From: [j r d] at [bnr.co.uk] (J.R.Davis)
Newsgroups: rec.games.frp.misc
Subject: T&T rules mods
Date: 6 Mar 1993 14:11:26 GMT


All the talk of Tunnels and Trolls has made me get out some of my old stuff...
Here is some thoughts and rule mods I was working on a while back.
Some of them still need more work :-)
If you find any of them interesting, please try them out and tell me what
you think.

Sorry the formatting is a bit of a mess in places - Wordperfect to blame :-(

	Enjoy!

			-jrd

-------------------------------------------


Revised Tunnels and Trolls


John Davis, 6 March 1993



Table  of  Contents



1    Bits and Pieces . . . . . . . . . . . . . . . . . . . . . . . . . . .    1

2    Characters  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .    2
     2.1  Hero dice  . . . . . . . . . . . . . . . . . . . . . . . . . . .    2
     2.2  Warriors . . . . . . . . . . . . . . . . . . . . . . . . . . . .    2
     2.3  Rogues . . . . . . . . . . . . . . . . . . . . . . . . . . . . .    2
     2.4  Wizards  . . . . . . . . . . . . . . . . . . . . . . . . . . . .    2
     2.5  Warrior-wizards  . . . . . . . . . . . . . . . . . . . . . . . .    3
     2.6  Other characters . . . . . . . . . . . . . . . . . . . . . . . .    3
     2.7  Increasing Characteristics . . . . . . . . . . . . . . . . . . .    3

3    Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .    5
     3.1  Magic crystals . . . . . . . . . . . . . . . . . . . . . . . . .    5
     3.2  New Spells . . . . . . . . . . . . . . . . . . . . . . . . . . .    5

4    The Combat System . . . . . . . . . . . . . . . . . . . . . . . . . .    7
     4.1  Weapons  . . . . . . . . . . . . . . . . . . . . . . . . . . . .    7
     4.2  Types of weapons . . . . . . . . . . . . . . . . . . . . . . . .    8
     4.3  Missile Weapons  . . . . . . . . . . . . . . . . . . . . . . . .    8
     4.4  Dodging missiles . . . . . . . . . . . . . . . . . . . . . . . .    9
     4.5  Armour . . . . . . . . . . . . . . . . . . . . . . . . . . . . .    9
     4.6  Magic Weapons  . . . . . . . . . . . . . . . . . . . . . . . . .   10
     4.7  Encumbrance  . . . . . . . . . . . . . . . . . . . . . . . . . .   10

5    Aids for the Referee  . . . . . . . . . . . . . . . . . . . . . . . .   11
     5.1  Typical NPCs . . . . . . . . . . . . . . . . . . . . . . . . . .   11
     5.2  Other Races  . . . . . . . . . . . . . . . . . . . . . . . . . .   11
     5.3  Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . .   13
     5.4  Humanoids  . . . . . . . . . . . . . . . . . . . . . . . . . . .   14



I.   Bits and Pieces



If on a saving throw roll your attribute is 5 or more greater than the score
required, then your saving throw only fails on a `3' (not a `3' or `5').  If
the score you need is higher, even if it is still 0 or less, you fail on a `3'
or `5' as normal. 

Level 0 saving throw: 15 - stat.  Used for activities which are unlikely to
fail for normal people, but which could fail.

New characteristic POW (power) - magical energy storage ability. Initially 0
for all characters.  Only magic-using characters can increase.

No characteristic SPD (use DEX).

Time scale: one round is about 30 seconds; one turn is about 5 minutes (10
rounds); one hour is about 10 turns.

Requirements to be able to cast spells: all spells require an INT of (10 plus
twice spell level) and a DEX of (10 plus spell level).

Ignore the normal berserker rules.
In combat, a character can designate a `wild attack'.  For this, rather than
rolling the number of attack dice the character gets normally, just roll one
dice and multiply the result by the number of dice the character gets. 
Beserkers always use this method when berserk.  So do some of the wilder
carnivores and monsters.

