---
Garotte	      100   200	  300	600   ---   ---	  ---	---   ---   ---	  ---
Shield	       25    25	   50	100   200   800	 1600  3200  6000  8000	10000
Unarmed Cmbt  150   300	  450	600   800   900	 1500  3000  4000  5000	 4000

Note: Some weapons are limited in the rule book insofar as the Rank that a 
character can achieve with them is concerned. A --- indicates that the Rank
cannot be achieved with that weapon. All numbers to the right of a { indicate
ranks beyond those in the rule book.  [Edit Note { was deleted while editing]

* A character can achieve Rank 9 and 10 only with a longbow.

Skill
Rank
Skill :        0     1     2     3     4     5     6     7     8     9     10
Spk Lang. (A) 200    75	  125	300   550   850	 1350  1700  2250  2900	 3500
R/W Lang. (A) 250   100	  150	350   700   950	 1500  1850  2500  3200	 4000
Alchemist     800   350	 1200  2650  4350  6500	 8650 11100 12750 14500	17000
Assassin      600   250	  750  1700  2900  4200	 5750  7550  9500 11700	14100
Astrologer    400   150	  500  1150  2050  3100	 4400  5900  7500  9400	11500
Bst Mstr (B)  600   250	  750  1650  2800  4300	 5600  7350  9300 11400	13750
C'tier (C,D)  250   100	  200	500   950  1450	 2050  2800  3600  6300	 8000
Gambler	      250   100	  200	500  1000  1450	 2050  2800  3750  5000	 7500
Healer	     1000   400	 1600  3500  5800  8400	11400 14700 18500 22500	26750
Mechanician   600   250	  650  1500  2600  3900	 5300  7000  8850 10900	13000
Merchant      300   125	  300	850  1400  2200	 3400  4200  5300  6800	 9500
Mil Sci.      300   125	  350	950  1500  2350	 3100  4150  5400  6750	10000
Navigator     400   150	  400	900  1550  2400	 3350  4450  5750  7100	10050
Ranger	      600   250	  800  1650  2750  4100	 5650  7350  9300 11400	13250
Spy (F)	      500   200	  600  1400  2400  3600	 5000  6600  8400 10400	12600
Thief (F)     750   300	 1050  2350  4000  5750	 7900 10250 12900 14850	16000
Troubador (G) 250   100	  200	500  1050  1450	 2100  2800  3900  4600	 7000
Mathematician 400   200	  500  2500  4000  6500	 9000 13000 15000 20500	26550

When a character desires to rise in Rank he consults the line appropriate to 
the skill he has practiced. He then cross-indexes this row with the column for 
the Rank one above his current Rank. The result is the number of Experience
Points, gained through practice of the particular skill needed to rise from 
the previoue rank to that Rank. This total can be modified by the character's 
race (see 6) and his condition when he attempts an increase in rank (see 52).

NOTES:

A. If the character is more proficient at speaking a language than reading/
writing in that same language, then the cost to rise in Rank for reading/
writing is halved, until the Ranks are equal. The reverse is also true. See 
53.2.

B. A Beast Master can acquire the ability to train additional types of 
creatures after he reaches Rank 10 through the expenditure of additional 
Experience Points. See 57.3.

C. Depending on the character's personal characteristics the Courtier may cost 
10% more, or maybe even 10% less, Experience Points to rise in Rank. See 58.1 
for an account of the specific conditions.

D. Once a Courtier has reached Rank 10, he can expend 1000 extra Experience 
Points per ability in order to gain additional abilities within his profession.
See 58.2.

E. After attaining Rank 10 the Merchant can expend additional Experience Points
in expanding the list of his areas of experise. See 63.6.

F. If a character is more proficient at thieving than spying, then the cost to 
rise in Ranks in Spying is halved, until the two Ranks are equal. The reverse 
is also true. See 65.1.

G. After attaining Rank 10 it is possible for the Troubador to add more 
abilities to his repertoire through the expenditure of 500 extra Experience 
Points per ability. See 66.1.
-- 
Bruce McLaren                               | "Reading journal articals
[rabbit 42] at [matt.ksu.ksu.edu]  (for most stuff) |  is like chewing and digesting 
[m c laren] at [eece.ksu.edu]         (mail broken?)\|/ ground glass."
[rabbit 42] at [ksuvm.BITNET]   (if all else fails) V                Dave Hare



From [a--y--r] at [gara.une.oz.au] Wed Nov 27 19:02:48 1991
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To: Adam Naylor <[a--y--r] at [gara.une.oz.au]>
From: [m--h--l] at [sol.nepean.uws.EDU.AU]
Subject: Re: Dragonquest
Status: OR

Here is the first of the stuff I promised (poorly formatted, as desktop
format
 doesn't transfer to well to mail :)   )
IX.4 Hunting
A character who does not know how to hunt for food may starve if forced to
live off the land - a shortfall in rations is potentially catastrophic. 
While a random encounter may turn up something edible, who would want to
hunt for food in an environment where the only game consists of creatures
formidable enough to put on an encounter chart?  Mammoth-hunting might have
been a way for some early humans to make a living, but many more of them
made an even better dying at it.
The Hunting skill is the ability to locate and dispatch from this mortal
coil various small, lovable, furry animals who are tasty, as well as to
locate edible plants and reasonably fresh water.

[4.1] A character must hunt alone and for a number of hours a day to catch
small game.
A character may attempt to hunt each day.  A hunter is assumed to operate
independently (small game is frightened away by large parties), and so
encountered creatures may ambush individual hunters rather than the main
party, there being an even chance for each "detachment", including the main
body, to be the target of a random encounter.
The hunter spends a certain number of hours each day hunting.  The party is
slowed to that extent, as food cannot be brought back to camp if the hunter
does not know where the camp is.  It is possible to spend "zero" hours
hunting and still catch something; this represents making the best
travelling time possible while still taking advantage of potential targets
along the way.  It will often involve some additional cost in lost
missiles.

[4.2] A successful hunt will result in a variable amount of usable food.
The success of a hunt is determined at the end of the day.  The Base Chance
for hunting is [Perception + (5xRank) + (Rank in Ranger)].  The bonus due
to the ranger skill is doubled if the ranger is hunting in the type of
terrain in which he has specialised.  The base chance is modified by other
conditions:
Condition	 Modifier
Armed with a missile weapon or net	Rank with weapon
In desert (or other waste)		-20
In forest/swamp (or other life-dense)		+10
Per hour of hunting		+2
To determine how much food was gained, divide the hunter's percentile roll
by 10.  The result, rounded up to the nearest whole number, is the number
of person-ration-days obtained in the day's hunting efforts.  Special and
critical successes have no effect on the result of a hunting roll.
Fresh food can be kept for up to three days before it becomes inedible. 
The number of party members this food will feed is a function, to some
extent, of who and what those members are.  A giant consumes three
human-sized rations per day, and even the smallest of the humanoids in the
group consumes at least one ration a day.

[4.3] Hunting large animals is usually a group activity.
The hunting of animals such as deer, boar and bear should be handled using
the combat rules (see V.) rather than the rules in this section.

[4.4] Humanoids also require water to survive.
Finding water is easier than finding food, for several reasons.  Water does
not hide, sources of water are much larger than the typical game animal and
one source will suffice for the whole party to slake its thirst.  Searching
for water occurs during the same time as normal hunting and has the same
Base Chance.  For the effects of varying conditions on the chance of
finding water, use the modifiers below:
	Condition	Modifier
	Per hour of hunting		+ 2
	Mapped source of water in area		+60
	Forest		+30
	Desert		-30
	Swamp		-10
The resulting number is the percentage chance of finding a water source
during the day.


VIII.8 Craftsman
In a fantasy world, all the household and adventuring items available for
purchase are the products of individual craftsmen.  Craftsmen will range
from the village wheelwright to the Royal Goldsmith.  Most NPC craftsmen
will derive their living from their craft.
Craftsman is not a single skill, but a method for deriving a set of rules
to cover the functioning of any craft or trade.  Each craft should be
treated as a separate skill.  Craftsmen are usually respectable members of
society.  If a guild structure exists in the game world, most crafts will
have a corresponding guild.

[8.1] A craftsman may manufacture any item which the GM rules to be a
product of his craft and to which he has access to the necessary tools and
raw materials.
Before manufacturing an item, a craftsman should ensure that all necessary
materials have been purchased, or will be available when required during
manufacture.  The GM must determine, on a craft by craft basis, how many
items an individual craftsman may work on at the same time and what effect
assistants (apprentices or partners) have on this limit.