Poison: doesn't add to attack. Only affects if hits scored.  Make CON SR at
level of poison or die/paralysed/whatever, depending on the poison used.


II.  Characters



Normal people are level 0, get 3D6 in each stat.  Some have the ability to
increase level, in which case they must choose a class.  The ones we are most
interested in are warrior, rogue, wizard and warrior-wizard. There are others,
such as priests, merchants, etc. but in general we don't care.  Once a
character reaches level one, he gains certain bonuses, which increase as his
level increases.  The bonuses vary between classes.



A.   Hero dice


The Gods favour the heroic.  Characters who perform courageously, with panache
and flair, get rewards in the form of hero dice.  When a character gains a new
level, he gains a hero dice if he has been heroic in the events leading up to
the gaining of the new level.  If so, he gains the dice.  If not, he doesn't. 
No second chances.  A character will never have more hero dice than his level,
and many have less or none at all.  Good role-playing will also count, for PCs. 
Most NPCs do not get any hero dice; some will.

Each hero dice can be used once per day.  They can be used to aid any dice roll
the character makes, and count as 'extra luck'.  The character must choose how
many hero dice to add before he rolls.  This will increase saving throws, BUT a
roll of '3' on the original two dice will fail no matter how many bonus dice
are added.  These cannot be used in spell memorization checks.  In general,
they are for combat, armour or saving throw checks only; any other use is only
where the GM permits.



B.   Warriors


Warriors get natural toughness and combat reflexes, which adds their level to
their armour value against all attacks where they are able to react.  This
won't necessarily count against assassination while unconscious, poisoned
needles, etc. (GM choice).  Does count against most traps, e.g. pits, falling
blocks, and normal or magical attacks.

Warriors get to add their level to the number of dice they get in combat.

Warriors may not normally learn spells or gain POW.



C.   Rogues


Rogues get to add their level to their combat total each round, and also to all
saving throw checks, due to their sneakiness, tricks and cunning.  They may
learn spells, etc. as normal, but get no bonuses for anything.  They cannot use
magic staffs or create spells.  Rogues may not join the Mages' guild, or gain
any spells from it.



D.   Wizards


Wizards make all saving throws to learn spells at one level less (so, for
example, they only require a third level SR to learn a fourth level spell). 
Wizards get to add their level to any saving throw against a spell or magical
effect, if they want to.  Wizards get to add 1 to their POW for each level they
achieve, in addition to any bonus points spent on POW.

Wizards can use any weapons, but rarely use large ones.  Staves are a popular
choice (wizards are a conservative group).  Wizards can wear any armour, but
rarely wear much.  This is mainly due to most wizards having only moderate STR
and DEX, and wanting to preserve as much of their as possible for spells. 
Additionally, heavily encumbered wizards who are forced to use STR to fuel
spells may find moving difficult.  Being able to run fast sometimes helps,
too...

Pure wizards subtract one from the cost of spells for each level the spell is
below their own level.  With an enchanted staff, get to subtract their level
from the spell cost, too.



E.   Warrior-wizards


Warrior-wizards get bonus dice in combat equal to half their level (round up). 
They get to add their level to any saving throws against spells or magical
affects, if they want to.  They get half the bonus for casting spells at a
level lower than their own.  They can learn spells as normal wizards, from the
Guild, but do not get the bonuses that 'pure' wizards get.  They may create
their own spells, and use staffs as wizards do. They do not get the bonus to
SRs to learn spells, or the extra POW per level which a `pure' wizard gets. 
Warrior-wizards typically use any weapons and armour available.



F.   Other characters


Other characters abilities are for the GM to decide, as appropriate; typically,
very physical characters (blacksmiths, etc.) will get cheaper strength or
constitution increases (2 STR or CON per point); scholars may get cheap INT (1
per point); merchants cheap CHA (2 per point).  Some professions will have
special saving throw bonuses, e.g. acrobats getting to add their level to any
DEX saving throw.  Ask your GM.  In general, other characters will not get
bonuses any better than the types listed here.  There are no super-classes. 
Ninjas are rogues, don't invent a new class for them.  So are martial artists. 
Rangers, paladins and warrior-priests are all warriors.



G.   Increasing Characteristics


When a character gains a level, he gets to add bonus points onto his
characteristics as he chooses.  When a character achieves level 1, he gets D6
bonus points; thereafter, he gets bonus points equal to his new level.  Each
bonus point spent has different effects for each class and characteristic, as
listed below:


          Warrior Rogue       Wizard    War-wiz     Normal

     STR  2       1           1/2       1           1
     IQ   1/2     1/2         1         1           1/2
     LK   1       1           1         1           1
     CON  2       1           1/2       1           1
     DEX  1       2           1         1           1
     CHA  1       1           1         1           1
     POW  -       1           2         1           -


Options listed in bold are the most common choices (and the ones which reap the
greatest rewards).  So, for example, a second level warrior who has just
reached third level (3 bonus points) could add 6 STR, or 3 LK, or 6 CON, or 3
STR and 3 CON, or 1 IQ and 1 LK, etc.

Suggestions for usual use of bonus points:

Warriors: Concentrate on STR and CON initially; then spend some points on LK
          and DEX.

Rogues:   DEX and some LK initially, then usually increase STR and CON
          (fighter/rogue), or POW and IQ (wizard/rogue).

Wizard:   Mostly POW, some IQ.  Later get some LK and DEX.

War-wiz:  Everything, or slant towards warrior or wizard.  DEX, some IQ as
          required, STR useful, some POW.


CHA is not essential for any class, and is largely a matter of taste.


III. Magic



To learn a spell, the character must spend at least one day per level of spell
studying it.  Then, he needs to roll an IQ SR at level equal to that of the
spell to memorize it.  Pure (i.e., non-warrior) wizards get to subtract one
level from the SR required.  Heroic dice may not be used.  If the attempt
fails, the character may try once more, taking one week per level of the spell. 
If that roll fails, he must wait until he goes up another level before he tries
again (taking only a day per level, again).

There is a new characteristic, POW (power) - the character's ability to store
magical energy.  This is initially zero.  POW is used to power spells in place
of STR, all the time the wizard has POW to spend.  POW usually comes back at
one point per turn; STR comes back at one point per hour, and only if the
character is resting.

Some areas can affect POW.  Sometimes, an area has very low POW and any POW
spent comes back much more slowly.  An area with no POW will drain a magician's
POW at a rate of one point per turn, which will not come back until the area is
left.  An area with high POW may restore spent POW twice as fast, or may even
reduce the cost of spells cast in the area!



A.   Magic crystals


Magical crystals are a rare naturally occurring phenomenon.  They look like
transparent or translucent quartz crystals, and come in many different sizes
and colours.  Most have a power rating of D6 or 2D6, which is determined once
and then stays the same unless the crystal is damaged.  A character can
'attune' the crystal and gain powers from it.  This takes about an hour of
concentration, and a L2SR or IQ.  Wizards and warrior-wizards only need make a
L1SR.  There are two types: powered and dead.

Powered crystals have innate magical ability.  There are many types.  A common
type has a POW of it's own, which a magician can use.  The POW comes back as
for a magician (1 point per turn).  Another type gives the character a bonus D6
on all magical saving throws.  Another glows in the presence of magic.  Some
are cursed, and drain POW or other characteristics from the character who
attunes them.

'Dead' crystals have no intrinsic power of their own, but are still useful to
wizards.  They can be used to store POW, like a battery.  Once the POW is used,
the magician must recharge it with his own POW.  Typically, such crystals store
D6 or 2D6 points, depending on the size and quality of the crystal.

Magical crystals are often embedded into wizard's staffs.



B.   New Spells


Key:
     @  Means spell can be employed at a higher level for greater effect.
     #  Means spell can be cast at a higher level for increased duration.


     Level         Name      Cost                           Range

     1    Wizard Script  #   1                              Touch
Allows a wizard to leave a message in faint glowing letters with his finger on
any surface.  Lasts 1 day, can only be read by other wizards.