[8.2] The rank of a craftsman will effect the quality of any article he
produces.
A craftsman's base chance to manufacture an item is equal to [(3xManual
Dexterity) + (5xRank)].  When he wishes to manufacture an item, percentile
dice are rolled against his chance.  If the roll is less than or equal to
his chance, he has successfully manufactured the item.  If the roll is
greater than the success chance, the craftsman has produced an a
sub-standard item, with a roll of 99 or 100 resulting in a fumble and a
badly flawed product.
The following classifications are applied to items produced by a craftsman:
 Rubbish, Inferior, Standard, Superior and Exceptional.  It is up to the GM
to interpret each of these ratings for the particular item and craft in
question.  The exact rating of an item depends on the craftsman's rank and
the dice roll which represented its manufacture.  See IV.4.1 for the
meanings of the die results.  Consult the following tables to determine the
quality of the article:
	Die	      Craftsman's Rank
	Result	        0-1	            2-3	            4-5
	Fumble	        Rubbish	        Rubbish	        Rubbish
	Failure	       Rubbish	        Inferior	       Inferior
	Success	       Inferior	       Standard	       Standard
	Special	       Inferior	       Standard	       Standard
	Critical	      Standard	       Standard	       Superior
	Die	      Craftsman's Rank
	Result       6-7	        8-9          	10
	Fumble      Rubbish	     Inferior	    Inferior
	Failure	    Inferior	    Standard	     Superior
	Success	    Standard	    Superior	    Superior
	Special	    Superior	    Superior	    Exceptional
	Critical    Exceptional 	Exceptional	 Exceptional

[8.3] The rank of a craftsman will effect the price of any article he
manufactures.
The more skillful a craftsman, the more he can charge for his products,
regardless of their quality.  This is especially true as most craftsmen
will demand payment in advance for special orders.   Before they are used,
a layman will only recognise the faults in items which are classified as
rubbish.  The base cost of an item is multiplied by the number from the
following table which corresponds to the craftsman's rank.
	   Rank	   Cost
		0-1		0.8
		2-3		1
		4-5		1.2
		6-7		2
		8-9		xRank
		10		@
@ An artwork, minimum value is base cost x 10 and generally the craftsman
can charge what he likes. 

 [8.4] A craftsman can evaluate the worth of items produced by other
practitioners of his craft.
A craftsman may assay items which are products of his craft as if he were a
merchant of the same rank (see 10.4).

[8.5] Each craft must be learnt as a separate skill.
All the rules in 1.0 apply to a craftsman skill.  The Experience Point cost
for player characters to advance in rank with a craft must be determined
for each craft by the GM.  The Experience Point cost should reflect the
difficulty of learning the craft (for example, weaponsmithing should have a
much higher cost than pottery).
Knowledge of one craft does not convey any knowledge of the abilities of
any other craft.  

[8.6] The rank of an NPC craftsman depends on the number of years he has
spent practicing his craft.
Mastering a craft requires the devotion of a life time.  Non-adventuring
craftsmen will progress one rank in their craft for every two years spent
practicing it.  Exceptional individuals may progress faster than this.

[8.7] There are many crafts which may be covered by these rules.
The crafts which may exist in a game world include:
	Armourer	Glassworker	Salter
	Baker	Goldsmith	Shipwright
	Blacksmith	Hideworker	Silversmith
	Bowyer	Iceman	Stonecarver
	Builder	Jeweller	Stonemason
	Butcher	Lexigrapher	Tailor
	Carpenter	Limner	Tanner
	Cartographer	Locksmith	Tentmaker
	Chandler	Miller	Thatcher
	Charcoaler	Miner	Timberwright
	Clothier	Net Maker	Tinker
	Cobbler	Ostler	Toymaker
	Cook	Painter	Wainwright
	Cooper	Potter	Weaponsmith
	Engineer	Rope Maker	Weaver
	Farrier	Saddler	Wheelwright
	Fletcher	Sailmaker	Woodcarver
Other crafts may be permissible at the GM's discretion.

[8.8] A craftsman must pay a varying amount of Silver Pennies per year for
guild dues and replacements for any implements of his trade that have worn
out or broken.
The GM must determine the cost for each separate craft.  This cost does not
cover the raw materials necessary to manufacture items or the cost to set
up a place of business.


VIII.15 Troubadour
In a DragonQuest world, a minstrel who wishes to be welcome for his
entertainment abilities during his travels is known as a troubadour.
A troubadour becomes a multi-talented performer as he increases his
experience in the field.  The troubadour is also a student of the people he
visits, and is as knowledgeable as a scholar in the matter of customs.  A
troubadour, being a skilled actor, can also be a master of disguise. 
Troubadours are less sophisticated than their Courtesan counterparts, but
are capable of entertaining a wider range of audiences.
The abilities given in section 15.1 usable by a troubadour in situations
not explicitly covered in the following sections.  The GM should improvise
and allow a troubadour character to use his skill in appropriate instances.

[15.1] A troubadour acquires one ability per rank.
The character begins with one of the following abilities at Rank 0 and
acquires one further ability for each rank.  While a success chance is
given for each ability, all acquired abilities can be performed skillfully,
so a roll should be made only when the GM finds it particularly necessary
or wishes to use the success chance to gauge the quality of a successful
performance.
1.  Play an instrument of the player's choice
Base Chance:  [2xMD] + [5xRank] + PC
The character must acquire this ability a new for each separate instrument
he wishes to use.
2.  Sing
Base Chance:  [2xMD] + [5xRank] + PC
This ability may be performed simultaneously with ability 1., if the
instrument does not require the use of the mouth.
3.  Recite stories and legends
Base Chance:  [2xAG] + [5xRank] + PC
As a character's rank improves, they learn more tales, enabling them to
give long recitals without repetition.  If the character possesses
abilities 2. and 3., they can recite stories and legends in song form.
4.  Compose stories and legends
Base Chance:  [6xRank] + [4xPC]
This does not help a Troubadour tell an interesting story, just to write
and conceptualise tales.  The Troubadour may also compose songs if he
possesses either ability 1 or ability 2.  A Troubadour may only compose
tales in a language in which his rank in either Speak or Read and Write is
at least 6.
5.  Perform mime
Base Chance:  [2xAG] + [5xRank] + PC
Apart from its normal use as entertainment, this ability may allow
communication without the need of speech.
6.  Mimic speech
Base Chance:  [6xRank] + [4xPC]
This ability allows a Troubadour to mimic any mode of speech or accent with
which he is familiar.  Its most common use is to satirise public figures
with unusual speech patterns, such as lisps, stutters or affectations.  It
may also be used to blend into a society with a strong dialect in its
speech.
7. Act out skits or parody
Base Chance:  [2xAG] + [5xRank] + PC
These are short set pieces which involve skill in both humour and acting. 
They are performed by one to ten performers and are usually intended to
satirise prominent individuals, social activities or taboos.  They may vary
from the bawdy to the refined.
8. Dance
Base Chance:  [2xAG] + [5xRank] + PC
Each culture has many different styles of dancing.  These may include folk,
court, religious, ceremonial and erotic.  Each time this ability is chosen,
the troubadour gains the knowledge of one dance style.  The first time this
ability is chosen, it must be taken as folk dancing.
9. Simulate a wide range of emotions
Base Chance:  [2xMD] + [5xRank] + PC
The Troubadour can fake any desired emotion and can conceal their true
emotions with no difficulty.
10. Tell and compose jokes
Base Chance:  [2xAG] + [5xRank] + PC / [6xRank] + [4xPC]
To employ the tell jokes part of this ability in front of an audience
requires at least Rank 5 with the predominant language of the audience. 
The compose jokes ability allows Troubadours to make up new jokes on the
spot and is often used to deal with hecklers.
11. Juggling
Allows the troubadour to juggle any objects of reasonable size.  This
includes dangerous objects, such as knives.  When the GM requires a roll to
be made for the performance of such feats, the troubadour's rank is added
to his Manual Dexterity before multiplication by the Ease Factor. The GM
must determine the Ease Factor and the affect of a failed roll as normal.
12. Execute acrobatics
Allows the troubadour to perform leaps, falls, tumbles, etc, without
injury.  When the GM requires a roll to be made for the performance of such
feats, the troubadour's rank is added to his Agility before multiplication
by the Ease Factor. The GM must determine the Ease Factor (possibly
increasing it for the troubadour) and the affect of a failed roll as
normal.
13. Amuse small children
Base Chance:  [2xMD] + [5xRank] + PC
The troubadour has the ability to hold the attention of small children. 
This may involve the dressing up as a clown or other figure of fun.
14. Amuse semi-intelligent creatures
Base Chance:  [2xMD] + [5xRank] + PC
The troubadour has the ability to hold the attention of semi-intelligent
creatures.  This ability does not involve actual communication, but noises
and actions to occupy unsophisticated beings.
A troubadour may gain additional abilities after achieving Rank 10 by the
expenditure of 500 Experience Points per ability.

[15.2] A troubadour's chance of successfully performing minor magic (see
IV.4.2) is increased by 2 per Rank.