     1    Shield Me  #       4                              Self
Creates a transparent (though visible) magical shield which will deflect
incoming blows or missiles which the caster can see.  Count as 3D6 armour. 
Lasts 1 turn.

     2    Wizard Seal  #     6                              Touch
Wizard can fasten any container or portal so only he or another specified
person can open it without damaging the container. Lasts one week per level of
the spell. Often sold to merchants or couriers.

     2    Firepower          7                              10'
Starts a small (camp) fire, assuming there is something to burn.  Damp wood is
OK.  So is clothing.  The fire can be put out as normal.  If cast on a clothed
person, will inflict 2D6 damage before the flames can be smothered.

     3    Firestaff  #       10                             Touch
May only be cast upon an enchanted wizards' staff.  Staff glows faintly and
becomes a magic weapon.  It will not break (in normal combat use), can hit
magical creatures, and adds the wizard's level to his attack with it.  Lasts
one turn.


IV.  The Combat System



A.   Weapons


Weapons are rated for the number of dice of damage they can do, and the STR and
size required to wield them.

     Damage STR     Size    Weight   Examples (human)

     1D     1       1'      -        unarmed human
     2D     3       2'      2        dagger, crowbar, cosh, tiger claws
     3D     6       3'      5        shortsword, handaxe, club, javelin,
                                     rapier
     4D     10      4'      8        broadsword, broadaxe, mace, spear,
                                     flail, scimitar, quarterstaff
     5D     15      5'      12       bastardsword, greataxe, warhammer, 
                                     morning star, pole-arm, great spear
     6D     21      6'      20       greatsword, halberd
     7D     28      7'
     8D     36      8'
     9D     45      9'
     10D    56      10'

If a character has the required STR and Size, he can use the weapon two-handed. 
If he hasn't got the size, the STR requirement is doubled.  For one-handed
weapons, maximum weapon usable is one category lower; for example, a STR 12
warrior can use up to a 4D weapon 2-handed, or a 3D weapon 1-handed.

If a character lacks the required STR, damage is reduced: if weapon is only one
category too high, damage is as character's category.  If weapon is two
categories too high, damage is one below character's category.  In addition,
lose 1 STR per round fighting with a weapon which is too heavy.

For example, a STR 11 character tries to use a greatsword: 2 categories too
high.  Actual damage is 3D, and character loses 1 STR per round.  After 2
rounds, weapon is 3 categories too high, and damage drops to 2D.

Some weapons do damage differently: an improvised, damaged or blunt weapon does
one dice less damage.  A master crafted weapon does one dice more damage. 
Magic weapons may do a lot more damage still.

Dexterity: using weapons requires dexterity.  If a character has not the
required DEX, the damage is reduced by one dice per 5 DEX he lacks.

     To use a normal weapon: 10 DEX required.
     To use a shield to attack: 15 DEX required
     To use a weapon in a character's off-hand: 15 DEX required.
     To use two weapons at once: 20 DEX required.

Two weapon use: Add the damage of the two weapons used.  Add the STR
requirements to see if the character is strong enough.  If character has not
enough STR or DEX, penalties are subtracted from each weapon.

Example: a character with 17 STR, 16 DEX decides to use a broadsword (4D, 10
STR) and a hand-axe (3D, 6 STR).  Total damage is 7D, -2D for the lack of DEX.



B.   Types of weapons


It is largely up to the GM to make the different natures of the weapons have an
effect in game terms.  In general, these will be noticed only when fighting in
an unusual environment (such as underwater, or in a confined space), or against
an unusual creature (such as one whose only vulnerable spot are its' tiny eyes,
or whose skin is so tough as to be immune to blunt weapons).


Swords and daggers are good reliable weapons: look nice, don't break but can be
blunted.  Daggers are most useful in close-in fighting, and generally
concealable.  Mostly cut and thrust. Cost 25 GP per dice.

Axes are business-like weapons. Tough cutting weapons, but shafts can be
damaged. Best if there is space to swing.  And useful if there's firewood to be
cut. 15 GP per dice.