[15.3] If a troubadour is a mage of the College of Illusion (see VII.5), he
adds 1 to his modified chance to cast a spell for every rank he achieves.
If the troubadour is a member of a different College, he may add 1 per Rank
to his modified cast chance when casting any spell which is intended to
charm intelligent beings.  This includes such spells as Charming, Mass
Charming and Hypnotism.  This bonus may only be applied for non-Illusion
spells when they are cast against a non-Hostile entity.

[15.4] When a troubadour uses his Perception value to gain information (see
IV.4.3) about the customs or habits of humanoids, add 2 per Rank he has
achieved to his success percentage.
Troubadours are adapt at adopting the ways of the people amongst whom they
make their living.  They can rapidly become familiar with the customs and
mores of a people.  This only applies to the customs of commoners.  The
customs of the nobility are covered by 7.4.

[15.5] A troubadour can use disguise to appear as a member of a different
humanoid race, gender or profession.
A troubadour cannot disguise himself as a member of a race for which his
size is inappropriate (eg, an elf troubadour cannot disguise himself as a
halfling) or as practitioner of a profession for which he is physically
unsuited (eg, a frost giant troubadour could not imitate a jockey).  A
troubadour's disguise ability is intended to fool someone who does not know
the humanoid the troubadour is masquerading as; if the troubadour is
attempting to pass himself off as an acquaintance of a particular being,
the GM will have to determine the increased chance of the deception being
noticed.  The base chance of noticing that a disguised troubadour is not
what he appears to be is [2xPerception].  This should be varied with the
quality of the disguise roll.  In normal circumstances, this check should
be made once per day.  If a troubadour is attempting to appear as someone
known to an observer, a check to notice the deception should be made more
frequently (possibly even once an hour).
A troubadour's base success percentage to use his disguise ability is
[Manual Dexterity + (2xPerception) + (8xRank)]%.  Subtract:
1.  One for every year of apparent age difference between the troubadour
and the disguise to be adopted.
2.  25 if the troubadour is impersonating a member of another race.
3.  35 if the troubadour is impersonating a person of the opposite gender.
If the roll on percentile dice is equal to or less than the troubadour's
success percentage, the disguise has been successfully applied.  If the
roll is greater than the success percentage, there are inconsistencies
(with the role being assumed) in the troubadour's appearance or behaviour. 
The inconsistencies become more glaring as the roll approaches 100.

[15.6] A troubadour can use his bardic voice to charm several beings at
once.
A troubadour may use his bardic voice on up to [2 + (2xRank)] beings who
can understand the language which he speaks.  The troubadour may not use
the voice ability in combat, but may use it against hostile beings.  The
troubadour must spend at least 3 to 5 minutes using the Bardic Voice on the
intended victims before it will take effect.  During this time none of the
intended victims will take any hostile action against the troubadour.  It
is left to the GM to determine exactly how much time must be spent in each
attempt.  The chance of success for Bardic Voice is [10xRank]%.  If this
roll is a success, each being the troubadour hopes to affect is allowed to
resist, using their Magic Resistance.  Each being that fails to resist is
charmed, as described in the College of Ensorcelments and Enchantments
spell of the same name (see VII.3.4).  The Individual True Names of the
targets (but not the Generic True Names) may be used to effect the chance
successfully using this ability.
A troubadour must expend [15-Rank] Fatigue Points every time he uses the
bardic voice ability, regardless of how many beings succumb to its
influence.

[15.7] A troubadour may use his abilities to make a living.
When performing in an inn or similar establishment, a troubadour may earn
[10+Rank] silver pennies a night, plus a certain amount of goods in kind,
such as fruit.  A troubadour may earn more money by being hired by a rich
household, where he may earn [20xRank] silver pennies a week.

[15.8] A troubadour must spend [50 + (100xRank)] Silver Pennies per year to
supply himself with the props necessary for his trade.
A troubadour who does not spend the above amount operates as if he were two
ranks less proficient.  If the rank of a troubadour is reduced to a
negative number, the use of the skill is temporarily lost.



From [a--y--r] at [gara.une.oz.au] Wed Nov 27 19:03:59 1991
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From: Adam Naylor <[a--y--r] at [gara.une.oz.au]>
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To: [j--r--y] at [teetot.acusd.edu]
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>From [rabbit 42] at [matt.ksu.ksu.edu] Sat Nov 16 03:14:28 1991
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From: [rabbit 42] at [matt.ksu.ksu.edu] (Bruce McLaren)
Message-Id: <[9111151614 AA 11500] at [matt.ksu.ksu.edu]>
To: [a--y--r] at [gara.une.oz.au]
Subject: Re: Dragonquest
Newsgroups: rec.games.frp
References: <[9--8] at [gara.une.oz.au]>
Status: OR

In rec.games.frp you write:

>If anyone out there still plays dragonquest, could they possibly drop be some of their 'home' rules, as TSR seam not to want to do this (I wonder why ?) .

>I would be most grateful . 

>If anyone wants to know about our groups 'home rules' here is a list
>of what we have covered . New skills for craftsman, martial artist, swimming 
>and climbing . If you want to know about our stuff, drop me a line . 


I've actually stopped running DQ (but only in the last few months)
It is a fine system, but lacking some surprising things (like swimming
and climbing).
>Edmund . 



The following rpresents the house rules for DragonQuest (TM) as played
at the house Bruce McLaren (1723 Leavenworth #B, Manhattan, KS 66502, USA)
I would appreciate some form of credit if you ever distribute any ideas 
contained in here.  The changes we made are not very flashy, and aimed at
our style of play.  I apolagize for the lack of format, but given limited 
response time, it is the best I can do.  If you think it worthwhile, I can
e-mail this document in MacWrite II format, or I can SnailMail the 
physical document.
Any way, here it is.  Hope it gives some ideas.

Bruce McLaren                               | "Reading journal articals
[rabbit 42] at [matt.ksu.ksu.edu]  (for most stuff) |  is like chewing and digesting 
[m c laren] at [eece.ksu.edu]         (mail broken?)\|/ ground glass."
[rabbit 42] at [ksuvm.BITNET]   (if all else fails) V                Dave Hare

Retro-Rules for DragonQuest

The following document is for use with the DragonQuest fantasy role play
ing gaming system, formerly published by SPI, but lately published by TSR.  It 
should contain all of the rule changes and additions for games that I am
running.  If you find a typo or notice any number that seems odd, please 
bring it to my attention.

For better or ill, I have attempted to follow the format in the DQ rule book. 
I have found it necessary to recopy large tables into this document at times.
(For instance, the Experience Point Cost Chart.)

	Opinions on how to better format this document, or suggestions on new 
skills, or even critiques of the new items would be appreciated.


	The Experience Point Cost Chart is also available with the Experience 
Multiplier already taken into account for demi-human character races.  Ask, 
and ye shall receive.  Also in preparation is a magician's handout.

Using all of these rules as well as the ones in the rule book that I have been 
ignoring will be difficult for my memory and I.  If you are running a 
character to whom a rule applies and I don't seem to be handling the situation
correctly, please call it to my attention.  If I am ignoring the rule because 
it is too complicated and slows down play, the rule should be explicitly 
noted in this document as changed or revoked.


	

IV. Character Generation


Karma	The Player Character is special. He or she must be able to survive 
things that would kill normal people. The players characters manage this 
through luck from birth and gained through years of adventuring . In order
to reflect this, all player's characters begin life with three Karma Points
and may purchase additional Karma Points for 2500 exp for the first Karma
Point and 5000 Experience Points for each desired Karma Point thereafter .  
Karma Points may be spent in times of difficulty when the character needs that
extra edge.  A player may call the result of any one dice roll before it is 
is rolled, or ask for the reroll of a particualy bad roll immediately after
the roll.  For example, if a player knows that an enemy must be killed on the
first strike, the player might expend a Karma Point and call the to hit roll
to be a 01--automatic hit, endurance damage, and possible grevious injury .

[In our campaign , 1 karma point will be awarded for each successful mission]

Or if a character has just received a particularly bad strike (say your aorta
is severed and you are quite dead or some such) that character may ask for a
reroll of the immediately preceding roll.  In this case, it might very likely
be the roll determining which grievous injury will be inflicted or, if the 
player didn't want to take the chance, he might have asked for the strike roll
might have asked for the strike roll to be rerolled but only before the 
grievous injury is determined.
  
More imaginative uses are of course possible: insuring that a character can
escape from shackles in a dungeon, guarantee knowledge of some fact that the
GM has seen fit to allow a roll to see if the character might know, etc.

These cases may require careful arbitration by the GM, whose word must be 
final.

[6.3] A player may choose to be of any race.

When a character gains proficiency in an ability, it is represented in game 
terms by his expending Experience Points . The cost, in terms of Experience
Points to advance in any one ability is affected by the characters race . 
Multiply the cost for advancement in one ability (see Experience Cost Chart 
, 91.7) by the Race Multiplier .  