Maces and hammers are solid, don't blunt, crush things which can't be cut. Tend
to appreciate space for a good swing.  Can be useful for destroying things such
as doors, boxes, etc. as well.  10 GP per dice.

Flails and morningstars are tricky weapons to use, and hard to parry.  Can only
be used by characters with 15 DEX or more.  They can feature blunt, spiked or
flanged balls.  15 GP per dice.

Spears are relatively fragile, but can reach further and can be used in narrow
spaces.  Can get caught in targets, doors, etc.  Can be used underwater, and
ideal for use by large blocks of men.  Cheap, too.  Cost 5 GP per dice.

Polearms (halberds, poleaxes, etc.) tend to need a lot of space.  Most can be
used to cut or thrust.  Bulky.  10 GP per dice.

Staves, batons and clubs are pretty much free.  They indicate a certain lack of
subtlety and breeding, however.



C.   Missile Weapons



     Thrown weapons

Require DEX 10 if designed for throwing, DEX 15 if unbalanced (non-throwing
dagger, spear or axe), DEX 20 if weapon really not designed to be thrown. 
Shuriken, stones 1D, daggers, big darts, rocks 2D, handaxe, javelin 3D, spear
4D.  Others as in melee, or GM discression.  Range about 30 yds. if
aerodynamic, 10 yds. if not.


     Bows

These weapons get 1D per 5 STR, plus 1D.  The bow must be of the appropriate
STR or it will not get full damage.  Normal maximum damage is 6D,  100 yds.
range.  This assumes normal human weapons - it is possible to have bows made to
do more than 6D, for example, but this is rare, and you may end up with a bow
8' across.  Ask your GM if you want more powerful weapons.  DEX 15 required (or
suffer low-DEX penalties, as in melee).  Cost 25 gp per dice, weigh 1 lb. per
dice.


     Slings, staff-slings, javelin throwers

All require 15 DEX.  Damage is 1D per 5 STR, with limits. Sling normal max: 3D,
75 yds; staff sling: 4D, 100 yds; spear-thrower: 5D, 50 yds.  Staff-sling 10 gp
and 10 lbs per dice, sling 1 gp/1 lb, spear thrower 5 gp and 1 lb. per dice.


     Crossbows

All require 10 STR, 10 DEX (or get penalties). 100 yds. range. 
Light: 1 round to reload , 4D damage, 12 lbs, 200 GP.
Medium: 2 rounds to reload, 6D damage, 20 lbs, 400 GP.
Heavy: 3 rounds to reload, 8D damage, 25 lbs, 600 GP.
Bolt-thrower: 6 rounds to reload, 12D damage, vehicle, 1000 GP.
     Requires 20 STR.  Two people can use STR to reload.

If STR/5 is more than number of dice, halve reloading time (round down).


Calculate adds as normal for thrown weapons.  Projectile weapons (bows,
crossbows, etc.) get no STR adds, normal LK adds, and DEX adds doubled.  Use
SRs to hit as in rules, but reduce SRs by one and ADD rather than multiply
difficulties.



D.   Dodging missiles


An aware character can attempt to dodge: DEX or LK SR L2 at extreme, L3 at far,
L4 at near, L5 at pointblank range.  Add one level if slingstone, bolt or
arrow.  A character attempting to dodge one or more missiles can do nothing
else that round.  Shield makes no difference to SRs, but do count as armour if
defender is aware of attacks.  The defender gets to use his LK adds to reduce
the damage of the missile.  If he is aware of the missile, and can dodge, he
may also use his DEX adds.



E.   Armour


     Type         Protection              Weight         Cost

     Leather      1D                      15              30
     Cuirbouilli  2D                      25             100
     Ring 2D      30                       80
     Elvish Chain 3D                      25             500         Elves only!
     Scale        3D                      40             200
     Chain        3D                      35             300
     Plate mail   4D                      50             500
     Full Plate   5D                      60             1000

     Small shield 1D                      5              15
     Med shield   2D                      10             30
     Large shield 3D                      20             50

Shields usually add to the protection provided by armour, but may not in
certain circumstances; attack from behind, for example, or by magic.

Shields can be used to attack in combat; requires 15 or higher DEX, and the
shield then can't be used to parry.  A shield does 1D damage unless it is
spiked or large, when it does 2D and is treated as a second weapon.



F.   Magic Weapons


These are relatively common, at least the low-power ones are.  Somehow, "magic
swords" command a vastly better price than normal swords, even if the magic is
minor.  The most common magic weapons by far are swords.  There are some magic
axes about, fewer spears and little else.  Magic daggers and bows are not
uncommon.

Levels of enchantment and typical effects: most swords, especially the more
powerful ones, will have most of the powers listed. Select from:

1.   Add 1 die to damage, resists rust.
2.   Add 2 dice, does not rust, will not normally break, glows dimly, requires
     less STR to wield, stays clean.
3.   Add 3-4 dice, proof against acid, fire, unbreakable, glows brightly,
     requires no STR to wield, can communicate, enhances STR or DEX.
4.   Add 5-6 dice, immune to normal damage, glows on command, can flame or
     freeze [+1-2 dice], can fly and fight on it's own, intelligent and can
     talk, enhances several of wielder's stats, terrifies enemies, can cast
     spells.

Magical armour is uncommon, shields are rarer.  Typically one or more of:

1.   Adds 1 die protection, resists damage to itself.
2.   Add 2 dice protection, stays smart, resists fire/acid/cutting, only weighs
     half normal, protects against magical attacks.
3.   Adds 3-4 dice protection, weighs nothing, conceals wearer, makes wearer
     immune to certain low-level spells.
4.   Adds 5-6 dice protection, resists all level 1-3 spells, changes form,
     warns wearer of attacks, makes wearer invisible.



G.   Encumbrance


A character can carry up to (STR x 2.5) lbs. without penalty.  If a character
carries more than this, his DEX is reduced by 1 for each 10 lbs. extra, or
fraction thereof.  Carrying twice that weight, a character is moderately
encumbered, and needs to rest after (CON) turns.

The maximum that can really be carried is (STR x 10) lbs. for a maximum of
(CON/2) turns before resting.  A character can stagger with (STR x 20) lbs. for
a few rounds before collapsing; treat DX as 1 while doing so.

For example, a STR 12, CON 10 character can carry 30 lbs. without encumbrance;
60 lbs. for 10 turns (at -3 DEX), or up to 120 lbs. for 5 turns (at -9 DEX).  A
STR 18, CON 17 character can carry 45 lbs. without penalty, or 90 lbs. for 17
turns at -5 DEX, or up to 180 lbs (at -13 DEX) for 8 turns.


V.   Aids for the Referee



A.   Typical NPCs


In reality, most will in fact be better than those listed here, especially at
the higher levels, due to magical equipment, stat increases, etc.  These are
typical minimums.


     NPC type      Combat              Armour         CON       Notes

     Militia       4D                  1D             11        2H spear,
	leather armour
     Thug          3D                  1D+2D          10        Club, shield,
	leather armour
     Soldier       4D+2                2D+2D          13        Broadsword,
	shield, ringmail
     Mercenary     5D+7                3D+2D          16        Greataxe,
	shield, scalemail

     Warrior 1     5D+4                2D+2D+1        14        Broadsword,
	shield, ringmail
     Warrior 3     8D+12               3D+2D+3        19        Bastardsword,
	shield, chain
     Warrior 6     12D+26              4D+6           30        Poleaxe, plate
	mail
     Warrior 10    15D+60              3D+2D+10       40        Morningstar,
	shield, chainmail

     Rogue 1       2D+5                1D             11        Dagger, leather
     Rogue 3       5D+17               2D             13        Shortsword,
	dagger, ringmail
     Rogue 6       7D+36               3D             15        Broadsword,
	axe, chainmail
     Rogue 10      7D+64               1D             22        Scimitar,
	shortsword, leather