Race	     Multiplier
Dwarf	        1.1
High Elf	1.5
Low Elf	        1.2
Giant	        1.5
Halfling	1.1
Human	        1.0
Orc	        0.9
Shape-Changer	1.4

[6.4] Dwarf

Dwarves speak there own language, Common, and the Undercommon spoken by the
Dwarves, Deep Gnomes, and various creatures inhabiting the interior .  

Characteristic		Modifier
P Strength      	Add 3
Agility			Subtract 3
Endurance		Add 2
Magical Aptitude	Subtract 3
Willpower		Add 3
Perception		Add 1
T M R	                Subtract 1


[6.5] Elf

There are really two kinds of elves on Cross Roads, High Elves and Low Elves.
High Elves are the Noble Elves, those more directly decended from the 
High Ones. Low Elves have generally mixed thier blood lines at some point in
the distant past. The languages of the Elves are slightly different, High Elf
being considered a more refined language, Low Elf somewhat of a slang . 

It is only necessary to learn one of these languages, since they are so 
similar and knowing one will give the player knowledge of the other at two
ranks lower. All Elves begin with thier native Elvish at rank 8 as well as
Common at rank 8 . 

High Elves stand an average of 2 m (a little more than 6 ft.) and are 
incredibly thin. Though they seem frail, they are deceptivly tough . 

Low Elves are shorter, standing about man-high, but firmer individuals. They
tend to be less serious; most of the adventuring elves are low elves .  

All Elves are immortal.  They age but slowly after reaching young adulthood,
looking grey and older only after several millenia. Disease does not affect
Elves as harshly as other races. Elves may still be killed in the normal
ways, however.  In fact, if an Elf is killed, enough healing must be 
administered to raise the Endurance to 1 within five minutes of death or the 
Elf is dead forever.  There is no soul in an Elf, so there is no possibility to
raise the Elf later or to communicate with the departed spirit . 

High Elf				Low Elf

Characteristic		Modifier	Characteristic		Modifier
P Strength		Subtract 2	Physical Strength	Subtract 1
Agility			Add 3		Agility			Add 1
Endurance		Subtract 1	Endurance		Subtract 1
Magical Aptitude	Add 3		Magical Aptitude	Add 1
Willpower		Add 3		Willpower		Add 1
Fatigue			Add 2		Fatigue			Add 2
Perception		Add 2		Perception		Add 1
T M R           	Add 1		Tactical Movement Rate	Add 1
Estimated Life Span: 	Forever		Estimated Life Span: 	Forever


[6.6] Giant

The Characteristic Points for Giants are modified as in the following charts
depending on the type of Giant.  Modifiers followed by (Minimum X) mean that theCharacteristic Score, after the Modifier is applied, must be at least X . So a
Cloud Giant, who has a Physical Strength Modifier of Add 8 and a Minimum of 24, 
must have a Physical Strength of at least 16 before the Modifier is applied.

Giants share their Giantish tongue with each other and the Titans and a few 
other large Beings . It is a difficult language for those with small throats 
to learn.  Giants generally also speak Common.


Cloud Giant				Fire Giant

Characteristic	  Modifier		Characteristic	  Modifier
P Strength        Add 8 (Minimum 24)	P Strength        Add 5 (Minimum 17)
Manual Dexterity  Subtract 1		Manual Dexterity  Subtract 1
Agility	          Subtract 2	        Agility	          Subtract 2
Endurance	  Add 10 (Minimum 30)	Endurance	  Add 5 (Minimum 21)
Magical Aptitude  Subtract 1            Magical Aptitude  Subtract 1
Willpower	  Subtract 1	        Willpower	  Subtract 1
Fatigue	          Add 1	                Fatigue	          Add 1
T M R	          Add 5	                T M R	          Add 2

Frost Giant				Stone Giant

Characteristic	  Modifier		Characteristic	  Modifier
P Strength	  Add 8 (Minimum 24)	P Strength	  Add 5 (Minimum 15)
Manual Dexterity  Subtract 1	        Manual Dexterity  Subtract 1
Agility	          Subtract 2	        Agility	          Subtract 2
Endurance	  Add 5 (Minimum 25)	Endurance	  Add 5 (Minimum 15)
Magical Aptitude  Subtract 1	        Magical Aptitude  Subtract 1
Willpower	  Subtract 1	        Willpower	  Subtract 1
Fatigue	          Add 1	                Fatigue	          Add 1
T M R	          Add 5	                T M R	          Add 1

[6.7] Halfling

Characteristic	  Modifier
P Strength	  Subtract 3
Manual Dexterity  Add 3
Agility		  Add 1
Endurance	  Subtract 2
Magical Aptitude  Subtract 1
Willpower	  Add 1

[6.8] Orc

Wild Orcs share a language called the RDark TongueS with the Trolls, Goblins, 
Hobgoblins and other nasties.  Most civilized Orcs, who often consider these 
others to be an embarrassment, make it a point not to know the language . Many
Wild Orcs do not know Common, though all civilized ones do.

Characteristic	  Modifier
P Strength	  Add 2
Endurance	  Add 1
Magical Aptitude  Subtract 2
Willpower	  Subtract 2
Fatigue		  Add 2
T M Rate	  Subtract 1

7. ASPECTS (optional)

Not Used.


[8.1] Social Status Table	[8.5] Silver Pennies and Experience Points

				Money			Exp.
Dice	Social Status		Multiplier	Dice	Pts.	SPUs
01-12	Poor Trash		1		01-02	120	3
13-33	Impoverished Gentlefolk	2		03-06	300	4
34-54	Burgher or Farmer	3		07-14	600	6
55-62	Merchant		4		15-30	900	8
63-64	Merchant Prince		6		31-50	1200	11
65-87	Craftsmen or Adventurer	3		51-70	1400	13
88-98	Bandit or Pirate	2		71-86	1700	16
99-100	Lesser Nobility		4		87-94	2000	18
						95-98	2300	21
						99-00	2500	25


[8.4]  A player should determine the exact order in which his character was born
, if he is listed as a legitimate child.

	The player rolls D10 to determine the order of birth.

	Die	Sibling Rank
	1-3	Second
	4-5	Third
	6	Fourth
	7	Fifth
	8	Sixth
	9-10	Seventh or younger


Elves subtract 5 from their roll.

Dwarves subtract 4 from their roll.

Giants subtract 3 from their roll.

Orcs add 1 to their roll.

If the modified roll is less than zero, the character is actually a First Child.

V. Combat


[16.5] Disarm.The attacker must be armed with any weapon rated for Melee or
Close Combat. A penalty of 40% is subtracted from the modified Strike Chance 
before the attack is resolved.  If the attack is successful, the target is 
forced to drop one weapon or item of the attackers choice and also 1 point of
Endurance damage is done to the target. If the target rolls less than three
times his Physical Strength, nothing is dropped, but one point of Endurence 
damage is still taken.


[12.3] For engaged figures, Initiative is determined by comparing each figures
Initiative Value

A figure's Initiative Value is equal to his modified Agility + Perception + 
Rank with any prepared weapon + 1d10 . If the figure has no prepared weapon, 
it is equal to modified Agility + Perception + 1d10. In each engagement, the
figure with the highest Initiative Value can act either first or last, at his 
option, the figure with the second highest Initiative Value can act either 
second or second to last, at his option, and so forth.a

If a figure is stunned, or has any rear hex toward his opponent, the opponent 
automatically receives the Initiative . 

The following modifications are also applicable to the Initiative Value:

Using a Pole Arm 				+2
For every Military Scientist Rank of commander	+1 See [62.4]
Attempting to draw weapon and attack		-10
Using a Pike against charging foe		+20


[16.4] A figure who is armed either two prepared weapons or one two-handed 
Class B weapon can attempt a Multiple Strike.

A figure can attempt to strike one or more targets more than once as part of 
the same attack with two different weapons (one in each hand), but suffers a 
negative attack modifier (see 17.6).  The attacks need not be directed at the 
same hostile figure, but must be of the same type (Grapple, Melee, Fire). 
Some non-humanoid monsters could attack 3, 4, or more times in one Pulse 
using this option.

To decrease the penalty in using two one-handed weapons by 20% (To no penalty 
for the weapon in the primary hand and -20% for the weapon in the secondary 
hand) one must be ranked in each of the weapons to be used, as is normal, and
then also rank in the two-weapon combination.  The Experience Point cost to 
rank in a two weapon combination is the average of the costs of the individual 
weapons.  One may never have a higher rank with a two weapon combination than
with the individual weapons.

A player ranked in a two weapon combination may either fight with the weapons 
as a combination with no two weapon penalties at their rank in the combination 
or fight with the weapons with the two weapon penalties but at the rank the 
player has with the individual weapons.

Two weapon combinations of the same weapon are possible.  One simply ranks in 
the weapon as normal and then ranks in the dual weapon at the same Experience 
Point cost.

The minimum Physical Strength needed to wield a two one-handed weapon 
combination is the greater of the Physical Strength minimum plus 1/4 of the 
lesser Physical Strength minimum.  The minimum Manual Dexterity needed is the
greater of the Manual Dexterity plus 1/2 the lesser Manual Dexterity minimum. 
	
These rules do not apply to the Main-Gauche.


Examples:

Patty the Pulverizer wishes to use a hand axe/estoc combination (Patty isn't 
long on brains). She has rank 8 with the hand axe and rank 4 with the estoc.  
The minimum Physical Strength to wield each is 8 and 15 respectively and the
minimum Manual Dexterity is 11 an 17 respectively.  She must have a Physical 
Strength of at least 15 + (8/4) = 17; and a Manual Dexterity of at least 17 
+ (11/2) = 22 1/2, round to 23.  It costs 100 Experience Points to make rank 0 
with a hand axe and 75 with an estoc.  It will cost 88 Experience Points to 
make rank 0 with the combination.  Patty will have to raise in estoc before
she can go beyond rank 4 in the combination . 


Paco Blacksword wields dual Broadswords.  He has managed rank 10 with the 
Broadsword (no mean feat).  For Paco to rank in dual broadsword he pays broad
sword experience Point cost.  Paco may wish to fight using the two broadswords
as individual weapons until has has made a high enough rank with their 
combination.  The minimum Physical Strength and Manual Dexterity for a broad
sword are both 15.  Paco will need a Physical Strength of 15 + (15/4) = 18 3/4 
= 19 and a Manual Dexterity of 15 + (15/2) = 22 1/2 = 23.  No problem for Paco


A figure can attempt to strike more than one target one time each if the 
prepared weapon is Class B and the attacker is Rank 4 or above with the
weapon.  Each figure thus attacked must be in adjacent hexes within the  
attacker's Melee Zone.  Thus, the maximum number of attacks via this option is 
three. This attack can only occur in Melee combat, and the attacker suffers a 
negative attack modifier (see 17.6)


[18.5] The damage done with a particular weapon can be increased due to 
exceptional Physical Strength and Rank.

At the attacker's option, he may add 1 to the damage modifier of a weapon for 
every 5 points of Physical Strength above the minimum necessary to wield the 
weapon the attacker possesses.  Thus, a figure with a Ps of 20 through 24 would
do D+5 damage when wielding a Broadsword.  However, for every +1 of damage the
figure receives, an extra 6% is added onto the chance of the weapon breaking 
during combat.  The above figure with a PS of 20 would have a chance to break
the Broadsword on rolls of 93 through 99, inclusive.  It is possible to succ-
essfully strike the opponent and break the weapon at the same time.  This does 
not apply to Thrown or Missile weapons.

An attacker also gains a +1 bonus for every 3 Ranks (except rank 0, round down)
. That is, at Rank  3, 6, and 9.  This rule will increase damage done by Thrown
or Missile Weapons, and does not increase breakage chances .  

[20.2] WEAPONS CHART

Swords   	Wt   PS   MD   Sc   Dam Mod   Range   Class   Use  Cost   Rk
Dagger A	10o   7   10   40      D	8       A     RMC   10     9
Main-Gauche      1    8   15   45     +1        P       A      MC   20    10
Short Sword      2   10   12   45     +3	P	A      M    40     6
Falchion         4   12   11   50     +2	P	B      M    40     6
Scimitar         4   11   15   50     +3	P	B      M    60     8
Tulwar           4   13   15   50     +4	P	B      M    65     8
Rapier 	         2   11   18   45     +3	P	A      M    35    10
Sabre	         3   14   15   60     +3	P	B      M    40     7
Broadsword       3   15   15   55     +4	P	B      M    50	   6
Estoc            2   15   17   45     +5	P	A      M    65     9
H & H (1-2)      6   17   16   60     +5	P	B      M    85	   7
Claymore (1-2)	 5   16	  13   50     +4	P	B      M    80	   7
T-H Sword (2)	 9   22	  14   55     +7	P	B      M   100	   5

Hafted Weapons
Hand Axe	 2    8	  11   40     +1	8	B     RMC   15	   4
Battle Axe (1-2) 5   14	  14   60     +4	6	B     RM    20     7
Great Axe (2)	 6   19	  17   65     +6	P	B      M    30	   7
Giant Axe	25   29	  12   65    +10	6	B     RM    50	   7
Crude Club	 4   16   10   45     +2	6	C     RM     3	   2
War Club	 3   14	  10   50     +2	7	C     RM     5	   5
Giant Club	10   25	   9   50     +8	9	C     RM    10	   5
Torch B	         3    8	  12   40     +1	P	C     RM     1	   -
Mace	         5   16	   9   50     +4	5	C     RM    15	   5
Giant Mace	25   27	  10   50     +7	8	C     RM    40	   5
War Hammer	 4   15	  13   45     +3	6	C     RM    14	   5
War Pick (1-2)	 5   17	  13   45     +4	P	C      M    20	   5
Flail	         4   14   15   50     +2	P	C      M    15	   5
M Star (1-2)	 5   18	  15   60     +4	P	C      M    20	   5
Mattock (2)	 6   19	  14   55     +6	P	C      M    18	   5
Quarterstaff (2) 3   12	  16   55     +2	P	C      M     3	   9
Sap C   	 1    9	  11   40     +1	P	C      MC    2	   3

Thrown Weapons
Throwing Dart(D) 3o   9	  15   40      D       12	A     R	     1	  10
Boomerang	 1   11	  15   40      D       20	C     R	     2	   7
Grenado (E)	 2    9	  15   40      V       15	-     R	     V	   4

Pole Weapons
Javelin (F)	 3   12	  15   45     +2       12	A     RM     4	  10
Spear (1-2)	 5   15	  14   50     +3	6	A     RM    10	   5
Gnt Spear (1-2)	15   22	  16   55     +7       12	A     RM    20	   5
Pike (G) (2)	 8   18	  16   45     +5	P	A      M    15	   5
Lance (H)	 7   16	  12   45     +6	P	A      M     4	   5
Halbard (2)	 6   16	  16   55     +3	P	B      M    15	   5
Poleaxe (2)	 6   18	  15   55     +5	P	B      M    20	   5
Trident (1-2)	 5   14	  16   45     +2	5	A      M     8	   5
Water Trident(I) 3   12	  18   35     +1	P	A      M    15	   9
Glaive (2)	 7   16	  18   55     +5	P	B      M    15	   9
Giant Glaive (2)14   26	  18   65     +9	P	B      M    30	   9


[20.2] WEAPONS CHART, Continued

Missile Weapons Wt   PS   MD   Sc   Dam Mod   Range   Class   Use  Cost   Rnk
Sling (2)	 1    7	  15   40     +1       60	C     R	     1	   8
Short Bow (2)	 4   14	  15   45     +2       60	A     R	    20	   8
Long Bow (2)	 6   16	  15   55     +4      180	A     R	    25	  10
Composite Bow(2) 8   17	  15   55     +4      225	A     R	    30	   8
Giant Bow (2)	14   25	  15   55     +7       45	A     R	    80	   8
Crossbow (2)	 7   18	  17   55     +3       80	A     R	    15	   5
Hvy Crossbow(2) 10   20   12   60     +4       90	A     R	    20	   5
Spr Thrower(2)	 4   11	  14   50     +2       15	A     R	     5	  10
Blowgun (2)	 1    7	  16   30     (K)	7	-     R	     3	  10
Handgun (L)						A     R	     -    10
Rifle L (2)						A     R	     -    10
Shotgun L (2)						A     R	     -    10

Entangl. Wpns
Net (M)  	 2   11	  16   30     -5	5       -     RMC    4	   4
Bola (N)	 2   11	  15   35     -3       10	-     R C    5	   6
Whip (O)	 3   10	  16   40     -3	P	-      MC    6	  10

Special Weapons
Rock	         V    5	  10   30     -1	8	C     RMC    -	   6
Cestus (P)	 3   12	  14   35     -1	P	C      MC   15	   9
Garotte (Q) (2)	 1   12	  15   30     +3	P	-	C    3	   3
Shield	         V   10	  12   40     -2	P	C	M    V	   4

Wpn Access.     No.  Wt	  Cost   Notes
Shot	        20    4	    1	 Use in Sling.
Dart	        20    2	    5	 Use in Blowguns
Arrows	        20    2	   10	 Use in any draw bows.
Quarrels	20    7	   15	 Use in crossbows.
Cranequin	 1    3	   10	 Use to cock crossbows; requires a PS of 11
		                 And two free hands.