     Wizard 1      2D                  1D             10        Dagger,
	leather. 7PP
     Wizard 3      3D+3                1D             11        Leather, Staff.
	13 PP
     Wizard 6      3D+8                --             13        Staff. 28 PP
     Wizard 10     3D+15               --             15        Staff. 48 PP

     War-wiz 1     5D+6                2D+2D          12        Broadsword,
	shield, ringmail
     War-wiz 3     6D+10               3D+2D          15        Battleaxe,
	shield, chainmail
     War-wiz 6     9D+22               3D             20        Greatsword,
	chainmail
     War-wiz 10    10D+40              3D+2D          26        Bastardsword,
	shield, chain




B.   Other Races


Dwarves:  4D6 STR, 4D6 CON, 2D6 CHA.
     Excellent sense of direction, depth etc. underground; Very good vision in
     darkness.  Excellent warriors.  No wizards.  Few rogues learn magic. 4'-
     4'6" tall, solidly built.

     Typical warrior: 2H Axe (5D), warhammer (4D), shield (2D),
     Scale mail (3D), Adds +2, CON 14

Elves:    2D6 CON, 4D6 IQ, 4D6 DEX, 4D6 CHA.
     Good night vision with stars, good hunters, mages. 5' tall, slight build.
     
     Typical warrior/hunter: Bow (3D), 2H longsword (4D), shortsword (3D),
     Leather armour (1D) or Elvish chain mail (3D), Adds +2, CON 7

Hobbits:  2D6 STR, 4D6 DEX.
     Stealthy, peaceful, no wizards (and few other characters, for that
     matter).  3'6"-4' tall, sturdy build.

     Typical militia: Sling (2D), 2H spear (3D), dagger (2D), leather (1D),
     Adds +0, CON 11

Gnomes:   All attributes 3D6.
     Stealthy, small, some wizards. 3' tall, sturdy and tough.

     Typical militia: Sling (3D), 2H Spear (3D), dagger (2D), ringmail (2D),
     Adds +0, CON 11


Goblins:  2D6 STR, 2D6 CON, 4D6 DEX, 2D6 CHA.
     Quick, spindly, small (3'-4'), ugly, cowardly in small numbers.  All
     warriors, apart from a few rogue wizards, no true wizards or warrior-
     wizards.

     Typical Goblin: Sling (2D), 2H Spear (3D), shortsword or club  (2D),
     small shield (1D), leather (1D), Adds +4, CON 7.

Hobgoblins:                  4D6 STR, 4D6 CON, 2D6 CHA.
     Big (5'), brave, mean Goblins.  A few rogue wizards, most warriors.

     Typical hobgoblin: Sling (3D) or staff-sling (4D), mace (4D), shield (2D),
     cuirboili (2D), Adds +4, CON 14.

Orcs:     4D6 STR, 4D6 CON, 2D6 DEX, 2D6 IQ, 2D6 CHA.
     5' tall but stooped, bestial, mean, vicious.  Warriors, a few rogue-
     warriors, fewer rogue-wizards.  Excellent dark vision.

     Typical Orc warrior: Scimitar or axe (4D), shield (2D), cuirboili (2D),
     Adds +4, CON 14. 

Trolls:   12D6 STR, 12D6 CON, 2D6 DEX, 2D6 IQ, 1D6 CHA.
     Tough, nasty, dim, slow, powerful, 9' tall, grey.  Good dark vision.  All
     are warriors.  Tough, stony skin (2D armour), never wear armour or use
     proper weapons.

     Typical troll: 2H club (8D) or club (6D) or fists (4D), skin (2D),
     Adds +27, CON 44.

Olog-Hai: 15D6 STR, 15D6 CON, 2D6 CHA.
     Evil, powerful nasty, but not slow or dim.  All are warriors.  Good dark
     vision. 10' tall, black or dark grey.  Tough (1D) skin.  Always use
     weapons and wear armour.

     Typical olog-hai: 2H maul (9D) or Mace or Axe (7D), skin (1D),
     scalemail armour (3D), Adds +33, CON 55.

C.  Monsters


Note:
     Most monsters use adds of (MR/2) on each round.
     * indicates creature has adds of (MR/4) after first round.