[17.5] SHIELD CHART 			[18.1] ARMOR CHART

Shield type     Wt   DEF   MD 	Cost	ARMOR	  Wt   Prot.  AG   Cost	  Stlth
Buckler	         3    2%   -0	  5	Cloth	   1	 1    -0    10	    +5
Small Round	 5    3%   -2	  8	Leather	   3	 4    -1    20	     0
Large Round	10    4%   -3	 10	Scale	   4	 5    -3   100	    -5
Kite Shield	15    5%   -4	 15	Chainmail  7	 6    -2   200	   -10
Tower Shield	25    6%   -6	 20	P/Plate	   6	 6    -2   250	   -15
Main-Gauche*	1     2%   -0	 20	F/Plate*   8	 7    -3   300	   -20
					I/Plate*   7	 8    -3   400	   -20

Weapon Notes:

Weapons are normally wielded one-handed, and the exceptions are noted with a 
(2) after the name of the weapon.  Some can be used either one or two-handed,
and these are noted with a (1-2).  When weapons of this type are wielded two
-handed, increase their Damage Modifier by 1.  <-> indicates that a weapon 
has no Class for purposes of Grievous Injuries; when a possible Grievous 
Injury is rolled, only damage affecting Endurance results.  RVS indicates that 
the characteristic is variable.


A.  When attacking a foe whose modified Agility is between 12 and 9 (inclusive)
the dagger can be used to attack twice in one Pulse without penalty; if the
modified Agility is 8 or less, the Dagger can attack 3 times in a Pulse.

B.  A torch is not actually a weapon, but can be used as such in emergencies. 
Also, brandishing a burning Torch in the face of an animal can cause it to flee.
Any animal whose WP is 10 or less can be scared off if it fails a roll of 4 
times its WP or less.  A successful roll indicates the animal is not impressed.
No Rank can ever be achieved with a Torch.

C. The Sap can be used to knock out man-sized targets wearing Leather, Cloth, 
or no armor.  Used by an Assassin, any hit from behind knocks out the target;
for anyone else (including an Assassin from another direction), any hit Stuns 
and 4 or points of effective damage knocks out the target (exception to 16.5).

D. Up to three darts can be thrown at one, two, or three targets in one Pulse 
with no penalty.

E. A Grenado is filled with any substance (manufactured by an Alchemist) 
designed to burst into flames on impact.  These substances include Greek Fire,
methane, and anything the GM will allow.  It bursts on landing (if need be 
throw at a particular figure), and its effects are determined by the substance 
within.  If a miss is rolled for the Strike Check, the GM should randomly 
determine whether the Grenado landed short, long, left, or right of the target 
(or any combination thereof).

F. A javelin functions as a Thrown Weapon unless it is launched by a Spear 
Thrower, in which case the Spear Throwers characteristics mare used and it 
functions as a Missile Weapon.


G. A Pike can be used to Melee attack any figure within two hexes; its Melee 
Zone extends into what would normally be the first hexes of that figure's
Ranged Zone.

H. A Lance can be used only by a mounted figure.

I. Stats apply to use of the Water Trident underwater.

J. All Missile Weapons must be loaded before firing; this action is in addition
to Preparing the weapon itself.  A Pass action must be taken in order to load
the Sling, any draw bow, the Spear Thrower, and the Blowgun.  Two consecutive 
Pass actions must be taken to load a Crossbow (three if using a Cranequin).

K. The damage done by a blowgun dart depends upon the substance that coats the 
tip (poison, for instance; see 54.8 and 20.3).

L. Damages and ranges may vary widely depending on the type of ammunition, the 
specific model of firearm, and the quality of the firearm and ammunition. 

M. The Net can be used to Entangle in either Melee or Ranged combat.  In Close 
combat, it functions as a Garotte.

N. The Bola can be used to Entangle only in Ranged combat.  In Close combat, 
it functions as a Garotte.

O. The Whip can be used to Entangle and do damage in the same Pulse to the 
same target in Melee Combat.  In Close combat it functions as a garotte. Once
the target is Entangled, the attacker can choose to leave him Entangled (thus 
letting go of the Whip),or disentangle the target himself, and retain 
possession of the weapon.

P. Cesti are worn on the hand and need not be prepared in order to be used.

Q. The Garotte is used to strangle the target and can only be used against 
man-sized or smaller victims.  When used by a trained Assassin, once a 
a successful hit has been scored, it will continue to do damage every Pulse 
from then on until the victim is dead or the Assassin has taken effective 
damage from either the victim or an outside source.  If the victim's PS is 
greater than the Assassin's, the GM can permit him to attempt to break the 
hold, similar to the attempt to Restrain (see 16.5).  If the attempt is 
successful, the hold is broken and the Assassin will have to make another 
successful Strike Check to continue the strangulation. 
 
Some types of plate armor can, at the GM's discretion, prevent the successful 
use of this weapon due to protection around the neck area. A non-Assassin has
to roll a Strike Check every Pulse to see if any damage can be done.

R. All Shot, Darts, Arrows, and Quarrels come in appropriate pouches or quivers 
of 20, and the weight and cost of the pouch or quiver is included in the 
information given for the accessory.

Shield Notes:

* The Main Gauche does not subtract from any Fire attack, and cannot make a 
Shield Rush attack (see 16.5).  The Main Gauche functions both as a weapon and
shield, and only one Experience Point expenditure is used to rise in both, that
of the weapon listed in 87.8. 

When a shield is not prepared, it is considered slung on the back of the figure
carrying it.  All shields except the Tower Shield and the Main Gauche are 
constructed of wood and hides and do not effect the flow of mana in regard to 
an Adept.

Armor Notes:

Weight: The number by which a figureUs size is multiplied to find the weight 
of the armor in pounds.  Size numbers for the character races are : 
Halfling (3); Dwarf (4); Elf (5); Orc (5); Human (6); Giant (15). For female  
figures, 0.5 should be subtracted from the multiples .  

[15.7] Action Summary	[17.6] Strike Chance Modifiers Summary

Actions allowed of 
Engaged figures		Close Combat Modifiers
% Melee Attack		ADV.	FORI
% Evade			+1	each point attacker's PS is greater than target
% Withdraw		+20	target has 0 Fatigue Points remaining
% Pass			+20	target is stunned
% Prepare/Loose a Spell	PEN.	FORI
% Close and Grapple	-1	each point target's PS is greater than attacker
			-20	attacker has 0 Fatigue Points remaining
If in Close Combat      Melee Combat Modifiers
% Grapple		ADV.    FORI
% Withdraw              +10     target has 0 Fatigue Points remaining 
% Pass			+15     target being attacked through a flank hex .
	                +15	target being attacked through flank hex . 
Actions allowed of      +15     target is stunned. 
Non engages figures     +20     target kneeling or prone.
% Move up to full TMR	+20     attacker charging with pole weapons or shield.
% Move up to 1/2 TMR    +30     target being attacked through a rear hex . 
and Melee Attack        PEN.    FORI
% Move up to 1/2 TMR     -4     each rank the target has with his prepared 
and Charge and Close	        weapon, and is evading . 
% Move up to 1/2 TMR    -10     target is currently evading (in add to above)
and evade	        -10     attacker has 0 Fatigue Points remaining.
% Move up to full TMR   -15     attacker is charging with a non pole weapon.
Charging with Pole W	-20     attacker is melle attacking while withdrawing.
% Retreat 
% Fire	            
% Pass              
% Prepare or Loose a   
Spell                   

[18.2] Special Damage Chart
Damage

Mod	Possible  Directly	Ranged Combat Modifiers
Strike	Grievous  Affecting	ADV.	FORI
Chance	Injury	  Endurance	+10	target is being attacked via a Flank Hex
01-09	01	01		+10	target is Stunned
10-16	01	01-02		+10	attacker is kneeling
17-23	01	01-03		+20	target being attacked through a Rear hex
24-29	01	01-04		PEN.	FORI
30-36	01-02	01-05		-3	every hex through which a T Wpn travels
37-43	01-02	01-06		-3	every 5 hexes (or fraction) after the 
44-49	01-02	01-07			first 5 through which a Msl Wpn travels
50-56	01-03	01-08		-5	target is currently moving
57-63	01-03	01-09		-10	target is kneeling or prone
64-69	01-03	01-10		-20	target is currently Evading
70-76	01-04	01-11		-20	target occupies Sheltered hex
77-83	01-04	01-12		Lighting Condition Modifiers
84-89	01-04	01-13		PEN.	FORI
90-96	01-05	01-14		-10	starry night or shadowy interior
97-103	01-05	01-15		-20	cloudy night
104-109	01-05	01-16		-30	cave or unlit interior
110-116	01-06	01-17		-40	pitch blackness
117-123	01-06	01-18		Miscellaneous Modifiers
124-129	01-06	01-19		PEN.	FORI
130-136	01-07	01-20		-20	Attackers weapon held in Second hand
137-143	01-07	01-21		-20	m strike; with weapon in P hand
144-149	01-07	01-22		-40	m strike; with weapon in S hand
150-156	01-08	01-23		-20	m strike; with each weapon if ambidex
157-163	01-08	01-24		-30	m strike with Class B or C 2 h weapon
164-169	01-08	01-25		Each modifier is added to the Strike Chance of 
170-176 01-09   01-26           the attacker in each instance where is applies;
                                all modifications are cumulative.

Skills


53. Languages  Many languages exist on Crossroads.  Many races speak tongues 
of their own, and many related creatures speak the same or similar tongues. 
But a character can easily get by knowing only the Common tongue spoken by 
most of the civilized world.

Characters begin life knowing how to speak Common at Rank 8.  Many non-human 
races know their racial tongue as well.  Characters must generally learn how 
to read and write themselves, though this is not a bad way to spend those
initial experience points.  The following languages may be learned by Player 
Characters without special effort.  The numbers are the maximum rank achievable
in that language. Mean that the particular language is not spoken or written.


Language Spoken		Written	Notes

Common	10/10           Everyone should know this one. Spoken in many dialects 
                        and accents.
Dark Tongue 6/-	        Spoken in many dialects and accents.
Dwarvish 10/10	        See [6.4] The written language is especially well 
                        suited for carvings.
Faerie	10/-		Anyone greater than 1.5 m tall expends 1.5 cost to 
                        learn.
Giantish 8/-     	Anyone less than 2 m tall expends 1.5  cost to learn.
High Elf 10/10	        See [6.5].
Low Elf	10/10    	See [6.5].
Undercommon 8/8	        A trade tongue, very standardized.

The following Languages require special effort to learn, mostly a matter of 
finding someone to teach you.

Language Spoken		Written	Notes
Battle Language	8/-	Combination spoken and signed language.  Not truly a 
                        language.
Demon/Dragon 10/10	Two distinct dialects of this language exist; don't 
                        use the wrong one.
Gnome 10/10	
High Math -/10	        Requires Rank 5 in Mathematics to begin learning.
High Tongue 10/10	The language of the High Ones, mostly of historical 
                        value.
Morse Code 10/-	
Sign Language -/-	Rank 10 can be achieved, but it is neither spoken nor 
                        written.
Water Common 8/-	A trade tongue, very standardized.
Wizard's Tongue	10/10	

Boating

Ability to reliably build and control small boats and rafts.

Chance of boat or raft staying a float: (Rank +1) % 8 - (PS + AG) V 2 . 
Check is made every (Rank + 1) hours.  Can ably control a boat of up to Rank 
+ 2 m.  Can make effective use of up to  Rank V 3, rounded down, sails to 
to increase speed or maneuvering.

Can build a boat or raft of up to Rank + 2 m in length.  A check is made on 
the integrity of this structure every Rank weeks.  It sinks on a (Rank % 9) 
+ Willpower - length in meters.

Note that the Boating skill does not give any special Navigational skills.


Driving

Driving is the ability to control animals hitched to carts or wagons.  If a 
character is more proficient at Horsemanship than Driving, then the cost to 
rise in Ranks in Driving is halved, until the two Ranks are equal. 
The reverse is also true.  While anyone can keep a team moving straight 
forward once started, driving is required to do such little things as turn, 
stop, start, or keep the team calm in unusual situations (such as combat). 
A character's driving is equal to (modified Agility + Willpower)/2 + (Rank % 8)
Round all fractions down.  With the similar modifications for the type of team 
as with horsemanship.

Donkey		-10	Palfrey		+15
Mustang		-12	Warhorse	-20
Quarterhorse	-15	Camel		-15
Dire Wolf	-12	Mule		-5
Draft Horse	+5	Pony		+5
Elephant	-10	Ox		+10

A successful roll (equal to or less than the modified percentage) will result
in the team obeying the directions of the driver.  A roll above the modified 
percentage but less than the modified percentage plus twice the drivers Will-
power indicates the team either does nothing or continues to do whatever it 
was doing. A roll above both of these indicates the team will either disobey 
the driver or some other unpleasant result.  The actual occurence must be 
decided by the GM and should become worse the farther the roll is above the
modified percentage.

If the GM judges the driver has totally lost control of the team, the driver 
can take no other action  until he has regained control . 

The driver skill also gives knowledge of loading wagons and carts and hitching 
teams.


Mathematics

It is assumed that most characters have enough knowledge of mathematics to 
make change for every day purchases, add and subtract small numbers, and do 
other simple arithmetical things.  The mathematics  skill goes beyond such 
things, eventually leading into mathematics.


The abilities of that can be used when a mathematician practices his art 
depend upon his  Rank. 

A mathematician gains one or more abilities at each Rank he achieves, 
according to the following schedule:

	Rank	Ability(ies)
	0	Multiplication and division of small numbers
	1	Addition and subtraction of any size number
	2	All arithmetical skills
	3	Solutions to algebraic equations
	4	Geometry and trigonometry
	5	Analytic geometry
	6	Basic calculus
	7	Solutions to ordinary differential equations
	8	Proofs
	9	Advanced mathematical concepts
	10	Reality description

Further Ranks develop reality sustenance, small perturbations in reality, 
minor editing, minor creations, and so on until complete universe creation.


A mathematician must know the High Math language at at least Rank (Rank in 
mathematics) - 5.

Advanced mathematical concepts include such things as topology, advanced 
calculus, and non-ordinary differential equations. 


62. Military Scientist

[62.4] A military scientist can add his Rank to the initiative die roll in 
combat.

This addition to the initiative die roll occurs only for those Players who have
declared their intent to listen to the military scientist and do as he directs.
The military scientist must be the effective leader.  The military scientist
may not be Stunned or otherwise incapacitated, and is not engaged in Melee or 
Close Combat . At Rank 8 he can add 1 to his followers initiative even if 
engaged in Melee or Close Combat.  When engaged in Melee or Close Combat, he
may add Rank/2 rounded down to his own initiative die rolls.


Swimming

Basic chance to remain head above water is (rank % 8) + current Endurance + 
current Fatigue.  This check is made every Rank + 1 minutes.  If the check 
fails, the Swimmer may still go into a float on a Rank % 7 + Willpower or 
better.  Dwarves and Earth Giants suffer a -10% penalty on all rolls.  
Fire Giants suffer a -20%  penalty on all rolls . 

Encumbrance in the water is shifted three columns to the right on the Fatigue 
and Encumbrance Chart 

[86.9].

Every Rank achieved beyond rank 4 allows the Swimmer to pick one of the following specific skills.

	Rescue Breathing	Distance/Endurance Swimming
	SCUBA			Sprints
	Snorkel			Water Rescue		
	Diving

[91.8] Experience Point Cost Chart

CHARACTER GENERATION

Characteristic	First Point	Each Extra Point
Fatigue		2500	2500
Endurance	5000	2500
Perception	1000	800
Karma		2500	5000
All others	5000	5000

See 91.2

MAGIC

Whenever a character wishes to achieve the next Rank with a talent, spell, or 
ritual, multiply that Rank by the  Experience Point Multiple of that talent, 
spell, or ritual. The result is the number of Experience Points to be expended.
This total can be modified if the ability to be raised is a General Knowledge 
spell or ritual and if the Adept's MA is greater than 15. In that case, for 
every point above 15, the total EP cost is reduced by an additional 5%; 

e.g. achieving Rank 3 with a General Knowledge spell whose Experience Point 
Multiple is 300 by an Adept with an MA of 19 costs (300 < 3) = 900; 
(900 < 0.9519-15) = 900 < .8145 = 733 Experience Points. (See 91.4)

The reverse is true for MA's below 15.  See the Magic Handbook for a table.

ADVENTURE

Rank-H         0     1     2     3     4     5     6	  7     8     9     10
Stealth	       0    500  1000	1500  2000  2500  3000  3500  4000  4500  5000
Horsemanship(A)0    125   250   375   500   625   750	 875  1000  1125  1250
Driving (A)    0    125   250	 375   500   625   750	 875  1000  1125  1250
Boating	       0    250   500	 750  1000  1250  1500	1750  2000  2250  2500
Swimming       0    250   500	 750  1000  1250  1500	1750  2000  2250  2500

Climbing      100   125   250   375   500   625   750   875  1000  1125  1250 

A If a character is more proficient at Driving than Horsemanship, then the cost 
to risr in Ranks in Horsmanship is halved, until the two Ranks are equal. 
The reverse is also true.