     Creature      MR                 Notes

     Rabid rat      2 *               make DEX L1SR or take difference in hits
     Giant rat      8 *               Usually attacks in packs
     Feral cat     12 *               make L1SR on Dex first round to hit
     Shadow cat    18 *               make L2SR on Dex first round to hit

     Hunting dog   10                 not very fierce. Pack animal.
     Guard dog     25                 3' at shoulder. Vicious, usually.
     Wolf          18                 Cowardly pack animal
     Warg          40                 4' tall. Nasty and evil. Intelligent.

     Boar          30 *               Quick and mean.
     Bull          35                 Can be nasty.
     Buffalo       45                 Mean temper, and fast.

     Wild pony     18                 Does not fight.
     Riding horse  24                 Will not usually fight.
     Warhorse      30                 Can be trained to fight.

     Bear          40                 If hits, make L1SR on DEX or held and
     Cave Bear     60                 squeezed next round for full hits.

     Leopard       30 *               L3SR on LK or L4SR on DEX to dodge leap.
     Lion/Tiger    50 *               If you fail, take difference in hits and
     Cave lion/    70 *               fight normally. If make roll, free hit.
     Sabre-toothed                    If you are big, you don't have to dodge
     Tiger                            leap - combat as normal but you must
                                      inflict more hits or you are knocked
                                      down and take all hits it rolled.

     Carnivorous ape  80              Huge and mean.  Squeezes as bear but L2SR.

     Elephant      200                Rogue bull.  10 point skin.  If it
                                      charges,           make L2SR or DEX to
                                      dodge (free attack) else trampled to
                                      death.  If does not charge, make L2SR on
                                      DEX and LK (free attack) else grabbed and
                                      killed.  If you are big, melee normally, 
                                      BUT you take full hits if you don't beat
                                      it                 in any round.

     Giant Eagle   50 *               L3SR DEX to dodge swoop (get free attack)
                                      -                  if fail, L5SR on LK or
                                      take full hits and on ground (armour
                                      counts double).  If make, L3SR on LK or
                                      lose an eye.

     Giant Spider  50                 Man-sized.  If it hits, L6SR on CON or
                                      take               difference in hits
                                      from venom in 5 rounds.

     Manticore     120                Make L3SR on DEX or L?SR on LK each round
                                      to                 avoid stinger: LK SR
                                      is L1 if 4/5D, L2 3D, L3 2D, L4 1D, L5
                                      if none.  If hit, take 100 hits per round
                                      until dead or neutralized.  To sever
                                      tail, make L5SR on DEX (you inflict no
                                      hits that round, and take as normal if he
                                                          scores more).

     Unicorn       100                L3SR on DEX to dodge charge (free hit)
                                      else               impaled and dead.  Or
                                      meet charge and fight it normally.

     Shadow Demon  --                 5D, CON 60.  Double dice in darkness, and
                                      you                can't see it (1/2
                                      total). Evil, intelligent, radiates
                                      darkness sufficient to blot out moonlight
                                      and dim torches or lanterns to candle-
                                      level illumination.  Some are even more
                                      powerful, and can extinguish lights and
                                      can only be hit by magical weapons or
                                      spells.



D.   Humanoids


     Ogre (10')          7D+20, CON 30.
                         L3SR on LK or L4SR on DEX to dodge (free attack), else
                         combat as normal. Increase SR one level each round.

     Troll (15')         12D+30, CON 40, 5pt. armour.
                         L2SR on DEX or L3SR on LK to dodge (free hit), else
                         combat as normal.  SR goes up 1 each round.

     Giant (20')         15D+60, CON 60. 6 pt. skin.
     Giant (30')         20D+100, CON 100. 10pt. Armour.
                         Make L2SR on DEX or LK and you can attack free, else
                         combat as normal.  Each round you must make SR one
                         level higher.

Internal:  John Davis - Sysmgr HK10-14 - T4E East end HAL02 - Ext. 3618
External:  [J R Davis] at [bnr.co.uk] - +44 (0)279 403618