COMBAT

                                          
Swords:	       0     1     2     3     4     5     6     7     8     9     10
Dagger	       25    25	   50   100   200   400   700  1500  3000  4000	10000
Main-Gauche    50    50	  100   200   400  1100  1500  3000  3000  3000	 4000
Short Sword   100   100	  200   400   700  1500  3000 10000 12000 14000	18000
Falchion       25    25	   50   100   200   400   700  1500  3000  5500	 7000
Scimitar      100   100	  200   400   700  1500  3000  3000  3000  5500	 7000
Tulwar	      100   100	  200   400   700  1500  3000  3000  3000  5500	 7000
Rapier	      200   200	  200   200   200   500   500  2000  4000  4000	 3000
Sabre	      150   150	  200   500  1000  2000  2000  2000   ---   ---	  ---
Broadsword     50    50   100   200   400   700  1500  6000 10000 12000	14000
Estoc	       75    75	  150   200   500  1000  2000  4000  4000  3000	  ---
Hand & A Half 100   100   200   400   500   900  1700  2000   ---   ---	  ---
Claymore       50    50	  100   200   400   700  1500  1800   ---   ---	  ---
2-Hand Sword   50    50	  100   200   400   700   ---   ---   ---   ---	  ---

Hafted Wpns:   0     1	   2     3     4     5     6     7     8     9	   10
Hand Axe      100   100	  200   500  1500   ---	  ---   ---   ---   ---	  ---
Btl/Gnt Axe    75    75	  150   200   500  1000	 2000  4000   ---   ---	  ---
Great Axe     150    50	  100   200   500  1000	 3000  5000   ---   ---	  ---
Crude Club     25    25	   50   ---   ---   ---	  ---   ---   ---   ---	  ---
W/Gnt Club     25    75	  150	300   500   700	  ---	---   ---   ---	  ---
M/Gnt Mace     50    50	  100	200   400   700	  ---	---   ---   ---	  ---
War Hammer     50    50	  100	200   400   700	  ---	---   ---   ---	  ---
War Pick       75    75	  150	200   500  1000	  ---	---   ---   ---	  ---
Flail	       25    25	   50	100   200   400	  ---	---   ---   ---	  ---
Morning Star  100   100	  200	400   700  1800	  ---	---   ---   ---	  ---
Quarterstaff   75    75	  150	200   500  1000	 2000  4000  4000  3000	  ---
Sap	       25    75	  150	250  1000  1500	 3000  4000  5000  7000	 8000

Pole Arms:     0     1     2     3     4     5     6     7     8     9     10
Javelin	       50    50	  100	200   400   800	 1400  2000  2000  2000	 3000
Spr/Gnt Spear 100   100	  200	400   700  1800	 4000  5000  6000  7000  8000
Pike	      200   200	  400	700  1500  3000	  ---	---   ---   ---	  ---
Lance	      250   400	  700  1000  1700  3500	  ---	---   ---   ---	  ---
Halbard	      100   100   200	400   700  1500	  ---	---   ---   ---	  ---
Poleaxe	      100   100	  200	400   700  1500	  ---	---   ---   ---	  ---
Trident       200   200	  400	800  1400  3000	 6000  7000  8000 10000	11000
G/Gnt Glaive   50    50	  100	200   200   200	  500	800  1500  3000	  ---

Missile Wpns:  0     1     2     3     4     5     6     7     8     9     10
Sling	      200   200	  400   700  1500  3000	 3000  3000  3000   ---	  ---
Short Bow     100   100   200	400   700  1500	 3000  3000  3000   ---	  ---
L/Gnt Bow     200   200	  500  1000  2000  2000	 2000  2000  3000  3000* 3000*
Composite Bow 200   200	  400	700  1500  3000	 3000  3000  3000   ---	  ---
Crossbow      100   100	  200	400   800  1000	  ---	---   ---   ---	  ---	
Hvy Crossbow  100   100	  200	400   800  1000	  ---	---   ---   ---	  ---	
Spear Thrower  25    25	   50	100   200   400   700  1500  3000  4000	 5000
Blowgun	       25    25	   50	100   200   400	  700  1500  3000  4000	 5000
Handgun	      400   200	  500  1000  2000  2000	 2000  2000  3000  4000	 5000
Rifle	      400   200	  500  1000  2000  2000	 2000  2000  3000  3000	 3000
Shotgun	      300   200	  500  1000  2000  2000	 3000  3000  4000  5000	 6000

Thrown Wpns:   0     1     2     3     4     5     6     7     8     9     10
Throwing Dart 100   200	  200	500  1000  2000	 2000  2000  2000  2000	 2000
Boomerang     100   300	  500  1000  1200  1500	 1500  1500   ---   ---	  ---
Grenado	       25    50	   75	100   150   ---	  ---	---   ---   ---	  ---

Entang. Wpns:  0     1     2     3     4     5     6     7     8     9     10
Net	      150   150	  300	600  1300   ---	  ---	---   ---   ---	  ---
Bola	      200   200	  400	700  1500  2000	 5000	---   ---   ---	  ---
Whip	      150   150	  500	900  1400  2000	 3500  4000  5000  5000	 6000

Special Wpns:  0     1     2     3     4     5     6     7     8     9     10
Rock	       25    25	  100	150   200   300	  500	---   ---   ---	  ---
Cestus         30    40	   50	100   200   400	  700  1500  3000  6000	  ---
Garotte	      100   200	  300	600   ---   ---	  ---	---   ---   ---	  ---
Shield	       25    25	   50	100   200   800	 1600  3200  6000  8000	10000
Unarmed Cmbt  150   300	  450	600   800   900	 1500  3000  4000  5000	 4000

Note: Some weapons are limited in the rule book insofar as the Rank that a 
character can achieve with them is concerned. A --- indicates that the Rank
cannot be achieved with that weapon. All numbers to the right of a { indicate
ranks beyond those in the rule book.  [Edit Note { was deleted while editing]

* A character can achieve Rank 9 and 10 only with a longbow.

Skill
Rank
Skill :        0     1     2     3     4     5     6     7     8     9     10
Spk Lang. (A) 200    75	  125	300   550   850	 1350  1700  2250  2900	 3500
R/W Lang. (A) 250   100	  150	350   700   950	 1500  1850  2500  3200	 4000
Alchemist     800   350	 1200  2650  4350  6500	 8650 11100 12750 14500	17000
Assassin      600   250	  750  1700  2900  4200	 5750  7550  9500 11700	14100
Astrologer    400   150	  500  1150  2050  3100	 4400  5900  7500  9400	11500
Bst Mstr (B)  600   250	  750  1650  2800  4300	 5600  7350  9300 11400	13750
C'tier (C,D)  250   100	  200	500   950  1450	 2050  2800  3600  6300	 8000
Gambler	      250   100	  200	500  1000  1450	 2050  2800  3750  5000	 7500
Healer	     1000   400	 1600  3500  5800  8400	11400 14700 18500 22500	26750
Mechanician   600   250	  650  1500  2600  3900	 5300  7000  8850 10900	13000
Merchant      300   125	  300	850  1400  2200	 3400  4200  5300  6800	 9500
Mil Sci.      300   125	  350	950  1500  2350	 3100  4150  5400  6750	10000
Navigator     400   150	  400	900  1550  2400	 3350  4450  5750  7100	10050
Ranger	      600   250	  800  1650  2750  4100	 5650  7350  9300 11400	13250
Spy (F)	      500   200	  600  1400  2400  3600	 5000  6600  8400 10400	12600
Thief (F)     750   300	 1050  2350  4000  5750	 7900 10250 12900 14850	16000
Troubador (G) 250   100	  200	500  1050  1450	 2100  2800  3900  4600	 7000
Mathematician 400   200	  500  2500  4000  6500	 9000 13000 15000 20500	26550

When a character desires to rise in Rank he consults the line appropriate to 
the skill he has practiced. He then cross-indexes this row with the column for 
the Rank one above his current Rank. The result is the number of Experience
Points, gained through practice of the particular skill needed to rise from 
the previoue rank to that Rank. This total can be modified by the character's 
race (see 6) and his condition when he attempts an increase in rank (see 52).

NOTES:

A. If the character is more proficient at speaking a language than reading/
writing in that same language, then the cost to rise in Rank for reading/
writing is halved, until the Ranks are equal. The reverse is also true. See 
53.2.

B. A Beast Master can acquire the ability to train additional types of 
creatures after he reaches Rank 10 through the expenditure of additional 
Experience Points. See 57.3.

C. Depending on the character's personal characteristics the Courtier may cost 
10% more, or maybe even 10% less, Experience Points to rise in Rank. See 58.1 
for an account of the specific conditions.

D. Once a Courtier has reached Rank 10, he can expend 1000 extra Experience 
Points per ability in order to gain additional abilities within his profession.
See 58.2.

E. After attaining Rank 10 the Merchant can expend additional Experience Points
in expanding the list of his areas of experise. See 63.6.

F. If a character is more proficient at thieving than spying, then the cost to 
rise in Ranks in Spying is halved, until the two Ranks are equal. The reverse 
is also true. See 65.1.

G. After attaining Rank 10 it is possible for the Troubador to add more 
abilities to his repertoire through the expenditure of 500 extra Experience 
Points per ability. See 66.1.
-- 
Bruce McLaren                               | "Reading journal articals
[rabbit 42] at [matt.ksu.ksu.edu]  (for most stuff) |  is like chewing and digesting 
[m c laren] at [eece.ksu.edu]         (mail broken?)\|/ ground glass."
[rabbit 42] at [ksuvm.BITNET]   (if all else fails) V                Dave Hare